예제 #1
0
 /// <summary>
 /// Initialises a new instance of the RenderContext structure.
 /// </summary>
 /// <param name="billboardStyle">What style of billboard rendering to use</param>
 /// <param name="billboardRotationalAxis">The rotational axis to use for cylindrical billboarding</param>
 /// <param name="blendState">The desired blend state.</param>
 /// <param name="texture">The texture to use when rendering particles.</param>
 /// <param name="world">The world transform matrix.</param>
 /// <param name="view">The view matrix.</param>
 /// <param name="projection">The projection matrix.</param>
 /// <param name="cameraPosition">The camera position.</param>
 /// <param name="count">Numer of particles that will be drawn</param>
 /// <param name="useVelocityAsBillboardAxis">DO NOT USE: Will be replaced in future version</param>
 internal RenderContext(BillboardStyle billboardStyle, Vector3 billboardRotationalAxis, BlendState blendState, Texture2D texture, ref Matrix world, ref Matrix view, ref Matrix projection, ref Vector3 cameraPosition, int count, bool useVelocityAsBillboardAxis)
 {
     this.BillboardRotationalAxis    = billboardRotationalAxis;
     this.UseVelocityAsBillboardAxis = useVelocityAsBillboardAxis;
     this.BillboardStyle             = billboardStyle;
     this.BlendState      = blendState;
     this.Texture         = texture;
     this.World           = world;
     this.WorldIsIdentity = (world == Matrix.Identity);
     this.View            = view;
     this.Projection      = projection;
     this.CameraPosition  = cameraPosition;
     this.WorldIsIdentity = (world == Matrix.Identity);
     this.Count           = count;
 }
예제 #2
0
 /// <summary>
 /// Initialises a new instance of the RenderContext structure.
 /// </summary>
 /// <param name="billboardStyle">What style of billboard rendering to use</param>
 /// <param name="billboardRotationalAxis">The rotational axis to use for cylindrical billboarding</param>
 /// <param name="blendState">The desired blend state.</param>
 /// <param name="texture">The texture to use when rendering particles.</param>
 /// <param name="world">The world transform matrix.</param>
 /// <param name="view">The view matrix.</param>
 /// <param name="projection">The projection matrix.</param>
 /// <param name="cameraPosition">The camera position.</param>
 /// <param name="count">Numer of particles that will be drawn</param>
 /// <param name="useVelocityAsBillboardAxis">DO NOT USE: Will be replaced in future version</param>
 internal RenderContext(BillboardStyle billboardStyle, Vector3 billboardRotationalAxis, BlendState blendState, Texture2D texture, ref Matrix world, ref Matrix view, ref Matrix projection, ref Vector3 cameraPosition, int count, bool useVelocityAsBillboardAxis)
 {
     this.BillboardRotationalAxis = billboardRotationalAxis;
     this.UseVelocityAsBillboardAxis = useVelocityAsBillboardAxis;
     this.BillboardStyle = billboardStyle;
     this.BlendState = blendState;
     this.Texture        = texture;
     this.World          = world;
     this.WorldIsIdentity = (world == Matrix.Identity);
     this.View = view;
     this.Projection     = projection;
     this.CameraPosition = cameraPosition;
     this.WorldIsIdentity = (world == Matrix.Identity);
     this.Count = count;
 }