private MyApplication() { //setup gameWindow = new GameWindow(700, 700); gameWindow.KeyDown += (s, arg) => gameWindow.Close(); gameWindow.Resize += (s, arg) => GL.Viewport(0, 0, gameWindow.Width, gameWindow.Height); gameWindow.RenderFrame += GameWindow_RenderFrame; gameWindow.RenderFrame += (s, arg) => gameWindow.SwapBuffers(); //load font font = new TextureFont(TextureLoader.FromBitmap(Resourcen.Blood_Bath_2), 10, 32, .8f, 1, .7f); //background clear color GL.ClearColor(Color.Black); //for transparency in textures GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); }
public MyApplication() { gameWindow.Resize += GameWindow_Resize; gameWindow.KeyDown += (sender, e) => { if (Key.Escape == e.Key) gameWindow.Exit(); }; gameWindow.MouseDown += GameWindow_MouseDown; gameWindow.RenderFrame += GameWindow_RenderFrame; gameWindow.RenderFrame += (sender, e) => { gameWindow.SwapBuffers(); }; GL.ClearColor(Color.Black); for (int x = 0; x < gridRes; ++x) { for (int y = 0; y < gridRes; ++y) { grid[x, y] = FieldType.EMPTY; } } texWhite = TextureLoader.FromBitmap(Resourcen.white); texBlack = TextureLoader.FromBitmap(Resourcen.black); texWater = TextureLoader.FromBitmap(Resourcen.water); font = new TextureFont(TextureLoader.FromBitmap(Resourcen.Fire_2), 10, 32, 1.0f, 0.9f, 0.5f); }
public void RegisterFont(TextureFont textureFont) { this.font = textureFont; }