use modular initing system rather than calling Init() method.
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@@ -2,8 +2,8 @@
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// -----------------------------------------------------------------------
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// file="Partical"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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@@ -25,6 +25,7 @@
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Common.Graphics;
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using StgSharp.Controls;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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@@ -122,9 +123,8 @@ namespace StgSharp
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/**/
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GL.TextureImage2d<byte>(
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Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height,
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ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null);
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GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width,
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(uint)Height, ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null);
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/**/
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// GL.Assert(false);
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@@ -164,9 +164,8 @@ namespace StgSharp
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// GL.ClearError();
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// Console.Write($"Size set to {Height},{Width}");
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// Console.WriteLine($"Image resized to {i.Height} {i.Width}");
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GL.GetTextureImage(
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Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, i.PixelBuffer);
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GL.GetTextureImage(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte,
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i.PixelBuffer);
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/*
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for (int num = 0; num < i.PixelBuffer.Length; num+=10000)
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{
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@@ -287,7 +286,19 @@ namespace StgSharp
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vbo.Unbind();
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GL.BindVertexArray(GlHandle.Zero);
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NativeCameraViewTarget([ 0f, 0f, -100f ], [ 0f, 0f, 0f ], [ 0f, 1f, 0f ]);
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NativeCameraViewTarget([
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0f,
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0f,
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-100f
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], [
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0f,
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0f,
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0f
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], [
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0f,
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1f,
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0f
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]);
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NativeCameraViewRange(new Degree(1.5f), Vec2.Zero, (50, 50));
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NativeCameraUniform(s, "Camera");
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@@ -301,15 +312,13 @@ namespace StgSharp
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// GL.Assert(true);
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t = CreateTexture(1);
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t.Bind2D(0);
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GL.TextureImage2d<byte>(
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Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height,
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ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null!);
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GL.TextureImage2d<byte>(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width,
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(uint)Height, ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, null!);
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t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
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t.Set2dFilterProperty(0, TextureFilter.Linear, TextureFilter.Linear);
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// GL.Assert(true);
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GL.FrameBufferTexture2d(
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FrameBufferTarget.All, glAttachment.Color(0), Texture2DTarget.Texture2D, t[0], 0);
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GL.FrameBufferTexture2d(FrameBufferTarget.All, glAttachment.Color(0), Texture2DTarget.Texture2D, t[0], 0);
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GL.SetRenderBufferStorage(RenderBufferInternalFormat.Depth24_Stencil8, this.Size);
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GL.CombineFrameBufferRenderBuffer(FrameBufferAttachment.DepthAndStencil, rbo[0]);
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@@ -360,9 +369,8 @@ namespace StgSharp
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// GL.Assert(true);
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autoT = CreateAutoTexture(4);
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autoT.DefaultTextureProperty = new TextureProperty(
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TextureFilter.Nearest, TextureFilter.Nearest, TextureWrap.Repeat,
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TextureWrap.Repeat);
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autoT.DefaultTextureProperty = new TextureProperty(TextureFilter.Nearest, TextureFilter.Nearest,
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TextureWrap.Repeat, TextureWrap.Repeat);
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f_t = CreateTexture(1);
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f_t.Bind2D(0);
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