public void Configure(IRenderer renderer) { _material.Configure(renderer); _mesh.Configure(renderer); renderer.SetInstanceData(_name, _instanceMatrices); renderer.SetInstanceAttribute(_name, _material.Shader.Name, 0, "instanceMatrix", 4 * Vector4.SizeInBytes, Vector4.SizeInBytes); }
public void Configure(IRenderer renderer) { _material.Configure(renderer); renderer.LoadObject(_name); renderer.SetVerticesData(_name, GetVerticesData()); renderer.SetIndexData(_name, GetFaceData()); _vertices.First().Configure(_name, _material.Shader.Name, renderer); //We use the first vertex as representatve to configure the vertex info of the renderer }
public void Configure(IRenderer renderer) { if (_vertices.Count > 0) { _material.Configure(renderer); renderer.LoadObject(_name); renderer.SetVerticesData(_name, GetVerticesData()); renderer.SetIndexData(_name, GetIndexData()); _vertices.First().Configure(_name, _material.Shader.Name, renderer); } }
public void Load() { var shaders = _resourceManager.GetShaders().ToList(); foreach (var shader in shaders) { shader.Configure(_renderer); } _currentMaterial = new Material(shaders.First()); _currentMaterial.Configure(_renderer); InitView(shaders); _shape = _shapes.First(); _shape.Shape.Material = _currentMaterial; _shape.Configure(_renderer); }