private void SceneGameRendererInitialized(IGraphicsRendererCore obj) { // TODO: callback will be called also for editor renderers. We might want to filter down this if (obj is MeshRenderFeature) { ((MeshRenderFeature)obj).ComputeFallbackEffect = ComputeMeshFallbackEffect; } }
internal void OnRendererInitialized(IGraphicsRendererCore obj) { Action <IGraphicsRendererCore> handler = RendererInitialized; if (handler != null) { handler(obj); } }
void RendererInitialized(IGraphicsRendererCore obj) { // TODO: callback will be called also for editor renderers. We might want to filter down this if (obj is MeshRenderFeature) { ((MeshRenderFeature)obj).PostProcessPipelineState += (RenderNodeReference renderNodeReference, ref RenderNode renderNode, RenderObject renderObject, PipelineStateDescription pipelineState) => { pipelineState.RasterizerState = RasterizerStates.WireframeCullBack; }; } }
internal void OnRendererInitialized(IGraphicsRendererCore obj) { RendererInitialized?.Invoke(obj); }
void RendererInitialized(IGraphicsRendererCore obj) { // TODO: callback will be called also for editor renderers. We might want to filter down this (obj as MeshRenderFeature)?.PipelineProcessors.Add(new WireframeCullbackPipelineProcessor()); }
internal void OnRendererInitialized(IGraphicsRendererCore obj) { Action<IGraphicsRendererCore> handler = RendererInitialized; if (handler != null) handler(obj); }