public void Clear(ClearOptions options, Vector4 color, float depth, int stencil) { GL11.ClearColor(color.X, color.Y, color.Z, 1.0f); GL11.ClearDepth(depth); GL11.ClearStencil(stencil); GL11.Clear((uint)(All11.ColorBufferBit | All11.DepthBufferBit | All11.StencilBufferBit)); }
public void Clear(Color color) { Vector4 vector = color.ToEAGLColor(); GL11.ClearColor(vector.X, vector.Y, vector.Z, 1.0f); GL11.Clear((uint)All11.ColorBufferBit); }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); MakeCurrent(); SetupView(); GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit)); // Clear The Screen And The Depth Buffer GL1.LoadIdentity(); // Reset The Current Modelview Matrix GL1.Translate(-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0 GL1.Rotate(rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis float [] triangleVertices = { 0.0f, 1.0f, 0.0f, // Top -1.0f, -1.0f, 0.0f, // Bottom Left 1.0f, -1.0f, 0.0f }; // Bottom Right float [] triangleColors = { 1.0f, 0.0f, 0.0f, 1.0f, // Set The Color To Red 0.0f, 1.0f, 0.0f, 1.0f, // Set The Color To Green 0.0f, 0.0f, 1.0f, 1.0f }; // Set The Color To Blue GL1.VertexPointer(3, All1.Float, 0, triangleVertices); GL1.EnableClientState(All1.VertexArray); GL1.ColorPointer(4, All1.Float, 0, triangleColors); GL1.EnableClientState(All1.ColorArray); GL.DrawArrays(All.Triangles, 0, 3); GL1.LoadIdentity(); // Reset The Current Modelview Matrix GL1.Translate(1.5f, 0.0f, -6.0f); // Move Right 1.5 Units And Into The Screen 6.0 GL1.Rotate(rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis float [] squareVerticies = { -1.0f, 1.0f, 0.0f, // Top Left -1.0f, -1.0f, 0.0f, // Bottom Left 1.0f, 1.0f, 0.0f, // Top Right 1.0f, -1.0f, 0.0f }; // Bottom Right GL1.DisableClientState(All1.ColorArray); GL1.Color4(0.5f, 0.5f, 1.0f, 1.0f); // Set The Color To Blue One Time Only GL1.VertexPointer(3, All1.Float, 0, squareVerticies); GL1.EnableClientState(All1.VertexArray); GL.DrawArrays(All.TriangleStrip, 0, 4); SwapBuffers(); rtri += 2f; // Increase The Rotation Variable For The Triangle rquad -= 1.5f; // Decrease The Rotation Variable For The Quad }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); MakeCurrent(); SetupView(); GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit)); // Clear The Screen And The Depth Buffer GL1.LoadIdentity(); // Reset The Current Modelview Matrix SwapBuffers(); }
public void Clear(Color color) { Vector4 vector = color.ToEAGLColor(); if (openGLESVersion == GLContextVersion.Gles2_0) { GL20.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL20.Clear((uint)All20.ColorBufferBit); } else { GL11.ClearColor(vector.X, vector.Y, vector.Z, vector.W); GL11.Clear((uint)All11.ColorBufferBit); } }
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil) { if (openGLESVersion == GLContextVersion.Gles2_0) { GL20.ClearColor(color.X, color.Y, color.Z, color.W); GL20.ClearDepth(depth); GL20.ClearStencil(stencil); GL20.Clear((uint)(All20.ColorBufferBit | All20.DepthBufferBit | All20.StencilBufferBit)); } else { GL11.ClearColor(color.X, color.Y, color.Z, color.W); GL11.ClearDepth(depth); GL11.ClearStencil(stencil); GL11.Clear((uint)(All11.ColorBufferBit | All11.DepthBufferBit | All11.StencilBufferBit)); } }
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil) { uint mask = 0; if (color.X != 0f || color.Y != 0f || color.Z != 0f || color.W != 0f) { GL11.ClearColor(color.X, color.Y, color.Z, color.W); mask = (uint)ALL11.ColorBufferBit | mask; } GL11.ClearDepth(depth); mask = (uint)ALL11.DepthBufferBit | mask; GL11.ClearStencil(stencil); mask = (uint)ALL11.StencilBufferBit | mask; GL11.Clear(mask); }
protected override void OnRenderFrame (FrameEventArgs e) { base.OnRenderFrame (e); MakeCurrent (); SetupView (); GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit)); // Clear The Screen And The Depth Buffer GL1.LoadIdentity(); // Reset The Current Modelview Matrix GL1.Translate(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 float [] triangleVertices = { 0.0f, 1.0f, 0.0f, // Top -1.0f,-1.0f, 0.0f, // Bottom Left 1.0f,-1.0f, 0.0f}; // Bottom Right GL1.VertexPointer (3, All1.Float, 0, triangleVertices); GL1.EnableClientState (All1.VertexArray); GL.DrawArrays (All.Triangles, 0, 3); GL1.Translate(3.0f,0.0f,0.0f); // From Right Point Move 3 Units Right axis float [] squareVerticies = { -1.0f, 1.0f, 0.0f, // Top Left -1.0f,-1.0f, 0.0f, // Bottom Left 1.0f, 1.0f, 0.0f, // Top Right 1.0f,-1.0f, 0.0f}; // Bottom Right GL1.VertexPointer ( 3, All1.Float, 0, squareVerticies); GL1.EnableClientState (All1.VertexArray); GL.DrawArrays (All.TriangleStrip, 0, 4); SwapBuffers (); // Decrease The Rotation Variable For The Quad }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); MakeCurrent(); SetupView(); GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit)); // Clear The Screen And The Depth Buffer GL1.LoadIdentity(); // Reset The Current Modelview Matrix GL1.Translate(0.0f, 0.0f, z); // Move Right And Into The Screen GL1.Rotate(xrot, 1.0f, 0.0f, 0.0f); // Rotate On The X Axis By xrot GL1.Rotate(yrot, 0.0f, 1.0f, 0.0f); // Rotate On The Y Axis By yrot GL1.BindTexture(All1.Texture2D, texture[filter]); // Select A Texture Based On filter float [] cubeVerticies = { -1.0f, 1.0f, 1.0f, // Top Left Of The Quad (Front) -1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 1.0f, 1.0f, // Top Right Of The Quad (Front) 1.0f, -1.0f, 1.0f, // Bottom Right Of The Quad (Front) -1.0f, -1.0f, -1.0f, // Bottom Left Of The Quad (Back) -1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Back) 1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Back) 1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Back) -1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Top) -1.0f, 1.0f, 1.0f, // Bottom Left Of The Quad (Top) 1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Top) 1.0f, 1.0f, 1.0f, // Bottom Right Of The Quad (Top) -1.0f, -1.0f, -1.0f, // Top Left Of The Quad (Bottom) 1.0f, -1.0f, -1.0f, // Top Right Of The Quad (Bottom) -1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Bottom) 1.0f, -1.0f, 1.0f, // Bottom Right Of The Quad (Bottom) 1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Right) 1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Right) 1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Right) 1.0f, 1.0f, 1.0f, // Top Left Of The Quad (Right) -1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Left) -1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Left) -1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Left) -1.0f, 1.0f, 1.0f, // Top Left Of The Quad (Left) }; float [] cubeTexs = { 0.0f, 0.0f, // Top Left Of The Quad (Front) 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 0.0f, // Top Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Left Of The Quad (Back) 1.0f, 0.0f, // Top Left Of The Quad (Back) 0.0f, 1.0f, // Bottom Right Of The Quad (Back) 0.0f, 0.0f, // Top Right Of The Quad (Back) 0.0f, 0.0f, // Top Left Of The Quad (Top) 0.0f, 1.0f, // Bottom Left Of The Quad (Top) 1.0f, 0.0f, // Top Right Of The Quad (Top) 1.0f, 1.0f, // Bottom Right Of The Quad (Top) 1.0f, 0.0f, // Top Left Of The Quad (Bottom) 0.0f, 0.0f, // Top Right Of The Quad (Bottom) 1.0f, 1.0f, // Bottom Left Of The Quad (Bottom) 0.0f, 1.0f, // Bottom Right Of The Quad (Bottom) 1.0f, 1.0f, // Bottom Right Of The Quad (Right) 1.0f, 0.0f, // Top Right Of The Quad (Right) 0.0f, 1.0f, // Bottom Left Of The Quad (Right) 0.0f, 0.0f, // Top Left Of The Quad (Right) 0.0f, 1.0f, // Bottom Right Of The Quad (Left) 1.0f, 1.0f, // Bottom Left Of The Quad (Left) 0.0f, 0.0f, // Top Right Of The Quad (Left) 1.0f, 0.0f, // Top Left Of The Quad (Left) }; float [] cubeNormals = { 0.0f, 0.0f, 1.0f, // Top Left Of The Quad (Front) 0.0f, 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 0.0f, 0.0f, 1.0f, // Top Right Of The Quad (Front) 0.0f, 0.0f, 1.0f, // Bottom Right Of The Quad (Front) 0.0f, 0.0f, -1.0f, // Bottom Left Of The Quad (Back) 0.0f, 0.0f, -1.0f, // Top Left Of The Quad (Back) 0.0f, 0.0f, -1.0f, // Bottom Right Of The Quad (Back) 0.0f, 0.0f, -1.0f, // Top Right Of The Quad (Back) 0.0f, 1.0f, 0.0f, // Top Left Of The Quad (Top) 0.0f, 1.0f, 0.0f, // Bottom Left Of The Quad (Top) 0.0f, 1.0f, 0.0f, // Top Right Of The Quad (Top) 0.0f, 1.0f, 0.0f, // Bottom Right Of The Quad (Top) 0.0f, -1.0f, 0.0f, // Top Left Of The Quad (Bottom) 0.0f, -1.0f, 0.0f, // Top Right Of The Quad (Bottom) 0.0f, -1.0f, 0.0f, // Bottom Left Of The Quad (Bottom) 0.0f, -1.0f, 0.0f, // Bottom Right Of The Quad (Bottom) 1.0f, 0.0f, 0.0f, // Bottom Right Of The Quad (Right) 1.0f, 0.0f, 0.0f, // Top Right Of The Quad (Right) 1.0f, 0.0f, 0.0f, // Bottom Left Of The Quad (Right) 1.0f, 0.0f, 0.0f, // Top Left Of The Quad (Right) -1.0f, 0.0f, 0.0f, // Bottom Right Of The Quad (Left) -1.0f, 0.0f, 0.0f, // Bottom Left Of The Quad (Left) -1.0f, 0.0f, 0.0f, // Top Right Of The Quad (Left) -1.0f, 0.0f, 0.0f, // Top Left Of The Quad (Left) }; GL1.VertexPointer(3, All1.Float, 0, cubeVerticies); GL1.EnableClientState(All1.VertexArray); GL1.TexCoordPointer(2, All1.Float, 0, cubeTexs); GL1.EnableClientState(All1.TextureCoordArray); GL1.NormalPointer(All1.Float, 0, cubeNormals); GL1.EnableClientState(All1.NormalArray); GL1.DrawArrays(All1.TriangleStrip, 0, 4); GL1.DrawArrays(All1.TriangleStrip, 4, 4); GL1.DrawArrays(All1.TriangleStrip, 8, 4); GL1.DrawArrays(All1.TriangleStrip, 12, 4); GL1.DrawArrays(All1.TriangleStrip, 16, 4); GL1.DrawArrays(All1.TriangleStrip, 20, 4); SwapBuffers(); xrot += xspeed; // Add xspeed To xrot yrot += yspeed; // Add yspeed To yrot handleButtons(); }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); MakeCurrent(); SetupView(); GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit)); // Clear The Screen And The Depth Buffer GL1.LoadIdentity(); // Reset The Current Modelview Matrix GL1.LoadIdentity(); GL1.Translate(0.0f, 0.0f, -5.0f); // Move Right And Into The Screen GL1.Rotate(xrot, 1.0f, 0.0f, 0.0f); // Rotate on the X Axis GL1.Rotate(yrot, 0.0f, 1.0f, 0.0f); // Rotate on the Y Axis GL1.Rotate(zrot, 0.0f, 0.0f, 1.0f); // Rotate on the Z Axis float [] cubeVerticies = { -1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Top) -1.0f, 1.0f, 1.0f, // Bottom Left Of The Quad (Top) 1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Top) 1.0f, 1.0f, 1.0f, // Bottom Right Of The Quad (Top) -1.0f, -1.0f, 1.0f, // Top Left Of The Quad (Bottom) -1.0f, -1.0f, -1.0f, // Bottom Left Of The Quad (Bottom) 1.0f, -1.0f, 1.0f, // Top Right Of The Quad (Bottom) 1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Bottom) -1.0f, 1.0f, 1.0f, // Top Left Of The Quad (Front) -1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 1.0f, 1.0f, // Top Right Of The Quad (Front) 1.0f, -1.0f, 1.0f, // Bottom Right Of The Quad (Front) 1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Back) 1.0f, -1.0f, -1.0f, // Bottom Left Of The Quad (Back) -1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Back) -1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Back) -1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Left) -1.0f, -1.0f, -1.0f, // Bottom Left Of The Quad (Left) -1.0f, 1.0f, 1.0f, // Top Right Of The Quad (Left) -1.0f, -1.0f, 1.0f, // Bottom Right Of The Quad (Left) 1.0f, 1.0f, 1.0f, // Top Left Of The Quad (Right) 1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Right) 1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Right) 1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Right) }; float [] cubeTexs = { 0.0f, 0.0f, // Top Left Of The Quad (Front) 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 0.0f, // Top Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Right Of The Quad (Front) 0.0f, 0.0f, // Top Left Of The Quad (Front) 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 0.0f, // Top Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Right Of The Quad (Front) 0.0f, 0.0f, // Top Left Of The Quad (Front) 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 0.0f, // Top Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Right Of The Quad (Front) 0.0f, 0.0f, // Top Left Of The Quad (Front) 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 0.0f, // Top Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Right Of The Quad (Front) 0.0f, 0.0f, // Top Left Of The Quad (Front) 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 0.0f, // Top Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Right Of The Quad (Front) 0.0f, 0.0f, // Top Left Of The Quad (Front) 0.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 0.0f, // Top Right Of The Quad (Front) 1.0f, 1.0f, // Bottom Right Of The Quad (Front) }; GL1.VertexPointer(3, All1.Float, 0, cubeVerticies); GL1.EnableClientState(All1.VertexArray); GL1.TexCoordPointer(2, All1.Float, 0, cubeTexs); GL1.EnableClientState(All1.TextureCoordArray); GL1.DrawArrays(All1.TriangleStrip, 0, 4); GL1.DrawArrays(All1.TriangleStrip, 4, 4); GL1.DrawArrays(All1.TriangleStrip, 8, 4); GL1.DrawArrays(All1.TriangleStrip, 12, 4); GL1.DrawArrays(All1.TriangleStrip, 16, 4); GL1.DrawArrays(All1.TriangleStrip, 20, 4); SwapBuffers(); xrot += 0.75f; yrot += 0.5f; zrot += 1.0f; if (xrot > 360f) { xrot -= 360f; } if (yrot > 360f) { yrot -= 360f; } if (zrot > 360f) { zrot -= 360f; } }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); MakeCurrent(); SetupView(); GL1.Clear((int)(All.ColorBufferBit | All.DepthBufferBit)); // Clear The Screen And The Depth Buffer GL1.LoadIdentity(); // Reset The Current Modelview Matrix GL1.Translate(-1.5f, 0.0f, -6.0f); // Move Left And Into The Screen GL1.Rotate(rtri, 0.0f, 1.0f, 0.0f); // Rotate The Pyramid On It's Y Axis float [] triangleVerticies = { 0.0f, 1.0f, 0.0f, // Top Of Triangle (Front) -1.0f, -1.0f, 1.0f, // Left Of Triangle (Front) 1.0f, -1.0f, 1.0f, // Right Of Triangle (Front) 0.0f, 1.0f, 0.0f, // Top Of Triangle (Right) 1.0f, -1.0f, 1.0f, // Left Of Triangle (Right) 1.0f, -1.0f, -1.0f, // Right Of Triangle (Right) 0.0f, 1.0f, 0.0f, // Top Of Triangle (Back) 1.0f, -1.0f, -1.0f, // Left Of Triangle (Back) -1.0f, -1.0f, -1.0f, // Right Of Triangle (Back) 0.0f, 1.0f, 0.0f, // Top Of Triangle (Left) -1.0f, -1.0f, -1.0f, // Left Of Triangle (Left) -1.0f, -1.0f, 1.0f, // Right Of Triangle (Left) }; float [] triangleColors = { 1.0f, 0.0f, 0.0f, 1.0f, // Red 0.0f, 1.0f, 0.0f, 1.0f, // Green 0.0f, 0.0f, 1.0f, 1.0f, // Blue 1.0f, 0.0f, 0.0f, 1.0f, // Red 0.0f, 0.0f, 1.0f, 1.0f, // Blue 0.0f, 1.0f, 0.0f, 1.0f, // Green 1.0f, 0.0f, 0.0f, 1.0f, // Red 0.0f, 1.0f, 0.0f, 1.0f, // Green 0.0f, 0.0f, 1.0f, 1.0f, // Blue 1.0f, 0.0f, 0.0f, 1.0f, // Red 0.0f, 0.0f, 1.0f, 1.0f, // Blue 0.0f, 1.0f, 0.0f, 1.0f, // Green }; GL1.VertexPointer(3, All1.Float, 0, triangleVerticies); GL1.EnableClientState(All1.VertexArray); GL1.ColorPointer(4, All1.Float, 0, triangleColors); GL1.EnableClientState(All1.ColorArray); GL1.DrawArrays(All1.Triangles, 0, 12); GL1.LoadIdentity(); GL1.Translate(1.5f, 0.0f, -7.0f); // Move Right And Into The Screen GL1.Rotate(rquad, 1.0f, 1.0f, 1.0f); // Rotate The Cube On X, Y & Z float [] cubeVerticies = { -1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Top) -1.0f, 1.0f, 1.0f, // Bottom Left Of The Quad (Top) 1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Top) 1.0f, 1.0f, 1.0f, // Bottom Right Of The Quad (Top) -1.0f, -1.0f, 1.0f, // Top Left Of The Quad (Bottom) -1.0f, -1.0f, -1.0f, // Bottom Left Of The Quad (Bottom) 1.0f, -1.0f, 1.0f, // Top Right Of The Quad (Bottom) 1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Bottom) -1.0f, 1.0f, 1.0f, // Top Left Of The Quad (Front) -1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Front) 1.0f, 1.0f, 1.0f, // Top Right Of The Quad (Front) 1.0f, -1.0f, 1.0f, // Bottom Right Of The Quad (Front) 1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Back) 1.0f, -1.0f, -1.0f, // Bottom Left Of The Quad (Back) -1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Back) -1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Back) -1.0f, 1.0f, -1.0f, // Top Left Of The Quad (Left) -1.0f, -1.0f, -1.0f, // Bottom Left Of The Quad (Left) -1.0f, 1.0f, 1.0f, // Top Right Of The Quad (Left) -1.0f, -1.0f, 1.0f, // Bottom Right Of The Quad (Left) 1.0f, 1.0f, 1.0f, // Top Left Of The Quad (Right) 1.0f, -1.0f, 1.0f, // Bottom Left Of The Quad (Right) 1.0f, 1.0f, -1.0f, // Top Right Of The Quad (Right) 1.0f, -1.0f, -1.0f, // Bottom Right Of The Quad (Right) }; GL1.VertexPointer(3, All1.Float, 0, cubeVerticies); GL1.EnableClientState(All1.VertexArray); GL1.DisableClientState(All1.ColorArray); GL1.Color4(0.0f, 1.0f, 0.0f, 1.0f); // Set The Color To Green GL1.DrawArrays(All1.TriangleStrip, 0, 4); GL1.Color4(1.0f, 0.5f, 0.0f, 1.0f); // Set The Color To Orange GL1.DrawArrays(All1.TriangleStrip, 4, 4); GL1.Color4(1.0f, 0.0f, 0.0f, 1.0f); // Set The Color To Red GL1.DrawArrays(All1.TriangleStrip, 8, 4); GL1.Color4(1.0f, 1.0f, 0.0f, 1.0f); // Set The Color To Yellow GL1.DrawArrays(All1.TriangleStrip, 12, 4); GL1.Color4(0.0f, 0.0f, 1.0f, 1.0f); // Set The Color To Blue GL1.DrawArrays(All1.TriangleStrip, 16, 4); GL1.Color4(1.0f, 0.0f, 1.0f, 1.0f); // Set The Color To Violet GL1.DrawArrays(All1.TriangleStrip, 20, 4); SwapBuffers(); rtri += 2f; // Increase The Rotation Variable For The Triangle rquad -= 1.5f; // Decrease The Rotation Variable For The Quad }