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-- Work In Progress!
local monitor = 0
local texture = -1
local vaoId = -1
local vboId = -1
local triSize = 32.0
local vertices = {
0.0, 0.0, 0.0,
0.0, 0.0, triSize,
triSize, 0.0, triSize
}
local colors = {
RL.RED, RL.RED, RL.RED,
RL.GREEN, RL.GREEN, RL.GREEN,
RL.BLUE, RL.BLUE, RL.BLUE
}
function RL.init()
local mPos = RL.GetMonitorPosition( monitor )
local mSize = RL.GetMonitorSize( monitor )
local winSize = RL.GetScreenSize()
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
vaoId = RL.rlLoadVertexArray()
RL.rlEnableVertexArray( vaoId )
-- vboId = RL.rlLoadVertexBuffer( vertexBuffer, RL.RL_UNSIGNED_BYTE, false )
vboId = RL.rlLoadVertexBuffer( vertices, RL.RL_FLOAT, false )
RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 )
RL.rlEnableVertexAttribute( 0 )
RL.rlDisableVertexArray()
-- RL.DrawMesh( )
-- print( "vaoId", vaoId )
-- print( "vboId", vboId )
end
function RL.draw()
RL.ClearBackground( { 100, 150, 100 } )
end
function RL.exit()
if 0 <= vaoId then
RL.rlUnloadVertexArray( vaoId )
end
if 0 <= vboId then
RL.rlUnloadVertexBuffer( vboId )
end
end
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