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Copy file name to clipboardExpand all lines: Forays/GL.cs
+24-14Lines changed: 24 additions & 14 deletions
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@@ -12,6 +12,8 @@ The above copyright notice and this permission notice shall be included in all c
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usingSystem.Collections.Generic;
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usingSystem.Diagnostics;
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usingSystem.Runtime.InteropServices;
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usingSystem.IO;
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usingSystem.Reflection;
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usingOpenTK;
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usingOpenTK.Graphics;
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usingOpenTK.Graphics.OpenGL;
@@ -248,8 +250,6 @@ public void UpdatePositionVertexArray(Surface s,int start_index,IList<int> index
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}
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floatwidth_ratio=2.0f/(float)Viewport.Width;
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floatheight_ratio=2.0f/(float)Viewport.Height;
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//float width_ratio = 2.0f / (float)ClientRectangle.Width; //todo: eventually this part might not be based on the current window. Seems like a good idea.
float[]values=newfloat[4*s.vbo.PositionDimensions];//2 or 3 dimensions for 4 vertices
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floatwidth_ratio=2.0f/(float)Viewport.Width;
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floatheight_ratio=2.0f/(float)Viewport.Height;
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//float width_ratio = 2.0f / (float)ClientRectangle.Width; //todo: eventually this part might not be based on the current window. Seems like a good idea.
protectedstaticintmax_textures=-1;//Currently, max_textures serves only to crash in a better way. Eventually I'll figure out how to swap texture units around, todo!
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protectedstaticDictionary<string,Texture>texture_info=newDictionary<string,Texture>();//the Textures contained herein are used only to store index/height/width
intid=GL.GenTexture();//todo: eventually i'll want to support more than 16 or 32 textures. At that time I'll need to store this ID somewhere.
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GL.BindTexture(TextureTarget.Texture2D,id);//maybe a list of Scenes which are lists of textures needed, and then i'll bind all those and make sure to track their texture units.
intid=GL.GenTexture();//todo: eventually i'll want to support more than 16 or 32 textures. At that time I'll need to store this ID somewhere.
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GL.BindTexture(TextureTarget.Texture2D,id);//maybe a list of Scenes which are lists of textures needed, and then i'll bind all those and make sure to track their texture units.
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