public void updateUniforms(ShaderProgram shaderProgram) { worldMatrix.Set(shaderProgram); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, MeshMaterial.textureGLIndex); GL.Uniform4(ColorDataIndex, DiffuseColor); GL.Uniform1(ScaleDataIndex, Scale); Error.checkGLError("Mesh.updateUniforms"); }
public void drawScene() { shaderProgram.Use(); projectionMatrix.Set(shaderProgram); viewMatrix.Set(shaderProgram); drawMesh(zTriangle); drawMesh(origoTriangle); drawMesh(xTriangle); drawMesh(yTriangle); // drawMesh(voxelMesh); Error.checkGLError("Scene.drawScene"); }