private void updateBlending() { _currentBlending = _isBlending ? MonoGameGraphicsHelpers.convertBlending(_srcFunction, _dstFunction) : _defaultBlending; if (_beginSpriteBatchCalled) { flush(); } }
private void updateAddressMode() { _samplerState = new SamplerState { Filter = _samplerState.Filter, AddressU = MonoGameGraphicsHelpers.convertTextureAddressMode(_currentUMode), AddressV = MonoGameGraphicsHelpers.convertTextureAddressMode(_currentVMode) }; endRendering(); }
private void updateFilter() { var newSamplerState = new SamplerState { AddressU = _samplerState.AddressU, AddressV = _samplerState.AddressV, Filter = MonoGameGraphicsHelpers.convertTextureFilter(_currentMinFilter, _currentMagFilter) }; _samplerState = newSamplerState; endRendering(); }
private void updateAddressMode() { _samplerState = new SamplerState { Filter = _samplerState.Filter, AddressU = MonoGameGraphicsHelpers.convertTextureAddressMode(_currentUMode), AddressV = MonoGameGraphicsHelpers.convertTextureAddressMode(_currentVMode) }; if (_beginSpriteBatchCalled) { flush(); } }
private void updateFilter() { var newSamplerState = new SamplerState { AddressU = _samplerState.AddressU, AddressV = _samplerState.AddressV, Filter = MonoGameGraphicsHelpers.convertTextureFilter(_currentMinFilter, _currentMagFilter) }; _samplerState = newSamplerState; if (_beginSpriteBatchCalled) { flush(); } }
private void updateBlending() { _currentBlending = _isBlending ? MonoGameGraphicsHelpers.convertBlending(_srcFunction, _dstFunction) : DefaultBlending; }