public BufferGroup(IBO ibo, IEnumerable<VBO> vbos) { Ibo = ibo; Vbos.AddRange(vbos); }
public BufferGroup(IBO ibo, IEnumerable <VBO> vbos) { Ibo = ibo; Vbos.AddRange(vbos); }
/// <summary> /// Generates the vertices, normals and indices and creates them for the OpenGL. /// This method has to be called once before drawing. /// </summary> /// <param name="gl"></param> public void GenerateGeometry(OpenGL gl, OGLModelUsage usage) { GL = gl; _usage = usage; // Create the data buffers. var buffers = OGLBufferId.CreateBufferIds(gl, 3); IndexBuffer = new IBO(buffers[0]); NormalBuffer = new VBO(buffers[1]); VertexBuffer = new VBO(buffers[2]); if (AutoCalculateNormals) { CalculateNormals(); } var vertData = Vertices.SelectMany(v => v.to_array()).ToArray(); VertexBuffer.BindBuffer(gl); // GL.BindBuffer(OpenGL.GL_ARRAY_BUFFER, VertexBuffer.Buffer.Value); VertexBuffer.SetBufferData(gl, OGLBufferDataTarget.ArrayBuffer, vertData, usage, 3); // GL.BufferData(OpenGL.GL_ARRAY_BUFFER, vertData, (uint)usage); var normData = Normals.SelectMany(v => v.to_array()).ToArray(); NormalBuffer.BindBuffer(gl); //GL.BindBuffer(OpenGL.GL_ARRAY_BUFFER, NormalBuffer.Buffer.Value); NormalBuffer.SetBufferData(gl, OGLBufferDataTarget.ArrayBuffer, normData, usage, 3); // GL.BufferData(OpenGL.GL_ARRAY_BUFFER, normData, (uint)usage); IndexBuffer.BindBuffer(gl); // GL.BindBuffer(OpenGL.GL_ARRAY_BUFFER, IndexBuffer.Buffer.Value); IndexBuffer.SetBufferData(gl, OGLBufferDataTarget.ArrayBuffer, Indices, usage, 1); // GL.BufferData(OpenGL.GL_ARRAY_BUFFER, Indices, (uint)usage); if (new OGLModelUsage[]{OGLModelUsage.StaticCopy, OGLModelUsage.StaticDraw, OGLModelUsage.StaticRead}.Contains(usage)) { ClearStaticData(); } }