public D3D11_RASTERIZER_DESC(D3D11_FILL_MODE fillMode, D3D11_CULL_MODE cullMode, [NativeTypeName("BOOL")] int frontCounterClockwise, [NativeTypeName("INT")] int depthBias, [NativeTypeName("FLOAT")] float depthBiasClamp, [NativeTypeName("FLOAT")] float slopeScaledDepthBias, [NativeTypeName("BOOL")] int depthClipEnable, [NativeTypeName("BOOL")] int scissorEnable, [NativeTypeName("BOOL")] int multisampleEnable, [NativeTypeName("BOOL")] int antialiasedLineEnable) { FillMode = fillMode; CullMode = cullMode; FrontCounterClockwise = frontCounterClockwise; DepthBias = depthBias; DepthBiasClamp = depthBiasClamp; SlopeScaledDepthBias = slopeScaledDepthBias; DepthClipEnable = depthClipEnable; ScissorEnable = scissorEnable; MultisampleEnable = multisampleEnable; AntialiasedLineEnable = antialiasedLineEnable; }
public D3D11_RASTERIZER_DESC(D3D11_FILL_MODE fillMode, D3D11_CULL_MODE cullMode, BOOL frontCounterClockwise, int depthBias, float depthBiasClamp, float slopeScaledDepthBias, BOOL depthClipEnable, BOOL scissorEnable, BOOL multisampleEnable, BOOL antialiasedLineEnable) { FillMode = fillMode; CullMode = cullMode; FrontCounterClockwise = frontCounterClockwise; DepthBias = depthBias; DepthBiasClamp = depthBiasClamp; SlopeScaledDepthBias = slopeScaledDepthBias; DepthClipEnable = depthClipEnable; ScissorEnable = scissorEnable; MultisampleEnable = multisampleEnable; AntialiasedLineEnable = antialiasedLineEnable; }
public D3D11_RASTERIZER_DESC2(D3D11_FILL_MODE fillMode, D3D11_CULL_MODE cullMode, [NativeTypeName("BOOL")] int frontCounterClockwise, [NativeTypeName("INT")] int depthBias, [NativeTypeName("FLOAT")] float depthBiasClamp, [NativeTypeName("FLOAT")] float slopeScaledDepthBias, [NativeTypeName("BOOL")] int depthClipEnable, [NativeTypeName("BOOL")] int scissorEnable, [NativeTypeName("BOOL")] int multisampleEnable, [NativeTypeName("BOOL")] int antialiasedLineEnable, [NativeTypeName("UINT")] uint forcedSampleCount, D3D11_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster) { FillMode = fillMode; CullMode = cullMode; FrontCounterClockwise = frontCounterClockwise; DepthBias = depthBias; DepthBiasClamp = depthBiasClamp; SlopeScaledDepthBias = slopeScaledDepthBias; DepthClipEnable = depthClipEnable; ScissorEnable = scissorEnable; MultisampleEnable = multisampleEnable; AntialiasedLineEnable = antialiasedLineEnable; ForcedSampleCount = forcedSampleCount; ConservativeRaster = conservativeRaster; }
public D3D11_RASTERIZER_DESC2(D3D11_FILL_MODE fillMode, D3D11_CULL_MODE cullMode, BOOL frontCounterClockwise, int depthBias, float depthBiasClamp, float slopeScaledDepthBias, BOOL depthClipEnable, BOOL scissorEnable, BOOL multisampleEnable, BOOL antialiasedLineEnable, uint forcedSampleCount, D3D11_CONSERVATIVE_RASTERIZATION_MODE conservativeRaster) { FillMode = fillMode; CullMode = cullMode; FrontCounterClockwise = frontCounterClockwise; DepthBias = depthBias; DepthBiasClamp = depthBiasClamp; SlopeScaledDepthBias = slopeScaledDepthBias; DepthClipEnable = depthClipEnable; ScissorEnable = scissorEnable; MultisampleEnable = multisampleEnable; AntialiasedLineEnable = antialiasedLineEnable; ForcedSampleCount = forcedSampleCount; ConservativeRaster = conservativeRaster; }