public override void Load(IModel model, ICamera camera, int width, int height) { _camera = camera; GL.MakeCurrent(); GL.Enable(OpenGL.GL_TEXTURE_2D); GL.Enable(OpenGL.GL_CULL_FACE); GL.Enable(OpenGL.GL_DEPTH_TEST); GL.Enable(OpenGL.GL_BLEND); GL.Enable(OpenGL.GL_VERTEX_ARRAY); GL.Hint(HintTarget.LineSmooth, HintMode.Nicest); GL.Enable(OpenGL.GL_LINE_SMOOTH); GL.Enable(OpenGL.GL_BLEND); GL.BlendFunc(BlendingSourceFactor.SourceAlpha, BlendingDestinationFactor.OneMinusSourceAlpha); GL.Enable(OpenGL.GL_MULTISAMPLE); GL.MinSampleShading(4.0f); GL.PolygonMode(FaceMode.FrontAndBack, PolygonMode.Filled); _postProcesser = new PostProcesser(GL,width,height); _backgroundRenderer = new BackgroundRenderer(GL); var octreeModel = model as OctreeModel; if (octreeModel != null) { _octreeRenderer = new OctreeRenderer(octreeModel, GL); } }
public override void Load(IModel model, ICamera camera, int width, int height) { _camera = camera; GL.MakeCurrent(); GL.Enable(OpenGL.GL_TEXTURE_2D); GL.Enable(OpenGL.GL_CULL_FACE); GL.Enable(OpenGL.GL_DEPTH_TEST); GL.Enable(OpenGL.GL_BLEND); GL.Enable(OpenGL.GL_VERTEX_ARRAY); GL.Hint(HintTarget.LineSmooth, HintMode.Nicest); GL.Enable(OpenGL.GL_LINE_SMOOTH); GL.Enable(OpenGL.GL_BLEND); GL.BlendFunc(BlendingSourceFactor.SourceAlpha, BlendingDestinationFactor.OneMinusSourceAlpha); GL.Enable(OpenGL.GL_MULTISAMPLE); GL.MinSampleShading(4.0f); GL.PolygonMode(FaceMode.FrontAndBack, PolygonMode.Filled); _postProcesser = new PostProcesser(GL, width, height); _backgroundRenderer = new BackgroundRenderer(GL); var octreeModel = model as OctreeModel; if (octreeModel != null) { _octreeRenderer = new OctreeRenderer(octreeModel, GL); } }