void UIBegin() { for (int i = 0; i < MAX_POINTERS; i++) uistate.hotitem[i] = 0; ui_draw2d.Begin(); ui_draw2d_front.Begin(); }
void UIBegin(Thin3DShaderSet *shaderSet) { for (int i = 0; i < MAX_POINTERS; i++) uistate.hotitem[i] = 0; ui_draw2d.Begin(shaderSet); ui_draw2d_front.Begin(shaderSet); }
void UIBegin(Thin3DShaderSet *shaderSet) { ui_draw2d.Begin(shaderSet); ui_draw2d_front.Begin(shaderSet); }
void UIBegin(const GLSLProgram *shader) { for (int i = 0; i < MAX_POINTERS; i++) uistate.hotitem[i] = 0; ui_draw2d.Begin(shader); ui_draw2d_front.Begin(shader); }