/// <summary>Pulls out a reference to a texture and increments the hardware instancing tracker.</summary> /// <param name="textureId">The name associated with the texture (what you caled it when you added it).</param> /// <returns>A reference to the desired texture.</returns> public static Texture Get(string textureId) { Texture texture = _textureDatabase.Get <string>(textureId, Texture.CompareTo); texture.ExistingReferences++; return(texture); }
/// <summary>Get an extended geometry shader that has been loaded and compiled on the GPU.</summary> /// <param name="shaderId">The name associated with the shader when you loaded it.</param> /// <returns>The shader if it exists.</returns> public static ExtendedGeometryShader GetExtendedGeometryShader(string shaderId) { //ExtendedGeometryShader shader = _extendedGeometryShaderDatabase[shaderId]; ExtendedGeometryShader shader = _extendedGeometryShaderDatabase.Get <string>(shaderId, ExtendedGeometryShader.CompareTo); shader.ExistingReferences++; return(shader); }
/// <summary>Get a geometry shader that has been loaded and compiled on the GPU.</summary> /// <param name="shaderId">The name associated with the shader when you loaded it.</param> /// <returns>The shader if it exists.</returns> public static GeometryShader GetGeometryShader(string shaderId) { //GeometryShader shader = _geometryShaderDatabase[shaderId]; GeometryShader shader = _geometryShaderDatabase.Get <string>(shaderId, GeometryShader.CompareTo); shader.ExistingReferences++; return(shader); }
/// <summary>Get a fragment shader that has been loaded and compiled on the GPU.</summary> /// <param name="shaderId">The name associated with the shader when you loaded it.</param> /// <returns>The shader if it exists.</returns> public static FragmentShader GetFragmentShader(string shaderId) { //FragmentShader shader = _fragmentShaderDatabase[shaderId]; FragmentShader shader = _fragmentShaderDatabase.Get <string>(shaderId, FragmentShader.CompareTo); shader.ExistingReferences++; return(shader); }
/// <summary>Get a vertex shader that has been loaded and compiled on the GPU.</summary> /// <param name="shaderId">The name associated with the shader when you loaded it.</param> /// <returns>The shader if it exists.</returns> public static VertexShader GetVertexShader(string shaderId) { //VertexShader shader = _vertexShaderDatabase[shaderId]; VertexShader shader = _vertexShaderDatabase.Get <string>(shaderId, VertexShader.CompareTo); shader.ExistingReferences++; return(shader); }
/// <summary>Get a shader program that has been loaded and compiled on the GPU.</summary> /// <param name="shaderId">The name associated with the shader when you loaded it.</param> /// <returns>The shader if it exists.</returns> public static ShaderProgram GetShaderProgram(string shaderId) { //ShaderProgram shaderProgram = _shaderProgramDatabase[shaderId]; ShaderProgram shaderProgram = _shaderProgramDatabase.Get <string>(shaderId, ShaderProgram.CompareTo); shaderProgram.ExistingReferences++; return(shaderProgram); }