public void DrawMask(TransparencyRenderer renderer) { if (triangles.Count == 0) { return; } GL.UseProgram(shader); renderer.SetUniforms(shader); DrawTriangles(renderer.graphics, shader); }
public void DrawMask(TransparencyRenderer renderer) { GL.UseProgram(maskShader); GL.BindVertexArray(vertexArray); Matrix4 mat = renderer.graphics.ViewMatrix; GL.UniformMatrix4(GL.GetUniformLocation(maskShader, "viewProjection"), false, ref mat); renderer.SetUniforms(maskShader); DrawGeometry(); }
public void DrawMask(TransparencyRenderer renderer) { if (instances.Count == 0) { return; } BeginDraw(renderer.graphics, false); renderer.SetUniforms(shader); GL.Disable(EnableCap.CullFace); GL.DrawArraysInstanced(PrimitiveType.TriangleStrip, 0, 4, instances.Count); GL.BindVertexArray(0); }