本文整理汇总了C#中SharpDX.Direct3D9.Device.SetTexture方法的典型用法代码示例。如果您正苦于以下问题:C# Device.SetTexture方法的具体用法?C# Device.SetTexture怎么用?C# Device.SetTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SharpDX.Direct3D9.Device
的用法示例。
在下文中一共展示了Device.SetTexture方法的2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: Draw
public void Draw(ref Device device, ref Matrix Transformation, ref Matrix View, ref Matrix Proj, ref List<LightClass> Lights, ref float luminosity, ref float percent_negatif)
{
if (State != ObjectState.Not_prepared)
{
if (State != ObjectState.Disposed)
{
for (int i = 0; i < Lights.Count; i++)
{
this.effect.SetValue("LightPosition[" + i.ToString() + "]", new Vector4(Lights[i].Position, 1));
this.effect.SetValue("LightDistanceSquared[" + i.ToString() + "]", Lights[i].Range);
this.effect.SetValue("LightDiffuseColor[" + i.ToString() + "]", Lights[i].Diffuse.ToVector4());
}
this.effect.SetValue("percent_Negatif", percent_negatif);
this.effect.SetValue("View", View);
this.effect.SetValue("Projection", Proj);
this.effect.SetValue("luminosity", luminosity);
this.effect.Technique = Technique;
this.effect.Begin();
this.effect.BeginPass(0);
this.effect.SetValue("World", SubTransformation * Transformation);
this.effect.SetValue("WorldInverseTranspose", Matrix.Transpose(Matrix.Invert(SubTransformation * Transformation)));
device.SetStreamSource(0, VertexBuffer, 0, Utilities.SizeOf<structVertex>());
device.VertexDeclaration = this.vertexElems3D;
var aaa = ResManager.getTexture(materialSet.map_Kd, ref device, false);
device.SetTexture(0, ResManager.ListTextures[ResManager.getTexture(materialSet.map_Kd, ref device, false)].Texture);
device.SetTexture(1, ResManager.ListTextures[ResManager.getTexture(materialSet.map_Ns, ref device, true)].Texture);
device.DrawPrimitives(PrimitiveType.TriangleList, 0, Vertices.Length / 3);
this.effect.EndPass();
this.effect.End();
}
else
{
debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION, VOUS TENTEZ D'AFFICHER UN MESH N'EXISTANT PLUS", 0);
}
}
else
{
debug.WriteNicely("!", ConsoleColor.DarkRed, "ATTENTION, VOUS TENTEZ D'AFFICHER UN MESH PAS PREPARE", 0);
}
}
示例2: Render
/// <summary>Renders the view.</summary>
public void Render(Device device)
{
device.SetRenderState(RenderState.CullMode, Cull.None);
device.SetRenderState(RenderState.ZEnable, ZBufferType.DontUseZBuffer);
device.SetRenderState(RenderState.ZWriteEnable, false);
device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MagFilter, _useLinearFiltering ? TextureFilter.Linear : TextureFilter.Point);
device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Point);
device.SetRenderState(RenderState.ShadeMode, ShadeMode.Flat);
device.SetRenderState(RenderState.FillMode, FillMode.Solid);
device.SetRenderState(RenderState.Lighting, false);
device.SetTexture(0, _viewTexture);
device.SetStreamSource(0, _vertexBuffer, 0, Marshal.SizeOf(typeof(DX9TransformedColorTexture)));
device.VertexDeclaration = _vertexDeclaration;
device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
}