arrange of proj structure
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="glRenderObjectGenrator"
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// Project: StgSharp
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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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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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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 StgSharp.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(int count)
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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(int count)
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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(int count)
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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(int count)
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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(int count)
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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(int count)
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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(int count)
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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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