EgtGraphics 2.5g1 :
- aggiunta gestione Stipple per GeoPoint3d, GeoVector3d e GeoCurve.
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+17
-10
@@ -276,6 +276,9 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
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// calcolo la grafica
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pGraphics->Clear() ;
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pGraphics->AddColor( siObj.colObj) ;
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int nFactor, nPattern ;
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if ( iIter.GetStipple( nFactor, nPattern) && nFactor != 0)
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pGraphics->AddLineStipple( nFactor, nPattern) ;
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PolyLine PL ;
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if ( pVector->GetDrawWithArrowHead( 0.1, 10, PL))
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pGraphics->AddPolyLine(PL) ;
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@@ -291,6 +294,9 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
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// calcolo la grafica
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pGraphics->Clear() ;
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pGraphics->AddColor( siObj.colObj) ;
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int nFactor, nPattern ;
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if ( iIter.GetStipple( nFactor, nPattern) && nFactor != 0)
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pGraphics->AddLineStipple( nFactor, nPattern) ;
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pGraphics->AddPoint( pPoint->GetPoint()) ;
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}
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// se riferimento
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@@ -321,6 +327,9 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
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pCurve->ApproxWithLines( EPS_SMALL, ANG_TOL_GRAPH_DEG, ICurve::APL_SPECIAL, PL) ;
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pGraphics->Clear() ;
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pGraphics->AddColor( siObj.colObj) ;
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int nFactor, nPattern ;
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if ( iIter.GetStipple( nFactor, nPattern) && nFactor != 0)
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pGraphics->AddLineStipple( nFactor, nPattern) ;
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pGraphics->AddPolyLine( PL) ;
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// eventuali segni ausiliari (mark, frecce, ...)
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Vector3d vtRef ;
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@@ -725,17 +734,15 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
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Frame3d frTxr ;
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iIter.GetTextureFrame( frTxr) ;
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// creo piano per la S
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GLfloat PlaneS[4] ;
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PlaneS[0] = GLfloat( frTxr.VersX().x / dTextDimS) ;
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PlaneS[1] = GLfloat( frTxr.VersX().y / dTextDimS) ;
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PlaneS[2] = GLfloat( frTxr.VersX().z / dTextDimS) ;
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PlaneS[3] = GLfloat( - frTxr.VersX() * ( frTxr.Orig() - ORIG) / dTextDimS) ;
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GLfloat PlaneS[4] { GLfloat( frTxr.VersX().x / dTextDimS),
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GLfloat( frTxr.VersX().y / dTextDimS),
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GLfloat( frTxr.VersX().z / dTextDimS),
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GLfloat( -frTxr.VersX() * ( frTxr.Orig() - ORIG) / dTextDimS)} ;
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// creo piano per la T
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GLfloat PlaneT[4] ;
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PlaneT[0] = GLfloat( frTxr.VersY().x / dTextDimT) ;
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PlaneT[1] = GLfloat( frTxr.VersY().y / dTextDimT) ;
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PlaneT[2] = GLfloat( frTxr.VersY().z / dTextDimT) ;
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PlaneT[3] = GLfloat( - frTxr.VersY() * ( frTxr.Orig() - ORIG) / dTextDimT) ;
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GLfloat PlaneT[4] { GLfloat( frTxr.VersY().x / dTextDimT),
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GLfloat( frTxr.VersY().y / dTextDimT),
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GLfloat( frTxr.VersY().z / dTextDimT),
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GLfloat( -frTxr.VersY() * ( frTxr.Orig() - ORIG) / dTextDimT)} ;
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// setto generazione automatica coordinate S e T per texture
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glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) ;
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glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) ;
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