public static Uniform4 ( int location, Color4 color ) : void | ||
location | int | |
color | Color4 | |
return | void |
public void Uniform4(int location, Uno.Float4[] value) { if (value.Length > 0) { unsafe { fixed(float *p = &value[0].X) GL.Uniform4(location, value.Length, p); } } }
public void Uniform4(int location, Int4[] value) { if (value.Length > 0) { unsafe { fixed(int *p = &value[0].X) MacGL.Uniform4(location, value.Length, p); } } }
protected override void OnRenderFrame(FrameEventArgs args) { GL.Clear(ClearBufferMask.ColorBufferBit); Shader.Use(); #region Coloring var timeValue = _timer.Elapsed.TotalSeconds; GetColor(ref _greenValue, ref _redValue, ref _blueValue, ref timeValue); var vertexColorLocation = GL.GetUniformLocation(Shader.Handle, "ourColor"); GL.Uniform4(vertexColorLocation, _redValue, _greenValue, _blueValue, 1.0f); #endregion GL.BindVertexArray(VertexArrayObject); GL.DrawArrays(PrimitiveType.Triangles, 0, 3); SwapBuffers(); base.OnRenderFrame(args); }
public void Uniform4(int location, Uno.Float4 value) { GL.Uniform4(location, value.X, value.Y, value.Z, value.W); }
protected void loadVector(int location, Vector4 vec) { GL.Uniform4(location, ref vec); }
public static void Uniform4(int location, Quaternion quaternion) { GL.Uniform4(location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W); }
public static void Uniform4(int location, Color4 color) { GL.Uniform4(location, color.R, color.G, color.B, color.A); }
public static void Uniform4(int location, Vector4 vector) { GL.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W); }
public void Uniform4(int location, Int4 value) { MacGL.Uniform4(location, value.X, value.Y, value.Z, value.W); }