public override void RenderMesh(ref SSRenderConfig renderConfig) { shaderPgm.Activate(); // turn off other texture layers shaderPgm.u_SpecTexEnabled = false; shaderPgm.u_AmbTexEnabled = false; shaderPgm.u_BumpTexEnabled = false; GL.ActiveTexture(TextureUnit.Texture0); if (texture != null) { GL.BindTexture(TextureTarget.Texture2D, texture.TextureID); shaderPgm.u_DiffTexEnabled = true; } else { GL.BindTexture(TextureTarget.Texture2D, 0); shaderPgm.u_DiffTexEnabled = false; } GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge); ibo.DrawElements(PrimitiveType.Triangles); }
public override void renderMesh(SSRenderConfig renderConfig) { base.renderMesh(renderConfig); ibo.DrawElements(renderConfig, PrimitiveType.Triangles); }