
Public Member Functions | |
| Water2 () | |
| override void | Initialize () |
| Water2 (float dim) | |
| override void | GetPrepared () |
| Currently this method is used only in classes deriving from SceneNode which also have to load ressources (most of the time DX Resources). So at the moment this is used only after loading a scene but it could potentially be use when you want parts of your scene to be ready for rendering. | |
| override void | LoadFromFile (Device d3ddevice, string fileName) |
| Use this method to populate Vertex Buffer and Index Buffer to be used to render water. | |
| override void | Update (Frustrum frustrum, double appTime, float elapsedTime) |
| The update method does pretty much what it does for a scene node except that here we also use the local bbox to calculate the bounding box. | |
| void | Render (Device device, Texture refractionTex, Texture reflectionTex) |
| Water2 () | |
| override void | Initialize () |
| Water2 (float dim) | |
| override void | GetPrepared () |
| Currently this method is used only in classes deriving from SceneNode which also have to load ressources (most of the time DX Resources). So at the moment this is used only after loading a scene but it could potentially be use when you want parts of your scene to be ready for rendering. | |
| override void | LoadFromFile (Device d3ddevice, string fileName) |
| Use this method to populate Vertex Buffer and Index Buffer to be used to render water. | |
| override void | Update (Frustrum frustrum, double appTime, float elapsedTime) |
| The update method does pretty much what it does for a scene node except that here we also use the local bbox to calculate the bounding box. | |
| void | Render (Device device, Texture refractionTex, Texture reflectionTex) |
Public Attributes | |
| VertexBuffer | waterVBuff = null |
| IndexBuffer | waterIBuff = null |
| int | numberVertices = 0 |
| int | numberTri = 0 |
| float | desiredDimension = 1000.0f |
Definition at line 28 of file Water2.cs.
| DXGfxLib.Water2.Water2 | ( | ) |
| DXGfxLib.Water2.Water2 | ( | float | dim | ) |
| DXGfxLib.Water2.Water2 | ( | ) |
| DXGfxLib.Water2.Water2 | ( | float | dim | ) |
| override void DXGfxLib.Water2.GetPrepared | ( | ) | [virtual] |
Currently this method is used only in classes deriving from SceneNode which also have to load ressources (most of the time DX Resources). So at the moment this is used only after loading a scene but it could potentially be use when you want parts of your scene to be ready for rendering.
Reimplemented from DXGfxLib.SceneNode.
Definition at line 59 of file Water2.cs.

| override void DXGfxLib.Water2.GetPrepared | ( | ) | [virtual] |
Currently this method is used only in classes deriving from SceneNode which also have to load ressources (most of the time DX Resources). So at the moment this is used only after loading a scene but it could potentially be use when you want parts of your scene to be ready for rendering.
Reimplemented from DXGfxLib.SceneNode.
Definition at line 59 of file Water2.cs.


| override void DXGfxLib.Water2.Initialize | ( | ) | [virtual] |
| override void DXGfxLib.Water2.Initialize | ( | ) | [virtual] |
Reimplemented from DXGfxLib.SceneObject.
Definition at line 49 of file Water2.cs.

| override void DXGfxLib.Water2.LoadFromFile | ( | Device | d3ddevice, | |
| string | fileName | |||
| ) | [virtual] |
Use this method to populate Vertex Buffer and Index Buffer to be used to render water.
| d3ddevice |
Reimplemented from DXGfxLib.SceneObject.
| override void DXGfxLib.Water2.LoadFromFile | ( | Device | d3ddevice, | |
| string | fileName | |||
| ) | [virtual] |
Use this method to populate Vertex Buffer and Index Buffer to be used to render water.
| d3ddevice |
Reimplemented from DXGfxLib.SceneObject.
Definition at line 88 of file Water2.cs.

| void DXGfxLib.Water2.Render | ( | Device | device, | |
| Texture | refractionTex, | |||
| Texture | reflectionTex | |||
| ) |
| void DXGfxLib.Water2.Render | ( | Device | device, | |
| Texture | refractionTex, | |||
| Texture | reflectionTex | |||
| ) |
| override void DXGfxLib.Water2.Update | ( | Frustrum | frustrum, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) | [virtual] |
The update method does pretty much what it does for a scene node except that here we also use the local bbox to calculate the bounding box.
| frustrum | ||
| appTime | ||
| elapsedTime |
Reimplemented from DXGfxLib.SceneObject.
| override void DXGfxLib.Water2.Update | ( | Frustrum | frustrum, | |
| double | appTime, | |||
| float | elapsedTime | |||
| ) | [virtual] |
The update method does pretty much what it does for a scene node except that here we also use the local bbox to calculate the bounding box.
| frustrum | ||
| appTime | ||
| elapsedTime |
Reimplemented from DXGfxLib.SceneObject.
Definition at line 204 of file Water2.cs.

| float DXGfxLib.Water2::desiredDimension = 1000.0f |
| int DXGfxLib.Water2::numberTri = 0 |
| int DXGfxLib.Water2::numberVertices = 0 |
| IndexBuffer DXGfxLib.Water2::waterIBuff = null |
| VertexBuffer DXGfxLib.Water2::waterVBuff = null |
1.5.8