public override void Draw(Action <TexturedVertex2D> vertexAction) { base.Draw(vertexAction); if (texture?.Available != true || segments.Count == 0) { return; } GLWrapper.PushDepthInfo(DepthInfo.Default); // Blending is removed to allow for correct blending between the wedges of the path. GLWrapper.SetBlend(BlendingParameters.None); pathShader.Bind(); texture.TextureGL.WrapMode = TextureWrapMode.ClampToEdge; texture.TextureGL.Bind(); updateVertexBuffer(); pathShader.Unbind(); GLWrapper.PopDepthInfo(); }
public override void Draw(Action <TexturedVertex2D> vertexAction) { base.Draw(vertexAction); if (texture?.Available != true || segments.Count == 0) { return; } GLWrapper.PushDepthInfo(DepthInfo.Default); Shader.Bind(); texture.TextureGL.WrapMode = TextureWrapMode.ClampToEdge; texture.TextureGL.Bind(); updateVertexBuffer(); Shader.Unbind(); GLWrapper.PopDepthInfo(); }
protected override void PostDrawMesh() { GLWrapper.PopScissorState(); GLWrapper.PopDepthInfo(); profile.Restore(); }