Added Gui.Scale based 9-slicing.
Wrapped all glBuffer* VRAM buffers to a VCGLBuffer class. One step closer to wrapping OpenGL.
Added support for command line functions. Functions are declated using a reflected attribute.
Added a few more console commands.
Added logging for both managed and unmanaged code ( Unmanaged code invokes a C# delegate marshaled to a functino pointer ).
Moved all glDraw* calls into the VCGLBuffer class and fixed a GC pinning bug with the marshaled Log handler.
Minor fix.
Huge refactor. Created a VCGLWindow class. Windowing is not instance based. Input needs to be made instance based and then the managed code (useing a static instance hack right now).
Massive rewrite to try and make windows non-static ( aka have more than one of them ). What a tramendous design flaw. Compiles and runs for the first time but it's still full of bugs and hacks.
Everything is back to working order. Also added OpenGL Debug logging, and improved the Log class to word wrap text.
Created a seperate LoopController class to handle looping and throttling. Moved all Gui.DrawImage(*...) calls over to useing a Texture instance ( VCGLTexture handle ).
Fixed a bug with missing textures and moved around some string formatting code.
Fixed the release build.