Пример #1
0
        private bool disposedValue = false; // To detect redundant calls



        protected virtual void Dispose(bool disposing)
        {
            if (!disposedValue)
            {
                if (disposing)
                {
                    // TODO: dispose managed state (managed objects).
                    BoneRemapIndices     = null;
                    instanceBoneMatrices = null;

                    vao?.Dispose();

                    if (instanceBoneMatricesTex > 0)
                    {
                        GL.DeleteTexture(instanceBoneMatricesTex);
                        GL.DeleteBuffer(instanceBoneMatricesTexTBO);
                    }
                }

                // TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
                // TODO: set large fields to null.

                disposedValue = true;
            }
        }
Пример #2
0
        public void renderBSphere(GLSLHelper.GLSLShaderConfig shader)
        {
            for (int i = 0; i < instance_count; i++)
            {
                GLVao bsh_Vao = setupBSphere(i);

                //Rendering

                GL.UseProgram(shader.program_id);

                //Step 2 Bind & Render Vao
                //Render Bounding Sphere
                GL.BindVertexArray(bsh_Vao.vao_id);
                GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
                GL.DrawElements(PrimitiveType.Triangles, 600, DrawElementsType.UnsignedInt, (IntPtr)0);

                GL.BindVertexArray(0);
                bsh_Vao.Dispose();
            }
        }