Beispiel #1
0
        public void DrawArrays(OpenTK.Graphics.OpenGL.PrimitiveType pt, int st, int len)
        {
            int sf = sizeof(float);

            float[] ab = buffers[activeBuffer];

            bool ev = enables.ContainsKey(ArrayCap.VertexArray);
            bool ec = enables.ContainsKey(ArrayCap.ColorArray);
            bool et = enables.ContainsKey(ArrayCap.TextureCoordArray);
            int  vi = ev ? pointers[ArrayCap.VertexArray].offset / sf : 0;
            int  ci = ec ? pointers[ArrayCap.ColorArray].offset / sf : 0;
            int  ti = et ? pointers[ArrayCap.TextureCoordArray].offset / sf : 0;
            int  vs = ev ? pointers[ArrayCap.VertexArray].stride / sf : 0;
            int  cs = ec ? pointers[ArrayCap.ColorArray].stride / sf : 0;
            int  ts = et ? pointers[ArrayCap.TextureCoordArray].stride / sf : 0;

            vi += vs * st; ci += cs * st; ti += ts * st;
            List <rend> data = new List <rend>();

            for (int i = 0; i < len; i++) // index only for counting loop.
            {
                ver v = null; col c = null; tex t = null;
                if (ev)
                {
                    v = new ver()
                    {
                        x = ab[vi], y = ab[vi + 1]
                    };
                    vi += vs;
                }
                if (ec)
                {
                    c = new col()
                    {
                        a = ab[ci], r = ab[ci + 1], g = ab[ci + 2], b = ab[ci + 3]
                    };
                    ci += cs;
                }
                if (et)
                {
                    t = new tex()
                    {
                        u = ab[ti], v = ab[ti + 1]
                    };
                    ti += ts;
                }
                data.Add(new rend()
                {
                    v = v, c = c, t = t
                });
            }
            renderlist.Add(new pol()
            {
                pt = pt, data = data.ToArray()
            });
        }
Beispiel #2
0
        public unsafe void DrawArrays(gl.PrimitiveType mode, int first, int count)
        {
            PrimitiveType pt = PrimitiveType.TriangleStrip;

            if (mode != gl.PrimitiveType.TriangleStrip)
            {
                throw new NotSupportedException();
            }

            //for tristrip
            int primCount = (count - 2);

            var   pw     = _CurrPipeline.Opaque as PipelineWrapper;
            int   stride = pw.VertexStride;
            byte *ptr    = (byte *)_pVertexData.ToPointer() + first * stride;

            dev.DrawUserPrimitives(pt, primCount, (void *)ptr, (uint)stride);
        }
 /// <summary>
 /// Constructor to set primitive drawing mode & graphics card BufferUsage Hint
 /// </summary>
 /// <param name="drawingMode"></param>
 /// <param name="graphicsCardBufferUsageHint"></param>
 public SingleMaterialVBO(OpenTK.Graphics.OpenGL.PrimitiveType drawingMode, OpenTK.Graphics.OpenGL.BufferUsageHint graphicsCardBufferUsageHint)
     : base(drawingMode, graphicsCardBufferUsageHint)
 {
 }
 /// <summary>
 /// Constructor to set primitive drawing mode
 /// </summary>
 /// <param name="drawingMode"></param>
 public SingleMaterialVBO(OpenTK.Graphics.OpenGL.PrimitiveType drawingMode) : base(drawingMode)
 {
 }
Beispiel #5
0
 /// <summary>
 /// Constructor to set primitive drawing mode & graphics card BufferUsage Hint
 /// </summary>
 /// <param name="drawingMode"></param>
 /// <param name="graphicsCardBufferUsageHint"></param>
 public AbstractMesh(OpenTK.Graphics.OpenGL.PrimitiveType drawingMode, OpenTK.Graphics.OpenGL.BufferUsageHint graphicsCardBufferUsageHint = BufferUsageHint.StaticDraw)
 {
     DrawingMode = drawingMode;
     GraphicsCardBufferUsageHint = graphicsCardBufferUsageHint;
 }
Beispiel #6
0
 public PolygonCollection(string name, Color color, float pointsize, OpenTK.Graphics.OpenGL.PrimitiveType ptype)
     : base(name, color, pointsize)
 {
     Primative = ptype;
 }
Beispiel #7
0
 /// <summary>
 /// constructor to set the drawing mode
 /// </summary>
 public ColorVBO(OpenTK.Graphics.OpenGL.PrimitiveType drawingMode) : base(drawingMode)
 {
 }
 public void DrawArrays(gl.PrimitiveType mode, int first, int count)
 {
 }
Beispiel #9
0
 /// <summary>
 /// Constructor to set primitive drawing mode & graphics card BufferUsage Hint
 /// </summary>
 /// <param name="drawingMode"></param>
 /// <param name="graphicsCardBufferUsageHint"></param>
 public CompleteVBO(OpenTK.Graphics.OpenGL.PrimitiveType drawingMode, OpenTK.Graphics.OpenGL.BufferUsageHint graphicsCardBufferUsageHint)
     : base(drawingMode, graphicsCardBufferUsageHint)
 {
 }
Beispiel #10
0
 /// <summary>
 /// drawingMode constructor instantiates the default materail & passed the drawingMode parameter to the base class AbstractMesh constructor
 /// </summary>
 /// <param name="drawingMode"></param>
 public AbstractSingleMaterialMesh(OpenTK.Graphics.OpenGL.PrimitiveType drawingMode) : base(drawingMode)
 {
     material = new Material();
 }
Beispiel #11
0
 /// <summary>
 /// default constructor = instantiate default material object & DrawingMode = Triangles
 /// </summary>
 public VertexArrayMesh(OpenTK.Graphics.OpenGL.PrimitiveType drawingMode) : base(drawingMode)
 {
 }
Beispiel #12
0
        /// <summary>
        /// Render a frame.
        /// </summary>
        internal void Draw()
        {
#if RENDERER_GL
            GL.Clear(OpenTK.Graphics.OpenGL.ClearBufferMask.ColorBufferBit | OpenTK.Graphics.OpenGL.ClearBufferMask.DepthBufferBit);
#endif
            // Go through each of our commands that are for this frame.
            for (int commandIndex = 0; commandIndex < this._commandCount; commandIndex++)
            {
                // Next command to work with.
                Command command = this._nextFrameCommands[commandIndex];

                // Default instructions if we're missing any
                if ((command.Instructions & CommandInstructions.SetBlendState) == CommandInstructions.None)
                {
                    // Set default blend state for anything that doesn't have one explicitly set.
                    command.SetBlendState(_defaultBlendState);
                }

                if ((command.Instructions & CommandInstructions.SetDepthState) == CommandInstructions.None)
                {
                    // Set default blend state for anything that doesn't have one explicitly set.
                    command.SetDepthState(_defaultDepthState);
                }

                if ((command.Instructions & CommandInstructions.SetRasteriserState) == CommandInstructions.None)
                {
                    // Set default blend state for anything that doesn't have one explicitly set.
                    command.SetRasteriserState(_defaultRasteriserState);
                }

                // Default shaders in case someone decided to pass us empty shaders
                if (String.IsNullOrEmpty(command.ShaderProgram.VertexShader.Data))
                {
                    command.ShaderProgram.VertexShader.Data = DefaultVertexShaderCode;
                }
                if (String.IsNullOrEmpty(command.ShaderProgram.FragmentShader.Data))
                {
                    command.ShaderProgram.FragmentShader.Data = DefaultFragmentShaderCode;
                }


#if RENDERER_GL
                bool viewChanged = false;
                View view        = null;
                if (command.ViewId != this._currentState.ViewId)
                {
                    viewChanged = true;
                    this._currentState.ViewId = command.ViewId;

                    if (!_views.TryGetValue(command.ViewId, out view))
                    {
                        //TODO: Logging to say we failed loading a command specific view
                        view = _defaultView;
                    }

                    ResetViewPort(view);
                }

                if (!((command.Instructions & CommandInstructions.SetShaderProgram) != CommandInstructions.None))
                {
                    //TODO: Debug log that we dont have any program set so skipping the command instruction.
                    continue;
                }

                GLShader        vertexShader;
                GLShader        fragmentShader;
                GLShaderProgram program;
                if (!command.ShaderProgram.VertexShader.Created)
                {
                    // Build a OpenGL shader from our commands vertex shader data.
                    vertexShader = new GLShader(command.ShaderProgram.VertexShader);
                    this._glShaderCache.Add(command.ShaderProgram.VertexShader, vertexShader);
                }
                else
                {
                    vertexShader = this._glShaderCache[command.ShaderProgram.VertexShader.ResourceIndex];
                }

                if (!command.ShaderProgram.FragmentShader.Created)
                {
                    // Build a OpenGL shader from our commands vertex shader data.
                    fragmentShader = new GLShader(command.ShaderProgram.FragmentShader);
                    this._glShaderCache.Add(command.ShaderProgram.FragmentShader, fragmentShader);
                }
                else
                {
                    fragmentShader = this._glShaderCache[command.ShaderProgram.FragmentShader.ResourceIndex];
                }

                // Build Shader Program as appropriate

                // Have we already loaded and cached a shader program.
                if (!command.ShaderProgram.Created)
                {
                    // Build a OpenGL shader program from our commands ShaderProgram data.
                    program = new GLShaderProgram(new GLShader[] { vertexShader, fragmentShader });
                    this._glProgramCache.Add(command.ShaderProgram, program);
                }
                else
                {
                    program = this._glProgramCache[command.ShaderProgram.ResourceIndex];
                }

                if ((command.Instructions & CommandInstructions.SetBlendState) != CommandInstructions.None)
                {
                    // Is the blend state different if so we need to set it.
                    if (command.BlendState != this._currentState.BlendState)
                    {
                        this._currentState.BlendState = command.BlendState;
                        var bs = command.BlendState;

                        if (bs.EnableBlending)
                        {
                            GL.Enable(EnableCap.Blend);

                            var colourOp = glBlendOperationMapping[bs.ColourOperation];
                            var alphaOp  = glBlendOperationMapping[bs.AlphaOperation];

                            GL.BlendEquationSeparate(colourOp, alphaOp);

                            var sourceColour = glSrcBlendFactorMapping[bs.SourceBlendColour];
                            var destColour   = glDstBlendFactorMapping[bs.DestinationBlendColour];
                            var sourceAlpha  = glSrcBlendFactorMapping[bs.SourceBlendAlpha];
                            var destAlpha    = glDstBlendFactorMapping[bs.SourceBlendAlpha];

                            GL.BlendFuncSeparate(sourceColour, destColour, sourceAlpha, destAlpha);

                            if (bs.SourceBlendColour == BlendFactor.ConstantColour | bs.DestinationBlendColour == BlendFactor.ConstantColour && bs.BlendConstant != this._currentState.BlendState.BlendConstant)
                            {
                                GL.BlendColor(bs.BlendConstant.Red, bs.BlendConstant.Green,
                                              bs.BlendConstant.Blue, bs.BlendConstant.Alpha);
                            }
                        }
                        else
                        {
                            GL.Disable(EnableCap.Blend);
                        }
                    }
                }

                if ((command.Instructions & CommandInstructions.SetDepthState) != CommandInstructions.None)
                {
                    // Is the depth state different if so we need to set it.
                    if (command.DepthState != this._currentState.DepthState)
                    {
                        this._currentState.DepthState = command.DepthState;
                        var ds = command.DepthState;

                        // Depth Test
                        if (ds.EnableDepthTest)
                        {
                            GL.Enable(EnableCap.DepthTest);
                            var df = glDepthFuncMapping[ds.DepthFunc];

                            GL.DepthFunc(df);
                        }
                        else
                        {
                            GL.Disable(EnableCap.DepthTest);
                        }

                        // Depth write
                        if (ds.EnableDepthWrite)
                        {
                            GL.DepthMask(true);
                        }
                        else
                        {
                            GL.DepthMask(false);
                        }
                    }
                }

                if ((command.Instructions & CommandInstructions.SetRasteriserState) != CommandInstructions.None)
                {
                    // Is the rasteriser state different if so we need to set it.
                    if (command.RasteriserState != this._currentState.RasteriserState)
                    {
                        this._currentState.RasteriserState = command.RasteriserState;
                        var rs = command.RasteriserState;

                        // Cull mode
                        if (rs.CullMode == CullMode.Clockwise)
                        {
                            GL.Enable(EnableCap.CullFace);
                            GL.CullFace(OpenTK.Graphics.OpenGL.CullFaceMode.Back);
                        }
                        else if (rs.CullMode == CullMode.CounterClockwise)
                        {
                            GL.Enable(EnableCap.CullFace);
                            GL.CullFace(OpenTK.Graphics.OpenGL.CullFaceMode.Front);
                        }
                        else
                        {
                            GL.Disable(EnableCap.CullFace);
                        }

                        // Multisampling
                        if (rs.EnableMultisampling)
                        {
                            GL.Enable(EnableCap.Multisample);
                        }
                        else
                        {
                            GL.Disable(EnableCap.Multisample);
                        }
                    }
                }

                bool programChanged = false;

                // Do we need to change the state for the current active program.
                if (command.ShaderProgram != this._currentState.ShaderProgram)
                {
                    this._currentState.ShaderProgram = command.ShaderProgram;

                    GL.UseProgram(program.ProgramRef);

                    // Predefined locations
                    int uniformLocation;
                    // Model transform
                    if (program.Uniforms.TryGetValue("_model", out uniformLocation))
                    {
                        this.predefinedModelUniformLocation = uniformLocation;
                    }

                    // View transform
                    if (program.Uniforms.TryGetValue("_view", out uniformLocation))
                    {
                        this.predefinedViewUniformLocation = uniformLocation;
                    }

                    // Projection transform
                    if (program.Uniforms.TryGetValue("_projection", out uniformLocation))
                    {
                        this.predefinedProjectionUniformLocation = uniformLocation;
                    }

                    // Program changed, so we'll need to change the uniforms.
                    programChanged = true;
                }


                // Build Vertex Buffer as appropriate
                GLBuffer vb = null;
                if ((command.Instructions & CommandInstructions.SetVertexBuffer) != CommandInstructions.None)
                {
                    if (command.VertexBuffer != null)
                    {
                        // Have we already loaded and cached a vertex buffer
                        if (!command.VertexBuffer.Created)
                        {
                            vb = new GLBuffer(OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer);
                            vb.Create(command.VertexBuffer.DataType, command.VertexBuffer.Size, command.VertexBuffer.Data, command.VertexBuffer.Dynamic);
                            this._glVBCache.Add(command.VertexBuffer, vb);
                        }
                        else
                        {
                            vb = this._glVBCache[command.VertexBuffer.ResourceIndex];
                        }

                        // Do we need to update the vertex buffer data
                        if (command.VertexBuffer.Changed)
                        {
                            vb.Update(command.VertexBuffer.Data, 0);
                            command.VertexBuffer.Changed = false;
                        }
                    }
                }

                // Build Index Buffer as appropriate
                GLBuffer ib = null;
                if ((command.Instructions & CommandInstructions.SetIndexBuffer) != CommandInstructions.None)
                {
                    if (command.IndexBuffer != null)
                    {
                        // Have we already loaded and cached a vertex buffer
                        if (!command.IndexBuffer.Created)
                        {
                            ib = new GLBuffer(OpenTK.Graphics.OpenGL.BufferTarget.ElementArrayBuffer);
                            ib.Create(typeof(uint), command.IndexBuffer.Size, command.IndexBuffer.Data, command.IndexBuffer.Dynamic);
                            this._glIBCache.Add(command.IndexBuffer, ib);
                        }
                        else
                        {
                            ib = this._glIBCache[command.IndexBuffer.ResourceIndex];
                        }

                        // Do we need to update the index buffer data
                        if (command.IndexBuffer.Changed)
                        {
                            ib.Update(command.IndexBuffer.Data, 0);
                            command.IndexBuffer.Changed = false;
                        }
                    }
                }

                if ((command.Instructions & (CommandInstructions.SetVertexBuffer | CommandInstructions.SetIndexBuffer)) != CommandInstructions.None)
                {
                    if (programChanged || command.VertexBuffer != _currentState.VertexBuffer || command.IndexBuffer != _currentState.IndexBuffer)
                    {
                        _currentState.VertexBuffer = command.VertexBuffer;
                        _currentState.IndexBuffer  = command.IndexBuffer;

                        // Bind the vertex buffer
                        if (vb != null)
                        {
                            GL.BindBuffer(OpenTK.Graphics.OpenGL.BufferTarget.ArrayBuffer, vb.BufferId);

                            uint index = 0;

                            // Bind attributes that are defined for the vertex buffer
                            var type = Activator.CreateInstance(command.VertexBuffer.DataType) as IVertex;
                            foreach (var attribute in type.VertexDeclaration.Attributes)
                            {
                                VertexAttribPointerType glAttribType;
                                Renderer.glAttribMapping.TryGetValue(attribute.Type, out glAttribType);

                                GL.EnableVertexAttribArray(index);
                                GL.VertexAttribPointer(index, attribute.Size, glAttribType, attribute.Normalised, type.VertexDeclaration.Stride, new IntPtr(type.VertexDeclaration.Offsets[attribute.Name]));

                                index += 1;
                            }
                        }

                        // Bind the Index Buffer
                        if (ib != null)
                        {
                            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ib.BufferId);
                        }
                    }
                }

                // For view changes we need to set view/projection matrices again
                if (viewChanged)
                {
                    // View transform
                    if (predefinedViewUniformLocation != -1)
                    {
                        unsafe
                        {
                            var viewMatrix = view.ViewMatrix;
                            fixed(float *matrix_ptr = &viewMatrix[0])
                            {
                                GL.UniformMatrix4(predefinedViewUniformLocation, 1, false, matrix_ptr);
                            }
                        }
                    }

                    // Projection transform
                    if (predefinedProjectionUniformLocation != -1)
                    {
                        unsafe
                        {
                            var projectionMatrix = view.ProjectionMatrix;
                            fixed(float *matrix_ptr = &projectionMatrix[0])
                            {
                                GL.UniformMatrix4(predefinedProjectionUniformLocation, 1, false, matrix_ptr);
                            }
                        }
                    }
                }

                if ((command.Instructions & CommandInstructions.SetSharedUniforms) != CommandInstructions.None)
                {
                    // If we have a uniform buffer in the command and we've said we need to change them, then rebind them all to the current program.
                    if (command.SharedUniforms != null)
                    {
                        int uniformLocation;
                        foreach (var uniform in command.SharedUniforms._uniforms)
                        {
                            if (program.Uniforms.TryGetValue(uniform.Key.Name, out uniformLocation))
                            {
                                if (uniform.Key.Type == UniformType.Matrix4x4f)
                                {
                                    var matrix = (float[])uniform.Value;
                                    unsafe
                                    {
                                        fixed(float *matrix_ptr = &matrix[0])
                                        {
                                            GL.UniformMatrix4(uniformLocation, 1, false, matrix_ptr);
                                        }
                                    }
                                }
                                else if (uniform.Key.Type == UniformType.Uniform1f)
                                {
                                    GL.Uniform1(uniformLocation, (float)uniform.Value);
                                }
                                else if (uniform.Key.Type == UniformType.Uniform2f)
                                {
                                    float[] value = uniform.Value as float[];
                                    GL.Uniform2(uniformLocation, value[0], value[1]);
                                }
                                else if (uniform.Key.Type == UniformType.Uniform3f)
                                {
                                    float[] value = uniform.Value as float[];
                                    GL.Uniform3(uniformLocation, value[0], value[1], value[2]);
                                }
                                else if (uniform.Key.Type == UniformType.Uniform4f)
                                {
                                    float[] value = uniform.Value as float[];
                                    GL.Uniform4(uniformLocation, value[0], value[1], value[2], value[3]);
                                }
                            }
                        }
                    }
                }

                // Per command transform
                if ((command.Instructions & CommandInstructions.SetTransform) != CommandInstructions.None)
                {
                    if (this.predefinedModelUniformLocation != -1)
                    {
                        {
                            unsafe
                            {
                                fixed(float *matrix_ptr = &command.Transform[0])
                                {
                                    GL.UniformMatrix4(this.predefinedModelUniformLocation, 1, false, matrix_ptr);
                                }
                            }
                        }
                    }
                }

                // Texture bindings
                GLTexture glTexture;
                GLSampler glSampler;
                if ((command.Instructions & CommandInstructions.SetTextureAll) != CommandInstructions.None)
                {
                    for (int stage = 0; stage < MaxTextureStages; stage++)
                    {
                        var textureStageEnum = (CommandInstructions)Enum.Parse(typeof(CommandInstructions), $"SetTexture{stage}");
                        if (command.Instructions.HasFlag(textureStageEnum))
                        {
                            var currentTextureStage = _currentState.TextureStages[stage];

                            // Has a texture or a uniform changed, if so we need to potentially rebuild / rebind
                            if (programChanged ||
                                command.TextureStages[stage].Texture != currentTextureStage.Texture ||
                                command.TextureStages[stage].TextureUniform != currentTextureStage.TextureUniform)
                            {
                                // Build Textures if required
                                glTexture = null;
                                if (command.TextureStages[stage].Texture != null)
                                {
                                    // Have we already loaded and cached a texture
                                    if (!command.TextureStages[stage].Texture.Created)
                                    {
                                        glTexture = new GLTexture();
                                        glTexture.Create(command.TextureStages[stage].Texture);
                                        this._glTextureCache.Add(command.TextureStages[stage].Texture, glTexture);
                                    }
                                    else
                                    {
                                        glTexture = this._glTextureCache[command.TextureStages[stage].Texture.ResourceIndex];
                                    }

                                    // If a texture has changed re-create it.
                                    if (command.TextureStages[stage].Texture.Changed)
                                    {
                                        glTexture.Build(command.TextureStages[stage].Texture);
                                    }
                                }

                                // We must have a valid gl texture and a texture uniform defined before we can continue.
                                if (glTexture != null && command.TextureStages[stage].TextureUniform != null)
                                {
                                    // Activate the texture based upon which texture stage we're in.
                                    GL.ActiveTexture((TextureUnit)Enum.Parse(typeof(TextureUnit), $"Texture{stage}"));
                                    glTexture.Bind();

                                    // Bind the texture sample uniform to the correct stage
                                    int uniformLocation;
                                    if (program.Uniforms.TryGetValue(command.TextureStages[stage].TextureUniform.Name, out uniformLocation))
                                    {
                                        GL.Uniform1(uniformLocation, stage);
                                    }
                                }
                            }

                            // Always ensure we have a texture sampler.
                            if (command.TextureStages[stage].TextureSampler == null)
                            {
                                command.TextureStages[stage].TextureSampler = _defaultTextureSampler;
                            }

                            // If a texture sampler has changed then we are free to rebind this at any time regardless of what texture currently bound.
                            if (programChanged ||
                                command.TextureStages[stage].TextureSampler != currentTextureStage.TextureSampler)
                            {
                                // Build a texture sample object if we need to
                                glSampler = null;
                                if (command.TextureStages[stage].TextureSampler != null)
                                {
                                    // Have we already loaded and cached a texture
                                    if (!command.TextureStages[stage].TextureSampler.Created)
                                    {
                                        glSampler = new GLSampler();
                                        glSampler.Create(command.TextureStages[stage].TextureSampler);
                                        this._glSamplerCache.Add(command.TextureStages[stage].TextureSampler, glSampler);
                                    }
                                    else
                                    {
                                        glSampler = this._glSamplerCache[command.TextureStages[stage].TextureSampler.ResourceIndex];
                                    }

                                    // Did the texture sampler say it's change, if so then we need to rebuild.
                                    if (command.TextureStages[stage].TextureSampler.Changed)
                                    {
                                        glSampler.Build(command.TextureStages[stage].TextureSampler);
                                    }
                                }

                                // Bind the sampler to the texture stage we're working with.
                                if (glSampler != null)
                                {
                                    GL.BindSampler(stage, glSampler.SamplerRef);
                                }
                            }

                            _currentState.TextureStages[stage] = command.TextureStages[stage];
                        }
                    }
                }

                // Work out what primitive topology we should be using
                OpenTK.Graphics.OpenGL.PrimitiveType primType = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
                if ((command.Instructions & CommandInstructions.SetPrimitiveType) != CommandInstructions.None)
                {
                    if (command.PrimitiveType != _currentState.PrimitiveType)
                    {
                        _currentState.PrimitiveType = command.PrimitiveType;
                        primType = glPrimitiveTypeMapping[command.PrimitiveType];
                    }
                }

                // Lets draw!
                if (ib != null)
                {
                    GL.DrawElements(primType, ib.Size, OpenTK.Graphics.OpenGL.DrawElementsType.UnsignedInt, IntPtr.Zero);
                }
                else
                {
                    if (vb != null)
                    {
                        GL.DrawArrays(primType, 0, vb.Size);
                    }
                }
#endif
            }  // End of command list

#if RENDERER_GL
            _context.SwapBuffers();
#endif
        }