public void Render(GameActorInstance gameActorInstance, Renderer2D renderer) { if (TextureIndex < 0 || RenderOpacity <= 0.0f) { return; } switch (BlendMode) { case Nima.BlendModes.Normal: renderer.BlendMode = Renderer2D.BlendModes.Transparent; break; case Nima.BlendModes.Additive: renderer.BlendMode = Renderer2D.BlendModes.Additive; break; case Nima.BlendModes.Multiply: renderer.BlendMode = Renderer2D.BlendModes.Multiply; break; case Nima.BlendModes.Screen: renderer.BlendMode = Renderer2D.BlendModes.Screen; break; } Texture texture = gameActorInstance.BaseGameActor.Textures[TextureIndex]; IndexBuffer indexBuffer = gameActorInstance.BaseGameActor.IdxBuffer; if (m_DeformVertexBuffer != null && IsVertexDeformDirty) { m_DeformVertexBuffer.SetData(AnimationDeformedVertices); IsVertexDeformDirty = false; } if (ConnectedBoneCount > 0) { if (m_DeformVertexBuffer != null) { renderer.DrawTexturedAndDeformedSkin(WorldTransform, m_DeformVertexBuffer, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount * 3, BoneInfluenceMatrices, RenderOpacity, Color.White, texture); } else { renderer.DrawTexturedSkin(WorldTransform, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount * 3, BoneInfluenceMatrices, RenderOpacity, Color.White, texture); } } else { if (m_DeformVertexBuffer != null) { renderer.DrawTexturedAndDeformed(WorldTransform, m_DeformVertexBuffer, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount * 3, RenderOpacity, Color.White, texture); } else { renderer.DrawTextured(WorldTransform, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount * 3, RenderOpacity, Color.White, texture); } } }