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https://github.com/Ryujinx/Opentk.git
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Fixed framerate rendering.
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4eca16d79f
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@ -34,7 +34,8 @@ namespace Examples.Tutorial
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{
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}
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#region private Fields
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#region Private Fields
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// GLSL Objects
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int VertexShaderObject, FragmentShaderObject, ProgramObject;
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int TextureObject;
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@ -51,16 +52,21 @@ namespace Examples.Tutorial
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float UniformScaleFactorY; // fractal vertical scaling is only affected by window resize
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float UniformOffsetX = 1.8f; // fractal horizontal offset
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float UniformOffsetY = 1.8f; // fractal vertical offset
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// Text drawing (for fps)
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TextPrinter printer = new TextPrinter();
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TextureFont font = new TextureFont(new Font(FontFamily.GenericSansSerif, 14.0f));
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#endregion private Fields
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#region OnLoad
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/// <summary>
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/// Setup OpenGL and load resources here.
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/// </summary>
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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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// Check for necessary capabilities:
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if (!GL.SupportsExtension("VERSION_2_0"))
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{
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@ -69,7 +75,7 @@ namespace Examples.Tutorial
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this.Exit();
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}
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this.VSync = VSyncMode.Off;
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this.VSync = VSyncMode.On;
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GL.Disable(EnableCap.Dither);
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GL.ClearColor(0.2f, 0f, 0.4f, 0f);
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@ -164,13 +170,12 @@ namespace Examples.Tutorial
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{
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GL.DeleteTextures(1, ref TextureObject);
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GL.DeleteProgram(ProgramObject); // implies deleting the previously flagged ShaderObjects
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base.OnUnload(e);
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}
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#endregion
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#region OnResize
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/// <summary>
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/// Respond to resize events here.
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/// </summary>
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@ -178,7 +183,7 @@ 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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// magic numbers so the fractal almost fits inside the window.
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// Magic numbers so the fractal almost fits inside the window.
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// If changing this, also change the -1.6f offset in the fragment shader accordingly.
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UniformScaleFactorX = Width / (UniformOffsetX * 2f);
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UniformScaleFactorY = Height / (UniformOffsetY * 2f);
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@ -187,12 +192,10 @@ namespace Examples.Tutorial
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 0.1); // 2D setup
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GL.Ortho(-1.0, 1.0, -1.0, 1.0, 0.0, 1.0); // 2D setup
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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base.OnResize(e);
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}
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#endregion
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@ -225,9 +228,12 @@ namespace Examples.Tutorial
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/// <remarks>There is no need to call the base implementation.</remarks>
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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this.Title = "FPS: " + 1 / e.Time;
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//this.Title = "FPS: " + 1 / e.Time;
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GL.Clear(ClearBufferMask.ColorBufferBit);
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// First, render the next frame of the Julia fractal.
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GL.UseProgram(ProgramObject);
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// advance the animation by elapsed time, scaling is solely used to make the anim more interesting
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AnimOffsetX += (float)(e.Time * AnimSpeedX);
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AnimOffsetY += (float)(e.Time * AnimSpeedY);
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@ -246,14 +252,21 @@ namespace Examples.Tutorial
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// Fullscreen quad. Using immediate mode, since this app is fragment shader limited anyways.
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GL.Begin(BeginMode.Quads);
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{
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GL.Vertex3(-1.0f, -1.0f, 0f);
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GL.Vertex3(1.0f, -1.0f, 0f);
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GL.Vertex3(1.0f, 1.0f, 0f);
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GL.Vertex3(-1.0f, 1.0f, 0f);
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GL.Vertex2(-1.0f, -1.0f);
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GL.Vertex2(1.0f, -1.0f);
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GL.Vertex2(1.0f, 1.0f);
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GL.Vertex2(-1.0f, 1.0f);
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}
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GL.End();
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this.SwapBuffers();
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// Then, render the fps:
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GL.UseProgram(0);
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printer.Begin();
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GL.Color3(Color.PaleGoldenrod);
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printer.Draw((1 / e.Time).ToString("F2"), font);
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printer.End();
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SwapBuffers();
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}
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#endregion
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@ -266,13 +279,10 @@ namespace Examples.Tutorial
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[STAThread]
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public static void Main()
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{
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using (T11_Julia_Set example = new T11_Julia_Set())
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{
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// Get the title and category of this example using reflection.
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ExampleAttribute info = ((ExampleAttribute)example.GetType().GetCustomAttributes(false)[0]);
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example.Title = String.Format("OpenTK | {0} {1}: {2}", info.Category, info.Difficulty, info.Title);
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example.Run(30.0, 60.0);
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Utilities.SetWindowTitle(example);
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example.Run(30.0);
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}
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}
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@ -9,13 +9,11 @@ using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using System.Drawing;
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using System.Diagnostics;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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using OpenTK.Input;
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using OpenTK.Graphics.OpenGL.Enums;
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using System.Diagnostics;
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namespace Examples.Tutorial
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{
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@ -26,12 +24,10 @@ namespace Examples.Tutorial
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public class Text : GameWindow
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{
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TextureFont serif = new TextureFont(new Font(FontFamily.GenericSerif, 24.0f));
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TextureFont sans = new TextureFont(new Font(FontFamily.GenericSansSerif, 14.0f));
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TextHandle poem_handle;
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ITextPrinter text = new TextPrinter();
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public Text() : base(800, 600)
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{ }
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string poem = new StreamReader("Data/Poem.txt").ReadToEnd();
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int lines; // How many lines the poem contains.
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@ -40,6 +36,10 @@ namespace Examples.Tutorial
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float warparound_position;
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float current_position;
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public Text()
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: base(800, 600)
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{ }
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#region OnLoad
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public override void OnLoad(EventArgs e)
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@ -48,7 +48,6 @@ namespace Examples.Tutorial
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current_position = initial_position;
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scroll_speed = -1.0f;
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text.Prepare(poem, serif, out poem_handle);
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// Count the amount of lines in the text, to find out the correct
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@ -69,8 +68,8 @@ namespace Examples.Tutorial
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public override void OnUnload(EventArgs e)
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{
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poem_handle.Dispose();
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serif.Dispose();
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if (poem_handle != null) poem_handle.Dispose();
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if (serif != null) serif.Dispose();
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}
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#endregion
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@ -120,28 +119,19 @@ namespace Examples.Tutorial
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else if (scroll_speed < 0.0f && current_position < warparound_position)
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current_position = initial_position;
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TextHandle t = null;
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text.Prepare((1.0 / e.Time).ToString(), serif, out t);
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// TextPrinter.Begin() sets up a 2d orthographic projection, with the x axis
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// moving from 0 to viewport.Width (left to right) and the y axis from
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// 0 to viewport.Height (top to bottom). This is the typical coordinate system
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// used in 2d graphics, and is necessary for achieving pixel-perfect glyph rendering.
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// TextPrinter.End() restores your previous projection/modelview matrices.
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text.Begin();
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using (t)
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{
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//text.Begin();
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text.Draw(t);
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//text.End();
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}
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GL.Color3(Color.PaleGoldenrod);
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text.Draw((1.0 / e.Time).ToString("F2"), sans);
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GL.Translate(0.0f, current_position, 0.0f);
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GL.Color3(Color.White);
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text.Draw(poem_handle);
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text.End();
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SwapBuffers();
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}
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