Fix compile warnings in Examples.

This commit fixes every current warning in the Example code bar two.
Both due to the use of the OpenTK.GameWindow.Joysticks.
This commit is contained in:
Fraser Waters 2014-02-22 19:55:34 +00:00
parent 172462d4ea
commit 54f1e575d0
33 changed files with 59 additions and 60 deletions

View file

@ -65,7 +65,7 @@ namespace Examples.Tutorial
GL.Rotate(c * 360.0f, 0.0, 0.0, 1.0); GL.Rotate(c * 360.0f, 0.0, 0.0, 1.0);
GL.Translate(5.0, 0.0, 0.0); GL.Translate(5.0, 0.0, 0.0);
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
GL.Vertex3(-1.0f, -1.0f, 1.0f); GL.Vertex3(-1.0f, -1.0f, 1.0f);
GL.Vertex3(1.0f, -1.0f, 1.0f); GL.Vertex3(1.0f, -1.0f, 1.0f);

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@ -39,7 +39,6 @@ namespace Examples.Tutorial
{ {
throw new NotSupportedException( throw new NotSupportedException(
"GL_EXT_framebuffer_object extension is required. Please update your drivers."); "GL_EXT_framebuffer_object extension is required. Please update your drivers.");
Exit();
} }
Object = new Shapes.TorusKnot(256, 16, 0.2, 7,8, 1, true); Object = new Shapes.TorusKnot(256, 16, 0.2, 7,8, 1, true);
@ -234,7 +233,7 @@ namespace Examples.Tutorial
// Draw the Color Texture // Draw the Color Texture
GL.Translate(-1.1f, 0f, 0f); GL.Translate(-1.1f, 0f, 0f);
GL.BindTexture(TextureTarget.Texture2D, ColorTexture); GL.BindTexture(TextureTarget.Texture2D, ColorTexture);
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
{ {
GL.TexCoord2(0f, 1f); GL.TexCoord2(0f, 1f);
GL.Vertex2(-1.0f, 1.0f); GL.Vertex2(-1.0f, 1.0f);
@ -250,7 +249,7 @@ namespace Examples.Tutorial
// Draw the Depth Texture // Draw the Depth Texture
GL.Translate(+2.2f, 0f, 0f); GL.Translate(+2.2f, 0f, 0f);
GL.BindTexture(TextureTarget.Texture2D, DepthTexture); GL.BindTexture(TextureTarget.Texture2D, DepthTexture);
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
{ {
GL.TexCoord2(0f, 1f); GL.TexCoord2(0f, 1f);
GL.Vertex2(-1.0f, 1.0f); GL.Vertex2(-1.0f, 1.0f);

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@ -127,7 +127,7 @@ namespace Examples.Tutorial
private void DrawCube() private void DrawCube()
{ {
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
GL.Color3(Color.Silver); GL.Color3(Color.Silver);
GL.Vertex3(-1.0f, -1.0f, -1.0f); GL.Vertex3(-1.0f, -1.0f, -1.0f);

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@ -65,7 +65,7 @@ namespace Examples.Tutorial
const TextureTarget Target = TextureTarget.TextureRectangleArb; const TextureTarget Target = TextureTarget.TextureRectangleArb;
float angle; float angle;
BeginMode VBO_PrimMode; PrimitiveType VBO_PrimMode;
Vertex[] VBO_Array; Vertex[] VBO_Array;
uint VBO_Handle; uint VBO_Handle;
@ -235,7 +235,7 @@ namespace Examples.Tutorial
protected override void OnRenderFrame(FrameEventArgs e) protected override void OnRenderFrame(FrameEventArgs e)
{ {
GL.Color3(Color.White); GL.Color3(Color.White);
GL.EnableClientState(EnableCap.ColorArray); GL.EnableClientState(ArrayCap.ColorArray);
#region Pass 1: Draw Object and pick Triangle #region Pass 1: Draw Object and pick Triangle
GL.ClearColor(1f, 1f, 1f, 1f); // clears to uint.MaxValue GL.ClearColor(1f, 1f, 1f, 1f); // clears to uint.MaxValue
@ -261,7 +261,7 @@ namespace Examples.Tutorial
#endregion Pass 1: Draw Object and pick Triangle #endregion Pass 1: Draw Object and pick Triangle
GL.Color3(Color.White); GL.Color3(Color.White);
GL.DisableClientState(EnableCap.ColorArray); GL.DisableClientState(ArrayCap.ColorArray);
#region Pass 2: Draw Shape #region Pass 2: Draw Shape
if (SelectedTriangle == uint.MaxValue) if (SelectedTriangle == uint.MaxValue)

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@ -145,7 +145,7 @@ namespace Examples.Tutorial
#region Invert Operand B's Normals #region Invert Operand B's Normals
// only the inside of the operand is ever drawn to color buffers and lighting requires this. // only the inside of the operand is ever drawn to color buffers and lighting requires this.
BeginMode tempPrimMode; PrimitiveType tempPrimMode;
VertexT2dN3dV3d[] tempVertices; VertexT2dN3dV3d[] tempVertices;
uint[] tempIndices; uint[] tempIndices;

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@ -234,7 +234,7 @@ namespace Examples.Tutorial
GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, renderer.Texture); GL.BindTexture(TextureTarget.Texture2D, renderer.Texture);
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(-1f, -1f); GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(-1f, -1f);
GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(1f, -1f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(1f, -1f);

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@ -45,7 +45,7 @@ namespace Examples.Tutorial
const int slices = 32; const int slices = 32;
const float distance = 0.25f; const float distance = 0.25f;
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
for (float scale = 0.26f; scale < 5f; scale += distance) for (float scale = 0.26f; scale < 5f; scale += distance)
for (int i = 0; i < slices; i++) for (int i = 0; i < slices; i++)

View file

@ -114,7 +114,7 @@ namespace Examples.Tutorial
GL.LoadIdentity(); GL.LoadIdentity();
GL.BindTexture(TextureTarget.Texture2D, texture); GL.BindTexture(TextureTarget.Texture2D, texture);
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(-0.6f, -0.4f); GL.TexCoord2(0.0f, 1.0f); GL.Vertex2(-0.6f, -0.4f);
GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(0.6f, -0.4f); GL.TexCoord2(1.0f, 1.0f); GL.Vertex2(0.6f, -0.4f);

View file

@ -185,7 +185,7 @@ namespace Examples.Tutorial
// Fill newly allocated buffer // Fill newly allocated buffer
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(VertexC4ubV3f.SizeInBytes * MaxParticleCount), VBO, BufferUsageHint.StreamDraw); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(VertexC4ubV3f.SizeInBytes * MaxParticleCount), VBO, BufferUsageHint.StreamDraw);
// Only draw particles that are alive // Only draw particles that are alive
GL.DrawArrays(BeginMode.Points, MaxParticleCount - VisibleParticleCount, VisibleParticleCount); GL.DrawArrays(PrimitiveType.Points, MaxParticleCount - VisibleParticleCount, VisibleParticleCount);
GL.PopMatrix(); GL.PopMatrix();

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@ -158,7 +158,7 @@ namespace Examples.Tutorial
GL.VertexPointer(3, VertexPointerType.Float, BlittableValueType.StrideOf(CubeVertices), new IntPtr(0)); GL.VertexPointer(3, VertexPointerType.Float, BlittableValueType.StrideOf(CubeVertices), new IntPtr(0));
GL.ColorPointer(4, ColorPointerType.UnsignedByte, BlittableValueType.StrideOf(CubeVertices), new IntPtr(12)); GL.ColorPointer(4, ColorPointerType.UnsignedByte, BlittableValueType.StrideOf(CubeVertices), new IntPtr(12));
GL.DrawElements(BeginMode.Triangles, handle.NumElements, DrawElementsType.UnsignedShort, IntPtr.Zero); GL.DrawElements(PrimitiveType.Triangles, handle.NumElements, DrawElementsType.UnsignedShort, IntPtr.Zero);
} }
/// <summary> /// <summary>

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@ -153,7 +153,7 @@ namespace Examples.Tutorial
angle -= 360.0f; angle -= 360.0f;
GL.Rotate(angle, 0.0f, 1.0f, 0.0f); GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
GL.DrawElements(BeginMode.Triangles, shape.Indices.Length, GL.DrawElements(PrimitiveType.Triangles, shape.Indices.Length,
DrawElementsType.UnsignedInt, shape.Indices); DrawElementsType.UnsignedInt, shape.Indices);
//GL.Begin(GL.Enums.BeginMode.TRIANGLES); //GL.Begin(GL.Enums.BeginMode.TRIANGLES);

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@ -143,7 +143,7 @@ namespace Examples.Tutorial
GL.Rotate(x_angle, 0.0f, 1.0f, 0.0f); GL.Rotate(x_angle, 0.0f, 1.0f, 0.0f);
GL.Begin(BeginMode.Triangles); GL.Begin(PrimitiveType.Triangles);
foreach (int index in shape.Indices) foreach (int index in shape.Indices)
{ {
GL.Normal3(shape.Normals[index]); GL.Normal3(shape.Normals[index]);

View file

@ -130,7 +130,7 @@ namespace Examples.Tutorial
GL.DeleteShader( FragmentShaderObject ); GL.DeleteShader( FragmentShaderObject );
int[] temp = new int[1]; int[] temp = new int[1];
GL.GetProgram( ProgramObject, ProgramParameter.LinkStatus, out temp[0] ); GL.GetProgram(ProgramObject, GetProgramParameterName.LinkStatus, out temp[0]);
Trace.WriteLine( "Linking Program (" + ProgramObject + ") " + ( ( temp[0] == 1 ) ? "succeeded." : "FAILED!" ) ); Trace.WriteLine( "Linking Program (" + ProgramObject + ") " + ( ( temp[0] == 1 ) ? "succeeded." : "FAILED!" ) );
if ( temp[0] != 1 ) if ( temp[0] != 1 )
{ {
@ -138,7 +138,7 @@ namespace Examples.Tutorial
Trace.WriteLine( "Program Log:\n" + LogInfo ); Trace.WriteLine( "Program Log:\n" + LogInfo );
} }
GL.GetProgram( ProgramObject, ProgramParameter.ActiveAttributes, out temp[0] ); GL.GetProgram(ProgramObject, GetProgramParameterName.ActiveAttributes, out temp[0]);
Trace.WriteLine( "Program registered " + temp[0] + " Attributes. (Should be 4: Pos, UV, Normal, Tangent)" ); Trace.WriteLine( "Program registered " + temp[0] + " Attributes. (Should be 4: Pos, UV, Normal, Tangent)" );
Trace.WriteLine( "Tangent attribute bind location: " + GL.GetAttribLocation( ProgramObject, "AttributeTangent" ) ); Trace.WriteLine( "Tangent attribute bind location: " + GL.GetAttribLocation( ProgramObject, "AttributeTangent" ) );

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@ -107,15 +107,15 @@ namespace Examples.Tutorial
// Set the input type of the primitives we are going to feed the geometry shader, this should be the same as // Set the input type of the primitives we are going to feed the geometry shader, this should be the same as
// the primitive type given to GL.Begin. If the types do not match a GL error will occur (todo: verify GL_INVALID_ENUM, on glBegin) // the primitive type given to GL.Begin. If the types do not match a GL error will occur (todo: verify GL_INVALID_ENUM, on glBegin)
GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryInputTypeExt, (int)BeginMode.Lines); GL.Ext.ProgramParameter(shaderProgram, AssemblyProgramParameterArb.GeometryInputType, (int)BeginMode.Lines);
// Set the output type of the geometry shader. Becasue we input Lines we will output LineStrip(s). // Set the output type of the geometry shader. Becasue we input Lines we will output LineStrip(s).
GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryOutputTypeExt, (int)BeginMode.LineStrip); GL.Ext.ProgramParameter(shaderProgram, AssemblyProgramParameterArb.GeometryOutputType, (int)BeginMode.LineStrip);
// We must tell the shader program how much vertices the geometry shader will output (at most). // We must tell the shader program how much vertices the geometry shader will output (at most).
// One simple way is to query the maximum and use that. // One simple way is to query the maximum and use that.
// NOTE: Make sure that the number of vertices * sum(components of active varyings) does not // NOTE: Make sure that the number of vertices * sum(components of active varyings) does not
// exceed MaxGeometryTotalOutputComponents. // exceed MaxGeometryTotalOutputComponents.
GL.Ext.ProgramParameter(shaderProgram, ExtGeometryShader4.GeometryVerticesOutExt, 50); GL.Ext.ProgramParameter(shaderProgram, AssemblyProgramParameterArb.GeometryVerticesOut, 50);
// NOTE: calls to ProgramParameter do not take effect until you call LinkProgram. // NOTE: calls to ProgramParameter do not take effect until you call LinkProgram.
GL.LinkProgram(shaderProgram); GL.LinkProgram(shaderProgram);
@ -211,7 +211,7 @@ namespace Examples.Tutorial
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// draw two vertical lines // draw two vertical lines
GL.Begin(BeginMode.Lines); GL.Begin(PrimitiveType.Lines);
{ {
// line one // line one
GL.Vertex2(-0.5f, -0.5f); GL.Vertex2(-0.5f, -0.5f);

View file

@ -352,10 +352,10 @@ namespace Examples.Tutorial
int tmp; int tmp;
GL.GetInteger((GetPName)ExtGeometryShader4.MaxGeometryOutputVerticesExt, out tmp); GL.GetInteger((GetPName)ExtGeometryShader4.MaxGeometryOutputVerticesExt, out tmp);
GL.Ext.ProgramParameter(shaderProgramCubemap, ExtGeometryShader4.GeometryVerticesOutExt, 18); GL.Ext.ProgramParameter(shaderProgramCubemap, AssemblyProgramParameterArb.GeometryVerticesOut, 18);
GL.Ext.ProgramParameter(shaderProgramCubemap, ExtGeometryShader4.GeometryInputTypeExt, (int)All.Triangles); GL.Ext.ProgramParameter(shaderProgramCubemap, AssemblyProgramParameterArb.GeometryInputType, (int)All.Triangles);
GL.Ext.ProgramParameter(shaderProgramCubemap, ExtGeometryShader4.GeometryOutputTypeExt, (int)All.TriangleStrip); GL.Ext.ProgramParameter(shaderProgramCubemap, AssemblyProgramParameterArb.GeometryOutputType, (int)All.TriangleStrip);
// attach shaders and link the program. // attach shaders and link the program.
GL.AttachShader(shaderProgramCubemap, frag); GL.AttachShader(shaderProgramCubemap, frag);
@ -623,7 +623,7 @@ namespace Examples.Tutorial
GL.PushMatrix(); GL.PushMatrix();
GL.LoadIdentity(); GL.LoadIdentity();
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
// 0 -x // 0 -x
GL.TexCoord3(-1.0f, +1.0f, -1.0f); GL.TexCoord3(-1.0f, +1.0f, -1.0f);
@ -705,7 +705,7 @@ namespace Examples.Tutorial
GL.TexCoordPointer(2, TexCoordPointerType.Float, vboCubeStride, new IntPtr(Vector3.SizeInBytes + Vector3.SizeInBytes)); GL.TexCoordPointer(2, TexCoordPointerType.Float, vboCubeStride, new IntPtr(Vector3.SizeInBytes + Vector3.SizeInBytes));
//GL.Arb.DrawArraysInstanced(BeginMode.Triangles, 0, cubeData.Length/8, 1); //GL.Arb.DrawArraysInstanced(BeginMode.Triangles, 0, cubeData.Length/8, 1);
GL.DrawArrays(BeginMode.Triangles, 0, cubeData.Length / (vboCubeStride / sizeof(float))); GL.DrawArrays(PrimitiveType.Triangles, 0, cubeData.Length / (vboCubeStride / sizeof(float)));
GL.DisableClientState(ArrayCap.VertexArray); GL.DisableClientState(ArrayCap.VertexArray);
GL.DisableClientState(ArrayCap.NormalArray); GL.DisableClientState(ArrayCap.NormalArray);
@ -725,7 +725,7 @@ namespace Examples.Tutorial
GL.TexCoordPointer(2, TexCoordPointerType.Float, vboSphereStride, new IntPtr(Vector3.SizeInBytes + Vector3.SizeInBytes)); GL.TexCoordPointer(2, TexCoordPointerType.Float, vboSphereStride, new IntPtr(Vector3.SizeInBytes + Vector3.SizeInBytes));
GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboSphere); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboSphere);
GL.DrawElements(BeginMode.Triangles, 16 * 16 * 6, DrawElementsType.UnsignedShort, IntPtr.Zero); GL.DrawElements(PrimitiveType.Triangles, 16 * 16 * 6, DrawElementsType.UnsignedShort, IntPtr.Zero);
//GL.Arb.DrawArraysInstanced(BeginMode.Triangles, 0, cubeData.Length/8, 1); //GL.Arb.DrawArraysInstanced(BeginMode.Triangles, 0, cubeData.Length/8, 1);
//GL.DrawArrays(BeginMode.Triangles, 0, sphereData.Length / (vboSphereStride / sizeof(float))); //GL.DrawArrays(BeginMode.Triangles, 0, sphereData.Length / (vboSphereStride / sizeof(float)));
@ -758,7 +758,7 @@ namespace Examples.Tutorial
// Create 6 ModelViewProjection matrices, one to look in each direction // Create 6 ModelViewProjection matrices, one to look in each direction
// proj with 90 degrees (1/2 pi) fov // proj with 90 degrees (1/2 pi) fov
// translate negative to place cam insize sphere // translate negative to place cam insize sphere
Matrix4 model = Matrix4.Scale(-1) * Matrix4.CreateTranslation(spherePos); Matrix4 model = Matrix4.CreateScale(-1) * Matrix4.CreateTranslation(spherePos);
Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1, 0.1f, 100f); Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1, 0.1f, 100f);
Matrix4[] m = new Matrix4[6]; Matrix4[] m = new Matrix4[6];

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@ -158,11 +158,11 @@ namespace Examples.Tutorial
} }
#endregion Textures #endregion Textures
Keyboard.KeyUp += KeyUp; Keyboard.KeyUp += Keyboard_KeyUp;
} }
int i = 0; int i = 0;
void KeyUp(object sender, KeyboardKeyEventArgs e) void Keyboard_KeyUp(object sender, KeyboardKeyEventArgs e)
{ {
if (e.Key == Key.F12) if (e.Key == Key.F12)
{ {
@ -272,7 +272,7 @@ namespace Examples.Tutorial
GL.Uniform1(GL.GetUniformLocation(ProgramObject, "OFFSETY"), UniformOffsetY); GL.Uniform1(GL.GetUniformLocation(ProgramObject, "OFFSETY"), UniformOffsetY);
// Fullscreen quad. Using immediate mode, since this app is fragment shader limited anyways. // Fullscreen quad. Using immediate mode, since this app is fragment shader limited anyways.
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
{ {
GL.Vertex2(-1.0f, -1.0f); GL.Vertex2(-1.0f, -1.0f);
GL.Vertex2(1.0f, -1.0f); GL.Vertex2(1.0f, -1.0f);

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@ -252,7 +252,7 @@ namespace Examples.Tutorial
GL.ColorPointer(4, ColorPointerType.UnsignedByte, 0, IntPtr.Zero); GL.ColorPointer(4, ColorPointerType.UnsignedByte, 0, IntPtr.Zero);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object); GL.BindBuffer(BufferTarget.ElementArrayBuffer, element_buffer_object);
GL.DrawElements(BeginMode.Triangles, shape.Indices.Length, GL.DrawElements(PrimitiveType.Triangles, shape.Indices.Length,
DrawElementsType.UnsignedInt, IntPtr.Zero); DrawElementsType.UnsignedInt, IntPtr.Zero);
//GL.DrawArrays(GL.Enums.BeginMode.POINTS, 0, shape.Vertices.Length); //GL.DrawArrays(GL.Enums.BeginMode.POINTS, 0, shape.Vertices.Length);

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@ -161,7 +161,7 @@ namespace Examples.Tutorial
GL.DeleteShader( VertexShaderObject ); GL.DeleteShader( VertexShaderObject );
GL.DeleteShader( FragmentShaderObject ); GL.DeleteShader( FragmentShaderObject );
GL.GetProgram( ProgramObject, ProgramParameter.LinkStatus, out temp[0] ); GL.GetProgram(ProgramObject, GetProgramParameterName.LinkStatus, out temp[0]);
Trace.WriteLine( "Linking Program (" + ProgramObject + ") " + ( ( temp[0] == 1 ) ? "succeeded." : "FAILED!" ) ); Trace.WriteLine( "Linking Program (" + ProgramObject + ") " + ( ( temp[0] == 1 ) ? "succeeded." : "FAILED!" ) );
if ( temp[0] != 1 ) if ( temp[0] != 1 )
{ {
@ -169,7 +169,7 @@ namespace Examples.Tutorial
Trace.WriteLine( "Program Log:\n" + LogInfo ); Trace.WriteLine( "Program Log:\n" + LogInfo );
} }
GL.GetProgram( ProgramObject, ProgramParameter.ActiveAttributes, out temp[0] ); GL.GetProgram(ProgramObject, GetProgramParameterName.ActiveAttributes, out temp[0]);
Trace.WriteLine( "Program registered " + temp[0] + " Attributes. (Should be 4: Pos, UV, Normal, Tangent)" ); Trace.WriteLine( "Program registered " + temp[0] + " Attributes. (Should be 4: Pos, UV, Normal, Tangent)" );
Trace.WriteLine( "Tangent attribute bind location: " + GL.GetAttribLocation( ProgramObject, "AttributeTangent" ) ); Trace.WriteLine( "Tangent attribute bind location: " + GL.GetAttribLocation( ProgramObject, "AttributeTangent" ) );
@ -315,7 +315,7 @@ namespace Examples.Tutorial
GL.Color3( 1f, 1f, 1f ); GL.Color3( 1f, 1f, 1f );
GL.Begin( BeginMode.Quads ); GL.Begin(PrimitiveType.Quads);
{ {
GL.Normal3( Normal ); GL.Normal3( Normal );
GL.VertexAttrib3( AttribTangent, ref Tangent ); GL.VertexAttrib3( AttribTangent, ref Tangent );
@ -344,7 +344,7 @@ namespace Examples.Tutorial
GL.UseProgram( 0 ); GL.UseProgram( 0 );
// visualize the light position 'somehow' // visualize the light position 'somehow'
GL.Begin( BeginMode.Points ); GL.Begin(PrimitiveType.Points);
{ {
GL.Color3( LightSpecular ); GL.Color3( LightSpecular );
GL.Vertex3( LightPosition ); GL.Vertex3( LightPosition );

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@ -160,7 +160,7 @@ namespace Examples.WinForms
private void DrawCube() private void DrawCube()
{ {
GL.Begin(BeginMode.Quads); GL.Begin(PrimitiveType.Quads);
GL.Color3(Color.Silver); GL.Color3(Color.Silver);
GL.Vertex3(-1.0f, -1.0f, -1.0f); GL.Vertex3(-1.0f, -1.0f, -1.0f);

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@ -99,7 +99,7 @@ namespace Examples
{ {
GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit);
GL.Begin(BeginMode.Triangles); GL.Begin(PrimitiveType.Triangles);
GL.Color3(Color.MidnightBlue); GL.Color3(Color.MidnightBlue);
GL.Vertex2(-1.0f, 1.0f); GL.Vertex2(-1.0f, 1.0f);

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@ -98,7 +98,7 @@ namespace Examples.Tutorial
{ {
GL.Clear(ClearBufferMask.ColorBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit);
GL.Begin(BeginMode.Triangles); GL.Begin(PrimitiveType.Triangles);
GL.Color3(Color.MidnightBlue); GL.Color3(Color.MidnightBlue);
GL.Vertex2(-1.0f, 1.0f); GL.Vertex2(-1.0f, 1.0f);

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@ -287,7 +287,7 @@ namespace Examples.Tutorial
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Begin(BeginMode.Points); GL.Begin(PrimitiveType.Points);
foreach (Particle p in Particles) foreach (Particle p in Particles)
{ {
GL.Color4(p.Color); GL.Color4(p.Color);

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@ -218,7 +218,7 @@ void main(void)
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.BindVertexArray(vaoHandle); GL.BindVertexArray(vaoHandle);
GL.DrawElements(BeginMode.Triangles, indicesVboData.Length, GL.DrawElements(PrimitiveType.Triangles, indicesVboData.Length,
DrawElementsType.UnsignedInt, IntPtr.Zero); DrawElementsType.UnsignedInt, IntPtr.Zero);
SwapBuffers(); SwapBuffers();

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@ -22,7 +22,7 @@ namespace Examples.Shapes
public abstract class DrawableShape: IDisposable public abstract class DrawableShape: IDisposable
{ {
protected BeginMode PrimitiveMode; protected PrimitiveType PrimitiveMode;
protected VertexT2dN3dV3d[] VertexArray; protected VertexT2dN3dV3d[] VertexArray;
protected uint[] IndexArray; protected uint[] IndexArray;
@ -31,8 +31,8 @@ namespace Examples.Shapes
get get
{ {
switch ( PrimitiveMode ) switch ( PrimitiveMode )
{ {
case BeginMode.Triangles: case PrimitiveType.Triangles:
if ( IndexArray != null ) if ( IndexArray != null )
{ {
return IndexArray.Length / 3; return IndexArray.Length / 3;
@ -56,14 +56,14 @@ namespace Examples.Shapes
public DrawableShape( bool useDisplayList ) public DrawableShape( bool useDisplayList )
{ {
UseDisplayList = useDisplayList; UseDisplayList = useDisplayList;
PrimitiveMode = BeginMode.Triangles; PrimitiveMode = PrimitiveType.Triangles;
VertexArray = null; VertexArray = null;
IndexArray = null; IndexArray = null;
} }
#region Convert to VBO #region Convert to VBO
public void GetArraysforVBO(out BeginMode primitives, out VertexT2dN3dV3d[] vertices, out uint[] indices) public void GetArraysforVBO(out PrimitiveType primitives, out VertexT2dN3dV3d[] vertices, out uint[] indices)
{ {
primitives = PrimitiveMode; primitives = PrimitiveMode;
@ -78,7 +78,7 @@ namespace Examples.Shapes
indices = IndexArray; indices = IndexArray;
} }
public void GetArraysforVBO(out BeginMode primitives, out VertexT2fN3fV3f[] vertices, out uint[] indices) public void GetArraysforVBO(out PrimitiveType primitives, out VertexT2fN3fV3f[] vertices, out uint[] indices)
{ {
primitives = PrimitiveMode; primitives = PrimitiveMode;
@ -93,7 +93,7 @@ namespace Examples.Shapes
indices = IndexArray; indices = IndexArray;
} }
public void GetArraysforVBO(out BeginMode primitives, out VertexT2hN3hV3h[] vertices, out uint[] indices) public void GetArraysforVBO(out PrimitiveType primitives, out VertexT2hN3hV3h[] vertices, out uint[] indices)
{ {
primitives = PrimitiveMode; primitives = PrimitiveMode;

View file

@ -46,9 +46,9 @@ namespace Examples.Shapes
HoseSubDivs = 15; HoseSubDivs = 15;
break; break;
} }
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
OpenTK.Graphics.OpenGL.BeginMode TemporaryMode; OpenTK.Graphics.OpenGL.PrimitiveType TemporaryMode;
VertexT2dN3dV3d[] TemporaryVBO; VertexT2dN3dV3d[] TemporaryVBO;
uint[] TemporaryIBO; uint[] TemporaryIBO;

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@ -50,7 +50,7 @@ namespace Examples.Shapes
#region Temporary Storage #region Temporary Storage
List<Chunk> AllChunks = new List<Chunk>(); List<Chunk> AllChunks = new List<Chunk>();
OpenTK.Graphics.OpenGL.BeginMode TemporaryMode; OpenTK.Graphics.OpenGL.PrimitiveType TemporaryMode;
VertexT2dN3dV3d[] TemporaryVBO; VertexT2dN3dV3d[] TemporaryVBO;
uint[] TemporaryIBO; uint[] TemporaryIBO;
@ -271,7 +271,7 @@ namespace Examples.Shapes
#endregion 6 quads for the sides #endregion 6 quads for the sides
#region Final Assembly of Chunks #region Final Assembly of Chunks
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
Chunk.GetArray( ref AllChunks, out VertexArray, out IndexArray ); Chunk.GetArray( ref AllChunks, out VertexArray, out IndexArray );
AllChunks.Clear(); AllChunks.Clear();
#endregion Final Assembly of Chunks #endregion Final Assembly of Chunks

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@ -6,7 +6,7 @@ namespace Examples.Shapes
{ {
public sealed class VboShape: DrawableShape public sealed class VboShape: DrawableShape
{ {
public VboShape( ref OpenTK.Graphics.OpenGL.BeginMode primitives, ref VertexT2dN3dV3d[] vertices, ref uint[] indices, bool useDL ) public VboShape(ref OpenTK.Graphics.OpenGL.PrimitiveType primitives, ref VertexT2dN3dV3d[] vertices, ref uint[] indices, bool useDL)
: base( useDL ) : base( useDL )
{ {
PrimitiveMode = primitives; PrimitiveMode = primitives;

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@ -50,7 +50,7 @@ namespace Examples.Shapes
} }
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
SierpinskiTetrahedron.GetVertexArray( ref Triangles, out VertexArray ); SierpinskiTetrahedron.GetVertexArray( ref Triangles, out VertexArray );
IndexArray = null; IndexArray = null;
} }

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@ -39,7 +39,7 @@ namespace Examples.Shapes
default: throw new ArgumentOutOfRangeException( "Subdivisions other than contained in the enum cause overflows and are not allowed." ); default: throw new ArgumentOutOfRangeException( "Subdivisions other than contained in the enum cause overflows and are not allowed." );
} }
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
#region Get Array Dimensions #region Get Array Dimensions
uint uint

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@ -66,7 +66,7 @@ namespace Examples.Shapes
default: throw new ArgumentOutOfRangeException( "Subdivisions other than contained in the enum cause overflows and are not allowed." ); default: throw new ArgumentOutOfRangeException( "Subdivisions other than contained in the enum cause overflows and are not allowed." );
} }
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
SierpinskiTetrahedron.GetVertexArray( ref Triangles, out VertexArray ); SierpinskiTetrahedron.GetVertexArray( ref Triangles, out VertexArray );
IndexArray = null; IndexArray = null;
} }

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@ -32,7 +32,7 @@ namespace Examples.Shapes
public SlicedHose( eSide side, uint subdivs, double scale, Vector3d offset1, Vector3d offset2, bool useDL ) public SlicedHose( eSide side, uint subdivs, double scale, Vector3d offset1, Vector3d offset2, bool useDL )
: base( useDL ) : base( useDL )
{ {
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
Vector3d start = Vector3d.Zero, Vector3d start = Vector3d.Zero,
end = Vector3d.Zero; end = Vector3d.Zero;

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@ -40,7 +40,7 @@ namespace Examples.Shapes
{ {
double Diameter = radius; double Diameter = radius;
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
if ( sides[0] == eDir.All ) if ( sides[0] == eDir.All )
{ {

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@ -21,7 +21,7 @@ namespace Examples.Shapes
Trace.Assert( shapevertices >= MINShapeVertices, "A Shape must contain at least " + MINShapeVertices + " Vertices to be considered valid and create a volume." ); Trace.Assert( shapevertices >= MINShapeVertices, "A Shape must contain at least " + MINShapeVertices + " Vertices to be considered valid and create a volume." );
Trace.Assert( TexCount >= 1, "at least 1 Texture set is required." ); Trace.Assert( TexCount >= 1, "at least 1 Texture set is required." );
PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.TriangleStrip; PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.TriangleStrip;
Vector3d[] PathPositions = new Vector3d[pathsteps]; Vector3d[] PathPositions = new Vector3d[pathsteps];