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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 org.lwjgl.system.*;
import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* Native bindings to the ARB_clear_texture extension.
*
*
Texture objects are fundamental to the operation of OpenGL. They are used as a source for texture sampling and destination for rendering as well as
* being accessed in shaders for image load/store operations. It is also possible to invalidate the contents of a texture. It is currently only possible to
* set texture image data to known values by uploading some or all of a image array from application memory or by attaching it to a framebuffer object and
* using {@link GL11#glClear Clear} or the {@link GL30 OpenGL 3.0} ClearBuffer commands.
*
*
Both uploading initial texture data and clearing by attaching to a framebuffer have potential disadvantages when one simply wants to initialize texture
* data to a known value. Uploading initial data requires the application to allocate a (potentially large) chunk of memory and transferring that to the
* GL. This can be a costly operation both in terms of memory bandwidth and power usage. Alternatively, attaching a texture level to a framebuffer to clear
* it may not be possible if the texture format isn't supported for rendering, or even if it is, attaching the image to a framebuffer object may cause the
* texture to be allocated in certain types of memory, which it may otherwise not need to be placed in.
*
*
This extension solves these problems by providing a mechanism whereby the contents of a texture image array can be set to known values by using the
* {@link #glClearTexImage ClearTexImage} or {@link #glClearTexSubImage ClearTexSubImage} commands. These commands can also be useful for initializing an image that will be used for atomic shader
* operations.
*
*
Requires {@link GL13 OpenGL 1.3}. Promoted to core in {@link GL44 OpenGL 4.4}.
*/
public class ARBClearTexture {
/** Accepted by the {@code pname} parameter for {@link GL42#glGetInternalformativ GetInternalformativ} and {@link GL43#glGetInternalformati64v GetInternalformati64v}. */
public static final int GL_CLEAR_TEXTURE = 0x9365;
static { GL.initialize(); }
protected ARBClearTexture() {
throw new UnsupportedOperationException();
}
static boolean isAvailable(GLCapabilities caps) {
return checkFunctions(
caps.glClearTexSubImage, caps.glClearTexImage
);
}
// --- [ glClearTexSubImage ] ---
/** Unsafe version of: {@link #glClearTexSubImage ClearTexSubImage} */
public static native void nglClearTexSubImage(int texture, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, long data);
/**
* Fills all or part of a texture image with a constant value.
*
*
Arguments {@code xoffset}, {@code yoffset}, and {@code zoffset} specify the lower left texel coordinates of a {@code width}-wide by {@code height}-high
* by {@code depth}-deep rectangular subregion of the texel array and are interpreted as they are in {@link GL12#glTexSubImage3D TexSubImage3D}.
*
*
For 1D array textures, {@code yoffset} is interpreted as the first layer to be cleared and {@code height} is the number of layers to clear. For 2D array
* textures, {@code zoffset} is interpreted as the first layer to be cleared and {@code depth} is the number of layers to clear. Cube map textures are
* treated as an array of six slices in the z-dimension, where the value of {@code zoffset} is interpreted as specifying the cube map face for the
* corresponding {@code layer} and {@code depth} is the number of faces to clear. For cube map array textures, {@code zoffset} is the first layer-face to
* clear, and {@code depth} is the number of layer-faces to clear. Each layer-face is translated into an array layer and a cube map face.
*
*
Negative values of {@code xoffset}, {@code yoffset}, and {@code zoffset} correspond to the coordinates of border texels.
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @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 format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexSubImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int zoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer data) {
nglClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddressSafe(data));
}
/**
* Fills all or part of a texture image with a constant value.
*
*
Arguments {@code xoffset}, {@code yoffset}, and {@code zoffset} specify the lower left texel coordinates of a {@code width}-wide by {@code height}-high
* by {@code depth}-deep rectangular subregion of the texel array and are interpreted as they are in {@link GL12#glTexSubImage3D TexSubImage3D}.
*
*
For 1D array textures, {@code yoffset} is interpreted as the first layer to be cleared and {@code height} is the number of layers to clear. For 2D array
* textures, {@code zoffset} is interpreted as the first layer to be cleared and {@code depth} is the number of layers to clear. Cube map textures are
* treated as an array of six slices in the z-dimension, where the value of {@code zoffset} is interpreted as specifying the cube map face for the
* corresponding {@code layer} and {@code depth} is the number of faces to clear. For cube map array textures, {@code zoffset} is the first layer-face to
* clear, and {@code depth} is the number of layer-faces to clear. Each layer-face is translated into an array layer and a cube map face.
*
*
Negative values of {@code xoffset}, {@code yoffset}, and {@code zoffset} correspond to the coordinates of border texels.
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @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 format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexSubImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int zoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ShortBuffer data) {
nglClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddressSafe(data));
}
/**
* Fills all or part of a texture image with a constant value.
*
*
Arguments {@code xoffset}, {@code yoffset}, and {@code zoffset} specify the lower left texel coordinates of a {@code width}-wide by {@code height}-high
* by {@code depth}-deep rectangular subregion of the texel array and are interpreted as they are in {@link GL12#glTexSubImage3D TexSubImage3D}.
*
*
For 1D array textures, {@code yoffset} is interpreted as the first layer to be cleared and {@code height} is the number of layers to clear. For 2D array
* textures, {@code zoffset} is interpreted as the first layer to be cleared and {@code depth} is the number of layers to clear. Cube map textures are
* treated as an array of six slices in the z-dimension, where the value of {@code zoffset} is interpreted as specifying the cube map face for the
* corresponding {@code layer} and {@code depth} is the number of faces to clear. For cube map array textures, {@code zoffset} is the first layer-face to
* clear, and {@code depth} is the number of layer-faces to clear. Each layer-face is translated into an array layer and a cube map face.
*
*
Negative values of {@code xoffset}, {@code yoffset}, and {@code zoffset} correspond to the coordinates of border texels.
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @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 format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexSubImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int zoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") IntBuffer data) {
nglClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddressSafe(data));
}
/**
* Fills all or part of a texture image with a constant value.
*
*
Arguments {@code xoffset}, {@code yoffset}, and {@code zoffset} specify the lower left texel coordinates of a {@code width}-wide by {@code height}-high
* by {@code depth}-deep rectangular subregion of the texel array and are interpreted as they are in {@link GL12#glTexSubImage3D TexSubImage3D}.
*
*
For 1D array textures, {@code yoffset} is interpreted as the first layer to be cleared and {@code height} is the number of layers to clear. For 2D array
* textures, {@code zoffset} is interpreted as the first layer to be cleared and {@code depth} is the number of layers to clear. Cube map textures are
* treated as an array of six slices in the z-dimension, where the value of {@code zoffset} is interpreted as specifying the cube map face for the
* corresponding {@code layer} and {@code depth} is the number of faces to clear. For cube map array textures, {@code zoffset} is the first layer-face to
* clear, and {@code depth} is the number of layer-faces to clear. Each layer-face is translated into an array layer and a cube map face.
*
*
Negative values of {@code xoffset}, {@code yoffset}, and {@code zoffset} correspond to the coordinates of border texels.
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @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 format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexSubImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int zoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") FloatBuffer data) {
nglClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddressSafe(data));
}
/**
* Fills all or part of a texture image with a constant value.
*
*
Arguments {@code xoffset}, {@code yoffset}, and {@code zoffset} specify the lower left texel coordinates of a {@code width}-wide by {@code height}-high
* by {@code depth}-deep rectangular subregion of the texel array and are interpreted as they are in {@link GL12#glTexSubImage3D TexSubImage3D}.
*
*
For 1D array textures, {@code yoffset} is interpreted as the first layer to be cleared and {@code height} is the number of layers to clear. For 2D array
* textures, {@code zoffset} is interpreted as the first layer to be cleared and {@code depth} is the number of layers to clear. Cube map textures are
* treated as an array of six slices in the z-dimension, where the value of {@code zoffset} is interpreted as specifying the cube map face for the
* corresponding {@code layer} and {@code depth} is the number of faces to clear. For cube map array textures, {@code zoffset} is the first layer-face to
* clear, and {@code depth} is the number of layer-faces to clear. Each layer-face is translated into an array layer and a cube map face.
*
*
Negative values of {@code xoffset}, {@code yoffset}, and {@code zoffset} correspond to the coordinates of border texels.
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @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 format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexSubImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int zoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") DoubleBuffer data) {
nglClearTexSubImage(texture, level, xoffset, yoffset, zoffset, width, height, depth, format, type, memAddressSafe(data));
}
// --- [ glClearTexImage ] ---
/** Unsafe version of: {@link #glClearTexImage ClearTexImage} */
public static native void nglClearTexImage(int texture, int level, int format, int type, long data);
/**
* Is equivalent to calling {@link #glClearTexSubImage ClearTexSubImage} with {@code xoffset}, {@code yoffset}, and {@code zoffset} equal to -{@code b} and {@code width},
* {@code height}, and {@code depth} equal to the dimensions of the texture image plus {@code 2xb} (or zero and one for dimensions the texture doesn't
* have).
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @param format the format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer data) {
nglClearTexImage(texture, level, format, type, memAddressSafe(data));
}
/**
* Is equivalent to calling {@link #glClearTexSubImage ClearTexSubImage} with {@code xoffset}, {@code yoffset}, and {@code zoffset} equal to -{@code b} and {@code width},
* {@code height}, and {@code depth} equal to the dimensions of the texture image plus {@code 2xb} (or zero and one for dimensions the texture doesn't
* have).
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @param format the format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ShortBuffer data) {
nglClearTexImage(texture, level, format, type, memAddressSafe(data));
}
/**
* Is equivalent to calling {@link #glClearTexSubImage ClearTexSubImage} with {@code xoffset}, {@code yoffset}, and {@code zoffset} equal to -{@code b} and {@code width},
* {@code height}, and {@code depth} equal to the dimensions of the texture image plus {@code 2xb} (or zero and one for dimensions the texture doesn't
* have).
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @param format the format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") IntBuffer data) {
nglClearTexImage(texture, level, format, type, memAddressSafe(data));
}
/**
* Is equivalent to calling {@link #glClearTexSubImage ClearTexSubImage} with {@code xoffset}, {@code yoffset}, and {@code zoffset} equal to -{@code b} and {@code width},
* {@code height}, and {@code depth} equal to the dimensions of the texture image plus {@code 2xb} (or zero and one for dimensions the texture doesn't
* have).
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @param format the format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") FloatBuffer data) {
nglClearTexImage(texture, level, format, type, memAddressSafe(data));
}
/**
* Is equivalent to calling {@link #glClearTexSubImage ClearTexSubImage} with {@code xoffset}, {@code yoffset}, and {@code zoffset} equal to -{@code b} and {@code width},
* {@code height}, and {@code depth} equal to the dimensions of the texture image plus {@code 2xb} (or zero and one for dimensions the texture doesn't
* have).
*
* @param texture the texture to clear. It is an error if {@code texture} is zero or not the name of a texture object, if {@code texture} is a buffer texture, or if
* the texture image has a compressed internal format
* @param level the texture level to clear
* @param format the format of the source data. One of:
{@link GL11#GL_STENCIL_INDEX STENCIL_INDEX}
{@link GL11#GL_DEPTH_COMPONENT DEPTH_COMPONENT}
{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL11#GL_RED RED}
{@link GL11#GL_GREEN GREEN}
{@link GL11#GL_BLUE BLUE}
{@link GL11#GL_ALPHA ALPHA}
{@link GL30#GL_RG RG}
{@link GL11#GL_RGB RGB}
{@link GL11#GL_RGBA RGBA}
{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}
{@link GL11#GL_LUMINANCE LUMINANCE}
{@link GL11#GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}
{@link GL30#GL_RED_INTEGER RED_INTEGER}
{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}
{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}
{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}
{@link GL30#GL_RG_INTEGER RG_INTEGER}
{@link GL30#GL_RGB_INTEGER RGB_INTEGER}
{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}
{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the type of the source data. One of:
* @param data an array of between one and four components of texel data that will be used as the source for the constant fill value. If {@code data} is {@code NULL},
* then the pointer is ignored and the sub-range of the texture image is filled with zeros.
*/
public static void glClearTexImage(@NativeType("GLuint") int texture, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") DoubleBuffer data) {
nglClearTexImage(texture, level, format, type, memAddressSafe(data));
}
}