public void Update() { if (sprite == null) { return; } vUVScale = new VectorF2d(1.0f / (float)(sprite.width), 1.0f / (float)(sprite.height)); Renderer.GetInstance().ApplyTexture((uint)id); Renderer.GetInstance().UpdateTexture((uint)id, sprite); }
public void DrawLayerQuad(VectorF2d offset, VectorF2d scale, Pixel tint) { Gl.Begin(PrimitiveType.Quads); Gl.Color4(tint.r, tint.g, tint.b, tint.a); Gl.TexCoord2(0.0f * scale.x + offset.x, 1.0f * scale.y + offset.y); Gl.Vertex3(-1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f); Gl.TexCoord2(0.0f * scale.x + offset.x, 0.0f * scale.y + offset.y); Gl.Vertex3(-1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f); Gl.TexCoord2(1.0f * scale.x + offset.x, 0.0f * scale.y + offset.y); Gl.Vertex3(1.0f /*+ vSubPixelOffset.x*/, 1.0f /*+ vSubPixelOffset.y*/, 0.0f); Gl.TexCoord2(1.0f * scale.x + offset.x, 1.0f * scale.y + offset.y); Gl.Vertex3(1.0f /*+ vSubPixelOffset.x*/, -1.0f /*+ vSubPixelOffset.y*/, 0.0f); Gl.End(); }