mirror of
https://github.com/Ryujinx/Opentk.git
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477 lines
20 KiB
XML
477 lines
20 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>Examples</name>
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</assembly>
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<members>
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<member name="F:Examples.WinForms.DerivedGLControl.components">
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<summary>
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Required designer variable.
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</summary>
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</member>
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<member name="M:Examples.WinForms.DerivedGLControl.Dispose(System.Boolean)">
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<summary>
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Clean up any resources being used.
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</summary>
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<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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</member>
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<member name="M:Examples.WinForms.DerivedGLControl.InitializeComponent">
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<summary>
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Required method for Designer support - do not modify
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the contents of this method with the code editor.
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</summary>
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</member>
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<member name="M:Examples.Utilities.ColorToRgba32(System.Drawing.Color)">
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<summary>
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Converts a System.Drawing.Color to a System.Int32.
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</summary>
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<param name="c">The System.Drawing.Color to convert.</param>
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<returns>A System.Int32 containing the R, G, B, A values of the
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given System.Drawing.Color in the Rbga32 format.</returns>
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</member>
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<member name="F:Examples.Tests.S04_Input_Logger.components">
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<summary>
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Required designer variable.
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</summary>
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</member>
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<member name="M:Examples.Tests.S04_Input_Logger.Dispose(System.Boolean)">
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<summary>
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Clean up any resources being used.
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</summary>
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<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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</member>
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<member name="M:Examples.Tests.S04_Input_Logger.InitializeComponent">
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<summary>
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Required method for Designer support - do not modify
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the contents of this method with the code editor.
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</summary>
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</member>
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<member name="M:Examples.Tests.S04_Input_Logger.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="F:Examples.WinForms.W01_First_Window.components">
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<summary>
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Required designer variable.
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</summary>
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</member>
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<member name="M:Examples.WinForms.W01_First_Window.Dispose(System.Boolean)">
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<summary>
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Clean up any resources being used.
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</summary>
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<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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</member>
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<member name="M:Examples.WinForms.W01_First_Window.InitializeComponent">
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<summary>
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Required method for Designer support - do not modify
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the contents of this method with the code editor.
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</summary>
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</member>
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<member name="M:Examples.WinForms.W01_First_Window.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="T:Examples.Tutorial.Textures">
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<summary>
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Demonstrates simple OpenGL Texturing.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.Textures.OnLoad(System.EventArgs)">
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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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</member>
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<member name="M:Examples.Tutorial.Textures.OnResize(OpenTK.Platform.ResizeEventArgs)">
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<summary>
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Respond to resize events here.
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</summary>
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<param name="e">Contains information on the new GameWindow size.</param>
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<remarks>There is no need to call the base implementation.</remarks>
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</member>
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<member name="M:Examples.Tutorial.Textures.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
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<summary>
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Add your game logic here.
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</summary>
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<param name="e">Contains timing information.</param>
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<remarks>There is no need to call the base implementation.</remarks>
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</member>
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<member name="M:Examples.Tutorial.Textures.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
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<summary>
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Add your game rendering code here.
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</summary>
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<param name="e">Contains timing information.</param>
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<remarks>There is no need to call the base implementation.</remarks>
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</member>
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<member name="M:Examples.Tutorial.Textures.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.T08_VBO.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
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<summary>
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Prepares the next frame for rendering.
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</summary>
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<remarks>
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Place your control logic here. This is the place to respond to user input,
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update object positions etc.
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</remarks>
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</member>
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<member name="M:Examples.Tutorial.T08_VBO.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="T:Examples.Tutorial.T10_GLSL_Cube">
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<summary>
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Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
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</summary>
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</member>
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<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnLoad(System.EventArgs)">
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<summary>
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This is the place to load resources that change little
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during the lifetime of the GameWindow. In this case, we
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check for GLSL support, and load the shaders.
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</summary>
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<param name="e">Not used.</param>
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</member>
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<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
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<summary>
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Called when the user resizes the window.
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</summary>
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<param name="e">Contains the new width/height of the window.</param>
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<remarks>
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You want the OpenGL viewport to match the window. This is the place to do it!
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</remarks>
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</member>
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<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
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<summary>
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Prepares the next frame for rendering.
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</summary>
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<remarks>
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Place your control logic here. This is the place to respond to user input,
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update object positions etc.
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</remarks>
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</member>
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<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
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<summary>
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Place your rendering code here.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.T10_GLSL_Cube.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="F:Examples.ExampleLauncher.components">
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<summary>
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Required designer variable.
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</summary>
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</member>
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<member name="M:Examples.ExampleLauncher.Dispose(System.Boolean)">
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<summary>
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Clean up any resources being used.
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</summary>
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<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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</member>
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<member name="M:Examples.ExampleLauncher.InitializeComponent">
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<summary>
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Required method for Designer support - do not modify
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the contents of this method with the code editor.
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</summary>
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</member>
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<member name="M:Examples.ExampleLauncher.Main">
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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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</member>
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<member name="T:Examples.ExampleLauncher.ExampleInfo">
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<summary>
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Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
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</summary>
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</member>
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<member name="F:Examples.WinForms.W04_Multiple_GLControls.components">
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<summary>
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Required designer variable.
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</summary>
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</member>
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<member name="M:Examples.WinForms.W04_Multiple_GLControls.Dispose(System.Boolean)">
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<summary>
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Clean up any resources being used.
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</summary>
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<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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</member>
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<member name="M:Examples.WinForms.W04_Multiple_GLControls.InitializeComponent">
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<summary>
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Required method for Designer support - do not modify
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the contents of this method with the code editor.
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</summary>
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</member>
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<member name="T:Examples.Tutorial.T01_Simple_Window">
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<summary>
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Demonstrates the GameWindow class.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.T01_Simple_Window.Keyboard_KeyDown(OpenTK.Input.KeyboardDevice,OpenTK.Input.Key)">
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<summary>
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Occurs when a key is pressed.
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</summary>
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<param name="sender">The KeyboardDevice which generated this event.</param>
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<param name="key">The key that was pressed.</param>
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</member>
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<member name="M:Examples.Tutorial.T01_Simple_Window.OnLoad(System.EventArgs)">
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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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</member>
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<member name="M:Examples.Tutorial.T01_Simple_Window.OnResize(OpenTK.Platform.ResizeEventArgs)">
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<summary>
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Respond to resize events here.
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</summary>
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<param name="e">Contains information on the new GameWindow size.</param>
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<remarks>There is no need to call the base implementation.</remarks>
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</member>
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<member name="M:Examples.Tutorial.T01_Simple_Window.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
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<summary>
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Add your game logic here.
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</summary>
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<param name="e">Contains timing information.</param>
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<remarks>There is no need to call the base implementation.</remarks>
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</member>
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<member name="M:Examples.Tutorial.T01_Simple_Window.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
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<summary>
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Add your game rendering code here.
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</summary>
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<param name="e">Contains timing information.</param>
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<remarks>There is no need to call the base implementation.</remarks>
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</member>
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<member name="M:Examples.Tutorial.T01_Simple_Window.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="M:Examples.WinForms.W03_Extensions.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="F:Examples.WinForms.W03_Extensions.components">
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<summary>
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Required designer variable.
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</summary>
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</member>
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<member name="M:Examples.WinForms.W03_Extensions.Dispose(System.Boolean)">
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<summary>
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Clean up any resources being used.
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</summary>
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<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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</member>
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<member name="M:Examples.WinForms.W03_Extensions.InitializeComponent">
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<summary>
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Required method for Designer support - do not modify
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the contents of this method with the code editor.
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</summary>
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</member>
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<member name="T:Examples.Tutorial.T02_Vertex_Arrays">
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<summary>
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Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
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Broken since release 0.3.12.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnResize(OpenTK.Platform.ResizeEventArgs)">
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<summary>
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Called when the user resizes the window.
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</summary>
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<param name="e">Contains the new width/height of the window.</param>
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<remarks>
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You want the OpenGL viewport to match the window. This is the place to do it!
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</remarks>
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</member>
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<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
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<summary>
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Prepares the next frame for rendering.
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</summary>
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<remarks>
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|
Place your control logic here. This is the place to respond to user input,
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update object positions etc.
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</remarks>
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</member>
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<member name="M:Examples.Tutorial.T02_Vertex_Arrays.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
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<summary>
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Place your rendering code here.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.T02_Vertex_Arrays.Launch">
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<summary>
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Launches this example.
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</summary>
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<remarks>
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Provides a simple way for the example launcher to launch the examples.
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</remarks>
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</member>
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<member name="T:Examples.Tutorial.Fonts">
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<summary>
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Tests Font loading and rendering.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.Fonts.OnLoad(System.EventArgs)">
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<summary>
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To maintain high rendering performance, we need to cache the text
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we wish to draw, for each font we want to draw it with. To achieve
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this, we use the TextPrinter.Prepare() method, which returns a
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TextHandle - i.e. a handle to the cached text.
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<para>
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We can use these TextHandles with the TextPrinter.Draw() method
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to draw text with very high performance.
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</para>
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</summary>
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<param name="e"></param>
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</member>
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<member name="M:Examples.Tutorial.Fonts.OnUnload(System.EventArgs)">
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<summary>
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It is important that we need to call the Dispose() methods to reclaim of
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each and every TextHandle and TextureFont to reclaim the unamanged
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(OpenGL) resources they are using.
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</summary>
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<param name="e"></param>
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</member>
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<member name="M:Examples.Tutorial.Fonts.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
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<summary>
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To render pixel-perfect text, we have to setup a 2d display projection
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with a width/height that corresponds to our current Viewport.
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In OpenGL this can be easily achieved using the GL.Ortho method.
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<para>
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It is still possible to render text in a 3d projection, but it will
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be very hard to achieve pixel-perfect precision.
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</para>
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<para>
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To achieve the highest possible performance, render your 3d scene first.
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At the end of the RenderFrame call, setup a 2d projection and render all
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text in one go.
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</para>
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</summary>
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<param name="e"></param>
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</member>
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<member name="M:Examples.Tutorial.Fonts.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="T:Examples.Tutorial.Text">
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<summary>
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Shows how to render and scroll large amounts of text.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.Text.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="T:Examples.IExample">
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<summary>
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This interface is is used by the ExampleLauncher to identify OpenTK examples,
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your applications do not need to implement or use it.
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</summary>
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</member>
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<member name="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
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<summary>
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Entry point of this example.
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</summary>
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</member>
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<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Main">
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<summary>
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Entry point of this example.
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|
</summary>
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</member>
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<member name="F:Examples.WinForms.W02_Immediate_Mode_Cube.components">
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<summary>
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Required designer variable.
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</summary>
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</member>
|
|
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Dispose(System.Boolean)">
|
|
<summary>
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|
Clean up any resources being used.
|
|
</summary>
|
|
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
|
|
</member>
|
|
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.InitializeComponent">
|
|
<summary>
|
|
Required method for Designer support - do not modify
|
|
the contents of this method with the code editor.
|
|
</summary>
|
|
</member>
|
|
<member name="T:Examples.Tutorial.T04_Vertex_Lighting">
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|
<summary>
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Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
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|
</summary>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnResize(OpenTK.Platform.ResizeEventArgs)">
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|
<summary>
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|
Called when the user resizes the window.
|
|
</summary>
|
|
<param name="e">Contains the new width/height of the window.</param>
|
|
<remarks>
|
|
You want the OpenGL viewport to match the window. This is the place to do it!
|
|
</remarks>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
|
<summary>
|
|
Prepares the next frame for rendering.
|
|
</summary>
|
|
<remarks>
|
|
Place your control logic here. This is the place to respond to user input,
|
|
update object positions etc.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
|
<summary>
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|
Place your rendering code here.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.Launch">
|
|
<summary>
|
|
Launches this example.
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|
</summary>
|
|
<remarks>
|
|
Provides a simple way for the example launcher to launch the examples.
|
|
</remarks>
|
|
</member>
|
|
<member name="T:Examples.Tutorial.T03_Immediate_Mode_Cube">
|
|
<summary>
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|
Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
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|
</summary>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnResize(OpenTK.Platform.ResizeEventArgs)">
|
|
<summary>
|
|
Called when the user resizes the window.
|
|
</summary>
|
|
<param name="e">Contains the new width/height of the window.</param>
|
|
<remarks>
|
|
You want the OpenGL viewport to match the window. This is the place to do it!
|
|
</remarks>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
|
|
<summary>
|
|
Prepares the next frame for rendering.
|
|
</summary>
|
|
<remarks>
|
|
Place your control logic here. This is the place to respond to user input,
|
|
update object positions etc.
|
|
</remarks>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
|
|
<summary>
|
|
Place your rendering code here.
|
|
</summary>
|
|
</member>
|
|
<member name="M:Examples.Tutorial.T03_Immediate_Mode_Cube.Main">
|
|
<summary>
|
|
Entry point of this example.
|
|
</summary>
|
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</member>
|
|
</members>
|
|
</doc>
|