I'm trying to integrate SFML C# with
OpenGL.net. Unfortunately, whenever I call any Gl calls, the "window.clear" simply ceases to work. I just want proof that they are working together properly before I move on to my next stage.
If I set it to clear red with SFML, it works fine until I add a "Gl" call.
Here is my current test code broken by "Gl.Initialize()":
class Program
{ /// <summary> /// The main entry point for the application. /// </summary> static void Main
() { // Create the main window RenderWindow window
= new RenderWindow
(new VideoMode
(640,
480),
"SFML window with OpenGL"); window
.SetVerticalSyncEnabled(true); // Setup event handlers window
.Closed += new EventHandler
(OnClosed
); window
.KeyPressed += new EventHandler
<KeyEventArgs
>(OnKeyPressed
); window
.Resized += new EventHandler
<SizeEventArgs
>(OnResized
); Gl
.Initialize(); // Start the game loop while (window
.IsOpen) { // Process events window
.DispatchEvents(); window
.Clear(Color
.Red); window
.Display(); } } /// <summary> /// Function called when the window is closed /// </summary> static void OnClosed
(object sender, EventArgs e
) { Window window
= (Window
)sender
; window
.Close(); } /// <summary> /// Function called when a key is pressed /// </summary> static void OnKeyPressed
(object sender, KeyEventArgs e
) { Window window
= (Window
)sender
; if (e
.Code == Keyboard
.Key.Escape) window
.Close(); } /// <summary> /// Function called when the window is resized /// </summary> static void OnResized
(object sender, SizeEventArgs e
) { Gl
.Viewport(0,
0,
(int)e
.Width,
(int)e
.Height); } }