public MeshDepthMaterial(ContentManager contentManager, Effect effect) : base(contentManager, effect) { var rasterizerState = RasterizerStateDescription.Default; rasterizerState.DepthClipEnabled = false; rasterizerState.ScissorTestEnabled = false; PipelineState = new EffectPipelineState( rasterizerState, DepthStencilStateDescription.DepthOnlyLessEqual, BlendStateDescription.SingleDisabled, ShadowData.DepthPassDescription); }
public SpriteMaterial(Effect effect) : base(effect) { SetProperty("Sampler", effect.GraphicsDevice.SamplerPointClamp); // TODO: Clean this up. var rasterizerState = RasterizerStateDescription.CullBackSolid; rasterizerState.IsFrontCounterClockwise = false; PipelineState = new EffectPipelineState( rasterizerState, DepthStencilStateDescription.None, BlendStateDescription.AlphaBlend); }