Example #1
0
        //  Get access to material textures with lazy loading mechanizm
        public MyVoxelMaterialTextures GetTextures()
        {
            if (m_textures == null)
            {
                m_textures = new MyVoxelMaterialTextures();

                //  Diffuse XZ
                m_textures.TextureDiffuseForAxisXZ = MyTextureManager.GetTexture <MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisXZ_de" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.Lazy);

                if (Render.MyRenderConstants.RenderQualityProfile.UseNormals)
                {
                    //  Normal map XZ
                    m_textures.TextureNormalMapForAxisXZ = MyTextureManager.GetTexture <MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisXZ_ns" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.Lazy);
                }

                //  Diffuse Y
                if (UseTwoTextures)
                {
                    m_textures.TextureDiffuseForAxisY = MyTextureManager.GetTexture <MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisY_de" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.Lazy);
                }
                else
                {
                    m_textures.TextureDiffuseForAxisY = m_textures.TextureDiffuseForAxisXZ;
                }

                if (Render.MyRenderConstants.RenderQualityProfile.UseNormals)
                {
                    //  Normal map Y
                    m_textures.TextureNormalMapForAxisY = UseTwoTextures ? MyTextureManager.GetTexture <MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisY_ns" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.LazyBackground) : m_textures.TextureNormalMapForAxisXZ;
                }

                /*
                 * CheckTexture(m_textures.TextureDiffuseForAxisXZ);
                 * CheckTexture(m_textures.TextureDiffuseForAxisY);
                 *
                 * if (Render.MyRenderConstants.RenderQualityProfile.UseNormals)
                 * {
                 * CheckTexture(m_textures.TextureNormalMapForAxisXZ);
                 * CheckTexture(m_textures.TextureNormalMapForAxisY);
                 * }     */
            }
            UseFlag = true;
            return(m_textures);
        }
Example #2
0
        //  Get access to material textures with lazy loading mechanizm
        public MyVoxelMaterialTextures GetTextures()
        {
            if (m_textures == null)
            {
                m_textures = new MyVoxelMaterialTextures();

                //  Diffuse XZ
                m_textures.TextureDiffuseForAxisXZ = MyTextureManager.GetTexture<MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisXZ_de" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.Lazy);

                if (Render.MyRenderConstants.RenderQualityProfile.UseNormals)
                {
                    //  Normal map XZ
                    m_textures.TextureNormalMapForAxisXZ = MyTextureManager.GetTexture<MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisXZ_ns" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.Lazy);
                }

                //  Diffuse Y
                if (UseTwoTextures)
                {
                    m_textures.TextureDiffuseForAxisY = MyTextureManager.GetTexture<MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisY_de" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.Lazy);
                }
                else
                {
                    m_textures.TextureDiffuseForAxisY = m_textures.TextureDiffuseForAxisXZ;
                }

                if (Render.MyRenderConstants.RenderQualityProfile.UseNormals)
                {
                    //  Normal map Y
                    m_textures.TextureNormalMapForAxisY = UseTwoTextures ? MyTextureManager.GetTexture<MyTexture2D>("Textures\\Voxels\\" + m_assetName + "_ForAxisY_ns" + (m_hasBuilderVersion ? "_mw" : ""), null, LoadingMode.LazyBackground) : m_textures.TextureNormalMapForAxisXZ;
                }
                    /*
                CheckTexture(m_textures.TextureDiffuseForAxisXZ);
                CheckTexture(m_textures.TextureDiffuseForAxisY);

                if (Render.MyRenderConstants.RenderQualityProfile.UseNormals)
                {
                    CheckTexture(m_textures.TextureNormalMapForAxisXZ);
                    CheckTexture(m_textures.TextureNormalMapForAxisY);
                }     */
            }
            UseFlag = true;
            return m_textures;
        }
Example #3
0
 public void UnloadContent()
 {
     m_textures = null;
 }
Example #4
0
 public void UnloadContent()
 {
     m_textures = null;
 }