private void DrawPending() { if (PendingIndices.Count == 0) { return; } UiShader.Use(); UiShader.SetMatrix4("u_Projection", Matrix4.CreateOrthographic(Window.Size.X, Window.Size.Y, 0.0001f, 1000.0f)); var samplerData = PrepareSamplerIndices(); UiShader.SetInt("u_Textures[0]", samplerData); Vao.Bind(); Vao.UpdateIndices(PendingIndices.ToArray()); Vao.UpdateVertices(PendingVertices.ToArray()); Vao.Draw(UiShader, BeginMode.Triangles); RenderingApi.ReportDrawCall(); ClearPendingBuffers(); }
public void Dispose() { UiShader.Dispose(); Vao.Dispose(); }