public ContextGL3x(GameWindow gameWindow, int width, int height) { Vector4 clearColor = new Vector4(); GL.GetFloat(GetPName.DepthClearValue, out _clearDepth); GL.GetInteger(GetPName.StencilClearValue, out _clearStencil); GL.GetFloat(GetPName.ColorClearValue, out clearColor); _clearColor = Color.FromArgb( Convert.ToInt32(clearColor.W * 255.0), Convert.ToInt32(clearColor.X * 255.0), Convert.ToInt32(clearColor.Y * 255.0), Convert.ToInt32(clearColor.Z * 255.0)); _renderState = new RenderState(); _textureUnits = new TextureUnitsGL3x(); // // Sync GL state with default render state. // ForceApplyRenderState(_renderState); Viewport = new Rectangle(0, 0, width, height); _gameWindow = gameWindow; }
public ContextGL3x(GameWindow gameWindow, int width, int height) { Vector4 clearColor = new Vector4(); GL.GetFloat(GetPName.DepthClearValue, out _clearDepth); GL.GetInteger(GetPName.StencilClearValue, out _clearStencil); GL.GetFloat(GetPName.ColorClearValue, out clearColor); _clearColor = Color.FromArgb( Convert.ToInt32(clearColor.W * 255.0), Convert.ToInt32(clearColor.X * 255.0), Convert.ToInt32(clearColor.Y * 255.0), Convert.ToInt32(clearColor.Z * 255.0)); _renderState = new RenderState(); _textureUnits = new TextureUnitsGL3x(); // // Sync GL state with default render state. // ForceApplyRenderState(_renderState); Viewport = new Rectangle(0, 0, width, height); _gameWindow = gameWindow; }