internal void Bind(Device device) { _shaderPipeline.Bind(device); if (_vertexFormat != null) { device.BindVertexFormat(_vertexFormat); } device.BindRasterizerState(_rasterizerState); device.BindDepthState(_depthState); device.BindBlendState(_blendState); }
internal void Bind(Device device) { _shaderPipeline.Bind(device); }