RenderAll
lock (Renderer.Graphics.GraphicsDevice)
{
Renderer.Draw(section);
}
Renderer.Texture = null;
FlatRedBallServices.GraphicsDevice.Textures[0] = null;Last updated
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lock (Renderer.Graphics.GraphicsDevice)
{
Renderer.Draw(section);
}
Renderer.Texture = null;
FlatRedBallServices.GraphicsDevice.Textures[0] = null;Last updated
Was this helpful?
Was this helpful?