Example #1
0
 public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
 {
     GL11.ClearColor(color.X, color.Y, color.Z, 1.0f);
     GL11.ClearDepth(depth);
     GL11.ClearStencil(stencil);
     GL11.Clear((uint)(All11.ColorBufferBit | All11.DepthBufferBit | All11.StencilBufferBit));
 }
Example #2
0
        public void Clear(Color color)
        {
            Vector4 vector = color.ToEAGLColor();

            GL11.ClearColor(vector.X, vector.Y, vector.Z, 1.0f);
            GL11.Clear((uint)All11.ColorBufferBit);
        }
Example #3
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);

            MakeCurrent();

            SetupView();

            GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit));                  // Clear The Screen And The Depth Buffer
            GL1.LoadIdentity();                                                         // Reset The Current Modelview Matrix

            GL1.Translate(-1.5f, 0.0f, -6.0f);                                          // Move Left 1.5 Units And Into The Screen 6.0

            GL1.Rotate(rtri, 0.0f, 1.0f, 0.0f);                                         // Rotate The Triangle On The Y axis


            float [] triangleVertices = { 0.0f,   1.0f, 0.0f,                                   // Top
                                          -1.0f, -1.0f, 0.0f,                                   // Bottom Left
                                          1.0f,  -1.0f, 0.0f };                                 // Bottom Right

            float [] triangleColors = { 1.0f, 0.0f, 0.0f, 1.0f,                                 // Set The Color To Red
                                        0.0f, 1.0f, 0.0f, 1.0f,                                 // Set The Color To Green
                                        0.0f, 0.0f, 1.0f, 1.0f };                               // Set The Color To Blue

            GL1.VertexPointer(3, All1.Float, 0, triangleVertices);
            GL1.EnableClientState(All1.VertexArray);

            GL1.ColorPointer(4, All1.Float, 0, triangleColors);
            GL1.EnableClientState(All1.ColorArray);

            GL.DrawArrays(All.Triangles, 0, 3);

            GL1.LoadIdentity();                                                                 // Reset The Current Modelview Matrix
            GL1.Translate(1.5f, 0.0f, -6.0f);                                                   // Move Right 1.5 Units And Into The Screen 6.0
            GL1.Rotate(rquad, 1.0f, 0.0f, 0.0f);                                                // Rotate The Quad On The X axis

            float [] squareVerticies = { -1.0f,   1.0f, 0.0f,                                   // Top Left
                                         -1.0f, -1.0f, 0.0f,                                    // Bottom Left
                                         1.0f,   1.0f, 0.0f,                                    // Top Right
                                         1.0f,  -1.0f, 0.0f };                                  // Bottom Right

            GL1.DisableClientState(All1.ColorArray);
            GL1.Color4(0.5f, 0.5f, 1.0f, 1.0f);                                                                 // Set The Color To Blue One Time Only
            GL1.VertexPointer(3, All1.Float, 0, squareVerticies);
            GL1.EnableClientState(All1.VertexArray);

            GL.DrawArrays(All.TriangleStrip, 0, 4);

            SwapBuffers();

            rtri  += 2f;                                                                                                // Increase The Rotation Variable For The Triangle
            rquad -= 1.5f;                                                                                              // Decrease The Rotation Variable For The Quad
        }
Example #4
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);

            MakeCurrent();

            SetupView();

            GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit));                  // Clear The Screen And The Depth Buffer
            GL1.LoadIdentity();                                                         // Reset The Current Modelview Matrix

            SwapBuffers();
        }
Example #5
0
        public void Clear(Color color)
        {
            Vector4 vector = color.ToEAGLColor();

            if (openGLESVersion == GLContextVersion.Gles2_0)
            {
                GL20.ClearColor(vector.X, vector.Y, vector.Z, vector.W);
                GL20.Clear((uint)All20.ColorBufferBit);
            }
            else
            {
                GL11.ClearColor(vector.X, vector.Y, vector.Z, vector.W);
                GL11.Clear((uint)All11.ColorBufferBit);
            }
        }
Example #6
0
 public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
 {
     if (openGLESVersion == GLContextVersion.Gles2_0)
     {
         GL20.ClearColor(color.X, color.Y, color.Z, color.W);
         GL20.ClearDepth(depth);
         GL20.ClearStencil(stencil);
         GL20.Clear((uint)(All20.ColorBufferBit | All20.DepthBufferBit | All20.StencilBufferBit));
     }
     else
     {
         GL11.ClearColor(color.X, color.Y, color.Z, color.W);
         GL11.ClearDepth(depth);
         GL11.ClearStencil(stencil);
         GL11.Clear((uint)(All11.ColorBufferBit | All11.DepthBufferBit | All11.StencilBufferBit));
     }
 }
Example #7
0
        public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
        {
            uint mask = 0;

            if (color.X != 0f || color.Y != 0f || color.Z != 0f || color.W != 0f)
            {
                GL11.ClearColor(color.X, color.Y, color.Z, color.W);

                mask = (uint)ALL11.ColorBufferBit | mask;
            }

            GL11.ClearDepth(depth);
            mask = (uint)ALL11.DepthBufferBit | mask;

            GL11.ClearStencil(stencil);
            mask = (uint)ALL11.StencilBufferBit | mask;

            GL11.Clear(mask);
        }
Example #8
0
		protected override void OnRenderFrame (FrameEventArgs e)
		{
			base.OnRenderFrame (e);
			
			MakeCurrent ();
			
			SetupView ();
			
			GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit));	// Clear The Screen And The Depth Buffer
    		GL1.LoadIdentity();											// Reset The Current Modelview Matrix
			
			GL1.Translate(-1.5f,0.0f,-6.0f);							// Move Left 1.5 Units And Into The Screen 6.0
			
			float [] triangleVertices = {	0.0f, 1.0f, 0.0f,			// Top
    										-1.0f,-1.0f, 0.0f,			// Bottom Left
    		 								1.0f,-1.0f, 0.0f};			// Bottom Right			
			
			GL1.VertexPointer (3, All1.Float, 0, triangleVertices);
			GL1.EnableClientState (All1.VertexArray);
			
			GL.DrawArrays (All.Triangles, 0, 3);
			
			GL1.Translate(3.0f,0.0f,0.0f);								// From Right Point Move 3 Units Right axis
			
			float []  squareVerticies = {	-1.0f, 1.0f, 0.0f,			// Top Left
											-1.0f,-1.0f, 0.0f,			// Bottom Left
	         						  		1.0f, 1.0f, 0.0f,			// Top Right
	         						  		1.0f,-1.0f, 0.0f};			// Bottom Right
	        						  
			GL1.VertexPointer ( 3, All1.Float, 0, squareVerticies);
			GL1.EnableClientState (All1.VertexArray);
			
			GL.DrawArrays (All.TriangleStrip, 0, 4);
			
			SwapBuffers ();											// Decrease The Rotation Variable For The Quad 
		}
Example #9
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);

            MakeCurrent();

            SetupView();

            GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit));          // Clear The Screen And The Depth Buffer
            GL1.LoadIdentity();                                                 // Reset The Current Modelview Matrix

            GL1.Translate(0.0f, 0.0f, z);                                       // Move Right And Into The Screen
            GL1.Rotate(xrot, 1.0f, 0.0f, 0.0f);                                 // Rotate On The X Axis By xrot
            GL1.Rotate(yrot, 0.0f, 1.0f, 0.0f);                                 // Rotate On The Y Axis By yrot

            GL1.BindTexture(All1.Texture2D, texture[filter]);                   // Select A Texture Based On filter


            float [] cubeVerticies =
            {
                -1.0f,  1.0f, 1.0f,                                             // Top Left Of The Quad (Front)
                -1.0f, -1.0f, 1.0f,                                             // Bottom Left Of The Quad (Front)
                1.0f,   1.0f, 1.0f,                                             // Top Right Of The Quad (Front)
                1.0f,  -1.0f, 1.0f,                                             // Bottom Right Of The Quad (Front)

                -1.0f, -1.0f, -1.0f,                                            // Bottom Left Of The Quad (Back)
                -1.0f,  1.0f, -1.0f,                                            // Top Left Of The Quad (Back)
                1.0f,  -1.0f, -1.0f,                                            // Bottom Right Of The Quad (Back)
                1.0f,   1.0f, -1.0f,                                            // Top Right Of The Quad (Back)

                -1.0f,  1.0f, -1.0f,                                            // Top Left Of The Quad (Top)
                -1.0f,  1.0f, 1.0f,                                             // Bottom Left Of The Quad (Top)
                1.0f,   1.0f, -1.0f,                                            // Top Right Of The Quad (Top)
                1.0f,   1.0f, 1.0f,                                             // Bottom Right Of The Quad (Top)

                -1.0f, -1.0f, -1.0f,                                            // Top Left Of The Quad (Bottom)
                1.0f,  -1.0f, -1.0f,                                            // Top Right Of The Quad (Bottom)
                -1.0f, -1.0f, 1.0f,                                             // Bottom Left Of The Quad (Bottom)
                1.0f,  -1.0f, 1.0f,                                             // Bottom Right Of The Quad (Bottom)

                1.0f,  -1.0f, -1.0f,                                            // Bottom Right Of The Quad (Right)
                1.0f,   1.0f, -1.0f,                                            // Top Right Of The Quad (Right)
                1.0f,  -1.0f, 1.0f,                                             // Bottom Left Of The Quad (Right)
                1.0f,   1.0f, 1.0f,                                             // Top Left Of The Quad (Right)

                -1.0f, -1.0f, -1.0f,                                            // Bottom Right Of The Quad (Left)
                -1.0f, -1.0f, 1.0f,                                             // Bottom Left Of The Quad (Left)
                -1.0f,  1.0f, -1.0f,                                            // Top Right Of The Quad (Left)
                -1.0f,  1.0f, 1.0f,                                             // Top Left Of The Quad (Left)
            };

            float [] cubeTexs =
            {
                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Front)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Front)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Front)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Front)

                1.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Back)
                1.0f, 0.0f,                                                                             // Top Left Of The Quad (Back)
                0.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Back)
                0.0f, 0.0f,                                                                             // Top Right Of The Quad (Back)

                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Top)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Top)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Top)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Top)

                1.0f, 0.0f,                                                                             // Top Left Of The Quad (Bottom)
                0.0f, 0.0f,                                                                             // Top Right Of The Quad (Bottom)
                1.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Bottom)
                0.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Bottom)

                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Right)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Right)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Right)
                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Right)

                0.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Left)
                1.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Left)
                0.0f, 0.0f,                                                                             // Top Right Of The Quad (Left)
                1.0f, 0.0f,                                                                             // Top Left Of The Quad (Left)
            };

            float [] cubeNormals =
            {
                0.0f,   0.0f, 1.0f,                                                             // Top Left Of The Quad (Front)
                0.0f,   0.0f, 1.0f,                                                             // Bottom Left Of The Quad (Front)
                0.0f,   0.0f, 1.0f,                                                             // Top Right Of The Quad (Front)
                0.0f,   0.0f, 1.0f,                                                             // Bottom Right Of The Quad (Front)

                0.0f,   0.0f, -1.0f,                                                            // Bottom Left Of The Quad (Back)
                0.0f,   0.0f, -1.0f,                                                            // Top Left Of The Quad (Back)
                0.0f,   0.0f, -1.0f,                                                            // Bottom Right Of The Quad (Back)
                0.0f,   0.0f, -1.0f,                                                            // Top Right Of The Quad (Back)

                0.0f,   1.0f, 0.0f,                                                             // Top Left Of The Quad (Top)
                0.0f,   1.0f, 0.0f,                                                             // Bottom Left Of The Quad (Top)
                0.0f,   1.0f, 0.0f,                                                             // Top Right Of The Quad (Top)
                0.0f,   1.0f, 0.0f,                                                             // Bottom Right Of The Quad (Top)

                0.0f,  -1.0f, 0.0f,                                                             // Top Left Of The Quad (Bottom)
                0.0f,  -1.0f, 0.0f,                                                             // Top Right Of The Quad (Bottom)
                0.0f,  -1.0f, 0.0f,                                                             // Bottom Left Of The Quad (Bottom)
                0.0f,  -1.0f, 0.0f,                                                             // Bottom Right Of The Quad (Bottom)

                1.0f,   0.0f, 0.0f,                                                             // Bottom Right Of The Quad (Right)
                1.0f,   0.0f, 0.0f,                                                             // Top Right Of The Quad (Right)
                1.0f,   0.0f, 0.0f,                                                             // Bottom Left Of The Quad (Right)
                1.0f,   0.0f, 0.0f,                                                             // Top Left Of The Quad (Right)

                -1.0f,  0.0f, 0.0f,                                                             // Bottom Right Of The Quad (Left)
                -1.0f,  0.0f, 0.0f,                                                             // Bottom Left Of The Quad (Left)
                -1.0f,  0.0f, 0.0f,                                                             // Top Right Of The Quad (Left)
                -1.0f,  0.0f, 0.0f,                                                             // Top Left Of The Quad (Left)
            };

            GL1.VertexPointer(3, All1.Float, 0, cubeVerticies);
            GL1.EnableClientState(All1.VertexArray);

            GL1.TexCoordPointer(2, All1.Float, 0, cubeTexs);
            GL1.EnableClientState(All1.TextureCoordArray);

            GL1.NormalPointer(All1.Float, 0, cubeNormals);
            GL1.EnableClientState(All1.NormalArray);

            GL1.DrawArrays(All1.TriangleStrip, 0, 4);

            GL1.DrawArrays(All1.TriangleStrip, 4, 4);

            GL1.DrawArrays(All1.TriangleStrip, 8, 4);

            GL1.DrawArrays(All1.TriangleStrip, 12, 4);

            GL1.DrawArrays(All1.TriangleStrip, 16, 4);

            GL1.DrawArrays(All1.TriangleStrip, 20, 4);

            SwapBuffers();

            xrot += xspeed;                             // Add xspeed To xrot
            yrot += yspeed;                             // Add yspeed To yrot

            handleButtons();
        }
Example #10
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);

            MakeCurrent();

            SetupView();

            GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit));                  // Clear The Screen And The Depth Buffer
            GL1.LoadIdentity();                                                         // Reset The Current Modelview Matrix

            GL1.LoadIdentity();
            GL1.Translate(0.0f, 0.0f, -5.0f);                        // Move Right And Into The Screen

            GL1.Rotate(xrot, 1.0f, 0.0f, 0.0f);                      // Rotate on the X Axis
            GL1.Rotate(yrot, 0.0f, 1.0f, 0.0f);                      // Rotate on the Y Axis
            GL1.Rotate(zrot, 0.0f, 0.0f, 1.0f);                      // Rotate on the Z Axis

            float [] cubeVerticies =
            {
                -1.0f,  1.0f, -1.0f,                                                    // Top Left Of The Quad (Top)
                -1.0f,  1.0f, 1.0f,                                                     // Bottom Left Of The Quad (Top)
                1.0f,   1.0f, -1.0f,                                                    // Top Right Of The Quad (Top)
                1.0f,   1.0f, 1.0f,                                                     // Bottom Right Of The Quad (Top)

                -1.0f, -1.0f, 1.0f,                                                     // Top Left Of The Quad (Bottom)
                -1.0f, -1.0f, -1.0f,                                                    // Bottom Left Of The Quad (Bottom)
                1.0f,  -1.0f, 1.0f,                                                     // Top Right Of The Quad (Bottom)
                1.0f,  -1.0f, -1.0f,                                                    // Bottom Right Of The Quad (Bottom)

                -1.0f,  1.0f, 1.0f,                                                     // Top Left Of The Quad (Front)
                -1.0f, -1.0f, 1.0f,                                                     // Bottom Left Of The Quad (Front)
                1.0f,   1.0f, 1.0f,                                                     // Top Right Of The Quad (Front)
                1.0f,  -1.0f, 1.0f,                                                     // Bottom Right Of The Quad (Front)

                1.0f,   1.0f, -1.0f,                                                    // Top Left Of The Quad (Back)
                1.0f,  -1.0f, -1.0f,                                                    // Bottom Left Of The Quad (Back)
                -1.0f,  1.0f, -1.0f,                                                    // Top Right Of The Quad (Back)
                -1.0f, -1.0f, -1.0f,                                                    // Bottom Right Of The Quad (Back)

                -1.0f,  1.0f, -1.0f,                                                    // Top Left Of The Quad (Left)
                -1.0f, -1.0f, -1.0f,                                                    // Bottom Left Of The Quad (Left)
                -1.0f,  1.0f, 1.0f,                                                     // Top Right Of The Quad (Left)
                -1.0f, -1.0f, 1.0f,                                                     // Bottom Right Of The Quad (Left)

                1.0f,   1.0f, 1.0f,                                                     // Top Left Of The Quad (Right)
                1.0f,  -1.0f, 1.0f,                                                     // Bottom Left Of The Quad (Right)
                1.0f,   1.0f, -1.0f,                                                    // Top Right Of The Quad (Right)
                1.0f,  -1.0f, -1.0f,                                                    // Bottom Right Of The Quad (Right)
            };

            float [] cubeTexs =
            {
                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Front)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Front)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Front)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Front)

                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Front)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Front)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Front)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Front)

                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Front)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Front)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Front)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Front)

                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Front)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Front)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Front)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Front)

                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Front)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Front)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Front)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Front)

                0.0f, 0.0f,                                                                             // Top Left Of The Quad (Front)
                0.0f, 1.0f,                                                                             // Bottom Left Of The Quad (Front)
                1.0f, 0.0f,                                                                             // Top Right Of The Quad (Front)
                1.0f, 1.0f,                                                                             // Bottom Right Of The Quad (Front)
            };

            GL1.VertexPointer(3, All1.Float, 0, cubeVerticies);
            GL1.EnableClientState(All1.VertexArray);

            GL1.TexCoordPointer(2, All1.Float, 0, cubeTexs);
            GL1.EnableClientState(All1.TextureCoordArray);

            GL1.DrawArrays(All1.TriangleStrip, 0, 4);

            GL1.DrawArrays(All1.TriangleStrip, 4, 4);

            GL1.DrawArrays(All1.TriangleStrip, 8, 4);

            GL1.DrawArrays(All1.TriangleStrip, 12, 4);

            GL1.DrawArrays(All1.TriangleStrip, 16, 4);

            GL1.DrawArrays(All1.TriangleStrip, 20, 4);

            SwapBuffers();

            xrot += 0.75f;
            yrot += 0.5f;
            zrot += 1.0f;

            if (xrot > 360f)
            {
                xrot -= 360f;
            }
            if (yrot > 360f)
            {
                yrot -= 360f;
            }
            if (zrot > 360f)
            {
                zrot -= 360f;
            }
        }
Example #11
0
        protected override void OnRenderFrame(FrameEventArgs e)
        {
            base.OnRenderFrame(e);

            MakeCurrent();

            SetupView();

            GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit));  // Clear The Screen And The Depth Buffer
            GL1.LoadIdentity();                                         // Reset The Current Modelview Matrix

            GL1.Translate(-1.5f, 0.0f, -6.0f);                          // Move Left And Into The Screen
            GL1.Rotate(rtri, 0.0f, 1.0f, 0.0f);                         // Rotate The Pyramid On It's Y Axis

            float [] triangleVerticies =
            {
                0.0f,   1.0f, 0.0f,                                     // Top Of Triangle (Front)
                -1.0f, -1.0f, 1.0f,                                     // Left Of Triangle (Front)
                1.0f,  -1.0f, 1.0f,                                     // Right Of Triangle (Front)

                0.0f,   1.0f, 0.0f,                                     // Top Of Triangle (Right)
                1.0f,  -1.0f, 1.0f,                                     // Left Of Triangle (Right)
                1.0f,  -1.0f, -1.0f,                                    // Right Of Triangle (Right)

                0.0f,   1.0f, 0.0f,                                     // Top Of Triangle (Back)
                1.0f,  -1.0f, -1.0f,                                    // Left Of Triangle (Back)
                -1.0f, -1.0f, -1.0f,                                    // Right Of Triangle (Back)

                0.0f,   1.0f, 0.0f,                                     // Top Of Triangle (Left)
                -1.0f, -1.0f, -1.0f,                                    // Left Of Triangle (Left)
                -1.0f, -1.0f, 1.0f,                                     // Right Of Triangle (Left)
            };

            float [] triangleColors =
            {
                1.0f, 0.0f, 0.0f, 1.0f,                                 // Red
                0.0f, 1.0f, 0.0f, 1.0f,                                 // Green
                0.0f, 0.0f, 1.0f, 1.0f,                                 // Blue
                1.0f, 0.0f, 0.0f, 1.0f,                                 // Red
                0.0f, 0.0f, 1.0f, 1.0f,                                 // Blue
                0.0f, 1.0f, 0.0f, 1.0f,                                 // Green
                1.0f, 0.0f, 0.0f, 1.0f,                                 // Red
                0.0f, 1.0f, 0.0f, 1.0f,                                 // Green
                0.0f, 0.0f, 1.0f, 1.0f,                                 // Blue
                1.0f, 0.0f, 0.0f, 1.0f,                                 // Red
                0.0f, 0.0f, 1.0f, 1.0f,                                 // Blue
                0.0f, 1.0f, 0.0f, 1.0f,                                 // Green
            };

            GL1.VertexPointer(3, All1.Float, 0, triangleVerticies);
            GL1.EnableClientState(All1.VertexArray);

            GL1.ColorPointer(4, All1.Float, 0, triangleColors);
            GL1.EnableClientState(All1.ColorArray);

            GL1.DrawArrays(All1.Triangles, 0, 12);

            GL1.LoadIdentity();
            GL1.Translate(1.5f, 0.0f, -7.0f);                        // Move Right And Into The Screen

            GL1.Rotate(rquad, 1.0f, 1.0f, 1.0f);                     // Rotate The Cube On X, Y & Z

            float [] cubeVerticies =
            {
                -1.0f,  1.0f, -1.0f,                                                    // Top Left Of The Quad (Top)
                -1.0f,  1.0f, 1.0f,                                                     // Bottom Left Of The Quad (Top)
                1.0f,   1.0f, -1.0f,                                                    // Top Right Of The Quad (Top)
                1.0f,   1.0f, 1.0f,                                                     // Bottom Right Of The Quad (Top)

                -1.0f, -1.0f, 1.0f,                                                     // Top Left Of The Quad (Bottom)
                -1.0f, -1.0f, -1.0f,                                                    // Bottom Left Of The Quad (Bottom)
                1.0f,  -1.0f, 1.0f,                                                     // Top Right Of The Quad (Bottom)
                1.0f,  -1.0f, -1.0f,                                                    // Bottom Right Of The Quad (Bottom)

                -1.0f,  1.0f, 1.0f,                                                     // Top Left Of The Quad (Front)
                -1.0f, -1.0f, 1.0f,                                                     // Bottom Left Of The Quad (Front)
                1.0f,   1.0f, 1.0f,                                                     // Top Right Of The Quad (Front)
                1.0f,  -1.0f, 1.0f,                                                     // Bottom Right Of The Quad (Front)

                1.0f,   1.0f, -1.0f,                                                    // Top Left Of The Quad (Back)
                1.0f,  -1.0f, -1.0f,                                                    // Bottom Left Of The Quad (Back)
                -1.0f,  1.0f, -1.0f,                                                    // Top Right Of The Quad (Back)
                -1.0f, -1.0f, -1.0f,                                                    // Bottom Right Of The Quad (Back)

                -1.0f,  1.0f, -1.0f,                                                    // Top Left Of The Quad (Left)
                -1.0f, -1.0f, -1.0f,                                                    // Bottom Left Of The Quad (Left)
                -1.0f,  1.0f, 1.0f,                                                     // Top Right Of The Quad (Left)
                -1.0f, -1.0f, 1.0f,                                                     // Bottom Right Of The Quad (Left)

                1.0f,   1.0f, 1.0f,                                                     // Top Left Of The Quad (Right)
                1.0f,  -1.0f, 1.0f,                                                     // Bottom Left Of The Quad (Right)
                1.0f,   1.0f, -1.0f,                                                    // Top Right Of The Quad (Right)
                1.0f,  -1.0f, -1.0f,                                                    // Bottom Right Of The Quad (Right)
            };

            GL1.VertexPointer(3, All1.Float, 0, cubeVerticies);
            GL1.EnableClientState(All1.VertexArray);

            GL1.DisableClientState(All1.ColorArray);

            GL1.Color4(0.0f, 1.0f, 0.0f, 1.0f);                                 // Set The Color To Green
            GL1.DrawArrays(All1.TriangleStrip, 0, 4);

            GL1.Color4(1.0f, 0.5f, 0.0f, 1.0f);                                 // Set The Color To Orange
            GL1.DrawArrays(All1.TriangleStrip, 4, 4);

            GL1.Color4(1.0f, 0.0f, 0.0f, 1.0f);                                 // Set The Color To Red
            GL1.DrawArrays(All1.TriangleStrip, 8, 4);

            GL1.Color4(1.0f, 1.0f, 0.0f, 1.0f);                                 // Set The Color To Yellow
            GL1.DrawArrays(All1.TriangleStrip, 12, 4);

            GL1.Color4(0.0f, 0.0f, 1.0f, 1.0f);                                 // Set The Color To Blue
            GL1.DrawArrays(All1.TriangleStrip, 16, 4);

            GL1.Color4(1.0f, 0.0f, 1.0f, 1.0f);                                 // Set The Color To Violet
            GL1.DrawArrays(All1.TriangleStrip, 20, 4);

            SwapBuffers();

            rtri  += 2f;                                                                        // Increase The Rotation Variable For The Triangle
            rquad -= 1.5f;                                                                      // Decrease The Rotation Variable For The Quad
        }