コード例 #1
0
 public void SetTextureAddressingMode(UVWAddressingMode uvw)
 {
     texAddressingMode = uvw;
 }
コード例 #2
0
 /// <summary>
 ///		Tells the hardware how to treat texture coordinates.
 /// </summary>
 /// <param name="stage"></param>
 /// <param name="texAddressingMode"></param>
 public abstract void SetTextureAddressingMode(int stage, UVWAddressingMode uvwAddressingMode);
コード例 #3
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="stage"></param>
 /// <param name="texAddressingMode"></param>
 public override void SetTextureAddressingMode(int stage, UVWAddressingMode uvwAddressingMode)
 {
     if (!cache.samplerStateInitialized[stage])
         cache.EnsureSamplerStateInitialized(stage, device, d3dCaps);
     // set the device sampler states accordingly
     TextureAddressing mode = uvwAddressingMode.u;
     if (cache.textureAddressingModeU[stage] != mode) {
         cache.textureAddressingModeU[stage] = mode;
         device.SamplerState[stage].AddressU = D3DHelper.ConvertEnum(mode);
     }
     mode = uvwAddressingMode.v;
     if (cache.textureAddressingModeV[stage] != mode) {
         cache.textureAddressingModeV[stage] = mode;
         device.SamplerState[stage].AddressV = D3DHelper.ConvertEnum(mode);
     }
     mode = uvwAddressingMode.w;
     if (cache.textureAddressingModeW[stage] != mode) {
         cache.textureAddressingModeW[stage] = mode;
         device.SamplerState[stage].AddressW = D3DHelper.ConvertEnum(mode);
     }
 }