internal void Initialize() { PlatformInitialize(); // Clear the texture and sampler collections forcing // the state to be reapplied. VertexTextures.Clear(); VertexSamplerStates.Clear(); Textures.Clear(); SamplerStates.Clear(); // Clear constant buffers _vertexConstantBuffers.Clear(); _pixelConstantBuffers.Clear(); // Force set the buffers and shaders on next ApplyState() call _vertexBuffers = new VertexBufferBindings(_maxVertexBufferSlots); // _vertexBuffersDirty = true; _indexBufferDirty = true; _vertexShaderDirty = true; _pixelShaderDirty = true; // Set the default scissor rect. _scissorRectangleDirty = true; ScissorRectangle = _viewport.Bounds; // Set the default render target. ApplyRenderTargets(null); }
internal void Initialize() { PlatformInitialize(); // Force set the default render states. _blendStateDirty = _depthStencilStateDirty = _rasterizerStateDirty = true; BlendState = BlendState.Opaque; DepthStencilState = DepthStencilState.Default; RasterizerState = RasterizerState.CullCounterClockwise; // Clear the texture and sampler collections forcing // the state to be reapplied. VertexTextures.Clear(); VertexSamplerStates.Clear(); Textures.Clear(); SamplerStates.Clear(); // Clear constant buffers _vertexConstantBuffers.Clear(); _pixelConstantBuffers.Clear(); // Force set the buffers and shaders on next ApplyState() call _indexBufferDirty = true; _vertexBufferDirty = true; _vertexShaderDirty = true; _pixelShaderDirty = true; // Set the default scissor rect. _scissorRectangleDirty = true; ScissorRectangle = _viewport.Bounds; // Set the default render target. ApplyRenderTargets(null); }