Added System.Drawing.Rectangle and RectangleF overloads to GL.Rect.

This commit is contained in:
the_fiddler 2008-06-24 18:23:32 +00:00
parent be8eb2d105
commit 26645b1cee

View file

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