public static void Reset(GL gl) { GLUtils.currentHardwareTextureID = -1; GLUtils.currentSourceBlendMode = -1; GLUtils.currentDestinationBlendMode = -1; GLUtils.DisableBlend(gl); GLUtils.DisableCulling(gl); GLUtils.DisableTextures(gl); GLUtils.DisableTexCoordArray(gl); GLUtils.DisableTexColorArray(gl); GLUtils.DisableVertexArray(gl); GLUtils.red = -1; GLUtils.green = -1; GLUtils.blue = -1; GLUtils.alpha = -1; }
/// <summary> /// 此函数在标准XNA环境下无需调用(因为标准XNA【暂停】时不会回收纹理资源),除非进行全面的纹理重制 /// </summary> public static void Reload() { lock (lazyTextures) { if (lazyTextures.Count > 0) { foreach (LTexture texture in lazyTextures.Values) { if (texture != null) { texture.isLoaded = false; texture.reload = true; texture._hashCode = 1; if (texture.childs != null) { LSystem.Load(new ReloadUpdateable(texture)); } } } LTextureBatch.isBatchCacheDitry = true; } GLUtils.Reload(); } }
public static void SetClearColor(GL gl10, LColor c) { GLUtils.SetColor(gl10, c.r, c.g, c.b, c.a); }