private void PopulateEffectLighting(LightReceiverEffect lrEffect) { Scene scene = Game.Scene; lrEffect.PopulateLighting( this, scene.CachedAmbientLights, scene.CachedDirectionalLights, scene.CachedPointLights); }
private void PopulateEffectDiffuseMap(LightReceiverEffect lrEffect) { // set diffuse map to manually configured diffuse map if available if (DiffuseMap != null) lrEffect.DiffuseMap = DiffuseMap; // if no diffuse map set, set from imported diffuse map if (lrEffect.DiffuseMap == null) lrEffect.DiffuseMap = XiHelper.Cast<BasicEffect>(OriginalEffect).Texture; }
private void PopulateEffectFogging(LightReceiverEffect lrEffect) { lrEffect.PopulateFogging(Game.Scene.Fog); }
private void PopulateEffectTransform(Camera camera, LightReceiverEffect lrEffect) { Matrix worldTransform; Actor.GetBoneAbsoluteWorld(Mesh.ParentBone.Index, out worldTransform); lrEffect.PopulateTransform(camera, ref worldTransform); }