Going through TODOs in OpenGL render system, and implemented
most of the EffectParameter.SetData overloads.
This commit is contained in:
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746582483d
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@ -190,32 +190,32 @@ namespace ANX.Framework.Windows.GL3
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{
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{
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IsBound = true;
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IsBound = true;
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GL.Enable(EnableCap.Blend);
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GL.Enable(EnableCap.Blend);
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GL.BlendEquationSeparate(
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GL.BlendEquationSeparate(
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TranslateBlendFunction(ColorBlendFunction),
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TranslateBlendFunction(ColorBlendFunction),
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TranslateBlendFunction(AlphaBlendFunction));
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TranslateBlendFunction(AlphaBlendFunction));
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ErrorHelper.Check("BlendEquationSeparate");
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ErrorHelper.Check("BlendEquationSeparate");
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GL.BlendFuncSeparate(
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GL.BlendFuncSeparate(
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TranslateBlendSrc(ColorSourceBlend),
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TranslateBlendSrc(ColorSourceBlend),
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TranslateBlendDest(ColorDestinationBlend),
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TranslateBlendDest(ColorDestinationBlend),
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TranslateBlendSrc(AlphaSourceBlend),
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TranslateBlendSrc(AlphaSourceBlend),
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TranslateBlendDest(AlphaDestinationBlend));
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TranslateBlendDest(AlphaDestinationBlend));
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ErrorHelper.Check("BlendFuncSeparate");
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ErrorHelper.Check("BlendFuncSeparate");
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SetColorWriteChannel(0, ColorWriteChannels);
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SetColorWriteChannel(0, ColorWriteChannels);
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SetColorWriteChannel(1, ColorWriteChannels1);
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SetColorWriteChannel(1, ColorWriteChannels1);
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SetColorWriteChannel(2, ColorWriteChannels2);
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SetColorWriteChannel(2, ColorWriteChannels2);
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SetColorWriteChannel(3, ColorWriteChannels3);
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SetColorWriteChannel(3, ColorWriteChannels3);
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GL.BlendColor(BlendFactor.R * DatatypesMapping.ColorMultiplier,
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GL.BlendColor(BlendFactor.R * DatatypesMapping.ColorMultiplier,
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BlendFactor.G * DatatypesMapping.ColorMultiplier,
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BlendFactor.G * DatatypesMapping.ColorMultiplier,
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BlendFactor.B * DatatypesMapping.ColorMultiplier,
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BlendFactor.B * DatatypesMapping.ColorMultiplier,
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BlendFactor.A * DatatypesMapping.ColorMultiplier);
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BlendFactor.A * DatatypesMapping.ColorMultiplier);
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ErrorHelper.Check("BlendColor");
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ErrorHelper.Check("BlendColor");
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// TODO: multi sample mask
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// TODO: multi sample mask
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}
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}
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#endregion
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#endregion
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@ -356,25 +356,25 @@ namespace ANX.Framework.Windows.GL3
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/// <returns>OpenGL Blend Equation Mode.</returns>
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/// <returns>OpenGL Blend Equation Mode.</returns>
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private BlendEquationMode TranslateBlendFunction(BlendFunction func)
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private BlendEquationMode TranslateBlendFunction(BlendFunction func)
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{
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{
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switch (func)
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switch (func)
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{
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{
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case BlendFunction.Add:
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case BlendFunction.Add:
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return BlendEquationMode.FuncAdd;
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return BlendEquationMode.FuncAdd;
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case BlendFunction.Subtract:
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case BlendFunction.Subtract:
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return BlendEquationMode.FuncSubtract;
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return BlendEquationMode.FuncSubtract;
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case BlendFunction.ReverseSubtract:
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case BlendFunction.ReverseSubtract:
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return BlendEquationMode.FuncReverseSubtract;
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return BlendEquationMode.FuncReverseSubtract;
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case BlendFunction.Min:
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case BlendFunction.Min:
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return BlendEquationMode.Min;
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return BlendEquationMode.Min;
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case BlendFunction.Max:
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case BlendFunction.Max:
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return BlendEquationMode.Max;
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return BlendEquationMode.Max;
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}
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}
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throw new ArgumentException("don't know how to translate BlendFunction '" + func.ToString() + "' to BlendEquationMode");
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throw new ArgumentException("don't know how to translate BlendFunction '" + func.ToString() + "' to BlendEquationMode");
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}
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}
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#endregion
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#endregion
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}
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}
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@ -108,7 +108,7 @@ namespace ANX.Framework.Windows.GL3
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}
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}
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#endregion
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#endregion
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#region Parameters (TODO)
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#region Parameters
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public IEnumerable<EffectParameter> Parameters
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public IEnumerable<EffectParameter> Parameters
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{
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{
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get
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get
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@ -80,7 +80,7 @@ namespace ANX.Framework.Windows.GL3
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private set;
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private set;
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}
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}
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#endregion
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#endregion
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#region Constructor
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#region Constructor
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/// <summary>
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/// <summary>
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/// Create a ne effect parameter object.
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/// Create a ne effect parameter object.
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@ -115,6 +115,62 @@ namespace ANX.Framework.Windows.GL3
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}
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}
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#endregion
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#endregion
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#region SetValue (Matrix[])
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/// <summary>
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/// Set a Matrix array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Matrix[] value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 16];
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for (int index = 0; index < value.Length; index++)
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{
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array[(index * 16)] = value[index].M11;
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array[(index * 16) + 1] = value[index].M12;
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array[(index * 16) + 2] = value[index].M13;
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array[(index * 16) + 3] = value[index].M14;
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array[(index * 16) + 4] = value[index].M21;
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array[(index * 16) + 5] = value[index].M22;
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array[(index * 16) + 6] = value[index].M23;
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array[(index * 16) + 7] = value[index].M24;
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array[(index * 16) + 8] = value[index].M31;
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array[(index * 16) + 9] = value[index].M32;
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array[(index * 16) + 10] = value[index].M33;
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array[(index * 16) + 11] = value[index].M34;
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array[(index * 16) + 12] = value[index].M41;
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array[(index * 16) + 13] = value[index].M42;
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array[(index * 16) + 14] = value[index].M43;
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array[(index * 16) + 15] = value[index].M44;
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}
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GL.UniformMatrix4(UniformIndex, array.Length, false, array);
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ErrorHelper.Check("UniformMatrix4v");
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}
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#endregion
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#region SetValue (Quaternion) (TODO)
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/// <summary>
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/// Set a Quaternion value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Quaternion value)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region SetValue (Quaternion[]) (TODO)
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/// <summary>
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/// Set a Quaternion array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Quaternion[] value)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region SetValue (Texture)
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#region SetValue (Texture)
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private Texture textureCache = null;
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private Texture textureCache = null;
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/// <summary>
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/// <summary>
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@ -130,8 +186,6 @@ namespace ANX.Framework.Windows.GL3
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{
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{
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// TODO: multiple texture units
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// TODO: multiple texture units
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TextureUnit textureUnit = TextureUnit.Texture0;
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TextureUnit textureUnit = TextureUnit.Texture0;
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GL.Enable(EnableCap.Texture2D);
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ErrorHelper.Check("Enable");
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GL.ActiveTexture(textureUnit);
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GL.ActiveTexture(textureUnit);
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ErrorHelper.Check("ActiveTexture");
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ErrorHelper.Check("ActiveTexture");
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int handle = (value.NativeTexture as Texture2DGL3).NativeHandle;
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int handle = (value.NativeTexture as Texture2DGL3).NativeHandle;
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@ -144,80 +198,187 @@ namespace ANX.Framework.Windows.GL3
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}
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}
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#endregion
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#endregion
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#region SetValue (bool) (TODO)
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/// <summary>
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/// Set a bool value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(bool value)
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{
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throw new NotImplementedException();
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}
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#endregion
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public void SetValue(bool value)
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#region SetValue (bool[]) (TODO)
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a bool array value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(bool[] value)
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{
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throw new NotImplementedException();
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}
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#endregion
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public void SetValue(bool[] value)
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#region SetValue (int)
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set an int value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(int value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value);
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ErrorHelper.Check("Uniform1i");
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}
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#endregion
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public void SetValue(int value)
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#region SetValue (int[])
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set an int array value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(int[] value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value.Length, value);
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ErrorHelper.Check("Uniform1iv");
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}
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#endregion
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#region SetValue (float)
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/// <summary>
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/// Set a float value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(float value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value);
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ErrorHelper.Check("Uniform1f");
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}
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#endregion
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public void SetValue(int[] value)
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#region SetValue (float[])
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a float array value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(float[] value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value.Length, value);
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ErrorHelper.Check("Uniform1fv");
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}
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#endregion
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public void SetValue(Matrix[] value)
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#region SetValue (Vector2)
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a Vector2 value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector2 value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform2(UniformIndex, value.X, value.Y);
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ErrorHelper.Check("Uniform2f");
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}
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#endregion
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public void SetValue(Quaternion value)
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#region SetValue (Vector2[])
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a Vector2 array value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector2[] value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 2];
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for(int index = 0; index < value.Length; index++)
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{
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array[(index * 2)] = value[index].X;
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array[(index * 2) + 1] = value[index].Y;
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}
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GL.Uniform2(UniformIndex, array.Length, array);
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ErrorHelper.Check("Uniform2fv");
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}
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#endregion
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public void SetValue(Quaternion[] value)
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#region SetValue (Vector3)
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a Vector3 value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector3 value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform3(UniformIndex, value.X, value.Y, value.Z);
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ErrorHelper.Check("Uniform3f");
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}
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#endregion
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public void SetValue(float value)
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#region SetValue (Vector3[])
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a Vector3 array value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector3[] value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 3];
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for (int index = 0; index < value.Length; index++)
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{
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array[(index * 3)] = value[index].X;
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array[(index * 3) + 1] = value[index].Y;
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array[(index * 3) + 2] = value[index].Z;
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}
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GL.Uniform3(UniformIndex, array.Length, array);
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ErrorHelper.Check("Uniform3fv");
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}
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#endregion
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public void SetValue(float[] value)
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#region SetValue (Vector4)
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a Vector4 value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector4 value)
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{
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GL.UseProgram(parentEffect.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform4(UniformIndex, value.X, value.Y, value.Z, value.W);
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ErrorHelper.Check("Uniform4f");
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}
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#endregion
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public void SetValue(Vector2 value)
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#region SetValue (Vector4[])
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{
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/// <summary>
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throw new NotImplementedException();
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/// Set a Vector4 array value to the effect parameter.
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}
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector2[] value)
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public void SetValue(Vector4[] value)
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{
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{
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throw new NotImplementedException();
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GL.UseProgram(parentEffect.programHandle);
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}
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 4];
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public void SetValue(Vector3 value)
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for (int index = 0; index < value.Length; index++)
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{
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{
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throw new NotImplementedException();
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array[(index * 4)] = value[index].X;
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}
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array[(index * 4) + 1] = value[index].Y;
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array[(index * 4) + 2] = value[index].Z;
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public void SetValue(Vector3[] value)
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array[(index * 4) + 3] = value[index].W;
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{
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}
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throw new NotImplementedException();
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GL.Uniform4(UniformIndex, array.Length, array);
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}
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ErrorHelper.Check("Uniform4fv");
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}
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public void SetValue(Vector4 value)
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#endregion
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{
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}
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throw new NotImplementedException();
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}
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public void SetValue(Vector4[] value)
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{
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throw new NotImplementedException();
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}
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}
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}
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}
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@ -1,5 +1,7 @@
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using System;
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using System;
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using ANX.Framework.NonXNA;
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using ANX.Framework.NonXNA;
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using System.Collections.Generic;
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||||||
|
using ANX.Framework.Graphics;
|
||||||
|
|
||||||
#region License
|
#region License
|
||||||
|
|
||||||
@ -64,8 +66,20 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
get;
|
get;
|
||||||
private set;
|
private set;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The passes of the technique.
|
||||||
|
/// </summary>
|
||||||
|
public IEnumerable<EffectPass> Passes
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
//TODO: implement
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Constructor
|
#region Constructor
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Create a ne effect technique object.
|
/// Create a ne effect technique object.
|
||||||
@ -74,15 +88,5 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
}
|
||||||
|
|
||||||
public System.Collections.Generic.IEnumerable<Graphics.EffectPass> Passes
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
//TODO: implement
|
|
||||||
yield return null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
@ -90,13 +90,12 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
elementSize = setElementSize;
|
elementSize = setElementSize;
|
||||||
usage = setUsage;
|
usage = setUsage;
|
||||||
|
|
||||||
// TODO: evaluate whats best
|
// TODO: check if dynamic buffer
|
||||||
// StaticDraw: set once, use often
|
bool isDynamicBuffer = false;
|
||||||
// DynamicDraw: set frequently, use repeatadly
|
|
||||||
// StreamDraw: set every tick, use once
|
|
||||||
|
|
||||||
// comment from glatzemann: I think static draw should be right HERE. DynamicDraw should be used for DynamicIndexbuffer. StreamDraw shouldn't be used I think.
|
usageHint = isDynamicBuffer ?
|
||||||
usageHint = BufferUsageHint.DynamicDraw;
|
BufferUsageHint.DynamicDraw :
|
||||||
|
BufferUsageHint.StaticDraw;
|
||||||
|
|
||||||
GL.GenBuffers(1, out bufferHandle);
|
GL.GenBuffers(1, out bufferHandle);
|
||||||
ErrorHelper.Check("GenBuffers");
|
ErrorHelper.Check("GenBuffers");
|
||||||
|
@ -93,11 +93,12 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
usage = setUsage;
|
usage = setUsage;
|
||||||
vertexCount = setVertexCount;
|
vertexCount = setVertexCount;
|
||||||
|
|
||||||
// TODO: evaluate whats best
|
// TODO: check if dynamic buffer
|
||||||
// StaticDraw: set once, use often
|
bool isDynamicBuffer = false;
|
||||||
// DynamicDraw: set frequently, use repeatadly
|
|
||||||
// StreamDraw: set every tick, use once
|
usageHint = isDynamicBuffer ?
|
||||||
usageHint = BufferUsageHint.DynamicDraw;
|
BufferUsageHint.DynamicDraw :
|
||||||
|
BufferUsageHint.StaticDraw;
|
||||||
|
|
||||||
GL.GenBuffers(1, out bufferHandle);
|
GL.GenBuffers(1, out bufferHandle);
|
||||||
ErrorHelper.Check("GenBuffers");
|
ErrorHelper.Check("GenBuffers");
|
||||||
@ -114,7 +115,7 @@ namespace ANX.Framework.Windows.GL3
|
|||||||
if (setSize != size)
|
if (setSize != size)
|
||||||
{
|
{
|
||||||
throw new Exception("Failed to set the vertexBuffer data. DataSize=" +
|
throw new Exception("Failed to set the vertexBuffer data. DataSize=" +
|
||||||
size + " SetSize=" + setSize);
|
size + " SetSize=" + setSize);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
@ -66,8 +66,6 @@ void main( )
|
|||||||
// Fragment Shader
|
// Fragment Shader
|
||||||
//
|
//
|
||||||
|
|
||||||
precission mediump float;
|
|
||||||
|
|
||||||
uniform sampler2D Texture;
|
uniform sampler2D Texture;
|
||||||
|
|
||||||
varying vec4 diffuseColor;
|
varying vec4 diffuseColor;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user