public override void Draw(Action <TexturedVertex2D> vertexAction) { base.Draw(vertexAction); if (Texture == null || Texture.IsDisposed || Segments.Count == 0) { return; } GLWrapper.SetDepthTest(true); Shader shader = needsRoundedShader ? RoundedTextureShader : TextureShader; shader.Bind(); Texture.TextureGL.WrapMode = TextureWrapMode.ClampToEdge; Texture.TextureGL.Bind(); updateVertexBuffer(); shader.Unbind(); GLWrapper.SetDepthTest(false); }
public virtual void Draw(Action <TexturedVertex2D> vertexAction) { GLWrapper.SetDepthTest(NeedsDepthTest); GLWrapper.SetBlend(DrawInfo.Blending); }