public void SetTransform(float[] value) { _transform[0] = value[0]; _transform[1] = value[1]; _transform[2] = value[2]; _transform[3] = value[3]; _transform[4] = value[4]; _transform[5] = value[5]; _transform[6] = value[6]; _transform[7] = value[7]; _transform[8] = value[8]; _transform[9] = value[9]; _transform[10] = value[10]; _transform[11] = value[11]; _transform[12] = value[12]; _transform[13] = value[13]; _transform[14] = value[14]; _transform[15] = value[15]; Instructions |= CommandInstructions.SetTransform; }
public void SetVertexBuffer(Buffer vb) { VertexBuffer = vb; Instructions |= CommandInstructions.SetVertexBuffer; }
public void SetIndexBuffer(Buffer ib) { IndexBuffer = ib; Instructions |= CommandInstructions.SetIndexBuffer; }
public void Reset() { Instructions = CommandInstructions.None; PrimitiveType = PrimitiveType.Triangles; }
public void SetShaderProgram(ShaderProgram program) { this.ShaderProgram = program; Instructions |= CommandInstructions.SetShaderProgram; }
public void SetPrimitiveType(PrimitiveType type) { PrimitiveType = type; Instructions |= CommandInstructions.SetPrimitiveType; }
public void SetSharedUniforms(UniformBuffer uniforms) { SharedUniforms = uniforms; Instructions |= CommandInstructions.SetSharedUniforms; }
public void SetRasteriserState(RasteriserState state) { RasteriserState = state; Instructions |= CommandInstructions.SetRasteriserState; }
public void SetDepthState(DepthState state) { DepthState = state; Instructions |= CommandInstructions.SetDepthState; }
public void SetBlendState(BlendState state) { BlendState = state; Instructions |= CommandInstructions.SetBlendState; }