只画了一个(第一个)覆盖物品,其余的不是
目击者11.847;下午好,我遇到了一个问题,即由于某种原因,内部填充只有一个(第一个)OverlayItem
(应填充所有小圆圈)。这是进行渲染的代码段。此外,所有必要的覆盖层
属于此块,但只绘制了一个元素。请告诉我,有什么问题?
这是填充问题图像:
internal sealed class ViewportOverlayDrawer : IOverlayItemVisitor
{
private readonly RenderContextBase _renderContext;
public void Visit(OverlayItem item)
{
if (!item.IsVisible || item.Vertices == null || item.Vertices.Length == 0)
{
return;
}
var points = item.Vertices.Select(vertex => new Point3D(vertex.X, _viewportLayout.RealHeight - vertex.Y, 0.0)).ToArray();
if (item.BrushColor != Color.Empty)
{
_renderContext.SetState(blendStateType.Blend);
_renderContext.SetColorWireframe(item.BrushColor);
_renderContext.DrawTrianglesFan(points, Vector3D.AxisZ);
_renderContext.SetState(blendStateType.NoBlend);
}
}
}
Eyeshot 11.847; Good afternoon, I've run into a problem that for some reason the internal fill has only one (first) OverlayItem
(and all small circles should be filled). Here is a code snippet in which rendering takes place. Moreover, all the necessary OverlayItems
fall into this block, but only one element is painted over. Tell me please, what could be the problem?
Here is Filling problem image:
internal sealed class ViewportOverlayDrawer : IOverlayItemVisitor
{
private readonly RenderContextBase _renderContext;
public void Visit(OverlayItem item)
{
if (!item.IsVisible || item.Vertices == null || item.Vertices.Length == 0)
{
return;
}
var points = item.Vertices.Select(vertex => new Point3D(vertex.X, _viewportLayout.RealHeight - vertex.Y, 0.0)).ToArray();
if (item.BrushColor != Color.Empty)
{
_renderContext.SetState(blendStateType.Blend);
_renderContext.SetColorWireframe(item.BrushColor);
_renderContext.DrawTrianglesFan(points, Vector3D.AxisZ);
_renderContext.SetState(blendStateType.NoBlend);
}
}
}
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问题在于
RenderContextBase
属性Currentshader
本身在某个时候(第一个元素填充后)更改了,因此,绘画未完成。一切都是由以下事实决定的:在每幅画之前,您需要做rendercontextbase.setshader(shadertype.nolights)
The problem was that the
RenderContextBase
propertyCurrentShader
itself changed at some point (after the first element was filled) and because of this the painting was not done. Everything was decided by the fact that before each painting, you need to doRenderContextBase.SetShader(shaderType.NoLights)