/// <description> /// Returns the script filename of where the CubemapData object was defined. This is used by the material editor. /// </description> public void Save(string filename = "", GFXFormat format = GFXFormat.GFXFormatBC1) { InternalUnsafeMethods.Save__Args _args = new InternalUnsafeMethods.Save__Args() { filename = filename, format = (int)format, }; InternalUnsafeMethods.Save()(ObjectPtr, _args); }
public bool HDRPostFXonEnabled(string thisobj) { // We don't allow hdr on OSX yet. if (sGlobal["$platform"] == "macos") { return(false); } // See what HDR format would be best. //%format = getBestHDRFormat(); GFXFormat format = Util.getBestHDRFormat(); if ((format == GFXFormat.GFXFormat_UNKNOWNSIZE) || (format == GFXFormat.GFXFormatR8G8B8A8)) { // We didn't get a valid HDR format... so fail. return(false); } // HDR does it's own gamma calculation so // disable this postFx. ((coPostEffect)"GammaPostFX").disable(); // Set the right global shader define for HDR. switch (format) { case GFXFormat.GFXFormatR10G10B10A2: Util.addGlobalShaderMacro("TORQUE_HDR_RGB10", ""); break; case GFXFormat.GFXFormatR16G16B16A16: Util.addGlobalShaderMacro("TORQUE_HDR_RGB16", ""); break; } console.print("HDR FORMAT: " + format.ToString()); // Change the format of the offscreen surface // to an HDR compatible format. (( coSimObject)"AL_FormatToken")["format"] = format.ToString(); Util.setReflectFormat(format); // Reset the light manager which will ensure the new // hdr encoding takes effect in all the shaders and // that the offscreen surface is enabled. Util.resetLightManager(); return(true); }
/// <summary> /// Set the reflection texture format. /// @ingroup GFX ) /// /// </summary> public void setReflectFormat(GFXFormat format){ m_ts.fn_setReflectFormat((int)format ); }