public GLContextBase(Clyde clyde) { Clyde = clyde; BindingsContext = new BindingsContextImpl(this); }
public AudioSource(Clyde master, int sourceHandle, AudioStream sourceStream) { _master = master; SourceHandle = sourceHandle; _sourceStream = sourceStream; }
public ClydeShaderInstance(ClydeHandle handle, Clyde parent) { Handle = handle; Parent = parent; }
public RenderTexture(Vector2i size, ClydeTexture texture, Clyde clyde, ClydeHandle handle) : base(clyde, handle) { Size = size; Texture = texture; }
public RenderWindow(Clyde clyde, ClydeHandle handle) : base(clyde, handle) { }
public RenderTarget(Vector2i size, ClydeTexture texture, GLHandle objectHandle, Clyde clyde, ClydeHandle handle, GLHandle depthStencilBuffer) { Size = size; Texture = texture; ObjectHandle = objectHandle; _clyde = clyde; Handle = handle; DepthStencilBuffer = depthStencilBuffer; }
protected RenderTargetBase(Clyde clyde, ClydeHandle handle) { Clyde = clyde; Handle = handle; }
public RenderTarget(Vector2i size, ClydeTexture texture, OGLHandle objectHandle, Clyde clyde, ClydeHandle handle) { Size = size; Texture = texture; ObjectHandle = objectHandle; _clyde = clyde; Handle = handle; }
public GLContextAngle(Clyde clyde) : base(clyde) { }
public GLContextEgl(Clyde clyde) : base(clyde) { }
public GLShaderProgram(Clyde clyde, string?name = null) { _clyde = clyde; Name = name; }
public Viewport(ClydeHandle handle, string?name, Clyde clyde) { Name = name; _handle = handle; _clyde = clyde; }
public GLBuffer(Clyde clyde, BufferTarget type, BufferUsageHint usage, Span <byte> initialize, string?name = null) : this(clyde, type, usage, name) { Reallocate(initialize); }
public GLBuffer(Clyde clyde, BufferTarget type, BufferUsageHint usage, int size, string?name = null) : this(clyde, type, usage, name) { Reallocate(size); }
internal ClydeTexture(ClydeHandle id, Vector2i size, Clyde clyde) : base(size) { TextureId = id; _clyde = clyde; }
public GLContextWindow(Clyde clyde) : base(clyde) { }