/// <summary> /// Creates default settings for standard depth testing. /// </summary> /// <param name="clearDepth">True to clear depth</param> public static RenderPassDepthStencilDesc CreateDefault(bool clearDepth) { var result = new RenderPassDepthStencilDesc() { clearDepth = clearDepth, depthValue = 1, stencilValue = 1 }; return(result); }
public static RenderPassDesc CreateDefault(int renderTargetCount) { var result = new RenderPassDesc() { renderTargetDescs = new RenderPassRenderTargetDesc[renderTargetCount], depthStencilDesc = RenderPassDepthStencilDesc.CreateDefault(true) }; for (int i = 0; i != renderTargetCount; ++i) { result.renderTargetDescs[i] = RenderPassRenderTargetDesc.CreateDefault(Color4F.black); } return(result); }
public static RenderPassDesc CreateDefault(Color4F clearColorValue, int renderTargetCount, bool clearDepthStencil) { var result = new RenderPassDesc() { renderTargetDescs = new RenderPassRenderTargetDesc[renderTargetCount], depthStencilDesc = RenderPassDepthStencilDesc.CreateDefault(clearDepthStencil) }; for (int i = 0; i != renderTargetCount; ++i) { result.renderTargetDescs[i] = RenderPassRenderTargetDesc.CreateDefault(clearColorValue); } return(result); }