public void StartUsing(ref Matrix4 a_m4Projection, ref Matrix4 a_m4View, ref Matrix4 a_m4Model) { OpenTKUtilities.UseShaderProgram(m_iShaderProgramHandle); GL.UniformMatrix4(m_aiShaderMatrixLocations[0], false, ref a_m4Projection); GL.UniformMatrix4(m_aiShaderMatrixLocations[1], false, ref a_m4View); GL.UniformMatrix4(m_aiShaderMatrixLocations[2], false, ref a_m4Model); }
public void StopUsing() { OpenTKUtilities.UseShaderProgram(0); }
public void SetViewMatrix(ref Matrix4 a_m4View) { OpenTKUtilities.UseShaderProgram(m_iShaderProgramHandle); GL.UniformMatrix4(m_aiShaderMatrixLocations[1], false, ref a_m4View); }
public void SetModelMatrix(ref Matrix4 a_m4Model) { OpenTKUtilities.UseShaderProgram(m_iShaderProgramHandle); GL.UniformMatrix4(m_aiShaderMatrixLocations[2], false, ref a_m4Model); }
public void SetProjectionMatrix(ref Matrix4 a_m4Projection) { OpenTKUtilities.UseShaderProgram(m_iShaderProgramHandle); GL.UniformMatrix4(m_aiShaderMatrixLocations[0], false, ref a_m4Projection); }