public D3DAnimRenderComponent() { disposer = new DisposeWatcher(); vertexBuffers = new EnumerableDisposableSetter <List <Buffer> >(disposer); indexBuffers = new EnumerableDisposableSetter <List <Buffer> >(disposer); TextureViews = new EnumerableDisposableSetter <List <ShaderResourceView> >(disposer); PerObjectBuffer = new DisposableSetter <Buffer>(disposer); PerMaterialBuffer = new DisposableSetter <Buffer>(disposer); PerArmatureBuffer = new DisposableSetter <Buffer>(disposer); SamplerState = new DisposableSetter <SamplerState>(disposer); DepthStencilState = new DisposableSetter <DepthStencilState>(); TransformWorldBuffer = new DisposableSetter <Buffer>(); RasterizerState = new D3DRasterizerState(new RasterizerStateDescription() { FillMode = FillMode.Solid, CullMode = CullMode.Back, }); VertexShader = new DisposableSetter <VertexShader>(disposer); PixelShader = new DisposableSetter <PixelShader>(disposer); Layout = new DisposableSetter <InputLayout>(); PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; BlendingState = new DisposableSetter <BlendState>(); CanRender = true; IsModified = true; }
public D3DRenderComponent() { CanRender = true; IsModified = true; disposer = new DisposeWatcher(); TransformWorldBuffer = new DisposableSetter <SharpDX.Direct3D11.Buffer>(disposer); VertexBuffer = new DisposableSetter <SharpDX.Direct3D11.Buffer>(disposer); IndexBuffer = new DisposableSetter <SharpDX.Direct3D11.Buffer>(disposer); DepthStencilState = new DisposableSetter <DepthStencilState>(disposer); BlendingState = new DisposableSetter <BlendState>(disposer); Layout = new DisposableSetter <InputLayout>(disposer); VertexShader = new DisposableSetter <VertexShader>(disposer); PixelShader = new DisposableSetter <PixelShader>(disposer); GeometryShader = new DisposableSetter <GeometryShader>(disposer); }