private void RenderStackedTriangles() { GL.Begin(GL.TRIANGLES); while (triangles.Count > 0) { int last = triangles.Count - 1; TriangleGL t = triangles[last]; triangles.RemoveAt(last); if (!DebugRenderChannels.IsChannelActive(t.channel)) { continue; } GL.Color(t.color); GL.Vertex(t.V3); GL.Vertex(t.V2); GL.Vertex(t.V1); } GL.End(); }
public void DrawTriangle(Vector3 v1, Vector3 v2, Vector3 v3, Color color, DebugRenderChannel channel) { TriangleGL t = new TriangleGL(v1, v2, v3, color, channel); triangles.Add(t); }