public Application() { DrawableSizeChanged += OnDrawableSizeChanged; var msaaSampleCount = GraphicsDevice.Features.MsaaRenderTargets ? 4 : 1; _cubeVertexBuffer = CreateCubeVertexBuffer(); _cubeIndexBuffer = CreateCubeIndexBuffer(); _quadVertexBuffer = CreateQuadVertexBuffer(); _offScreenShader = CreateOffScreenShader(); _offScreenPipeline = CreateOffScreenPipeline(msaaSampleCount); _offScreenRenderTargets = CreateOffScreenRenderTargets(msaaSampleCount); _offScreenPass = CreateOffScreenRenderPass(); _fullScreenShader = CreateFullScreenShader(); _fullScreenPipeline = CreateFullScreenPipeline(msaaSampleCount); _debugShader = CreateDebugShader(); _debugPipeline = CreateDebugPipeline(msaaSampleCount); // Free any strings we implicitly allocated when creating resources // Only call this method AFTER resources are created GraphicsDevice.FreeStrings(); }
protected override void CreateResources() { _vertexBuffer = CreateVertexBuffer(); _indexBuffer = CreateIndexBuffer(); _shader = CreateShader(); _pipeline = CreatePipeline(); }
protected override void CreateResources() { _vertexBuffer = CreateVertexBuffer(); _indexBuffer = CreateIndexBuffer(); _texture = CreateTexture(); _shader = CreateShader(); _pipeline = CreatePipeline(); ResetGameOfLife(); }
public Application() { _vertexBuffer = CreateVertexBuffer(); _shader = CreateShader(); _pipeline = CreatePipeline(); // Free any strings we implicitly allocated when creating resources // Only call this method AFTER resources are created GraphicsDevice.FreeStrings(); }
protected override void CreateResources() { Debug.Assert( GraphicsDevice.Features.Instancing, $"instancing is not supported for your hardware with {Backend} API"); _vertexBuffer = CreateVertexBuffer(); _indexBuffer = CreateIndexBuffer(); _instanceBuffer = CreateInstanceBuffer(); _shader = CreateShader(); _pipeline = CreatePipeline(); }
public Application() { DrawableSizeChanged += OnDrawableSizeChanged; _vertexBuffer = CreateVertexBuffer(); _indexBuffer = CreateIndexBuffer(); _texture = CreateTexture(); _shader = CreateShader(); _pipeline = CreatePipeline(); // Free any strings we implicitly allocated when creating resources // Only call this method AFTER resources are created GraphicsDevice.FreeStrings(); }
protected override void CreateResources() { _vertexBuffer = CreateVertexBuffer(); _indexBuffer = CreateIndexBuffer(); _offscreenShader = CreateOffscreenShader(); _offscreenPipeline = CreateOffscreenPipeline(); var(renderTarget, renderTargetDepth) = CreateOffscreenRenderTargets(); _renderTarget = renderTarget; _offscreenRenderPass = CreateOffscreenRenderPass(renderTarget, renderTargetDepth); _frameBufferShader = CreateFrameBufferShader(); _frameBufferPipeline = CreateFrameBufferPipeline(); }
protected override void CreateResources() { _cubeVertexBuffer = CreateCubeVertexBuffer(); _cubeIndexBuffer = CreateCubeIndexBuffer(); _quadVertexBuffer = CreateQuadVertexBuffer(); _offScreenShader = CreateOffScreenShader(); _offScreenPipeline = CreateOffScreenPipeline(); _offScreenRenderTargets = CreateOffScreenRenderTargets(); _offScreenPass = CreateOffScreenRenderPass(); _fullScreenShader = CreateFullScreenShader(); _fullScreenPipeline = CreateFullScreenPipeline(); _debugShader = CreateDebugShader(); _debugPipeline = CreateDebugPipeline(); }
public Application() { DrawableSizeChanged += OnDrawableSizeChanged; _vertexBuffer = CreateVertexBuffer(); _indexBuffer = CreateIndexBuffer(); _offscreenShader = CreateOffscreenShader(); _offscreenPipeline = CreateOffscreenPipeline(); var(renderTarget, renderTargetDepth) = CreateOffscreenRenderTargets(); _renderTarget = renderTarget; _offscreenRenderPass = CreateOffscreenRenderPass(renderTarget, renderTargetDepth); _frameBufferShader = CreateFrameBufferShader(); _frameBufferPipeline = CreateFrameBufferPipeline(); // Free any strings we implicitly allocated when creating resources // Only call this method AFTER resources are created GraphicsDevice.FreeStrings(); }
public Application() { Debug.Assert( GraphicsDevice.IsValid(), "sokol_gfx should be initialized"); Debug.Assert( GraphicsDevice.Features.Instancing, $"instancing is not supported for your hardware with {Backend} API"); DrawableSizeChanged += OnDrawableSizeChanged; _vertexBuffer = CreateVertexBuffer(); _indexBuffer = CreateIndexBuffer(); _instanceBuffer = CreateInstanceBuffer(); _shader = CreateShader(); _pipeline = CreatePipeline(); // Free any strings we implicitly allocated when creating resources // Only call this method AFTER resources are created GraphicsDevice.FreeStrings(); }