diff --git a/PortableGL/GL20.cs b/PortableGL/GL20.cs index 1fad2d0..8d48394 100644 --- a/PortableGL/GL20.cs +++ b/PortableGL/GL20.cs @@ -2,6 +2,8 @@ using System; namespace PortableGL { + // This should only include declarations for standard OpenGL ES 2.0 functions and constant values. + public abstract partial class GL20 { #region Constants diff --git a/PortableGL/GL20ConvenienceHelpers.cs b/PortableGL/GL20ConvenienceHelpers.cs index 88c2707..346ff08 100644 --- a/PortableGL/GL20ConvenienceHelpers.cs +++ b/PortableGL/GL20ConvenienceHelpers.cs @@ -3,6 +3,13 @@ using System.Text; namespace PortableGL { + // This is where "convenience" overloads for commonly used OpenGL functions + // can go. The intention here is to provide ways to reduce some repetitive + // code on the caller-side. These overloads will not exactly match the + // OpenGL ES 2.0 spec obviously. + // + // Overloads here should really be kept to a bare minimum! + public abstract partial class GL20 { public void glDeleteBuffers(int buffer) diff --git a/PortableGL/GL20Helpers.cs b/PortableGL/GL20Helpers.cs index ddd1795..8051392 100644 --- a/PortableGL/GL20Helpers.cs +++ b/PortableGL/GL20Helpers.cs @@ -3,6 +3,12 @@ using System.Text; namespace PortableGL { + // This should only contain method overloads for standard OpenGL functions + // which take pointer(s) as arguments. These overloads should simply provide + // the caller with "simpler" alternatives to use if they wish to avoid using + // unsafe code themselves directly. This should really only be stuff like + // using "out" parameters and arrays instead of equivalent pointer arguments. + public abstract partial class GL20 { public unsafe void glBufferData(int target, int size, T[] data, int usage) where T : struct