Game Development Reference
In-Depth Information
m_PointLight.SetPosition(LightPosition);
m_PointLight.SetAmbientColor(AmbientColor);
m_PointLight.SetDiffuseColor(DiffuseColor);
m_PointLight.SetSpecularColor(SpecularColor);
}
void SetupCamera()
{
// Set Camera View
Vector3 Eye = new Vector3(0,0,8);
Vector3 Center = new Vector3(0,0,-1);
Vector3 Up = new Vector3(0,1,0);
float ratio = (float) m_ViewPortWidth / m_ViewPortHeight;
float Projleft = -ratio;
float Projright = ratio;
float Projbottom = -1;
float Projtop = 1;
float Projnear = 3;
float Projfar = 50; //100;
m_Camera = new Camera(m_Context,
Eye,
Center,
Up,
Projleft, Projright,
Projbottom,Projtop,
Projnear, Projfar);
}
void CreateCube(Context iContext)
{
//Create Cube Shader
Shader Shader = new Shader(iContext, R.raw.vsonelight, R.raw.fsonelight); // ok
//MeshEx(int CoordsPerVertex,
// int MeshVerticesDataPosOffset,
// int MeshVerticesUVOffset,
// int MeshVerticesNormalOffset,
// float[] Vertices,
// short[] DrawOrder
MeshEx CubeMesh = new MeshEx(8,0,3,5,Cube.CubeData, Cube.CubeDrawOrder);
// Create Material for this object
Material Material1 = new Material();
//Material1.SetEmissive(0.0f, 0, 0.25f);
// Create Texture
Texture TexAndroid = new Texture(iContext,R.drawable.ic_launcher);
Texture[] CubeTex = new Texture[1];
CubeTex[0] = TexAndroid;
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