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C# SceneControl.IRenderTechnic類代碼示例

本文整理匯總了C#中PloobsEngine.SceneControl.IRenderTechnic的典型用法代碼示例。如果您正苦於以下問題:C# IRenderTechnic類的具體用法?C# IRenderTechnic怎麽用?C# IRenderTechnic使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


IRenderTechnic類屬於PloobsEngine.SceneControl命名空間,在下文中一共展示了IRenderTechnic類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:7,代碼來源: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) ;   
 }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:7,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:8,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:8,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:9,代碼來源: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);            
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:9,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:9,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:14,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:9,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:9,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:15,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:15,代碼來源: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);
        }   
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:10,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:10,代碼來源: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);
        }
開發者ID:brunoduartec,項目名稱:port-ploobsengine,代碼行數:16,代碼來源:FollowerObjectSoundScreen.cs


注:本文中的PloobsEngine.SceneControl.IRenderTechnic類示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。