public override void Draw(Render.RenderContext Context) { Context.Color = Vector3.One; Context.Texture = renderTarget; Context.NormalMap = Context.NeutralNormals; Context.World = WorldTransform; Context.LightingEnabled = false; //Context.UVTransform = Matrix.CreateScale(1.0f, -1.0f, 1.0f); if (RenderOnTop) Context.Device.DepthStencilState = DepthStencilState.None; else Context.Device.DepthStencilState = DepthStencilState.Default; Context.ApplyChanges(); Context.Draw(Mesh); Context.Device.DepthStencilState = DepthStencilState.Default; }
public void DrawEx(Render.RenderContext context, Matrix worldTransform) { context.Color = Vector3.One; context.Texture = renderTarget; context.World = worldTransform; context.ApplyChanges(); context.Draw(quadModel); }