internal TerrainBlock(Terrain owner, List <int> indices, BoundingBox box, int subdivision) { bounds = box; if (subdivision < owner.Subdivisions) { Vector3 new_size = box.Size / 2; new_size.y = box.Size.y; float offset = box.Size.x / 4; children = new List <TerrainBlock>(); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, offset) }, subdivision + 1)); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, offset) }, subdivision + 1)); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, -offset) }, subdivision + 1)); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, -offset) }, subdivision + 1)); } else { List <int> mil = new List <int>(); for (int i = 0; i < indices.Count; i += 3) { var i1 = indices[i]; var i2 = indices[i + 1]; var i3 = indices[i + 2]; var v1 = owner.vb[i1]; var v2 = owner.vb[i2]; var v3 = owner.vb[i3]; var p1 = new Vector2(box.Position.x - box.Size.x / 2, box.Position.z - box.Size.z / 2); var p2 = new Vector2(box.Position.x + box.Size.x / 2, box.Position.z + box.Size.z / 2); if ((v1.Position.x >= p1.x && v1.Position.x <= p2.x && v1.Position.z >= p1.y && v1.Position.z <= p2.y) || (v2.Position.x >= p1.x && v2.Position.x <= p2.x && v2.Position.z >= p1.y && v2.Position.z <= p2.y) || (v3.Position.x >= p1.x && v3.Position.x <= p2.x && v3.Position.z >= p1.y && v3.Position.z <= p2.y)) { mil.Add(i1); mil.Add(i2); mil.Add(i3); } } ib = new IndexBuffer <int>(); ib.Allocate(mil); ib.BufferData(VboUsage.GL_STATIC_DRAW); //mil.Clear(); } }
public void InitializeGraphics() { if (mat == null) { owner.Resources.Load("shaders\\Grid", out mat); } if (vb == null) { vb = new VertexBuffer <VertexPositionColor>(VertexPositionColor.Descriptor); vb.Allocate(8); } if (ib == null) { ib = new IndexBuffer <uint>(); ib.Allocate(24); ib[0] = 0; ib[1] = 1; ib[2] = 1; ib[3] = 2; ib[4] = 2; ib[5] = 3; ib[6] = 3; ib[7] = 0; ib[8] = 4; ib[9] = 5; ib[10] = 5; ib[11] = 6; ib[12] = 6; ib[13] = 7; ib[14] = 4; ib[15] = 0; ib[16] = 4; ib[17] = 1; ib[18] = 5; ib[19] = 2; ib[20] = 6; ib[21] = 3; ib[22] = 7; ib.BufferData(VboUsage.GL_STATIC_DRAW); } if (points != null) { for (int i = 0; i < 8; i++) { vb[i] = new VertexPositionColor() { Position = points[i], Color = Colors.Yellow }; } } vb.BufferData(VboUsage.GL_DYNAMIC_DRAW); }
internal TerrainBlock(int x_start, int y_start, int x_count, int y_count, BoundingBox box, int subdivision, Terrain owner) { bounds = box; if (subdivision < owner.Subdivisions) { x_count /= 2; y_count /= 2; Vector3 new_size = box.Size / 2; new_size.y = box.Size.y; float offset = box.Size.x / 4; children = new List <TerrainBlock>(); children.Add(new TerrainBlock(x_start, y_start, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, offset) }, subdivision + 1, owner)); children.Add(new TerrainBlock(x_start + x_count, y_start, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, offset) }, subdivision + 1, owner)); children.Add(new TerrainBlock(x_start + x_count, y_start + y_count, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, -offset) }, subdivision + 1, owner)); children.Add(new TerrainBlock(x_start, y_start + y_count, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, -offset) }, subdivision + 1, owner)); } else { ib = new IndexBuffer <int>(); ib.Allocate(6 * (x_count) * (y_count)); int index = 0; for (int i = 0; i < y_count; i++) { for (int j = 0; j < x_count; j++) { int i1 = (y_start + i) * owner.heightmap.Width + x_start + j; int i2 = (y_start + i) * owner.heightmap.Width + x_start + j + 1; int i3 = (y_start + i + 1) * owner.heightmap.Width + x_start + j + 1; int i4 = (y_start + i + 1) * owner.heightmap.Width + x_start + j; ib[index++] = i1; ib[index++] = i3; ib[index++] = i2; ib[index++] = i1; ib[index++] = i4; ib[index++] = i3; } } ib.BufferData(VboUsage.GL_STATIC_DRAW); ib.FreeClientData(); } }
protected override void Build() { vb = new VertexBuffer <Vector3>(Vector3.Descriptor); vb.Allocate(8); ib = new IndexBuffer <ushort>(); ib.Allocate(4 * 6); vb[0] = new Vector3(-0.5f, -0.5f, -0.5f); vb[1] = new Vector3(0.5f, -0.5f, -0.5f); vb[2] = new Vector3(0.5f, 0.5f, -0.5f); vb[3] = new Vector3(-0.5f, 0.5f, -0.5f); vb[4] = new Vector3(-0.5f, -0.5f, 0.5f); vb[5] = new Vector3(0.5f, -0.5f, 0.5f); vb[6] = new Vector3(0.5f, 0.5f, 0.5f); vb[7] = new Vector3(-0.5f, 0.5f, 0.5f); ib[0] = 0; ib[1] = 1; ib[2] = 2; ib[3] = 3; ib[4] = 4; ib[5] = 0; ib[6] = 3; ib[7] = 7; ib[8] = 5; ib[9] = 4; ib[10] = 7; ib[11] = 6; ib[12] = 1; ib[13] = 5; ib[14] = 6; ib[15] = 2; ib[16] = 6; ib[17] = 7; ib[18] = 3; ib[19] = 2; ib[20] = 0; ib[21] = 4; ib[22] = 5; ib[23] = 1; vb.BufferData(VboUsage.GL_STATIC_DRAW); ib.BufferData(VboUsage.GL_STATIC_DRAW); // Client data is no longer needed. Free it! vb.FreeClientData(); ib.FreeClientData(); }
protected override void Build() { vb = new VertexBuffer<Vector3>(Vector3.Descriptor); vb.Allocate(8); ib = new IndexBuffer<ushort>(); ib.Allocate(4 * 6); vb[0] = new Vector3(-0.5f, -0.5f, -0.5f); vb[1] = new Vector3(0.5f, -0.5f, -0.5f); vb[2] = new Vector3(0.5f, 0.5f, -0.5f); vb[3] = new Vector3(-0.5f, 0.5f, -0.5f); vb[4] = new Vector3(-0.5f, -0.5f, 0.5f); vb[5] = new Vector3(0.5f, -0.5f, 0.5f); vb[6] = new Vector3(0.5f, 0.5f, 0.5f); vb[7] = new Vector3(-0.5f, 0.5f, 0.5f); ib[0] = 0; ib[1] = 1; ib[2] = 2; ib[3] = 3; ib[4] = 4; ib[5] = 0; ib[6] = 3; ib[7] = 7; ib[8] = 5; ib[9] = 4; ib[10] = 7; ib[11] = 6; ib[12] = 1; ib[13] = 5; ib[14] = 6; ib[15] = 2; ib[16] = 6; ib[17] = 7; ib[18] = 3; ib[19] = 2; ib[20] = 0; ib[21] = 4; ib[22] = 5; ib[23] = 1; vb.BufferData(VboUsage.GL_STATIC_DRAW); ib.BufferData(VboUsage.GL_STATIC_DRAW); // Client data is no longer needed. Free it! vb.FreeClientData(); ib.FreeClientData(); }
public override Model Build() { Model ret = new Model(); var w2 = width / 2; var h2 = height / 2; var d2 = depth / 2; ret.VertexBuffer = new VertexBuffer <VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor); ret.VertexBuffer.Allocate(24); var vb = ret.VertexBuffer; var ib = new IndexBuffer <uint>(); //ib.Allocate(36); Vector3[] pos = new Vector3[8]; pos[0] = new Vector3(-w2, h2, d2); pos[1] = new Vector3(w2, h2, d2); pos[2] = new Vector3(w2, h2, -d2); pos[3] = new Vector3(-w2, h2, -d2); pos[4] = new Vector3(-w2, -h2, d2); pos[5] = new Vector3(w2, -h2, d2); pos[6] = new Vector3(w2, -h2, -d2); pos[7] = new Vector3(-w2, -h2, -d2); ret.Parts.Add( new ModelPart() { IndexBuffer = ib } ); vb[0] = new VertexPositionTexCoordNormal() { Position = pos[0], Normal = Vector3.Up, TexCoord = new Vector2(0, 0) }; vb[1] = new VertexPositionTexCoordNormal() { Position = pos[1], Normal = Vector3.Up, TexCoord = new Vector2(1, 0) }; vb[2] = new VertexPositionTexCoordNormal() { Position = pos[2], Normal = Vector3.Up, TexCoord = new Vector2(1, 1) }; vb[3] = new VertexPositionTexCoordNormal() { Position = pos[3], Normal = Vector3.Up, TexCoord = new Vector2(0, 1) }; vb[4] = new VertexPositionTexCoordNormal() { Position = pos[7], Normal = Vector3.Down, TexCoord = new Vector2(0, 0) }; vb[5] = new VertexPositionTexCoordNormal() { Position = pos[6], Normal = Vector3.Down, TexCoord = new Vector2(1, 0) }; vb[6] = new VertexPositionTexCoordNormal() { Position = pos[5], Normal = Vector3.Down, TexCoord = new Vector2(1, 1) }; vb[7] = new VertexPositionTexCoordNormal() { Position = pos[4], Normal = Vector3.Down, TexCoord = new Vector2(0, 1) }; vb[8] = new VertexPositionTexCoordNormal() { Position = pos[4], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[9] = new VertexPositionTexCoordNormal() { Position = pos[5], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[10] = new VertexPositionTexCoordNormal() { Position = pos[1], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[11] = new VertexPositionTexCoordNormal() { Position = pos[0], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[12] = new VertexPositionTexCoordNormal() { Position = pos[0], Normal = Vector3.West, TexCoord = new Vector2() }; vb[13] = new VertexPositionTexCoordNormal() { Position = pos[3], Normal = Vector3.West, TexCoord = new Vector2() }; vb[14] = new VertexPositionTexCoordNormal() { Position = pos[7], Normal = Vector3.West, TexCoord = new Vector2() }; vb[15] = new VertexPositionTexCoordNormal() { Position = pos[4], Normal = Vector3.West, TexCoord = new Vector2() }; vb[16] = new VertexPositionTexCoordNormal() { Position = pos[3], Normal = Vector3.South, TexCoord = new Vector2() }; vb[17] = new VertexPositionTexCoordNormal() { Position = pos[2], Normal = Vector3.South, TexCoord = new Vector2() }; vb[18] = new VertexPositionTexCoordNormal() { Position = pos[6], Normal = Vector3.South, TexCoord = new Vector2() }; vb[19] = new VertexPositionTexCoordNormal() { Position = pos[7], Normal = Vector3.South, TexCoord = new Vector2() }; vb[23] = new VertexPositionTexCoordNormal() { Position = pos[1], Normal = Vector3.East, TexCoord = new Vector2() }; vb[22] = new VertexPositionTexCoordNormal() { Position = pos[2], Normal = Vector3.East, TexCoord = new Vector2() }; vb[21] = new VertexPositionTexCoordNormal() { Position = pos[6], Normal = Vector3.East, TexCoord = new Vector2() }; vb[20] = new VertexPositionTexCoordNormal() { Position = pos[5], Normal = Vector3.East, TexCoord = new Vector2() }; int offset = 0; ib.Allocate(36); for (int i = 0; i < 6; i++) { offset = AddFaces(i * 4, offset, ib); } vb.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW); ib.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW); return(ret); }
internal TerrainBlock(int x_start, int y_start, int x_count, int y_count, BoundingBox box, int subdivision, Terrain owner) { bounds = box; if (subdivision < owner.Subdivisions) { x_count /= 2; y_count /= 2; Vector3 new_size = box.Size / 2; new_size.y = box.Size.y; float offset = box.Size.x / 4; children = new List<TerrainBlock>(); children.Add(new TerrainBlock(x_start, y_start, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, offset) }, subdivision + 1, owner)); children.Add(new TerrainBlock(x_start + x_count, y_start, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, offset) }, subdivision + 1, owner)); children.Add(new TerrainBlock(x_start + x_count, y_start + y_count, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, -offset) }, subdivision + 1, owner)); children.Add(new TerrainBlock(x_start, y_start + y_count, x_count, y_count, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, -offset) }, subdivision + 1, owner)); } else { ib = new IndexBuffer<int>(); ib.Allocate(6 * (x_count) * (y_count)); int index = 0; for (int i = 0; i < y_count; i++) { for (int j = 0; j < x_count; j++) { int i1 = (y_start + i) * owner.heightmap.Width + x_start + j; int i2 = (y_start + i) * owner.heightmap.Width + x_start + j + 1; int i3 = (y_start + i + 1) * owner.heightmap.Width + x_start + j + 1; int i4 = (y_start + i + 1) * owner.heightmap.Width + x_start + j; ib[index++] = i1; ib[index++] = i3; ib[index++] = i2; ib[index++] = i1; ib[index++] = i4; ib[index++] = i3; } } ib.BufferData(VboUsage.GL_STATIC_DRAW); ib.FreeClientData(); } }
internal TerrainBlock(Terrain owner, List<int> indices, BoundingBox box, int subdivision) { bounds = box; if (subdivision < owner.Subdivisions) { Vector3 new_size = box.Size / 2; new_size.y = box.Size.y; float offset = box.Size.x / 4; children = new List<TerrainBlock>(); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, offset) }, subdivision + 1)); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, offset) }, subdivision + 1)); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(offset, 0, -offset) }, subdivision + 1)); children.Add(new TerrainBlock(owner, indices, new BoundingBox() { Size = new_size, Position = box.Position + new Vector3(-offset, 0, -offset) }, subdivision + 1)); } else { List<int> mil = new List<int>(); for (int i = 0; i < indices.Count; i += 3) { var i1 = indices[i]; var i2 = indices[i + 1]; var i3 = indices[i + 2]; var v1 = owner.vb[i1]; var v2 = owner.vb[i2]; var v3 = owner.vb[i3]; var p1 = new Vector2(box.Position.x - box.Size.x / 2, box.Position.z - box.Size.z / 2); var p2 = new Vector2(box.Position.x + box.Size.x / 2, box.Position.z + box.Size.z / 2); if ((v1.Position.x >= p1.x && v1.Position.x <= p2.x && v1.Position.z >= p1.y && v1.Position.z <= p2.y) || (v2.Position.x >= p1.x && v2.Position.x <= p2.x && v2.Position.z >= p1.y && v2.Position.z <= p2.y) || (v3.Position.x >= p1.x && v3.Position.x <= p2.x && v3.Position.z >= p1.y && v3.Position.z <= p2.y)) { mil.Add(i1); mil.Add(i2); mil.Add(i3); } } ib = new IndexBuffer<int>(); ib.Allocate(mil); ib.BufferData(VboUsage.GL_STATIC_DRAW); //mil.Clear(); } }
private void GenerateDome() { int vertices = Segments * Segments * 2 + 1; int indices = Segments * 6 + (Segments - 1) * 2 * Segments * 6; vb = new VertexBuffer <SkydomeVertex>(SkydomeVertex.Descriptor); ib = new IndexBuffer <uint>(); vb.Allocate(vertices); ib.Allocate(indices); int index = 0; float vang_inc = (float)(Math.PI / 2) / Segments; float hang_inc = (float)(2 * Math.PI) / Segments; float hang = hang_inc; float vang = vang_inc; for (int i = 0; i < Segments; i++, vang += vang_inc) { float v_c = (float)Math.Cos(vang); float v_s = (float)Math.Sin(vang); for (int j = 0; j < Segments * 2; j++, hang += hang_inc) { float h_c = (float)Math.Cos(hang); float h_s = (float)Math.Sin(hang); Vector3 pos = new Vector3(h_c * v_s, v_c, h_s * v_s); vb[index++] = new SkydomeVertex() { Position = pos, Normal = -pos.Normalize() }; } hang = 0; } vb[index] = new SkydomeVertex() { Normal = Vector3.Down, Position = new Vector3(0, 1f, 0) }; vb.BufferData(VboUsage.GL_STATIC_DRAW); vb.FreeClientData(); index = 0; for (int i = 0; i < Segments * 2; i++) { ib[index++] = (uint)vertices - 1; ib[index++] = (uint)i; ib[index++] = (uint)(i + 1) % (Segments * 2); // Wraparound } for (int i = 0; i < Segments - 1; i++) { for (int j = 0; j < Segments * 2; j++) { int offset_1 = i * Segments * 2; int offset_2 = i * Segments * 2 + Segments * 2; int j2 = (j + 1) % (Segments * 2); ib[index++] = (uint)(offset_1 + j); ib[index++] = (uint)(offset_2 + j); ib[index++] = (uint)(offset_1 + j2); ib[index++] = (uint)(offset_2 + j); ib[index++] = (uint)(offset_2 + j2); ib[index++] = (uint)(offset_1 + j2); } } ib.BufferData(VboUsage.GL_STATIC_DRAW); ib.FreeClientData(); }
public void InitializeGraphics() { if(mat == null) owner.Resources.Load("shaders\\Grid", out mat); if (vb == null) { vb = new VertexBuffer<VertexPositionColor>(VertexPositionColor.Descriptor); vb.Allocate(8); } if (ib == null) { ib = new IndexBuffer<uint>(); ib.Allocate(24); ib[0] = 0; ib[1] = 1; ib[2] = 1; ib[3] = 2; ib[4] = 2; ib[5] = 3; ib[6] = 3; ib[7] = 0; ib[8] = 4; ib[9] = 5; ib[10] = 5; ib[11] = 6; ib[12] = 6; ib[13] = 7; ib[14] = 4; ib[15] = 0; ib[16] = 4; ib[17] = 1; ib[18] = 5; ib[19] = 2; ib[20] = 6; ib[21] = 3; ib[22] = 7; ib.BufferData(VboUsage.GL_STATIC_DRAW); } if (points != null) { for (int i = 0; i < 8; i++) { vb[i] = new VertexPositionColor() { Position = points[i], Color = Colors.Yellow }; } } vb.BufferData(VboUsage.GL_DYNAMIC_DRAW); }
public override Model Build() { Model ret = new Model(); var w2 = width / 2; var h2 = height / 2; var d2 = depth / 2; ret.VertexBuffer = new VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor); ret.VertexBuffer.Allocate(24); var vb = ret.VertexBuffer; var ib = new IndexBuffer<uint>(); //ib.Allocate(36); Vector3[] pos = new Vector3[8]; pos[0] = new Vector3(-w2, h2, d2); pos[1] = new Vector3(w2, h2, d2); pos[2] = new Vector3(w2, h2, -d2); pos[3] = new Vector3(-w2, h2, -d2); pos[4] = new Vector3(-w2, -h2, d2); pos[5] = new Vector3(w2, -h2, d2); pos[6] = new Vector3(w2, -h2, -d2); pos[7] = new Vector3(-w2, -h2, -d2); ret.Parts.Add( new ModelPart() { IndexBuffer = ib } ); vb[0] = new VertexPositionTexCoordNormal() { Position = pos[0], Normal = Vector3.Up, TexCoord = new Vector2(0, 0) }; vb[1] = new VertexPositionTexCoordNormal() { Position = pos[1], Normal = Vector3.Up, TexCoord = new Vector2(1, 0) }; vb[2] = new VertexPositionTexCoordNormal() { Position = pos[2], Normal = Vector3.Up, TexCoord = new Vector2(1, 1) }; vb[3] = new VertexPositionTexCoordNormal() { Position = pos[3], Normal = Vector3.Up, TexCoord = new Vector2(0, 1) }; vb[4] = new VertexPositionTexCoordNormal() { Position = pos[7], Normal = Vector3.Down, TexCoord = new Vector2(0, 0) }; vb[5] = new VertexPositionTexCoordNormal() { Position = pos[6], Normal = Vector3.Down, TexCoord = new Vector2(1, 0) }; vb[6] = new VertexPositionTexCoordNormal() { Position = pos[5], Normal = Vector3.Down, TexCoord = new Vector2(1, 1) }; vb[7] = new VertexPositionTexCoordNormal() { Position = pos[4], Normal = Vector3.Down, TexCoord = new Vector2(0, 1) }; vb[8] = new VertexPositionTexCoordNormal() { Position = pos[4], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[9] = new VertexPositionTexCoordNormal() { Position = pos[5], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[10] = new VertexPositionTexCoordNormal() { Position = pos[1], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[11] = new VertexPositionTexCoordNormal() { Position = pos[0], Normal = Vector3.North, TexCoord = new Vector2(0, 0) }; vb[12] = new VertexPositionTexCoordNormal() { Position = pos[0], Normal = Vector3.West, TexCoord = new Vector2() }; vb[13] = new VertexPositionTexCoordNormal() { Position = pos[3], Normal = Vector3.West, TexCoord = new Vector2() }; vb[14] = new VertexPositionTexCoordNormal() { Position = pos[7], Normal = Vector3.West, TexCoord = new Vector2() }; vb[15] = new VertexPositionTexCoordNormal() { Position = pos[4], Normal = Vector3.West, TexCoord = new Vector2() }; vb[16] = new VertexPositionTexCoordNormal() { Position = pos[3], Normal = Vector3.South, TexCoord = new Vector2() }; vb[17] = new VertexPositionTexCoordNormal() { Position = pos[2], Normal = Vector3.South, TexCoord = new Vector2() }; vb[18] = new VertexPositionTexCoordNormal() { Position = pos[6], Normal = Vector3.South, TexCoord = new Vector2() }; vb[19] = new VertexPositionTexCoordNormal() { Position = pos[7], Normal = Vector3.South, TexCoord = new Vector2() }; vb[23] = new VertexPositionTexCoordNormal() { Position = pos[1], Normal = Vector3.East, TexCoord = new Vector2() }; vb[22] = new VertexPositionTexCoordNormal() { Position = pos[2], Normal = Vector3.East, TexCoord = new Vector2() }; vb[21] = new VertexPositionTexCoordNormal() { Position = pos[6], Normal = Vector3.East, TexCoord = new Vector2() }; vb[20] = new VertexPositionTexCoordNormal() { Position = pos[5], Normal = Vector3.East, TexCoord = new Vector2() }; int offset = 0; ib.Allocate(36); for (int i = 0; i < 6; i++) { offset = AddFaces(i * 4, offset, ib); } vb.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW); ib.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW); return ret; }