protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color4.Red); GL.Clear(OpenTK.Graphics.ES20.ClearBufferMask.ColorBufferBit); SwapBuffers(); }
private void End20() { // Disable Blending by default = BlendState.Opaque GL20.Disable(All20.Blend); // set the blend mode if (_blendState == BlendState.NonPremultiplied) { GL20.BlendFunc(All20.One, All20.OneMinusSrcAlpha); GL20.Enable(All20.Blend); GL20.BlendEquation(All20.FuncAdd); } if (_blendState == BlendState.AlphaBlend) { GL20.BlendFunc(All20.SrcAlpha, All20.OneMinusSrcAlpha); GL20.Enable(All20.Blend); GL20.BlendEquation(All20.FuncAdd); } if (_blendState == BlendState.Additive) { GL20.BlendFunc(All20.SrcAlpha, All20.One); GL20.Enable(All20.Blend); GL20.BlendEquation(All20.FuncAdd); } //CullMode GL20.FrontFace(All20.Cw); GL20.Enable(All20.CullFace); GL20.Viewport(0, 0, this.graphicsDevice.Viewport.Width, this.graphicsDevice.Viewport.Height); // configura el viewport GL20.UseProgram(program); if (GraphicsDevice.defaultFramebuffer) { GL20.CullFace(All20.Back); SetUniformMatrix4(uniformWVP, false, ref matWVPScreen); } else { GL20.CullFace(All20.Front); SetUniformMatrix4(uniformWVP, false, ref matWVPFramebuffer); GL20.ClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL20.Clear((int)(All20.ColorBufferBit | All20.DepthBufferBit)); } _batcher.DrawBatch20(_sortMode); GL20.Disable(All20.Texture2D); }
public void Clear(Color color) { Vector4 vector = color.ToEAGLColor(); if (openGLESVersion == GLContextVersion.Gles2_0) { GL20.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL20.Clear((uint)All20.ColorBufferBit); } else { GL11.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL11.Clear((uint)All11.ColorBufferBit); } }
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil) { if (openGLESVersion == GLContextVersion.Gles2_0) { GL20.ClearColor(color.X, color.Y, color.Z, color.W); GL20.ClearDepth(depth); GL20.ClearStencil(stencil); GL20.Clear((uint)(All20.ColorBufferBit | All20.DepthBufferBit | All20.StencilBufferBit)); } else { GL11.ClearColor(color.X, color.Y, color.Z, color.W); GL11.ClearDepth(depth); GL11.ClearStencil(stencil); GL11.Clear((uint)(All11.ColorBufferBit | All11.DepthBufferBit | All11.StencilBufferBit)); } }