public void Clear(Color color) { Vector4 vector = color.ToEAGLColor(); GL.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL.Clear((uint)All.ColorBufferBit); }
public void Clear(Color color) { Vector4 vector = color.ToEAGLColor(); GL.ClearColor(vector.X, vector.Y, vector.Z, 1.0f); GL.Clear(ClearBufferMask.ColorBufferBit); }
public void Clear(Color color) { Vector4 vector = color.ToEAGLColor(); // The following was not working with Color.Transparent // Once we get some regression tests take the following out //GL.ClearColor (vector.X, vector.Y, vector.Z, 1.0f); GL.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL.Clear(ClearBufferMask.ColorBufferBit); }
public void Clear(Color color) { Vector4 vector = color.ToEAGLColor(); if (openGLESVersion == GLContextVersion.Gles2_0) { GL20.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL20.Clear((uint)All20.ColorBufferBit); } else { GL11.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL11.Clear((uint)All11.ColorBufferBit); } }
//GG EDIT IMPLEMENTED public void Clear(ClearOptions options, Color color, float depth, int stencil) { Vector4 vector = color.ToEAGLColor(); GL.ClearColor(vector.X, vector.Y, vector.Z, 1.0f); switch (options) { case ClearOptions.DepthBuffer: GL.ClearDepth(depth); GL.Clear(ClearBufferMask.DepthBufferBit); break; case ClearOptions.Stencil: GL.ClearStencil(stencil); GL.Clear(ClearBufferMask.StencilBufferBit); break; case ClearOptions.Target: throw new NotImplementedException(); } }
public void Clear(ClearOptions options, Color color, float depth, int stencil) { Clear(options, color.ToEAGLColor(), depth, stencil); }
public void Clear(Color color) { Clear(ClearOptions.Target, color.ToEAGLColor(), 0, 0); }