protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); Console.WriteLine("[4] .. OnRenderFrame"); GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color.DimGray); GL.MatrixMode(MatrixMode.Modelview); mundo.SRU3D(); mundo.Desenha(); this.SwapBuffers(); }
protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); // GL.Clear(ClearBufferMask.ColorBufferBit); Matrix4 modelview = Matrix4.LookAt(eye, target, up); GL.MatrixMode(MatrixMode.Modelview); GL.LoadMatrix(ref modelview); mundo.Desenha(); // GL.Begin(BeginMode.Triangles); // GL.Color3(1.0f, 1.0f, 0.0f); GL.Vertex3(-1.0f, -1.0f, 0.0f); // GL.Color3(1.0f, 0.0f, 0.0f); GL.Vertex3(1.0f, -1.0f, 0.0f); // GL.Color3(0.2f, 0.9f, 1.0f); GL.Vertex3(0.0f, 1.0f, 0.0f); // GL.End(); this.SwapBuffers(); }