int vao; //array buffer object //Constructor to be used with VBO concept. Only single texture used. DisplayList not neaded any longer. public SkyBox(float aSize) { mSize = aSize; if (skyBoxTexturePath != null) { skyBoxSingleTexture = TextureManager.LoadTexture(skyBoxTexturePath); } //Using VBO concept instead of DisplayList // loading Vertex Buffers Shape skyBoxShape = new SkyBoxShape(aSize); vbo = VBOUtil.LoadVBO(skyBoxShape); VBOUtil.ConfigureVertexArrayObject(out vao, vbo); }
public static int labelVao; //VOA for file node's labels public static void LoadVBOs() { //Using VBO concept instead of DisplayList // loading Vertex Buffers Shape fileNodeShape = new FileNodeShape(); Shape dirNodeShape = new DirNodeShape(); Shape driveNodeShape = new DriveNodeShape(); vbo[(int)Node.NodeType.FILE_NODE] = VBOUtil.LoadVBO(fileNodeShape); VBOUtil.ConfigureVertexArrayObject(out vao [(int)Node.NodeType.FILE_NODE], vbo [(int)Node.NodeType.FILE_NODE]); vbo[(int)Node.NodeType.DIR_NODE] = VBOUtil.LoadVBO(dirNodeShape); VBOUtil.ConfigureVertexArrayObject(out vao [(int)Node.NodeType.DIR_NODE], vbo [(int)Node.NodeType.DIR_NODE]); vbo[(int)Node.NodeType.DRIVE_NODE] = VBOUtil.LoadVBO(driveNodeShape); VBOUtil.ConfigureVertexArrayObject(out vao [(int)Node.NodeType.DRIVE_NODE], vbo [(int)Node.NodeType.DRIVE_NODE]); Shape labelShape = new LabelShape(); labelVbo = VBOUtil.LoadVBO(labelShape); VBOUtil.ConfigureVertexArrayObjectForLabels(out labelVao, labelVbo); }