Axiom.Graphics.Pass.RemoveAllTextureUnitStates C# (CSharp) Méthode

RemoveAllTextureUnitStates() public méthode

Removes all texture unit settings from this pass.
public RemoveAllTextureUnitStates ( ) : void
Résultat void
		public void RemoveAllTextureUnitStates()
		{
			textureUnitStates.Clear();

			if ( !queuedForDeletion )
			{
				// needs recompilation
				_parent.NotifyNeedsRecompile();
			}

			DirtyHash();
		}

Usage Example

        /// <summary>
        ///		Copy the details of this pass to the target pass.
        /// </summary>
        /// <param name="target">Destination pass to copy this pass's attributes to.</param>
        public void CopyTo(Pass target)
        {
            target.name = name;
            target.hashCode = hashCode;

            // surface
            target.ambient = ambient.Clone();
            target.diffuse = diffuse.Clone();
            target.specular = specular.Clone();
            target.emissive = emissive.Clone();
            target.shininess = shininess;
            target.tracking = tracking;

            // fog
            target.fogOverride = fogOverride;
            target.fogMode = fogMode;
            target.fogColor = fogColor.Clone();
            target.fogStart = fogStart;
            target.fogEnd = fogEnd;
            target.fogDensity = fogDensity;

            // default blending
            target.sourceBlendFactor = sourceBlendFactor;
            target.destBlendFactor = destBlendFactor;

            target.depthCheck = depthCheck;
            target.depthWrite = depthWrite;
            target.alphaRejectFunction = alphaRejectFunction;
            target.alphaRejectValue = alphaRejectValue;
            target.colorWrite = colorWrite;
            target.depthFunc = depthFunc;
            target.depthBiasConstant = depthBiasConstant;
            target.depthBiasSlopeScale = depthBiasSlopeScale;
            target.cullMode = cullMode;
            target.manualCullMode = manualCullMode;
            target.lightingEnabled = lightingEnabled;
            target.maxLights = maxLights;
            target.startLight = startLight;
            target.runOncePerLight = runOncePerLight;
            target.lightsPerIteration = lightsPerIteration;
            target.runOnlyForOneLightType = runOnlyForOneLightType;
            target.onlyLightType = onlyLightType;
            target.shadeOptions = shadeOptions;
            target.sceneDetail = sceneDetail;
            target.passIterationCount = passIterationCount;
            target.pointSize = pointSize;
            target.pointMinSize = pointMinSize;
            target.pointMaxSize = pointMaxSize;
            target.pointSpritesEnabled = pointSpritesEnabled;
            target.pointAttenuationEnabled = pointAttenuationEnabled;
            target.pointAttenuationConstant = pointAttenuationConstant;
            target.pointAttenuationLinear = pointAttenuationLinear;
            target.pointAttenuationQuadratic = pointAttenuationQuadratic;
            target.contentTypeLookupBuilt = contentTypeLookupBuilt;

            // vertex program
            if(vertexProgramUsage != null) {
                target.vertexProgramUsage = vertexProgramUsage.Clone();
            }
            else {
                target.vertexProgramUsage = null;
            }

            // shadow caster vertex program
            if (shadowCasterVertexProgramUsage != null) {
                target.shadowCasterVertexProgramUsage = shadowCasterVertexProgramUsage.Clone();
            } else {
                target.shadowCasterVertexProgramUsage = null;
            }

            // shadow receiver vertex program
            if (shadowReceiverVertexProgramUsage != null) {
                target.shadowReceiverVertexProgramUsage = shadowReceiverVertexProgramUsage.Clone();
            } else {
                target.shadowReceiverVertexProgramUsage = null;
            }

            // fragment program
            if(fragmentProgramUsage != null) {
                target.fragmentProgramUsage = fragmentProgramUsage.Clone();
            }
            else {
                target.fragmentProgramUsage = null;
            }

            // shadow caster fragment program
            if (shadowCasterFragmentProgramUsage != null) {
                target.shadowCasterFragmentProgramUsage = shadowCasterFragmentProgramUsage.Clone();
            } else {
                target.shadowCasterFragmentProgramUsage = null;
            }

            // shadow receiver fragment program
            if(shadowReceiverFragmentProgramUsage != null) {
                target.shadowReceiverFragmentProgramUsage = shadowReceiverFragmentProgramUsage.Clone();
            }
            else {
                target.shadowReceiverFragmentProgramUsage = null;
            }

            // texture units
            target.RemoveAllTextureUnitStates();

            for(int i = 0; i < textureUnitStates.Count; i++) {
                TextureUnitState newState = new TextureUnitState(target);
                TextureUnitState src = (TextureUnitState)textureUnitStates[i];
                src.CopyTo(newState);

                target.textureUnitStates.Add(newState);
            }

            target.DirtyHash();
        }
All Usage Examples Of Axiom.Graphics.Pass::RemoveAllTextureUnitStates