private static object loadAppearance( ref DataInputStream @in, ref List <Object3D> objectList, ref List <Object3D> rootObjectList) { Appearance appearance = new Appearance(); Loader.loadObject3D((Object3D)appearance, ref @in, ref objectList, ref rootObjectList); sbyte num1 = (sbyte)@in.readUnsignedByte(); appearance.setLayer((int)num1); CompositingMode reference1 = (CompositingMode)Loader.getReference(ref @in, ref objectList, ref rootObjectList); appearance.setCompositingMode(reference1); Fog reference2 = (Fog)Loader.getReference(ref @in, ref objectList, ref rootObjectList); appearance.setFog(reference2); PolygonMode reference3 = (PolygonMode)Loader.getReference(ref @in, ref objectList, ref rootObjectList); appearance.setPolygonMode(reference3); Material reference4 = (Material)Loader.getReference(ref @in, ref objectList, ref rootObjectList); appearance.setMaterial(reference4); int num2 = Loader.readIntLE(ref @in); for (int index = 0; index < num2; ++index) { Texture2D reference5 = (Texture2D)Loader.getReference(ref @in, ref objectList, ref rootObjectList); appearance.setTexture(index, reference5); } return((object)appearance); }
private static object loadCompositingMode( ref DataInputStream @in, ref List <Object3D> objectList, ref List <Object3D> rootObjectList) { CompositingMode compositingMode = new CompositingMode(); Loader.loadObject3D((Object3D)compositingMode, ref @in, ref objectList, ref rootObjectList); bool enable1 = @in.readBoolean(); bool enable2 = @in.readBoolean(); bool enable3 = @in.readBoolean(); bool enable4 = @in.readBoolean(); int mode = @in.readUnsignedByte(); float threshold = (float)@in.readUnsignedByte() / (float)byte.MaxValue; float factor = Loader.readFloatLE(ref @in); float units = Loader.readFloatLE(ref @in); compositingMode.setDepthTestEnable(enable1); compositingMode.setDepthWriteEnable(enable2); compositingMode.setColorWriteEnable(enable3); compositingMode.setAlphaWriteEnable(enable4); compositingMode.setBlending(mode); compositingMode.setAlphaThreshold(threshold); compositingMode.setDepthOffset(factor, units); return((object)compositingMode); }
public RenderNode(Node n, int submeshIndex, ref Transform t, bool skinning) { this.renderNode = (Node)null; this.compositeTransform = (Transform)null; this.m_layer = 0; this.m_blending = 68; this.m_appearance = (AppearanceBase)null; this.m_indexBuffer = (IndexBuffer)null; this.m_vertexBuffer = (VertexBuffer)null; this.m_isSkinning = skinning; if (n == null) { return; } Mesh mesh = (Mesh)n; if (mesh == null) { return; } AppearanceBase appearance = (AppearanceBase)mesh.getAppearance(submeshIndex); IndexBuffer indexBuffer = mesh.getIndexBuffer(submeshIndex); if (appearance == null || indexBuffer == null) { return; } this.renderNode = n; this.compositeTransform = t; this.m_layer = appearance.getLayer(); this.m_appearance = appearance; this.m_indexBuffer = indexBuffer; this.m_vertexBuffer = mesh.getVertexBuffer(); CompositingMode compositingMode = appearance.getCompositingMode(); if (compositingMode == null) { return; } this.m_blending = compositingMode.getBlending(); }