public override void DrawShadow(Light a_light) { switch (m_drawingMode) { case e_MaterialDrawingMode.Triangles: { GraphicsCommand.DrawTriangles(m_indices); break; } default: { GraphicsCommand.Draw(m_indices); break; } } }
internal override Vector2 Draw(Vector2 a_resolution, Vector2 a_trueResolution) { if (m_texture != null && m_texture.Initialized) { CalculateTrueTransform(); Matrix4 transform = ToMatrix(a_resolution, a_trueResolution); Program program = Shaders.TRANSFORM_IMAGE_SHADER_INVERTED; GraphicsCommand.BindProgram(program); GraphicsCommand.BindMatrix4(program, 0, transform); GraphicsCommand.BindTexture(program, 1, m_texture, 0); GraphicsCommand.Draw(); } return(a_resolution); }
public override void Draw(Camera a_camera) { switch (m_drawingMode) { case e_MaterialDrawingMode.Triangles: { GraphicsCommand.DrawTriangles(m_indices); break; } default: { GraphicsCommand.Draw(m_indices); break; } } }