/// <summary>Converts this SVG FX node to a Loonim node.</summary> protected override TextureNode ToLoonimNode(SurfaceTexture tex) { // Create: return(new Blend( In1.GetLoonim(tex), In2.GetLoonim(tex), new Property((float)1f), // Weight (always 1) new Property((float)Mode) )); }
public void A_Graph_should_build_with_plain_flow_without_junctions() { RunnableGraph.FromGraph(GraphDsl.Create(b => { b.From(In1).Via(F1).To(Out1); return(ClosedShape.Instance); })).Run(Materializer); RunnableGraph.FromGraph(GraphDsl.Create(b => { b.From(In1).Via(F1).Via(F2).To(Out1); return(ClosedShape.Instance); })).Run(Materializer); RunnableGraph.FromGraph(GraphDsl.Create(b => { b.From(In1.Via(F1)).Via(F2).To(Out1); return(ClosedShape.Instance); })).Run(Materializer); RunnableGraph.FromGraph(GraphDsl.Create(b => { b.From(In1).To(Out1); return(ClosedShape.Instance); })).Run(Materializer); RunnableGraph.FromGraph(GraphDsl.Create(b => { b.From(In1).To(F1.To(Out1)); return(ClosedShape.Instance); })).Run(Materializer); RunnableGraph.FromGraph(GraphDsl.Create(b => { b.From(In1.Via(F1)).To(Out1); return(ClosedShape.Instance); })).Run(Materializer); RunnableGraph.FromGraph(GraphDsl.Create(b => { b.From(In1.Via(F1)).To(F2.To(Out1)); return(ClosedShape.Instance); })).Run(Materializer); }
public Out1 GetOut1(In1 inParam) { return(tryFunc(() => _impl.GetOut1(inParam))); }
public Out1 GetOut1(In1 inParam) { return(null); } // would have some spesific implementation