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Removed tabs.
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828836675b
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@ -119,9 +119,9 @@ void main(void)
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GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
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GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
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{ }
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{ }
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public override void OnLoad (System.EventArgs e)
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public override void OnLoad (System.EventArgs e)
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{
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{
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// Create shaders
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// Create shaders
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vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader);
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vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader);
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fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
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fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
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@ -131,10 +131,10 @@ void main(void)
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GL.CompileShader(vertexShaderHandle);
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GL.CompileShader(vertexShaderHandle);
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GL.CompileShader(fragmentShaderHandle);
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GL.CompileShader(fragmentShaderHandle);
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Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle));
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Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle));
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Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle));
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Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle));
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// Create program
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// Create program
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shaderProgramHandle = GL.CreateProgram();
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shaderProgramHandle = GL.CreateProgram();
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GL.AttachShader(shaderProgramHandle, vertexShaderHandle);
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GL.AttachShader(shaderProgramHandle, vertexShaderHandle);
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@ -146,7 +146,7 @@ void main(void)
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GL.UseProgram(shaderProgramHandle);
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GL.UseProgram(shaderProgramHandle);
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// Set uniforms
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// Set uniforms
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projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix");
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projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix");
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modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix");
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modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix");
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@ -157,7 +157,7 @@ void main(void)
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GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix);
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GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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// Create vertex buffer
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// Create vertex buffer
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GL.GenVertexArrays(1, out vaoHandle);
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GL.GenVertexArrays(1, out vaoHandle);
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GL.BindVertexArray(vaoHandle);
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GL.BindVertexArray(vaoHandle);
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@ -182,19 +182,19 @@ void main(void)
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GL.BindAttribLocation(shaderProgramHandle, 0, "in_position");
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GL.BindAttribLocation(shaderProgramHandle, 0, "in_position");
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GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal");
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GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal");
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// Other state
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// Other state
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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GL.ClearColor(System.Drawing.Color.MidnightBlue);
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GL.ClearColor(System.Drawing.Color.MidnightBlue);
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}
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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{
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Matrix4 rotation = Matrix4.RotateY((float)e.Time);
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Matrix4 rotation = Matrix4.RotateY((float)e.Time);
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Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix);
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Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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if (Keyboard[OpenTK.Input.Key.Escape])
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if (Keyboard[OpenTK.Input.Key.Escape])
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Exit();
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Exit();
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}
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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protected override void OnRenderFrame(FrameEventArgs e)
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@ -213,10 +213,10 @@ void main(void)
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public static void Main()
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public static void Main()
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{
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{
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using (HelloGL3 example = new HelloGL3())
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using (HelloGL3 example = new HelloGL3())
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{
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{
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Utilities.SetWindowTitle(example);
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Utilities.SetWindowTitle(example);
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example.Run(30);
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example.Run(30);
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}
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}
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}
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}
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}
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}
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}
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}
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