public GraphicsDevice( Size size, WindowMode window ) { Console.WriteLine("Using Cg renderer"); windowSize = size; var extensions = new string[] { "GL_ARB_vertex_program", "GL_ARB_fragment_program", "GL_ARB_vertex_buffer_object", }; surf = SdlGraphics.InitializeSdlGl(ref windowSize, window, extensions); cgContext = Tao.Cg.Cg.cgCreateContext(); Tao.Cg.Cg.cgSetErrorCallback( CgErrorCallback ); Tao.Cg.CgGl.cgGLRegisterStates( cgContext ); Tao.Cg.CgGl.cgGLSetManageTextureParameters( cgContext, true ); vertexProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_VERTEX ); fragmentProfile = CgGl.cgGLGetLatestProfile( CgGl.CG_GL_FRAGMENT ); Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY ); ErrorHandler.CheckGlError(); Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY ); ErrorHandler.CheckGlError(); Sdl.SDL_SetModState( 0 ); // i have had enough. input = new SdlInput( surf ); }
public SdlGraphics(Size size, WindowMode window, string[] extensions) { windowSize = size; InitializeSdlGl(ref windowSize, window, extensions); Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY); ErrorHandler.CheckGlError(); Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY); ErrorHandler.CheckGlError(); Sdl.SDL_SetModState(0); input = new SdlInput(); }
public GraphicsDevice( Size size, WindowMode window ) { Console.WriteLine("Using Gl renderer"); windowSize = size; var extensions = new string[] { "GL_ARB_vertex_shader", "GL_ARB_fragment_shader", "GL_ARB_vertex_buffer_object", }; surf = SdlGraphics.InitializeSdlGl( ref windowSize, window, extensions ); Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY ); ErrorHandler.CheckGlError(); Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY ); ErrorHandler.CheckGlError(); Sdl.SDL_SetModState( 0 ); input = new SdlInput( surf ); }