// performance benchmarks show rendering directly not much slower than VertexArray or VBO) // (but we really ought to think about using at least a vertexarray, or ideally a vbo) public void Render() { g.PushMatrix(); texture1.Apply(); RenderUnitPart(unit.unitpart); g.PopMatrix(); g.Bind2DTexture(0); }
void RenderableAllFeatures_WriteNextFrameEvent(Vector3 camerapos) { //Console.WriteLine("raf writenextframe"); GraphicsHelperGl g = new GraphicsHelperGl(); FrustrumCulling culling = FrustrumCulling.GetInstance(); foreach (FeatureInfo featureinfo in features) { Vector3 displaypos = new Vector3(featureinfo.x * Terrain.SquareSize, featureinfo.y * Terrain.SquareSize, parent.Map[featureinfo.x, featureinfo.y]); // Console.WriteLine("displaypos: " + displaypos ); if (culling.IsInsideFrustum(displaypos, featureinfo.unit.Radius)) { // Console.WriteLine("culling ok"); g.PushMatrix(); g.Translate(displaypos); featureinfo.unit.Render(); g.PopMatrix(); } } }