internal ShaderParameter(string name) { this.Uniform = GraphicsContext.CreateUniform(name, UniformType.Vec4, 4); }
/// <summary> /// Gets the available space in the global transient index buffer. /// </summary> /// <param name="count">The number of 16-bit indices required.</param> /// <returns>The number of available indices.</returns> public static int GetAvailableSpace(int count) { return(GraphicsContext.GetAvailableTransientIndexBuffers(count)); }
/// <summary> /// Initializes a new instance of the <see cref="TransientIndexBuffer"/> struct. /// </summary> /// <param name="indexCount">The number of 16-bit indices that fit in the buffer.</param> private TransientIndexBuffer(int indexCount) { GraphicsContext.AllocTransientIndexBuffer(out this, indexCount); }
private RenderTarget(Texture2D texture, TextureFormat format, TextureFlags flags) { handle = GraphicsContext.CreateFrameBuffer(texture, format, flags); internal_texture = texture; }
/// <summary> /// Initializes a new instance of the <see cref="RenderTarget"/> struct. /// </summary> /// <param name="width">The width of the render target.</param> /// <param name="height">The height of the render target.</param> /// <param name="format">The format of the new surface.</param> /// <param name="flags">Texture sampling flags.</param> private RenderTarget(int width, int height, TextureFormat format, TextureFlags flags) { handle = GraphicsContext.CreateFrameBuffer(width, height, format, flags); internal_texture = new Texture2D(GraphicsContext.GetFrameBufferTexture(handle, 0), width, height, false, false); }
public void Update(int startVertex, VertexPositionColorTexture[] vertices) { GraphicsContext.UpdateDynamicVertexBuffer(this.Handle, startVertex, vertices); }