public void RenderWater(WorldRenderer WR) { if (_water) { //Bind texture. WR.BindTexture(_wtex); //Bind vertex data GL.BindBuffer(BufferTarget.ArrayBuffer, _wbuffer); GL.InterleavedArrays(InterleavedArrayFormat.T2fC4fN3fV3f, 0, (IntPtr)0); GL.DrawElements(BeginMode.Triangles, _windicies.Length, DrawElementsType.UnsignedShort, _windicies); //Unbind buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } }
public void Render(WorldRenderer WR) { //Bind texture. WR.BindTexture(_texid); //Bind vertex data GL.BindBuffer(BufferTarget.ArrayBuffer, _buffs [VERT_INDEX]); GL.InterleavedArrays(InterleavedArrayFormat.T2fC4fN3fV3f, 0, (IntPtr)0); GL.DrawArrays(BeginMode.Triangles, 0, _numverts); //Unbind buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); }