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/*
 * 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.MemoryUtil.*;

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

Compressing texture images can reduce texture memory utilization and improve performance when rendering textured primitives. This extension allows * OpenGL applications to use compressed texture images by providing:

* *
    *
  1. A framework upon which extensions providing specific compressed image formats can be built.
  2. *
  3. A set of generic compressed internal formats that allow applications to specify that texture images should be stored in compressed form without * needing to code for specific compression formats.
  4. *
* *

An application can define compressed texture images by providing a texture image stored in a specific compressed image format. This extension does not * define any specific compressed image formats, but it does provide the mechanisms necessary to enable other extensions that do.

* *

An application can also define compressed texture images by providing an uncompressed texture image but specifying a compressed internal format. In this * case, the GL will automatically compress the texture image using the appropriate image format. Compressed internal formats can either be specific (as * above) or generic. Generic compressed internal formats are not actual image formats, but are instead mapped into one of the specific compressed formats * provided by the GL (or to an uncompressed base internal format if no appropriate compressed format is available). Generic compressed internal formats * allow applications to use texture compression without needing to code to any particular compression algorithm. Generic compressed formats allow the use * of texture compression across a wide range of platforms with differing compression algorithms and also allow future GL implementations to substitute * improved compression methods transparently.

* *

Promoted to core in {@link GL13 OpenGL 1.3}.

*/ public class ARBTextureCompression { /** Accepted by the {@code internalformat} parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and CopyTexImage2D. */ public static final int GL_COMPRESSED_ALPHA_ARB = 0x84E9, GL_COMPRESSED_LUMINANCE_ARB = 0x84EA, GL_COMPRESSED_LUMINANCE_ALPHA_ARB = 0x84EB, GL_COMPRESSED_INTENSITY_ARB = 0x84EC, GL_COMPRESSED_RGB_ARB = 0x84ED, GL_COMPRESSED_RGBA_ARB = 0x84EE; /** Accepted by the {@code target} parameter of Hint and the {@code value} parameter of GetIntegerv, GetBooleanv, GetFloatv, and GetDoublev. */ public static final int GL_TEXTURE_COMPRESSION_HINT_ARB = 0x84EF; /** Accepted by the {@code value} parameter of GetTexLevelParameter. */ public static final int GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB = 0x86A0, GL_TEXTURE_COMPRESSED_ARB = 0x86A1; /** Accepted by the {@code value} parameter of GetIntegerv, GetBooleanv, GetFloatv, and GetDoublev. */ public static final int GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 0x86A2, GL_COMPRESSED_TEXTURE_FORMATS_ARB = 0x86A3; static { GL.initialize(); } protected ARBTextureCompression() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps) { return checkFunctions( caps.glCompressedTexImage3DARB, caps.glCompressedTexImage2DARB, caps.glCompressedTexImage1DARB, caps.glCompressedTexSubImage3DARB, caps.glCompressedTexSubImage2DARB, caps.glCompressedTexSubImage1DARB, caps.glGetCompressedTexImageARB ); } // --- [ glCompressedTexImage3DARB ] --- /** * Unsafe version of: {@link #glCompressedTexImage3DARB CompressedTexImage3DARB} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexImage3DARB(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, long data); /** * Specifies a three-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}
{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param depth the depth of the texture image * @param border must be 0 * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data */ public static void glCompressedTexImage3DARB(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, long data) { nglCompressedTexImage3DARB(target, level, internalformat, width, height, depth, border, imageSize, data); } /** * Specifies a three-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}
{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param depth the depth of the texture image * @param data a pointer to the compressed image data */ public static void glCompressedTexImage3DARB(int target, int level, int internalformat, int width, int height, int depth, ByteBuffer data) { nglCompressedTexImage3DARB(target, level, internalformat, width, height, depth, 0, data.remaining(), memAddress(data)); } // --- [ glCompressedTexImage2DARB ] --- /** * Unsafe version of: {@link #glCompressedTexImage2DARB CompressedTexImage2DARB} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexImage2DARB(int target, int level, int internalformat, int width, int height, int border, int imageSize, long data); /** * Specifies a two-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link GL11#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param border must be 0 * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data */ public static void glCompressedTexImage2DARB(int target, int level, int internalformat, int width, int height, int border, int imageSize, long data) { nglCompressedTexImage2DARB(target, level, internalformat, width, height, border, imageSize, data); } /** * Specifies a two-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link GL11#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param data a pointer to the compressed image data */ public static void glCompressedTexImage2DARB(int target, int level, int internalformat, int width, int height, ByteBuffer data) { nglCompressedTexImage2DARB(target, level, internalformat, width, height, 0, data.remaining(), memAddress(data)); } // --- [ glCompressedTexImage1DARB ] --- /** * Unsafe version of: {@link #glCompressedTexImage1DARB CompressedTexImage1DARB} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexImage1DARB(int target, int level, int internalformat, int width, int border, int imageSize, long data); /** * Specifies a one-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param border must be 0 * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data */ public static void glCompressedTexImage1DARB(int target, int level, int internalformat, int width, int border, int imageSize, long data) { nglCompressedTexImage1DARB(target, level, internalformat, width, border, imageSize, data); } /** * Specifies a one-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param data a pointer to the compressed image data */ public static void glCompressedTexImage1DARB(int target, int level, int internalformat, int width, ByteBuffer data) { nglCompressedTexImage1DARB(target, level, internalformat, width, 0, data.remaining(), memAddress(data)); } // --- [ glCompressedTexSubImage3DARB ] --- /** * Unsafe version of: {@link #glCompressedTexSubImage3DARB CompressedTexSubImage3DARB} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexSubImage3DARB(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, long data); /** * Respecifies only a cubic subregion of an existing 3D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param zoffset a texel offset in the z direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param depth the depth of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data */ public static void glCompressedTexSubImage3DARB(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, long data) { nglCompressedTexSubImage3DARB(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } /** * Respecifies only a cubic subregion of an existing 3D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param zoffset a texel offset in the z direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param depth the depth of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param data a pointer to the compressed image data */ public static void glCompressedTexSubImage3DARB(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, ByteBuffer data) { nglCompressedTexSubImage3DARB(target, level, xoffset, yoffset, zoffset, width, height, depth, format, data.remaining(), memAddress(data)); } // --- [ glCompressedTexSubImage2DARB ] --- /** * Unsafe version of: {@link #glCompressedTexSubImage2DARB CompressedTexSubImage2DARB} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexSubImage2DARB(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, long data); /** * Respecifies only a rectangular subregion of an existing 2D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data */ public static void glCompressedTexSubImage2DARB(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, long data) { nglCompressedTexSubImage2DARB(target, level, xoffset, yoffset, width, height, format, imageSize, data); } /** * Respecifies only a rectangular subregion of an existing 2D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param data a pointer to the compressed image data */ public static void glCompressedTexSubImage2DARB(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data) { nglCompressedTexSubImage2DARB(target, level, xoffset, yoffset, width, height, format, data.remaining(), memAddress(data)); } // --- [ glCompressedTexSubImage1DARB ] --- /** * Unsafe version of: {@link #glCompressedTexSubImage1DARB CompressedTexSubImage1DARB} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexSubImage1DARB(int target, int level, int xoffset, int width, int format, int imageSize, long data); /** * Respecifies only a subregion of an existing 1D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. Must be:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param width the width of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data */ public static void glCompressedTexSubImage1DARB(int target, int level, int xoffset, int width, int format, int imageSize, long data) { nglCompressedTexSubImage1DARB(target, level, xoffset, width, format, imageSize, data); } /** * Respecifies only a subregion of an existing 1D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. Must be:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param width the width of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param data a pointer to the compressed image data */ public static void glCompressedTexSubImage1DARB(int target, int level, int xoffset, int width, int format, ByteBuffer data) { nglCompressedTexSubImage1DARB(target, level, xoffset, width, format, data.remaining(), memAddress(data)); } // --- [ glGetCompressedTexImageARB ] --- /** Unsafe version of: {@link #glGetCompressedTexImageARB GetCompressedTexImageARB} */ public static native void nglGetCompressedTexImageARB(int target, int level, long pixels); /** * Returns a compressed texture image. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}
{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param pixels a buffer in which to return the compressed texture image */ public static void glGetCompressedTexImageARB(int target, int level, ByteBuffer pixels) { if (CHECKS) { if (DEBUG) { check(pixels, GL11.glGetTexLevelParameteri(target, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB)); } } nglGetCompressedTexImageARB(target, level, memAddress(pixels)); } /** * Returns a compressed texture image. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}
{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param pixels a buffer in which to return the compressed texture image */ public static void glGetCompressedTexImageARB(int target, int level, long pixels) { nglGetCompressedTexImageARB(target, level, pixels); } }




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