I have been able to get the window to render, Im pretty sure my shader is working, and I can fetch the Image from my assets, however when I actually render the view I just get my blue background and no sprite shows up.
Basic design is as follows:
Views inherit the abstract class WindowBase, which has most of the heavy lifting in it and declares a Shader (I only have one right now in Assets). My only view right now is just Main.cs
I can then Declare ObjectBase instances in a View. Objects have Animations composed of Sprites which are linked to Textures generated by the Texture Service via OpenGL.
There's also an input service that doesnt do much yet, though I do have it bound to Escape Key to close the window right now. But I doubt that part of the program is linked to this problem.
Update: Piece by piece, I slowly converted the original to mine and found it broke as soon as I swapped to my Shader system, so the issue lies within there. I'll post my code vs their's here:
I'm guessing at this point I must've typo'd somewhere. Or one of my loops just isn't compatible. Perhaps the way I'm handling my streamreader in the Assets Class?
Solved it: My problem was on line 114, I had the following code:
public int Attribute(string name)
{
return _attributes.ContainsKey(name) ? _attributes[name].Address : -1;
}
public int Uniform(string name)
{
return _uniforms.ContainsKey("name") ? _uniforms[name].Address : -1;
}
public uint Buffer(string name)
{
return _buffers.ContainsKey(name) ? _buffers[name] : 0;
}
As follows:
_uniforms.ContainsKey("name") should be _uniforms.ContainsKey(name)