no more windows????
This commit is contained in:
@@ -1,5 +1,5 @@
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using GLFW;
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using OpenGL;
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using Silk.NET.OpenGL;
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using System;
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using System.Drawing;
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using System.Drawing.Imaging;
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@@ -20,6 +20,8 @@ namespace _2DGAMELIB
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public class GlImage
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{
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Silk.NET.OpenGL.GL gl;
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//yeah this is a little bit sketchy
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public static unsafe GLFW.Window PtrToWindow(IntPtr source)
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{
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@@ -30,6 +32,15 @@ namespace _2DGAMELIB
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return __refvalue(destRef, GLFW.Window);
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}
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public static unsafe IntPtr WindowToPtr(Window source)
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{
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var sourceRef = __makeref(source);
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var dest = default(IntPtr);
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var destRef = __makeref(dest);
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*(IntPtr*)&destRef = *(IntPtr*)&sourceRef;
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return __refvalue(destRef, IntPtr);
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}
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public GLFW.Window window;
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private uint shader_program;
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private uint texture;
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@@ -86,40 +97,55 @@ namespace _2DGAMELIB
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if (Glfw.WindowShouldClose(window))
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Closing();
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}
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public void SetBitmap(Bitmap bmp)
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public unsafe void SetBitmap(Bitmap bmp)
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{
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Gl.UseProgram(shader_program);
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Gl.Viewport(0, 0, bmp.Width, bmp.Height);
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gl.UseProgram(shader_program);
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gl.Viewport(new Size(bmp.Width, bmp.Height));
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Gl.ActiveTexture(TextureUnit.Texture0);
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Gl.BindTexture(TextureTarget.Texture2d, texture);
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gl.ActiveTexture(Silk.NET.OpenGL.GLEnum.Texture0);
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gl.BindTexture(Silk.NET.OpenGL.GLEnum.Texture2D, texture);
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BitmapData data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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Gl.TexImage2D(TextureTarget.Texture2d, 0, InternalFormat.Rgba8, bmp.Width, bmp.Height, 0, OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
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gl.TexImage2D(
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Silk.NET.OpenGL.GLEnum.Texture2D,
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0,
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InternalFormat.Rgba8,
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(uint)bmp.Width,
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(uint)bmp.Height,
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0,
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Silk.NET.OpenGL.GLEnum.Bgra,
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Silk.NET.OpenGL.GLEnum.UnsignedByte,
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(void*)data.Scan0
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);
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bmp.UnlockBits(data);
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int res_pos = Gl.GetUniformLocation(shader_program, "res");
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Gl.Uniform2(res_pos, (float)bmp.Width, (float)bmp.Height);
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Gl.BindBuffer(BufferTarget.ArrayBuffer, vertex_buf);
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uint vert_pos = (uint)Gl.GetAttribLocation(shader_program, "vertPos");
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Gl.EnableVertexAttribArray(vert_pos);
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int res_pos = gl.GetUniformLocation(shader_program, "res");
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gl.Uniform2(res_pos, (float)bmp.Width, (float)bmp.Height);
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Gl.BindVertexArray(vao);
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Gl.VertexAttribPointer(
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gl.BindBuffer(GLEnum.ArrayBuffer, vertex_buf);
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uint vert_pos = (uint)gl.GetAttribLocation(shader_program, "vertPos");
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gl.EnableVertexAttribArray(vert_pos);
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gl.BindVertexArray(vao);
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gl.VertexAttribPointer(
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vert_pos,
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2,
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VertexAttribType.Float,
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GLEnum.Float,
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false,
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0,
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IntPtr.Zero
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);
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Gl.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
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gl.DrawArrays(GLEnum.TriangleStrip, 0, 4);
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Glfw.SwapBuffers(window);
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}
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public void BitmapSetting(Bitmap bmp)
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public unsafe void BitmapSetting(Bitmap bmp)
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{
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Glfw.WindowHint(Hint.ClientApi, ClientApi.OpenGL);
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Glfw.WindowHint(Hint.ContextVersionMajor, 3);
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@@ -140,11 +166,11 @@ namespace _2DGAMELIB
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GCHandle handle = GCHandle.Alloc(this);
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Glfw.SetWindowUserPointer(window, GCHandle.ToIntPtr(handle));
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Gl.Initialize();
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Glfw.MakeContextCurrent(window);
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Glfw.MakeContextCurrent(window);
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gl = Silk.NET.OpenGL.GL.GetApi(Glfw.GetProcAddress);
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string[] vertexShaderSource = {
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string vertexShaderSource =
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@"
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#version 100
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precision mediump float;
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@@ -155,10 +181,9 @@ void main()
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{
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gl_Position = vec4(vertPos, 0.0, 1.0);
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}
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"
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};
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";
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string[] fragmentShaderSource = {
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string fragmentShaderSource =
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@"
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#version 100
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precision mediump float;
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@@ -173,55 +198,46 @@ void main()
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gl_FragColor = texture2D(sTexture, tc);
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}
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"
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};
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";
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uint vertexShader = Gl.CreateShader(ShaderType.VertexShader);
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Gl.ShaderSource(vertexShader, vertexShaderSource);
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Gl.CompileShader(vertexShader);
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uint vertexShader = gl.CreateShader(Silk.NET.OpenGL.GLEnum.VertexShader);
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gl.ShaderSource(vertexShader, vertexShaderSource);
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gl.CompileShader(vertexShader);
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uint fragmentShader = Gl.CreateShader(ShaderType.FragmentShader);
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Gl.ShaderSource(fragmentShader, fragmentShaderSource);
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Gl.CompileShader(fragmentShader);
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uint fragmentShader = gl.CreateShader(Silk.NET.OpenGL.GLEnum.FragmentShader);
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gl.ShaderSource(fragmentShader, fragmentShaderSource);
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gl.CompileShader(fragmentShader);
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shader_program = Gl.CreateProgram();
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Gl.AttachShader(shader_program, vertexShader);
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Gl.AttachShader(shader_program, fragmentShader);
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Gl.LinkProgram(shader_program);
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shader_program = gl.CreateProgram();
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gl.AttachShader(shader_program, vertexShader);
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gl.AttachShader(shader_program, fragmentShader);
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gl.LinkProgram(shader_program);
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int length;
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StringBuilder stringBuilder = new StringBuilder(10000);
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Gl.GetShaderInfoLog(fragmentShader, 10000, out length, stringBuilder);
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System.Diagnostics.Debug.WriteLine(stringBuilder);
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stringBuilder.Clear();
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Gl.GetShaderInfoLog(vertexShader, 10000, out length, stringBuilder);
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System.Diagnostics.Debug.WriteLine(stringBuilder);
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stringBuilder.Clear();
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Gl.GetProgramInfoLog(shader_program, 10000, out length, stringBuilder);
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System.Diagnostics.Debug.WriteLine(stringBuilder);
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stringBuilder.Clear();
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System.Diagnostics.Debug.WriteLine(gl.GetShaderInfoLog(fragmentShader));
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System.Diagnostics.Debug.WriteLine(gl.GetShaderInfoLog(vertexShader));
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System.Diagnostics.Debug.WriteLine(gl.GetProgramInfoLog(shader_program));
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Gl.UseProgram(shader_program);
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gl.UseProgram(shader_program);
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gl.Uniform1(gl.GetUniformLocation(shader_program, "sTexture"), 0);
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Gl.Uniform1(Gl.GetUniformLocation(shader_program, "sTexture"), 0);
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texture = gl.GenTexture();
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texture = Gl.GenTexture();
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Gl.ActiveTexture(TextureUnit.Texture0);
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Gl.BindTexture(TextureTarget.Texture2d, texture);
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Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureWrapS, TextureWrapMode.ClampToEdge);
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Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureWrapT, TextureWrapMode.ClampToEdge);
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Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureMagFilter, TextureMagFilter.Nearest);
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Gl.TexParameteri(TextureTarget.Texture2d, TextureParameterName.TextureMinFilter, TextureMagFilter.Nearest);
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gl.ActiveTexture(Silk.NET.OpenGL.GLEnum.Texture0);
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gl.BindTexture(Silk.NET.OpenGL.GLEnum.Texture2D, texture);
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gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureWrapS, new int[] {(int)TextureWrapMode.ClampToEdge});
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gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureWrapT, new int[] {(int)TextureWrapMode.ClampToEdge});
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gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureMagFilter, new int[] {(int)TextureMagFilter.Nearest});
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gl.TexParameterI(Silk.NET.OpenGL.GLEnum.Texture2D, Silk.NET.OpenGL.GLEnum.TextureMinFilter, new int[] {(int)TextureMinFilter.Nearest});
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float[] buf = { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
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vertex_buf = Gl.GenBuffer();
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Gl.BindBuffer(BufferTarget.ArrayBuffer, vertex_buf);
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Gl.BufferData(BufferTarget.ArrayBuffer, (uint)(sizeof(float) * buf.Length), buf, BufferUsage.StaticDraw);
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vertex_buf = gl.GenBuffer();
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gl.BindBuffer(Silk.NET.OpenGL.GLEnum.ArrayBuffer, vertex_buf);
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fixed (float* buf_ = buf) gl.BufferData(Silk.NET.OpenGL.GLEnum.ArrayBuffer, (uint)(sizeof(float) * buf.Length), buf_, Silk.NET.OpenGL.GLEnum.StaticDraw);
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vao = Gl.GenVertexArray();
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vao = gl.GenVertexArray();
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}
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}
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@@ -320,7 +336,6 @@ void main()
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gl_img.BitmapSetting(bmp);
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}
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}
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*/
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}
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