/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void UpdateForLight(SpotLight light) { UpdateForLight(light as PointLight); SetSpotLightDirection(light.Direction); SetSpotConeAngle(light.ConeAngle); spotLightPass.Apply(); }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void updateForLight(SpotLight light) { updateForLight(light as PointLight); setSpotLightDirection(light.direction); setSpotConeAngle(light.coneAngle); spotLightPass.Apply(); }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void UpdateForLight(SpotLight light) { UpdateForLight(light as PointLight); SetSpotLightDirection(light.Direction); SetSpotConeAngle(light.ConeAngle); CurrentTechnique = Techniques["DeferredSpotLight"]; spotLightPass.Apply(); }
void renderLight(SpotLight light) { _lightEffect.updateForLight(light); _polygonMesh.render(); }
void renderLight( SpotLight light ) { _lightEffect.updateForLight( light ); _polygonMesh.render(); }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void updateForLight( SpotLight light ) { updateForLight( light as PointLight ); setSpotLightDirection( light.direction ); setSpotConeAngle( light.coneAngle ); spotLightPass.Apply(); }