private static void OnLoad() { IInputContext input = window.CreateInput(); for (int i = 0; i < input.Keyboards.Count; i++) { input.Keyboards[i].KeyDown += KeyDown; } Gl = GL.GetApi(window); //Instantiating our new abstractions Ebo = new BufferObject <uint>(Gl, Indices, BufferTargetARB.ElementArrayBuffer); Vbo = new BufferObject <float>(Gl, Vertices, BufferTargetARB.ArrayBuffer); Vao = new VertexArrayObject <float, uint>(Gl, Vbo, Ebo); //Telling the VAO object how to lay out the attribute pointers Vao.VertexAttributePointer(0, 3, VertexAttribPointerType.Float, 5, 0); Vao.VertexAttributePointer(1, 2, VertexAttribPointerType.Float, 5, 3); Shader = new Shader(Gl, "gl/shaders/shader.vert", "gl/shaders/shader.frag"); //Loading a texture. Texture = new Texture(Gl, "tex/silk.png"); }
public VertexArrayObject(GL gl, BufferObject <TVertexType> vbo, BufferObject <TIndexType> ebo) { _gl = gl; _handle = _gl.GenVertexArray(); Bind(); vbo.Bind(); ebo.Bind(); }