/// <summary> /// The start methods for the renderer /// </summary> internal override void Start() { vao.Bind(); vbo.Bind(); vbo.InitBuffer(); ibo.Bind(); ibo.SetBufferData(); ibo.Unbind(); vbo.Unbind(); vao.Unbind(); }
public virtual void draw(Matrix4 view) { if (picked) { //this.Scale = .75f; } GL.BindTexture(TextureTarget.Texture2D, this.Texture.Id); Shader.Use(); Shader.setUniform("model", this.transform); Shader.setUniform("view", view); Shader.setUniform("picked", picked); Shader.setUniform("l", l); Shader.setUniform("f", f); Shader.setUniform("r", r); Shader.setUniform("ba", ba); Shader.setUniform("t", t); Shader.setUniform("bo", bo); Vao.Bind(); GL.DrawArrays(PrimitiveType.Triangles, 0, Vao.Lenth); Vao.Unbind(); if (picked) { picked = false; //this.Scale = 1.0f; } }
public void drawToPickBuffer(ShaderProgram shader, Matrix4 view) { shader.Use(); shader.setUniform("model", this.transform); shader.setUniform("view", view); shader.setUniform("pickColor", this.pickColor); Vao.Bind(); GL.DrawArrays(PrimitiveType.Triangles, 0, Vao.Lenth); Vao.Unbind(); }