private void RenderSFM() { Texture2D.Disable2DTextures(); WrippleShaderProgram.Activate(); GL.PushMatrix(); GL.PushAttrib(AttribMask.PointBit); //GL.PointSize((float)GLElement1.ActualWidth / 500); GL.PointSize(2); WrippleShaderProgram.ColorX = Colors.Red; WrippleShaderProgram.ColorY = Colors.Lime; // Why did MS call it lime? WrippleShaderProgram.ColorZ = Colors.Blue; WrippleShaderProgram.UpdateProperties(); sphereList.Draw(); //WrippleShaderProgram.ColorX = Colors.Magenta; //WrippleShaderProgram.ColorY = Colors.Yellow; //WrippleShaderProgram.ColorZ = Colors.Cyan; //WrippleShaderProgram.UpdateProperties(); //cylinderList.Draw(); //boxList.Draw(); GL.PopAttrib(); GL.PopMatrix(); ShaderProgram.DisableShaders(); }
/// <summary>Load the shaders from disk and set them up</summary> private void InitializeShaders() { WrippleShaderProgram = new WrippleShaderProgram(); LightingShaderProgram = new LightingShaderProgram(); PatternShaderProgram = new PatternShaderProgram(); }