Actually it is possible to use OpenGL rendering directly, however the renderer doesn't know itself how to track the GL API renderstate. You should tell the renderer to reset the tracked state via call:
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Env->Renderer->SetState( Env->Renderer->GetEmptyShader() );
This will reset the tracked OpenGL state do the "empty" one. Hereafter the engine will now the current state and will continue the rendering appropriately.