public Program(CSGL gl,string VSFileName,string FSFileName) : base(gl) { StreamReader SR; SR = new StreamReader(VSFileName); VShader = new CSGL.VertexShader(gl,SR.ReadToEnd()); SR.Close(); SR = new StreamReader(FSFileName); FShader = new CSGL.FragmentShader(gl,SR.ReadToEnd()); SR.Close(); Initial(); }
public VertexShader(CSGL gl,string Source) : base(gl,VERTEX_SHADER,Source) { }
public FragmentShader(CSGL gl,string Source) : base(gl,FRAGMENT_SHADER,Source) { }
public Program(CSGL gl,VertexShader VS,FragmentShader FS) : base(gl) { VShader = VS; FShader = FS; Initial(); }
internal Shader(CSGL gl,uint SType,string Source) : base(gl) { T = SType; Src = Source; Initial(); }
public VertexBuffer(CSGL gl,uint SizePerVertex,double[] BData,Usage U) : base(gl,ArrayBuffer.Data,BData,U) { Size = (int)SizePerVertex; Count = BData.Length / Size; }
public GLObject(CSGL Control) { Ctrl = Control; }
public TexCoordBuffer(CSGL gl,uint SizePerVertex,double[] BData,Usage U) : base(gl,ArrayBuffer.Data,BData,U) { Size = (int)SizePerVertex; }
public VertexAttribBuffer(CSGL gl,uint SizePerVertex,double[] BData,Usage U) : base(gl,ArrayBuffer.Data,BData,U) { S = (int)SizePerVertex; }
public NormalBuffer(CSGL gl,double[] BData,Usage U) : base(gl,ArrayBuffer.Data,BData,U) { }
public IndexBuffer(CSGL gl,uint[] BData,Usage U) : base(gl,ArrayBuffer.Element,BData,U) { Count = BData.Length; }
protected BaseBuffer(CSGL gl,ArrayBuffer BufferType,double[] BufferData,Usage Use) : base(gl) { U = Use; Data = BufferData; BType = BufferType; T = DataType.Double; Initial(); }
protected BaseBuffer(CSGL gl,ArrayBuffer BufferType,float[] BufferData,Usage Use) : base(gl) { U = Use; Data = BufferData; BType = BufferType; T = DataType.Float; Initial(); }
public Texture(CSGL gl,string ImageFileName) : base(gl) { FileName = ImageFileName; Initial(); }