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[Examples] Updated to use 1.1 API
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@ -132,9 +132,7 @@ void main(void)
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GL.AttachShader(shaderProgramHandle, fragmentShaderHandle);
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GL.LinkProgram(shaderProgramHandle);
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Debug.WriteLine(GL.GetProgramInfoLog(shaderProgramHandle));
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GL.UseProgram(shaderProgramHandle);
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// Set uniforms
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@ -151,19 +149,19 @@ void main(void)
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void CreateVBOs()
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{
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GL.GenBuffers(1, out positionVboHandle);
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positionVboHandle = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
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new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
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positionVboData, BufferUsageHint.StaticDraw);
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GL.GenBuffers(1, out normalVboHandle);
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normalVboHandle = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
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new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
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positionVboData, BufferUsageHint.StaticDraw);
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GL.GenBuffers(1, out eboHandle);
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eboHandle = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
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GL.BufferData(BufferTarget.ElementArrayBuffer,
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new IntPtr(sizeof(uint) * indicesVboData.Length),
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@ -179,7 +177,7 @@ void main(void)
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// This means we do not have to re-issue VertexAttribPointer calls
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// every time we try to use a different vertex layout - these calls are
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// stored in the VAO so we simply need to bind the correct VAO.
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GL.GenVertexArrays(1, out vaoHandle);
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vaoHandle = GL.GenVertexArray();
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GL.BindVertexArray(vaoHandle);
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GL.EnableVertexAttribArray(0);
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@ -214,7 +212,7 @@ void main(void)
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.BindVertexArray(vaoHandle);
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GL.DrawElements(BeginMode.Triangles, indicesVboData.Length,
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GL.DrawElements(PrimitiveType.Triangles, indicesVboData.Length,
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DrawElementsType.UnsignedInt, IntPtr.Zero);
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SwapBuffers();
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