void DrawScene(float dt) { p.GlViewport(0, 0, viewportWidth, viewportHeight); p.GlClearColorBufferAndDepthBuffer(); p.GlDisableDepthTest(); p.GlDisableCullFace(); { //Mat4.Perspective(pMatrix, 45, one * viewportWidth / viewportHeight, one / 100, one * 1000); //Mat4.Identity_(mvMatrix); //Mat4.Translate(mvMatrix, mvMatrix, Vec3.FromValues(0, 0, z)); } { Mat4.Identity_(pMatrix); Mat4.Ortho(pMatrix, 0, p.GetCanvasWidth(), p.GetCanvasHeight(), 0, 0, 10); } screen.Render(dt); }