private void glCanvas1_OpenGLDraw(object sender, RenderEventArgs e) { GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); element.Render(Objects.RenderModes.Render); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); element.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { mat4 projectionMatrix = camera.GetProjectionMat4(); mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; element.mvp = mvp; GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); element.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { rotation += 3.0f; modelMatrix = glm.rotate(rotation, new vec3(0, 1, 0)); viewMatrix = this.camera.GetViewMat4(); projectionMatrix = this.camera.GetProjectionMat4(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; element.mvp = mvp; //GL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f); GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); element.Render(arg); }
void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { mat4 projectionMatrix = camera.GetProjectionMat4(); projectionMatrix = glm.translate(projectionMatrix, new vec3(translateX, translateY, translateZ));// mat4 viewMatrix = camera.GetViewMat4(); mat4 modelMatrix = mat4.identity(); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; pyramidElement.mvp = mvp; textElement.mvp = mvp; GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, this.camera); pyramidElement.Render(arg); textElement.Render(arg); }
private void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e) { rotation += 3.0f; mat4 modelMatrix = glm.rotate(rotation, new vec3(0, 1, 0)); const float distance = 0.7f; viewMatrix = glm.lookAt(new vec3(-distance, distance, -distance), new vec3(0, 0, 0), new vec3(0, -1, 0)); int[] viewport = new int[4]; GL.GetInteger(GetTarget.Viewport, viewport); projectionMatrix = glm.perspective(60.0f, (float)viewport[2] / (float)viewport[3], 0.01f, 100.0f); mat4 mvp = projectionMatrix * viewMatrix * modelMatrix; pyramidElement.mvp = mvp; GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); var arg = new RenderEventArgs(RenderModes.Render, null); pyramidElement.Render(arg); }