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

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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 javax.annotation.*;

import java.nio.*;

import org.lwjgl.*;

import org.lwjgl.system.*;

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

/**
 * The OpenGL functionality up to version 4.1. Includes the deprecated symbols of the Compatibility Profile.
 * 
 * 

OpenGL 4.1 implementations support revision 4.10 of the OpenGL Shading Language.

* *

Extensions promoted to core in this release:

* * */ public class GL41 extends GL40 { /** Accepted by the {@code value} parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv, and GetDoublev. */ public static final int GL_SHADER_COMPILER = 0x8DFA, GL_SHADER_BINARY_FORMATS = 0x8DF8, GL_NUM_SHADER_BINARY_FORMATS = 0x8DF9, GL_MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB, GL_MAX_VARYING_VECTORS = 0x8DFC, GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD, GL_IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A, GL_IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B; /** Accepted by the {@code type} parameter of VertexAttribPointer. */ public static final int GL_FIXED = 0x140C; /** Accepted by the {@code precisiontype} parameter of GetShaderPrecisionFormat. */ public static final int GL_LOW_FLOAT = 0x8DF0, GL_MEDIUM_FLOAT = 0x8DF1, GL_HIGH_FLOAT = 0x8DF2, GL_LOW_INT = 0x8DF3, GL_MEDIUM_INT = 0x8DF4, GL_HIGH_INT = 0x8DF5; /** Accepted by the {@code format} parameter of most commands taking sized internal formats. */ public static final int GL_RGB565 = 0x8D62; /** Accepted by the {@code pname} parameter of ProgramParameteri and GetProgramiv. */ public static final int GL_PROGRAM_BINARY_RETRIEVABLE_HINT = 0x8257; /** Accepted by the {@code pname} parameter of GetProgramiv. */ public static final int GL_PROGRAM_BINARY_LENGTH = 0x8741; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv and GetDoublev. */ public static final int GL_NUM_PROGRAM_BINARY_FORMATS = 0x87FE, GL_PROGRAM_BINARY_FORMATS = 0x87FF; /** Accepted by {@code stages} parameter to UseProgramStages. */ public static final int GL_VERTEX_SHADER_BIT = 0x1, GL_FRAGMENT_SHADER_BIT = 0x2, GL_GEOMETRY_SHADER_BIT = 0x4, GL_TESS_CONTROL_SHADER_BIT = 0x8, GL_TESS_EVALUATION_SHADER_BIT = 0x10, GL_ALL_SHADER_BITS = 0xFFFFFFFF; /** Accepted by the {@code pname} parameter of ProgramParameteri and GetProgramiv. */ public static final int GL_PROGRAM_SEPARABLE = 0x8258; /** Accepted by {@code type} parameter to GetProgramPipelineiv. */ public static final int GL_ACTIVE_PROGRAM = 0x8259; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetInteger64v, GetFloatv, and GetDoublev. */ public static final int GL_PROGRAM_PIPELINE_BINDING = 0x825A; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, GetDoublev and GetInteger64v. */ public static final int GL_MAX_VIEWPORTS = 0x825B, GL_VIEWPORT_SUBPIXEL_BITS = 0x825C, GL_VIEWPORT_BOUNDS_RANGE = 0x825D, GL_LAYER_PROVOKING_VERTEX = 0x825E, GL_VIEWPORT_INDEX_PROVOKING_VERTEX = 0x825F; /** Returned in the {@code data} parameter from a Get query with a {@code pname} of LAYER_PROVOKING_VERTEX or VIEWPORT_INDEX_PROVOKING_VERTEX. */ public static final int GL_UNDEFINED_VERTEX = 0x8260; static { GL.initialize(); } protected GL41() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps) { return checkFunctions( caps.glReleaseShaderCompiler, caps.glShaderBinary, caps.glGetShaderPrecisionFormat, caps.glDepthRangef, caps.glClearDepthf, caps.glGetProgramBinary, caps.glProgramBinary, caps.glProgramParameteri, caps.glUseProgramStages, caps.glActiveShaderProgram, caps.glCreateShaderProgramv, caps.glBindProgramPipeline, caps.glDeleteProgramPipelines, caps.glGenProgramPipelines, caps.glIsProgramPipeline, caps.glGetProgramPipelineiv, caps.glProgramUniform1i, caps.glProgramUniform2i, caps.glProgramUniform3i, caps.glProgramUniform4i, caps.glProgramUniform1ui, caps.glProgramUniform2ui, caps.glProgramUniform3ui, caps.glProgramUniform4ui, caps.glProgramUniform1f, caps.glProgramUniform2f, caps.glProgramUniform3f, caps.glProgramUniform4f, caps.glProgramUniform1d, caps.glProgramUniform2d, caps.glProgramUniform3d, caps.glProgramUniform4d, caps.glProgramUniform1iv, caps.glProgramUniform2iv, caps.glProgramUniform3iv, caps.glProgramUniform4iv, caps.glProgramUniform1uiv, caps.glProgramUniform2uiv, caps.glProgramUniform3uiv, caps.glProgramUniform4uiv, caps.glProgramUniform1fv, caps.glProgramUniform2fv, caps.glProgramUniform3fv, caps.glProgramUniform4fv, caps.glProgramUniform1dv, caps.glProgramUniform2dv, caps.glProgramUniform3dv, caps.glProgramUniform4dv, caps.glProgramUniformMatrix2fv, caps.glProgramUniformMatrix3fv, caps.glProgramUniformMatrix4fv, caps.glProgramUniformMatrix2dv, caps.glProgramUniformMatrix3dv, caps.glProgramUniformMatrix4dv, caps.glProgramUniformMatrix2x3fv, caps.glProgramUniformMatrix3x2fv, caps.glProgramUniformMatrix2x4fv, caps.glProgramUniformMatrix4x2fv, caps.glProgramUniformMatrix3x4fv, caps.glProgramUniformMatrix4x3fv, caps.glProgramUniformMatrix2x3dv, caps.glProgramUniformMatrix3x2dv, caps.glProgramUniformMatrix2x4dv, caps.glProgramUniformMatrix4x2dv, caps.glProgramUniformMatrix3x4dv, caps.glProgramUniformMatrix4x3dv, caps.glValidateProgramPipeline, caps.glGetProgramPipelineInfoLog, caps.glVertexAttribL1d, caps.glVertexAttribL2d, caps.glVertexAttribL3d, caps.glVertexAttribL4d, caps.glVertexAttribL1dv, caps.glVertexAttribL2dv, caps.glVertexAttribL3dv, caps.glVertexAttribL4dv, caps.glVertexAttribLPointer, caps.glGetVertexAttribLdv, caps.glViewportArrayv, caps.glViewportIndexedf, caps.glViewportIndexedfv, caps.glScissorArrayv, caps.glScissorIndexed, caps.glScissorIndexedv, caps.glDepthRangeArrayv, caps.glDepthRangeIndexed, caps.glGetFloati_v, caps.glGetDoublei_v ); } // --- [ glReleaseShaderCompiler ] --- /** * Releases resources allocated by the shader compiler. This is a hint from the application, and does not prevent later use of the shader compiler. * * @see Reference Page */ public static void glReleaseShaderCompiler() { GL41C.glReleaseShaderCompiler(); } // --- [ glShaderBinary ] --- /** * Unsafe version of: {@link #glShaderBinary ShaderBinary} * * @param count the number of shader object handles contained in {@code shaders} * @param length the length of the array whose address is given in binary */ public static void nglShaderBinary(int count, long shaders, int binaryformat, long binary, int length) { GL41C.nglShaderBinary(count, shaders, binaryformat, binary, length); } /** * Loads pre-compiled shader binaries. * * @param shaders an array of shader handles into which to load pre-compiled shader binaries * @param binaryformat the format of the shader binaries contained in {@code binary} * @param binary an array of bytes containing pre-compiled binary shader code * * @see Reference Page */ public static void glShaderBinary(@NativeType("GLuint const *") IntBuffer shaders, @NativeType("GLenum") int binaryformat, @NativeType("void const *") ByteBuffer binary) { GL41C.glShaderBinary(shaders, binaryformat, binary); } // --- [ glGetShaderPrecisionFormat ] --- /** Unsafe version of: {@link #glGetShaderPrecisionFormat GetShaderPrecisionFormat} */ public static void nglGetShaderPrecisionFormat(int shadertype, int precisiontype, long range, long precision) { GL41C.nglGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } /** * Retrieves the range and precision for numeric formats supported by the shader compiler. * * @param shadertype the type of shader whose precision to query. One of:
{@link GL20#GL_VERTEX_SHADER VERTEX_SHADER}{@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER}
* @param precisiontype the numeric format whose precision and range to query * @param range the address of array of two integers into which encodings of the implementation's numeric range are returned * @param precision the address of an integer into which the numeric precision of the implementation is written * * @see Reference Page */ public static void glGetShaderPrecisionFormat(@NativeType("GLenum") int shadertype, @NativeType("GLenum") int precisiontype, @NativeType("GLint *") IntBuffer range, @NativeType("GLint *") IntBuffer precision) { GL41C.glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } /** * Retrieves the range and precision for numeric formats supported by the shader compiler. * * @param shadertype the type of shader whose precision to query. One of:
{@link GL20#GL_VERTEX_SHADER VERTEX_SHADER}{@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER}
* @param precisiontype the numeric format whose precision and range to query * @param range the address of array of two integers into which encodings of the implementation's numeric range are returned * * @see Reference Page */ @NativeType("void") public static int glGetShaderPrecisionFormat(@NativeType("GLenum") int shadertype, @NativeType("GLenum") int precisiontype, @NativeType("GLint *") IntBuffer range) { return GL41C.glGetShaderPrecisionFormat(shadertype, precisiontype, range); } // --- [ glDepthRangef ] --- /** * Specifies mapping of depth values from normalized device coordinates to window coordinates * * @param zNear the mapping of the near clipping plane to window coordinates. The initial value is 0.0f. * @param zFar the mapping of the far clipping plane to window coordinates. The initial value is 1.0f. * * @see Reference Page */ public static void glDepthRangef(@NativeType("GLfloat") float zNear, @NativeType("GLfloat") float zFar) { GL41C.glDepthRangef(zNear, zFar); } // --- [ glClearDepthf ] --- /** * Specifies the clear value for the depth buffer * * @param depth the depth value used when the depth buffer is cleared. The initial value is 1.0f. * * @see Reference Page */ public static void glClearDepthf(@NativeType("GLfloat") float depth) { GL41C.glClearDepthf(depth); } // --- [ glGetProgramBinary ] --- /** * Unsafe version of: {@link #glGetProgramBinary GetProgramBinary} * * @param bufSize the size of the buffer whose address is given by {@code binary} */ public static void nglGetProgramBinary(int program, int bufSize, long length, long binaryFormat, long binary) { GL41C.nglGetProgramBinary(program, bufSize, length, binaryFormat, binary); } /** * Returns a binary representation of a program object's compiled and linked executable source. * * @param program the name of a program object whose binary representation to retrieve * @param length the address of a variable to receive the number of bytes written into {@code binary} * @param binaryFormat a variable to receive a token indicating the format of the binary data returned by the GL * @param binary an array into which the GL will return {@code program}'s binary representation * * @see Reference Page */ public static void glGetProgramBinary(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLenum *") IntBuffer binaryFormat, @NativeType("void *") ByteBuffer binary) { GL41C.glGetProgramBinary(program, length, binaryFormat, binary); } // --- [ glProgramBinary ] --- /** * Unsafe version of: {@link #glProgramBinary ProgramBinary} * * @param length the number of bytes contained in {@code binary} */ public static void nglProgramBinary(int program, int binaryFormat, long binary, int length) { GL41C.nglProgramBinary(program, binaryFormat, binary, length); } /** * Loads a program object with a program binary. * * @param program the name of a program object into which to load a program binary * @param binaryFormat the format of the binary data in binary * @param binary an array containing the binary to be loaded into {@code program} * * @see Reference Page */ public static void glProgramBinary(@NativeType("GLuint") int program, @NativeType("GLenum") int binaryFormat, @NativeType("void const *") ByteBuffer binary) { GL41C.glProgramBinary(program, binaryFormat, binary); } // --- [ glProgramParameteri ] --- /** * Specifies the integer value of a program object parameter. * * @param program the name of a program object whose parameter to modify * @param pname the name of the parameter to modify. One of:
{@link GL41C#GL_PROGRAM_BINARY_RETRIEVABLE_HINT PROGRAM_BINARY_RETRIEVABLE_HINT}{@link GL41C#GL_PROGRAM_SEPARABLE PROGRAM_SEPARABLE}
* @param value the new value of the parameter specified by {@code pname} for {@code program} * * @see Reference Page */ public static void glProgramParameteri(@NativeType("GLuint") int program, @NativeType("GLenum") int pname, @NativeType("GLint") int value) { GL41C.glProgramParameteri(program, pname, value); } // --- [ glUseProgramStages ] --- /** * Binds stages of a program object to a program pipeline. * * @param pipeline the program pipeline object to which to bind stages from {@code program} * @param stages a set of program stages to bind to the program pipeline object * @param program the program object containing the shader executables to use in {@code pipeline} * * @see Reference Page */ public static void glUseProgramStages(@NativeType("GLuint") int pipeline, @NativeType("GLbitfield") int stages, @NativeType("GLuint") int program) { GL41C.glUseProgramStages(pipeline, stages, program); } // --- [ glActiveShaderProgram ] --- /** * Sets the active program object for a program pipeline object. * * @param pipeline the program pipeline object to set the active program object for * @param program the program object to set as the active program pipeline object {@code pipeline} * * @see Reference Page */ public static void glActiveShaderProgram(@NativeType("GLuint") int pipeline, @NativeType("GLuint") int program) { GL41C.glActiveShaderProgram(pipeline, program); } // --- [ glCreateShaderProgramv ] --- /** * Unsafe version of: {@link #glCreateShaderProgramv CreateShaderProgramv} * * @param count the number of source code strings in the array {@code strings} */ public static int nglCreateShaderProgramv(int type, int count, long strings) { return GL41C.nglCreateShaderProgramv(type, count, strings); } /** * Creates a stand-alone program from an array of null-terminated source code strings. * *

{@code glCreateShaderProgram} is equivalent (assuming no errors are generated) to:

* *

     * const GLuint shader = glCreateShader(type);
     * if (shader) {
     *     glShaderSource(shader, count, strings, NULL);
     *     glCompileShader(shader);
     *     const GLuint program = glCreateProgram();
     *     if (program) {
     *         GLint compiled = GL_FALSE;
     *         glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
     *         glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
     *         if (compiled) {
     *             glAttachShader(program, shader);
     *             glLinkProgram(program);
     *             glDetachShader(program, shader);
     *         }
     *         // append-shader-info-log-to-program-info-log
     *     }
     *     glDeleteShader(shader);
     *     return program;
     * } else {
     *     return 0;
     * }
* *

The program object created by glCreateShaderProgram has its GL_PROGRAM_SEPARABLE status set to GL_TRUE.

* * @param type the type of shader to create * @param strings an array of pointers to source code strings from which to create the program object * * @see Reference Page */ @NativeType("GLuint") public static int glCreateShaderProgramv(@NativeType("GLenum") int type, @NativeType("GLchar const **") PointerBuffer strings) { return GL41C.glCreateShaderProgramv(type, strings); } /** * Creates a stand-alone program from an array of null-terminated source code strings. * *

{@code glCreateShaderProgram} is equivalent (assuming no errors are generated) to:

* *

     * const GLuint shader = glCreateShader(type);
     * if (shader) {
     *     glShaderSource(shader, count, strings, NULL);
     *     glCompileShader(shader);
     *     const GLuint program = glCreateProgram();
     *     if (program) {
     *         GLint compiled = GL_FALSE;
     *         glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
     *         glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
     *         if (compiled) {
     *             glAttachShader(program, shader);
     *             glLinkProgram(program);
     *             glDetachShader(program, shader);
     *         }
     *         // append-shader-info-log-to-program-info-log
     *     }
     *     glDeleteShader(shader);
     *     return program;
     * } else {
     *     return 0;
     * }
* *

The program object created by glCreateShaderProgram has its GL_PROGRAM_SEPARABLE status set to GL_TRUE.

* * @param type the type of shader to create * @param strings an array of pointers to source code strings from which to create the program object * * @see Reference Page */ @NativeType("GLuint") public static int glCreateShaderProgramv(@NativeType("GLenum") int type, @NativeType("GLchar const **") CharSequence... strings) { return GL41C.glCreateShaderProgramv(type, strings); } /** * Creates a stand-alone program from an array of null-terminated source code strings. * *

{@code glCreateShaderProgram} is equivalent (assuming no errors are generated) to:

* *

     * const GLuint shader = glCreateShader(type);
     * if (shader) {
     *     glShaderSource(shader, count, strings, NULL);
     *     glCompileShader(shader);
     *     const GLuint program = glCreateProgram();
     *     if (program) {
     *         GLint compiled = GL_FALSE;
     *         glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
     *         glProgramParameteri(program, GL_PROGRAM_SEPARABLE, GL_TRUE);
     *         if (compiled) {
     *             glAttachShader(program, shader);
     *             glLinkProgram(program);
     *             glDetachShader(program, shader);
     *         }
     *         // append-shader-info-log-to-program-info-log
     *     }
     *     glDeleteShader(shader);
     *     return program;
     * } else {
     *     return 0;
     * }
* *

The program object created by glCreateShaderProgram has its GL_PROGRAM_SEPARABLE status set to GL_TRUE.

* * @param type the type of shader to create * * @see Reference Page */ @NativeType("GLuint") public static int glCreateShaderProgramv(@NativeType("GLenum") int type, @NativeType("GLchar const **") CharSequence string) { return GL41C.glCreateShaderProgramv(type, string); } // --- [ glBindProgramPipeline ] --- /** * Binds a program pipeline to the current context. * * @param pipeline the name of the pipeline object to bind to the context * * @see Reference Page */ public static void glBindProgramPipeline(@NativeType("GLuint") int pipeline) { GL41C.glBindProgramPipeline(pipeline); } // --- [ glDeleteProgramPipelines ] --- /** * Unsafe version of: {@link #glDeleteProgramPipelines DeleteProgramPipelines} * * @param n the number of program pipeline objects to delete */ public static void nglDeleteProgramPipelines(int n, long pipelines) { GL41C.nglDeleteProgramPipelines(n, pipelines); } /** * Deletes program pipeline objects. * * @param pipelines an array of names of program pipeline objects to delete * * @see Reference Page */ public static void glDeleteProgramPipelines(@NativeType("GLuint const *") IntBuffer pipelines) { GL41C.glDeleteProgramPipelines(pipelines); } /** * Deletes program pipeline objects. * * @see Reference Page */ public static void glDeleteProgramPipelines(@NativeType("GLuint const *") int pipeline) { GL41C.glDeleteProgramPipelines(pipeline); } // --- [ glGenProgramPipelines ] --- /** * Unsafe version of: {@link #glGenProgramPipelines GenProgramPipelines} * * @param n the number of program pipeline object names to reserve */ public static void nglGenProgramPipelines(int n, long pipelines) { GL41C.nglGenProgramPipelines(n, pipelines); } /** * Reserves program pipeline object names. * * @param pipelines an array of into which the reserved names will be written * * @see Reference Page */ public static void glGenProgramPipelines(@NativeType("GLuint *") IntBuffer pipelines) { GL41C.glGenProgramPipelines(pipelines); } /** * Reserves program pipeline object names. * * @see Reference Page */ @NativeType("void") public static int glGenProgramPipelines() { return GL41C.glGenProgramPipelines(); } // --- [ glIsProgramPipeline ] --- /** * Determines if a name corresponds to a program pipeline object. * * @param pipeline a value that may be the name of a program pipeline object * * @see Reference Page */ @NativeType("GLboolean") public static boolean glIsProgramPipeline(@NativeType("GLuint") int pipeline) { return GL41C.glIsProgramPipeline(pipeline); } // --- [ glGetProgramPipelineiv ] --- /** Unsafe version of: {@link #glGetProgramPipelineiv GetProgramPipelineiv} */ public static void nglGetProgramPipelineiv(int pipeline, int pname, long params) { GL41C.nglGetProgramPipelineiv(pipeline, pname, params); } /** * Retrieves properties of a program pipeline object. * * @param pipeline the name of a program pipeline object whose parameter retrieve * @param pname the name of the parameter to retrieve. One of:
{@link GL41C#GL_ACTIVE_PROGRAM ACTIVE_PROGRAM}{@link GL20#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH}{@link GL20#GL_VERTEX_SHADER VERTEX_SHADER}{@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER}{@link GL32#GL_GEOMETRY_SHADER GEOMETRY_SHADER}
{@link GL40#GL_TESS_CONTROL_SHADER TESS_CONTROL_SHADER}{@link GL40#GL_TESS_EVALUATION_SHADER TESS_EVALUATION_SHADER}
* @param params a variable into which will be written the value or values of {@code pname} for {@code pipeline} * * @see Reference Page */ public static void glGetProgramPipelineiv(@NativeType("GLuint") int pipeline, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) { GL41C.glGetProgramPipelineiv(pipeline, pname, params); } /** * Retrieves properties of a program pipeline object. * * @param pipeline the name of a program pipeline object whose parameter retrieve * @param pname the name of the parameter to retrieve. One of:
{@link GL41C#GL_ACTIVE_PROGRAM ACTIVE_PROGRAM}{@link GL20#GL_INFO_LOG_LENGTH INFO_LOG_LENGTH}{@link GL20#GL_VERTEX_SHADER VERTEX_SHADER}{@link GL20#GL_FRAGMENT_SHADER FRAGMENT_SHADER}{@link GL32#GL_GEOMETRY_SHADER GEOMETRY_SHADER}
{@link GL40#GL_TESS_CONTROL_SHADER TESS_CONTROL_SHADER}{@link GL40#GL_TESS_EVALUATION_SHADER TESS_EVALUATION_SHADER}
* * @see Reference Page */ @NativeType("void") public static int glGetProgramPipelinei(@NativeType("GLuint") int pipeline, @NativeType("GLenum") int pname) { return GL41C.glGetProgramPipelinei(pipeline, pname); } // --- [ glProgramUniform1i ] --- /** * Specifies the value of an int uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * * @see Reference Page */ public static void glProgramUniform1i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x) { GL41C.glProgramUniform1i(program, location, x); } // --- [ glProgramUniform2i ] --- /** * Specifies the value of an ivec2 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * * @see Reference Page */ public static void glProgramUniform2i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x, @NativeType("GLint") int y) { GL41C.glProgramUniform2i(program, location, x, y); } // --- [ glProgramUniform3i ] --- /** * Specifies the value of an ivec3 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * * @see Reference Page */ public static void glProgramUniform3i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z) { GL41C.glProgramUniform3i(program, location, x, y, z); } // --- [ glProgramUniform4i ] --- /** * Specifies the value of an ivec4 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * @param w the uniform w value * * @see Reference Page */ public static void glProgramUniform4i(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z, @NativeType("GLint") int w) { GL41C.glProgramUniform4i(program, location, x, y, z, w); } // --- [ glProgramUniform1ui ] --- /** * Specifies the value of a uint uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * * @see Reference Page */ public static void glProgramUniform1ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x) { GL41C.glProgramUniform1ui(program, location, x); } // --- [ glProgramUniform2ui ] --- /** * Specifies the value of a uvec2 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * * @see Reference Page */ public static void glProgramUniform2ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x, @NativeType("GLuint") int y) { GL41C.glProgramUniform2ui(program, location, x, y); } // --- [ glProgramUniform3ui ] --- /** * Specifies the value of a uvec3 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * * @see Reference Page */ public static void glProgramUniform3ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x, @NativeType("GLuint") int y, @NativeType("GLuint") int z) { GL41C.glProgramUniform3ui(program, location, x, y, z); } // --- [ glProgramUniform4ui ] --- /** * Specifies the value of a uvec4 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * @param w the uniform w value * * @see Reference Page */ public static void glProgramUniform4ui(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint") int x, @NativeType("GLuint") int y, @NativeType("GLuint") int z, @NativeType("GLuint") int w) { GL41C.glProgramUniform4ui(program, location, x, y, z, w); } // --- [ glProgramUniform1f ] --- /** * Specifies the value of a float uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * * @see Reference Page */ public static void glProgramUniform1f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x) { GL41C.glProgramUniform1f(program, location, x); } // --- [ glProgramUniform2f ] --- /** * Specifies the value of a vec2 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * * @see Reference Page */ public static void glProgramUniform2f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y) { GL41C.glProgramUniform2f(program, location, x, y); } // --- [ glProgramUniform3f ] --- /** * Specifies the value of a vec3 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * * @see Reference Page */ public static void glProgramUniform3f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z) { GL41C.glProgramUniform3f(program, location, x, y, z); } // --- [ glProgramUniform4f ] --- /** * Specifies the value of a vec4 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * @param w the uniform w value * * @see Reference Page */ public static void glProgramUniform4f(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z, @NativeType("GLfloat") float w) { GL41C.glProgramUniform4f(program, location, x, y, z, w); } // --- [ glProgramUniform1d ] --- /** * Specifies the value of a double uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * * @see Reference Page */ public static void glProgramUniform1d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x) { GL41C.glProgramUniform1d(program, location, x); } // --- [ glProgramUniform2d ] --- /** * Specifies the value of a dvec2 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * * @see Reference Page */ public static void glProgramUniform2d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y) { GL41C.glProgramUniform2d(program, location, x, y); } // --- [ glProgramUniform3d ] --- /** * Specifies the value of a dvec3 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * * @see Reference Page */ public static void glProgramUniform3d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z) { GL41C.glProgramUniform3d(program, location, x, y, z); } // --- [ glProgramUniform4d ] --- /** * Specifies the value of a dvec4 uniform variable for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * @param w the uniform w value * * @see Reference Page */ public static void glProgramUniform4d(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w) { GL41C.glProgramUniform4d(program, location, x, y, z, w); } // --- [ glProgramUniform1iv ] --- /** * Unsafe version of: {@link #glProgramUniform1iv ProgramUniform1iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform1iv(int program, int location, int count, long value) { GL41C.nglProgramUniform1iv(program, location, count, value); } /** * Specifies the value of a single float uniform variable or a float uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform1iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL41C.glProgramUniform1iv(program, location, value); } // --- [ glProgramUniform2iv ] --- /** * Unsafe version of: {@link #glProgramUniform2iv ProgramUniform2iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform2iv(int program, int location, int count, long value) { GL41C.nglProgramUniform2iv(program, location, count, value); } /** * Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform2iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL41C.glProgramUniform2iv(program, location, value); } // --- [ glProgramUniform3iv ] --- /** * Unsafe version of: {@link #glProgramUniform3iv ProgramUniform3iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform3iv(int program, int location, int count, long value) { GL41C.nglProgramUniform3iv(program, location, count, value); } /** * Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform3iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL41C.glProgramUniform3iv(program, location, value); } // --- [ glProgramUniform4iv ] --- /** * Unsafe version of: {@link #glProgramUniform4iv ProgramUniform4iv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform4iv(int program, int location, int count, long value) { GL41C.nglProgramUniform4iv(program, location, count, value); } /** * Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform4iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) { GL41C.glProgramUniform4iv(program, location, value); } // --- [ glProgramUniform1uiv ] --- /** * Unsafe version of: {@link #glProgramUniform1uiv ProgramUniform1uiv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform1uiv(int program, int location, int count, long value) { GL41C.nglProgramUniform1uiv(program, location, count, value); } /** * Specifies the value of a single uint uniform variable or a uint uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform1uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) { GL41C.glProgramUniform1uiv(program, location, value); } // --- [ glProgramUniform2uiv ] --- /** * Unsafe version of: {@link #glProgramUniform2uiv ProgramUniform2uiv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform2uiv(int program, int location, int count, long value) { GL41C.nglProgramUniform2uiv(program, location, count, value); } /** * Specifies the value of a single uvec2 uniform variable or a uvec2 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform2uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) { GL41C.glProgramUniform2uiv(program, location, value); } // --- [ glProgramUniform3uiv ] --- /** * Unsafe version of: {@link #glProgramUniform3uiv ProgramUniform3uiv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform3uiv(int program, int location, int count, long value) { GL41C.nglProgramUniform3uiv(program, location, count, value); } /** * Specifies the value of a single uvec3 uniform variable or a uvec3 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform3uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) { GL41C.glProgramUniform3uiv(program, location, value); } // --- [ glProgramUniform4uiv ] --- /** * Unsafe version of: {@link #glProgramUniform4uiv ProgramUniform4uiv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform4uiv(int program, int location, int count, long value) { GL41C.nglProgramUniform4uiv(program, location, count, value); } /** * Specifies the value of a single uvec4 uniform variable or a uvec4 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform4uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") IntBuffer value) { GL41C.glProgramUniform4uiv(program, location, value); } // --- [ glProgramUniform1fv ] --- /** * Unsafe version of: {@link #glProgramUniform1fv ProgramUniform1fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform1fv(int program, int location, int count, long value) { GL41C.nglProgramUniform1fv(program, location, count, value); } /** * Specifies the value of a single float uniform variable or a float uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform1fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniform1fv(program, location, value); } // --- [ glProgramUniform2fv ] --- /** * Unsafe version of: {@link #glProgramUniform2fv ProgramUniform2fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform2fv(int program, int location, int count, long value) { GL41C.nglProgramUniform2fv(program, location, count, value); } /** * Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniform2fv(program, location, value); } // --- [ glProgramUniform3fv ] --- /** * Unsafe version of: {@link #glProgramUniform3fv ProgramUniform3fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform3fv(int program, int location, int count, long value) { GL41C.nglProgramUniform3fv(program, location, count, value); } /** * Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniform3fv(program, location, value); } // --- [ glProgramUniform4fv ] --- /** * Unsafe version of: {@link #glProgramUniform4fv ProgramUniform4fv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform4fv(int program, int location, int count, long value) { GL41C.nglProgramUniform4fv(program, location, count, value); } /** * Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniform4fv(program, location, value); } // --- [ glProgramUniform1dv ] --- /** * Unsafe version of: {@link #glProgramUniform1dv ProgramUniform1dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform1dv(int program, int location, int count, long value) { GL41C.nglProgramUniform1dv(program, location, count, value); } /** * Specifies the value of a single double uniform variable or a double uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform1dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniform1dv(program, location, value); } // --- [ glProgramUniform2dv ] --- /** * Unsafe version of: {@link #glProgramUniform2dv ProgramUniform2dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform2dv(int program, int location, int count, long value) { GL41C.nglProgramUniform2dv(program, location, count, value); } /** * Specifies the value of a single dvec2 uniform variable or a dvec2 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniform2dv(program, location, value); } // --- [ glProgramUniform3dv ] --- /** * Unsafe version of: {@link #glProgramUniform3dv ProgramUniform3dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform3dv(int program, int location, int count, long value) { GL41C.nglProgramUniform3dv(program, location, count, value); } /** * Specifies the value of a single dvec3 uniform variable or a dvec3 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniform3dv(program, location, value); } // --- [ glProgramUniform4dv ] --- /** * Unsafe version of: {@link #glProgramUniform4dv ProgramUniform4dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static void nglProgramUniform4dv(int program, int location, int count, long value) { GL41C.nglProgramUniform4dv(program, location, count, value); } /** * Specifies the value of a single dvec4 uniform variable or a dvec4 uniform variable array for a specified program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param value an array of {@code count} values that will be used to update the specified uniform variable * * @see Reference Page */ public static void glProgramUniform4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniform4dv(program, location, value); } // --- [ glProgramUniformMatrix2fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2fv ProgramUniformMatrix2fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix2fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix2fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat2 uniform variable or a mat2 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix2fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix3fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3fv ProgramUniformMatrix3fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix3fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix3fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix3fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix4fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4fv ProgramUniformMatrix4fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix4fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix4fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix4fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix2dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2dv ProgramUniformMatrix2dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix2dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix2dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat2 uniform variable or a dmat2 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix2dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix3dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3dv ProgramUniformMatrix3dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix3dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix3dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat3 uniform variable or a dmat3 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix3dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix4dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4dv ProgramUniformMatrix4dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix4dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix4dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat4 uniform variable or a dmat4 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix4dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix2x3fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2x3fv ProgramUniformMatrix2x3fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix2x3fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix2x3fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat2x3 uniform variable or a mat2x3 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix2x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix2x3fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix3x2fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3x2fv ProgramUniformMatrix3x2fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix3x2fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix3x2fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat3x2 uniform variable or a mat3x2 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix3x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix3x2fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix2x4fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2x4fv ProgramUniformMatrix2x4fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix2x4fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix2x4fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat2x4 uniform variable or a mat2x4 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix2x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix2x4fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix4x2fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4x2fv ProgramUniformMatrix4x2fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix4x2fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix4x2fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat4x2 uniform variable or a mat4x2 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix4x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix4x2fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix3x4fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3x4fv ProgramUniformMatrix3x4fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix3x4fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix3x4fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat3x4 uniform variable or a mat3x4 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix3x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix3x4fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix4x3fv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4x3fv ProgramUniformMatrix4x3fv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix4x3fv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix4x3fv(program, location, count, transpose, value); } /** * Specifies the value of a single mat4x3 uniform variable or a mat4x3 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix4x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) { GL41C.glProgramUniformMatrix4x3fv(program, location, transpose, value); } // --- [ glProgramUniformMatrix2x3dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2x3dv ProgramUniformMatrix2x3dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix2x3dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix2x3dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat2x3 uniform variable or a dmat2x3 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix2x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix2x3dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix3x2dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3x2dv ProgramUniformMatrix3x2dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix3x2dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix3x2dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat3x2 uniform variable or a dmat3x2 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix3x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix3x2dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix2x4dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2x4dv ProgramUniformMatrix2x4dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix2x4dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix2x4dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat2x4 uniform variable or a dmat2x4 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix2x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix2x4dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix4x2dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4x2dv ProgramUniformMatrix4x2dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix4x2dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix4x2dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat4x2 uniform variable or a dmat4x2 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix4x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix4x2dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix3x4dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3x4dv ProgramUniformMatrix3x4dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix3x4dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix3x4dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat3x4 uniform variable or a dmat3x4 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix3x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix3x4dv(program, location, transpose, value); } // --- [ glProgramUniformMatrix4x3dv ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4x3dv ProgramUniformMatrix4x3dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static void nglProgramUniformMatrix4x3dv(int program, int location, int count, boolean transpose, long value) { GL41C.nglProgramUniformMatrix4x3dv(program, location, count, transpose, value); } /** * Specifies the value of a single dmat4x3 uniform variable or a dmat4x3 uniform variable array for the current program object. * * @param program the handle of the program containing the uniform variable to be modified * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value an array of {@code count} values that will be used to update the specified uniform matrix variable * * @see Reference Page */ public static void glProgramUniformMatrix4x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") DoubleBuffer value) { GL41C.glProgramUniformMatrix4x3dv(program, location, transpose, value); } // --- [ glValidateProgramPipeline ] --- /** * Validates a program pipeline object against current GL state. * * @param pipeline the name of a program pipeline object to validate * * @see Reference Page */ public static void glValidateProgramPipeline(@NativeType("GLuint") int pipeline) { GL41C.glValidateProgramPipeline(pipeline); } // --- [ glGetProgramPipelineInfoLog ] --- /** * Unsafe version of: {@link #glGetProgramPipelineInfoLog GetProgramPipelineInfoLog} * * @param bufSize the maximum number of characters, including the null terminator, that may be written into {@code infoLog} */ public static void nglGetProgramPipelineInfoLog(int pipeline, int bufSize, long length, long infoLog) { GL41C.nglGetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog); } /** * Retrieves the info log string from a program pipeline object. * * @param pipeline the name of a program pipeline object from which to retrieve the info log * @param length a variable into which will be written the number of characters written into {@code infoLog} * @param infoLog an array of characters into which will be written the info log for {@code pipeline} * * @see Reference Page */ public static void glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer infoLog) { GL41C.glGetProgramPipelineInfoLog(pipeline, length, infoLog); } /** * Retrieves the info log string from a program pipeline object. * * @param pipeline the name of a program pipeline object from which to retrieve the info log * @param bufSize the maximum number of characters, including the null terminator, that may be written into {@code infoLog} * * @see Reference Page */ @NativeType("void") public static String glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline, @NativeType("GLsizei") int bufSize) { return GL41C.glGetProgramPipelineInfoLog(pipeline, bufSize); } /** * Retrieves the info log string from a program pipeline object. * * @param pipeline the name of a program pipeline object from which to retrieve the info log * * @see Reference Page */ @NativeType("void") public static String glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline) { return glGetProgramPipelineInfoLog(pipeline, glGetProgramPipelinei(pipeline, GL20.GL_INFO_LOG_LENGTH)); } // --- [ glVertexAttribL1d ] --- /** * Specifies the value of a generic vertex attribute. The y and z components are implicitly set to 0.0 and w to 1.0. * * @param index the index of the generic vertex attribute to be modified * @param x the vertex attribute x component * * @see Reference Page */ public static void glVertexAttribL1d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x) { GL41C.glVertexAttribL1d(index, x); } // --- [ glVertexAttribL2d ] --- /** * Specifies the value of a generic vertex attribute. The y component is implicitly set to 0.0 and w to 1.0. * * @param index the index of the generic vertex attribute to be modified * @param x the vertex attribute x component * @param y the vertex attribute y component * * @see Reference Page */ public static void glVertexAttribL2d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y) { GL41C.glVertexAttribL2d(index, x, y); } // --- [ glVertexAttribL3d ] --- /** * Specifies the value of a generic vertex attribute. The w is implicitly set to 1.0. * * @param index the index of the generic vertex attribute to be modified * @param x the vertex attribute x component * @param y the vertex attribute y component * @param z the vertex attribute z component * * @see Reference Page */ public static void glVertexAttribL3d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z) { GL41C.glVertexAttribL3d(index, x, y, z); } // --- [ glVertexAttribL4d ] --- /** * Specifies the value of a generic vertex attribute. * * @param index the index of the generic vertex attribute to be modified * @param x the vertex attribute x component * @param y the vertex attribute y component * @param z the vertex attribute z component * @param w the vertex attribute w component * * @see Reference Page */ public static void glVertexAttribL4d(@NativeType("GLuint") int index, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w) { GL41C.glVertexAttribL4d(index, x, y, z, w); } // --- [ glVertexAttribL1dv ] --- /** Unsafe version of: {@link #glVertexAttribL1dv VertexAttribL1dv} */ public static void nglVertexAttribL1dv(int index, long v) { GL41C.nglVertexAttribL1dv(index, v); } /** * Pointer version of {@link #glVertexAttribL1d VertexAttribL1d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttribL1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL41C.glVertexAttribL1dv(index, v); } // --- [ glVertexAttribL2dv ] --- /** Unsafe version of: {@link #glVertexAttribL2dv VertexAttribL2dv} */ public static void nglVertexAttribL2dv(int index, long v) { GL41C.nglVertexAttribL2dv(index, v); } /** * Pointer version of {@link #glVertexAttribL2d VertexAttribL2d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttribL2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL41C.glVertexAttribL2dv(index, v); } // --- [ glVertexAttribL3dv ] --- /** Unsafe version of: {@link #glVertexAttribL3dv VertexAttribL3dv} */ public static void nglVertexAttribL3dv(int index, long v) { GL41C.nglVertexAttribL3dv(index, v); } /** * Pointer version of {@link #glVertexAttribL3d VertexAttribL3d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttribL3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL41C.glVertexAttribL3dv(index, v); } // --- [ glVertexAttribL4dv ] --- /** Unsafe version of: {@link #glVertexAttribL4dv VertexAttribL4dv} */ public static void nglVertexAttribL4dv(int index, long v) { GL41C.nglVertexAttribL4dv(index, v); } /** * Pointer version of {@link #glVertexAttribL4d VertexAttribL4d}. * * @param index the index of the generic vertex attribute to be modified * @param v the vertex attribute buffer * * @see Reference Page */ public static void glVertexAttribL4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) { GL41C.glVertexAttribL4dv(index, v); } // --- [ glVertexAttribLPointer ] --- /** * Unsafe version of: {@link #glVertexAttribLPointer VertexAttribLPointer} * * @param type the data type of each component in the array. Must be:
{@link GL11#GL_DOUBLE DOUBLE}
*/ public static void nglVertexAttribLPointer(int index, int size, int type, int stride, long pointer) { GL41C.nglVertexAttribLPointer(index, size, type, stride, pointer); } /** * Specifies the location and organization of a 64-bit vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. Must be:
{@link GL11#GL_DOUBLE DOUBLE}
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribLPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { GL41C.glVertexAttribLPointer(index, size, type, stride, pointer); } /** * Specifies the location and organization of a 64-bit vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. Must be:
{@link GL11#GL_DOUBLE DOUBLE}
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribLPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { GL41C.glVertexAttribLPointer(index, size, type, stride, pointer); } /** * Specifies the location and organization of a 64-bit vertex attribute array. * * @param index the index of the generic vertex attribute to be modified * @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1234{@link GL12#GL_BGRA BGRA}
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in * the array. The initial value is 0. * @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer * currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0. * * @see Reference Page */ public static void glVertexAttribLPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLsizei") int stride, @NativeType("void const *") DoubleBuffer pointer) { GL41C.glVertexAttribLPointer(index, size, stride, pointer); } // --- [ glGetVertexAttribLdv ] --- /** Unsafe version of: {@link #glGetVertexAttribLdv GetVertexAttribLdv} */ public static void nglGetVertexAttribLdv(int index, int pname, long params) { GL41C.nglGetVertexAttribLdv(index, pname, params); } /** * Double version of {@link GL20C#glGetVertexAttribiv GetVertexAttribiv}. * * @param index the generic vertex attribute parameter to be queried * @param pname the symbolic name of the vertex attribute parameter to be queried * @param params the requested data * * @see Reference Page */ public static void glGetVertexAttribLdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer params) { GL41C.glGetVertexAttribLdv(index, pname, params); } // --- [ glViewportArrayv ] --- /** * Unsafe version of: {@link #glViewportArrayv ViewportArrayv} * * @param count the number of viewports to set */ public static void nglViewportArrayv(int first, int count, long v) { GL41C.nglViewportArrayv(first, count, v); } /** * Sets multiple viewports. * * @param first the first viewport to set * @param v an array containing the viewport parameters * * @see Reference Page */ public static void glViewportArrayv(@NativeType("GLuint") int first, @NativeType("GLfloat const *") FloatBuffer v) { GL41C.glViewportArrayv(first, v); } // --- [ glViewportIndexedf ] --- /** * Sets a specified viewport. * * @param index the viewport to set * @param x the left viewport coordinate * @param y the bottom viewport coordinate * @param w the viewport width * @param h the viewport height * * @see Reference Page */ public static void glViewportIndexedf(@NativeType("GLuint") int index, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float w, @NativeType("GLfloat") float h) { GL41C.glViewportIndexedf(index, x, y, w, h); } // --- [ glViewportIndexedfv ] --- /** Unsafe version of: {@link #glViewportIndexedfv ViewportIndexedfv} */ public static void nglViewportIndexedfv(int index, long v) { GL41C.nglViewportIndexedfv(index, v); } /** * Pointer version of {@link #glViewportIndexedf ViewportIndexedf}. * * @param index the viewport to set * @param v the viewport parameters * * @see Reference Page */ public static void glViewportIndexedfv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) { GL41C.glViewportIndexedfv(index, v); } // --- [ glScissorArrayv ] --- /** * Unsafe version of: {@link #glScissorArrayv ScissorArrayv} * * @param count the number of scissor boxes to modify */ public static void nglScissorArrayv(int first, int count, long v) { GL41C.nglScissorArrayv(first, count, v); } /** * Defines the scissor box for multiple viewports. * * @param first the index of the first viewport whose scissor box to modify * @param v an array containing the left, bottom, width and height of each scissor box, in that order * * @see Reference Page */ public static void glScissorArrayv(@NativeType("GLuint") int first, @NativeType("GLint const *") IntBuffer v) { GL41C.glScissorArrayv(first, v); } // --- [ glScissorIndexed ] --- /** * Defines the scissor box for a specific viewport. * * @param index the index of the viewport whose scissor box to modify * @param left the left scissor box coordinate * @param bottom the bottom scissor box coordinate * @param width the scissor box width * @param height the scissor box height * * @see Reference Page */ public static void glScissorIndexed(@NativeType("GLuint") int index, @NativeType("GLint") int left, @NativeType("GLint") int bottom, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height) { GL41C.glScissorIndexed(index, left, bottom, width, height); } // --- [ glScissorIndexedv ] --- /** Unsafe version of: {@link #glScissorIndexedv ScissorIndexedv} */ public static void nglScissorIndexedv(int index, long v) { GL41C.nglScissorIndexedv(index, v); } /** * Pointer version of {@link #glScissorIndexed ScissorIndexed}. * * @param index the index of the viewport whose scissor box to modify * @param v an array containing the left, bottom, width and height of each scissor box, in that order * * @see Reference Page */ public static void glScissorIndexedv(@NativeType("GLuint") int index, @NativeType("GLint const *") IntBuffer v) { GL41C.glScissorIndexedv(index, v); } // --- [ glDepthRangeArrayv ] --- /** * Unsafe version of: {@link #glDepthRangeArrayv DepthRangeArrayv} * * @param count the number of viewports whose depth range to update */ public static void nglDepthRangeArrayv(int first, int count, long v) { GL41C.nglDepthRangeArrayv(first, count, v); } /** * Specifies mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports. * * @param first the index of the first viewport whose depth range to update * @param v n array containing the near and far values for the depth range of each modified viewport * * @see Reference Page */ public static void glDepthRangeArrayv(@NativeType("GLuint") int first, @NativeType("GLdouble const *") DoubleBuffer v) { GL41C.glDepthRangeArrayv(first, v); } // --- [ glDepthRangeIndexed ] --- /** * Specifies mapping of depth values from normalized device coordinates to window coordinates for a specified viewport. * * @param index the index of the viewport whose depth range to update * @param zNear the mapping of the near clipping plane to window coordinates. The initial value is 0. * @param zFar the mapping of the far clipping plane to window coordinates. The initial value is 1. * * @see Reference Page */ public static void glDepthRangeIndexed(@NativeType("GLuint") int index, @NativeType("GLdouble") double zNear, @NativeType("GLdouble") double zFar) { GL41C.glDepthRangeIndexed(index, zNear, zFar); } // --- [ glGetFloati_v ] --- /** Unsafe version of: {@link #glGetFloati_v GetFloati_v} */ public static void nglGetFloati_v(int target, int index, long data) { GL41C.nglGetFloati_v(target, index, data); } /** * Queries the float value of an indexed state variable. * * @param target the indexed state to query * @param index the index of the element being queried * @param data a scalar or buffer in which to place the returned data * * @see Reference Page */ public static void glGetFloati_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") FloatBuffer data) { GL41C.glGetFloati_v(target, index, data); } /** * Queries the float value of an indexed state variable. * * @param target the indexed state to query * @param index the index of the element being queried * * @see Reference Page */ @NativeType("void") public static float glGetFloati(@NativeType("GLenum") int target, @NativeType("GLuint") int index) { return GL41C.glGetFloati(target, index); } // --- [ glGetDoublei_v ] --- /** Unsafe version of: {@link #glGetDoublei_v GetDoublei_v} */ public static void nglGetDoublei_v(int target, int index, long data) { GL41C.nglGetDoublei_v(target, index, data); } /** * Queries the double value of an indexed state variable. * * @param target the indexed state to query * @param index the index of the element being queried * @param data a scalar or buffer in which to place the returned data * * @see Reference Page */ public static void glGetDoublei_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLdouble *") DoubleBuffer data) { GL41C.glGetDoublei_v(target, index, data); } /** * Queries the double value of an indexed state variable. * * @param target the indexed state to query * @param index the index of the element being queried * * @see Reference Page */ @NativeType("void") public static double glGetDoublei(@NativeType("GLenum") int target, @NativeType("GLuint") int index) { return GL41C.glGetDoublei(target, index); } /** * Array version of: {@link #glShaderBinary ShaderBinary} * * @see Reference Page */ public static void glShaderBinary(@NativeType("GLuint const *") int[] shaders, @NativeType("GLenum") int binaryformat, @NativeType("void const *") ByteBuffer binary) { GL41C.glShaderBinary(shaders, binaryformat, binary); } /** * Array version of: {@link #glGetShaderPrecisionFormat GetShaderPrecisionFormat} * * @see Reference Page */ public static void glGetShaderPrecisionFormat(@NativeType("GLenum") int shadertype, @NativeType("GLenum") int precisiontype, @NativeType("GLint *") int[] range, @NativeType("GLint *") int[] precision) { GL41C.glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } /** * Array version of: {@link #glGetProgramBinary GetProgramBinary} * * @see Reference Page */ public static void glGetProgramBinary(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLenum *") int[] binaryFormat, @NativeType("void *") ByteBuffer binary) { GL41C.glGetProgramBinary(program, length, binaryFormat, binary); } /** * Array version of: {@link #glDeleteProgramPipelines DeleteProgramPipelines} * * @see Reference Page */ public static void glDeleteProgramPipelines(@NativeType("GLuint const *") int[] pipelines) { GL41C.glDeleteProgramPipelines(pipelines); } /** * Array version of: {@link #glGenProgramPipelines GenProgramPipelines} * * @see Reference Page */ public static void glGenProgramPipelines(@NativeType("GLuint *") int[] pipelines) { GL41C.glGenProgramPipelines(pipelines); } /** * Array version of: {@link #glGetProgramPipelineiv GetProgramPipelineiv} * * @see Reference Page */ public static void glGetProgramPipelineiv(@NativeType("GLuint") int pipeline, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) { GL41C.glGetProgramPipelineiv(pipeline, pname, params); } /** * Array version of: {@link #glProgramUniform1iv ProgramUniform1iv} * * @see Reference Page */ public static void glProgramUniform1iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL41C.glProgramUniform1iv(program, location, value); } /** * Array version of: {@link #glProgramUniform2iv ProgramUniform2iv} * * @see Reference Page */ public static void glProgramUniform2iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL41C.glProgramUniform2iv(program, location, value); } /** * Array version of: {@link #glProgramUniform3iv ProgramUniform3iv} * * @see Reference Page */ public static void glProgramUniform3iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL41C.glProgramUniform3iv(program, location, value); } /** * Array version of: {@link #glProgramUniform4iv ProgramUniform4iv} * * @see Reference Page */ public static void glProgramUniform4iv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint const *") int[] value) { GL41C.glProgramUniform4iv(program, location, value); } /** * Array version of: {@link #glProgramUniform1uiv ProgramUniform1uiv} * * @see Reference Page */ public static void glProgramUniform1uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) { GL41C.glProgramUniform1uiv(program, location, value); } /** * Array version of: {@link #glProgramUniform2uiv ProgramUniform2uiv} * * @see Reference Page */ public static void glProgramUniform2uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) { GL41C.glProgramUniform2uiv(program, location, value); } /** * Array version of: {@link #glProgramUniform3uiv ProgramUniform3uiv} * * @see Reference Page */ public static void glProgramUniform3uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) { GL41C.glProgramUniform3uiv(program, location, value); } /** * Array version of: {@link #glProgramUniform4uiv ProgramUniform4uiv} * * @see Reference Page */ public static void glProgramUniform4uiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLuint const *") int[] value) { GL41C.glProgramUniform4uiv(program, location, value); } /** * Array version of: {@link #glProgramUniform1fv ProgramUniform1fv} * * @see Reference Page */ public static void glProgramUniform1fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniform1fv(program, location, value); } /** * Array version of: {@link #glProgramUniform2fv ProgramUniform2fv} * * @see Reference Page */ public static void glProgramUniform2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniform2fv(program, location, value); } /** * Array version of: {@link #glProgramUniform3fv ProgramUniform3fv} * * @see Reference Page */ public static void glProgramUniform3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniform3fv(program, location, value); } /** * Array version of: {@link #glProgramUniform4fv ProgramUniform4fv} * * @see Reference Page */ public static void glProgramUniform4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniform4fv(program, location, value); } /** * Array version of: {@link #glProgramUniform1dv ProgramUniform1dv} * * @see Reference Page */ public static void glProgramUniform1dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniform1dv(program, location, value); } /** * Array version of: {@link #glProgramUniform2dv ProgramUniform2dv} * * @see Reference Page */ public static void glProgramUniform2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniform2dv(program, location, value); } /** * Array version of: {@link #glProgramUniform3dv ProgramUniform3dv} * * @see Reference Page */ public static void glProgramUniform3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniform3dv(program, location, value); } /** * Array version of: {@link #glProgramUniform4dv ProgramUniform4dv} * * @see Reference Page */ public static void glProgramUniform4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniform4dv(program, location, value); } /** * Array version of: {@link #glProgramUniformMatrix2fv ProgramUniformMatrix2fv} * * @see Reference Page */ public static void glProgramUniformMatrix2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix2fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix3fv ProgramUniformMatrix3fv} * * @see Reference Page */ public static void glProgramUniformMatrix3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix3fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix4fv ProgramUniformMatrix4fv} * * @see Reference Page */ public static void glProgramUniformMatrix4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix4fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix2dv ProgramUniformMatrix2dv} * * @see Reference Page */ public static void glProgramUniformMatrix2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix2dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix3dv ProgramUniformMatrix3dv} * * @see Reference Page */ public static void glProgramUniformMatrix3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix3dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix4dv ProgramUniformMatrix4dv} * * @see Reference Page */ public static void glProgramUniformMatrix4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix4dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix2x3fv ProgramUniformMatrix2x3fv} * * @see Reference Page */ public static void glProgramUniformMatrix2x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix2x3fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix3x2fv ProgramUniformMatrix3x2fv} * * @see Reference Page */ public static void glProgramUniformMatrix3x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix3x2fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix2x4fv ProgramUniformMatrix2x4fv} * * @see Reference Page */ public static void glProgramUniformMatrix2x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix2x4fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix4x2fv ProgramUniformMatrix4x2fv} * * @see Reference Page */ public static void glProgramUniformMatrix4x2fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix4x2fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix3x4fv ProgramUniformMatrix3x4fv} * * @see Reference Page */ public static void glProgramUniformMatrix3x4fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix3x4fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix4x3fv ProgramUniformMatrix4x3fv} * * @see Reference Page */ public static void glProgramUniformMatrix4x3fv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) { GL41C.glProgramUniformMatrix4x3fv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix2x3dv ProgramUniformMatrix2x3dv} * * @see Reference Page */ public static void glProgramUniformMatrix2x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix2x3dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix3x2dv ProgramUniformMatrix3x2dv} * * @see Reference Page */ public static void glProgramUniformMatrix3x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix3x2dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix2x4dv ProgramUniformMatrix2x4dv} * * @see Reference Page */ public static void glProgramUniformMatrix2x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix2x4dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix4x2dv ProgramUniformMatrix4x2dv} * * @see Reference Page */ public static void glProgramUniformMatrix4x2dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix4x2dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix3x4dv ProgramUniformMatrix3x4dv} * * @see Reference Page */ public static void glProgramUniformMatrix3x4dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix3x4dv(program, location, transpose, value); } /** * Array version of: {@link #glProgramUniformMatrix4x3dv ProgramUniformMatrix4x3dv} * * @see Reference Page */ public static void glProgramUniformMatrix4x3dv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLdouble const *") double[] value) { GL41C.glProgramUniformMatrix4x3dv(program, location, transpose, value); } /** * Array version of: {@link #glGetProgramPipelineInfoLog GetProgramPipelineInfoLog} * * @see Reference Page */ public static void glGetProgramPipelineInfoLog(@NativeType("GLuint") int pipeline, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer infoLog) { GL41C.glGetProgramPipelineInfoLog(pipeline, length, infoLog); } /** * Array version of: {@link #glVertexAttribL1dv VertexAttribL1dv} * * @see Reference Page */ public static void glVertexAttribL1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL41C.glVertexAttribL1dv(index, v); } /** * Array version of: {@link #glVertexAttribL2dv VertexAttribL2dv} * * @see Reference Page */ public static void glVertexAttribL2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL41C.glVertexAttribL2dv(index, v); } /** * Array version of: {@link #glVertexAttribL3dv VertexAttribL3dv} * * @see Reference Page */ public static void glVertexAttribL3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL41C.glVertexAttribL3dv(index, v); } /** * Array version of: {@link #glVertexAttribL4dv VertexAttribL4dv} * * @see Reference Page */ public static void glVertexAttribL4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) { GL41C.glVertexAttribL4dv(index, v); } /** * Array version of: {@link #glGetVertexAttribLdv GetVertexAttribLdv} * * @see Reference Page */ public static void glGetVertexAttribLdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] params) { GL41C.glGetVertexAttribLdv(index, pname, params); } /** * Array version of: {@link #glViewportArrayv ViewportArrayv} * * @see Reference Page */ public static void glViewportArrayv(@NativeType("GLuint") int first, @NativeType("GLfloat const *") float[] v) { GL41C.glViewportArrayv(first, v); } /** * Array version of: {@link #glViewportIndexedfv ViewportIndexedfv} * * @see Reference Page */ public static void glViewportIndexedfv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) { GL41C.glViewportIndexedfv(index, v); } /** * Array version of: {@link #glScissorArrayv ScissorArrayv} * * @see Reference Page */ public static void glScissorArrayv(@NativeType("GLuint") int first, @NativeType("GLint const *") int[] v) { GL41C.glScissorArrayv(first, v); } /** * Array version of: {@link #glScissorIndexedv ScissorIndexedv} * * @see Reference Page */ public static void glScissorIndexedv(@NativeType("GLuint") int index, @NativeType("GLint const *") int[] v) { GL41C.glScissorIndexedv(index, v); } /** * Array version of: {@link #glDepthRangeArrayv DepthRangeArrayv} * * @see Reference Page */ public static void glDepthRangeArrayv(@NativeType("GLuint") int first, @NativeType("GLdouble const *") double[] v) { GL41C.glDepthRangeArrayv(first, v); } /** * Array version of: {@link #glGetFloati_v GetFloati_v} * * @see Reference Page */ public static void glGetFloati_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLfloat *") float[] data) { GL41C.glGetFloati_v(target, index, data); } /** * Array version of: {@link #glGetDoublei_v GetDoublei_v} * * @see Reference Page */ public static void glGetDoublei_v(@NativeType("GLenum") int target, @NativeType("GLuint") int index, @NativeType("GLdouble *") double[] data) { GL41C.glGetDoublei_v(target, index, data); } }




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