Ejemplo n.º 1
0
        int vao;         //array buffer object


        //Constructor to be used with VBO concept. Only single texture used. DisplayList not neaded any longer.
        public SkyBox(float aSize)
        {
            mSize = aSize;
            if (skyBoxTexturePath != null)
            {
                skyBoxSingleTexture = TextureManager.LoadTexture(skyBoxTexturePath);
            }

            //Using VBO concept instead of DisplayList
            // loading Vertex Buffers
            Shape skyBoxShape = new SkyBoxShape(aSize);

            vbo = VBOUtil.LoadVBO(skyBoxShape);
            VBOUtil.ConfigureVertexArrayObject(out vao, vbo);
        }
Ejemplo n.º 2
0
        public static int labelVao;           //VOA for file node's labels


        public static void LoadVBOs()
        {
            //Using VBO concept instead of DisplayList
            // loading Vertex Buffers
            Shape fileNodeShape  = new FileNodeShape();
            Shape dirNodeShape   = new DirNodeShape();
            Shape driveNodeShape = new DriveNodeShape();

            vbo[(int)Node.NodeType.FILE_NODE] = VBOUtil.LoadVBO(fileNodeShape);
            VBOUtil.ConfigureVertexArrayObject(out vao [(int)Node.NodeType.FILE_NODE], vbo [(int)Node.NodeType.FILE_NODE]);
            vbo[(int)Node.NodeType.DIR_NODE] = VBOUtil.LoadVBO(dirNodeShape);
            VBOUtil.ConfigureVertexArrayObject(out vao [(int)Node.NodeType.DIR_NODE], vbo [(int)Node.NodeType.DIR_NODE]);
            vbo[(int)Node.NodeType.DRIVE_NODE] = VBOUtil.LoadVBO(driveNodeShape);
            VBOUtil.ConfigureVertexArrayObject(out vao [(int)Node.NodeType.DRIVE_NODE], vbo [(int)Node.NodeType.DRIVE_NODE]);

            Shape labelShape = new LabelShape();

            labelVbo = VBOUtil.LoadVBO(labelShape);
            VBOUtil.ConfigureVertexArrayObjectForLabels(out labelVao, labelVbo);
        }