void FDynamicColormap::ChangeFade (PalEntry fadecolor) { if (fadecolor != Fade) { Fade = fadecolor; if (Maps) BuildLights (); } }
void FDynamicColormap::ChangeColorFade (PalEntry lightcolor, PalEntry fadecolor) { if (lightcolor != Color || fadecolor != Fade) { Color = lightcolor; Fade = fadecolor; if (Maps) BuildLights (); } }
void FDynamicColormap::ChangeColor (PalEntry lightcolor, int desaturate) { if (lightcolor != Color || desaturate != Desaturate) { Color = lightcolor; // [BB] desaturate must be in [0,255] Desaturate = clamp(desaturate, 0, 255); if (Maps) BuildLights (); } }
void WaterLandscapeDemoScene::OnInitialize(DXRenderer& dx) { HRESULT hr = dx.LoadFxFile(L"../data/shaders/landscape.fx", &mLandscapeEffect); BuildLights(); BuildInputLayout(dx); mTerrainMesh.reset(new LandscapeMesh(dx.GetDevice(), 129, 129, 1.0f)); mWaterMesh.reset(new WaterMesh(dx.GetDevice(), 257, 257, 0.5f, 0.03f, 3.25f, 0.4f)); }