Daily update on 20231211 by nitload youmu
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@@ -5,6 +5,12 @@ namespace StgSharp.Graphics
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{
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public interface IglFunc
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{
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/// <summary>
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/// Same function as OpenGL api glActiveTexture
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/// </summary>
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/// <param name="type">type of texture to activate</param>
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void ActiveTexture(uint type);
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/// <summary>
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/// Same fucntion as OpenGL api glAttachShader
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/// </summary>
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@@ -19,6 +25,13 @@ namespace StgSharp.Graphics
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/// <param name="index"></param>
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void BindBuffer(BufferType bufferType, uint index);
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/// <summary>
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/// Same function as OpenGL api, glBindTexture.
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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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/// <summary>
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/// Same function as OpenGL api, glBindVertexArray
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/// </summary>
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@@ -95,6 +108,13 @@ namespace StgSharp.Graphics
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/// <param name="ptr"></param>
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unsafe void GenBuffers(int count, uint* ptr);
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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="ptr">pointer to texture signs' array</param>
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unsafe void GenTextures(int count, uint* ptr);
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/// <summary>
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/// Same fucntion as OpenGL api, glGenVertexArray
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/// </summary>
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@@ -114,6 +134,10 @@ namespace StgSharp.Graphics
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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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/// </summary>
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/// <param name="form"></param>
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void MakeContexCurrent(Form form);
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void SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) where T : IMat;
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@@ -181,27 +205,6 @@ namespace StgSharp.Graphics
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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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/// <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="ptr">pointer to texture signs' array</param>
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unsafe void GenTextures(int count, uint* ptr);
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/// <summary>
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/// Same function as OpenGL api, glBindTexture.
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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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/// <summary>
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/// Same function as OpenGL api glActiveTexture
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/// </summary>
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/// <param name="type">type of texture to activate</param>
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void ActiveTexture(uint type);
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/// <summary>
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/// Same function as the OpenGL api, glViewPort
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/// </summary>
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