protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Viewport(0, 0, Width, Height); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); if (SceneRenderer.WorkMode) { float xPosText = (-1) * (ClientSize.Width / 2) + 6; float yPosText = (ClientSize.Height / 2) - 16; _text.RenderText(@"Display mode:", xPosText, yPosText, new Vector3(0.0f, 0.0f, 0.0f)); _text.RenderText(string.Format("All parts: {0}", _gameObject.Model.DisplayMode.ToString()), xPosText, yPosText - 15, new Vector3(0.0f, 0.0f, 0.0f)); if (_gameObject.SelectedPart != null) { _text.RenderText(string.Format("Choosed part: {0}", _gameObject.SelectedPart.DisplayMode), xPosText, yPosText - 30, new Vector3(0.0f, 0.0f, 0.0f)); } } _scene.Draw(); SwapBuffers(); }
protected override void Draw(GameTime gameTime) { _screenManager.OnEarlyDraw(gameTime); _renderer.Draw(); _screenManager.OnLateDraw(gameTime); _notificationBarOverlay.Draw(_spriteBatch); base.Draw(gameTime); }