/// <summary> /// Draw into a destination framebuffer based on shadertype /// Always prepare for drawing using the PrepareDraw command /// </summary> /// <param name="forcePixelShader"></param> private void Draw() { if (_renderPipeline == RenderPipeline.SRP) { _commandBuffer.Draw(_renderTargetsBundle, _renderMaterialNoGeometry, _currentRenderIndex); } else { PipelineExtensions.Draw(_renderTargetsBundle, _renderMaterialNoGeometry, _currentRenderIndex); } _renderTargetsBundle.Clear(); }
/// <summary> /// Draw into a destination framebuffer based on shadertype /// Always prepare for drawing using the PrepareDraw command /// </summary> /// <param name="forcePixelShader"></param> private void Draw(bool forcePixelShader = false) { PipelineExtensions.Draw(_renderTargetsBundle, _renderMaterialNoGeometry, _currentRenderIndex); _renderTargetsBundle.Clear(); }