fixed a merge issue in GL-RenderSystem
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@ -178,9 +178,7 @@ namespace ANX.Framework.Windows.GL3
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}
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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}
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#endregion
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#region Clear
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/// <summary>
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/// Clear the current screen by the specified clear color and options.
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/// </summary>
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@ -293,24 +291,14 @@ namespace ANX.Framework.Windows.GL3
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throw new NotImplementedException();
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}
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<<<<<<< .mine
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public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount, VertexDeclaration vertexDeclaration) where T : struct, IVertexType
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public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
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{
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throw new NotImplementedException();
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}
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public void ResizeBuffers(PresentationParameters presentationParameters)
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{
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throw new NotImplementedException();
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}
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}
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=======
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public void GetBackBufferData<T>(T[] data, int startIndex,
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int elementCount) where T : struct
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{
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throw new NotImplementedException();
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}
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}
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>>>>>>> .r12199
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}
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@ -35,4 +35,9 @@ using System.Runtime.InteropServices;
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[assembly: AssemblyVersion("0.4.1.*")]
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[assembly: AssemblyFileVersion("0.4.1.0")]
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[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")]
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[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX11.1")]
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[assembly:InternalsVisibleTo("ANX.Framework.Windows.GL3")]
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[assembly:InternalsVisibleTo("ANX.Framework.Windows.Kinect")]
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[assembly:InternalsVisibleTo("ANX.Framework.Windows.XInput")]
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[assembly:InternalsVisibleTo("ANX.Framework.Windows.XAudio")]
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@ -89,7 +89,7 @@ namespace WindowsGame1
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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//TODO: spriteBatch = new SpriteBatch(GraphicsDevice);
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}
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/// <summary>
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