<?xml version="1.0"?>
<doc>
    <assembly>
        <name>WW.GL</name>
    </assembly>
    <members>
        <member name="T:WW.OpenGL.TextureTarget">
            <summary>
            Texture target as used in <see cref="M:WW.OpenGL.GL.BindTexture(WW.OpenGL.TextureTarget,System.UInt32)"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.PixelFormatInternal">
            <summary>
            Internal pixel format as used in <see cref="M:WW.OpenGL.GL.TexImage1D(WW.OpenGL.TextureTarget,System.Int32,WW.OpenGL.PixelFormatInternal,System.Int32,System.Int32,WW.OpenGL.PixelFormat,WW.OpenGL.DataType,System.IntPtr)"/> and <see cref="M:WW.OpenGL.GL.TexImage2D(WW.OpenGL.TextureTarget,System.Int32,WW.OpenGL.PixelFormatInternal,System.Int32,System.Int32,System.Int32,WW.OpenGL.PixelFormat,WW.OpenGL.DataType,System.IntPtr)"/>.
            </summary>
        </member>
        <member name="F:WW.OpenGL.PixelFormatInternal.One">
            <summary>
            Texture has one color component.
            </summary>
        </member>
        <member name="F:WW.OpenGL.PixelFormatInternal.Two">
            <summary>
            Texture has two color component.
            </summary>
        </member>
        <member name="F:WW.OpenGL.PixelFormatInternal.Three">
            <summary>
            Texture has three color component.
            </summary>
        </member>
        <member name="F:WW.OpenGL.PixelFormatInternal.Four">
            <summary>
            Texture has four color component.
            </summary>
        </member>
        <member name="T:WW.OpenGL.NurbsDisplay">
            <summary>
            This enum defines how a NURBS surface is to be rendered.
            Used in <see cref="M:WW.OpenGL.GLU.NurbsProperty(System.IntPtr,WW.OpenGL.NurbsProperty,System.Single)"/>.
            </summary>
            <seealso cref="M:WW.OpenGL.GLU.NurbsProperty(System.IntPtr,WW.OpenGL.NurbsProperty,System.Single)"/>
        </member>
        <member name="T:WW.OpenGL.Capability">
            <summary>
            OpenGL capabilities that can be enabled and disabled.
            </summary>
            <seealso cref="M:WW.OpenGL.GL.Enable(WW.OpenGL.Capability)"/>
            <seealso cref="M:WW.OpenGL.GL.Disable(WW.OpenGL.Capability)"/>
            <seealso cref="M:WW.OpenGL.GL.IsEnabled(WW.OpenGL.Capability)"/>
        </member>
        <member name="F:WW.OpenGL.Capability.FogSpecularTexture">
            <summary>
            Enables specularly lit textures (Windows only).
            See also: http://oss.sgi.com/projects/ogl-sample/registry/WIN/specular_fog.txt
            </summary>
        </member>
        <member name="T:WW.OpenGL.TessellationWinding">
            <summary>
            The tesselation winding type determines which parts of a polygon are on the interior.
            </summary>
        </member>
        <member name="F:WW.OpenGL.TessellationWinding.AbsoluteGreaterEqualTwo">
            <summary>
            Absolute value greater or equal to two.
            </summary>
        </member>
        <member name="T:WW.OpenGL.GLU">
            <summary>
            The OpenGL Utility (GLU) library methods.
            </summary>
            <remarks>
            The GLU library is implemented in software (so a OpenGL rendering context is not required).
            </remarks>
        </member>
        <member name="M:WW.OpenGL.GLU.GetString(WW.OpenGL.GLUStringName)">
            <summary>
            Wrapper method around <see cref="M:WW.OpenGL.GLU.GetStringIntPtr(WW.OpenGL.GLUStringName)"/> (which is gluGetString).
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLU.ScaleImage(WW.OpenGL.PixelFormat,System.Int32,System.Int32,WW.OpenGL.DataType,System.IntPtr,System.Int32,System.Int32,WW.OpenGL.DataType,System.IntPtr)">
            <summary>
            The gluScaleImage function scales an image to an arbitrary size.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLU.TessProperty(System.IntPtr,WW.OpenGL.TessellationProperty,System.Double)">
            <summary>
            Set one of the tessellation object properties.
            </summary>
            <param name="tess">The tessellation object pointer.</param>
            <param name="which">
            Which parameter (should be <see cref="F:WW.OpenGL.TessellationProperty.BoundaryOnly"/> or
            <see cref="F:WW.OpenGL.TessellationProperty.Tolerance"/>.
            </param>
            <param name="value">When a true/false is expected use 1 or 0.</param>
        </member>
        <member name="M:WW.OpenGL.GLU.NurbsCurve(System.IntPtr,System.Int32,System.Single[],System.Int32,System.Single[],System.Int32,WW.OpenGL.MapTarget)">
            <summary>
            The gluNurbsCurve function defines the shape of a NURBS curve.
            </summary>
            <param name="nobj"></param>
            <param name="nknots"></param>
            <param name="knot"></param>
            <param name="stride"></param>
            <param name="ctlarray"></param>
            <param name="order"></param>
            <param name="type">Only use the one-dimensional evaluator types.</param>
        </member>
        <member name="M:WW.OpenGL.GLU.NurbsSurface(System.IntPtr,System.Int32,System.Single[],System.Int32,System.Single[],System.Int32,System.Int32,System.Single[],System.Int32,System.Int32,WW.OpenGL.MapTarget)">
            <summary>
            The gluNurbsSurface function defines the shape of a NURBS surface.
            </summary>
            <param name="nobj">The nobj.</param>
            <param name="sKnotCount">The s knot count.</param>
            <param name="sKnots">The s knots.</param>
            <param name="tKnotCount">The t knot count.</param>
            <param name="tKnots">The t knots.</param>
            <param name="sStride">The s stride.</param>
            <param name="tStride">The t stride.</param>
            <param name="ctlArray">The CTL array.</param>
            <param name="sOrder">The s order.</param>
            <param name="tOrder">The t order.</param>
            <param name="type">Only use the two-dimensional evaluator types.</param>
        </member>
        <member name="M:WW.OpenGL.GLU.NurbsCallback(System.IntPtr,WW.OpenGL.CallbackType,WW.OpenGL.GLU.ErrorDelegate)">
            <summary>
            Registers a NURBS callback.
            </summary>
            <param name="nobj">The NURBS object pointer.</param>
            <param name="which">The type of callback.</param>
            <param name="callback">The callback (a <see cref="T:WW.OpenGL.NurbsErrorCode"/> is passed as parameter).</param>
        </member>
        <member name="T:WW.OpenGL.RenderingContext">
            <summary>
            Convenience wrapper around the OpenGL rendering context.
            </summary>
            <remarks>
            <para>
            Per thread one rendering context can be current (see <see cref="M:WW.OpenGL.RenderingContext.MakeCurrent"/>).
            </para>
            <para>
            Makes sure to dispose this wrapper as soon as possible. This wrapper may not be disposed
            while the OpenGL rendering context is still current on another thread.
            When just releasing this rendering context wrapper while the wrapped OpenGL rendering context
            is still current (in e.g. the main thread), 
            this wrapper will be disposed of in the garbage collection thread through the finalizer
            and will cause an error. 
            See for more details the MSDN documentation on the wglDeleteContext Function
            (It is illegal to call wglDeleteContext while the rendering context
            is current on another thread).
            </para>
            </remarks>
        </member>
        <member name="M:WW.OpenGL.RenderingContext.MakeCurrent">
            <summary>
            Makes this rendering context current for OpenGL.
            </summary>
        </member>
        <member name="M:WW.OpenGL.RenderingContext.FromWindowHandle(System.IntPtr,WW.OpenGL.Win.PixelFormatDescriptor)">
            <summary>
            Creates an OpenGL rendering context from a window handle.
            </summary>
        </member>
        <member name="M:WW.OpenGL.RenderingContext.FromWindowHandle(System.IntPtr,System.Int32)">
            <summary>
            Creates an OpenGL rendering context from a window handle.
            </summary>
            <param name="windowHandle">The window handle.</param>
            <param name="pixelFormatIndex">
            The one-based pixel format index (see also <see cref="T:WW.OpenGL.Win.PixelFormatDescriptor"/>.
            </param>
        </member>
        <member name="M:WW.OpenGL.RenderingContext.FromBitmapInfo(WW.OpenGL.Win.BitmapInfo,WW.OpenGL.Win.PixelFormatDescriptor,System.IntPtr@)">
            <summary>
            Creates an OpenGL rendering context for rendering onto a bitmap.
            </summary>
            <param name="bitmapInfo">The bitmap info.</param>
            <param name="bitmapHandle">The handle of the created bitmap.</param>
        </member>
        <member name="M:WW.OpenGL.RenderingContext.Dispose">
            <summary>
            See <see cref="T:System.IDisposable"/>.
            This wrapper may not be disposed
            while the OpenGL rendering context is still current on another thread.
            </summary>
            <remarks>
            This method calls <see cref="M:WW.OpenGL.Win.WGL.DeleteContext(System.IntPtr)"/> and 
            <see cref="M:WW.OpenGL.Win.WGL.DeleteDC(System.IntPtr)"/> or <see cref="M:WW.OpenGL.Win.WGL.ReleaseDC(System.IntPtr,System.IntPtr)"/> (depending on how the device context was created).
            </remarks>
        </member>
        <member name="P:WW.OpenGL.RenderingContext.WindowHandle">
            <summary>
            Gets the window handle.
            </summary>
        </member>
        <member name="P:WW.OpenGL.RenderingContext.HDC">
            <summary>
            Gets the device context handle.
            </summary>
        </member>
        <member name="P:WW.OpenGL.RenderingContext.HRC">
            <summary>
            Gets the OpenGL rendering context handle.
            </summary>
        </member>
        <member name="P:WW.OpenGL.RenderingContext.PixelFormatIndex">
            <summary>
            Gets the pixel format index (one based! Value is zero if invalid pixel format index).
            </summary>
            <remarks>
            See also <see cref="M:WW.OpenGL.Win.PixelFormatDescriptor.GetSupportedFixelFormatDescriptors(System.IntPtr)"/>.
            </remarks>
        </member>
        <member name="T:WW.OpenGL.PixelCopyType">
            <summary>
            The pixel copy type as used in <see cref="M:WW.OpenGL.GL.CopyPixels(System.Int32,System.Int32,System.Int32,System.Int32,WW.OpenGL.PixelCopyType)"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.NurbsErrorCode">
            <summary>
            NURBS error code as passed in the NURBS call back method (see <see cref="M:WW.OpenGL.GLU.NurbsCallback(System.IntPtr,WW.OpenGL.CallbackType,WW.OpenGL.GLU.ErrorDelegate)"/>).
            </summary>
            <remarks>
            Use <see cref="M:WW.OpenGL.GLU.ErrorString(WW.OpenGL.NurbsErrorCode)"/> to get the error string corresponding to the error code.
            </remarks>
            <seealso cref="M:WW.OpenGL.GLU.ErrorString(WW.OpenGL.NurbsErrorCode)"/>
        </member>
        <member name="T:WW.OpenGL.Win.DIBDataType">
            <summary>
            Specifies the type of data contained in the bmiColors array member 
            of the <see cref="T:WW.OpenGL.Win.BitmapInfo"/> structure (either logical palette indexes or literal RGB values). 
            </summary>
            <seealso cref="M:WW.OpenGL.Win.WGL.CreateDIBSection(System.IntPtr,WW.OpenGL.Win.BitmapInfo@,WW.OpenGL.Win.DIBDataType,System.IntPtr@,System.IntPtr,System.UInt32)"/>
        </member>
        <member name="T:WW.OpenGL.GLGraphics">
            <summary>
            Helper class for OpenGL drawing onto a device context using back buffering.
            </summary>
            <remarks>
            <para>
            This class handles rendering on the back buffer and swapping the
            front and back buffers.
            </para>
            <para>
            Anti-aliasing is provided optionally, see properties <see cref="P:WW.OpenGL.GLGraphics.AntiAliasingEnabled"/>,
            <see cref="P:WW.OpenGL.GLGraphics.AntiAliasingDegree"/> and <see cref="P:WW.OpenGL.GLGraphics.AntiAliasJitterVectors"/>.
            </para>
            </remarks>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.#ctor">
            <summary>
            Constructor.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.#ctor(WW.OpenGL.RenderingContext)">
            <summary>
            Constructor.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.Finalize">
            <summary>
            Finalizer releasing all OpenGL resources.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.Initialize(WW.OpenGL.RenderingContext)">
            <summary>
            Initialize the graphics using given OpenGL rendering context.
            </summary>
            <remarks>
            This object will become the owner of the rendering context and
            will dispose it when this object is disposed.
            </remarks>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.Paint(System.Int32,System.Int32)">
            <summary>
            Paint.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.Paint(WW.OpenGL.RenderingContext,System.Int32,System.Int32)">
            <summary>
            Paint the scene.
            </summary>
            <remarks>
            <para>
            Calls <see cref="M:WW.OpenGL.GLGraphics.DrawSceneHelper"/>, and optionally handles anti aliasing by
            modifying the projection matrix using jitter vectors.
            In case anti aliasing is enabled, <c>DrawSceneHelper</c> is called multiple times.
            </para>
            <para>
            This method also handles swapping buffers.
            </para>
            </remarks>
            <seealso cref="M:WW.OpenGL.GLGraphics.DrawSceneHelper"/>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasingEnabled"/>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasingDegree"/>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasJitterVectors"/>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.Resize(System.Int32,System.Int32)">
            <summary>
            Event handler called when the control is resized.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.DrawSceneHelper">
            <summary>
            Draws the scene.
            </summary>
            <remarks>
            Calls <see cref="M:WW.OpenGL.GLGraphics.OnBeforeDrawScene(System.EventArgs)"/>, <see cref="M:WW.OpenGL.GLGraphics.OnDrawScene(System.EventArgs)"/>
            and <see cref="M:WW.OpenGL.GLGraphics.OnAfterDrawScene(System.EventArgs)"/> in this order.
            </remarks>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.OnDrawScene(System.EventArgs)">
            <summary>
            Raises the <see cref="E:DrawScene"/> event.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.OnBeforeDrawScene(System.EventArgs)">
            <summary>
            Raises the <see cref="E:BeforeDrawScene"/> event.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.OnAfterDrawScene(System.EventArgs)">
            <summary>
            Raises the <see cref="E:AfterDrawScene"/> event.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLGraphics.Dispose">
            <inheritdoc/>
        </member>
        <member name="E:WW.OpenGL.GLGraphics.DrawScene">
            <summary>
            Raised when the scene is drawn.
            </summary>
        </member>
        <member name="E:WW.OpenGL.GLGraphics.BeforeDrawScene">
            <summary>
            Raised before the scene is drawn.
            </summary>
        </member>
        <member name="E:WW.OpenGL.GLGraphics.AfterDrawScene">
            <summary>
            Raised after the scene is drawn.
            </summary>
        </member>
        <member name="P:WW.OpenGL.GLGraphics.RenderingContext">
            <summary>
            Gets the OpenGL rendering context.
            </summary>
        </member>
        <member name="P:WW.OpenGL.GLGraphics.AntiAliasingEnabled">
            <summary>
            Gets or sets whether anti-aliasing is enabled.
            </summary>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasingEnabled"/>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasJitterVectors"/>
        </member>
        <member name="P:WW.OpenGL.GLGraphics.AntiAliasingDegree">
            <summary>
            Gets or sets the anti-aliasing degree (default value is 2).
            </summary>
            <remarks>
            Settings this property will generate a degree x degree jitter vectors
            into <see cref="P:WW.OpenGL.GLGraphics.AntiAliasJitterVectors"/>.
            </remarks>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasingEnabled"/>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasJitterVectors"/>
        </member>
        <member name="P:WW.OpenGL.GLGraphics.AntiAliasJitterVectors">
            <summary>
            Gets or sets the anti-alias jitter vectors.
            </summary>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasingEnabled"/>
            <seealso cref="P:WW.OpenGL.GLGraphics.AntiAliasingDegree"/>
        </member>
        <member name="T:WW.OpenGL.VertexArray">
            <summary>
            Enumeration of constants used by the GL_EXT_vertex_array extension.
            See <see cref="!:http://www.opengl.org/registry/specs/EXT/vertex_array.txt"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.TessellationCallbackType">
            <summary>
            Tesselation callback types to use with <see cref="M:WW.OpenGL.GLU.TessCallback(System.IntPtr,WW.OpenGL.TessellationCallbackType,System.IntPtr)"/>.
            Every callback type has an associated delegate in class <see cref="T:WW.OpenGL.GLU"/>.
            </summary>
            <seealso cref="T:WW.OpenGL.GLU"/>
        </member>
        <member name="F:WW.OpenGL.TessellationCallbackType.Begin">
            <summary>
            Matches delegate <see cref="T:WW.OpenGL.GLU.TessellationBeginDelegate"/>.
            </summary>
        </member>
        <member name="F:WW.OpenGL.TessellationCallbackType.Vertex">
            <summary>
            Matches delegate <see cref="!:GLU.TessellationVertexDelegate3dv"/>.
            </summary>
        </member>
        <member name="F:WW.OpenGL.TessellationCallbackType.End">
            <summary>
            Matches delegate <see cref="T:WW.OpenGL.GLU.TessellationEndDelegate"/>.
            </summary>
        </member>
        <member name="F:WW.OpenGL.TessellationCallbackType.Error">
            <summary>
            Matches delegate <see cref="T:WW.OpenGL.GLU.TessellationErrorDelegate"/>.
            </summary>
        </member>
        <member name="F:WW.OpenGL.TessellationCallbackType.EdgeFlag">
            <summary>
            Matches delegate <see cref="T:WW.OpenGL.GLU.TessellationEdgeFlagDelegate"/>.
            </summary>
        </member>
        <member name="F:WW.OpenGL.TessellationCallbackType.Combine">
            <summary>
            Matches delegate <see cref="T:WW.OpenGL.GLU.TessellationCombineDelegate"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.QuadricNormal">
            <summary>
            Normal vector type.
            </summary>
        </member>
        <member name="M:WW.LicenseChecker.#cctor">
            <summary>
            See for more details <see href="http://www.pcreview.co.uk/forums/signedxml-checksignature-very-slow-t3428177.html"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.InterleavedArrayFormat">
            <summary>
            Interleaved array format.
            </summary>
        </member>
        <member name="T:WW.OpenGL.HintTarget">
            <summary>
            The hint target (see <see cref="M:WW.OpenGL.GL.Hint(WW.OpenGL.HintTarget,WW.OpenGL.HintMode)"/>).
            </summary>
            <seealso cref="M:WW.OpenGL.GL.Hint(WW.OpenGL.HintTarget,WW.OpenGL.HintMode)"/>
        </member>
        <member name="F:WW.OpenGL.HintTarget.PhongHint">
            <summary>
            Enables rendering Phong shaded primitives using OpenGL (Windows only).
            See also: http://oss.sgi.com/projects/ogl-sample/registry/WIN/phong_shading.txt
            </summary>
        </member>
        <member name="T:WW.OpenGL.DisplayList">
            <summary>
            This class represents an OpenGL display list.
            </summary>
            <remarks>
            Child display lists must be constructed before this display list was created,
            otherwise the child display list is not rendered.
            </remarks>
        </member>
        <member name="M:WW.OpenGL.DisplayList.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:WW.OpenGL.DisplayList"/> class.
            </summary>
        </member>
        <member name="M:WW.OpenGL.DisplayList.EndList">
            <summary>
            After constructing the display list the list must be ended by calling this method.
            </summary>
        </member>
        <member name="M:WW.OpenGL.DisplayList.Delete">
            <summary>
            Deletes this display list and its children recursively.
            </summary>
        </member>
        <member name="M:WW.OpenGL.DisplayList.Draw">
            <inheritdoc/>
        </member>
        <member name="P:WW.OpenGL.DisplayList.Children">
            <summary>
            Gets the children.
            </summary>
        </member>
        <member name="T:WW.OpenGL.GLUErrorCode">
            <summary>
            GLU error code.
            </summary>
            <remarks>
            Use <see cref="M:WW.OpenGL.GLU.ErrorString(WW.OpenGL.GLUErrorCode)"/> to get the error string corresponding to the error code.
            </remarks>
            <seealso cref="M:WW.OpenGL.GLU.ErrorString(WW.OpenGL.GLUErrorCode)"/>
        </member>
        <member name="T:WW.OpenGL.GL">
            <summary>
            OpenGL utility class with wrapper methods.
            </summary>
            <remarks>
            <para>
            OpenGL constants can be used in the form of type safe enumerations for maximum usability.
            Enum <see cref="T:WW.OpenGL.Capability"/> is an example of this:
            methods <see cref="M:WW.OpenGL.GL.Enable(WW.OpenGL.Capability)"/> and <see cref="M:WW.OpenGL.GL.Disable(WW.OpenGL.Capability)"/>takes this capability as
            a parameter.
            This makes it harder to pass the wrong OpenGL constant as a method parameter and
            the auto-completion can now greatly improve programming speed, since the IDE will
            suggest which enums can be used after typing <c>GL.Enable(</c>.
            Some OpenGL methods have been overloaded, where more than one enum can be passed as a parameter 
            (see again e.g. <see cref="M:WW.OpenGL.GL.Enable(WW.OpenGL.Capability)"/>).
            </para>
            <para>
            Some overloads are created to directly operate on the WW.Math structs, like 
            <see cref="T:WW.Math.Point3D"/> and <see cref="T:WW.Math.Matrix4D"/> 
            (where there is no or negligible performance penalty).
            Methods <see cref="M:WW.OpenGL.GL.Vertex3d(WW.Math.Point3D)"/> and <see cref="M:WW.OpenGL.GL.LoadMatrixd(WW.Math.Matrix4D@)"/> are examples of these.
            </para>
            </remarks>
        </member>
        <member name="M:WW.OpenGL.GL.CopyTexImage1D(WW.OpenGL.TextureTarget,System.Int32,WW.OpenGL.PixelFormatInternal,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            The CopyTexImage1D function copies pixels from the framebuffer into a one-dimensional texture image.
            </summary>
            <param name="target">The texture target (must be <see cref="F:WW.OpenGL.TextureTarget.Texture1D"/>).</param>
        </member>
        <member name="M:WW.OpenGL.GL.CopyTexImage2D(WW.OpenGL.TextureTarget,System.Int32,WW.OpenGL.PixelFormatInternal,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            The CopyTexImage2D function copies pixels from the framebuffer into a two-dimensional texture image.
            </summary>
            <param name="target">The texture target (must be <see cref="F:WW.OpenGL.TextureTarget.Texture2D"/>).</param>
        </member>
        <member name="M:WW.OpenGL.GL.CopyTexSubImage1D(WW.OpenGL.TextureTarget,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            The CopyTexSubImage1D function copies a sub-image of a one-dimensional texture image from the framebuffer.
            </summary>
            <param name="target">The texture target (must be <see cref="F:WW.OpenGL.TextureTarget.Texture1D"/>).</param>
        </member>
        <member name="M:WW.OpenGL.GL.CopyTexSubImage2D(WW.OpenGL.TextureTarget,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            The CopyTexSubImage2D function copies a sub-image of a two-dimensional texture image from the framebuffer.
            </summary>
            <param name="target">The texture target (must be <see cref="F:WW.OpenGL.TextureTarget.Texture2D"/>).</param>
        </member>
        <member name="M:WW.OpenGL.GL.DepthFunc(WW.OpenGL.ComparisonFunction)">
            <summary>
            Sets the comparison function for the depth test.
            </summary>
            <param name="func">The comparison function to use for the depth test.</param>
        </member>
        <member name="M:WW.OpenGL.GL.Fogf(WW.OpenGL.FogParameter,WW.OpenGL.FogMode)">
            <summary>
            Sets the parameter and function for calculating fog.
            </summary>
            <param name="fogParameter">Parameter-name. Must be Mode.</param>
            <param name="param">Fog factor.</param>
        </member>
        <member name="M:WW.OpenGL.GL.Fogf(WW.OpenGL.FogParameter,System.Single)">
            <summary>
            Sets the parameter and function for calculating fog.
            </summary>
            <param name="fogParameter">Parameter-name. Must be Density, Start, End or Index.</param>
            <param name="param">Value for density, start or end in the fog equations.
            When fogParameter is Index, specifies the the fog's color index.</param>
        </member>
        <member name="M:WW.OpenGL.GL.Fogfv(WW.OpenGL.FogParameter,System.Single[])">
            <summary>
            Sets the parameter and function for calculating fog.
            </summary>
            <param name="fogParameter">Parameter-name. Must be Color.</param>
            <param name="param">Specifies the RGBA-values for the fog's color.</param>
        </member>
        <member name="M:WW.OpenGL.GL.Fogi(WW.OpenGL.FogParameter,WW.OpenGL.FogMode)">
            <summary>
            Sets the parameter and function for calculating fog.
            </summary>
            <param name="fogParameter">Parameter-name. Must be Mode.</param>
            <param name="param">Fog factor.</param>
        </member>
        <member name="M:WW.OpenGL.GL.Fogi(WW.OpenGL.FogParameter,System.Int32)">
            <summary>
            Sets the parameter and function for calculating fog.
            </summary>
            <param name="fogParameter">Parameter-name. Must be Density, Start, End or Index.</param>
            <param name="param">Value for density, start or end in the fog equations.
            When fogParameter is Index, specifies the the fog's color index.</param>
        </member>
        <member name="M:WW.OpenGL.GL.Fogiv(WW.OpenGL.FogParameter,System.Int32[])">
            <summary>
            Sets the parameter and function for calculating fog.
            </summary>
            <param name="fogParameter">Parameter-name. Must be Color.</param>
            <param name="param">Specifies the RGBA-values for the fog's color.</param>
        </member>
        <member name="M:WW.OpenGL.GL.GetColorTableParameterfvEXT(WW.OpenGL.ColorTableParameterTarget,WW.OpenGL.ColorTableParameterName,System.Single[])">
            <summary>
            This extension defines a new RGBA-format color lookup mechanism.
            See: http://oss.sgi.com/projects/ogl-sample/registry/SGI/color_table.txt
            </summary>
        </member>
        <member name="M:WW.OpenGL.GL.GetColorTableParameterivEXT(WW.OpenGL.ColorTableParameterTarget,WW.OpenGL.ColorTableParameterName,System.Int32[])">
            <summary>
            This extension defines a new RGBA-format color lookup mechanism.
            See: http://oss.sgi.com/projects/ogl-sample/registry/SGI/color_table.txt
            </summary>
        </member>
        <member name="M:WW.OpenGL.GL.GetString(WW.OpenGL.StringName)">
            <summary>
            Wrapper method around <see cref="M:WW.OpenGL.GL.GetStringIntPtr(WW.OpenGL.StringName)"/> (which is glGetString).
            </summary>
        </member>
        <member name="M:WW.OpenGL.GL.TexEnvf(WW.OpenGL.TextureEnvironmentTarget,WW.OpenGL.TextureEnvironmentParameterName,System.Single)">
            <summary>
            Sets the current texturing function.
            </summary>
            <param name="target">Target of the texturing function.</param>
            <param name="pname">If target is FilterControl, then pname must be LodBias, and param is the value used to bias the mipmapping level-of-detail.</param>
            <param name="param">Value used to bias the mipmapping level-of-detail.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexEnvf(WW.OpenGL.TextureEnvironmentTarget,WW.OpenGL.TextureEnvironmentParameterName,WW.OpenGL.TextureEnvironmentMode)">
            <summary>
            Sets the current texturing function.
            </summary>
            <param name="target">Target of the texturing function. Must be Environment.</param>
            <param name="pname">Parameter-name. Must be Mode.</param>
            <param name="param">Specifies how texture values are combined with the color values of the fragment being processed.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexEnvfv(WW.OpenGL.TextureEnvironmentTarget,WW.OpenGL.TextureEnvironmentParameterName,System.Single[])">
            <summary>
            Sets the current texturing function.
            </summary>
            <param name="target">Target of the texturing function. Must be Environment.</param>
            <param name="pname">Parameter-name. Must be Color.</param>
            <param name="parameters">Array of 4 floats (R,G,B,A) which denotes a color to be used for Blend-operations.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexEnvi(WW.OpenGL.TextureEnvironmentTarget,WW.OpenGL.TextureEnvironmentParameterName,System.Int32)">
            <summary>
            Sets the current texturing function.
            </summary>
            <param name="target">Target of the texturing function.</param>
            <param name="pname">If target is FilterControl, then pname must be LodBias, and param is the value used to bias the mipmapping level-of-detail.</param>
            <param name="param">Value used to bias the mipmapping level-of-detail.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexEnvi(WW.OpenGL.TextureEnvironmentTarget,WW.OpenGL.TextureEnvironmentParameterName,WW.OpenGL.TextureEnvironmentMode)">
            <summary>
            Sets the current texturing function.
            </summary>
            <param name="target">Target of the texturing function. Must be Environment.</param>
            <param name="pname">Parameter-name. Must be Mode.</param>
            <param name="param">Specifies how texture values are combined with the color values of the fragment being processed.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexEnviv(WW.OpenGL.TextureEnvironmentTarget,WW.OpenGL.TextureEnvironmentParameterName,System.Int32[])">
            <summary>
            Sets the current texturing function.
            </summary>
            <param name="target">Target of the texturing function. Must be Environment.</param>
            <param name="pname">Parameter-name. Must be Color.</param>
            <param name="parameters">Array of 4 floats (R,G,B,A) which denotes a color to be used for Blend-operations.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGend(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,WW.OpenGL.TextureGenMode)">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter. Must be TextureGenMode.</param>
            <param name="param">Function to use to generate texture coordinates.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGenf(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,WW.OpenGL.TextureGenMode)">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter. Must be TextureGenMode.</param>
            <param name="param">Function to use to generate texture coordinates.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGeni(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,WW.OpenGL.TextureGenMode)">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter. Must be TextureGenMode.</param>
            <param name="param">Function to use to generate texture coordinates.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGend(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,System.Double)">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter.</param>
            <param name="param">Value to use with the texture-generation function.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGendv(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,System.Double[])">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter.</param>
            <param name="parameters">Values to use with the texture-generation function.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGenf(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,System.Single)">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter.</param>
            <param name="param">Value to use with the texture-generation function.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGenfv(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,System.Single[])">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter.</param>
            <param name="parameters">Values to use with the texture-generation function.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGeni(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,System.Int32)">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter.</param>
            <param name="param">Value to use with the texture-generation function.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexGeniv(WW.OpenGL.TextureCoordName,WW.OpenGL.TextureGenParameter,System.Int32[])">
            <summary>
            Automatically generates texture coordinates.
            </summary>
            <param name="coord">Name of texture coordinate to be generated (s, t, r or q).</param>
            <param name="pname">Parameter.</param>
            <param name="parameters">Values to use with the texture-generation function.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureWrapMode)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be WrapS, WrapT or WrapR.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureMagFilter)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be MagnificationFilter.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureMinFilter)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be MinificationFilter.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.ComparisonFunction)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be CompareFunction.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureCompareMode)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be CompareMode.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.DepthTextureMode)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be DepthTextureMode.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,System.Boolean)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be GenerateMipmap.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterf(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,System.Single)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameterfv(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,System.Single[])">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set.</param>
            <param name="parameters">Values of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureWrapMode)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be WrapS, WrapT or WrapR.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureMagFilter)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be MagnificationFilter.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureMinFilter)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be MinificationFilter.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.ComparisonFunction)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be CompareFunction.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.TextureCompareMode)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be CompareMode.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,WW.OpenGL.DepthTextureMode)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be DepthTextureMode.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,System.Boolean)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set. Must be GenerateMipmap.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteri(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,System.Int32)">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set.</param>
            <param name="param">Value of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.TexParameteriv(WW.OpenGL.TextureTarget,WW.OpenGL.TextureParameterName,System.Int32[])">
            <summary>
            Sets various parameters that control how a texture is treated as it's applied to a fragment or stored in a texture object.
            </summary>
            <param name="target">Type of target texture.</param>
            <param name="pname">Name of the parameter to set.</param>
            <param name="parameters">Values of the parameter to set.</param>
        </member>
        <member name="M:WW.OpenGL.GL.VertexPointer(System.Int32,WW.OpenGL.DataType,System.Int32,System.IntPtr)">
            <summary>
            Passes a vertex pointer.
            </summary>
            <param name="size">The size.</param>
            <param name="dataType">Type of the data.</param>
            <param name="stride">The stride.</param>
            <param name="pointer">
            The pointer. 
            Note that the referenced array must be pinned until it is no longer used by OpenGL!
            </param>
        </member>
        <member name="M:WW.OpenGL.GL.VertexPointer(System.Int32,WW.OpenGL.DataType,System.Int32,System.Double[])">
            <summary>
            Passes a vertex pointer.
            </summary>
            <param name="size">The size.</param>
            <param name="dataType">Type of the data.</param>
            <param name="stride">The stride.</param>
            <param name="vertices">
            The vertex array. 
            Note that the array must be pinned until it is no longer used by OpenGL!
            </param>
        </member>
        <member name="M:WW.OpenGL.GL.IsExtensionSupported(System.String)">
            <summary>
            Determines whether the specified OpenGL extension is supported on the system.
            </summary>
            <param name="extension">The OpenGL extension to check support for.</param>
            <returns>Returns True when the specified OpenGL extension is supported, False otherwise.</returns>
        </member>
        <member name="M:WW.OpenGL.GL.GetSupportedExtensions">
            <summary>
            Gets the supported OpenGL extensions.
            </summary>
        </member>
        <member name="T:WW.OpenGL.Win.PFD">
            <summary>
            Helper types for use with the <see cref="T:WW.OpenGL.Win.PixelFormatDescriptor"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.Win.PFD.PixelType">
            <summary>
            Pixel type.
            </summary>
        </member>
        <member name="T:WW.OpenGL.Win.PFD.LayerType">
            <summary>
            Layer type.
            </summary>
        </member>
        <member name="T:WW.OpenGL.Win.PFD.Flags">
            <summary>
            <see cref="T:WW.OpenGL.Win.PixelFormatDescriptor"/> flags.
            </summary>
        </member>
        <member name="F:WW.OpenGL.Win.PFD.Flags.DepthDontCare">
            <summary>
            For use in <see cref="M:WW.OpenGL.Win.WGL.ChoosePixelFormat(System.IntPtr,WW.OpenGL.Win.PixelFormatDescriptor@)"/> only.
            </summary>
        </member>
        <member name="F:WW.OpenGL.Win.PFD.Flags.DoubleBufferDontCare">
            <summary>
            For use in <see cref="M:WW.OpenGL.Win.WGL.ChoosePixelFormat(System.IntPtr,WW.OpenGL.Win.PixelFormatDescriptor@)"/> only.
            </summary>
        </member>
        <member name="F:WW.OpenGL.Win.PFD.Flags.StereoDontCare">
            <summary>
            For use in <see cref="M:WW.OpenGL.Win.WGL.ChoosePixelFormat(System.IntPtr,WW.OpenGL.Win.PixelFormatDescriptor@)"/> only.
            </summary>
        </member>
        <member name="F:WW.OpenGL.ShadingModel.Phong">
            <summary>
            Enables rendering Phong shaded primitives using OpenGL (Windows only).
            See also: http://oss.sgi.com/projects/ogl-sample/registry/WIN/phong_shading.txt
            </summary>
        </member>
        <member name="T:WW.OpenGL.QuadricDrawStyle">
            <summary>
            The quadric draw style.
            </summary>
        </member>
        <member name="T:WW.OpenGL.Win.PixelFormatDescriptor">
            <summary>
            Represents a pixel format descriptor of a drawing surface.
            </summary>
        </member>
        <member name="M:WW.OpenGL.Win.PixelFormatDescriptor.GetSupportedFixelFormatDescriptors(System.IntPtr)">
            <summary>
            Gets the supported fixel format descriptors for specified device context.
            </summary>
            <param name="hdc">
            The device context handle.
            The device context associate with a window can be retrieved with <see cref="M:WW.OpenGL.Win.WGL.GetDC(System.IntPtr)"/>.
            </param>
        </member>
        <member name="T:WW.OpenGL.FeedBackToken">
            <summary>
            Enumeration of tokens placed in the feedback-buffer returned by <see cref="M:WW.OpenGL.GL.FeedbackBuffer(System.Int32,WW.OpenGL.FeedBackMode,System.Single[])"/>.
            See <see cref="!:http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/feedbackbuffer.html"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.ClientArrayType">
            <summary>
            Client array type as used in <see cref="M:WW.OpenGL.GL.DisableClientState(WW.OpenGL.ClientArrayType)"/> and 
            <see cref="M:WW.OpenGL.GL.EnableClientState(WW.OpenGL.ClientArrayType)"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.Win.WGL">
            <summary>
            This class contains OpenGL utility methods specific to the Windows platform.
            </summary>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.GetDC(System.IntPtr)">
            <summary>
            Gets the device context of the window with given handle.
            </summary>
            <param name="hWnd">Handle to window</param>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.ChoosePixelFormat(System.IntPtr,WW.OpenGL.Win.PixelFormatDescriptor@)">
            <summary>
            Retrieves an index for a pixel format closest to what is passed.
            </summary>
            <param name="hdc">Device context</param>
            <param name="pfd">Pixel Format Descriptor struct</param>
            <returns>
            The one-based pixel format index. Returns zero if the call failed.
            </returns>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.DescribePixelFormat(System.IntPtr,System.Int32,System.UInt32,WW.OpenGL.Win.PixelFormatDescriptor@)">
            <summary>
            Obtains information about the pixel format identified by pixelFormat of the 
            device associated with hdc. The function sets the members of the PixelFormatDescriptor
            structure pointed to by pfd with that pixel format data.
            </summary>
            <param name="hdc">Device context</param>
            <param name="pixelFormat">Pixelformat index</param>
            <param name="size">Size (in bytes) of the pixelformat descriptor object</param>
            <param name="pfd">The pixelformat descriptor object</param>
            <returns>Returns maximum pixelformat index of the device context or zero in case of failure.</returns>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.SetPixelFormat(System.IntPtr,System.Int32,WW.OpenGL.Win.PixelFormatDescriptor@)">
            <summary>
            Sets the pixel format for the device context to the format specified by the index.
            </summary>
            <param name="hdc">Device Context</param>
            <param name="iPixelFormat">Index to a pixel format returned ChoosePixelFormat (one-base).</param>
            <param name="pfd">The logical pixel format descriptor.</param>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.CreateCompatibleDC(System.IntPtr)">
            <summary>
            Creates a compatible device context.
            </summary>
            <param name="hdc">Device context</param>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.CreateContext(System.IntPtr)">
            <summary>
            Creates a rendering context for the device context.
            </summary>
            <param name="hdc">Device context</param>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.GetCurrentContext">
            <summary>
            Gets the handle to the current OpenGL rendering context of the calling thread.
            </summary>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.MakeCurrent(System.IntPtr,System.IntPtr)">
            <summary>
            Sets the current rendering context.
            </summary>
            <param name="hdc">Device context.</param>
            <param name="hglrc">Rendering context.</param>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.DeleteContext(System.IntPtr)">
            <summary>
            Deletes the rendering context.
            </summary>
            <param name="hglrc">Rendering context to delete.</param>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.SwapBuffers(System.IntPtr)">
            <summary>
            Swaps the display buffers in a double buffer context.
            </summary>
            <param name="hdc">Device context.</param>
        </member>
        <member name="M:WW.OpenGL.Win.WGL.#cctor">
            <summary>
            Initializes the <see cref="T:WW.OpenGL.Win.WGL"/> class.
            </summary>
        </member>
        <member name="F:WW.OpenGL.TextureEnvironmentParameterName.LodBias">
            <summary>
            Bias the mipmapping level-of-detail.
            </summary>
        </member>
        <member name="T:NineRays.Decompiler.NotDecompile">
            <summary>
            This attribute you can use in your assemblies to prevent from Spices.Net Decompiler decompilation 
            You can attach this attribute to type(class) or to entire assembly
            Simply attach this attribute to assembly attributes (usually located in AssemblyInfo.cs) as following:
            [assembly: NineRays.Decompiler.NotDecompile]
            Warning: If you use antiILDASM do not include and attach this attribute to your assembly
                     In this case Spices.Obfuscator embeds this attribute and attaches to assembly 
                     attributes automatically
            </summary>
        </member>
        <member name="T:NineRays.Obfuscator.DontEncryptStringsAttribute">
            <summary>
            Attribute to disable string encryption on some methos or constructor
            </summary>
        </member>
        <member name="T:NineRays.Obfuscator.SpecialNamespaceAttribute">
            <summary>
            Attribute to define namespace of the obfuscated type
            </summary>
        </member>
        <member name="T:NineRays.Obfuscator.SpecialNameAttribute">
            <summary>
            Attribute to define name of the obfuscated type
            </summary>
        </member>
        <member name="T:NineRays.Obfuscator.ObfuscateAttribute">
            <summary>
            Attribute to include member into obfuscation
            </summary>
        </member>
        <member name="T:NineRays.Obfuscator.NotObfuscateAttribute">
            <summary>
            Attribute to exclude member from obfuscation
            </summary>
        </member>
        <member name="T:NineRays.Obfuscator.NotObfuscateMembersAttribute">
            <summary>
            Allows to exclude from obfuscation classes that matches attribute pattern string
            Note: pattern string will be used for analysis only on the assembly, that attribute attached
            Analysis based on member fully qualified name 
            Example: [assembly:NineRays.Obfuscator.NotObfuscateMembersAttribute("MyCompany.Fo*")]
             - will be exluded all types with names beginning MyCompany.Fo (MyCompany.Foo, MyCompany.ForEachEnumerator) and his members (methods, fields, properties) 
            </summary>
        </member>
        <member name="F:WW.OpenGL.TextureEnvironmentTarget.FilterControl">
            <summary>
            When used with GL.TexEnv*, pname must be <see cref="F:WW.OpenGL.TextureEnvironmentParameterName.LodBias"/>.
            </summary>
        </member>
        <member name="T:WW.OpenGL.GLException">
            <summary>
            OpenGL exception.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLException.#ctor">
            <summary>
            Constructor.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLException.#ctor(System.String)">
            <summary>
            Constructor.
            </summary>
        </member>
        <member name="M:WW.OpenGL.GLException.#ctor(System.String,System.Exception)">
            <summary>
            Constructor.
            </summary>
        </member>
        <member name="T:WW.OpenGL.NurbsSampling">
            <summary>
            NURBS sampling method, specifying how to tessallate a NURBS surface.
            Used in <see cref="M:WW.OpenGL.GLU.NurbsProperty(System.IntPtr,WW.OpenGL.NurbsProperty,System.Single)"/>.
            </summary>
            <seealso cref="M:WW.OpenGL.GLU.NurbsProperty(System.IntPtr,WW.OpenGL.NurbsProperty,System.Single)"/>
        </member>
        <member name="T:WW.OpenGL.GetTarget">
            <summary>
            Target parameter for methods 
            <see cref="M:WW.OpenGL.GL.GetBooleanv(WW.OpenGL.GetTarget,System.UInt32[])"/>, 
            <see cref="M:WW.OpenGL.GL.GetDoublev(WW.OpenGL.GetTarget,System.Double[])"/>,
            <see cref="M:WW.OpenGL.GL.GetFloatv(WW.OpenGL.GetTarget,System.Single[])"/>,
            <see cref="M:WW.OpenGL.GL.GetIntegerv(WW.OpenGL.GetTarget,System.Int32[])"/>.
            </summary>
        </member>
        <member name="F:WW.OpenGL.GetTarget.MaxElementsVertices">
            <summary>
            Use with <see cref="!:WW.OpenGL.GetIntegerv">GetIntegerv</see> to determine the recommended maximum amount of vertex data (Windows-only).
            </summary>
        </member>
        <member name="F:WW.OpenGL.GetTarget.MaxElementsIndices">
            <summary>
            Use with <see cref="!:WW.OpenGL.GetIntegerv">GetIntegerv</see> to determine the recommended maximum amount of index data (Windows-only).
            </summary>
        </member>
        <member name="T:WW.OpenGL.TessellationProperty">
            <summary>
            The type of tessellation.
            </summary>
        </member>
        <member name="T:WW.OpenGL.NurbsProperty">
            <summary>
            The nurbs property type.
            </summary>
        </member>
        <member name="F:WW.OpenGL.DataType.Bitmap">
            <summary>
            Note: only used with <see cref="!:GL.TexImage"/>.
            </summary>
        </member>
    </members>
</doc>
