private PlatformApplyState ( Microsoft.Xna.Framework.Graphics.GraphicsDevice device, bool force = false ) : void | ||
device | Microsoft.Xna.Framework.Graphics.GraphicsDevice | |
force | bool | |
return | void |
public void End() { _beginCalled = false; if (_sortMode != SpriteSortMode.Immediate) { Setup(); } #if PSM GraphicsDevice.BlendState = _blendState; _blendState.PlatformApplyState(GraphicsDevice); #endif _batcher.DrawBatch(_sortMode, _effect); }
internal void ApplyState(bool applyShaders) { PlatformBeginApplyState(); if (_blendStateDirty) { _actualBlendState.PlatformApplyState(this); _blendStateDirty = false; } if (_depthStencilStateDirty) { _actualDepthStencilState.PlatformApplyState(this); _depthStencilStateDirty = false; } if (_rasterizerStateDirty) { _actualRasterizerState.PlatformApplyState(this); _rasterizerStateDirty = false; } PlatformApplyState(applyShaders); }