private void Make(GLBatch batch) { device = GL.device; if (vectors == null) { ver = batch.GetMaxVertices(); vectors = new List <Vector3>(ver); } if (colors == null) { col = batch.GetMaxVertices() / 4; colors = new List <Color>(col); } if (coords == null) { tex = batch.GetMaxVertices() / 2; coords = new List <Vector2>(tex); } this.glbase = batch.Base; this.maxCount = batch.GetMaxVertices(); }
public GLRenderer(int maxVertices) { _renderer = new GLBatch(maxVertices); }
public LTextureBatch(GLBatch batch) { this.isLocked = false; this.Make(batch); }
public GLEx(GL gl) { GLEx._gl = gl; this.glBatch = new GLBatch(512); this.texBatch = new LTextureBatch(glBatch); this.texBatch.ClearBatch = false; this.xnaClip = new RectBox(_trueScreenMax); WhitePixel = new Texture2D(GL.device, 1, 1, true, SurfaceFormat.Color); Color[] pixels = { Color.White }; WhitePixel.SetData(pixels); GLEx.self = this; }
private void Make(GLBatch batch) { device = GL.device; if (vectors == null) { ver = batch.GetMaxVertices(); vectors = new List<Vector3>(ver); } if (colors == null) { col = batch.GetMaxVertices() / 4; colors = new List<Color>(col); } if (coords == null) { tex = batch.GetMaxVertices() / 2; coords = new List<Vector2>(tex); } this.glbase = batch.Base; this.maxCount = batch.GetMaxVertices(); }