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Corrected T10_GLSL_Cube.cs build errors.
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09bd00885c
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@ -70,11 +70,11 @@ namespace Examples.Tutorial
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GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, (int[])null);
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GL.ShaderSource(vertex_shader_object, vertex_shader_source.Length, vertex_shader_source, (int[])null);
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GL.CompileShader(vertex_shader_object);
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GL.CompileShader(vertex_shader_object);
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GL.GetShaderv(vertex_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, out status);
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GL.GetShaderv(vertex_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status);
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if (status != (int)Enums.Boolean.TRUE)
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if (status != (int)GL.Enums.Boolean.TRUE)
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{
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{
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int length = 0;
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int length = 0;
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GL.GetShaderv(vertex_shader_object, Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
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GL.GetShaderv(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
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StringBuilder info = new StringBuilder(length);
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StringBuilder info = new StringBuilder(length);
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GL.GetShaderInfoLog(vertex_shader_object, info.Capacity, out length, info);
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GL.GetShaderInfoLog(vertex_shader_object, info.Capacity, out length, info);
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@ -83,11 +83,11 @@ namespace Examples.Tutorial
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GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, (int[])null);
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GL.ShaderSource(fragment_shader_object, fragment_shader_source.Length, fragment_shader_source, (int[])null);
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GL.CompileShader(fragment_shader_object);
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GL.CompileShader(fragment_shader_object);
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GL.GetShaderv(fragment_shader_object, Enums.VERSION_2_0.COMPILE_STATUS, out status);
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GL.GetShaderv(fragment_shader_object, GL.Enums.VERSION_2_0.COMPILE_STATUS, out status);
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if (status != (int)Enums.Boolean.TRUE)
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if (status != (int)GL.Enums.Boolean.TRUE)
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{
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{
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int length;
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int length;
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GL.GetShaderv(vertex_shader_object, Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
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GL.GetShaderv(vertex_shader_object, GL.Enums.VERSION_2_0.INFO_LOG_LENGTH, out length);
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StringBuilder info = new StringBuilder(length);
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StringBuilder info = new StringBuilder(length);
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GL.GetShaderInfoLog(fragment_shader_object, info.Capacity, out length, info);
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GL.GetShaderInfoLog(fragment_shader_object, info.Capacity, out length, info);
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