//============================================================================= //Methods //============================================================================= internal void Load() { //============================================================================= //Setup Clearing GL.ClearColor(0, 1, 0, 0); //============================================================================= //Setup Depth GL.Enable(EnableCap.DepthTest); GL.DepthMask(true); GL.DepthFunc(DepthFunction.Less); GL.DepthRange(0.0, 1.0); GL.ClearDepth(1.0); Console.WriteLine("Setup Clearing Functions"); //============================================================================= //Load Shaders shaders.Add(FileOps.LoadShader(ShaderType.VertexShader, "Shaders/Standard.vert")); shaders.Add(FileOps.LoadShader(ShaderType.FragmentShader, "Shaders/Standard.frag")); programList.Add("default", Shaders.CreateProgram(shaders)); Console.WriteLine("Shaders Loaded - Num: " + shaders.Count.ToString()); Console.WriteLine("Programs Loaded - Num: " + programList.Count.ToString()); //============================================================================= //Load Textures Structs.TextureData texture = FileOps.LoadTexture("Cube", "Textures/Cube.bmp"); //TODO Load all Meshes, Textures //Auto Load every file in each folder automatically //Load texture to GPU textureLocationList = LoadTexturesToGPU(new Structs.TextureData[1] { texture, } ); //============================================================================= //Load Meshes Structs.MeshData mesh = FileOps.LoadMesh("Cube", "Meshes/Cube.obj"); meshLocationList = LoadMeshesToGPU(new Structs.MeshData[1] { mesh }); //============================================================================= //Setup Camera camera.Transform.Translate(new Vector3(0, 0.00f, 0f)); camera.SetProjection(1f, 0.001f, 20f); }