void Process() { if (!input.HasInput) { return; } GLTextuer2D i1 = (GLTextuer2D)input.Reference.Data; GLTextuer2D i2 = null; if (input2.HasInput) { i2 = (GLTextuer2D)input2.Reference.Data; } if (i1 == null) { return; } if (i1.Id == 0) { return; } if (processor == null) { return; } if (shader == null) { return; } if (preshader == null) { return; } CreateBufferIfNeeded(); buffer.Bind(); IGL.Primary.ClearTexImage(buffer.Id, (int)PixelFormat.Rgba, (int)PixelType.Float); GLTextuer2D.Unbind(); processor.TileX = tileX; processor.TileY = tileY; processor.Shader = shader; processor.PreShader = preshader; processor.SourceOnly = psourceonly; processor.Distance = pmaxDistance; processor.Process(width, height, i1, i2, buffer); processor.Complete(); Output.Data = buffer; TriggerTextureChange(); }
void Process() { GLTextuer2D i1 = (GLTextuer2D)input.Input.Data; GLTextuer2D i2 = null; if (input2.HasInput) { i2 = (GLTextuer2D)input2.Input.Data; } if (i1 == null) { return; } if (i1.Id == 0) { return; } if (processor == null) { return; } CreateBufferIfNeeded(); processor.TileX = tileX; processor.TileY = tileY; processor.SourceOnly = psourceonly; processor.Distance = pmaxDistance; processor.Process(width, height, i1, i2, buffer); processor.Complete(); Output.Data = buffer; Output.Changed(); Updated(); }