This commit is contained in:
Nitload
2024-06-10 15:12:08 +08:00
parent f6963b8e00
commit be6c2e6b92
305 changed files with 28336 additions and 5938 deletions
+32 -351
View File
@@ -2,9 +2,9 @@
Info @ 2024-04-13T02:52:48.7521438+08:00
Program start
Info @ 2024-04-13T02:52:48.8697616+08:00
Info 2024-06-10T03:51:45.3844560+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:51:45.5301845+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -25,15 +25,15 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:52:48.8788256+08:00
Info 2024-06-10T03:51:45.5394697+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T02:52:59.2185185+08:00
Program start
Info @ 2024-04-13T02:52:59.3330778+08:00
Info 2024-06-10T03:53:05.2638737+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:53:05.3986813+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -54,15 +54,15 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:52:59.3425036+08:00
Info 2024-06-10T03:53:05.4074243+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T02:54:08.7419490+08:00
Program start
Info @ 2024-04-13T02:54:08.8526510+08:00
Info 2024-06-10T03:53:20.0978686+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:53:20.2405718+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -83,15 +83,15 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:54:08.8635945+08:00
Info 2024-06-10T03:53:20.2486427+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T02:55:07.9130422+08:00
Program start
Info @ 2024-04-13T02:55:08.0192427+08:00
Info 2024-06-10T03:58:44.9904084+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T03:59:35.5661006+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -112,15 +112,15 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:55:08.0278843+08:00
Info 2024-06-10T03:59:35.7041981+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T02:55:53.1402835+08:00
Program start
Info @ 2024-04-13T02:55:53.2452824+08:00
Info 2024-06-10T04:02:09.9071531+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:02:10.7951542+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -141,15 +141,15 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:55:53.2553702+08:00
Info 2024-06-10T04:02:10.8047643+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T02:56:12.6623320+08:00
Program start
Info @ 2024-04-13T02:56:13.2334858+08:00
Info 2024-06-10T04:05:20.9151190+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:05:21.0924552+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -170,15 +170,15 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:56:13.2467090+08:00
Info 2024-06-10T04:05:21.1020065+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T02:56:39.7380286+08:00
Program start
Info @ 2024-04-13T02:56:40.3303218+08:00
Info 2024-06-10T04:05:53.0098837+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:05:53.1706206+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -199,15 +199,15 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:56:40.3413755+08:00
Info 2024-06-10T04:05:53.1809108+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T02:58:49.7721882+08:00
Program start
Info @ 2024-04-13T02:58:50.3308199+08:00
Info 2024-06-10T04:22:18.9955029+08:00
Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
Info 2024-06-10T04:22:19.1161027+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
@@ -228,324 +228,5 @@ Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T02:58:50.3449039+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:00:24.9239677+08:00
Program start
Info @ 2024-04-13T03:00:25.5254989+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:00:25.5361593+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:01:32.8809509+08:00
Program start
Info @ 2024-04-13T03:01:33.5108932+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:01:33.5239470+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:02:19.8654976+08:00
Program start
Info @ 2024-04-13T03:02:20.4252932+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:02:20.4361538+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:04:22.5428745+08:00
Program start
Info @ 2024-04-13T03:04:22.6439014+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:04:22.6525133+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:04:44.5704728+08:00
Program start
Info @ 2024-04-13T03:04:44.6748419+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:04:44.6833998+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:07:59.3402835+08:00
Program start
Info @ 2024-04-13T03:07:59.4471354+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:07:59.4562065+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:09:09.4964707+08:00
Program start
Info @ 2024-04-13T03:09:09.6158168+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:09:09.6250462+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:12:22.0284867+08:00
Program start
Info @ 2024-04-13T03:12:22.1393133+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:12:22.1482595+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:13:14.6103713+08:00
Program start
Info @ 2024-04-13T03:13:14.7181688+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:13:14.7273602+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:13:58.4941103+08:00
Program start
Info @ 2024-04-13T03:13:58.6021716+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:13:58.6110611+08:00
No supported OpenGL extensions are found.
Info @ 2024-04-13T03:15:17.8566685+08:00
Program start
Info @ 2024-04-13T03:15:17.9644144+08:00
Find core OpenGL version.
Successfully load all OpenGL 1.0 APIs
Successfully load all OpenGL 1.1 APIs
Successfully load all OpenGL 1.2 APIs
Successfully load all OpenGL 1.3 APIs
Successfully load all OpenGL 1.4 APIs
Successfully load all OpenGL 1.5 APIs
Successfully load all OpenGL 2.0 APIs
Successfully load all OpenGL 2.1 APIs
Successfully load all OpenGL 3.0 APIs
Successfully load all OpenGL 3.1 APIs
Successfully load all OpenGL 3.2 APIs
Successfully load all OpenGL 3.3 APIs
Successfully load all OpenGL 4.0 APIs
Successfully load all OpenGL 4.1 APIs
Successfully load all OpenGL 4.2 APIs
Successfully load all OpenGL 4.3 APIs
Successfully load all OpenGL 4.4 APIs
Successfully load all OpenGL 4.5 APIs
Successfully load all OpenGL 4.6 APIs
Info @ 2024-04-13T03:15:17.9738674+08:00
Info 2024-06-10T04:22:19.1243615+08:00
No supported OpenGL extensions are found.
Binary file not shown.
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@@ -4,7 +4,12 @@
<name>StgSharpDebug</name>
</assembly>
<members>
<member name="M:StgSharp.Operation.GetKeyStatus(StgSharp.Graphics.Form,StgSharp.Operation.Key)">
<member name="T:StgSharp.Graphics.View">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.View.GetKeyStatus(StgSharp.Logic.ViewModelBase,StgSharp.KeyboardKey)">
<summary>
Get the status of a certain key on the keyboard.
</summary>
@@ -14,43 +19,132 @@
</member>
<member name="T:StgSharp.Graphics.glLoader">
<summary>
Function handler to load an opengl function by serching its name.
Function handler to load an opengl function by searching its name.
</summary>
<param name="name">the name of the Opengl function</param>
<returns>An intptr value representing the pointer to the function</returns>
</member>
<member name="T:StgSharp.Graphics.Form">
<member name="T:StgSharp.Graphics.GL.BufferObjectBase">
<summary>
Interface of all kinds OpenGL buffer objects
</summary>
</member>
<member name="P:StgSharp.Graphics.GL.BufferObjectBase.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param name="index"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.BufferObjectBase.Bind(System.Int32)">
<summary>
Bind a buffer instance to OpenGL
</summary>
<param name="index">Index of handle of the object in this instance to be bind</param>
</member>
<member name="M:StgSharp.Graphics.GL.BufferObjectBase.ToString">
<inheritdoc/>
</member>
<member name="T:StgSharp.Graphics.GL.ElementBuffer">
<summary>
A collection of handle to Element Buffer Object in OpenglFunc.
Each <see langword="uint"/> value indexed from instance of this class this
is the only handle to one Element Buffer Object.
</summary>
</member>
<member name="M:StgSharp.Graphics.GL.FrameBuffer.Bind(System.Int32)">
<summary>
Bind the frame buffer object with name frame buffer to the frame buffer target specified by target.
<see langword="FrameBufferTarget.All"/> will be set as default target.
</summary>
<param name="index">Index of object to be binded in handle set</param>
</member>
<member name="M:StgSharp.Graphics.GL.FrameBuffer.Bind(StgSharp.Graphics.GL.FrameBufferTarget,System.Int32)">
<summary>
Bind the frame buffer object with name frame buffer to the frame buffer target specified by target.
Target of this frame buffer should be set manually.
</summary>
<param name="target">The frame buffer target of the binding operation.</param>
<param name="index">Index of object to be binded in handle set</param>
</member>
<member name="M:StgSharp.Graphics.GL.TextureGL.LoadTexture(System.Int32,StgSharp.Graphics.Image)">
<summary>
</summary>
<param name="index"> </param>
<param name="i"> </param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteMatrixData``1(System.Int32,``0,StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferData">Data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteScalerData``1(System.Int32,``0[],StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferArray">Data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteScalerData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="scalerSpan">A <see cref="T:System.Span`1"/> of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteVectorData``1(System.Int32,System.ReadOnlySpan{``0},StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="vectorSpan">A <see cref="T:System.Span`1"/> of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.WriteVectorData``1(System.Int32,``0[],StgSharp.Graphics.GL.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="vectorArray">A array of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.GL.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.GL.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="P:StgSharp.Graphics.Form.Height">
<member name="M:StgSharp.Graphics.GL.glManager.LoadGLapi(StgSharp.Graphics.ViewPort)">
<summary>
Height of this form, represent in <see cref="T:System.Int32"/>
Load all supported OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.ViewPort"/> context.
</summary>
<param name="vp">The <see cref="T:StgSharp.Graphics.ViewPort"/> used as current OpenGL context</param>
</member>
<member name="P:StgSharp.Graphics.Form.Size">
<member name="M:StgSharp.Graphics.GL.glManager.LoadGLfunc(System.String)">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
Get the function pointer of given OpenGL api name
</summary>
<param name="name">ContextName of the OpenGL api</param>
<returns>The funtion pointer of the api in stream of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="P:StgSharp.Graphics.Form.Width">
<member name="M:StgSharp.Graphics.GL.glFunc.BindFrameBuffer(StgSharp.Graphics.GL.FrameBufferTarget,StgSharp.Graphics.glHandle)">
<summary>
Width of this form, represent in <see cref="T:System.Int32"/>
Bind a frame buffer to a frame buffer target
Same function as <see href="https://docs.gl/gl3/glBindFramebuffer">glBindFramebuffer</see>.
</summary>
<param name="target"> The frame buffer target of the binding operation.</param>
<param name="handle"> The handle of the frame buffer object to bind.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Init">
<summary>
Necessary operation to init graphic elements this form.
</summary>
<param name="gl">OpenGL library binded to current form.</param>
</member>
<member name="M:StgSharp.Graphics.Form.Main">
<summary>
Behaviour of current form when in a frame cycle.
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.MakeAsCurrentContext">
<member name="M:StgSharp.Graphics.GL.glRenderStream.MakeAsCurrentContext">
<summary>
Init an OpenGl context if current form has not been binded to any context. and set the context binded to
current form as current OpenGL context.
@@ -59,227 +153,93 @@
Something goes wrong and StgSharp fails in creating a new OpenGL context.
</exception>
</member>
<member name="M:StgSharp.Graphics.Form.SetMetadata(System.Int32,System.Int32,System.String,System.IntPtr,StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateElementBuffer(System.Int32)">
<summary>
Set all necessary metadata to current form instance
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(StgSharp.Math.vec2d)">
<summary>
Resize the current form
</summary>
<param name="size">
A <see cref="T:StgSharp.Math.vec2d"/> (width,height) representing the new size of current form
</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSize(System.Int32,System.Int32)">
<summary>
Resize the current form
</summary>
<param name="width">New width of the window</param>
<param name="height">New height of the window</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(StgSharp.Math.vec2d,StgSharp.Math.vec2d)">
<summary>
Set the size limit of current form
</summary>
<param name="minSize">
Minimun size of current form. In form of a <see cref="T:StgSharp.Math.vec2d"/> of (width,height)
</param>
<param name="maxSize">
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Graphics.Form.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
<param name="minWidth">Minimum width of current form</param>
<param name="minHeight">Minimum height of current form</param>
<param name="maxWidth">Maximum width of current form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="M:StgSharp.Graphics.Form.Show">
<summary>
Init this form and render it on screen, and respond with operation
</summary>
</member>
<member name="M:StgSharp.Graphics.Form.CreateElementBuffer(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.ElementBuffer"/>.
Create a set of <see cref="T:StgSharp.Graphics.GL.ElementBuffer"/>.
</summary>
<param name="count">Amount of EBO to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateTexture(System.Int32)">
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateTexture(System.Int32)">
<summary>
Create a sets of <see cref="T:StgSharp.Graphics.Texture"/>
Create a sets of <see cref="T:StgSharp.Graphics.GL.TextureGL"/>
</summary>
<param name="count">Amount of textures to be crated.</param>
<param name="count">Amount of textures to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexArray(System.Int32)">
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateVertexArray(System.Int32)">
<summary>
Create a set of <see cref="T:StgSharp.Graphics.VertexArray"/>.
Create a set of <see cref="T:StgSharp.Graphics.GL.VertexArray"/>.
</summary>
<param name="count">Amount of VAO to be crated.</param>
<param name="count">Amount of VAO to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateVertexBuffer(System.Int32)">
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateVertexBuffer(System.Int32)">
<summary>
Create aset of <see cref="T:StgSharp.Graphics.VertexBuffer"/>.
Create a set of <see cref="T:StgSharp.Graphics.GL.VertexBuffer"/>.
</summary>
<param name="count">Amount of Object to be created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Form.CreateShaderProgram">
<member name="M:StgSharp.Graphics.GL.glRenderStream.CreateShaderProgram">
<summary>
Create an instance of <see cref="T:StgSharp.Graphics.Shader"/> program
Create an instance of <see cref="T:StgSharp.Graphics.GL.Shader"/> program
</summary>
<returns>New instance of <see cref="T:StgSharp.Graphics.Shader"/> instance. </returns>
<returns>New instance of <see cref="T:StgSharp.Graphics.GL.Shader"/> instance. </returns>
</member>
<member name="T:StgSharp.Graphics.RenderActivityAttribute">
<member name="M:StgSharp.Graphics.GL.Shader.AttachTo(System.Int32,StgSharp.Graphics.GL.ShaderProgram)">
<summary>
Mark that a method in a <see cref="T:StgSharp.Graphics.Form"/>
should be called when rendering.
Attach one shader code to a shader program.
</summary>
<param name="target">Shader program to attach</param>
<param name="index">Index of shader code in current shader code set.</param>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.#ctor(StgSharp.Graphics.GL.glRenderStream)">
<summary>
Init a program with no shader attached.
</summary>
</member>
<member name="T:StgSharp.Graphics.RenderPriority">
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``1(System.String)">
<summary>
Priority level of a render activity.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Pre_1">
<summary>
One level higher than <see cref="F:StgSharp.Graphics.RenderPriority.Default"/>.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Pre_2">
<summary>
Two level higher than <see cref="F:StgSharp.Graphics.RenderPriority.Default"/>.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Pre_3">
<summary>
Three level higher than <see cref="F:StgSharp.Graphics.RenderPriority.Default"/>.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Aft_1">
<summary>
One level lower than <see cref="F:StgSharp.Graphics.RenderPriority.Default"/>.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Aft_2">
<summary>
Two level lower than <see cref="F:StgSharp.Graphics.RenderPriority.Default"/>.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Aft_3">
<summary>
Three level lower than <see cref="F:StgSharp.Graphics.RenderPriority.Default"/>.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Highest">
<summary>
Highest priority, in <see cref="T:StgSharp.Graphics.RenderPriority"/>, it is <see cref="F:StgSharp.Graphics.RenderPriority.Pre_3"/>.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Default">
<summary>
Default priority, usually <see cref="M:StgSharp.Graphics.Form.Main"/> is in this priority.
</summary>
</member>
<member name="F:StgSharp.Graphics.RenderPriority.Least">
<summary>
Lowest priority, in <see cref="T:StgSharp.Graphics.RenderPriority"/>, it is <see cref="F:StgSharp.Graphics.RenderPriority.Aft_3"/>.
</summary>
</member>
<member name="T:StgSharp.Graphics.BufferObjectBase">
<summary>
Interface of all kinds OpenGL buffer objects
</summary>
</member>
<member name="P:StgSharp.Graphics.BufferObjectBase.Item(System.Int32)">
<summary>
Get the only handle to one of the Object instance
</summary>
<param name="index"></param>
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.Bind(System.Int32)">
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``2(System.String)">
<summary>
Bind a buffer instance to OpenGL
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="index">Index of handle of the object in this instance to be bind</param>
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.BufferObjectBase.ToString">
<inheritdoc/>
</member>
<member name="T:StgSharp.Graphics.ElementBuffer">
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``3(System.String)">
<summary>
A collection of handle to Element Buffer Object in OpenGL.
Each <see langword="uint"/> value indexed from instance of this class this
is the only handle to one Element Buffer Object.
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.GetUniform``4(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name">ContextName of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.GL.ShaderProgram.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.FrameBuffer.Bind(System.Int32)">
<member name="M:StgSharp.Graphics.GL.ShaderProgram.Use">
<summary>
Bind the frame buffer object with name frame buffer to the frame buffer target specified by target.
<see langword="FrameBufferTarget.All"/> will be set as default target.
Let the current context use this shader.
</summary>
<param name="index">Index of object to be binded in handle set</param>
</member>
<member name="M:StgSharp.Graphics.FrameBuffer.Bind(StgSharp.Graphics.FrameBufferTarget,System.Int32)">
<summary>
Bind the frame buffer object with name frame buffer to the frame buffer target specified by target.
Target of this frame buffer should be set manually.
</summary>
<param name="target">The frame buffer target of the binding operation.</param>
<param name="index">Index of object to be binded in handle set</param>
</member>
<member name="M:StgSharp.Graphics.Texture.LoadTexture(System.Int32,System.String,StgSharp.Graphics.ImageLoader)">
<summary>
</summary>
<param name="name"> </param>
<param name="index"> </param>
<param name="loader"> </param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.SetValue``1(System.Int32,``0,StgSharp.Graphics.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferData">Data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.SetValueArray``1(System.Int32,``0[],StgSharp.Graphics.BufferUsage)">
<summary>
Set data to current vertex buffer object
</summary>
<typeparam name="T">Type of bufferData</typeparam>
<param name="index">Index to find certain VBO in this instance</param>
<param name="bufferArray">A array of data to write in</param>
<param name="usage">How OpenGL use these data, defined by <see cref="T:StgSharp.Graphics.BufferUsage"/></param>
</member>
<member name="M:StgSharp.Graphics.VertexBuffer.Unbind">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLapi(StgSharp.Graphics.Form)">
<summary>
Load all aupportable OpenGL APIs and bind them to given <see cref="T:StgSharp.Graphics.Form"/> context.
</summary>
<param name="form">The <see cref="T:StgSharp.Graphics.Form"/> used as current OpenGL context</param>
<param name="loader">A delegate to get address of OprnGL api</param>
</member>
<member name="M:StgSharp.Graphics.glManager.LoadGLfunc(System.String)">
<summary>
Get the function pointer of given OpenGL api name
</summary>
<param name="name">Name of the OpenGL api</param>
<returns>The funtion pointer of the api in form of <see cref="T:System.IntPtr"/></returns>
</member>
<member name="T:StgSharp.Graphics.glHandle">
<summary>
@@ -300,20 +260,12 @@
This <see langword="glHandle"/> will be not usable.
</summary>
</member>
<member name="M:StgSharp.Graphics.GL.BindFrameBuffer(StgSharp.Graphics.FrameBufferTarget,StgSharp.Graphics.glHandle)">
<summary>
Bind a frame buffer to a frame buffer target
Same function as <see href="https://docs.gl/gl3/glBindFramebuffer">glBindFramebuffer</see>.
</summary>
<param name="target"> The frame buffer target of the binding operation.</param>
<param name="handle"> The handle of the frame buffer object to bind.</param>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.SetAllUniforms">
<summary>
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GainAllUniforms(StgSharp.Graphics.ShaderProgram,System.String[])">
<member name="M:StgSharp.Graphics.ShaderEdit.IglConvertable.GainAllUniforms(StgSharp.Graphics.GL.ShaderProgram,System.String[])">
<summary>
</summary>
@@ -329,79 +281,39 @@
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.Shader.AttachTo(System.Int32,StgSharp.Graphics.ShaderProgram)">
<member name="M:StgSharp.Graphics.RenderStream.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Attach one shader code to a shader program.
Set the size limit of current form
</summary>
<param name="target">Shader program to attach</param>
<param name="index">Index of shader code in current shader code set.</param>
<param name="minWidth">Minimum width of current form</param>
<param name="minHeight">Minimum height of current form</param>
<param name="maxWidth">Maximum width of current form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="M:StgSharp.Graphics.ShaderProgram.#ctor(StgSharp.Graphics.Form)">
<member name="M:StgSharp.Graphics.RenderStream.NativeCameraUniform(StgSharp.Graphics.GL.ShaderProgram,System.String)">
<summary>
Init a program with no shader attached.
Get <see cref="T:StgSharp.Graphics.GL.Uniform`1"/>(T is <see cref="T:StgSharp.Math.Matrix44"/>) uniform from a shader.
This uniform will be used as projection matrix of this camera.
Additionally, for multi-shader rendering, each shader requires a uniform,
so do not ignore return value of this method.
</summary>
<param name="source">Shader using this camera</param>
<param name="name">ContextName of projection camera named in shader</param>
<returns>
<see cref="T:StgSharp.Graphics.GL.Uniform`1"/>(T is <see cref="T:StgSharp.Math.Matrix44"/>) representing
projection matrix in shader program.
</returns>
</member>
<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``1(System.String)">
<member name="M:StgSharp.Graphics.Camera.GainAllUniforms(StgSharp.Graphics.GL.ShaderProgram,System.String[])">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``2(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``3(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.ShaderProgram.GetUniform``4(System.String)">
<summary>
Get a uniform form current shader,
the value type of the uniform should be provided.
</summary>
<param name="name">Name of the Uniform in shader code</param>
<returns></returns>
</member>
<member name="M:StgSharp.Graphics.ShaderProgram.Link">
<summary>
Link the shader to current context.
</summary>
</member>
<member name="M:StgSharp.Graphics.ShaderProgram.Use">
<summary>
Let the current context use this shader.
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for cheking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.Y">
<summary>
Y position of an enemy entity
Get all uniform related to this <see cref="T:StgSharp.Graphics.Camera"/>.
</summary>
<param name="source">Shader program requires this camera.</param>
<param name="uniformName">
ContextName of all related uniforms.
If you fallow form from <see cref="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition"/>
</param>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="M:StgSharp.StgSharp.InitGL(System.Int32,System.Int32)">
<summary>
@@ -418,7 +330,7 @@
</member>
<member name="M:StgSharp.StgSharp.WriteLog(System.String,StgSharp.LogType)">
<summary>
Write a log message to log file, and mark the level of this message.
Write a log message to log file, and mark the _level of this message.
</summary>
<param name="message">A string contains information of how current evironment runs.</param>
<param name="logType">The severity of current message.</param>
@@ -438,9 +350,17 @@
<member name="T:StgSharp.Math.vec2d">
<summary>
A two dimension vector defined by two elements.
Vec2Ds in StgSharp are defaultly usaed as colum vector.
Vec2Ds in StgSharp are default used as colum vector.
</summary>
</member>
<member name="M:StgSharp.Math.Linear.Orthogonalize(StgSharp.Math.vec3d@,StgSharp.Math.vec3d@)">
<summary>
Orthogonalize two <see cref="T:StgSharp.Math.vec3d"/>s, let their length be 1
and perpendicular to each other.
</summary>
<param name="source"></param>
<param name="target"></param>
</member>
<member name="M:StgSharp.Math.Scaler.ASin(System.Single)">
<summary>
Reurns the value of ArcSin(x)
@@ -479,7 +399,7 @@
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Scaler.Random">
<member name="M:StgSharp.Math.Scaler.Random``1">
<summary>
</summary>
@@ -491,14 +411,41 @@
</summary>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Arc">
<member name="T:StgSharp.Data.Serializer">
<summary>
Part of a circle. All points on a arc has the same distance to their center.
A class contains a sets of methods to serialize several types
</summary>
</member>
<member name="T:StgSharp.Geometries.Circle">
<member name="T:StgSharp.Data.Area">
<summary>
A collection of all point on the same plain and has the same distance to a point
An independent storage area, used as the only folder type in root folder.
Contains several <see cref="T:StgSharp.Data.SSD"/> files reference as virtual disc.
Data is actually stored in <see cref="T:StgSharp.Data.SSD"/>s in certain RAID mode.
</summary>
</member>
<member name="P:StgSharp.IEntity.CollisionSensor">
<summary>
A sensor used for checking out if a bullet hit a player or something else
</summary>
</member>
<member name="P:StgSharp.IEntity.Location">
<summary>
A 2D vector presenting the position of an enemy entity, position can also be visited by X, Y
</summary>
</member>
<member name="P:StgSharp.IEntity.X">
<summary>
X position of an enenmy entity
</summary>
</member>
<member name="P:StgSharp.IEntity.Y">
<summary>
Y position of an enemy entity
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
</summary>
</member>
<member name="F:StgSharp.Geometries.PartialPlainCoordinate.origin">
@@ -518,86 +465,16 @@
Point to the top direction.
</summary>
</member>
<member name="T:StgSharp.Geometries.UnusedVertexException">
<summary>
当几何体调用了过多的CalcVec方法时,产生UnusedVertexException异常
</summary>
</member>
<member name="T:StgSharp.Geometries.GetLocationHandler">
<summary>
Caculate the movement of a point.
</summary>
<param name="tick">The game tick represent time passed by</param>
<returns>A 3d vector representing movement</returns>
</member>
<member name="M:StgSharp.Geometries.Line.MoveBeginPoint(System.Int32)">
<summary>
Move begin side of a line.
It is recommended to override this function rather than
loading an <see cref="T:StgSharp.Geometries.GetLocationHandler"/> with same function.
</summary>
<param name="tick">Time passed since current line was created.</param>
</member>
<member name="M:StgSharp.Geometries.Line.MoveEndPoint(System.Int32)">
<summary>
Move end side of a line.
It is recommended to override this function rather than
loading an <see cref="T:StgSharp.Geometries.GetLocationHandler"/> with same function.
</summary>
<param name="tick">Time passed since current line was created.</param>
<returns></returns>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex2(System.Int32)">
<summary>
Move the third vertix. this is a useless method for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="M:StgSharp.Geometries.Parallelogram.MoveVertex3(System.Int32)">
<summary>
Move the third vertix. This method is useless for Parallelograms.
</summary>
<param name="tick">Current time tick</param>
<returns></returns>
<exception cref="T:StgSharp.Geometries.UnusedVertexException">Geometry overdefined</exception>
</member>
<member name="T:StgSharp.Geometries.PlainGeometry">
<summary>
平面几何体。包含三角形,对称四边形,自由多边形等。最多可由16个点参数定义。
Plain geometry only contains straight sides.
</summary>
</member>
<member name="P:StgSharp.Geometries.PlainGeometry.BornTime">
<summary>
Tick time this geometry eas crested
</summary>
</member>
<member name="M:StgSharp.Geometries.PlainGeometry.GetAllSides">
<summary>
Get all sides of this <see cref="T:StgSharp.Geometries.PlainGeometry"/>.
</summary>
<returns>A array contains all straight <see cref="T:StgSharp.Geometries.Line"/>s of current geometry item.</returns>
</member>
<member name="M:StgSharp.Geometries.PlainGeometry.GetPlain">
<summary>
Get a flat <see cref="T:StgSharp.Geometries.Plain"/> cincide with current geometry.
</summary>
<returns></returns>
</member>
<member name="M:StgSharp.Geometries.Point.Update(System.UInt32)">
<summary>
Update the coordinate of the point. If this is a moving point,
(Points on sides or surface if other geometry items)
please do not define any motion here, codes will be ignored by program
</summary>
<param name="tick">Time passes since the program begin, counted by frames</param>
</member>
<member name="M:StgSharp.Geometries.Rectangle.MovCenter(System.UInt32)">
<summary>
计算中心点相对于参考原点的位移
Calculate movement to center
</summary>
<param name="tick">当前游戏刻</param>
<param name="tick">Current time tick</param>
<returns></returns>
</member>
<member name="T:StgSharp.Geometries.Square">
@@ -605,80 +482,95 @@
A square
</summary>
</member>
<member name="T:StgSharp.Logic.DynamicArrayList`1">
<member name="M:StgSharp.Logic.Blueprint.RunRepeatedly(System.Func{System.Boolean})">
<summary>
A linear data structure with dynamic length.
It contains a <see cref="T:System.Collections.Generic.List`1"/> of <see cref="T:System.Array"/>,
each <see cref="T:System.Array"/> is twice longer than the former one.
Run all nodes repeatedly until it is instructed to terminate.
</summary>
<typeparam name="T"></typeparam>
<param name="terminateInstructor">Instructor to terminate all tasks. Returns <see langword="true"/> if tasks should terminate</param>
</member>
<member name="M:StgSharp.Logic.DynamicArrayList`1.#ctor(System.Int32)">
<member name="T:StgSharp.Logic.BlueprintNode">
<summary>
Init a <see cref="T:StgSharp.Logic.DynamicArrayList`1"/> with a certain amount of elements prepared.
</summary>
<param name="count">Amount of elements to be prepared.</param>
<risk>
Reset pipeline has risk, this operation is a direct operation to port
in current node, the port on the other node cannot get the change.
</risk>
</member>
<member name="M:StgSharp.Logic.DynamicArrayList`1.#ctor(System.Int32,`0)">
<member name="M:StgSharp.Logic.ViewModelBase.Show">
<summary>
Create a new instance of <see cref="T:StgSharp.Logic.DynamicArrayList`1"/>,
and fill the begining ones of elemtns as given instance.
</summary>
<param name="count">Amount of beginning elements to be filled</param>
<param name="instace"></param>
</member>
<member name="P:StgSharp.Logic.DynamicArrayList`1.Length">
<summary>
Length of this <see cref="T:StgSharp.Logic.DynamicArrayList`1"/>
Init this form and render it on screen, and respond with operation
</summary>
</member>
<member name="T:StgSharp.Logic.Bool2">
<member name="P:StgSharp.Logic.ViewModelBase.Height">
<summary>
A pair of <see cref="T:System.Boolean"/> value
Height of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="F:StgSharp.Logic.Bool2.bool0">
<member name="P:StgSharp.Logic.ViewModelBase.Size">
<summary>
The first <see cref="T:System.Boolean"/> value.
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="F:StgSharp.Logic.Bool2.bool1">
<member name="P:StgSharp.Logic.ViewModelBase.Width">
<summary>
The second <see cref="T:System.Boolean"/> value.
Width of this form, represent in <see cref="T:System.Int32"/>
</summary>
</member>
<member name="F:StgSharp.Logic.Bool2.Value">
<member name="M:StgSharp.Logic.ViewModelBase.SetSize(StgSharp.Math.vec2d)">
<summary>
A <see cref="T:System.UInt16"/> value.
The lower byte is <see cref="F:StgSharp.Logic.Bool2.bool0"/>,
and higher byte is <see cref="F:StgSharp.Logic.Bool2.bool1"/>.
Resize the current form
</summary>
<param name="size">
A <see cref="T:StgSharp.Math.vec2d"/> (width,height) representing the new size of current form
</param>
</member>
<member name="M:StgSharp.Logic.ViewModelBase.SetSizeLimit(StgSharp.Math.vec2d,StgSharp.Math.vec2d)">
<summary>
Set the size limit of current form
</summary>
<param name="minSize">
Minimum size of current form. In form of a <see cref="T:StgSharp.Math.vec2d"/> of (width,height)
</param>
<param name="maxSize">
Maximum size of current form. In form of a <see cref="T:StgSharp.Math.vec2d"/> of (width,height)
</param>
</member>
<member name="M:StgSharp.Logic.ViewModelBase.SetSizeLimit(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Set the size limit of current form
</summary>
<param name="minWidth">Minimum width of current form</param>
<param name="minHeight">Minimum height of current form</param>
<param name="maxWidth">Maximum width of current form</param>
<param name="maxHeight">Maximum height of current form</param>
</member>
<member name="T:StgSharp.TimeSpanProvider">
<summary>
A microsecond-accuracy timer. It will refresh every a certain time span.
</summary>
</member>
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Int64,StgSharpDebug.Logic.TimeSourceProviderBase)">
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Int64,StgSharp.Logic.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.TimeSpanProvider"/> and define the length of time span. Length of a single time span is defined in microseconds.
</summary>
<param name="spanLength"></param>
<param name="spanMicroSeconds"></param>
<param name="provider"></param>
</member>
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Double,StgSharpDebug.Logic.TimeSourceProviderBase)">
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Double,StgSharp.Logic.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.TimeSpanProvider"/> and define the length of time span.
Length of a single time span is defined in seconds.
</summary>
<param name="spanLength"></param>
<param name="spanSeconds"></param>
<param name="provider"></param>
</member>
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Int64,System.Int32,StgSharpDebug.Logic.TimeSourceProviderBase)">
<member name="M:StgSharp.TimeSpanProvider.#ctor(System.Int64,System.Int32,StgSharp.Logic.TimeSourceProviderBase)">
<summary>
Create a new <see cref="T:StgSharp.TimeSpanProvider"/> and define the length of time span. Length of a single time span is defined in microseconds.
</summary>
<param name="spanLength"></param>
<param name="maxSpan"></param>
<param name="provider"></param>
</member>
<member name="P:StgSharp.TimeSpanProvider.DefaultProvider">
@@ -691,17 +583,6 @@
The method this <see cref="T:StgSharp.TimeSpanProvider"/> will call every time a new time span started.
</summary>
</member>
<member name="M:StgSharp.Graphic.Camera.GainAllUniforms(StgSharp.Graphics.ShaderProgram,System.String[])">
<summary>
Get all uniform related to this <see cref="T:StgSharp.Graphic.Camera"/>.
</summary>
<param name="source">Shader program requires this camera.</param>
<param name="uniformName">
Name of all related uniforms.
If you fallow form from <see cref="M:StgSharp.Graphics.ShaderEdit.IglConvertable.DisplayGLtypeDefinition"/>
</param>
<exception cref="T:System.ArgumentException"></exception>
</member>
<member name="T:Windows.Win32.Foundation.COLORREF">
<summary>The COLORREF value is used to specify an RGB color.</summary>
<remarks>