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- public unsafe void Setting_Up()
- {
- try
- {
- VAO = glGenVertexArray();
- }
- catch
- {
- Outer.Error("Something went wrong while generating the vertex array, aborting early!");
- Glfw.SetWindowShouldClose(DisplayManager.window, true);
- }
- glBindVertexArray(VAO);
- EBO = glGenBuffer();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
- fixed (float* v = &indicies[0])
- {
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(float) * indicies.Length, v, GL_STATIC_DRAW);
- }
- VBO = glGenBuffer();
- glBindBuffer(GL_ARRAY_BUFFER, VBO);
- fixed (float* v = &vert[0])
- {
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vert.Length, v, GL_STATIC_DRAW);
- }
- glVertexAttribPointer(0, 3, GL_FLOAT, false, 5 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glBindVertexArray(VAO);
- #region shaders
- VertexShader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(VertexShader, vertex_shader);
- glCompileShader(VertexShader);
- FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(FragmentShader, frag_shader);
- glCompileShader(FragmentShader);
- shader_program = glCreateProgram();
- glAttachShader(shader_program, VertexShader);
- glAttachShader(shader_program, FragmentShader);
- glLinkProgram(shader_program);
- glUseProgram(shader_program);
- glDeleteShader(VertexShader);
- glDeleteShader(FragmentShader);
- #endregion
- }
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