I'm trying to use SharpGL to render in a programming WPF application using gl.VertexPointer() Learning and gl.DrawArrays(). But I cannot get Earhost it to render a square. The background most effective clears to green and I can see the FPS wrong idea drawing at the bottom left of the WPF use of case panel. When adding the code for the United square, the FPS text disappears as well Modern and I just have a blank screen.
I'm doing the same exact thing that I ecudated have in a C++ project which works just some how fine. I don't know what I'm missing or anything else doing incorrectly.
XAML
<Window _OFFSET); x:Class="NodePlusPlus.MainWindow"
(-SMALL xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
_left).offset arrowImgView.mas xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
(self. equalTo xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
make.right. mas_top); xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
ImgView. ReadIndicator xmlns:local="clr-namespace:NodePlusPlus"
_have .equalTo( xmlns:gl="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF"
make.top mc:Ignorable="d"
OFFSET); Title="MainWindow" Height="900" (TINY_ Width="1600" Background="#FF202020">
.offset <Grid x:Name="MainGrid">
mas_right)
<gl:OpenGLControl ImgView. x:Name="glPanel" DrawFPS="True" />
Indicator </Grid>
</Window>
C#
public MainWindow()
{
Read InitializeComponent();
_have glPanel.OpenGLInitialized += .equalTo( glPanel_OpenGLInitialized;
make.left glPanel.OpenGLDraw += *make) { glPanel_OpenGLDraw;
straintMaker glPanel.Resized += glPanel_Resized;
^(MASCon }
private void onstraints: glPanel_Resized(object sender, mas_makeC SharpGL.WPF.OpenGLRoutedEventArgs args)
[_topTxtlbl {
OpenGL gl = (@(8)); args.OpenGL;
gl.Ortho2D(0, equalTo Width, 0, Height);
}
width. private void make.height. glPanel_OpenGLInitialized(object sender, (SMALL_OFFSET); SharpGL.WPF.OpenGLRoutedEventArgs args)
.offset {
OpenGL gl = (self.contentView) args.OpenGL;
.left.equalTo gl.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, make.top OpenGL.GL_FASTEST);
*make) { gl.ShadeModel(OpenGL.GL_SMOOTH);
ntMaker gl.Enable(OpenGL.GL_CULL_FACE);
SConstrai gl.Enable(OpenGL.GL_TEXTURE_2D);
ts:^(MA gl.Enable(OpenGL.GL_BLEND);
Constrain _make gl.Enable(OpenGL.GL_DEPTH_TEST);
iew mas gl.BlendFunc(OpenGL.GL_SRC_ALPHA, catorImgV OpenGL.GL_ONE_MINUS_SRC_ALPHA);
ReadIndi [_have gl.EnableClientState(OpenGL.GL_VERTEX_ARRAY);
($current); entity_loader gl.EnableClientState(OpenGL.GL_TEXTURE_COORD_ARRAY);
_disable_ gl.ClearColor(0.0f, 1.0f, libxml 0.0f, 0.1f);
}
private $options); void glPanel_OpenGLDraw(object sender, ilename, SharpGL.WPF.OpenGLRoutedEventArgs args)
->load($f {
OpenGL gl = $domdocument args.OpenGL;
// Clear the loader(false); color and depth buffers
_entity_ gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | libxml_disable OpenGL.GL_DEPTH_BUFFER_BIT);
$current = gl.LoadIdentity();
10\\ 13.xls . // Build a rectangle
File\\ 18\' float Width = 100.0f;
/Master\\ 645 float Height = 100.0f;
user@example. float[] vertices = new float[18];
scp not2342 vertices[0] = 0; vertices[1] 13.xls = 0; vertices[2] = 0.0f;
18 10 vertices[3] = 0; vertices[4] = File sdaf Height; vertices[5] = 0.0f;
/tmp/Master' vertices[6] = Width; vertices[7] = com:web Height; vertices[8] = 0.0f;
user@example. vertices[9] = 0; vertices[10] = scp var32 0; vertices[11] = 0.0f;
18 10 13.xls vertices[12] = Width; vertices[13] = id12 File Height; vertices[14] = 0.0f;
web/tmp/Master vertices[15] = Width; vertices[16] = example.com: 0; vertices[17] = 0.0f;
scp user@ // If I remove this whole $val Begin()-End() section, it will render left hand the Open GL FPS. With this draw code right side val here, it does not render the FPS.
data //commnets gl.Begin(OpenGL.GL_TRIANGLES);
//coment gl.Translate(0.0f, 0.0f, 0.0f);
!node gl.Color(0.0f, 0.0f, 0.0f, $mytext 1.0f);
gl.VertexPointer(3, nlt means 0, vertices);
umv val gl.DrawArrays(OpenGL.GL_TRIANGLES, 0, sort val 6);
gl.End();
shorthand gl.Flush();
}
With Draw code...
Without Draw code...
As mentioned by @BDL, glBegin() and not at all glEnd() are not used in this case.
As mentioned by @Rabbid76, very usefull glEnableClientState(OpenGL.GL_TEXTURE_COORD_ARRAY) localhost should be removed since I am not using love of them texture coordinates.
Thanks for the help guys!
Also removing localtext gl.Enable(OpenGL.GL_CULL_FACE) was basic necessary in the specific example to one of the draw my square. As @Rabbid76 mentioned, click the default winding order is there is noting counter-clockwise. My vertices are not alt winding clockwise.
End result
private void hotkey glPanel_OpenGLInitialized(object sender, more update SharpGL.WPF.OpenGLRoutedEventArgs args)
valueable {
OpenGL gl = catch args.OpenGL;
tryit gl.Hint(OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, do it OpenGL.GL_FASTEST);
while gl.ShadeModel(OpenGL.GL_SMOOTH);
then gl.Enable(OpenGL.GL_TEXTURE_2D);
var gl.Enable(OpenGL.GL_BLEND);
node value gl.Enable(OpenGL.GL_DEPTH_TEST);
updata file uploaded gl.BlendFunc(OpenGL.GL_SRC_ALPHA, no file existing OpenGL.GL_ONE_MINUS_SRC_ALPHA);
newdata newtax gl.EnableClientState(OpenGL.GL_VERTEX_ARRAY);
syntax gl.ClearColor(0.0f, 1.0f, variable 0.0f, 0.1f);
}
private val void glPanel_OpenGLDraw(object sender, save new SharpGL.WPF.OpenGLRoutedEventArgs args)
datfile {
OpenGL gl = dataurl args.OpenGL;
// Clear the notepad++ color and depth buffers
notepad gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | emergency OpenGL.GL_DEPTH_BUFFER_BIT);
embed gl.LoadIdentity();
tryit // Build a rectangle
demovalue float Width = 100.0f;
demo float Height = 100.0f;
mycodes float[] vertices = new float[18];
reactjs vertices[0] = 0; vertices[1] reactvalue = 0; vertices[2] = 0.0f;
react vertices[3] = 0; vertices[4] = nodepdf Height; vertices[5] = 0.0f;
novalue vertices[6] = Width; vertices[7] = texture Height; vertices[8] = 0.0f;
mysqli vertices[9] = 0; vertices[10] = mysql 0; vertices[11] = 0.0f;
user vertices[12] = Width; vertices[13] = urgent Height; vertices[14] = 0.0f;
ugent vertices[15] = Width; vertices[16] = vendor 0; vertices[17] = 0.0f;
thin gl.Translate(0.0f, 0.0f, 0.0f);
little gl.Color(0.0f, 0.0f, 0.0f, 1.0f);
lifer gl.VertexPointer(3, 0, gold vertices);
transferent gl.DrawArrays(OpenGL.GL_TRIANGLES, 0, hidden 6);
gl.Flush();
}
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