using OpenTK.Graphics.OpenGL4; using SM.Base; using SM.Base.Contexts; using SM.Base.Scene; using SM.OGL.Framebuffer; using SM2D.Shader; namespace SM2D.Pipelines { public class Basic2DPipeline : RenderPipeline { protected override IShader _defaultShader { get; } = Default2DShader.Shader; protected override void Render(ref DrawContext context, Scene.Scene scene) { base.Render(ref context, scene); Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); scene?.Draw(context); } } }