Esempio n. 1
0
            protected ShadowmapBase(ref BaseInit initializer)
            {
                m_Width            = initializer.width;
                m_Height           = initializer.height;
                m_Slices           = initializer.slices;
                m_ShadowmapBits    = initializer.shadowmapBits;
                m_ShadowmapFormat  = initializer.shadowmapFormat;
                m_SamplerState     = initializer.samplerState;
                m_CompSamplerState = initializer.comparisonSamplerState;
                m_ClearColor       = initializer.clearColor;
                m_WidthRcp         = 1.0f / initializer.width;
                m_HeightRcp        = 1.0f / initializer.height;
                m_MaxPayloadCount  = initializer.maxPayloadCount;
                m_ShadowSupport    = initializer.shadowSupport;
                m_ShadowId         = 0;

                if (IsNativeDepth() && m_Slices > 1)
                {
                    // TODO: Right now when using any of the SetRendertarget functions we ultimately end up in RenderTextureD3D11.cpp
                    //       SetRenderTargetD3D11Internal. This function sets the correct slice only for RTVs, whereas depth textures only
                    //       support one DSV. So there's currently no way to have individual DSVs per slice to render into (ignoring going through a geometry shader and selecting the slice there).
                    Debug.LogError("Unity does not allow direct rendering into specific depth slices, yet. Defaulting back to one array slice.");
                    m_Slices = 1;
                }
            }
Esempio n. 2
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        public Login()
        {
            BaseInit baseDriver = new BaseInit();

            InstaDriver = baseDriver.CreateAndOpenDriver();
        }
Esempio n. 3
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        static void Main(string[] args)
        {
            BaseInit init = null;

            init.Run();
        }