public void drawToPickBuffer(ShaderProgram shader, Matrix4 view) { shader.Use(); shader.setUniform("model", this.transform); shader.setUniform("view", view); shader.setUniform("pickColor", this.pickColor); Vao.Bind(); GL.DrawArrays(PrimitiveType.Triangles, 0, Vao.Lenth); Vao.Unbind(); }
public void draw(Camera cam) { GL.DepthFunc(DepthFunction.Lequal); GL.CullFace(CullFaceMode.Front); GL.BindTexture(TextureTarget.TextureCubeMap, Texture); Shader.Use(); Shader.setUniform("proj", cam.Projection); Shader.setUniform("view", cam.Transfrom); GL.BindVertexArray(vao); //GL.DrawArrays(PrimitiveType.Quads, 0, verts_f.Length); GL.DrawElements(PrimitiveType.Quads, elems_u.Length, DrawElementsType.UnsignedInt, 0); GL.BindVertexArray(0); GL.DepthFunc(DepthFunction.Less); GL.CullFace(CullFaceMode.Back); }