private RenderContext(ManaWindow window) { ID = ++_renderContextID; Window = window; OpenGLContext = CreateOffscreenContext(); _selfCreatedWindow = true; /* Initialize */ #if DEBUG DebugMessageHandler.Initialize(); #endif GLInfo.Initialize(); VertexTypeInfo.Initialize(); int vao = GL.GenVertexArray(); GL.BindVertexArray(vao); if (GLInfo.HasDebug) { string labelName = "Unused VertexArray"; GL.ObjectLabel(ObjectLabelIdentifier.VertexArray, vao, labelName.Length, labelName); } TextureUnits = new TextureUnit[GLInfo.MaxTextureImageUnits]; /* */ }
private RenderContext(ManaWindow window, IGraphicsContext openGLContext) { ID = ++_renderContextID; Window = window; OpenGLContext = openGLContext; ThreadID = Thread.CurrentThread.ManagedThreadId; _threadLocalCurrent.Value = this; /* Initialize */ #if DEBUG DebugMessageHandler.Initialize(); #endif GLInfo.Initialize(); VertexTypeInfo.Initialize(); int vao = GL.GenVertexArray(); GL.BindVertexArray(vao); if (GLInfo.HasDebug) { string labelName = "Unused VertexArray"; GL.ObjectLabel(ObjectLabelIdentifier.VertexArray, vao, labelName.Length, labelName); } TextureUnits = new TextureUnit[GLInfo.MaxTextureImageUnits]; /* */ }
private void InitializeState() { DebugMessageHandler.Initialize(); GLInfo.Initialize(); int vao = GL.GenVertexArray(); GL.BindVertexArray(vao); if (GLInfo.HasDebug) { string labelName = "Unused VertexArray"; GL.ObjectLabel(ObjectLabelIdentifier.VertexArray, vao, labelName.Length, labelName); } DepthTest = true; CullBackfaces = true; Blend = true; SetBlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); }