protected override void PreDrawMesh() { profile.Save(); GL.FrontFace(FrontFaceDirection.Ccw); GLWrapper.PushScissorState(false); GLWrapper.PushDepthInfo(new DepthInfo(false)); GLWrapper.BindBuffer(BufferTarget.ElementArrayBuffer, 0); GLWrapper.BindBuffer(BufferTarget.ArrayBuffer, 0); }
protected override void PopulateContents() { base.PopulateContents(); if (blurRadius.X > 0 || blurRadius.Y > 0) { GLWrapper.PushScissorState(false); if (blurRadius.X > 0) { drawBlurredFrameBuffer(blurRadius.X, blurSigma.X, blurRotation); } if (blurRadius.Y > 0) { drawBlurredFrameBuffer(blurRadius.Y, blurSigma.Y, blurRotation + 90); } GLWrapper.PopScissorState(); } }