All Downloads are FREE. Search and download functionalities are using the official Maven repository.

org.lwjgl.opengl.GL13C Maven / Gradle / Ivy

Go to download

The most widely adopted 2D and 3D graphics API in the industry, bringing thousands of applications to a wide variety of computer platforms.

There is a newer version: 3.3.4
Show newest version
/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

import javax.annotation.*;

import java.nio.*;

import org.lwjgl.system.*;

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

/**
 * The OpenGL functionality of a forward compatible context, up to version 1.3.
 * 
 * 

Extensions promoted to core in this release:

* * */ public class GL13C extends GL12C { /** Accepted by the {@code internalformat} parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and CopyTexImage2D. */ public static final int GL_COMPRESSED_RGB = 0x84ED, GL_COMPRESSED_RGBA = 0x84EE; /** Accepted by the {@code target} parameter of Hint and the {@code value} parameter of GetIntegerv, GetBooleanv, GetFloatv, and GetDoublev. */ public static final int GL_TEXTURE_COMPRESSION_HINT = 0x84EF; /** Accepted by the {@code value} parameter of GetTexLevelParameter. */ public static final int GL_TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0, GL_TEXTURE_COMPRESSED = 0x86A1; /** Accepted by the {@code value} parameter of GetIntegerv, GetBooleanv, GetFloatv, and GetDoublev. */ public static final int GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2, GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3; /** * When the {@code pname} parameter of TexGendv, TexGenfv, and TexGeniv is TEXTURE_GEN_MODE, then the array {@code params} may also contain NORMAL_MAP * or REFLECTION_MAP. Accepted by the {@code cap} parameter of Enable, Disable, IsEnabled, and by the {@code pname} parameter of GetBooleanv, * GetIntegerv, GetFloatv, and GetDoublev, and by the {@code target} parameter of BindTexture, GetTexParameterfv, GetTexParameteriv, TexParameterf, * TexParameteri, TexParameterfv, and TexParameteriv. */ public static final int GL_TEXTURE_CUBE_MAP = 0x8513; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_TEXTURE_BINDING_CUBE_MAP = 0x8514; /** * Accepted by the {@code target} parameter of GetTexImage, GetTexLevelParameteriv, GetTexLevelParameterfv, TexImage2D, CopyTexImage2D, TexSubImage2D, and * CopySubTexImage2D. */ public static final int GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515, GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516, GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518, GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A; /** Accepted by the {@code target} parameter of GetTexLevelParameteriv, GetTexLevelParameterfv, GetTexParameteriv, and TexImage2D. */ public static final int GL_PROXY_TEXTURE_CUBE_MAP = 0x851B; /** Accepted by the {@code pname} parameter of GetBooleanv, GetDoublev, GetIntegerv, and GetFloatv. */ public static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C; /** * Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev. */ public static final int GL_MULTISAMPLE = 0x809D, GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E, GL_SAMPLE_ALPHA_TO_ONE = 0x809F, GL_SAMPLE_COVERAGE = 0x80A0; /** Accepted by the {@code pname} parameter of GetBooleanv, GetDoublev, GetIntegerv, and GetFloatv. */ public static final int GL_SAMPLE_BUFFERS = 0x80A8, GL_SAMPLES = 0x80A9, GL_SAMPLE_COVERAGE_VALUE = 0x80AA, GL_SAMPLE_COVERAGE_INVERT = 0x80AB; /** Accepted by the {@code texture} parameter of ActiveTexture and MultiTexCoord. */ public static final int GL_TEXTURE0 = 0x84C0, GL_TEXTURE1 = 0x84C1, GL_TEXTURE2 = 0x84C2, GL_TEXTURE3 = 0x84C3, GL_TEXTURE4 = 0x84C4, GL_TEXTURE5 = 0x84C5, GL_TEXTURE6 = 0x84C6, GL_TEXTURE7 = 0x84C7, GL_TEXTURE8 = 0x84C8, GL_TEXTURE9 = 0x84C9, GL_TEXTURE10 = 0x84CA, GL_TEXTURE11 = 0x84CB, GL_TEXTURE12 = 0x84CC, GL_TEXTURE13 = 0x84CD, GL_TEXTURE14 = 0x84CE, GL_TEXTURE15 = 0x84CF, GL_TEXTURE16 = 0x84D0, GL_TEXTURE17 = 0x84D1, GL_TEXTURE18 = 0x84D2, GL_TEXTURE19 = 0x84D3, GL_TEXTURE20 = 0x84D4, GL_TEXTURE21 = 0x84D5, GL_TEXTURE22 = 0x84D6, GL_TEXTURE23 = 0x84D7, GL_TEXTURE24 = 0x84D8, GL_TEXTURE25 = 0x84D9, GL_TEXTURE26 = 0x84DA, GL_TEXTURE27 = 0x84DB, GL_TEXTURE28 = 0x84DC, GL_TEXTURE29 = 0x84DD, GL_TEXTURE30 = 0x84DE, GL_TEXTURE31 = 0x84DF; /** Accepted by the {@code pname} parameter of GetBooleanv, GetDoublev, GetIntegerv, and GetFloatv. */ public static final int GL_ACTIVE_TEXTURE = 0x84E0; /** * Accepted by the {@code param} parameter of TexParameteri and TexParameterf, and by the {@code params} parameter of TexParameteriv and TexParameterfv, * when their {@code pname} parameter is TEXTURE_WRAP_S, TEXTURE_WRAP_T, or TEXTURE_WRAP_R. */ public static final int GL_CLAMP_TO_BORDER = 0x812D; static { GL.initialize(); } protected GL13C() { throw new UnsupportedOperationException(); } // --- [ glCompressedTexImage3D ] --- /** * Unsafe version of: {@link #glCompressedTexImage3D CompressedTexImage3D} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, long data); /** * Specifies a three-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}
{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param depth the depth of the texture image * @param border must be 0 * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexImage3D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLint") int border, @NativeType("GLsizei") int imageSize, @Nullable @NativeType("void const *") long data) { nglCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); } /** * Specifies a three-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}
{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param depth the depth of the texture image * @param border must be 0 * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexImage3D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLint") int border, @Nullable @NativeType("void const *") ByteBuffer data) { nglCompressedTexImage3D(target, level, internalformat, width, height, depth, border, remainingSafe(data), memAddressSafe(data)); } // --- [ glCompressedTexImage2D ] --- /** * Unsafe version of: {@link #glCompressedTexImage2D CompressedTexImage2D} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, long data); /** * Specifies a two-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link #GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link GL11#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link #GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param border must be 0 * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLsizei") int imageSize, @Nullable @NativeType("void const *") long data) { nglCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } /** * Specifies a two-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link #GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link GL11#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link #GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param height the height of the texture image * @param border must be 0 * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @Nullable @NativeType("void const *") ByteBuffer data) { nglCompressedTexImage2D(target, level, internalformat, width, height, border, remainingSafe(data), memAddressSafe(data)); } // --- [ glCompressedTexImage1D ] --- /** * Unsafe version of: {@link #glCompressedTexImage1D CompressedTexImage1D} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexImage1D(int target, int level, int internalformat, int width, int border, int imageSize, long data); /** * Specifies a one-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param border must be 0 * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLsizei") int imageSize, @Nullable @NativeType("void const *") long data) { nglCompressedTexImage1D(target, level, internalformat, width, border, imageSize, data); } /** * Specifies a one-dimensional texture image in a compressed format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param internalformat the format of the compressed image data. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param width the width of the texture image * @param border must be 0 * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @Nullable @NativeType("void const *") ByteBuffer data) { nglCompressedTexImage1D(target, level, internalformat, width, border, remainingSafe(data), memAddressSafe(data)); } // --- [ glCompressedTexSubImage3D ] --- /** * Unsafe version of: {@link #glCompressedTexSubImage3D CompressedTexSubImage3D} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, long data); /** * Respecifies only a cubic subregion of an existing 3D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param zoffset a texel offset in the z direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param depth the depth of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexSubImage3D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int zoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLenum") int format, @NativeType("GLsizei") int imageSize, @NativeType("void const *") long data) { nglCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } /** * Respecifies only a cubic subregion of an existing 3D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param zoffset a texel offset in the z direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param depth the depth of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexSubImage3D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int zoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLsizei") int depth, @NativeType("GLenum") int format, @NativeType("void const *") ByteBuffer data) { nglCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, data.remaining(), memAddress(data)); } // --- [ glCompressedTexSubImage2D ] --- /** * Unsafe version of: {@link #glCompressedTexSubImage2D CompressedTexSubImage2D} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, long data); /** * Respecifies only a rectangular subregion of an existing 2D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link #GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexSubImage2D(@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("GLsizei") int imageSize, @NativeType("void const *") long data) { nglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } /** * Respecifies only a rectangular subregion of an existing 2D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link #GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param yoffset a texel offset in the y direction within the texture array * @param width the width of the texture subimage * @param height the height of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexSubImage2D(@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("void const *") ByteBuffer data) { nglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, data.remaining(), memAddress(data)); } // --- [ glCompressedTexSubImage1D ] --- /** * Unsafe version of: {@link #glCompressedTexSubImage1D CompressedTexSubImage1D} * * @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} */ public static native void nglCompressedTexSubImage1D(int target, int level, int xoffset, int width, int format, int imageSize, long data); /** * Respecifies only a subregion of an existing 1D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. Must be:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param width the width of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param imageSize the number of unsigned bytes of image data starting at the address specified by {@code data} * @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLsizei") int imageSize, @NativeType("void const *") long data) { nglCompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); } /** * Respecifies only a subregion of an existing 1D texel array, with incoming data stored in a specific compressed image format. * * @param target the target texture. Must be:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param xoffset a texel offset in the x direction within the texture array * @param width the width of the texture subimage * @param format the format of the compressed image data stored at address {@code data}. One of:
{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}
{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}
{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}
{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}
{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}
{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}
see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}see {@link KHRTextureCompressionASTCLDR}
* @param data a pointer to the compressed image data * * @see Reference Page */ public static void glCompressedTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("void const *") ByteBuffer data) { nglCompressedTexSubImage1D(target, level, xoffset, width, format, data.remaining(), memAddress(data)); } // --- [ glGetCompressedTexImage ] --- /** Unsafe version of: {@link #glGetCompressedTexImage GetCompressedTexImage} */ public static native void nglGetCompressedTexImage(int target, int level, long pixels); /** * Returns a compressed texture image. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link #GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link #GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}{@link #GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}
{@link #GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link #GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link #GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param pixels a buffer in which to return the compressed texture image * * @see Reference Page */ public static void glGetCompressedTexImage(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("void *") ByteBuffer pixels) { if (CHECKS) { if (DEBUG) { check(pixels, GL11.glGetTexLevelParameteri(target, level, GL_TEXTURE_COMPRESSED_IMAGE_SIZE)); } } nglGetCompressedTexImage(target, level, memAddress(pixels)); } /** * Returns a compressed texture image. * * @param target the target texture. One of:
{@link GL11#GL_TEXTURE_1D TEXTURE_1D}{@link GL11#GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link #GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link #GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}{@link #GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}
{@link #GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link #GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link #GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
* @param level the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image. * @param pixels a buffer in which to return the compressed texture image * * @see Reference Page */ public static void glGetCompressedTexImage(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("void *") long pixels) { nglGetCompressedTexImage(target, level, pixels); } // --- [ glSampleCoverage ] --- /** * Specifies multisample coverage parameters. * *

Multisampling samples a pixel multiple times at various implementation-dependent subpixel locations to generate antialiasing effects. Multisampling * transparently antialiases points, lines, polygons, and images if it is enabled.

* *

{@code value} is used in constructing a temporary mask used in determining which samples will be used in resolving the final fragment color. This mask * is bitwise-ANDed with the coverage mask generated from the multisampling computation. If the {@code invert} flag is set, the temporary mask is inverted * (all bits flipped) and then the bitwise-AND is computed.

* *

If an implementation does not have any multisample buffers available, or multisampling is disabled, rasterization occurs with only a single sample * computing a pixel's final RGB color.

* *

Provided an implementation supports multisample buffers, and multisampling is enabled, then a pixel's final color is generated by combining several * samples per pixel. Each sample contains color, depth, and stencil information, allowing those operations to be performed on each sample.

* * @param value a sample coverage value. The value is clamped to the range [0, 1]. The initial value is 1.0. * @param invert if the coverage masks should be inverted. The initial value is false. * * @see Reference Page */ public static native void glSampleCoverage(@NativeType("GLfloat") float value, @NativeType("GLboolean") boolean invert); // --- [ glActiveTexture ] --- /** * Selects which texture unit subsequent texture state calls will affect. The number of texture units an implementation supports is implementation * dependent. * * @param texture which texture unit to make active. One of:
{@link #GL_TEXTURE0 TEXTURE0}GL_TEXTURE[1-31]
* * @see Reference Page */ public static native void glActiveTexture(@NativeType("GLenum") int texture); }




© 2015 - 2024 Weber Informatics LLC | Privacy Policy