MakeCurrent() публичный абстрактный Метод

Makes the render context current.
public abstract MakeCurrent ( ) : void
Результат void
Пример #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="e"></param>
        protected override void OnPaint(PaintEventArgs e)
        {
            RenderContext renderContext = this.renderContext;

            if (renderContext == null)
            {
                base.OnPaint(e);
                return;
            }

            stopWatch.Reset();
            stopWatch.Start();

            //	Make sure it's our instance of openSharpGL that's active.
            renderContext.MakeCurrent();

            if (this.designMode)
            {
                try
                {
                    DesignModeRender();
                }
                catch (Exception)
                {
                }
            }
            else
            {
                //	If there is a draw handler, then call it.
                DoOpenGLDraw(e);
            }

            //	Blit our offscreen bitmap.
            Graphics graphics      = e.Graphics;
            IntPtr   deviceContext = graphics.GetHdc();

            renderContext.Blit(deviceContext);
            graphics.ReleaseHdc(deviceContext);

            stopWatch.Stop();

            {
                ErrorCode error = (ErrorCode)OpenGL.GetError();
                if (error != ErrorCode.NoError)
                {
                    Debug.WriteLine(string.Format("{0}: OpenGL error: {1}", this.fullname, error));
                }
            }

            this.FPS = 1000.0 / stopWatch.Elapsed.TotalMilliseconds;
        }
Пример #2
0
        protected override void OnSizeChanged(EventArgs e)
        {
            base.OnSizeChanged(e);

            RenderContext renderContext = this.renderContext;

            if (renderContext != null)
            {
                renderContext.MakeCurrent();

                renderContext.SetDimensions(this.Width, this.Height);

                OpenGL.Viewport(0, 0, this.Width, this.Height);

                this.Invalidate();
            }
        }
Пример #3
0
        protected override void OnPaint(PaintEventArgs e)
        {
            RenderContext renderContext = this.renderContext;

            if (renderContext == null)
            {
                base.OnPaint(e);
                return;
            }

            stopWatch.Restart();

            //	Make sure it's our instance of openSharpGL that's active.
            renderContext.MakeCurrent();

            if (this.designMode)
            {
                // 天蓝色背景
                OpenGL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f);

                GLCanvasHelper.ResizeGL(this.Width, this.Height);

                GLCanvasHelper.DrawPyramid();
            }
            else
            {
                //	If there is a draw handler, then call it.
                DoOpenGLDraw(e);
            }

            //	Blit our offscreen bitmap.
            Graphics graphics      = e.Graphics;
            IntPtr   deviceContext = graphics.GetHdc();

            renderContext.Blit(deviceContext);
            graphics.ReleaseHdc(deviceContext);

            stopWatch.Stop();

            this.FPS = 1000.0 / stopWatch.Elapsed.TotalMilliseconds;
        }
Пример #4
0
        private void CreateRenderContext()
        {
            // Initialises OpenGL.
            var renderContext = new FBORenderContext();

            //  Create the render context.
            renderContext.Create(OpenGLVersion, Width, Height, 32, null);

            this.renderContext = renderContext;

            renderContext.MakeCurrent();

            //  Set the most basic OpenGL styles.
            OpenGL.ShadeModel(OpenGL.GL_SMOOTH);
            // 天蓝色背景
            OpenGL.ClearColor(0x87 / 255.0f, 0xce / 255.0f, 0xeb / 255.0f, 0xff / 255.0f);
            OpenGL.ClearDepth(1.0f);
            OpenGL.Enable(OpenGL.GL_DEPTH_TEST);
            OpenGL.DepthFunc(OpenGL.GL_LEQUAL);
            OpenGL.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, OpenGL.GL_NICEST);
        }
Пример #5
0
        /// <summary>
        ///
        /// </summary>
        protected virtual void CreateRenderContext()
        {
            // Initialises OpenGL.
            var renderContext = new FBORenderContext();

            //  Create the render context.
            renderContext.Create(Width, Height, 32, null);

            this.renderContext = renderContext;

            renderContext.MakeCurrent();

            //  Set the most basic OpenGL styles.
            OpenGL.ShadeModel(OpenGL.GL_SMOOTH);
            OpenGL.ClearDepth(1.0f);
            OpenGL.Enable(OpenGL.GL_DEPTH_TEST);
            OpenGL.DepthFunc(OpenGL.GL_LEQUAL);
            OpenGL.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, OpenGL.GL_NICEST);
            if (this.designMode)
            {
                GLCanvasHelper.ResizeGL(this.Width, this.Height);
            }
        }
Пример #6
0
        /// <summary>
        ///
        /// </summary>
        protected virtual void CreateRenderContext()
        {
            // Initialises OpenGL.
            var renderContext = new FBORenderContext();

            //  Create the render context.
            renderContext.Create(Width, Height, 32, null);

            this.renderContext = renderContext;

            renderContext.MakeCurrent();

            //  Set the most basic OpenGL styles.
            OpenGL.ShadeModel(OpenGL.GL_SMOOTH);
            OpenGL.ClearDepth(1.0f);
            OpenGL.Enable(OpenGL.GL_DEPTH_TEST);
            OpenGL.DepthFunc(OpenGL.GL_LEQUAL);
            OpenGL.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, OpenGL.GL_NICEST);
            if (this.designMode)
            {
                GLCanvasHelper.ResizeGL(this.Width, this.Height);
            }
        }