/// <summary> /// Update the current canal (VIEW) /// </summary> public void UpdateCanal() { foreach (CANAL c in System.Enum.GetValues(typeof(CANAL))) { manageKeyWord(false, c.ToString()); } manageKeyWord(true, canal.ToString()); }
/// <summary> /// Update the current canal (VIEW) /// </summary> public void UpdateCanal() { foreach (CANAL c in System.Enum.GetValues(typeof(CANAL))) { manageKeyWord(false, c.ToString()); } if (screenManager != null) { if (canal == CANAL.BACKGROUND) { screenManager.ManageKeyWordForwardMat(true, "NO_DEPTH"); } else { screenManager.ManageKeyWordForwardMat(false, "NO_DEPTH"); } manageKeyWord(true, canal.ToString()); } }
/// <summary> /// Update the current canal (VIEW) to the setting in the editor. /// The greenscreen shader uses #ifdef keywords to render differently depending on the active canal. /// This class makes sure that exactly one such keyword is defined at one time. /// </summary> public void UpdateCanal() { foreach (CANAL c in System.Enum.GetValues(typeof(CANAL))) //Clear all keywords { manageKeyWord(false, c.ToString()); } if (screenManager != null) { //Set NO_DEPTH keyword as well if set to BACKGROUND. if (canal == CANAL.BACKGROUND) { screenManager.ManageKeywordForwardMat(true, "NO_DEPTH"); } else { screenManager.ManageKeywordForwardMat(false, "NO_DEPTH"); } manageKeyWord(true, canal.ToString()); //Activate the keyword corresponding to the current Canal. } }