public override void Setup(RectangleF ownerRect, float zOrder, bool skinNeutralAR) { PositionColoredTextured[] verts = new PositionColoredTextured[4]; // Upper left verts[0].X = ownerRect.Left; verts[0].Y = ownerRect.Top; verts[0].Color = 0; verts[0].Tu1 = 0.0f; verts[0].Tv1 = 0.0f; verts[0].Z = zOrder; // Bottom left verts[1].X = ownerRect.Left; verts[1].Y = ownerRect.Bottom; verts[1].Color = 0; verts[1].Tu1 = 0.0f; verts[1].Tv1 = 1.0f; verts[1].Z = zOrder; // Bottom right verts[2].X = ownerRect.Right; verts[2].Y = ownerRect.Bottom; verts[2].Color = 0; verts[2].Tu1 = 1.0f; verts[2].Tv1 = 1.0f; verts[2].Z = zOrder; // Upper right verts[3].X = ownerRect.Right; verts[3].Y = ownerRect.Top; verts[3].Color = 0; verts[3].Tu1 = 1.0f; verts[3].Tv1 = 0.0f; verts[3].Z = zOrder; _primitiveBuffer.Set(ref verts, PrimitiveType.TriangleFan); _frameSize = skinNeutralAR ? ImageContext.AdjustForSkinAR(ownerRect.Size) : ownerRect.Size; _imageContext.FrameSize = _frameSize; }