move TEXTURE_WHITE loading; rm shader.Use() from OnRenderFrame()
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parent
a94a3938dc
commit
4e0a15e3a0
11
Program.cs
11
Program.cs
@ -272,6 +272,10 @@ public class Game : GameWindow {
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GL.EnableVertexAttribArray(texCoordLocation);
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GL.EnableVertexAttribArray(texCoordLocation);
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GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
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GL.VertexAttribPointer(texCoordLocation, 2, VertexAttribPointerType.Float, false, 5 * sizeof(float), 3 * sizeof(float));
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// Load blank white texture.
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Image<Rgba32> white1x1 = new Image<Rgba32>(1, 1, new Rgba32(255, 255, 255));
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TEXTURE_WHITE = new Texture(white1x1);
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// Load textures from JPEGs.
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// Load textures from JPEGs.
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string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\06\27\");
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string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\06\27\");
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textures = new List<Texture>();
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textures = new List<Texture>();
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@ -281,11 +285,6 @@ public class Game : GameWindow {
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textures.Add(new Texture(image));
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textures.Add(new Texture(image));
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}
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}
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}
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}
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// Load blank white texture.
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Image<Rgba32> white1x1 = new Image<Rgba32>(1, 1, new Rgba32(255, 255, 255));
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TEXTURE_WHITE = new Texture(white1x1);
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textures.Add(TEXTURE_WHITE); // FIXME: remove
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}
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}
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protected override void OnUnload() {
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protected override void OnUnload() {
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@ -309,7 +308,6 @@ public class Game : GameWindow {
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, active.Handle);
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GL.BindTexture(TextureTarget.Texture2D, active.Handle);
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shader.Use();
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
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for (int i = 0; i < textures.Count; i++) {
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for (int i = 0; i < textures.Count; i++) {
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@ -318,7 +316,6 @@ public class Game : GameWindow {
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, textures[i].Handle);
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GL.BindTexture(TextureTarget.Texture2D, textures[i].Handle);
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shader.Use();
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
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GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
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}
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}
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