void element_AfterRendering(object sender, Objects.RenderEventArgs e) { IMVP iMVP = element as IMVP; iMVP.ResetShaderProgram(); GL.BindTexture(GL.GL_TEXTURE_2D, 0); if (element.blend) { GL.Disable(GL.GL_BLEND); } }
void axisElement_AfterRendering(object sender, Objects.RenderEventArgs e) { IMVP element = sender as IMVP; element.ResetShaderProgram(); }
static void IMVPElement_AfterRendering(object sender, RenderEventArgs e) { IMVP element = sender as IMVP; element.ResetShaderProgram(); }
void IMVP.ResetShaderProgram() { IMVP element = this.axisElement as IMVP; element.ResetShaderProgram(); }
void pointLightElement_AfterRendering(object sender, RenderEventArgs e) { IMVP element = sender as IMVP; element.ResetShaderProgram(); }