public void OnLoad(object sender, EventArgs e) { GL.ClearColor(0.0f, 148.0f / 255.0f, 255.0f / 255.0f, 0.0f); GL.Enable(EnableCap.Texture2D); Vector4 row0 = new Vector4(-2.584487400f, 0.000000000f, 0.000000000f, 0.000000000f); Vector4 row1 = new Vector4(0.000000000f, 3.42109470f, 0.000000000f, 0.000000000f); Vector4 row2 = new Vector4(-0.028586626f, 0.21707320f, -1.000400100f, -1.00000000f); Vector4 row3 = new Vector4(0.000000000f, 0.000000000f, -0.020004001f, 0.000000000f); projectionMatrix = new Matrix4(row0, row1, row2, row3); currentModelViewMatrix = ModelViewCreator.BuildFromPose(pose); this.LoadBackgroundTexture(); this.LoadModel(); }
protected override void OnLoad(EventArgs e) { Console.Out.Write("I get here"); base.OnLoad(e); GL.ClearColor(0.0f, 148.0f / 255.0f, 255.0f / 255.0f, 0.0f); GL.Enable(EnableCap.Texture2D); Vector4 row0 = new Vector4(-2.584487400f, 0.000000000f, 0.000000000f, 0.000000000f); Vector4 row1 = new Vector4(0.000000000f, 3.42109470f, 0.000000000f, 0.000000000f); Vector4 row2 = new Vector4(-0.028586626f, 0.21707320f, -1.000400100f, -1.00000000f); Vector4 row3 = new Vector4(0.000000000f, 0.000000000f, -0.020004001f, 0.000000000f); projectionMatrix = new Matrix4(row0, row1, row2, row3); pose = new float[6]; pose[0] = 0.1000f; pose[1] = 0.1000f; pose[2] = -4.0000f; pose[3] = 0.1303f; pose[4] = 0.1580f; pose[5] = 0.1507f; currentModelViewMatrix = ModelViewCreator.BuildFromPose(pose); this.LoadBackgroundTexture(); this.LoadModel(); }