public void AddUniform(ShaderProgramUniforms uniform) { Enable(); _uniforms[uniform] = GL.GetUniformLocation(Program, uniform.ToString()); if (OnMessage != null) OnMessage("Uniform Created :" + uniform.ToString() + " at: " + _uniforms[uniform]); Disable(); }
public void UpdateUniform(ShaderProgramUniforms uniform, ref Matrix4 matrix) { GL.UniformMatrix4(_uniforms[uniform], false, ref matrix); if (OnMessage != null) { OnMessage("Uniform Updated :" + uniform.ToString()); } }
public void AddUniform(ShaderProgramUniforms uniform) { Enable(); _uniforms[uniform] = GL.GetUniformLocation(Program, uniform.ToString()); if (OnMessage != null) { OnMessage("Uniform Created :" + uniform.ToString() + " at: " + _uniforms[uniform]); } Disable(); }
public void UpdateUniform(ShaderProgramUniforms uniform, ref Matrix4 matrix) { GL.UniformMatrix4(_uniforms[uniform], false, ref matrix); if (OnMessage != null) OnMessage("Uniform Updated :" + uniform.ToString()); }