/// <summary> /// Creates the None depth/stencil state. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <returns>The depth/stencil state that was created.</returns> public static OpenGLDepthStencilState CreateNone(UltravioletContext uv) { var state = new OpenGLDepthStencilState(uv); state.DepthBufferEnable = false; state.DepthBufferWriteEnable = false; state.MakeImmutable(); return state; }
/// <summary> /// Creates the None depth/stencil state. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <returns>The depth/stencil state that was created.</returns> public static OpenGLDepthStencilState CreateNone(UltravioletContext uv) { var state = new OpenGLDepthStencilState(uv); state.DepthBufferEnable = false; state.DepthBufferWriteEnable = false; state.MakeImmutable(); return(state); }