public virtual void SetMaterialUniforms(ShaderProgram shader, STGenericMaterial material, STGenericMesh mesh) { shader.SetColor("diffuseColor", STColor8.White.Color); if (material == null) { return; } shader.SetColor("diffuseColor", material.DiffuseColor.Color); }
private void SetRenderSettings(ShaderProgram shader) { shader.SetInt("renderType", (int)Runtime.DebugRendering); shader.SetBoolToInt("hasDiffuse", false); shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex); shader.SetBoolToInt("renderVertColor", DisplayVertexColors); shader.SetBoolToInt("renderVertAlpha", DisplayVertexColorAlpha); shader.SetColor("diffuseColor", STColor8.White.Color); }
private void SetRenderSettings(ShaderProgram shader) { shader.SetInt("renderType", (int)Runtime.DebugRendering); shader.SetBoolToInt("hasDiffuse", false); shader.SetInt("selectedBoneIndex", Runtime.SelectedBoneIndex); shader.SetBoolToInt("renderVertColor", DisplayVertexColors); shader.SetBoolToInt("renderVertAlpha", DisplayVertexColorAlpha); shader.SetColor("diffuseColor", STColor8.White.Color); shader.SetBoolToInt("HasSkeleton", false); if (Scene.Models.Count > 0) { shader.SetBoolToInt("HasSkeleton", Scene.Models.Any(x => x.Skeleton.Bones.Count > 0)); } }