Reverted last commit (bogus!)
This commit is contained in:
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14 changed files with 7 additions and 1237 deletions
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@ -1,321 +0,0 @@
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#region --- License ---
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/* Copyright (c) 2006-2008 the OpenTK team
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* See license.txt for licensing details
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*/
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#endregion
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using System;
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using System.Diagnostics;
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using OpenTK;
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using OpenTK.OpenGL;
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using OpenTK.OpenGL.Enums;
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using OpenTK.OpenAL;
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using OpenTK.OpenAL.Enums;
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using OpenTK.Audio;
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using OpenTK.Input;
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using System.Runtime.InteropServices;
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using OpenTK.Math;
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namespace Examples
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{
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#if false
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/// <summary>
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/// Defines a single Vertex in 3d space, with double-precision numerals.
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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class Vertex : CustomVertex
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{
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#region --- Constructors ---
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/// <summary>
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/// Constructs a new Vertex.
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/// </summary>
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/// <param name="x">The position of the Vertex on the x-axis.</param>
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/// <param name="y">The position of the Vertex on the y-axis.</param>
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/// <param name="z">The position of the Vertex on the z-axis.</param>
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public Vertex(double x, double y, double z)
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: this(new Vector3d(x, y, z)) { }
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/// <summary>
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/// Constructs a new Vertex.
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/// </summary>
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/// <param name="v">The position of the Vertex.</param>
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public Vertex(Vector3d v)
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{
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Position = v;
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}
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#endregion
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/// <summary>
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/// The position of this verrtex.
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/// </summary>
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public Vector3d Position;
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public override double[] ToArray()
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{
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return new double[] { Position.X, Position.Y, Position.Z };
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}
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}
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[Example("GLU Tesselation Functions Test", ExampleCategory.OpenGL)]
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public class GluTesselation : GameWindow
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{
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/*
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Vertex[] rect = new Vertex[4]
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{
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new Vertex(50.0f, 50.0f, 0.0f),
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new Vertex(200.0f, 50.0f, 0.0f),
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new Vertex(200.0f, 200.0f, 0.0f),
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new Vertex(50.0f, 200.0f, 0.0f)
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};
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*/
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Vertex[] rect = new Vertex[4]
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{
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new Vertex(50.0, 50.0, 0.0),
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new Vertex(200.0, 50.0, 0.0),
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new Vertex(200.0, 200.0, 0.0),
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new Vertex(50.0, 200.0, 0.0)
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};
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Vertex[] tri = new Vertex[3]
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{
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new Vertex(75.0f, 75.0f, 0.0f),
|
||||
new Vertex(125.0f, 175.0f, 0.0f),
|
||||
new Vertex(175.0f, 75.0f, 0.0f)
|
||||
};
|
||||
double[][] star = new double[5][] {
|
||||
new double[] {250.0f, 50.0f, 0.0f, 1.0f, 0.0f, 1.0f},
|
||||
new double[] {325.0f, 200.0f, 0.0f, 1.0f, 1.0f, 0.0f},
|
||||
new double[] {400.0f, 50.0f, 0.0f, 0.0f, 1.0f, 1.0f},
|
||||
new double[] {250.0f, 150.0f, 0.0f, 1.0f, 0.0f, 0.0f},
|
||||
new double[] {400.0f, 150.0f, 0.0f, 0.0f, 1.0f, 0.0f}
|
||||
};
|
||||
|
||||
Tessellator<double[]> tess = new Tessellator<double[]>();
|
||||
int startList;
|
||||
|
||||
public GluTesselation()
|
||||
: base()
|
||||
{
|
||||
Keyboard.KeyDown += KeyDownHandler;
|
||||
}
|
||||
|
||||
#region --- GLU Tessellation callbacks ---
|
||||
|
||||
#region BeginHandler
|
||||
|
||||
void BeginHandler(BeginMode mode)
|
||||
{
|
||||
GL.Begin(mode);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region EndHandler
|
||||
|
||||
void EndHandler()
|
||||
{
|
||||
GL.End();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region VertexHandler
|
||||
|
||||
void VertexHandler(IntPtr v)
|
||||
{
|
||||
unsafe { GL.Vertex3((double*)v); }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region ErrorHandler
|
||||
|
||||
void ErrorHandler(GluErrorCode code)
|
||||
{
|
||||
System.Windows.Forms.MessageBox.Show(
|
||||
String.Format("GLU Error {0}: {1}", code.ToString(), Glu.ErrorString(code)),
|
||||
"An error occured while tesselating.");
|
||||
this.Exit();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region CombineHandler
|
||||
|
||||
unsafe double*[] combineData = new double*[16];
|
||||
int data_index = 0;
|
||||
unsafe void CombineHandler(double[] coordinates, CustomVertex[] dataIn, float[] weight, out CustomVertex[] dataOut)
|
||||
{
|
||||
Vertex[] results = new Vertex[2];
|
||||
Vertex[] data = (Vertex[])dataIn;
|
||||
|
||||
results[0].Position.X = coordinates[0];
|
||||
results[0].Position.Y = coordinates[1];
|
||||
results[0].Position.Z = coordinates[2];
|
||||
|
||||
results[1].Position.X = weight[0] * data[0].Position.X +
|
||||
weight[1] * data[0].Position.X +
|
||||
weight[2] * data[0].Position.X +
|
||||
weight[3] * data[0].Position.X;
|
||||
|
||||
results[1].Position.Y = weight[0] * data[0].Position.Y +
|
||||
weight[1] * data[0].Position.Y +
|
||||
weight[2] * data[0].Position.Y +
|
||||
weight[3] * data[0].Position.Y;
|
||||
|
||||
|
||||
results[1].Position.Z = weight[0] * data[0].Position.Z +
|
||||
weight[1] * data[0].Position.Z +
|
||||
weight[2] * data[0].Position.Z +
|
||||
weight[3] * data[0].Position.Z;
|
||||
|
||||
dataOut = (CustomVertex[])results;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
||||
#region KeyDownHandler
|
||||
|
||||
public void KeyDownHandler(KeyboardDevice sender, Key key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case Key.Escape:
|
||||
this.Exit();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region OnResize
|
||||
|
||||
protected override void OnResize(OpenTK.Platform.ResizeEventArgs e)
|
||||
{
|
||||
GL.Viewport(0, 0, Width, Height);
|
||||
GL.MatrixMode(MatrixMode.Projection);
|
||||
GL.LoadIdentity();
|
||||
Glu.Ortho2D(0.0, (double)Width, 0.0, (double)Height);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region OnLoad
|
||||
|
||||
public override void OnLoad(EventArgs e)
|
||||
{
|
||||
GL.ClearColor(System.Drawing.Color.SteelBlue);
|
||||
|
||||
// Create a rectangle with a triangle cut out from its middle.
|
||||
tess.BeginCallback += this.BeginHandler;
|
||||
tess.EndCallback += this.EndHandler;
|
||||
tess.ErrorCallback += this.ErrorHandler;
|
||||
tess.CombineCallback += this.CombineHandler;
|
||||
tess.VertexCallback += this.VertexHandler;
|
||||
|
||||
startList = GL.GenLists(2);
|
||||
GL.NewList(startList, ListMode.Compile);
|
||||
GL.ShadeModel(ShadingModel.Flat);
|
||||
|
||||
tess.BeginPolygon(null);
|
||||
|
||||
tess.BeginContour();
|
||||
tess.Vertex(rect[0], rect[0]);
|
||||
tess.Vertex(rect[1], rect[1]);
|
||||
tess.Vertex(rect[2], rect[2]);
|
||||
tess.Vertex(rect[3], rect[3]);
|
||||
tess.EndContour();
|
||||
|
||||
tess.BeginContour();
|
||||
tess.Vertex(tri[0], tri[0]);
|
||||
tess.Vertex(tri[1], tri[1]);
|
||||
tess.Vertex(tri[2], tri[2]);
|
||||
tess.EndContour();
|
||||
|
||||
tess.EndPolygon();
|
||||
|
||||
GL.EndList();
|
||||
|
||||
ErrorCode code = GL.GetError();
|
||||
if (code != ErrorCode.NoError)
|
||||
throw new Exception(String.Format("OpenGL Error \"{0}\": {1}", code.ToString(), Glu.ErrorString(code)));
|
||||
|
||||
tess.Dispose();
|
||||
|
||||
// Create a self-intersecting star
|
||||
tess = new Tessellator<double[]>();
|
||||
tess.BeginCallback += this.BeginHandler;
|
||||
tess.EndCallback += this.EndHandler;
|
||||
tess.ErrorCallback += this.ErrorHandler;
|
||||
tess.CombineCallback += this.CombineHandler;
|
||||
tess.VertexCallback += this.VertexHandler;
|
||||
|
||||
GL.NewList(startList + 1, ListMode.Compile);
|
||||
GL.ShadeModel(ShadingModel.Smooth);
|
||||
tess.WindingRule(TessWinding.TessWindingPositive);
|
||||
|
||||
tess.BeginPolygon(null);
|
||||
|
||||
tess.BeginContour();
|
||||
tess.Vertex(star[0], star[0]);
|
||||
tess.Vertex(star[1], star[1]);
|
||||
tess.Vertex(star[2], star[2]);
|
||||
tess.Vertex(star[3], star[3]);
|
||||
//tess.Vertex(star[4], star[4]);
|
||||
tess.EndContour();
|
||||
|
||||
tess.EndPolygon();
|
||||
|
||||
GL.EndList();
|
||||
|
||||
tess.Dispose();
|
||||
tess = null;
|
||||
|
||||
code = GL.GetError();
|
||||
if (code != ErrorCode.NoError)
|
||||
throw new Exception(String.Format("OpenGL Error \"{0}\": {1}", code.ToString(), Glu.ErrorString(code)));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region OnUnload
|
||||
|
||||
public override void OnUnload(EventArgs e)
|
||||
{
|
||||
GL.DeleteLists(startList, 3);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region OnRenderFrame
|
||||
|
||||
public override void OnRenderFrame(RenderFrameEventArgs e)
|
||||
{
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit);
|
||||
|
||||
GL.Color3(1.0f, 1.0f, 1.0f);
|
||||
GL.CallList(startList);
|
||||
GL.CallList(startList + 1);
|
||||
GL.Flush();
|
||||
|
||||
this.SwapBuffers();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public static void Main()
|
||||
{
|
||||
using (GluTesselation test = new GluTesselation())
|
||||
{
|
||||
Utilities.SetWindowTitle(test);
|
||||
test.Run(30.0, 0.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
|
@ -1,469 +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.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="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.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="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.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.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="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.W02_Immediate_Mode_Cube.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="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="M:Examples.Tutorial.T07_Display_Lists_Flower.Main">
|
||||
<summary>
|
||||
Entry point of this example.
|
||||
</summary>
|
||||
</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="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="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.T01_Simple_Window">
|
||||
<summary>
|
||||
Demonstrates the GameWindow class.
|
||||
</summary>
|
||||
</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.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.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="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.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>
|
||||
</members>
|
||||
</doc>
|
|
@ -1,33 +0,0 @@
|
|||
#region --- License ---
|
||||
/* Licensed under the MIT/X11 license.
|
||||
* Copyright (c) 2006-2008 the OpenTK team.
|
||||
* This notice may not be removed.
|
||||
* See license.txt for licensing detailed licensing details.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using System.Windows.Forms;
|
||||
using System.Diagnostics;
|
||||
|
||||
using OpenTK.Graphics;
|
||||
|
||||
namespace Examples.Tests
|
||||
{
|
||||
[Example("Test Resolution Changes", ExampleCategory.Test)]
|
||||
public class TestResolutionChanges
|
||||
{
|
||||
public static void Main()
|
||||
{
|
||||
foreach (DisplayDevice dev in DisplayDevice.AvailableDisplays)
|
||||
{
|
||||
Trace.WriteLine(dev.ToString());
|
||||
//MessageBox.Show(dev.ToString());
|
||||
//dev.ChangeResolution(640, 480, 32, 60.0f);
|
||||
//dev.RestoreResolution();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -61,7 +61,7 @@ namespace Examples.Tutorial
|
|||
|
||||
public override void OnLoad(EventArgs e)
|
||||
{
|
||||
GL.Enable(EnableCap.Texture2D);
|
||||
GL.Enable(EnableCap.Texture2d);
|
||||
|
||||
GL.ClearColor(Color.CadetBlue);
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
|
|
|
@ -40,23 +40,23 @@ namespace Examples.Tutorial
|
|||
public override void OnLoad(EventArgs e)
|
||||
{
|
||||
GL.ClearColor(Color.SteelBlue);
|
||||
GL.Enable(EnableCap.Texture2D);
|
||||
GL.Enable(EnableCap.Texture2d);
|
||||
|
||||
GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
|
||||
|
||||
GL.GenTextures(1, out texture);
|
||||
GL.BindTexture(TextureTarget.Texture2D, texture);
|
||||
GL.BindTexture(TextureTarget.Texture2d, texture);
|
||||
|
||||
BitmapData data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height),
|
||||
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
|
||||
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
|
||||
GL.TexImage2D(TextureTarget.Texture2d, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
|
||||
OpenTK.OpenGL.Enums.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
|
||||
|
||||
bitmap.UnlockBits(data);
|
||||
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
|
||||
GL.TexParameter(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -116,7 +116,7 @@ namespace Examples.Tutorial
|
|||
|
||||
GL.MatrixMode(MatrixMode.Modelview);
|
||||
GL.LoadIdentity();
|
||||
GL.BindTexture(TextureTarget.Texture2D, texture);
|
||||
GL.BindTexture(TextureTarget.Texture2d, texture);
|
||||
|
||||
GL.Begin(BeginMode.Quads);
|
||||
|
||||
|
|
|
@ -1,27 +0,0 @@
|
|||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\OpenTK.dll.config
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\logo-dark.jpg
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\logo.jpg
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\metal.jpg
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Poem.txt
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\all-wcprops
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\entries
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\format
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\prop-base\logo-dark.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\prop-base\logo.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\prop-base\metal.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\text-base\logo-dark.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\text-base\logo.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\text-base\metal.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\.svn\text-base\Poem.txt.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Shaders\Simple_FS.glsl
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Shaders\Simple_VS.glsl
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Shaders\.svn\all-wcprops
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Shaders\.svn\entries
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Shaders\.svn\format
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Shaders\.svn\text-base\Simple_FS.glsl.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Data\Shaders\.svn\text-base\Simple_VS.glsl.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Examples.exe
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Debug\Examples\Examples.pdb
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Source\Examples\obj\Debug\ResolveAssemblyReference.cache
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Source\Examples\obj\Debug\Examples.exe
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Source\Examples\obj\Debug\Examples.pdb
|
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|
@ -1,26 +0,0 @@
|
|||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\OpenTK.dll.config
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\logo-dark.jpg
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\logo.jpg
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\metal.jpg
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Poem.txt
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\all-wcprops
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\entries
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\format
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\prop-base\logo-dark.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\prop-base\logo.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\prop-base\metal.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\text-base\logo-dark.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\text-base\logo.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\text-base\metal.jpg.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\.svn\text-base\Poem.txt.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Shaders\Simple_FS.glsl
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Shaders\Simple_VS.glsl
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Shaders\.svn\all-wcprops
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Shaders\.svn\entries
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Shaders\.svn\format
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Shaders\.svn\text-base\Simple_FS.glsl.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Data\Shaders\.svn\text-base\Simple_VS.glsl.svn-base
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\Examples.exe
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Binaries\Release\Examples\OpenTK.xml
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Source\Examples\obj\Release\ResolveAssemblyReference.cache
|
||||
E:\Documents\Projects\opentk\opentk\trunk\Source\Examples\obj\Release\Examples.exe
|
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Reference in a new issue