Thanks, I got confused by the tense used in the document.
Thanks, I got confused by the tense used in the document.
GLEnum and the "specfic" enums - I'm never sure which I'm meant to use?TexParameter for example, it doesn't seem to accept anything but GLEnum for the 3rd parametergl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)GLEnum.Nearest);const ints plastered all over the namespace isn't idealSilk.NET.OpenGL and somewhat GL.CreateShader fails as it can't find glCreateShader. (Just to keep my sanity in check) the GL version it reports is 4.6.0 NVIDIA 516.94.var rotator = Quaternion<float>.CreateFromAxisAngle(Vector3D<float>.UnitY, MathUtils.Radians(0.01f * 360.0f));
var position = new Vector3D<float>(100.0f, 0.0f, 0.0f);
var nextPosition = Vector3D.Transform<float>(position, rotator);vk.GetInstanceProcAddr only returns PfnVoidFunction which doesn't contain what i need... is there a built-in way with silk or am I missing something?GLEnumTexParametergl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)GLEnum.Nearest);const intSilk.NET.OpenGLGL.CreateShaderglCreateShader4.6.0 NVIDIA 516.94var rotator = Quaternion<float>.CreateFromAxisAngle(Vector3D<float>.UnitY, MathUtils.Radians(0.01f * 360.0f));
var position = new Vector3D<float>(100.0f, 0.0f, 0.0f);
var nextPosition = Vector3D.Transform<float>(position, rotator);vk.GetInstanceProcAddrPfnVoidFunctionC#
struct SSBO {
RayHit HitData1[RAY_BOUNCE_MAX];
Triangle modelTriangles[];
}
.
.
SSBO[] sceneData;
.
.
.
Gl.BufferData<SSBO>(BufferTargetARB.ShaderStorageBuffer, sceneData, BufferUsageARB.DynamicDraw);struct Triangle
{
int id;
vec3 v1;
vec3 v2;
vec3 v3;
vec3 nor;
};
struct RayHit
{
int triangleID;
float distanceHitAt;
vec3 inRayPos, inRayDir;
vec3 outRayPos, outRayDir;
vec3 surfacePos, surfaceNormal;
};
layout(std430, binding = 0) buffer SSBO {
RayHit HitData1[RAY_BOUNCE_MAX];
Triangle modelTriangles[];
}RTSceneData;