/// <summary> /// OpenGL init code (cold init). /// </summary> void InitOpenGL() { // Log OpenGL info just for curiosity. GlInfo.LogGLProperties(); // General OpenGL. glControl1.VSync = true; GL.ClearColor(Color.DarkBlue); GL.Enable(EnableCap.DepthTest); GL.ShadeModel(ShadingModel.Flat); // VBO init. VBOid = new uint[2]; GL.GenBuffers(2, VBOid); useVBO = (GL.GetError() == ErrorCode.NoError); // Shaders. if (useVBO) { canShaders = SetupShaders(); } // Texture. texName = GenerateTexture(); }
/// <summary> /// OpenGL init code (cold init). /// </summary> void InitOpenGL() { // log OpenGL info just for curiosity: GlInfo.LogGLProperties(); // general OpenGL: glControl1.VSync = true; Color c = Color.FromArgb(40, 40, 40); GL.ClearColor(c); GL.Enable(EnableCap.DepthTest); GL.ShadeModel(ShadingModel.Flat); // VBO init: VBOid = new uint[2]; GL.GenBuffers(2, VBOid); useVBO = (GL.GetError() == ErrorCode.NoError); // shaders: if (useVBO) { canShaders = SetupShaders(); } // texture: texName = GenerateTexture(); }
public void InitOpenGL(GLControl glc) { // log OpenGL info just for curiosity: GlInfo.LogGLProperties(); // general OpenGL: glc.VSync = true; GL.ClearColor(Color.FromArgb(14, 20, 40)); // darker "navy blue" GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexProgramPointSize); GL.ShadeModel(ShadingModel.Flat); // VBO init: VBOid = new uint[2]; // one big buffer for vertex data, another buffer for tri/line indices GL.GenBuffers(2, VBOid); GlInfo.LogError("VBO init"); VBOlen = new long[2]; }
/// <summary> /// OpenGL init code. /// </summary> void InitOpenGL() { // Log OpenGL info just for curiosity. GlInfo.LogGLProperties(); // General OpenGL. glControl1.VSync = true; GL.ClearColor(Color.FromArgb(14, 20, 40)); // darker "navy blue" GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexProgramPointSize); GL.ShadeModel(ShadingModel.Flat); // VBO init: VBOid = new uint[2]; // one big buffer for vertex data, another buffer for tri/line indices GL.GenBuffers(2, VBOid); GlInfo.LogError("VBO init"); VBOlen = new int[2]; // zeroes.. // Texture. GenerateTexture(); }
/// <summary> /// OpenGL init code. /// </summary> void InitOpenGL() { // log OpenGL info just for curiosity: GlInfo.LogGLProperties(); // OpenGL init code: glControl1.VSync = true; GL.ClearColor(Color.DarkBlue); GL.Enable(EnableCap.DepthTest); // VBO init: GL.GenBuffers(2, VBOid); // two buffers, one for vertex data, one for index data if (GL.GetError() != ErrorCode.NoError) { throw new Exception("Couldn't create VBOs"); } GL.Light(LightName.Light0, LightParameter.Ambient, ambientColor); GL.Light(LightName.Light0, LightParameter.Diffuse, diffuseColor); GL.Light(LightName.Light0, LightParameter.Specular, specularColor); }
/// <summary> /// OpenGL init code (cold init). /// </summary> void InitOpenGL() { // log OpenGL info just for curiosity: GlInfo.LogGLProperties(); // general OpenGL: glControl1.VSync = true; GL.ClearColor(Color.Black); GL.Disable(EnableCap.DepthTest); GL.ShadeModel(ShadingModel.Flat); // shaders: if (programs.Count > 0) { SetupShaders(); } // texture: GL.Enable(EnableCap.Texture2D); GL.ActiveTexture(TextureUnit.Texture0); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Replace); ResizeTexture(10, 10); // colormap: int colors = 256; colormap = new byte[colors * 4]; double x = 0.04; double dx = 0.96 / colors; for (int i = 0; i < colors * 4; x += dx) { Color col = Draw.ColorRamp(x); colormap[i++] = col.R; colormap[i++] = col.G; colormap[i++] = col.B; colormap[i++] = 0; } }
//==================================================================== // Rendering - OpenGL //==================================================================== /// <summary> /// OpenGL init code (cold init). /// </summary> public void InitOpenGL(GLControl glc) { // Log OpenGL info just for curiosity. GlInfo.LogGLProperties(); // General OpenGL. glc.VSync = true; GL.ClearColor(Color.FromArgb(14, 20, 40)); // darker "navy blue" GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.VertexProgramPointSize); GL.ShadeModel(ShadingModel.Flat); // VBO init. VBOid = new uint[2]; // one big buffer for vertex data, another buffer for tri/line indices GL.GenBuffers(2, VBOid); if (GlInfo.LogError("VBO init")) { Application.Exit(); } VBOlen = new long[2]; // current buffer lenghts in bytes // Shaders. InitShaderRepository(); if (!SetupShaders()) { Util.Log("Shader setup failed, giving up..."); Application.Exit(); } // Only shader VertexAttribPointers() or the very old glVertex() stuff. GL.DisableClientState(ArrayCap.VertexArray); GL.DisableClientState(ArrayCap.TextureCoordArray); GL.DisableClientState(ArrayCap.NormalArray); GL.DisableClientState(ArrayCap.ColorArray); // Texture. texName = GenerateTexture(); }
/// <summary> /// OpenGL init code. /// </summary> public void InitOpenGL() { // log OpenGL info just for curiosity: GlInfo.LogGLProperties(); // general OpenGL: glC.VSync = true; GL.ClearColor(Color.FromArgb(30, 40, 90)); GL.Enable(EnableCap.DepthTest); GL.ShadeModel(ShadingModel.Flat); // VBO init: VBOid = new uint[2]; // one big buffer for vertex data, another buffer for tri/line indices GL.GenBuffers(2, VBOid); GlInfo.LogError("VBO init"); // shaders: canShaders = SetupShaders(); // texture: GenerateTexture(); }