//============================================================ // <T>设置渲染过程。</T> //============================================================ public override void Setup() { base.Setup(); SIntSize size = new SIntSize(2048, 2048); // 创建深度检测区 _depthTexture.Device = _device; _depthTexture.Create(size.Width, size.Height); // 创建渲染目标纹理区 (颜色,透明度) _lineTexture.Device = _device; _lineTexture.NativeFormat = Format.R8G8B8A8_UNorm; _lineTexture.Create(size.Width, size.Height); }
//============================================================ // <T>设置渲染过程。</T> //============================================================ public override void Setup() { base.Setup(); SIntSize size = new SIntSize(2048, 2048); FObjects <FDxBufferedTexture> textures = new FObjects <FDxBufferedTexture>(); // 创建深度检测区 _depthTexture.Device = _device; _depthTexture.Create(size.Width, size.Height); // 创建渲染目标纹理区 (标识) _textureFlags.Device = _device; _textureFlags.NativeFormat = Format.R32G32B32A32_SInt; _textureFlags.Create(size.Width, size.Height); textures.Push(_textureFlags); // 创建渲染目标纹理区 (颜色,透明度) _textureColor.Device = _device; _textureColor.NativeFormat = Format.R8G8B8A8_UNorm; _textureColor.Create(size.Width, size.Height); textures.Push(_textureColor); // 建立纹理列表 _targets = textures.ToArray(); }