I'm working on a little OpenTK based 2D graphics library and I'm trying to apply a shader to a Surface object:
public void ApplyTo(Surface surface)
{
using (Surface pong = new Surface())
{
pong.Create(surface.Width, surface.Height);
pong.Clear(0, 0, 0, 0);
GL.Viewport(0, 0, surface.Width, surface.Height);
GL.LoadIdentity();
GL.Ortho(0, 1.0, 1.0, 0.0, 0.0, 4.0);
GL.UseProgram(0);
surface.BindTexture();
pong.BindFramebuffer();
GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(0.0f, 1.0f);
GL.Vertex3(0, 0, 0);
GL.TexCoord2(0.0f, 0.0f);
GL.Vertex3(0, 1, 0);
GL.TexCoord2(1.0f, 0.0f);
GL.Vertex3(1, 1, 0);
GL.TexCoord2(1.0f, 1.0f);
GL.Vertex3(1, 0, 0);
GL.End();
Use(); // calls GL.UseProgram()
pong.BindTexture();
surface.BindFramebuffer();
GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(0.0f, 1.0f);
GL.Vertex3(0, 0, 0);
GL.TexCoord2(0.0f, 0.0f);
GL.Vertex3(0, 1, 0);
GL.TexCoord2(1.0f, 0.0f);
GL.Vertex3(1, 1, 0);
GL.TexCoord2(1.0f, 1.0f);
GL.Vertex3(1, 0, 0);
GL.End();
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
}
}
This somehow clears the surface instead of applying the shader. My suspicion is that I'm doing something wrong with the viewport / projection, but what? I hope the provided code is sufficient.