//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="glRenderObjectGenrator" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. 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); } } }