/// <summmary> /// Draw the object to a render target /// /// This is a pure virtual function that has to be implemented /// by the derived class to define how the drawable should be /// drawn. /// </summmary> /// <param name="target">Render target to draw to</param> /// <param name="states">Current render states</param> public void Draw(IRenderTarget target, RenderStates states) { RenderStates.MarshalData marshaledStates = states.Marshal(); if (target is RenderWindow) { sfRenderWindow_drawVertexArray(((RenderWindow)target).CPointer, CPointer, ref marshaledStates); } else if (target is RenderTexture) { sfRenderTexture_drawVertexArray(((RenderTexture)target).CPointer, CPointer, ref marshaledStates); } }
/// <summmary> /// Draw the object to a render target /// /// This is a pure virtual function that has to be implemented /// by the derived class to define how the drawable should be /// drawn. /// </summmary> /// <param name="target">Render target to draw to</param> /// <param name="states">Current render states</param> public void Draw(IRenderTarget target, RenderStates states) { states.Transform *= Transform; RenderStates.MarshalData marshaledStates = states.Marshal(); if (target is RenderWindow) { sfRenderWindow_drawShape(((RenderWindow)target).CPointer, CPointer, ref marshaledStates); } else if (target is RenderTexture) { sfRenderTexture_drawShape(((RenderTexture)target).CPointer, CPointer, ref marshaledStates); } }