public SimpleVertexDrawer()
        {
            _shader = new ShaderHandler("Shaders/simpleVtx.vert", "Shaders/coloredVtx.frag");
            _attrs  = new VertexAttribs();

            _attrs.LayoutAddFloat(3, VertexAttribPointerType.Float, false);
        }
Example #2
0
        public TexturedVertexDrawer()
        {
            _shader = new ShaderHandler("Shaders/texturedVtx.vert", "Shaders/texturedVtx.frag");
            _attrs  = new VertexAttribs();

            // pos
            _attrs.LayoutAddFloat(3, VertexAttribPointerType.Float, false);
            // texture coordinates
            _attrs.LayoutAddFloat(2, VertexAttribPointerType.Float, false);
        }
Example #3
0
 public RdpVertexDrawer()
 {
     _shader          = new ShaderHandler("Shaders/rdpVtx.vert", "Shaders/rdpVtx.frag");
     _wireframeShader = new ShaderHandler("Shaders/rdpVtx.vert", "Shaders/wireframe.frag", "Shaders/wireframe.geom");
     _nrmShader       = new ShaderHandler("Shaders/rdpvtx.vert", "Shaders/coloredVtx.frag", "Shaders/rdpVtxNrm.geom");
     _attrs           = new VertexAttribs();
     // position
     //_attrs.LayoutAddFloat(3, VertexAttribPointerType.Short, false);
     _attrs.LayoutAddInt(3, VertexAttribIntegerType.UnsignedShort);
     //flag
     _attrs.LayoutAddInt(1, VertexAttribIntegerType.UnsignedShort);
     // tex coords
     _attrs.LayoutAddInt(2, VertexAttribIntegerType.Short);
     // color/normal
     _attrs.LayoutAddFloat(4, VertexAttribPointerType.Byte, true);
     // matrix
     _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false);
     _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false);
     _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false);
     _attrs.LayoutAddFloat(4, VertexAttribPointerType.Float, false);
 }