} //Misses the bottom section private void DrawBottomBox(Matrix4 BoxPosition) { GL.UniformMatrix4(uModelLocation, true, ref BoxPosition); GL.DrawElements(DrawMode, mCubeModel.Indices.Length - 12, DrawElementsType.UnsignedInt, 0); //Side sections Material.silver.Assign_Material(); Bottom_Portal.Make_Active_Texture(); GL.DrawElements(DrawMode, 6, DrawElementsType.UnsignedInt, 30 * sizeof(float)); //Bottom } //Missed the top section
} //Doesn't draw top and bottom sections private void DrawTopBox(Matrix4 BoxPosition) { GL.UniformMatrix4(uModelLocation, true, ref BoxPosition); GL.DrawElements(DrawMode, 12, DrawElementsType.UnsignedInt, 0); //Front and Back Material.silver.Assign_Material(); Top_Portal.Make_Active_Texture(); GL.DrawElements(DrawMode, 6, DrawElementsType.UnsignedInt, 12 * sizeof(float)); //RightSide BrickWall.MakeActive(); GL.DrawElements(DrawMode, mCubeModel.Indices.Length - 24, DrawElementsType.UnsignedInt, 18 * sizeof(float)); //Rest } //Misses the bottom section