SND\AstrorEnales_cp 5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00

75 lines
2.1 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
using SharpDX.Direct3D11;
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Windows.Metro
{
public class EffectTechnique_Metro : INativeEffectTechnique
{
//private EffectTechnique nativeTechnique;
private ANX.Framework.Graphics.Effect parentEffect;
//internal EffectTechnique_DX10(ANX.Framework.Graphics.Effect parentEffect)
//{
// if (parentEffect == null)
// {
// throw new ArgumentNullException("parentEffect");
// }
// this.parentEffect = parentEffect;
//}
//public EffectTechnique NativeTechnique
//{
// get
// {
// return this.nativeTechnique;
// }
// internal set
// {
// this.nativeTechnique = value;
// }
//}
public string Name
{
get
{
//return nativeTechnique.Description.Name;
throw new NotImplementedException();
}
}
public IEnumerable<Graphics.EffectPass> Passes
{
get
{
//TODO: implement
System.Diagnostics.Debugger.Break();
return null;
//for (int i = 0; i < nativeTechnique.Description.PassCount; i++)
//{
// EffectPass_DX10 passDx10 = new EffectPass_DX10();
// passDx10.NativePass = nativeTechnique.GetPassByIndex(i);
// Graphics.EffectPass pass = new Graphics.EffectPass(this.parentEffect);
// yield return pass;
//}
}
}
}
}