Move MatterControl source code into a subdirectory
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2c6e34243a
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2007 changed files with 13 additions and 8 deletions
240
original/MatterControl.OpenGL/GCodeRenderer/GCodeVertexBuffer.cs
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original/MatterControl.OpenGL/GCodeRenderer/GCodeVertexBuffer.cs
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/*
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Copyright (c) 2018, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using System;
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using System.Collections.Generic;
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using MatterHackers.Agg;
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using MatterHackers.Agg.UI;
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using MatterHackers.RenderOpenGl;
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using MatterHackers.RenderOpenGl.OpenGl;
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using MatterHackers.VectorMath;
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namespace MatterHackers.GCodeVisualizer
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{
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public class GCodeVertexBuffer : IDisposable
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{
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private int indexID;
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private int indexLength;
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private BeginMode pointMode = BeginMode.Triangles;
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private bool disposed = false;
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private int vertexID;
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private int vertexLength;
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private ColorVertexData[] colorVertexData;
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private AxisAlignedBoundingBox boundingBox = AxisAlignedBoundingBox.Empty();
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public AxisAlignedBoundingBox BoundingBox { get { return new AxisAlignedBoundingBox(boundingBox.MinXYZ, boundingBox.MaxXYZ); } }
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/// <summary>
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/// Create a new VertexBuffer
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/// </summary>
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/// <param name="indexData">The array containing the vertex indices.</param>
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/// <param name="vertexCount">The number of vertices to read from the indexData.</param>
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/// <param name="colorData">The array containing the colorData.</param>
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public GCodeVertexBuffer(int[] indexData, int vertexCount, ColorVertexData[] colorData)
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{
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try
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{
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vertexID = GL.GenBuffer();
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indexID = GL.GenBuffer();
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SetBufferData(ref indexData, ref colorData);
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}
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catch
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{
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var triangleData = new List<ColorVertexData>();
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for (int i = 0; i < vertexCount; i += 3)
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{
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triangleData.Add(colorData[indexData[i]]);
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triangleData.Add(colorData[indexData[i + 1]]);
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triangleData.Add(colorData[indexData[i + 2]]);
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}
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this.colorVertexData = triangleData.ToArray();
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}
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}
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private void RenderTriangles(int offset, int count)
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{
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GL.EnableClientState(ArrayCap.ColorArray);
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GL.EnableClientState(ArrayCap.NormalArray);
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GL.EnableClientState(ArrayCap.VertexArray);
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GL.DisableClientState(ArrayCap.TextureCoordArray);
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GL.Disable(EnableCap.Texture2D);
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unsafe
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{
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fixed (ColorVertexData* pFixedColorData = colorVertexData)
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{
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byte* pColorData = (byte*)(pFixedColorData + offset);
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byte* pNormalData = pColorData + 4;
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byte* pPosition = pNormalData + 12;
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GL.VertexPointer(3, VertexPointerType.Float, ColorVertexData.Stride, new IntPtr(pPosition));
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GL.NormalPointer(NormalPointerType.Float, ColorVertexData.Stride, new IntPtr(pNormalData));
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GL.ColorPointer(4, ColorPointerType.UnsignedByte, ColorVertexData.Stride, new IntPtr(pColorData));
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GL.DrawArrays(BeginMode.Triangles, ColorVertexData.Stride, Math.Min(colorVertexData.Length, count));
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}
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}
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GL.DisableClientState(ArrayCap.NormalArray);
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GL.DisableClientState(ArrayCap.VertexArray);
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GL.DisableClientState(ArrayCap.ColorArray);
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GL.ColorPointer(4, ColorPointerType.UnsignedByte, 0, new IntPtr(0));
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GL.NormalPointer(NormalPointerType.Float, 0, new IntPtr(0));
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GL.VertexPointer(3, VertexPointerType.Float, 0, new IntPtr(0));
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}
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private void SetBufferData(ref int[] indexData, ref ColorVertexData[] colorData)
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{
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// Set vertex data
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vertexLength = colorData.Length;
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if (vertexLength > 0)
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{
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GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID);
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unsafe
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{
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fixed (ColorVertexData* dataPointer = colorData)
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{
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GL.BufferData(BufferTarget.ArrayBuffer, colorData.Length * ColorVertexData.Stride, (IntPtr)dataPointer, BufferUsageHint.StaticDraw);
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}
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}
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}
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// Set index data
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indexLength = indexData.Length;
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if (indexLength > 0)
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{
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID);
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unsafe
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{
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fixed (int* dataPointer = indexData)
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{
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GL.BufferData(BufferTarget.ElementArrayBuffer, indexData.Length * sizeof(int), (IntPtr)dataPointer, BufferUsageHint.StaticDraw);
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}
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}
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}
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boundingBox = AxisAlignedBoundingBox.Empty();
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foreach (int i in indexData)
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{
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var v = colorData[i];
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boundingBox.ExpandToInclude(new Vector3Float(v.positionX, v.positionY, v.positionZ));
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}
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}
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public void RenderRange(int offset, int count)
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{
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if (vertexID == 0)
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{
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// not allocated don't render
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RenderTriangles(offset, count);
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}
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else
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{
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RenderBufferData(offset, count);
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}
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}
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private void RenderBufferData(int offset, int count)
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{
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GL.EnableClientState(ArrayCap.ColorArray);
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GL.EnableClientState(ArrayCap.NormalArray);
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GL.EnableClientState(ArrayCap.VertexArray);
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GL.DisableClientState(ArrayCap.TextureCoordArray);
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GL.Disable(EnableCap.Texture2D);
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GL.EnableClientState(ArrayCap.IndexArray);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vertexID);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexID);
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GL.ColorPointer(4, ColorPointerType.UnsignedByte, ColorVertexData.Stride, new IntPtr(0));
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GL.NormalPointer(NormalPointerType.Float, ColorVertexData.Stride, new IntPtr(4));
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GL.VertexPointer(3, VertexPointerType.Float, ColorVertexData.Stride, new IntPtr(4 + 3 * 4));
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// ** Draw **
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GL.DrawRangeElements(
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pointMode,
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0,
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indexLength,
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count,
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DrawElementsType.UnsignedInt,
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new IntPtr(offset * 4));
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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GL.DisableClientState(ArrayCap.IndexArray);
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GL.DisableClientState(ArrayCap.VertexArray);
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GL.DisableClientState(ArrayCap.NormalArray);
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GL.DisableClientState(ArrayCap.ColorArray);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (vertexID == 0)
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{
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// not allocated don't dispose
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return;
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}
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// release unmanaged resources
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if (!disposed)
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{
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UiThread.RunOnIdle(() =>
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{
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GL.DeleteBuffer(vertexID);
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GL.DeleteBuffer(indexID);
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});
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disposed = true;
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}
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if (disposing)
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{
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// release other Managed objects
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// if (resource!= null) resource.Dispose();
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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~GCodeVertexBuffer()
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{
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Dispose(false);
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}
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}
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}
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