public override void Present(float deltaTime) { IGL10 gl = _glGraphics.GL10; //gl.GlViewport (0, 0, _glGraphics.Width, _glGraphics.Height); //gl.GlClearColor(0,0,1,1); gl.GlClear(GL10.GlColorBufferBit); //gl.GlMatrixMode (GL10.GlProjection); //gl.GlLoadIdentity (); //gl.GlOrthof (0,320,0,480,1,-1); //gl.GlEnable (GL10.GlTexture2d); //gl.GlEnable (GL10.GlBlend); gl.GlBlendFunc(GL10.GlSrcAlpha, GL10.GlOneMinusSrcAlpha); _vertices.Bind(); _textureRgba.BindTexture(); _vertices.Draw(GL10.GlTriangles, 6, 6); _textureRgb.BindTexture(); _vertices.Draw(GL10.GlTriangles, 0, 6); _vertices.Unbind(); }
public override void Present(float deltaTime) { IGL10 gl = _glGraphics.GL10; gl.GlClear(GL10.GlColorBufferBit); gl.GlMatrixMode(GL10.GlModelview); _vertices.Bind(); for (int i = 0; i < NUM_BOBS; i++) { gl.GlLoadIdentity(); gl.GlTranslatef(_bobs[i].dx, _bobs [i].dy, 0); gl.GlRotatef(_bobs[i].grad, 0, 0, -1f); _vertices.Draw(GL10.GlTriangles, 0, 6); } _vertices.Unbind(); }