public void SetConstants(VertexConstantData constants) { m_vertexBatchConstantBuffer.Write(constants); }
/// <summary> /// Creates constant data for our shaders /// </summary> /// <returns></returns> private VertexConstantData GetConstantData() { var constantData = new VertexConstantData(); /* Our shader needs to know the viewport size to * properly render. This is how we do that */ var viewPort = m_device.Rasterizer.GetViewports()[0]; constantData.ViewportSize.X = viewPort.Width; constantData.ViewportSize.Y = viewPort.Height; return constantData; }