private Filter ( Microsoft.Xna.Framework.Graphics.Texture2D source, |
||
source | Microsoft.Xna.Framework.Graphics.Texture2D | |
destination | ||
direction | GaussianBlurEffectPass | |
return | void |
void Filter(Texture2D source, RenderTarget2D destination, GaussianBlurEffectPass direction)
{
GraphicsDevice.SetRenderTarget(destination);
gaussianBlurEffect.Pass = direction;
gaussianBlurEffect.Apply();
GraphicsDevice.Textures[0] = source;
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, null, null, effect);
spriteBatch.Draw(source, destination.Bounds, Color.White);
spriteBatch.End();
}
GaussianBlur::Filter ( Microsoft.Xna.Framework.Graphics.Texture2D source, |