void renderLight(DeferredLight light) { // check SpotLight first because it is a subclass of PointLight! if (light is SpotLight) { renderLight(light as SpotLight); } else if (light is PointLight) { renderLight(light as PointLight); } else if (light is AreaLight) { renderLight(light as AreaLight); } else if (light is DirLight) { renderLight(light as DirLight); } }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void UpdateForLight(DeferredLight light) { // check SpotLight first because it is a subclass of PointLight! if (light is SpotLight) { UpdateForLight(light as SpotLight); } else if (light is PointLight) { UpdateForLight(light as PointLight); } else if (light is AreaLight) { UpdateForLight(light as AreaLight); } else if (light is DirLight) { UpdateForLight(light as DirLight); } }
void renderLight( DeferredLight light ) { // check SpotLight first because it is a subclass of PointLight! if( light is SpotLight ) renderLight( light as SpotLight ); else if( light is PointLight ) renderLight( light as PointLight ); else if( light is AreaLight ) renderLight( light as AreaLight ); else if( light is DirLight ) renderLight( light as DirLight ); }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void updateForLight( DeferredLight light ) { // check SpotLight first because it is a subclass of PointLight! if( light is SpotLight ) updateForLight( light as SpotLight ); else if( light is PointLight ) updateForLight( light as PointLight ); else if( light is AreaLight ) updateForLight( light as AreaLight ); else if( light is DirLight ) updateForLight( light as DirLight ); }