public VertexArrayObject(GL gl, BufferObject <TVertexType> vbo, BufferObject <TIndexType> ebo) { //Saving the GL instance. _gl = gl; //Setting out handle and binding the VBO and EBO to this VAO. _handle = _gl.GenVertexArray(); Bind(); vbo.Bind(); ebo?.Bind(); }
private unsafe static void OnLoad() { Gl = GL.GetApi(view); input = view.CreateInput(); input.Mice[0].MouseMove += MouseMove; input.Mice[0].MouseDown += MouseDown; input.Keyboards[0].KeyChar += KeyChar; Vbo = new BufferObject <float>(Gl, Vertices, BufferTargetARB.ArrayBuffer); Vao = new VertexArrayObject <float, uint>(Gl, Vbo, null); Vao.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, 7, 0); Vao.VertexAttributePointer(1, 4, VertexAttribPointerType.Float, 7, 3); Shader = new Shader(Gl, "shader.vert", "shader.frag"); projection = Matrix4x4.CreateOrthographic( view.Size.X, -view.Size.Y, 1.0f, 2.0f); }