public MyCullableRenderObject(MyEntity entity) : base(entity, null) { CulledObjects = new MyDynamicAABBTree(MyRender.PrunningExtension); EntitiesContained = 0; for (int i = 0; i < Enum.GetValues(typeof(MyOcclusionQueryID)).Length; i++) { m_queries[i] = new MyOcclusionQueryIssue(this); m_queries[i].RenderType = MyOcclusionQueryRenderType.HWDepth; } m_queries[(int)MyOcclusionQueryID.MAIN_RENDER].RenderType = MyOcclusionQueryRenderType.CustomDepth; }
public MyCullableRenderObject(MyEntity entity) : base (entity, null) { CulledObjects = new MyDynamicAABBTree(MyRender.PrunningExtension); EntitiesContained = 0; for (int i = 0; i < Enum.GetValues(typeof(MyOcclusionQueryID)).Length; i++) { m_queries[i] = new MyOcclusionQueryIssue(this); m_queries[i].RenderType = MyOcclusionQueryRenderType.HWDepth; } m_queries[(int)MyOcclusionQueryID.MAIN_RENDER].RenderType = MyOcclusionQueryRenderType.CustomDepth; }
/// <summary> /// Creates the renderer /// </summary> /// <param name="graphicsDevice">The GraphicsDevice to use for rendering</param> /// <param name="contentManager">The MyCustomContentManager to use for loading content</param> public MyShadowRenderer(int shadowMapSize, MyRenderTargets renderTarget, MyRenderTargets depthTarget, bool multiThreaded) { ShadowMapCascadeSize = shadowMapSize; m_shadowRenderTarget = renderTarget; m_shadowDepthTarget = depthTarget; for (int i = 0; i < NumSplits; i++) { m_lightCameras[i] = new MyOrthographicCamera(1, 1, 1, 10); // Occ queries for shadows are disabled, so save memory by commenting this //m_occlusionQueriesLists[i] = new List<MyOcclusionQueryIssue>(1024); m_cascadeQueries[i] = new MyOcclusionQueryIssue(null); m_visibility[i] = true; } MultiThreaded = multiThreaded; if (MyRenderConstants.RenderQualityProfile.ForwardRender) { MultiThreaded = false; } }
/// <summary> /// Creates the renderer /// </summary> /// <param name="graphicsDevice">The GraphicsDevice to use for rendering</param> /// <param name="contentManager">The MyCustomContentManager to use for loading content</param> public MyShadowRenderer(int shadowMapSize, MyRenderTargets renderTarget, MyRenderTargets depthTarget, bool multiThreaded) { ShadowMapCascadeSize = shadowMapSize; m_shadowRenderTarget = renderTarget; m_shadowDepthTarget = depthTarget; for (int i = 0; i < NumSplits; i++) { m_lightCameras[i] = new MyOrthographicCamera(1, 1, 1, 10); // Occ queries for shadows are disabled, so save memory by commenting this //m_occlusionQueriesLists[i] = new List<MyOcclusionQueryIssue>(1024); m_cascadeQueries[i] = new MyOcclusionQueryIssue(null); m_visibility[i] = true; } MultiThreaded = multiThreaded; if (MyRenderConstants.RenderQualityProfile.ForwardRender) MultiThreaded = false; }