VertexSamplerExample
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using System;
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Input;
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using MoonWorks.Math.Float;
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namespace MoonWorksGraphicsTests;
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class VertexSamplerExample : Example
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{
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private GraphicsPipeline Pipeline;
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private GpuBuffer VertexBuffer;
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private Texture Texture;
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private Sampler Sampler;
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public override void Init(Window window, GraphicsDevice graphicsDevice, Inputs inputs)
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{
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Window = window;
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GraphicsDevice = graphicsDevice;
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Window.SetTitle("VertexSampler");
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// Load the shaders
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Shader vertShaderModule = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("PositionSampler.vert"),
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"main",
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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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);
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Shader fragShaderModule = new Shader(
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GraphicsDevice,
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TestUtils.GetShaderPath("SolidColor.frag"),
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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);
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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Window.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.VertexShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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SamplerCount = 1
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};
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Pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the GPU resources
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Sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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VertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionTextureVertex(new Vector3(-1, -1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3( 1, -1, 0), new Vector2(0.334f, 0)),
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new PositionTextureVertex(new Vector3( 0, 1, 0), new Vector2(0.667f, 0)),
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],
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BufferUsageFlags.Vertex
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);
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Texture = resourceUploader.CreateTexture2D(
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new Span<Color>([Color.Yellow, Color.Indigo, Color.HotPink]),
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3,
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1
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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public override void Update(System.TimeSpan delta) { }
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public override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture swapchainTexture = cmdbuf.AcquireSwapchainTexture(Window);
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if (swapchainTexture != null)
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{
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var renderPass = cmdbuf.BeginRenderPass(
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new ColorAttachmentInfo(
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swapchainTexture,
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false,
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Color.Black
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)
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);
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renderPass.BindGraphicsPipeline(Pipeline);
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renderPass.BindVertexBuffer(VertexBuffer);
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renderPass.BindVertexSampler(new TextureSamplerBinding(Texture, Sampler));
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renderPass.DrawPrimitives(0, 1);
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cmdbuf.EndRenderPass(renderPass);
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public override void Destroy()
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{
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Pipeline.Dispose();
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VertexBuffer.Dispose();
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Texture.Dispose();
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Sampler.Dispose();
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}
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}
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@ -1,79 +0,0 @@
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using System;
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using MoonWorks;
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using MoonWorks.Graphics;
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using MoonWorks.Math.Float;
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namespace MoonWorks.Test
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{
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class VertexSamplerGame : Game
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{
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private GraphicsPipeline pipeline;
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private GpuBuffer vertexBuffer;
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private Texture texture;
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private Sampler sampler;
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public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), TestUtils.PreferredBackends, 60, true)
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{
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// Load the shaders
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ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSampler.vert"));
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ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor.frag"));
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// Create the graphics pipeline
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GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
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MainWindow.SwapchainFormat,
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vertShaderModule,
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fragShaderModule
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);
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pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
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pipelineCreateInfo.VertexShaderInfo.SamplerBindingCount = 1;
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pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);
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// Create and populate the GPU resources
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sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);
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var resourceUploader = new ResourceUploader(GraphicsDevice);
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vertexBuffer = resourceUploader.CreateBuffer(
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[
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new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 0)),
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new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(0.334f, 0)),
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new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0.667f, 0)),
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],
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BufferUsageFlags.Vertex
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);
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texture = resourceUploader.CreateTexture2D(
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new Span<Color>([Color.Yellow, Color.Indigo, Color.HotPink]),
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3,
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1
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);
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resourceUploader.Upload();
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resourceUploader.Dispose();
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}
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protected override void Update(System.TimeSpan delta) { }
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protected override void Draw(double alpha)
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{
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CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
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Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
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if (backbuffer != null)
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{
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cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, WriteOptions.Cycle, Color.Black));
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cmdbuf.BindGraphicsPipeline(pipeline);
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cmdbuf.BindVertexBuffers(vertexBuffer);
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cmdbuf.BindVertexSamplers(new TextureSamplerBinding(texture, sampler));
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cmdbuf.DrawPrimitives(0, 1);
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cmdbuf.EndRenderPass();
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}
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GraphicsDevice.Submit(cmdbuf);
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}
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public static void Main(string[] args)
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{
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VertexSamplerGame p = new VertexSamplerGame();
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p.Run();
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}
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}
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}
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@ -51,6 +51,7 @@
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<Compile Include="Examples\TexturedQuadExample.cs" />
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<Compile Include="Examples\TexturedQuadExample.cs" />
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<Compile Include="Examples\TextureMipmapsExample.cs" />
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<Compile Include="Examples\TextureMipmapsExample.cs" />
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<Compile Include="Examples\TriangleVertexBufferExample.cs" />
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<Compile Include="Examples\TriangleVertexBufferExample.cs" />
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<Compile Include="Examples\VertexSamplerExample.cs" />
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</ItemGroup>
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</ItemGroup>
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<Import Project=".\CopyMoonlibs.targets" />
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<Import Project=".\CopyMoonlibs.targets" />
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@ -34,7 +34,8 @@ class Program : Game
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new TexturedAnimatedQuadExample(),
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new TexturedAnimatedQuadExample(),
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new TexturedQuadExample(),
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new TexturedQuadExample(),
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new TextureMipmapsExample(),
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new TextureMipmapsExample(),
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new TriangleVertexBufferExample()
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new TriangleVertexBufferExample(),
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new VertexSamplerExample()
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];
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];
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int ExampleIndex = 0;
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int ExampleIndex = 0;
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