Switch manual shader dispose to using statement

This commit is contained in:
2017-03-11 15:21:13 -05:00
parent 93d138623d
commit 2b48366c0a

View File

@@ -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);
}
}
/// <inheritdoc />