} //todo - surface creation needs to be cleaned up, with a better way to specify all options, so for now I'm making the ctor public as a fallback public static Surface Create(GLWindow window, string texture_filename, params int[] vertex_attrib_counts) { return(Create(window, texture_filename, TextureMinFilter.Nearest, TextureMagFilter.Nearest, TextureLoadSource.FromFilePath, null, ShaderCollection.DefaultFS(), false, vertex_attrib_counts)); }
public static Shader Create(string frag_shader) { return(Create(ShaderCollection.DefaultVS(), frag_shader)); }