}   // end of Update()

        public void Render(Camera camera)
        {
            if (Active)
            {
                renderObj.Render(camera);
            }
        }   // end of Render()
예제 #2
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        /// <summary>
        /// Render this distortion pulse to the current offscreen
        /// Assumes the proper InGame.inGame.renderEffects is setup
        /// </summary>
        /// <param name="camera"></param>
        /// <param name="effectsImage"></param>
        public void RenderSM3(Camera camera, Texture2D effectsImage)
        {
            if (effect != null)
            {
                Matrix preWorld = Matrix.CreateScale(scale);

                Parameter(EffectParams.DepthTexture).SetValue(effectsImage);
                Parameter(EffectParams.PreWorld).SetValue(preWorld);
                Parameter(EffectParams.Opacity).SetValue(scales * opacity);

                if (bump != null)
                {
                    SetupBump(camera);
                }

                if (Bloom)
                {
                    Parameter(EffectParams.BloomColor).SetValue(bumpTint);
                }

                RenderObj.Render(camera);

                Parameter(EffectParams.PreWorld).SetValue(Matrix.Identity);
            }
        }
예제 #3
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 /// <summary>
 /// Render this section of road/wall
 /// </summary>
 /// <param name="camera"></param>
 public void Render(Camera camera)
 {
     if (RenderObj != null)
     {
         Frustum.CullResult cull = camera.Frustum.CullTest(Sphere);
         if (cull != Frustum.CullResult.TotallyOutside)
         {
             RenderObj.Render(camera, Road);
         }
     }
 }
예제 #4
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        /// <summary>
        /// Render this object's SM2 glow to the screen.
        /// </summary>
        /// <param name="camera"></param>
        public void RenderBloomSM2(Camera camera)
        {
            if (effect != null)
            {
                Matrix preWorld = Matrix.CreateScale(scale);

                Parameter(EffectParams.PreWorld).SetValue(preWorld);
                Parameter(EffectParams.Opacity).SetValue(scales * opacity);

                Parameter(EffectParams.BloomColor).SetValue(bumpTint);

                Debug.Assert(Bloom, "No other reason for rendering in SM2");

                RenderObj.Render(camera);

                Parameter(EffectParams.PreWorld).SetValue(Matrix.Identity);
            }
        }
예제 #5
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 /// <summary>
 /// Hacked render call to help make the WinRT startup look better.
 /// </summary>
 public void Render()
 {
     renderObj.UnloadContent();
     renderObj.LoadContent(true);
     renderObj.Render(null);
 }
예제 #6
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파일: AprNesUI.cs 프로젝트: jizang/AprNes
 void VideoOutputDeal(object sender, EventArgs e)
 {
     RenderObj.Render();
 }
예제 #7
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 public static void Render(Camera camera, Matrix l2w, bool cone, Vector4 diffuse)
 {
     RenderObj.Render(camera, l2w, cone, diffuse);
 }