private void InitHealthBar() { healthBar.VAO = GL.GenVertexArray(); GL.BindVertexArray(healthBar.VAO); healthBar.VBO = QuadGenerator.GenQuadVBO(0, 1); healthBar.IBO = QuadGenerator.GenQuadIBO(); healthBar.numIndices = 4; GL.BindVertexArray(0); string vSource, fSource; using (var f = new StreamReader("Res/quad.vert")) vSource = f.ReadToEnd(); using (var f = new StreamReader("Res/quad.frag")) fSource = f.ReadToEnd(); healthBar.shader = new ShaderProgram(vSource, fSource); }
public ArenaRenderer(Arena arena, IView view) { this.arena = arena; this.view = view; shader = BuildShader(); VAO = GL.GenVertexArray(); GL.BindVertexArray(VAO); qVBO = QuadGenerator.GenQuadVBO(0, 1); qIBO = QuadGenerator.GenQuadIBO(); //Keep IBO bounded to VAO GL.BindBuffer(BufferTarget.ElementArrayBuffer, qIBO); iVBO = GenInstancedDataVBO(arena, 2, 3); GL.BindVertexArray(0); texID = GenTexture(); }