private static void Window_RenderFrame(object sender, FrameEventArgs e) { GL.ClearColor(Color.Black); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); SolidColorMeshShader shader = SolidColorMeshShader.SharedInstance; shader.Use(); camera.ApplyToShader(shader); sphere.Draw(); window.SwapBuffers(); }
// This gets called on each frame render protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); SolidColorMeshShader shader = SolidColorMeshShader.SharedInstance; shader.Use(); camera.ApplyToShader(shader); sphere.Draw(); SwapBuffers(); }