public void AddIndexBuffer()
        {
            IVertexArray vertexArray = new OpenGLVertexArray();
            IIndexBuffer indexBuffer = new OpenGLIndexBuffer(new int[0]);

            vertexArray.Add(indexBuffer);

            Assert.NotNull(vertexArray.IndexBuffer);
        }
Ejemplo n.º 2
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        /// <inheritdoc/>
        protected override void Dispose(Boolean disposing)
        {
            if (Disposed)
                return;

            if (disposing)
            {
                if (!Ultraviolet.Disposed)
                {
                    if (vao != 0)
                    {
                        Ultraviolet.QueueWorkItem((state) =>
                        {
                            var vaoName = ((OpenGLGeometryStream)state).vao;

                            gl.DeleteVertexArray(vaoName);
                            gl.ThrowIfError();

                            OpenGLState.DeleteVertexArrayObject(vaoName, 0, glElementArrayBufferBinding ?? 0);
                        }, this);
                    }
                }
                vbuffers.Clear();
                ibuffer = null;
            }

            base.Dispose(disposing);
        }
Ejemplo n.º 3
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        /// <inheritdoc/>
        public override void Attach(IndexBuffer ibuffer)
        {
            Contract.Require(ibuffer, nameof(ibuffer));
            Contract.EnsureNot(HasIndices, UltravioletStrings.GeometryStreamAlreadyHasIndices);
            Contract.EnsureNotDisposed(this, Disposed);

            Ultraviolet.ValidateResource(ibuffer);

            var sdlIndexBuffer = (OpenGLIndexBuffer)ibuffer;
            var sdlIndexBufferName = sdlIndexBuffer.OpenGLName;

            this.ibuffer = sdlIndexBuffer;

            if (IsUsingVertexArrayObject)
            {
                using (OpenGLState.ScopedBindVertexArrayObject(vao, 0, 0, true))
                {
                    gl.BindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, sdlIndexBufferName);
                    gl.ThrowIfError();
                }
            }

            this.glElementArrayBufferBinding = sdlIndexBufferName;
            this.indexBufferElementType = ibuffer.IndexElementType;
        }
Ejemplo n.º 4
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        public void CreateIndexBuffer(params int[] data)
        {
            IIndexBuffer buffer = new OpenGLIndexBuffer(data);

            Assert.Equal(data.Length, buffer.Count);
        }