void EnumVoxel(PipelineState ps, VoxelFlags flags) { ps.Primitive = Primitive.TriangleList; ps.RasterizerState = RasterizerState.CullNone; ps.BlendState = BlendState.Opaque; ps.DepthStencilState = DepthStencilState.None; //ps.VertexInputElements = VertexInputElement.Empty; if (flags == VoxelFlags.DEBUG_DRAW_VOXEL) { ps.RasterizerState = RasterizerState.CullCW; ps.DepthStencilState = DepthStencilState.Default; ps.BlendState = BlendState.Opaque; ps.Primitive = Primitive.PointList; } }
public bool this[VoxelFlags flag] { get { return data[((int)flag) - 1]; } set { data[((int)flag) - 1] = value; } }
void EnumVoxel ( PipelineState ps, VoxelFlags flags ) { ps.Primitive = Primitive.TriangleList; ps.RasterizerState = RasterizerState.CullNone; ps.BlendState = BlendState.Opaque; ps.DepthStencilState = DepthStencilState.None; //ps.VertexInputElements = VertexInputElement.Empty; if (flags==VoxelFlags.DEBUG_DRAW_VOXEL) { ps.RasterizerState = RasterizerState.CullCW; ps.DepthStencilState = DepthStencilState.Default; ps.BlendState = BlendState.Opaque; ps.Primitive = Primitive.PointList; } }