/// <inheritdoc/> public void SetDepthStencilState(DepthStencilState state) { Contract.EnsureNotDisposed(this, Disposed); }
/// <inheritdoc/> public void SetDepthStencilState(DepthStencilState state) { Contract.Require(state, "state"); Contract.EnsureNotDisposed(this, Disposed); Ultraviolet.ValidateResource(state); if (this.depthStencilState != state) { this.depthStencilState = (OpenGLDepthStencilState)state; this.depthStencilState.Apply(); } }