public MyVoxelMap(bool createRender) { (PositionComp as MyPositionComponent).WorldPositionChanged = WorldPositionChanged; if (createRender) { Render = new MyRenderComponentVoxelMap(); } AddDebugRenderComponent(new MyDebugRenderComponentVoxelMap(this)); }
public static ChangeResult Apply(MyGraphicsSettings settings) { MySandboxGame.Log.WriteLine("MyVideoModeManager.Apply(MyGraphicsSettings1)"); using (MySandboxGame.Log.IndentUsing(LoggingOptions.NONE)) { MySandboxGame.Log.WriteLine("Flares Intensity: " + settings.FlaresIntensity); MySandboxGame.Log.WriteLine("Field of view: " + settings.FieldOfView); MySandboxGame.Log.WriteLine("PostProcessingEnabled: " + settings.PostProcessingEnabled.ToString()); MySandboxGame.Log.WriteLine("Render.GrassDensityFactor: " + settings.PerformanceSettings.RenderSettings.GrassDensityFactor); MySandboxGame.Log.WriteLine("Render.GrassDrawDistance: " + settings.PerformanceSettings.RenderSettings.GrassDrawDistance); MySandboxGame.Log.WriteLine("Render.DistanceFade: " + settings.PerformanceSettings.RenderSettings.DistanceFade); MySandboxGame.Log.WriteLine("Render.AntialiasingMode: " + settings.PerformanceSettings.RenderSettings.AntialiasingMode); MySandboxGame.Log.WriteLine("Render.ShadowQuality: " + settings.PerformanceSettings.RenderSettings.ShadowQuality); MySandboxGame.Log.WriteLine("Render.AmbientOcclusionEnabled: " + settings.PerformanceSettings.RenderSettings.AmbientOcclusionEnabled.ToString()); MySandboxGame.Log.WriteLine("Render.TextureQuality: " + settings.PerformanceSettings.RenderSettings.TextureQuality); MySandboxGame.Log.WriteLine("Render.AnisotropicFiltering: " + settings.PerformanceSettings.RenderSettings.AnisotropicFiltering); MySandboxGame.Log.WriteLine("Render.VoxelShaderQuality: " + settings.PerformanceSettings.RenderSettings.VoxelShaderQuality); MySandboxGame.Log.WriteLine("Render.AlphaMaskedShaderQuality: " + settings.PerformanceSettings.RenderSettings.AlphaMaskedShaderQuality); MySandboxGame.Log.WriteLine("Render.AtmosphereShaderQuality: " + settings.PerformanceSettings.RenderSettings.AtmosphereShaderQuality); if (!m_currentGraphicsSettings.Equals(ref settings)) { SetEnableDamageEffects(settings.PerformanceSettings.EnableDamageEffects); SetFov(settings.FieldOfView); SetPostProcessingEnabled(settings.PostProcessingEnabled); if (MyRenderProxy.Settings.FlaresIntensity != settings.FlaresIntensity) { MyRenderProxy.Settings.FlaresIntensity = settings.FlaresIntensity; MyRenderProxy.SetSettingsDirty(); } if (!m_currentGraphicsSettings.PerformanceSettings.RenderSettings.Equals(ref settings.PerformanceSettings.RenderSettings)) { MyRenderProxy.SwitchRenderSettings(settings.PerformanceSettings.RenderSettings); } if (m_currentGraphicsSettings.PerformanceSettings.RenderSettings.VoxelQuality != settings.PerformanceSettings.RenderSettings.VoxelQuality) { MyRenderComponentVoxelMap.SetLodQuality(settings.PerformanceSettings.RenderSettings.VoxelQuality); } m_currentGraphicsSettings = settings; MySector.Lodding.SelectQuality(settings.PerformanceSettings.RenderSettings.ModelQuality); } else { return(ChangeResult.NothingChanged); } } return(ChangeResult.Success); }
public MyVoxelMap() { (PositionComp as MyPositionComponent).WorldPositionChanged = WorldPositionChanged; Render = new MyRenderComponentVoxelMap(); AddDebugRenderComponent(new MyDebugRenderComponentVoxelMap(this)); }
internal bool TryGetRenderComponent(uint clipmapId, out MyRenderComponentVoxelMap render) { return(m_renderComponentsByClipmapId.TryGetValue(clipmapId, out render)); }