/// <summary> /// After all draw calls have been collected for this blend mode and shader they all drawn here. /// </summary> public virtual void DrawAllTextureChunks() { device.SetBlendMode(blendMode); BindShader(); foreach (var chunk in textureChunks) { DrawChunk(chunk); } ClearChunksForNextFrame(); }
public void Draw() { shader.Bind(); foreach (var textureGeometries in sortedTextureGeometries) { if (textureGeometries.texture != null) { device.SetBlendMode(textureGeometries.texture.BlendMode); shader.SetDiffuseTexture(textureGeometries.texture); } textureGeometries.Draw(); } }