public void onDrawFrame(GL10 gl) { // define the color we want to be displayed as the "clipping wall" gl.glClearColor(_red, _green, _blue, 1.0f); // clear the color buffer to show the ClearColor we called above... gl.glClear(GL10_GL_COLOR_BUFFER_BIT); }
private void Sync(bool pollEvents) { double dt = 1 / 60.0; double currentTime = GLFW.glfwGetTime(); // Main loop while (GLFW.glfwWindowShouldClose(Handle) == 0) { double newTime = GLFW.glfwGetTime(); double frameTime = newTime - currentTime; currentTime = newTime; while (frameTime > 0) { double deltaTime = Math.Min(frameTime, dt); frameTime -= deltaTime; for (var i = 0; i < blocks.Length; i++) { blocks[i].UseDelta = useDelta; blocks[i].Update(deltaTime, width, height); } } // Render a background and enable some stuff for 2d rendering with alpha GL10.glMatrixMode(GL11.GL_PROJECTION); GL10.glLoadIdentity(); GL10.glOrtho(0, width, height, 0, -1, 1); GL10.glMatrixMode(GL11.GL_MODELVIEW); GL10.glLoadIdentity(); GL10.glEnable(GL11.GL_BLEND); GL10.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL10.glViewport(0, 0, Width, Height); GL10.glClearColor(0, 0, 0, 1); GL10.glClear(GL11.GL_COLOR_BUFFER_BIT); // Render for (var i = 0; i < blocks.Length; i++) { blocks[i].Render(); } GLFW.glfwSwapBuffers(Handle); GLFW.glfwPollEvents(); } GLFW.glfwDestroyWindow(Handle); }
public void onDrawFrame(GL10 gl) { // clear the color buffer and the depth buffer gl.glClear(GL10_GL_COLOR_BUFFER_BIT | GL10_GL_DEPTH_BUFFER_BIT); gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer); gl.glColorPointer(4, GL10_GL_FLOAT, 0, _colorBuffer); for (int i = 1; i <= 10; i++) { gl.glLoadIdentity(); gl.glTranslatef(0.0f, -1f, -1.0f + -1.5f * i); // set rotation gl.glRotatef(_xAngle, 1f, 0f, 0f); gl.glRotatef(_yAngle, 0f, 1f, 0f); gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer); } }
public void onDrawFrame(GL10 gl) { // define the color we want to be displayed as the "clipping wall" gl.glClearColor(0f, 0f, 0f, 1.0f); // reset the matrix - good to fix the rotation to a static angle gl.glLoadIdentity(); // clear the color buffer to show the ClearColor we called above... gl.glClear(GL10_GL_COLOR_BUFFER_BIT); // set rotation gl.glRotatef(_xAngle, 1f, 0f, 0f); gl.glRotatef(_yAngle, 0f, 1f, 0f); //gl.glColor4f(0.5f, 0f, 0f, 0.5f); gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer); gl.glColorPointer(4, GL10_GL_FLOAT, 0, _colorBuffer); gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer); }
public void onDrawFrame(GL10 gl) { // define the color we want to be displayed as the "clipping wall" gl.glClearColor(_red, _green, _blue, 1.0f); // clear the color buffer to show the ClearColor we called above... gl.glClear(GL10_GL_COLOR_BUFFER_BIT); // set rotation gl.glRotatef(_angle, 0f, 1f, 0f); // set the color of our element gl.glColor4f(0.5f, 0f, 0f, 0.5f); // define the vertices we want to draw gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer); // finally draw the vertices gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer); }
private void Sync(bool pollEvents) { // Main loop while (GLFW.glfwWindowShouldClose(Handle) == 0) { // Update // Render a background and enable some stuff for 2d rendering with alpha GL10.glEnable(GL11.GL_BLEND); GL10.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL10.glViewport(0, 0, Width, Height); GL10.glClearColor(0, 0, 0, 1); GL10.glClear(GL11.GL_COLOR_BUFFER_BIT); // Render GLFW.glfwSwapBuffers(Handle); GLFW.glfwPollEvents(); } GLFW.glfwDestroyWindow(Handle); }
public void onDrawFrame(GL10 gl) { // define the color we want to be displayed as the "clipping wall" gl.glClearColor(_red, _green, _blue, 1.0f); // reset the matrix - good to fix the rotation to a static angle gl.glLoadIdentity(); // clear the color buffer to show the ClearColor we called above... gl.glClear(GL10_GL_COLOR_BUFFER_BIT); // set rotation for the non-static triangle gl.glRotatef(_angle, 0f, 1f, 0f); gl.glColor4f(0.5f, 0f, 0f, 0.5f); gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer); gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer); // gl.glColor4f(0.5f, 0f, 0f, 0.5f); gl.glVertexPointer(3, GL10_GL_FLOAT, 0, _vertexBuffer); gl.glColorPointer(4, GL10_GL_FLOAT, 0, _colorBuffer); gl.glDrawElements(GL10_GL_TRIANGLES, _nrOfVertices, GL10_GL_UNSIGNED_SHORT, _indexBuffer); }
public virtual void onDrawFrame(GL10 gl) { gl.glClearColor((float)0.5, (float)0.5, (float)0.5, (float)1.0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); }
public virtual void onDrawFrame(GL10 gl) { gl.glClearColor((float) 0.5, (float) 0.5, (float) 0.5, (float) 1.0); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); }