private void BindTexture(Mesh mesh) { if(mesh.Material.Transparent) GL.Enable(EnableCap.Blend); else GL.Disable(EnableCap.Blend); GL.BindTexture(TextureTarget.Texture2D, textureLookup[mesh.Material.TextureName]); }
private void RenderMesh(Mesh mesh) { BindTexture(mesh); GL.Begin(PrimitiveType.Triangles); foreach (var face in mesh.Faces) foreach (var vertex in face.Vertices) RenderVertex(vertex); GL.End(); }