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

/**
 * The core OpenGL 1.2 functionality.
 * 
 * 

Extensions promoted to core in this release:

* * * *

Extensions part of the imaging subset:

* * */ public class GL12 { /** Aliases for smooth points and lines. */ public static final int GL_ALIASED_POINT_SIZE_RANGE = 0x846D, GL_ALIASED_LINE_WIDTH_RANGE = 0x846E, GL_SMOOTH_POINT_SIZE_RANGE = 0xB12, GL_SMOOTH_POINT_SIZE_GRANULARITY = 0xB13, GL_SMOOTH_LINE_WIDTH_RANGE = 0xB22, GL_SMOOTH_LINE_WIDTH_GRANULARITY = 0xB23; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_TEXTURE_BINDING_3D = 0x806A; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev, and by the {@code pname} parameter of PixelStore. */ public static final int GL_PACK_SKIP_IMAGES = 0x806B, GL_PACK_IMAGE_HEIGHT = 0x806C, GL_UNPACK_SKIP_IMAGES = 0x806D, GL_UNPACK_IMAGE_HEIGHT = 0x806E; /** * Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev, and by the {@code target} parameter of TexImage3D, GetTexImage, GetTexLevelParameteriv, GetTexLevelParameterfv, GetTexParameteriv, and * GetTexParameterfv. */ public static final int GL_TEXTURE_3D = 0x806F; /** Accepted by the {@code target} parameter of TexImage3D, GetTexLevelParameteriv, and GetTexLevelParameterfv. */ public static final int GL_PROXY_TEXTURE_3D = 0x8070; /** Accepted by the {@code pname} parameter of GetTexLevelParameteriv and GetTexLevelParameterfv. */ public static final int GL_TEXTURE_DEPTH = 0x8071; /** Accepted by the {@code pname} parameter of TexParameteriv, TexParameterfv, GetTexParameteriv, and GetTexParameterfv. */ public static final int GL_TEXTURE_WRAP_R = 0x8072; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_MAX_3D_TEXTURE_SIZE = 0x8073; /** Accepted by the {@code format} parameter of DrawPixels, GetTexImage, ReadPixels, TexImage1D, and TexImage2D. */ public static final int GL_BGR = 0x80E0, GL_BGRA = 0x80E1; /** * Accepted by the {@code type} parameter of DrawPixels, ReadPixels, TexImage1D, TexImage2D, GetTexImage, TexImage3D, TexSubImage1D, TexSubImage2D, * TexSubImage3D, GetHistogram, GetMinmax, ConvolutionFilter1D, ConvolutionFilter2D, ConvolutionFilter3D, GetConvolutionFilter, SeparableFilter2D, * SeparableFilter3D, GetSeparableFilter, ColorTable, GetColorTable, TexImage4D, and TexSubImage4D. */ public static final int GL_UNSIGNED_BYTE_3_3_2 = 0x8032, GL_UNSIGNED_BYTE_2_3_3_REV = 0x8362, GL_UNSIGNED_SHORT_5_6_5 = 0x8363, GL_UNSIGNED_SHORT_5_6_5_REV = 0x8364, GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033, GL_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365, GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034, GL_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366, GL_UNSIGNED_INT_8_8_8_8 = 0x8035, GL_UNSIGNED_INT_8_8_8_8_REV = 0x8367, GL_UNSIGNED_INT_10_10_10_2 = 0x8036, GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368; /** * Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev. */ public static final int GL_RESCALE_NORMAL = 0x803A; /** Accepted by the {@code pname} parameter of LightModel*, and also by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_LIGHT_MODEL_COLOR_CONTROL = 0x81F8; /** Accepted by the {@code param} parameter of LightModel* when {@code pname} is LIGHT_MODEL_COLOR_CONTROL. */ public static final int GL_SINGLE_COLOR = 0x81F9, GL_SEPARATE_SPECULAR_COLOR = 0x81FA; /** * Accepted by the {@code param} parameter of TexParameteri and TexParameterf, and by the {@code params} parameter of TexParameteriv and TexParameterfv, * when their {@code pname} parameter is TEXTURE_WRAP_S, TEXTURE_WRAP_T, or TEXTURE_WRAP_R. */ public static final int GL_CLAMP_TO_EDGE = 0x812F; /** Accepted by the {@code pname} parameter of TexParameteri, TexParameterf, TexParameteriv, TexParameterfv, GetTexParameteriv, and GetTexParameterfv. */ public static final int GL_TEXTURE_MIN_LOD = 0x813A, GL_TEXTURE_MAX_LOD = 0x813B, GL_TEXTURE_BASE_LEVEL = 0x813C, GL_TEXTURE_MAX_LEVEL = 0x813D; /** Recommended maximum amounts of vertex and index data. */ public static final int GL_MAX_ELEMENTS_VERTICES = 0x80E8, GL_MAX_ELEMENTS_INDICES = 0x80E9; static { GL.initialize(); } protected GL12() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps) { return checkFunctions( caps.glTexImage3D, caps.glTexSubImage3D, caps.glCopyTexSubImage3D, caps.glDrawRangeElements ); } // --- [ glTexImage3D ] --- /** Unsafe version of: {@link #glTexImage3D TexImage3D} */ public static native void nglTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, long pixels); /** *

Reference Page

* * Specifies a three-dimensional texture image. * * @param target the texture target. One of:
{@link #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 #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 * @param internalformat the texture internal format. One of:
{@link GL11#GL_RED RED}{@link GL30#GL_RG RG}{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link GL11#GL_R3_G3_B2 R3_G3_B2}{@link GL11#GL_RGB4 RGB4}{@link GL11#GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link GL11#GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link GL11#GL_RGB10 RGB10}{@link GL11#GL_RGB12 RGB12}{@link GL11#GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link GL11#GL_RGBA2 RGBA2}{@link GL11#GL_RGBA4 RGBA4}{@link GL11#GL_RGB5_A1 RGB5_A1}{@link GL11#GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link GL11#GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link GL11#GL_RGBA12 RGBA12}{@link GL11#GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@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}
* @param width the texture width * @param height the texture height * @param depth the texture depth * @param border the texture border width * @param format the texel data 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 #GL_BGR BGR}{@link #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 texel data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 texel data */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, ByteBuffer pixels) { nglTexImage3D(target, level, internalformat, width, height, depth, border, format, type, memAddressSafe(pixels)); } /** *

Reference Page

* * Specifies a three-dimensional texture image. * * @param target the texture target. One of:
{@link #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 #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 * @param internalformat the texture internal format. One of:
{@link GL11#GL_RED RED}{@link GL30#GL_RG RG}{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link GL11#GL_R3_G3_B2 R3_G3_B2}{@link GL11#GL_RGB4 RGB4}{@link GL11#GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link GL11#GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link GL11#GL_RGB10 RGB10}{@link GL11#GL_RGB12 RGB12}{@link GL11#GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link GL11#GL_RGBA2 RGBA2}{@link GL11#GL_RGBA4 RGBA4}{@link GL11#GL_RGB5_A1 RGB5_A1}{@link GL11#GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link GL11#GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link GL11#GL_RGBA12 RGBA12}{@link GL11#GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@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}
* @param width the texture width * @param height the texture height * @param depth the texture depth * @param border the texture border width * @param format the texel data 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 #GL_BGR BGR}{@link #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 texel data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 texel data */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, long pixels) { nglTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); } /** *

Reference Page

* * Specifies a three-dimensional texture image. * * @param target the texture target. One of:
{@link #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 #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 * @param internalformat the texture internal format. One of:
{@link GL11#GL_RED RED}{@link GL30#GL_RG RG}{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link GL11#GL_R3_G3_B2 R3_G3_B2}{@link GL11#GL_RGB4 RGB4}{@link GL11#GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link GL11#GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link GL11#GL_RGB10 RGB10}{@link GL11#GL_RGB12 RGB12}{@link GL11#GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link GL11#GL_RGBA2 RGBA2}{@link GL11#GL_RGBA4 RGBA4}{@link GL11#GL_RGB5_A1 RGB5_A1}{@link GL11#GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link GL11#GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link GL11#GL_RGBA12 RGBA12}{@link GL11#GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@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}
* @param width the texture width * @param height the texture height * @param depth the texture depth * @param border the texture border width * @param format the texel data 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 #GL_BGR BGR}{@link #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 texel data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 texel data */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, ShortBuffer pixels) { nglTexImage3D(target, level, internalformat, width, height, depth, border, format, type, memAddressSafe(pixels)); } /** *

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* * Specifies a three-dimensional texture image. * * @param target the texture target. One of:
{@link #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 #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 * @param internalformat the texture internal format. One of:
{@link GL11#GL_RED RED}{@link GL30#GL_RG RG}{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link GL11#GL_R3_G3_B2 R3_G3_B2}{@link GL11#GL_RGB4 RGB4}{@link GL11#GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link GL11#GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link GL11#GL_RGB10 RGB10}{@link GL11#GL_RGB12 RGB12}{@link GL11#GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link GL11#GL_RGBA2 RGBA2}{@link GL11#GL_RGBA4 RGBA4}{@link GL11#GL_RGB5_A1 RGB5_A1}{@link GL11#GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link GL11#GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link GL11#GL_RGBA12 RGBA12}{@link GL11#GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@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}
* @param width the texture width * @param height the texture height * @param depth the texture depth * @param border the texture border width * @param format the texel data 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 #GL_BGR BGR}{@link #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 texel data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 texel data */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, IntBuffer pixels) { nglTexImage3D(target, level, internalformat, width, height, depth, border, format, type, memAddressSafe(pixels)); } /** *

Reference Page

* * Specifies a three-dimensional texture image. * * @param target the texture target. One of:
{@link #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 #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 * @param internalformat the texture internal format. One of:
{@link GL11#GL_RED RED}{@link GL30#GL_RG RG}{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link GL11#GL_R3_G3_B2 R3_G3_B2}{@link GL11#GL_RGB4 RGB4}{@link GL11#GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link GL11#GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link GL11#GL_RGB10 RGB10}{@link GL11#GL_RGB12 RGB12}{@link GL11#GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link GL11#GL_RGBA2 RGBA2}{@link GL11#GL_RGBA4 RGBA4}{@link GL11#GL_RGB5_A1 RGB5_A1}{@link GL11#GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link GL11#GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link GL11#GL_RGBA12 RGBA12}{@link GL11#GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@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}
* @param width the texture width * @param height the texture height * @param depth the texture depth * @param border the texture border width * @param format the texel data 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 #GL_BGR BGR}{@link #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 texel data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 texel data */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, FloatBuffer pixels) { nglTexImage3D(target, level, internalformat, width, height, depth, border, format, type, memAddressSafe(pixels)); } /** *

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* * Specifies a three-dimensional texture image. * * @param target the texture target. One of:
{@link #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 #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 * @param internalformat the texture internal format. One of:
{@link GL11#GL_RED RED}{@link GL30#GL_RG RG}{@link GL11#GL_RGB RGB}{@link GL11#GL_RGBA RGBA}{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link GL11#GL_R3_G3_B2 R3_G3_B2}{@link GL11#GL_RGB4 RGB4}{@link GL11#GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link GL11#GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link GL11#GL_RGB10 RGB10}{@link GL11#GL_RGB12 RGB12}{@link GL11#GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link GL11#GL_RGBA2 RGBA2}{@link GL11#GL_RGBA4 RGBA4}{@link GL11#GL_RGB5_A1 RGB5_A1}{@link GL11#GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link GL11#GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link GL11#GL_RGBA12 RGBA12}{@link GL11#GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@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}
* @param width the texture width * @param height the texture height * @param depth the texture depth * @param border the texture border width * @param format the texel data 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 #GL_BGR BGR}{@link #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 texel data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 texel data */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, DoubleBuffer pixels) { nglTexImage3D(target, level, internalformat, width, height, depth, border, format, type, memAddressSafe(pixels)); } // --- [ glTexSubImage3D ] --- /** Unsafe version of: {@link #glTexSubImage3D TexSubImage3D} */ public static native void nglTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, long pixels); /** *

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* * Respecifies a cubic subregion of an existing 3D texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:
{@link #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 * @param xoffset the x coordinate of the texel subregion * @param yoffset the y coordinate of the texel subregion * @param zoffset the z coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel data 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 #GL_BGR BGR}{@link #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 data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 pixel data */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, ByteBuffer pixels) { nglTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddress(pixels)); } /** *

Reference Page

* * Respecifies a cubic subregion of an existing 3D texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:
{@link #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 * @param xoffset the x coordinate of the texel subregion * @param yoffset the y coordinate of the texel subregion * @param zoffset the z coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel data 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 #GL_BGR BGR}{@link #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 data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 pixel data */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, long pixels) { nglTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } /** *

Reference Page

* * Respecifies a cubic subregion of an existing 3D texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:
{@link #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 * @param xoffset the x coordinate of the texel subregion * @param yoffset the y coordinate of the texel subregion * @param zoffset the z coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel data 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 #GL_BGR BGR}{@link #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 data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 pixel data */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, ShortBuffer pixels) { nglTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddress(pixels)); } /** *

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* * Respecifies a cubic subregion of an existing 3D texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:
{@link #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 * @param xoffset the x coordinate of the texel subregion * @param yoffset the y coordinate of the texel subregion * @param zoffset the z coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel data 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 #GL_BGR BGR}{@link #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 data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 pixel data */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, IntBuffer pixels) { nglTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddress(pixels)); } /** *

Reference Page

* * Respecifies a cubic subregion of an existing 3D texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:
{@link #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 * @param xoffset the x coordinate of the texel subregion * @param yoffset the y coordinate of the texel subregion * @param zoffset the z coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel data 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 #GL_BGR BGR}{@link #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 data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 pixel data */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, FloatBuffer pixels) { nglTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddress(pixels)); } /** *

Reference Page

* * Respecifies a cubic subregion of an existing 3D texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:
{@link #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 * @param xoffset the x coordinate of the texel subregion * @param yoffset the y coordinate of the texel subregion * @param zoffset the z coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param depth the subregion depth * @param format the pixel data 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 #GL_BGR BGR}{@link #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 data 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 #GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link #GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link #GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link #GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link #GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link #GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link #GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link #GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link #GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link #GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link #GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link #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 pixel data */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, DoubleBuffer pixels) { nglTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddress(pixels)); } // --- [ glCopyTexSubImage3D ] --- /** *

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* * Respecifies a rectangular subregion of a slice of an existing 3D texel array. No change is made to the {@code internalformat}, {@code width}, * {@code height}, or {@code border} parameters of the specified texel array, nor is any change made to texel values outside the specified subregion. See * {@link GL11#glCopyTexImage2D CopyTexImage2D} for more details. * * @param target the texture target. One of:
{@link #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 * @param xoffset the x coordinate of the texture subregion to update * @param yoffset the y coordinate of the texture subregion to update * @param zoffset the z coordinate of the texture subregion to update * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the texture subregion width * @param height the texture subregion height */ public static native void glCopyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height); // --- [ glDrawRangeElements ] --- /** * Unsafe version of: {@link #glDrawRangeElements DrawRangeElements} * * @param count the number of elements to be rendered * @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
*/ public static native void nglDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /** *

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* * A restricted form of {@link GL11#glDrawElements DrawElements}. mode, start, end, and count match the corresponding arguments to glDrawElements, with the additional * constraint that all values in the arrays count must lie between start and end, inclusive. * *

Implementations denote recommended maximum amounts of vertex and index data, which may be queried by calling glGet with argument * {@link #GL_MAX_ELEMENTS_VERTICES MAX_ELEMENTS_VERTICES} and {@link #GL_MAX_ELEMENTS_INDICES MAX_ELEMENTS_INDICES}. If end - start + 1 is greater than the value of GL_MAX_ELEMENTS_VERTICES, or if * count is greater than the value of GL_MAX_ELEMENTS_INDICES, then the call may operate at reduced performance. There is no requirement that all vertices * in the range start end be referenced. However, the implementation may partially process unused vertices, reducing performance from what could be * achieved with an optimal index set.

* *

When glDrawRangeElements is called, it uses count sequential elements from an enabled array, starting at start to construct a sequence of geometric * primitives. mode specifies what kind of primitives are constructed, and how the array elements construct these primitives. If more than one array is * enabled, each is used.

* *

Vertex attributes that are modified by glDrawRangeElements have an unspecified value after glDrawRangeElements returns. Attributes that aren't modified * maintain their previous values.

* *
Errors
* *

It is an error for indices to lie outside the range start end, but implementations may not check for this situation. Such indices cause * implementation-dependent behavior.

* *
    *
  • GL_INVALID_ENUM is generated if mode is not an accepted value.
  • *
  • GL_INVALID_VALUE is generated if count is negative.
  • *
  • GL_INVALID_VALUE is generated if end < start.
  • *
  • GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the * currently installed program object.
  • *
  • GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data * store is currently mapped.
  • *
* * @param mode the kind of primitives to render. One of:
{@link GL11#GL_POINTS POINTS}{@link GL11#GL_LINE_STRIP LINE_STRIP}{@link GL11#GL_LINE_LOOP LINE_LOOP}{@link GL11#GL_LINES LINES}{@link GL11#GL_POLYGON POLYGON}{@link GL11#GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link GL11#GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link GL11#GL_TRIANGLES TRIANGLES}{@link GL11#GL_QUAD_STRIP QUAD_STRIP}{@link GL11#GL_QUADS QUADS}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}
{@link GL40#GL_PATCHES PATCHES}
* @param start the minimum array index contained in {@code indices} * @param end the maximum array index contained in {@code indices} * @param count the number of elements to be rendered * @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices a pointer to the location where the indices are stored */ public static void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices) { nglDrawRangeElements(mode, start, end, count, type, indices); } /** *

Reference Page

* * A restricted form of {@link GL11#glDrawElements DrawElements}. mode, start, end, and count match the corresponding arguments to glDrawElements, with the additional * constraint that all values in the arrays count must lie between start and end, inclusive. * *

Implementations denote recommended maximum amounts of vertex and index data, which may be queried by calling glGet with argument * {@link #GL_MAX_ELEMENTS_VERTICES MAX_ELEMENTS_VERTICES} and {@link #GL_MAX_ELEMENTS_INDICES MAX_ELEMENTS_INDICES}. If end - start + 1 is greater than the value of GL_MAX_ELEMENTS_VERTICES, or if * count is greater than the value of GL_MAX_ELEMENTS_INDICES, then the call may operate at reduced performance. There is no requirement that all vertices * in the range start end be referenced. However, the implementation may partially process unused vertices, reducing performance from what could be * achieved with an optimal index set.

* *

When glDrawRangeElements is called, it uses count sequential elements from an enabled array, starting at start to construct a sequence of geometric * primitives. mode specifies what kind of primitives are constructed, and how the array elements construct these primitives. If more than one array is * enabled, each is used.

* *

Vertex attributes that are modified by glDrawRangeElements have an unspecified value after glDrawRangeElements returns. Attributes that aren't modified * maintain their previous values.

* *
Errors
* *

It is an error for indices to lie outside the range start end, but implementations may not check for this situation. Such indices cause * implementation-dependent behavior.

* *
    *
  • GL_INVALID_ENUM is generated if mode is not an accepted value.
  • *
  • GL_INVALID_VALUE is generated if count is negative.
  • *
  • GL_INVALID_VALUE is generated if end < start.
  • *
  • GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the * currently installed program object.
  • *
  • GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data * store is currently mapped.
  • *
* * @param mode the kind of primitives to render. One of:
{@link GL11#GL_POINTS POINTS}{@link GL11#GL_LINE_STRIP LINE_STRIP}{@link GL11#GL_LINE_LOOP LINE_LOOP}{@link GL11#GL_LINES LINES}{@link GL11#GL_POLYGON POLYGON}{@link GL11#GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link GL11#GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link GL11#GL_TRIANGLES TRIANGLES}{@link GL11#GL_QUAD_STRIP QUAD_STRIP}{@link GL11#GL_QUADS QUADS}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}
{@link GL40#GL_PATCHES PATCHES}
* @param start the minimum array index contained in {@code indices} * @param end the maximum array index contained in {@code indices} * @param type the type of the values in {@code indices}. One of:
{@link GL11#GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link GL11#GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link GL11#GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices a pointer to the location where the indices are stored */ public static void glDrawRangeElements(int mode, int start, int end, int type, ByteBuffer indices) { nglDrawRangeElements(mode, start, end, indices.remaining() >> GLChecks.typeToByteShift(type), type, memAddress(indices)); } /** *

Reference Page

* * A restricted form of {@link GL11#glDrawElements DrawElements}. mode, start, end, and count match the corresponding arguments to glDrawElements, with the additional * constraint that all values in the arrays count must lie between start and end, inclusive. * *

Implementations denote recommended maximum amounts of vertex and index data, which may be queried by calling glGet with argument * {@link #GL_MAX_ELEMENTS_VERTICES MAX_ELEMENTS_VERTICES} and {@link #GL_MAX_ELEMENTS_INDICES MAX_ELEMENTS_INDICES}. If end - start + 1 is greater than the value of GL_MAX_ELEMENTS_VERTICES, or if * count is greater than the value of GL_MAX_ELEMENTS_INDICES, then the call may operate at reduced performance. There is no requirement that all vertices * in the range start end be referenced. However, the implementation may partially process unused vertices, reducing performance from what could be * achieved with an optimal index set.

* *

When glDrawRangeElements is called, it uses count sequential elements from an enabled array, starting at start to construct a sequence of geometric * primitives. mode specifies what kind of primitives are constructed, and how the array elements construct these primitives. If more than one array is * enabled, each is used.

* *

Vertex attributes that are modified by glDrawRangeElements have an unspecified value after glDrawRangeElements returns. Attributes that aren't modified * maintain their previous values.

* *
Errors
* *

It is an error for indices to lie outside the range start end, but implementations may not check for this situation. Such indices cause * implementation-dependent behavior.

* *
    *
  • GL_INVALID_ENUM is generated if mode is not an accepted value.
  • *
  • GL_INVALID_VALUE is generated if count is negative.
  • *
  • GL_INVALID_VALUE is generated if end < start.
  • *
  • GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the * currently installed program object.
  • *
  • GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data * store is currently mapped.
  • *
* * @param mode the kind of primitives to render. One of:
{@link GL11#GL_POINTS POINTS}{@link GL11#GL_LINE_STRIP LINE_STRIP}{@link GL11#GL_LINE_LOOP LINE_LOOP}{@link GL11#GL_LINES LINES}{@link GL11#GL_POLYGON POLYGON}{@link GL11#GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link GL11#GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link GL11#GL_TRIANGLES TRIANGLES}{@link GL11#GL_QUAD_STRIP QUAD_STRIP}{@link GL11#GL_QUADS QUADS}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}
{@link GL40#GL_PATCHES PATCHES}
* @param start the minimum array index contained in {@code indices} * @param end the maximum array index contained in {@code indices} * @param indices a pointer to the location where the indices are stored */ public static void glDrawRangeElements(int mode, int start, int end, ByteBuffer indices) { nglDrawRangeElements(mode, start, end, indices.remaining(), GL11.GL_UNSIGNED_BYTE, memAddress(indices)); } /** *

Reference Page

* * A restricted form of {@link GL11#glDrawElements DrawElements}. mode, start, end, and count match the corresponding arguments to glDrawElements, with the additional * constraint that all values in the arrays count must lie between start and end, inclusive. * *

Implementations denote recommended maximum amounts of vertex and index data, which may be queried by calling glGet with argument * {@link #GL_MAX_ELEMENTS_VERTICES MAX_ELEMENTS_VERTICES} and {@link #GL_MAX_ELEMENTS_INDICES MAX_ELEMENTS_INDICES}. If end - start + 1 is greater than the value of GL_MAX_ELEMENTS_VERTICES, or if * count is greater than the value of GL_MAX_ELEMENTS_INDICES, then the call may operate at reduced performance. There is no requirement that all vertices * in the range start end be referenced. However, the implementation may partially process unused vertices, reducing performance from what could be * achieved with an optimal index set.

* *

When glDrawRangeElements is called, it uses count sequential elements from an enabled array, starting at start to construct a sequence of geometric * primitives. mode specifies what kind of primitives are constructed, and how the array elements construct these primitives. If more than one array is * enabled, each is used.

* *

Vertex attributes that are modified by glDrawRangeElements have an unspecified value after glDrawRangeElements returns. Attributes that aren't modified * maintain their previous values.

* *
Errors
* *

It is an error for indices to lie outside the range start end, but implementations may not check for this situation. Such indices cause * implementation-dependent behavior.

* *
    *
  • GL_INVALID_ENUM is generated if mode is not an accepted value.
  • *
  • GL_INVALID_VALUE is generated if count is negative.
  • *
  • GL_INVALID_VALUE is generated if end < start.
  • *
  • GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the * currently installed program object.
  • *
  • GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data * store is currently mapped.
  • *
* * @param mode the kind of primitives to render. One of:
{@link GL11#GL_POINTS POINTS}{@link GL11#GL_LINE_STRIP LINE_STRIP}{@link GL11#GL_LINE_LOOP LINE_LOOP}{@link GL11#GL_LINES LINES}{@link GL11#GL_POLYGON POLYGON}{@link GL11#GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link GL11#GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link GL11#GL_TRIANGLES TRIANGLES}{@link GL11#GL_QUAD_STRIP QUAD_STRIP}{@link GL11#GL_QUADS QUADS}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}
{@link GL40#GL_PATCHES PATCHES}
* @param start the minimum array index contained in {@code indices} * @param end the maximum array index contained in {@code indices} * @param indices a pointer to the location where the indices are stored */ public static void glDrawRangeElements(int mode, int start, int end, ShortBuffer indices) { nglDrawRangeElements(mode, start, end, indices.remaining(), GL11.GL_UNSIGNED_SHORT, memAddress(indices)); } /** *

Reference Page

* * A restricted form of {@link GL11#glDrawElements DrawElements}. mode, start, end, and count match the corresponding arguments to glDrawElements, with the additional * constraint that all values in the arrays count must lie between start and end, inclusive. * *

Implementations denote recommended maximum amounts of vertex and index data, which may be queried by calling glGet with argument * {@link #GL_MAX_ELEMENTS_VERTICES MAX_ELEMENTS_VERTICES} and {@link #GL_MAX_ELEMENTS_INDICES MAX_ELEMENTS_INDICES}. If end - start + 1 is greater than the value of GL_MAX_ELEMENTS_VERTICES, or if * count is greater than the value of GL_MAX_ELEMENTS_INDICES, then the call may operate at reduced performance. There is no requirement that all vertices * in the range start end be referenced. However, the implementation may partially process unused vertices, reducing performance from what could be * achieved with an optimal index set.

* *

When glDrawRangeElements is called, it uses count sequential elements from an enabled array, starting at start to construct a sequence of geometric * primitives. mode specifies what kind of primitives are constructed, and how the array elements construct these primitives. If more than one array is * enabled, each is used.

* *

Vertex attributes that are modified by glDrawRangeElements have an unspecified value after glDrawRangeElements returns. Attributes that aren't modified * maintain their previous values.

* *
Errors
* *

It is an error for indices to lie outside the range start end, but implementations may not check for this situation. Such indices cause * implementation-dependent behavior.

* *
    *
  • GL_INVALID_ENUM is generated if mode is not an accepted value.
  • *
  • GL_INVALID_VALUE is generated if count is negative.
  • *
  • GL_INVALID_VALUE is generated if end < start.
  • *
  • GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the * currently installed program object.
  • *
  • GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data * store is currently mapped.
  • *
* * @param mode the kind of primitives to render. One of:
{@link GL11#GL_POINTS POINTS}{@link GL11#GL_LINE_STRIP LINE_STRIP}{@link GL11#GL_LINE_LOOP LINE_LOOP}{@link GL11#GL_LINES LINES}{@link GL11#GL_POLYGON POLYGON}{@link GL11#GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link GL11#GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link GL11#GL_TRIANGLES TRIANGLES}{@link GL11#GL_QUAD_STRIP QUAD_STRIP}{@link GL11#GL_QUADS QUADS}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}
{@link GL40#GL_PATCHES PATCHES}
* @param start the minimum array index contained in {@code indices} * @param end the maximum array index contained in {@code indices} * @param indices a pointer to the location where the indices are stored */ public static void glDrawRangeElements(int mode, int start, int end, IntBuffer indices) { nglDrawRangeElements(mode, start, end, indices.remaining(), GL11.GL_UNSIGNED_INT, memAddress(indices)); } /** *

Reference Page

* * Array version of: {@link #glTexImage3D TexImage3D} */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, short[] pixels) { long __functionAddress = GL.getICD().glTexImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, internalformat, width, height, depth, border, format, type, pixels); } /** *

Reference Page

* * Array version of: {@link #glTexImage3D TexImage3D} */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, int[] pixels) { long __functionAddress = GL.getICD().glTexImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, internalformat, width, height, depth, border, format, type, pixels); } /** *

Reference Page

* * Array version of: {@link #glTexImage3D TexImage3D} */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, float[] pixels) { long __functionAddress = GL.getICD().glTexImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, internalformat, width, height, depth, border, format, type, pixels); } /** *

Reference Page

* * Array version of: {@link #glTexImage3D TexImage3D} */ public static void glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, double[] pixels) { long __functionAddress = GL.getICD().glTexImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, internalformat, width, height, depth, border, format, type, pixels); } /** *

Reference Page

* * Array version of: {@link #glTexSubImage3D TexSubImage3D} */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, short[] pixels) { long __functionAddress = GL.getICD().glTexSubImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } /** *

Reference Page

* * Array version of: {@link #glTexSubImage3D TexSubImage3D} */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, int[] pixels) { long __functionAddress = GL.getICD().glTexSubImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } /** *

Reference Page

* * Array version of: {@link #glTexSubImage3D TexSubImage3D} */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, float[] pixels) { long __functionAddress = GL.getICD().glTexSubImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } /** *

Reference Page

* * Array version of: {@link #glTexSubImage3D TexSubImage3D} */ public static void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, double[] pixels) { long __functionAddress = GL.getICD().glTexSubImage3D; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } }




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