private void openGLControl1_OpenGLDraw(object sender, RenderEventArgs args) { OpenGL gl = openGLControl1.OpenGL; gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); gl.LoadIdentity(); gl.MatrixMode(OpenGL.GL_PROJECTION); gl.Perspective(cameraAngle, openGLControl1.Width / openGLControl1.Height, 1.0, 100.0); gl.LookAt(cameraPosition[0], cameraPosition[1], cameraPosition[2], viewPosition[0], viewPosition[1], viewPosition[2], 0, 0, 1); SceneGrid gid = new SceneGrid(GridSize); gid.drawSceneGrid(gl); //draw all added geometries drawGeometries(gl); gl.Flush(); }
private void openGLControl1_Resized(object sender, EventArgs e) { OpenGL gl = openGLControl1.OpenGL; //set ma tran viewport gl.Viewport( 0, 0, openGLControl1.Width, openGLControl1.Height); gl.LoadIdentity(); //set ma tran phep chieu gl.MatrixMode(OpenGL.GL_PROJECTION); gl.Perspective(cameraAngle, openGLControl1.Width / openGLControl1.Height, 1.0, 100.0); //set ma tran model view gl.MatrixMode(OpenGL.GL_MODELVIEW); gl.LookAt(cameraPosition[0], cameraPosition[1], cameraPosition[2], viewPosition[0], viewPosition[1], viewPosition[2], 0, 0, 1); }