private void BasePassDraw(ref Point actualScreenRezolution) { DefaultFB.Bind(); RenderBaseMeshes(GameWorld.GetWorldInstance().GetLevel().Camera); #if DEBUG || ENGINE_EDITOR RenderDebugInfo(ref actualScreenRezolution); #endif DefaultFB.Unbind(); }
public void ThreadExecution(Point actualScreenRezolution, bool bInitialDraw) { VisibilityCheckPass(); PreDrawClearBuffers(); if (!bInitialDraw) { DepthPassDraw(ref actualScreenRezolution); } DistortionsPassDraw(); BasePassDraw(ref actualScreenRezolution); PostProcessPass(DefaultFB.GetColorTexture(), DefaultFB.GetDepthStencilTexture(), ref actualScreenRezolution); #if DEBUG || ENGINE_EDITOR DebugFramePanelsPass(ref actualScreenRezolution); #endif }
private void RenderDebugFramePanels(ref Point actualScreenRezoltuion) { GameWorld.GetWorldInstance().GetUiFrameCreator().RenderFrames(); #if DEBUG || ENGINE_EDITOR if (IsSeparatedScreen) { GameWorld.GetWorldInstance().GetUiFrameCreator().RenderSeparatedScreen(DefaultFB.GetColorTexture(), actualScreenRezoltuion); } #endif }