public HatRenderer(IShaderProvider shaderProvider, ICharacterRenderProperties renderProperties, ISpriteSheet hatSheet, ISpriteSheet hairSheet) : base(renderProperties) { _shaderProvider = shaderProvider; _hatSheet = hatSheet; _hairSheet = hairSheet; _hairRenderLocationCalculator = new HairRenderLocationCalculator(_renderProperties); }
public MainVisual(IShaderProvider shaderProvider) { this.shaderProvider = shaderProvider; envMap = TextureLoader.FromBitmap(Resourcen.beach); envMap.WrapMode(TextureWrapMode.MirroredRepeat); envMap.FilterLinear(); background = new VisualBackground(envMap); camera.NearClip = 0.01f; camera.FarClip = 50; camera.Distance = 0; camera.FovY = 70; GL.ClearColor(Color4.White); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); }
public bool ReloadIfContains(IShaderProvider shader) { return(reloadIf(Shaders.Contains(shader))); }