public void Render() { var matrix = _viewMatrix.GetMatrix(); matrix.Column3 = Vector4.UnitW; _shader.Use(); _shader.View = matrix; _shader.Projection = _projectionMatrix.GetMatrix(); _vertexArray.Bind(); _vertexArray.Render(PrimitiveType.Lines); }
public void Render() { if (_needUpdate) { const int size = sizeof(float) * 2; var coord = _uvCoords[_index]; _vertexArrayHandle.VertexSubData(_offsets.ButtonLeft, size, new[] { coord.Min.X, coord.Min.Y }) .VertexSubData(_offsets.ButtonRight, size, new[] { coord.Max.X, coord.Min.Y }) .VertexSubData(_offsets.TopLeft, size, new[] { coord.Min.X, coord.Max.Y }) .VertexSubData(_offsets.TopRight, size, new[] { coord.Max.X, coord.Max.Y }); _needUpdate = false; } _vertexArrayHandle.Render(); }