Moved and renamed OpenTK.GLContext to OpenTK.Graphics.GraphicsContext.

This commit is contained in:
the_fiddler 2008-01-31 14:23:20 +00:00
parent 1f9d04cd9d
commit 22c80f5b2e
13 changed files with 1924 additions and 5 deletions

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Source/Examples/OpenTK.xml Normal file
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<summary>
Required designer variable.
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Clean up any resources being used.
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Required method for Designer support - do not modify
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Converts a System.Drawing.Color to a System.Int32.
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Required designer variable.
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Clean up any resources being used.
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<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="M:Examples.Tests.S04_Input_Logger.Main">
<summary>
Entry point of this example.
</summary>
</member>
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<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W01_First_Window.Dispose(System.Boolean)">
<summary>
Clean up any resources being used.
</summary>
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="M:Examples.WinForms.W01_First_Window.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.Textures">
<summary>
Demonstrates simple OpenGL Texturing.
</summary>
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<member name="M:Examples.Tutorial.Textures.OnLoad(System.EventArgs)">
<summary>
Setup OpenGL and load resources here.
</summary>
<param name="e">Not used.</param>
</member>
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<summary>
Respond to resize events here.
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<param name="e">Contains information on the new GameWindow size.</param>
<remarks>There is no need to call the base implementation.</remarks>
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Add your game logic here.
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<remarks>There is no need to call the base implementation.</remarks>
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<summary>
Add your game rendering code here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.Textures.Main">
<summary>
Entry point of this example.
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<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.T08_VBO.Main">
<summary>
Entry point of this example.
</summary>
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<member name="T:Examples.Tutorial.T10_GLSL_Cube">
<summary>
Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
</summary>
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<summary>
This is the place to load resources that change little
during the lifetime of the GameWindow. In this case, we
check for GLSL support, and load the shaders.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.T10_GLSL_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.T10_GLSL_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.T10_GLSL_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Place your rendering code here.
</summary>
</member>
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<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.ExampleLauncher.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.ExampleLauncher.Dispose(System.Boolean)">
<summary>
Clean up any resources being used.
</summary>
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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<member name="M:Examples.ExampleLauncher.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="M:Examples.ExampleLauncher.Main">
<summary>
The main entry point for the application.
</summary>
</member>
<member name="T:Examples.ExampleLauncher.ExampleInfo">
<summary>
Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
</summary>
</member>
<member name="F:Examples.WinForms.W04_Multiple_GLControls.components">
<summary>
Required designer variable.
</summary>
</member>
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<summary>
Clean up any resources being used.
</summary>
<param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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<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.T01_Simple_Window">
<summary>
Demonstrates the GameWindow class.
</summary>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.Keyboard_KeyDown(OpenTK.Input.KeyboardDevice,OpenTK.Input.Key)">
<summary>
Occurs when a key is pressed.
</summary>
<param name="sender">The KeyboardDevice which generated this event.</param>
<param name="key">The key that was pressed.</param>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnLoad(System.EventArgs)">
<summary>
Setup OpenGL and load resources here.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnResize(OpenTK.Platform.ResizeEventArgs)">
<summary>
Respond to resize events here.
</summary>
<param name="e">Contains information on the new GameWindow size.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
<summary>
Add your game logic here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Add your game rendering code here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="M:Examples.WinForms.W03_Extensions.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W03_Extensions.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W03_Extensions.Dispose(System.Boolean)">
<summary>
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.W03_Extensions.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.T02_Vertex_Arrays">
<summary>
Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
Broken since release 0.3.12.
</summary>
</member>
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.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.T02_Vertex_Arrays.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.T02_Vertex_Arrays.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.Launch">
<summary>
Launches this example.
</summary>
<remarks>
Provides a simple way for the example launcher to launch the examples.
</remarks>
</member>
<member name="T:Examples.Tutorial.Fonts">
<summary>
Tests Font loading and rendering.
</summary>
</member>
<member name="M:Examples.Tutorial.Fonts.OnLoad(System.EventArgs)">
<summary>
To maintain high rendering performance, we need to cache the text
we wish to draw, for each font we want to draw it with. To achieve
this, we use the TextPrinter.Prepare() method, which returns a
TextHandle - i.e. a handle to the cached text.
<para>
We can use these TextHandles with the TextPrinter.Draw() method
to draw text with very high performance.
</para>
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.OnUnload(System.EventArgs)">
<summary>
It is important that we need to call the Dispose() methods to reclaim of
each and every TextHandle and TextureFont to reclaim the unamanged
(OpenGL) resources they are using.
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
To render pixel-perfect text, we have to setup a 2d display projection
with a width/height that corresponds to our current Viewport.
In OpenGL this can be easily achieved using the GL.Ortho method.
<para>
It is still possible to render text in a 3d projection, but it will
be very hard to achieve pixel-perfect precision.
</para>
<para>
To achieve the highest possible performance, render your 3d scene first.
At the end of the RenderFrame call, setup a 2d projection and render all
text in one go.
</para>
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.Text">
<summary>
Shows how to render and scroll large amounts of text.
</summary>
</member>
<member name="M:Examples.Tutorial.Text.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.IExample">
<summary>
This interface is is used by the ExampleLauncher to identify OpenTK examples,
your applications do not need to implement or use it.
</summary>
</member>
<member name="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W02_Immediate_Mode_Cube.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Dispose(System.Boolean)">
<summary>
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">
<summary>
Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
</summary>
</member>
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.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.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>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.Launch">
<summary>
Launches this example.
</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>
Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
</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>
</member>
</members>
</doc>

View file

@ -10,16 +10,17 @@ using System.Threading;
using System.Runtime.InteropServices;
using System.Diagnostics;
using System.Windows.Forms;
using System.Security;
using OpenTK.OpenGL;
using System.Security;
using OpenTK.OpenGL.Enums;
using OpenTK.Graphics;
namespace Examples.Tests
{
public class S01_Call_Performance : IExample
{
OpenTK.GLContext context;
GLContext context;
const int num_calls = 1000000;
float[] v = new float[] { 0.0f, 0.0f };
public static int dummy_variable = 0;
@ -28,7 +29,7 @@ namespace Examples.Tests
{
using (Form f = new Form())
{
context = new OpenTK.GLContext(new OpenTK.DisplayMode(), new OpenTK.Platform.WindowInfo(f));
context = new GLContext(new OpenTK.DisplayMode(), new OpenTK.Platform.WindowInfo(f));
context.CreateContext();
Trace.WriteLine(String.Format("Number of calls: {0}", num_calls));

View file

@ -11,12 +11,13 @@ using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using System.Reflection;
using OpenTK;
using System.Reflection;
using OpenTK.OpenGL;
using System.Threading;
using OpenTK.OpenGL.Enums;
using OpenTK.Graphics;
namespace Examples.WinForms
{

View file

@ -0,0 +1,476 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>Examples</name>
</assembly>
<members>
<member name="M:Examples.ExampleLauncher.Main">
<summary>
The main entry point for the application.
</summary>
</member>
<member name="F:Examples.ExampleLauncher.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.ExampleLauncher.Dispose(System.Boolean)">
<summary>
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.ExampleLauncher.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.ExampleLauncher.ExampleInfo">
<summary>
Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
</summary>
</member>
<member name="T:Examples.IExample">
<summary>
This interface is is used by the ExampleLauncher to identify OpenTK examples,
your applications do not need to implement or use it.
</summary>
</member>
<member name="M:Examples.Utilities.ColorToRgba32(System.Drawing.Color)">
<summary>
Converts a System.Drawing.Color to a System.Int32.
</summary>
<param name="c">The System.Drawing.Color to convert.</param>
<returns>A System.Int32 containing the R, G, B, A values of the
given System.Drawing.Color in the Rbga32 format.</returns>
</member>
<member name="M:Examples.Tests.S04_Input_Logger.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.Tests.S04_Input_Logger.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.Tests.S04_Input_Logger.Dispose(System.Boolean)">
<summary>
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.Tests.S04_Input_Logger.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.Fonts">
<summary>
Tests Font loading and rendering.
</summary>
</member>
<member name="M:Examples.Tutorial.Fonts.OnLoad(System.EventArgs)">
<summary>
To maintain high rendering performance, we need to cache the text
we wish to draw, for each font we want to draw it with. To achieve
this, we use the TextPrinter.Prepare() method, which returns a
TextHandle - i.e. a handle to the cached text.
<para>
We can use these TextHandles with the TextPrinter.Draw() method
to draw text with very high performance.
</para>
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.OnUnload(System.EventArgs)">
<summary>
It is important that we need to call the Dispose() methods to reclaim of
each and every TextHandle and TextureFont to reclaim the unamanged
(OpenGL) resources they are using.
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
To render pixel-perfect text, we have to setup a 2d display projection
with a width/height that corresponds to our current Viewport.
In OpenGL this can be easily achieved using the GL.Ortho method.
<para>
It is still possible to render text in a 3d projection, but it will
be very hard to achieve pixel-perfect precision.
</para>
<para>
To achieve the highest possible performance, render your 3d scene first.
At the end of the RenderFrame call, setup a 2d projection and render all
text in one go.
</para>
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.T01_Simple_Window">
<summary>
Demonstrates the GameWindow class.
</summary>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.Keyboard_KeyDown(OpenTK.Input.KeyboardDevice,OpenTK.Input.Key)">
<summary>
Occurs when a key is pressed.
</summary>
<param name="sender">The KeyboardDevice which generated this event.</param>
<param name="key">The key that was pressed.</param>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnLoad(System.EventArgs)">
<summary>
Setup OpenGL and load resources here.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnResize(OpenTK.Platform.ResizeEventArgs)">
<summary>
Respond to resize events here.
</summary>
<param name="e">Contains information on the new GameWindow size.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
<summary>
Add your game logic here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Add your game rendering code here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.T02_Vertex_Arrays">
<summary>
Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
Broken since release 0.3.12.
</summary>
</member>
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.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.T02_Vertex_Arrays.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.T02_Vertex_Arrays.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.Launch">
<summary>
Launches this example.
</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>
Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
</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>
</member>
<member name="T:Examples.Tutorial.T04_Vertex_Lighting">
<summary>
Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
</summary>
</member>
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.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.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>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.Launch">
<summary>
Launches this example.
</summary>
<remarks>
Provides a simple way for the example launcher to launch the examples.
</remarks>
</member>
<member name="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="M:Examples.Tutorial.T08_VBO.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.T08_VBO.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.T10_GLSL_Cube">
<summary>
Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
</summary>
</member>
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnLoad(System.EventArgs)">
<summary>
This is the place to load resources that change little
during the lifetime of the GameWindow. In this case, we
check for GLSL support, and load the shaders.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.T10_GLSL_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.T10_GLSL_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.T10_GLSL_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T10_GLSL_Cube.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.Text">
<summary>
Shows how to render and scroll large amounts of text.
</summary>
</member>
<member name="M:Examples.Tutorial.Text.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.Textures">
<summary>
Demonstrates simple OpenGL Texturing.
</summary>
</member>
<member name="M:Examples.Tutorial.Textures.OnLoad(System.EventArgs)">
<summary>
Setup OpenGL and load resources here.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.Textures.OnResize(OpenTK.Platform.ResizeEventArgs)">
<summary>
Respond to resize events here.
</summary>
<param name="e">Contains information on the new GameWindow size.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.Textures.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
<summary>
Add your game logic here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.Textures.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Add your game rendering code here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.Textures.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.DerivedGLControl.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.DerivedGLControl.Dispose(System.Boolean)">
<summary>
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.DerivedGLControl.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="M:Examples.WinForms.W01_First_Window.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W01_First_Window.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W01_First_Window.Dispose(System.Boolean)">
<summary>
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.W01_First_Window.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W02_Immediate_Mode_Cube.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Dispose(System.Boolean)">
<summary>
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="M:Examples.WinForms.W03_Extensions.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W03_Extensions.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W03_Extensions.Dispose(System.Boolean)">
<summary>
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.W03_Extensions.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="F:Examples.WinForms.W04_Multiple_GLControls.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W04_Multiple_GLControls.Dispose(System.Boolean)">
<summary>
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.W04_Multiple_GLControls.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
</members>
</doc>

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<?xml version="1.0"?>
<doc>
<assembly>
<name>Examples</name>
</assembly>
<members>
<member name="M:Examples.ExampleLauncher.Main">
<summary>
The main entry point for the application.
</summary>
</member>
<member name="F:Examples.ExampleLauncher.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.ExampleLauncher.Dispose(System.Boolean)">
<summary>
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.ExampleLauncher.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.ExampleLauncher.ExampleInfo">
<summary>
Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
</summary>
</member>
<member name="T:Examples.IExample">
<summary>
This interface is is used by the ExampleLauncher to identify OpenTK examples,
your applications do not need to implement or use it.
</summary>
</member>
<member name="M:Examples.Utilities.ColorToRgba32(System.Drawing.Color)">
<summary>
Converts a System.Drawing.Color to a System.Int32.
</summary>
<param name="c">The System.Drawing.Color to convert.</param>
<returns>A System.Int32 containing the R, G, B, A values of the
given System.Drawing.Color in the Rbga32 format.</returns>
</member>
<member name="M:Examples.Tests.S04_Input_Logger.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.Tests.S04_Input_Logger.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.Tests.S04_Input_Logger.Dispose(System.Boolean)">
<summary>
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.Tests.S04_Input_Logger.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.Fonts">
<summary>
Tests Font loading and rendering.
</summary>
</member>
<member name="M:Examples.Tutorial.Fonts.OnLoad(System.EventArgs)">
<summary>
To maintain high rendering performance, we need to cache the text
we wish to draw, for each font we want to draw it with. To achieve
this, we use the TextPrinter.Prepare() method, which returns a
TextHandle - i.e. a handle to the cached text.
<para>
We can use these TextHandles with the TextPrinter.Draw() method
to draw text with very high performance.
</para>
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.OnUnload(System.EventArgs)">
<summary>
It is important that we need to call the Dispose() methods to reclaim of
each and every TextHandle and TextureFont to reclaim the unamanged
(OpenGL) resources they are using.
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
To render pixel-perfect text, we have to setup a 2d display projection
with a width/height that corresponds to our current Viewport.
In OpenGL this can be easily achieved using the GL.Ortho method.
<para>
It is still possible to render text in a 3d projection, but it will
be very hard to achieve pixel-perfect precision.
</para>
<para>
To achieve the highest possible performance, render your 3d scene first.
At the end of the RenderFrame call, setup a 2d projection and render all
text in one go.
</para>
</summary>
<param name="e"></param>
</member>
<member name="M:Examples.Tutorial.Fonts.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.T01_Simple_Window">
<summary>
Demonstrates the GameWindow class.
</summary>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.Keyboard_KeyDown(OpenTK.Input.KeyboardDevice,OpenTK.Input.Key)">
<summary>
Occurs when a key is pressed.
</summary>
<param name="sender">The KeyboardDevice which generated this event.</param>
<param name="key">The key that was pressed.</param>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnLoad(System.EventArgs)">
<summary>
Setup OpenGL and load resources here.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnResize(OpenTK.Platform.ResizeEventArgs)">
<summary>
Respond to resize events here.
</summary>
<param name="e">Contains information on the new GameWindow size.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
<summary>
Add your game logic here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Add your game rendering code here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.T01_Simple_Window.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.T02_Vertex_Arrays">
<summary>
Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
Broken since release 0.3.12.
</summary>
</member>
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.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.T02_Vertex_Arrays.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.T02_Vertex_Arrays.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T02_Vertex_Arrays.Launch">
<summary>
Launches this example.
</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>
Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
</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>
</member>
<member name="T:Examples.Tutorial.T04_Vertex_Lighting">
<summary>
Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
</summary>
</member>
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.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.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>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T04_Vertex_Lighting.Launch">
<summary>
Launches this example.
</summary>
<remarks>
Provides a simple way for the example launcher to launch the examples.
</remarks>
</member>
<member name="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="M:Examples.Tutorial.T08_VBO.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.T08_VBO.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.T10_GLSL_Cube">
<summary>
Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
</summary>
</member>
<member name="M:Examples.Tutorial.T10_GLSL_Cube.OnLoad(System.EventArgs)">
<summary>
This is the place to load resources that change little
during the lifetime of the GameWindow. In this case, we
check for GLSL support, and load the shaders.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.T10_GLSL_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.T10_GLSL_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.T10_GLSL_Cube.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Place your rendering code here.
</summary>
</member>
<member name="M:Examples.Tutorial.T10_GLSL_Cube.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.Text">
<summary>
Shows how to render and scroll large amounts of text.
</summary>
</member>
<member name="M:Examples.Tutorial.Text.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="T:Examples.Tutorial.Textures">
<summary>
Demonstrates simple OpenGL Texturing.
</summary>
</member>
<member name="M:Examples.Tutorial.Textures.OnLoad(System.EventArgs)">
<summary>
Setup OpenGL and load resources here.
</summary>
<param name="e">Not used.</param>
</member>
<member name="M:Examples.Tutorial.Textures.OnResize(OpenTK.Platform.ResizeEventArgs)">
<summary>
Respond to resize events here.
</summary>
<param name="e">Contains information on the new GameWindow size.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.Textures.OnUpdateFrame(OpenTK.UpdateFrameEventArgs)">
<summary>
Add your game logic here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.Textures.OnRenderFrame(OpenTK.RenderFrameEventArgs)">
<summary>
Add your game rendering code here.
</summary>
<param name="e">Contains timing information.</param>
<remarks>There is no need to call the base implementation.</remarks>
</member>
<member name="M:Examples.Tutorial.Textures.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.DerivedGLControl.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.DerivedGLControl.Dispose(System.Boolean)">
<summary>
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.DerivedGLControl.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="M:Examples.WinForms.W01_First_Window.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W01_First_Window.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W01_First_Window.Dispose(System.Boolean)">
<summary>
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.W01_First_Window.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W02_Immediate_Mode_Cube.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W02_Immediate_Mode_Cube.Dispose(System.Boolean)">
<summary>
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="M:Examples.WinForms.W03_Extensions.Main">
<summary>
Entry point of this example.
</summary>
</member>
<member name="F:Examples.WinForms.W03_Extensions.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W03_Extensions.Dispose(System.Boolean)">
<summary>
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.W03_Extensions.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
<member name="F:Examples.WinForms.W04_Multiple_GLControls.components">
<summary>
Required designer variable.
</summary>
</member>
<member name="M:Examples.WinForms.W04_Multiple_GLControls.Dispose(System.Boolean)">
<summary>
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.W04_Multiple_GLControls.InitializeComponent">
<summary>
Required method for Designer support - do not modify
the contents of this method with the code editor.
</summary>
</member>
</members>
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