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C# SceneControl.IRenderTechnic类代码示例

本文整理汇总了C#中PloobsEngine.SceneControl.IRenderTechnic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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:QuadTerrainScreen.cs

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) ;   
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:SpotLightScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:8,代码来源:DefPassScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:8,代码来源:FirstScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:GravitationalBepuScreen.cs

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);            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:MultScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:CameraScreens.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:14,代码来源:FSMScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:DeferredFluids28Screen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:9,代码来源:TerrainScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:15,代码来源:VegetationForwardScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:15,代码来源:ParticleScreen.cs

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);
        }   
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:10,代码来源:ExplosionScreen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:10,代码来源:Physx28Screen.cs

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);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:16,代码来源:FollowerObjectSoundScreen.cs


注:本文中的PloobsEngine.SceneControl.IRenderTechnic类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。