org.lwjgl.opengl.GL11 Maven / Gradle / Ivy
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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.*;
import org.lwjgl.system.*;
import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
/**
* The core OpenGL 1.1 functionality.
*
* Extensions promoted to core in this release:
*
*
* - EXT_vertex_array
* - EXT_polygon_offset
* - EXT_blend_logic_op
* - EXT_texture
* - EXT_copy_texture
* - EXT_subtexture
* - EXT_texture_object
*
*/
public class GL11 {
/** AccumOp */
public static final int
GL_ACCUM = 0x100,
GL_LOAD = 0x101,
GL_RETURN = 0x102,
GL_MULT = 0x103,
GL_ADD = 0x104;
/** AlphaFunction */
public static final int
GL_NEVER = 0x200,
GL_LESS = 0x201,
GL_EQUAL = 0x202,
GL_LEQUAL = 0x203,
GL_GREATER = 0x204,
GL_NOTEQUAL = 0x205,
GL_GEQUAL = 0x206,
GL_ALWAYS = 0x207;
/** AttribMask */
public static final int
GL_CURRENT_BIT = 0x1,
GL_POINT_BIT = 0x2,
GL_LINE_BIT = 0x4,
GL_POLYGON_BIT = 0x8,
GL_POLYGON_STIPPLE_BIT = 0x10,
GL_PIXEL_MODE_BIT = 0x20,
GL_LIGHTING_BIT = 0x40,
GL_FOG_BIT = 0x80,
GL_DEPTH_BUFFER_BIT = 0x100,
GL_ACCUM_BUFFER_BIT = 0x200,
GL_STENCIL_BUFFER_BIT = 0x400,
GL_VIEWPORT_BIT = 0x800,
GL_TRANSFORM_BIT = 0x1000,
GL_ENABLE_BIT = 0x2000,
GL_COLOR_BUFFER_BIT = 0x4000,
GL_HINT_BIT = 0x8000,
GL_EVAL_BIT = 0x10000,
GL_LIST_BIT = 0x20000,
GL_TEXTURE_BIT = 0x40000,
GL_SCISSOR_BIT = 0x80000,
GL_ALL_ATTRIB_BITS = 0xFFFFF;
/** BeginMode */
public static final int
GL_POINTS = 0x0,
GL_LINES = 0x1,
GL_LINE_LOOP = 0x2,
GL_LINE_STRIP = 0x3,
GL_TRIANGLES = 0x4,
GL_TRIANGLE_STRIP = 0x5,
GL_TRIANGLE_FAN = 0x6,
GL_QUADS = 0x7,
GL_QUAD_STRIP = 0x8,
GL_POLYGON = 0x9;
/** BlendingFactorDest */
public static final int
GL_ZERO = 0,
GL_ONE = 1,
GL_SRC_COLOR = 0x300,
GL_ONE_MINUS_SRC_COLOR = 0x301,
GL_SRC_ALPHA = 0x302,
GL_ONE_MINUS_SRC_ALPHA = 0x303,
GL_DST_ALPHA = 0x304,
GL_ONE_MINUS_DST_ALPHA = 0x305;
/** BlendingFactorSrc */
public static final int
GL_DST_COLOR = 0x306,
GL_ONE_MINUS_DST_COLOR = 0x307,
GL_SRC_ALPHA_SATURATE = 0x308;
/** Boolean */
public static final int
GL_TRUE = 1,
GL_FALSE = 0;
/** ClipPlaneName */
public static final int
GL_CLIP_PLANE0 = 0x3000,
GL_CLIP_PLANE1 = 0x3001,
GL_CLIP_PLANE2 = 0x3002,
GL_CLIP_PLANE3 = 0x3003,
GL_CLIP_PLANE4 = 0x3004,
GL_CLIP_PLANE5 = 0x3005;
/** DataType */
public static final int
GL_BYTE = 0x1400,
GL_UNSIGNED_BYTE = 0x1401,
GL_SHORT = 0x1402,
GL_UNSIGNED_SHORT = 0x1403,
GL_INT = 0x1404,
GL_UNSIGNED_INT = 0x1405,
GL_FLOAT = 0x1406,
GL_2_BYTES = 0x1407,
GL_3_BYTES = 0x1408,
GL_4_BYTES = 0x1409,
GL_DOUBLE = 0x140A;
/** DrawBufferMode */
public static final int
GL_NONE = 0,
GL_FRONT_LEFT = 0x400,
GL_FRONT_RIGHT = 0x401,
GL_BACK_LEFT = 0x402,
GL_BACK_RIGHT = 0x403,
GL_FRONT = 0x404,
GL_BACK = 0x405,
GL_LEFT = 0x406,
GL_RIGHT = 0x407,
GL_FRONT_AND_BACK = 0x408,
GL_AUX0 = 0x409,
GL_AUX1 = 0x40A,
GL_AUX2 = 0x40B,
GL_AUX3 = 0x40C;
/** ErrorCode */
public static final int
GL_NO_ERROR = 0,
GL_INVALID_ENUM = 0x500,
GL_INVALID_VALUE = 0x501,
GL_INVALID_OPERATION = 0x502,
GL_STACK_OVERFLOW = 0x503,
GL_STACK_UNDERFLOW = 0x504,
GL_OUT_OF_MEMORY = 0x505;
/** FeedBackMode */
public static final int
GL_2D = 0x600,
GL_3D = 0x601,
GL_3D_COLOR = 0x602,
GL_3D_COLOR_TEXTURE = 0x603,
GL_4D_COLOR_TEXTURE = 0x604;
/** FeedBackToken */
public static final int
GL_PASS_THROUGH_TOKEN = 0x700,
GL_POINT_TOKEN = 0x701,
GL_LINE_TOKEN = 0x702,
GL_POLYGON_TOKEN = 0x703,
GL_BITMAP_TOKEN = 0x704,
GL_DRAW_PIXEL_TOKEN = 0x705,
GL_COPY_PIXEL_TOKEN = 0x706,
GL_LINE_RESET_TOKEN = 0x707;
/** FogMode */
public static final int
GL_EXP = 0x800,
GL_EXP2 = 0x801;
/** FrontFaceDirection */
public static final int
GL_CW = 0x900,
GL_CCW = 0x901;
/** GetMapTarget */
public static final int
GL_COEFF = 0xA00,
GL_ORDER = 0xA01,
GL_DOMAIN = 0xA02;
/** GetTarget */
public static final int
GL_CURRENT_COLOR = 0xB00,
GL_CURRENT_INDEX = 0xB01,
GL_CURRENT_NORMAL = 0xB02,
GL_CURRENT_TEXTURE_COORDS = 0xB03,
GL_CURRENT_RASTER_COLOR = 0xB04,
GL_CURRENT_RASTER_INDEX = 0xB05,
GL_CURRENT_RASTER_TEXTURE_COORDS = 0xB06,
GL_CURRENT_RASTER_POSITION = 0xB07,
GL_CURRENT_RASTER_POSITION_VALID = 0xB08,
GL_CURRENT_RASTER_DISTANCE = 0xB09,
GL_POINT_SMOOTH = 0xB10,
GL_POINT_SIZE = 0xB11,
GL_POINT_SIZE_RANGE = 0xB12,
GL_POINT_SIZE_GRANULARITY = 0xB13,
GL_LINE_SMOOTH = 0xB20,
GL_LINE_WIDTH = 0xB21,
GL_LINE_WIDTH_RANGE = 0xB22,
GL_LINE_WIDTH_GRANULARITY = 0xB23,
GL_LINE_STIPPLE = 0xB24,
GL_LINE_STIPPLE_PATTERN = 0xB25,
GL_LINE_STIPPLE_REPEAT = 0xB26,
GL_LIST_MODE = 0xB30,
GL_MAX_LIST_NESTING = 0xB31,
GL_LIST_BASE = 0xB32,
GL_LIST_INDEX = 0xB33,
GL_POLYGON_MODE = 0xB40,
GL_POLYGON_SMOOTH = 0xB41,
GL_POLYGON_STIPPLE = 0xB42,
GL_EDGE_FLAG = 0xB43,
GL_CULL_FACE = 0xB44,
GL_CULL_FACE_MODE = 0xB45,
GL_FRONT_FACE = 0xB46,
GL_LIGHTING = 0xB50,
GL_LIGHT_MODEL_LOCAL_VIEWER = 0xB51,
GL_LIGHT_MODEL_TWO_SIDE = 0xB52,
GL_LIGHT_MODEL_AMBIENT = 0xB53,
GL_SHADE_MODEL = 0xB54,
GL_COLOR_MATERIAL_FACE = 0xB55,
GL_COLOR_MATERIAL_PARAMETER = 0xB56,
GL_COLOR_MATERIAL = 0xB57,
GL_FOG = 0xB60,
GL_FOG_INDEX = 0xB61,
GL_FOG_DENSITY = 0xB62,
GL_FOG_START = 0xB63,
GL_FOG_END = 0xB64,
GL_FOG_MODE = 0xB65,
GL_FOG_COLOR = 0xB66,
GL_DEPTH_RANGE = 0xB70,
GL_DEPTH_TEST = 0xB71,
GL_DEPTH_WRITEMASK = 0xB72,
GL_DEPTH_CLEAR_VALUE = 0xB73,
GL_DEPTH_FUNC = 0xB74,
GL_ACCUM_CLEAR_VALUE = 0xB80,
GL_STENCIL_TEST = 0xB90,
GL_STENCIL_CLEAR_VALUE = 0xB91,
GL_STENCIL_FUNC = 0xB92,
GL_STENCIL_VALUE_MASK = 0xB93,
GL_STENCIL_FAIL = 0xB94,
GL_STENCIL_PASS_DEPTH_FAIL = 0xB95,
GL_STENCIL_PASS_DEPTH_PASS = 0xB96,
GL_STENCIL_REF = 0xB97,
GL_STENCIL_WRITEMASK = 0xB98,
GL_MATRIX_MODE = 0xBA0,
GL_NORMALIZE = 0xBA1,
GL_VIEWPORT = 0xBA2,
GL_MODELVIEW_STACK_DEPTH = 0xBA3,
GL_PROJECTION_STACK_DEPTH = 0xBA4,
GL_TEXTURE_STACK_DEPTH = 0xBA5,
GL_MODELVIEW_MATRIX = 0xBA6,
GL_PROJECTION_MATRIX = 0xBA7,
GL_TEXTURE_MATRIX = 0xBA8,
GL_ATTRIB_STACK_DEPTH = 0xBB0,
GL_CLIENT_ATTRIB_STACK_DEPTH = 0xBB1,
GL_ALPHA_TEST = 0xBC0,
GL_ALPHA_TEST_FUNC = 0xBC1,
GL_ALPHA_TEST_REF = 0xBC2,
GL_DITHER = 0xBD0,
GL_BLEND_DST = 0xBE0,
GL_BLEND_SRC = 0xBE1,
GL_BLEND = 0xBE2,
GL_LOGIC_OP_MODE = 0xBF0,
GL_INDEX_LOGIC_OP = 0xBF1,
GL_LOGIC_OP = 0xBF1,
GL_COLOR_LOGIC_OP = 0xBF2,
GL_AUX_BUFFERS = 0xC00,
GL_DRAW_BUFFER = 0xC01,
GL_READ_BUFFER = 0xC02,
GL_SCISSOR_BOX = 0xC10,
GL_SCISSOR_TEST = 0xC11,
GL_INDEX_CLEAR_VALUE = 0xC20,
GL_INDEX_WRITEMASK = 0xC21,
GL_COLOR_CLEAR_VALUE = 0xC22,
GL_COLOR_WRITEMASK = 0xC23,
GL_INDEX_MODE = 0xC30,
GL_RGBA_MODE = 0xC31,
GL_DOUBLEBUFFER = 0xC32,
GL_STEREO = 0xC33,
GL_RENDER_MODE = 0xC40,
GL_PERSPECTIVE_CORRECTION_HINT = 0xC50,
GL_POINT_SMOOTH_HINT = 0xC51,
GL_LINE_SMOOTH_HINT = 0xC52,
GL_POLYGON_SMOOTH_HINT = 0xC53,
GL_FOG_HINT = 0xC54,
GL_TEXTURE_GEN_S = 0xC60,
GL_TEXTURE_GEN_T = 0xC61,
GL_TEXTURE_GEN_R = 0xC62,
GL_TEXTURE_GEN_Q = 0xC63,
GL_PIXEL_MAP_I_TO_I = 0xC70,
GL_PIXEL_MAP_S_TO_S = 0xC71,
GL_PIXEL_MAP_I_TO_R = 0xC72,
GL_PIXEL_MAP_I_TO_G = 0xC73,
GL_PIXEL_MAP_I_TO_B = 0xC74,
GL_PIXEL_MAP_I_TO_A = 0xC75,
GL_PIXEL_MAP_R_TO_R = 0xC76,
GL_PIXEL_MAP_G_TO_G = 0xC77,
GL_PIXEL_MAP_B_TO_B = 0xC78,
GL_PIXEL_MAP_A_TO_A = 0xC79,
GL_PIXEL_MAP_I_TO_I_SIZE = 0xCB0,
GL_PIXEL_MAP_S_TO_S_SIZE = 0xCB1,
GL_PIXEL_MAP_I_TO_R_SIZE = 0xCB2,
GL_PIXEL_MAP_I_TO_G_SIZE = 0xCB3,
GL_PIXEL_MAP_I_TO_B_SIZE = 0xCB4,
GL_PIXEL_MAP_I_TO_A_SIZE = 0xCB5,
GL_PIXEL_MAP_R_TO_R_SIZE = 0xCB6,
GL_PIXEL_MAP_G_TO_G_SIZE = 0xCB7,
GL_PIXEL_MAP_B_TO_B_SIZE = 0xCB8,
GL_PIXEL_MAP_A_TO_A_SIZE = 0xCB9,
GL_UNPACK_SWAP_BYTES = 0xCF0,
GL_UNPACK_LSB_FIRST = 0xCF1,
GL_UNPACK_ROW_LENGTH = 0xCF2,
GL_UNPACK_SKIP_ROWS = 0xCF3,
GL_UNPACK_SKIP_PIXELS = 0xCF4,
GL_UNPACK_ALIGNMENT = 0xCF5,
GL_PACK_SWAP_BYTES = 0xD00,
GL_PACK_LSB_FIRST = 0xD01,
GL_PACK_ROW_LENGTH = 0xD02,
GL_PACK_SKIP_ROWS = 0xD03,
GL_PACK_SKIP_PIXELS = 0xD04,
GL_PACK_ALIGNMENT = 0xD05,
GL_MAP_COLOR = 0xD10,
GL_MAP_STENCIL = 0xD11,
GL_INDEX_SHIFT = 0xD12,
GL_INDEX_OFFSET = 0xD13,
GL_RED_SCALE = 0xD14,
GL_RED_BIAS = 0xD15,
GL_ZOOM_X = 0xD16,
GL_ZOOM_Y = 0xD17,
GL_GREEN_SCALE = 0xD18,
GL_GREEN_BIAS = 0xD19,
GL_BLUE_SCALE = 0xD1A,
GL_BLUE_BIAS = 0xD1B,
GL_ALPHA_SCALE = 0xD1C,
GL_ALPHA_BIAS = 0xD1D,
GL_DEPTH_SCALE = 0xD1E,
GL_DEPTH_BIAS = 0xD1F,
GL_MAX_EVAL_ORDER = 0xD30,
GL_MAX_LIGHTS = 0xD31,
GL_MAX_CLIP_PLANES = 0xD32,
GL_MAX_TEXTURE_SIZE = 0xD33,
GL_MAX_PIXEL_MAP_TABLE = 0xD34,
GL_MAX_ATTRIB_STACK_DEPTH = 0xD35,
GL_MAX_MODELVIEW_STACK_DEPTH = 0xD36,
GL_MAX_NAME_STACK_DEPTH = 0xD37,
GL_MAX_PROJECTION_STACK_DEPTH = 0xD38,
GL_MAX_TEXTURE_STACK_DEPTH = 0xD39,
GL_MAX_VIEWPORT_DIMS = 0xD3A,
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0xD3B,
GL_SUBPIXEL_BITS = 0xD50,
GL_INDEX_BITS = 0xD51,
GL_RED_BITS = 0xD52,
GL_GREEN_BITS = 0xD53,
GL_BLUE_BITS = 0xD54,
GL_ALPHA_BITS = 0xD55,
GL_DEPTH_BITS = 0xD56,
GL_STENCIL_BITS = 0xD57,
GL_ACCUM_RED_BITS = 0xD58,
GL_ACCUM_GREEN_BITS = 0xD59,
GL_ACCUM_BLUE_BITS = 0xD5A,
GL_ACCUM_ALPHA_BITS = 0xD5B,
GL_NAME_STACK_DEPTH = 0xD70,
GL_AUTO_NORMAL = 0xD80,
GL_MAP1_COLOR_4 = 0xD90,
GL_MAP1_INDEX = 0xD91,
GL_MAP1_NORMAL = 0xD92,
GL_MAP1_TEXTURE_COORD_1 = 0xD93,
GL_MAP1_TEXTURE_COORD_2 = 0xD94,
GL_MAP1_TEXTURE_COORD_3 = 0xD95,
GL_MAP1_TEXTURE_COORD_4 = 0xD96,
GL_MAP1_VERTEX_3 = 0xD97,
GL_MAP1_VERTEX_4 = 0xD98,
GL_MAP2_COLOR_4 = 0xDB0,
GL_MAP2_INDEX = 0xDB1,
GL_MAP2_NORMAL = 0xDB2,
GL_MAP2_TEXTURE_COORD_1 = 0xDB3,
GL_MAP2_TEXTURE_COORD_2 = 0xDB4,
GL_MAP2_TEXTURE_COORD_3 = 0xDB5,
GL_MAP2_TEXTURE_COORD_4 = 0xDB6,
GL_MAP2_VERTEX_3 = 0xDB7,
GL_MAP2_VERTEX_4 = 0xDB8,
GL_MAP1_GRID_DOMAIN = 0xDD0,
GL_MAP1_GRID_SEGMENTS = 0xDD1,
GL_MAP2_GRID_DOMAIN = 0xDD2,
GL_MAP2_GRID_SEGMENTS = 0xDD3,
GL_TEXTURE_1D = 0xDE0,
GL_TEXTURE_2D = 0xDE1,
GL_FEEDBACK_BUFFER_POINTER = 0xDF0,
GL_FEEDBACK_BUFFER_SIZE = 0xDF1,
GL_FEEDBACK_BUFFER_TYPE = 0xDF2,
GL_SELECTION_BUFFER_POINTER = 0xDF3,
GL_SELECTION_BUFFER_SIZE = 0xDF4;
/** GetTextureParameter */
public static final int
GL_TEXTURE_WIDTH = 0x1000,
GL_TEXTURE_HEIGHT = 0x1001,
GL_TEXTURE_INTERNAL_FORMAT = 0x1003,
GL_TEXTURE_COMPONENTS = 0x1003,
GL_TEXTURE_BORDER_COLOR = 0x1004,
GL_TEXTURE_BORDER = 0x1005;
/** HintMode */
public static final int
GL_DONT_CARE = 0x1100,
GL_FASTEST = 0x1101,
GL_NICEST = 0x1102;
/** LightName */
public static final int
GL_LIGHT0 = 0x4000,
GL_LIGHT1 = 0x4001,
GL_LIGHT2 = 0x4002,
GL_LIGHT3 = 0x4003,
GL_LIGHT4 = 0x4004,
GL_LIGHT5 = 0x4005,
GL_LIGHT6 = 0x4006,
GL_LIGHT7 = 0x4007;
/** LightParameter */
public static final int
GL_AMBIENT = 0x1200,
GL_DIFFUSE = 0x1201,
GL_SPECULAR = 0x1202,
GL_POSITION = 0x1203,
GL_SPOT_DIRECTION = 0x1204,
GL_SPOT_EXPONENT = 0x1205,
GL_SPOT_CUTOFF = 0x1206,
GL_CONSTANT_ATTENUATION = 0x1207,
GL_LINEAR_ATTENUATION = 0x1208,
GL_QUADRATIC_ATTENUATION = 0x1209;
/** ListMode */
public static final int
GL_COMPILE = 0x1300,
GL_COMPILE_AND_EXECUTE = 0x1301;
/** LogicOp */
public static final int
GL_CLEAR = 0x1500,
GL_AND = 0x1501,
GL_AND_REVERSE = 0x1502,
GL_COPY = 0x1503,
GL_AND_INVERTED = 0x1504,
GL_NOOP = 0x1505,
GL_XOR = 0x1506,
GL_OR = 0x1507,
GL_NOR = 0x1508,
GL_EQUIV = 0x1509,
GL_INVERT = 0x150A,
GL_OR_REVERSE = 0x150B,
GL_COPY_INVERTED = 0x150C,
GL_OR_INVERTED = 0x150D,
GL_NAND = 0x150E,
GL_SET = 0x150F;
/** MaterialParameter */
public static final int
GL_EMISSION = 0x1600,
GL_SHININESS = 0x1601,
GL_AMBIENT_AND_DIFFUSE = 0x1602,
GL_COLOR_INDEXES = 0x1603;
/** MatrixMode */
public static final int
GL_MODELVIEW = 0x1700,
GL_PROJECTION = 0x1701,
GL_TEXTURE = 0x1702;
/** PixelCopyType */
public static final int
GL_COLOR = 0x1800,
GL_DEPTH = 0x1801,
GL_STENCIL = 0x1802;
/** PixelFormat */
public static final int
GL_COLOR_INDEX = 0x1900,
GL_STENCIL_INDEX = 0x1901,
GL_DEPTH_COMPONENT = 0x1902,
GL_RED = 0x1903,
GL_GREEN = 0x1904,
GL_BLUE = 0x1905,
GL_ALPHA = 0x1906,
GL_RGB = 0x1907,
GL_RGBA = 0x1908,
GL_LUMINANCE = 0x1909,
GL_LUMINANCE_ALPHA = 0x190A;
/** PixelType */
public static final int GL_BITMAP = 0x1A00;
/** PolygonMode */
public static final int
GL_POINT = 0x1B00,
GL_LINE = 0x1B01,
GL_FILL = 0x1B02;
/** RenderingMode */
public static final int
GL_RENDER = 0x1C00,
GL_FEEDBACK = 0x1C01,
GL_SELECT = 0x1C02;
/** ShadingModel */
public static final int
GL_FLAT = 0x1D00,
GL_SMOOTH = 0x1D01;
/** StencilOp */
public static final int
GL_KEEP = 0x1E00,
GL_REPLACE = 0x1E01,
GL_INCR = 0x1E02,
GL_DECR = 0x1E03;
/** StringName */
public static final int
GL_VENDOR = 0x1F00,
GL_RENDERER = 0x1F01,
GL_VERSION = 0x1F02,
GL_EXTENSIONS = 0x1F03;
/** TextureCoordName */
public static final int
GL_S = 0x2000,
GL_T = 0x2001,
GL_R = 0x2002,
GL_Q = 0x2003;
/** TextureEnvMode */
public static final int
GL_MODULATE = 0x2100,
GL_DECAL = 0x2101;
/** TextureEnvParameter */
public static final int
GL_TEXTURE_ENV_MODE = 0x2200,
GL_TEXTURE_ENV_COLOR = 0x2201;
/** TextureEnvTarget */
public static final int GL_TEXTURE_ENV = 0x2300;
/** TextureGenMode */
public static final int
GL_EYE_LINEAR = 0x2400,
GL_OBJECT_LINEAR = 0x2401,
GL_SPHERE_MAP = 0x2402;
/** TextureGenParameter */
public static final int
GL_TEXTURE_GEN_MODE = 0x2500,
GL_OBJECT_PLANE = 0x2501,
GL_EYE_PLANE = 0x2502;
/** TextureMagFilter */
public static final int
GL_NEAREST = 0x2600,
GL_LINEAR = 0x2601;
/** TextureMinFilter */
public static final int
GL_NEAREST_MIPMAP_NEAREST = 0x2700,
GL_LINEAR_MIPMAP_NEAREST = 0x2701,
GL_NEAREST_MIPMAP_LINEAR = 0x2702,
GL_LINEAR_MIPMAP_LINEAR = 0x2703;
/** TextureParameterName */
public static final int
GL_TEXTURE_MAG_FILTER = 0x2800,
GL_TEXTURE_MIN_FILTER = 0x2801,
GL_TEXTURE_WRAP_S = 0x2802,
GL_TEXTURE_WRAP_T = 0x2803;
/** TextureWrapMode */
public static final int
GL_CLAMP = 0x2900,
GL_REPEAT = 0x2901;
/** ClientAttribMask */
public static final int
GL_CLIENT_PIXEL_STORE_BIT = 0x1,
GL_CLIENT_VERTEX_ARRAY_BIT = 0x2,
GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF;
/** polygon_offset */
public static final int
GL_POLYGON_OFFSET_FACTOR = 0x8038,
GL_POLYGON_OFFSET_UNITS = 0x2A00,
GL_POLYGON_OFFSET_POINT = 0x2A01,
GL_POLYGON_OFFSET_LINE = 0x2A02,
GL_POLYGON_OFFSET_FILL = 0x8037;
/** texture */
public static final int
GL_ALPHA4 = 0x803B,
GL_ALPHA8 = 0x803C,
GL_ALPHA12 = 0x803D,
GL_ALPHA16 = 0x803E,
GL_LUMINANCE4 = 0x803F,
GL_LUMINANCE8 = 0x8040,
GL_LUMINANCE12 = 0x8041,
GL_LUMINANCE16 = 0x8042,
GL_LUMINANCE4_ALPHA4 = 0x8043,
GL_LUMINANCE6_ALPHA2 = 0x8044,
GL_LUMINANCE8_ALPHA8 = 0x8045,
GL_LUMINANCE12_ALPHA4 = 0x8046,
GL_LUMINANCE12_ALPHA12 = 0x8047,
GL_LUMINANCE16_ALPHA16 = 0x8048,
GL_INTENSITY = 0x8049,
GL_INTENSITY4 = 0x804A,
GL_INTENSITY8 = 0x804B,
GL_INTENSITY12 = 0x804C,
GL_INTENSITY16 = 0x804D,
GL_R3_G3_B2 = 0x2A10,
GL_RGB4 = 0x804F,
GL_RGB5 = 0x8050,
GL_RGB8 = 0x8051,
GL_RGB10 = 0x8052,
GL_RGB12 = 0x8053,
GL_RGB16 = 0x8054,
GL_RGBA2 = 0x8055,
GL_RGBA4 = 0x8056,
GL_RGB5_A1 = 0x8057,
GL_RGBA8 = 0x8058,
GL_RGB10_A2 = 0x8059,
GL_RGBA12 = 0x805A,
GL_RGBA16 = 0x805B,
GL_TEXTURE_RED_SIZE = 0x805C,
GL_TEXTURE_GREEN_SIZE = 0x805D,
GL_TEXTURE_BLUE_SIZE = 0x805E,
GL_TEXTURE_ALPHA_SIZE = 0x805F,
GL_TEXTURE_LUMINANCE_SIZE = 0x8060,
GL_TEXTURE_INTENSITY_SIZE = 0x8061,
GL_PROXY_TEXTURE_1D = 0x8063,
GL_PROXY_TEXTURE_2D = 0x8064;
/** texture_object */
public static final int
GL_TEXTURE_PRIORITY = 0x8066,
GL_TEXTURE_RESIDENT = 0x8067,
GL_TEXTURE_BINDING_1D = 0x8068,
GL_TEXTURE_BINDING_2D = 0x8069;
/** vertex_array */
public static final int
GL_VERTEX_ARRAY = 0x8074,
GL_NORMAL_ARRAY = 0x8075,
GL_COLOR_ARRAY = 0x8076,
GL_INDEX_ARRAY = 0x8077,
GL_TEXTURE_COORD_ARRAY = 0x8078,
GL_EDGE_FLAG_ARRAY = 0x8079,
GL_VERTEX_ARRAY_SIZE = 0x807A,
GL_VERTEX_ARRAY_TYPE = 0x807B,
GL_VERTEX_ARRAY_STRIDE = 0x807C,
GL_NORMAL_ARRAY_TYPE = 0x807E,
GL_NORMAL_ARRAY_STRIDE = 0x807F,
GL_COLOR_ARRAY_SIZE = 0x8081,
GL_COLOR_ARRAY_TYPE = 0x8082,
GL_COLOR_ARRAY_STRIDE = 0x8083,
GL_INDEX_ARRAY_TYPE = 0x8085,
GL_INDEX_ARRAY_STRIDE = 0x8086,
GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088,
GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089,
GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A,
GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C,
GL_VERTEX_ARRAY_POINTER = 0x808E,
GL_NORMAL_ARRAY_POINTER = 0x808F,
GL_COLOR_ARRAY_POINTER = 0x8090,
GL_INDEX_ARRAY_POINTER = 0x8091,
GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092,
GL_EDGE_FLAG_ARRAY_POINTER = 0x8093,
GL_V2F = 0x2A20,
GL_V3F = 0x2A21,
GL_C4UB_V2F = 0x2A22,
GL_C4UB_V3F = 0x2A23,
GL_C3F_V3F = 0x2A24,
GL_N3F_V3F = 0x2A25,
GL_C4F_N3F_V3F = 0x2A26,
GL_T2F_V3F = 0x2A27,
GL_T4F_V4F = 0x2A28,
GL_T2F_C4UB_V3F = 0x2A29,
GL_T2F_C3F_V3F = 0x2A2A,
GL_T2F_N3F_V3F = 0x2A2B,
GL_T2F_C4F_N3F_V3F = 0x2A2C,
GL_T4F_C4F_N3F_V4F = 0x2A2D;
static { GL.initialize(); }
protected GL11() {
throw new UnsupportedOperationException();
}
static boolean isAvailable(GLCapabilities caps, java.util.Set ext, boolean fc) {
return (fc || checkFunctions(
caps.glAccum, caps.glAlphaFunc, caps.glAreTexturesResident, caps.glBegin, caps.glBitmap, caps.glCallList, caps.glCallLists, caps.glClearAccum,
caps.glClearIndex, caps.glColor3b, caps.glColor3s, caps.glColor3i, caps.glColor3f, caps.glColor3d, caps.glColor3ub, caps.glColor3us,
caps.glColor3ui, caps.glColor3bv, caps.glColor3sv, caps.glColor3iv, caps.glColor3fv, caps.glColor3dv, caps.glColor3ubv, caps.glColor3usv,
caps.glColor3uiv, caps.glColor4b, caps.glColor4s, caps.glColor4i, caps.glColor4f, caps.glColor4d, caps.glColor4ub, caps.glColor4us, caps.glColor4ui,
caps.glColor4bv, caps.glColor4sv, caps.glColor4iv, caps.glColor4fv, caps.glColor4dv, caps.glColor4ubv, caps.glColor4usv, caps.glColor4uiv,
caps.glColorMaterial, caps.glColorPointer, caps.glDeleteLists, caps.glDrawPixels, caps.glEdgeFlag, caps.glEdgeFlagv, caps.glEdgeFlagPointer,
caps.glEnd, caps.glEvalCoord1f, caps.glEvalCoord1fv, caps.glEvalCoord1d, caps.glEvalCoord1dv, caps.glEvalCoord2f, caps.glEvalCoord2fv,
caps.glEvalCoord2d, caps.glEvalCoord2dv, caps.glEvalMesh1, caps.glEvalMesh2, caps.glEvalPoint1, caps.glEvalPoint2, caps.glFeedbackBuffer,
caps.glFogi, caps.glFogiv, caps.glFogf, caps.glFogfv, caps.glGenLists, caps.glGetLightiv, caps.glGetLightfv, caps.glGetMapiv, caps.glGetMapfv,
caps.glGetMapdv, caps.glGetMaterialiv, caps.glGetMaterialfv, caps.glGetPixelMapfv, caps.glGetPixelMapusv, caps.glGetPixelMapuiv,
caps.glGetPolygonStipple, caps.glGetTexGeniv, caps.glGetTexGenfv, caps.glGetTexGendv, caps.glIndexi, caps.glIndexub, caps.glIndexs, caps.glIndexf,
caps.glIndexd, caps.glIndexiv, caps.glIndexubv, caps.glIndexsv, caps.glIndexfv, caps.glIndexdv, caps.glIndexMask, caps.glIndexPointer,
caps.glInitNames, caps.glIsList, caps.glLightModeli, caps.glLightModelf, caps.glLightModeliv, caps.glLightModelfv, caps.glLighti, caps.glLightf,
caps.glLightiv, caps.glLightfv, caps.glLineStipple, caps.glListBase, caps.glLoadMatrixf, caps.glLoadMatrixd, caps.glLoadIdentity, caps.glLoadName,
caps.glMap1f, caps.glMap1d, caps.glMap2f, caps.glMap2d, caps.glMapGrid1f, caps.glMapGrid1d, caps.glMapGrid2f, caps.glMapGrid2d, caps.glMateriali,
caps.glMaterialf, caps.glMaterialiv, caps.glMaterialfv, caps.glMatrixMode, caps.glMultMatrixf, caps.glMultMatrixd, caps.glFrustum, caps.glNewList,
caps.glEndList, caps.glNormal3f, caps.glNormal3b, caps.glNormal3s, caps.glNormal3i, caps.glNormal3d, caps.glNormal3fv, caps.glNormal3bv,
caps.glNormal3sv, caps.glNormal3iv, caps.glNormal3dv, caps.glNormalPointer, caps.glOrtho, caps.glPassThrough, caps.glPixelMapfv, caps.glPixelMapusv,
caps.glPixelMapuiv, caps.glPixelTransferi, caps.glPixelTransferf, caps.glPixelZoom, caps.glPolygonStipple, caps.glPushAttrib,
caps.glPushClientAttrib, caps.glPopAttrib, caps.glPopClientAttrib, caps.glPopMatrix, caps.glPopName, caps.glPrioritizeTextures, caps.glPushMatrix,
caps.glPushName, caps.glRasterPos2i, caps.glRasterPos2s, caps.glRasterPos2f, caps.glRasterPos2d, caps.glRasterPos2iv, caps.glRasterPos2sv,
caps.glRasterPos2fv, caps.glRasterPos2dv, caps.glRasterPos3i, caps.glRasterPos3s, caps.glRasterPos3f, caps.glRasterPos3d, caps.glRasterPos3iv,
caps.glRasterPos3sv, caps.glRasterPos3fv, caps.glRasterPos3dv, caps.glRasterPos4i, caps.glRasterPos4s, caps.glRasterPos4f, caps.glRasterPos4d,
caps.glRasterPos4iv, caps.glRasterPos4sv, caps.glRasterPos4fv, caps.glRasterPos4dv, caps.glRecti, caps.glRects, caps.glRectf, caps.glRectd,
caps.glRectiv, caps.glRectsv, caps.glRectfv, caps.glRectdv, caps.glRenderMode, caps.glRotatef, caps.glRotated, caps.glScalef, caps.glScaled,
caps.glSelectBuffer, caps.glShadeModel, caps.glTexCoord1f, caps.glTexCoord1s, caps.glTexCoord1i, caps.glTexCoord1d, caps.glTexCoord1fv,
caps.glTexCoord1sv, caps.glTexCoord1iv, caps.glTexCoord1dv, caps.glTexCoord2f, caps.glTexCoord2s, caps.glTexCoord2i, caps.glTexCoord2d,
caps.glTexCoord2fv, caps.glTexCoord2sv, caps.glTexCoord2iv, caps.glTexCoord2dv, caps.glTexCoord3f, caps.glTexCoord3s, caps.glTexCoord3i,
caps.glTexCoord3d, caps.glTexCoord3fv, caps.glTexCoord3sv, caps.glTexCoord3iv, caps.glTexCoord3dv, caps.glTexCoord4f, caps.glTexCoord4s,
caps.glTexCoord4i, caps.glTexCoord4d, caps.glTexCoord4fv, caps.glTexCoord4sv, caps.glTexCoord4iv, caps.glTexCoord4dv, caps.glTexCoordPointer,
caps.glTexGeni, caps.glTexGeniv, caps.glTexGenf, caps.glTexGenfv, caps.glTexGend, caps.glTexGendv, caps.glTranslatef, caps.glTranslated,
caps.glVertex2f, caps.glVertex2s, caps.glVertex2i, caps.glVertex2d, caps.glVertex2fv, caps.glVertex2sv, caps.glVertex2iv, caps.glVertex2dv,
caps.glVertex3f, caps.glVertex3s, caps.glVertex3i, caps.glVertex3d, caps.glVertex3fv, caps.glVertex3sv, caps.glVertex3iv, caps.glVertex3dv,
caps.glVertex4f, caps.glVertex4s, caps.glVertex4i, caps.glVertex4d, caps.glVertex4fv, caps.glVertex4sv, caps.glVertex4iv, caps.glVertex4dv,
caps.glVertexPointer
)) && checkFunctions(
caps.glEnable, caps.glDisable, caps.glArrayElement, caps.glBindTexture, caps.glBlendFunc, caps.glClear, caps.glClearColor, caps.glClearDepth,
caps.glClearStencil, caps.glClipPlane, caps.glColorMask, caps.glCopyPixels, caps.glCullFace, caps.glDepthFunc, caps.glDepthMask, caps.glDepthRange,
ext.contains("GL_NV_vertex_buffer_unified_memory") ? caps.glDisableClientState : -1L, caps.glDrawArrays, caps.glDrawBuffer, caps.glDrawElements,
ext.contains("GL_NV_vertex_buffer_unified_memory") ? caps.glEnableClientState : -1L, caps.glFinish, caps.glFlush, caps.glFrontFace,
caps.glGenTextures, caps.glDeleteTextures, caps.glGetClipPlane, caps.glGetBooleanv, caps.glGetFloatv, caps.glGetIntegerv, caps.glGetDoublev,
caps.glGetError, caps.glGetPointerv, caps.glGetString, caps.glGetTexEnviv, caps.glGetTexEnvfv, caps.glGetTexImage, caps.glGetTexLevelParameteriv,
caps.glGetTexLevelParameterfv, caps.glGetTexParameteriv, caps.glGetTexParameterfv, caps.glHint, caps.glInterleavedArrays, caps.glIsEnabled,
caps.glIsTexture, caps.glLineWidth, caps.glLogicOp, caps.glPixelStorei, caps.glPixelStoref, caps.glPointSize, caps.glPolygonMode,
caps.glPolygonOffset, caps.glReadBuffer, caps.glReadPixels, caps.glScissor, caps.glStencilFunc, caps.glStencilMask, caps.glStencilOp,
caps.glTexEnvi, caps.glTexEnviv, caps.glTexEnvf, caps.glTexEnvfv, caps.glTexImage2D, caps.glTexImage1D, caps.glCopyTexImage2D,
caps.glCopyTexImage1D, caps.glCopyTexSubImage1D, caps.glCopyTexSubImage2D, caps.glTexParameteri, caps.glTexParameteriv, caps.glTexParameterf,
caps.glTexParameterfv, caps.glTexSubImage1D, caps.glTexSubImage2D, caps.glViewport
);
}
// --- [ glEnable ] ---
/**
*
*
* Enables the specified OpenGL state.
*
* @param target the OpenGL state to enable
*/
public static native void glEnable(@NativeType("GLenum") int target);
// --- [ glDisable ] ---
/**
*
*
* Disables the specified OpenGL state.
*
* @param target the OpenGL state to disable
*/
public static native void glDisable(@NativeType("GLenum") int target);
// --- [ glAccum ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Each portion of a pixel in the accumulation buffer consists of four values: one for each of R, G, B, and A. The accumulation buffer is controlled
* exclusively through the use of this method (except for clearing it).
*
* @param op a symbolic constant indicating an accumulation buffer operation
* @param value a floating-point value to be used in that operation. One of:
{@link #GL_ACCUM ACCUM} {@link #GL_LOAD LOAD} {@link #GL_RETURN RETURN} {@link #GL_MULT MULT} {@link #GL_ADD ADD}
*/
public static native void glAccum(@NativeType("GLenum") int op, @NativeType("GLfloat") float value);
// --- [ glAlphaFunc ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* The alpha test discards a fragment conditionally based on the outcome of a comparison between the incoming fragment’s alpha value and a constant value.
* The comparison is enabled or disabled with the generic {@link #glEnable Enable} and {@link #glDisable Disable} commands using the symbolic constant {@link #GL_ALPHA_TEST ALPHA_TEST}.
* When disabled, it is as if the comparison always passes. The test is controlled with this method.
*
* @param func a symbolic constant indicating the alpha test function. One of:
{@link #GL_NEVER NEVER} {@link #GL_ALWAYS ALWAYS} {@link #GL_LESS LESS} {@link #GL_LEQUAL LEQUAL} {@link #GL_EQUAL EQUAL} {@link #GL_GEQUAL GEQUAL} {@link #GL_GREATER GREATER} {@link #GL_NOTEQUAL NOTEQUAL}
* @param ref a reference value clamped to the range [0, 1]. When performing the alpha test, the GL will convert the reference value to the same representation as the fragment's alpha value (floating-point or fixed-point).
*/
public static native void glAlphaFunc(@NativeType("GLenum") int func, @NativeType("GLfloat") float ref);
// --- [ glAreTexturesResident ] ---
/**
* Unsafe version of: {@link #glAreTexturesResident AreTexturesResident}
*
* @param n the number of texture objects in {@code textures}
*/
public static native boolean nglAreTexturesResident(int n, long textures, long residences);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns {@link #GL_TRUE TRUE} if all of the texture objects named in textures are resident, or if the implementation does not distinguish a working set. If
* at least one of the texture objects named in textures is not resident, then {@link #GL_FALSE FALSE} is returned, and the residence of each texture object is
* returned in residences. Otherwise the contents of residences are not changed.
*
* @param textures an array of texture objects
* @param residences returns the residences of each texture object
*/
@NativeType("GLboolean")
public static boolean glAreTexturesResident(@NativeType("const GLuint *") IntBuffer textures, @NativeType("GLboolean *") ByteBuffer residences) {
if (CHECKS) {
check(residences, textures.remaining());
}
return nglAreTexturesResident(textures.remaining(), memAddress(textures), memAddress(residences));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns {@link #GL_TRUE TRUE} if all of the texture objects named in textures are resident, or if the implementation does not distinguish a working set. If
* at least one of the texture objects named in textures is not resident, then {@link #GL_FALSE FALSE} is returned, and the residence of each texture object is
* returned in residences. Otherwise the contents of residences are not changed.
*
* @param residences returns the residences of each texture object
*/
@NativeType("GLboolean")
public static boolean glAreTexturesResident(@NativeType("const GLuint *") int texture, @NativeType("GLboolean *") ByteBuffer residences) {
if (CHECKS) {
check(residences, 1);
}
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer textures = stack.ints(texture);
return nglAreTexturesResident(1, memAddress(textures), memAddress(residences));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glArrayElement ] ---
/**
*
*
* Transfers the ith element of every enabled, non-instanced array, and the first element of every enabled, instanced array to the GL.
*
* @param i the element to transfer
*/
public static native void glArrayElement(@NativeType("GLint") int i);
// --- [ glBegin ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Begins the definition of vertex attributes of a sequence of primitives to be transferred to the GL.
*
* @param mode the primitive type being defined. One of:
{@link #GL_POINTS POINTS} {@link #GL_LINE_STRIP LINE_STRIP} {@link #GL_LINE_LOOP LINE_LOOP} {@link #GL_LINES LINES} {@link #GL_POLYGON POLYGON} {@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP} {@link #GL_TRIANGLE_FAN TRIANGLE_FAN} {@link #GL_TRIANGLES TRIANGLES} {@link #GL_QUAD_STRIP QUAD_STRIP} {@link #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}
*/
public static native void glBegin(@NativeType("GLenum") int mode);
// --- [ glBindTexture ] ---
/**
*
*
* Binds the a texture to a texture target.
*
* While a texture object is bound, GL operations on the target to which it is bound affect the bound object, and queries of the target to which it is
* bound return state from the bound object. If texture mapping of the dimensionality of the target to which a texture object is bound is enabled, the
* state of the bound texture object directs the texturing operation.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY} {@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param texture the texture object to bind
*/
public static native void glBindTexture(@NativeType("GLenum") int target, @NativeType("GLuint") int texture);
// --- [ glBitmap ] ---
/** Unsafe version of: {@link #glBitmap Bitmap} */
public static native void nglBitmap(int w, int h, float xOrig, float yOrig, float xInc, float yInc, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sents a bitmap to the GL. Bitmaps are rectangles of zeros and ones specifying a particular pattern of fragments to be produced. Each of these fragments
* has the same associated data. These data are those associated with the current raster position.
*
* @param w the bitmap width
* @param h the bitmap width
* @param xOrig the bitmap origin x coordinate
* @param yOrig the bitmap origin y coordinate
* @param xInc the x increment added to the raster position
* @param yInc the y increment added to the raster position
* @param data the buffer containing the bitmap data.
*/
public static void glBitmap(@NativeType("GLsizei") int w, @NativeType("GLsizei") int h, @NativeType("GLfloat") float xOrig, @NativeType("GLfloat") float yOrig, @NativeType("GLfloat") float xInc, @NativeType("GLfloat") float yInc, @NativeType("const GLubyte *") ByteBuffer data) {
if (CHECKS) {
checkSafe(data, ((w + 7) >> 3) * h);
}
nglBitmap(w, h, xOrig, yOrig, xInc, yInc, memAddressSafe(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sents a bitmap to the GL. Bitmaps are rectangles of zeros and ones specifying a particular pattern of fragments to be produced. Each of these fragments
* has the same associated data. These data are those associated with the current raster position.
*
* @param w the bitmap width
* @param h the bitmap width
* @param xOrig the bitmap origin x coordinate
* @param yOrig the bitmap origin y coordinate
* @param xInc the x increment added to the raster position
* @param yInc the y increment added to the raster position
* @param data the buffer containing the bitmap data.
*/
public static void glBitmap(@NativeType("GLsizei") int w, @NativeType("GLsizei") int h, @NativeType("GLfloat") float xOrig, @NativeType("GLfloat") float yOrig, @NativeType("GLfloat") float xInc, @NativeType("GLfloat") float yInc, @NativeType("const GLubyte *") long data) {
nglBitmap(w, h, xOrig, yOrig, xInc, yInc, data);
}
// --- [ glBlendFunc ] ---
/**
*
*
* Specifies the weighting factors used by the blend equation, for both RGB and alpha functions and for all draw buffers.
*
* @param sfactor the source weighting factor. One of:
{@link #GL_ZERO ZERO} {@link #GL_ONE ONE} {@link #GL_SRC_COLOR SRC_COLOR} {@link #GL_ONE_MINUS_SRC_COLOR ONE_MINUS_SRC_COLOR} {@link #GL_DST_COLOR DST_COLOR} {@link #GL_ONE_MINUS_DST_COLOR ONE_MINUS_DST_COLOR} {@link #GL_SRC_ALPHA SRC_ALPHA} {@link #GL_ONE_MINUS_SRC_ALPHA ONE_MINUS_SRC_ALPHA} {@link #GL_DST_ALPHA DST_ALPHA} {@link #GL_ONE_MINUS_DST_ALPHA ONE_MINUS_DST_ALPHA} {@link GL14#GL_CONSTANT_COLOR CONSTANT_COLOR} {@link GL14#GL_ONE_MINUS_CONSTANT_COLOR ONE_MINUS_CONSTANT_COLOR} {@link GL14#GL_CONSTANT_ALPHA CONSTANT_ALPHA} {@link GL14#GL_ONE_MINUS_CONSTANT_ALPHA ONE_MINUS_CONSTANT_ALPHA} {@link #GL_SRC_ALPHA_SATURATE SRC_ALPHA_SATURATE} {@link GL33#GL_SRC1_COLOR SRC1_COLOR} {@link GL33#GL_ONE_MINUS_SRC1_COLOR ONE_MINUS_SRC1_COLOR} {@link GL15#GL_SRC1_ALPHA SRC1_ALPHA} {@link GL33#GL_ONE_MINUS_SRC1_ALPHA ONE_MINUS_SRC1_ALPHA}
* @param dfactor the destination weighting factor
*/
public static native void glBlendFunc(@NativeType("GLenum") int sfactor, @NativeType("GLenum") int dfactor);
// --- [ glCallList ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Executes a display list. Causes the commands saved in the display list to be executed, in order, just as if they were issued without using a display list.
*
* @param list the index of the display list to be called
*/
public static native void glCallList(@NativeType("GLuint") int list);
// --- [ glCallLists ] ---
/**
* Unsafe version of: {@link #glCallLists CallLists}
*
* @param n the number of display lists to be called
* @param type the data type of each element in {@code lists}. One of:
{@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_INT INT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_FLOAT FLOAT} {@link #GL_2_BYTES 2_BYTES} {@link #GL_3_BYTES 3_BYTES} {@link #GL_4_BYTES 4_BYTES}
*/
public static native void nglCallLists(int n, int type, long lists);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Provides an efficient means for executing a number of display lists.
*
* @param type the data type of each element in {@code lists}. One of:
{@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_INT INT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_FLOAT FLOAT} {@link #GL_2_BYTES 2_BYTES} {@link #GL_3_BYTES 3_BYTES} {@link #GL_4_BYTES 4_BYTES}
* @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number.
*/
public static void glCallLists(@NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer lists) {
nglCallLists(lists.remaining() / GLChecks.typeToBytes(type), type, memAddress(lists));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Provides an efficient means for executing a number of display lists.
*
* @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number.
*/
public static void glCallLists(@NativeType("const void *") ByteBuffer lists) {
nglCallLists(lists.remaining(), GL11.GL_UNSIGNED_BYTE, memAddress(lists));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Provides an efficient means for executing a number of display lists.
*
* @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number.
*/
public static void glCallLists(@NativeType("const void *") ShortBuffer lists) {
nglCallLists(lists.remaining(), GL11.GL_UNSIGNED_SHORT, memAddress(lists));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Provides an efficient means for executing a number of display lists.
*
* @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number.
*/
public static void glCallLists(@NativeType("const void *") IntBuffer lists) {
nglCallLists(lists.remaining(), GL11.GL_UNSIGNED_INT, memAddress(lists));
}
// --- [ glClear ] ---
/**
*
*
* Sets portions of every pixel in a particular buffer to the same value. The value to which each buffer is cleared depends on the setting of the clear
* value for that buffer.
*
* @param mask Zero or the bitwise OR of one or more values indicating which buffers are to be cleared. One or more of:
{@link #GL_ACCUM_BUFFER_BIT ACCUM_BUFFER_BIT} {@link #GL_COLOR_BUFFER_BIT COLOR_BUFFER_BIT} {@link #GL_DEPTH_BUFFER_BIT DEPTH_BUFFER_BIT} {@link #GL_STENCIL_BUFFER_BIT STENCIL_BUFFER_BIT}
*/
public static native void glClear(@NativeType("GLbitfield") int mask);
// --- [ glClearAccum ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the clear values for the accumulation buffer. These values are clamped to the range [-1,1] when they are specified.
*
* @param red the value to which to clear the R values of the accumulation buffer
* @param green the value to which to clear the G values of the accumulation buffer
* @param blue the value to which to clear the B values of the accumulation buffer
* @param alpha the value to which to clear the A values of the accumulation buffer
*/
public static native void glClearAccum(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha);
// --- [ glClearColor ] ---
/**
*
*
* Sets the clear value for fixed-point and floating-point color buffers in RGBA mode. The specified components are stored as floating-point values.
*
* @param red the value to which to clear the R channel of the color buffer
* @param green the value to which to clear the G channel of the color buffer
* @param blue the value to which to clear the B channel of the color buffer
* @param alpha the value to which to clear the A channel of the color buffer
*/
public static native void glClearColor(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha);
// --- [ glClearDepth ] ---
/**
*
*
* Sets the depth value used when clearing the depth buffer. When clearing a fixedpoint depth buffer, {@code depth} is clamped to the range [0,1] and
* converted to fixed-point. No conversion is applied when clearing a floating-point depth buffer.
*
* @param depth the value to which to clear the depth buffer
*/
public static native void glClearDepth(@NativeType("GLdouble") double depth);
// --- [ glClearIndex ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* sets the clear color index. index is converted to a fixed-point value with unspecified precision to the left of the binary point; the integer part of
* this value is then masked with 2m – 1
, where {@code m} is the number of bits in a color index value stored in the
* framebuffer.
*
* @param index the value to which to clear the color buffer in color index mode
*/
public static native void glClearIndex(@NativeType("GLfloat") float index);
// --- [ glClearStencil ] ---
/**
*
*
* Sets the value to which to clear the stencil buffer. {@code s} is masked to the number of bitplanes in the stencil buffer.
*
* @param s the value to which to clear the stencil buffer
*/
public static native void glClearStencil(@NativeType("GLint") int s);
// --- [ glClipPlane ] ---
/** Unsafe version of: {@link #glClipPlane ClipPlane} */
public static native void nglClipPlane(int plane, long equation);
/**
*
*
* Specifies a client-defined clip plane.
*
* The value of the first argument, {@code plane}, is a symbolic constant, CLIP_PLANEi, where i is an integer between 0 and n – 1, indicating one of
* n client-defined clip planes. {@code equation} is an array of four double-precision floating-point values. These are the coefficients of a plane
* equation in object coordinates: p1, p2, p3, and p4 (in that order).
*
* @param plane the clip plane to define
* @param equation the clip plane coefficients
*/
public static void glClipPlane(@NativeType("GLenum") int plane, @NativeType("const GLdouble *") DoubleBuffer equation) {
if (CHECKS) {
check(equation, 4);
}
nglClipPlane(plane, memAddress(equation));
}
// --- [ glColor3b ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the R, G, and B components of the current color. The alpha component is set to 1.0.
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3b(@NativeType("GLbyte") byte red, @NativeType("GLbyte") byte green, @NativeType("GLbyte") byte blue);
// --- [ glColor3s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glColor3b Color3b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3s(@NativeType("GLshort") short red, @NativeType("GLshort") short green, @NativeType("GLshort") short blue);
// --- [ glColor3i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glColor3b Color3b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3i(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue);
// --- [ glColor3f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glColor3b Color3b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue);
// --- [ glColor3d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glColor3b Color3b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3d(@NativeType("GLdouble") double red, @NativeType("GLdouble") double green, @NativeType("GLdouble") double blue);
// --- [ glColor3ub ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned version of {@link #glColor3b Color3b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3ub(@NativeType("GLubyte") byte red, @NativeType("GLubyte") byte green, @NativeType("GLubyte") byte blue);
// --- [ glColor3us ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned short version of {@link #glColor3b Color3b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3us(@NativeType("GLushort") short red, @NativeType("GLushort") short green, @NativeType("GLushort") short blue);
// --- [ glColor3ui ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned int version of {@link #glColor3b Color3b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
*/
public static native void glColor3ui(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue);
// --- [ glColor3bv ] ---
/** Unsafe version of: {@link #glColor3bv Color3bv} */
public static native void nglColor3bv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Byte pointer version of {@link #glColor3b Color3b}.
*
* @param v the color buffer
*/
public static void glColor3bv(@NativeType("const GLbyte *") ByteBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3bv(memAddress(v));
}
// --- [ glColor3sv ] ---
/** Unsafe version of: {@link #glColor3sv Color3sv} */
public static native void nglColor3sv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor3s Color3s}.
*
* @param v the color buffer
*/
public static void glColor3sv(@NativeType("const GLshort *") ShortBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3sv(memAddress(v));
}
// --- [ glColor3iv ] ---
/** Unsafe version of: {@link #glColor3iv Color3iv} */
public static native void nglColor3iv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor3i Color3i}.
*
* @param v the color buffer
*/
public static void glColor3iv(@NativeType("const GLint *") IntBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3iv(memAddress(v));
}
// --- [ glColor3fv ] ---
/** Unsafe version of: {@link #glColor3fv Color3fv} */
public static native void nglColor3fv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor3f Color3f}.
*
* @param v the color buffer
*/
public static void glColor3fv(@NativeType("const GLfloat *") FloatBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3fv(memAddress(v));
}
// --- [ glColor3dv ] ---
/** Unsafe version of: {@link #glColor3dv Color3dv} */
public static native void nglColor3dv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor3d Color3d}.
*
* @param v the color buffer
*/
public static void glColor3dv(@NativeType("const GLdouble *") DoubleBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3dv(memAddress(v));
}
// --- [ glColor3ubv ] ---
/** Unsafe version of: {@link #glColor3ubv Color3ubv} */
public static native void nglColor3ubv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor3ub Color3ub}.
*
* @param v the color buffer
*/
public static void glColor3ubv(@NativeType("const GLubyte *") ByteBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3ubv(memAddress(v));
}
// --- [ glColor3usv ] ---
/** Unsafe version of: {@link #glColor3usv Color3usv} */
public static native void nglColor3usv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor3us Color3us}.
*
* @param v the color buffer
*/
public static void glColor3usv(@NativeType("const GLushort *") ShortBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3usv(memAddress(v));
}
// --- [ glColor3uiv ] ---
/** Unsafe version of: {@link #glColor3uiv Color3uiv} */
public static native void nglColor3uiv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor3ui Color3ui}.
*
* @param v the color buffer
*/
public static void glColor3uiv(@NativeType("const GLuint *") IntBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglColor3uiv(memAddress(v));
}
// --- [ glColor4b ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current color.
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4b(@NativeType("GLbyte") byte red, @NativeType("GLbyte") byte green, @NativeType("GLbyte") byte blue, @NativeType("GLbyte") byte alpha);
// --- [ glColor4s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glColor4b Color4b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4s(@NativeType("GLshort") short red, @NativeType("GLshort") short green, @NativeType("GLshort") short blue, @NativeType("GLshort") short alpha);
// --- [ glColor4i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glColor4b Color4b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4i(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue, @NativeType("GLint") int alpha);
// --- [ glColor4f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glColor4b Color4b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha);
// --- [ glColor4d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glColor4b Color4b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4d(@NativeType("GLdouble") double red, @NativeType("GLdouble") double green, @NativeType("GLdouble") double blue, @NativeType("GLdouble") double alpha);
// --- [ glColor4ub ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned version of {@link #glColor4b Color4b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4ub(@NativeType("GLubyte") byte red, @NativeType("GLubyte") byte green, @NativeType("GLubyte") byte blue, @NativeType("GLubyte") byte alpha);
// --- [ glColor4us ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned short version of {@link #glColor4b Color4b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4us(@NativeType("GLushort") short red, @NativeType("GLushort") short green, @NativeType("GLushort") short blue, @NativeType("GLushort") short alpha);
// --- [ glColor4ui ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned int version of {@link #glColor4b Color4b}
*
* @param red the red component of the current color
* @param green the green component of the current color
* @param blue the blue component of the current color
* @param alpha the alpha component of the current color
*/
public static native void glColor4ui(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue, @NativeType("GLint") int alpha);
// --- [ glColor4bv ] ---
/** Unsafe version of: {@link #glColor4bv Color4bv} */
public static native void nglColor4bv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4b Color4b}.
*
* @param v the color buffer
*/
public static void glColor4bv(@NativeType("const GLbyte *") ByteBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4bv(memAddress(v));
}
// --- [ glColor4sv ] ---
/** Unsafe version of: {@link #glColor4sv Color4sv} */
public static native void nglColor4sv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4s Color4s}.
*
* @param v the color buffer
*/
public static void glColor4sv(@NativeType("const GLshort *") ShortBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4sv(memAddress(v));
}
// --- [ glColor4iv ] ---
/** Unsafe version of: {@link #glColor4iv Color4iv} */
public static native void nglColor4iv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4i Color4i}.
*
* @param v the color buffer
*/
public static void glColor4iv(@NativeType("const GLint *") IntBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4iv(memAddress(v));
}
// --- [ glColor4fv ] ---
/** Unsafe version of: {@link #glColor4fv Color4fv} */
public static native void nglColor4fv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4f Color4f}.
*
* @param v the color buffer
*/
public static void glColor4fv(@NativeType("const GLfloat *") FloatBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4fv(memAddress(v));
}
// --- [ glColor4dv ] ---
/** Unsafe version of: {@link #glColor4dv Color4dv} */
public static native void nglColor4dv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4d Color4d}.
*
* @param v the color buffer
*/
public static void glColor4dv(@NativeType("const GLdouble *") DoubleBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4dv(memAddress(v));
}
// --- [ glColor4ubv ] ---
/** Unsafe version of: {@link #glColor4ubv Color4ubv} */
public static native void nglColor4ubv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4ub Color4ub}.
*
* @param v the color buffer
*/
public static void glColor4ubv(@NativeType("const GLubyte *") ByteBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4ubv(memAddress(v));
}
// --- [ glColor4usv ] ---
/** Unsafe version of: {@link #glColor4usv Color4usv} */
public static native void nglColor4usv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4us Color4us}.
*
* @param v the color buffer
*/
public static void glColor4usv(@NativeType("const GLushort *") ShortBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4usv(memAddress(v));
}
// --- [ glColor4uiv ] ---
/** Unsafe version of: {@link #glColor4uiv Color4uiv} */
public static native void nglColor4uiv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glColor4ui Color4ui}.
*
* @param v the color buffer
*/
public static void glColor4uiv(@NativeType("const GLuint *") IntBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglColor4uiv(memAddress(v));
}
// --- [ glColorMask ] ---
/**
*
*
* Masks the writing of R, G, B and A values to all draw buffers. In the initial state, all color values are enabled for writing for all draw buffers.
*
* @param red whether R values are written or not
* @param green whether G values are written or not
* @param blue whether B values are written or not
* @param alpha whether A values are written or not
*/
public static native void glColorMask(@NativeType("GLboolean") boolean red, @NativeType("GLboolean") boolean green, @NativeType("GLboolean") boolean blue, @NativeType("GLboolean") boolean alpha);
// --- [ glColorMaterial ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* It is possible to attach one or more material properties to the current color, so that they continuously track its component values. This behavior is
* enabled and disabled by calling {@link #glEnable Enable} or {@link #glDisable Disable} with the symbolic value {@link #GL_COLOR_MATERIAL COLOR_MATERIAL}. This function controls which
* of these modes is selected.
*
* @param face specifies which material face is affected by the current color. One of:
{@link #GL_FRONT FRONT} {@link #GL_BACK BACK} {@link #GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param mode specifies which material property or properties track the current color. One of:
{@link #GL_EMISSION EMISSION} {@link #GL_AMBIENT AMBIENT} {@link #GL_DIFFUSE DIFFUSE} {@link #GL_SPECULAR SPECULAR} {@link #GL_AMBIENT_AND_DIFFUSE AMBIENT_AND_DIFFUSE}
*/
public static native void glColorMaterial(@NativeType("GLenum") int face, @NativeType("GLenum") int mode);
// --- [ glColorPointer ] ---
/** Unsafe version of: {@link #glColorPointer ColorPointer} */
public static native void nglColorPointer(int size, int type, int stride, long pointer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color array.
*
* @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:
3 4 {@link GL12#GL_BGRA BGRA}
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_INT INT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color array data
*/
public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ByteBuffer pointer) {
nglColorPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color array.
*
* @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:
3 4 {@link GL12#GL_BGRA BGRA}
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_INT INT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color array data
*/
public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") long pointer) {
nglColorPointer(size, type, stride, pointer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color array.
*
* @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:
3 4 {@link GL12#GL_BGRA BGRA}
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_INT INT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color array data
*/
public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ShortBuffer pointer) {
nglColorPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color array.
*
* @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:
3 4 {@link GL12#GL_BGRA BGRA}
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_INT INT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color array data
*/
public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") IntBuffer pointer) {
nglColorPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color array.
*
* @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:
3 4 {@link GL12#GL_BGRA BGRA}
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_INT INT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color array data
*/
public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") FloatBuffer pointer) {
nglColorPointer(size, type, stride, memAddress(pointer));
}
// --- [ glCopyPixels ] ---
/**
*
*
* Transfers a rectangle of pixel values from one region of the read framebuffer to another in the draw framebuffer
*
* @param x the left framebuffer pixel coordinate
* @param y the lower framebuffer pixel coordinate
* @param width the rectangle width
* @param height the rectangle height
* @param type Indicates the type of values to be transfered. One of:
{@link #GL_COLOR COLOR} {@link #GL_STENCIL STENCIL} {@link #GL_DEPTH DEPTH} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
*/
public static native void glCopyPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int type);
// --- [ glCullFace ] ---
/**
*
*
* Specifies which polygon faces are culled if {@link #GL_CULL_FACE CULL_FACE} is enabled. Front-facing polygons are rasterized if either culling is disabled or the
* CullFace mode is {@link #GL_BACK BACK} while back-facing polygons are rasterized only if either culling is disabled or the CullFace mode is
* {@link #GL_FRONT FRONT}. The initial setting of the CullFace mode is {@link #GL_BACK BACK}. Initially, culling is disabled.
*
* @param mode the CullFace mode. One of:
{@link #GL_FRONT FRONT} {@link #GL_BACK BACK} {@link #GL_FRONT_AND_BACK FRONT_AND_BACK}
*/
public static native void glCullFace(@NativeType("GLenum") int mode);
// --- [ glDeleteLists ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Deletes a contiguous group of display lists. All information about the display lists is lost, and the indices become unused. Indices to which no display
* list corresponds are ignored. If {@code range} is zero, nothing happens.
*
* @param list the index of the first display list to be deleted
* @param range the number of display lists to be deleted
*/
public static native void glDeleteLists(@NativeType("GLuint") int list, @NativeType("GLsizei") int range);
// --- [ glDepthFunc ] ---
/**
*
*
* Specifies the comparison that takes place during the depth buffer test (when {@link #GL_DEPTH_TEST DEPTH_TEST} is enabled).
*
* @param func the depth test comparison. One of:
{@link #GL_NEVER NEVER} {@link #GL_ALWAYS ALWAYS} {@link #GL_LESS LESS} {@link #GL_LEQUAL LEQUAL} {@link #GL_EQUAL EQUAL} {@link #GL_GREATER GREATER} {@link #GL_GEQUAL GEQUAL} {@link #GL_NOTEQUAL NOTEQUAL}
*/
public static native void glDepthFunc(@NativeType("GLenum") int func);
// --- [ glDepthMask ] ---
/**
*
*
* Masks the writing of depth values to the depth buffer. In the initial state, the depth buffer is enabled for writing.
*
* @param flag whether depth values are written or not.
*/
public static native void glDepthMask(@NativeType("GLboolean") boolean flag);
// --- [ glDepthRange ] ---
/**
*
*
* Sets the depth range for all viewports to the same values.
*
* @param zNear the near depth range
* @param zFar the far depth range
*/
public static native void glDepthRange(@NativeType("GLdouble") double zNear, @NativeType("GLdouble") double zFar);
// --- [ glDisableClientState ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Disables a client-side capability.
*
* If the {@link NVVertexBufferUnifiedMemory} extension is supported, this function is available even in a core profile context.
*
* @param cap the capability to disable. One of:
{@link #GL_COLOR_ARRAY COLOR_ARRAY} {@link #GL_EDGE_FLAG_ARRAY EDGE_FLAG_ARRAY} {@link GL15#GL_FOG_COORD_ARRAY FOG_COORD_ARRAY} {@link #GL_INDEX_ARRAY INDEX_ARRAY} {@link #GL_NORMAL_ARRAY NORMAL_ARRAY} {@link GL14#GL_SECONDARY_COLOR_ARRAY SECONDARY_COLOR_ARRAY} {@link #GL_TEXTURE_COORD_ARRAY TEXTURE_COORD_ARRAY} {@link #GL_VERTEX_ARRAY VERTEX_ARRAY} {@link NVVertexBufferUnifiedMemory#GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV VERTEX_ATTRIB_ARRAY_UNIFIED_NV} {@link NVVertexBufferUnifiedMemory#GL_ELEMENT_ARRAY_UNIFIED_NV ELEMENT_ARRAY_UNIFIED_NV}
*/
public static native void glDisableClientState(@NativeType("GLenum") int cap);
// --- [ glDrawArrays ] ---
/**
*
*
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices. Elements {@code first} through
* first + count – 1
of each enabled non-instanced array are transferred to the GL.
*
* If an array corresponding to an attribute required by a vertex shader is not enabled, then the corresponding element is taken from the current attribute
* state. If an array is enabled, the corresponding current vertex attribute value is unaffected by the execution of this function.
*
* @param mode the kind of primitives being constructed
* @param first the first vertex to transfer to the GL
* @param count the number of vertices after {@code first} to transfer to the GL
*/
public static native void glDrawArrays(@NativeType("GLenum") int mode, @NativeType("GLint") int first, @NativeType("GLsizei") int count);
// --- [ glDrawBuffer ] ---
/**
*
*
* Defines the color buffer to which fragment color zero is written.
*
* Acceptable values for {@code buf} depend on whether the GL is using the default framebuffer (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is zero), or
* a framebuffer object (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is non-zero). In the initial state, the GL is bound to the default framebuffer.
*
* @param buf the color buffer to draw to. One of:
{@link #GL_NONE NONE} {@link #GL_FRONT_LEFT FRONT_LEFT} {@link #GL_FRONT_RIGHT FRONT_RIGHT} {@link #GL_BACK_LEFT BACK_LEFT} {@link #GL_BACK_RIGHT BACK_RIGHT} {@link #GL_FRONT FRONT} {@link #GL_BACK BACK} {@link #GL_LEFT LEFT} {@link #GL_RIGHT RIGHT} {@link #GL_FRONT_AND_BACK FRONT_AND_BACK} {@link #GL_AUX0 AUX0} {@link #GL_AUX1 AUX1} {@link #GL_AUX2 AUX2} {@link #GL_AUX3 AUX3} {@link GL30#GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT0} GL30.GL_COLOR_ATTACHMENT[1-15]
*/
public static native void glDrawBuffer(@NativeType("GLenum") int buf);
// --- [ glDrawElements ] ---
/**
* Unsafe version of: {@link #glDrawElements DrawElements}
*
* @param count the number of vertices to transfer to the GL
* @param type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT}
*/
public static native void nglDrawElements(int mode, int count, int type, long indices);
/**
*
*
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
{@link #GL_POINTS POINTS} {@link #GL_LINE_STRIP LINE_STRIP} {@link #GL_LINE_LOOP LINE_LOOP} {@link #GL_LINES LINES} {@link #GL_POLYGON POLYGON} {@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP} {@link #GL_TRIANGLE_FAN TRIANGLE_FAN} {@link #GL_TRIANGLES TRIANGLES} {@link #GL_QUAD_STRIP QUAD_STRIP} {@link #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 count the number of vertices to transfer to the GL
* @param type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices the index values
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLsizei") int count, @NativeType("GLenum") int type, @NativeType("const void *") long indices) {
nglDrawElements(mode, count, type, indices);
}
/**
*
*
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
{@link #GL_POINTS POINTS} {@link #GL_LINE_STRIP LINE_STRIP} {@link #GL_LINE_LOOP LINE_LOOP} {@link #GL_LINES LINES} {@link #GL_POLYGON POLYGON} {@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP} {@link #GL_TRIANGLE_FAN TRIANGLE_FAN} {@link #GL_TRIANGLES TRIANGLES} {@link #GL_QUAD_STRIP QUAD_STRIP} {@link #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 type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices the index values
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer indices) {
nglDrawElements(mode, indices.remaining() >> GLChecks.typeToByteShift(type), type, memAddress(indices));
}
/**
*
*
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
{@link #GL_POINTS POINTS} {@link #GL_LINE_STRIP LINE_STRIP} {@link #GL_LINE_LOOP LINE_LOOP} {@link #GL_LINES LINES} {@link #GL_POLYGON POLYGON} {@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP} {@link #GL_TRIANGLE_FAN TRIANGLE_FAN} {@link #GL_TRIANGLES TRIANGLES} {@link #GL_QUAD_STRIP QUAD_STRIP} {@link #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 indices the index values
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("const void *") ByteBuffer indices) {
nglDrawElements(mode, indices.remaining(), GL11.GL_UNSIGNED_BYTE, memAddress(indices));
}
/**
*
*
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
{@link #GL_POINTS POINTS} {@link #GL_LINE_STRIP LINE_STRIP} {@link #GL_LINE_LOOP LINE_LOOP} {@link #GL_LINES LINES} {@link #GL_POLYGON POLYGON} {@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP} {@link #GL_TRIANGLE_FAN TRIANGLE_FAN} {@link #GL_TRIANGLES TRIANGLES} {@link #GL_QUAD_STRIP QUAD_STRIP} {@link #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 indices the index values
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("const void *") ShortBuffer indices) {
nglDrawElements(mode, indices.remaining(), GL11.GL_UNSIGNED_SHORT, memAddress(indices));
}
/**
*
*
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
{@link #GL_POINTS POINTS} {@link #GL_LINE_STRIP LINE_STRIP} {@link #GL_LINE_LOOP LINE_LOOP} {@link #GL_LINES LINES} {@link #GL_POLYGON POLYGON} {@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP} {@link #GL_TRIANGLE_FAN TRIANGLE_FAN} {@link #GL_TRIANGLES TRIANGLES} {@link #GL_QUAD_STRIP QUAD_STRIP} {@link #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 indices the index values
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("const void *") IntBuffer indices) {
nglDrawElements(mode, indices.remaining(), GL11.GL_UNSIGNED_INT, memAddress(indices));
}
// --- [ glDrawPixels ] ---
/** Unsafe version of: {@link #glDrawPixels DrawPixels} */
public static native void nglDrawPixels(int width, int height, int format, int type, long pixels);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Draws a pixel rectangle to the active draw buffers.
*
* @param width the pixel rectangle width
* @param height the pixel rectangle height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer pixels) {
nglDrawPixels(width, height, format, type, memAddress(pixels));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Draws a pixel rectangle to the active draw buffers.
*
* @param width the pixel rectangle width
* @param height the pixel rectangle height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") long pixels) {
nglDrawPixels(width, height, format, type, pixels);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Draws a pixel rectangle to the active draw buffers.
*
* @param width the pixel rectangle width
* @param height the pixel rectangle height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ShortBuffer pixels) {
nglDrawPixels(width, height, format, type, memAddress(pixels));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Draws a pixel rectangle to the active draw buffers.
*
* @param width the pixel rectangle width
* @param height the pixel rectangle height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") IntBuffer pixels) {
nglDrawPixels(width, height, format, type, memAddress(pixels));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Draws a pixel rectangle to the active draw buffers.
*
* @param width the pixel rectangle width
* @param height the pixel rectangle height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") FloatBuffer pixels) {
nglDrawPixels(width, height, format, type, memAddress(pixels));
}
// --- [ glEdgeFlag ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Each edge of each polygon primitive generated is flagged as either boundary or non-boundary. These classifications are used during polygon
* rasterization; some modes affect the interpretation of polygon boundary edges. By default, all edges are boundary edges, but the flagging of polygons,
* separate triangles, or separate quadrilaterals may be altered by calling this function.
*
* When a primitive of type {@link #GL_POLYGON POLYGON}, {@link #GL_TRIANGLES TRIANGLES}, or {@link #GL_QUADS QUADS} is drawn, each vertex transferred begins an edge. If the edge
* flag bit is TRUE, then each specified vertex begins an edge that is flagged as boundary. If the bit is FALSE, then induced edges are flagged as
* non-boundary.
*
* @param flag the edge flag bit
*/
public static native void glEdgeFlag(@NativeType("GLboolean") boolean flag);
// --- [ glEdgeFlagv ] ---
/** Unsafe version of: {@link #glEdgeFlagv EdgeFlagv} */
public static native void nglEdgeFlagv(long flag);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glEdgeFlag EdgeFlag}.
*
* @param flag the edge flag buffer
*/
public static void glEdgeFlagv(@NativeType("const GLboolean *") ByteBuffer flag) {
if (CHECKS) {
check(flag, 1);
}
nglEdgeFlagv(memAddress(flag));
}
// --- [ glEdgeFlagPointer ] ---
/** Unsafe version of: {@link #glEdgeFlagPointer EdgeFlagPointer} */
public static native void nglEdgeFlagPointer(int stride, long pointer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of an edge flag array.
*
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the edge flag array data
*/
public static void glEdgeFlagPointer(@NativeType("GLsizei") int stride, @NativeType("const GLboolean *") ByteBuffer pointer) {
nglEdgeFlagPointer(stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of an edge flag array.
*
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the edge flag array data
*/
public static void glEdgeFlagPointer(@NativeType("GLsizei") int stride, @NativeType("const GLboolean *") long pointer) {
nglEdgeFlagPointer(stride, pointer);
}
// --- [ glEnableClientState ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Enables a client-side capability.
*
* If the {@link NVVertexBufferUnifiedMemory} extension is supported, this function is available even in a core profile context.
*
* @param cap the capability to enable. One of:
{@link #GL_COLOR_ARRAY COLOR_ARRAY} {@link #GL_EDGE_FLAG_ARRAY EDGE_FLAG_ARRAY} {@link GL15#GL_FOG_COORD_ARRAY FOG_COORD_ARRAY} {@link #GL_INDEX_ARRAY INDEX_ARRAY} {@link #GL_NORMAL_ARRAY NORMAL_ARRAY} {@link GL14#GL_SECONDARY_COLOR_ARRAY SECONDARY_COLOR_ARRAY} {@link #GL_TEXTURE_COORD_ARRAY TEXTURE_COORD_ARRAY} {@link #GL_VERTEX_ARRAY VERTEX_ARRAY} {@link NVVertexBufferUnifiedMemory#GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV VERTEX_ATTRIB_ARRAY_UNIFIED_NV} {@link NVVertexBufferUnifiedMemory#GL_ELEMENT_ARRAY_UNIFIED_NV ELEMENT_ARRAY_UNIFIED_NV}
*/
public static native void glEnableClientState(@NativeType("GLenum") int cap);
// --- [ glEnd ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Ends the definition of vertex attributes of a sequence of primitives to be transferred to the GL.
*/
public static native void glEnd();
// --- [ glEvalCoord1f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Causes evaluation of the enabled one-dimensional evaluator maps.
*
* @param u the domain coordinate u
*/
public static native void glEvalCoord1f(@NativeType("GLfloat") float u);
// --- [ glEvalCoord1fv ] ---
/** Unsafe version of: {@link #glEvalCoord1fv EvalCoord1fv} */
public static native void nglEvalCoord1fv(long u);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glEvalCoord1f EvalCoord1f}.
*
* @param u the domain coordinate buffer
*/
public static void glEvalCoord1fv(@NativeType("const GLfloat *") FloatBuffer u) {
if (CHECKS) {
check(u, 1);
}
nglEvalCoord1fv(memAddress(u));
}
// --- [ glEvalCoord1d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glEvalCoord1f EvalCoord1f}.
*
* @param u the domain coordinate u
*/
public static native void glEvalCoord1d(@NativeType("GLdouble") double u);
// --- [ glEvalCoord1dv ] ---
/** Unsafe version of: {@link #glEvalCoord1dv EvalCoord1dv} */
public static native void nglEvalCoord1dv(long u);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glEvalCoord1d EvalCoord1d}.
*
* @param u the domain coordinate buffer
*/
public static void glEvalCoord1dv(@NativeType("const GLdouble *") DoubleBuffer u) {
if (CHECKS) {
check(u, 1);
}
nglEvalCoord1dv(memAddress(u));
}
// --- [ glEvalCoord2f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Causes evaluation of the enabled two-dimensional evaluator maps.
*
* @param u the domain coordinate u
* @param v the domain coordinate v
*/
public static native void glEvalCoord2f(@NativeType("GLfloat") float u, @NativeType("GLfloat") float v);
// --- [ glEvalCoord2fv ] ---
/** Unsafe version of: {@link #glEvalCoord2fv EvalCoord2fv} */
public static native void nglEvalCoord2fv(long u);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glEvalCoord2f EvalCoord2f}.
*
* @param u the domain coordinate buffer
*/
public static void glEvalCoord2fv(@NativeType("const GLfloat *") FloatBuffer u) {
if (CHECKS) {
check(u, 2);
}
nglEvalCoord2fv(memAddress(u));
}
// --- [ glEvalCoord2d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glEvalCoord2f EvalCoord2f}.
*
* @param u the domain coordinate u
* @param v the domain coordinate v
*/
public static native void glEvalCoord2d(@NativeType("GLdouble") double u, @NativeType("GLdouble") double v);
// --- [ glEvalCoord2dv ] ---
/** Unsafe version of: {@link #glEvalCoord2dv EvalCoord2dv} */
public static native void nglEvalCoord2dv(long u);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glEvalCoord2d EvalCoord2d}.
*
* @param u the domain coordinate buffer
*/
public static void glEvalCoord2dv(@NativeType("const GLdouble *") DoubleBuffer u) {
if (CHECKS) {
check(u, 2);
}
nglEvalCoord2dv(memAddress(u));
}
// --- [ glEvalMesh1 ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Carries out an evaluation on a subset of the one-dimensional map grid.
*
* @param mode the mesh type. One of:
{@link #GL_POINT POINT} {@link #GL_LINE LINE}
* @param i1 the start index
* @param i2 the end index
*/
public static native void glEvalMesh1(@NativeType("GLenum") int mode, @NativeType("GLint") int i1, @NativeType("GLint") int i2);
// --- [ glEvalMesh2 ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Carries out an evaluation on a rectangular subset of the two-dimensional map grid.
*
* @param mode the mesh type. One of:
{@link #GL_FILL FILL} {@link #GL_LINE LINE} {@link #GL_POINT POINT}
* @param i1 the u-dimension start index
* @param i2 the u-dimension end index
* @param j1 the v-dimension start index
* @param j2 the v-dimension end index
*/
public static native void glEvalMesh2(@NativeType("GLenum") int mode, @NativeType("GLint") int i1, @NativeType("GLint") int i2, @NativeType("GLint") int j1, @NativeType("GLint") int j2);
// --- [ glEvalPoint1 ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Carries out an evalutation of a single point on the one-dimensional map grid.
*
* @param i the grid index
*/
public static native void glEvalPoint1(@NativeType("GLint") int i);
// --- [ glEvalPoint2 ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Carries out an evalutation of a single point on the two-dimensional map grid.
*
* @param i the u-dimension grid index
* @param j the v-dimension grid index
*/
public static native void glEvalPoint2(@NativeType("GLint") int i, @NativeType("GLint") int j);
// --- [ glFeedbackBuffer ] ---
/**
* Unsafe version of: {@link #glFeedbackBuffer FeedbackBuffer}
*
* @param size the maximum number of values that can be written to {@code buffer}
*/
public static native void nglFeedbackBuffer(int size, int type, long buffer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns information about primitives when the GL is in feedback mode.
*
* @param type the type of information to feed back for each vertex. One of:
{@link #GL_2D 2D} {@link #GL_3D 3D} {@link #GL_3D_COLOR 3D_COLOR} {@link #GL_3D_COLOR_TEXTURE 3D_COLOR_TEXTURE} {@link #GL_4D_COLOR_TEXTURE 4D_COLOR_TEXTURE}
* @param buffer an array of floating-point values into which feedback information will be placed
*/
public static void glFeedbackBuffer(@NativeType("GLenum") int type, @NativeType("GLfloat *") FloatBuffer buffer) {
nglFeedbackBuffer(buffer.remaining(), type, memAddress(buffer));
}
// --- [ glFinish ] ---
/**
*
*
* Forces all previously issued GL commands to complete. {@code Finish} does not return until all effects from such commands on GL client and server
* state and the framebuffer are fully realized.
*/
public static native void glFinish();
// --- [ glFlush ] ---
/**
*
*
* Causes all previously issued GL commands to complete in finite time (although such commands may still be executing when {@code Flush} returns).
*/
public static native void glFlush();
// --- [ glFogi ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the integer value of a fog parameter.
*
* @param pname the fog parameter. One of:
{@link #GL_FOG_MODE FOG_MODE} {@link GL15#GL_FOG_COORD_SRC FOG_COORD_SRC}
* @param param the fog parameter value. One of:
{@link #GL_EXP EXP} {@link #GL_EXP2 EXP2} {@link #GL_LINEAR LINEAR} {@link GL14#GL_FRAGMENT_DEPTH FRAGMENT_DEPTH} {@link GL15#GL_FOG_COORD FOG_COORD}
*/
public static native void glFogi(@NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glFogiv ] ---
/** Unsafe version of: {@link #glFogiv Fogiv} */
public static native void nglFogiv(int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glFogi Fogi}.
*
* @param pname the fog parameter. One of:
{@link #GL_FOG_MODE FOG_MODE} {@link GL15#GL_FOG_COORD_SRC FOG_COORD_SRC}
* @param params the fog parameter buffer
*/
public static void glFogiv(@NativeType("GLenum") int pname, @NativeType("const GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglFogiv(pname, memAddress(params));
}
// --- [ glFogf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the float value of a fog parameter.
*
* @param pname the fog parameter. One of:
{@link #GL_FOG_DENSITY FOG_DENSITY} {@link #GL_FOG_START FOG_START} {@link #GL_FOG_END FOG_END}
* @param param the fog parameter value
*/
public static native void glFogf(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glFogfv ] ---
/** Unsafe version of: {@link #glFogfv Fogfv} */
public static native void nglFogfv(int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glFogf Fogf}.
*
* @param pname the fog parameter. One of:
{@link #GL_FOG_DENSITY FOG_DENSITY} {@link #GL_FOG_START FOG_START} {@link #GL_FOG_END FOG_END}
* @param params the fog parameter buffer
*/
public static void glFogfv(@NativeType("GLenum") int pname, @NativeType("const GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglFogfv(pname, memAddress(params));
}
// --- [ glFrontFace ] ---
/**
*
*
* The first step of polygon rasterization is to determine if the polygon is back-facing or front-facing. This determination is made based on the sign of
* the (clipped or unclipped) polygon's area computed in window coordinates. The interpretation of the sign of this value is controlled with this function.
* In the initial state, the front face direction is set to {@link #GL_CCW CCW}.
*
* @param dir the front face direction. One of:
{@link #GL_CCW CCW} {@link #GL_CW CW}
*/
public static native void glFrontFace(@NativeType("GLenum") int dir);
// --- [ glGenLists ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns an integer n such that the indices {@code n,..., n + s - 1} are previously unused (i.e. there are {@code s} previously unused display list
* indices starting at n). {@code GenLists} also has the effect of creating an empty display list for each of the indices {@code n,..., n + s - 1}, so
* that these indices all become used. {@code GenLists} returns zero if there is no group of {@code s} contiguous previously unused display list indices,
* or if {@code s = 0}.
*
* @param s the number of display lists to create
*/
@NativeType("GLuint")
public static native int glGenLists(@NativeType("GLsizei") int s);
// --- [ glGenTextures ] ---
/**
* Unsafe version of: {@link #glGenTextures GenTextures}
*
* @param n the number of textures to create
*/
public static native void nglGenTextures(int n, long textures);
/**
*
*
* Returns n previously unused texture names in textures. These names are marked as used, for the purposes of GenTextures only, but they acquire texture
* state and a dimensionality only when they are first bound, just as if they were unused.
*
* @param textures a scalar or buffer in which to place the returned texture names
*/
public static void glGenTextures(@NativeType("GLuint *") IntBuffer textures) {
nglGenTextures(textures.remaining(), memAddress(textures));
}
/**
*
*
* Returns n previously unused texture names in textures. These names are marked as used, for the purposes of GenTextures only, but they acquire texture
* state and a dimensionality only when they are first bound, just as if they were unused.
*/
@NativeType("void")
public static int glGenTextures() {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer textures = stack.callocInt(1);
nglGenTextures(1, memAddress(textures));
return textures.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glDeleteTextures ] ---
/**
* Unsafe version of: {@link #glDeleteTextures DeleteTextures}
*
* @param n the number of texture names in the {@code textures} parameter
*/
public static native void nglDeleteTextures(int n, long textures);
/**
*
*
* Deletes texture objects. After a texture object is deleted, it has no contents or dimensionality, and its name is again unused. If a texture that is
* currently bound to any of the target bindings of {@link #glBindTexture BindTexture} is deleted, it is as though {@link #glBindTexture BindTexture} had been executed with the
* same target and texture zero. Additionally, special care must be taken when deleting a texture if any of the images of the texture are attached to a
* framebuffer object.
*
* Unused names in textures that have been marked as used for the purposes of {@link #glGenTextures GenTextures} are marked as unused again. Unused names in textures are
* silently ignored, as is the name zero.
*
* @param textures contains {@code n} names of texture objects to be deleted
*/
public static void glDeleteTextures(@NativeType("const GLuint *") IntBuffer textures) {
nglDeleteTextures(textures.remaining(), memAddress(textures));
}
/**
*
*
* Deletes texture objects. After a texture object is deleted, it has no contents or dimensionality, and its name is again unused. If a texture that is
* currently bound to any of the target bindings of {@link #glBindTexture BindTexture} is deleted, it is as though {@link #glBindTexture BindTexture} had been executed with the
* same target and texture zero. Additionally, special care must be taken when deleting a texture if any of the images of the texture are attached to a
* framebuffer object.
*
* Unused names in textures that have been marked as used for the purposes of {@link #glGenTextures GenTextures} are marked as unused again. Unused names in textures are
* silently ignored, as is the name zero.
*/
public static void glDeleteTextures(@NativeType("const GLuint *") int texture) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer textures = stack.ints(texture);
nglDeleteTextures(1, memAddress(textures));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetClipPlane ] ---
/** Unsafe version of: {@link #glGetClipPlane GetClipPlane} */
public static native void nglGetClipPlane(int plane, long equation);
/**
*
*
* Returns four double-precision values in {@code equation}; these are the coefficients of the plane equation of plane in eye coordinates (these
* coordinates are those that were computed when the plane was specified).
*
* @param plane the clip plane
* @param equation a buffer in which to place the returned values
*/
public static void glGetClipPlane(@NativeType("GLenum") int plane, @NativeType("GLdouble *") DoubleBuffer equation) {
if (CHECKS) {
check(equation, 4);
}
nglGetClipPlane(plane, memAddress(equation));
}
// --- [ glGetBooleanv ] ---
/** Unsafe version of: {@link #glGetBooleanv GetBooleanv} */
public static native void nglGetBooleanv(int pname, long params);
/**
*
*
* Returns the current boolean value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetBooleanv(@NativeType("GLenum") int pname, @NativeType("GLboolean *") ByteBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetBooleanv(pname, memAddress(params));
}
/**
*
*
* Returns the current boolean value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
*/
@NativeType("void")
public static boolean glGetBoolean(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
ByteBuffer params = stack.calloc(1);
nglGetBooleanv(pname, memAddress(params));
return params.get(0) != 0;
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetFloatv ] ---
/** Unsafe version of: {@link #glGetFloatv GetFloatv} */
public static native void nglGetFloatv(int pname, long params);
/**
*
*
* Returns the current float value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetFloatv(@NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetFloatv(pname, memAddress(params));
}
/**
*
*
* Returns the current float value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
*/
@NativeType("void")
public static float glGetFloat(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer params = stack.callocFloat(1);
nglGetFloatv(pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetIntegerv ] ---
/** Unsafe version of: {@link #glGetIntegerv GetIntegerv} */
public static native void nglGetIntegerv(int pname, long params);
/**
*
*
* Returns the current integer value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetIntegerv(@NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetIntegerv(pname, memAddress(params));
}
/**
*
*
* Returns the current integer value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
*/
@NativeType("void")
public static int glGetInteger(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetIntegerv(pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetDoublev ] ---
/** Unsafe version of: {@link #glGetDoublev GetDoublev} */
public static native void nglGetDoublev(int pname, long params);
/**
*
*
* Returns the current double value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetDoublev(@NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetDoublev(pname, memAddress(params));
}
/**
*
*
* Returns the current double value of the specified state variable.
*
* LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
*/
@NativeType("void")
public static double glGetDouble(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
DoubleBuffer params = stack.callocDouble(1);
nglGetDoublev(pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetError ] ---
/**
*
*
* Returns error information. Each detectable error is assigned a numeric code. When an error is detected, a flag is set and the code is recorded. Further
* errors, if they occur, do not affect this recorded code. When {@code GetError} is called, the code is returned and the flag is cleared, so that a
* further error will again record its code. If a call to {@code GetError} returns {@link #GL_NO_ERROR NO_ERROR}, then there has been no detectable error since
* the last call to {@code GetError} (or since the GL was initialized).
*/
@NativeType("GLenum")
public static native int glGetError();
// --- [ glGetLightiv ] ---
/** Unsafe version of: {@link #glGetLightiv GetLightiv} */
public static native void nglGetLightiv(int light, int pname, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns integer information about light parameter {@code pname} for {@code light} in {@code data}.
*
* @param light the light for which to return information. One of:
{@link #GL_LIGHT0 LIGHT0} GL_LIGHT[1-7]
* @param pname the light parameter to query. One of:
{@link #GL_AMBIENT AMBIENT} {@link #GL_DIFFUSE DIFFUSE} {@link #GL_SPECULAR SPECULAR} {@link #GL_POSITION POSITION} {@link #GL_CONSTANT_ATTENUATION CONSTANT_ATTENUATION} {@link #GL_LINEAR_ATTENUATION LINEAR_ATTENUATION} {@link #GL_QUADRATIC_ATTENUATION QUADRATIC_ATTENUATION} {@link #GL_SPOT_DIRECTION SPOT_DIRECTION} {@link #GL_SPOT_EXPONENT SPOT_EXPONENT} {@link #GL_SPOT_CUTOFF SPOT_CUTOFF}
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) {
if (CHECKS) {
check(data, 4);
}
nglGetLightiv(light, pname, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns integer information about light parameter {@code pname} for {@code light} in {@code data}.
*
* @param light the light for which to return information. One of:
{@link #GL_LIGHT0 LIGHT0} GL_LIGHT[1-7]
* @param pname the light parameter to query. One of:
{@link #GL_AMBIENT AMBIENT} {@link #GL_DIFFUSE DIFFUSE} {@link #GL_SPECULAR SPECULAR} {@link #GL_POSITION POSITION} {@link #GL_CONSTANT_ATTENUATION CONSTANT_ATTENUATION} {@link #GL_LINEAR_ATTENUATION LINEAR_ATTENUATION} {@link #GL_QUADRATIC_ATTENUATION QUADRATIC_ATTENUATION} {@link #GL_SPOT_DIRECTION SPOT_DIRECTION} {@link #GL_SPOT_EXPONENT SPOT_EXPONENT} {@link #GL_SPOT_CUTOFF SPOT_CUTOFF}
*/
@NativeType("void")
public static int glGetLighti(@NativeType("GLenum") int light, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer data = stack.callocInt(1);
nglGetLightiv(light, pname, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetLightfv ] ---
/** Unsafe version of: {@link #glGetLightfv GetLightfv} */
public static native void nglGetLightfv(int light, int pname, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glGetLightiv GetLightiv}.
*
* @param light the light for which to return information
* @param pname the light parameter to query
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) {
if (CHECKS) {
check(data, 4);
}
nglGetLightfv(light, pname, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glGetLightiv GetLightiv}.
*
* @param light the light for which to return information
* @param pname the light parameter to query
*/
@NativeType("void")
public static float glGetLightf(@NativeType("GLenum") int light, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer data = stack.callocFloat(1);
nglGetLightfv(light, pname, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetMapiv ] ---
/** Unsafe version of: {@link #glGetMapiv GetMapiv} */
public static native void nglGetMapiv(int target, int query, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns integer information about {@code query} for evaluator map {@code target} in {@code data}.
*
* @param target the evaluator target. One of:
{@link #GL_MAP1_VERTEX_3 MAP1_VERTEX_3} {@link #GL_MAP1_VERTEX_4 MAP1_VERTEX_4} {@link #GL_MAP1_COLOR_4 MAP1_COLOR_4} {@link #GL_MAP1_NORMAL MAP1_NORMAL} {@link #GL_MAP1_TEXTURE_COORD_1 MAP1_TEXTURE_COORD_1} {@link #GL_MAP1_TEXTURE_COORD_2 MAP1_TEXTURE_COORD_2} {@link #GL_MAP1_TEXTURE_COORD_3 MAP1_TEXTURE_COORD_3} {@link #GL_MAP1_TEXTURE_COORD_4 MAP1_TEXTURE_COORD_4} {@link #GL_MAP2_VERTEX_3 MAP2_VERTEX_3} {@link #GL_MAP2_VERTEX_4 MAP2_VERTEX_4} {@link #GL_MAP2_COLOR_4 MAP2_COLOR_4} {@link #GL_MAP2_NORMAL MAP2_NORMAL} {@link #GL_MAP2_TEXTURE_COORD_1 MAP2_TEXTURE_COORD_1} {@link #GL_MAP2_TEXTURE_COORD_2 MAP2_TEXTURE_COORD_2} {@link #GL_MAP2_TEXTURE_COORD_3 MAP2_TEXTURE_COORD_3} {@link #GL_MAP2_TEXTURE_COORD_4 MAP2_TEXTURE_COORD_4}
* @param query the information to query. One of:
{@link #GL_ORDER ORDER} {@link #GL_COEFF COEFF} {@link #GL_DOMAIN DOMAIN}
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetMapiv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLint *") IntBuffer data) {
if (CHECKS) {
check(data, 4);
}
nglGetMapiv(target, query, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns integer information about {@code query} for evaluator map {@code target} in {@code data}.
*
* @param target the evaluator target. One of:
{@link #GL_MAP1_VERTEX_3 MAP1_VERTEX_3} {@link #GL_MAP1_VERTEX_4 MAP1_VERTEX_4} {@link #GL_MAP1_COLOR_4 MAP1_COLOR_4} {@link #GL_MAP1_NORMAL MAP1_NORMAL} {@link #GL_MAP1_TEXTURE_COORD_1 MAP1_TEXTURE_COORD_1} {@link #GL_MAP1_TEXTURE_COORD_2 MAP1_TEXTURE_COORD_2} {@link #GL_MAP1_TEXTURE_COORD_3 MAP1_TEXTURE_COORD_3} {@link #GL_MAP1_TEXTURE_COORD_4 MAP1_TEXTURE_COORD_4} {@link #GL_MAP2_VERTEX_3 MAP2_VERTEX_3} {@link #GL_MAP2_VERTEX_4 MAP2_VERTEX_4} {@link #GL_MAP2_COLOR_4 MAP2_COLOR_4} {@link #GL_MAP2_NORMAL MAP2_NORMAL} {@link #GL_MAP2_TEXTURE_COORD_1 MAP2_TEXTURE_COORD_1} {@link #GL_MAP2_TEXTURE_COORD_2 MAP2_TEXTURE_COORD_2} {@link #GL_MAP2_TEXTURE_COORD_3 MAP2_TEXTURE_COORD_3} {@link #GL_MAP2_TEXTURE_COORD_4 MAP2_TEXTURE_COORD_4}
* @param query the information to query. One of:
{@link #GL_ORDER ORDER} {@link #GL_COEFF COEFF} {@link #GL_DOMAIN DOMAIN}
*/
@NativeType("void")
public static int glGetMapi(@NativeType("GLenum") int target, @NativeType("GLenum") int query) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer data = stack.callocInt(1);
nglGetMapiv(target, query, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetMapfv ] ---
/** Unsafe version of: {@link #glGetMapfv GetMapfv} */
public static native void nglGetMapfv(int target, int query, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glGetMapiv GetMapiv}.
*
* @param target the evaluator map
* @param query the information to query
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetMapfv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLfloat *") FloatBuffer data) {
if (CHECKS) {
check(data, 4);
}
nglGetMapfv(target, query, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glGetMapiv GetMapiv}.
*
* @param target the evaluator map
* @param query the information to query
*/
@NativeType("void")
public static float glGetMapf(@NativeType("GLenum") int target, @NativeType("GLenum") int query) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer data = stack.callocFloat(1);
nglGetMapfv(target, query, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetMapdv ] ---
/** Unsafe version of: {@link #glGetMapdv GetMapdv} */
public static native void nglGetMapdv(int target, int query, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glGetMapiv GetMapiv}.
*
* @param target the evaluator map
* @param query the information to query
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetMapdv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLdouble *") DoubleBuffer data) {
if (CHECKS) {
check(data, 4);
}
nglGetMapdv(target, query, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glGetMapiv GetMapiv}.
*
* @param target the evaluator map
* @param query the information to query
*/
@NativeType("void")
public static double glGetMapd(@NativeType("GLenum") int target, @NativeType("GLenum") int query) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
DoubleBuffer data = stack.callocDouble(1);
nglGetMapdv(target, query, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetMaterialiv ] ---
/** Unsafe version of: {@link #glGetMaterialiv GetMaterialiv} */
public static native void nglGetMaterialiv(int face, int pname, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns integer information about material property {@code pname} for {@code face} in {@code data}.
*
* @param face the material face for which to return information. One of:
{@link #GL_FRONT FRONT} {@link #GL_BACK BACK}
* @param pname the information to query. One of:
{@link #GL_AMBIENT AMBIENT} {@link #GL_DIFFUSE DIFFUSE} {@link #GL_SPECULAR SPECULAR} {@link #GL_EMISSION EMISSION} {@link #GL_SHININESS SHININESS}
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) {
if (CHECKS) {
check(data, 1);
}
nglGetMaterialiv(face, pname, memAddress(data));
}
// --- [ glGetMaterialfv ] ---
/** Unsafe version of: {@link #glGetMaterialfv GetMaterialfv} */
public static native void nglGetMaterialfv(int face, int pname, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glGetMaterialiv GetMaterialiv}.
*
* @param face the material face for which to return information
* @param pname the information to query
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) {
if (CHECKS) {
check(data, 1);
}
nglGetMaterialfv(face, pname, memAddress(data));
}
// --- [ glGetPixelMapfv ] ---
/** Unsafe version of: {@link #glGetPixelMapfv GetPixelMapfv} */
public static native void nglGetPixelMapfv(int map, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns all float values in the pixel map {@code map} in {@code data}.
*
* @param map the pixel map parameter to query. One of:
{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I} {@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S} {@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R} {@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G} {@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B} {@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A} {@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R} {@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G} {@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B} {@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}
* @param data a buffer in which to place the returned data
*/
public static void glGetPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat *") FloatBuffer data) {
if (CHECKS) {
check(data, 32);
}
nglGetPixelMapfv(map, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns all float values in the pixel map {@code map} in {@code data}.
*
* @param map the pixel map parameter to query. One of:
{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I} {@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S} {@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R} {@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G} {@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B} {@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A} {@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R} {@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G} {@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B} {@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}
* @param data a buffer in which to place the returned data
*/
public static void glGetPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat *") long data) {
nglGetPixelMapfv(map, data);
}
// --- [ glGetPixelMapusv ] ---
/** Unsafe version of: {@link #glGetPixelMapusv GetPixelMapusv} */
public static native void nglGetPixelMapusv(int map, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned short version of {@link #glGetPixelMapfv GetPixelMapfv}.
*
* @param map the pixel map parameter to query
* @param data a buffer in which to place the returned data
*/
public static void glGetPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort *") ShortBuffer data) {
if (CHECKS) {
check(data, 32);
}
nglGetPixelMapusv(map, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned short version of {@link #glGetPixelMapfv GetPixelMapfv}.
*
* @param map the pixel map parameter to query
* @param data a buffer in which to place the returned data
*/
public static void glGetPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort *") long data) {
nglGetPixelMapusv(map, data);
}
// --- [ glGetPixelMapuiv ] ---
/** Unsafe version of: {@link #glGetPixelMapuiv GetPixelMapuiv} */
public static native void nglGetPixelMapuiv(int map, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned integer version of {@link #glGetPixelMapfv GetPixelMapfv}.
*
* @param map the pixel map parameter to query
* @param data a buffer in which to place the returned data
*/
public static void glGetPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint *") IntBuffer data) {
if (CHECKS) {
check(data, 32);
}
nglGetPixelMapuiv(map, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned integer version of {@link #glGetPixelMapfv GetPixelMapfv}.
*
* @param map the pixel map parameter to query
* @param data a buffer in which to place the returned data
*/
public static void glGetPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint *") long data) {
nglGetPixelMapuiv(map, data);
}
// --- [ glGetPointerv ] ---
/** Unsafe version of: {@link #glGetPointerv GetPointerv} */
public static native void nglGetPointerv(int pname, long params);
/**
*
*
* Returns a pointer in the current GL context.
*
* @param pname the pointer to return. One of:
{@link #GL_FEEDBACK_BUFFER_POINTER FEEDBACK_BUFFER_POINTER} {@link #GL_SELECTION_BUFFER_POINTER SELECTION_BUFFER_POINTER} {@link #GL_VERTEX_ARRAY_POINTER VERTEX_ARRAY_POINTER} {@link #GL_NORMAL_ARRAY_POINTER NORMAL_ARRAY_POINTER} {@link #GL_COLOR_ARRAY_POINTER COLOR_ARRAY_POINTER} {@link #GL_INDEX_ARRAY_POINTER INDEX_ARRAY_POINTER} {@link #GL_TEXTURE_COORD_ARRAY_POINTER TEXTURE_COORD_ARRAY_POINTER} {@link #GL_EDGE_FLAG_ARRAY_POINTER EDGE_FLAG_ARRAY_POINTER} {@link GL14#GL_SECONDARY_COLOR_ARRAY_POINTER SECONDARY_COLOR_ARRAY_POINTER} {@link GL15#GL_FOG_COORD_ARRAY_POINTER FOG_COORD_ARRAY_POINTER} {@link GL43#GL_DEBUG_CALLBACK_FUNCTION DEBUG_CALLBACK_FUNCTION} {@link GL43#GL_DEBUG_CALLBACK_USER_PARAM DEBUG_CALLBACK_USER_PARAM}
* @param params a buffer in which to place the returned pointer
*/
public static void glGetPointerv(@NativeType("GLenum") int pname, @NativeType("void **") PointerBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetPointerv(pname, memAddress(params));
}
/**
*
*
* Returns a pointer in the current GL context.
*
* @param pname the pointer to return. One of:
{@link #GL_FEEDBACK_BUFFER_POINTER FEEDBACK_BUFFER_POINTER} {@link #GL_SELECTION_BUFFER_POINTER SELECTION_BUFFER_POINTER} {@link #GL_VERTEX_ARRAY_POINTER VERTEX_ARRAY_POINTER} {@link #GL_NORMAL_ARRAY_POINTER NORMAL_ARRAY_POINTER} {@link #GL_COLOR_ARRAY_POINTER COLOR_ARRAY_POINTER} {@link #GL_INDEX_ARRAY_POINTER INDEX_ARRAY_POINTER} {@link #GL_TEXTURE_COORD_ARRAY_POINTER TEXTURE_COORD_ARRAY_POINTER} {@link #GL_EDGE_FLAG_ARRAY_POINTER EDGE_FLAG_ARRAY_POINTER} {@link GL14#GL_SECONDARY_COLOR_ARRAY_POINTER SECONDARY_COLOR_ARRAY_POINTER} {@link GL15#GL_FOG_COORD_ARRAY_POINTER FOG_COORD_ARRAY_POINTER} {@link GL43#GL_DEBUG_CALLBACK_FUNCTION DEBUG_CALLBACK_FUNCTION} {@link GL43#GL_DEBUG_CALLBACK_USER_PARAM DEBUG_CALLBACK_USER_PARAM}
*/
@NativeType("void")
public static long glGetPointer(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
PointerBuffer params = stack.callocPointer(1);
nglGetPointerv(pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetPolygonStipple ] ---
/** Unsafe version of: {@link #glGetPolygonStipple GetPolygonStipple} */
public static native void nglGetPolygonStipple(long pattern);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Obtains the polygon stipple.
*
* @param pattern a buffer in which to place the returned data
*/
public static void glGetPolygonStipple(@NativeType("void *") ByteBuffer pattern) {
if (CHECKS) {
check(pattern, 128);
}
nglGetPolygonStipple(memAddress(pattern));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Obtains the polygon stipple.
*
* @param pattern a buffer in which to place the returned data
*/
public static void glGetPolygonStipple(@NativeType("void *") long pattern) {
nglGetPolygonStipple(pattern);
}
// --- [ glGetString ] ---
/** Unsafe version of: {@link #glGetString GetString} */
public static native long nglGetString(int name);
/**
*
*
* Return strings describing properties of the current GL context.
*
* @param name the property to query. One of:
{@link #GL_RENDERER RENDERER} {@link #GL_VENDOR VENDOR} {@link #GL_EXTENSIONS EXTENSIONS} {@link #GL_VERSION VERSION} {@link GL20#GL_SHADING_LANGUAGE_VERSION SHADING_LANGUAGE_VERSION}
*/
@NativeType("const GLubyte *")
public static String glGetString(@NativeType("GLenum") int name) {
long __result = nglGetString(name);
return memUTF8(__result);
}
// --- [ glGetTexEnviv ] ---
/** Unsafe version of: {@link #glGetTexEnviv GetTexEnviv} */
public static native void nglGetTexEnviv(int env, int pname, long data);
/**
*
*
* Returns integer information about {@code pname} for {@code env} in {@code data}.
*
* @param env the texture environment to query. One of:
{@link GL20#GL_POINT_SPRITE POINT_SPRITE} {@link #GL_TEXTURE_ENV TEXTURE_ENV} {@link GL14#GL_TEXTURE_FILTER_CONTROL TEXTURE_FILTER_CONTROL}
* @param pname the parameter to query. One of:
{@link GL20#GL_COORD_REPLACE COORD_REPLACE} {@link #GL_TEXTURE_ENV_MODE TEXTURE_ENV_MODE} {@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR} {@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS} {@link GL13#GL_COMBINE_RGB COMBINE_RGB} {@link GL13#GL_COMBINE_ALPHA COMBINE_ALPHA} {@link GL15#GL_SRC0_RGB SRC0_RGB} {@link GL15#GL_SRC1_RGB SRC1_RGB} {@link GL15#GL_SRC2_RGB SRC2_RGB} {@link GL15#GL_SRC0_ALPHA SRC0_ALPHA} {@link GL15#GL_SRC1_ALPHA SRC1_ALPHA} {@link GL15#GL_SRC2_ALPHA SRC2_ALPHA} {@link GL13#GL_OPERAND0_RGB OPERAND0_RGB} {@link GL13#GL_OPERAND1_RGB OPERAND1_RGB} {@link GL13#GL_OPERAND2_RGB OPERAND2_RGB} {@link GL13#GL_OPERAND0_ALPHA OPERAND0_ALPHA} {@link GL13#GL_OPERAND1_ALPHA OPERAND1_ALPHA} {@link GL13#GL_OPERAND2_ALPHA OPERAND2_ALPHA} {@link GL13#GL_RGB_SCALE RGB_SCALE} {@link #GL_ALPHA_SCALE ALPHA_SCALE}
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetTexEnviv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) {
if (CHECKS) {
check(data, 1);
}
nglGetTexEnviv(env, pname, memAddress(data));
}
/**
*
*
* Returns integer information about {@code pname} for {@code env} in {@code data}.
*
* @param env the texture environment to query. One of:
{@link GL20#GL_POINT_SPRITE POINT_SPRITE} {@link #GL_TEXTURE_ENV TEXTURE_ENV} {@link GL14#GL_TEXTURE_FILTER_CONTROL TEXTURE_FILTER_CONTROL}
* @param pname the parameter to query. One of:
{@link GL20#GL_COORD_REPLACE COORD_REPLACE} {@link #GL_TEXTURE_ENV_MODE TEXTURE_ENV_MODE} {@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR} {@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS} {@link GL13#GL_COMBINE_RGB COMBINE_RGB} {@link GL13#GL_COMBINE_ALPHA COMBINE_ALPHA} {@link GL15#GL_SRC0_RGB SRC0_RGB} {@link GL15#GL_SRC1_RGB SRC1_RGB} {@link GL15#GL_SRC2_RGB SRC2_RGB} {@link GL15#GL_SRC0_ALPHA SRC0_ALPHA} {@link GL15#GL_SRC1_ALPHA SRC1_ALPHA} {@link GL15#GL_SRC2_ALPHA SRC2_ALPHA} {@link GL13#GL_OPERAND0_RGB OPERAND0_RGB} {@link GL13#GL_OPERAND1_RGB OPERAND1_RGB} {@link GL13#GL_OPERAND2_RGB OPERAND2_RGB} {@link GL13#GL_OPERAND0_ALPHA OPERAND0_ALPHA} {@link GL13#GL_OPERAND1_ALPHA OPERAND1_ALPHA} {@link GL13#GL_OPERAND2_ALPHA OPERAND2_ALPHA} {@link GL13#GL_RGB_SCALE RGB_SCALE} {@link #GL_ALPHA_SCALE ALPHA_SCALE}
*/
@NativeType("void")
public static int glGetTexEnvi(@NativeType("GLenum") int env, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer data = stack.callocInt(1);
nglGetTexEnviv(env, pname, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexEnvfv ] ---
/** Unsafe version of: {@link #glGetTexEnvfv GetTexEnvfv} */
public static native void nglGetTexEnvfv(int env, int pname, long data);
/**
*
*
* Float version of {@link #glGetTexEnviv GetTexEnviv}.
*
* @param env the texture environment to query
* @param pname the parameter to query
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetTexEnvfv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) {
if (CHECKS) {
check(data, 1);
}
nglGetTexEnvfv(env, pname, memAddress(data));
}
/**
*
*
* Float version of {@link #glGetTexEnviv GetTexEnviv}.
*
* @param env the texture environment to query
* @param pname the parameter to query
*/
@NativeType("void")
public static float glGetTexEnvf(@NativeType("GLenum") int env, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer data = stack.callocFloat(1);
nglGetTexEnvfv(env, pname, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexGeniv ] ---
/** Unsafe version of: {@link #glGetTexGeniv GetTexGeniv} */
public static native void nglGetTexGeniv(int coord, int pname, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns integer information about {@code pname} for {@code coord} in {@code data}.
*
* @param coord the coord to query. One of:
{@link #GL_S S} {@link #GL_T T} {@link #GL_R R} {@link #GL_Q Q}
* @param pname the parameter to query. One of:
{@link #GL_EYE_PLANE EYE_PLANE} {@link #GL_OBJECT_PLANE OBJECT_PLANE} {@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE}
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) {
if (CHECKS) {
check(data, 1);
}
nglGetTexGeniv(coord, pname, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns integer information about {@code pname} for {@code coord} in {@code data}.
*
* @param coord the coord to query. One of:
{@link #GL_S S} {@link #GL_T T} {@link #GL_R R} {@link #GL_Q Q}
* @param pname the parameter to query. One of:
{@link #GL_EYE_PLANE EYE_PLANE} {@link #GL_OBJECT_PLANE OBJECT_PLANE} {@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE}
*/
@NativeType("void")
public static int glGetTexGeni(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer data = stack.callocInt(1);
nglGetTexGeniv(coord, pname, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexGenfv ] ---
/** Unsafe version of: {@link #glGetTexGenfv GetTexGenfv} */
public static native void nglGetTexGenfv(int coord, int pname, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glGetTexGeniv GetTexGeniv}.
*
* @param coord the coord to query
* @param pname the parameter to query
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) {
if (CHECKS) {
check(data, 4);
}
nglGetTexGenfv(coord, pname, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glGetTexGeniv GetTexGeniv}.
*
* @param coord the coord to query
* @param pname the parameter to query
*/
@NativeType("void")
public static float glGetTexGenf(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer data = stack.callocFloat(1);
nglGetTexGenfv(coord, pname, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexGendv ] ---
/** Unsafe version of: {@link #glGetTexGendv GetTexGendv} */
public static native void nglGetTexGendv(int coord, int pname, long data);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glGetTexGeniv GetTexGeniv}.
*
* @param coord the coord to query
* @param pname the parameter to query
* @param data a scalar or buffer in which to place the returned data
*/
public static void glGetTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer data) {
if (CHECKS) {
check(data, 4);
}
nglGetTexGendv(coord, pname, memAddress(data));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glGetTexGeniv GetTexGeniv}.
*
* @param coord the coord to query
* @param pname the parameter to query
*/
@NativeType("void")
public static double glGetTexGend(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
DoubleBuffer data = stack.callocDouble(1);
nglGetTexGendv(coord, pname, memAddress(data));
return data.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexImage ] ---
/** Unsafe version of: {@link #glGetTexImage GetTexImage} */
public static native void nglGetTexImage(int tex, int level, int format, int type, long pixels);
/**
*
*
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ByteBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
*
*
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") long pixels) {
nglGetTexImage(tex, level, format, type, pixels);
}
/**
*
*
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ShortBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
*
*
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") IntBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
*
*
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") FloatBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
*
*
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y} {@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z} {@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the buffer in which to place the returned data
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") DoubleBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
// --- [ glGetTexLevelParameteriv ] ---
/** Unsafe version of: {@link #glGetTexLevelParameteriv GetTexLevelParameteriv} */
public static native void nglGetTexLevelParameteriv(int target, int level, int pname, long params);
/**
*
*
* Places integer information about texture image parameter {@code pname} for level-of-detail {@code level} of the specified {@code target} into {@code params}.
*
* @param target the texture image target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP} {@link #GL_TEXTURE_1D TEXTURE_1D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D} {@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D} {@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY} {@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY} {@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param level the level-of-detail number
* @param pname the parameter to query. One of:
{@link #GL_TEXTURE_WIDTH TEXTURE_WIDTH} {@link #GL_TEXTURE_HEIGHT TEXTURE_HEIGHT} {@link GL12#GL_TEXTURE_DEPTH TEXTURE_DEPTH} {@link #GL_TEXTURE_BORDER TEXTURE_BORDER} {@link GL32#GL_TEXTURE_SAMPLES TEXTURE_SAMPLES} {@link GL32#GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_FIXED_SAMPLE_LOCATIONS} {@link #GL_TEXTURE_INTERNAL_FORMAT TEXTURE_INTERNAL_FORMAT} {@link #GL_TEXTURE_RED_SIZE TEXTURE_RED_SIZE} {@link #GL_TEXTURE_GREEN_SIZE TEXTURE_GREEN_SIZE} {@link #GL_TEXTURE_BLUE_SIZE TEXTURE_BLUE_SIZE} {@link #GL_TEXTURE_ALPHA_SIZE TEXTURE_ALPHA_SIZE} {@link #GL_TEXTURE_LUMINANCE_SIZE TEXTURE_LUMINANCE_SIZE} {@link #GL_TEXTURE_INTENSITY_SIZE TEXTURE_INTENSITY_SIZE} {@link GL14#GL_TEXTURE_DEPTH_SIZE TEXTURE_DEPTH_SIZE} {@link GL30#GL_TEXTURE_STENCIL_SIZE TEXTURE_STENCIL_SIZE} {@link GL30#GL_TEXTURE_SHARED_SIZE TEXTURE_SHARED_SIZE} {@link GL30#GL_TEXTURE_RED_TYPE TEXTURE_RED_TYPE} {@link GL30#GL_TEXTURE_GREEN_TYPE TEXTURE_GREEN_TYPE} {@link GL30#GL_TEXTURE_BLUE_TYPE TEXTURE_BLUE_TYPE} {@link GL30#GL_TEXTURE_ALPHA_TYPE TEXTURE_ALPHA_TYPE} {@link GL30#GL_TEXTURE_LUMINANCE_TYPE TEXTURE_LUMINANCE_TYPE} {@link GL30#GL_TEXTURE_INTENSITY_TYPE TEXTURE_INTENSITY_TYPE} {@link GL30#GL_TEXTURE_DEPTH_TYPE TEXTURE_DEPTH_TYPE} {@link GL13#GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSED} {@link GL13#GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSED_IMAGE_SIZE} {@link GL31#GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_BUFFER_DATA_STORE_BINDING} {@link GL43#GL_TEXTURE_BUFFER_OFFSET TEXTURE_BUFFER_OFFSET} {@link GL43#GL_TEXTURE_BUFFER_SIZE TEXTURE_BUFFER_SIZE}
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetTexLevelParameteriv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexLevelParameteriv(target, level, pname, memAddress(params));
}
/**
*
*
* Places integer information about texture image parameter {@code pname} for level-of-detail {@code level} of the specified {@code target} into {@code params}.
*
* @param target the texture image target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP} {@link #GL_TEXTURE_1D TEXTURE_1D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D} {@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D} {@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY} {@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY} {@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param level the level-of-detail number
* @param pname the parameter to query. One of:
{@link #GL_TEXTURE_WIDTH TEXTURE_WIDTH} {@link #GL_TEXTURE_HEIGHT TEXTURE_HEIGHT} {@link GL12#GL_TEXTURE_DEPTH TEXTURE_DEPTH} {@link #GL_TEXTURE_BORDER TEXTURE_BORDER} {@link GL32#GL_TEXTURE_SAMPLES TEXTURE_SAMPLES} {@link GL32#GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_FIXED_SAMPLE_LOCATIONS} {@link #GL_TEXTURE_INTERNAL_FORMAT TEXTURE_INTERNAL_FORMAT} {@link #GL_TEXTURE_RED_SIZE TEXTURE_RED_SIZE} {@link #GL_TEXTURE_GREEN_SIZE TEXTURE_GREEN_SIZE} {@link #GL_TEXTURE_BLUE_SIZE TEXTURE_BLUE_SIZE} {@link #GL_TEXTURE_ALPHA_SIZE TEXTURE_ALPHA_SIZE} {@link #GL_TEXTURE_LUMINANCE_SIZE TEXTURE_LUMINANCE_SIZE} {@link #GL_TEXTURE_INTENSITY_SIZE TEXTURE_INTENSITY_SIZE} {@link GL14#GL_TEXTURE_DEPTH_SIZE TEXTURE_DEPTH_SIZE} {@link GL30#GL_TEXTURE_STENCIL_SIZE TEXTURE_STENCIL_SIZE} {@link GL30#GL_TEXTURE_SHARED_SIZE TEXTURE_SHARED_SIZE} {@link GL30#GL_TEXTURE_RED_TYPE TEXTURE_RED_TYPE} {@link GL30#GL_TEXTURE_GREEN_TYPE TEXTURE_GREEN_TYPE} {@link GL30#GL_TEXTURE_BLUE_TYPE TEXTURE_BLUE_TYPE} {@link GL30#GL_TEXTURE_ALPHA_TYPE TEXTURE_ALPHA_TYPE} {@link GL30#GL_TEXTURE_LUMINANCE_TYPE TEXTURE_LUMINANCE_TYPE} {@link GL30#GL_TEXTURE_INTENSITY_TYPE TEXTURE_INTENSITY_TYPE} {@link GL30#GL_TEXTURE_DEPTH_TYPE TEXTURE_DEPTH_TYPE} {@link GL13#GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSED} {@link GL13#GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSED_IMAGE_SIZE} {@link GL31#GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_BUFFER_DATA_STORE_BINDING} {@link GL43#GL_TEXTURE_BUFFER_OFFSET TEXTURE_BUFFER_OFFSET} {@link GL43#GL_TEXTURE_BUFFER_SIZE TEXTURE_BUFFER_SIZE}
*/
@NativeType("void")
public static int glGetTexLevelParameteri(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetTexLevelParameteriv(target, level, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexLevelParameterfv ] ---
/** Unsafe version of: {@link #glGetTexLevelParameterfv GetTexLevelParameterfv} */
public static native void nglGetTexLevelParameterfv(int target, int level, int pname, long params);
/**
*
*
* Float version of {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}.
*
* @param target the texture image target
* @param level the level-of-detail number
* @param pname the parameter to query
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetTexLevelParameterfv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexLevelParameterfv(target, level, pname, memAddress(params));
}
/**
*
*
* Float version of {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}.
*
* @param target the texture image target
* @param level the level-of-detail number
* @param pname the parameter to query
*/
@NativeType("void")
public static float glGetTexLevelParameterf(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer params = stack.callocFloat(1);
nglGetTexLevelParameterfv(target, level, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexParameteriv ] ---
/** Unsafe version of: {@link #glGetTexParameteriv GetTexParameteriv} */
public static native void nglGetTexParameteriv(int target, int pname, long params);
/**
*
*
* Place integer information about texture parameter {@code pname} for the specified {@code target} into {@code params}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param pname the parameter to query. One of:
{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL} {@link #GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR} {@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE} {@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC} {@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS} {@link #GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER} {@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL} {@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD} {@link #GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER} {@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD} {@link #GL_TEXTURE_PRIORITY TEXTURE_PRIORITY} {@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R} {@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G} {@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B} {@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A} {@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA} {@link #GL_TEXTURE_WRAP_S TEXTURE_WRAP_S} {@link #GL_TEXTURE_WRAP_T TEXTURE_WRAP_T} {@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R} {@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE} {@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP} {@link GL42#GL_IMAGE_FORMAT_COMPATIBILITY_TYPE IMAGE_FORMAT_COMPATIBILITY_TYPE} {@link GL42#GL_TEXTURE_IMMUTABLE_FORMAT TEXTURE_IMMUTABLE_FORMAT} {@link GL43#GL_TEXTURE_IMMUTABLE_LEVELS TEXTURE_IMMUTABLE_LEVELS} {@link GL43#GL_TEXTURE_VIEW_MIN_LEVEL TEXTURE_VIEW_MIN_LEVEL} {@link GL43#GL_TEXTURE_VIEW_NUM_LEVELS TEXTURE_VIEW_NUM_LEVELS} {@link GL43#GL_TEXTURE_VIEW_MIN_LAYER TEXTURE_VIEW_MIN_LAYER} {@link GL43#GL_TEXTURE_VIEW_NUM_LAYERS TEXTURE_VIEW_NUM_LAYERS} {@link #GL_TEXTURE_RESIDENT TEXTURE_RESIDENT}
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexParameteriv(target, pname, memAddress(params));
}
/**
*
*
* Place integer information about texture parameter {@code pname} for the specified {@code target} into {@code params}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param pname the parameter to query. One of:
{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL} {@link #GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR} {@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE} {@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC} {@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS} {@link #GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER} {@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL} {@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD} {@link #GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER} {@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD} {@link #GL_TEXTURE_PRIORITY TEXTURE_PRIORITY} {@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R} {@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G} {@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B} {@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A} {@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA} {@link #GL_TEXTURE_WRAP_S TEXTURE_WRAP_S} {@link #GL_TEXTURE_WRAP_T TEXTURE_WRAP_T} {@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R} {@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE} {@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP} {@link GL42#GL_IMAGE_FORMAT_COMPATIBILITY_TYPE IMAGE_FORMAT_COMPATIBILITY_TYPE} {@link GL42#GL_TEXTURE_IMMUTABLE_FORMAT TEXTURE_IMMUTABLE_FORMAT} {@link GL43#GL_TEXTURE_IMMUTABLE_LEVELS TEXTURE_IMMUTABLE_LEVELS} {@link GL43#GL_TEXTURE_VIEW_MIN_LEVEL TEXTURE_VIEW_MIN_LEVEL} {@link GL43#GL_TEXTURE_VIEW_NUM_LEVELS TEXTURE_VIEW_NUM_LEVELS} {@link GL43#GL_TEXTURE_VIEW_MIN_LAYER TEXTURE_VIEW_MIN_LAYER} {@link GL43#GL_TEXTURE_VIEW_NUM_LAYERS TEXTURE_VIEW_NUM_LAYERS} {@link #GL_TEXTURE_RESIDENT TEXTURE_RESIDENT}
*/
@NativeType("void")
public static int glGetTexParameteri(@NativeType("GLenum") int target, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetTexParameteriv(target, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexParameterfv ] ---
/** Unsafe version of: {@link #glGetTexParameterfv GetTexParameterfv} */
public static native void nglGetTexParameterfv(int target, int pname, long params);
/**
*
*
* Float version of {@link #glGetTexParameteriv GetTexParameteriv}.
*
* @param target the texture target
* @param pname the parameter to query
* @param params a scalar or buffer in which to place the returned data
*/
public static void glGetTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexParameterfv(target, pname, memAddress(params));
}
/**
*
*
* Float version of {@link #glGetTexParameteriv GetTexParameteriv}.
*
* @param target the texture target
* @param pname the parameter to query
*/
@NativeType("void")
public static float glGetTexParameterf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer params = stack.callocFloat(1);
nglGetTexParameterfv(target, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glHint ] ---
/**
*
*
* Certain aspects of GL behavior, when there is room for variation, may be controlled with this function. The initial value for all hints is
* {@link #GL_DONT_CARE DONT_CARE}.
*
* @param target the behavior to control. One of:
{@link #GL_PERSPECTIVE_CORRECTION_HINT PERSPECTIVE_CORRECTION_HINT} {@link #GL_POINT_SMOOTH_HINT POINT_SMOOTH_HINT} {@link #GL_LINE_SMOOTH_HINT LINE_SMOOTH_HINT} {@link #GL_POLYGON_SMOOTH_HINT POLYGON_SMOOTH_HINT} {@link #GL_FOG_HINT FOG_HINT} {@link GL14#GL_GENERATE_MIPMAP_HINT GENERATE_MIPMAP_HINT} {@link GL13#GL_TEXTURE_COMPRESSION_HINT TEXTURE_COMPRESSION_HINT} {@link GL20#GL_FRAGMENT_SHADER_DERIVATIVE_HINT FRAGMENT_SHADER_DERIVATIVE_HINT}
* @param hint the behavior hint. One of:
{@link #GL_FASTEST FASTEST} {@link #GL_NICEST NICEST} {@link #GL_DONT_CARE DONT_CARE}
*/
public static native void glHint(@NativeType("GLenum") int target, @NativeType("GLenum") int hint);
// --- [ glIndexi ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Updates the current (single-valued) color index.
*
* @param index the value to which the current color index should be set
*/
public static native void glIndexi(@NativeType("GLint") int index);
// --- [ glIndexub ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned byte version of {@link #glIndexi Indexi}.
*
* @param index the value to which the current color index should be set
*/
public static native void glIndexub(@NativeType("GLubyte") byte index);
// --- [ glIndexs ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glIndexi Indexi}.
*
* @param index the value to which the current color index should be set
*/
public static native void glIndexs(@NativeType("GLshort") short index);
// --- [ glIndexf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glIndexi Indexi}.
*
* @param index the value to which the current color index should be set
*/
public static native void glIndexf(@NativeType("GLfloat") float index);
// --- [ glIndexd ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glIndexi Indexi}.
*
* @param index the value to which the current color index should be set
*/
public static native void glIndexd(@NativeType("GLdouble") double index);
// --- [ glIndexiv ] ---
/** Unsafe version of: {@link #glIndexiv Indexiv} */
public static native void nglIndexiv(long index);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glIndexi Indexi}
*
* @param index the value to which the current color index should be set
*/
public static void glIndexiv(@NativeType("const GLint *") IntBuffer index) {
if (CHECKS) {
check(index, 1);
}
nglIndexiv(memAddress(index));
}
// --- [ glIndexubv ] ---
/** Unsafe version of: {@link #glIndexubv Indexubv} */
public static native void nglIndexubv(long index);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glIndexub Indexub}.
*
* @param index the value to which the current color index should be set
*/
public static void glIndexubv(@NativeType("const GLubyte *") ByteBuffer index) {
if (CHECKS) {
check(index, 1);
}
nglIndexubv(memAddress(index));
}
// --- [ glIndexsv ] ---
/** Unsafe version of: {@link #glIndexsv Indexsv} */
public static native void nglIndexsv(long index);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glIndexs Indexs}.
*
* @param index the value to which the current color index should be set
*/
public static void glIndexsv(@NativeType("const GLshort *") ShortBuffer index) {
if (CHECKS) {
check(index, 1);
}
nglIndexsv(memAddress(index));
}
// --- [ glIndexfv ] ---
/** Unsafe version of: {@link #glIndexfv Indexfv} */
public static native void nglIndexfv(long index);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glIndexf Indexf}.
*
* @param index the value to which the current color index should be set
*/
public static void glIndexfv(@NativeType("const GLfloat *") FloatBuffer index) {
if (CHECKS) {
check(index, 1);
}
nglIndexfv(memAddress(index));
}
// --- [ glIndexdv ] ---
/** Unsafe version of: {@link #glIndexdv Indexdv} */
public static native void nglIndexdv(long index);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glIndexd Indexd}.
*
* @param index the value to which the current color index should be set
*/
public static void glIndexdv(@NativeType("const GLdouble *") DoubleBuffer index) {
if (CHECKS) {
check(index, 1);
}
nglIndexdv(memAddress(index));
}
// --- [ glIndexMask ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* The least significant n bits of mask, where n is the number of bits in a color index buffer, specify a mask. Where a 1 appears in this mask, the
* corresponding bit in the color index buffer (or buffers) is written; where a 0 appears, the bit is not written. This mask applies only in color index
* mode.
*
* @param mask the color index mask value
*/
public static native void glIndexMask(@NativeType("GLuint") int mask);
// --- [ glIndexPointer ] ---
/**
* Unsafe version of: {@link #glIndexPointer IndexPointer}
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE}
*/
public static native void nglIndexPointer(int type, int stride, long pointer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color index array.
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color index array data
*/
public static void glIndexPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ByteBuffer pointer) {
nglIndexPointer(type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color index array.
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color index array data
*/
public static void glIndexPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") long pointer) {
nglIndexPointer(type, stride, pointer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color index array.
*
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color index array data
*/
public static void glIndexPointer(@NativeType("GLsizei") int stride, @NativeType("const void *") ByteBuffer pointer) {
nglIndexPointer(GL11.GL_UNSIGNED_BYTE, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color index array.
*
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color index array data
*/
public static void glIndexPointer(@NativeType("GLsizei") int stride, @NativeType("const void *") ShortBuffer pointer) {
nglIndexPointer(GL11.GL_SHORT, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a color index array.
*
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the color index array data
*/
public static void glIndexPointer(@NativeType("GLsizei") int stride, @NativeType("const void *") IntBuffer pointer) {
nglIndexPointer(GL11.GL_INT, stride, memAddress(pointer));
}
// --- [ glInitNames ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Clears the selection name stack.
*/
public static native void glInitNames();
// --- [ glInterleavedArrays ] ---
/** Unsafe version of: {@link #glInterleavedArrays InterleavedArrays} */
public static native void nglInterleavedArrays(int format, int stride, long pointer);
/**
*
*
* Efficiently initializes the six vertex arrays and their enables to one of 14 configurations.
*
* @param format the interleaved array format. One of:
{@link #GL_V2F V2F} {@link #GL_V3F V3F} {@link #GL_C4UB_V2F C4UB_V2F} {@link #GL_C4UB_V3F C4UB_V3F} {@link #GL_C3F_V3F C3F_V3F} {@link #GL_N3F_V3F N3F_V3F} {@link #GL_C4F_N3F_V3F C4F_N3F_V3F} {@link #GL_T2F_V3F T2F_V3F} {@link #GL_T4F_V4F T4F_V4F} {@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F} {@link #GL_T2F_C3F_V3F T2F_C3F_V3F} {@link #GL_T2F_N3F_V3F T2F_N3F_V3F} {@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F} {@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") ByteBuffer pointer) {
nglInterleavedArrays(format, stride, memAddress(pointer));
}
/**
*
*
* Efficiently initializes the six vertex arrays and their enables to one of 14 configurations.
*
* @param format the interleaved array format. One of:
{@link #GL_V2F V2F} {@link #GL_V3F V3F} {@link #GL_C4UB_V2F C4UB_V2F} {@link #GL_C4UB_V3F C4UB_V3F} {@link #GL_C3F_V3F C3F_V3F} {@link #GL_N3F_V3F N3F_V3F} {@link #GL_C4F_N3F_V3F C4F_N3F_V3F} {@link #GL_T2F_V3F T2F_V3F} {@link #GL_T4F_V4F T4F_V4F} {@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F} {@link #GL_T2F_C3F_V3F T2F_C3F_V3F} {@link #GL_T2F_N3F_V3F T2F_N3F_V3F} {@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F} {@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") long pointer) {
nglInterleavedArrays(format, stride, pointer);
}
/**
*
*
* Efficiently initializes the six vertex arrays and their enables to one of 14 configurations.
*
* @param format the interleaved array format. One of:
{@link #GL_V2F V2F} {@link #GL_V3F V3F} {@link #GL_C4UB_V2F C4UB_V2F} {@link #GL_C4UB_V3F C4UB_V3F} {@link #GL_C3F_V3F C3F_V3F} {@link #GL_N3F_V3F N3F_V3F} {@link #GL_C4F_N3F_V3F C4F_N3F_V3F} {@link #GL_T2F_V3F T2F_V3F} {@link #GL_T4F_V4F T4F_V4F} {@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F} {@link #GL_T2F_C3F_V3F T2F_C3F_V3F} {@link #GL_T2F_N3F_V3F T2F_N3F_V3F} {@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F} {@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") ShortBuffer pointer) {
nglInterleavedArrays(format, stride, memAddress(pointer));
}
/**
*
*
* Efficiently initializes the six vertex arrays and their enables to one of 14 configurations.
*
* @param format the interleaved array format. One of:
{@link #GL_V2F V2F} {@link #GL_V3F V3F} {@link #GL_C4UB_V2F C4UB_V2F} {@link #GL_C4UB_V3F C4UB_V3F} {@link #GL_C3F_V3F C3F_V3F} {@link #GL_N3F_V3F N3F_V3F} {@link #GL_C4F_N3F_V3F C4F_N3F_V3F} {@link #GL_T2F_V3F T2F_V3F} {@link #GL_T4F_V4F T4F_V4F} {@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F} {@link #GL_T2F_C3F_V3F T2F_C3F_V3F} {@link #GL_T2F_N3F_V3F T2F_N3F_V3F} {@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F} {@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") IntBuffer pointer) {
nglInterleavedArrays(format, stride, memAddress(pointer));
}
/**
*
*
* Efficiently initializes the six vertex arrays and their enables to one of 14 configurations.
*
* @param format the interleaved array format. One of:
{@link #GL_V2F V2F} {@link #GL_V3F V3F} {@link #GL_C4UB_V2F C4UB_V2F} {@link #GL_C4UB_V3F C4UB_V3F} {@link #GL_C3F_V3F C3F_V3F} {@link #GL_N3F_V3F N3F_V3F} {@link #GL_C4F_N3F_V3F C4F_N3F_V3F} {@link #GL_T2F_V3F T2F_V3F} {@link #GL_T4F_V4F T4F_V4F} {@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F} {@link #GL_T2F_C3F_V3F T2F_C3F_V3F} {@link #GL_T2F_N3F_V3F T2F_N3F_V3F} {@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F} {@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") FloatBuffer pointer) {
nglInterleavedArrays(format, stride, memAddress(pointer));
}
/**
*
*
* Efficiently initializes the six vertex arrays and their enables to one of 14 configurations.
*
* @param format the interleaved array format. One of:
{@link #GL_V2F V2F} {@link #GL_V3F V3F} {@link #GL_C4UB_V2F C4UB_V2F} {@link #GL_C4UB_V3F C4UB_V3F} {@link #GL_C3F_V3F C3F_V3F} {@link #GL_N3F_V3F N3F_V3F} {@link #GL_C4F_N3F_V3F C4F_N3F_V3F} {@link #GL_T2F_V3F T2F_V3F} {@link #GL_T4F_V4F T4F_V4F} {@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F} {@link #GL_T2F_C3F_V3F T2F_C3F_V3F} {@link #GL_T2F_N3F_V3F T2F_N3F_V3F} {@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F} {@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") DoubleBuffer pointer) {
nglInterleavedArrays(format, stride, memAddress(pointer));
}
// --- [ glIsEnabled ] ---
/**
*
*
* Determines if {@code cap} is currently enabled (as with {@link #glEnable Enable}) or disabled.
*
* @param cap the enable state to query
*/
@NativeType("GLboolean")
public static native boolean glIsEnabled(@NativeType("GLenum") int cap);
// --- [ glIsList ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Returns true if the {@code list} is the index of some display list.
*
* @param list the list index to query
*/
@NativeType("GLboolean")
public static native boolean glIsList(@NativeType("GLuint") int list);
// --- [ glIsTexture ] ---
/**
*
*
* Returns true if {@code texture} is the name of a texture object.
*
* @param texture the texture name to query
*/
@NativeType("GLboolean")
public static native boolean glIsTexture(@NativeType("GLuint") int texture);
// --- [ glLightModeli ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Set the integer value of a lighting model parameter.
*
* @param pname the lighting model parameter to set. One of:
{@link #GL_LIGHT_MODEL_AMBIENT LIGHT_MODEL_AMBIENT} {@link #GL_LIGHT_MODEL_LOCAL_VIEWER LIGHT_MODEL_LOCAL_VIEWER} {@link #GL_LIGHT_MODEL_TWO_SIDE LIGHT_MODEL_TWO_SIDE} {@link GL12#GL_LIGHT_MODEL_COLOR_CONTROL LIGHT_MODEL_COLOR_CONTROL}
* @param param the parameter value
*/
public static native void glLightModeli(@NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glLightModelf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glLightModeli LightModeli}.
*
* @param pname the lighting model parameter to set
* @param param the parameter value
*/
public static native void glLightModelf(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glLightModeliv ] ---
/** Unsafe version of: {@link #glLightModeliv LightModeliv} */
public static native void nglLightModeliv(int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glLightModeli LightModeli}.
*
* @param pname the lighting model parameter to set
* @param params the parameter value
*/
public static void glLightModeliv(@NativeType("GLenum") int pname, @NativeType("const GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglLightModeliv(pname, memAddress(params));
}
// --- [ glLightModelfv ] ---
/** Unsafe version of: {@link #glLightModelfv LightModelfv} */
public static native void nglLightModelfv(int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glLightModelf LightModelf}.
*
* @param pname the lighting model parameter to set
* @param params the parameter value
*/
public static void glLightModelfv(@NativeType("GLenum") int pname, @NativeType("const GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglLightModelfv(pname, memAddress(params));
}
// --- [ glLighti ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the integer value of a light parameter.
*
* @param light the light for which to set the parameter. One of:
{@link #GL_LIGHT0 LIGHT0} GL_LIGHT[1-7]
* @param pname the parameter to set. One of:
{@link #GL_AMBIENT AMBIENT} {@link #GL_DIFFUSE DIFFUSE} {@link #GL_SPECULAR SPECULAR} {@link #GL_POSITION POSITION} {@link #GL_CONSTANT_ATTENUATION CONSTANT_ATTENUATION} {@link #GL_LINEAR_ATTENUATION LINEAR_ATTENUATION} {@link #GL_QUADRATIC_ATTENUATION QUADRATIC_ATTENUATION} {@link #GL_SPOT_DIRECTION SPOT_DIRECTION} {@link #GL_SPOT_EXPONENT SPOT_EXPONENT} {@link #GL_SPOT_CUTOFF SPOT_CUTOFF}
* @param param the parameter value
*/
public static native void glLighti(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glLightf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glLighti Lighti}.
*
* @param light the light for which to set the parameter
* @param pname the parameter to set
* @param param the parameter value
*/
public static native void glLightf(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glLightiv ] ---
/** Unsafe version of: {@link #glLightiv Lightiv} */
public static native void nglLightiv(int light, int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glLighti Lighti}.
*
* @param light the light for which to set the parameter
* @param pname the parameter to set
* @param params the parameter value
*/
public static void glLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("const GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglLightiv(light, pname, memAddress(params));
}
// --- [ glLightfv ] ---
/** Unsafe version of: {@link #glLightfv Lightfv} */
public static native void nglLightfv(int light, int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glLightf Lightf}.
*
* @param light the light for which to set the parameter
* @param pname the parameter to set
* @param params the parameter value
*/
public static void glLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglLightfv(light, pname, memAddress(params));
}
// --- [ glLineStipple ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Defines a line stipple. It determines those fragments that are to be drawn when the line is rasterized. Line stippling may be enabled or disabled using
* {@link #glEnable Enable} or {@link #glDisable Disable} with the constant {@link #GL_LINE_STIPPLE LINE_STIPPLE}. When disabled, it is as if the line stipple has its default value.
*
* @param factor a count that is used to modify the effective line stipple by causing each bit in pattern to be used {@code factor} times. {@code factor} is clamped
* to the range [1, 256].
* @param pattern an unsigned short integer whose 16 bits define the stipple pattern
*/
public static native void glLineStipple(@NativeType("GLint") int factor, @NativeType("GLushort") short pattern);
// --- [ glLineWidth ] ---
/**
*
*
* Sets the width of rasterized line segments. The default width is 1.0.
*
* @param width the line width
*/
public static native void glLineWidth(@NativeType("GLfloat") float width);
// --- [ glListBase ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the display list base.
*
* @param base the display list base offset
*/
public static native void glListBase(@NativeType("GLuint") int base);
// --- [ glLoadMatrixf ] ---
/** Unsafe version of: {@link #glLoadMatrixf LoadMatrixf} */
public static native void nglLoadMatrixf(long m);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current matrix to a 4 × 4 matrix in column-major order.
*
* The matrix is stored as 16 consecutive values, i.e. as:
*
*
* a1 a5 a9 a13
* a2 a6 a10 a14
* a3 a7 a11 a15
* a4 a8 a12 a16
*
*
* This differs from the standard row-major ordering for matrix elements. If the standard ordering is used, all of the subsequent transformation equations
* are transposed, and the columns representing vectors become rows.
*
* @param m the matrix data
*/
public static void glLoadMatrixf(@NativeType("const GLfloat *") FloatBuffer m) {
if (CHECKS) {
check(m, 16);
}
nglLoadMatrixf(memAddress(m));
}
// --- [ glLoadMatrixd ] ---
/** Unsafe version of: {@link #glLoadMatrixd LoadMatrixd} */
public static native void nglLoadMatrixd(long m);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glLoadMatrixf LoadMatrixf}.
*
* @param m the matrix data
*/
public static void glLoadMatrixd(@NativeType("const GLdouble *") DoubleBuffer m) {
if (CHECKS) {
check(m, 16);
}
nglLoadMatrixd(memAddress(m));
}
// --- [ glLoadIdentity ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current matrix to the identity matrix.
*
* Calling this function is equivalent to calling {@link #glLoadMatrixf LoadMatrixf} with the following matrix:
*
*
* 1 0 0 0
* 0 1 0 0
* 0 0 1 0
* 0 0 0 1
*
*/
public static native void glLoadIdentity();
// --- [ glLoadName ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Replaces the value on the top of the selection stack with {@code name}.
*
* @param name the name to load
*/
public static native void glLoadName(@NativeType("GLuint") int name);
// --- [ glLogicOp ] ---
/**
*
*
* Sets the logical framebuffer operation.
*
* @param op the operation to set. One of:
{@link #GL_CLEAR CLEAR} {@link #GL_AND AND} {@link #GL_AND_REVERSE AND_REVERSE} {@link #GL_COPY COPY} {@link #GL_AND_INVERTED AND_INVERTED} {@link #GL_NOOP NOOP} {@link #GL_XOR XOR} {@link #GL_OR OR} {@link #GL_NOR NOR} {@link #GL_EQUIV EQUIV} {@link #GL_INVERT INVERT} {@link #GL_OR_REVERSE OR_REVERSE} {@link #GL_COPY_INVERTED COPY_INVERTED} {@link #GL_OR_INVERTED OR_INVERTED} {@link #GL_NAND NAND} {@link #GL_SET SET}
*/
public static native void glLogicOp(@NativeType("GLenum") int op);
// --- [ glMap1f ] ---
/** Unsafe version of: {@link #glMap1f Map1f} */
public static native void nglMap1f(int target, float u1, float u2, int stride, int order, long points);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Defines a polynomial or rational polynomial mapping to produce vertex, normal, texture coordinates and colors. The values so produced are sent on to
* further stages of the GL as if they had been provided directly by the client.
*
* @param target the evaluator target. One of:
{@link #GL_MAP1_VERTEX_3 MAP1_VERTEX_3} {@link #GL_MAP1_VERTEX_4 MAP1_VERTEX_4} {@link #GL_MAP1_COLOR_4 MAP1_COLOR_4} {@link #GL_MAP1_NORMAL MAP1_NORMAL} {@link #GL_MAP1_TEXTURE_COORD_1 MAP1_TEXTURE_COORD_1} {@link #GL_MAP1_TEXTURE_COORD_2 MAP1_TEXTURE_COORD_2} {@link #GL_MAP1_TEXTURE_COORD_3 MAP1_TEXTURE_COORD_3} {@link #GL_MAP1_TEXTURE_COORD_4 MAP1_TEXTURE_COORD_4}
* @param u1 the first endpoint of the pre-image of the map
* @param u2 the second endpoint of the pre-image of the map
* @param stride the number of values in each block of storage
* @param order the polynomial order
* @param points a set of {@code order} blocks of storage containing control points
*/
public static void glMap1f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("const GLfloat *") FloatBuffer points) {
if (CHECKS) {
check(points, order * stride);
}
nglMap1f(target, u1, u2, stride, order, memAddress(points));
}
// --- [ glMap1d ] ---
/** Unsafe version of: {@link #glMap1d Map1d} */
public static native void nglMap1d(int target, double u1, double u2, int stride, int order, long points);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glMap1f Map1f}.
*
* @param target the evaluator target
* @param u1 the first endpoint of the pre-image of the map
* @param u2 the second endpoint of the pre-image of the map
* @param stride the number of values in each block of storage
* @param order the polynomial order
* @param points a set of {@code order} blocks of storage containing control points
*/
public static void glMap1d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("const GLdouble *") DoubleBuffer points) {
if (CHECKS) {
check(points, stride * order);
}
nglMap1d(target, u1, u2, stride, order, memAddress(points));
}
// --- [ glMap2f ] ---
/** Unsafe version of: {@link #glMap2f Map2f} */
public static native void nglMap2f(int target, float u1, float u2, int ustride, int uorder, float v1, float v2, int vstride, int vorder, long points);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Bivariate version of {@link #glMap1f Map1f}.
*
* @param target the evaluator target
* @param u1 the first u-dimension endpoint of the pre-image rectangle of the map
* @param u2 the second u-dimension endpoint of the pre-image rectangle of the map
* @param ustride the number of values in the u-dimension in each block of storage
* @param uorder the polynomial order in the u-dimension
* @param v1 the first v-dimension endpoint of the pre-image rectangle of the map
* @param v2 the second v-dimension endpoint of the pre-image rectangle of the map
* @param vstride the number of values in the v-dimension in each block of storage
* @param vorder the polynomial order in the v-dimension
* @param points a set of uorder × vorder
blocks of storage containing control points
*/
public static void glMap2f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("const GLfloat *") FloatBuffer points) {
if (CHECKS) {
check(points, ustride * uorder * vstride * vorder);
}
nglMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, memAddress(points));
}
// --- [ glMap2d ] ---
/** Unsafe version of: {@link #glMap2d Map2d} */
public static native void nglMap2d(int target, double u1, double u2, int ustride, int uorder, double v1, double v2, int vstride, int vorder, long points);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glMap2f Map2f}.
*
* @param target the evaluator target
* @param u1 the first u-dimension endpoint of the pre-image rectangle of the map
* @param u2 the second u-dimension endpoint of the pre-image rectangle of the map
* @param ustride the number of values in the u-dimension in each block of storage
* @param uorder the polynomial order in the u-dimension
* @param v1 the first v-dimension endpoint of the pre-image rectangle of the map
* @param v2 the second v-dimension endpoint of the pre-image rectangle of the map
* @param vstride the number of values in the v-dimension in each block of storage
* @param vorder the polynomial order in the v-dimension
* @param points a set of uorder × vorder
blocks of storage containing control points
*/
public static void glMap2d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("const GLdouble *") DoubleBuffer points) {
if (CHECKS) {
check(points, ustride * uorder * vstride * vorder);
}
nglMap2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, memAddress(points));
}
// --- [ glMapGrid1f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Defines a one-dimensional grid in the map evaluator domain.
*
* @param n the number of partitions of the interval
* @param u1 the first interval endpoint
* @param u2 the second interval endpoint
*/
public static native void glMapGrid1f(@NativeType("GLint") int n, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2);
// --- [ glMapGrid1d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glMapGrid1f MapGrid1f}.
*
* @param n the number of partitions of the interval
* @param u1 the first interval endpoint
* @param u2 the second interval endpoint
*/
public static native void glMapGrid1d(@NativeType("GLint") int n, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2);
// --- [ glMapGrid2f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Defines a two-dimensional grid in the map evaluator domain.
*
* @param un the number of partitions of the interval in the u-dimension
* @param u1 the first u-dimension interval endpoint
* @param u2 the second u-dimension interval endpoint
* @param vn the number of partitions of the interval in the v-dimension
* @param v1 the first v-dimension interval endpoint
* @param v2 the second v-dimension interval endpoint
*/
public static native void glMapGrid2f(@NativeType("GLint") int un, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int vn, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2);
// --- [ glMapGrid2d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glMapGrid2f MapGrid2f}.
*
* @param un the number of partitions of the interval in the u-dimension
* @param u1 the first u-dimension interval endpoint
* @param u2 the second u-dimension interval endpoint
* @param vn the number of partitions of the interval in the v-dimension
* @param v1 the first v-dimension interval endpoint
* @param v2 the second v-dimension interval endpoint
*/
public static native void glMapGrid2d(@NativeType("GLint") int un, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int vn, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2);
// --- [ glMateriali ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the integer value of a material parameter.
*
* @param face the material face for which to set the parameter. One of:
{@link #GL_FRONT FRONT} {@link #GL_BACK BACK} {@link #GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param pname the parameter to set. Must be:
{@link #GL_SHININESS SHININESS}
* @param param the parameter value
*/
public static native void glMateriali(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glMaterialf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glMateriali Materiali}.
*
* @param face the material face for which to set the parameter
* @param pname the parameter to set
* @param param the parameter value
*/
public static native void glMaterialf(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glMaterialiv ] ---
/** Unsafe version of: {@link #glMaterialiv Materialiv} */
public static native void nglMaterialiv(int face, int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glMateriali Materiali}.
*
* @param face the material face for which to set the parameter
* @param pname the parameter to set. One of:
{@link #GL_AMBIENT AMBIENT} {@link #GL_DIFFUSE DIFFUSE} {@link #GL_AMBIENT_AND_DIFFUSE AMBIENT_AND_DIFFUSE} {@link #GL_SPECULAR SPECULAR} {@link #GL_EMISSION EMISSION}
* @param params the parameter value
*/
public static void glMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("const GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglMaterialiv(face, pname, memAddress(params));
}
// --- [ glMaterialfv ] ---
/** Unsafe version of: {@link #glMaterialfv Materialfv} */
public static native void nglMaterialfv(int face, int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glMaterialf Materialf}.
*
* @param face the material face for which to set the parameter
* @param pname the parameter to set
* @param params the parameter value
*/
public static void glMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglMaterialfv(face, pname, memAddress(params));
}
// --- [ glMatrixMode ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Set the current matrix mode.
*
* @param mode the matrix mode. One of:
{@link #GL_MODELVIEW MODELVIEW} {@link #GL_PROJECTION PROJECTION} {@link #GL_TEXTURE TEXTURE} {@link #GL_COLOR COLOR}
*/
public static native void glMatrixMode(@NativeType("GLenum") int mode);
// --- [ glMultMatrixf ] ---
/** Unsafe version of: {@link #glMultMatrixf MultMatrixf} */
public static native void nglMultMatrixf(long m);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Multiplies the current matrix with a 4 × 4 matrix in column-major order. See {@link #glLoadMatrixf LoadMatrixf} for details.
*
* @param m the matrix data
*/
public static void glMultMatrixf(@NativeType("const GLfloat *") FloatBuffer m) {
if (CHECKS) {
check(m, 16);
}
nglMultMatrixf(memAddress(m));
}
// --- [ glMultMatrixd ] ---
/** Unsafe version of: {@link #glMultMatrixd MultMatrixd} */
public static native void nglMultMatrixd(long m);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glMultMatrixf MultMatrixf}.
*
* @param m the matrix data
*/
public static void glMultMatrixd(@NativeType("const GLdouble *") DoubleBuffer m) {
if (CHECKS) {
check(m, 16);
}
nglMultMatrixd(memAddress(m));
}
// --- [ glFrustum ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Manipulates the current matrix with a matrix that produces perspective projection, in such a way that the coordinates (lb – n)T
* and (rt – n)T
specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the
* window, respectively (assuming that the eye is located at (0 0 0)T
). {@code f} gives the distance from the eye to the far clipping
* plane.
*
* Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:
*
*
* 2n / (r - l) 0 (r + l) / (r - l) 0
* 0 2n / (t - b) (t + b) / (t - b) 0
* 0 0 - (f + n) / (f - n) - (2fn) / (f - n)
* 0 0 -1 0
*
*
* @param l the left frustum plane
* @param r the right frustum plane
* @param b the bottom frustum plane
* @param t the top frustum plane
* @param n the near frustum plane
* @param f the far frustum plane
*/
public static native void glFrustum(@NativeType("GLdouble") double l, @NativeType("GLdouble") double r, @NativeType("GLdouble") double b, @NativeType("GLdouble") double t, @NativeType("GLdouble") double n, @NativeType("GLdouble") double f);
// --- [ glNewList ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Begins the definition of a display list.
*
* @param n a positive integer to which the display list that follows is assigned
* @param mode a symbolic constant that controls the behavior of the GL during display list creation. One of:
{@link #GL_COMPILE COMPILE} {@link #GL_COMPILE_AND_EXECUTE COMPILE_AND_EXECUTE}
*/
public static native void glNewList(@NativeType("GLuint") int n, @NativeType("GLenum") int mode);
// --- [ glEndList ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Ends the definition of GL commands to be placed in a display list. It is only when {@code EndList} occurs that the specified display list is actually
* associated with the index indicated with {@link #glNewList NewList}.
*/
public static native void glEndList();
// --- [ glNormal3f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current normal.
*
* @param nx the x coordinate of the current normal
* @param ny the y coordinate of the current normal
* @param nz the z coordinate of the current normal
*/
public static native void glNormal3f(@NativeType("GLfloat") float nx, @NativeType("GLfloat") float ny, @NativeType("GLfloat") float nz);
// --- [ glNormal3b ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Byte version of {@link #glNormal3f Normal3f}.
*
* @param nx the x coordinate of the current normal
* @param ny the y coordinate of the current normal
* @param nz the z coordinate of the current normal
*/
public static native void glNormal3b(@NativeType("GLbyte") byte nx, @NativeType("GLbyte") byte ny, @NativeType("GLbyte") byte nz);
// --- [ glNormal3s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glNormal3f Normal3f}.
*
* @param nx the x coordinate of the current normal
* @param ny the y coordinate of the current normal
* @param nz the z coordinate of the current normal
*/
public static native void glNormal3s(@NativeType("GLshort") short nx, @NativeType("GLshort") short ny, @NativeType("GLshort") short nz);
// --- [ glNormal3i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glNormal3f Normal3f}.
*
* @param nx the x coordinate of the current normal
* @param ny the y coordinate of the current normal
* @param nz the z coordinate of the current normal
*/
public static native void glNormal3i(@NativeType("GLint") int nx, @NativeType("GLint") int ny, @NativeType("GLint") int nz);
// --- [ glNormal3d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glNormal3f Normal3f}.
*
* @param nx the x coordinate of the current normal
* @param ny the y coordinate of the current normal
* @param nz the z coordinate of the current normal
*/
public static native void glNormal3d(@NativeType("GLdouble") double nx, @NativeType("GLdouble") double ny, @NativeType("GLdouble") double nz);
// --- [ glNormal3fv ] ---
/** Unsafe version of: {@link #glNormal3fv Normal3fv} */
public static native void nglNormal3fv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glNormal3f Normal3f}.
*
* @param v the normal buffer
*/
public static void glNormal3fv(@NativeType("const GLfloat *") FloatBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglNormal3fv(memAddress(v));
}
// --- [ glNormal3bv ] ---
/** Unsafe version of: {@link #glNormal3bv Normal3bv} */
public static native void nglNormal3bv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glNormal3b Normal3b}.
*
* @param v the normal buffer
*/
public static void glNormal3bv(@NativeType("const GLbyte *") ByteBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglNormal3bv(memAddress(v));
}
// --- [ glNormal3sv ] ---
/** Unsafe version of: {@link #glNormal3sv Normal3sv} */
public static native void nglNormal3sv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glNormal3s Normal3s}.
*
* @param v the normal buffer
*/
public static void glNormal3sv(@NativeType("const GLshort *") ShortBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglNormal3sv(memAddress(v));
}
// --- [ glNormal3iv ] ---
/** Unsafe version of: {@link #glNormal3iv Normal3iv} */
public static native void nglNormal3iv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glNormal3i Normal3i}.
*
* @param v the normal buffer
*/
public static void glNormal3iv(@NativeType("const GLint *") IntBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglNormal3iv(memAddress(v));
}
// --- [ glNormal3dv ] ---
/** Unsafe version of: {@link #glNormal3dv Normal3dv} */
public static native void nglNormal3dv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glNormal3d Normal3d}.
*
* @param v the normal buffer
*/
public static void glNormal3dv(@NativeType("const GLdouble *") DoubleBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglNormal3dv(memAddress(v));
}
// --- [ glNormalPointer ] ---
/** Unsafe version of: {@link #glNormalPointer NormalPointer} */
public static native void nglNormalPointer(int type, int stride, long pointer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a normal array.
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the normal array data
*/
public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ByteBuffer pointer) {
nglNormalPointer(type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a normal array.
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the normal array data
*/
public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") long pointer) {
nglNormalPointer(type, stride, pointer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a normal array.
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the normal array data
*/
public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ShortBuffer pointer) {
nglNormalPointer(type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a normal array.
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the normal array data
*/
public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") IntBuffer pointer) {
nglNormalPointer(type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a normal array.
*
* @param type the data type of the values stored in the array. One of:
{@link #GL_BYTE BYTE} {@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the normal array data
*/
public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") FloatBuffer pointer) {
nglNormalPointer(type, stride, memAddress(pointer));
}
// --- [ glOrtho ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Manipulates the current matrix with a matrix that produces parallel projection, in such a way that the coordinates (lb – n)T
* and (rt – n)T
specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the
* window, respectively (assuming that the eye is located at (0 0 0)T
). {@code f} gives the distance from the eye to the far clipping
* plane.
*
* Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:
*
*
* 2 / (r - l) 0 0 - (r + l) / (r - l)
* 0 2 / (t - b) 0 - (t + b) / (t - b)
* 0 0 - 2 / (f - n) - (f + n) / (f - n)
* 0 0 0 1
*
*
* @param l the left frustum plane
* @param r the right frustum plane
* @param b the bottom frustum plane
* @param t the top frustum plane
* @param n the near frustum plane
* @param f the far frustum plane
*/
public static native void glOrtho(@NativeType("GLdouble") double l, @NativeType("GLdouble") double r, @NativeType("GLdouble") double b, @NativeType("GLdouble") double t, @NativeType("GLdouble") double n, @NativeType("GLdouble") double f);
// --- [ glPassThrough ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Inserts a marker when the GL is in feeback mode. {@code token} is returned as if it were a primitive; it is indicated with its own unique identifying
* value. The ordering of any {@code PassThrough} commands with respect to primitive specification is maintained by feedback. {@code PassThrough} may
* not occur between {@link #glBegin Begin} and {@link #glEnd End}.
*
* @param token the marker value to insert
*/
public static native void glPassThrough(@NativeType("GLfloat") float token);
// --- [ glPixelMapfv ] ---
/**
* Unsafe version of: {@link #glPixelMapfv PixelMapfv}
*
* @param size the map size
*/
public static native void nglPixelMapfv(int map, int size, long values);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets a pixel map lookup table.
*
* @param map the map to set. One of:
{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I} {@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S} {@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R} {@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G} {@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B} {@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A} {@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R} {@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G} {@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B} {@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}
* @param size the map size
* @param values the map values
*/
public static void glPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLsizei") int size, @NativeType("const GLfloat *") long values) {
nglPixelMapfv(map, size, values);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets a pixel map lookup table.
*
* @param map the map to set. One of:
{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I} {@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S} {@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R} {@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G} {@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B} {@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A} {@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R} {@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G} {@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B} {@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}
* @param values the map values
*/
public static void glPixelMapfv(@NativeType("GLenum") int map, @NativeType("const GLfloat *") FloatBuffer values) {
nglPixelMapfv(map, values.remaining(), memAddress(values));
}
// --- [ glPixelMapusv ] ---
/**
* Unsafe version of: {@link #glPixelMapusv PixelMapusv}
*
* @param size the map size
*/
public static native void nglPixelMapusv(int map, int size, long values);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned short version of {@link #glPixelMapfv PixelMapfv}.
*
* @param map the map to set
* @param size the map size
* @param values the map values
*/
public static void glPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLsizei") int size, @NativeType("const GLushort *") long values) {
nglPixelMapusv(map, size, values);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned short version of {@link #glPixelMapfv PixelMapfv}.
*
* @param map the map to set
* @param values the map values
*/
public static void glPixelMapusv(@NativeType("GLenum") int map, @NativeType("const GLushort *") ShortBuffer values) {
nglPixelMapusv(map, values.remaining(), memAddress(values));
}
// --- [ glPixelMapuiv ] ---
/**
* Unsafe version of: {@link #glPixelMapuiv PixelMapuiv}
*
* @param size the map size
*/
public static native void nglPixelMapuiv(int map, int size, long values);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned integer version of {@link #glPixelMapfv PixelMapfv}.
*
* @param map the map to set
* @param size the map size
* @param values the map values
*/
public static void glPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLsizei") int size, @NativeType("const GLuint *") long values) {
nglPixelMapuiv(map, size, values);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Unsigned integer version of {@link #glPixelMapfv PixelMapfv}.
*
* @param map the map to set
* @param values the map values
*/
public static void glPixelMapuiv(@NativeType("GLenum") int map, @NativeType("const GLuint *") IntBuffer values) {
nglPixelMapuiv(map, values.remaining(), memAddress(values));
}
// --- [ glPixelStorei ] ---
/**
*
*
* Sets the integer value of a pixel store parameter.
*
* @param pname the pixel store parameter to set. One of:
{@link #GL_UNPACK_SWAP_BYTES UNPACK_SWAP_BYTES} {@link #GL_UNPACK_LSB_FIRST UNPACK_LSB_FIRST} {@link #GL_UNPACK_ROW_LENGTH UNPACK_ROW_LENGTH} {@link #GL_UNPACK_SKIP_ROWS UNPACK_SKIP_ROWS} {@link #GL_UNPACK_SKIP_PIXELS UNPACK_SKIP_PIXELS} {@link #GL_UNPACK_ALIGNMENT UNPACK_ALIGNMENT} {@link GL12#GL_UNPACK_IMAGE_HEIGHT UNPACK_IMAGE_HEIGHT} {@link GL12#GL_UNPACK_SKIP_IMAGES UNPACK_SKIP_IMAGES} {@link GL42#GL_UNPACK_COMPRESSED_BLOCK_WIDTH UNPACK_COMPRESSED_BLOCK_WIDTH} {@link GL42#GL_UNPACK_COMPRESSED_BLOCK_HEIGHT UNPACK_COMPRESSED_BLOCK_HEIGHT} {@link GL42#GL_UNPACK_COMPRESSED_BLOCK_DEPTH UNPACK_COMPRESSED_BLOCK_DEPTH} {@link GL42#GL_UNPACK_COMPRESSED_BLOCK_SIZE UNPACK_COMPRESSED_BLOCK_SIZE}
* @param param the parameter value
*/
public static native void glPixelStorei(@NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glPixelStoref ] ---
/**
*
*
* Float version of {@link #glPixelStorei PixelStorei}.
*
* @param pname the pixel store parameter to set
* @param param the parameter value
*/
public static native void glPixelStoref(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glPixelTransferi ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the integer value of a pixel transfer parameter.
*
* @param pname the pixel transfer parameter to set. One of:
{@link #GL_MAP_COLOR MAP_COLOR} {@link #GL_MAP_STENCIL MAP_STENCIL} {@link #GL_INDEX_SHIFT INDEX_SHIFT} {@link #GL_INDEX_OFFSET INDEX_OFFSET} {@link #GL_RED_SCALE RED_SCALE} {@link #GL_GREEN_SCALE GREEN_SCALE} {@link #GL_BLUE_SCALE BLUE_SCALE} {@link #GL_ALPHA_SCALE ALPHA_SCALE} {@link #GL_DEPTH_SCALE DEPTH_SCALE} {@link #GL_RED_BIAS RED_BIAS} {@link #GL_GREEN_BIAS GREEN_BIAS} {@link #GL_BLUE_BIAS BLUE_BIAS} {@link #GL_ALPHA_BIAS ALPHA_BIAS} {@link #GL_DEPTH_BIAS DEPTH_BIAS} {@link ARBImaging#GL_POST_CONVOLUTION_RED_SCALE POST_CONVOLUTION_RED_SCALE} {@link ARBImaging#GL_POST_CONVOLUTION_RED_BIAS POST_CONVOLUTION_RED_BIAS} {@link ARBImaging#GL_POST_COLOR_MATRIX_RED_SCALE POST_COLOR_MATRIX_RED_SCALE} {@link ARBImaging#GL_POST_COLOR_MATRIX_RED_BIAS POST_COLOR_MATRIX_RED_BIAS} {@link ARBImaging#GL_POST_CONVOLUTION_GREEN_SCALE POST_CONVOLUTION_GREEN_SCALE} {@link ARBImaging#GL_POST_CONVOLUTION_GREEN_BIAS POST_CONVOLUTION_GREEN_BIAS} {@link ARBImaging#GL_POST_COLOR_MATRIX_GREEN_SCALE POST_COLOR_MATRIX_GREEN_SCALE} {@link ARBImaging#GL_POST_COLOR_MATRIX_GREEN_BIAS POST_COLOR_MATRIX_GREEN_BIAS} {@link ARBImaging#GL_POST_CONVOLUTION_BLUE_SCALE POST_CONVOLUTION_BLUE_SCALE} {@link ARBImaging#GL_POST_CONVOLUTION_BLUE_BIAS POST_CONVOLUTION_BLUE_BIAS} {@link ARBImaging#GL_POST_COLOR_MATRIX_BLUE_SCALE POST_COLOR_MATRIX_BLUE_SCALE} {@link ARBImaging#GL_POST_COLOR_MATRIX_BLUE_BIAS POST_COLOR_MATRIX_BLUE_BIAS} {@link ARBImaging#GL_POST_CONVOLUTION_ALPHA_SCALE POST_CONVOLUTION_ALPHA_SCALE} {@link ARBImaging#GL_POST_CONVOLUTION_ALPHA_BIAS POST_CONVOLUTION_ALPHA_BIAS} {@link ARBImaging#GL_POST_COLOR_MATRIX_ALPHA_SCALE POST_COLOR_MATRIX_ALPHA_SCALE} {@link ARBImaging#GL_POST_COLOR_MATRIX_ALPHA_BIAS POST_COLOR_MATRIX_ALPHA_BIAS}
* @param param the parameter value
*/
public static native void glPixelTransferi(@NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glPixelTransferf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glPixelTransferi PixelTransferi}.
*
* @param pname the pixel transfer parameter to set
* @param param the parameter value
*/
public static native void glPixelTransferf(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glPixelZoom ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Controls the conversion of a group of fragments.
*
* Let (xrp, yrp) be the current raster position. If a particular group is the nth in a row and belongs to the
* mth row, consider the region in window coordinates bounded by the rectangle with corners
*
* (xrp + zxn, yrp + zym) and (xrp + zx(n + 1), yrp + zy(m + 1))
*
* (either zx or zy may be negative). A fragment representing group {@code (n, m)} is produced for each framebuffer pixel inside, or
* on the bottom or left boundary, of this rectangle.
*
* @param xfactor the zx factor
* @param yfactor the zy factor
*/
public static native void glPixelZoom(@NativeType("GLfloat") float xfactor, @NativeType("GLfloat") float yfactor);
// --- [ glPointSize ] ---
/**
*
*
* Controls the rasterization of points if no vertex, tessellation control, tessellation evaluation, or geometry shader is active. The default point size is 1.0.
*
* @param size the request size of a point
*/
public static native void glPointSize(@NativeType("GLfloat") float size);
// --- [ glPolygonMode ] ---
/**
*
*
* Controls the interpretation of polygons for rasterization.
*
* {@link #GL_FILL FILL} is the default mode of polygon rasterization. Note that these modes affect only the final rasterization of polygons: in particular, a
* polygon's vertices are lit, and the polygon is clipped and possibly culled before these modes are applied. Polygon antialiasing applies only to the
* {@link #GL_FILL FILL} state of PolygonMode. For {@link #GL_POINT POINT} or {@link #GL_LINE LINE}, point antialiasing or line segment antialiasing, respectively, apply.
*
* @param face the face for which to set the rasterizing method. One of:
{@link #GL_FRONT FRONT} {@link #GL_BACK BACK} {@link #GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param mode the rasterization mode. One of:
{@link #GL_POINT POINT} {@link #GL_LINE LINE} {@link #GL_FILL FILL}
*/
public static native void glPolygonMode(@NativeType("GLenum") int face, @NativeType("GLenum") int mode);
// --- [ glPolygonOffset ] ---
/**
*
*
* The depth values of all fragments generated by the rasterization of a polygon may be offset by a single value that is computed for that polygon. This
* function determines that value.
*
* {@code factor} scales the maximum depth slope of the polygon, and {@code units} scales an implementation-dependent constant that relates to the usable
* resolution of the depth buffer. The resulting values are summed to produce the polygon offset value.
*
* @param factor the maximum depth slope factor
* @param units the constant scale
*/
public static native void glPolygonOffset(@NativeType("GLfloat") float factor, @NativeType("GLfloat") float units);
// --- [ glPolygonStipple ] ---
/** Unsafe version of: {@link #glPolygonStipple PolygonStipple} */
public static native void nglPolygonStipple(long pattern);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Defines a polygon stipple. It works much the same way as {@link #glLineStipple LineStipple}, masking out certain fragments produced by rasterization so that they
* are not sent to the next stage of the GL. This is the case regardless of the state of polygon antialiasing.
*
* If xw and yw are the window coordinates of a rasterized polygon fragment, then that fragment is sent to the next stage of the GL
* if and only if the bit of the pattern (xw mod 32, yw mod 32) is 1.
*
* Polygon stippling may be enabled or disabled with {@link #glEnable Enable} or {@link #glDisable Disable} using the constant {@link #GL_POLYGON_STIPPLE POLYGON_STIPPLE}. When disabled,
* it is as if the stipple pattern were all ones.
*
* @param pattern a pointer to memory into which a 32 × 32 pattern is packed
*/
public static void glPolygonStipple(@NativeType("const GLubyte *") ByteBuffer pattern) {
if (CHECKS) {
check(pattern, 128);
}
nglPolygonStipple(memAddress(pattern));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Defines a polygon stipple. It works much the same way as {@link #glLineStipple LineStipple}, masking out certain fragments produced by rasterization so that they
* are not sent to the next stage of the GL. This is the case regardless of the state of polygon antialiasing.
*
* If xw and yw are the window coordinates of a rasterized polygon fragment, then that fragment is sent to the next stage of the GL
* if and only if the bit of the pattern (xw mod 32, yw mod 32) is 1.
*
* Polygon stippling may be enabled or disabled with {@link #glEnable Enable} or {@link #glDisable Disable} using the constant {@link #GL_POLYGON_STIPPLE POLYGON_STIPPLE}. When disabled,
* it is as if the stipple pattern were all ones.
*
* @param pattern a pointer to memory into which a 32 × 32 pattern is packed
*/
public static void glPolygonStipple(@NativeType("const GLubyte *") long pattern) {
nglPolygonStipple(pattern);
}
// --- [ glPushAttrib ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Takes a bitwise OR of symbolic constants indicating which groups of state variables to push onto the server attribute stack. Each constant refers to a
* group of state variables.
*
* Bits set in mask that do not correspond to an attribute group are ignored. The special mask value {@link #GL_ALL_ATTRIB_BITS ALL_ATTRIB_BITS} may be used to push all
* stackable server state.
*
* A {@link #GL_STACK_OVERFLOW STACK_OVERFLOW} error is generated if {@code PushAttrib} is called and the attribute stack depth is equal to the value of
* {@link #GL_MAX_ATTRIB_STACK_DEPTH MAX_ATTRIB_STACK_DEPTH}.
*
* @param mask the state variables to push. One or more of:
{@link #GL_ACCUM_BUFFER_BIT ACCUM_BUFFER_BIT} {@link #GL_COLOR_BUFFER_BIT COLOR_BUFFER_BIT} {@link #GL_CURRENT_BIT CURRENT_BIT} {@link #GL_DEPTH_BUFFER_BIT DEPTH_BUFFER_BIT} {@link #GL_ENABLE_BIT ENABLE_BIT} {@link #GL_EVAL_BIT EVAL_BIT} {@link #GL_FOG_BIT FOG_BIT} {@link #GL_HINT_BIT HINT_BIT} {@link #GL_LIGHTING_BIT LIGHTING_BIT} {@link #GL_LINE_BIT LINE_BIT} {@link #GL_LIST_BIT LIST_BIT} {@link GL13#GL_MULTISAMPLE_BIT MULTISAMPLE_BIT} {@link #GL_PIXEL_MODE_BIT PIXEL_MODE_BIT} {@link #GL_POINT_BIT POINT_BIT} {@link #GL_POLYGON_BIT POLYGON_BIT} {@link #GL_POLYGON_STIPPLE_BIT POLYGON_STIPPLE_BIT} {@link #GL_SCISSOR_BIT SCISSOR_BIT} {@link #GL_STENCIL_BUFFER_BIT STENCIL_BUFFER_BIT} {@link #GL_TEXTURE_BIT TEXTURE_BIT} {@link #GL_TRANSFORM_BIT TRANSFORM_BIT} {@link #GL_VIEWPORT_BIT VIEWPORT_BIT} {@link #GL_ALL_ATTRIB_BITS ALL_ATTRIB_BITS}
*/
public static native void glPushAttrib(@NativeType("GLbitfield") int mask);
// --- [ glPushClientAttrib ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Takes a bitwise OR of symbolic constants indicating which groups of state variables to push onto the client attribute stack. Each constant refers to a
* group of state variables.
*
* Bits set in mask that do not correspond to an attribute group are ignored. The special mask value {@link #GL_CLIENT_ALL_ATTRIB_BITS CLIENT_ALL_ATTRIB_BITS} may be used to push
* all stackable client state.
*
* A {@link #GL_STACK_OVERFLOW STACK_OVERFLOW} error is generated if {@code PushAttrib} is called and the client attribute stack depth is equal to the value of
* {@link #GL_MAX_CLIENT_ATTRIB_STACK_DEPTH MAX_CLIENT_ATTRIB_STACK_DEPTH}.
*
* @param mask the state variables to push. One or more of:
{@link #GL_CLIENT_VERTEX_ARRAY_BIT CLIENT_VERTEX_ARRAY_BIT} {@link #GL_CLIENT_PIXEL_STORE_BIT CLIENT_PIXEL_STORE_BIT} {@link #GL_CLIENT_ALL_ATTRIB_BITS CLIENT_ALL_ATTRIB_BITS}
*/
public static native void glPushClientAttrib(@NativeType("GLbitfield") int mask);
// --- [ glPopAttrib ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Resets the values of those state variables that were saved with the last {@link #glPushAttrib PushAttrib}. Those not saved remain unchanged.
*/
public static native void glPopAttrib();
// --- [ glPopClientAttrib ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Resets the values of those state variables that were saved with the last {@link #glPushClientAttrib PushClientAttrib}. Those not saved remain unchanged.
*/
public static native void glPopClientAttrib();
// --- [ glPopMatrix ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pops the top entry off the current matrix stack, replacing the current matrix with the matrix that was the second entry in the stack.
*/
public static native void glPopMatrix();
// --- [ glPopName ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pops one name off the top of the selection name stack.
*/
public static native void glPopName();
// --- [ glPrioritizeTextures ] ---
/**
* Unsafe version of: {@link #glPrioritizeTextures PrioritizeTextures}
*
* @param n the number of texture object priorities to set
*/
public static native void nglPrioritizeTextures(int n, long textures, long priorities);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the priority of texture objects. Each priority value is clamped to the range [0, 1] before it is assigned. Zero indicates the lowest priority, with
* the least likelihood of being resident. One indicates the highest priority, with the greatest likelihood of being resident.
*
* @param textures an array of texture object names
* @param priorities an array of texture object priorities
*/
public static void glPrioritizeTextures(@NativeType("const GLuint *") IntBuffer textures, @NativeType("const GLfloat *") FloatBuffer priorities) {
if (CHECKS) {
check(priorities, textures.remaining());
}
nglPrioritizeTextures(textures.remaining(), memAddress(textures), memAddress(priorities));
}
// --- [ glPushMatrix ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pushes the current matrix stack down by one, duplicating the current matrix in both the top of the stack and the entry below it.
*/
public static native void glPushMatrix();
// --- [ glPushName ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Causes {@code name} to be pushed onto the selection name stack.
*
* @param name the name to push
*/
public static native void glPushName(@NativeType("GLuint") int name);
// --- [ glRasterPos2i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the two-dimensional current raster position. {@code z} is implicitly set to 0 and {@code w} implicitly set to 1.
*
* The coordinates are treated as if they were specified in a Vertex command. If a vertex shader is active, this vertex shader is executed using the x, y,
* z, and w coordinates as the object coordinates of the vertex. Otherwise, the x, y, z, and w coordinates are transformed by the current model-view and
* projection matrices. These coordinates, along with current values, are used to generate primary and secondary colors and texture coordinates just as is
* done for a vertex. The colors and texture coordinates so produced replace the colors and texture coordinates stored in the current raster position's
* associated data.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
*/
public static native void glRasterPos2i(@NativeType("GLint") int x, @NativeType("GLint") int y);
// --- [ glRasterPos2s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glRasterPos2i RasterPos2i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
*/
public static native void glRasterPos2s(@NativeType("GLshort") short x, @NativeType("GLshort") short y);
// --- [ glRasterPos2f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glRasterPos2i RasterPos2i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
*/
public static native void glRasterPos2f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y);
// --- [ glRasterPos2d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glRasterPos2i RasterPos2i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
*/
public static native void glRasterPos2d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y);
// --- [ glRasterPos2iv ] ---
/** Unsafe version of: {@link #glRasterPos2iv RasterPos2iv} */
public static native void nglRasterPos2iv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos2i RasterPos2i}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos2iv(@NativeType("const GLint *") IntBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglRasterPos2iv(memAddress(coords));
}
// --- [ glRasterPos2sv ] ---
/** Unsafe version of: {@link #glRasterPos2sv RasterPos2sv} */
public static native void nglRasterPos2sv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos2s RasterPos2s}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos2sv(@NativeType("const GLshort *") ShortBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglRasterPos2sv(memAddress(coords));
}
// --- [ glRasterPos2fv ] ---
/** Unsafe version of: {@link #glRasterPos2fv RasterPos2fv} */
public static native void nglRasterPos2fv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos2f RasterPos2f}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos2fv(@NativeType("const GLfloat *") FloatBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglRasterPos2fv(memAddress(coords));
}
// --- [ glRasterPos2dv ] ---
/** Unsafe version of: {@link #glRasterPos2dv RasterPos2dv} */
public static native void nglRasterPos2dv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos2d RasterPos2d}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos2dv(@NativeType("const GLdouble *") DoubleBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglRasterPos2dv(memAddress(coords));
}
// --- [ glRasterPos3i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the three-dimensional current raster position. {@code w} is implicitly set to 1. See {@link #glRasterPos2i RasterPos2i} for more details.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
*/
public static native void glRasterPos3i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z);
// --- [ glRasterPos3s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glRasterPos3i RasterPos3i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
*/
public static native void glRasterPos3s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z);
// --- [ glRasterPos3f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glRasterPos3i RasterPos3i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
*/
public static native void glRasterPos3f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
// --- [ glRasterPos3d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glRasterPos3i RasterPos3i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
*/
public static native void glRasterPos3d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
// --- [ glRasterPos3iv ] ---
/** Unsafe version of: {@link #glRasterPos3iv RasterPos3iv} */
public static native void nglRasterPos3iv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos3i RasterPos3i}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos3iv(@NativeType("const GLint *") IntBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglRasterPos3iv(memAddress(coords));
}
// --- [ glRasterPos3sv ] ---
/** Unsafe version of: {@link #glRasterPos3sv RasterPos3sv} */
public static native void nglRasterPos3sv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos3s RasterPos3s}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos3sv(@NativeType("const GLshort *") ShortBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglRasterPos3sv(memAddress(coords));
}
// --- [ glRasterPos3fv ] ---
/** Unsafe version of: {@link #glRasterPos3fv RasterPos3fv} */
public static native void nglRasterPos3fv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos3f RasterPos3f}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos3fv(@NativeType("const GLfloat *") FloatBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglRasterPos3fv(memAddress(coords));
}
// --- [ glRasterPos3dv ] ---
/** Unsafe version of: {@link #glRasterPos3dv RasterPos3dv} */
public static native void nglRasterPos3dv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos3d RasterPos3d}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos3dv(@NativeType("const GLdouble *") DoubleBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglRasterPos3dv(memAddress(coords));
}
// --- [ glRasterPos4i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the four-dimensional current raster position. See {@link #glRasterPos2i RasterPos2i} for more details.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
* @param w the {@code w} raster coordinate
*/
public static native void glRasterPos4i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z, @NativeType("GLint") int w);
// --- [ glRasterPos4s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glRasterPos4i RasterPos4i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
* @param w the {@code w} raster coordinate
*/
public static native void glRasterPos4s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z, @NativeType("GLshort") short w);
// --- [ glRasterPos4f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of RasterPos4i.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
* @param w the {@code w} raster coordinate
*/
public static native void glRasterPos4f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z, @NativeType("GLfloat") float w);
// --- [ glRasterPos4d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glRasterPos4i RasterPos4i}.
*
* @param x the {@code x} raster coordinate
* @param y the {@code y} raster coordinate
* @param z the {@code z} raster coordinate
* @param w the {@code w} raster coordinate
*/
public static native void glRasterPos4d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w);
// --- [ glRasterPos4iv ] ---
/** Unsafe version of: {@link #glRasterPos4iv RasterPos4iv} */
public static native void nglRasterPos4iv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos4i RasterPos4i}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos4iv(@NativeType("const GLint *") IntBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglRasterPos4iv(memAddress(coords));
}
// --- [ glRasterPos4sv ] ---
/** Unsafe version of: {@link #glRasterPos4sv RasterPos4sv} */
public static native void nglRasterPos4sv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos4s RasterPos4s}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos4sv(@NativeType("const GLshort *") ShortBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglRasterPos4sv(memAddress(coords));
}
// --- [ glRasterPos4fv ] ---
/** Unsafe version of: {@link #glRasterPos4fv RasterPos4fv} */
public static native void nglRasterPos4fv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos4f RasterPos4f}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos4fv(@NativeType("const GLfloat *") FloatBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglRasterPos4fv(memAddress(coords));
}
// --- [ glRasterPos4dv ] ---
/** Unsafe version of: {@link #glRasterPos4dv RasterPos4dv} */
public static native void nglRasterPos4dv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRasterPos4d RasterPos4d}.
*
* @param coords the raster position buffer
*/
public static void glRasterPos4dv(@NativeType("const GLdouble *") DoubleBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglRasterPos4dv(memAddress(coords));
}
// --- [ glReadBuffer ] ---
/**
*
*
* Defines the color buffer from which values are obtained.
*
* Acceptable values for {@code src} depend on whether the GL is using the default framebuffer (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is zero), or
* a framebuffer object (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is non-zero). In the initial state, the GL is bound to the default framebuffer.
*
* @param src the color buffer to read from. One of:
{@link #GL_NONE NONE} {@link #GL_FRONT_LEFT FRONT_LEFT} {@link #GL_FRONT_RIGHT FRONT_RIGHT} {@link #GL_BACK_LEFT BACK_LEFT} {@link #GL_BACK_RIGHT BACK_RIGHT} {@link #GL_FRONT FRONT} {@link #GL_BACK BACK} {@link #GL_LEFT LEFT} {@link #GL_RIGHT RIGHT} {@link #GL_FRONT_AND_BACK FRONT_AND_BACK} {@link #GL_AUX0 AUX0} {@link #GL_AUX1 AUX1} {@link #GL_AUX2 AUX2} {@link #GL_AUX3 AUX3} {@link GL30#GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT0} GL30.GL_COLOR_ATTACHMENT[1-15]
*/
public static native void glReadBuffer(@NativeType("GLenum") int src);
// --- [ glReadPixels ] ---
/** Unsafe version of: {@link #glReadPixels ReadPixels} */
public static native void nglReadPixels(int x, int y, int width, int height, int format, int type, long pixels);
/**
*
*
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels a buffer in which to place the returned pixel data
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ByteBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
/**
*
*
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels a buffer in which to place the returned pixel data
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") long pixels) {
nglReadPixels(x, y, width, height, format, type, pixels);
}
/**
*
*
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels a buffer in which to place the returned pixel data
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ShortBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
/**
*
*
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels a buffer in which to place the returned pixel data
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") IntBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
/**
*
*
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA} {@link GL30#GL_RED_INTEGER RED_INTEGER} {@link GL30#GL_GREEN_INTEGER GREEN_INTEGER} {@link GL30#GL_BLUE_INTEGER BLUE_INTEGER} {@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER} {@link GL30#GL_RG_INTEGER RG_INTEGER} {@link GL30#GL_RGB_INTEGER RGB_INTEGER} {@link GL30#GL_RGBA_INTEGER RGBA_INTEGER} {@link GL30#GL_BGR_INTEGER BGR_INTEGER} {@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels a buffer in which to place the returned pixel data
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") FloatBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
// --- [ glRecti ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies a rectangle as two corner vertices. The effect of the Rect command
*
* {@code Rect(x1, y1, x2, y2);}
*
* is exactly the same as the following sequence of commands:
* {@code
* Begin(POLYGON);
* Vertex2(x1, y1);
* Vertex2(x2, y1);
* Vertex2(x2, y2);
* Vertex2(x1, y2);
* End();}
*
* The appropriate Vertex2 command would be invoked depending on which of the Rect commands is issued.
*
* @param x1 the x coordinate of the first corner vertex
* @param y1 the y coordinate of the first corner vertex
* @param x2 the x coordinate of the second corner vertex
* @param y2 the y coordinate of the second corner vertex
*/
public static native void glRecti(@NativeType("GLint") int x1, @NativeType("GLint") int y1, @NativeType("GLint") int x2, @NativeType("GLint") int y2);
// --- [ glRects ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glRecti Recti}.
*
* @param x1 the x coordinate of the first corner vertex
* @param y1 the y coordinate of the first corner vertex
* @param x2 the x coordinate of the second corner vertex
* @param y2 the y coordinate of the second corner vertex
*/
public static native void glRects(@NativeType("GLshort") short x1, @NativeType("GLshort") short y1, @NativeType("GLshort") short x2, @NativeType("GLshort") short y2);
// --- [ glRectf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glRecti Recti}.
*
* @param x1 the x coordinate of the first corner vertex
* @param y1 the y coordinate of the first corner vertex
* @param x2 the x coordinate of the second corner vertex
* @param y2 the y coordinate of the second corner vertex
*/
public static native void glRectf(@NativeType("GLfloat") float x1, @NativeType("GLfloat") float y1, @NativeType("GLfloat") float x2, @NativeType("GLfloat") float y2);
// --- [ glRectd ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glRecti Recti}.
*
* @param x1 the x coordinate of the first corner vertex
* @param y1 the y coordinate of the first corner vertex
* @param x2 the x coordinate of the second corner vertex
* @param y2 the y coordinate of the second corner vertex
*/
public static native void glRectd(@NativeType("GLdouble") double x1, @NativeType("GLdouble") double y1, @NativeType("GLdouble") double x2, @NativeType("GLdouble") double y2);
// --- [ glRectiv ] ---
/** Unsafe version of: {@link #glRectiv Rectiv} */
public static native void nglRectiv(long v1, long v2);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRecti Recti}.
*
* @param v1 the first vertex buffer
* @param v2 the second vertex buffer
*/
public static void glRectiv(@NativeType("const GLint *") IntBuffer v1, @NativeType("const GLint *") IntBuffer v2) {
if (CHECKS) {
check(v1, 2);
check(v2, 2);
}
nglRectiv(memAddress(v1), memAddress(v2));
}
// --- [ glRectsv ] ---
/** Unsafe version of: {@link #glRectsv Rectsv} */
public static native void nglRectsv(long v1, long v2);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRects Rects}.
*
* @param v1 the first vertex buffer
* @param v2 the second vertex buffer
*/
public static void glRectsv(@NativeType("const GLshort *") ShortBuffer v1, @NativeType("const GLshort *") ShortBuffer v2) {
if (CHECKS) {
check(v1, 2);
check(v2, 2);
}
nglRectsv(memAddress(v1), memAddress(v2));
}
// --- [ glRectfv ] ---
/** Unsafe version of: {@link #glRectfv Rectfv} */
public static native void nglRectfv(long v1, long v2);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRectf Rectf}.
*
* @param v1 the first vertex buffer
* @param v2 the second vertex buffer
*/
public static void glRectfv(@NativeType("const GLfloat *") FloatBuffer v1, @NativeType("const GLfloat *") FloatBuffer v2) {
if (CHECKS) {
check(v1, 2);
check(v2, 2);
}
nglRectfv(memAddress(v1), memAddress(v2));
}
// --- [ glRectdv ] ---
/** Unsafe version of: {@link #glRectdv Rectdv} */
public static native void nglRectdv(long v1, long v2);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glRectd Rectd}.
*
* @param v1 the first vertex buffer
* @param v2 the second vertex buffer
*/
public static void glRectdv(@NativeType("const GLdouble *") DoubleBuffer v1, @NativeType("const GLdouble *") DoubleBuffer v2) {
if (CHECKS) {
check(v1, 2);
check(v2, 2);
}
nglRectdv(memAddress(v1), memAddress(v2));
}
// --- [ glRenderMode ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current render mode. The default is {@link #GL_RENDER RENDER}.
*
* @param mode the render mode. One of:
{@link #GL_RENDER RENDER} {@link #GL_SELECT SELECT} {@link #GL_FEEDBACK FEEDBACK}
*/
@NativeType("GLint")
public static native int glRenderMode(@NativeType("GLenum") int mode);
// --- [ glRotatef ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Manipulates the current matrix with a rotation matrix.
*
* {@code angle} gives an angle of rotation in degrees; the coordinates of a vector v are given by v = (x y z)T
. The computed matrix
* is a counter-clockwise rotation about the line through the origin with the specified axis when that axis is pointing up (i.e. the right-hand rule
* determines the sense of the rotation angle). The matrix is thus
*
*
* R 0
* 0
* 0
* 0 0 0 1
*
*
* Let u = v / ||v|| = (x' y' z')T
. If S =
*
*
* 0 -z' y'
* z' 0 -x'
* -y' x' 0
*
*
* then R = uuT + cos(angle)(I - uuT) + sin(angle)S
*
* @param angle the angle of rotation in degrees
* @param x the x coordinate of the rotation vector
* @param y the y coordinate of the rotation vector
* @param z the z coordinate of the rotation vector
*/
public static native void glRotatef(@NativeType("GLfloat") float angle, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
// --- [ glRotated ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glRotatef Rotatef}.
*
* @param angle the angle of rotation in degrees
* @param x the x coordinate of the rotation vector
* @param y the y coordinate of the rotation vector
* @param z the z coordinate of the rotation vector
*/
public static native void glRotated(@NativeType("GLdouble") double angle, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
// --- [ glScalef ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Manipulates the current matrix with a general scaling matrix along the x-, y- and z- axes.
*
* Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:
*
*
* x 0 0 0
* 0 y 0 0
* 0 0 z 0
* 0 0 0 1
*
*
* @param x the x-axis scaling factor
* @param y the y-axis scaling factor
* @param z the z-axis scaling factor
*/
public static native void glScalef(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
// --- [ glScaled ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glScalef Scalef}.
*
* @param x the x-axis scaling factor
* @param y the y-axis scaling factor
* @param z the z-axis scaling factor
*/
public static native void glScaled(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
// --- [ glScissor ] ---
/**
*
*
* Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using {@link #glEnable Enable} or {@link #glDisable Disable}
* with the symbolic constant {@link #GL_SCISSOR_TEST SCISSOR_TEST}. When disabled, it is as if the scissor test always passes. When enabled, if
* left <= xw < left + width
and bottom <= yw < bottom + height
for the scissor rectangle, then the scissor
* test passes. Otherwise, the test fails and the fragment is discarded.
*
* @param x the left scissor rectangle coordinate
* @param y the bottom scissor rectangle coordinate
* @param width the scissor rectangle width
* @param height the scissor rectangle height
*/
public static native void glScissor(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height);
// --- [ glSelectBuffer ] ---
/**
* Unsafe version of: {@link #glSelectBuffer SelectBuffer}
*
* @param size the maximum number of values that can be stored in {@code buffer}
*/
public static native void nglSelectBuffer(int size, long buffer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the selection array.
*
* @param buffer an array of unsigned integers to be potentially filled names
*/
public static void glSelectBuffer(@NativeType("GLuint *") IntBuffer buffer) {
nglSelectBuffer(buffer.remaining(), memAddress(buffer));
}
// --- [ glShadeModel ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current shade mode. The initial value of the shade mode is {@link #GL_SMOOTH SMOOTH}.
*
* If mode is {@link #GL_SMOOTH SMOOTH}, vertex colors are treated individually. If mode is {@link #GL_FLAT FLAT}, flatshading is enabled and colors are taken from the
* provoking vertex of the primitive. The colors selected are those derived from current values, generated by lighting, or generated by vertex shading, if
* lighting is disabled, enabled, or a vertex shader is in use, respectively.
*
* @param mode the shade mode. One of:
{@link #GL_SMOOTH SMOOTH} {@link #GL_FLAT FLAT}
*/
public static native void glShadeModel(@NativeType("GLenum") int mode);
// --- [ glStencilFunc ] ---
/**
*
*
* Controls the stencil test.
*
* {@code ref} is an integer reference value that is used in the unsigned stencil comparison. Stencil comparison operations and queries of {@code ref}
* clamp its value to the range [0, 2s – 1], where s is the number of bits in the stencil buffer attached to the draw framebuffer. The s
* least significant bits of {@code mask} are bitwise ANDed with both the reference and the stored stencil value, and the resulting masked values are those that
* participate in the comparison controlled by {@code func}.
*
* @param func the stencil comparison function. One of:
{@link #GL_NEVER NEVER} {@link #GL_ALWAYS ALWAYS} {@link #GL_LESS LESS} {@link #GL_LEQUAL LEQUAL} {@link #GL_EQUAL EQUAL} {@link #GL_GEQUAL GEQUAL} {@link #GL_GREATER GREATER} {@link #GL_NOTEQUAL NOTEQUAL}
* @param ref the reference value
* @param mask the stencil comparison mask
*/
public static native void glStencilFunc(@NativeType("GLenum") int func, @NativeType("GLint") int ref, @NativeType("GLuint") int mask);
// --- [ glStencilMask ] ---
/**
*
*
* Masks the writing of particular bits into the stencil plans.
*
* The least significant s bits of {@code mask}, where s is the number of bits in the stencil buffer, specify an integer mask. Where a 1 appears in this
* mask, the corresponding bit in the stencil buffer is written; where a 0 appears, the bit is not written.
*
* @param mask the stencil mask
*/
public static native void glStencilMask(@NativeType("GLuint") int mask);
// --- [ glStencilOp ] ---
/**
*
*
* Indicates what happens to the stored stencil value if this or certain subsequent tests fail or pass.
*
* The supported actions are {@link #GL_KEEP KEEP}, {@link #GL_ZERO ZERO}, {@link #GL_REPLACE REPLACE}, {@link #GL_INCR INCR}, {@link #GL_DECR DECR}, {@link #GL_INVERT INVERT},
* {@link GL14#GL_INCR_WRAP INCR_WRAP} and {@link GL14#GL_DECR_WRAP DECR_WRAP}. These correspond to keeping the current value, setting to zero, replacing with the reference value,
* incrementing with saturation, decrementing with saturation, bitwise inverting it, incrementing without saturation, and decrementing without saturation.
*
* For purposes of increment and decrement, the stencil bits are considered as an unsigned integer. Incrementing or decrementing with saturation clamps
* the stencil value at 0 and the maximum representable value. Incrementing or decrementing without saturation will wrap such that incrementing the maximum
* representable value results in 0, and decrementing 0 results in the maximum representable value.
*
* @param sfail the action to take if the stencil test fails
* @param dpfail the action to take if the depth buffer test fails
* @param dppass the action to take if the depth buffer test passes
*/
public static native void glStencilOp(@NativeType("GLenum") int sfail, @NativeType("GLenum") int dpfail, @NativeType("GLenum") int dppass);
// --- [ glTexCoord1f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current one-dimensional texture coordinate. {@code t} and {@code r} are implicitly set to 0 and {@code q} to 1.
*
* @param s the s component of the current texture coordinates
*/
public static native void glTexCoord1f(@NativeType("GLfloat") float s);
// --- [ glTexCoord1s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glTexCoord1f TexCoord1f}.
*
* @param s the s component of the current texture coordinates
*/
public static native void glTexCoord1s(@NativeType("GLshort") short s);
// --- [ glTexCoord1i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glTexCoord1f TexCoord1f}.
*
* @param s the s component of the current texture coordinates
*/
public static native void glTexCoord1i(@NativeType("GLint") int s);
// --- [ glTexCoord1d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glTexCoord1f TexCoord1f}.
*
* @param s the s component of the current texture coordinates
*/
public static native void glTexCoord1d(@NativeType("GLdouble") double s);
// --- [ glTexCoord1fv ] ---
/** Unsafe version of: {@link #glTexCoord1fv TexCoord1fv} */
public static native void nglTexCoord1fv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord1f TexCoord1f}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord1fv(@NativeType("const GLfloat *") FloatBuffer v) {
if (CHECKS) {
check(v, 1);
}
nglTexCoord1fv(memAddress(v));
}
// --- [ glTexCoord1sv ] ---
/** Unsafe version of: {@link #glTexCoord1sv TexCoord1sv} */
public static native void nglTexCoord1sv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord1s TexCoord1s}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord1sv(@NativeType("const GLshort *") ShortBuffer v) {
if (CHECKS) {
check(v, 1);
}
nglTexCoord1sv(memAddress(v));
}
// --- [ glTexCoord1iv ] ---
/** Unsafe version of: {@link #glTexCoord1iv TexCoord1iv} */
public static native void nglTexCoord1iv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord1i TexCoord1i}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord1iv(@NativeType("const GLint *") IntBuffer v) {
if (CHECKS) {
check(v, 1);
}
nglTexCoord1iv(memAddress(v));
}
// --- [ glTexCoord1dv ] ---
/** Unsafe version of: {@link #glTexCoord1dv TexCoord1dv} */
public static native void nglTexCoord1dv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord1d TexCoord1d}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord1dv(@NativeType("const GLdouble *") DoubleBuffer v) {
if (CHECKS) {
check(v, 1);
}
nglTexCoord1dv(memAddress(v));
}
// --- [ glTexCoord2f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current two-dimensional texture coordinate. {@code r} is implicitly set to 0 and {@code q} to 1.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
*/
public static native void glTexCoord2f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t);
// --- [ glTexCoord2s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glTexCoord2f TexCoord2f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
*/
public static native void glTexCoord2s(@NativeType("GLshort") short s, @NativeType("GLshort") short t);
// --- [ glTexCoord2i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glTexCoord2f TexCoord2f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
*/
public static native void glTexCoord2i(@NativeType("GLint") int s, @NativeType("GLint") int t);
// --- [ glTexCoord2d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glTexCoord2f TexCoord2f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
*/
public static native void glTexCoord2d(@NativeType("GLdouble") double s, @NativeType("GLdouble") double t);
// --- [ glTexCoord2fv ] ---
/** Unsafe version of: {@link #glTexCoord2fv TexCoord2fv} */
public static native void nglTexCoord2fv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord2f TexCoord2f}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord2fv(@NativeType("const GLfloat *") FloatBuffer v) {
if (CHECKS) {
check(v, 2);
}
nglTexCoord2fv(memAddress(v));
}
// --- [ glTexCoord2sv ] ---
/** Unsafe version of: {@link #glTexCoord2sv TexCoord2sv} */
public static native void nglTexCoord2sv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord2s TexCoord2s}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord2sv(@NativeType("const GLshort *") ShortBuffer v) {
if (CHECKS) {
check(v, 2);
}
nglTexCoord2sv(memAddress(v));
}
// --- [ glTexCoord2iv ] ---
/** Unsafe version of: {@link #glTexCoord2iv TexCoord2iv} */
public static native void nglTexCoord2iv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord2i TexCoord2i}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord2iv(@NativeType("const GLint *") IntBuffer v) {
if (CHECKS) {
check(v, 2);
}
nglTexCoord2iv(memAddress(v));
}
// --- [ glTexCoord2dv ] ---
/** Unsafe version of: {@link #glTexCoord2dv TexCoord2dv} */
public static native void nglTexCoord2dv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord2d TexCoord2d}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord2dv(@NativeType("const GLdouble *") DoubleBuffer v) {
if (CHECKS) {
check(v, 2);
}
nglTexCoord2dv(memAddress(v));
}
// --- [ glTexCoord3f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current three-dimensional texture coordinate. {@code q} is implicitly set to 1.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
*/
public static native void glTexCoord3f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t, @NativeType("GLfloat") float r);
// --- [ glTexCoord3s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glTexCoord3f TexCoord3f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
*/
public static native void glTexCoord3s(@NativeType("GLshort") short s, @NativeType("GLshort") short t, @NativeType("GLshort") short r);
// --- [ glTexCoord3i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glTexCoord3f TexCoord3f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
*/
public static native void glTexCoord3i(@NativeType("GLint") int s, @NativeType("GLint") int t, @NativeType("GLint") int r);
// --- [ glTexCoord3d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glTexCoord3f TexCoord3f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
*/
public static native void glTexCoord3d(@NativeType("GLdouble") double s, @NativeType("GLdouble") double t, @NativeType("GLdouble") double r);
// --- [ glTexCoord3fv ] ---
/** Unsafe version of: {@link #glTexCoord3fv TexCoord3fv} */
public static native void nglTexCoord3fv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord3f TexCoord3f}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord3fv(@NativeType("const GLfloat *") FloatBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglTexCoord3fv(memAddress(v));
}
// --- [ glTexCoord3sv ] ---
/** Unsafe version of: {@link #glTexCoord3sv TexCoord3sv} */
public static native void nglTexCoord3sv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord3s TexCoord3s}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord3sv(@NativeType("const GLshort *") ShortBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglTexCoord3sv(memAddress(v));
}
// --- [ glTexCoord3iv ] ---
/** Unsafe version of: {@link #glTexCoord3iv TexCoord3iv} */
public static native void nglTexCoord3iv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord3i TexCoord3i}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord3iv(@NativeType("const GLint *") IntBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglTexCoord3iv(memAddress(v));
}
// --- [ glTexCoord3dv ] ---
/** Unsafe version of: {@link #glTexCoord3dv TexCoord3dv} */
public static native void nglTexCoord3dv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord3d TexCoord3d}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord3dv(@NativeType("const GLdouble *") DoubleBuffer v) {
if (CHECKS) {
check(v, 3);
}
nglTexCoord3dv(memAddress(v));
}
// --- [ glTexCoord4f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets the current four-dimensional texture coordinate.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
* @param q the q component of the current texture coordinates
*/
public static native void glTexCoord4f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t, @NativeType("GLfloat") float r, @NativeType("GLfloat") float q);
// --- [ glTexCoord4s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glTexCoord4f TexCoord4f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
* @param q the q component of the current texture coordinates
*/
public static native void glTexCoord4s(@NativeType("GLshort") short s, @NativeType("GLshort") short t, @NativeType("GLshort") short r, @NativeType("GLshort") short q);
// --- [ glTexCoord4i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glTexCoord4f TexCoord4f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
* @param q the q component of the current texture coordinates
*/
public static native void glTexCoord4i(@NativeType("GLint") int s, @NativeType("GLint") int t, @NativeType("GLint") int r, @NativeType("GLint") int q);
// --- [ glTexCoord4d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glTexCoord4f TexCoord4f}.
*
* @param s the s component of the current texture coordinates
* @param t the t component of the current texture coordinates
* @param r the r component of the current texture coordinates
* @param q the q component of the current texture coordinates
*/
public static native void glTexCoord4d(@NativeType("GLdouble") double s, @NativeType("GLdouble") double t, @NativeType("GLdouble") double r, @NativeType("GLdouble") double q);
// --- [ glTexCoord4fv ] ---
/** Unsafe version of: {@link #glTexCoord4fv TexCoord4fv} */
public static native void nglTexCoord4fv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord4f TexCoord4f}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord4fv(@NativeType("const GLfloat *") FloatBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglTexCoord4fv(memAddress(v));
}
// --- [ glTexCoord4sv ] ---
/** Unsafe version of: {@link #glTexCoord4sv TexCoord4sv} */
public static native void nglTexCoord4sv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord4s TexCoord4s}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord4sv(@NativeType("const GLshort *") ShortBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglTexCoord4sv(memAddress(v));
}
// --- [ glTexCoord4iv ] ---
/** Unsafe version of: {@link #glTexCoord4iv TexCoord4iv} */
public static native void nglTexCoord4iv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord4i TexCoord4i}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord4iv(@NativeType("const GLint *") IntBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglTexCoord4iv(memAddress(v));
}
// --- [ glTexCoord4dv ] ---
/** Unsafe version of: {@link #glTexCoord4dv TexCoord4dv} */
public static native void nglTexCoord4dv(long v);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexCoord4d TexCoord4d}.
*
* @param v the texture coordinate buffer
*/
public static void glTexCoord4dv(@NativeType("const GLdouble *") DoubleBuffer v) {
if (CHECKS) {
check(v, 4);
}
nglTexCoord4dv(memAddress(v));
}
// --- [ glTexCoordPointer ] ---
/** Unsafe version of: {@link #glTexCoordPointer TexCoordPointer} */
public static native void nglTexCoordPointer(int size, int type, int stride, long pointer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a texture coordinate array.
*
* @param size the number of values per vertex that are stored in the array. One of:
1 2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the texture coordinate array data
*/
public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ByteBuffer pointer) {
nglTexCoordPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a texture coordinate array.
*
* @param size the number of values per vertex that are stored in the array. One of:
1 2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the texture coordinate array data
*/
public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") long pointer) {
nglTexCoordPointer(size, type, stride, pointer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a texture coordinate array.
*
* @param size the number of values per vertex that are stored in the array. One of:
1 2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the texture coordinate array data
*/
public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ShortBuffer pointer) {
nglTexCoordPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a texture coordinate array.
*
* @param size the number of values per vertex that are stored in the array. One of:
1 2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the texture coordinate array data
*/
public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") IntBuffer pointer) {
nglTexCoordPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a texture coordinate array.
*
* @param size the number of values per vertex that are stored in the array. One of:
1 2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the texture coordinate array data
*/
public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") FloatBuffer pointer) {
nglTexCoordPointer(size, type, stride, memAddress(pointer));
}
// --- [ glTexEnvi ] ---
/**
*
*
* Sets parameters of the texture environment that specifies how texture values are interpreted when texturing a fragment, or sets per-texture-unit
* filtering parameters.
*
* @param target the texture environment target. One of:
{@link #GL_TEXTURE_ENV TEXTURE_ENV} {@link GL14#GL_TEXTURE_FILTER_CONTROL TEXTURE_FILTER_CONTROL} {@link GL20#GL_POINT_SPRITE POINT_SPRITE}
* @param pname the parameter to set. One of:
{@link GL20#GL_COORD_REPLACE COORD_REPLACE} {@link #GL_TEXTURE_ENV_MODE TEXTURE_ENV_MODE} {@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS} {@link GL13#GL_COMBINE_RGB COMBINE_RGB} {@link GL13#GL_COMBINE_ALPHA COMBINE_ALPHA} {@link GL15#GL_SRC0_RGB SRC0_RGB} {@link GL15#GL_SRC1_RGB SRC1_RGB} {@link GL15#GL_SRC2_RGB SRC2_RGB} {@link GL15#GL_SRC0_ALPHA SRC0_ALPHA} {@link GL15#GL_SRC1_ALPHA SRC1_ALPHA} {@link GL15#GL_SRC2_ALPHA SRC2_ALPHA} {@link GL13#GL_OPERAND0_RGB OPERAND0_RGB} {@link GL13#GL_OPERAND1_RGB OPERAND1_RGB} {@link GL13#GL_OPERAND2_RGB OPERAND2_RGB} {@link GL13#GL_OPERAND0_ALPHA OPERAND0_ALPHA} {@link GL13#GL_OPERAND1_ALPHA OPERAND1_ALPHA} {@link GL13#GL_OPERAND2_ALPHA OPERAND2_ALPHA} {@link GL13#GL_RGB_SCALE RGB_SCALE} {@link #GL_ALPHA_SCALE ALPHA_SCALE}
* @param param the parameter value. Scalar value or one of:
{@link #GL_REPLACE REPLACE} {@link #GL_MODULATE MODULATE} {@link #GL_DECAL DECAL} {@link #GL_BLEND BLEND} {@link #GL_ADD ADD} {@link GL13#GL_COMBINE COMBINE} {@link GL13#GL_ADD_SIGNED ADD_SIGNED} {@link GL13#GL_INTERPOLATE INTERPOLATE} {@link GL13#GL_SUBTRACT SUBTRACT} {@link GL13#GL_DOT3_RGB DOT3_RGB} {@link GL13#GL_DOT3_RGBA DOT3_RGBA} {@link #GL_TEXTURE TEXTURE} {@link GL13#GL_TEXTURE0 TEXTURE0} GL13.GL_TEXTURE[1-31] {@link GL13#GL_CONSTANT CONSTANT} {@link GL13#GL_PRIMARY_COLOR PRIMARY_COLOR} {@link GL13#GL_PREVIOUS PREVIOUS}
*/
public static native void glTexEnvi(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glTexEnviv ] ---
/** Unsafe version of: {@link #glTexEnviv TexEnviv} */
public static native void nglTexEnviv(int target, int pname, long params);
/**
*
*
* Pointer version of {@link #glTexEnvi TexEnvi}.
*
* @param target the texture environment target. Must be:
{@link #GL_TEXTURE_ENV TEXTURE_ENV}
* @param pname the parameter to set. Must be:
{@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR}
* @param params the parameter value
*/
public static void glTexEnviv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexEnviv(target, pname, memAddress(params));
}
// --- [ glTexEnvf ] ---
/**
*
*
* Float version of {@link #glTexEnvi TexEnvi}.
*
* @param target the texture environment target
* @param pname the parameter to set
* @param param the parameter value
*/
public static native void glTexEnvf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glTexEnvfv ] ---
/** Unsafe version of: {@link #glTexEnvfv TexEnvfv} */
public static native void nglTexEnvfv(int target, int pname, long params);
/**
*
*
* Pointer version of {@link #glTexEnvf TexEnvf}.
*
* @param target the texture environment target. Must be:
{@link #GL_TEXTURE_ENV TEXTURE_ENV}
* @param pname the parameter to set. Must be:
{@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR}
* @param params the parameter value
*/
public static void glTexEnvfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexEnvfv(target, pname, memAddress(params));
}
// --- [ glTexGeni ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Sets an integer texture coordinate generation parameter.
*
* A texture coordinate generation function is enabled or disabled using {@link #glEnable Enable} and {@link #glDisable Disable} with an argument of
* {@link #GL_TEXTURE_GEN_S TEXTURE_GEN_S}, {@link #GL_TEXTURE_GEN_T TEXTURE_GEN_T}, {@link #GL_TEXTURE_GEN_R TEXTURE_GEN_R}, or {@link #GL_TEXTURE_GEN_Q TEXTURE_GEN_Q} (each indicates the corresponding texture
* coordinate). When enabled, the specified texture coordinate is computed according to the current {@link #GL_EYE_LINEAR EYE_LINEAR}, {@link #GL_OBJECT_LINEAR OBJECT_LINEAR} or
* {@link #GL_SPHERE_MAP SPHERE_MAP} specification, depending on the current setting of {@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE} for that coordinate. When disabled, subsequent
* vertices will take the indicated texture coordinate from the current texture coordinates.
*
* The initial state has the texture generation function disabled for all texture coordinates. Initially all texture generation modes are EYE_LINEAR.
*
* @param coord the coordinate for which to set the parameter. One of:
{@link #GL_S S} {@link #GL_T T} {@link #GL_R R} {@link #GL_Q Q}
* @param pname the parameter to set. Must be:
{@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE}
* @param param the parameter value. One of:
{@link #GL_OBJECT_LINEAR OBJECT_LINEAR} {@link #GL_EYE_LINEAR EYE_LINEAR} {@link #GL_SPHERE_MAP SPHERE_MAP} {@link GL13#GL_REFLECTION_MAP REFLECTION_MAP} {@link GL13#GL_NORMAL_MAP NORMAL_MAP}
*/
public static native void glTexGeni(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glTexGeniv ] ---
/** Unsafe version of: {@link #glTexGeniv TexGeniv} */
public static native void nglTexGeniv(int coord, int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexGeni TexGeni}.
*
* @param coord the coordinate for which to set the parameter
* @param pname the parameter to set. One of:
{@link #GL_OBJECT_PLANE OBJECT_PLANE} {@link #GL_EYE_PLANE EYE_PLANE}
* @param params the parameter value
*/
public static void glTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("const GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexGeniv(coord, pname, memAddress(params));
}
// --- [ glTexGenf ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Float version of {@link #glTexGeni TexGeni}.
*
* @param coord the coordinate for which to set the parameter
* @param pname the parameter to set
* @param param the parameter value
*/
public static native void glTexGenf(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glTexGenfv ] ---
/** Unsafe version of: {@link #glTexGenfv TexGenfv} */
public static native void nglTexGenfv(int coord, int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexGenf TexGenf}.
*
* @param coord the coordinate for which to set the parameter
* @param pname the parameter to set. One of:
{@link #GL_OBJECT_PLANE OBJECT_PLANE} {@link #GL_EYE_PLANE EYE_PLANE}
* @param params the parameter value
*/
public static void glTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexGenfv(coord, pname, memAddress(params));
}
// --- [ glTexGend ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glTexGeni TexGeni}.
*
* @param coord the coordinate for which to set the parameter
* @param pname the parameter to set
* @param param the parameter value
*/
public static native void glTexGend(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble") double param);
// --- [ glTexGendv ] ---
/** Unsafe version of: {@link #glTexGendv TexGendv} */
public static native void nglTexGendv(int coord, int pname, long params);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glTexGend TexGend}.
*
* @param coord the coordinate for which to set the parameter
* @param pname the parameter to set
* @param params the parameter value
*/
public static void glTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("const GLdouble *") DoubleBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexGendv(coord, pname, memAddress(params));
}
// --- [ glTexImage2D ] ---
/** Unsafe version of: {@link #glTexImage2D TexImage2D} */
public static native void nglTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, long pixels);
/**
*
*
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param internalformat the texture internal format. One of:
{@link #GL_RED RED} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link #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 #GL_R3_G3_B2 R3_G3_B2} {@link #GL_RGB4 RGB4} {@link #GL_RGB5 RGB5} {@link GL41#GL_RGB565 RGB565} {@link #GL_RGB8 RGB8} {@link GL31#GL_RGB8_SNORM RGB8_SNORM} {@link #GL_RGB10 RGB10} {@link #GL_RGB12 RGB12} {@link #GL_RGB16 RGB16} {@link GL31#GL_RGB16_SNORM RGB16_SNORM} {@link #GL_RGBA2 RGBA2} {@link #GL_RGBA4 RGBA4} {@link #GL_RGB5_A1 RGB5_A1} {@link #GL_RGBA8 RGBA8} {@link GL31#GL_RGBA8_SNORM RGBA8_SNORM} {@link #GL_RGB10_A2 RGB10_A2} {@link GL33#GL_RGB10_A2UI RGB10_A2UI} {@link #GL_RGBA12 RGBA12} {@link #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 border the texture border width
* @param format the texel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the texel data
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param internalformat the texture internal format. One of:
{@link #GL_RED RED} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link #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 #GL_R3_G3_B2 R3_G3_B2} {@link #GL_RGB4 RGB4} {@link #GL_RGB5 RGB5} {@link GL41#GL_RGB565 RGB565} {@link #GL_RGB8 RGB8} {@link GL31#GL_RGB8_SNORM RGB8_SNORM} {@link #GL_RGB10 RGB10} {@link #GL_RGB12 RGB12} {@link #GL_RGB16 RGB16} {@link GL31#GL_RGB16_SNORM RGB16_SNORM} {@link #GL_RGBA2 RGBA2} {@link #GL_RGBA4 RGBA4} {@link #GL_RGB5_A1 RGB5_A1} {@link #GL_RGBA8 RGBA8} {@link GL31#GL_RGBA8_SNORM RGBA8_SNORM} {@link #GL_RGB10_A2 RGB10_A2} {@link GL33#GL_RGB10_A2UI RGB10_A2UI} {@link #GL_RGBA12 RGBA12} {@link #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 border the texture border width
* @param format the texel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the texel data
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") long pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
/**
*
*
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param internalformat the texture internal format. One of:
{@link #GL_RED RED} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link #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 #GL_R3_G3_B2 R3_G3_B2} {@link #GL_RGB4 RGB4} {@link #GL_RGB5 RGB5} {@link GL41#GL_RGB565 RGB565} {@link #GL_RGB8 RGB8} {@link GL31#GL_RGB8_SNORM RGB8_SNORM} {@link #GL_RGB10 RGB10} {@link #GL_RGB12 RGB12} {@link #GL_RGB16 RGB16} {@link GL31#GL_RGB16_SNORM RGB16_SNORM} {@link #GL_RGBA2 RGBA2} {@link #GL_RGBA4 RGBA4} {@link #GL_RGB5_A1 RGB5_A1} {@link #GL_RGBA8 RGBA8} {@link GL31#GL_RGBA8_SNORM RGBA8_SNORM} {@link #GL_RGB10_A2 RGB10_A2} {@link GL33#GL_RGB10_A2UI RGB10_A2UI} {@link #GL_RGBA12 RGBA12} {@link #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 border the texture border width
* @param format the texel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the texel data
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ShortBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param internalformat the texture internal format. One of:
{@link #GL_RED RED} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link #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 #GL_R3_G3_B2 R3_G3_B2} {@link #GL_RGB4 RGB4} {@link #GL_RGB5 RGB5} {@link GL41#GL_RGB565 RGB565} {@link #GL_RGB8 RGB8} {@link GL31#GL_RGB8_SNORM RGB8_SNORM} {@link #GL_RGB10 RGB10} {@link #GL_RGB12 RGB12} {@link #GL_RGB16 RGB16} {@link GL31#GL_RGB16_SNORM RGB16_SNORM} {@link #GL_RGBA2 RGBA2} {@link #GL_RGBA4 RGBA4} {@link #GL_RGB5_A1 RGB5_A1} {@link #GL_RGBA8 RGBA8} {@link GL31#GL_RGBA8_SNORM RGBA8_SNORM} {@link #GL_RGB10_A2 RGB10_A2} {@link GL33#GL_RGB10_A2UI RGB10_A2UI} {@link #GL_RGBA12 RGBA12} {@link #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 border the texture border width
* @param format the texel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the texel data
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") IntBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param internalformat the texture internal format. One of:
{@link #GL_RED RED} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link #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 #GL_R3_G3_B2 R3_G3_B2} {@link #GL_RGB4 RGB4} {@link #GL_RGB5 RGB5} {@link GL41#GL_RGB565 RGB565} {@link #GL_RGB8 RGB8} {@link GL31#GL_RGB8_SNORM RGB8_SNORM} {@link #GL_RGB10 RGB10} {@link #GL_RGB12 RGB12} {@link #GL_RGB16 RGB16} {@link GL31#GL_RGB16_SNORM RGB16_SNORM} {@link #GL_RGBA2 RGBA2} {@link #GL_RGBA4 RGBA4} {@link #GL_RGB5_A1 RGB5_A1} {@link #GL_RGBA8 RGBA8} {@link GL31#GL_RGBA8_SNORM RGBA8_SNORM} {@link #GL_RGB10_A2 RGB10_A2} {@link GL33#GL_RGB10_A2UI RGB10_A2UI} {@link #GL_RGBA12 RGBA12} {@link #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 border the texture border width
* @param format the texel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the texel data
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") FloatBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D} {@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY} {@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE} {@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param internalformat the texture internal format. One of:
{@link #GL_RED RED} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link #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 #GL_R3_G3_B2 R3_G3_B2} {@link #GL_RGB4 RGB4} {@link #GL_RGB5 RGB5} {@link GL41#GL_RGB565 RGB565} {@link #GL_RGB8 RGB8} {@link GL31#GL_RGB8_SNORM RGB8_SNORM} {@link #GL_RGB10 RGB10} {@link #GL_RGB12 RGB12} {@link #GL_RGB16 RGB16} {@link GL31#GL_RGB16_SNORM RGB16_SNORM} {@link #GL_RGBA2 RGBA2} {@link #GL_RGBA4 RGBA4} {@link #GL_RGB5_A1 RGB5_A1} {@link #GL_RGBA8 RGBA8} {@link GL31#GL_RGBA8_SNORM RGBA8_SNORM} {@link #GL_RGB10_A2 RGB10_A2} {@link GL33#GL_RGB10_A2UI RGB10_A2UI} {@link #GL_RGBA12 RGBA12} {@link #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 border the texture border width
* @param format the texel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the texel data
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") DoubleBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
// --- [ glTexImage1D ] ---
/** Unsafe version of: {@link #glTexImage1D TexImage1D} */
public static native void nglTexImage1D(int target, int level, int internalformat, int width, int border, int format, int type, long pixels);
/**
*
*
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") long pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, pixels);
}
/**
*
*
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ShortBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") IntBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") FloatBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") DoubleBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
// --- [ glCopyTexImage2D ] ---
/**
*
*
* Defines a two-dimensional texel array in exactly the manner of {@link #glTexImage2D TexImage2D}, except that the image data are taken from the framebuffer rather
* than from client memory.
*
* {@code x}, {@code y}, {@code width}, and {@code height} correspond precisely to the corresponding arguments to {@link #glReadPixels ReadPixels}; they specify the
* image's width and height, and the lower left (x, y) coordinates of the framebuffer region to be copied.
*
* The image is taken from the framebuffer exactly as if these arguments were passed to {@link #glCopyPixels CopyPixels} with argument type set to {@link #GL_COLOR COLOR},
* {@link #GL_DEPTH DEPTH}, or {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}, depending on {@code internalformat}. RGBA data is taken from the current color buffer, while depth
* component and stencil index data are taken from the depth and stencil buffers, respectively.
*
* Subsequent processing is identical to that described for {@link #glTexImage2D TexImage2D}, beginning with clamping of the R, G, B, A, or depth values, and masking
* of the stencil index values from the resulting pixel groups. Parameters {@code level}, {@code internalformat}, and {@code border} are specified using
* the same values, with the same meanings, as the corresponding arguments of {@link #glTexImage2D TexImage2D}.
*
* The constraints on width, height, and border are exactly those for the corresponding arguments of {@link #glTexImage2D TexImage2D}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param internalFormat the texture internal format. See {@link #glTexImage2D TexImage2D} for a list of supported formats.
* @param x the left framebuffer pixel coordinate
* @param y the lower framebuffer pixel coordinate
* @param width the texture width
* @param height the texture height
* @param border the texture border width
*/
public static native void glCopyTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalFormat, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border);
// --- [ glCopyTexImage1D ] ---
/**
*
*
* Defines a one-dimensional texel array in exactly the manner of {@link #glTexImage1D TexImage1D}, except that the image data are taken from the framebuffer rather
* than from client memory. For the purposes of decoding the texture image, {@code CopyTexImage1D} is equivalent to calling {@link #glCopyTexImage2D CopyTexImage2D}
* with corresponding arguments and height of 1, except that the height of the image is always 1, regardless of the value of border. level, internalformat,
* and border are specified using the same values, with the same meanings, as the corresponding arguments of {@link #glTexImage1D TexImage1D}. The constraints on
* width and border are exactly those of the corresponding arguments of {@link #glTexImage1D TexImage1D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number
* @param internalFormat the texture internal format. See {@link #glTexImage2D TexImage2D} for a list of supported formats.
* @param x the left framebuffer pixel coordinate
* @param y the lower framebuffer pixel coordinate
* @param width the texture width
* @param border the texture border width
*/
public static native void glCopyTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalFormat, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLint") int border);
// --- [ glCopyTexSubImage1D ] ---
/**
*
*
* Respecifies a rectangular subregion of an existing texel array. No change is made to the {@code internalformat}, {@code width} or {@code border}
* parameters of the specified texel array, nor is any change made to texel values outside the specified subregion. See {@link #glCopyTexImage1D CopyTexImage1D} for more
* details.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number
* @param xoffset the left texel 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
*/
public static native void glCopyTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width);
// --- [ glCopyTexSubImage2D ] ---
/**
*
*
* Respecifies a rectangular subregion of an existing 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 #glCopyTexImage2D CopyTexImage2D} for more details.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number
* @param xoffset the left texel coordinate of the texture subregion to update
* @param yoffset the lower texel 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 glCopyTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height);
// --- [ glTexParameteri ] ---
/**
*
*
* Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D} {@link #GL_TEXTURE_2D TEXTURE_2D} {@link GL12#GL_TEXTURE_3D TEXTURE_3D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP} {@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE} {@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param pname the parameter to set. One of:
{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL} {@link #GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR} {@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE} {@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC} {@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS} {@link #GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER} {@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL} {@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD} {@link #GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER} {@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD} {@link #GL_TEXTURE_PRIORITY TEXTURE_PRIORITY} {@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R} {@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G} {@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B} {@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A} {@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA} {@link #GL_TEXTURE_WRAP_S TEXTURE_WRAP_S} {@link #GL_TEXTURE_WRAP_T TEXTURE_WRAP_T} {@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R} {@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE} {@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP}
* @param param the parameter value
*/
public static native void glTexParameteri(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glTexParameteriv ] ---
/** Unsafe version of: {@link #glTexParameteriv TexParameteriv} */
public static native void nglTexParameteriv(int target, int pname, long params);
/**
*
*
* Pointer version of {@link #glTexParameteri TexParameteri}.
*
* @param target the texture target
* @param pname the parameter to set
* @param params the parameter value
*/
public static void glTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexParameteriv(target, pname, memAddress(params));
}
// --- [ glTexParameterf ] ---
/**
*
*
* Float version of {@link #glTexParameteri TexParameteri}.
*
* @param target the texture target
* @param pname the parameter to set
* @param param the parameter value
*/
public static native void glTexParameterf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glTexParameterfv ] ---
/** Unsafe version of: {@link #glTexParameterfv TexParameterfv} */
public static native void nglTexParameterfv(int target, int pname, long params);
/**
*
*
* Pointer version of {@link #glTexParameterf TexParameterf}.
*
* @param target the texture target
* @param pname the parameter to set
* @param params the parameter value
*/
public static void glTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexParameterfv(target, pname, memAddress(params));
}
// --- [ glTexSubImage1D ] ---
/** Unsafe version of: {@link #glTexSubImage1D TexSubImage1D} */
public static native void nglTexSubImage1D(int target, int level, int xoffset, int width, int format, int type, long pixels);
/**
*
*
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") long pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, pixels);
}
/**
*
*
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ShortBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") IntBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") FloatBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
*
*
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") DoubleBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
// --- [ glTexSubImage2D ] ---
/** Unsafe version of: {@link #glTexSubImage2D TexSubImage2D} */
public static native void nglTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, long pixels);
/**
*
*
* Respecifies a rectangular subregion of an existing 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_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ByteBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
*
*
* Respecifies a rectangular subregion of an existing 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_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") long pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
*
*
* Respecifies a rectangular subregion of an existing 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_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") ShortBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
*
*
* Respecifies a rectangular subregion of an existing 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_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") IntBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
*
*
* Respecifies a rectangular subregion of an existing 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_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") FloatBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
*
*
* Respecifies a rectangular subregion of an existing 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_2D TEXTURE_2D} {@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY} {@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE} {@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
{@link #GL_STENCIL_INDEX STENCIL_INDEX} {@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT} {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL} {@link #GL_RED RED} {@link #GL_GREEN GREEN} {@link #GL_BLUE BLUE} {@link #GL_ALPHA ALPHA} {@link GL30#GL_RG RG} {@link #GL_RGB RGB} {@link #GL_RGBA RGBA} {@link GL12#GL_BGR BGR} {@link GL12#GL_BGRA BGRA} {@link #GL_LUMINANCE LUMINANCE} {@link #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 #GL_UNSIGNED_BYTE UNSIGNED_BYTE} {@link #GL_BYTE BYTE} {@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT} {@link #GL_SHORT SHORT} {@link #GL_UNSIGNED_INT UNSIGNED_INT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2} {@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV} {@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5} {@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4} {@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV} {@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1} {@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV} {@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8} {@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV} {@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8} {@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV} {@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV} {@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV} {@link #GL_BITMAP BITMAP}
* @param pixels the pixel data
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") DoubleBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
// --- [ glTranslatef ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Manipulates the current matrix with a translation matrix along the x-, y- and z- axes.
*
* Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:
*
*
* 1 0 0 x
* 0 1 0 y
* 0 0 1 z
* 0 0 0 1
*
*
* @param x the x-axis translation
* @param y the y-axis translation
* @param z the z-axis translation
*/
public static native void glTranslatef(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
// --- [ glTranslated ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glTranslatef Translatef}.
*
* @param x the x-axis translation
* @param y the y-axis translation
* @param z the z-axis translation
*/
public static native void glTranslated(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
// --- [ glVertex2f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies a single vertex between {@link #glBegin Begin} and {@link #glEnd End} by giving its coordinates in two dimensions. The z coordinate is implicitly set
* to zero and the w coordinate to one.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
*/
public static native void glVertex2f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y);
// --- [ glVertex2s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glVertex2f Vertex2f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
*/
public static native void glVertex2s(@NativeType("GLshort") short x, @NativeType("GLshort") short y);
// --- [ glVertex2i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glVertex2f Vertex2f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
*/
public static native void glVertex2i(@NativeType("GLint") int x, @NativeType("GLint") int y);
// --- [ glVertex2d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glVertex2f Vertex2f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
*/
public static native void glVertex2d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y);
// --- [ glVertex2fv ] ---
/** Unsafe version of: {@link #glVertex2fv Vertex2fv} */
public static native void nglVertex2fv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex2f Vertex2f}.
*
* @param coords the vertex buffer
*/
public static void glVertex2fv(@NativeType("const GLfloat *") FloatBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglVertex2fv(memAddress(coords));
}
// --- [ glVertex2sv ] ---
/** Unsafe version of: {@link #glVertex2sv Vertex2sv} */
public static native void nglVertex2sv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex2s Vertex2s}.
*
* @param coords the vertex buffer
*/
public static void glVertex2sv(@NativeType("const GLshort *") ShortBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglVertex2sv(memAddress(coords));
}
// --- [ glVertex2iv ] ---
/** Unsafe version of: {@link #glVertex2iv Vertex2iv} */
public static native void nglVertex2iv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex2i Vertex2i}.
*
* @param coords the vertex buffer
*/
public static void glVertex2iv(@NativeType("const GLint *") IntBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglVertex2iv(memAddress(coords));
}
// --- [ glVertex2dv ] ---
/** Unsafe version of: {@link #glVertex2dv Vertex2dv} */
public static native void nglVertex2dv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex2d Vertex2d}.
*
* @param coords the vertex buffer
*/
public static void glVertex2dv(@NativeType("const GLdouble *") DoubleBuffer coords) {
if (CHECKS) {
check(coords, 2);
}
nglVertex2dv(memAddress(coords));
}
// --- [ glVertex3f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies a single vertex between {@link #glBegin Begin} and {@link #glEnd End} by giving its coordinates in three dimensions. The w coordinate is implicitly set
* to one.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
*/
public static native void glVertex3f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z);
// --- [ glVertex3s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glVertex3f Vertex3f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
*/
public static native void glVertex3s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z);
// --- [ glVertex3i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glVertex3f Vertex3f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
*/
public static native void glVertex3i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z);
// --- [ glVertex3d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glVertex3f Vertex3f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
*/
public static native void glVertex3d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z);
// --- [ glVertex3fv ] ---
/** Unsafe version of: {@link #glVertex3fv Vertex3fv} */
public static native void nglVertex3fv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex3f Vertex3f}.
*
* @param coords the vertex buffer
*/
public static void glVertex3fv(@NativeType("const GLfloat *") FloatBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglVertex3fv(memAddress(coords));
}
// --- [ glVertex3sv ] ---
/** Unsafe version of: {@link #glVertex3sv Vertex3sv} */
public static native void nglVertex3sv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex3s Vertex3s}.
*
* @param coords the vertex buffer
*/
public static void glVertex3sv(@NativeType("const GLshort *") ShortBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglVertex3sv(memAddress(coords));
}
// --- [ glVertex3iv ] ---
/** Unsafe version of: {@link #glVertex3iv Vertex3iv} */
public static native void nglVertex3iv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex3i Vertex3i}.
*
* @param coords the vertex buffer
*/
public static void glVertex3iv(@NativeType("const GLint *") IntBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglVertex3iv(memAddress(coords));
}
// --- [ glVertex3dv ] ---
/** Unsafe version of: {@link #glVertex3dv Vertex3dv} */
public static native void nglVertex3dv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex3d Vertex3d}.
*
* @param coords the vertex buffer
*/
public static void glVertex3dv(@NativeType("const GLdouble *") DoubleBuffer coords) {
if (CHECKS) {
check(coords, 3);
}
nglVertex3dv(memAddress(coords));
}
// --- [ glVertex4f ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies a single vertex between {@link #glBegin Begin} and {@link #glEnd End} by giving its coordinates in four dimensions.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
* @param w the vertex w coordinate
*/
public static native void glVertex4f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z, @NativeType("GLfloat") float w);
// --- [ glVertex4s ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Short version of {@link #glVertex4f Vertex4f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
* @param w the vertex w coordinate
*/
public static native void glVertex4s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z, @NativeType("GLshort") short w);
// --- [ glVertex4i ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Integer version of {@link #glVertex4f Vertex4f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
* @param w the vertex w coordinate
*/
public static native void glVertex4i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z, @NativeType("GLint") int w);
// --- [ glVertex4d ] ---
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Double version of {@link #glVertex4f Vertex4f}.
*
* @param x the vertex x coordinate
* @param y the vertex y coordinate
* @param z the vertex z coordinate
* @param w the vertex w coordinate
*/
public static native void glVertex4d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w);
// --- [ glVertex4fv ] ---
/** Unsafe version of: {@link #glVertex4fv Vertex4fv} */
public static native void nglVertex4fv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex4f Vertex4f}.
*
* @param coords the vertex buffer
*/
public static void glVertex4fv(@NativeType("const GLfloat *") FloatBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglVertex4fv(memAddress(coords));
}
// --- [ glVertex4sv ] ---
/** Unsafe version of: {@link #glVertex4sv Vertex4sv} */
public static native void nglVertex4sv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex4s Vertex4s}.
*
* @param coords the vertex buffer
*/
public static void glVertex4sv(@NativeType("const GLshort *") ShortBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglVertex4sv(memAddress(coords));
}
// --- [ glVertex4iv ] ---
/** Unsafe version of: {@link #glVertex4iv Vertex4iv} */
public static native void nglVertex4iv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex4i Vertex4i}.
*
* @param coords the vertex buffer
*/
public static void glVertex4iv(@NativeType("const GLint *") IntBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglVertex4iv(memAddress(coords));
}
// --- [ glVertex4dv ] ---
/** Unsafe version of: {@link #glVertex4dv Vertex4dv} */
public static native void nglVertex4dv(long coords);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Pointer version of {@link #glVertex4d Vertex4d}.
*
* @param coords the vertex buffer
*/
public static void glVertex4dv(@NativeType("const GLdouble *") DoubleBuffer coords) {
if (CHECKS) {
check(coords, 4);
}
nglVertex4dv(memAddress(coords));
}
// --- [ glVertexPointer ] ---
/** Unsafe version of: {@link #glVertexPointer VertexPointer} */
public static native void nglVertexPointer(int size, int type, int stride, long pointer);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a vertex array.
*
* @param size the number of values per vertex that are stored in the array. One of:
2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ByteBuffer pointer) {
nglVertexPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a vertex array.
*
* @param size the number of values per vertex that are stored in the array. One of:
2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") long pointer) {
nglVertexPointer(size, type, stride, pointer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a vertex array.
*
* @param size the number of values per vertex that are stored in the array. One of:
2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") ShortBuffer pointer) {
nglVertexPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a vertex array.
*
* @param size the number of values per vertex that are stored in the array. One of:
2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") IntBuffer pointer) {
nglVertexPointer(size, type, stride, memAddress(pointer));
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Specifies the location and organization of a vertex array.
*
* @param size the number of values per vertex that are stored in the array. One of:
2 3 4
* @param type the data type of the values stored in the array. One of:
{@link #GL_SHORT SHORT} {@link #GL_INT INT} {@link GL30#GL_HALF_FLOAT HALF_FLOAT} {@link #GL_FLOAT FLOAT} {@link #GL_DOUBLE DOUBLE} {@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV} {@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}
* @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially
* @param pointer the vertex array data
*/
public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("const void *") FloatBuffer pointer) {
nglVertexPointer(size, type, stride, memAddress(pointer));
}
// --- [ glViewport ] ---
/**
*
*
* Specifies the viewport transformation parameters for all viewports.
*
* The location of the viewport's bottom-left corner, given by {@code (x, y)}, are clamped to be within the implementation-dependent viewport bounds range.
* The viewport bounds range {@code [min, max]} tuple may be determined by calling {@link #glGetFloatv GetFloatv} with the symbolic
* constant {@link GL41#GL_VIEWPORT_BOUNDS_RANGE VIEWPORT_BOUNDS_RANGE}. Viewport width and height are clamped to implementation-dependent maximums when specified. The maximum
* width and height may be found by calling {@link #glGetFloatv GetFloatv} with the symbolic constant {@link #GL_MAX_VIEWPORT_DIMS MAX_VIEWPORT_DIMS}. The
* maximum viewport dimensions must be greater than or equal to the larger of the visible dimensions of the display being rendered to (if a display
* exists), and the largest renderbuffer image which can be successfully created and attached to a framebuffer object.
*
* In the initial state, {@code w} and {@code h} for each viewport are set to the width and height, respectively, of the window into which the GL is to do
* its rendering. If the default framebuffer is bound but no default framebuffer is associated with the GL context, then {@code w} and {@code h} are
* initially set to zero.
*
* @param x the left viewport coordinate
* @param y the bottom viewport coordinate
* @param w the viewport width
* @param h the viewport height
*/
public static native void glViewport(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int w, @NativeType("GLsizei") int h);
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glAreTexturesResident AreTexturesResident}
*/
@NativeType("GLboolean")
public static boolean glAreTexturesResident(@NativeType("const GLuint *") int[] textures, @NativeType("GLboolean *") ByteBuffer residences) {
long __functionAddress = GL.getICD().glAreTexturesResident;
if (CHECKS) {
check(__functionAddress);
check(residences, textures.length);
}
return callPPZ(__functionAddress, textures.length, textures, memAddress(residences));
}
/**
*
*
* Array version of: {@link #glClipPlane ClipPlane}
*/
public static void glClipPlane(@NativeType("GLenum") int plane, @NativeType("const GLdouble *") double[] equation) {
long __functionAddress = GL.getICD().glClipPlane;
if (CHECKS) {
check(equation, 4);
}
callPV(__functionAddress, plane, equation);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor3sv Color3sv}
*/
public static void glColor3sv(@NativeType("const GLshort *") short[] v) {
long __functionAddress = GL.getICD().glColor3sv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor3iv Color3iv}
*/
public static void glColor3iv(@NativeType("const GLint *") int[] v) {
long __functionAddress = GL.getICD().glColor3iv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor3fv Color3fv}
*/
public static void glColor3fv(@NativeType("const GLfloat *") float[] v) {
long __functionAddress = GL.getICD().glColor3fv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor3dv Color3dv}
*/
public static void glColor3dv(@NativeType("const GLdouble *") double[] v) {
long __functionAddress = GL.getICD().glColor3dv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor3usv Color3usv}
*/
public static void glColor3usv(@NativeType("const GLushort *") short[] v) {
long __functionAddress = GL.getICD().glColor3usv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor3uiv Color3uiv}
*/
public static void glColor3uiv(@NativeType("const GLuint *") int[] v) {
long __functionAddress = GL.getICD().glColor3uiv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor4sv Color4sv}
*/
public static void glColor4sv(@NativeType("const GLshort *") short[] v) {
long __functionAddress = GL.getICD().glColor4sv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor4iv Color4iv}
*/
public static void glColor4iv(@NativeType("const GLint *") int[] v) {
long __functionAddress = GL.getICD().glColor4iv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor4fv Color4fv}
*/
public static void glColor4fv(@NativeType("const GLfloat *") float[] v) {
long __functionAddress = GL.getICD().glColor4fv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor4dv Color4dv}
*/
public static void glColor4dv(@NativeType("const GLdouble *") double[] v) {
long __functionAddress = GL.getICD().glColor4dv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor4usv Color4usv}
*/
public static void glColor4usv(@NativeType("const GLushort *") short[] v) {
long __functionAddress = GL.getICD().glColor4usv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glColor4uiv Color4uiv}
*/
public static void glColor4uiv(@NativeType("const GLuint *") int[] v) {
long __functionAddress = GL.getICD().glColor4uiv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glDrawPixels DrawPixels}
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") short[] pixels) {
long __functionAddress = GL.getICD().glDrawPixels;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, width, height, format, type, pixels);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glDrawPixels DrawPixels}
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") int[] pixels) {
long __functionAddress = GL.getICD().glDrawPixels;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, width, height, format, type, pixels);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glDrawPixels DrawPixels}
*/
public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") float[] pixels) {
long __functionAddress = GL.getICD().glDrawPixels;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, width, height, format, type, pixels);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glEvalCoord1fv EvalCoord1fv}
*/
public static void glEvalCoord1fv(@NativeType("const GLfloat *") float[] u) {
long __functionAddress = GL.getICD().glEvalCoord1fv;
if (CHECKS) {
check(__functionAddress);
check(u, 1);
}
callPV(__functionAddress, u);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glEvalCoord1dv EvalCoord1dv}
*/
public static void glEvalCoord1dv(@NativeType("const GLdouble *") double[] u) {
long __functionAddress = GL.getICD().glEvalCoord1dv;
if (CHECKS) {
check(__functionAddress);
check(u, 1);
}
callPV(__functionAddress, u);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glEvalCoord2fv EvalCoord2fv}
*/
public static void glEvalCoord2fv(@NativeType("const GLfloat *") float[] u) {
long __functionAddress = GL.getICD().glEvalCoord2fv;
if (CHECKS) {
check(__functionAddress);
check(u, 2);
}
callPV(__functionAddress, u);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glEvalCoord2dv EvalCoord2dv}
*/
public static void glEvalCoord2dv(@NativeType("const GLdouble *") double[] u) {
long __functionAddress = GL.getICD().glEvalCoord2dv;
if (CHECKS) {
check(__functionAddress);
check(u, 2);
}
callPV(__functionAddress, u);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glFeedbackBuffer FeedbackBuffer}
*/
public static void glFeedbackBuffer(@NativeType("GLenum") int type, @NativeType("GLfloat *") float[] buffer) {
long __functionAddress = GL.getICD().glFeedbackBuffer;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, buffer.length, type, buffer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glFogiv Fogiv}
*/
public static void glFogiv(@NativeType("GLenum") int pname, @NativeType("const GLint *") int[] params) {
long __functionAddress = GL.getICD().glFogiv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glFogfv Fogfv}
*/
public static void glFogfv(@NativeType("GLenum") int pname, @NativeType("const GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glFogfv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
*
*
* Array version of: {@link #glGenTextures GenTextures}
*/
public static void glGenTextures(@NativeType("GLuint *") int[] textures) {
long __functionAddress = GL.getICD().glGenTextures;
callPV(__functionAddress, textures.length, textures);
}
/**
*
*
* Array version of: {@link #glDeleteTextures DeleteTextures}
*/
public static void glDeleteTextures(@NativeType("const GLuint *") int[] textures) {
long __functionAddress = GL.getICD().glDeleteTextures;
callPV(__functionAddress, textures.length, textures);
}
/**
*
*
* Array version of: {@link #glGetClipPlane GetClipPlane}
*/
public static void glGetClipPlane(@NativeType("GLenum") int plane, @NativeType("GLdouble *") double[] equation) {
long __functionAddress = GL.getICD().glGetClipPlane;
if (CHECKS) {
check(equation, 4);
}
callPV(__functionAddress, plane, equation);
}
/**
*
*
* Array version of: {@link #glGetFloatv GetFloatv}
*/
public static void glGetFloatv(@NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glGetFloatv;
if (CHECKS) {
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
*
*
* Array version of: {@link #glGetIntegerv GetIntegerv}
*/
public static void glGetIntegerv(@NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
long __functionAddress = GL.getICD().glGetIntegerv;
if (CHECKS) {
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
*
*
* Array version of: {@link #glGetDoublev GetDoublev}
*/
public static void glGetDoublev(@NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] params) {
long __functionAddress = GL.getICD().glGetDoublev;
if (CHECKS) {
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetLightiv GetLightiv}
*/
public static void glGetLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) {
long __functionAddress = GL.getICD().glGetLightiv;
if (CHECKS) {
check(__functionAddress);
check(data, 4);
}
callPV(__functionAddress, light, pname, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetLightfv GetLightfv}
*/
public static void glGetLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) {
long __functionAddress = GL.getICD().glGetLightfv;
if (CHECKS) {
check(__functionAddress);
check(data, 4);
}
callPV(__functionAddress, light, pname, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetMapiv GetMapiv}
*/
public static void glGetMapiv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLint *") int[] data) {
long __functionAddress = GL.getICD().glGetMapiv;
if (CHECKS) {
check(__functionAddress);
check(data, 4);
}
callPV(__functionAddress, target, query, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetMapfv GetMapfv}
*/
public static void glGetMapfv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLfloat *") float[] data) {
long __functionAddress = GL.getICD().glGetMapfv;
if (CHECKS) {
check(__functionAddress);
check(data, 4);
}
callPV(__functionAddress, target, query, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetMapdv GetMapdv}
*/
public static void glGetMapdv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLdouble *") double[] data) {
long __functionAddress = GL.getICD().glGetMapdv;
if (CHECKS) {
check(__functionAddress);
check(data, 4);
}
callPV(__functionAddress, target, query, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetMaterialiv GetMaterialiv}
*/
public static void glGetMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) {
long __functionAddress = GL.getICD().glGetMaterialiv;
if (CHECKS) {
check(__functionAddress);
check(data, 1);
}
callPV(__functionAddress, face, pname, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetMaterialfv GetMaterialfv}
*/
public static void glGetMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) {
long __functionAddress = GL.getICD().glGetMaterialfv;
if (CHECKS) {
check(__functionAddress);
check(data, 1);
}
callPV(__functionAddress, face, pname, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetPixelMapfv GetPixelMapfv}
*/
public static void glGetPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat *") float[] data) {
long __functionAddress = GL.getICD().glGetPixelMapfv;
if (CHECKS) {
check(__functionAddress);
check(data, 32);
}
callPV(__functionAddress, map, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetPixelMapusv GetPixelMapusv}
*/
public static void glGetPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort *") short[] data) {
long __functionAddress = GL.getICD().glGetPixelMapusv;
if (CHECKS) {
check(__functionAddress);
check(data, 32);
}
callPV(__functionAddress, map, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetPixelMapuiv GetPixelMapuiv}
*/
public static void glGetPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint *") int[] data) {
long __functionAddress = GL.getICD().glGetPixelMapuiv;
if (CHECKS) {
check(__functionAddress);
check(data, 32);
}
callPV(__functionAddress, map, data);
}
/**
*
*
* Array version of: {@link #glGetTexEnviv GetTexEnviv}
*/
public static void glGetTexEnviv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) {
long __functionAddress = GL.getICD().glGetTexEnviv;
if (CHECKS) {
check(data, 1);
}
callPV(__functionAddress, env, pname, data);
}
/**
*
*
* Array version of: {@link #glGetTexEnvfv GetTexEnvfv}
*/
public static void glGetTexEnvfv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) {
long __functionAddress = GL.getICD().glGetTexEnvfv;
if (CHECKS) {
check(data, 1);
}
callPV(__functionAddress, env, pname, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetTexGeniv GetTexGeniv}
*/
public static void glGetTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) {
long __functionAddress = GL.getICD().glGetTexGeniv;
if (CHECKS) {
check(__functionAddress);
check(data, 1);
}
callPV(__functionAddress, coord, pname, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetTexGenfv GetTexGenfv}
*/
public static void glGetTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) {
long __functionAddress = GL.getICD().glGetTexGenfv;
if (CHECKS) {
check(__functionAddress);
check(data, 4);
}
callPV(__functionAddress, coord, pname, data);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glGetTexGendv GetTexGendv}
*/
public static void glGetTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] data) {
long __functionAddress = GL.getICD().glGetTexGendv;
if (CHECKS) {
check(__functionAddress);
check(data, 4);
}
callPV(__functionAddress, coord, pname, data);
}
/**
*
*
* Array version of: {@link #glGetTexImage GetTexImage}
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") short[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glGetTexImage GetTexImage}
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") int[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glGetTexImage GetTexImage}
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") float[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glGetTexImage GetTexImage}
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") double[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}
*/
public static void glGetTexLevelParameteriv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
long __functionAddress = GL.getICD().glGetTexLevelParameteriv;
if (CHECKS) {
check(params, 1);
}
callPV(__functionAddress, target, level, pname, params);
}
/**
*
*
* Array version of: {@link #glGetTexLevelParameterfv GetTexLevelParameterfv}
*/
public static void glGetTexLevelParameterfv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glGetTexLevelParameterfv;
if (CHECKS) {
check(params, 1);
}
callPV(__functionAddress, target, level, pname, params);
}
/**
*
*
* Array version of: {@link #glGetTexParameteriv GetTexParameteriv}
*/
public static void glGetTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
long __functionAddress = GL.getICD().glGetTexParameteriv;
if (CHECKS) {
check(params, 1);
}
callPV(__functionAddress, target, pname, params);
}
/**
*
*
* Array version of: {@link #glGetTexParameterfv GetTexParameterfv}
*/
public static void glGetTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glGetTexParameterfv;
if (CHECKS) {
check(params, 1);
}
callPV(__functionAddress, target, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glIndexiv Indexiv}
*/
public static void glIndexiv(@NativeType("const GLint *") int[] index) {
long __functionAddress = GL.getICD().glIndexiv;
if (CHECKS) {
check(__functionAddress);
check(index, 1);
}
callPV(__functionAddress, index);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glIndexsv Indexsv}
*/
public static void glIndexsv(@NativeType("const GLshort *") short[] index) {
long __functionAddress = GL.getICD().glIndexsv;
if (CHECKS) {
check(__functionAddress);
check(index, 1);
}
callPV(__functionAddress, index);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glIndexfv Indexfv}
*/
public static void glIndexfv(@NativeType("const GLfloat *") float[] index) {
long __functionAddress = GL.getICD().glIndexfv;
if (CHECKS) {
check(__functionAddress);
check(index, 1);
}
callPV(__functionAddress, index);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glIndexdv Indexdv}
*/
public static void glIndexdv(@NativeType("const GLdouble *") double[] index) {
long __functionAddress = GL.getICD().glIndexdv;
if (CHECKS) {
check(__functionAddress);
check(index, 1);
}
callPV(__functionAddress, index);
}
/**
*
*
* Array version of: {@link #glInterleavedArrays InterleavedArrays}
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") short[] pointer) {
long __functionAddress = GL.getICD().glInterleavedArrays;
callPV(__functionAddress, format, stride, pointer);
}
/**
*
*
* Array version of: {@link #glInterleavedArrays InterleavedArrays}
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") int[] pointer) {
long __functionAddress = GL.getICD().glInterleavedArrays;
callPV(__functionAddress, format, stride, pointer);
}
/**
*
*
* Array version of: {@link #glInterleavedArrays InterleavedArrays}
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") float[] pointer) {
long __functionAddress = GL.getICD().glInterleavedArrays;
callPV(__functionAddress, format, stride, pointer);
}
/**
*
*
* Array version of: {@link #glInterleavedArrays InterleavedArrays}
*/
public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("const void *") double[] pointer) {
long __functionAddress = GL.getICD().glInterleavedArrays;
callPV(__functionAddress, format, stride, pointer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glLightModeliv LightModeliv}
*/
public static void glLightModeliv(@NativeType("GLenum") int pname, @NativeType("const GLint *") int[] params) {
long __functionAddress = GL.getICD().glLightModeliv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glLightModelfv LightModelfv}
*/
public static void glLightModelfv(@NativeType("GLenum") int pname, @NativeType("const GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glLightModelfv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glLightiv Lightiv}
*/
public static void glLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("const GLint *") int[] params) {
long __functionAddress = GL.getICD().glLightiv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, light, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glLightfv Lightfv}
*/
public static void glLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glLightfv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, light, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glLoadMatrixf LoadMatrixf}
*/
public static void glLoadMatrixf(@NativeType("const GLfloat *") float[] m) {
long __functionAddress = GL.getICD().glLoadMatrixf;
if (CHECKS) {
check(__functionAddress);
check(m, 16);
}
callPV(__functionAddress, m);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glLoadMatrixd LoadMatrixd}
*/
public static void glLoadMatrixd(@NativeType("const GLdouble *") double[] m) {
long __functionAddress = GL.getICD().glLoadMatrixd;
if (CHECKS) {
check(__functionAddress);
check(m, 16);
}
callPV(__functionAddress, m);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMap1f Map1f}
*/
public static void glMap1f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("const GLfloat *") float[] points) {
long __functionAddress = GL.getICD().glMap1f;
if (CHECKS) {
check(__functionAddress);
check(points, order * stride);
}
callPV(__functionAddress, target, u1, u2, stride, order, points);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMap1d Map1d}
*/
public static void glMap1d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("const GLdouble *") double[] points) {
long __functionAddress = GL.getICD().glMap1d;
if (CHECKS) {
check(__functionAddress);
check(points, stride * order);
}
callPV(__functionAddress, target, u1, u2, stride, order, points);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMap2f Map2f}
*/
public static void glMap2f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("const GLfloat *") float[] points) {
long __functionAddress = GL.getICD().glMap2f;
if (CHECKS) {
check(__functionAddress);
check(points, ustride * uorder * vstride * vorder);
}
callPV(__functionAddress, target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMap2d Map2d}
*/
public static void glMap2d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("const GLdouble *") double[] points) {
long __functionAddress = GL.getICD().glMap2d;
if (CHECKS) {
check(__functionAddress);
check(points, ustride * uorder * vstride * vorder);
}
callPV(__functionAddress, target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMaterialiv Materialiv}
*/
public static void glMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("const GLint *") int[] params) {
long __functionAddress = GL.getICD().glMaterialiv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, face, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMaterialfv Materialfv}
*/
public static void glMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glMaterialfv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, face, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMultMatrixf MultMatrixf}
*/
public static void glMultMatrixf(@NativeType("const GLfloat *") float[] m) {
long __functionAddress = GL.getICD().glMultMatrixf;
if (CHECKS) {
check(__functionAddress);
check(m, 16);
}
callPV(__functionAddress, m);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glMultMatrixd MultMatrixd}
*/
public static void glMultMatrixd(@NativeType("const GLdouble *") double[] m) {
long __functionAddress = GL.getICD().glMultMatrixd;
if (CHECKS) {
check(__functionAddress);
check(m, 16);
}
callPV(__functionAddress, m);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glNormal3fv Normal3fv}
*/
public static void glNormal3fv(@NativeType("const GLfloat *") float[] v) {
long __functionAddress = GL.getICD().glNormal3fv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glNormal3sv Normal3sv}
*/
public static void glNormal3sv(@NativeType("const GLshort *") short[] v) {
long __functionAddress = GL.getICD().glNormal3sv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glNormal3iv Normal3iv}
*/
public static void glNormal3iv(@NativeType("const GLint *") int[] v) {
long __functionAddress = GL.getICD().glNormal3iv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glNormal3dv Normal3dv}
*/
public static void glNormal3dv(@NativeType("const GLdouble *") double[] v) {
long __functionAddress = GL.getICD().glNormal3dv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glPixelMapfv PixelMapfv}
*/
public static void glPixelMapfv(@NativeType("GLenum") int map, @NativeType("const GLfloat *") float[] values) {
long __functionAddress = GL.getICD().glPixelMapfv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, map, values.length, values);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glPixelMapusv PixelMapusv}
*/
public static void glPixelMapusv(@NativeType("GLenum") int map, @NativeType("const GLushort *") short[] values) {
long __functionAddress = GL.getICD().glPixelMapusv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, map, values.length, values);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glPixelMapuiv PixelMapuiv}
*/
public static void glPixelMapuiv(@NativeType("GLenum") int map, @NativeType("const GLuint *") int[] values) {
long __functionAddress = GL.getICD().glPixelMapuiv;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, map, values.length, values);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glPrioritizeTextures PrioritizeTextures}
*/
public static void glPrioritizeTextures(@NativeType("const GLuint *") int[] textures, @NativeType("const GLfloat *") float[] priorities) {
long __functionAddress = GL.getICD().glPrioritizeTextures;
if (CHECKS) {
check(__functionAddress);
check(priorities, textures.length);
}
callPPV(__functionAddress, textures.length, textures, priorities);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos2iv RasterPos2iv}
*/
public static void glRasterPos2iv(@NativeType("const GLint *") int[] coords) {
long __functionAddress = GL.getICD().glRasterPos2iv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos2sv RasterPos2sv}
*/
public static void glRasterPos2sv(@NativeType("const GLshort *") short[] coords) {
long __functionAddress = GL.getICD().glRasterPos2sv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos2fv RasterPos2fv}
*/
public static void glRasterPos2fv(@NativeType("const GLfloat *") float[] coords) {
long __functionAddress = GL.getICD().glRasterPos2fv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos2dv RasterPos2dv}
*/
public static void glRasterPos2dv(@NativeType("const GLdouble *") double[] coords) {
long __functionAddress = GL.getICD().glRasterPos2dv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos3iv RasterPos3iv}
*/
public static void glRasterPos3iv(@NativeType("const GLint *") int[] coords) {
long __functionAddress = GL.getICD().glRasterPos3iv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos3sv RasterPos3sv}
*/
public static void glRasterPos3sv(@NativeType("const GLshort *") short[] coords) {
long __functionAddress = GL.getICD().glRasterPos3sv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos3fv RasterPos3fv}
*/
public static void glRasterPos3fv(@NativeType("const GLfloat *") float[] coords) {
long __functionAddress = GL.getICD().glRasterPos3fv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos3dv RasterPos3dv}
*/
public static void glRasterPos3dv(@NativeType("const GLdouble *") double[] coords) {
long __functionAddress = GL.getICD().glRasterPos3dv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos4iv RasterPos4iv}
*/
public static void glRasterPos4iv(@NativeType("const GLint *") int[] coords) {
long __functionAddress = GL.getICD().glRasterPos4iv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos4sv RasterPos4sv}
*/
public static void glRasterPos4sv(@NativeType("const GLshort *") short[] coords) {
long __functionAddress = GL.getICD().glRasterPos4sv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos4fv RasterPos4fv}
*/
public static void glRasterPos4fv(@NativeType("const GLfloat *") float[] coords) {
long __functionAddress = GL.getICD().glRasterPos4fv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRasterPos4dv RasterPos4dv}
*/
public static void glRasterPos4dv(@NativeType("const GLdouble *") double[] coords) {
long __functionAddress = GL.getICD().glRasterPos4dv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
/**
*
*
* Array version of: {@link #glReadPixels ReadPixels}
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") short[] pixels) {
long __functionAddress = GL.getICD().glReadPixels;
callPV(__functionAddress, x, y, width, height, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glReadPixels ReadPixels}
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") int[] pixels) {
long __functionAddress = GL.getICD().glReadPixels;
callPV(__functionAddress, x, y, width, height, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glReadPixels ReadPixels}
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") float[] pixels) {
long __functionAddress = GL.getICD().glReadPixels;
callPV(__functionAddress, x, y, width, height, format, type, pixels);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRectiv Rectiv}
*/
public static void glRectiv(@NativeType("const GLint *") int[] v1, @NativeType("const GLint *") int[] v2) {
long __functionAddress = GL.getICD().glRectiv;
if (CHECKS) {
check(__functionAddress);
check(v1, 2);
check(v2, 2);
}
callPPV(__functionAddress, v1, v2);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRectsv Rectsv}
*/
public static void glRectsv(@NativeType("const GLshort *") short[] v1, @NativeType("const GLshort *") short[] v2) {
long __functionAddress = GL.getICD().glRectsv;
if (CHECKS) {
check(__functionAddress);
check(v1, 2);
check(v2, 2);
}
callPPV(__functionAddress, v1, v2);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRectfv Rectfv}
*/
public static void glRectfv(@NativeType("const GLfloat *") float[] v1, @NativeType("const GLfloat *") float[] v2) {
long __functionAddress = GL.getICD().glRectfv;
if (CHECKS) {
check(__functionAddress);
check(v1, 2);
check(v2, 2);
}
callPPV(__functionAddress, v1, v2);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glRectdv Rectdv}
*/
public static void glRectdv(@NativeType("const GLdouble *") double[] v1, @NativeType("const GLdouble *") double[] v2) {
long __functionAddress = GL.getICD().glRectdv;
if (CHECKS) {
check(__functionAddress);
check(v1, 2);
check(v2, 2);
}
callPPV(__functionAddress, v1, v2);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glSelectBuffer SelectBuffer}
*/
public static void glSelectBuffer(@NativeType("GLuint *") int[] buffer) {
long __functionAddress = GL.getICD().glSelectBuffer;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, buffer.length, buffer);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord1fv TexCoord1fv}
*/
public static void glTexCoord1fv(@NativeType("const GLfloat *") float[] v) {
long __functionAddress = GL.getICD().glTexCoord1fv;
if (CHECKS) {
check(__functionAddress);
check(v, 1);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord1sv TexCoord1sv}
*/
public static void glTexCoord1sv(@NativeType("const GLshort *") short[] v) {
long __functionAddress = GL.getICD().glTexCoord1sv;
if (CHECKS) {
check(__functionAddress);
check(v, 1);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord1iv TexCoord1iv}
*/
public static void glTexCoord1iv(@NativeType("const GLint *") int[] v) {
long __functionAddress = GL.getICD().glTexCoord1iv;
if (CHECKS) {
check(__functionAddress);
check(v, 1);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord1dv TexCoord1dv}
*/
public static void glTexCoord1dv(@NativeType("const GLdouble *") double[] v) {
long __functionAddress = GL.getICD().glTexCoord1dv;
if (CHECKS) {
check(__functionAddress);
check(v, 1);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord2fv TexCoord2fv}
*/
public static void glTexCoord2fv(@NativeType("const GLfloat *") float[] v) {
long __functionAddress = GL.getICD().glTexCoord2fv;
if (CHECKS) {
check(__functionAddress);
check(v, 2);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord2sv TexCoord2sv}
*/
public static void glTexCoord2sv(@NativeType("const GLshort *") short[] v) {
long __functionAddress = GL.getICD().glTexCoord2sv;
if (CHECKS) {
check(__functionAddress);
check(v, 2);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord2iv TexCoord2iv}
*/
public static void glTexCoord2iv(@NativeType("const GLint *") int[] v) {
long __functionAddress = GL.getICD().glTexCoord2iv;
if (CHECKS) {
check(__functionAddress);
check(v, 2);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord2dv TexCoord2dv}
*/
public static void glTexCoord2dv(@NativeType("const GLdouble *") double[] v) {
long __functionAddress = GL.getICD().glTexCoord2dv;
if (CHECKS) {
check(__functionAddress);
check(v, 2);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord3fv TexCoord3fv}
*/
public static void glTexCoord3fv(@NativeType("const GLfloat *") float[] v) {
long __functionAddress = GL.getICD().glTexCoord3fv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord3sv TexCoord3sv}
*/
public static void glTexCoord3sv(@NativeType("const GLshort *") short[] v) {
long __functionAddress = GL.getICD().glTexCoord3sv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord3iv TexCoord3iv}
*/
public static void glTexCoord3iv(@NativeType("const GLint *") int[] v) {
long __functionAddress = GL.getICD().glTexCoord3iv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord3dv TexCoord3dv}
*/
public static void glTexCoord3dv(@NativeType("const GLdouble *") double[] v) {
long __functionAddress = GL.getICD().glTexCoord3dv;
if (CHECKS) {
check(__functionAddress);
check(v, 3);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord4fv TexCoord4fv}
*/
public static void glTexCoord4fv(@NativeType("const GLfloat *") float[] v) {
long __functionAddress = GL.getICD().glTexCoord4fv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord4sv TexCoord4sv}
*/
public static void glTexCoord4sv(@NativeType("const GLshort *") short[] v) {
long __functionAddress = GL.getICD().glTexCoord4sv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord4iv TexCoord4iv}
*/
public static void glTexCoord4iv(@NativeType("const GLint *") int[] v) {
long __functionAddress = GL.getICD().glTexCoord4iv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexCoord4dv TexCoord4dv}
*/
public static void glTexCoord4dv(@NativeType("const GLdouble *") double[] v) {
long __functionAddress = GL.getICD().glTexCoord4dv;
if (CHECKS) {
check(__functionAddress);
check(v, 4);
}
callPV(__functionAddress, v);
}
/**
*
*
* Array version of: {@link #glTexEnviv TexEnviv}
*/
public static void glTexEnviv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLint *") int[] params) {
long __functionAddress = GL.getICD().glTexEnviv;
if (CHECKS) {
check(params, 4);
}
callPV(__functionAddress, target, pname, params);
}
/**
*
*
* Array version of: {@link #glTexEnvfv TexEnvfv}
*/
public static void glTexEnvfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glTexEnvfv;
if (CHECKS) {
check(params, 4);
}
callPV(__functionAddress, target, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexGeniv TexGeniv}
*/
public static void glTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("const GLint *") int[] params) {
long __functionAddress = GL.getICD().glTexGeniv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, coord, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexGenfv TexGenfv}
*/
public static void glTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glTexGenfv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, coord, pname, params);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glTexGendv TexGendv}
*/
public static void glTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("const GLdouble *") double[] params) {
long __functionAddress = GL.getICD().glTexGendv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, coord, pname, params);
}
/**
*
*
* Array version of: {@link #glTexImage2D TexImage2D}
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") short[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexImage2D TexImage2D}
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") int[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexImage2D TexImage2D}
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") float[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexImage2D TexImage2D}
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") double[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexImage1D TexImage1D}
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") short[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexImage1D TexImage1D}
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") int[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexImage1D TexImage1D}
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") float[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexImage1D TexImage1D}
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") double[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexParameteriv TexParameteriv}
*/
public static void glTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLint *") int[] params) {
long __functionAddress = GL.getICD().glTexParameteriv;
if (CHECKS) {
check(params, 4);
}
callPV(__functionAddress, target, pname, params);
}
/**
*
*
* Array version of: {@link #glTexParameterfv TexParameterfv}
*/
public static void glTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("const GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glTexParameterfv;
if (CHECKS) {
check(params, 4);
}
callPV(__functionAddress, target, pname, params);
}
/**
*
*
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") short[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") int[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") float[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") double[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") short[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") int[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") float[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
*
*
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("const void *") double[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex2fv Vertex2fv}
*/
public static void glVertex2fv(@NativeType("const GLfloat *") float[] coords) {
long __functionAddress = GL.getICD().glVertex2fv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex2sv Vertex2sv}
*/
public static void glVertex2sv(@NativeType("const GLshort *") short[] coords) {
long __functionAddress = GL.getICD().glVertex2sv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex2iv Vertex2iv}
*/
public static void glVertex2iv(@NativeType("const GLint *") int[] coords) {
long __functionAddress = GL.getICD().glVertex2iv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex2dv Vertex2dv}
*/
public static void glVertex2dv(@NativeType("const GLdouble *") double[] coords) {
long __functionAddress = GL.getICD().glVertex2dv;
if (CHECKS) {
check(__functionAddress);
check(coords, 2);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex3fv Vertex3fv}
*/
public static void glVertex3fv(@NativeType("const GLfloat *") float[] coords) {
long __functionAddress = GL.getICD().glVertex3fv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex3sv Vertex3sv}
*/
public static void glVertex3sv(@NativeType("const GLshort *") short[] coords) {
long __functionAddress = GL.getICD().glVertex3sv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex3iv Vertex3iv}
*/
public static void glVertex3iv(@NativeType("const GLint *") int[] coords) {
long __functionAddress = GL.getICD().glVertex3iv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex3dv Vertex3dv}
*/
public static void glVertex3dv(@NativeType("const GLdouble *") double[] coords) {
long __functionAddress = GL.getICD().glVertex3dv;
if (CHECKS) {
check(__functionAddress);
check(coords, 3);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex4fv Vertex4fv}
*/
public static void glVertex4fv(@NativeType("const GLfloat *") float[] coords) {
long __functionAddress = GL.getICD().glVertex4fv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex4sv Vertex4sv}
*/
public static void glVertex4sv(@NativeType("const GLshort *") short[] coords) {
long __functionAddress = GL.getICD().glVertex4sv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex4iv Vertex4iv}
*/
public static void glVertex4iv(@NativeType("const GLint *") int[] coords) {
long __functionAddress = GL.getICD().glVertex4iv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
/**
* Reference Page - This function is deprecated and unavailable in the Core profile
*
* Array version of: {@link #glVertex4dv Vertex4dv}
*/
public static void glVertex4dv(@NativeType("const GLdouble *") double[] coords) {
long __functionAddress = GL.getICD().glVertex4dv;
if (CHECKS) {
check(__functionAddress);
check(coords, 4);
}
callPV(__functionAddress, coords);
}
}