protected override void OnLoad(EventArgs e) { base.OnLoad(e); GL.ClearColor(Color.Black); GL.Enable(EnableCap.DepthTest); Camera = new Camera(this, SpawnPosition); MeshBuffer = MeshBuffer.Generate( new Vector3[] { new Vector3 (-1.0f, -1.0f, 1.0f), new Vector3 (1.0f, -1.0f, 1.0f), new Vector3 (1.0f, 1.0f, 1.0f), new Vector3 (-1.0f, 1.0f, 1.0f), new Vector3 (-1.0f, -1.0f, -1.0f), new Vector3 (1.0f, -1.0f, -1.0f), new Vector3 (1.0f, 1.0f, -1.0f), new Vector3 (-1.0f, 1.0f, -1.0f) }, new Vector3[] { new Vector3 (-1.0f, -1.0f, 1.0f), new Vector3 (1.0f, -1.0f, 1.0f), new Vector3 (1.0f, 1.0f, 1.0f), new Vector3 (-1.0f, 1.0f, 1.0f), new Vector3 (-1.0f, -1.0f, -1.0f), new Vector3 (1.0f, -1.0f, -1.0f), new Vector3 (1.0f, 1.0f, -1.0f), new Vector3 (-1.0f, 1.0f, -1.0f) }, new int[] { Util.ColorToRgba32 (Color.Cyan), // bottom right front Util.ColorToRgba32 (Color.Cyan), // bottom right back Util.ColorToRgba32 (Color.DarkCyan), // top right front Util.ColorToRgba32 (Color.DarkCyan), // top right back Util.ColorToRgba32 (Color.Cyan), // bottom left front Util.ColorToRgba32 (Color.Cyan), // bottom left back Util.ColorToRgba32 (Color.DarkCyan), // top left front Util.ColorToRgba32 (Color.DarkCyan) // top left back }, new uint[] { 0, 1, 2, 2, 3, 0, 3, 2, 6, 6, 7, 3, 7, 6, 5, 5, 4, 7, 4, 0, 3, 3, 7, 4, 0, 1, 5, 5, 4, 0, 1, 5, 6, 6, 2, 1 } ); }
public static MeshBuffer Generate(Vector3[] vertexData, Vector3[] normalData, int[] colorData, uint[] indicesData) { var meshBuffer = new MeshBuffer(vertexData, normalData, colorData, indicesData); meshBuffer.GenerateBuffers(); return meshBuffer; }