Beispiel #1
0
        internal void Initialize()
        {
            PlatformInitialize();

            // Clear the texture and sampler collections forcing
            // the state to be reapplied.
            VertexTextures.Clear();
            VertexSamplerStates.Clear();
            Textures.Clear();
            SamplerStates.Clear();

            // Clear constant buffers
            _vertexConstantBuffers.Clear();
            _pixelConstantBuffers.Clear();

            // Force set the buffers and shaders on next ApplyState() call
            _vertexBuffers = new VertexBufferBindings(_maxVertexBufferSlots);
            //            _vertexBuffersDirty = true;
            _indexBufferDirty  = true;
            _vertexShaderDirty = true;
            _pixelShaderDirty  = true;

            // Set the default scissor rect.
            _scissorRectangleDirty = true;
            ScissorRectangle       = _viewport.Bounds;

            // Set the default render target.
            ApplyRenderTargets(null);
        }
Beispiel #2
0
        internal void Initialize()
        {
            PlatformInitialize();

            // Force set the default render states.
            _blendStateDirty  = _depthStencilStateDirty = _rasterizerStateDirty = true;
            BlendState        = BlendState.Opaque;
            DepthStencilState = DepthStencilState.Default;
            RasterizerState   = RasterizerState.CullCounterClockwise;

            // Clear the texture and sampler collections forcing
            // the state to be reapplied.
            VertexTextures.Clear();
            VertexSamplerStates.Clear();
            Textures.Clear();
            SamplerStates.Clear();

            // Clear constant buffers
            _vertexConstantBuffers.Clear();
            _pixelConstantBuffers.Clear();

            // Force set the buffers and shaders on next ApplyState() call
            _indexBufferDirty  = true;
            _vertexBufferDirty = true;
            _vertexShaderDirty = true;
            _pixelShaderDirty  = true;

            // Set the default scissor rect.
            _scissorRectangleDirty = true;
            ScissorRectangle       = _viewport.Bounds;

            // Set the default render target.
            ApplyRenderTargets(null);
        }