Example #1
0
 public void setShadingMode(ShadeOptions mode)
 {
     OgrePINVOKE.Technique_setShadingMode(swigCPtr, (int)mode);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Example #2
0
        public static D3D9.ShadeMode ConvertEnum(ShadeOptions opt)
        {
            switch (opt)
            {
            case ShadeOptions.Flat:
                return(D3D9.ShadeMode.Flat);

            case ShadeOptions.Gouraud:
                return(D3D9.ShadeMode.Gouraud);

            case ShadeOptions.Phong:
                return((D3D9.ShadeMode) 3);                       //D3D.ShadeMode.Phong;
            }
            ;

            return(0);
        }
Example #3
0
		public static D3D9.ShadeMode ConvertEnum( ShadeOptions opt )
		{
			switch ( opt )
			{
				case ShadeOptions.Flat:
					return D3D9.ShadeMode.Flat;

				case ShadeOptions.Gouraud:
					return D3D9.ShadeMode.Gouraud;

				case ShadeOptions.Phong:
					return (D3D9.ShadeMode)3; //D3D.ShadeMode.Phong;
			}
			;

			return 0;
		}
Example #4
0
        public static D3D.ShadeMode ConvertEnum(ShadeOptions opt)
	    {
            switch (opt)
            {
                case ShadeOptions.Flat:
                    return D3D.ShadeMode.Flat;
                case ShadeOptions.Gouraud:
                    return D3D.ShadeMode.Gouraud;
                default:
                    throw new NotImplementedException();
            }
	    }
Example #5
0
 private static extern void Material_setShadingMode(IntPtr material, ShadeOptions mode);
Example #6
0
 public void setShadingMode(ShadeOptions mode)
 {
     Material_setShadingMode(resource, mode);
 }
Example #7
0
 public void setShadingMode(ShadeOptions mode)
 {
     Pass_setShadingMode(pass, mode);
 }
Example #8
0
 private static extern void Pass_setShadingMode(IntPtr pass, ShadeOptions mode);
Example #9
0
 private static extern void Technique_setShadingMode(IntPtr technique, ShadeOptions mode);
Example #10
0
 public void setShadingMode(ShadeOptions mode)
 {
     Technique_setShadingMode(technique, mode);
 }