[Internal] Seperate InternalIO into different static classes. [Matrix] Fix logic error of compute model.
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@@ -82,7 +82,7 @@ namespace StgSharp.Stg
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{
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IGeometry g = item.TypicalShape;
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if (!(g is PlainGeometry)) {
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if (g is not PlainGeometry) {
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throw new InvalidOperationException(
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"The current particle buffer contains non-planar geometry,");
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}
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@@ -135,8 +135,8 @@ namespace StgSharp.Stg
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Shader vertexShader = CreateShaderSegment(ShaderType.Vertex, 1);
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Shader fragmentShader = CreateShaderSegment(ShaderType.Fragment, 1);
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vertexShader.Compile(0, InternalIO.CollisionTextureVertexShader);
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fragmentShader.Compile(0, InternalIO.CollisionTextureFragmentShader);
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vertexShader.Compile(0, BuiltInShader.CollisionTextureVertexShader);
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fragmentShader.Compile(0, BuiltInShader.CollisionTextureFragmentShader);
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vertexShader.AttachTo(0, generatingShader);
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fragmentShader.AttachTo(0, generatingShader);
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@@ -155,9 +155,9 @@ namespace StgSharp.Stg
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t = CreateTexture(1);
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t.Bind2D(0);
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GL.TextureImage2d<byte>(
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Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height,
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ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, Array.Empty<byte>());
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GL.TextureImage2d<byte>
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(Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel, (uint)Width, (uint)Height
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, ImageChannel.WithAlphaChannel, PixelChannelLayout.Byte, Array.Empty<byte>());
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t.Set2dWrapProperty(0, TextureWrap.Repeat, TextureWrap.Repeat);
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t.Set2dFilterProperty(0, TextureFilter.Nearest, TextureFilter.Nearest);
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