move TEXTURE_WHITE loading; rm shader.Use() from OnRenderFrame()

This commit is contained in:
Colin McMillen 2023-07-06 19:18:59 -04:00
parent a94a3938dc
commit 4e0a15e3a0

View File

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