/// <summary> Begin a conditional section conditioned on the result of this query /// Use GLOperationEndConditionalRender to finish the condition section.</summary> public void BeginConditional(ConditionalRenderType mode) { GL.BeginConditionalRender(Query.Id, mode); }
/// <summary> /// Starts a conditional render. /// </summary> /// <param name="id"></param> /// <param name="mode"></param> public static void BeginConditionalRender(uint id, ConditionalRenderType mode) { Delegates.glBeginConditionalRender(id, mode); }
/// <summary> /// Constructor /// </summary> /// <param name="id">Specifies the name of an occlusion query object whose results are used to determine if the rendering commands are discarde</param> /// <param name="mode">Specifies how this interprets the results of the occlusion query. </param> public GLOperationBeginConditionalRender(int id, ConditionalRenderType mode) { this.id = id; this.mode = mode; }
public static void BeginConditionalRender(uint id, ConditionalRenderType mode) { glBeginConditionalRender deleg = BaseGraphicsContext.Current.Loader.Get<glBeginConditionalRender>(); if (deleg != null) deleg(id, mode); }