public override void Render(Camera camera, double t) { vao.Begin(); normals_shader.Begin(); normals_shader.SetUniforms(camera); GL.DrawArrays(PrimitiveType.Points, 0, length); normals_shader.End(); points_shader.Begin(); points_shader.SetUniforms(camera); GL.DrawArrays(PrimitiveType.Points, 0, length); points_shader.End(); vao.End(); }
private void Initialize() { var vertices = new[] { new VertexPositionColor(new Vector3(-1, -1, 0), new Vector3(1, 0, 0)), new VertexPositionColor(new Vector3(1, -1, 0), new Vector3(0, 1, 0)), new VertexPositionColor(new Vector3(-1, 1, 0), new Vector3(0, 0, 1)), new VertexPositionColor(new Vector3(1, 1, 0), new Vector3(1, 1, 1)) }; vao = vertices.ToVertexArray(); //vao = Factory<VertexPositionColor>.CreateVertexArray(vertices); shader = Factory <VertexPositionColor> .CreateShaderProgram( new VertexShaders.PositionColor(), new FragmentShaders.Color()); shader.Begin(); vao.Begin(); }