void Spriter::Initialize(System& p_System) { Assert(m_SpriteBatch == nullptr, "Already initialized!"); m_SpriteBatch = new DirectX::SpriteBatch(p_System.GetContext()); }
void Blend::BindToOutput(System& p_System, u32 p_Index) { f32 blendColour[4] = {1.0f, 1.0f, 1.0f, 1.0f}; p_System.GetContext()->OMSetBlendState(m_Blend, blendColour, 0xffffffff); }