Ejemplo n.º 1
0
 /// <summary>
 /// <p>Set the blend state of the output-merger stage.</p>
 /// </summary>
 /// <param name="blendState"><dd>  <p>Pointer to a blend-state interface (see <strong><see cref="SharpDX.Direct3D11.BlendState"/></strong>). Passing in <strong><c>null</c></strong> implies a default blend state. See remarks for further details.</p> </dd></param>
 /// <param name="blendFactor"><dd>  <p>Array of blend factors, one for each RGBA component. This requires a blend state object that specifies the <strong><see cref="SharpDX.Direct3D11.BlendOption.BlendFactor"/></strong> option.</p> </dd></param>
 /// <param name="multiSampleMask"><dd>  <p>32-bit sample coverage. The default value is 0xffffffff. See remarks.</p> </dd></param>
 /// <remarks>
 /// <p>Blend state is used by the output-merger stage to determine how to blend together two pixel values. The two values are commonly the current pixel value and the pixel value already in the output render target. Use the <strong>blend operation</strong> to control where the two pixel values come from and how they are mathematically combined.</p><p>To create a blend-state interface, call <strong><see cref="SharpDX.Direct3D11.Device.CreateBlendState"/></strong>.</p><p>Passing in <strong><c>null</c></strong> for the blend-state interface indicates to the runtime to set a default blending state.  The following table indicates the default blending parameters.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong></td></tr> <tr><td>BlendEnable</td><td><strong><see cref="SharpDX.Result.False"/></strong>[8]</td></tr> <tr><td>SrcBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlend</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.One"/></td></tr> <tr><td>DstBlendAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="SharpDX.Direct3D11.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask[8]</td><td><see cref="SharpDX.Direct3D11.ColorWriteMaskFlags.All"/>[8]</td></tr> </table><p>?</p><p>A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.</p><p> The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10. </p>
 /// </remarks>
 public void SetBlendState(BlendState blendState, Mathematics.Color blendFactor, uint multiSampleMask = 0xFFFFFFFF)
 {
     throw new NotImplementedException();
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Clears a render target.
 /// </summary>
 /// <param name="renderTarget">The render target.</param>
 /// <param name="color">Set this color value for the RenderTarget buffer.</param>
 public void Clear(RenderTarget renderTarget, Mathematics.Color color)
 {
     throw new NotImplementedException();
 }