Hello I'm starting with OpenGL
using C#
, Tao.Framework
and Tao.Plataform.Windows SimpleOpenGlControl
, so far I came with this snippet:
// in Form.Load handler
Gl.glOrtho(0, 10, 0, 10, -1, 1);
Gl.glClearColor(0f, 0f, 0f, 0f);
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
Gl.glBegin(Gl.GL_POLYGON);
Gl.glVertex2f(0f, 0f);
Gl.glVertex2f(0f, 1f);
Gl.glVertex2f(1f, 1f);
Gl.glVertex2f(1f, 0f);
Gl.glEnd();
So far, so good. Now I'm trying to add some animation effect. I'm trying to move the square like a ball that bounce in extremities of my client area. My code is this:
Gl.glOrtho(0, 10, 0, 10, -1, 1);
new Thread(() =>
{
int x = 3, incX = 1;
int y = 7, incY = 1;
while (true)
{
Gl.glClearColor(0f, 0f, 0f, 0f);
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
Gl.glBegin(Gl.GL_POLYGON);
Gl.glVertex2f(x + 0f, y + 0f);
Gl.glVertex2f(x + 0f, y + 1f);
Gl.glVertex2f(x + 1f, y + 1f);
Gl.glVertex2f(x + 1f, y + 0f);
Gl.glEnd();
simpleOpenGlControl1.SwapBuffers();
if (x == 0 || x == 9) incX *= -1;
if (y == 0 || y == 9) incY *= -1;
x += incX;
y += incY;
Thread.Sleep(1000);
}
}).Start();
But there is something very wrong. My picture keep switching between two specific frames. I printed the two frames. Check it out:
http://www.jonataspiazzi.xpg.com.br/outpost/example_frame.png
Still has a following detail. As much as the first frame above is correct it shows no variation, I mean the square doesn't move.
How can I fix it? Or how to build a simple animation?
You may not issue OpenGL commands from a thread that does not have an OpenGL context.
You have two options:
Application.Idle
event and loop within that. Break from the loop whenever a new windows message arrives.Tao SimpleOpenGlControl
does not offer a way to check for incoming windows messages. As one of the original maintainers of the Tao framework, I would suggest switching to OpenTK.GLControl instead. In that case, you would write:
// in Form.Load handler - separate thread
glControl.Context.MakeCurrent(null);
Thread thread = new Thread(() =>
{
glControl.MakeCurrent();
while (!exit)
{
GL.ClearColor(0f, 0f, 0f, 0f);
GL.Clear(ClearBufferMode.ColorBufferBit);
GL.Begin(PrimitiveType.Quads);
GL.Vertex(x + 0f, y + 0f);
GL.Vertex(x + 0f, y + 1f);
GL.Vertex(x + 1f, y + 1f);
GL.Vertex(x + 1f, y + 0f);
GL.End();
glControl.SwapBuffers();
if (x == 0 || x == 9) incX *= -1;
if (y == 0 || y == 9) incY *= -1;
x += incX;
y += incY;
}
};
or (if you do not wish to use a separate thread):
// in Form.Load handler - main thread
Application.Idle += (sender, e) =>
{
while (glControl.IsIdle)
{
GL.ClearColor(0f, 0f, 0f, 0f);
GL.Clear(ClearBufferMode.ColorBufferBit);
GL.Begin(PrimitiveType.Quads);
GL.Vertex(x + 0f, y + 0f);
GL.Vertex(x + 0f, y + 1f);
GL.Vertex(x + 1f, y + 1f);
GL.Vertex(x + 1f, y + 0f);
GL.End();
glControl.SwapBuffers();
if (x == 0 || x == 9) incX *= -1;
if (y == 0 || y == 9) incY *= -1;
x += incX;
y += incY;
}
};
Edit: in both cases, you need the following using directives.
using OpenTK;
using OpenTK.GLControl;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
You can ask Visual / Xamarin Studio to add the missing using directives by right-clicking the unknown identifier and selecting "Resolve".