public RenderableModel(List <Vector3> verts, List <Vector3> vertcolors, List <int> indicies, string shadername) { Verticies = verts; VertexColors = vertcolors; Indicies = indicies; ShaderName = shadername; VaoID = GLManager.BindRenderableModel(this); }
private void BuildGrid() { Verticies = new List <Vector3>(); Verticies.Add(new Vector3(0, -GridCount, 0)); Verticies.Add(new Vector3(0, GridCount, 0)); for (int i = -GridCount; i <= GridCount; i++) { Verticies.Add(new Vector3(i, 0, -GridCount)); Verticies.Add(new Vector3(i, 0, GridCount)); Verticies.Add(new Vector3(-GridCount, 0, i)); Verticies.Add(new Vector3(GridCount, 0, i)); } VertexColors = new List <Vector3>(); VertexColors.Add(new Vector3(0, 1, 0)); VertexColors.Add(new Vector3(0, 1, 0)); for (int i = -GridCount; i <= GridCount; i++) { if (i == -2) { VertexColors.Add(new Vector3(0, 0, 1)); VertexColors.Add(new Vector3(0, 0, 1)); VertexColors.Add(new Vector3(1, 0, 0)); VertexColors.Add(new Vector3(1, 0, 0)); } else { VertexColors.Add(new Vector3(0.6f, 0.6f, 0.6f)); VertexColors.Add(new Vector3(0.6f, 0.6f, 0.6f)); VertexColors.Add(new Vector3(0.6f, 0.6f, 0.6f)); VertexColors.Add(new Vector3(0.6f, 0.6f, 0.6f)); VertexColors.Add(new Vector3(0.6f, 0.6f, 0.6f)); } } VaoID = GLManager.BindGrid(this); }