public void Draw(ref DeviceContext context, ref Camera camera) { if (_isEnabled) { _renderObject.Draw(ref context, ref camera); } }
public virtual void Draw(SpriteBatch batch) { rep.Draw(batch); }
public void Draw(ref DeviceContext context, ref Camera camera) { _renderObject.Draw(ref context, ref camera, false); }
public void Render() { ChunkShader.SetUniform("Textures", 1, TestMaterial.MaterialAtlasTexture.TextureHandle); RObj.Draw(); }