/// <summary> /// Unbinds the RS4P from OpenGL and a view. /// </summary> /// <param name="view">The view.</param> public void Unbind(View3D view) { IsBound = false; view.BindFramebuffer(FramebufferTarget.Framebuffer, 0); view.Viewport(0, 0, view.Width, view.Height); GL.DrawBuffer(DrawBufferMode.Back); view.BufferDontTouch = false; }
/// <summary> /// Binds the RS4P to OpenGL and a view. /// </summary> /// <param name="view">The view.</param> public void Bind(View3D view) { IsBound = true; view.BufferDontTouch = true; view.BindFramebuffer(FramebufferTarget.Framebuffer, (int)fbo); view.Viewport(0, 0, Width, Height); GL.DrawBuffers(6, new DrawBuffersEnum[] { DrawBuffersEnum.ColorAttachment0, DrawBuffersEnum.ColorAttachment1, DrawBuffersEnum.ColorAttachment2, DrawBuffersEnum.ColorAttachment3, DrawBuffersEnum.ColorAttachment4, DrawBuffersEnum.ColorAttachment5 }); //GL.BlendFunc(3, BlendingFactorSrc.One, BlendingFactorDest.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.Enable(EnableCap.Texture2D); }