示例#1
0
 public NiShadowGenerator()
 {
     flags                        = (ushort)0;
     numShadowCasters             = (uint)0;
     numShadowReceivers           = (uint)0;
     target                       = null;
     depthBias                    = 0.98f;
     sizeHint                     = (ushort)0;
     nearClippingDistance         = 0.0f;
     farClippingDistance          = 0.0f;
     directionalLightFrustumWidth = 0.0f;
 }
示例#2
0
 /*!
  * Removes a dynamic effect to this node.  This is usually a light, but can also be a texture effect or something else.  Can affect nodes further down the scene graph from this one as well.
  * \param[in] effect The dynamic effect to remove from this node.
  */
 public void RemoveEffect(NiDynamicEffect obj)
 {
     //Search Effect list for the one to remove
     foreach (var it in effects)
     {
         if (it == obj)
         {
             it.Parent = null;
         }
     }
     effects.Remove(obj);
 }
示例#3
0
/*! NIFLIB_HIDDEN function.  For internal use only. */
        internal override void FixLinks(Dictionary <uint, NiObject> objects, List <uint> link_stack, List <NiObject> missing_link_stack, NifInfo info)
        {
            base.FixLinks(objects, link_stack, missing_link_stack, info);
            for (var i1 = 0; i1 < shadowCasters.Count; i1++)
            {
                shadowCasters[i1] = FixLink <NiNode>(objects, link_stack, missing_link_stack, info);
            }
            for (var i1 = 0; i1 < shadowReceivers.Count; i1++)
            {
                shadowReceivers[i1] = FixLink <NiNode>(objects, link_stack, missing_link_stack, info);
            }
            target = FixLink <NiDynamicEffect>(objects, link_stack, missing_link_stack, info);
        }
示例#4
0
 /*!
  * Adds a dynamic effect to this node.  This is usually a light, but can also be a texture effect or something else.  Can affect nodes further down the scene graph from this one as well.
  * \param[in] effect The new dynamic effect to add to this node.
  */
 public void AddEffect(NiDynamicEffect obj)
 {
     obj.Parent = this;
     effects.Add(obj);
 }