public void Bind() { GLProg.Bind(); GL.BindVertexArray(ID); if (Tex != null) { if (GLProg.SetUniform("TEX", Tex)) { Tex.Bind(); } } if (Tex2 != null) { if (GLProg.SetUniform("TEX2", Tex2)) { Tex2.Bind(); } } GLProg.SetUniform("u_modelview", ref ModelMatrix); GLProg.SetUniform("u_projection", ref Camera.Projection); GLProg.SetUniform("u_view", ref Camera.View); GLProg.SetUniform("u_viewrot", ref Camera.Rotation); GLProg.SetUniform("Time", (float)Program.SWatch.ElapsedMilliseconds / 1000); GLProg.SetUniform("Resolution", Camera.ScreenRes); GLProg.SetUniform("Settings", new Vector4(Settings.FXAA ? 1 : 0, Settings.Wireframe ? 1 : 0, 0, 0)); Indices.Bind(); Verts.Bind(); Colors.BindOnAttrib(GLProg.Attrib("Color")); UVs.BindOnAttrib(GLProg.Attrib("UV")); BlockData.BindOnAttrib(GLProg.Attrib("Data")); }
} // end TellMouseFinishPos // change fur color to next fur color on mouse down public void OnMouseDown() { // cycle selected color if (selectedColor < NUM_OF_FURS) { selectedColor++; } else { selectedColor = 0; } // set the main texture to the selected color switch (selectedColor) { case 0: Tex1.GetComponent <Renderer>().material.mainTexture = mouse1; Tex2.GetComponent <Renderer>().material.mainTexture = mouse1; break; case 1: Tex1.GetComponent <Renderer>().material.mainTexture = mouse2; Tex2.GetComponent <Renderer>().material.mainTexture = mouse2; break; case 2: Tex1.GetComponent <Renderer>().material.mainTexture = mouse3; Tex2.GetComponent <Renderer>().material.mainTexture = mouse3; break; case 3: Tex1.GetComponent <Renderer>().material.mainTexture = mouse4; Tex2.GetComponent <Renderer>().material.mainTexture = mouse4; break; default: Tex1.GetComponent <Renderer>().material.mainTexture = mouse1; Tex2.GetComponent <Renderer>().material.mainTexture = mouse1; break; } } // end OnMouseDown