CSharpGL | : green_apple : Object Oriented OpenGL in C | Game Engine library

 by   bitzhuwei C# Version: Current License: MIT

kandi X-RAY | CSharpGL Summary

kandi X-RAY | CSharpGL Summary

CSharpGL is a C# library typically used in Gaming, Game Engine, Unity, Qt5 applications. CSharpGL has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

:green_apple:Object Oriented OpenGL in C#.
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              CSharpGL has a low active ecosystem.
              It has 465 star(s) with 190 fork(s). There are 55 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 20 have been closed. On average issues are closed in 40 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of CSharpGL is current.

            kandi-Quality Quality

              CSharpGL has no bugs reported.

            kandi-Security Security

              CSharpGL has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              CSharpGL is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              CSharpGL releases are not available. You will need to build from source code and install.

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            CSharpGL Key Features

            No Key Features are available at this moment for CSharpGL.

            CSharpGL Examples and Code Snippets

            No Code Snippets are available at this moment for CSharpGL.

            Community Discussions

            QUESTION

            3D cube sides overlapping
            Asked 2018-Apr-24 at 05:06

            I teach OpenGL in my spare time. I found a good complex lesson about it on C++. But because of my not overcome love of C# I decided to rewrite all the code on him. After a couple of hours of torment, everything turned out, but the sides of the cube fit each other and are displayed incorrectly.

            ...

            ANSWER

            Answered 2018-Feb-04 at 15:46

            A cube looks like this when there is no depth testing. The reason why no depth testing happens although it gets enabled is that a SFML RenderWindow doesn't allocate a depth buffer by default. If you need one, you have to pass a ContextSetting instance with DepthBits set to a non zero value.

            Source https://stackoverflow.com/questions/48609728

            QUESTION

            Does the Visual Studio emulator for Android support OpenGL ES 3.0?
            Asked 2017-Mar-28 at 03:22

            I develped an OpenGL ES 3.0 app with Xamarin.Android. It runs well on my phone but crashed on the VS emulator for Android.

            It crashes here:

            at (wrapper managed-to-native) OpenTK.Graphics.ES30.GL/Core.CreateShader (OpenTK.Graphics.ES30.All) <0x00012>

            And an error occurs before:

            E/EGL_emulation( 1977): tid 1977: eglGetConfigAttrib(606): error 0x3004 (EGL_BAD_ATTRIBUTE)

            I wonder if the simluator doesn't support OpenGL ES 3.0.

            In the OpenGL ES Support section of this post,

            VS Emulator for Android can now render apps that make use of OpenGL ES up to version 2.0

            So, does the Visual Studio emulator for Android support OpenGL ES 3.0?

            related logs:

            ...

            ANSWER

            Answered 2017-Mar-28 at 03:22

            Someone has found the answer for me: OpenGLES 3.0 hasn't been supported.

            from https://blogs.msdn.microsoft.com/visualstudioalm/2015/02/23/the-visual-studio-emulator-for-android-in-vs2015-ctp6/

            ... the VS Emulator for Android can now render apps that make use of OpenGL ES > up to version 2.0. .... (If you’re curious, under the hood we’re forwarding OpenGL ES calls to the host machine’s GPU and using ANGLE to translate the calls to DirectX).

            from ANGLE (https://chromium.googlesource.com/angle/angle/+/master/README.md)

            still not fully support GLES3.0 (in progress).

            so It may cause the error on shader compilation on the emulator.

            Update:

            A staff member of MS told me in another site that the driver of the emulator hasn't supported OpenGLES 3.0. So currently the emulator won't support OpenGL ES 3.0 even if ANGLE does support.

            Source https://stackoverflow.com/questions/42972021

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install CSharpGL

            You can download it from GitHub.

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