switch root namespace name to NITLOAD
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// -----------------------------------------------------------------------------
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// file="glRenderObjectGenrator"
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// Project: StgSharp
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// Copyright (c) Nitload.
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// SPDX-License-Identifier: MIT
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// -----------------------------------------------------------------------------
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using System;
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using System.Collections.Concurrent;
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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 Nitload.Graphics.OpenGL
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{
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public partial class glRender
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected AutoTextureGL CreateAutoTexture(
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int count
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)
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{
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return new AutoTextureGL(count, this);
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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 _label="count">
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/// Amount of EBO to be created.
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/// </param>
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/// <returns>
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///
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected ElementBuffer CreateElementBuffer(
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int count
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)
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{
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return new ElementBuffer(count, this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected FrameBuffer CreateFrameBuffer(
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int count
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)
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{
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return new FrameBuffer(count, this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected RenderBuffer CreateRenderBuffer(
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int count
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)
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{
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return new RenderBuffer(count, this);
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}
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/// <summary>
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/// Create a sets of <see cref="TextureGL" />
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/// </summary>
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/// <param _label="count">
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/// Amount of textures to be created.
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/// </param>
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/// <returns>
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///
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected TextureGL CreateTexture(
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int count
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)
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{
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return new TextureGL(count, this);
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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 _label="count">
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/// Amount of VAO to be created.
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/// </param>
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/// <returns>
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///
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected VertexArray CreateVertexArray(
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int count
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)
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{
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return new VertexArray(count, this);
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}
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/// <summary>
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/// Create a set of <see cref="VertexBuffer" />.
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/// </summary>
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/// <param _label="count">
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/// Amount of Object to be created.
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/// </param>
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/// <returns>
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///
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/// </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected VertexBuffer CreateVertexBuffer(
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int count
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)
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{
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return new VertexBuffer(count, this);
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}
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}
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}
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