// Now that initialization is done, let's create our render loop. protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); editor.Draw(); SwapBuffers(); base.OnRenderFrame(e); }
public override void Draw(GameTime gameTime, int width, int height) { _editorManager.Draw(gameTime, width, height); }