Example #1
0
        //private void DrawCustomEffect()
        //{
        //    GraphicsDevice.Clear(GraphicsDevice.BackBuffer, Color.Black);
        //    GraphicsDevice.Clear(GraphicsDevice.DepthStencilBuffer, DepthStencilClearOptions.DepthBuffer);
        //    GraphicsDevice.SetDepthAndRenderTarget(GraphicsDevice.DepthStencilBuffer, GraphicsDevice.BackBuffer);

        //    effectParameters.Set(MyCustomShaderKeys.ColorFactor2, (Vector4)Color.Red);
        //    effectParameters.Set(CustomShaderKeys.SwitchEffectLevel, switchEffectLevel);
        //    effectParameters.Set(TexturingKeys.Texture0, UVTexture);
        //    // TODO: Add switch Effect to test and capture frames
        //    //switchEffectLevel++;
        //    dynamicEffectCompiler.Update(effectInstance, null);

        //    GraphicsDevice.DrawQuad(effectInstance.Effect, effectParameters);
        //}

        public static void Main()
        {
            using (var game = new TestScene())
                game.Run();
        }
Example #2
0
        //private void DrawCustomEffect()
        //{
        //    GraphicsDevice.Clear(GraphicsDevice.BackBuffer, Color.Black);
        //    GraphicsDevice.Clear(GraphicsDevice.DepthStencilBuffer, DepthStencilClearOptions.DepthBuffer);
        //    GraphicsDevice.SetDepthAndRenderTarget(GraphicsDevice.DepthStencilBuffer, GraphicsDevice.BackBuffer);

        //    effectParameters.Set(MyCustomShaderKeys.ColorFactor2, (Vector4)Color.Red);
        //    effectParameters.Set(CustomShaderKeys.SwitchEffectLevel, switchEffectLevel);
        //    effectParameters.Set(TexturingKeys.Texture0, UVTexture);
        //    // TODO: Add switch Effect to test and capture frames
        //    //switchEffectLevel++;
        //    dynamicEffectCompiler.Update(effectInstance, null);

        //    GraphicsDevice.DrawQuad(effectInstance.Effect, effectParameters);
        //}

        public static void Main()
        {
            using (var game = new TestScene())
                game.Run();
        }