/// <summary>
 /// Initializes a new instance of the <see cref="DeferredRenderTechnicInitDescription"/> struct.
 /// </summary>
 /// <param name="DeferredGBuffer">The deferred G buffer.</param>
 /// <param name="DeferredLightMap">The deferred light map.</param>
 /// <param name="BackGroundColor">Color of the back ground.</param>
 /// <param name="LightDebug">if set to <c>true</c> [light debug].</param>
 /// <param name="DefferedDebug">if set to <c>true</c> [deffered debug].</param>
 /// <param name="UseFloatingBufferForLightMap">if set to <c>true</c> [use floating buffer for light map].</param>
 /// <param name="CullPointLight">if set to <c>true</c> [cull point light].</param>
 /// <param name="ExtraForwardPass">if set to <c>true</c> [extra forward pass].</param>
 /// <param name="RenderTargetsNameToDefferedDebug">The render targets name to deffered debug.</param>
 /// <param name="RestoreDepthOption">The restore depth option.</param>
 public PrePassRenderTechnicInitDescription(IDeferredGBuffer DeferredGBuffer, IDeferredLightMap DeferredLightMap,Color BackGroundColor, bool LightDebug, bool DefferedDebug,
     bool CullPointLight, bool ExtraForwardPass, String[] RenderTargetsNameToDefferedDebug, RestoreDepthOption RestoreDepthOption)
 {
     this.DefferedDebug = DefferedDebug;
     this.LightDebug = LightDebug;
     this.CullPointLight = CullPointLight;
     this.ExtraForwardPass = ExtraForwardPass;
     this.DeferredGBuffer = DeferredGBuffer;
     this.DeferredLightMap = DeferredLightMap;
     this.RenderTargetsNameToDefferedDebug = RenderTargetsNameToDefferedDebug;
     this.BackGroundColor = BackGroundColor;
     OrderAllObjectsBeforeDraw = null;
     OrderDeferredObjectsBeforeDraw = null;
     OrderForwardObjectsBeforeDraw = null;
 }
Beispiel #2
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 /// <summary>
 /// Initializes a new instance of the <see cref="DeferredRenderTechnicInitDescription"/> struct.
 /// </summary>
 /// <param name="DeferredGBuffer">The deferred G buffer.</param>
 /// <param name="DeferredLightMap">The deferred light map.</param>
 /// <param name="BackGroundColor">Color of the back ground.</param>
 /// <param name="LightDebug">if set to <c>true</c> [light debug].</param>
 /// <param name="DefferedDebug">if set to <c>true</c> [deffered debug].</param>
 /// <param name="UseFloatingBufferForLightMap">if set to <c>true</c> [use floating buffer for light map].</param>
 /// <param name="CullPointLight">if set to <c>true</c> [cull point light].</param>
 /// <param name="ExtraForwardPass">if set to <c>true</c> [extra forward pass].</param>
 /// <param name="RenderTargetsNameToDefferedDebug">The render targets name to deffered debug.</param>
 /// <param name="RestoreDepthOption">The restore depth option.</param>
 public PrePassRenderTechnicInitDescription(IDeferredGBuffer DeferredGBuffer, IDeferredLightMap DeferredLightMap, Color BackGroundColor, bool LightDebug, bool DefferedDebug,
                                            bool CullPointLight, bool ExtraForwardPass, String[] RenderTargetsNameToDefferedDebug, RestoreDepthOption RestoreDepthOption)
 {
     this.DefferedDebug    = DefferedDebug;
     this.LightDebug       = LightDebug;
     this.CullPointLight   = CullPointLight;
     this.ExtraForwardPass = ExtraForwardPass;
     this.DeferredGBuffer  = DeferredGBuffer;
     this.DeferredLightMap = DeferredLightMap;
     this.RenderTargetsNameToDefferedDebug = RenderTargetsNameToDefferedDebug;
     this.BackGroundColor           = BackGroundColor;
     OrderAllObjectsBeforeDraw      = null;
     OrderDeferredObjectsBeforeDraw = null;
     OrderForwardObjectsBeforeDraw  = null;
 }