public override bool Begin(gdi.Color color) { if (stateDraw) { return(false); } Begin(); Opengl32.glClearColor(color.R / 255f, color.G / 255f, color.B / 255f, color.A / 255f); Opengl32.glClear(GLConsts.GL_COLOR_BUFFER_BIT); ctx.Resize(); return(true); }
void render(float dt) { animationTime += dt; if (timerLog) { Console.WriteLine("Set clear Color"); } Opengl32.glClearColor(0, 0, 0, 1); if (timerLog) { Console.WriteLine("Clear Screen"); } Opengl32.glClear(GLConsts.GL_COLOR_BUFFER_BIT); pgl.Opengl32.glLoadIdentity(); float cx = (float)Math.Cos(animationTime); float sx = (float)Math.Sin(animationTime); pgl.Opengl32.glLoadMatrixf(new float[] { cx, sx, 0, 0, -sx, cx, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }); if (timerLog) { Console.WriteLine("Begin triangle"); } pgl.GL.Begin(PrimitiveType.TRIANGLES); pgl.GL.Color(Color.Yellow); pgl.GL.Vertex2(0, -.75f); pgl.GL.Color(Color.Green); pgl.GL.Vertex2(.75f, .75f); pgl.GL.Color(Color.Red); pgl.GL.Vertex2(-.75f, .75f); pgl.GL.End(); if (timerLog) { Console.WriteLine("Ended Triangle"); } if (timerLog) { Console.WriteLine("Swap Buffer"); } ctx.SwapBuffer(); timerLog = false; }