private static void Draw() { // Begin() must be called before commands can be issued. _commandList.Begin(); // We want to render directly to the output window. _commandList.SetFramebuffer(_graphicsDevice.SwapchainFramebuffer); _commandList.SetFullViewports(); _commandList.ClearColorTarget(0, RgbaFloat.CornflowerBlue); _commandList.SetPipeline(_pipeline); // End() must be called before commands can be submitted for execution. _commandList.End(); _graphicsDevice.SubmitCommands(_commandList); textRenderer.BeginDraw(); text.DrawBatched(); text2.DrawBatched(); textRenderer.EndDraw(); // Once commands have been submitted, the rendered image can be presented to the application window. _graphicsDevice.SwapBuffers(); }
/// <summary> /// Render this text in a single draw call /// </summary> public void Draw() { _renderer.BeginDraw(); DrawBatched(); _renderer.EndDraw(); }