// RenderState public RenderState( int effect, E_BlendState blendState ) { Effect = effect; BlendState = blendState; SamplerState0 = E_SamplerState.LinearClamp; SamplerState1 = E_SamplerState.LinearClamp; SamplerState2 = E_SamplerState.LinearClamp; }
// GetSamplerState private SamplerState GetSamplerState( E_SamplerState samplerState ) { switch ( samplerState ) { case E_SamplerState.AnisotropicClamp: return SamplerState.AnisotropicClamp; case E_SamplerState.AnisotropicWrap: return SamplerState.AnisotropicWrap; case E_SamplerState.LinearClamp: return SamplerState.LinearClamp; case E_SamplerState.LinearWrap: return SamplerState.LinearWrap; case E_SamplerState.PointClamp: return SamplerState.PointClamp; case E_SamplerState.PointWrap: return SamplerState.PointWrap; } return null; }