public MainVisual() { shaderWatcher = new ShaderFileDebugger("../../SSBOExample/Resources/vertex.vert" , "../../SSBOExample/Resources/fragment.frag" , Resourcen.vertex, Resourcen.fragment); InitParticles(); }
public VisualSmoke(Vector3 emitterPos, Vector3 wind) { Emitter = emitterPos; Wind = wind; texStar = TextureLoader.FromBitmap(Resourcen.smoke); shaderWatcher = new ShaderFileDebugger("../../ParticleSystemExample/Resources/smoke.vert" , "../../ParticleSystemExample/Resources/smoke.frag" , Resourcen.smoke_vert, Resourcen.smoke_frag); particleSystem.ReleaseInterval = 0.02f; particleSystem.OnParticleCreate += Create; }
public VisualWaterfall(Vector3 emitterPos) { this.emitterPos = emitterPos; texStar = TextureLoader.FromBitmap(Resourcen.water_splash); shaderWatcher = new ShaderFileDebugger("../../ParticleSystemExample/Resources/smoke.vert" , "../../ParticleSystemExample/Resources/smoke.frag" , Resourcen.smoke_vert, Resourcen.smoke_frag); particleSystem.ReleaseInterval = 0.03f; particleSystem.OnParticleCreate += Create; particleSystem.OnAfterParticleUpdate += OnAfterParticleUpdate; }
public MainVisual() { shaderWatcher = new ShaderFileDebugger("../../LightingExample/Resources/vertex.vert" , "../../LightingExample/Resources/fragment.frag" , Resourcen.vertex, Resourcen.fragment); geometry = CreateMesh(shaderWatcher.Shader); camera.FarClip = 20; camera.Distance = 5; camera.FovY = 30; GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); }