void renderGridCache() { bool depthTest = GL.GetBoolean(GetPName.DepthTest); GL.Enable(EnableCap.DepthTest); //GL.DepthFunc (DepthFunction.Always); cacheShader.Enable(); GL.ActiveTexture(TextureUnit.Texture1); GL.BindTexture(TextureTarget.Texture2D, gridDepthTex); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, colorTexId); cacheQuad.Render(PrimitiveType.TriangleStrip); GL.BindTexture(TextureTarget.Texture2D, 0); if (depthTest) { GL.Enable(EnableCap.DepthTest); } }
void renderGridCache() { bool depthTest = GL.GetBoolean(GetPName.DepthTest); GL.Disable(EnableCap.DepthTest); CacheRenderingShader.Enable(); CacheRenderingShader.ProjectionMatrix = cacheProjection; CacheRenderingShader.ModelViewMatrix = Matrix4.Identity; CacheRenderingShader.Color = new Vector4(1f, 1f, 1f, 1f); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, gridCacheTex); cacheQuad.Render(PrimitiveType.TriangleStrip); GL.BindTexture(TextureTarget.Texture2D, 0); if (depthTest) { GL.Enable(EnableCap.DepthTest); } }