/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void UpdateForLight(DirLight light) { SetColor(light.Color); SetAreaDirectionalLightDirection(light.Direction); SetSpecularPower(light.SpecularPower); SetSpecularIntensity(light.SpecularIntensity); directionalLightPass.Apply(); }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void updateForLight(DirLight light) { setColor(light.color); setAreaDirectionalLightDirection(light.direction); setSpecularPower(light.specularPower); setSpecularIntensity(light.specularIntensity); directionalLightPass.Apply(); }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void UpdateForLight(DirLight light) { SetColor(light.Color); SetAreaDirectionalLightDirection(light.Direction); SetSpecularPower(light.SpecularPower); SetSpecularIntensity(light.SpecularIntensity); CurrentTechnique = Techniques["DeferredDirectionalLight"]; directionalLightPass.Apply(); }
void renderLight(DirLight light) { _lightEffect.updateForLight(light); _quadMesh.render(); }
void renderLight( DirLight light ) { _lightEffect.updateForLight( light ); _quadMesh.render(); }
/// <summary> /// updates the shader values for the light and sets the appropriate CurrentTechnique /// </summary> /// <param name="light">Light.</param> public void updateForLight( DirLight light ) { setColor( light.color ); setAreaDirectionalLightDirection( light.direction ); setSpecularPower( light.specularPower ); setSpecularIntensity( light.specularIntensity ); directionalLightPass.Apply(); }