private void AddData(OpenGL gl) { NMHTBufferGroup group = new NMHTBufferGroup(gl); var verts = MyTrefoilKnot.Vertices.SelectMany(x => x.to_array()).ToArray(); var normals = MyTrefoilKnot.Normals.SelectMany(x => x.to_array()).ToArray(); group.BufferData(gl, MyTrefoilKnot.Indices, verts, normals, new Material[] { new Material(new ColorF(255, 150, 50, 50), new ColorF(255, 10, 100, 10), new ColorF(255, 225, 225, 225), null, 100f) }); group.PrepareNMVAO(gl, NmProgram); group.PrepareHTVAO(gl, HtProgram); NmProgram.AddBufferGroup(group); HtProgram.AddBufferGroup(group); NMHTBufferGroup groupCube = new NMHTBufferGroup(gl); var vertsCube = FlatShadedCube.Vertices.SelectMany(x => x.to_array()).ToArray(); var normalsCube = FlatShadedCube.Normals.SelectMany(x => x.to_array()).ToArray(); groupCube.BufferData(gl, FlatShadedCube.Indices, vertsCube, normalsCube, new Material[] { new Material(new ColorF(1f, 0.3f, 1, 0), new ColorF(1f, 1f, 0.5f, 0), new ColorF(1f, 1, 0, 1), null, 100f), }); groupCube.PrepareNMVAO(gl, NmProgram); groupCube.PrepareHTVAO(gl, HtProgram); NmProgram.AddBufferGroup(groupCube); HtProgram.AddBufferGroup(groupCube); }
public void AddData(uint[] indices, vec3[] verticesVec, vec3[] normalsVec) { NMBufferGroup group = new NMBufferGroup(GL); var verts = verticesVec.SelectMany(x => x.to_array()).ToArray(); var normals = normalsVec.SelectMany(x => x.to_array()).ToArray(); var indicesFixed = indices.Select(x => x).ToArray(); group.BufferData(GL, indicesFixed, verts, normals, new Material[] { new Material(new ColorF(255, 150, 50, 50), new ColorF(255, 10, 100, 10), new ColorF(255, 225, 225, 225), null, 100f) }); group.PrepareVAO(GL, NmProgram); NmProgram.AddBufferGroup(group); }