private DrawElements ( uint mode, int count, uint type, |
||
mode | uint | |
count | int | |
type | uint | |
indices | ||
return | void |
public override void Render(RenderEventArgs arg, ShaderProgram shaderProgram) { IntPtr offset; switch (this.Type) { case IndexElementType.UnsignedByte: offset = new IntPtr(this.FirstIndex * sizeof(byte)); break; case IndexElementType.UnsignedShort: offset = new IntPtr(this.FirstIndex * sizeof(ushort)); break; case IndexElementType.UnsignedInt: offset = new IntPtr(this.FirstIndex * sizeof(uint)); break; default: throw new NotImplementedException(); } glBindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.BufferId); if (arg.RenderMode == RenderModes.ColorCodedPicking && arg.PickingGeometryType == GeometryType.Point && this.Mode.ToGeometryType() == GeometryType.Line) // picking point from a line { // this maybe render points that should not appear. // so need to select by another picking OpenGL.DrawElements(DrawMode.Points, this.ElementCount, (uint)this.Type, offset); } else { OpenGL.DrawElements(this.Mode, this.ElementCount, (uint)this.Type, offset); } }
/// <summary> /// /// </summary> /// <param name="arg"></param> public override void Render(RenderEventArgs arg) { int primCount = this.PrimCount; if (primCount < 1) { throw new Exception("error: primCount is less than 1."); } uint mode = 0; IntPtr offset; if (arg.RenderMode == RenderModes.ColorCodedPicking && arg.PickingGeometryType == GeometryType.Point && this.Mode.ToGeometryType() == GeometryType.Line) // picking point from a line { // this may render points that should not appear. // so need to select by another picking. mode = (uint)DrawMode.Points; } else { mode = (uint)this.Mode; } switch (this.Type) { case IndexElementType.UByte: offset = new IntPtr(this.FirstIndex * sizeof(byte)); break; case IndexElementType.UShort: offset = new IntPtr(this.FirstIndex * sizeof(ushort)); break; case IndexElementType.UInt: offset = new IntPtr(this.FirstIndex * sizeof(uint)); break; default: throw new NotImplementedException(); } glBindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.BufferId); if (primCount == 1) { OpenGL.DrawElements(mode, this.ElementCount, (uint)this.Type, offset); } else { glDrawElementsInstanced(mode, this.ElementCount, (uint)this.Type, offset, primCount); } glBindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, 0); }
/// <summary> /// /// </summary> public override void Render() { int primCount = this.PrimCount; if (primCount < 1) { throw new Exception("error: primCount is less than 1."); } uint mode = (uint)this.Mode; IntPtr offset; switch (this.ElementType) { case IndexBufferElementType.UByte: offset = new IntPtr(this.FirstIndex * sizeof(byte)); break; case IndexBufferElementType.UShort: offset = new IntPtr(this.FirstIndex * sizeof(ushort)); break; case IndexBufferElementType.UInt: offset = new IntPtr(this.FirstIndex * sizeof(uint)); break; default: throw new NotImplementedException(); } if (glBindBuffer == null) { glBindBuffer = OpenGL.GetDelegateFor <OpenGL.glBindBuffer>(); } glBindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, this.BufferId); if (primCount == 1) { OpenGL.DrawElements(mode, this.ElementCount, (uint)this.ElementType, offset); } else { if (glDrawElementsInstanced == null) { glDrawElementsInstanced = OpenGL.GetDelegateFor <OpenGL.glDrawElementsInstanced>(); } glDrawElementsInstanced(mode, this.ElementCount, (uint)this.ElementType, offset, primCount); } glBindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, 0); }