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m_backBufferW = NextPow2( w); m_backBufferH = NextPow2( h); m_backBuffer = new int[m_backBufferW*m_backBufferH]; m_texBackBuffer = CGlobal.GenerateTexture(); // New texture ID float[] screenVerts = { 0.0f, 0.0f, -1.0f, 0.0f, (float)h, -1.0f, (float)w, (float)h, -1.0f, (float)w, 0.0f, -1.0f }; float[] screenUVs = { 0.0f, (float)h/m_backBufferH, 0.0f, 0.0f, (float)w/m_backBufferW, 0.0f, (float)w/m_backBufferW, (float)h/m_backBufferH }; short[] screenIndices = { 0, 1, 3, 1, 2, 3 }; m_screenVertices = CGlobal.Array2Buffer( screenVerts ); m_screenUV = CGlobal.Array2Buffer( screenUVs ); m_screenIndices = CGlobal.Array2Buffer( screenIndices );