Nez.Portable/Graphics/DeferredLighting/Effects/DeferredLightEffect.cs
/// <summary>
/// updates the shader values for the light and sets the appropriate CurrentTechnique
/// </summary>
/// <param name="light">Light.</param>
updates the shader values for the light and sets the appropriate CurrentTechnique
updates the shader values for the light and sets the appropriate CurrentTechnique
public void updateForLight(DeferredLight light)
        {
            if (light is SpotLight)
                updateForLight(light as SpotLight);
            else if (light is PointLight)
                updateForLight(light as PointLight);
            else if (light is AreaLight)
                updateForLight(light as AreaLight);
            else if (light is DirLight)
                updateForLight(light as DirLight);
        }
public void updateForLight ( DeferredLight light ) { if ( light is SpotLight ) updateForLight ( light as SpotLight ) ; else if ( light is PointLight ) updateForLight ( light as PointLight ) ; else if ( light is AreaLight ) updateForLight ( light as AreaLight ) ; else if ( light is DirLight ) updateForLight ( light as DirLight ) ; }
updates the shader values for the light and sets the appropriate CurrentTechnique
updates the shader values for the light and sets the appropriate CurrentTechnique
// check SpotLight first because it is a subclass of PointLight!
light
DeferredLight
None