/// <summary> /// Initializes a new instance of the <see cref="GlSpriteBatch"/> class. /// </summary> /// <param name="atlasFullPath"></param> /// <param name="glProgramId"></param> public GlSpriteBatch(string atlasFullPath, uint glProgramId) { Atlas = GlUtil.LoadAtlas(atlasFullPath); GlProgramId = glProgramId; GlCanvasResolutionUniformId = GL.GetUniformLocation( GlProgramId, "CanvasResolution" ); GlUvMapResolutionUniformId = GL.GetUniformLocation( GlProgramId, "UvMapResolution" ); VertexCount = 0; VboDrawContents = new List <float>(); VboUvContents = new List <float>(); }
/// <summary> /// Initializes a new instance of the <see cref="GlSpriteBatch"/> class. /// </summary> /// <param name="atlasFullPath"> /// The atlas to use when drawing sprites. /// </param> /// <param name="glProgramId"> /// The ID of the OpenGL Shader Program to use. /// </param> public GlSpriteBatch(GlSpriteAtlas atlas, uint glProgramId) { Atlas = atlas; GlProgramId = glProgramId; GlCanvasResolutionUniformId = GL.GetUniformLocation( GlProgramId, "CanvasResolution" ); GlUvMapResolutionUniformId = GL.GetUniformLocation( GlProgramId, "UvMapResolution" ); VertexCount = 0; VboDrawContents = new List <float>(); VboUvContents = new List <float>(); }