public void SetUp() { var rel = new OpenTK_RenderElements(null, -1, -1, -1, -1); // THis will crash if any GL is done mockedDraw = new OTKDraw(rel); rd = rel.renderData; proc = new RenderProcessor(buf); }
void HandleCreatedStuff() { GraphicsContext glContext; var iwi = Utilities.CreateWindowsWindowInfo(w32.handle); glContext = new GraphicsContext(GraphicsMode.Default, iwi); glContext.MakeCurrent(iwi); (glContext as IGraphicsContextInternal).LoadAll(); glContext.SwapInterval = 1; // vsync // Init uDraw and assign IRenderElement parts _backRenderer = new OpenTK_RenderElements(glContext); _uDraw = new OTKDraw(_backRenderer); }
IUnifiedDraw GetGlDrawObject() { // get the glinfo gw = new GameWindow(50, 50); gw.Context.LoadAll(); // generate buffers int FBO_Draw = GL.Ext.GenFramebuffer(); int FBO_Window = GL.Ext.GenFramebuffer(); int T2D_Draw = GL.GenTexture(); int T2D_Window = GL.GenTexture(); // saveem var _backRenderer = new OpenTK_RenderElements(gw.Context, FBO_Draw, T2D_Draw, FBO_Window, T2D_Window); return(new OTKDraw(_backRenderer)); }