daily update on 20240203 by nitloadd youmu. New glhandle setup.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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public partial class Form
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{
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/// <summary>
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/// Create a set of <see cref="ElementBuffer"/>.
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/// </summary>
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/// <param name="count">Amount of EBO to be created.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected ElementBuffer CreateElementBuffer(uint count)
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{
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return new ElementBuffer(count, this.gl);
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}
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/// <summary>
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/// Create a set of <see cref="VertexArray"/>.
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/// </summary>
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/// <param name="count">Amount of VAO to be crated.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected VertexArray CreateVertexArray(uint count)
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{
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return new VertexArray(count, gl);
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}
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/// <summary>
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/// Create a sets of <see cref="Texture"/>
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/// </summary>
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/// <param name="n">Amount of textures to be crated.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected Texture CreateTexture(uint n)
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{
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return new Texture(n, this.GL);
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}
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/// <summary>
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/// Create aset of <see cref="VertexBuffer"/>.
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/// </summary>
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/// <param name="count">Amount of Object to be created.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected VertexBuffer CreateVertexBuffer(uint count)
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{
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return new VertexBuffer(count, gl);
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}
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}
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}
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