Exemple #1
0
        private TextureFilter(GLProgram program)
        {
            _program = program;
            _uniforms = new TextureUniforms (_program, new Sampler2D (0).LinearFiltering ()
                .ClampToEdges (Axes.X | Axes.Y));

            _framebuffer = new Framebuffer (FramebufferTarget.Framebuffer);

            var rectangle = Quadrilateral<TexturedVertex>.Rectangle (2f, 2f);
            rectangle.ApplyTextureFront (1f, new Vec2 (0f), new Vec2 (1f));
            _vertexBuffer = new VBO<TexturedVertex> (rectangle.Vertices, BufferTarget.ArrayBuffer);
            _indexBuffer = new VBO<int> (rectangle.Indices, BufferTarget.ElementArrayBuffer);
        }
Exemple #2
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        private TextureFilter(GLProgram program)
        {
            _program  = program;
            _uniforms = new TextureUniforms(_program, new Sampler2D(0).LinearFiltering()
                                            .ClampToEdges(Axes.X | Axes.Y));

            _framebuffer = new Framebuffer(FramebufferTarget.Framebuffer);

            var rectangle = Quadrilateral <TexturedVertex> .Rectangle(2f, 2f);

            rectangle.ApplyTextureFront(1f, new Vec2(0f), new Vec2(1f));
            _vertexBuffer = new VBO <TexturedVertex> (rectangle.Vertices, BufferTarget.ArrayBuffer);
            _indexBuffer  = new VBO <int> (rectangle.Indices, BufferTarget.ElementArrayBuffer);
        }
Exemple #3
0
 private Panels()
 {
     texture = new TextureUniforms(_panelShader, new Sampler2D(0).NearestColor()
                                   .ClampToEdges(Axes.X | Axes.Y));
     transform = new TransformUniforms(_panelShader);
 }
Exemple #4
0
 private MaterialPanels(GLProgram program)
     : base(program)
 {
     Texture   = new TextureUniforms(_panelShader, new Sampler2D(0).NearestColor());
     Transform = new TransformUniforms(_panelShader);
 }