private SharpDX.Direct3D9.ClearFlags ChangeClearBuffer( ClearBuffer clearBuffer )
 {
     SharpDX.Direct3D9.ClearFlags clearFlags = SharpDX.Direct3D9.ClearFlags.None;
     if ( clearBuffer.HasFlag ( ClearBuffer.ColorBuffer ) ) clearFlags |= SharpDX.Direct3D9.ClearFlags.Target;
     if ( clearBuffer.HasFlag ( ClearBuffer.DepthBuffer ) ) clearFlags |= SharpDX.Direct3D9.ClearFlags.ZBuffer;
     if ( clearBuffer.HasFlag ( ClearBuffer.StencilBuffer ) ) clearFlags |= SharpDX.Direct3D9.ClearFlags.Stencil;
     return clearFlags;
 }
 private SharpDX.Direct3D11.DepthStencilClearFlags ConvertDepthStencilClearMethod( ClearBuffer clearBuffer )
 {
     return ( clearBuffer.HasFlag ( ClearBuffer.DepthBuffer ) ? SharpDX.Direct3D11.DepthStencilClearFlags.Depth : 0 ) |
         ( clearBuffer.HasFlag ( ClearBuffer.StencilBuffer ) ? SharpDX.Direct3D11.DepthStencilClearFlags.Stencil : 0 );
 }
Beispiel #3
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 public void Clear( ClearBuffer clearBuffer, Color color, float depth = 0, int stencil = 0 )
 {
     if ( clearBuffer.HasFlag ( ClearBuffer.ColorBuffer ) )
         d3dContext.ClearRenderTargetView ( ( GraphicsDevice.BackBuffer as BackBuffer ).renderTarget, ConvertColor ( color ) );
     if ( clearBuffer.HasFlag ( ClearBuffer.DepthBuffer ) || clearBuffer.HasFlag ( ClearBuffer.StencilBuffer ) )
         d3dContext.ClearDepthStencilView ( ( GraphicsDevice.BackBuffer as BackBuffer ).depthStencil, ConvertDepthStencilClearMethod ( clearBuffer ), depth, ( byte ) stencil );
 }