public void SetDisplayPass(RenderSceneType rst) { formRenderer.OutputPass = rst; switch (rst) { case RenderSceneType.Beauty: lblOutputPass.Text = "BTY"; break; case RenderSceneType.Diffuse: lblOutputPass.Text = "DIF"; break; case RenderSceneType.Height: lblOutputPass.Text = "HGT"; break; case RenderSceneType.Lights: lblOutputPass.Text = "LGT"; break; case RenderSceneType.Normal: lblOutputPass.Text = "NRM"; break; } }
private Matrix world, view, projection; // Holds the important matrices for simulation #endregion Fields #region Constructors public Renderer(AssetManager tex, GraphicsDevice device) { assetManager = tex; graphicsDevice = device; m_posCamera = new Vector2(0, 0); m_bDrawLights = false; m_rstType = RenderSceneType.Beauty; m_colAmbient = new Color(1f, 1f, 1f, 1.0f); ResizeViewport(graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height); }
public void SetRenderSceneType(RenderSceneType rst) { renderer.SetRenderSceneType(rst); }
public void SetRenderSceneType(RenderSceneType rst) { m_rstType = rst; }