public void SetValue(Matrix[] matrices) { if (_protogameParameterSet._locked) { throw new InvalidOperationException( "The effect parameter set is locked because it has been assigned to a " + "render request. Create a new parameter set instead of modifying this one."); } _matrices = matrices; _valueStateHash = _matrices.GetHashCode() ^ 397; InternalType = ProtogameEffectWriteableParameterInternalType.MatrixArray; }
public void SetValue(Color color) { if (_protogameParameterSet._locked) { throw new InvalidOperationException( "The effect parameter set is locked because it has been assigned to a " + "render request. Create a new parameter set instead of modifying this one."); } _vector4 = color.ToVector4(); _valueStateHash = _vector4.GetHashCode() ^ 397; InternalType = ProtogameEffectWriteableParameterInternalType.Vector4; }
public void SetValue(Texture2D texture) { if (_protogameParameterSet._locked) { throw new InvalidOperationException( "The effect parameter set is locked because it has been assigned to a " + "render request. Create a new parameter set instead of modifying this one."); } _texture2D = texture; _valueStateHash = _texture2D.GetHashCode() ^ 397; InternalType = ProtogameEffectWriteableParameterInternalType.Texture2D; }