Removed stale QuickStart project

Instead of QuickStart.sln, we should provide proper templates.
This commit is contained in:
Stefanos A. 2013-11-18 18:38:03 +01:00
parent 32828ecd8a
commit a34407f440
3 changed files with 0 additions and 171 deletions

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@ -1,20 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 9.00
# Visual Studio 2005
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "QuickStart", "Source\QuickStart\QuickStart.csproj", "{90762BBE-CB23-42FF-9D3E-486D2F6CA485}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|AnyCPU = Debug|AnyCPU
Release|AnyCPU = Release|AnyCPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Debug|AnyCPU.ActiveCfg = Debug|Any CPU
{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Debug|AnyCPU.Build.0 = Debug|Any CPU
{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Release|AnyCPU.ActiveCfg = Release|Any CPU
{90762BBE-CB23-42FF-9D3E-486D2F6CA485}.Release|AnyCPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = Source\QuickStart\QuickStart.csproj
EndGlobalSection
EndGlobal

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// Released to the public domain. Use, modify and relicense at will.
using System;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Audio;
using OpenTK.Audio.OpenAL;
using OpenTK.Input;
namespace StarterKit
{
class Game : GameWindow
{
/// <summary>Creates a 800x600 window with the specified title.</summary>
public Game()
: base(800, 600, GraphicsMode.Default, "OpenTK Quick Start Sample")
{
VSync = VSyncMode.On;
}
/// <summary>Load resources here.</summary>
/// <param name="e">Not used.</param>
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
GL.ClearColor(0.1f, 0.2f, 0.5f, 0.0f);
GL.Enable(EnableCap.DepthTest);
}
/// <summary>
/// Called when your window is resized. Set your viewport here. It is also
/// a good place to set up your projection matrix (which probably changes
/// along when the aspect ratio of your window).
/// </summary>
/// <param name="e">Not used.</param>
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, Width / (float)Height, 1.0f, 64.0f);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref projection);
}
/// <summary>
/// Called when it is time to setup the next frame. Add you game logic here.
/// </summary>
/// <param name="e">Contains timing information for framerate independent logic.</param>
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
if (Keyboard[Key.Escape])
Exit();
}
/// <summary>
/// Called when it is time to render the next frame. Add your rendering code here.
/// </summary>
/// <param name="e">Contains timing information.</param>
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
Matrix4 modelview = Matrix4.LookAt(Vector3.Zero, Vector3.UnitZ, Vector3.UnitY);
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref modelview);
GL.Begin(BeginMode.Triangles);
GL.Color3(1.0f, 1.0f, 0.0f); GL.Vertex3(-1.0f, -1.0f, 4.0f);
GL.Color3(1.0f, 0.0f, 0.0f); GL.Vertex3(1.0f, -1.0f, 4.0f);
GL.Color3(0.2f, 0.9f, 1.0f); GL.Vertex3(0.0f, 1.0f, 4.0f);
GL.End();
SwapBuffers();
}
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
// The 'using' idiom guarantees proper resource cleanup.
// We request 30 UpdateFrame events per second, and unlimited
// RenderFrame events (as fast as the computer can handle).
using (Game game = new Game())
{
game.Run(30.0);
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.21022</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{90762BBE-CB23-42FF-9D3E-486D2F6CA485}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>QuickStart</RootNamespace>
<AssemblyName>QuickStart</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>AnyCPU</PlatformTarget>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>none</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>AnyCPU</PlatformTarget>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<ItemGroup>
<Compile Include="Game.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="OpenTK, Version=1.0.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\Binaries\OpenTK\Release\OpenTK.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<None Include="..\..\Binaries\OpenTK\Release\OpenTK.dll.config">
<Link>OpenTK.dll.config</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>