private void PrepareStateDraw(GpuStateStruct* GpuState)
{
GL.glColorMask(true, true, true, true);
#if ENABLE_TEXTURES
PrepareState_Texture_Common(GpuState);
#endif
PrepareState_Blend(GpuState);
PrepareState_Clip(GpuState);
if (GpuState->VertexState.Type.Transform2D)
{
PrepareState_Colors_2D(GpuState);
GL.glDisable(GL.GL_STENCIL_TEST);
GL.glDisable(GL.GL_CULL_FACE);
GL.DepthRange(0, 1);
GL.glDisable(GL.GL_DEPTH_TEST);
//GL.glDisable(EnableCap.Lighting);
}
else
{
PrepareState_Colors_3D(GpuState);
PrepareState_CullFace(GpuState);
PrepareState_Lighting(GpuState);
PrepareState_Depth(GpuState);
PrepareState_DepthTest(GpuState);
PrepareState_Stencil(GpuState);
}
//GL.ShadeModel((GpuState->ShadeModel == ShadingModelEnum.Flat) ? ShadingModel.Flat : ShadingModel.Smooth);
PrepareState_AlphaTest(GpuState);
}