public SetSceneBlending ( SceneBlendFactor src, SceneBlendFactor dest ) : void | ||
src | SceneBlendFactor | |
dest | SceneBlendFactor | |
Résultat | void |
protected override void load() { // clarabie - nov 18, 2008 // modified this to check for an existing material instead of always // creating a new one. Allows more flexibility, but also specifically allows us to // solve the problem of XNA not having fixed function support _material = (Material)MaterialManager.Instance.GetByName( "Fonts/" + _name ); if ( _material == null ) { // create a material for this font _material = (Material)MaterialManager.Instance.Create( "Fonts/" + _name, Group ); TextureUnitState unitState = null; bool blendByAlpha = false; if ( _fontType == FontType.TrueType ) { #if !( XBOX || XBOX360 ) // create the font bitmap on the fly createTexture(); // a texture layer was added in CreateTexture unitState = _material.GetTechnique( 0 ).GetPass( 0 ).GetTextureUnitState( 0 ); blendByAlpha = true; #endif } else { // load this texture // TODO In general, modify any methods like this that throw their own exception rather than returning null, so the caller can decide how to handle a missing resource. _texture = TextureManager.Instance.Load( Source, Group, TextureType.TwoD, 0 ); blendByAlpha = texture.HasAlpha; // pre-created font images unitState = Material.GetTechnique( 0 ).GetPass( 0 ).CreateTextureUnitState( Source ); } // set texture addressing mode to Clamp to eliminate fuzzy edges if ( unitState != null ) unitState.SetTextureAddressingMode( TextureAddressing.Clamp ); // set up blending mode if ( blendByAlpha ) { _material.SetSceneBlending( SceneBlendType.TransparentAlpha ); } else { // assume black background here _material.SetSceneBlending( SceneBlendType.Add ); } } }
/// <summary> /// Loads either an image based font, or creates one on the fly from a TrueType font file. /// </summary> protected override void LoadImpl() { // create a material for this font material = (Material)MaterialManager.Instance.Create("Fonts/" + name); TextureUnitState unitState = null; bool blendByAlpha = false; if (fontType == FontType.TrueType) { // create the font bitmap on the fly CreateTexture(); // a texture layer was added in CreateTexture unitState = material.GetTechnique(0).GetPass(0).GetTextureUnitState(0); blendByAlpha = true; } else { // pre-created font images unitState = material.GetTechnique(0).GetPass(0).CreateTextureUnitState(source); // load this texture // TODO: In general, modify any methods like this that throw their own exception rather than returning null, so the caller can decide how to handle a missing resource. Texture texture = TextureManager.Instance.Load(source); blendByAlpha = texture.HasAlpha; } // set texture addressing mode to Clamp to eliminate fuzzy edges unitState.TextureAddressing = TextureAddressing.Clamp; // set up blending mode if(blendByAlpha) { material.SetSceneBlending(SceneBlendType.TransparentAlpha); } else { // assume black background here material.SetSceneBlending(SceneBlendType.Add); } }