Example #1
0
 //-----------------------------------------------------------------------------------------
 protected override void OnUnload(EventArgs e)
 {
     GL.DeleteProgram(_shaderProgramName[0]);
     GL.DeleteProgram(_shaderProgramName[1]);
     GL.DeleteBuffers(Buffers.GetCount(), Buffers.Names);
     GL.DeleteVertexArrays(1, ref _vertexArrayName);
 }
Example #2
0
        //-----------------------------------------------------------------------------------------
        private bool _InitBuffers()
        {
            float[] vertexData = new float[]
            {
                // back
                -0.25f, 0.25f, -0.25f, -0.25f, -0.25f, -0.25f, 0.25f, -0.25f, -0.25f,
                0.25f, -0.25f, -0.25f, 0.25f, 0.25f, -0.25f, -0.25f, 0.25f, -0.25f,
                // right
                0.25f, -0.25f, -0.25f, 0.25f, -0.25f, 0.25f, 0.25f, 0.25f, -0.25f,
                0.25f, -0.25f, 0.25f, 0.25f, 0.25f, 0.25f, 0.25f, 0.25f, -0.25f,
                // front
                0.25f, -0.25f, 0.25f, -0.25f, -0.25f, 0.25f, 0.25f, 0.25f, 0.25f,
                -0.25f, -0.25f, 0.25f, -0.25f, 0.25f, 0.25f, 0.25f, 0.25f, 0.25f,
                // left
                -0.25f, -0.25f, 0.25f, -0.25f, -0.25f, -0.25f, -0.25f, 0.25f, 0.25f,
                -0.25f, -0.25f, -0.25f, -0.25f, 0.25f, -0.25f, -0.25f, 0.25f, 0.25f,
                // bottom
                -0.25f, -0.25f, 0.25f, 0.25f, -0.25f, 0.25f, 0.25f, -0.25f, -0.25f,
                0.25f, -0.25f, -0.25f, -0.25f, -0.25f, -0.25f, -0.25f, -0.25f, 0.25f,
                // top
                -0.25f, 0.25f, -0.25f, 0.25f, 0.25f, -0.25f, 0.25f, 0.25f, 0.25f,
                0.25f, 0.25f, 0.25f, -0.25f, 0.25f, 0.25f, -0.25f, 0.25f, -0.25f
            };

            GL.GenBuffers(Buffers.GetCount(), Buffers.Names);

            GL.BindBuffer(BufferTarget.ArrayBuffer, Buffers.GetName(Buffers.Type.VERTEX));
            GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(sizeof(float) * 4 * vertexData.Length),
                          vertexData, BufferUsageHint.StaticDraw);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);

            GL.BindBuffer(BufferTarget.AtomicCounterBuffer, Buffers.GetName(Buffers.Type.ATOMIC_COUNTER));
            GL.BufferData(BufferTarget.AtomicCounterBuffer, (IntPtr)sizeof(uint),
                          IntPtr.Zero, BufferUsageHint.DynamicCopy);
            GL.BindBuffer(BufferTarget.AtomicCounterBuffer, 0);

            return(true);
        }