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@ -1,109 +0,0 @@
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||||
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|
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<include name="Tutorial/Text.cs" />
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|
||||
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||||
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|
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||||
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||||
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||||
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||||
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<include name="System.Windows.Forms.dll" />
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|
||||
<target name="clean">
|
||||
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||||
<delete dir="${obj.dir}" failonerror="false" />
|
||||
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|
||||
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||||
<if test="${platform::is-unix()}">
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||||
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||||
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<assemblies basedir="${project::get-base-directory()}">
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<include name="${build.dir}/${project::get-name()}.exe" />
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|
||||
<include name="${build.dir}/${project::get-name()}.xml"/>
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||||
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|
||||
<referencepaths basedir="${project::get-base-directory()}">
|
||||
<include name="${build.dir}" />
|
||||
</referencepaths>
|
||||
<documenters>
|
||||
<documenter name="MSDN">
|
||||
<property name="OutputDirectory" value="${project::get-base-directory()}/${build.dir}/doc/${project::get-name()}" />
|
||||
<property name="OutputTarget" value="${doc.target}" />
|
||||
<property name="HtmlHelpName" value="${project::get-name()}" />
|
||||
<property name="IncludeFavorites" value="False" />
|
||||
<property name="Title" value="${project::get-name()} SDK Documentation" />
|
||||
<property name="SplitTOCs" value="False" />
|
||||
<property name="DefaulTOC" value="" />
|
||||
<property name="ShowVisualBasic" value="True" />
|
||||
<property name="AutoDocumentConstructors" value="True" />
|
||||
<property name="ShowMissingSummaries" value="${build.debug}" />
|
||||
<property name="ShowMissingRemarks" value="${build.debug}" />
|
||||
<property name="ShowMissingParams" value="${build.debug}" />
|
||||
<property name="ShowMissingReturns" value="${build.debug}" />
|
||||
<property name="ShowMissingValues" value="${build.debug}" />
|
||||
<property name="DocumentInternals" value="False" />
|
||||
<property name="DocumentPrivates" value="False" />
|
||||
<property name="DocumentProtected" value="True" />
|
||||
<property name="DocumentEmptyNamespaces" value="${build.debug}" />
|
||||
<property name="IncludeAssemblyVersion" value="True" />
|
||||
</documenter>
|
||||
</documenters>
|
||||
</ndoc>
|
||||
</target>
|
||||
</project>
|
|
@ -1,476 +0,0 @@
|
|||
<?xml version="1.0"?>
|
||||
<doc>
|
||||
<assembly>
|
||||
<name>Examples</name>
|
||||
</assembly>
|
||||
<members>
|
||||
<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.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="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="M:Examples.Tests.S04_Input_Logger.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.W01_First_Window.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="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="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="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>
|
||||
<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>
|
||||
<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>
|
|
@ -1,476 +0,0 @@
|
|||
<?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>
|
|
@ -1,476 +0,0 @@
|
|||
<?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>
|
|
@ -1,27 +0,0 @@
|
|||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\OpenTK.dll.config
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\logo-dark.jpg
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\logo.jpg
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\metal.jpg
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Poem.txt
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\all-wcprops
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\entries
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\format
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\prop-base\logo-dark.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\prop-base\logo.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\prop-base\metal.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\logo-dark.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\logo.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\metal.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\.svn\text-base\Poem.txt.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\Simple_FS.glsl
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\Simple_VS.glsl
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\all-wcprops
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\entries
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\format
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\text-base\Simple_FS.glsl.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Data\Shaders\.svn\text-base\Simple_VS.glsl.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Examples.exe
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Debug\Examples\Examples.pdb
|
||||
E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Debug\ResolveAssemblyReference.cache
|
||||
E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Debug\Examples.exe
|
||||
E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Debug\Examples.pdb
|
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|
@ -1,26 +0,0 @@
|
|||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\OpenTK.dll.config
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\logo-dark.jpg
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\logo.jpg
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\metal.jpg
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Poem.txt
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\all-wcprops
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\entries
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\format
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\prop-base\logo-dark.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\prop-base\logo.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\prop-base\metal.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\logo-dark.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\logo.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\metal.jpg.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\.svn\text-base\Poem.txt.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\Simple_FS.glsl
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\Simple_VS.glsl
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\all-wcprops
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\entries
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\format
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\text-base\Simple_FS.glsl.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Data\Shaders\.svn\text-base\Simple_VS.glsl.svn-base
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\Examples.exe
|
||||
E:\Users\StApostol\Desktop\opentk\Binaries\Release\Examples\OpenTK.xml
|
||||
E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Release\ResolveAssemblyReference.cache
|
||||
E:\Users\StApostol\Desktop\opentk\Source\Examples\obj\Release\Examples.exe
|
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Reference in a new issue