public D3D11Material(string name, D3D11Shader shader, bool enableDepth, ImageBytes texture, Color4 color) { Name = name; Shader = shader; EnableDepth = enableDepth; m_textureBytes = texture; Color = color; }
public bool SetVertices(D3D11Device device, D3D11Shader shader) { var inputs = shader.InputElements.Value; if (inputs == null) { return(false); } if (!HasPositionAttribute) { return(false); } device.Context.InputAssembler.PrimitiveTopology = Topology; var vertices = GetVertexBuffer(device, inputs); device.Context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Stride, 0)); return(true); }
public D3D11Material(string name, D3D11Shader shader) : this(name, shader, true, default(ImageBytes), Color4.White) { }