예제 #1
0
        protected internal override void Init(Net.Renderers.GL4.Renderer renderer)
        {
            base.Init(renderer);

            throw new NotImplementedException();
            //var depthShader = THREE.ShaderLib[ "depthRGBA" ];
            //var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
            //
            //_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
            //_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
            //_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
            //_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
            //
            //_depthMaterial._shadowPass = true;
            //_depthMaterialMorph._shadowPass = true;
            //_depthMaterialSkin._shadowPass = true;
            //_depthMaterialMorphSkin._shadowPass = true;
        }
예제 #2
0
        protected internal override void Init(Net.Renderers.GL4.Renderer renderer)
        {
            base.Init(renderer);

            throw new NotImplementedException();
        }