private void RenderStackedLines() { GL.Begin(GL.LINES); while (lines.Count > 0) { int last = lines.Count - 1; LineGL l = lines[last]; lines.RemoveAt(last); if (!DebugRenderChannels.IsChannelActive(l.channel)) { continue; } GL.Color(l.color); GL.Vertex(l.V1); GL.Vertex(l.V2); } GL.End(); }
private void RenderStackedTriangles() { GL.Begin(GL.TRIANGLES); while (triangles.Count > 0) { int last = triangles.Count - 1; TriangleGL t = triangles[last]; triangles.RemoveAt(last); if (!DebugRenderChannels.IsChannelActive(t.channel)) { continue; } GL.Color(t.color); GL.Vertex(t.V3); GL.Vertex(t.V2); GL.Vertex(t.V1); } GL.End(); }
private void RenderStackedQuads() { GL.Begin(GL.QUADS); while (quads.Count > 0) { int last = quads.Count - 1; QuadGL q = quads[last]; quads.RemoveAt(last); if (!DebugRenderChannels.IsChannelActive(q.channel)) { continue; } GL.Color(q.color); GL.Vertex(q.V3); GL.Vertex(q.V4); GL.Vertex(q.V2); GL.Vertex(q.V1); } GL.End(); }