private void Unbind() { GL.Disable(EnableCap.Blend); GL.DisableVertexAttribArray(0); GL.BindVertexArray(0); shader.Stop(); }
public WaterRenderer(Loader loader, WaterShader shader, Matrix4 projectionMatrix, WaterFrameBuffer fbos) { this.shader = shader; this.fbos = fbos; handleDudv = loader.LoadTexture(FILENAME); handleNormalMap = loader.LoadTexture(NORMAL_FILENAME); shader.Start(); shader.ConnecttextureUnits(); shader.LoadProjectionMatrix(projectionMatrix); shader.Stop(); SetUpVAO(loader); }