diff --git a/Source/Examples/Examples.csproj b/Source/Examples/Examples.csproj
deleted file mode 100644
index a00ab8df..00000000
--- a/Source/Examples/Examples.csproj
+++ /dev/null
@@ -1,327 +0,0 @@
-
-
- Local
- 9.0.21022
- 2.0
- {5D5B5CBC-A071-490C-AAF7-30818E4D989F}
- Debug
- AnyCPU
-
-
-
-
- Examples
- JScript
- Grid
- IE50
- false
- WinExe
-
-
- Examples
- Examples.ExampleLauncher
-
-
- 2.0
-
-
- publish\
- true
- Disk
- false
- Foreground
- 7
- Days
- false
- false
- true
- 0
- 1.0.0.%2a
- false
- false
- true
-
-
- True
- 285212672
- False
-
-
- TRACE;
- OpenTK.xml
- False
- 4096
- True
- ..\..\Binaries\Release\Examples\
- False
- False
- False
- 4
-
-
-
-
- True
- 285212672
- False
-
-
- DEBUG;TRACE;
-
-
- True
- 4096
- False
- ..\..\Binaries\Debug\Examples\
- False
- False
- False
- 4
-
-
-
-
-
- System
- \System.dll
-
-
- System.Drawing
- \System.Drawing.dll
-
-
- System.Windows.Forms
- \System.Windows.Forms.dll
-
-
- System.Data
- \System.Data.dll
-
-
-
-
- OpenTK
- {CD48B313-4414-4F4D-8E83-9EA6B1163AE4}
- {FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}
-
-
-
-
- Code
-
-
- Form
-
-
- ExampleLauncher.cs
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Form
-
-
- S04_Input_Logger.cs
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- Code
-
-
- UserControl
-
-
- DerivedGLControl.cs
- Code
-
-
- Form
-
-
- W01_First_Window.cs
- Code
-
-
- Form
-
-
- W02_Immediate_Mode_Cube.cs
- Code
-
-
- Form
-
-
- W03_Extensions.cs
- Code
-
-
- Form
-
-
- W04_Multiple_GLControls.cs
- Code
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
- Always
-
-
-
-
- False
- .NET Framework 2.0 %28x86%29
- true
-
-
- False
- .NET Framework 3.0 %28x86%29
- false
-
-
- False
- .NET Framework 3.5
- false
-
-
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/Source/Examples/Examples.exe.build b/Source/Examples/Examples.exe.build
deleted file mode 100644
index ea358327..00000000
--- a/Source/Examples/Examples.exe.build
+++ /dev/null
@@ -1,109 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/Source/Examples/OpenTK.xml b/Source/Examples/OpenTK.xml
deleted file mode 100644
index 40c4abf5..00000000
--- a/Source/Examples/OpenTK.xml
+++ /dev/null
@@ -1,476 +0,0 @@
-
-
-
- Examples
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Converts a System.Drawing.Color to a System.Int32.
-
- The System.Drawing.Color to convert.
- A System.Int32 containing the R, G, B, A values of the
- given System.Drawing.Color in the Rbga32 format.
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates simple OpenGL Texturing.
-
-
-
-
- Setup OpenGL and load resources here.
-
- Not used.
-
-
-
- Respond to resize events here.
-
- Contains information on the new GameWindow size.
- There is no need to call the base implementation.
-
-
-
- Add your game logic here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Add your game rendering code here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Entry point of this example.
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
-
-
-
-
- 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.
-
- Not used.
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- The main entry point for the application.
-
-
-
-
- Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Demonstrates the GameWindow class.
-
-
-
-
- Occurs when a key is pressed.
-
- The KeyboardDevice which generated this event.
- The key that was pressed.
-
-
-
- Setup OpenGL and load resources here.
-
- Not used.
-
-
-
- Respond to resize events here.
-
- Contains information on the new GameWindow size.
- There is no need to call the base implementation.
-
-
-
- Add your game logic here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Add your game rendering code here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Entry point of this example.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
- Broken since release 0.3.12.
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Launches this example.
-
-
- Provides a simple way for the example launcher to launch the examples.
-
-
-
-
- Tests Font loading and rendering.
-
-
-
-
- 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.
-
- We can use these TextHandles with the TextPrinter.Draw() method
- to draw text with very high performance.
-
-
-
-
-
-
- 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.
-
-
-
-
-
- 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.
-
- It is still possible to render text in a 3d projection, but it will
- be very hard to achieve pixel-perfect precision.
-
-
- 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.
-
-
-
-
-
-
- Entry point of this example.
-
-
-
-
- Shows how to render and scroll large amounts of text.
-
-
-
-
- Entry point of this example.
-
-
-
-
- This interface is is used by the ExampleLauncher to identify OpenTK examples,
- your applications do not need to implement or use it.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Launches this example.
-
-
- Provides a simple way for the example launcher to launch the examples.
-
-
-
-
- Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Entry point of this example.
-
-
-
-
diff --git a/Source/Examples/bin/Debug/OpenTK.xml b/Source/Examples/bin/Debug/OpenTK.xml
deleted file mode 100644
index 52812135..00000000
--- a/Source/Examples/bin/Debug/OpenTK.xml
+++ /dev/null
@@ -1,476 +0,0 @@
-
-
-
- Examples
-
-
-
-
- The main entry point for the application.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
-
-
-
-
- This interface is is used by the ExampleLauncher to identify OpenTK examples,
- your applications do not need to implement or use it.
-
-
-
-
- Converts a System.Drawing.Color to a System.Int32.
-
- The System.Drawing.Color to convert.
- A System.Int32 containing the R, G, B, A values of the
- given System.Drawing.Color in the Rbga32 format.
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Tests Font loading and rendering.
-
-
-
-
- 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.
-
- We can use these TextHandles with the TextPrinter.Draw() method
- to draw text with very high performance.
-
-
-
-
-
-
- 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.
-
-
-
-
-
- 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.
-
- It is still possible to render text in a 3d projection, but it will
- be very hard to achieve pixel-perfect precision.
-
-
- 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.
-
-
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates the GameWindow class.
-
-
-
-
- Occurs when a key is pressed.
-
- The KeyboardDevice which generated this event.
- The key that was pressed.
-
-
-
- Setup OpenGL and load resources here.
-
- Not used.
-
-
-
- Respond to resize events here.
-
- Contains information on the new GameWindow size.
- There is no need to call the base implementation.
-
-
-
- Add your game logic here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Add your game rendering code here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
- Broken since release 0.3.12.
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Launches this example.
-
-
- Provides a simple way for the example launcher to launch the examples.
-
-
-
-
- Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Launches this example.
-
-
- Provides a simple way for the example launcher to launch the examples.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
-
-
-
-
- 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.
-
- Not used.
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Shows how to render and scroll large amounts of text.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates simple OpenGL Texturing.
-
-
-
-
- Setup OpenGL and load resources here.
-
- Not used.
-
-
-
- Respond to resize events here.
-
- Contains information on the new GameWindow size.
- There is no need to call the base implementation.
-
-
-
- Add your game logic here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Add your game rendering code here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
diff --git a/Source/Examples/bin/Release/OpenTK.xml b/Source/Examples/bin/Release/OpenTK.xml
deleted file mode 100644
index 52812135..00000000
--- a/Source/Examples/bin/Release/OpenTK.xml
+++ /dev/null
@@ -1,476 +0,0 @@
-
-
-
- Examples
-
-
-
-
- The main entry point for the application.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Contains the information necessary to display and launch an example thorugh the ExampleLauncer.
-
-
-
-
- This interface is is used by the ExampleLauncher to identify OpenTK examples,
- your applications do not need to implement or use it.
-
-
-
-
- Converts a System.Drawing.Color to a System.Int32.
-
- The System.Drawing.Color to convert.
- A System.Int32 containing the R, G, B, A values of the
- given System.Drawing.Color in the Rbga32 format.
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Tests Font loading and rendering.
-
-
-
-
- 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.
-
- We can use these TextHandles with the TextPrinter.Draw() method
- to draw text with very high performance.
-
-
-
-
-
-
- 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.
-
-
-
-
-
- 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.
-
- It is still possible to render text in a 3d projection, but it will
- be very hard to achieve pixel-perfect precision.
-
-
- 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.
-
-
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates the GameWindow class.
-
-
-
-
- Occurs when a key is pressed.
-
- The KeyboardDevice which generated this event.
- The key that was pressed.
-
-
-
- Setup OpenGL and load resources here.
-
- Not used.
-
-
-
- Respond to resize events here.
-
- Contains information on the new GameWindow size.
- There is no need to call the base implementation.
-
-
-
- Add your game logic here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Add your game rendering code here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates Vertex Arrays (in system memory). Example is incomplete (documentation).
- Broken since release 0.3.12.
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Launches this example.
-
-
- Provides a simple way for the example launcher to launch the examples.
-
-
-
-
- Demonstrates immediate mode rendering. Example is incomplete, and will probably go away in the future.
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates fixed-function OpenGL lighting. Example is incomplete (documentation).
-
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Launches this example.
-
-
- Provides a simple way for the example launcher to launch the examples.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates how to load and use a simple OpenGL shader program. Example is incomplete (documentation).
-
-
-
-
- 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.
-
- Not used.
-
-
-
- Called when the user resizes the window.
-
- Contains the new width/height of the window.
-
- You want the OpenGL viewport to match the window. This is the place to do it!
-
-
-
-
- Prepares the next frame for rendering.
-
-
- Place your control logic here. This is the place to respond to user input,
- update object positions etc.
-
-
-
-
- Place your rendering code here.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Shows how to render and scroll large amounts of text.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Demonstrates simple OpenGL Texturing.
-
-
-
-
- Setup OpenGL and load resources here.
-
- Not used.
-
-
-
- Respond to resize events here.
-
- Contains information on the new GameWindow size.
- There is no need to call the base implementation.
-
-
-
- Add your game logic here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Add your game rendering code here.
-
- Contains timing information.
- There is no need to call the base implementation.
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Entry point of this example.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
- Required designer variable.
-
-
-
-
- Clean up any resources being used.
-
- true if managed resources should be disposed; otherwise, false.
-
-
-
- Required method for Designer support - do not modify
- the contents of this method with the code editor.
-
-
-
-
diff --git a/Source/Examples/obj/Debug/Examples.csproj.FileListAbsolute.txt b/Source/Examples/obj/Debug/Examples.csproj.FileListAbsolute.txt
deleted file mode 100644
index e04dec2f..00000000
--- a/Source/Examples/obj/Debug/Examples.csproj.FileListAbsolute.txt
+++ /dev/null
@@ -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
diff --git a/Source/Examples/obj/Debug/Examples.exe b/Source/Examples/obj/Debug/Examples.exe
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diff --git a/Source/Examples/obj/Debug/ResolveAssemblyReference.cache b/Source/Examples/obj/Debug/ResolveAssemblyReference.cache
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diff --git a/Source/Examples/obj/Release/Examples.csproj.FileListAbsolute.txt b/Source/Examples/obj/Release/Examples.csproj.FileListAbsolute.txt
deleted file mode 100644
index d968af67..00000000
--- a/Source/Examples/obj/Release/Examples.csproj.FileListAbsolute.txt
+++ /dev/null
@@ -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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