public bool Render(SharpDX.Direct3D11.DeviceContext deviceContext, DShaderManager shaderManager, Matrix worldMatrix, Matrix viewMatrix, Matrix orthoMatrix) { // Put the mini-map bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!MiniMapBitmap.Render(deviceContext, m_mapLocationX, m_mapLocationY)) { return(false); } // Render the mini-map bitmap using the texture shader. if (!shaderManager.RenderTextureShader(deviceContext, MiniMapBitmap.IndexCount, worldMatrix, viewMatrix, orthoMatrix, MiniMapBitmap.Texture.TextureResource)) { return(false); } // Put the point bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!PointBitmap.Render(deviceContext, m_pointLocationX, m_pointLocationY)) { return(false); } // Render the point bitmap using the texture shader. if (!shaderManager.RenderTextureShader(deviceContext, PointBitmap.IndexCount, worldMatrix, viewMatrix, orthoMatrix, PointBitmap.Texture.TextureResource)) { return(false); } return(true); }
public void ShutDown() { // Release the point bitmap object. PointBitmap?.Shutdown(); PointBitmap = null; // Release the mini-map bitmap object. MiniMapBitmap?.Shutdown(); MiniMapBitmap = null; }
public void ShutDown() { // Release the point bitmap object. Point?.Shutdown(); Point = null; // Release the border bitmap object. Border?.Shutdown(); Border = null; // Release the mini-map bitmap object. MiniMapBitmap?.Shutdown(); MiniMapBitmap = null; }
public bool Render(DeviceContext deviceContext, Matrix worldMatrix, Matrix orthoMatrix, DTextureShader textureShader) { // Put the border bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!Border.Render(deviceContext, (m_MapLocationX - 2), (m_MapLocationY - 2))) { return(false); } // Render the border bitmap using the texture shader. if (!textureShader.Render(deviceContext, Border.IndexCount, worldMatrix, ViewMatrix, orthoMatrix, Border.Texture.TextureResource)) { return(false); } // Put the mini-map bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!MiniMapBitmap.Render(deviceContext, m_MapLocationX, m_MapLocationY)) { return(false); } // Render the mini-map bitmap using the texture shader. if (!textureShader.Render(deviceContext, MiniMapBitmap.IndexCount, worldMatrix, ViewMatrix, orthoMatrix, MiniMapBitmap.Texture.TextureResource)) { return(false); } // Put the point bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing. if (!Point.Render(deviceContext, m_PointLocationX, m_PointLocationY)) { return(false); } // Render the point bitmap using the texture shader. if (!textureShader.Render(deviceContext, Point.IndexCount, worldMatrix, ViewMatrix, orthoMatrix, Point.Texture.TextureResource)) { return(false); } return(true); }