예제 #1
0
        private void BasePassDraw(ref Point actualScreenRezolution)
        {
            DefaultFB.Bind();
            RenderBaseMeshes(GameWorld.GetWorldInstance().GetLevel().Camera);
#if DEBUG || ENGINE_EDITOR
            RenderDebugInfo(ref actualScreenRezolution);
#endif
            DefaultFB.Unbind();
        }
예제 #2
0
        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
        }
예제 #3
0
        private void RenderDebugFramePanels(ref Point actualScreenRezoltuion)
        {
            GameWorld.GetWorldInstance().GetUiFrameCreator().RenderFrames();
#if DEBUG || ENGINE_EDITOR
            if (IsSeparatedScreen)
            {
                GameWorld.GetWorldInstance().GetUiFrameCreator().RenderSeparatedScreen(DefaultFB.GetColorTexture(), actualScreenRezoltuion);
            }
#endif
        }