//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="GLresourceGenrator.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the “Software”), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED “AS IS”, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; using System.Threading.Tasks; namespace StgSharp.Graphics { public partial class Form { /// /// Create a set of . /// /// Amount of EBO to be created. /// [MethodImpl(MethodImplOptions.AggressiveInlining)] protected ElementBuffer CreateElementBuffer(int count) { return new ElementBuffer(count, this); } /// /// Create a sets of /// /// Amount of textures to be crated. /// [MethodImpl(MethodImplOptions.AggressiveInlining)] protected Texture CreateTexture(int count) { return new Texture(count, this); } /// /// Create a set of . /// /// Amount of VAO to be crated. /// [MethodImpl(MethodImplOptions.AggressiveInlining)] protected VertexArray CreateVertexArray(int count) { return new VertexArray(count, this); } /// /// Create aset of . /// /// Amount of Object to be created. /// [MethodImpl(MethodImplOptions.AggressiveInlining)] protected VertexBuffer CreateVertexBuffer(int count) { return new VertexBuffer(count, this); } } }