Vector and example updates.
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ec34bed972
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8 changed files with 85 additions and 28 deletions
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@ -1,9 +1,15 @@
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using System;
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#region --- License ---
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/* Copyright (c) 2006, 2007 Stefanos Apostolopoulos
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* See license.txt for license info
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using OpenTK.Math;
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using System.Drawing;
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namespace Examples.Shapes
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{
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@ -73,11 +73,19 @@ namespace Examples.Tutorial
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#endregion
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public override void OnUpdateFrame(UpdateFrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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if (Keyboard[0][OpenTK.Input.Key.Escape])
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this.Exit();
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}
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#region IExample Members
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public void Launch()
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{
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this.Run(1.0, 5.0);
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this.Run(30.0, 5.0);
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}
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#endregion
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@ -7,16 +7,18 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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using OpenTK;
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using OpenTK.OpenGL;
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using System.Drawing;
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using Examples.Shapes;
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namespace Examples.Tutorial
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{
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class T04_Lit_Cube : GameWindow, IExample
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{
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float angle;
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float x_angle, zoom;
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Shape shape = new Plane(16, 16, 4.0f, 4.0f);
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#region Constructor
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@ -35,16 +37,16 @@ namespace Examples.Tutorial
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GL.ClearColor(Color.MidnightBlue);
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GL.Enable(GL.Enums.EnableCap.DEPTH_TEST);
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GL.Enable(GL.Enums.EnableCap.CULL_FACE);
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GL.EnableClientState(GL.Enums.EnableCap.VERTEX_ARRAY);
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GL.EnableClientState(GL.Enums.EnableCap.NORMAL_ARRAY);
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GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, Shapes.Cube.Vertices);
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GL.NormalPointer(GL.Enums.NormalPointerType.FLOAT, 0, Shapes.Cube.Normals);
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//GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, Shapes.Cube.Colors);
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GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, shape.Vertices);
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GL.NormalPointer(GL.Enums.NormalPointerType.FLOAT, 0, shape.Normals);
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// Enable Light 0 and set its parameters.
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.POSITION, new float[] { 1.0f, 1.0f, 0.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.AMBIENT, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.POSITION, new float[] { 1.0f, 1.0f, -0.5f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Lightv(GL.Enums.LightName.LIGHT0, GL.Enums.LightParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.LightModelv(GL.Enums.LightModelParameter.LIGHT_MODEL_AMBIENT, new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
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@ -52,8 +54,8 @@ namespace Examples.Tutorial
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GL.Enable(GL.Enums.EnableCap.LIGHT0);
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// Use GL.Material to set your object's material parameters..
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.9f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.DIFFUSE, new float[] { 0.3f, 0.3f, 0.9f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.AMBIENT, new float[] { 0.3f, 0.3f, 0.3f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.DIFFUSE, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.SPECULAR, new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
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GL.Materialv(GL.Enums.MaterialFace.FRONT, GL.Enums.MaterialParameter.EMISSION, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
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}
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@ -107,10 +109,18 @@ namespace Examples.Tutorial
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Fullscreen = !Fullscreen;
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}
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//angle += 180.0f * (float)e.Time;
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angle += 3.0f;
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if (angle > 720.0f)
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angle -= 720.0f;
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if (Mouse[0][OpenTK.Input.MouseButton.Left])
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x_angle += Mouse[0].XDelta * 2;
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else
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x_angle += 0.5f;
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if (Mouse[0][OpenTK.Input.MouseButton.Right])
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zoom += Mouse[0].YDelta * 0.5f;
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if (x_angle > 720.0f)
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x_angle -= 720.0f;
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else if (x_angle < -720.0f)
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x_angle += 720.0f;
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}
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#endregion
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@ -127,14 +137,20 @@ namespace Examples.Tutorial
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GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
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GL.LoadIdentity();
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Glu.LookAt(
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0.0, 5.0, 5.0,
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0.0, 0.0, -7.5 + zoom,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0
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);
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GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
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0.0, 1.0, 0.0);
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GL.Rotate(x_angle, 0.0f, 1.0f, 0.0f);
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GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, Shapes.Cube.Indices.Length,
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GL.Enums.All.UNSIGNED_SHORT, Shapes.Cube.Indices);
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unsafe
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{
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fixed (int* ptr = shape.Indices)
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{
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GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, shape.Indices.Length,
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GL.Enums.All.UNSIGNED_INT, ptr);
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}
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}
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GL.DrawArrays(GL.Enums.BeginMode.POINTS, 0, shape.Vertices.Length);
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Context.SwapBuffers();
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}
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@ -161,7 +161,7 @@ namespace Examples.Tutorial
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/// </remarks>
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public void Launch()
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{
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this.Run(1.0, 5.0);
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this.Run(30.0, 5.0);
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}
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#endregion
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@ -47,6 +47,7 @@ void main()
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#endregion
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static float angle;
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int vertex_shader_object, fragment_shader_object, shader_program;
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#endregion
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GL.VertexPointer(3, GL.Enums.VertexPointerType.FLOAT, 0, Shapes.Cube.Vertices);
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GL.ColorPointer(4, GL.Enums.ColorPointerType.UNSIGNED_BYTE, 0, Shapes.Cube.Colors);
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uint vertex_shader_object, fragment_shader_object;
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int status;
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uint shader_program;
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vertex_shader_object = (uint)GL.CreateShader(GL.Enums.VERSION_2_0.VERTEX_SHADER);
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fragment_shader_object = (uint)GL.CreateShader(GL.Enums.VERSION_2_0.FRAGMENT_SHADER);
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vertex_shader_object = GL.CreateShader(GL.Enums.VERSION_2_0.VERTEX_SHADER);
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fragment_shader_object = GL.CreateShader(GL.Enums.VERSION_2_0.FRAGMENT_SHADER);
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unsafe { 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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throw new Exception(info.ToString());
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}
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shader_program = (uint)GL.CreateProgram();
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shader_program = GL.CreateProgram();
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GL.AttachShader(shader_program, fragment_shader_object);
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GL.AttachShader(shader_program, vertex_shader_object);
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}
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#endregion
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#region public override void Dispose()
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public override void Dispose()
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{
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GL.DeleteProgram(shader_program);
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GL.DeleteShader(fragment_shader_object);
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GL.DeleteShader(vertex_shader_object);
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base.Dispose();
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}
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#endregion
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}
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}
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@ -280,5 +280,10 @@ namespace OpenTK.Math
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}
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#endregion
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public override string ToString()
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{
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return String.Format("({0}, {1})", X, Y);
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}
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}
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}
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@ -308,5 +308,10 @@ namespace OpenTK.Math
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}
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#endregion
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public override string ToString()
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{
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return String.Format("({0}, {1}, {2})", X, Y, Z);
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}
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}
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}
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@ -319,5 +319,10 @@ namespace OpenTK.Math
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}
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#endregion
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public override string ToString()
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{
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return String.Format("({0}, {1}, {2}, {3})", X, Y, Z, W);
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}
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}
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}
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