internal void Draw() { lock (BaseCanvas.RazorLock) { // Prepare Canvas to draw _prepareCanvas(); // Draw bg texture _drawBg(); // Draw GameObjects textures _drawGameObjects(); // Draw Rectangles _drawRects(); // Call Scene OnDraw method OnDraw(BaseCanvas.RazorGFX); // Call Lightning calc and draw //_calcLights(); // Call Tint Scene pseudo-shader _tint(); // Call UI draw _drawUi(); // Call Debugger draw _drawDebug(); // ------ RENDER ------ BaseCanvas.RazorPaint(); } }
internal void Draw() { lock (BaseCanvas.RazorLock) { BaseCanvas.RazorGFX.InterpolationMode = TextureInterpolationMode; BaseCanvas.RazorGFX.Clear(this.BackColor); if (this.BackgroundTexture != null) { DrawTexture(BackgroundTexture, 0, 0, this.Width, this.Height); } foreach (var gObj in GameObjects) { if (gObj.CurrentTexture != null) { DrawGameObjectTexture(gObj); } } if (tinter.Width != 0 && tinter.Height != 0) { BaseCanvas.RazorGFX.FillRectangle(tintBrush, tinter); } BaseCanvas.RazorPaint(); } }