static MogreSpriteRenderer2D() { alphaBlendMode = LayerBlendModeEx_NativePtr.Create(); alphaBlendMode.alphaArg1 = 0; alphaBlendMode.source1 = LayerBlendSource.LBS_TEXTURE; alphaBlendMode.source2 = LayerBlendSource.LBS_MANUAL; alphaBlendMode.blendType = LayerBlendType.LBT_ALPHA; alphaBlendMode.operation = LayerBlendOperationEx.LBX_MODULATE; }
public QuickGUIRenderer() { mQueueID = RenderQueueGroupID.RENDER_QUEUE_OVERLAY; unsafe { mVertexBufferPtr = null; } mRenderListDirty = false; mRenderSystem = Root.Singleton.RenderSystem; mRenderOperation = new RenderOperation(); mRenderList = new List <QuickGUIQuad>(); mTexelOffset.x = mRenderSystem.HorizontalTexelOffset; mTexelOffset.y = mRenderSystem.VerticalTexelOffset; // Initialise blending modes to be used. We use these every frame, so we'll set them up now to save time later. mColorBlendMode = LayerBlendModeEx_NativePtr.Create(); mColorBlendMode.blendType = LayerBlendType.LBT_COLOUR; mColorBlendMode.source1 = LayerBlendSource.LBS_TEXTURE; mColorBlendMode.source2 = LayerBlendSource.LBS_DIFFUSE; mColorBlendMode.operation = LayerBlendOperationEx.LBX_MODULATE; mAlphaBlendMode = LayerBlendModeEx_NativePtr.Create(); mAlphaBlendMode.blendType = LayerBlendType.LBT_ALPHA; mAlphaBlendMode.source1 = LayerBlendSource.LBS_TEXTURE; mAlphaBlendMode.source2 = LayerBlendSource.LBS_DIFFUSE; mAlphaBlendMode.operation = LayerBlendOperationEx.LBX_MODULATE; mTextureAddressMode.u = TextureUnitState.TextureAddressingMode.TAM_CLAMP; mTextureAddressMode.v = TextureUnitState.TextureAddressingMode.TAM_CLAMP; mTextureAddressMode.w = TextureUnitState.TextureAddressingMode.TAM_CLAMP; // set up buffer and tracking variables _createVertexBuffer(BUFFER_SIZE_INITIAL); // For now, assume the first scene manager instance is the one in use. // TODO: reparar esto //Root.Singleton.GetSceneManagerIterator().Current.RenderQueueStarted += new RenderQueueListener.RenderQueueStartedHandler(Current_RenderQueueStarted); }