public static void PushAttrib(AttribMask mask) { pushAttribCount++; if (pushAttribCount > 100) { throw new Exception("pushAttrib being called without matching PopAttrib"); } Instance?.PushAttrib(mask); CheckForError(); }
public static void PopAttrib() { #if USE_OPENGL OpenTK.Graphics.OpenGL.GL.PopAttrib(); #else AttribMask mask = pushedAttributStack.Pop(); if ((mask & AttribMask.ViewportBit) == AttribMask.ViewportBit) { ViewPortData top = viewportStack.Pop(); Viewport(top.x, top.y, top.width, top.height); } if (mask != AttribMask.ViewportBit) { throw new Exception(); } #endif }
public static void PushAttrib(AttribMask mask) { #if USE_OPENGL OpenTK.Graphics.OpenGL.GL.PushAttrib((OpenTK.Graphics.OpenGL.AttribMask)mask); #else pushedAttributStack.Push(mask); if ((mask & AttribMask.ViewportBit) == AttribMask.ViewportBit) { viewportStack.Push(currentViewport); } if (mask != AttribMask.ViewportBit) { throw new Exception(); } #endif }
public static void PushAttrib(AttribMask mask) { Instance?.PushAttrib(mask); }
public static void PushAttrib(AttribMask mask) { Debug.Assert(Delegates.pglPushAttrib != null, "pglPushAttrib not implemented"); Delegates.pglPushAttrib((UInt32)mask); CallLog("glPushAttrib({0})", mask); DebugCheckErrors(); }
public static void PushAttrib(AttribMask mask) { #if USE_OPENGL if (openGlHardwareAvailable) { OpenTK.Graphics.OpenGL.GL.PushAttrib((OpenTK.Graphics.OpenGL.AttribMask)mask); } #else pushedAttributStack.Push(mask); if ((mask & AttribMask.ViewportBit) == AttribMask.ViewportBit) { viewportStack.Push(currentViewport); } if (mask != AttribMask.ViewportBit) { //throw new Exception(); } #endif }
internal static extern void glPushAttrib(AttribMask mask);
public static void Clear(AttribMask mask) { glClear((int)mask); }
public void PushAttrib(AttribMask mask) { gl.glPushAttrib((int)mask); CheckException(); }
public static void PushAttrib(AttribMask mask) { gl.glPushAttrib((int)mask); }
public void Push(AttribMask mask) { GI.PushAttrib(mask); }
public static extern void PushAttrib( AttribMask mask );
public void PushAttrib(AttribMask mask) { glPushAttrib((int)mask); }
/// <summary> /// Push the specified <see cref="AttribMask"/> on the shader /// </summary> /// <param name="attribute">The <see cref="AttribMask"/> to push</param> public void PushAttribute(AttribMask attribute) { GL.PushAttrib(attribute); }