public void Render(RawModel model) { GL.BindVertexArray(model.VaoId); GL.EnableVertexAttribArray(0); //GL.BindBuffer(BufferTarget.ArrayBuffer, model.VboId); //GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0); //GL.BindBuffer(BufferTarget.ElementArrayBuffer, model.IboId); GL.DrawElements(PrimitiveType.Triangles, model.VertexCount, DrawElementsType.UnsignedInt, IntPtr.Zero); }
public Game(int width, int height) : base(width, height) { _loader = new ModelLoader(); _renderer = new Renderer(); _shader = new StaticShader(); float[] vertices = { -0.5f, 0.5f, 0f, //v0 -0.5f, -0.5f, 0f, //v1 0.5f, -0.5f, 0f, //v2 0.5f, 0.5f, 0f //v3 }; int[] indices = { 0, 3, 1, 3, 1, 2 }; _shader.Load(); _model = _loader.LoadToVao(vertices, indices); }