public void RenderNewStyle() { (DrawManager.Instance()).Begin(atlas); if (!noDimZob) { dimZob.Render();//ToDrawArrays(); } (DrawManager.Instance()).Flush(); //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //glColor4f(myColour.cRed, myColour.cGreen, myColour.cBlue, 1.0f); text.RenderSimple(); //glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); //glColor4f(1.0f, 1.0f, 1.0f, 1.0f); for (int i = 0; i < numButtons; i++) { (button[i]).Render(); } backdrop.RenderToDrawArrays(); if (unityText != null) { if (Globals.g_world.DoesCurrentLanguageUseNSString()) { unityText.RenderNew(); } else { unityText.Render(); } } for (int i = 0; i < numButtons; i++) { if (buttonText[i] != null) { buttonText[i].Render(); } } }