protected override void ApplyDrawNode(DrawNode node)
        {
            BufferedContainerDrawNode n = node as BufferedContainerDrawNode;

            n.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
            n.Batch       = quadBatch;
            n.FrameBuffer = frameBuffer;
            n.Formats     = new List <RenderbufferInternalFormat>(attachedFormats);

            base.ApplyDrawNode(node);
        }
        protected override void ApplyDrawNode(DrawNode node)
        {
            BufferedContainerDrawNode n = node as BufferedContainerDrawNode;

            n.ScreenSpaceDrawRectangle = ScreenSpaceDrawQuad.AABBf;
            n.Batch        = quadBatch;
            n.FrameBuffers = frameBuffers;
            n.Formats      = new List <RenderbufferInternalFormat>(attachedFormats);

            n.ForceRedraw      = forceRedraw;
            n.BackgroundColour = BackgroundColour;

            n.BlurSigma    = BlurSigma;
            n.BlurRotation = BlurRotation;
            n.BlurShader   = blurShader;

            base.ApplyDrawNode(node);

            // Our own draw node should contain our correct color, hence we have
            // to undo our overridden DrawInfo getter here.
            n.DrawInfo.Colour = base.DrawInfo.Colour;
        }
Example #3
0
        protected override void ApplyDrawNode(DrawNode node)
        {
            BufferedContainerDrawNode n = node as BufferedContainerDrawNode;

            n.ScreenSpaceDrawRectangle = ScreenSpaceDrawQuad.AABBf;
            n.Batch         = quadBatch;
            n.FrameBuffers  = frameBuffers;
            n.Formats       = new List <RenderbufferStorage>(attachedFormats);
            n.FilteringMode = pixelSnapping ? All.Nearest : All.Linear;

            n.DrawVersion      = drawVersion;
            n.UpdateVersion    = updateVersion;
            n.BackgroundColour = BackgroundColour;

            n.BlurSigma    = BlurSigma;
            n.BlurRotation = BlurRotation;
            n.BlurShader   = blurShader;

            base.ApplyDrawNode(node);

            // Our own draw node should contain our correct color, hence we have
            // to undo our overridden DrawInfo getter here.
            n.DrawInfo.Colour = base.DrawInfo.Colour;
        }