internal void Change(MyRenderQualityData renderQuality) { if (renderQuality.m_msaaSettings != Current.m_msaaSettings) { m_rebuildShaders = true; m_recreateRTs = true; } Current = renderQuality; var list = new List<string>(); if(Current.IsMultisampled) { list.Add(String.Format("MS_SAMPLE_COUNT {0}", Current.MsaaSamplesNum)); } m_shaderGlobalMacros = MyShaderDefines.Build(list.ToArray()); }
internal void Change(MyRenderQualityData renderQuality) { if (renderQuality.m_msaaSettings != Current.m_msaaSettings) { m_rebuildShaders = true; m_recreateRTs = true; } Current = renderQuality; var list = new List <string>(); if (Current.IsMultisampled) { list.Add(String.Format("MS_SAMPLE_COUNT {0}", Current.MsaaSamplesNum)); } m_shaderGlobalMacros = MyShaderDefines.Build(list.ToArray()); }
internal MyRenderQualitySettings() { Change(MyRenderQualityData.CreateDefault()); }