protected void Draw() { worldMatrix.Matrix = Matrix4x4.CreateOrthographic(2.0f, 2.0f, -1.0f, +1.0f); pipeline.Bind(); worldMatrix.Set(pipeline); buffer.Bind(); indexBuffer.Bind(); vao.Bind(); texture.Set(pipeline); indexBuffer.DrawIndexed(buffer, 6); }
public void Set(ShaderPipeline pipeline) { deviceTexture.Bind(); deviceTexture.Set(pipeline); deviceTexture.Unbind(); }