true
.
- On OpenGL platforms, it is true
if both framebuffer sRGB
- and texture sRGB are supported.
- true
.
- For OpenGL Desktop platforms it is always true
.
- For OpenGL Mobile platforms it requires `GL_EXT_color_buffer_float`.
- If the requested format is not supported an NotSupportedException
- will be thrown.
- true
.
- For OpenGL Desktop platforms it is always true
.
- For OpenGL Mobile platforms it requires `GL_EXT_color_buffer_half_float`.
- If the requested format is not supported an NotSupportedException
- will be thrown.
- true
the false
it will instead do a
- soft full screen by maximizing the window and making it borderless.
- Using this operation it is easy to get certain vertex elements from a VertexBuffer.
-
- For example to get the texture coordinates from a VertexBuffer of
- Vector3[] positions = new Vector3[numVertices];
- vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
-
-
- Continuing from the previous example, if you want to set only the texture coordinate component of the vertex data,
- you would call this method as follows (note the use of
- Vector2[] texCoords = new Vector2[numVertices];
- vertexBuffer.SetData(12, texCoords, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
-
- true
.
+ On OpenGL platforms, it is true
if both framebuffer sRGB
+ and texture sRGB are supported.
+ true
.
+ For OpenGL Desktop platforms it is always true
.
+ For OpenGL Mobile platforms it requires `GL_EXT_color_buffer_float`.
+ If the requested format is not supported an NotSupportedException
+ will be thrown.
+ true
.
+ For OpenGL Desktop platforms it is always true
.
+ For OpenGL Mobile platforms it requires `GL_EXT_color_buffer_half_float`.
+ If the requested format is not supported an NotSupportedException
+ will be thrown.
+ true
the false
it will instead do a
+ soft full screen by maximizing the window and making it borderless.
+ Using this operation it is easy to get certain vertex elements from a VertexBuffer.
+
+ For example to get the texture coordinates from a VertexBuffer of
+ Vector3[] positions = new Vector3[numVertices];
+ vertexBuffer.SetData(0, positions, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
+
+
+ Continuing from the previous example, if you want to set only the texture coordinate component of the vertex data,
+ you would call this method as follows (note the use of
+ Vector2[] texCoords = new Vector2[numVertices];
+ vertexBuffer.SetData(12, texCoords, 0, numVertices, vertexBuffer.VertexDeclaration.VertexStride);
+
+