public Renderer(StaticShader shader) { projectionMatrix = Matrix4.CreatePerspectiveFieldOfView( (float)((Math.PI / 180) * 70f), 1280f / 720f, 0.1f, 1000f); shader.Use(); shader.LoadProjectionMatrix(ref projectionMatrix); shader.UnUse(); }
public virtual void Render() { shader.Use(); shader.LoadViewMatrix(camera.GetViewMatrix()); Gl.Enable(EnableCap.CullFace); Gl.CullFace(CullFaceMode.Back); foreach (KeyValuePair <GenericVAO, List <ModelEntity> > item in entityDictionary) { GenericVAO model = item.Key; PrepareModel(model); foreach (Entity entity in item.Value) { shader.LoadTransformationMatrix(Maths.CreateTransformationMatrix(entity)); Gl.DrawElements(model.DrawMode, model.VertexCount, model.ElementType, model.OffsetInBytes); } UnBindModel(); } entityDictionary.Clear(); }