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

main
Colin McMillen 1 year ago
parent
commit
4e0a15e3a0
  1. 11
      Program.cs

11
Program.cs

@ -272,6 +272,10 @@ public class Game : GameWindow {
GL.EnableVertexAttribArray(texCoordLocation);
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.
string[] files = Directory.GetFiles(@"c:\users\colin\pictures\photos\2023\06\27\");
textures = new List<Texture>();
@ -281,11 +285,6 @@ public class Game : GameWindow {
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() {
@ -309,7 +308,6 @@ public class Game : GameWindow {
GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.DynamicDraw);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, active.Handle);
shader.Use();
GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
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.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, textures[i].Handle);
shader.Use();
GL.DrawElements(PrimitiveType.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);
}

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