fix: improve doc link navigation and tree display
- Fix link resolution with proper relative/absolute path handling - Improve link styling with underline decoration - Hide leaf nodes from tree, only show directories - Fix log file path for packaged app
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21
docs/api/rhi/opengl/buffer/bind-base.md
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docs/api/rhi/opengl/buffer/bind-base.md
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# OpenGLBuffer::BindBase
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```cpp
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void BindBase(unsigned int target, unsigned int index) const
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```
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将缓冲区绑定到固定的 binding point。
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**参数:**
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- `target` - OpenGL target (如 GL_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER)
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- `index` - binding point 索引
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**示例:**
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```cpp
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buffer.BindBase(GL_UNIFORM_BUFFER, 0);
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/bind.md
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docs/api/rhi/opengl/buffer/bind.md
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# OpenGLBuffer::Bind
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```cpp
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void Bind() const;
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```
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绑定缓冲区到 OpenGL 目标。
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**示例:**
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```cpp
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buffer.Bind();
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```
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## 相关文档
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- [OpenGLBuffer 总览](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/buffer.md
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docs/api/rhi/opengl/buffer/buffer.md
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# OpenGLBuffer
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**命名空间**: `XCEngine::RHI`
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**描述**: OpenGL 缓冲区的实现,继承自 `RHIBuffer`。
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## 公共方法
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| 方法 | 描述 |
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|------|------|
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| [`Initialize`](initialize.md) | 初始化缓冲区 |
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| [`InitializeVertexBuffer`](initialize-vertex-buffer.md) | 初始化顶点缓冲 |
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| [`InitializeIndexBuffer`](initialize-index-buffer.md) | 初始化索引缓冲 |
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| [`Shutdown`](../../../threading/task-system/shutdown.md) | 关闭缓冲区 |
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| [`Bind`](bind.md) | 绑定缓冲区 |
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| [`Unbind`](unbind.md) | 解绑缓冲区 |
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| [`BindBase`](bind-base.md) | 绑定到基准点 |
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| [`Map`](../../buffer/map.md) | 映射缓冲区 |
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| [`Unmap`](../../buffer/unmap.md) | 取消映射 |
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| [`SetData`](../../buffer/set-data.md) | 设置数据 |
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| [`GetID`](get-id.md) | 获取 OpenGL 缓冲 ID |
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| [`GetSize`](../../buffer/get-size.md) | 获取缓冲区大小 |
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| [`GetType`](get-type.md) | 获取缓冲区类型 |
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| [`IsDynamic`](is-dynamic.md) | 检查是否动态 |
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| [`GetBufferType`](../../buffer/get-buffer-type.md) | 获取缓冲区类型 |
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| [`SetBufferType`](../../buffer/set-buffer-type.md) | 设置缓冲区类型 |
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| [`GetStride`](../../buffer/get-stride.md) | 获取步长 |
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| [`SetStride`](../../buffer/set-stride.md) | 设置步长 |
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| [`GetNativeHandle`](../../buffer/get-native-handle.md) | 获取原生句柄 |
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| [`GetState`](../../buffer/get-state.md) | 获取资源状态 |
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| [`SetState`](../../buffer/set-state.md) | 设置资源状态 |
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| [`GetName`](../../buffer/get-name.md) | 获取资源名称 |
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| [`SetName`](../../buffer/set-name.md) | 设置资源名称 |
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## 相关文档
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- [OpenGL 后端总览](../overview.md)
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- [RHIBuffer](../../buffer/buffer.md) - 抽象缓冲区接口
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docs/api/rhi/opengl/buffer/get-id.md
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docs/api/rhi/opengl/buffer/get-id.md
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# OpenGLBuffer::GetID
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```cpp
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unsigned int GetID() const
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```
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获取 OpenGL buffer 的 GLuint ID。
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**返回:** OpenGL buffer ID
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**示例:**
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```cpp
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unsigned int id = buffer.GetID();
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glBindBuffer(GL_ARRAY_BUFFER, id);
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/get-type.md
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docs/api/rhi/opengl/buffer/get-type.md
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# OpenGLBuffer::GetType
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```cpp
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OpenGLBufferType GetType() const;
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```
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获取缓冲区类型。
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**返回:** OpenGL 缓冲区类型
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**示例:**
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```cpp
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OpenGLBufferType type = buffer.GetType();
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```
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## 相关文档
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- [OpenGLBuffer 总览](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/initialize-index-buffer.md
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docs/api/rhi/opengl/buffer/initialize-index-buffer.md
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# OpenGLBuffer::InitializeIndexBuffer
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```cpp
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bool InitializeIndexBuffer(const void* data, size_t size)
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```
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初始化索引缓冲区。
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**参数:**
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- `data` - 索引数据指针
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- `size` - 数据大小(字节)
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**返回:** 成功返回 true
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**示例:**
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```cpp
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uint32_t indices[] = { 0, 1, 2 };
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OpenGLBuffer buffer;
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buffer.InitializeIndexBuffer(indices, sizeof(indices));
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/initialize-vertex-buffer.md
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docs/api/rhi/opengl/buffer/initialize-vertex-buffer.md
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# OpenGLBuffer::InitializeVertexBuffer
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```cpp
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bool InitializeVertexBuffer(const void* data, size_t size)
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```
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初始化顶点缓冲区。
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**参数:**
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- `data` - 顶点数据指针
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- `size` - 数据大小(字节)
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**返回:** 成功返回 true
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**示例:**
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```cpp
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float vertices[] = { 0.0f, 0.5f, 0.0f };
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OpenGLBuffer buffer;
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buffer.InitializeVertexBuffer(vertices, sizeof(vertices));
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/initialize.md
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docs/api/rhi/opengl/buffer/initialize.md
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# OpenGLBuffer::Initialize
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```cpp
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bool Initialize(OpenGLBufferType type, size_t size, const void* data = nullptr, bool dynamic = false);
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```
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初始化 OpenGL 缓冲区。
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**参数:**
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- `type` - 缓冲区类型
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- `size` - 缓冲区大小(字节)
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- `data` - 初始数据指针(可选)
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- `dynamic` - 是否为动态缓冲区
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**返回:** 成功返回 true
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**示例:**
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```cpp
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OpenGLBuffer buffer;
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buffer.Initialize(OpenGLBufferType::Vertex, sizeof(vertices), vertices);
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```
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## 相关文档
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- [OpenGLBuffer 总览](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/is-dynamic.md
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docs/api/rhi/opengl/buffer/is-dynamic.md
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# OpenGLBuffer::IsDynamic
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```cpp
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bool IsDynamic() const
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```
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判断缓冲区是否为动态缓冲区。
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**返回:** 如果是动态缓冲区返回 true
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**示例:**
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```cpp
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if (buffer.IsDynamic()) {
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// 动态缓冲区可以直接 Map/Unmap
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void* data = buffer.Map();
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// ...
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buffer.Unmap();
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}
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```
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## 相关文档
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- [OpenGLBuffer](buffer.md) - 返回类总览
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docs/api/rhi/opengl/buffer/unbind.md
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docs/api/rhi/opengl/buffer/unbind.md
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# OpenGLBuffer::Unbind
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```cpp
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void Unbind() const;
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```
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解除绑定缓冲区。
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**示例:**
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```cpp
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buffer.Unbind();
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```
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## 相关文档
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- [OpenGLBuffer 总览](buffer.md) - 返回类总览
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