public MeshDepthMaterial(ContentManager contentManager, Effect effect)
            : base(contentManager, effect)
        {
            var rasterizerState = RasterizerStateDescription.Default;

            rasterizerState.DepthClipEnabled   = false;
            rasterizerState.ScissorTestEnabled = false;

            PipelineState = new EffectPipelineState(
                rasterizerState,
                DepthStencilStateDescription.DepthOnlyLessEqual,
                BlendStateDescription.SingleDisabled,
                ShadowData.DepthPassDescription);
        }
Beispiel #2
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        public SpriteMaterial(Effect effect)
            : base(effect)
        {
            SetProperty("Sampler", effect.GraphicsDevice.SamplerPointClamp);

            // TODO: Clean this up.
            var rasterizerState = RasterizerStateDescription.CullBackSolid;

            rasterizerState.IsFrontCounterClockwise = false;

            PipelineState = new EffectPipelineState(
                rasterizerState,
                DepthStencilStateDescription.None,
                BlendStateDescription.AlphaBlend);
        }