public void SetShaderModeParameter(Shader.ShaderMode mode) { if (locationShaderMode < 0) { return; } int value = 0; switch (mode) { case Shader.ShaderMode.PHONG: value = 0; break; case Shader.ShaderMode.TEXTURE: value = 1; break; case Shader.ShaderMode.NO_LIGHTING: value = 2; break; case Shader.ShaderMode.AMBIENT_ONLY: value = 3; break; } GL.Uniform1(locationShaderMode, value); Shader.CheckError(); }
public Scene(int timerTimeout, Shader.ShaderMode mode, RenderMode renderMode) { CurrentRenderMode = renderMode; camera = new Camera(); shader = new Shader(mode); rootNode = new RootNode(shader, camera); timer = new Timer(timerTimeout); timer.Elapsed += new ElapsedEventHandler(OnTimedEvent); }
public Scene(int timerTimeout, Shader.ShaderMode shaderMode) : this(timerTimeout, shaderMode, RenderMode.REGULAR) { }