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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 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