Updated using directives for examples (added "using Enums = OpenTK.OpenGL.Enums"). Added some documentation and regions.

This commit is contained in:
the_fiddler 2007-04-20 19:06:17 +00:00
parent d0a6d86bb9
commit 99f7f2aad3
4 changed files with 17 additions and 3 deletions

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@ -15,6 +15,7 @@ using System.Text;
using System.Windows.Forms; using System.Windows.Forms;
using OpenTK.OpenGL; using OpenTK.OpenGL;
using Enums = OpenTK.OpenGL.Enums;
#endregion --- Using Directives --- #endregion --- Using Directives ---

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@ -4,10 +4,16 @@
*/ */
#endregion #endregion
#region --- Using Directives ---
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Windows.Forms; using System.Windows.Forms;
using OpenTK.OpenGL; using OpenTK.OpenGL;
using Enums = OpenTK.OpenGL.Enums;
#endregion
namespace Lesson01 namespace Lesson01
{ {

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@ -1,10 +1,16 @@
#region --- Using Directives ---
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.ComponentModel; using System.ComponentModel;
using System.Drawing; using System.Drawing;
using System.Text; using System.Text;
using System.Windows.Forms; using System.Windows.Forms;
using OpenTK.OpenGL; using OpenTK.OpenGL;
using Enums = OpenTK.OpenGL.Enums;
#endregion
namespace NoFramework namespace NoFramework
{ {

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@ -15,6 +15,7 @@ using System.Windows.Forms;
using System.Threading; using System.Threading;
using OpenTK.OpenGL; using OpenTK.OpenGL;
using Enums = OpenTK.OpenGL.Enums;
#endregion --- Using Directives --- #endregion --- Using Directives ---
@ -129,18 +130,18 @@ namespace OpenTK.Examples.OpenGL.GLSL
vertex_shader_object = GL.CreateShader(Enums.VERSION_2_0.VERTEX_SHADER); vertex_shader_object = GL.CreateShader(Enums.VERSION_2_0.VERTEX_SHADER);
fragment_shader_object = GL.CreateShader(Enums.VERSION_2_0.FRAGMENT_SHADER); fragment_shader_object = GL.CreateShader(Enums.VERSION_2_0.FRAGMENT_SHADER);
GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, IntPtr.Zero); GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, null);
GL.CompileShader(vertex_shader_object); GL.CompileShader(vertex_shader_object);
GL.GetShaderiv(vertex_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status); GL.GetShaderiv(vertex_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status);
if (status[0] != (int)Enums.Boolean.TRUE) if (status[0] != (int)Enums.Boolean.TRUE)
{ {
StringBuilder info = new StringBuilder(1024); StringBuilder info = new StringBuilder(1024);
GL.GetShaderInfoLog(vertex_shader_object, 1024, null, info); GL.GetShaderInfoLog(vertex_shader_object, info.MaxCapacity, null, info);
throw new Exception(info.ToString()); throw new Exception(info.ToString());
} }
GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, IntPtr.Zero); GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, null);
GL.CompileShader(fragment_shader_object); GL.CompileShader(fragment_shader_object);
GL.GetShaderiv(fragment_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status); GL.GetShaderiv(fragment_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, status);
if (status[0] != (int)Enums.Boolean.TRUE) if (status[0] != (int)Enums.Boolean.TRUE)