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..
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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..
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.. py:module:: magnum.gl
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TODO: remove this once m.css stops ignoring the first caption on a page
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#######################################################################
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`NoCreate constructors`_
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========================
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.. TODO: link to NoCreate once m.dox handles variables properly
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Compared to C++, the Python APIs don't have an alternative to the
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:dox:`NoCreate <NoCreateT>` constructor tag. In C++ these make it possible
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to have class members initialized before a GL context is present, but in
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Python there's no such limitation so these don't make sense.
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.. py:class:: magnum.gl.Mesh
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TODO: remove this once m.css stops ignoring the first caption on a page
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#######################################################################
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`Buffer ownership and reference counting`_
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==========================================
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Unlike in C++, where a :dox:`GL::Buffer` is either :dox:`std::move()`\ d
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into the mesh or referenced externally (with the user being responsible for
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its lifetime), the `gl.Mesh` object keeps references to all buffers added
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to it.
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