private void Glview_Load(object sender, EventArgs e) { ViewContext.VerifyContext(glview); ViewContext.Context.MakeCurrent(glview.WindowInfo); Log.Info("GL Version: " + OpenTK.Graphics.OpenGL.GL.GetString(OpenTK.Graphics.OpenGL.StringName.Version)); IGL.Primary.PatchParameter((int)PatchParameterInt.PatchVertices, 3); IGL.Primary.Enable((int)EnableCap.DepthTest); IGL.Primary.Enable((int)EnableCap.Blend); IGL.Primary.DepthFunc((int)DepthFunction.Lequal); IGL.Primary.BlendFunc((int)BlendingFactor.SrcAlpha, (int)BlendingFactor.OneMinusSrcAlpha); IGL.Primary.Enable((int)EnableCap.CullFace); IGL.Primary.CullFace((int)CullFaceMode.Back); renderStack = new RenderStack(); basePass = new BasePass(null, glview.Width, glview.Height); bloomPass = new BloomPass(glview.Width, glview.Height); renderStack.Add(basePass); renderStack.Add(bloomPass); LoadMeshes(); Task.Run(async() => { //initial hdri load await HdriManager.Load(); }); }
private void Glview_Load(object sender, EventArgs e) { ViewContext.VerifyContext(glview); ViewContext.Context.MakeCurrent(glview.WindowInfo); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.Blend); GL.DepthFunc(DepthFunction.Lequal); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); GL.Enable(EnableCap.CullFace); GL.CullFace(CullFaceMode.Back); LoadMeshes(); lightColor = new TK.Vector3(1, 1, 1); lightPosition = new TK.Vector3(0, 4, 4); Task.Run(async() => { //initial hdri load await HdriManager.Load(); }); }