public Cube() { Glfw.glfwInit(); Glfw.glfwOpenWindow(640, 480, 8, 8, 8, 8, 16, 0, Glfw.GLFW_WINDOW); Glfw.glfwSetWindowTitle( Gl.glGetString(Gl.GL_VENDOR) + " " + Gl.glGetString(Gl.GL_RENDERER) + " " + Gl.glGetString(Gl.GL_VERSION) ); Gl.glClearColor(0.1f, 0.1f, 0.5f, 0.0f); Gl.glEnable(Gl.GL_DEPTH_TEST); vs_object = Gl.glCreateShader(Gl.GL_VERTEX_SHADER); fs_object = Gl.glCreateShader(Gl.GL_FRAGMENT_SHADER); int[] status = new int[1]; Gl.glShaderSource(vs_object, 1, vertex_shader, null); Gl.glCompileShader(vs_object); Gl.glGetShaderiv(vs_object, Gl.GL_COMPILE_STATUS, status); //if (status[0] != Gl.GL_TRUE) // throw new Exception("Could not compile vertex shader"); Gl.glShaderSource(fs_object, 1, fragment_shader, null); Gl.glCompileShader(fs_object); Gl.glGetShaderiv(fs_object, Gl.GL_COMPILE_STATUS, status); //if (status[0] != Gl.GL_TRUE) // throw new Exception("Could not compile fragment shader"); program = Gl.glCreateProgram(); Gl.glAttachShader(program, fs_object); Gl.glAttachShader(program, vs_object); Gl.glLinkProgram(program); Gl.glUseProgram(program); Glfw.GLFWwindowsizefun ResizeCallback = new Glfw.GLFWwindowsizefun(Resize); Glfw.GLFWwindowclosefun CloseCallback = new Glfw.GLFWwindowclosefun(Close); Glfw.glfwSetWindowSizeCallback(ResizeCallback); Glfw.glfwSetWindowCloseCallback(CloseCallback); }
public Cube() { Glfw.glfwInit(); Glfw.glfwOpenWindow(640, 480, 8, 8, 8, 8, 16, 0, Glfw.GLFW_WINDOW); Glfw.glfwSetWindowTitle( Gl.glGetString(Gl.GL_VENDOR) + " " + Gl.glGetString(Gl.GL_RENDERER) + " " + Gl.glGetString(Gl.GL_VERSION) ); Gl.glClearColor(0.1f, 0.1f, 0.5f, 0.0f); Gl.glEnable(Gl.GL_DEPTH_TEST); vs_object = Gl.glCreateShader(Gl.GL_VERTEX_SHADER); fs_object = Gl.glCreateShader(Gl.GL_FRAGMENT_SHADER); int[] status = new int[1]; Gl.glShaderSource(vs_object, 1, vertex_shader, null); Gl.glCompileShader(vs_object); Gl.glGetShaderiv(vs_object, Gl.GL_COMPILE_STATUS, status); //if (status[0] != Gl.GL_TRUE) // throw new Exception("Could not compile vertex shader"); Gl.glShaderSource(fs_object, 1, fragment_shader, null); Gl.glCompileShader(fs_object); Gl.glGetShaderiv(fs_object, Gl.GL_COMPILE_STATUS, status); //if (status[0] != Gl.GL_TRUE) // throw new Exception("Could not compile fragment shader"); program = Gl.glCreateProgram(); Gl.glAttachShader(program, fs_object); Gl.glAttachShader(program, vs_object); Gl.glLinkProgram(program); Gl.glUseProgram(program); Glfw.GLFWwindowsizefun ResizeCallback = new Glfw.GLFWwindowsizefun(Resize); Glfw.GLFWwindowclosefun CloseCallback = new Glfw.GLFWwindowclosefun(Close); Glfw.glfwSetWindowSizeCallback(ResizeCallback); Glfw.glfwSetWindowCloseCallback(CloseCallback); }