public RenderWindow() { InitializeComponent(); panel=RenderPanel; UseShader=true; This=this; cmbCycles.SelectedIndex=1; }
private void bPreview_Click(object sender, EventArgs e) { RenderWindow rw = new RenderWindow(); DirectX.DXMain.CreateDevice(RenderWindow.panel); if(Validate(RenderWindow.panel.Handle,true)) { rw.ShowDialog(); } rw.Close(); DirectX.DXMain.CloseDevice(); }
private void bPreviewChain_Click(object sender, EventArgs e) { RenderWindow rw=new RenderWindow(); DirectX.DXMain.CreateDevice(RenderWindow.panel); string error=DirectX.Shaders.PreviewShaderChain(FramePath, DepthPath); if(error==null) { rw.ShowDialog(); } else { MessageBox.Show(strings["PreviewChainError"]+"\n"+error, Statics.strings["Error"]); } rw.Close(); DirectX.DXMain.CloseDevice(); }
private void bActive_Click(object sender,EventArgs e) { /**/ ShaderActive SetActiveForm=new ShaderActive(); /**/ SetActiveForm.ShowDialog(); /**/ SetActiveForm.Dispose(); } private void bPreviewChain_Click(object sender,EventArgs e) { //**/ if (!File.Exists(Statics.runDir + "\\" + Statics.fn_shadsav)) { //**/ MessageBox.Show("There are no shaders in the active shader chain.", "Message"); //**/ return; //**/ } RenderWindow rw=new RenderWindow(); DirectX.DXMain.CreateDevice(RenderWindow.panel); string error=DirectX.Shaders.PreviewShaderChain(PicPath, PicPath2, PicPath3); if(error==null) { rw.ShowDialog(); } else { MessageBox.Show("Could not preview shader chain.\n"+error,"Error"); } rw.Close(); DirectX.DXMain.CloseDevice(); } private void bPreview_Click(object sender, EventArgs e) { //saveShader(); RenderWindow rw = new RenderWindow(); DirectX.DXMain.CreateDevice(RenderWindow.panel); if(Validate(RenderWindow.panel.Handle,true)) { rw.ShowDialog(); } rw.Close(); DirectX.DXMain.CloseDevice(); }
private void bPreviewChain_Click(object sender,EventArgs e) { if (!File.Exists(Statics.runDir + "\\" + Statics.fn_shadsav)) { MessageBox.Show("There are no shaders in the active shader chain.", "Message"); return; } RenderWindow rw=new RenderWindow(); DirectX.DXMain.CreateDevice(RenderWindow.panel); string error=DirectX.Shaders.PreviewShaderChain(PicPath, PicPath2, PicPath3); if(error==null) { rw.ShowDialog(); } else { MessageBox.Show("Could not preview shader chain.\n"+error,"Error"); } rw.Close(); DirectX.DXMain.CloseDevice(); }
private void bPreviewChain_Click(object sender,EventArgs e) { RenderWindow rw=new RenderWindow(); DirectX.DXMain.CreateDevice(RenderWindow.panel); string error=DirectX.Shaders.PreviewShaderChain(PicPath, PicPath2, PicPath3); if(error==null) { rw.ShowDialog(); } else { MessageBox.Show("Could not preview shader chain.\n"+error,"Error"); } rw.Close(); DirectX.DXMain.CloseDevice(); }