Esempio n. 1
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate || this.FDestroyed)
            {
                for (int i = 0; i < this.FInPath.SliceCount; i++)
                {
                    T result;

                    if (File.Exists(this.FInPath[i]))
                    {
                        if (this.FInBGLoad[0])
                        {
                            FileTextureLoadTask <T> task = this.GetTask(context, this.FInPath[i], i);
                            task.StatusChanged += new TaskStatusChangedDelegate(task_StatusChanged);
                            this.tasks.Add(task);
                        }
                        else
                        {
                            bool res = this.Load(context, this.FInPath[i], out result);
                            this.FTextureOutput[i][context] = result;
                            this.FValid[i] = res;
                        }
                    }
                    else
                    {
                        this.FTextureOutput[i][context] = default(T);
                        this.FValid[i] = false;
                    }
                }

                this.FInvalidate = false;
                this.FDestroyed  = false;
            }
        }
Esempio n. 2
0
        public void Update(IPluginIO pin, DX11RenderContext context)
        {
            if (this.FInvalidate || !this.FTextureOutput[0].Data.ContainsKey(context))
            {
                for (int i = 0; i < this.FInPath.SliceCount; i++)
                {
                    T result;

                    if (this.FInBGLoad[0])
                    {
                        FileTextureLoadTask <T> task = this.GetTask(context, this.FInPath[i], i);
                        task.StatusChanged += new TaskStatusChangedDelegate(task_StatusChanged);
                        this.tasks.Add(task);
                    }
                    else
                    {
                        bool res = this.Load(context, this.FInPath[i], out result);
                        this.FTextureOutput[i][context] = result;
                        this.FValid[i] = res;
                    }
                }
            }
        }