private static void UpdateAntialiasingMode(MyAntialiasingMode mode, MyAntialiasingMode oldMode) { var defineList = new List <ShaderMacro>(); var msDefine = ShaderMultisamplingDefine(); if (msDefine.HasValue) { defineList.Add(msDefine.Value); } if (DebugMode) { defineList.Add(MyShadersDefines.DebugMacro); } GlobalShaderMacro = defineList.ToArray(); MyShaders.Recompile(); MyMaterialShaders.Recompile(); MyRenderableComponent.MarkAllDirty(); if (mode.SamplesCount() != oldMode.SamplesCount()) { CreateScreenResources(); } }
public static bool IsMultisampled(this MyAntialiasingMode aaMode) { switch (aaMode) { case MyAntialiasingMode.MSAA_2: case MyAntialiasingMode.MSAA_4: case MyAntialiasingMode.MSAA_8: return(true); } return(false); }
public static bool IsMultisampled(this MyAntialiasingMode aaMode) { //switch(aaMode) //{ // case MyAntialiasingMode.MSAA_2: // case MyAntialiasingMode.MSAA_4: // case MyAntialiasingMode.MSAA_8: // return true; //} return(false); }
public static int SamplesCount(this MyAntialiasingMode aaMode) { switch (aaMode) { case MyAntialiasingMode.NONE: case MyAntialiasingMode.FXAA: return(1); //case MyAntialiasingMode.MSAA_2: // return 2; //case MyAntialiasingMode.MSAA_4: // return 4; //case MyAntialiasingMode.MSAA_8: // return 8; default: return(-1); } }
public static int SamplesCount(this MyAntialiasingMode aaMode) { switch (aaMode) { case MyAntialiasingMode.NONE: case MyAntialiasingMode.FXAA: return(1); case MyAntialiasingMode.MSAA_2: return(2); case MyAntialiasingMode.MSAA_4: return(4); case MyAntialiasingMode.MSAA_8: return(8); default: return(-1); } }
public bool IsSetToLowQuality() { MyTextureAnisoFiltering?anisotropicFiltering = this.AnisotropicFiltering; MyTextureAnisoFiltering nONE = MyTextureAnisoFiltering.NONE; if ((((MyTextureAnisoFiltering)anisotropicFiltering.GetValueOrDefault()) == nONE) & (anisotropicFiltering != null)) { MyAntialiasingMode?antialiasingMode = this.AntialiasingMode; MyAntialiasingMode mode = MyAntialiasingMode.NONE; if ((((MyAntialiasingMode)antialiasingMode.GetValueOrDefault()) == mode) & (antialiasingMode != null)) { MyShadowsQuality?shadowQuality = this.ShadowQuality; MyShadowsQuality lOW = MyShadowsQuality.LOW; if ((((MyShadowsQuality)shadowQuality.GetValueOrDefault()) == lOW) & (shadowQuality != null)) { MyTextureQuality?textureQuality = this.TextureQuality; MyTextureQuality quality2 = MyTextureQuality.LOW; if ((((MyTextureQuality)textureQuality.GetValueOrDefault()) == quality2) & (textureQuality != null)) { MyRenderQualityEnum?modelQuality = this.ModelQuality; MyRenderQualityEnum enum2 = MyRenderQualityEnum.LOW; if ((((MyRenderQualityEnum)modelQuality.GetValueOrDefault()) == enum2) & (modelQuality != null)) { modelQuality = this.VoxelQuality; enum2 = MyRenderQualityEnum.LOW; if ((((MyRenderQualityEnum)modelQuality.GetValueOrDefault()) == enum2) & (modelQuality != null)) { float?grassDrawDistance = this.GrassDrawDistance; float num = 0f; return((grassDrawDistance.GetValueOrDefault() == num) & (grassDrawDistance != null)); } } } } } } return(false); }
private static void UpdateAntialiasingMode(MyAntialiasingMode mode, MyAntialiasingMode oldMode) { var defineList = new List<ShaderMacro>(); var msDefine = ShaderMultisamplingDefine(); if (msDefine.HasValue) defineList.Add(msDefine.Value); MyShaders.SetGlobalMacros(defineList); MyShaders.Recompile(); MyMaterialShaders.Recompile(); MyRenderableComponent.MarkAllDirty(); if (mode.SamplesCount() != oldMode.SamplesCount()) { CreateScreenResources(); } }