SharpGL WPF Not drawing with gl.DrawArrays() and gl.VertexPointer()

Questions : SharpGL WPF Not drawing with gl.DrawArrays() and gl.VertexPointer()

810

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...

Total Answers 1
25

Answers 1 : of SharpGL WPF Not drawing with gl.DrawArrays() and gl.VertexPointer()

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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