private TextureFilter(GLProgram program) { _program = program; _uniforms = new TextureUniforms (_program, new Sampler2D (0).LinearFiltering () .ClampToEdges (Axes.X | Axes.Y)); _framebuffer = new Framebuffer (FramebufferTarget.Framebuffer); var rectangle = Quadrilateral<TexturedVertex>.Rectangle (2f, 2f); rectangle.ApplyTextureFront (1f, new Vec2 (0f), new Vec2 (1f)); _vertexBuffer = new VBO<TexturedVertex> (rectangle.Vertices, BufferTarget.ArrayBuffer); _indexBuffer = new VBO<int> (rectangle.Indices, BufferTarget.ElementArrayBuffer); }
private TextureFilter(GLProgram program) { _program = program; _uniforms = new TextureUniforms(_program, new Sampler2D(0).LinearFiltering() .ClampToEdges(Axes.X | Axes.Y)); _framebuffer = new Framebuffer(FramebufferTarget.Framebuffer); var rectangle = Quadrilateral <TexturedVertex> .Rectangle(2f, 2f); rectangle.ApplyTextureFront(1f, new Vec2(0f), new Vec2(1f)); _vertexBuffer = new VBO <TexturedVertex> (rectangle.Vertices, BufferTarget.ArrayBuffer); _indexBuffer = new VBO <int> (rectangle.Indices, BufferTarget.ElementArrayBuffer); }
private Panels() { texture = new TextureUniforms(_panelShader, new Sampler2D(0).NearestColor() .ClampToEdges(Axes.X | Axes.Y)); transform = new TransformUniforms(_panelShader); }
private MaterialPanels(GLProgram program) : base(program) { Texture = new TextureUniforms(_panelShader, new Sampler2D(0).NearestColor()); Transform = new TransformUniforms(_panelShader); }