private void SetModelMatrix(ShaderWrapper shader, Matrix4 localMatrix, Matrix4 parentMatrix) { var model = localMatrix * parentMatrix; shader.SetModelMatrix(model); }
protected void SetShader(ShaderWrapper shaderWrapper, Camera camera, Matrix4 localMatrix, Matrix4 parentMatrix) { shaderWrapper.Shader.Use(); SetModelMatrix(shaderWrapper, localMatrix, parentMatrix); }
public Renderer(ShaderWrapper shader, Mesh mesh) { _shaderWrapper = shader; _mesh = mesh; _shouldDispose = true; }
public Renderer(ShaderWrapper shader, VertexLayout.Type type) { _shaderWrapper = shader; _mesh = new Mesh(type); _shouldDispose = true; }
public LineRenderer(ShaderWrapper shader) : base(shader, VertexLayout.Type.Position) { SetBufferData(_vertices, _indices); }
public PatchRenderer(ShaderWrapper shaderWrapper, Mesh mesh) : base(shaderWrapper, mesh) { }