Table of Contents

Class GLContext

Namespace
SearchAThing.OpenGL.Core
Assembly
netcore-opengl-core.dll

Gl context object with purpose to:

  • create Silk.NET gl window Silk.NET.Windowing.IWindow.
  • expose Silk.NET.OpenGL.GL interface.
  • handle font char cache through instance of GLFontCharManager.
  • load GLPipeline objects used by the framework.
  • handle environment variable "OPENGL_LIBRARY_PATH" for mesa win library } loading. Useful for windows guest on virtualbox linux host.
  • handle gl debug messages by using DebugMessageCallback.
public class GLContext : IDisposable
Inheritance
GLContext
Implements
Inherited Members
Extension Methods

Constructors

GLContext()

Construct a new gl context.

public GLContext()

Properties

DepthShader

(depth) Shader used for shadow generation.

public GLPipeline DepthShader { get; }

Property Value

GLPipeline
See Also

FontCharMgr

Gl font char manager used to cache font char bitmap and textures.

public GLFontCharManager FontCharMgr { get; }

Property Value

GLFontCharManager

GL

Silk.NET GL handle.

public GL GL { get; }

Property Value

GL

MainShader

Shader used to render main scene.

public GLPipeline MainShader { get; }

Property Value

GLPipeline

NormalShader

(geometry) Shader used to render triangle vertex normals. ShowNormals.

public GLPipeline NormalShader { get; }

Property Value

GLPipeline

ShadeWithEdgeShader

(geometry) Shader used to render triangles with edges.

public GLPipeline ShadeWithEdgeShader { get; }

Property Value

GLPipeline
See Also

VertexVisibilityLineShader

(geometry) Shader used to render lines with point on their vertexes.

public GLPipeline VertexVisibilityLineShader { get; }

Property Value

GLPipeline
See Also

VertexVisibilityTriShader

(geometry) Shader used to render triangles with point on their vertexes.

public GLPipeline VertexVisibilityTriShader { get; }

Property Value

GLPipeline
See Also

Methods

AddDisposedTextureId(uint)

public void AddDisposedTextureId(uint textureId)

Parameters

textureId uint

AutoCleanup()

release disposed resources ( texture, ... ) ; this will be called during GL2DTexture() constructor or before GLModel.EnsureModel() or before GLControl.Invalidate()

public void AutoCleanup()

Dispose()

public void Dispose()

Dispose(bool)

protected virtual void Dispose(bool disposing)

Parameters

disposing bool

~GLContext()

protected ~GLContext()

GetVersion()

Retrieve GL library version.

public string GetVersion()

Returns

string

LoadLibrary(string)

Windows load dll library invoke.

public static extern IntPtr LoadLibrary(string path)

Parameters

path string

DLL library path

Returns

IntPtr