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Lighweight Java Game Library
/* MACHINE GENERATED FILE, DO NOT EDIT */
package org.lwjgl.opengl;
import org.lwjgl.*;
import java.nio.*;
public final class ARBMapBufferRange {
/**
* Accepted by the <access> parameter of MapBufferRange:
*/
public static final int GL_MAP_READ_BIT = 0x1,
GL_MAP_WRITE_BIT = 0x2,
GL_MAP_INVALIDATE_RANGE_BIT = 0x4,
GL_MAP_INVALIDATE_BUFFER_BIT = 0x8,
GL_MAP_FLUSH_EXPLICIT_BIT = 0x10,
GL_MAP_UNSYNCHRONIZED_BIT = 0x20;
private ARBMapBufferRange() {}
/**
* glMapBufferRange maps a GL buffer object range to a ByteBuffer. The old_buffer argument can be null,
* in which case a new ByteBuffer will be created, pointing to the returned memory. If old_buffer is non-null,
* it will be returned if it points to the same mapped memory and has the same capacity as the buffer object,
* otherwise a new ByteBuffer is created. That way, an application will normally use glMapBufferRange like this:
*
* ByteBuffer mapped_buffer; mapped_buffer = glMapBufferRange(..., ..., ..., ..., null); ... // Another map on the same buffer mapped_buffer = glMapBufferRange(..., ..., ..., ..., mapped_buffer);
*
* Only ByteBuffers returned from this method are to be passed as the old_buffer argument. User-created ByteBuffers cannot be reused.
*
* @param old_buffer A ByteBuffer. If this argument points to the same address and has the same capacity as the new mapping, it will be returned and no new buffer will be created.
*
* @return A ByteBuffer representing the mapped buffer memory.
*/
public static ByteBuffer glMapBufferRange(int target, long offset, long length, int access, ByteBuffer old_buffer) {
return GL30.glMapBufferRange(target, offset, length, access, old_buffer);
}
public static void glFlushMappedBufferRange(int target, long offset, long length) {
GL30.glFlushMappedBufferRange(target, offset, length);
}
}