Beispiel #1
0
        public static void Render(GLBuffer <Vertex> vertexBuffer, PrimitiveType vertexFormat = PrimitiveType.Quads)
        {
            vertexBuffer.Bind();

            //Input vertex positions
            GL.EnableVertexAttribArray(0);
            GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0);

            //Draw array
            GL.DrawArrays(vertexFormat, 0, vertexBuffer.Count);
        }
Beispiel #2
0
        public static void Render(GLBuffer <Vertex> vertexBuffer, GLBuffer <uint> indexBuffer, Shader shader, PrimitiveType vertexFormat = PrimitiveType.Quads)
        {
            vertexBuffer.Bind();
            indexBuffer.Bind();

            //Input vertex positions
            GL.EnableVertexAttribArray(0);
            GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, 0);

            //Input texture positions positions
            GL.EnableVertexAttribArray(1);
            GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vertex.SizeInBytes, Vector2.SizeInBytes);


            //Draw array
            GL.DrawElements(vertexFormat, indexBuffer.Count, DrawElementsType.UnsignedInt, 0);
        }