public void init() { myVbo = new VertexBufferObject <V3T2B4>(BufferUsageHint.DynamicDraw); myIbo = new IndexBufferObject(BufferUsageHint.DynamicDraw); myVao = new VertexArrayObject(); List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "..\\src\\Graphics\\shaders\\debug-vs.glsl", ShaderDescriptor.Source.File)); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "..\\src\\Graphics\\shaders\\debug-ps.glsl", ShaderDescriptor.Source.File)); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; myVao.bindVertexFormat <V3T2B4>(myShader); myTexture = Graphics.Util.getEmbeddedTexture("Graphics.data.debugFont.png"); myTexture.setMinMagFilters(TextureMinFilter.NearestMipmapNearest, TextureMagFilter.Nearest); myTexture.setWrapping(TextureWrapMode.ClampToEdge, TextureWrapMode.ClampToEdge); myFont = FontManager.findFont("DEFAULT"); }
public void init() { myVbo = new VertexBufferObject(BufferUsageHint.DynamicDraw); myIbo = new IndexBufferObject(BufferUsageHint.DynamicDraw); myVao = new VertexArrayObject(); List <ShaderDescriptor> desc = new List <ShaderDescriptor>(); desc.Add(new ShaderDescriptor(ShaderType.VertexShader, "Graphics.shaders.debug-vs.glsl")); desc.Add(new ShaderDescriptor(ShaderType.FragmentShader, "Graphics.shaders.debug-ps.glsl")); ShaderProgramDescriptor sd = new ShaderProgramDescriptor(desc); myShader = Renderer.resourceManager.getResource(sd) as ShaderProgram; myVao.bindVertexFormat(myShader, V3T2B4.bindings()); myTexture = Graphics.Util.getEmbeddedTexture("Graphics.data.debugFont.png"); //myTexture = Util.getEmbeddedTexture("Graphics.data.proggy12.png"); myTexture.setMinMagFilters(TextureMinFilter.NearestMipmapNearest, TextureMagFilter.Nearest); myTexture.setWrapping(TextureWrapMode.ClampToEdge, TextureWrapMode.ClampToEdge); myFont = new TextureFont("Debug", myTexture, 16, 16, 32); }