daily update on 20240209 by nitload youmu
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@@ -58,7 +58,7 @@ namespace StgSharp.Graphics
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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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void BindTexture(uint type, uint texture);
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void BindTexture(uint type, glHandle texture);
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/// <summary>
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/// Same function as OpenGL api, glBindVertexArray
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@@ -145,43 +145,41 @@ namespace StgSharp.Graphics
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/// <param name="count"></param>
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/// <param name="type"></param>
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/// <param name="ptr"></param>
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void DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr);
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void DrawElements(GepmetryType mode, uint count, TypeCode type, IntPtr ptr);
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/// <summary>
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/// Same fucntion as the OpenGL api glGenBuffers
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/// </summary>
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/// <param name="count"></param>
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/// <param name="handleSet"></param>
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unsafe void GenBuffers(uint count, glHandleSet handleSet);
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/// <returns></returns>
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unsafe glHandleSet GenBuffers(int count);
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/// <summary>
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/// Same fucnction as OpenGL api glGenTextures.
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/// </summary>
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/// <param name="count">amount of textures to generate</param>
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/// <param name="handleSet">Handle of texture</param>
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unsafe void GenTextures(uint count, glHandleSet handleSet);
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unsafe glHandleSet GenTextures(int count);
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/// <summary>
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/// Same fucntion as OpenGL api, glGenVertexArray
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/// </summary>
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/// <param name="count">Amount of vao to be generated</param>
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/// <param name="handleSet">Handle of vao sign array</param>
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unsafe void GenVertexArrays(uint count, glHandleSet handleSet);
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unsafe glHandleSet GenVertexArrays(int count);
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void GetGraphicError();
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/// <summary>
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/// Same fucntion as OpenGL api, glGetUniformLocation
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/// </summary>
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/// <param name="program">Shader program to find the uniform</param>
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/// <param name="ptr">Pointer to byte array of name <see cref="string"/> of the uniform </param>
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/// <param name="name">Name of the uniform </param>
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/// <returns></returns>
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unsafe int GetUniformLocation(uint program, byte* ptr);
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unsafe glSHandle GetUniformLocation(glHandle program, string name);
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bool GetWindowShouldClose(Form form);
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/// <summary>
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/// Make the OpenGL context of a vertain <see cref="Form"/> as the activated OpenGL context.
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/// Make the OpenGL context of a certain <see cref="Form"/> as the activated OpenGL context.
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/// </summary>
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/// <param name="form"></param>
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void MakeContexCurrent(Form form);
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@@ -190,8 +188,6 @@ namespace StgSharp.Graphics
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void SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible;
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internal void SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler);
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/// <summary>
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/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
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/// all types of parameters are float.
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@@ -263,11 +259,7 @@ namespace StgSharp.Graphics
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/// <param name="normalized"></param>
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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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void SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer);
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void SetWindowShouldClose(Form form, bool mark);
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void SwapBuffers(Form form);
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void SetVertexAttribute(uint index, int size, TypeCode t, bool normalized, uint stride, int pointer);
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/// <summary>
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/// Same function as OpenGL api glTexImage2d
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@@ -279,8 +271,8 @@ namespace StgSharp.Graphics
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/// <param name="height">height of image</param>
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/// <param name="format">color channels of this image</param>
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/// <param name="type">how this image express each pixel</param>
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/// <param name="pixels">pointer to data array of pixels</param>
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unsafe void TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels);
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/// <param name="pixels">data array of pixels</param>
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unsafe void TextureImage2d<T>(int target, int level, uint internalformat, uint width, uint height, uint format, uint type, T[] pixels) where T : struct;
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/// <summary>
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/// Same fucntion as OpenGL api glTexParameteri
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@@ -288,13 +280,13 @@ namespace StgSharp.Graphics
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/// <param name="target">texture target to set parameters</param>
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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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void TextureParameter(uint target, uint pname, int param);
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void TextureParameter(int target, uint pname, int param);
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/// <summary>
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/// Same fucntion as OpenGL api glUseShader.
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/// </summary>
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/// <param name="program">Sign of program to be used</param>
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void UseProgram(uint program);
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void UseProgram(glHandle program);
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/// <summary>
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/// Same function as the OpenGL api, glViewPort
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