private void Window_Load(object sender, EventArgs e) { texture = ContentPipe.LoadTexture("explo.bmp"); vertBuffer = new Vertex[0]; VBO = GL.GenBuffer(); indexBuffer = new uint[0]; IBO = GL.GenBuffer(); DEBUGvertBuffer = new Vertex[0]; DEBUGVBO = GL.GenBuffer(); DEBUGindexBuffer = new uint[0]; DEBUGIBO = GL.GenBuffer(); for (int i = 0; i < nmbrOfBoids / 2; i++) { boids.Add(new Boid(rand.Next(0, 1), new Vector2(200 + i * 5, 400), Vector2.Zero, 10, 10, window.Width, window.Height, rand, 0.5 + rand.NextDouble(), 2 + rand.NextDouble(), 1 + rand.NextDouble(), 1 + rand.NextDouble())); } lastMS = Mouse.GetCursorState(); }
private void Window_Load(object sender, EventArgs e) { texture = ContentPipe.LoadTexture("explo.bmp"); vertBuffer = new Vertex[0]; VBO = GL.GenBuffer(); indexBuffer = new uint[0]; IBO = GL.GenBuffer(); DEBUGvertBuffer = new Vertex[0]; DEBUGVBO = GL.GenBuffer(); DEBUGindexBuffer = new uint[0]; DEBUGIBO = GL.GenBuffer(); for (int i = 0; i < nmbrOfBoids / 2; i++) { boids.Add(new Boid(rand.Next(0, 1), new Vector2(200 + i, 200), Vector2.Transform(Vector2.UnitX, Quaternion.FromAxisAngle(new Vector3(0, 0, 1), (i * 360 / (nmbrOfBoids / 2)) % 360)), rand.Next(30, 60), rand.Next(10, 20), window.Width, window.Height, rand, 0.5 + rand.NextDouble(), 2 + rand.NextDouble(), 1 + rand.NextDouble(), 1 + rand.NextDouble())); } for (int i = (int)Math.Floor((double)nmbrOfBoids / 2); i < nmbrOfBoids; i++) { boids.Add(new Boid(1, new Vector2(1000 - i * 2, 400 - i), Vector2.Transform(Vector2.UnitX, Quaternion.FromAxisAngle(new Vector3(0, 0, 1), (i * 360 / (nmbrOfBoids / 2)) % 360)), rand.Next(30, 60), rand.Next(10, 20), window.Width, window.Height, rand, -1 + rand.NextDouble(), 2 + rand.NextDouble(), 1 + rand.NextDouble(), -1 + rand.NextDouble())); } lastMS = Mouse.GetCursorState(); }