protected override void Initialize() { texture = Content.Load <Texture2D> ("particles_test.png", TextureConfiguration.Nearest); program = Content.Load <ShaderProgram> ("particle"); positions = new GLBuffer <Vector4> (GLBufferSettings.StaticDraw4FloatArray, pos); texCoords = new GLBuffer <Vector2> (GLBufferSettings.StaticDraw2FloatArray, textureCoords); colors = new GLBuffer <Vector4> (GLBufferSettings.StaticDraw4FloatArray, col); abo = GL.GenVertexArray(); GL.BindVertexArray(abo); positions.PointTo(program.Attrib("v_pos")); texCoords.PointTo(program.Attrib("v_tex")); colors.PointTo(program.Attrib("v_col")); camera = new Camera(60f, Resolution, 0.1f, 64f); camera.SetRelativePosition(new Vector3(0, 0, 5)); base.Initialize(); }
protected override void Initialize() { texture = Content.Load<Texture2D> ("particles_test.png", TextureConfiguration.Nearest); program = Content.Load<ShaderProgram> ("particle"); positions = new GLBuffer<Vector4> (GLBufferSettings.StaticDraw4FloatArray, pos); texCoords = new GLBuffer<Vector2> (GLBufferSettings.StaticDraw2FloatArray, textureCoords); colors = new GLBuffer<Vector4> (GLBufferSettings.StaticDraw4FloatArray, col); abo = GL.GenVertexArray (); GL.BindVertexArray (abo); positions.PointTo (program.Attrib ("v_pos")); texCoords.PointTo (program.Attrib ("v_tex")); colors.PointTo (program.Attrib ("v_col")); camera = new Camera (60f, Resolution, 0.1f, 64f); camera.SetRelativePosition (new Vector3 (0, 0, 5)); base.Initialize (); }