public void resetRenderState() { //create a blank/default renderstate and apply it (this will update the global render state RenderState rs = new RenderState(); rs.apply(); //clear out any previously bound buffers for (int i = 0; i < myBoundUniformBuffers.Length; i++) { bindUniformBuffer(0, i); myBoundUniformBuffers[i] = 0; } for (int i = 0; i < myBoundStorageBuffers.Length; i++) { bindStorageBuffer(0, i); myBoundStorageBuffers[i] = 0; } for (int i = 0; i < myBoundImageBuffers.Length; i++) { bindImageBuffer(0, i, TextureAccess.ReadOnly, SizedInternalFormat.R32f); myBoundImageBuffers[i] = 0; } for (int i = 0; i < myBoundVertexBuffers.Length; i++) { bindVertexBuffer(0, i, 0, 0); myBoundVertexBuffers[i] = 0; } for (int i = 0; i < myBoundTextures.Length; i++) { if (myBoundTextures[i].id != 0) { bindTexture(0, i, myBoundTextures[i].type); } } bindIndexBuffer(0); }
public override void execute() { //apply the renderstate myRenderState.apply(); }