//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="glRenderSourceGenrator.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.Concurrent; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; using System.Threading.Tasks; namespace StgSharp.Graphics.OpenGL { public partial class glRender { [MethodImpl( MethodImplOptions.AggressiveInlining )] protected AutoTextureGL CreateAutoTexture( int count ) { return new AutoTextureGL( count, this ); } /// /// Create a set of . /// /// Amount of EBO to be created. /// [MethodImpl( MethodImplOptions.AggressiveInlining )] protected ElementBuffer CreateElementBuffer( int count ) { return new ElementBuffer( count, this ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] protected FrameBuffer CreateFrameBuffer( int count ) { return new FrameBuffer( count, this ); } [MethodImpl( MethodImplOptions.AggressiveInlining )] protected RenderBuffer CreateRenderBuffer( int count ) { return new RenderBuffer( count, this ); } /// /// Create a sets of /// /// Amount of textures to be created. /// [MethodImpl( MethodImplOptions.AggressiveInlining )] protected TextureGL CreateTexture( int count ) { return new TextureGL( count, this ); } /// /// Create a set of . /// /// Amount of VAO to be created. /// [MethodImpl( MethodImplOptions.AggressiveInlining )] protected VertexArray CreateVertexArray( int count ) { return new VertexArray( count, this ); } /// /// Create a set of . /// /// Amount of Object to be created. /// [MethodImpl( MethodImplOptions.AggressiveInlining )] protected VertexBuffer CreateVertexBuffer( int count ) { return new VertexBuffer( count, this ); } } }