public void UpdateResolution(int width, int height) { ((FBO)_outputSurface)?.Dispose(); _outputSurface = new FBOwithDepth(Texture2dGL.Create(width, height)); _outputSurface.Attach(Texture2dGL.Create(width, height, 3, true)); _outputSurface.Attach(Texture2dGL.Create(width, height, 1, true)); _outputSurface.Attach(Texture2dGL.Create(width, height, 3, true)); }
public void UpdateResolution(int width, int height) { ((FBO)_deferredSurface)?.Dispose(); _deferredSurface = new FBOwithDepth(Texture2dGL.Create(width, height)); _deferredSurface.Attach(Texture2dGL.Create(width, height, 3, true)); _deferredSurface.Attach(Texture2dGL.Create(width, height, 1, true)); _deferredSurface.Attach(Texture2dGL.Create(width, height, 3, true)); _deferredSurface.Attach(Texture2dGL.Create(width, height, 4, true)); _projectilesGenerationNvidia.UpdateResolution(width, height); _projectilesGenerationRadeon.UpdateResolution(width, height); _addProjectilesNvidia.UpdateResolution(width, height); _addProjectilesRadeon.UpdateResolution(width, height); _tesselation.UpdateResolution(width, height); _addTesselation.UpdateResolution(width, height); }
public Water(IContentLoader contentLoader) { waterMapShader = contentLoader.Load <IShaderProgram>("WaterMap.*"); mapFBO = new FBO(Texture2dGL.Create(256, 256, 4, true)); mapFBO.Attach(Texture2dGL.Create(256, 256, 4, true)); mapFBO.Textures[0].WrapFunction = TextureWrapFunction.MirroredRepeat; waveLayers = GetWaveLayer(); List <Wave> waveList = GetWaves(); numberOfWaves = waveList.Count; waveBuffer.Set(waveList.ToArray(), BufferUsageHint.StaticCopy); }
public void Resize(int width, int height) { mainFBO = new FBOwithDepth(Texture2dGL.Create(width, height, 4, true)); mainFBO.Attach(Texture2dGL.Create(width, height, 4, true)); mainFBO.Attach(Texture2dGL.Create(width, height, 4, true)); mainFBO.Attach(Texture2dGL.Create(width, height, 4, true)); mainFBO.Attach(Texture2dGL.Create(width, height, 4, true)); foreach (ITexture2D text in mainFBO.Textures) { text.WrapFunction = TextureWrapFunction.MirroredRepeat; } pointLightFBO = new FBOwithDepth(Texture2dGL.Create(width, height, 4, true)); pointLightFBO.Texture.WrapFunction = TextureWrapFunction.MirroredRepeat; lightViewFBO = new FBOwithDepth(Texture2dGL.Create(height, width, 4, true)); lightViewFBO.Texture.WrapFunction = TextureWrapFunction.Repeat; shadowMapFBO = new FBOwithDepth(Texture2dGL.Create(width, height, 4, true)); shadowMapFBO.Texture.WrapFunction = TextureWrapFunction.Repeat; finalPassFBO = new FBOwithDepth(Texture2dGL.Create(width, height, 4, true)); satFilter = new SATGpuFilter(contentLoader, renderState, 32, 32, width, height, 4, 4); }