Exemplo n.º 1
0
 /// <summary>
 /// Constructor for a render context
 /// </summary>
 /// <param name="program">The shader program to use</param>
 /// <param name="modelMatrix">The model matrix</param>
 /// <param name="worldSpace">Is the model in Camera Space</param>
 /// <param name="renderType">The Type of the Render Process</param>
 /// <param name="renderQueue">The render queue that is used</param>
 protected RenderingComponent(ShaderProgram program, bool worldSpace,
                              Renderer.RenderType renderType, int renderQueue)
 {
     Program     = program;
     WorldSpace  = worldSpace;
     RenderType  = renderType;
     RenderQueue = renderQueue;
 }
Exemplo n.º 2
0
 /// <summary>
 /// Constructor for a render context
 /// </summary>
 /// <param name="program">The shader program to use</param>
 /// <param name="modelMatrix">The model matrix</param>
 /// <param name="worldSpace">Is the model in Camera Space</param>
 /// <param name="renderType">The Type of the Render Process</param>
 /// <param name="renderQueue">The render queue that is used</param>
 protected RenderContext(ShaderProgram program, Matrix4 modelMatrix, bool worldSpace,
                         Renderer.RenderType renderType, int renderQueue)
 {
     Program     = program;
     ModelMat    = modelMatrix;
     WorldSpace  = worldSpace;
     RenderType  = renderType;
     RenderQueue = renderQueue;
 }
Exemplo n.º 3
0
 /// <summary>
 /// Public Constructor
 /// </summary>
 /// <param name="program">The Shader to be used</param>
 /// <param name="modelMatrix">The model matrix</param>
 /// <param name="meshes">The meshes to be drawn</param>
 /// <param name="textures">Textures to be drawn</param>
 /// <param name="renderType">The render type of the context</param>
 /// <param name="offset">the offset of the textures</param>
 /// <param name="tiling">the tiling of the textures</param>
 public MeshRenderContext(ShaderProgram program, Matrix4 modelMatrix, Mesh[] meshes, Texture[] textures,
                          Renderer.RenderType renderType, Vector2 offset, Vector2 tiling) : base(program, modelMatrix, true,
                                                                                                 renderType, 0)
 {
     Tiling   = tiling;
     Offset   = offset;
     Textures = textures;
     Meshes   = meshes;
 }