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Missing ArbShaderObjects enum #136

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ghost opened this issue Jun 15, 2014 · 2 comments
Closed

Missing ArbShaderObjects enum #136

ghost opened this issue Jun 15, 2014 · 2 comments
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@ghost
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ghost commented Jun 15, 2014

Hi
I just found something that missing on ArbShaderObjects Enumeration that used on GL.Arb.CreateShaderObject()

The missing enums are VertexShaderArb and FragmentShaderArb
but they are available in All Enum (All.VertexShaderArb and All.FragmentShaderArb)

I don't know if an explicit cast can solve the problem or not but currently i used this to resolve this problem (since i am haven't test the code yet, just trying to translating C++ code into C# language):
GL.Arb.CreateShaderObject((ArbShaderObjects)All.VertexShaderArb);

Thank you
Hope you can resolve this! :D

@thefiddler
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By default, enumerations for extension functions are generated directly from the OpenGL registry. Only core functions are edited manually. Considering the size and (combinatorial) complexity of the OpenGL specs, this is the only sane approach.

OpenTK bindings are generated from a pair of files:

  • signatures.xml, which is autogenerated from the OpenGL registry
  • overrides.xml, which is maintained by hand

I would gladly accept a patch against overrides.xml that adds missing enums for OpenGL extensions. You can find this file in OpenTK.sln -> Generator.Bind -> Specifications -> GL2. You can add the missing enumerations under the <add name="gl"> element:

<enum name="ARB_shader_objects">
  <use token="VERTEX_SHADER_ARB" />
  <use token="FRAGMENT_SHADER_ARB" />
</enum>

Then simply execute the Generator.Bind project to regenerate the bindings.

@daerogami
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Closed due to age.

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