コード例 #1
0
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
void EffectNodeRing::EndRendering(Manager* manager)
{
	RingRenderer* renderer = manager->GetRingRenderer();
	if( renderer != NULL )
	{
		RingRenderer::NodeParameter nodeParameter;
		nodeParameter.AlphaBlend = AlphaBlend;
		nodeParameter.TextureFilter = RendererCommon.FilterType;
		nodeParameter.TextureWrap = RendererCommon.WrapType;
		nodeParameter.ZTest = RendererCommon.ZTest;
		nodeParameter.ZWrite = RendererCommon.ZWrite;
		nodeParameter.Billboard = Billboard;
		nodeParameter.ColorTextureIndex = RingTexture;
		nodeParameter.EffectPointer = GetEffect();
		nodeParameter.IsRightHand = manager->GetCoordinateSystem() ==
			CoordinateSystem::RH;

		nodeParameter.Distortion = RendererCommon.Distortion;
		nodeParameter.DistortionIntensity = RendererCommon.DistortionIntensity;

		nodeParameter.DepthOffset = DepthValues.DepthOffset;
		nodeParameter.IsDepthOffsetScaledWithCamera = DepthValues.IsDepthOffsetScaledWithCamera;
		nodeParameter.IsDepthOffsetScaledWithParticleScale = DepthValues.IsDepthOffsetScaledWithParticleScale;

		renderer->EndRendering( nodeParameter, m_userData );
	}
}
コード例 #2
0
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
void EffectNodeRing::EndRendering(Manager* manager)
{
	RingRenderer* renderer = manager->GetRingRenderer();
	if( renderer != NULL )
	{
		RingRenderer::NodeParameter nodeParameter;
		nodeParameter.AlphaBlend = AlphaBlend;
		nodeParameter.TextureFilter = Texture.FilterType;
		nodeParameter.TextureWrap = Texture.WrapType;
		nodeParameter.ZTest = Texture.ZTest;
		nodeParameter.ZWrite = Texture.ZWrite;
		nodeParameter.Billboard = Billboard;
		nodeParameter.ColorTextureIndex = RingTexture;
		nodeParameter.EffectPointer = GetEffect();
		renderer->EndRendering( nodeParameter, m_userData );
	}
}