public override void Present(float deltaTime) { IGL10 gl = _glGraphics.GL10; //gl.GlViewport (0, 0, _glGraphics.Width, _glGraphics.Height); //gl.GlClearColor(0,0,1,1); gl.GlClear(GL10.GlColorBufferBit); //gl.GlMatrixMode (GL10.GlProjection); //gl.GlLoadIdentity (); //gl.GlOrthof (0,320,0,480,1,-1); //gl.GlEnable (GL10.GlTexture2d); //gl.GlEnable (GL10.GlBlend); gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha); _vertices.Bind(); _textureRgba.BindTexture(); _vertices.Draw(GL10.GlTriangles, 6, 6); _textureRgb.BindTexture(); _vertices.Draw(GL10.GlTriangles, 0, 6); _vertices.Unbind(); }
public override void Present(float deltaTime) { IGL10 gl = _glGraphics.GL10; gl.GlViewport(0, 0, _glGraphics.Width, _glGraphics.Height); gl.GlClear(GL10.GlColorBufferBit); gl.GlMatrixMode(GL10.GlProjection); gl.GlLoadIdentity(); gl.GlOrthof(0, 540, 0, 960, 1, -1); gl.GlEnable(GL10.GlTexture2d); _texture.BindTexture(); gl.GlEnableClientState(GL10.GlVertexArray); gl.GlEnableClientState(GL10.GlTextureCoordArray); _vertices.Position(0); gl.GlVertexPointer(2, GL10.GlFloat, _vertexSize, _vertices); _vertices.Position(2); gl.GlTexCoordPointer(2, GL10.GlFloat, _vertexSize, _vertices); gl.GlDrawElements(GL10.GlTriangles, 6, GL10.GlUnsignedShort, _indices); }