void drawingTests() { Matrix4 m = simpleTexturedShader.ModelViewMatrix; m.Column0 = Vector4.UnitX; //m.Column1 = Vector4.UnitY; m.Column2 = Vector4.UnitZ; //m.Column3 = new Vector4(m.Column3.X, m.Column3.Y, 0f, m.Column3.W); m.Row3 = modelview.Row3; //m.Row3 = new Vector4(m.Row3.X, m.Row3.Y, m.Row3.Z, m.Row3.W); // m.ClearRotation(); // m.Column1 = modelview.Column1; // simpleTexturedShader.ModelViewMatrix = m; //simpleTexturedShader.ModelMatrix = Matrix4.CreateTranslation (100, 100, 0); simpleTexturedShader.Enable(); GL.BindTexture(TextureTarget.Texture2D, treeTex); tree.Render(PrimitiveType.TriangleStrip); GL.BindTexture(TextureTarget.Texture2D, 0); simpleTexturedShader.ModelViewMatrix = modelview; simpleTexturedShader.ModelMatrix = Matrix4.Identity; objShader.Enable(); heolienne.Render(PrimitiveType.Triangles, 10000); }
void drawScene() { shader.Enable(); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, tex); mesh.Render(PrimitiveType.TriangleStrip); GL.BindTexture(TextureTarget.Texture2D, 0); }
public void Render() { if (trackMesh == null) { return; } trackMesh.Render(PrimitiveType.LineStrip); }
public override void OnRender(FrameEventArgs e) { base.OnRender(e); shader.SetMVP(modelview * projection); GL.BindTexture(TextureTarget.Texture2D, texture); cube.Render(BeginMode.Triangles); GL.BindTexture(TextureTarget.Texture2D, 0); }
void drawHoverCase() { if (selMesh == null) { return; } simpleTexturedShader.Enable(); GL.BindTexture(TextureTarget.Texture2D, circleShader.OutputTex); selMesh.Render(PrimitiveType.TriangleStrip); GL.BindTexture(TextureTarget.Texture2D, 0); }
void updateGridFbo() { GL.BindFramebuffer(FramebufferTarget.Framebuffer, fboGrid); GL.DrawBuffers(2, dbe); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); gridShader.Enable(); //4th component of selection texture is used as coordinate, not as alpha GL.Disable(EnableCap.AlphaTest); GL.Disable(EnableCap.Blend); grid.Render(PrimitiveType.TriangleStrip, grid.indices); GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0); GL.DrawBuffer(DrawBufferMode.Back); getSelectionTextureData(); GL.Enable(EnableCap.AlphaTest); GL.Enable(EnableCap.Blend); gridCacheIsUpToDate = true; }
public void RenderForShadowPass() { gridShader.Enable(); gridMesh.Render(PrimitiveType.TriangleStrip); }