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Added System.Drawing.Rectangle and RectangleF overloads to GL.Rect.
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@ -641,7 +641,7 @@ namespace OpenTK.Graphics
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#endregion
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#region overloads using OpenTK.Math classes
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#region --- Overloads for OpenTK.Math ---
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public static void Normal3(Vector3 normal)
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{
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@ -794,27 +794,27 @@ namespace OpenTK.Graphics
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}
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}
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#endregion
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#region public static void GetProgramInfoLog(Int32 program, out string info)
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public static void GetProgramInfoLog(Int32 program, out string info)
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{
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unsafe
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{
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int length;
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GL.GetProgram(program, ProgramParameter.InfoLogLength, out length);
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if (length == 0)
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{
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info = "";
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return;
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}
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StringBuilder sb = new StringBuilder(length);
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Delegates.glGetProgramInfoLog((UInt32)program, sb.Capacity, &length, sb);
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info = sb.ToString();
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}
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}
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#endregion
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#region public static void GetProgramInfoLog(Int32 program, out string info)
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public static void GetProgramInfoLog(Int32 program, out string info)
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{
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unsafe
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{
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int length;
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GL.GetProgram(program, ProgramParameter.InfoLogLength, out length);
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if (length == 0)
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{
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info = "";
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return;
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}
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StringBuilder sb = new StringBuilder(length);
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Delegates.glGetProgramInfoLog((UInt32)program, sb.Capacity, &length, sb);
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info = sb.ToString();
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}
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}
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#endregion
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#region public static void PointParameter(PointSpriteCoordOriginParameter param)
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@ -831,60 +831,98 @@ namespace OpenTK.Graphics
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GL.PointParameter(PointParameterName.PointSpriteCoordOrigin, (int)param);
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}
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#endregion
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#region public static void VertexAttrib2(Int32 index, ref Vector2 v)
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public static void VertexAttrib2(Int32 index, ref Vector2 v)
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{
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GL.VertexAttrib2(index, v.X, v.Y);
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}
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#endregion
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#region public static void VertexAttrib3(Int32 index, ref Vector3 v)
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public static void VertexAttrib3(Int32 index, ref Vector3 v)
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{
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GL.VertexAttrib3(index, v.X, v.Y, v.Z);
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}
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#endregion
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#region public static void VertexAttrib4(Int32 index, ref Vector4 v)
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public static void VertexAttrib4(Int32 index, ref Vector4 v)
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{
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GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
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}
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#endregion
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#region public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
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public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
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{
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GL.MultiTexCoord2(target, v.X, v.Y);
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}
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#endregion
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#region public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
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public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
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{
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GL.MultiTexCoord3(target, v.X, v.Y, v.Z);
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}
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#endregion
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#region public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
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public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
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{
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GL.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
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}
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#endregion
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#region public static void VertexAttrib2(Int32 index, ref Vector2 v)
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public static void VertexAttrib2(Int32 index, ref Vector2 v)
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{
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GL.VertexAttrib2(index, v.X, v.Y);
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}
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#endregion
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#region public static void VertexAttrib3(Int32 index, ref Vector3 v)
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public static void VertexAttrib3(Int32 index, ref Vector3 v)
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{
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GL.VertexAttrib3(index, v.X, v.Y, v.Z);
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}
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#endregion
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#region public static void VertexAttrib4(Int32 index, ref Vector4 v)
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public static void VertexAttrib4(Int32 index, ref Vector4 v)
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{
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GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
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}
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#endregion
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#region public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
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public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
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{
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GL.MultiTexCoord2(target, v.X, v.Y);
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}
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#endregion
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#region public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
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public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
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{
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GL.MultiTexCoord3(target, v.X, v.Y, v.Z);
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}
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#endregion
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#region public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
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public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
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{
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GL.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
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}
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#endregion
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#region public static void Rect(System.Drawing.RectangleF rect)
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public static void Rect(System.Drawing.RectangleF rect)
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{
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GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
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}
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#endregion
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#region public static void Rect(ref System.Drawing.RectangleF rect)
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[CLSCompliant(false)]
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public static void Rect(ref System.Drawing.RectangleF rect)
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{
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GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
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}
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#endregion
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#region public static void Rect(System.Drawing.Rectangle rect)
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public static void Rect(System.Drawing.Rectangle rect)
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{
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GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
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}
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#endregion
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#region public static void Rect(ref System.Drawing.Rectangle rect)
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[CLSCompliant(false)]
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public static void Rect(ref System.Drawing.Rectangle rect)
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{
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GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
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}
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#endregion
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#endregion
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