void window_Load(object sender, EventArgs e) { this.GraphicsContext = new DebugGraphicsContext(new OpenGLGraphicsContext()); var locator = new ServiceLocator(); locator.RegisterService <IGraphicsContext>(this.GraphicsContext); var resourceLoader = new ResourceLoader(); resourceLoader.AddImportersAndProcessors(typeof(ResourceLoader).Assembly); this.Resourses = new ResourceContext(locator, new TypeReaderFactory(), new TypeWriterFactory(), resourceLoader, Path.Combine(this.resourceFolder, "Assets"), this.resourceFolder); this.Resourses.ShouldSaveAllLoadedAssets = false; pixel = this.Resourses.LoadAsset <TextureAtlas>("Fonts\\Metro_W_Pixel.atlas")["pixel"]; var effect = this.Resourses.LoadAsset <ShaderProgram>("Basic.effect"); this.spriteBuffer = new SpriteBuffer(this.GraphicsContext, effect); this.guiRenderer = new GUIRenderer(this.spriteBuffer, pixel); window.VSync = VSyncMode.Off; window.Keyboard.KeyRepeat = true; // Other state GraphicsContext.Enable(EnableCap.Blend); GraphicsContext.Enable(EnableCap.ScissorTest); GraphicsContext.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha); var factory = CreateGUIFactory(); this.Load(factory); clock = new Clock(); }
void window_Load(object sender, EventArgs e) { this.GraphicsContext = new DebugGraphicsContext(new OpenGLGraphicsContext()); var locator = new ServiceLocator(); locator.RegisterService<IGraphicsContext>(this.GraphicsContext); var resourceLoader = new ResourceLoader(); resourceLoader.AddImportersAndProcessors(typeof(ResourceLoader).Assembly); this.Resourses = new ResourceContext(locator, new TypeReaderFactory(), new TypeWriterFactory(), resourceLoader, Path.Combine(this.resourceFolder, "Assets"), this.resourceFolder); this.Resourses.ShouldSaveAllLoadedAssets = false; pixel = this.Resourses.LoadAsset<TextureAtlas>("Fonts\\Metro_W_Pixel.atlas")["pixel"]; var effect = this.Resourses.LoadAsset<ShaderProgram>("Basic.effect"); this.spriteBuffer = new SpriteBuffer(this.GraphicsContext, effect); this.guiRenderer = new GUIRenderer(this.spriteBuffer, pixel); window.VSync = VSyncMode.Off; window.Keyboard.KeyRepeat = true; // Other state GraphicsContext.Enable(EnableCap.Blend); GraphicsContext.Enable(EnableCap.ScissorTest); GraphicsContext.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.OneMinusSrcAlpha); var factory = CreateGUIFactory(); this.Load(factory); clock = new Clock(); }
public void Enable(EnableCap enableCap) { forwarding.Enable(enableCap); CheckGLError(); GLCALLS++; }