daily update on 20240104 by nitload youmu, double threading not work

This commit is contained in:
Nitload
2024-01-04 08:58:12 +08:00
parent 14eaab455f
commit 2767c91293
138 changed files with 9692 additions and 11011 deletions
@@ -1,9 +1,74 @@
Error @ 2023-12-18T00:27:50.8218872+08:00
Index was outside the bounds of the array.
at StgSharp.Logic.DynamicArrayList`1.get_Item(Int32 index) in D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\Logic\ArrayList.cs:line 101
at StgSharp.Program.Main(String[] args) in D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\Program.cs:line 209
Error @ 2023-12-18T00:50:06.7905891+08:00
Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at System.Collections.Generic.List`1.get_Item(Int32 index)
at StgSharp.Logic.DynamicArrayList`1.get_Item(Int32 index) in D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\Logic\ArrayList.cs:line 101
at StgSharp.Program.Main(String[] args) in D:\NitloadIndustry\研究项目\1-Flagship\TH2020\ProjectFile\源代码\StgSharpDebug\Program.cs:line 209
Info @ 2024-01-03T11:51:40.4340523+08:00
Program start
Info @ 2024-01-03T11:51:40.6745399+08:00
Successfully load GLFW APIs. StgSharp is now working on p/invoke mode
Info @ 2024-01-03T11:51:42.9888934+08:00
Successfully create a context binded to current form. Its ID is 1443106161584
Info @ 2024-01-03T11:51:43.3177952+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Cannot load OpenGL api called glGetnTexImage, this api may not exist or supported.
Cannot load OpenGL api called glGetnUniformdv, this api may not exist or supported.
Successfully load all OpenGL 4.5 APIs
Cannot load OpenGL api called glMultiDrawArraysIndirectCount, this api may not exist or supported.
Cannot load OpenGL api called glMultiDrawElementsIndirectCount, this api may not exist or supported.
Successfully load all OpenGL 4.6 APIs
Info @ 2024-01-03T11:51:43.3362791+08:00
No supported OpenGL extensions are found.
Info @ 2024-01-03T20:22:16.2158195+08:00
Program start
Info @ 2024-01-03T20:22:16.2555343+08:00
Successfully load GLFW APIs. StgSharp is now working on p/invoke mode
Info @ 2024-01-03T20:22:16.2633088+08:00
Successfully create a context binded to current form. Its ID is 2975850861888
Info @ 2024-01-03T20:22:16.4447679+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Cannot load OpenGL api called glGetnTexImage, this api may not exist or supported.
Cannot load OpenGL api called glGetnUniformdv, this api may not exist or supported.
Successfully load all OpenGL 4.5 APIs
Cannot load OpenGL api called glMultiDrawArraysIndirectCount, this api may not exist or supported.
Cannot load OpenGL api called glMultiDrawElementsIndirectCount, this api may not exist or supported.
Successfully load all OpenGL 4.6 APIs
Info @ 2024-01-03T20:22:16.4632028+08:00
No supported OpenGL extensions are found.
Binary file not shown.
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@@ -16,7 +16,7 @@
<summary>
Function handler to load an opengl function by serching its name.
</summary>
<param name="funcname">the name of the Opengl function</param>
<param name="name">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.Form">
@@ -29,6 +29,11 @@
Height of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.GL">
<summary>
OpenGL package used by current form context.
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.IsDoubleRendering">
<summary>
Representing
@@ -39,6 +44,11 @@
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Width">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Init(System.Object[])">
<summary>
Necessary operation to init this form.
@@ -57,19 +67,17 @@
Init this form and render it on screen, and respond with operation
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.SetRenderThreads(System.Boolean)">
<member name="M:StgSharp.Graphics.Form.SetRenderThreads(System.Int32)">
<summary>
Define how current form render in one frame.
</summary>
<param name="totalThread">
Please define
<param name="requireDoubleRendering">
Please define this befor calling any OpenGL api and other graphic methods.
</param>
</member>
<member name="M:StgSharp.Graphics.Form.InitForm(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Form.SetMetadata(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<summary>
Constructor of a Form, creats an instance of a form and
initilize all the customizing operations.
Set all necessary metadata to current form instance
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
@@ -115,59 +123,32 @@
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.Vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<member name="M:StgSharp.Graphics.Form.CreateElementBuffer(System.UInt32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.ElementBuffer"/>.
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
<param name="count">Amount of EBO to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexArray(System.UInt32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.VertexArray"/>.
</summary>
<param name="count">Amount of VAO to be crated.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexBuffer(System.UInt32)">
<summary>
Create aset of <see cref="T:StgSharp.Graphics.VertexBuffer"/>.
</summary>
<param name="count">Amount of Object to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShader">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Form.Shader"/> instance. </returns>
</member>
<member name="F:StgSharp.Graphics.Form.Shader.programID">
<summary>
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Inti a shader with no program attached.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileVertexShader(System.String)">
<summary>
Compile the vertex shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.CompileFragmentShader(System.String)">
<summary>
Compile the fragment shader to be attached to this shader.
</summary>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.GetUniform``1(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.Shader.Use">
<summary>
Let the current context use this shader.
Create an instance of <see cref="T:StgSharp.Graphics.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Shader"/> instance. </returns>
</member>
<member name="T:StgSharp.Graphics.FrameTimer">
<summary>
@@ -186,11 +167,39 @@
</summary>
<param name="timer"><see cref="T:StgSharp.Graphics.FrameTimer"/> to be converted</param>
</member>
<member name="T:StgSharp.Graphics.ElementBuffer">
<summary>
A collecion of handle to Element Buffer Object in OpenGL.
Each <see cref="T:System.UInt32"/> value indexed from instance of this class this
is the only handle to one Element Buffer Object.
</summary>
</member>
<member name="T:StgSharp.Graphics.IBufferObject">
<summary>
Interface of all kinds OpenGL buffer onjects
</summary>
</member>
<member name="P:StgSharp.Graphics.IBufferObject.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IBufferObject.Bind(System.Int32)">
<summary>
Bind a buffer instance to OpenGL
</summary>
<param name="index">Index of handle of the object in this instance to be bind</param>
</member>
<member name="M:StgSharp.Graphics.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"></param>
<param name="index"></param>
<param name="loader"></param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
<summary>
@@ -228,77 +237,67 @@
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<member name="F:StgSharp.Graphics.Shader.programID">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
A <see cref="T:System.UInt32"/> value represent this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<member name="M:StgSharp.Graphics.Shader.#ctor(StgSharp.Graphics.IglFunc)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
Inti a shader with no program attached.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.CompileVertexShader(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
Compile the vertex shader to be attached to this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="shaderCode">GLSL code of vertex shader.</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.CompileFragmentShader(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
Compile the fragment shader to be attached to this shader.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="shaderCode">GLSL code of fragment shader.</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.StgSharp#Graphics#IglFunc#SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<member name="M:StgSharp.Graphics.Shader.Link">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
Link the shader to current context.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``1(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GLonRender.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``2(System.String)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.Shader.GetUniform``3(System.String)">
<summary>
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
This method is used as sigle thread method. If more than one
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="form">The form used as frame update benchmark.</param>
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Shader.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<summary>
Same function as OpenGL api glActiveTexture
</summary>
<param name="type">type of texture to activate</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)">
<summary>
@@ -312,11 +311,15 @@
<param name="action">Operation after frame update alignment.</param>
<exception cref="T:System.InvalidOperationException">The action binded to a wrong alignment.</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.ActiveTexture(System.UInt32)">
<member name="M:StgSharp.Graphics.IglFunc.AlignFrame(StgSharp.Graphics.Form)">
<summary>
Same function as OpenGL api glActiveTexture
Align a sets of code to frame update of a <see cref="T:StgSharp.Graphics.Form"/>.
Usually, a call of <see cref="M:StgSharp.Graphics.IglFunc.AfterAlign(StgSharp.Graphics.Form,System.Action)"/> is required.
This method is used as sigle thread method. If more than one
alignment is requested, a <see cref="T:System.InvalidOperationException"/> will throw.
</summary>
<param name="type">type of texture to activate</param>
<param name="form">The form used as frame update benchmark.</param>
<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.AttachShader(System.UInt32,System.UInt32)">
<summary>
@@ -381,43 +384,49 @@
<summary>
Creates a form and its associated
</summary>
<param name="handle">The instance of created form</param>
<param name="width">Required width</param>
<param name="height">Required width</param>
<param name="tittle">Tittle of the window </param>
<param name="monitor"></param>
<param name="share"></param>
<returns>The instance of created form</returns>
<exception cref="T:System.Exception"></exception>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffer(System.UInt32)">
<summary>
Same function as OpenGL api, glDeleteBuffer.
Same function as OpenGL api, glDeleteBuffer. This method can delete one buffer in one call
</summary>
<param name="handle">a handle representing the buffer to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.UInt32,System.UInt32[])">
<summary>
Same function as OpenGL api, glDeleteBuffer. This method can delete a sets of buffers in one call.
</summary>
<param name="count">Amount of bufferd to be deleted</param>
<param name="ptr">Pointer of buffer to be deleted</param>
<param name="handle">Array of buffers to be deleted</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.UInt32,System.UInt32[])">
<summary>
Same function as OpenGL api, glDeleteVertexArrays
</summary>
<param name="count">Amount of vao to be deleted</param>
<param name="ptr">pointer of vao sign array</param>
<param name="arrays">A array representing a colletion of vertex objects.</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenBuffers(System.UInt32,System.UInt32*)">
<summary>
Same fucntion as the OpenGL api glGenBuffers
</summary>
<param name="count"></param>
<param name="ptr"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenTextures(System.UInt32,System.UInt32*)">
<summary>
Same fucnction as OpenGL api glGenTextures.
</summary>
<param name="count">amount of textures to generate</param>
<param name="ptr">pointer to texture signs' array</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.Int32,System.UInt32*)">
<member name="M:StgSharp.Graphics.IglFunc.GenVertexArrays(System.UInt32,System.UInt32*)">
<summary>
Same fucntion as OpenGL api, glGenVertexArray
</summary>
@@ -446,7 +455,69 @@
<param name="id">The only signiture stands for the <see cref="T:StgSharp.Graphics.Form"/> to be controlled</param>
<param name="handler">Method hadler </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.Int32,System.Int32)">
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},System.Single,System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
<param name="v3">The forth value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single,System.Single},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`4"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`4"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> packing four parameters of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single,System.Single},System.Single,System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`3"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`3"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
<param name="v2">The third value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single,System.Single},System.Single,System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`2"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`2"/> target</param>
<param name="v0">The first value to be set</param>
<param name="v1">The second value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Single},System.Single)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are float.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="v0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{System.Int32},System.Int32)">
<summary>
Set data value to a int <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are int.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="i0">The value to be set</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetValue(StgSharp.Graphics.Uniform{StgSharp.Math.Vec4d},StgSharp.Math.Vec4d)">
<summary>
Set data value to a float <see cref="T:StgSharp.Graphics.Uniform`1"/>,
all types of parameters are <see cref="T:StgSharp.Math.Vec4d"/>.
</summary>
<param name="uniform">The <see cref="T:StgSharp.Graphics.Uniform`1"/> target</param>
<param name="vec">A <see cref="T:StgSharp.Math.Vec4d"/> value of the uniform </param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.SetVertexAttribute(System.UInt32,System.Int32,System.Type,System.Boolean,System.UInt32,System.Int32)">
<summary>
Set how a shader parameter read data from a VBO.
</summary>
@@ -457,7 +528,7 @@
<param name="stride">Pixels stride of each sets of data</param>
<param name="pointer"></param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.Void*)">
<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d(System.UInt32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.Void*)">
<summary>
Same function as OpenGL api glTexImage2d
</summary>
@@ -484,7 +555,7 @@
</summary>
<param name="program">Sign of program to be used</param>
</member>
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.Int32,System.Int32)">
<member name="M:StgSharp.Graphics.IglFunc.Viewport(System.Int32,System.Int32,System.UInt32,System.UInt32)">
<summary>
Same function as the OpenGL api, glViewPort
</summary>
@@ -662,6 +733,7 @@
</summary>
<param name="count">Amount of elements to be prepared.</param>
</member>
<!-- Badly formed XML comment ignored for member "M:StgSharp.Logic.DynamicArrayList`1.#ctor(System.Int32,`0)" -->
<member name="P:StgSharp.Logic.DynamicArrayList`1.Length">
<summary>
Length of this <see cref="T:StgSharp.Logic.DynamicArrayList`1"/>
@@ -741,6 +813,18 @@
remove the last member of the list
</summary>
</member>
<member name="T:StgSharp.Math.GLclampf">
<summary>
OpenGL numeric type.
An IEEE-754 floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Math.GLclampd">
<summary>
OpenGL numeric type.
An IEEE-754 double precision floating-point value, clamped to the range [0,1].
</summary>
</member>
<member name="T:StgSharp.Math.Vec2d">
<summary>
A two dimension vector defined by two elements.