diff --git a/Source/Examples/Examples.csproj b/Source/Examples/Examples.csproj
new file mode 100644
index 00000000..a00ab8df
--- /dev/null
+++ b/Source/Examples/Examples.csproj
@@ -0,0 +1,327 @@
+
+
+ Local
+ 9.0.21022
+ 2.0
+ {5D5B5CBC-A071-490C-AAF7-30818E4D989F}
+ Debug
+ AnyCPU
+
+
+
+
+ Examples
+ JScript
+ Grid
+ IE50
+ false
+ WinExe
+
+
+ Examples
+ Examples.ExampleLauncher
+
+
+ 2.0
+
+
+ publish\
+ true
+ Disk
+ false
+ Foreground
+ 7
+ Days
+ false
+ false
+ true
+ 0
+ 1.0.0.%2a
+ false
+ false
+ true
+
+
+ True
+ 285212672
+ False
+
+
+ TRACE;
+ OpenTK.xml
+ False
+ 4096
+ True
+ ..\..\Binaries\Release\Examples\
+ False
+ False
+ False
+ 4
+
+
+
+
+ True
+ 285212672
+ False
+
+
+ DEBUG;TRACE;
+
+
+ True
+ 4096
+ False
+ ..\..\Binaries\Debug\Examples\
+ False
+ False
+ False
+ 4
+
+
+
+
+
+ System
+ \System.dll
+
+
+ System.Drawing
+ \System.Drawing.dll
+
+
+ System.Windows.Forms
+ \System.Windows.Forms.dll
+
+
+ System.Data
+ \System.Data.dll
+
+
+
+
+ OpenTK
+ {CD48B313-4414-4F4D-8E83-9EA6B1163AE4}
+ {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
+
+
+
+
+ Code
+
+
+ Form
+
+
+ ExampleLauncher.cs
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Form
+
+
+ S04_Input_Logger.cs
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ Code
+
+
+ UserControl
+
+
+ DerivedGLControl.cs
+ Code
+
+
+ Form
+
+
+ W01_First_Window.cs
+ Code
+
+
+ Form
+
+
+ W02_Immediate_Mode_Cube.cs
+ Code
+
+
+ Form
+
+
+ W03_Extensions.cs
+ Code
+
+
+ Form
+
+
+ W04_Multiple_GLControls.cs
+ Code
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+ Always
+
+
+
+
+ False
+ .NET Framework 2.0 %28x86%29
+ true
+
+
+ False
+ .NET Framework 3.0 %28x86%29
+ false
+
+
+ False
+ .NET Framework 3.5
+ false
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Source/Examples/Examples.exe.build b/Source/Examples/Examples.exe.build
new file mode 100644
index 00000000..ea358327
--- /dev/null
+++ b/Source/Examples/Examples.exe.build
@@ -0,0 +1,109 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/Source/Examples/OpenTK.xml b/Source/Examples/OpenTK.xml
new file mode 100644
index 00000000..40c4abf5
--- /dev/null
+++ b/Source/Examples/OpenTK.xml
@@ -0,0 +1,476 @@
+
+
+
+ Examples
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Converts a System.Drawing.Color to a System.Int32.
+
+ The System.Drawing.Color to convert.
+ A System.Int32 containing the R, G, B, A values of the
+ given System.Drawing.Color in the Rbga32 format.
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates simple OpenGL Texturing.
+
+
+
+
+ Setup OpenGL and load resources here.
+
+ Not used.
+
+
+
+ Respond to resize events here.
+
+ Contains information on the new GameWindow size.
+ There is no need to call the base implementation.
+
+
+
+ Add your game logic here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Add your game rendering code here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
+
+
+
+
+ This is the place to load resources that change little
+ during the lifetime of the GameWindow. In this case, we
+ check for GLSL support, and load the shaders.
+
+ Not used.
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ The main entry point for the application.
+
+
+
+
+ Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Demonstrates the GameWindow class.
+
+
+
+
+ Occurs when a key is pressed.
+
+ The KeyboardDevice which generated this event.
+ The key that was pressed.
+
+
+
+ Setup OpenGL and load resources here.
+
+ Not used.
+
+
+
+ Respond to resize events here.
+
+ Contains information on the new GameWindow size.
+ There is no need to call the base implementation.
+
+
+
+ Add your game logic here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Add your game rendering code here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
+ Broken since release 0.3.12.
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Launches this example.
+
+
+ Provides a simple way for the example launcher to launch the examples.
+
+
+
+
+ Tests Font loading and rendering.
+
+
+
+
+ To maintain high rendering performance, we need to cache the text
+ we wish to draw, for each font we want to draw it with. To achieve
+ this, we use the TextPrinter.Prepare() method, which returns a
+ TextHandle - i.e. a handle to the cached text.
+
+ We can use these TextHandles with the TextPrinter.Draw() method
+ to draw text with very high performance.
+
+
+
+
+
+
+ It is important that we need to call the Dispose() methods to reclaim of
+ each and every TextHandle and TextureFont to reclaim the unamanged
+ (OpenGL) resources they are using.
+
+
+
+
+
+ To render pixel-perfect text, we have to setup a 2d display projection
+ with a width/height that corresponds to our current Viewport.
+ In OpenGL this can be easily achieved using the GL.Ortho method.
+
+ It is still possible to render text in a 3d projection, but it will
+ be very hard to achieve pixel-perfect precision.
+
+
+ To achieve the highest possible performance, render your 3d scene first.
+ At the end of the RenderFrame call, setup a 2d projection and render all
+ text in one go.
+
+
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Shows how to render and scroll large amounts of text.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ This interface is is used by the ExampleLauncher to identify OpenTK examples,
+ your applications do not need to implement or use it.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Launches this example.
+
+
+ Provides a simple way for the example launcher to launch the examples.
+
+
+
+
+ Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Entry point of this example.
+
+
+
+
diff --git a/Source/Examples/Tests/S01_Call_Performance.cs b/Source/Examples/Tests/S01_Call_Performance.cs
index 893ca0ec..8b5c7143 100644
--- a/Source/Examples/Tests/S01_Call_Performance.cs
+++ b/Source/Examples/Tests/S01_Call_Performance.cs
@@ -10,16 +10,17 @@ using System.Threading;
using System.Runtime.InteropServices;
using System.Diagnostics;
using System.Windows.Forms;
+using System.Security;
using OpenTK.OpenGL;
-using System.Security;
using OpenTK.OpenGL.Enums;
+using OpenTK.Graphics;
namespace Examples.Tests
{
public class S01_Call_Performance : IExample
{
- OpenTK.GLContext context;
+ GLContext context;
const int num_calls = 1000000;
float[] v = new float[] { 0.0f, 0.0f };
public static int dummy_variable = 0;
@@ -28,7 +29,7 @@ namespace Examples.Tests
{
using (Form f = new Form())
{
- context = new OpenTK.GLContext(new OpenTK.DisplayMode(), new OpenTK.Platform.WindowInfo(f));
+ context = new GLContext(new OpenTK.DisplayMode(), new OpenTK.Platform.WindowInfo(f));
context.CreateContext();
Trace.WriteLine(String.Format("Number of calls: {0}", num_calls));
diff --git a/Source/Examples/WinForms/W03_Extensions.cs b/Source/Examples/WinForms/W03_Extensions.cs
index 75ab9d66..7f5a043b 100644
--- a/Source/Examples/WinForms/W03_Extensions.cs
+++ b/Source/Examples/WinForms/W03_Extensions.cs
@@ -11,12 +11,13 @@ using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
+using System.Threading;
+using System.Reflection;
using OpenTK;
-using System.Reflection;
using OpenTK.OpenGL;
-using System.Threading;
using OpenTK.OpenGL.Enums;
+using OpenTK.Graphics;
namespace Examples.WinForms
{
diff --git a/Source/Examples/bin/Debug/OpenTK.xml b/Source/Examples/bin/Debug/OpenTK.xml
new file mode 100644
index 00000000..52812135
--- /dev/null
+++ b/Source/Examples/bin/Debug/OpenTK.xml
@@ -0,0 +1,476 @@
+
+
+
+ Examples
+
+
+
+
+ The main entry point for the application.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
+
+
+
+
+ This interface is is used by the ExampleLauncher to identify OpenTK examples,
+ your applications do not need to implement or use it.
+
+
+
+
+ Converts a System.Drawing.Color to a System.Int32.
+
+ The System.Drawing.Color to convert.
+ A System.Int32 containing the R, G, B, A values of the
+ given System.Drawing.Color in the Rbga32 format.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Tests Font loading and rendering.
+
+
+
+
+ To maintain high rendering performance, we need to cache the text
+ we wish to draw, for each font we want to draw it with. To achieve
+ this, we use the TextPrinter.Prepare() method, which returns a
+ TextHandle - i.e. a handle to the cached text.
+
+ We can use these TextHandles with the TextPrinter.Draw() method
+ to draw text with very high performance.
+
+
+
+
+
+
+ It is important that we need to call the Dispose() methods to reclaim of
+ each and every TextHandle and TextureFont to reclaim the unamanged
+ (OpenGL) resources they are using.
+
+
+
+
+
+ To render pixel-perfect text, we have to setup a 2d display projection
+ with a width/height that corresponds to our current Viewport.
+ In OpenGL this can be easily achieved using the GL.Ortho method.
+
+ It is still possible to render text in a 3d projection, but it will
+ be very hard to achieve pixel-perfect precision.
+
+
+ To achieve the highest possible performance, render your 3d scene first.
+ At the end of the RenderFrame call, setup a 2d projection and render all
+ text in one go.
+
+
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates the GameWindow class.
+
+
+
+
+ Occurs when a key is pressed.
+
+ The KeyboardDevice which generated this event.
+ The key that was pressed.
+
+
+
+ Setup OpenGL and load resources here.
+
+ Not used.
+
+
+
+ Respond to resize events here.
+
+ Contains information on the new GameWindow size.
+ There is no need to call the base implementation.
+
+
+
+ Add your game logic here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Add your game rendering code here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
+ Broken since release 0.3.12.
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Launches this example.
+
+
+ Provides a simple way for the example launcher to launch the examples.
+
+
+
+
+ Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Launches this example.
+
+
+ Provides a simple way for the example launcher to launch the examples.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
+
+
+
+
+ This is the place to load resources that change little
+ during the lifetime of the GameWindow. In this case, we
+ check for GLSL support, and load the shaders.
+
+ Not used.
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Shows how to render and scroll large amounts of text.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates simple OpenGL Texturing.
+
+
+
+
+ Setup OpenGL and load resources here.
+
+ Not used.
+
+
+
+ Respond to resize events here.
+
+ Contains information on the new GameWindow size.
+ There is no need to call the base implementation.
+
+
+
+ Add your game logic here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Add your game rendering code here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
diff --git a/Source/Examples/bin/Release/OpenTK.xml b/Source/Examples/bin/Release/OpenTK.xml
new file mode 100644
index 00000000..52812135
--- /dev/null
+++ b/Source/Examples/bin/Release/OpenTK.xml
@@ -0,0 +1,476 @@
+
+
+
+ Examples
+
+
+
+
+ The main entry point for the application.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
+
+
+
+
+ This interface is is used by the ExampleLauncher to identify OpenTK examples,
+ your applications do not need to implement or use it.
+
+
+
+
+ Converts a System.Drawing.Color to a System.Int32.
+
+ The System.Drawing.Color to convert.
+ A System.Int32 containing the R, G, B, A values of the
+ given System.Drawing.Color in the Rbga32 format.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Tests Font loading and rendering.
+
+
+
+
+ To maintain high rendering performance, we need to cache the text
+ we wish to draw, for each font we want to draw it with. To achieve
+ this, we use the TextPrinter.Prepare() method, which returns a
+ TextHandle - i.e. a handle to the cached text.
+
+ We can use these TextHandles with the TextPrinter.Draw() method
+ to draw text with very high performance.
+
+
+
+
+
+
+ It is important that we need to call the Dispose() methods to reclaim of
+ each and every TextHandle and TextureFont to reclaim the unamanged
+ (OpenGL) resources they are using.
+
+
+
+
+
+ To render pixel-perfect text, we have to setup a 2d display projection
+ with a width/height that corresponds to our current Viewport.
+ In OpenGL this can be easily achieved using the GL.Ortho method.
+
+ It is still possible to render text in a 3d projection, but it will
+ be very hard to achieve pixel-perfect precision.
+
+
+ To achieve the highest possible performance, render your 3d scene first.
+ At the end of the RenderFrame call, setup a 2d projection and render all
+ text in one go.
+
+
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates the GameWindow class.
+
+
+
+
+ Occurs when a key is pressed.
+
+ The KeyboardDevice which generated this event.
+ The key that was pressed.
+
+
+
+ Setup OpenGL and load resources here.
+
+ Not used.
+
+
+
+ Respond to resize events here.
+
+ Contains information on the new GameWindow size.
+ There is no need to call the base implementation.
+
+
+
+ Add your game logic here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Add your game rendering code here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
+ Broken since release 0.3.12.
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Launches this example.
+
+
+ Provides a simple way for the example launcher to launch the examples.
+
+
+
+
+ Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
+
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Launches this example.
+
+
+ Provides a simple way for the example launcher to launch the examples.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
+
+
+
+
+ This is the place to load resources that change little
+ during the lifetime of the GameWindow. In this case, we
+ check for GLSL support, and load the shaders.
+
+ Not used.
+
+
+
+ Called when the user resizes the window.
+
+ Contains the new width/height of the window.
+
+ You want the OpenGL viewport to match the window. This is the place to do it!
+
+
+
+
+ Prepares the next frame for rendering.
+
+
+ Place your control logic here. This is the place to respond to user input,
+ update object positions etc.
+
+
+
+
+ Place your rendering code here.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Shows how to render and scroll large amounts of text.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Demonstrates simple OpenGL Texturing.
+
+
+
+
+ Setup OpenGL and load resources here.
+
+ Not used.
+
+
+
+ Respond to resize events here.
+
+ Contains information on the new GameWindow size.
+ There is no need to call the base implementation.
+
+
+
+ Add your game logic here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Add your game rendering code here.
+
+ Contains timing information.
+ There is no need to call the base implementation.
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Entry point of this example.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
+ Required designer variable.
+
+
+
+
+ Clean up any resources being used.
+
+ true if managed resources should be disposed; otherwise, false.
+
+
+
+ Required method for Designer support - do not modify
+ the contents of this method with the code editor.
+
+
+
+
diff --git a/Source/Examples/obj/Debug/Examples.csproj.FileListAbsolute.txt b/Source/Examples/obj/Debug/Examples.csproj.FileListAbsolute.txt
new file mode 100644
index 00000000..e04dec2f
--- /dev/null
+++ b/Source/Examples/obj/Debug/Examples.csproj.FileListAbsolute.txt
@@ -0,0 +1,27 @@
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\OpenTK.dll.config
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\logo-dark.jpg
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\logo.jpg
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\metal.jpg
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Poem.txt
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\all-wcprops
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\entries
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\format
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\prop-base\logo-dark.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\prop-base\logo.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\prop-base\metal.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\logo-dark.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\logo.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\metal.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\Poem.txt.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\Simple_FS.glsl
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\Simple_VS.glsl
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\all-wcprops
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\entries
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\format
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\text-base\Simple_FS.glsl.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\text-base\Simple_VS.glsl.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Examples.exe
+E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Examples.pdb
+E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Debug\ResolveAssemblyReference.cache
+E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Debug\Examples.exe
+E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Debug\Examples.pdb
diff --git a/Source/Examples/obj/Debug/Examples.exe b/Source/Examples/obj/Debug/Examples.exe
new file mode 100644
index 00000000..8a5dfbd6
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diff --git a/Source/Examples/obj/Debug/Examples.pdb b/Source/Examples/obj/Debug/Examples.pdb
new file mode 100644
index 00000000..5a5ca474
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diff --git a/Source/Examples/obj/Debug/ResolveAssemblyReference.cache b/Source/Examples/obj/Debug/ResolveAssemblyReference.cache
new file mode 100644
index 00000000..86d406ee
Binary files /dev/null and b/Source/Examples/obj/Debug/ResolveAssemblyReference.cache differ
diff --git a/Source/Examples/obj/Release/Examples.csproj.FileListAbsolute.txt b/Source/Examples/obj/Release/Examples.csproj.FileListAbsolute.txt
new file mode 100644
index 00000000..d968af67
--- /dev/null
+++ b/Source/Examples/obj/Release/Examples.csproj.FileListAbsolute.txt
@@ -0,0 +1,26 @@
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\OpenTK.dll.config
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\logo-dark.jpg
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\logo.jpg
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\metal.jpg
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Poem.txt
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\all-wcprops
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\entries
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\format
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\prop-base\logo-dark.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\prop-base\logo.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\prop-base\metal.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\logo-dark.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\logo.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\metal.jpg.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\Poem.txt.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\Simple_FS.glsl
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\Simple_VS.glsl
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\all-wcprops
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\entries
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\format
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\text-base\Simple_FS.glsl.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\text-base\Simple_VS.glsl.svn-base
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Examples.exe
+E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\OpenTK.xml
+E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Release\ResolveAssemblyReference.cache
+E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Release\Examples.exe
diff --git a/Source/Examples/obj/Release/ResolveAssemblyReference.cache b/Source/Examples/obj/Release/ResolveAssemblyReference.cache
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index 00000000..13bda836
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