//Called after the window and OpenGL are initialized. Called exactly once, before the main loop. protected override void init() { g_fzNear = 1.0f; g_fzFar = 1000.0f; InitializeGInitialViewData(); InitializeGViewScale(); g_viewPole = new ViewPole(g_initialViewData, g_viewScale, MouseButtons.MB_LEFT_BTN); g_objtPole = new ObjectPole(g_initialObjectData, (float)(90.0f / 250.0f), MouseButtons.MB_RIGHT_BTN, g_viewPole); InitializeProgram(); try { string XmlFilesDirectory = GlsTutorialsClass.ProjectDirectory + @"/XmlFilesForMeshes"; Stream unitcylinder = File.OpenRead(XmlFilesDirectory + @"/unitcylinder9.xml"); g_pCylinderMesh = new Mesh(unitcylinder); Stream unitplane = File.OpenRead(XmlFilesDirectory + @"/largeplane9.xml"); g_pPlaneMesh = new Mesh(unitplane); } catch(Exception ex) { throw new Exception("Error:" + ex.ToString()); } SetupDepthAndCull(); reshape(); }
//Called after the window and OpenGL are initialized. Called exactly once, before the main loop. protected override void init() { g_fzNear = 1.0f; g_fzFar = 1000.0f; InitializeGInitialViewData(); InitializeGViewScale(); g_viewPole = new ViewPole(g_initialViewData, g_viewScale, MouseButtons.MB_LEFT_BTN); g_objtPole = new ObjectPole(g_initialObjectData, (float)(90.0f / 250.0f), MouseButtons.MB_RIGHT_BTN, g_viewPole); InitializePrograms(); try { string XmlFilesDirectory = GlsTutorialsClass.ProjectDirectory + @"/XmlFilesForMeshes"; Stream Infinity = File.OpenRead(XmlFilesDirectory + @"/infinity.xml"); g_pObjectMesh = new Mesh(Infinity); Stream UnitCube = File.OpenRead(XmlFilesDirectory + @"/unitcubebasictexture.xml"); g_pCubeMesh = new Mesh(UnitCube); } catch(Exception ex) { MessageBox.Show("Error creating meshes " + ex.ToString()); throw; } SetupDepthAndCull(); MatrixStack.rightMultiply = false; reshape(); GL.Enable(EnableCap.Texture1D); //Setup our Uniform Buffers MaterialBlock mtl = new MaterialBlock(); mtl.diffuseColor = new Vector4(1.0f, 0.673f, 0.043f, 1.0f); mtl.specularColor = new Vector4(1.0f, 0.673f, 0.043f, 1.0f) * 0.4f; mtl.specularShininess = g_specularShininess; g_litShaderProg.materialBlock.Update(mtl); g_litTextureProg.materialBlock.Update(mtl); CreateGaussianTextures(); }