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Fixed compilation issue caused by OnUnload access modifier changed (public -> protected).
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@ -107,7 +107,7 @@ namespace Examples.Tutorial
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#region OnUnload
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public override void OnUnload(EventArgs e)
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protected override void OnUnload(EventArgs e)
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{
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GL.DeleteLists(lists[0], num_lists);
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}
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@ -62,7 +62,7 @@ namespace Examples.Tutorial
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#region OnUnload
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public override void OnUnload(EventArgs e)
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protected override void OnUnload(EventArgs e)
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{
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GL.DeleteTextures(1, ref texture);
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}
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@ -201,7 +201,7 @@ namespace Examples.Tutorial
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GL.BindTexture(TextureTarget.Texture2D, 0); // bind default texture
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}
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public override void OnUnload(EventArgs e)
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protected override void OnUnload(EventArgs e)
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{
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// Clean up what we allocated before exiting
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if (ColorTexture != 0)
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@ -188,7 +188,7 @@ namespace Examples.Tutorial
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}
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}
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public override void OnUnload(EventArgs e)
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protected override void OnUnload(EventArgs e)
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{
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if (shaderProgram != 0)
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GL.DeleteProgram(shaderProgram);
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@ -869,7 +869,7 @@ namespace Examples.Tutorial
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}
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public override void OnUnload(EventArgs e)
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protected override void OnUnload(EventArgs e)
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{
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if (shaderProgramBox != 0)
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GL.DeleteProgram(shaderProgramBox);
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@ -194,7 +194,7 @@ namespace Examples.Tutorial
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#region OnUnload
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public override void OnUnload(EventArgs e)
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protected override void OnUnload(EventArgs e)
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{
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if (TextureObject != 0)
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GL.DeleteTextures(1, ref TextureObject);
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@ -170,7 +170,7 @@ namespace Examples.Tutorial
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#region OnUnload
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public override void OnUnload(EventArgs e)
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protected override void OnUnload(EventArgs e)
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{
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if (shader_program != 0)
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GL.DeleteProgram(shader_program);
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