示例#1
0
        public void BindBuffers(OpenGLScene scene)
        {
            glBindBuffer(GL_ARRAY_BUFFER, vpb);
            glVertexAttribPointer(scene.vpa, 3, GL_FLOAT, GL_FALSE, 0);

            for (int m = 0; m < maps.Size(); m++)
            {
                maps.Get(m).BindBuffers(scene);
            }

            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vib);
        }
示例#2
0
        public void Render(OpenGLScene scene)
        {
            if (vpl.Size() == 0 || vil.Size() == 0)
            {
                return;                                    //crashes if empty ???
            }
            int uvcnt = maps.Size();

            glUniform1i(scene.uUVMaps, uvcnt);
            glEnableVertexAttribArray(scene.tca[0]);
            if (uvcnt > 1)
            {
                glEnableVertexAttribArray(scene.tca[1]);
            }
            else
            {
                glDisableVertexAttribArray(scene.tca[1]);
            }
            glDrawElements(type, vil.Size(), GL_UNSIGNED_INT);
        }
示例#3
0
 public void BindBuffers(OpenGLScene scene)
 {
     glBindBuffer(GL_ARRAY_BUFFER, uvb);
     glVertexAttribPointer(scene.tca[mapIndex], 2, GL_FLOAT, GL_FALSE, 0);
 }