{
myDrawer->SetLineAspect (new Prs3d_LineAspect (Quantity_NOC_WHITE, Aspect_TOL_SOLID, 1.0));
myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
+ myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
myDrawer->ShadingAspect()->SetTransparency (1.0);
myDrawer->ShadingAspect()->SetColor (Quantity_NOC_WHITE);
{
myDrawer->SetLineAspect (new Prs3d_LineAspect (theLineColor, theLineType, theWidth));
myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
+ myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_EMPTY);
myDrawer->ShadingAspect()->SetTransparency (1.0);
myDrawer->ShadingAspect()->SetColor (Quantity_NOC_WHITE);
{
myDrawer->SetLineAspect (new Prs3d_LineAspect (theLineColor, theLineType, theLineWidth));
myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
+ myDrawer->ShadingAspect()->SetMaterial (Graphic3d_NOM_PLASTIC);
myDrawer->ShadingAspect()->SetColor (theFillColor);
myDrawer->ShadingAspect()->Aspect()->SetInteriorStyle (Aspect_IS_SOLID);
myDrawer->ShadingAspect()->SetTransparency (theTransparency);
if (myTriangles.IsNull() || myTriangles->VertexNumber() != myPoints.Length() + 1)
{
toFill = Standard_True;
- myTriangles = new Graphic3d_ArrayOfTriangles (aTriangles.Extent() * 3);
+ myTriangles = new Graphic3d_ArrayOfTriangles (aTriangles.Extent() * 3, 0, Standard_True);
}
Standard_Integer aVertexIndex = 1;
if (toFill)
{
+ gp_Dir aNorm = gp::DZ();
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
- myTriangles->AddVertex (aPts[anIt].X(), aPts[anIt].Y(), 0.0);
+ myTriangles->AddVertex (aPts[anIt].X(), aPts[anIt].Y(), 0.0,
+ aNorm.X(), aNorm.Y(), aNorm.Z());
}
}
else