Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
'Compiles' this Material.
Namespace: Visual3D.Graphics3DAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
public void Compile( bool autoManageTextureUnits )
Public Sub Compile ( _ autoManageTextureUnits As Boolean _ )
Parameters
- autoManageTextureUnits
- Boolean
If true, when a fixed function pass has too many TextureUnitState entries than the card has texture units, the Pass in question will be split into more than one Pass in order to emulate the Pass. If you set this to false and this situation arises, an Exception will be thrown.
Remarks
Compiling a material involves determining which Techniques are supported on the
card on which the engine is currently running, and for fixed-function Passes within those
Techniques, splitting the passes down where they contain more TextureUnitState
instances than the curren card has texture units.
This process is automatically done when the Material is loaded, but may be
repeated if you make some procedural changes.