hope this is useful to you, took me awhile to transition but its for the best! so give it a try.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenTK; //this namespace allows us to use only OpenGL 4, with all deprecated items removed. using OpenTK.Graphics.OpenGL4; namespace Tutorial { class GL4Window : GameWindow { private Matrix4 ProjectionMatrix; private Matrix4 WorldMatrix; private Matrix4 ModelviewMatrix; private Vector3 CameraPosition; private Shader shader; private VertexFloatBuffer buffer; public GL4Window(int width = 800, int height = 600) : base(width, height, OpenTK.Graphics.GraphicsMode.Default, "Tutorial GL4 Window", GameWindowFlags.Default, DisplayDevice.Default, //Major Minor implicitly assigned to 4.0 //It's best to set to your version of GL //so look at the method below for help. //**do not set to a version above your own 4, 0, //Make sure that we are only using 4.0 related stuff. OpenTK.Graphics.GraphicsContextFlags.ForwardCompatible) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); #region GL_VERSION //this will return your version of opengl int major, minor; GL.GetInteger(GetPName.MajorVersion, out major); GL.GetInteger(GetPName.MinorVersion, out minor); Console.WriteLine("Major {0}\nMinor {1}", major, minor); //you can also get your GLSL version, although not sure if it varies from the above Console.WriteLine("GLSL {0}", GL.GetString(StringName.ShadingLanguageVersion)); #endregion //set clear color [black] GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f); //setup projection this tutorial is for 3D ill make another about 2D ProjectionMatrix = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, Width / (float)Height, 0.5f, 10000.0f); WorldMatrix = new Matrix4(); ModelviewMatrix = new Matrix4(); CameraPosition = new Vector3(0.5f, 0.5f, 0); //setup the shader //To use the Shader class you will have to implicitly type //the layout location of each attribute //else the vbo wont know where they go when binding //here i only used 2 attributes since thats all i need for this example //but you can always write more to these, or atleast give it a go //it can be really fun :D string vertex_source = @"#version 400 layout (location = 0) in vec3 vertex_position; layout (location = 1) in vec4 vertex_color; uniform mat4 mvp_matrix; out vec4 color; void main(void) { color = vertex_color; //ref line 124 gl_Position = mvp_matrix * vec4(vertex_position, 1.0); }"; //during the rasterization process each pixel that will be processed (excluding the glclearcolor) //to the viewport will go through this pixel shader //initially any processed pixel does not have an actual color //you can set it from here but since this example uses vertex coloring //the color is passed from the [vertex shader] out vec4 color -> [pixelshader] in vec4 color //and then output through frag_color string fragment_source = @"#version 400 layout (location = 0) out vec4 frag_color; in vec4 color; void main(void) { frag_color = color; }"; shader = new Shader(ref vertex_source, ref fragment_source); //setup the vertex buffer [vbo] buffer = new VertexFloatBuffer(VertexFormat.XYZ_COLOR, 3); //just a triangle with full r g b buffer.AddVertex(0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f); buffer.AddVertex(0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f); buffer.AddVertex(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f); buffer.IndexFromLength(); buffer.Load(); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); //prepare data to shader //set the world matrix WorldMatrix = Matrix4.CreateTranslation(-CameraPosition); //set out triangle position with the modelview matrix ModelviewMatrix = Matrix4.CreateTranslation(0.0f, 0.0f, -2.0f); //combine all matrices //the different between GL and GLSL with matrix order //GL modelview * worldview * projection; //GLSL projection * worldview * modelview; Matrix4 MVP_Matrix = ModelviewMatrix * WorldMatrix * ProjectionMatrix; //send to shader GL.UseProgram(shader.Program); //will return -1 without useprogram int mvp_matrix_location = GL.GetUniformLocation(shader.Program, "mvp_matrix"); GL.UniformMatrix4(mvp_matrix_location, false, ref MVP_Matrix); GL.UseProgram(0); } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Viewport(0, 0, Width, Height); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); //render //this useprogram is redundant and not needed in 'this' example //with one shader and one object, but good practice for expanding //to multiple objects and shaders GL.UseProgram(shader.Program); buffer.Bind(shader); GL.UseProgram(0); SwapBuffers(); } #region Shader.cs //This will hold our shader code in a nice clean class //this example only uses a shader with position and color //but didnt want to leave out the other bits for the shader //so you could practice writing a shader on your own :P public class Shader { public string VertexSource { get; private set; } public string FragmentSource { get; private set; } public int VertexID { get; private set; } public int FragmentID { get; private set; } public int Program { get; private set; } public int PositionLocation { get; set; } public int NormalLocation { get; set; } public int TexCoordLocation { get; set; } public int ColorLocation { get; set; } public Shader(ref string vs, ref string fs) { VertexSource = vs; FragmentSource = fs; Build(); } private void Build() { int status_code; string info; VertexID = GL.CreateShader(ShaderType.VertexShader); FragmentID = GL.CreateShader(ShaderType.FragmentShader); // Compile vertex shader GL.ShaderSource(VertexID, VertexSource); GL.CompileShader(VertexID); GL.GetShaderInfoLog(VertexID, out info); GL.GetShader(VertexID, ShaderParameter.CompileStatus, out status_code); if (status_code != 1) throw new ApplicationException(info); // Compile fragment shader GL.ShaderSource(FragmentID, FragmentSource); GL.CompileShader(FragmentID); GL.GetShaderInfoLog(FragmentID, out info); GL.GetShader(FragmentID, ShaderParameter.CompileStatus, out status_code); if (status_code != 1) throw new ApplicationException(info); Program = GL.CreateProgram(); GL.AttachShader(Program, FragmentID); GL.AttachShader(Program, VertexID); GL.LinkProgram(Program); GL.UseProgram(Program); //layout dependent locations PositionLocation = GL.GetAttribLocation(Program, "vertex_position"); NormalLocation = GL.GetAttribLocation(Program, "vertex_normal"); TexCoordLocation = GL.GetAttribLocation(Program, "vertex_texcoord"); ColorLocation = GL.GetAttribLocation(Program, "vertex_color"); if (PositionLocation >= 0) GL.BindAttribLocation(Program, PositionLocation, "vertex_position"); if (NormalLocation >= 0) GL.BindAttribLocation(Program, NormalLocation, "vertex_normal"); if (TexCoordLocation >= 0) GL.BindAttribLocation(Program, TexCoordLocation, "vertex_texcoord"); if (ColorLocation >= 0) GL.BindAttribLocation(Program, ColorLocation, "vertex_color"); GL.UseProgram(0); } public void Dispose() { if (Program != 0) GL.DeleteProgram(Program); if (FragmentID != 0) GL.DeleteShader(FragmentID); if (VertexID != 0) GL.DeleteShader(VertexID); } } #endregion #region VertexFloatBuffer.cs public enum VertexFormat { XY, XY_COLOR, XY_UV, XY_UV_COLOR, XYZ, XYZ_COLOR, XYZ_UV, XYZ_UV_COLOR, XYZ_NORMAL_UV, XYZ_NORMAL_UV_COLOR } //Unlike the last vertex buffer, this one is an update //i ran into some problems with speed and found out it was the buffer class //so i rewrote to this which is x100 faster //if you have a hard time understanding what a VBO is you can lookat //http://deathbyalgorithm.blogspot.com/2013/10/opentk-vertex-buffer-object-vbo.html public class VertexFloatBuffer { public VertexFormat Format { get; private set; } public int Stride { get; private set; } public int AttributeCount { get; private set; } public int TriangleCount { get { return index_data.Length / 3; } } public int VertexCount { get { return vertex_data.Length / AttributeCount; } } public bool IsLoaded { get; private set; } public BufferUsageHint UsageHint { get; set; } public BeginMode DrawMode { get; set; } public int VBO { get { return id_vbo; } } public int EBO { get { return id_ebo; } } private int id_vbo; private int id_ebo; private int vertex_position; private int index_position; protected float[] vertex_data; protected uint[] index_data; public VertexFloatBuffer(VertexFormat format, int limit = 1024) { Format = format; SetStride(); UsageHint = BufferUsageHint.StreamDraw; DrawMode = BeginMode.Triangles; vertex_data = new float[limit * AttributeCount]; index_data = new uint[limit]; } public void Clear() { vertex_position = 0; index_position = 0; } public void SetFormat(VertexFormat format) { Format = format; SetStride(); Clear(); } private void SetStride() { switch (Format) { case VertexFormat.XY: Stride = 8; break; case VertexFormat.XY_COLOR: Stride = 24; break; case VertexFormat.XY_UV: Stride = 16; break; case VertexFormat.XY_UV_COLOR: Stride = 32; break; case VertexFormat.XYZ: Stride = 12; break; case VertexFormat.XYZ_COLOR: Stride = 28; break; case VertexFormat.XYZ_UV: Stride = 20; break; case VertexFormat.XYZ_UV_COLOR: Stride = 36; break; case VertexFormat.XYZ_NORMAL_UV: Stride = 32; break; case VertexFormat.XYZ_NORMAL_UV_COLOR: Stride = 48; break; } AttributeCount = Stride / sizeof(float); } public void Set(float[] vertices, uint[] indices) { Clear(); vertex_data = vertices; index_data = indices; } /// <summary> /// Load vertex buffer into a VBO in OpenGL /// :: store in memory /// </summary> public void Load() { if (IsLoaded) return; //VBO GL.GenBuffers(1, out id_vbo); GL.BindBuffer(BufferTarget.ArrayBuffer, id_vbo); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertex_position * sizeof(float)), vertex_data, UsageHint); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.GenBuffers(1, out id_ebo); GL.BindBuffer(BufferTarget.ElementArrayBuffer, id_ebo); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(index_position * sizeof(uint)), index_data, UsageHint); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); IsLoaded = true; } /// <summary> /// Reload the buffer data without destroying the buffers pointer to OpenGL /// </summary> public void Reload() { if (!IsLoaded) return; GL.BindBuffer(BufferTarget.ArrayBuffer, id_vbo); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertex_position * sizeof(float)), vertex_data, UsageHint); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, id_ebo); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(index_position * sizeof(uint)), index_data, UsageHint); GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0); } /// <summary> /// Unload vertex buffer from OpenGL /// :: release memory /// </summary> public void Unload() { if (!IsLoaded) return; GL.BindBuffer(BufferTarget.ArrayBuffer, id_vbo); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertex_position * sizeof(float)), IntPtr.Zero, UsageHint); GL.BindBuffer(BufferTarget.ElementArrayBuffer, id_ebo); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(index_position * sizeof(uint)), IntPtr.Zero, UsageHint); GL.DeleteBuffers(1, ref id_vbo); GL.DeleteBuffers(1, ref id_ebo); IsLoaded = false; } public void Bind(Shader shader) { if (!IsLoaded) return; GL.BindBuffer(BufferTarget.ArrayBuffer, id_vbo); switch (Format) { case VertexFormat.XY: GL.EnableVertexAttribArray(shader.PositionLocation); GL.VertexAttribPointer(shader.PositionLocation, 2, VertexAttribPointerType.Float, false, Stride, 0); break; case VertexFormat.XY_COLOR: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.ColorLocation); GL.VertexAttribPointer(shader.PositionLocation, 2, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.ColorLocation, 4, VertexAttribPointerType.Float, false, Stride, 8); break; case VertexFormat.XY_UV: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.TexCoordLocation); GL.VertexAttribPointer(shader.PositionLocation, 2, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.TexCoordLocation, 2, VertexAttribPointerType.Float, false, Stride, 8); break; case VertexFormat.XY_UV_COLOR: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.TexCoordLocation); GL.EnableVertexAttribArray(shader.ColorLocation); GL.VertexAttribPointer(shader.PositionLocation, 2, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.TexCoordLocation, 2, VertexAttribPointerType.Float, false, Stride, 8); GL.VertexAttribPointer(shader.ColorLocation, 4, VertexAttribPointerType.Float, false, Stride, 16); break; case VertexFormat.XYZ: GL.EnableVertexAttribArray(shader.PositionLocation); GL.VertexAttribPointer(shader.PositionLocation, 3, VertexAttribPointerType.Float, false, Stride, 0); break; case VertexFormat.XYZ_COLOR: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.ColorLocation); GL.VertexAttribPointer(shader.PositionLocation, 3, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.ColorLocation, 4, VertexAttribPointerType.Float, false, Stride, 12); break; case VertexFormat.XYZ_UV: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.TexCoordLocation); GL.VertexAttribPointer(shader.PositionLocation, 3, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.TexCoordLocation, 2, VertexAttribPointerType.Float, false, Stride, 12); break; case VertexFormat.XYZ_UV_COLOR: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.TexCoordLocation); GL.EnableVertexAttribArray(shader.ColorLocation); GL.VertexAttribPointer(shader.PositionLocation, 3, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.TexCoordLocation, 2, VertexAttribPointerType.Float, false, Stride, 12); GL.VertexAttribPointer(shader.ColorLocation, 4, VertexAttribPointerType.Float, false, Stride, 20); break; case VertexFormat.XYZ_NORMAL_UV: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.NormalLocation); GL.EnableVertexAttribArray(shader.ColorLocation); GL.VertexAttribPointer(shader.PositionLocation, 3, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.NormalLocation, 3, VertexAttribPointerType.Float, false, Stride, 12); GL.VertexAttribPointer(shader.TexCoordLocation, 2, VertexAttribPointerType.Float, false, Stride, 24); break; case VertexFormat.XYZ_NORMAL_UV_COLOR: GL.EnableVertexAttribArray(shader.PositionLocation); GL.EnableVertexAttribArray(shader.NormalLocation); GL.EnableVertexAttribArray(shader.TexCoordLocation); GL.EnableVertexAttribArray(shader.ColorLocation); GL.VertexAttribPointer(shader.PositionLocation, 3, VertexAttribPointerType.Float, false, Stride, 0); GL.VertexAttribPointer(shader.NormalLocation, 3, VertexAttribPointerType.Float, false, Stride, 12); GL.VertexAttribPointer(shader.TexCoordLocation, 2, VertexAttribPointerType.Float, false, Stride, 24); GL.VertexAttribPointer(shader.ColorLocation, 4, VertexAttribPointerType.Float, false, Stride, 32); break; } GL.BindBuffer(BufferTarget.ElementArrayBuffer, id_ebo); GL.DrawElements(DrawMode, index_position, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); GL.DisableVertexAttribArray(2); GL.DisableVertexAttribArray(3); } public void Dispose() { Unload(); Clear(); vertex_data = null; index_data = null; } /// <summary> /// Add indices in order of vertices length, /// this is if you dont want to set indices and just index from vertex-index /// </summary> public void IndexFromLength() { int count = vertex_position / AttributeCount; index_position = 0; for (uint i = 0; i < count; i++) { index_data[index_position++] = i; } } public void AddIndex(uint indexA, uint indexB, uint indexC) { index_data[index_position++] = indexA; index_data[index_position++] = indexB; index_data[index_position++] = indexC; } public void AddIndices(uint[] indices) { for (int i = 0; i < indices.Length; i++) { index_data[index_position++] = indices[i]; } } public void AddVertex(float x, float y) { if (Format != VertexFormat.XY) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; } public void AddVertex(float x, float y, float r, float g, float b, float a) { if (Format != VertexFormat.XY_COLOR) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; vertex_data[vertex_position++] = r; vertex_data[vertex_position++] = g; vertex_data[vertex_position++] = b; vertex_data[vertex_position++] = a; } public void AddVertex(float x, float y, float z) { if (Format != VertexFormat.XYZ) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; vertex_data[vertex_position++] = z; } public void AddVertex(float x, float y, float z, float r, float g, float b, float a) { if (Format != VertexFormat.XYZ_COLOR) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; vertex_data[vertex_position++] = z; vertex_data[vertex_position++] = r; vertex_data[vertex_position++] = g; vertex_data[vertex_position++] = b; vertex_data[vertex_position++] = a; } public void AddVertex(float x, float y, float z, float u, float v) { if (Format != VertexFormat.XYZ_UV) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; vertex_data[vertex_position++] = z; vertex_data[vertex_position++] = u; vertex_data[vertex_position++] = v; } public void AddVertex(float x, float y, float z, float u, float v, float r, float g, float b, float a) { if (Format != VertexFormat.XYZ_UV_COLOR) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; vertex_data[vertex_position++] = z; vertex_data[vertex_position++] = u; vertex_data[vertex_position++] = v; vertex_data[vertex_position++] = r; vertex_data[vertex_position++] = g; vertex_data[vertex_position++] = b; vertex_data[vertex_position++] = a; } public void AddVertex(float x, float y, float z, float nx, float ny, float nz, float u, float v) { if (Format != VertexFormat.XYZ_NORMAL_UV) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; vertex_data[vertex_position++] = z; vertex_data[vertex_position++] = nx; vertex_data[vertex_position++] = ny; vertex_data[vertex_position++] = nz; vertex_data[vertex_position++] = u; vertex_data[vertex_position++] = v; } public void AddVertex(float x, float y, float z, float nx, float ny, float nz, float u, float v, float r, float g, float b, float a) { if (Format != VertexFormat.XYZ_NORMAL_UV_COLOR) throw new FormatException("vertex must be of the same format type as buffer"); vertex_data[vertex_position++] = x; vertex_data[vertex_position++] = y; vertex_data[vertex_position++] = z; vertex_data[vertex_position++] = nx; vertex_data[vertex_position++] = ny; vertex_data[vertex_position++] = nz; vertex_data[vertex_position++] = u; vertex_data[vertex_position++] = v; vertex_data[vertex_position++] = r; vertex_data[vertex_position++] = g; vertex_data[vertex_position++] = b; vertex_data[vertex_position++] = a; } } #endregion } }
references
http://www.opengl.org/documentation/glsl/
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ReplyDeleteCan you please provide all of the source to instantiate a window and draw the triangle? When I try to run it, I don't see anything.
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