GetEffectPass() public method

public GetEffectPass ( string technique, string pass ) : EffectPass
technique string
pass string
return Microsoft.Xna.Framework.Graphics.EffectPass
Esempio n. 1
0
        public void Build(RTSRenderer renderer, RTSFXEntity fx, string technique, string pass, string texture)
        {
            vb = renderer.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, 4, BufferUsage.WriteOnly);
            vb.SetData(new VertexPositionTexture[] {
                new VertexPositionTexture(new Vector3(-1, 0, -1), Vector2.Zero),
                new VertexPositionTexture(new Vector3(1, 0, -1), Vector2.UnitX),
                new VertexPositionTexture(new Vector3(-1, 0, 1), Vector2.UnitY),
                new VertexPositionTexture(new Vector3(1, 0, 1), Vector2.One)
            });
            ib = renderer.CreateIndexBuffer(IndexElementSize.ThirtyTwoBits, 6, BufferUsage.WriteOnly);
            ib.SetData(new int[] { 0, 1, 2, 2, 1, 3 });
            dvb       = renderer.CreateDynamicVertexBuffer(VertexHealthInstance.Declaration, MAX_COUNT, BufferUsage.WriteOnly);
            instances = new VertexHealthInstance[MAX_COUNT];
            vbBinds   = new VertexBufferBinding[] {
                new VertexBufferBinding(vb),
                new VertexBufferBinding(dvb, 0, 1)
            };

            fxPass = fx.GetEffectPass(technique, pass);
        }
Esempio n. 2
0
        public void Build(RTSRenderer renderer, RTSFXEntity fx, string technique, string pass, string texture)
        {
            vb = renderer.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, 4, BufferUsage.WriteOnly);
            vb.SetData(new VertexPositionTexture[] {
               new VertexPositionTexture(new Vector3(-1, 0, -1), Vector2.Zero),
               new VertexPositionTexture(new Vector3(1, 0, -1), Vector2.UnitX),
               new VertexPositionTexture(new Vector3(-1, 0, 1), Vector2.UnitY),
               new VertexPositionTexture(new Vector3(1, 0, 1), Vector2.One)
            });
            ib = renderer.CreateIndexBuffer(IndexElementSize.ThirtyTwoBits, 6, BufferUsage.WriteOnly);
            ib.SetData(new int[] { 0, 1, 2, 2, 1, 3 });
            dvb = renderer.CreateDynamicVertexBuffer(VertexHealthInstance.Declaration, MAX_COUNT, BufferUsage.WriteOnly);
            instances = new VertexHealthInstance[MAX_COUNT];
            vbBinds = new VertexBufferBinding[]{
                new VertexBufferBinding(vb),
                new VertexBufferBinding(dvb, 0, 1)
            };

            fxPass = fx.GetEffectPass(technique, pass);
        }