public Create ( int width, int height, int bitDepth, object parameter ) : bool | ||
width | int | |
height | int | |
bitDepth | int | |
parameter | object | |
return | bool |
/// <summary> /// /// </summary> protected virtual void CreateRenderContext() { // Initialises OpenGL. var renderContext = new FBORenderContext(); // Create the render context. renderContext.Create(Width, Height, 32, null); this.RenderContext = renderContext; renderContext.MakeCurrent(); // Set the most basic OpenGL styles. GL.Instance.ShadeModel(GL.GL_SMOOTH); GL.Instance.ClearDepth(1.0f); GL.Instance.Enable(GL.GL_DEPTH_TEST);// depth test is disabled by default. GL.Instance.DepthFunc(GL.GL_LEQUAL); GL.Instance.Hint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST); }
private void CreateRenderContext() { // Initialises OpenGL. var renderContext = new FBORenderContext(); // Create the render context. renderContext.Create(OpenGLVersion, Width, Height, 32, null); this.renderContext = renderContext; renderContext.MakeCurrent(); // Set the most basic OpenGL styles. OpenGL.ShadeModel(OpenGL.GL_SMOOTH); // 天蓝色背景 OpenGL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); OpenGL.ClearDepth(1.0f); OpenGL.Enable(OpenGL.GL_DEPTH_TEST); OpenGL.DepthFunc(OpenGL.GL_LEQUAL); OpenGL.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, OpenGL.GL_NICEST); }
/// <summary> /// /// </summary> protected virtual void CreateRenderContext() { // Initialises OpenGL. var renderContext = new FBORenderContext(); // Create the render context. renderContext.Create(Width, Height, 32, null); this.renderContext = renderContext; renderContext.MakeCurrent(); // Set the most basic OpenGL styles. OpenGL.ShadeModel(OpenGL.GL_SMOOTH); OpenGL.ClearDepth(1.0f); OpenGL.Enable(OpenGL.GL_DEPTH_TEST); OpenGL.DepthFunc(OpenGL.GL_LEQUAL); OpenGL.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, OpenGL.GL_NICEST); if (this.designMode) { GLCanvasHelper.ResizeGL(this.Width, this.Height); } }
/// <summary> /// /// </summary> protected virtual void CreateRenderContext() { // Initialises OpenGL. var renderContext = new FBORenderContext(); // Create the render context. renderContext.Create(Width, Height, 32, null); this.renderContext = renderContext; renderContext.MakeCurrent(); // Set the most basic OpenGL styles. OpenGL.ShadeModel(OpenGL.GL_SMOOTH); OpenGL.ClearDepth(1.0f); OpenGL.Enable(OpenGL.GL_DEPTH_TEST); OpenGL.DepthFunc(OpenGL.GL_LEQUAL); OpenGL.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, OpenGL.GL_NICEST); if (this.designMode) { GLCanvasHelper.ResizeGL(this.Width, this.Height); } }