/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); //GL.Enable(EnableCap.Blend); //GL.Enable(EnableCap.PolygonSmooth); //GL.Disable(EnableCap.DepthTest); //glEnable(GL_BLEND); //glEnable(GL_POLYGON_SMOOTH); //glDisable(GL_DEPTH_TEST); GL.Begin(BeginMode.Triangles); GLHelper.Color3(PixelFarm.Drawing.Conv.ToColor(Color.MidnightBlue)); GL.Vertex2(-1.0f, 1.0f); GLHelper.Color3(PixelFarm.Drawing.Conv.ToColor(Color.SpringGreen)); GL.Vertex2(0.0f, -1.0f); GLHelper.Color3(PixelFarm.Drawing.Conv.ToColor(Color.Ivory)); GL.Vertex2(1.0f, 1.0f); GL.End(); this.SwapBuffers(); }
protected override void OnRenderFrame(FrameEventArgs e) { this.Title = WindowTitle + " FPS: " + (1f / e.Time).ToString("0."); MySphereZOffset += (float)(e.Time * 3.1); MySphereXOffset += (float)(e.Time * 4.2); #region Transform setup GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit); // Camera GL.MatrixMode(MatrixMode.Modelview); Matrix4 mv = Matrix4.LookAt(EyePosition, Vector3.Zero, Vector3.UnitY); GL.LoadMatrix(ref mv); GL.Translate(0f, 0f, CameraZoom); GL.Rotate(CameraRotX, Vector3.UnitY); GL.Rotate(CameraRotY, Vector3.UnitX); #endregion Transform setup RenderCsg(); // --------------------------------- if (ShowDebugWireFrame) { GLHelper.Color3(PixelFarm.Drawing.Color.LightGray); GL.Disable(EnableCap.StencilTest); GL.Disable(EnableCap.Lighting); //GL.Disable( EnableCap.DepthTest ); GL.PolygonMode(MaterialFace.Front, PolygonMode.Line); DrawOperandB(); GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill); GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.Lighting); GL.Enable(EnableCap.StencilTest); } this.SwapBuffers(); }
/// <summary> /// Add your game rendering code here. /// </summary> /// <param name="e">Contains timing information.</param> /// <remarks>There is no need to call the base implementation.</remarks> protected override void OnRenderFrame(FrameEventArgs e) { GL.Clear(ClearBufferMask.ColorBufferBit); GL.Begin(BeginMode.Triangles); GLHelper.Color3(PixelFarm.Drawing.Conv.ToColor(Color.MidnightBlue)); GL.Vertex2(-1.0f, 1.0f); GLHelper.Color3(PixelFarm.Drawing.Conv.ToColor(Color.SpringGreen)); GL.Vertex2(0.0f, -1.0f); GLHelper.Color3(PixelFarm.Drawing.Conv.ToColor(Color.Ivory)); GL.Vertex2(1.0f, 1.0f); GL.End(); this.SwapBuffers(); }