[Examples] Updated to use 1.1 API

This commit is contained in:
Stefanos A. 2014-01-30 11:40:01 +01:00
Родитель eeaa3276f1
Коммит bc95477488
1 изменённых файлов: 5 добавлений и 7 удалений

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@ -132,9 +132,7 @@ void main(void)
GL.AttachShader(shaderProgramHandle, fragmentShaderHandle);
GL.LinkProgram(shaderProgramHandle);
Debug.WriteLine(GL.GetProgramInfoLog(shaderProgramHandle));
GL.UseProgram(shaderProgramHandle);
// Set uniforms
@ -151,19 +149,19 @@ void main(void)
void CreateVBOs()
{
GL.GenBuffers(1, out positionVboHandle);
positionVboHandle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
positionVboData, BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out normalVboHandle);
normalVboHandle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
positionVboData, BufferUsageHint.StaticDraw);
GL.GenBuffers(1, out eboHandle);
eboHandle = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
GL.BufferData(BufferTarget.ElementArrayBuffer,
new IntPtr(sizeof(uint) * indicesVboData.Length),
@ -179,7 +177,7 @@ void main(void)
// This means we do not have to re-issue VertexAttribPointer calls
// every time we try to use a different vertex layout - these calls are
// stored in the VAO so we simply need to bind the correct VAO.
GL.GenVertexArrays(1, out vaoHandle);
vaoHandle = GL.GenVertexArray();
GL.BindVertexArray(vaoHandle);
GL.EnableVertexAttribArray(0);
@ -214,7 +212,7 @@ void main(void)
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.BindVertexArray(vaoHandle);
GL.DrawElements(BeginMode.Triangles, indicesVboData.Length,
GL.DrawElements(PrimitiveType.Triangles, indicesVboData.Length,
DrawElementsType.UnsignedInt, IntPtr.Zero);
SwapBuffers();