private void SetUpRendering() { graphicsResources = new GraphicsResources(); // Display compilation warnings. if (!graphicsResources.screenTextureShader.LinkStatusIsOk) { MessageBox.Show(graphicsResources.screenTextureShader.GetErrorLog(), "Failed Shader Compilation"); } // Trigger the render event. glControl1.RenderFrame(); }
private void SetUpRendering() { // Pause the rendering thread to use the context on the current thread. glViewport.PauseRendering(); graphicsResources = new GraphicsResources(); // Display compilation warnings. if (!graphicsResources.screenTextureShader.LinkStatusIsOk) { System.Diagnostics.Debug.WriteLine("The texture shader did not link successfully."); System.Diagnostics.Debug.WriteLine(graphicsResources.screenTextureShader.GetErrorLog()); } if (!graphicsResources.objModelShader.LinkStatusIsOk) { System.Diagnostics.Debug.WriteLine("The attribute shader did not link successfully."); System.Diagnostics.Debug.WriteLine(graphicsResources.objModelShader.GetErrorLog()); } // Start rendering on the dedicated thread. glViewport.RestartRendering(); }