internal override void Apply() { GLStateManager.Projection(Projection); GLStateManager.World(World); GLStateManager.View(View); base.Apply(); // set camera Matrix _matrix = Matrix.Identity; GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.Ortho(0, 320, 480, 0, -1, 1); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref _matrix.M11); GL.Viewport(0, 0, 320, 480); // Initialize OpenGL states (ideally move this to initialize somewhere else) GL.Disable(EnableCap.DepthTest); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.BlendSrc); GL.Enable(EnableCap.Texture2D); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.ColorArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.Disable(EnableCap.CullFace); }
internal override void Apply() { // May need to be moved elsewhere within this method OnApply(); GLStateManager.Projection(Projection); GLStateManager.World(World); GLStateManager.View(View); base.Apply(); GLStateManager.Textures2D(Texture != null); GLStateManager.ColorArray(VertexColorEnabled); }