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Removed stale QuickStart project
Instead of QuickStart.sln, we should provide proper templates.
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32828ecd8a
commit
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Microsoft Visual Studio Solution File, Format Version 9.00
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# Visual Studio 2005
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "QuickStart", "Source\QuickStart\QuickStart.csproj", "{90762BBE-CB23-42FF-9D3E-486D2F6CA485}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|AnyCPU = Debug|AnyCPU
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Release|AnyCPU = Release|AnyCPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Debug|AnyCPU.ActiveCfg = Debug|Any CPU
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{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Debug|AnyCPU.Build.0 = Debug|Any CPU
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{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Release|AnyCPU.ActiveCfg = Release|Any CPU
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{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Release|AnyCPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Source\QuickStart\QuickStart.csproj
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EndGlobalSection
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EndGlobal
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// Released to the public domain. Use, modify and relicense at will.
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using System;
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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.Audio;
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using OpenTK.Audio.OpenAL;
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using OpenTK.Input;
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namespace StarterKit
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{
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class Game : GameWindow
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{
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/// <summary>Creates a 800x600 window with the specified title.</summary>
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public Game()
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: base(800, 600, GraphicsMode.Default, "OpenTK Quick Start Sample")
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{
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VSync = VSyncMode.On;
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}
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/// <summary>Load resources here.</summary>
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/// <param name="e">Not used.</param>
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f);
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GL.Enable(EnableCap.DepthTest);
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}
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/// <summary>
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/// Called when your window is resized. Set your viewport here. It is also
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/// a good place to set up your projection matrix (which probably changes
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/// along when the aspect ratio of your window).
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/// </summary>
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/// <param name="e">Not used.</param>
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protected override void OnResize(EventArgs e)
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{
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base.OnResize(e);
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GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
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Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, Width / (float)Height, 1.0f, 64.0f);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadMatrix(ref projection);
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}
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/// <summary>
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/// Called when it is time to setup the next frame. Add you game logic here.
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/// </summary>
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/// <param name="e">Contains timing information for framerate independent logic.</param>
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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if (Keyboard[Key.Escape])
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Exit();
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}
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/// <summary>
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/// Called when it is time to render the next frame. Add your rendering code here.
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/// </summary>
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/// <param name="e">Contains timing information.</param>
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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base.OnRenderFrame(e);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadMatrix(ref modelview);
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GL.Begin(BeginMode.Triangles);
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GL.Color3(1.0f, 1.0f, 0.0f); GL.Vertex3(-1.0f, -1.0f, 4.0f);
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GL.Color3(1.0f, 0.0f, 0.0f); GL.Vertex3(1.0f, -1.0f, 4.0f);
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GL.Color3(0.2f, 0.9f, 1.0f); GL.Vertex3(0.0f, 1.0f, 4.0f);
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GL.End();
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SwapBuffers();
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}
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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// The 'using' idiom guarantees proper resource cleanup.
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// We request 30 UpdateFrame events per second, and unlimited
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// RenderFrame events (as fast as the computer can handle).
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using (Game game = new Game())
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{
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game.Run(30.0);
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}
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>9.0.21022</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{90762BBE-CB23-42FF-9D3E-486D2F6CA485}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>QuickStart</RootNamespace>
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<AssemblyName>QuickStart</AssemblyName>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug</OutputPath>
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<DefineConstants>DEBUG</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<PlatformTarget>AnyCPU</PlatformTarget>
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<ConsolePause>false</ConsolePause>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>none</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Release</OutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<PlatformTarget>AnyCPU</PlatformTarget>
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<ConsolePause>false</ConsolePause>
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</PropertyGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<ItemGroup>
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<Compile Include="Game.cs" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="OpenTK, Version=1.0.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\Binaries\OpenTK\Release\OpenTK.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\Binaries\OpenTK\Release\OpenTK.dll.config">
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<Link>OpenTK.dll.config</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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</Project>
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