␉␉␉␉glDisable(GLenum.GL_SCISSOR_TEST);␊ |
␉␉␉}␊ |
␊ |
␉␉␉bool clearTarget = (options & ClearOptions.Target) == ClearOptions.Target;␊ |
␉␉␉bool clearDepth = (options & ClearOptions.DepthBuffer) == ClearOptions.DepthBuffer;␊ |
␉␉␉bool clearStencil = (options & ClearOptions.Stencil) == ClearOptions.Stencil;␊ |
␊ |
␉␉␉// Get the clear mask, set the clear properties if needed␊ |
␉␉␉GLenum clearMask = GLenum.GL_ZERO;␊ |
␉␉␉if ((options & ClearOptions.Target) == ClearOptions.Target)␊ |
␉␉␉if (clearTarget)␊ |
␉␉␉{␊ |
␉␉␉␉clearMask |= GLenum.GL_COLOR_BUFFER_BIT;␊ |
␉␉␉␉if (!color.Equals(currentClearColor))␊ |
|
␉␉␉{␊ |
␉␉␉␉glEnable(GLenum.GL_SCISSOR_TEST);␊ |
␉␉␉}␊ |
␉␉␉if (colorWriteEnable != ColorWriteChannels.All)␊ |
␉␉␉if (clearTarget && colorWriteEnable != ColorWriteChannels.All)␊ |
␉␉␉{␊ |
␉␉␉␉// FIXME: ColorWriteChannels1/2/3? -flibit␊ |
␉␉␉␉glColorMask(␊ |