mirror of
https://github.com/Ryujinx/Opentk.git
synced 2024-12-24 16:05:29 +00:00
Moved and renamed OpenTK.GLContext to OpenTK.Graphics.GraphicsContext.
This commit is contained in:
parent
c7045ab92f
commit
02dcf79fe1
327
Source/Examples/Examples.csproj
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327
Source/Examples/Examples.csproj
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@ -0,0 +1,327 @@
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|||
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ApplicationIcon>
|
||||
</ApplicationIcon>
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<AssemblyKeyContainerName>
|
||||
</AssemblyKeyContainerName>
|
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|
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<DelaySign>false</DelaySign>
|
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<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>
|
||||
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|
||||
<RootNamespace>Examples</RootNamespace>
|
||||
<StartupObject>Examples.ExampleLauncher</StartupObject>
|
||||
<FileUpgradeFlags>
|
||||
</FileUpgradeFlags>
|
||||
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<PublishUrl>publish\</PublishUrl>
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||||
<Install>true</Install>
|
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<InstallFrom>Disk</InstallFrom>
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<UpdateEnabled>false</UpdateEnabled>
|
||||
<UpdateMode>Foreground</UpdateMode>
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||||
<UpdateInterval>7</UpdateInterval>
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<UpdateIntervalUnits>Days</UpdateIntervalUnits>
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||||
<UpdatePeriodically>false</UpdatePeriodically>
|
||||
<UpdateRequired>false</UpdateRequired>
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<MapFileExtensions>true</MapFileExtensions>
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<ApplicationRevision>0</ApplicationRevision>
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<ApplicationVersion>1.0.0.%2a</ApplicationVersion>
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<IsWebBootstrapper>false</IsWebBootstrapper>
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<UseApplicationTrust>false</UseApplicationTrust>
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<BootstrapperEnabled>true</BootstrapperEnabled>
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||||
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||||
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<ConfigurationOverrideFile>
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</ConfigurationOverrideFile>
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||||
<DefineConstants>TRACE;</DefineConstants>
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||||
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||||
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<Optimize>True</Optimize>
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<OutputPath>..\..\Binaries\Release\Examples\</OutputPath>
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<RegisterForComInterop>False</RegisterForComInterop>
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<RemoveIntegerChecks>False</RemoveIntegerChecks>
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||||
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
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||||
<WarningLevel>4</WarningLevel>
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||||
<NoWarn>
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||||
</NoWarn>
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</PropertyGroup>
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||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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||||
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
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<BaseAddress>285212672</BaseAddress>
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<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
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<ConfigurationOverrideFile>
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</ConfigurationOverrideFile>
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||||
<DefineConstants>DEBUG;TRACE;</DefineConstants>
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||||
<DocumentationFile>
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||||
</DocumentationFile>
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||||
<DebugSymbols>True</DebugSymbols>
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||||
<FileAlignment>4096</FileAlignment>
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||||
<Optimize>False</Optimize>
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||||
<OutputPath>..\..\Binaries\Debug\Examples\</OutputPath>
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||||
<RegisterForComInterop>False</RegisterForComInterop>
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||||
<RemoveIntegerChecks>False</RemoveIntegerChecks>
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||||
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
|
||||
<WarningLevel>4</WarningLevel>
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||||
<NoWarn>
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||||
</NoWarn>
|
||||
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||||
<ItemGroup>
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||||
<Reference Include="System">
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<Name>System</Name>
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||||
<HintPath>\System.dll</HintPath>
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||||
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||||
<Reference Include="System.Drawing">
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<Name>System.Drawing</Name>
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||||
<HintPath>\System.Drawing.dll</HintPath>
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||||
</Reference>
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||||
<Reference Include="System.Windows.Forms">
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||||
<Name>System.Windows.Forms</Name>
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||||
<HintPath>\System.Windows.Forms.dll</HintPath>
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||||
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||||
<Reference Include="System.Data">
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||||
<Name>System.Data</Name>
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||||
<HintPath>\System.Data.dll</HintPath>
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</Reference>
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</ItemGroup>
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||||
<ItemGroup>
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<ProjectReference Include="..\OpenTK\OpenTK.csproj">
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||||
<Name>OpenTK</Name>
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<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
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</ItemGroup>
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<ItemGroup>
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||||
<Compile Include="ExampleAttribute.cs">
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<SubType>Code</SubType>
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||||
</Compile>
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||||
<Compile Include="ExampleLauncher.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="ExampleLauncher.Designer.cs">
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||||
<DependentUpon>ExampleLauncher.cs</DependentUpon>
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<SubType>Code</SubType>
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||||
</Compile>
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||||
<Compile Include="IExample.cs">
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<SubType>Code</SubType>
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||||
</Compile>
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||||
<Compile Include="Utilities.cs">
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||||
<SubType>Code</SubType>
|
||||
</Compile>
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||||
<Compile Include="OpenAL\TestAudioContext.cs">
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<SubType>Code</SubType>
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</Compile>
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||||
<Compile Include="OpenGL\GluTessellation.cs">
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<SubType>Code</SubType>
|
||||
</Compile>
|
||||
<Compile Include="Properties\AssemblyInfo.cs">
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||||
<SubType>Code</SubType>
|
||||
</Compile>
|
||||
<Compile Include="Shapes\Cube.cs">
|
||||
<SubType>Code</SubType>
|
||||
</Compile>
|
||||
<Compile Include="Shapes\IsoSphere.cs">
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<SubType>Code</SubType>
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||||
</Compile>
|
||||
<Compile Include="Shapes\Plane.cs">
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<SubType>Code</SubType>
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</Compile>
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||||
<Compile Include="Shapes\Shape.cs">
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<SubType>Code</SubType>
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</Compile>
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||||
<Compile Include="Tests\MathSpeed.cs">
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||||
<SubType>Code</SubType>
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||||
</Compile>
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||||
<Compile Include="Tests\S01_Call_Performance.cs">
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<SubType>Code</SubType>
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||||
</Compile>
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||||
<Compile Include="Tests\S04_Input_Logger.cs">
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<SubType>Form</SubType>
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||||
</Compile>
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<Compile Include="Tests\S04_Input_Logger.Designer.cs">
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<DependentUpon>S04_Input_Logger.cs</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tests\TestResolutionChanges.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\Fonts.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\T01_Simple_Window.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\T02_Vertex_Arrays.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\T03_Immediate_Mode_Cube.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\T04_Vertex_Lighting.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\T07_Display_Lists_Flower.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\T08_VBO.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\T10_GLSL_Cube.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\Text.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="Tutorial\Textures.cs">
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="WinForms\DerivedGLControl.cs">
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<SubType>UserControl</SubType>
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</Compile>
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<Compile Include="WinForms\DerivedGLControl.Designer.cs">
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<DependentUpon>DerivedGLControl.cs</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="WinForms\W01_First_Window.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="WinForms\W01_First_Window.Designer.cs">
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<DependentUpon>W01_First_Window.cs</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="WinForms\W02_Immediate_Mode_Cube.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="WinForms\W02_Immediate_Mode_Cube.Designer.cs">
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||||
<DependentUpon>W02_Immediate_Mode_Cube.cs</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="WinForms\W03_Extensions.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="WinForms\W03_Extensions.Designer.cs">
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<DependentUpon>W03_Extensions.cs</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="WinForms\W04_Multiple_GLControls.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="WinForms\W04_Multiple_GLControls.Designer.cs">
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<DependentUpon>W04_Multiple_GLControls.cs</DependentUpon>
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<SubType>Code</SubType>
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</Compile>
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<None Include="..\Examples\Data\logo-dark.jpg">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="..\Examples\Data\logo.jpg">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="..\Examples\Data\metal.jpg">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="..\Examples\Data\Poem.txt">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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||||
<None Include="..\Examples\Data\.svn\all-wcprops">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\.svn\entries">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\.svn\format">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\.svn\prop-base\logo-dark.jpg.svn-base">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\.svn\prop-base\logo.jpg.svn-base">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\.svn\prop-base\metal.jpg.svn-base">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\.svn\text-base\logo-dark.jpg.svn-base">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="..\Examples\Data\.svn\text-base\logo.jpg.svn-base">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="..\Examples\Data\.svn\text-base\metal.jpg.svn-base">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="..\Examples\Data\.svn\text-base\Poem.txt.svn-base">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\Shaders\Simple_FS.glsl">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="..\Examples\Data\Shaders\Simple_VS.glsl">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
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||||
<None Include="..\Examples\Data\Shaders\.svn\all-wcprops">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="..\Examples\Data\Shaders\.svn\entries">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
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||||
<None Include="..\Examples\Data\Shaders\.svn\format">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="..\Examples\Data\Shaders\.svn\text-base\Simple_FS.glsl.svn-base">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Include="..\Examples\Data\Shaders\.svn\text-base\Simple_VS.glsl.svn-base">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
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||||
<None Include="Data\Poem.txt">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="Data\Shaders\Simple_FS.glsl">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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||||
</None>
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||||
<None Include="Data\Shaders\Simple_VS.glsl">
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||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</None>
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||||
<None Include="..\OpenTK\OpenTK.dll.config">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
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|
||||
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|
||||
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||||
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||||
<Visible>False</Visible>
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||||
<ProductName>.NET Framework 2.0 %28x86%29</ProductName>
|
||||
<Install>true</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.0">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.0 %28x86%29</ProductName>
|
||||
<Install>false</Install>
|
||||
</BootstrapperPackage>
|
||||
<BootstrapperPackage Include="Microsoft.Net.Framework.3.5">
|
||||
<Visible>False</Visible>
|
||||
<ProductName>.NET Framework 3.5</ProductName>
|
||||
<Install>false</Install>
|
||||
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|
||||
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|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSHARP.Targets" />
|
||||
<PropertyGroup>
|
||||
<PreBuildEvent>
|
||||
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|
||||
<PostBuildEvent>
|
||||
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|
||||
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||||
</Project>
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109
Source/Examples/Examples.exe.build
Normal file
109
Source/Examples/Examples.exe.build
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<?xml version="1.0" ?>
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<project name="Examples" default="build">
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||||
<target name="build">
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||||
<echo message="Build Directory is ${project::get-base-directory()}/${build.dir}" />
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||||
<mkdir dir="${project::get-base-directory()}/${build.dir}" />
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||||
<copy todir="${project::get-base-directory()}/${build.dir}" flatten="true">
|
||||
<fileset basedir="${project::get-base-directory()}">
|
||||
</fileset>
|
||||
</copy>
|
||||
<csc target="winexe" debug="${build.debug}" unsafe="True" define="TRACE;" main="Examples.ExampleLauncher" doc="${project::get-base-directory()}/${build.dir}/OpenTK.xml" output="${project::get-base-directory()}/${build.dir}/${project::get-name()}.exe">
|
||||
<resources prefix="Examples" dynamicprefix="true" >
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||||
</resources>
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||||
<sources failonempty="true">
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||||
<include name="ExampleAttribute.cs" />
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||||
<include name="ExampleLauncher.cs" />
|
||||
<include name="ExampleLauncher.Designer.cs" />
|
||||
<include name="IExample.cs" />
|
||||
<include name="Utilities.cs" />
|
||||
<include name="OpenAL/TestAudioContext.cs" />
|
||||
<include name="OpenGL/GluTessellation.cs" />
|
||||
<include name="Properties/AssemblyInfo.cs" />
|
||||
<include name="Shapes/Cube.cs" />
|
||||
<include name="Shapes/IsoSphere.cs" />
|
||||
<include name="Shapes/Plane.cs" />
|
||||
<include name="Shapes/Shape.cs" />
|
||||
<include name="Tests/MathSpeed.cs" />
|
||||
<include name="Tests/S01_Call_Performance.cs" />
|
||||
<include name="Tests/S04_Input_Logger.cs" />
|
||||
<include name="Tests/S04_Input_Logger.Designer.cs" />
|
||||
<include name="Tests/TestResolutionChanges.cs" />
|
||||
<include name="Tutorial/Fonts.cs" />
|
||||
<include name="Tutorial/T01_Simple_Window.cs" />
|
||||
<include name="Tutorial/T02_Vertex_Arrays.cs" />
|
||||
<include name="Tutorial/T03_Immediate_Mode_Cube.cs" />
|
||||
<include name="Tutorial/T04_Vertex_Lighting.cs" />
|
||||
<include name="Tutorial/T07_Display_Lists_Flower.cs" />
|
||||
<include name="Tutorial/T08_VBO.cs" />
|
||||
<include name="Tutorial/T10_GLSL_Cube.cs" />
|
||||
<include name="Tutorial/Text.cs" />
|
||||
<include name="Tutorial/Textures.cs" />
|
||||
<include name="WinForms/DerivedGLControl.cs" />
|
||||
<include name="WinForms/DerivedGLControl.Designer.cs" />
|
||||
<include name="WinForms/W01_First_Window.cs" />
|
||||
<include name="WinForms/W01_First_Window.Designer.cs" />
|
||||
<include name="WinForms/W02_Immediate_Mode_Cube.cs" />
|
||||
<include name="WinForms/W02_Immediate_Mode_Cube.Designer.cs" />
|
||||
<include name="WinForms/W03_Extensions.cs" />
|
||||
<include name="WinForms/W03_Extensions.Designer.cs" />
|
||||
<include name="WinForms/W04_Multiple_GLControls.cs" />
|
||||
<include name="WinForms/W04_Multiple_GLControls.Designer.cs" />
|
||||
</sources>
|
||||
<references basedir="${project::get-base-directory()}">
|
||||
<lib>
|
||||
<include name="${project::get-base-directory()}" />
|
||||
<include name="${project::get-base-directory()}/${build.dir}" />
|
||||
</lib>
|
||||
<include name="../OpenTK/${build.dir}/OpenTK.dll" />
|
||||
<include name="System.dll" />
|
||||
<include name="System.Drawing.dll" />
|
||||
<include name="System.Windows.Forms.dll" />
|
||||
<include name="System.Data.dll" />
|
||||
</references>
|
||||
</csc>
|
||||
</target>
|
||||
<target name="clean">
|
||||
<delete dir="${bin.dir}" failonerror="false" />
|
||||
<delete dir="${obj.dir}" failonerror="false" />
|
||||
</target>
|
||||
<target name="doc" description="Creates documentation.">
|
||||
<property name="doc.target" value="" />
|
||||
<if test="${platform::is-unix()}">
|
||||
<property name="doc.target" value="Web" />
|
||||
</if>
|
||||
<ndoc failonerror="false" verbose="true">
|
||||
<assemblies basedir="${project::get-base-directory()}">
|
||||
<include name="${build.dir}/${project::get-name()}.exe" />
|
||||
</assemblies>
|
||||
<summaries basedir="${project::get-base-directory()}">
|
||||
<include name="${build.dir}/${project::get-name()}.xml"/>
|
||||
</summaries>
|
||||
<referencepaths basedir="${project::get-base-directory()}">
|
||||
<include name="${build.dir}" />
|
||||
</referencepaths>
|
||||
<documenters>
|
||||
<documenter name="MSDN">
|
||||
<property name="OutputDirectory" value="${project::get-base-directory()}/${build.dir}/doc/${project::get-name()}" />
|
||||
<property name="OutputTarget" value="${doc.target}" />
|
||||
<property name="HtmlHelpName" value="${project::get-name()}" />
|
||||
<property name="IncludeFavorites" value="False" />
|
||||
<property name="Title" value="${project::get-name()} SDK Documentation" />
|
||||
<property name="SplitTOCs" value="False" />
|
||||
<property name="DefaulTOC" value="" />
|
||||
<property name="ShowVisualBasic" value="True" />
|
||||
<property name="AutoDocumentConstructors" value="True" />
|
||||
<property name="ShowMissingSummaries" value="${build.debug}" />
|
||||
<property name="ShowMissingRemarks" value="${build.debug}" />
|
||||
<property name="ShowMissingParams" value="${build.debug}" />
|
||||
<property name="ShowMissingReturns" value="${build.debug}" />
|
||||
<property name="ShowMissingValues" value="${build.debug}" />
|
||||
<property name="DocumentInternals" value="False" />
|
||||
<property name="DocumentPrivates" value="False" />
|
||||
<property name="DocumentProtected" value="True" />
|
||||
<property name="DocumentEmptyNamespaces" value="${build.debug}" />
|
||||
<property name="IncludeAssemblyVersion" value="True" />
|
||||
</documenter>
|
||||
</documenters>
|
||||
</ndoc>
|
||||
</target>
|
||||
</project>
|
476
Source/Examples/OpenTK.xml
Normal file
476
Source/Examples/OpenTK.xml
Normal file
|
@ -0,0 +1,476 @@
|
|||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Examples</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="F:Examples.WinForms.DerivedGLControl.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.DerivedGLControl.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.DerivedGLControl.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Utilities.ColorToRgba32(System.Drawing.Color)">
|
||||
<summary>
|
||||
Converts a System.Drawing.Color to a System.Int32.
|
||||
</summary>
|
||||
<param name="c">The System.Drawing.Color to convert.</param>
|
||||
<returns>A System.Int32 containing the R, G, B, A values of the
|
||||
given System.Drawing.Color in the Rbga32 format.</returns>
|
||||
</member>
|
||||
<member name="F:Examples.Tests.S04_Input_Logger.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W01_First_Window.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Textures">
|
||||
<summary>
|
||||
Demonstrates simple OpenGL Texturing.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
Setup OpenGL and load resources here.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Respond to resize events here.
|
||||
</summary>
|
||||
<param name="e">Contains information on the new GameWindow size.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game logic here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game rendering code here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T08_VBO.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T08_VBO.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T10_GLSL_Cube">
|
||||
<summary>
|
||||
Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.ExampleLauncher.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.ExampleLauncher.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.ExampleLauncher.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.ExampleLauncher.Main">
|
||||
<summary>
|
||||
The main entry point for the application.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.ExampleLauncher.ExampleInfo">
|
||||
<summary>
|
||||
Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W04_Multiple_GLControls.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W04_Multiple_GLControls.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W04_Multiple_GLControls.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T01_Simple_Window">
|
||||
<summary>
|
||||
Demonstrates the GameWindow class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.Keyboard_KeyDown(OpenTK.Input.KeyboardDevice,OpenTK.Input.Key)">
|
||||
<summary>
|
||||
Occurs when a key is pressed.
|
||||
</summary>
|
||||
<param name="sender">The KeyboardDevice which generated this event.</param>
|
||||
<param name="key">The key that was pressed.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
Setup OpenGL and load resources here.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Respond to resize events here.
|
||||
</summary>
|
||||
<param name="e">Contains information on the new GameWindow size.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game logic here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game rendering code here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W03_Extensions.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T02_Vertex_Arrays">
|
||||
<summary>
|
||||
Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
|
||||
Broken since release 0.3.12.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.Launch">
|
||||
<summary>
|
||||
Launches this example.
|
||||
</summary>
|
||||
<remarks>
|
||||
Provides a simple way for the example launcher to launch the examples.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Fonts">
|
||||
<summary>
|
||||
Tests Font loading and rendering.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
<para>
|
||||
We can use these TextHandles with the TextPrinter.Draw() method
|
||||
to draw text with very high performance.
|
||||
</para>
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnUnload(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
<para>
|
||||
It is still possible to render text in a 3d projection, but it will
|
||||
be very hard to achieve pixel-perfect precision.
|
||||
</para>
|
||||
<para>
|
||||
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.
|
||||
</para>
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Text">
|
||||
<summary>
|
||||
Shows how to render and scroll large amounts of text.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Text.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.IExample">
|
||||
<summary>
|
||||
This interface is is used by the ExampleLauncher to identify OpenTK examples,
|
||||
your applications do not need to implement or use it.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W02_Immediate_Mode_Cube.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T04_Vertex_Lighting">
|
||||
<summary>
|
||||
Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.Launch">
|
||||
<summary>
|
||||
Launches this example.
|
||||
</summary>
|
||||
<remarks>
|
||||
Provides a simple way for the example launcher to launch the examples.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T03_Immediate_Mode_Cube">
|
||||
<summary>
|
||||
Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
|
@ -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));
|
||||
|
|
|
@ -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
|
||||
{
|
||||
|
|
476
Source/Examples/bin/Debug/OpenTK.xml
Normal file
476
Source/Examples/bin/Debug/OpenTK.xml
Normal file
|
@ -0,0 +1,476 @@
|
|||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Examples</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="M:Examples.ExampleLauncher.Main">
|
||||
<summary>
|
||||
The main entry point for the application.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.ExampleLauncher.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.ExampleLauncher.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.ExampleLauncher.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.ExampleLauncher.ExampleInfo">
|
||||
<summary>
|
||||
Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.IExample">
|
||||
<summary>
|
||||
This interface is is used by the ExampleLauncher to identify OpenTK examples,
|
||||
your applications do not need to implement or use it.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Utilities.ColorToRgba32(System.Drawing.Color)">
|
||||
<summary>
|
||||
Converts a System.Drawing.Color to a System.Int32.
|
||||
</summary>
|
||||
<param name="c">The System.Drawing.Color to convert.</param>
|
||||
<returns>A System.Int32 containing the R, G, B, A values of the
|
||||
given System.Drawing.Color in the Rbga32 format.</returns>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.Tests.S04_Input_Logger.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Fonts">
|
||||
<summary>
|
||||
Tests Font loading and rendering.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
<para>
|
||||
We can use these TextHandles with the TextPrinter.Draw() method
|
||||
to draw text with very high performance.
|
||||
</para>
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnUnload(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
<para>
|
||||
It is still possible to render text in a 3d projection, but it will
|
||||
be very hard to achieve pixel-perfect precision.
|
||||
</para>
|
||||
<para>
|
||||
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.
|
||||
</para>
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T01_Simple_Window">
|
||||
<summary>
|
||||
Demonstrates the GameWindow class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.Keyboard_KeyDown(OpenTK.Input.KeyboardDevice,OpenTK.Input.Key)">
|
||||
<summary>
|
||||
Occurs when a key is pressed.
|
||||
</summary>
|
||||
<param name="sender">The KeyboardDevice which generated this event.</param>
|
||||
<param name="key">The key that was pressed.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
Setup OpenGL and load resources here.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Respond to resize events here.
|
||||
</summary>
|
||||
<param name="e">Contains information on the new GameWindow size.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game logic here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game rendering code here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T02_Vertex_Arrays">
|
||||
<summary>
|
||||
Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
|
||||
Broken since release 0.3.12.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.Launch">
|
||||
<summary>
|
||||
Launches this example.
|
||||
</summary>
|
||||
<remarks>
|
||||
Provides a simple way for the example launcher to launch the examples.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T03_Immediate_Mode_Cube">
|
||||
<summary>
|
||||
Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T04_Vertex_Lighting">
|
||||
<summary>
|
||||
Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.Launch">
|
||||
<summary>
|
||||
Launches this example.
|
||||
</summary>
|
||||
<remarks>
|
||||
Provides a simple way for the example launcher to launch the examples.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T08_VBO.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T08_VBO.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T10_GLSL_Cube">
|
||||
<summary>
|
||||
Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Text">
|
||||
<summary>
|
||||
Shows how to render and scroll large amounts of text.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Text.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Textures">
|
||||
<summary>
|
||||
Demonstrates simple OpenGL Texturing.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
Setup OpenGL and load resources here.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Respond to resize events here.
|
||||
</summary>
|
||||
<param name="e">Contains information on the new GameWindow size.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game logic here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game rendering code here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.DerivedGLControl.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.DerivedGLControl.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.DerivedGLControl.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W01_First_Window.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W02_Immediate_Mode_Cube.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W03_Extensions.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W04_Multiple_GLControls.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W04_Multiple_GLControls.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W04_Multiple_GLControls.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
476
Source/Examples/bin/Release/OpenTK.xml
Normal file
476
Source/Examples/bin/Release/OpenTK.xml
Normal file
|
@ -0,0 +1,476 @@
|
|||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Examples</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<member name="M:Examples.ExampleLauncher.Main">
|
||||
<summary>
|
||||
The main entry point for the application.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.ExampleLauncher.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.ExampleLauncher.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.ExampleLauncher.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.ExampleLauncher.ExampleInfo">
|
||||
<summary>
|
||||
Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.IExample">
|
||||
<summary>
|
||||
This interface is is used by the ExampleLauncher to identify OpenTK examples,
|
||||
your applications do not need to implement or use it.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Utilities.ColorToRgba32(System.Drawing.Color)">
|
||||
<summary>
|
||||
Converts a System.Drawing.Color to a System.Int32.
|
||||
</summary>
|
||||
<param name="c">The System.Drawing.Color to convert.</param>
|
||||
<returns>A System.Int32 containing the R, G, B, A values of the
|
||||
given System.Drawing.Color in the Rbga32 format.</returns>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.Tests.S04_Input_Logger.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tests.S04_Input_Logger.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Fonts">
|
||||
<summary>
|
||||
Tests Font loading and rendering.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
<para>
|
||||
We can use these TextHandles with the TextPrinter.Draw() method
|
||||
to draw text with very high performance.
|
||||
</para>
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnUnload(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
<para>
|
||||
It is still possible to render text in a 3d projection, but it will
|
||||
be very hard to achieve pixel-perfect precision.
|
||||
</para>
|
||||
<para>
|
||||
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.
|
||||
</para>
|
||||
</summary>
|
||||
<param name="e"></param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Fonts.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T01_Simple_Window">
|
||||
<summary>
|
||||
Demonstrates the GameWindow class.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.Keyboard_KeyDown(OpenTK.Input.KeyboardDevice,OpenTK.Input.Key)">
|
||||
<summary>
|
||||
Occurs when a key is pressed.
|
||||
</summary>
|
||||
<param name="sender">The KeyboardDevice which generated this event.</param>
|
||||
<param name="key">The key that was pressed.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
Setup OpenGL and load resources here.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Respond to resize events here.
|
||||
</summary>
|
||||
<param name="e">Contains information on the new GameWindow size.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game logic here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game rendering code here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T01_Simple_Window.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T02_Vertex_Arrays">
|
||||
<summary>
|
||||
Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
|
||||
Broken since release 0.3.12.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.Launch">
|
||||
<summary>
|
||||
Launches this example.
|
||||
</summary>
|
||||
<remarks>
|
||||
Provides a simple way for the example launcher to launch the examples.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T03_Immediate_Mode_Cube">
|
||||
<summary>
|
||||
Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T04_Vertex_Lighting">
|
||||
<summary>
|
||||
Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.Launch">
|
||||
<summary>
|
||||
Launches this example.
|
||||
</summary>
|
||||
<remarks>
|
||||
Provides a simple way for the example launcher to launch the examples.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T08_VBO.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T08_VBO.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.T10_GLSL_Cube">
|
||||
<summary>
|
||||
Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
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.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Called when the user resizes the window.
|
||||
</summary>
|
||||
<param name="e">Contains the new width/height of the window.</param>
|
||||
<remarks>
|
||||
You want the OpenGL viewport to match the window. This is the place to do it!
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Prepares the next frame for rendering.
|
||||
</summary>
|
||||
<remarks>
|
||||
Place your control logic here. This is the place to respond to user input,
|
||||
update object positions etc.
|
||||
</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Place your rendering code here.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.T10_GLSL_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Text">
|
||||
<summary>
|
||||
Shows how to render and scroll large amounts of text.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Text.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="T:Examples.Tutorial.Textures">
|
||||
<summary>
|
||||
Demonstrates simple OpenGL Texturing.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnLoad(System.EventArgs)">
|
||||
<summary>
|
||||
Setup OpenGL and load resources here.
|
||||
</summary>
|
||||
<param name="e">Not used.</param>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
||||
<summary>
|
||||
Respond to resize events here.
|
||||
</summary>
|
||||
<param name="e">Contains information on the new GameWindow size.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game logic here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
||||
<summary>
|
||||
Add your game rendering code here.
|
||||
</summary>
|
||||
<param name="e">Contains timing information.</param>
|
||||
<remarks>There is no need to call the base implementation.</remarks>
|
||||
</member>
|
||||
<member name="M:Examples.Tutorial.Textures.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.DerivedGLControl.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.DerivedGLControl.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.DerivedGLControl.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W01_First_Window.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W01_First_Window.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W02_Immediate_Mode_Cube.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W03_Extensions.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W03_Extensions.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="F:Examples.WinForms.W04_Multiple_GLControls.components">
|
||||
<summary>
|
||||
Required designer variable.
|
||||
</summary>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W04_Multiple_GLControls.Dispose(System.Boolean)">
|
||||
<summary>
|
||||
Clean up any resources being used.
|
||||
</summary>
|
||||
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
||||
</member>
|
||||
<member name="M:Examples.WinForms.W04_Multiple_GLControls.InitializeComponent">
|
||||
<summary>
|
||||
Required method for Designer support - do not modify
|
||||
the contents of this method with the code editor.
|
||||
</summary>
|
||||
</member>
|
||||
</members>
|
||||
</doc>
|
|
@ -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
|
BIN
Source/Examples/obj/Debug/Examples.exe
Normal file
BIN
Source/Examples/obj/Debug/Examples.exe
Normal file
Binary file not shown.
BIN
Source/Examples/obj/Debug/Examples.pdb
Normal file
BIN
Source/Examples/obj/Debug/Examples.pdb
Normal file
Binary file not shown.
BIN
Source/Examples/obj/Debug/ResolveAssemblyReference.cache
Normal file
BIN
Source/Examples/obj/Debug/ResolveAssemblyReference.cache
Normal file
Binary file not shown.
|
@ -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
|
BIN
Source/Examples/obj/Release/ResolveAssemblyReference.cache
Normal file
BIN
Source/Examples/obj/Release/ResolveAssemblyReference.cache
Normal file
Binary file not shown.
Loading…
Reference in a new issue