public void UseTextureSingle(ShadowMapQuality quality, int index) { if (quality == ShadowMapQuality.High) { SpotHighQuality.UseTexture(index); } if (quality == ShadowMapQuality.Medium) { SpotMediumQuality.UseTexture(index); } if (quality == ShadowMapQuality.Low) { SpotLowQuality.UseTexture(index); } }
private void Bloom() { BloomYPass.Use(); BloomXPass.Use(); BlitFramebuffers(CombinerFramebuffer, BloomYPass, BlitMode.Color); // here Y has deferred data, X is empty BloomShader.Use(); SetUniformsShared(); BloomShader.SetUniform("Pass", 0); BloomYPass.UseTexture(11); BloomXPass.Use(); PostProcessingMesh.Draw(); // here Y has deferred data, X has 1 pass result BloomYPass.Use(); // here Y is empty, x has 1 pass BloomShader.SetUniform("Pass", 1); BloomXPass.UseTexture(11); PostProcessingMesh.Draw(); // here y has 2 pass data }
public void BindTextureTest(int index) { FBO.UseTexture(index); }