public GraphicsDevice(Size size, WindowMode window) { Console.WriteLine("Using Cg renderer"); windowSize = size; var extensions = new [] { "GL_ARB_vertex_program", "GL_ARB_fragment_program", "GL_ARB_vertex_buffer_object", }; surf = SdlGraphics.InitializeSdlGl(ref windowSize, window, extensions); cgContext = Tao.Cg.Cg.cgCreateContext(); Tao.Cg.Cg.cgSetErrorCallback(CgErrorCallback); Tao.Cg.CgGl.cgGLRegisterStates(cgContext); Tao.Cg.CgGl.cgGLSetManageTextureParameters(cgContext, true); vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX); fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT); Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY); ErrorHandler.CheckGlError(); Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY); ErrorHandler.CheckGlError(); Sdl.SDL_SetModState(0); // i have had enough. input = new SdlInput(surf); }
public GraphicsDevice(Size size, WindowMode window) { Console.WriteLine("Using Gl renderer"); windowSize = size; var extensions = new [] { "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", "GL_ARB_vertex_buffer_object", }; surf = SdlGraphics.InitializeSdlGl(ref windowSize, window, extensions); Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY); ErrorHandler.CheckGlError(); Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY); ErrorHandler.CheckGlError(); Sdl.SDL_SetModState(0); input = new SdlInput(surf); }
public void Clear() { SdlGraphics.Clear(); }
public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices) { SdlGraphics.DrawPrimitives(pt, firstVertex, numVertices); }