void drawingTests()
        {
            Matrix4 m = simpleTexturedShader.ModelViewMatrix;

            m.Column0 = Vector4.UnitX;
            //m.Column1 = Vector4.UnitY;
            m.Column2 = Vector4.UnitZ;
            //m.Column3 = new Vector4(m.Column3.X, m.Column3.Y, 0f, m.Column3.W);
            m.Row3 = modelview.Row3;
            //m.Row3 = new Vector4(m.Row3.X, m.Row3.Y, m.Row3.Z, m.Row3.W);
            //			m.ClearRotation();
            //			m.Column1 = modelview.Column1;
            //
            simpleTexturedShader.ModelViewMatrix = m;

            //simpleTexturedShader.ModelMatrix = Matrix4.CreateTranslation (100, 100, 0);
            simpleTexturedShader.Enable();
            GL.BindTexture(TextureTarget.Texture2D, treeTex);
            tree.Render(PrimitiveType.TriangleStrip);
            GL.BindTexture(TextureTarget.Texture2D, 0);
            simpleTexturedShader.ModelViewMatrix = modelview;
            simpleTexturedShader.ModelMatrix     = Matrix4.Identity;

            objShader.Enable();
            heolienne.Render(PrimitiveType.Triangles, 10000);
        }
Beispiel #2
0
 void drawScene()
 {
     shader.Enable();
     GL.ActiveTexture(TextureUnit.Texture0);
     GL.BindTexture(TextureTarget.Texture2D, tex);
     mesh.Render(PrimitiveType.TriangleStrip);
     GL.BindTexture(TextureTarget.Texture2D, 0);
 }
Beispiel #3
0
 public void Render()
 {
     if (trackMesh == null)
     {
         return;
     }
     trackMesh.Render(PrimitiveType.LineStrip);
 }
Beispiel #4
0
        public override void OnRender(FrameEventArgs e)
        {
            base.OnRender(e);

            shader.SetMVP(modelview * projection);

            GL.BindTexture(TextureTarget.Texture2D, texture);
            cube.Render(BeginMode.Triangles);
            GL.BindTexture(TextureTarget.Texture2D, 0);
        }
        void drawHoverCase()
        {
            if (selMesh == null)
            {
                return;
            }

            simpleTexturedShader.Enable();

            GL.BindTexture(TextureTarget.Texture2D, circleShader.OutputTex);
            selMesh.Render(PrimitiveType.TriangleStrip);
            GL.BindTexture(TextureTarget.Texture2D, 0);
        }
        void updateGridFbo()
        {
            GL.BindFramebuffer(FramebufferTarget.Framebuffer, fboGrid);
            GL.DrawBuffers(2, dbe);

            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            gridShader.Enable();

            //4th component of selection texture is used as coordinate, not as alpha
            GL.Disable(EnableCap.AlphaTest);
            GL.Disable(EnableCap.Blend);

            grid.Render(PrimitiveType.TriangleStrip, grid.indices);

            GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
            GL.DrawBuffer(DrawBufferMode.Back);
            getSelectionTextureData();

            GL.Enable(EnableCap.AlphaTest);
            GL.Enable(EnableCap.Blend);

            gridCacheIsUpToDate = true;
        }
Beispiel #7
0
 public void RenderForShadowPass()
 {
     gridShader.Enable();
     gridMesh.Render(PrimitiveType.TriangleStrip);
 }