public override void Render(IVertexSource vertexSource, int pathIndexToRender, RGBA_Bytes colorBytes) { #if use_timers OpenGLRenderTimer.Start(); #endif PushOrthoProjection(); vertexSource.rewind(pathIndexToRender); RGBA_Doubles color = colorBytes.GetAsRGBA_Doubles(); Gl.glColor4d(color.m_r, color.m_g, color.m_b, color.m_a); Affine transform = GetTransform(); if (!transform.is_identity()) { vertexSource = new conv_transform(vertexSource, transform); } if (m_ForceTexturedEdgeAntiAliasing) { DrawAAShape(vertexSource); } else { SendShapeToTeselator(m_RenderNowTesselator, vertexSource); } PopOrthoProjection(); #if use_timers OpenGLRenderTimer.Stop(); #endif }