public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters) { gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle; device.InitDefaultRenderTarget(presentationParameters); backBuffer = device.DefaultRenderTarget; DepthStencilBuffer = device.windowProvidedDepthBuffer; }
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters) { gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle; device.InitDefaultRenderTarget(presentationParameters); backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource); }
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters) { gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle; device.InitDefaultRenderTarget(presentationParameters); backBuffer = device.DefaultRenderTarget; DepthStencilBuffer = device.windowProvidedDepthTexture; }
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters) { device.InitDefaultRenderTarget(Description); //backBuffer = device.DefaultRenderTarget; // TODO: Review Depth buffer creation for both Android and iOS //DepthStencilBuffer = device.windowProvidedDepthTexture; backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource); }
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters) { device.InitDefaultRenderTarget(presentationParameters); backBuffer = device.DefaultRenderTarget; DepthStencilBuffer = device.windowProvidedDepthTexture; }
public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters) { device.InitDefaultRenderTarget(Description); backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource); }