public void SetParameter(string name, CurrentTextureType current) { sfShader_setCurrentTextureParameter(CPointer, name); }
//////////////////////////////////////////////////////////// /// <summary> /// Specify current texture as \p sampler2D uniform /// </summary> /// /// <remarks> /// <para>This overload maps a shader texture variable to the /// texture of the object being drawn, which cannot be /// known in advance. The second argument must be /// <see cref="CurrentTexture"/>. /// The corresponding parameter in the shader must be a 2D texture /// (<c>sampler2D</c> GLSL type).</para> /// /// <para>Example: /// <code> /// uniform sampler2D current; // this is the variable in the shader /// </code> /// <code> /// shader.setUniform("current", Shader.CurrentTexture); /// </code> /// </para> /// </remarks> /// /// <param name="name">Name of the texture in the shader</param> /// <param name="current"/> //////////////////////////////////////////////////////////// public void SetUniform(string name, CurrentTextureType current) { sfShader_setCurrentTextureUniform(CPointer, name); }
public void SetUniform(string Parameter, CurrentTextureType dummy) { SFMLShader.SetUniform(Parameter, ShaderClass.CurrentTexture); }
//////////////////////////////////////////////////////////// /// <summary> /// Change a texture parameter of the shader /// /// This overload maps a shader texture variable to the /// texture of the object being drawn, which cannot be /// known in advance. The second argument must be /// sf::Shader::CurrentTexture. /// The corresponding parameter in the shader must be a 2D texture /// (sampler2D GLSL type). /// </summary> /// <param name="name">Name of the texture in the shader</param> /// <param name="current">Always pass the spacial value Shader.CurrentTexture</param> //////////////////////////////////////////////////////////// public void SetParameter(string name, CurrentTextureType current) { sfShader_setCurrentTextureParameter(CPointer, name); }
public void SetParameter(string Parameter, CurrentTextureType texture) { base.SetParameter(Parameter, texture); }