diff --git a/hexworld/HexRender.cs b/hexworld/HexRender.cs index af1826a..303a29e 100644 --- a/hexworld/HexRender.cs +++ b/hexworld/HexRender.cs @@ -33,44 +33,42 @@ namespace hexworld { base.OnLoad(e); - var vs = Shader.FromFile("res/direct.vs.glsl"); - var red = Shader.FromFile("res/red.fs.glsl"); - var white = Shader.FromFile("res/white.fs.glsl"); - _whitePgm = Program.FromShaders(vs, red); - _redPgm = Program.FromShaders(vs, white); - - _triVbo = Buffer.FromData(new float[] + using (var vs = Shader.FromFile("res/direct.vs.glsl")) + using (var red = Shader.FromFile("res/red.fs.glsl")) + using (var white = Shader.FromFile("res/white.fs.glsl")) { - -.8f, -.8f, - +.8f, -.8f, - +.0f, +.8f - }); - _triVao = GL.GenVertexArray(); - GL.BindVertexArray(_triVao); - Program.Current = _redPgm; - Buffer.ArrayBuffer = _triVbo; - GL.EnableVertexAttribArray(0); - GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0); + _whitePgm = Program.FromShaders(vs, red); + _redPgm = Program.FromShaders(vs, white); - _recVbo = Buffer.FromData(new float[] - { - -.9f, -.5f, - +.9f, -.5f, - +.9f, +.5f, - +.9f, +.5f, - -.9f, +.5f, - -.9f, -.5f, - }); - _recVao = GL.GenVertexArray(); - GL.BindVertexArray(_recVao); - Program.Current = _whitePgm; - Buffer.ArrayBuffer = _recVbo; - GL.EnableVertexAttribArray(0); - GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0); + _triVbo = Buffer.FromData(new float[] + { + -.8f, -.8f, + +.8f, -.8f, + +.0f, +.8f + }); + _triVao = GL.GenVertexArray(); + GL.BindVertexArray(_triVao); + Program.Current = _redPgm; + Buffer.ArrayBuffer = _triVbo; + GL.EnableVertexAttribArray(0); + GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0); - vs?.Dispose(); - red?.Dispose(); - white?.Dispose(); + _recVbo = Buffer.FromData(new float[] + { + -.9f, -.5f, + +.9f, -.5f, + +.9f, +.5f, + +.9f, +.5f, + -.9f, +.5f, + -.9f, -.5f, + }); + _recVao = GL.GenVertexArray(); + GL.BindVertexArray(_recVao); + Program.Current = _whitePgm; + Buffer.ArrayBuffer = _recVbo; + GL.EnableVertexAttribArray(0); + GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 0, 0); + } } ///