Protogame.Default3DDeferredRenderPass.Default3DDeferredRenderPass C# (CSharp) Méthode

Default3DDeferredRenderPass() public méthode

public Default3DDeferredRenderPass ( IHierarchy hierarchy, IRenderTargetBackBufferUtilities renderTargetBackBufferUtilities, IGraphicsBlit graphicsBlit, IAssetManagerProvider assetManagerProvider, IRenderBatcher renderBatcher ) : System.Collections.Generic
hierarchy IHierarchy
renderTargetBackBufferUtilities IRenderTargetBackBufferUtilities
graphicsBlit IGraphicsBlit
assetManagerProvider IAssetManagerProvider
renderBatcher IRenderBatcher
Résultat System.Collections.Generic
        public Default3DDeferredRenderPass(
            IHierarchy hierarchy,
            IRenderTargetBackBufferUtilities renderTargetBackBufferUtilities,
            IGraphicsBlit graphicsBlit,
            IAssetManagerProvider assetManagerProvider,
            IRenderBatcher renderBatcher)
        {
            _hierarchy = hierarchy;
            _renderTargetBackBufferUtilities = renderTargetBackBufferUtilities;
            _graphicsBlit = graphicsBlit;
            _renderBatcher = renderBatcher;
            _gbufferClearEffect =
                assetManagerProvider.GetAssetManager().Get<EffectAsset>("effect.GBufferClear");
            _gbufferCombineEffect =
                assetManagerProvider.GetAssetManager().Get<EffectAsset>("effect.GBufferCombine");
        }