コード例 #1
0
 /// <summary>
 /// Update the current canal (VIEW)
 /// </summary>
 public void UpdateCanal()
 {
     foreach (CANAL c in System.Enum.GetValues(typeof(CANAL)))
     {
         manageKeyWord(false, c.ToString());
     }
     manageKeyWord(true, canal.ToString());
 }
コード例 #2
0
    /// <summary>
    /// Update the current canal (VIEW)
    /// </summary>
    public void UpdateCanal()
    {
        foreach (CANAL c in System.Enum.GetValues(typeof(CANAL)))
        {
            manageKeyWord(false, c.ToString());
        }

        if (screenManager != null)
        {
            if (canal == CANAL.BACKGROUND)
            {
                screenManager.ManageKeyWordForwardMat(true, "NO_DEPTH");
            }
            else
            {
                screenManager.ManageKeyWordForwardMat(false, "NO_DEPTH");
            }
            manageKeyWord(true, canal.ToString());
        }
    }
コード例 #3
0
    /// <summary>
    /// Update the current canal (VIEW) to the setting in the editor.
    /// The greenscreen shader uses #ifdef keywords to render differently depending on the active canal.
    /// This class makes sure that exactly one such keyword is defined at one time.
    /// </summary>
    public void UpdateCanal()
    {
        foreach (CANAL c in System.Enum.GetValues(typeof(CANAL))) //Clear all keywords
        {
            manageKeyWord(false, c.ToString());
        }

        if (screenManager != null)
        {
            //Set NO_DEPTH keyword as well if set to BACKGROUND.
            if (canal == CANAL.BACKGROUND)
            {
                screenManager.ManageKeywordForwardMat(true, "NO_DEPTH");
            }
            else
            {
                screenManager.ManageKeywordForwardMat(false, "NO_DEPTH");
            }

            manageKeyWord(true, canal.ToString()); //Activate the keyword corresponding to the current Canal.
        }
    }