public override void Draw() { Debug.Assert(m_pobBatchNode == null); CCDrawManager.BlendFunc(m_sBlendFunc); CCDrawManager.BindTexture(Texture); CCDrawManager.DrawQuad(ref m_sQuad); }
public override void Draw() { Debug.Assert(m_pobBatchNode == null); CCDrawManager.BlendFunc(m_sBlendFunc); CCDrawManager.BindTexture(Texture); CCDrawManager.DrawQuad(ref m_sQuad); /* * var sb = DrawManager.spriteBatch; * sb.Begin(SpriteSortMode.Deferred, null, null, null, null, null, DrawManager.basicEffect.World); * sb.Draw(Texture.getTexture2D(), new Vector2(0, 0), new Color(this.Color.r, this.Color.g, this.Color.b, Opacity)); * sb.End(); */ }
public override void Draw() { CCDrawManager.BlendFunc(CCBlendFunc.AlphaBlend); CCDrawManager.BindTexture(Texture); CCDrawManager.DrawQuad(ref m_sQuad); // /* // CC_NODE_DRAW_SETUP(); // ccGLEnableVertexAttribs(kCCVertexAttribFlag_PosColorTex); // ccGLBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // getShaderProgram()->setUniformForModelViewProjectionMatrix(); // glActiveTexture(GL_TEXTURE0); // glBindTexture( GL_TEXTURE_2D, getTexture()->getName()); // glUniform1i(m_uTextureLocation, 0); // glActiveTexture(GL_TEXTURE1); // glBindTexture( GL_TEXTURE_2D, m_pMaskTexture->getName() ); // glUniform1i(m_uMaskLocation, 1); //#define kQuadSize sizeof(m_sQuad.bl) // long offset = (long)&m_sQuad; // // vertex // int diff = offsetof( ccV3F_C4B_T2F, vertices); // glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); // // texCoods // diff = offsetof( ccV3F_C4B_T2F, texCoords); // glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff)); // // color // diff = offsetof( ccV3F_C4B_T2F, colors); // glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff)); // glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // glActiveTexture(GL_TEXTURE0); // */ }
public override void Draw() { CCDrawManager.BlendFunc(CCBlendFunc.AlphaBlend); CCDrawManager.BindTexture(Texture); CCDrawManager.DrawQuad(ref m_sQuad); }