public void Draw(IGL10 gl) { gl.GlFrontFace(GL10.GlCw); gl.GlVertexPointer(3, GL10.GlFixed, 0, mVertexBuffer); gl.GlColorPointer(4, GL10.GlFixed, 0, mColorBuffer); gl.GlDrawElements(GL10.GlTriangles, 36, GL10.GlUnsignedByte, mIndexBuffer); }
public void Draw(IGL10 gl) { gl.GlFrontFace(IGL10Constants.GL_CW); gl.GlVertexPointer(3, IGL10Constants.GL_FLOAT, 0, mVertexBuffer); gl.GlColorPointer(4, IGL10Constants.GL_FLOAT, 0, mColorBuffer); gl.GlEnableClientState(IGL10Constants.GL_VERTEX_ARRAY); gl.GlEnableClientState(IGL10Constants.GL_COLOR_ARRAY); // draw all 36 triangles gl.GlDrawElements(IGL10Constants.GL_TRIANGLES, 36, IGL10Constants.GL_UNSIGNED_BYTE, mIndexBuffer); gl.GlDisableClientState(IGL10Constants.GL_VERTEX_ARRAY); gl.GlDisableClientState(IGL10Constants.GL_COLOR_ARRAY); }
public void Draw(IGL10 gl) { gl.GlFrontFace(IGL10Constants.GL_CW); gl.GlVertexPointer(3, IGL10Constants.GL_FLOAT, 0, mVertexBuffer); gl.GlColorPointer(4, IGL10Constants.GL_FLOAT, 0, mColorBuffer); gl.GlEnableClientState(IGL10Constants.GL_VERTEX_ARRAY); gl.GlEnableClientState(IGL10Constants.GL_COLOR_ARRAY); // draw all 36 triangles gl.GlDrawElements(IGL10Constants.GL_TRIANGLES, 36, IGL10Constants.GL_UNSIGNED_BYTE, mIndexBuffer); gl.GlDisableClientState(IGL10Constants.GL_VERTEX_ARRAY); gl.GlDisableClientState(IGL10Constants.GL_COLOR_ARRAY); }
public void Draw (IGL10 gl) { gl.GlFrontFace (GL10.GlCw); gl.GlVertexPointer (3, GL10.GlFixed, 0, mVertexBuffer); gl.GlColorPointer (4, GL10.GlFixed, 0, mColorBuffer); gl.GlDrawElements (GL10.GlTriangles, 36, GL10.GlUnsignedByte, mIndexBuffer); }