本文整理汇总了C#中PloobsEngine.SceneControl.IRenderTechnic类的典型用法代码示例。如果您正苦于以下问题:C# IRenderTechnic类的具体用法?C# IRenderTechnic怎么用?C# IRenderTechnic使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
IRenderTechnic类属于PloobsEngine.SceneControl命名空间,在下文中一共展示了IRenderTechnic类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();
renderTech = new ForwardRenderTecnich(desc);
}
示例2: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
desc.UseFloatingBufferForLightMap = false;
renderTech = new DeferredRenderTechnic(desc) ;
}
示例3: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
DeferredRenderTechnicInitDescription DeferredRenderTechnicInitDescription = DeferredRenderTechnicInitDescription.Default();
DeferredRenderTechnicInitDescription.DefferedDebug = true;
renderTech = new DeferredRenderTechnic(DeferredRenderTechnicInitDescription);
}
示例4: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();
desc.BackGroundColor = Color.CornflowerBlue;
renderTech = new ForwardRenderTecnich(desc);
}
示例5: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(0), new SimpleCuller());
///Create the deferred technich
ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription();
desc.BackGroundColor = Color.AliceBlue;
renderTech = new ForwardRenderTecnich(desc);
}
示例6: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
///enable multiThread HERE
world = new IWorld(new BepuPhysicWorld(-9.8f,false,1,true), new SimpleCuller(),null,true);
ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();
desc.BackGroundColor = Color.CornflowerBlue;
renderTech = new ForwardRenderTecnich(desc);
}
示例7: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(-9.8f, true), new SimpleCuller());
DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
desc.UseFloatingBufferForLightMap = true;
desc.BackGroundColor = Color.CornflowerBlue;
renderTech = new DeferredRenderTechnic(desc);
}
示例8: SetWorldAndRenderTechnich
/// <summary>
/// Sets the world and render technich.
/// </summary>
/// <param name="renderTech">The render tech.</param>
/// <param name="world">The world.</param>
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
///create the IWorld
world = new IWorld(new BepuPhysicWorld(-0.97f, true, 1), new SimpleCuller());
///Create the deferred technich
ForwardRenderTecnichDescription desc = new ForwardRenderTecnichDescription();
renderTech = new ForwardRenderTecnich(desc);
}
示例9: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
PhysxPhysicWorld PhysxPhysicWorld = new PhysxPhysicWorld(new Vector3(0,-10,0));
world = new IWorld(PhysxPhysicWorld, new SimpleCuller());
DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
desc.BackGroundColor = Color.CornflowerBlue;
renderTech = new DeferredRenderTechnic(desc);
}
示例10: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
///with mult thread support
world = new IWorld(new BepuPhysicWorld(-9.7f,true,1,true), new SimpleCuller());
DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
desc.UseFloatingBufferForLightMap = true;
renderTech = new DeferredRenderTechnic(desc);
}
示例11: SetWorldAndRenderTechnich
/// <summary>
/// Sets the world and render technich.
/// </summary>
/// <param name="renderTech">The render tech.</param>
/// <param name="world">The world.</param>
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
///create the IWorld
world = new IWorld(new BepuPhysicWorld(-0.97f, true, 1), new SimpleCuller());
///Create the deferred technich
ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();
desc.BackGroundColor = Color.CornflowerBlue;
renderTech = new ForwardRenderTecnich(desc);
}
示例12: SetWorldAndRenderTechnich
/// <summary>
/// Sets the world and render technich.
/// </summary>
/// <param name="renderTech">The render tech.</param>
/// <param name="world">The world.</param>
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
BepuPhysicWorld BepuPhysicWorld = new BepuPhysicWorld(-0.97f);
SimpleCuller SimpleCuller = new SimpleCuller();
world = new IWorld(BepuPhysicWorld, SimpleCuller, new DPSFParticleManager());
ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();
desc.BackGroundColor = Color.CornflowerBlue;
renderTech = new ForwardRenderTecnich(desc);
}
示例13: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(), new SimpleCuller(),new DPSFParticleManager());
DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
desc.DefferedDebug = false;
desc.BackGroundColor = Color.Black;
desc.UseFloatingBufferForLightMap = true;
renderTech = new DeferredRenderTechnic(desc);
}
示例14: SetWorldAndRenderTechnich
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
///Create physx physic world (see others constructors)
PhysxPhysicWorld PhysxPhysicWorld = new PhysxPhysicWorld(new Vector3(0,-10,0));
world = new IWorld(PhysxPhysicWorld, new SimpleCuller());
ForwardRenderTecnichDescription desc = ForwardRenderTecnichDescription.Default();
desc.BackGroundColor = Color.CornflowerBlue;
renderTech = new ForwardRenderTecnich(desc);
}
示例15: SetWorldAndRenderTechnich
/// <summary>
/// Sets the world and render technich.
/// </summary>
/// <param name="renderTech">The render tech.</param>
/// <param name="world">The world.</param>
protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
{
world = new IWorld(new BepuPhysicWorld(-9.7f,true), new SimpleCuller());
DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
///lights wont saturate, try to add lots of light in the same place, it wont be all white
///This option save processing time, but make thinks a little ugly (if you will use lots of lights)
///Also when turn of, will wont be able to use hdr post effect correctely
desc.UseFloatingBufferForLightMap = false;
renderTech = new DeferredRenderTechnic(desc);
}