Ejemplo n.º 1
0
 public void SetParameter(string name, CurrentTextureType current)
 {
     sfShader_setCurrentTextureParameter(CPointer, name);
 }
Ejemplo n.º 2
0
 ////////////////////////////////////////////////////////////
 /// <summary>
 /// Specify current texture as \p sampler2D uniform
 /// </summary>
 ///
 /// <remarks>
 /// <para>This overload maps a shader texture variable to the
 /// texture of the object being drawn, which cannot be
 /// known in advance. The second argument must be
 /// <see cref="CurrentTexture"/>.
 /// The corresponding parameter in the shader must be a 2D texture
 /// (<c>sampler2D</c> GLSL type).</para>
 ///
 /// <para>Example:
 /// <code>
 /// uniform sampler2D current; // this is the variable in the shader
 /// </code>
 /// <code>
 /// shader.setUniform("current", Shader.CurrentTexture);
 /// </code>
 /// </para>
 /// </remarks>
 ///
 /// <param name="name">Name of the texture in the shader</param>
 /// <param name="current"/>
 ////////////////////////////////////////////////////////////
 public void SetUniform(string name, CurrentTextureType current)
 {
     sfShader_setCurrentTextureUniform(CPointer, name);
 }
Ejemplo n.º 3
0
 public void SetUniform(string Parameter, CurrentTextureType dummy)
 {
     SFMLShader.SetUniform(Parameter, ShaderClass.CurrentTexture);
 }
Ejemplo n.º 4
0
 ////////////////////////////////////////////////////////////
 /// <summary>
 /// Change a texture parameter of the shader
 ///
 /// This overload maps a shader texture variable to the
 /// texture of the object being drawn, which cannot be
 /// known in advance. The second argument must be
 /// sf::Shader::CurrentTexture.
 /// The corresponding parameter in the shader must be a 2D texture
 /// (sampler2D GLSL type).
 /// </summary>
 /// <param name="name">Name of the texture in the shader</param>
 /// <param name="current">Always pass the spacial value Shader.CurrentTexture</param>
 ////////////////////////////////////////////////////////////
 public void SetParameter(string name, CurrentTextureType current)
 {
     sfShader_setCurrentTextureParameter(CPointer, name);
 }
Ejemplo n.º 5
0
 ////////////////////////////////////////////////////////////
 /// <summary>
 /// Specify current texture as \p sampler2D uniform
 /// </summary>
 ///
 /// <remarks>
 /// <para>This overload maps a shader texture variable to the
 /// texture of the object being drawn, which cannot be
 /// known in advance. The second argument must be
 /// <see cref="CurrentTexture"/>.
 /// The corresponding parameter in the shader must be a 2D texture
 /// (<c>sampler2D</c> GLSL type).</para>
 ///
 /// <para>Example:
 /// <code>
 /// uniform sampler2D current; // this is the variable in the shader
 /// </code>
 /// <code>
 /// shader.setUniform("current", Shader.CurrentTexture);
 /// </code>
 /// </para>
 /// </remarks>
 /// 
 /// <param name="name">Name of the texture in the shader</param>
 /// <param name="current"/>
 ////////////////////////////////////////////////////////////
 public void SetUniform(string name, CurrentTextureType current)
 {
     sfShader_setCurrentTextureUniform(CPointer, name);
 }
Ejemplo n.º 6
0
 public void SetParameter(string Parameter, CurrentTextureType texture)
 {
     base.SetParameter(Parameter, texture);
 }