(scene *core.Node, face []math32.Vector3, color *math32.Color)
| 19 | } |
| 20 | |
| 21 | func ShowWorldFace(scene *core.Node, face []math32.Vector3, color *math32.Color) { |
| 22 | |
| 23 | if len(face) == 0 { |
| 24 | return |
| 25 | } |
| 26 | |
| 27 | vertices := math32.NewArrayF32(0, 16) |
| 28 | for i := range face { |
| 29 | vertices.AppendVector3(&face[i]) |
| 30 | } |
| 31 | vertices.AppendVector3(&face[0]) |
| 32 | |
| 33 | geom := geometry.NewGeometry() |
| 34 | geom.AddVBO(gls.NewVBO(vertices).AddAttrib(gls.VertexPosition)) |
| 35 | |
| 36 | mat := material.NewStandard(color) |
| 37 | faceGraphic := graphic.NewLineStrip(geom, mat) |
| 38 | scene.Add(faceGraphic) |
| 39 | } |
| 40 | |
| 41 | func ShowPenAxis(scene *core.Node, axis *math32.Vector3) { //}, min, max float32) { |
| 42 |
no test coverage detected