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org.lwjgl.opengl.ARBGetTextureSubImage Maven / Gradle / Ivy

/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

import java.nio.*;

import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryUtil.*;

/**
 * Native bindings to the ARB_get_texture_sub_image extension.
 * 
 * 

This extension adds a new function to get sub-regions of texture images.

* *

Requires {@link GL20 OpenGL 2.0}. Promoted to core in {@link GL45 OpenGL 4.5}.

*/ public class ARBGetTextureSubImage { static { GL.initialize(); } protected ARBGetTextureSubImage() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps) { return checkFunctions( caps.glGetTextureSubImage, caps.glGetCompressedTextureSubImage ); } // --- [ glGetTextureSubImage ] --- /** * Unsafe version of: {@link #glGetTextureSubImage GetTextureSubImage} * * @param bufSize the size of the buffer to receive the retrieved pixel data */ public static native void nglGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, int bufSize, long pixels); /** * Obtains sub-regions of a texture image from a texture object. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel format. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}{@link GL11#GL_RED RED}{@link GL11#GL_GREEN GREEN}{@link GL11#GL_BLUE BLUE}{@link GL11#GL_ALPHA ALPHA}{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL12#GL_BGR BGR}{@link GL12#GL_BGRA BGRA}{@link GL11#GL_LUMINANCE LUMINANCE}{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_SHORT SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL11#GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
{@link GL11#GL_BITMAP BITMAP}
* @param bufSize the size of the buffer to receive the retrieved pixel data * @param pixels the buffer in which to place the returned data */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, int bufSize, long pixels) { nglGetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, bufSize, pixels); } /** * Obtains sub-regions of a texture image from a texture object. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel format. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}{@link GL11#GL_RED RED}{@link GL11#GL_GREEN GREEN}{@link GL11#GL_BLUE BLUE}{@link GL11#GL_ALPHA ALPHA}{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL12#GL_BGR BGR}{@link GL12#GL_BGRA BGRA}{@link GL11#GL_LUMINANCE LUMINANCE}{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_SHORT SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL11#GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
{@link GL11#GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, ByteBuffer pixels) { nglGetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.remaining(), memAddress(pixels)); } /** * Obtains sub-regions of a texture image from a texture object. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel format. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}{@link GL11#GL_RED RED}{@link GL11#GL_GREEN GREEN}{@link GL11#GL_BLUE BLUE}{@link GL11#GL_ALPHA ALPHA}{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL12#GL_BGR BGR}{@link GL12#GL_BGRA BGRA}{@link GL11#GL_LUMINANCE LUMINANCE}{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_SHORT SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL11#GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
{@link GL11#GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, ShortBuffer pixels) { nglGetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.remaining() << 1, memAddress(pixels)); } /** * Obtains sub-regions of a texture image from a texture object. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel format. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}{@link GL11#GL_RED RED}{@link GL11#GL_GREEN GREEN}{@link GL11#GL_BLUE BLUE}{@link GL11#GL_ALPHA ALPHA}{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL12#GL_BGR BGR}{@link GL12#GL_BGRA BGRA}{@link GL11#GL_LUMINANCE LUMINANCE}{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_SHORT SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL11#GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
{@link GL11#GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, IntBuffer pixels) { nglGetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.remaining() << 2, memAddress(pixels)); } /** * Obtains sub-regions of a texture image from a texture object. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel format. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}{@link GL11#GL_RED RED}{@link GL11#GL_GREEN GREEN}{@link GL11#GL_BLUE BLUE}{@link GL11#GL_ALPHA ALPHA}{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL12#GL_BGR BGR}{@link GL12#GL_BGRA BGRA}{@link GL11#GL_LUMINANCE LUMINANCE}{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_SHORT SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL11#GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
{@link GL11#GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, FloatBuffer pixels) { nglGetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.remaining() << 2, memAddress(pixels)); } /** * Obtains sub-regions of a texture image from a texture object. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel format. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}{@link GL11#GL_RED RED}{@link GL11#GL_GREEN GREEN}{@link GL11#GL_BLUE BLUE}{@link GL11#GL_ALPHA ALPHA}{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL12#GL_BGR BGR}{@link GL12#GL_BGRA BGRA}{@link GL11#GL_LUMINANCE LUMINANCE}{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_BYTE BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_SHORT SHORT}
{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}{@link GL11#GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link GL11#GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
{@link GL11#GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, DoubleBuffer pixels) { nglGetTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.remaining() << 3, memAddress(pixels)); } // --- [ glGetCompressedTextureSubImage ] --- /** * Unsafe version of: {@link #glGetCompressedTextureSubImage GetCompressedTextureSubImage} * * @param bufSize the size of the buffer to receive the retrieved pixel data */ public static native void nglGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int bufSize, long pixels); /** * Obtains a sub-region of a compressed texture image. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param bufSize the size of the buffer to receive the retrieved pixel data * @param pixels the buffer in which to place the returned data */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int bufSize, long pixels) { nglGetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, bufSize, pixels); } /** * Obtains a sub-region of a compressed texture image. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param pixels the buffer in which to place the returned data */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, ByteBuffer pixels) { nglGetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.remaining(), memAddress(pixels)); } /** * Obtains a sub-region of a compressed texture image. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param pixels the buffer in which to place the returned data */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, ShortBuffer pixels) { nglGetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.remaining() << 1, memAddress(pixels)); } /** * Obtains a sub-region of a compressed texture image. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param pixels the buffer in which to place the returned data */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, IntBuffer pixels) { nglGetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.remaining() << 2, memAddress(pixels)); } /** * Obtains a sub-region of a compressed texture image. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param pixels the buffer in which to place the returned data */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, FloatBuffer pixels) { nglGetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.remaining() << 2, memAddress(pixels)); } /** * Obtains a sub-region of a compressed texture image. * * @param texture the source texture object name * @param level the level-of-detail number * @param xoffset the x-position of the subregion * @param yoffset the y-position of the subregion * @param zoffset the z-position of the subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param pixels the buffer in which to place the returned data */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, DoubleBuffer pixels) { nglGetCompressedTextureSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.remaining() << 3, memAddress(pixels)); } /** Array version of: {@link #glGetTextureSubImage GetTextureSubImage} */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, short[] pixels) { long __functionAddress = GL.getICD().glGetTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.length << 1, pixels); } /** Array version of: {@link #glGetTextureSubImage GetTextureSubImage} */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, int[] pixels) { long __functionAddress = GL.getICD().glGetTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.length << 2, pixels); } /** Array version of: {@link #glGetTextureSubImage GetTextureSubImage} */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, float[] pixels) { long __functionAddress = GL.getICD().glGetTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.length << 2, pixels); } /** Array version of: {@link #glGetTextureSubImage GetTextureSubImage} */ public static void glGetTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, double[] pixels) { long __functionAddress = GL.getICD().glGetTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels.length << 3, pixels); } /** Array version of: {@link #glGetCompressedTextureSubImage GetCompressedTextureSubImage} */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, short[] pixels) { long __functionAddress = GL.getICD().glGetCompressedTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.length << 1, pixels); } /** Array version of: {@link #glGetCompressedTextureSubImage GetCompressedTextureSubImage} */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int[] pixels) { long __functionAddress = GL.getICD().glGetCompressedTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.length << 2, pixels); } /** Array version of: {@link #glGetCompressedTextureSubImage GetCompressedTextureSubImage} */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, float[] pixels) { long __functionAddress = GL.getICD().glGetCompressedTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.length << 2, pixels); } /** Array version of: {@link #glGetCompressedTextureSubImage GetCompressedTextureSubImage} */ public static void glGetCompressedTextureSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, double[] pixels) { long __functionAddress = GL.getICD().glGetCompressedTextureSubImage; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, texture, level, xoffset, yoffset, zoffset, width, height, depth, pixels.length << 3, pixels); } }




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