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 Binary files /dev/null and b/Source/Examples/obj/Debug/Examples.exe differ diff --git a/Source/Examples/obj/Debug/Examples.pdb b/Source/Examples/obj/Debug/Examples.pdb new file mode 100644 index 00000000..5a5ca474 Binary files /dev/null and b/Source/Examples/obj/Debug/Examples.pdb differ 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 new file mode 100644 index 00000000..13bda836 Binary files /dev/null and b/Source/Examples/obj/Release/ResolveAssemblyReference.cache differ