public sealed override void SetupMaterial(MyEffectBase shader, MyRenderMeshMaterial material) { System.Diagnostics.Debug.Assert(material != null); shader.SetEmissivity(0); MyRender.CheckTextures(shader, material.NormalTexture, material.DrawTechnique == MyMeshDrawTechnique.HOLO); }
public sealed override void SetupMaterial(MyEffectBase shader, MyRenderMeshMaterial material) { System.Diagnostics.Debug.Assert(material != null); shader.SetTextureDiffuse(material.DiffuseTexture); shader.SetTextureNormal(material.NormalTexture); shader.SetSpecularIntensity(material.SpecularIntensity); shader.SetSpecularPower(material.SpecularPower); shader.SetDiffuseUVAnim(material.DiffuseUVAnim); shader.SetEmissivityUVAnim(material.EmissiveUVAnim); shader.SetEmissivityOffset(material.EmissivityOffset); ((MyEffectModelsDNS)shader).EnableColorMaskHsv(material.DiffuseTexture != null ? material.EnableColorMask : false); ((MyEffectModelsDNS)shader).SetDitheringTexture((SharpDX.Direct3D9.Texture)MyTextureManager.GetTexture <MyTexture2D>(@"Textures\Models\Dither.png")); ((MyEffectModelsDNS)shader).SetHalfPixel(MyRenderCamera.Viewport.Width, MyRenderCamera.Viewport.Height); // TODO: Petrzilka - Get rid of this branching if (material.DrawTechnique == MyMeshDrawTechnique.HOLO) { shader.SetEmissivity(material.HoloEmissivity); } if (material.Emissivity.HasValue) { shader.SetEmissivity(material.Emissivity.Value); } else { shader.SetEmissivity(0); } MyRender.CheckTextures(shader, material.NormalTexture, material.DrawTechnique == MyMeshDrawTechnique.HOLO); }