/// <summary> /// Assigns a 2D texture to the shader parameter with the specified name. /// </summary> /// <param name="name">Name of the shader parameter.</param> /// <param name="value">Value of the parameter.</param> public void SetTexture2D(string name, Texture2D value) { IntPtr texturePtr = IntPtr.Zero; if (value != null) { texturePtr = value.GetCachedPtr(); } Internal_SetTexture2D(mCachedPtr, name, texturePtr); }
/// <summary> /// Creates a new 2D render texture using existing textures as render destinations. /// </summary> /// <param name="colorSurface">Color texture to render color data to.</param> /// <param name="depthStencilSurface">Optional depth/stencil texture to render depth/stencil data to.</param> public RenderTexture2D(Texture2D colorSurface, Texture2D depthStencilSurface = null) { IntPtr[] colorSurfaceInstances = new IntPtr[1]; colorSurfaceInstances[0] = colorSurface.GetCachedPtr(); IntPtr depthStencilInstance = IntPtr.Zero; if (depthStencilSurface != null) depthStencilInstance = depthStencilSurface.GetCachedPtr(); Internal_Create(this, colorSurfaceInstances, depthStencilInstance); }
/// <summary> /// Creates a new 2D render texture using one or multiple color textures and a depth/stencil texture. /// </summary> /// <param name="colorSurfaces">Color texture(s) to render color data to. </param> /// <param name="depthStencilSurface">>Optional depth/stencil texture to render depth/stencil data to.</param> public RenderTexture2D(Texture2D[] colorSurfaces, Texture2D depthStencilSurface = null) { IntPtr[] colorSurfaceInstances = new IntPtr[colorSurfaces.Length]; for(int i = 0; i < colorSurfaces.Length; i++) colorSurfaceInstances[i] = colorSurfaces[i] != null ? colorSurfaces[i].GetCachedPtr() : IntPtr.Zero; IntPtr depthStencilInstance = IntPtr.Zero; if (depthStencilSurface != null) depthStencilInstance = depthStencilSurface.GetCachedPtr(); Internal_Create(this, colorSurfaceInstances, depthStencilInstance); }
/// <summary> /// Creates a new 2D render texture using existing textures as render destinations. /// </summary> /// <param name="colorSurface">Color texture to render color data to.</param> /// <param name="depthStencilSurface">Optional depth/stencil texture to render depth/stencil data to.</param> public RenderTexture2D(Texture2D colorSurface, Texture2D depthStencilSurface = null) { IntPtr[] colorSurfaceInstances = new IntPtr[1]; colorSurfaceInstances[0] = colorSurface.GetCachedPtr(); IntPtr depthStencilInstance = IntPtr.Zero; if (depthStencilSurface != null) { depthStencilInstance = depthStencilSurface.GetCachedPtr(); } Internal_Create(this, colorSurfaceInstances, depthStencilInstance); }
/// <summary> /// Creates a new 2D render texture using one or multiple color textures and a depth/stencil texture. /// </summary> /// <param name="colorSurfaces">Color texture(s) to render color data to. </param> /// <param name="depthStencilSurface">>Optional depth/stencil texture to render depth/stencil data to.</param> public RenderTexture2D(Texture2D[] colorSurfaces, Texture2D depthStencilSurface = null) { IntPtr[] colorSurfaceInstances = new IntPtr[colorSurfaces.Length]; for (int i = 0; i < colorSurfaces.Length; i++) { colorSurfaceInstances[i] = colorSurfaces[i] != null ? colorSurfaces[i].GetCachedPtr() : IntPtr.Zero; } IntPtr depthStencilInstance = IntPtr.Zero; if (depthStencilSurface != null) { depthStencilInstance = depthStencilSurface.GetCachedPtr(); } Internal_Create(this, colorSurfaceInstances, depthStencilInstance); }
/// <summary> /// Assigns a 2D texture to the shader parameter with the specified name. /// </summary> /// <param name="name">Name of the shader parameter.</param> /// <param name="value">Value of the parameter.</param> public void SetTexture2D(string name, Texture2D value) { IntPtr texturePtr = IntPtr.Zero; if (value != null) texturePtr = value.GetCachedPtr(); Internal_SetTexture2D(mCachedPtr, name, texturePtr); }