/// <summary> /// Sets a texture to use for drawing primitives. /// </summary> /// <param name="textureUnit">The texture unit to set.</param> /// <param name="sampler">The sampler uniform.</param> /// <param name="texture">The texture to set.</param> /// <param name="flags">Sampling flags that override the default flags in the texture itself.</param> public static void SetTexture(byte textureUnit, Uniform sampler, Texture texture, TextureFlags flags) { NativeMethods.bgfx_set_texture(textureUnit, sampler.handle, texture.handle, (uint)flags); }
/// <summary> /// Sets a texture mip as a compute image. /// </summary> /// <param name="stage">The buffer stage to set.</param> /// <param name="sampler">The sampler uniform.</param> /// <param name="texture">The texture to set.</param> /// <param name="mip">The index of the mip level within the texture to set.</param> /// <param name="format">The format of the buffer data.</param> /// <param name="access">Access control flags.</param> public static void SetComputeImage(byte stage, Uniform sampler, Texture texture, byte mip, ComputeBufferAccess access, TextureFormat format = TextureFormat.Unknown) { NativeMethods.bgfx_set_image(stage, sampler.handle, texture.handle, mip, format, access); }
/// <summary> /// Sets a texture to use for drawing primitives. /// </summary> /// <param name="textureUnit">The texture unit to set.</param> /// <param name="sampler">The sampler uniform.</param> /// <param name="texture">The texture to set.</param> public static void SetTexture(byte textureUnit, Uniform sampler, Texture texture) { NativeMethods.bgfx_set_texture(textureUnit, sampler.handle, texture.handle, uint.MaxValue); }