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Changed background color to SteelBlue. Added ExampleAttribute.
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Source/Examples/ExampleAttribute.cs
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37
Source/Examples/ExampleAttribute.cs
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#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Examples
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{
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[AttributeUsage(AttributeTargets.Class)]
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public class ExampleAttribute : System.Attribute
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{
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public readonly string Title;
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public readonly ExampleCategory Category;
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public readonly int Order;
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public ExampleAttribute(string title, ExampleCategory category, int order)
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{
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this.Title = title;
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this.Category = category;
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this.Order = order;
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}
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}
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public enum ExampleCategory
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{
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OpenGL,
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OpenAL,
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OpenTK,
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GLSL,
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WinForms,
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Test,
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}
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}
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@ -33,7 +33,7 @@ namespace Examples.Tutorial
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/// <param name="e">Not used.</param>
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public override void OnLoad(EventArgs e)
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{
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GL.ClearColor(Color.MidnightBlue);
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GL.ClearColor(Color.SteelBlue);
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}
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#endregion
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@ -47,7 +47,7 @@ namespace Examples.Tutorial
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/// <remarks>There is no need to call the base implementation.</remarks>
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protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
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{
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GL.Viewport(0, 0, e.Width, e.Height);
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GL.Viewport(0, 0, Width, Height);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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@ -88,11 +88,11 @@ namespace Examples.Tutorial
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GL.Begin(BeginMode.Triangles);
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GL.Color3(Color.SpringGreen);
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GL.Color3(Color.LightSteelBlue);
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GL.Vertex2(-1.0f, 1.0f);
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GL.Color3(Color.SteelBlue);
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GL.Color3(Color.SpringGreen);
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GL.Vertex2(0.0f, -1.0f);
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GL.Color3(Color.PeachPuff);
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GL.Color3(Color.Ivory);
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GL.Vertex2(1.0f, 1.0f);
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GL.End();
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@ -27,6 +27,7 @@ namespace Examples.Tutorial
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/// <summary>
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/// Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
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/// </summary>
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[Example("OpenTK | GLSL Example 1", ExampleCategory.GLSL, 1)]
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public class T10_GLSL_Cube : GameWindow, IExample
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{
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#region --- Fields ---
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@ -35,15 +36,16 @@ namespace Examples.Tutorial
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int vertex_shader_object, fragment_shader_object, shader_program;
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int vertex_buffer_object, color_buffer_object, element_buffer_object;
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Shapes.Shape shape = //new Examples.Shapes.Plane(8, 8, 4.0f, 4.0f);
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new Examples.Shapes.Cube();
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Shapes.Shape shape = new Examples.Shapes.Cube();
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#endregion
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#region --- Constructors ---
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public T10_GLSL_Cube() : base(new DisplayMode(800, 600), "OpenTK | GLSL Example 1")
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public T10_GLSL_Cube()
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: base(new DisplayMode(800, 600), T10_GLSL_Cube.Title)
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{
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}
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#endregion
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@ -67,69 +69,57 @@ namespace Examples.Tutorial
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return;
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}
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GL.ClearColor(Color.MidnightBlue);
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GL.ClearColor(Color.SteelBlue);
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GL.Enable(EnableCap.DepthTest);
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CreateVBO();
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//CreateShader();
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int status_code, status_text_length;
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StringBuilder info = new StringBuilder();
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vertex_shader_object = GL.CreateShader(Version20.VertexShader);
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fragment_shader_object = GL.CreateShader(Version20.FragmentShader);
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using (StreamReader sr = new StreamReader("Data/Shaders/Simple_VS.glsl"))
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{
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string[] code = new string[] { sr.ReadToEnd() };
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#if MONO
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unsafe { GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, (int*)null); }
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#else
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GL.ShaderSource(vertex_shader_object, code.Length, code, (int[])null);
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#endif
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}
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GL.CompileShader(vertex_shader_object);
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GL.GetShader(vertex_shader_object, Version20.CompileStatus, out status_code);
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GL.GetShader(vertex_shader_object, Version20.InfoLogLength, out status_text_length);
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info.Remove(0, info.Length);
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info.EnsureCapacity(status_text_length);
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GL.GetShaderInfoLog(vertex_shader_object, info.Capacity, out status_text_length, info);
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Trace.WriteLine(info.ToString());
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if (status_code != 1)
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throw new Exception(info.ToString());
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using (StreamReader sr = new StreamReader("Data/Shaders/Simple_FS.glsl"))
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{
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string[] code = new string[] { sr.ReadToEnd() };
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#if MONO
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unsafe { GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, (int*)null); }
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#else
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GL.ShaderSource(fragment_shader_object, code.Length, code, (int[])null);
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#endif
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}
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GL.CompileShader(fragment_shader_object);
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GL.GetShader(fragment_shader_object, Version20.CompileStatus, out status_code);
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GL.GetShader(vertex_shader_object, Version20.InfoLogLength, out status_text_length);
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info.Remove(0, info.Length);
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info.EnsureCapacity(status_text_length);
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GL.GetShaderInfoLog(fragment_shader_object, info.Capacity, out status_text_length, info);
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Trace.WriteLine(info.ToString());
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if (status_code != 1)
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throw new Exception(info.ToString());
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shader_program = GL.CreateProgram();
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GL.AttachShader(shader_program, fragment_shader_object);
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GL.AttachShader(shader_program, vertex_shader_object);
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GL.LinkProgram(shader_program);
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GL.UseProgram(shader_program);
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using (StreamReader vs = new StreamReader("Data/Shaders/Simple_VS.glsl"))
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using (StreamReader fs = new StreamReader("Data/Shaders/Simple_FS.glsl"))
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CreateShaders(vs.ReadToEnd(), fs.ReadToEnd(),
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out vertex_shader_object, out fragment_shader_object,
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out shader_program);
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}
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private void CreateVBO()
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void CreateShaders(string vs, string fs,
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out int vertexObject, out int fragmentObject,
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out int program)
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{
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int status_code;
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string info;
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vertexObject = GL.CreateShader(Version20.VertexShader);
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fragmentObject = GL.CreateShader(Version20.FragmentShader);
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// Compile vertex shader
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GL.ShaderSource(vertexObject, vs);
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GL.CompileShader(vertexObject);
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GL.GetShaderInfoLog(vertexObject, out info);
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GL.GetShader(vertexObject, Version20.CompileStatus, out status_code);
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if (status_code != 1)
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throw new ApplicationException(info);
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// Compile vertex shader
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GL.ShaderSource(fragmentObject, fs);
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GL.CompileShader(fragmentObject);
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GL.GetShaderInfoLog(fragmentObject, out info);
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GL.GetShader(fragmentObject, Version20.CompileStatus, out status_code);
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if (status_code != 1)
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throw new ApplicationException(info);
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program = GL.CreateProgram();
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GL.AttachShader(program, fragmentObject);
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GL.AttachShader(program, vertexObject);
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GL.LinkProgram(program);
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GL.UseProgram(program);
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}
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#region private void CreateVBO()
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void CreateVBO()
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{
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int size;
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GL.GetBufferParameter(Version15.ElementArrayBuffer, Version15.BufferSize, out size);
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if (shape.Indices.Length * 4 != size)
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throw new ApplicationException("Problem uploading index data to VBO");
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}
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#endregion
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#endregion
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#region OnUnload
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public override void OnUnload(EventArgs e)
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{
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if (shader_program != 0)
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GL.DeleteProgram(shader_program);
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if (fragment_shader_object != 0)
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GL.DeleteShader(fragment_shader_object);
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if (vertex_shader_object != 0)
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GL.DeleteShader(vertex_shader_object);
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if (vertex_buffer_object != 0)
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GL.DeleteBuffers(1, ref vertex_buffer_object);
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if (element_buffer_object != 0)
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GL.DeleteBuffers(1, ref element_buffer_object);
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GL.DeleteProgram(shader_program);
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GL.DeleteShader(fragment_shader_object);
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GL.DeleteShader(vertex_shader_object);
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GL.DeleteBuffers(1, ref vertex_buffer_object);
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GL.DeleteBuffers(1, ref element_buffer_object);
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}
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#endregion
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#endregion
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#region IExample members
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#region Example members
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#region public void Launch()
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#endregion
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public static readonly int order = 10;
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static readonly ExampleAttribute info = typeof(T10_GLSL_Cube).GetCustomAttributes(false)[0] as ExampleAttribute;
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static readonly string Title = info.Title;
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#endregion
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}
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