void element_AfterRendering(object sender, Objects.RenderEventArgs e) { IMVP element = sender as IMVP; element.ResetShaderProgram(); }
static void SimpleUI_AfterRendering(object sender, RenderEventArgs e) { IMVP element = sender as IMVP; element.ResetShaderProgram(); }
void IMVP.SetShaderProgram(mat4 mvp) { IMVP element = this.element as IMVP; element.SetShaderProgram(mvp); }
void IMVP.ResetShaderProgram() { IMVP element = this.element as IMVP; element.ResetShaderProgram(); }
/// <summary> /// 请确保此元素的GLSL中含有uniform mat4 MVP;并作为位置转换矩阵。 /// </summary> /// <param name="element"></param> public static void ResetMVP(this IMVP element) { ShaderProgram shaderProgram = element.GetShaderProgram(); shaderProgram.Unbind(); }
void pointLightElement_AfterRendering(object sender, RenderEventArgs e) { IMVP element = sender as IMVP; element.ResetShaderProgram(); }