daily update on 20240305 by nitload youmu
This commit is contained in:
@@ -204,7 +204,7 @@
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<member name="T:StgSharp.Graphics.ElementBuffer">
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<summary>
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A collecion of handle to Element Buffer Object in OpenGL.
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Each <see langword="int"/> value indexed from instance of this class this
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Each <see langword="uint"/> value indexed from instance of this class this
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is the only handle to one Element Buffer Object.
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</summary>
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</member>
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@@ -234,9 +234,9 @@
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<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.BufferUsage"/></param>
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</member>
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<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
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<summary>
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<summary>
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</summary>
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form,StgSharp.Graphics.GLfuncLoader)">
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<summary>
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@@ -252,18 +252,37 @@
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<param name="name">Name of the OpenGL api</param>
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<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
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</member>
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<member name="M:StgSharp.Graphics.Shader.Compile(System.String[])">
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<member name="T:StgSharp.Graphics.glHandle">
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<summary>
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Compile the vertex shader to be attached to this shader.
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A handle to an OpenGL object,
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must be indexed from a <see cref="T:StgSharp.Graphics.glHandleSet"/>.
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Direct call will cause <see langword="InvalidOperationException"/>
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</summary>
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</member>
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<member name="T:StgSharp.Graphics.glHandleSet">
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<summary>
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A handle to an OpenGL object.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.glHandleSet.Free">
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<summary>
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temporarily release the handle of GLhandle sets.
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Please call <see cref="M:StgSharp.Graphics.glHandleSet.Pin"/> method before indexing.
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</summary>
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</member>
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<member name="M:StgSharp.Graphics.glHandleSet.Release">
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<summary>
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Realse all resource in this handle.
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This will release all resource in this <see cref="T:StgSharp.Graphics.glHandle"/>.
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This <see langword="glHandle"/> will be not usable.
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</summary>
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<param name="code">GLSL code of vertex shader.</param>
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</member>
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<member name="M:StgSharp.Graphics.Shader.AttachTo(System.Int32,StgSharp.Graphics.ShaderProgram)">
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<summary>
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<summary>
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</summary>
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<param name="target"></param>
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<param name="index"></param>
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</summary>
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<param name="target"></param>
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<param name="index"></param>
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</member>
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<member name="M:StgSharp.Graphics.ShaderProgram.#ctor(StgSharp.Graphics.IglFunc)">
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<summary>
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@@ -277,24 +296,24 @@
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</member>
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<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``1(System.String)">
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<summary>
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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</summary>
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<param name="name">Name of the Uniform in shader code</param>
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<returns></returns>
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</member>
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<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``2(System.String)">
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<summary>
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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</summary>
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<param name="name">Name of the Uniform in shader code</param>
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<returns></returns>
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</member>
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<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``3(System.String)">
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<summary>
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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Get a uniform form current shader,
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the value type of the uniform should be provided.
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</summary>
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<param name="name">Name of the Uniform in shader code</param>
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<returns></returns>
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@@ -332,7 +351,7 @@
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<param name="form">The form used as frame update benchmark.</param>
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<exception cref="T:System.InvalidOperationException">More than one alingment attached to one form timer</exception>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.AttachShader(System.glHandle,System.glHandle)">
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<member name="M:StgSharp.Graphics.IglFunc.AttachShader(StgSharp.Graphics.glHandle,StgSharp.Graphics.glHandle)">
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<summary>
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Same fucntion as OpenGL api glAttachShader.
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Only the first <see href="shader"/> in handle
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@@ -342,21 +361,21 @@
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<param name="program">Shader program to be attachec</param>
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<param name="shader">A shader part to attach</param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.BindBuffer(StgSharp.Graphics.BufferType,System.glHandle)">
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<member name="M:StgSharp.Graphics.IglFunc.BindBuffer(StgSharp.Graphics.BufferType,StgSharp.Graphics.glHandle)">
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<summary>
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Bind the indexed buffer object to certain type of buffer
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</summary>
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<param name="bufferType"></param>
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<param name="handle"></param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.BindTexture(System.UInt32,System.glHandle)">
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<member name="M:StgSharp.Graphics.IglFunc.BindTexture(System.UInt32,StgSharp.Graphics.glHandle)">
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<summary>
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Same function as OpenGL api, glBindTexture.
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</summary>
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<param name="type">Type of texture to bind</param>
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<param name="texture">Sign of texture</param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.BindVertexArray(System.glHandle)">
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<member name="M:StgSharp.Graphics.IglFunc.BindVertexArray(StgSharp.Graphics.glHandle)">
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<summary>
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Same function as OpenGL api, glBindVertexArray
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</summary>
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@@ -379,15 +398,6 @@
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<param name="B">Specify the red values used when the color buffers are cleared.</param>
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<param name="A">Specify the red values used when the color buffers are cleared.</param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.CompileShader(StgSharp.Graphics.ShaderType,System.String[])">
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<summary>
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Conpile the provided shader code in string form.
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</summary>
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<param name="shaderCodeArray">A string array contains all shaders' code</param>
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<param name="shaderType">An <see cref="T:StgSharp.Graphics.ShaderType"/> enum represent the type of the shader to
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conpile, including vertex shader and fragment shader.</param>
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<returns>An handle of conpiled shader</returns>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.CreateProgram">
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<summary>
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Same function as OpenGL api, glCreateProgram
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@@ -412,19 +422,19 @@
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<param name="share"></param>
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<exception cref="T:System.Exception"></exception>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffer(System.glHandle)">
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<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffer(StgSharp.Graphics.glHandle)">
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<summary>
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Same function as OpenGL api, glDeleteBuffer. This method can delete one buffer in one call
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</summary>
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<param name="handle">a handle representing the buffer to be deleted</param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(System.glHandleSet)">
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<member name="M:StgSharp.Graphics.IglFunc.DeleteBuffers(StgSharp.Graphics.glHandleSet)">
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<summary>
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Same function as OpenGL api, glDeleteBuffer. This method can delete a sets of buffers in one call.
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</summary>
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<param name="handleSet">Array of buffers to be deleted</param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(System.glHandleSet)">
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<member name="M:StgSharp.Graphics.IglFunc.DeleteVertexArrays(StgSharp.Graphics.glHandleSet)">
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<summary>
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Same function as OpenGL api, glDeleteVertexArrays
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</summary>
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@@ -458,7 +468,7 @@
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</summary>
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<param name="count">Amount of vao to be generated</param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.GetUniformLocation(System.glHandle,System.String)">
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<member name="M:StgSharp.Graphics.IglFunc.GetUniformLocation(StgSharp.Graphics.glHandle,System.String)">
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<summary>
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Same fucntion as OpenGL api, glGetUniformLocation
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</summary>
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@@ -545,7 +555,7 @@
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<param name="stride">Pixels stride of each sets of data</param>
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<param name="pointer"></param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d``1(System.Int32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.glHandle)">
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<member name="M:StgSharp.Graphics.IglFunc.TextureImage2d``1(System.Int32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,System.UInt32,StgSharp.Graphics.glHandle)">
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<summary>
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Same function as OpenGL api glTexImage2d
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</summary>
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@@ -566,7 +576,7 @@
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<param name="pname">name of parameter</param>
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<param name="param">value of parameter</param>
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</member>
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<member name="M:StgSharp.Graphics.IglFunc.UseProgram(System.glHandle)">
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<member name="M:StgSharp.Graphics.IglFunc.UseProgram(StgSharp.Graphics.glHandle)">
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<summary>
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Same fucntion as OpenGL api glUseShader.
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</summary>
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@@ -905,31 +915,6 @@
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</summary>
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<returns></returns>
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</member>
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<member name="T:System.glHandle">
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<summary>
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A handle to an OpenGL object,
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must be indexed from a <see cref="T:System.glHandleSet"/>.
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Direct call will cause <see langword="InvalidOperationException"/>
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</summary>
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</member>
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<member name="T:System.glHandleSet">
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<summary>
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A handle to an OpenGL object.
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</summary>
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</member>
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<member name="M:System.glHandleSet.Free">
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<summary>
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temporarily release the handle of GLhandle sets.
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Please call <see cref="M:System.glHandleSet.Pin"/> method before indexing.
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</summary>
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</member>
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<member name="M:System.glHandleSet.Release">
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<summary>
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Realse all resource in this handle.
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This will release all resource in this <see cref="T:System.glHandle"/>.
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This <see langword="glHandle"/> will be not usable.
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</summary>
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</member>
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<member name="T:Windows.Win32.Foundation.COLORREF">
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<summary>The COLORREF value is used to specify an RGB color.</summary>
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<remarks>
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