private void HandleRender(CommandList cl) { locationBuffer.Update(cl); camera.Update(cl); gridRenderer.Render(cl); if (geometryBuffers == null) { return; } geometryBuffers.SetBuffers(cl); foreach (var(subMesh, index) in geometryBuffers.SubMeshes.Indexed()) { (materials[index] as IMaterial).Apply(cl); cl.DrawIndexed( indexStart: (uint)subMesh.IndexOffset, indexCount: (uint)subMesh.IndexCount, instanceCount: 1, vertexOffset: 0, instanceStart: 0); } skeletonRenderer?.Render(cl); planeRenderer.Render(cl); triangleRenderer.Render(cl); }
private void HandleRender(CommandList cl) { camera.Update(cl); locationBuffer.Update(cl); gridRenderer.Render(cl); body?.Render(cl); wings?.Render(cl); body?.RenderDebug(cl); wings?.RenderDebug(cl); }