OpenGL.Net | Modern OpenGL bindings for C | Graphics library

 by   luca-piccioni C# Version: v0.2.0-beta License: MIT

kandi X-RAY | OpenGL.Net Summary

kandi X-RAY | OpenGL.Net Summary

OpenGL.Net is a C# library typically used in User Interface, Graphics applications. OpenGL.Net has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Modern OpenGL bindings for C#.
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            kandi-support Support

              OpenGL.Net has a low active ecosystem.
              It has 540 star(s) with 109 fork(s). There are 44 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 39 open issues and 104 have been closed. On average issues are closed in 46 days. There are 7 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of OpenGL.Net is v0.2.0-beta

            kandi-Quality Quality

              OpenGL.Net has 0 bugs and 0 code smells.

            kandi-Security Security

              OpenGL.Net has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              OpenGL.Net code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              OpenGL.Net 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

              OpenGL.Net releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.
              OpenGL.Net saves you 186579 person hours of effort in developing the same functionality from scratch.
              It has 188454 lines of code, 0 functions and 1777 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            OpenGL.Net Key Features

            No Key Features are available at this moment for OpenGL.Net.

            OpenGL.Net Examples and Code Snippets

            No Code Snippets are available at this moment for OpenGL.Net.

            Community Discussions

            QUESTION

            How to pass output of separate console window to Visual Studio output window?
            Asked 2020-Jul-31 at 03:06

            I'm writing an application in C# that uses an OpenGL binding (OpenGL.NET) and a GLFW library binding. When running the application, it shows the black console window and uses this for displaying all console output (the Console.WriteLine output appears here).

            Nothing shows up in the Visual Studio output window, as it normally would. I'm used to view the Visual Studio output window and never used some software that creates its own console / command line for whatever reason. Although it is not a big problem, it's irritating that (when debugging) all output in that separate console is lost when I close my application.

            I'm sure this situation has something to do with the software architecture/properties of the included third party software I mentioned.

            My question is: is it possible to somehow pass/copy the console output like Console.WriteLine that shows up in the separate console, to the output window of Visual Studio? And if possible, how to do it? If possible I prefer not to use a different method or functionality for outputting things to the console. So avoiding to change every line where I use Console.WriteLine.

            I'm using Visual Studio 2017.

            ...

            ANSWER

            Answered 2020-Jul-31 at 03:06

            How to pass output of separate console window to Visual Studio output window?

            You can use Debug.WriteLine() with using namespace System.Diagnostics, it will output the info on the output window.

            There is no other easy function copying the info from console window into output window directly. Only manually use Debug.Writeline() to add any information you want.

            Note: You should use Start Debugging under Debug menu rather than Start without Debugging and then you will see them on the output window.

            2) Besides, if you use Release configuration or use other configurations that are not Debug to run your project, Debug.writeline() will not work.

            Instead, you should use

            Source https://stackoverflow.com/questions/63154240

            QUESTION

            Why is the data parameter in Gl.BufferSubData() method of OpenGL.NET an IntPtr?
            Asked 2020-Apr-25 at 14:08

            I'm making a Game Engine in c# using OpenGL.NET. Right now I am working on a Batch Renderer. A staple method of a Batch Renderer is glBufferSubData(). But the actual data I am providing is in form of a QuadVertex[] whereas the method asks for an IntPtr!! What should the IntPtr be?? In C++ we can provide a void* there and in Java(LWJGL3), a FloatBuffer. Is there a way to convert my QuadVertex[] to an IntPtr? Here is the QuadVertex class:

            ...

            ANSWER

            Answered 2020-Apr-25 at 14:08

            In OpenGL.Net Gl.BufferSubData is overloaded. The data argument has to be of type IntPtr or of type object.
            The method delegates to glBufferSubData, where the argument specifies a pointer to a consecutive byte array which contains the data.

            For instance the argument can either be an array (of any type, e.g.: float):

            Source https://stackoverflow.com/questions/61426460

            QUESTION

            Gl.VertexAttribPointer() does not work when specifying an Integer Offset but works when inputting null
            Asked 2020-Apr-21 at 19:07

            I am Trying to make a Game Engine in C# and OpenGL using OpenGL.NET. I have abstracted the Basic OpenGL Objects like VAO, VBO, etc. I Have a BufferLayout Class which specifies the Data present in the Vertex Buffer. The method in the VertexArray class that adds a buffer is this:

            ...

            ANSWER

            Answered 2020-Apr-21 at 13:38

            The overload which takes an object is meant for compatibility profile OpenGL contex and the object has to be an object containing the vertex array data.

            If you want to set an offset, then you have to create an IntPtr. e.g:

            Source https://stackoverflow.com/questions/61344520

            QUESTION

            How Do I Initialize OpenGL.NET with GLFW.Net?
            Asked 2020-Apr-20 at 10:02

            I am trying to use OpenGL and GLFW in C#. I Have Installed NuGet Packages for GLFW.Net and OpenGL.Net. What I cannot for my life figure out, is how do I setup the context for OpenGL.Net with GLFW.Net?? No error messages appeared when I tried to run my very basic test OpenGL Code. i.e.

            ...

            ANSWER

            Answered 2020-Apr-20 at 10:02

            On the first glace, I can see an obvious issue. The size of the buffer data has to be specified in bytes (see glBufferData). Hence the size has to be 6*4 rather than 6:

            Source https://stackoverflow.com/questions/61318104

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

            Vulnerabilities

            No vulnerabilities reported

            Install OpenGL.Net

            You can download it from GitHub.

            Support

            Go to the wiki to look for information about the project, especially the how do I... page. There is also a Samples directory where application skeleton are implemented for various platforms, and there is an exaustive and documented hello triangle application.
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            https://github.com/luca-piccioni/OpenGL.Net.git

          • CLI

            gh repo clone luca-piccioni/OpenGL.Net

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            git@github.com:luca-piccioni/OpenGL.Net.git

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