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https://github.com/raylib-cs/raylib-cs
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Add .editorconfig and apply formatting
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@ -1,137 +1,136 @@
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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namespace Raylib_cs;
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/// <summary>
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/// Texture parameters: filter mode<br/>
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/// NOTE 1: Filtering considers mipmaps if available in the texture<br/>
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/// NOTE 2: Filter is accordingly set for minification and magnification
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/// </summary>
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public enum TextureFilter
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{
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/// <summary>
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/// Texture parameters: filter mode<br/>
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/// NOTE 1: Filtering considers mipmaps if available in the texture<br/>
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/// NOTE 2: Filter is accordingly set for minification and magnification
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/// No filter, just pixel aproximation
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/// </summary>
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public enum TextureFilter
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{
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/// <summary>
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/// No filter, just pixel aproximation
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/// </summary>
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TEXTURE_FILTER_POINT = 0,
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/// <summary>
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/// Linear filtering
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/// </summary>
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TEXTURE_FILTER_BILINEAR,
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/// <summary>
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/// Trilinear filtering (linear with mipmaps)
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/// </summary>
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TEXTURE_FILTER_TRILINEAR,
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/// <summary>
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/// Anisotropic filtering 4x
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/// </summary>
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TEXTURE_FILTER_ANISOTROPIC_4X,
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/// <summary>
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/// Anisotropic filtering 8x
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/// </summary>
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TEXTURE_FILTER_ANISOTROPIC_8X,
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/// <summary>
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/// Anisotropic filtering 16x
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/// </summary>
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TEXTURE_FILTER_ANISOTROPIC_16X,
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}
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TEXTURE_FILTER_POINT = 0,
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/// <summary>
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/// Texture parameters: wrap mode
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/// Linear filtering
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/// </summary>
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public enum TextureWrap
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{
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/// <summary>
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/// Repeats texture in tiled mode
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/// </summary>
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TEXTURE_WRAP_REPEAT = 0,
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/// <summary>
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/// Clamps texture to edge pixel in tiled mode
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/// </summary>
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TEXTURE_WRAP_CLAMP,
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/// <summary>
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/// Mirrors and repeats the texture in tiled mode
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/// </summary>
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TEXTURE_WRAP_MIRROR_REPEAT,
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/// <summary>
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/// Mirrors and clamps to border the texture in tiled mode
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/// </summary>
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TEXTURE_WRAP_MIRROR_CLAMP
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}
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TEXTURE_FILTER_BILINEAR,
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/// <summary>
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/// Cubemap layouts
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/// Trilinear filtering (linear with mipmaps)
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/// </summary>
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public enum CubemapLayout
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{
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/// <summary>
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/// Automatically detect layout type
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/// </summary>
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CUBEMAP_LAYOUT_AUTO_DETECT = 0,
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/// <summary>
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/// Layout is defined by a vertical line with faces
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/// </summary>
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CUBEMAP_LAYOUT_LINE_VERTICAL,
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/// <summary>
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/// Layout is defined by a horizontal line with faces
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/// </summary>
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CUBEMAP_LAYOUT_LINE_HORIZONTAL,
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/// <summary>
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/// Layout is defined by a 3x4 cross with cubemap faces
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/// </summary>
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CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,
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/// <summary>
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/// Layout is defined by a 4x3 cross with cubemap faces
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/// </summary>
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CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,
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/// <summary>
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/// Layout is defined by a panorama image (equirectangular map)
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/// </summary>
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CUBEMAP_LAYOUT_PANORAMA
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}
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TEXTURE_FILTER_TRILINEAR,
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/// <summary>
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/// Texture2D type<br/>
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/// NOTE: Data stored in GPU memory
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/// Anisotropic filtering 4x
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Texture2D
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{
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/// <summary>
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/// OpenGL texture id
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/// </summary>
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public uint Id;
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TEXTURE_FILTER_ANISOTROPIC_4X,
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/// <summary>
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/// Texture base width
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/// </summary>
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public int Width;
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/// <summary>
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/// Anisotropic filtering 8x
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/// </summary>
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TEXTURE_FILTER_ANISOTROPIC_8X,
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/// <summary>
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/// Texture base height
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/// </summary>
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public int Height;
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/// <summary>
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/// Mipmap levels, 1 by default
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/// </summary>
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public int Mipmaps;
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/// <summary>
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/// Data format (PixelFormat type)
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/// </summary>
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public PixelFormat Format;
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}
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/// <summary>
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/// Anisotropic filtering 16x
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/// </summary>
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TEXTURE_FILTER_ANISOTROPIC_16X,
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}
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/// <summary>
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/// Texture parameters: wrap mode
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/// </summary>
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public enum TextureWrap
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{
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/// <summary>
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/// Repeats texture in tiled mode
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/// </summary>
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TEXTURE_WRAP_REPEAT = 0,
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/// <summary>
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/// Clamps texture to edge pixel in tiled mode
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/// </summary>
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TEXTURE_WRAP_CLAMP,
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/// <summary>
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/// Mirrors and repeats the texture in tiled mode
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/// </summary>
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TEXTURE_WRAP_MIRROR_REPEAT,
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/// <summary>
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/// Mirrors and clamps to border the texture in tiled mode
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/// </summary>
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TEXTURE_WRAP_MIRROR_CLAMP
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}
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/// <summary>
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/// Cubemap layouts
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/// </summary>
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public enum CubemapLayout
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{
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/// <summary>
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/// Automatically detect layout type
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/// </summary>
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CUBEMAP_LAYOUT_AUTO_DETECT = 0,
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/// <summary>
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/// Layout is defined by a vertical line with faces
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/// </summary>
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CUBEMAP_LAYOUT_LINE_VERTICAL,
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/// <summary>
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/// Layout is defined by a horizontal line with faces
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/// </summary>
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CUBEMAP_LAYOUT_LINE_HORIZONTAL,
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/// <summary>
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/// Layout is defined by a 3x4 cross with cubemap faces
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/// </summary>
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CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,
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/// <summary>
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/// Layout is defined by a 4x3 cross with cubemap faces
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/// </summary>
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CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,
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/// <summary>
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/// Layout is defined by a panorama image (equirectangular map)
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/// </summary>
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CUBEMAP_LAYOUT_PANORAMA
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}
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/// <summary>
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/// Texture2D type<br/>
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/// NOTE: Data stored in GPU memory
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Texture2D
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{
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/// <summary>
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/// OpenGL texture id
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/// </summary>
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public uint Id;
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/// <summary>
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/// Texture base width
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/// </summary>
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public int Width;
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/// <summary>
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/// Texture base height
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/// </summary>
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public int Height;
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/// <summary>
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/// Mipmap levels, 1 by default
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/// </summary>
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public int Mipmaps;
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/// <summary>
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/// Data format (PixelFormat type)
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/// </summary>
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public PixelFormat Format;
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}
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