static UiRenderCommand() { thePipelineState = new PipelineState(); thePipelineState.blending.enabled = true; thePipelineState.shaderState.shaderProgram = Canvas.theShader; thePipelineState.blending.enabled = true; thePipelineState.culling.enabled = false; thePipelineState.depthTest.enabled = false; thePipelineState.vaoState.vao = new VertexArrayObject(); thePipelineState.vaoState.vao.bindVertexFormat(Canvas.theShader, V2T2B4.bindings()); thePipelineState.generateId(); }
public UIPass(RenderTarget target) : base("UI", "ui") { renderTarget = target; PipelineState ps = new PipelineState(); ps.blending.enabled = true; ps.shaderState.shaderProgram = Canvas.theShader; ps.blending.enabled = true; ps.culling.enabled = false; ps.depthTest.enabled = false; ps.vaoState.vao = new VertexArrayObject(); ps.vaoState.vao.bindVertexFormat(ps.shaderState.shaderProgram, V2T2B4.bindings()); ps.generateId(); myRenderQueue = Renderer.device.createRenderQueue(ps); myRenderQueue.name = "UI"; registerQueue(myRenderQueue); }