//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// 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);
}
}
}