Esempio n. 1
0
        /// <summary>
        /// Clear surface buffers.
        /// </summary>
        /// <param name="ctx">
        /// A <see cref="GraphicsContext"/> used for clearing buffers.
        /// </param>
        /// <param name="bufferMask">
        /// A <see cref="ClearBufferMask"/> indicating which buffers to clear.
        /// </param>
        public void Clear(GraphicsContext ctx, ClearBufferMask bufferMask)
        {
            // Update clear values (only what is necessary)
            if ((bufferMask & ClearBufferMask.ColorBufferBit) != 0)
            {
                Gl.ClearColor(mClearColor.r, mClearColor.g, mClearColor.b, mClearColor.a);
            }
#if !MONODROID
            if ((bufferMask & ClearBufferMask.DepthBufferBit) != 0)
            {
                Gl.ClearDepth(mClearDepth);
            }
#else
            if ((bufferMask & ClearBufferMask.DepthBufferBit) != 0)
            {
                Gl.ClearDepth((float)mClearDepth);
            }
#endif
            if ((bufferMask & ClearBufferMask.StencilBufferBit) != 0)
            {
                Gl.ClearStencil(mClearStencil);
            }

            // Clear
            Gl.Clear(bufferMask);
        }
Esempio n. 2
0
        /// <summary>
        /// Clear surface buffers.
        /// </summary>
        /// <param name="ctx">
        /// A <see cref="GraphicsContext"/> used for clearing buffers.
        /// </param>
        /// <param name="bufferMask">
        /// A <see cref="ClearBufferMask"/> indicating which buffers to clear.
        /// </param>
        public void Clear(GraphicsContext ctx, ClearBufferMask bufferMask)
        {
            // Update clear values (only what is necessary)
            if ((bufferMask & ClearBufferMask.ColorBufferBit) != 0)
            {
                Gl.ClearColor(mClearColor.Red, mClearColor.Green, mClearColor.Blue, mClearColor.Alpha);
            }
            if ((bufferMask & ClearBufferMask.DepthBufferBit) != 0)
            {
                Gl.ClearDepth(mClearDepth);
            }
            if ((bufferMask & ClearBufferMask.StencilBufferBit) != 0)
            {
                Gl.ClearStencil(mClearStencil);
            }

            // Clear
            Gl.Clear(bufferMask);
        }