diff --git a/Source/Examples/OpenGL/1.x/DisplayLists.cs b/Source/Examples/OpenGL/1.x/DisplayLists.cs
index 43c76ea4..c030c6a2 100644
--- a/Source/Examples/OpenGL/1.x/DisplayLists.cs
+++ b/Source/Examples/OpenGL/1.x/DisplayLists.cs
@@ -43,7 +43,7 @@ using OpenTK.Graphics.OpenGL;
namespace Examples.Tutorial
{
- [Example("Display Lists", ExampleCategory.OpenGL, "1.x", 2, Documentation="DisplayLists")]
+ [Example("Display Lists", ExampleCategory.OpenGL, "1.x", 2, Documentation = "DisplayLists")]
public class T07_Display_Lists_Flower : GameWindow
{
#region --- Fields ---
@@ -122,8 +122,8 @@ namespace Examples.Tutorial
float aspect = this.ClientSize.Width / (float)this.ClientSize.Height;
- Matrix4 projection_matrix;
- Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 1, 64, out projection_matrix);
+ Matrix4 projection_matrix;
+ Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspect, 1, 64, out projection_matrix);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref projection_matrix);
diff --git a/Source/Examples/OpenGL/1.x/FramebufferObject.cs b/Source/Examples/OpenGL/1.x/FramebufferObject.cs
index af5ed352..69fd28da 100644
--- a/Source/Examples/OpenGL/1.x/FramebufferObject.cs
+++ b/Source/Examples/OpenGL/1.x/FramebufferObject.cs
@@ -17,7 +17,7 @@ using OpenTK.Graphics.OpenGL;
namespace Examples.Tutorial
{
- [Example("Framebuffer Objects", ExampleCategory.OpenGL, "1.x", Documentation="FramebufferObject")]
+ [Example("Framebuffer Objects", ExampleCategory.OpenGL, "1.x", Documentation = "FramebufferObject")]
public class SimpleFBO : GameWindow
{
public SimpleFBO()
@@ -26,7 +26,7 @@ namespace Examples.Tutorial
}
Font sans = new Font(System.Drawing.FontFamily.GenericSansSerif, 16.0f);
-
+
uint ColorTexture;
uint DepthTexture;
uint FBOHandle;
@@ -62,7 +62,7 @@ namespace Examples.Tutorial
System.Windows.Forms.MessageBoxButtons.OK, System.Windows.Forms.MessageBoxIcon.Exclamation);
Exit();
}
-
+
GL.Enable(EnableCap.DepthTest);
GL.ClearDepth(1.0f);
GL.DepthFunc(DepthFunction.Lequal);
@@ -217,7 +217,7 @@ namespace Examples.Tutorial
protected override void OnResize(EventArgs e)
{
GL.Viewport(0, 0, Width, Height);
-
+
double aspect_ratio = Width / (double)Height;
OpenTK.Matrix4 perspective = OpenTK.Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, (float)aspect_ratio, 1, 64);
@@ -242,7 +242,7 @@ namespace Examples.Tutorial
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
-
+
GL.PushMatrix();
{
// Draw the Color Texture
diff --git a/Source/Examples/OpenGL/1.x/ImmediateMode.cs b/Source/Examples/OpenGL/1.x/ImmediateMode.cs
index 1f25bc76..45029830 100644
--- a/Source/Examples/OpenGL/1.x/ImmediateMode.cs
+++ b/Source/Examples/OpenGL/1.x/ImmediateMode.cs
@@ -25,7 +25,7 @@ namespace Examples.Tutorial
///
/// Demonstrates immediate mode rendering.
///
- [Example("Immediate mode", ExampleCategory.OpenGL, "1.x", 1, Documentation="ImmediateMode")]
+ [Example("Immediate mode", ExampleCategory.OpenGL, "1.x", 1, Documentation = "ImmediateMode")]
public class T03_Immediate_Mode_Cube : GameWindow
{
#region --- Fields ---
@@ -37,10 +37,11 @@ namespace Examples.Tutorial
#region --- Constructor ---
- public T03_Immediate_Mode_Cube() : base(800, 600, new GraphicsMode(16, 16))
- { }
+ public T03_Immediate_Mode_Cube()
+ : base(800, 600, new GraphicsMode(16, 16))
+ { }
- #endregion
+ #endregion
#region OnLoad
@@ -114,7 +115,7 @@ namespace Examples.Tutorial
Matrix4 lookat = Matrix4.LookAt(0, 5, 5, 0, 0, 0, 0, 1, 0);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref lookat);
-
+
angle += rotation_speed * (float)e.Time;
GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
diff --git a/Source/Examples/OpenGL/1.x/StencilCSG.cs b/Source/Examples/OpenGL/1.x/StencilCSG.cs
index 1c6f6f1a..90221af8 100644
--- a/Source/Examples/OpenGL/1.x/StencilCSG.cs
+++ b/Source/Examples/OpenGL/1.x/StencilCSG.cs
@@ -14,7 +14,7 @@ namespace Examples.Tutorial
{
[Example("Stencil CSG", ExampleCategory.OpenGL, "1.x", Documentation = "StencilCSG")]
- partial class StencilCSG: GameWindow
+ partial class StencilCSG : GameWindow
{
#region Model Related
DrawableShape OperandB;
@@ -31,11 +31,11 @@ namespace Examples.Tutorial
float CameraZoom;
float CameraRotX;
float CameraRotY;
- Vector3 EyePosition = new Vector3( 0f, 0f, 15f );
+ Vector3 EyePosition = new Vector3(0f, 0f, 15f);
#region Window
public StencilCSG()
- : base( 800, 600, new GraphicsMode( new ColorFormat( 8, 8, 8, 8 ), 24, 8 ) ) // request 8-bit stencil buffer
+ : base(800, 600, new GraphicsMode(new ColorFormat(8, 8, 8, 8), 24, 8)) // request 8-bit stencil buffer
{
base.VSync = VSyncMode.Off;
Keyboard.KeyDown += delegate(object sender, KeyboardKeyEventArgs e)
@@ -48,10 +48,10 @@ namespace Examples.Tutorial
};
}
- protected override void OnResize(EventArgs e )
+ protected override void OnResize(EventArgs e)
{
- GL.Viewport( 0, 0, Width, Height );
- GL.MatrixMode( MatrixMode.Projection );
+ GL.Viewport(0, 0, Width, Height);
+ GL.MatrixMode(MatrixMode.Projection);
Matrix4 p = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.1f, 64.0f);
GL.LoadMatrix(ref p);
}
@@ -160,15 +160,15 @@ namespace Examples.Tutorial
protected override void OnUnload(EventArgs e)
{
- GL.DeleteTextures( 1, ref Texture );
+ GL.DeleteTextures(1, ref Texture);
OperandA.Dispose();
OperandB.Dispose();
- base.OnUnload( e );
+ base.OnUnload(e);
}
- protected override void OnUpdateFrame( FrameEventArgs e )
+ protected override void OnUpdateFrame(FrameEventArgs e)
{
#region Magic numbers for camera
CameraRotX = -Mouse.X * .5f;
@@ -180,117 +180,117 @@ namespace Examples.Tutorial
public void DrawOperandB()
{
GL.PushMatrix();
- GL.Translate( Math.Cos(MySphereXOffset), -1f, Math.Cos(MySphereZOffset) );
+ GL.Translate(Math.Cos(MySphereXOffset), -1f, Math.Cos(MySphereZOffset));
OperandB.Draw();
GL.PopMatrix();
}
public void DrawOperandA()
{
- GL.Enable( EnableCap.Texture2D );
+ GL.Enable(EnableCap.Texture2D);
OperandA.Draw();
- GL.Disable( EnableCap.Texture2D );
+ GL.Disable(EnableCap.Texture2D);
}
public void RenderCsg()
{
// first pass
- GL.Disable( EnableCap.StencilTest );
-
- GL.ColorMask( false, false, false, false );
- GL.CullFace( CullFaceMode.Front );
+ GL.Disable(EnableCap.StencilTest);
+
+ GL.ColorMask(false, false, false, false);
+ GL.CullFace(CullFaceMode.Front);
DrawOperandB();// draw front-faces into depth buffer
// use stencil plane to find parts of b in a
- GL.DepthMask( false );
- GL.Enable( EnableCap.StencilTest );
- GL.StencilFunc( StencilFunction.Always, 0, 0 );
+ GL.DepthMask(false);
+ GL.Enable(EnableCap.StencilTest);
+ GL.StencilFunc(StencilFunction.Always, 0, 0);
- GL.StencilOp( StencilOp.Keep, StencilOp.Keep, StencilOp.Incr );
- GL.CullFace( CullFaceMode.Back );
+ GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Incr);
+ GL.CullFace(CullFaceMode.Back);
DrawOperandA(); // increment the stencil where the front face of a is drawn
- GL.StencilOp( StencilOp.Keep, StencilOp.Keep, StencilOp.Decr );
- GL.CullFace( CullFaceMode.Front );
+ GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Decr);
+ GL.CullFace(CullFaceMode.Front);
DrawOperandA(); // decrement the stencil buffer where the back face of a is drawn
- GL.DepthMask( true );
- GL.Disable( EnableCap.DepthTest );
+ GL.DepthMask(true);
+ GL.Disable(EnableCap.DepthTest);
- GL.ColorMask( true, true, true, true );
- GL.StencilFunc( StencilFunction.Notequal, 0, 1 );
+ GL.ColorMask(true, true, true, true);
+ GL.StencilFunc(StencilFunction.Notequal, 0, 1);
DrawOperandB(); // draw the part of b that's in a
// fix depth
- GL.ColorMask( false, false, false, false );
- GL.Enable( EnableCap.DepthTest );
- GL.Disable( EnableCap.StencilTest );
- GL.DepthFunc( DepthFunction.Always );
+ GL.ColorMask(false, false, false, false);
+ GL.Enable(EnableCap.DepthTest);
+ GL.Disable(EnableCap.StencilTest);
+ GL.DepthFunc(DepthFunction.Always);
DrawOperandA();
- GL.DepthFunc( DepthFunction.Less );
+ GL.DepthFunc(DepthFunction.Less);
// second pass
- GL.CullFace( CullFaceMode.Back );
+ GL.CullFace(CullFaceMode.Back);
DrawOperandA();
- GL.DepthMask( false );
- GL.Enable( EnableCap.StencilTest );
+ GL.DepthMask(false);
+ GL.Enable(EnableCap.StencilTest);
- GL.StencilFunc( StencilFunction.Always, 0, 0 );
- GL.StencilOp( StencilOp.Keep, StencilOp.Keep, StencilOp.Incr );
+ GL.StencilFunc(StencilFunction.Always, 0, 0);
+ GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Incr);
DrawOperandB(); // increment the stencil where the front face of b is drawn
- GL.StencilOp( StencilOp.Keep, StencilOp.Keep, StencilOp.Decr );
- GL.CullFace( CullFaceMode.Front );
+ GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Decr);
+ GL.CullFace(CullFaceMode.Front);
DrawOperandB(); // decrement the stencil buffer where the back face of b is drawn
- GL.DepthMask( true );
- GL.Disable( EnableCap.DepthTest );
+ GL.DepthMask(true);
+ GL.Disable(EnableCap.DepthTest);
- GL.ColorMask( true, true, true, true );
- GL.StencilFunc( StencilFunction.Equal, 0, 1 );
- GL.CullFace( CullFaceMode.Back );
+ GL.ColorMask(true, true, true, true);
+ GL.StencilFunc(StencilFunction.Equal, 0, 1);
+ GL.CullFace(CullFaceMode.Back);
DrawOperandA(); // draw the part of a that's in b
- GL.Enable( EnableCap.DepthTest );
+ GL.Enable(EnableCap.DepthTest);
}
- protected override void OnRenderFrame( FrameEventArgs e )
+ protected override void OnRenderFrame(FrameEventArgs e)
{
- this.Title = WindowTitle + " FPS: " + ( 1f / e.Time ).ToString("0.");
+ this.Title = WindowTitle + " FPS: " + (1f / e.Time).ToString("0.");
- MySphereZOffset += (float)( e.Time * 3.1 );
- MySphereXOffset += (float)( e.Time * 4.2 );
+ MySphereZOffset += (float)(e.Time * 3.1);
+ MySphereXOffset += (float)(e.Time * 4.2);
#region Transform setup
- GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit );
+ GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
// Camera
- GL.MatrixMode( MatrixMode.Modelview );
- Matrix4 mv = Matrix4.LookAt( EyePosition, Vector3.Zero, Vector3.UnitY );
+ GL.MatrixMode(MatrixMode.Modelview);
+ Matrix4 mv = Matrix4.LookAt(EyePosition, Vector3.Zero, Vector3.UnitY);
GL.LoadMatrix(ref mv);
- GL.Translate( 0f, 0f, CameraZoom );
- GL.Rotate( CameraRotX, Vector3.UnitY );
- GL.Rotate( CameraRotY, Vector3.UnitX );
+ GL.Translate(0f, 0f, CameraZoom);
+ GL.Rotate(CameraRotX, Vector3.UnitY);
+ GL.Rotate(CameraRotY, Vector3.UnitX);
#endregion Transform setup
RenderCsg();
// ---------------------------------
- if ( ShowDebugWireFrame )
+ if (ShowDebugWireFrame)
{
GL.Color3(System.Drawing.Color.LightGray);
- GL.Disable( EnableCap.StencilTest );
- GL.Disable( EnableCap.Lighting );
+ GL.Disable(EnableCap.StencilTest);
+ GL.Disable(EnableCap.Lighting);
//GL.Disable( EnableCap.DepthTest );
- GL.PolygonMode( MaterialFace.Front, PolygonMode.Line );
+ GL.PolygonMode(MaterialFace.Front, PolygonMode.Line);
DrawOperandB();
- GL.PolygonMode( MaterialFace.Front, PolygonMode.Fill );
- GL.Enable( EnableCap.DepthTest );
- GL.Enable( EnableCap.Lighting );
- GL.Enable( EnableCap.StencilTest );
+ GL.PolygonMode(MaterialFace.Front, PolygonMode.Fill);
+ GL.Enable(EnableCap.DepthTest);
+ GL.Enable(EnableCap.Lighting);
+ GL.Enable(EnableCap.StencilTest);
}
this.SwapBuffers();
}
@@ -298,12 +298,11 @@ namespace Examples.Tutorial
[STAThread]
static void Main()
{
- using ( StencilCSG example = new StencilCSG() )
+ using (StencilCSG example = new StencilCSG())
{
Utilities.SetWindowTitle(example);
- example.Run( 30.0, 0.0 );
+ example.Run(30.0, 0.0);
}
}
-
}
}
diff --git a/Source/Examples/OpenGL/1.x/TextureMatrix.cs b/Source/Examples/OpenGL/1.x/TextureMatrix.cs
index b7f66f03..180de30a 100644
--- a/Source/Examples/OpenGL/1.x/TextureMatrix.cs
+++ b/Source/Examples/OpenGL/1.x/TextureMatrix.cs
@@ -11,7 +11,7 @@ namespace Examples.Tutorial
{
[Example("Texture Matrix Wormhole", ExampleCategory.OpenGL, "1.x", Documentation = "TextureMatrix")]
-
+
class TextureMatrix : GameWindow
{
@@ -95,7 +95,7 @@ namespace Examples.Tutorial
ClearBufferMask.DepthBufferBit);
GL.MatrixMode(MatrixMode.Texture);
- GL.Translate(e.Time/2, -e.Time, 0f);
+ GL.Translate(e.Time / 2, -e.Time, 0f);
Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY);
GL.MatrixMode(MatrixMode.Modelview);
@@ -136,9 +136,9 @@ namespace Examples.Tutorial
Bitmap bitmap = new Bitmap(filename);
BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
- GL.TexImage2D(Target, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
- GL.Finish();
- bitmap.UnlockBits(data);
+ GL.TexImage2D(Target, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
+ GL.Finish();
+ bitmap.UnlockBits(data);
if (GL.GetError() != ErrorCode.NoError)
throw new Exception("Error loading texture " + filename);
diff --git a/Source/Examples/OpenGL/1.x/Textures.cs b/Source/Examples/OpenGL/1.x/Textures.cs
index 8918e1a8..dd43f36b 100644
--- a/Source/Examples/OpenGL/1.x/Textures.cs
+++ b/Source/Examples/OpenGL/1.x/Textures.cs
@@ -22,7 +22,7 @@ namespace Examples.Tutorial
///
/// Demonstrates simple OpenGL Texturing.
///
- [Example("Texture mapping", ExampleCategory.OpenGL, "1.x", 5, Documentation="Textures")]
+ [Example("Texture mapping", ExampleCategory.OpenGL, "1.x", 5, Documentation = "Textures")]
public class Textures : GameWindow
{
Bitmap bitmap = new Bitmap("Data/Textures/logo.jpg");
@@ -42,7 +42,7 @@ namespace Examples.Tutorial
GL.Enable(EnableCap.Texture2D);
GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
-
+
GL.GenTextures(1, out texture);
GL.BindTexture(TextureTarget.Texture2D, texture);
@@ -51,7 +51,7 @@ namespace Examples.Tutorial
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
-
+
bitmap.UnlockBits(data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
diff --git a/Source/Examples/OpenGL/1.x/VBODynamic.cs b/Source/Examples/OpenGL/1.x/VBODynamic.cs
index 3aede568..72d6bacc 100644
--- a/Source/Examples/OpenGL/1.x/VBODynamic.cs
+++ b/Source/Examples/OpenGL/1.x/VBODynamic.cs
@@ -9,11 +9,11 @@ namespace Examples.Tutorial
{
[Example("VBO Dynamic", ExampleCategory.OpenGL, "1.x", 4, Documentation = "VBODynamic")]
- class T09_VBO_Dynamic: GameWindow
+ class T09_VBO_Dynamic : GameWindow
{
/// Creates a 800x600 window with the specified title.
- public T09_VBO_Dynamic( )
- : base( 800, 600 )
+ public T09_VBO_Dynamic()
+ : base(800, 600)
{
this.VSync = VSyncMode.Off;
}
@@ -42,48 +42,48 @@ namespace Examples.Tutorial
}
uint VBOHandle;
- #endregion Particles
+ #endregion Particles
/// Load resources here.
/// Not used.
- protected override void OnLoad( EventArgs e )
+ protected override void OnLoad(EventArgs e)
{
- GL.ClearColor( .1f, 0f, .1f, 0f );
- GL.Enable( EnableCap.DepthTest );
-
+ GL.ClearColor(.1f, 0f, .1f, 0f);
+ GL.Enable(EnableCap.DepthTest);
+
// Setup parameters for Points
- GL.PointSize( 5f );
- GL.Enable( EnableCap.PointSmooth );
- GL.Hint( HintTarget.PointSmoothHint, HintMode.Nicest );
+ GL.PointSize(5f);
+ GL.Enable(EnableCap.PointSmooth);
+ GL.Hint(HintTarget.PointSmoothHint, HintMode.Nicest);
// Setup VBO state
- GL.EnableClientState( EnableCap.ColorArray );
- GL.EnableClientState( EnableCap.VertexArray );
+ GL.EnableClientState(EnableCap.ColorArray);
+ GL.EnableClientState(EnableCap.VertexArray);
- GL.GenBuffers( 1, out VBOHandle );
+ GL.GenBuffers(1, out VBOHandle);
// Since there's only 1 VBO in the app, might aswell setup here.
- GL.BindBuffer( BufferTarget.ArrayBuffer, VBOHandle );
- GL.ColorPointer( 4, ColorPointerType.UnsignedByte, VertexC4ubV3f.SizeInBytes, (IntPtr) 0 );
- GL.VertexPointer( 3, VertexPointerType.Float, VertexC4ubV3f.SizeInBytes, (IntPtr) (4*sizeof(byte)) );
+ GL.BindBuffer(BufferTarget.ArrayBuffer, VBOHandle);
+ GL.ColorPointer(4, ColorPointerType.UnsignedByte, VertexC4ubV3f.SizeInBytes, (IntPtr)0);
+ GL.VertexPointer(3, VertexPointerType.Float, VertexC4ubV3f.SizeInBytes, (IntPtr)(4 * sizeof(byte)));
- Random rnd = new Random( );
+ Random rnd = new Random();
Vector3 temp = Vector3.Zero;
-
+
// generate some random stuff for the particle system
- for ( uint i = 0 ; i < MaxParticleCount ; i++ )
+ for (uint i = 0; i < MaxParticleCount; i++)
{
- VBO[i].R = (byte) rnd.Next( 0, 256 );
- VBO[i].G = (byte) rnd.Next( 0, 256 );
- VBO[i].B = (byte) rnd.Next( 0, 256 );
- VBO[i].A = (byte) rnd.Next( 0, 256 ); // isn't actually used
+ VBO[i].R = (byte)rnd.Next(0, 256);
+ VBO[i].G = (byte)rnd.Next(0, 256);
+ VBO[i].B = (byte)rnd.Next(0, 256);
+ VBO[i].A = (byte)rnd.Next(0, 256); // isn't actually used
VBO[i].Position = Vector3.Zero; // all particles are born at the origin
// generate direction vector in the range [-0.25f...+0.25f]
// that's slow enough so you can see particles 'disappear' when they are respawned
- temp.X = (float) ( ( rnd.NextDouble( ) - 0.5 ) * 0.5f );
- temp.Y = (float) ( ( rnd.NextDouble( ) - 0.5 ) * 0.5f );
- temp.Z = (float) ( ( rnd.NextDouble( ) - 0.5 ) * 0.5f );
+ temp.X = (float)((rnd.NextDouble() - 0.5) * 0.5f);
+ temp.Y = (float)((rnd.NextDouble() - 0.5) * 0.5f);
+ temp.Z = (float)((rnd.NextDouble() - 0.5) * 0.5f);
ParticleAttributes[i].Direction = temp; // copy
ParticleAttributes[i].Age = 0;
}
@@ -94,7 +94,7 @@ namespace Examples.Tutorial
protected override void OnUnload(EventArgs e)
{
- GL.DeleteBuffers( 1, ref VBOHandle );
+ GL.DeleteBuffers(1, ref VBOHandle);
}
///
@@ -120,32 +120,33 @@ namespace Examples.Tutorial
/// Called when it is time to setup the next frame. Add you game logic here.
///
/// Contains timing information for framerate independent logic.
- protected override void OnUpdateFrame( FrameEventArgs e )
+ protected override void OnUpdateFrame(FrameEventArgs e)
{
- if ( Keyboard[Key.Escape] )
+ if (Keyboard[Key.Escape])
{
- Exit( );
+ Exit();
}
// will update particles here. When using a Physics SDK, it's update rate is much higher than
// the framerate and it would be a waste of cycles copying to the VBO more often than drawing it.
- if ( VisibleParticleCount < MaxParticleCount )
+ if (VisibleParticleCount < MaxParticleCount)
VisibleParticleCount++;
Vector3 temp;
- for ( int i = MaxParticleCount - VisibleParticleCount ; i < MaxParticleCount ; i++ )
+ for (int i = MaxParticleCount - VisibleParticleCount; i < MaxParticleCount; i++)
{
if (ParticleAttributes[i].Age >= MaxParticleCount)
{
// reset particle
ParticleAttributes[i].Age = 0;
VBO[i].Position = Vector3.Zero;
- } else
+ }
+ else
{
ParticleAttributes[i].Age += (uint)Math.Max(ParticleAttributes[i].Direction.LengthFast * 10, 1);
- Vector3.Multiply( ref ParticleAttributes[i].Direction, (float) e.Time, out temp );
- Vector3.Add( ref VBO[i].Position, ref temp, out VBO[i].Position );
+ Vector3.Multiply(ref ParticleAttributes[i].Direction, (float)e.Time, out temp);
+ Vector3.Add(ref VBO[i].Position, ref temp, out VBO[i].Position);
}
}
}
@@ -154,27 +155,27 @@ namespace Examples.Tutorial
/// Called when it is time to render the next frame. Add your rendering code here.
///
/// Contains timing information.
- protected override void OnRenderFrame( FrameEventArgs e )
+ protected override void OnRenderFrame(FrameEventArgs e)
{
- this.Title = VisibleParticleCount + " Points. FPS: " + string.Format( "{0:F}", 1.0 / e.Time );
+ this.Title = VisibleParticleCount + " Points. FPS: " + string.Format("{0:F}", 1.0 / e.Time);
- GL.Clear( ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit );
+ GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
- GL.PushMatrix( );
+ GL.PushMatrix();
- GL.Translate( 0f, 0f, -5f );
+ GL.Translate(0f, 0f, -5f);
// Tell OpenGL to discard old VBO when done drawing it and reserve memory _now_ for a new buffer.
// without this, GL would wait until draw operations on old VBO are complete before writing to it
- GL.BufferData( BufferTarget.ArrayBuffer, (IntPtr) ( VertexC4ubV3f.SizeInBytes * MaxParticleCount ), IntPtr.Zero, BufferUsageHint.StreamDraw );
+ GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(VertexC4ubV3f.SizeInBytes * MaxParticleCount), IntPtr.Zero, BufferUsageHint.StreamDraw);
// Fill newly allocated buffer
- GL.BufferData( BufferTarget.ArrayBuffer, (IntPtr) ( VertexC4ubV3f.SizeInBytes * MaxParticleCount ), VBO, BufferUsageHint.StreamDraw );
+ GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(VertexC4ubV3f.SizeInBytes * MaxParticleCount), VBO, BufferUsageHint.StreamDraw);
// Only draw particles that are alive
- GL.DrawArrays( BeginMode.Points, MaxParticleCount - VisibleParticleCount, VisibleParticleCount );
+ GL.DrawArrays(BeginMode.Points, MaxParticleCount - VisibleParticleCount, VisibleParticleCount);
- GL.PopMatrix( );
+ GL.PopMatrix();
- SwapBuffers( );
+ SwapBuffers();
}
///
diff --git a/Source/Examples/OpenGL/1.x/VBOStatic.cs b/Source/Examples/OpenGL/1.x/VBOStatic.cs
index 58037487..f6298a65 100644
--- a/Source/Examples/OpenGL/1.x/VBOStatic.cs
+++ b/Source/Examples/OpenGL/1.x/VBOStatic.cs
@@ -22,15 +22,15 @@ using System.Drawing;
namespace Examples.Tutorial
{
- [Example("VBO Static", ExampleCategory.OpenGL, "1.x", 3, Documentation="VBOStatic")]
+ [Example("VBO Static", ExampleCategory.OpenGL, "1.x", 3, Documentation = "VBOStatic")]
public class T08_VBO : GameWindow
{
const float rotation_speed = 180.0f;
float angle;
-
+
struct Vbo { public int VboID, EboID, NumElements; }
Vbo[] vbo = new Vbo[2];
-
+
VertexPositionColor[] CubeVertices = new VertexPositionColor[]
{
new VertexPositionColor(-1.0f, -1.0f, 1.0f, Color.DarkRed),