private void CreateAndFillBuffers() { Vector3[] aPositions = new Vector3[] { new Vector3(-1, -1, 0), new Vector3(1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0)}; Vector2[] aTexCoords = new Vector2[] { new Vector2(0, 1), new Vector2(1, 1), new Vector2(0, 0), new Vector2(1, 0)}; positions = context.NewVertexBuffer<Vector3>(VertexAttribPointerType.Float, 3); positions.UploadVertices(aPositions); textureCoords = context.NewVertexBuffer<Vector2>(VertexAttribPointerType.Float, 2); textureCoords.UploadVertices(aTexCoords); indices = context.NewIndicesBuffer(); indices.UploadIndices(new uint[] {0, 1, 2, 3}); }
public void Run(IEnumerable<MutableTuple<String, Object>> parameters, GLIndicesBuffer indicesBuffer, BeginMode drawMode) { Use(); PassParameters(parameters); indicesBuffer.BindAndDraw(drawMode); indicesBuffer.Disable(); Cleanup(parameters); context.CheckForErrorsIfDebugging(); }