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Apr 22nd, 2018
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  1. protected override void OnRenderFrame(FrameEventArgs e)
  2. {
  3.  
  4. base.OnRenderFrame(e);
  5. GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
  6. int uModelLocation = GL.GetUniformLocation(mShader.ShaderProgramID, "uModel");
  7. Matrix4 m1 = Matrix4.CreateTranslation(0.6f, 0, 0);
  8. m1 = Matrix4.Mult(m1, Matrix4.CreateRotationZ(0.8f));
  9. GL.UniformMatrix4(uModelLocation, true, ref m1);
  10.  
  11. GL.BindVertexArray(mVAO_ID);
  12. GL.DrawElements(BeginMode.Triangles, mModel.Indices.Length, DrawElementsType.UnsignedInt, 0);
  13.  
  14. m1 = Matrix4.CreateTranslation(-0.4f, -0.6f, 0);
  15. m1 = Matrix4.Mult(m1, Matrix4.CreateRotationZ(-0.4f));
  16. GL.UniformMatrix4(uModelLocation, true, ref m1);
  17.  
  18. GL.BindVertexArray(mVAO_ID);
  19. GL.DrawElements(BeginMode.Triangles, mModel.Indices.Length, DrawElementsType.UnsignedInt, 0);
  20.  
  21. GL.BindVertexArray(0);
  22. this.SwapBuffers();
  23. }
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