public DeferredLightingRenderer(int renderOrder, int lightLayer, params int[] renderLayers) : base(renderOrder) { // make sure we have a workable Material for our lighting system material = new DeferredSpriteMaterial(nullNormalMapTexture); _lightLayer = lightLayer; Array.Sort(renderLayers); this.renderLayers = renderLayers; _lightEffect = new DeferredLightEffect(); // meshes used for light volumes _quadMesh = new QuadMesh(Core.graphicsDevice); _polygonMesh = PolygonMesh.createSymmetricalPolygon(10); _quadPolygonMesh = PolygonMesh.createRectangle(); // set some sensible defaults setAmbientColor(new Color(0.2f, 0.2f, 0.2f)) .setClearColor(Color.CornflowerBlue); }
public DeferredLightingRenderer( int renderOrder, int lightLayer, params int[] renderLayers ) : base(renderOrder) { // make sure we have a workable Material for our lighting system material = new DeferredSpriteMaterial( nullNormalMapTexture ); _lightLayer = lightLayer; Array.Sort( renderLayers ); this.renderLayers = renderLayers; _lightEffect = new DeferredLightEffect(); // meshes used for light volumes _quadMesh = new QuadMesh( Core.graphicsDevice ); _polygonMesh = PolygonMesh.createSymmetricalPolygon( 10 ); _quadPolygonMesh = PolygonMesh.createRectangle(); // set some sensible defaults setAmbientColor( new Color( 0.2f, 0.2f, 0.2f ) ) .setClearColor( Color.CornflowerBlue ); }