示例#1
0
 public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
 {
     gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
     device.InitDefaultRenderTarget(presentationParameters);
     backBuffer         = device.DefaultRenderTarget;
     DepthStencilBuffer = device.windowProvidedDepthBuffer;
 }
示例#2
0
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
            device.InitDefaultRenderTarget(presentationParameters);

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }
 public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
 {
     gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
     device.InitDefaultRenderTarget(presentationParameters);
     backBuffer = device.DefaultRenderTarget;
     DepthStencilBuffer = device.windowProvidedDepthTexture;
 }
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            gameWindow = (iPhoneOSGameView)Description.DeviceWindowHandle.NativeHandle;
            device.InitDefaultRenderTarget(presentationParameters);

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            device.InitDefaultRenderTarget(Description);
            //backBuffer = device.DefaultRenderTarget;
            // TODO: Review Depth buffer creation for both Android and iOS
            //DepthStencilBuffer = device.windowProvidedDepthTexture;

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }
示例#6
0
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            device.InitDefaultRenderTarget(Description);
            //backBuffer = device.DefaultRenderTarget;
            // TODO: Review Depth buffer creation for both Android and iOS
            //DepthStencilBuffer = device.windowProvidedDepthTexture;

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }
示例#7
0
 public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
 {
     device.InitDefaultRenderTarget(presentationParameters);
     backBuffer         = device.DefaultRenderTarget;
     DepthStencilBuffer = device.windowProvidedDepthTexture;
 }
        public SwapChainGraphicsPresenter(GraphicsDevice device, PresentationParameters presentationParameters) : base(device, presentationParameters)
        {
            device.InitDefaultRenderTarget(Description);

            backBuffer = Texture.New2D(device, Description.BackBufferWidth, Description.BackBufferHeight, presentationParameters.BackBufferFormat, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
        }