public void RenderChar(Texture tex, float x, float y, float w, float h) { _pgm.Use(); _win.Disable <DepthFeature>(); _uTextureEnabled.Set(true); Transform(x, y, w, h); using (TextureUnit unit = _tw.Use(tex)) { _uTexture.Set(unit); _indices.Draw(GeometricPrimitives.Triangles); } _win.Enable <DepthFeature>(); }
public void Set(TextureUnit unit) { CheckType(PrimitiveTypes.Sampler, 2); GL.Uniform1(_location, unit.Slot); }