fix up some window behavior
parent
69ffbbf03a
commit
d582bfe473
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@ -17,6 +17,8 @@ class BasicComputeExample : Example
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Window = window;
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GraphicsDevice = graphicsDevice;
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Window.SetTitle("BasicCompute");
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// Create the compute pipeline that writes texture data
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Shader fillTextureComputeShader = new Shader(
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GraphicsDevice,
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@ -13,6 +13,8 @@ namespace MoonWorksGraphicsTests
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Window = window;
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GraphicsDevice = graphicsDevice;
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Window.SetTitle("ClearScreen");
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Window.SetPosition(SDL2.SDL.SDL_WINDOWPOS_CENTERED, SDL2.SDL.SDL_WINDOWPOS_CENTERED);
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var (windowX, windowY) = Window.Position;
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Window.SetPosition(windowX - 360, windowY);
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@ -66,6 +68,8 @@ namespace MoonWorksGraphicsTests
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{
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GraphicsDevice.UnclaimWindow(SecondaryWindow);
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SecondaryWindow.Dispose();
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Window.SetPosition(SDL2.SDL.SDL_WINDOWPOS_CENTERED, SDL2.SDL.SDL_WINDOWPOS_CENTERED);
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}
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}
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}
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@ -28,6 +28,8 @@ class CompressedTexturesExample : Example
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GraphicsDevice = graphicsDevice;
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Inputs = inputs;
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Window.SetTitle("CompressedTextures");
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Logger.LogInfo("Press Left and Right to cycle between textures");
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Logger.LogInfo("Setting texture to: " + TextureNames[0]);
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@ -72,10 +74,10 @@ class CompressedTexturesExample : Example
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VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, -1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 1))
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3( 1, 1, 0), new Vector2(1, 0)),
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new PositionTextureVertex(new Vector3( 1, -1, 0), new Vector2(1, 1)),
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 1))
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],
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BufferUsageFlags.Vertex
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);
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