public override void Draw(TextureArray2D texture) { // draw checkerss base.Draw(texture); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); shader.Bind(); shader.SetTransform(GetTransform()); shader.SetFarplane(CalcFarplane()); shader.SetLevel((float)models.Display.ActiveMipmap); shader.SetGrayscale(models.Display.Grayscale); models.GlData.BindSampler(shader.GetTextureLocation(), true, models.Display.LinearInterpolation); texture.BindAsCubemap(shader.GetTextureLocation()); // draw via vertex array models.GlData.Vao.DrawQuad(); GL.Disable(EnableCap.Blend); Program.Unbind(); }