OpenTK.Compute 4.0.0

OpenCL Compute Bindings for dotnet from the Khronos OpenCL C Library.

Showing the top 20 packages that depend on OpenTK.Compute.

Packages Downloads
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL. It runs on all major platforms and powers hundreds of apps, games and scientific research.
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OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES and OpenAL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
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OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
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OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
3
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
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OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
6
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
2
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
3
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
5
OpenTK
The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s
6

Huge thanks and congratulations to the entire OpenTK Community for getting this release together. Key changes: Full support for .Net Core 3.1 Brand new GLFW-based windowing system Brand new GLFW-based input system Removed all platform-specific backends (and fixed every xplat bug!) Math library performance improvements and fixes All new OpenAL bindings All new OpenCL Bindings Total restructure of all packages into a modular system with a number of packages. The OpenTK package is now a metapackage that will automatically download all of these for you. OpenTK 4.0.0 is entirely MIT licensed. Full Log: Input fixes (@HughPH) Link to the tutorial in the package description. Fix for broken delegates (@HughPH) Significant rework & improvements to input. (Massive Thanks to @Phyyl, @HughPH and @NogginBops) Fixes to OpenAL Bindings (@NogginBops) General Math improvements (@NogginBops) Added OpenCL Bindings (Huge thanks to @NepNet) Fix opentk.redist.glfw version warnings (@jvbsl) Add support for window-level multisampling (@jvbsl) Allow null delegates for GLFW callbacks (@jvbsl) Add new API to get/set from GLFW window/context attributes (@jvbsl) Add vulkan surface creation (@jvbsl) Fix bindings generator for net2.1 GLFW Native Access bindings. (@RedImp1470 @NogginBops) Fixed normalization in Vector3.Unproject (@burnss9) General windowing improvements and new Graphics Context API. (@NogginBops) Use correct function in SetCharModsCallback (@jvbsl) Return namespaces to the glorious OpenTK (thanks @glopes) Simplified OpenAL loading + add more extensions (@NogginBops) Fixed initial focused inconsistency between Windows and Linux(X11) (@jvbsl) Improved and fixed GLFW binary loading (@jvbsl) Improved mono compat (@jvbsl) Fixed GetLibraryName for iOS platform (thanks @Grizley56) Fixed InputAction for getting Joystick Buttons from GLFW (thanks @HughPH) Fixes reference conditions Save Size property value to _size field (thanks @devel0) Update build.fsx.lock (thanks @CallumDev) Vector3.Unproject returning incorrect result (thanks @leezer3) Incorrect parameter order in QuaternionD constructor (thanks @leezer3) Capslock value not exposed (thanks @KinsonDigital) vector transforms Start of input mode setup for caps lock (thanks @KinsonDigital) Use in parameters instead of ref (thanks @cryovat) OpenTK now includes **OPENAL!** (Biggest thanks to *@NogginBops*) Added check for invalid keys in window key callback (Thanks @Phyyl) Fix rounding errors on tests Add individual project descriptions Add openAL to the build sequence. Added PositiveInfinity and NegativeInfinity to vector structs (Thanks @arakis) Fixed ClientSize not getting updated in OnResize (Thanks @Phyyl) Fix automatic bindings initialization for GL2 (Thanks @Phyyl) Add framework specification to paket files. (Thanks @frederikja163) Fixed GameWindow update frequency (Thanks @MerickOWA) Throw an InvalidOperationException if bindings are uninitialized. (Thanks @PJB) Added Profile Any (Thanks @arakis) Fix error with GLFW Mouse button mapping (Thanks @GeorchW) Build System improvements to fully automatic pipeline. Test and fix build system Fix package metadata Change: Make Command a valid modifier on OS-X #759 Splitting Platform/Windows/API.cs into OpenTK.NT #765 Immediately return after restoring resolution #766 Fix OpenTK.Mathematics assembly name #768 [4.0] Implement 'unmanaged' constraint #771 Close display connection for X11 on dispose #773 [4.0] Fix StyleCop analysis not working on Windows #775 Fixed incorrect Quaternion/Vector rotation #777 [4.0] Build Cleanup #778 Fixed type for VertexAttribPointer #779 [4.0] Fix numerous binder errors #781 Fix #USE_SDL2_GAMECONTROLLER code path #782 [4.0] Refactor Generator.Rewrite #783 [4.0] Fix two typos in CONTRIBUTING.md #785 Add common.props for use in all projects #786 [4.0] Auto-update OpenTK.sln (done by VS2017) #787 Add missing build configs (VS2017) #788 Fixed OpenGL 3.2+ Context Creation (Mixed up Profile Mask / Flags) #790 [4.0] Create new .sln file for all new projects #791 [4.0] Fix CI scripts #792 [4.0] Fix general StyleCop errors #793 [4.0] Some more small rewriter changes #794 [4.0] Refactor Generator.Bind#795 [4.0] Get CI to succeed #796 Fix: Custom cursors not working under OS-X and dotnet #797 [4.0] Fix stylecop errors in OpenTK.Mathematics.#798 Fix OpenTK.NT compilation errors #799 [4.0] Fix OpenTK.AL compilation errors #800 4.0 #802 Fix csproj references to target netstandard2.0 instead of net461. #803 Style guide#804 [4.0] Integrate OpenTK.OpenAL#805 [4.0] refactored .Math stylecop errors #806 Use props/ directory directly #813 Add #814 to 4.0 #815 Fix document typo #818 Binder Docs + Performance#826 [4.0] Embedded license handling for binding generator #836 [4.0] Adding directory safety to the binder. #837 Update README after branch changes #839 [4.0] Add StructLayout to Color4#840 [4.0] Change root namespace to OpenTK #842 Fix the aftermath of merging #842 #843 [4.0] Impliment Vectord * Quaterniond #844 Fix aftermath of #842 #846 [4.0] Minor edits to README.md #848 [4.0] Update SDL2 version check #849 [4.0] Remove big chunk of unused code from Quaterniond.cs #852 [4.0] Remove GLES 1.0 and 1.1 support #856 [4.0] Add explicit operators for Color4/Vector4 conversions #858 [4.0] Remove unused code #860 [4.0] Begin moving Input to OpenTK.Input#861 [4.0] Begin moving Platform to OpenTK.Platform #862 [4.0] Add RootNamespace tags to projects#863 OpenGL Reimplementation #864 Input and Windowing via GLFW #867 Bindings generator for modularity and ADL#871 Update licensing information #875 Update Discord link. #876 Optimize Vector4/Color4 conversions with Unsafe.As #877 Apply Unsafe.As optimization to all vector types #878 Fix discord invite link #881 Ignoring MouseMoveEx errors and fall back to passed point. #883 Rename license files to avoid confusion. #885 Emergency fix in short license terms #887 [4.0] Adding Lerp function in the math helper #895 System.Math and OpenTK.MathHelper symmetry #897 Shorten float literals to the actual float value #898 Reflect 22/04/2019 development discussion #902 Remove obsolete methods within Vector types. #906 Add vector types with integer components. #908 OpenAL cleanup #909 Organise master #912 Purity annotations for Math types #915 Int vectors in windows #917 Box2i support #918 add Box3 #919 Box2n and Box3n cleanup #920 Add API to let users pick OpenGL version #921 Add Quaternion to Euler angles conversion #923 Fix binder script paths #924 Restore unit tests #925 Box tests #926 GLFW Input. #928 Improve EditorConfig file. #929 Adds Vulkan related GLFW methods to IGLFW. #930 Fixes the binder and makes it 10x faster. #931 Add tuple deconstructors and conversions to vector types. #933 Fix ToHSV and ToHsl functions generating nan when they shouldn't #934 Build System for 4.0 #936 Hid input #943 Implement ppi in INativeWindow. #945 Feature/new Bindings generator #946 PlaceholderGL#948 Fix Quaternion(euler angle order -> roundtrip tests)#949 Fix windowing tests #950 chmod +x build.sh #951 Fix <LangVersion> getting applied to F# projects. #952 Feature/fix box contains #953 Test fixes #954 Fix PlatformLibraryNameContainerBase on macOS. #962 Make GLFW.Image better. #963 Default GameWindowSettings.IsSingleThreaded to true. #964 Improve mouse cursor handling. #965 Fix window icon handling. #966 Clean up window events. #967 Fix file drop events. #968 Fix incorrect type on glfwGetError. #969 Move GLFWProvider to Windowing.Desktop. #970 Make GLFW structs simpler. #971 Clean up window properties/interfaces. #972 OpenGL_Bindings.csproj: Call bash instead of sh #974 Quaternion(d): Modify instance Invert() to match static functions #975 Remove ADL from GLFW. Use DllImport. #976 Begin work on merging OpenAL extensions. #986 Fix CI system #988 GLFW API cleanup. #989 Remove reference to Mathematics from GLFW bind. #990 Revised boostrap process + update build tools #992 Add remaining GLFW Window functions #996 Bring forward 3.x binding generators to 4.0 #1004 Add matrix multiplication + missing operator to Vector2/Vector2d #1011 Optimize barycentric interpolation #1019

.NET Core 3.1

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