Many resources are needed to download a project. Please understand that we have to compensate our server costs. Thank you in advance. Project price only 1 $
You can buy this project and download/modify it how often you want.
*/
public class GL11C {
/** AlphaFunction */
public static final int
GL_NEVER = 0x200,
GL_LESS = 0x201,
GL_EQUAL = 0x202,
GL_LEQUAL = 0x203,
GL_GREATER = 0x204,
GL_NOTEQUAL = 0x205,
GL_GEQUAL = 0x206,
GL_ALWAYS = 0x207;
/** AttribMask */
public static final int
GL_DEPTH_BUFFER_BIT = 0x100,
GL_STENCIL_BUFFER_BIT = 0x400,
GL_COLOR_BUFFER_BIT = 0x4000;
/** BeginMode */
public static final int
GL_POINTS = 0x0,
GL_LINES = 0x1,
GL_LINE_LOOP = 0x2,
GL_LINE_STRIP = 0x3,
GL_TRIANGLES = 0x4,
GL_TRIANGLE_STRIP = 0x5,
GL_TRIANGLE_FAN = 0x6,
GL_QUADS = 0x7;
/** BlendingFactorDest */
public static final int
GL_ZERO = 0,
GL_ONE = 1,
GL_SRC_COLOR = 0x300,
GL_ONE_MINUS_SRC_COLOR = 0x301,
GL_SRC_ALPHA = 0x302,
GL_ONE_MINUS_SRC_ALPHA = 0x303,
GL_DST_ALPHA = 0x304,
GL_ONE_MINUS_DST_ALPHA = 0x305;
/** BlendingFactorSrc */
public static final int
GL_DST_COLOR = 0x306,
GL_ONE_MINUS_DST_COLOR = 0x307,
GL_SRC_ALPHA_SATURATE = 0x308;
/** Boolean */
public static final int
GL_TRUE = 1,
GL_FALSE = 0;
/** DataType */
public static final int
GL_BYTE = 0x1400,
GL_UNSIGNED_BYTE = 0x1401,
GL_SHORT = 0x1402,
GL_UNSIGNED_SHORT = 0x1403,
GL_INT = 0x1404,
GL_UNSIGNED_INT = 0x1405,
GL_FLOAT = 0x1406,
GL_DOUBLE = 0x140A;
/** DrawBufferMode */
public static final int
GL_NONE = 0,
GL_FRONT_LEFT = 0x400,
GL_FRONT_RIGHT = 0x401,
GL_BACK_LEFT = 0x402,
GL_BACK_RIGHT = 0x403,
GL_FRONT = 0x404,
GL_BACK = 0x405,
GL_LEFT = 0x406,
GL_RIGHT = 0x407,
GL_FRONT_AND_BACK = 0x408;
/** ErrorCode */
public static final int
GL_NO_ERROR = 0,
GL_INVALID_ENUM = 0x500,
GL_INVALID_VALUE = 0x501,
GL_INVALID_OPERATION = 0x502,
GL_STACK_OVERFLOW = 0x503,
GL_STACK_UNDERFLOW = 0x504,
GL_OUT_OF_MEMORY = 0x505;
/** FrontFaceDirection */
public static final int
GL_CW = 0x900,
GL_CCW = 0x901;
/** GetTarget */
public static final int
GL_POINT_SIZE = 0xB11,
GL_POINT_SIZE_RANGE = 0xB12,
GL_POINT_SIZE_GRANULARITY = 0xB13,
GL_LINE_SMOOTH = 0xB20,
GL_LINE_WIDTH = 0xB21,
GL_LINE_WIDTH_RANGE = 0xB22,
GL_LINE_WIDTH_GRANULARITY = 0xB23,
GL_POLYGON_MODE = 0xB40,
GL_POLYGON_SMOOTH = 0xB41,
GL_CULL_FACE = 0xB44,
GL_CULL_FACE_MODE = 0xB45,
GL_FRONT_FACE = 0xB46,
GL_DEPTH_RANGE = 0xB70,
GL_DEPTH_TEST = 0xB71,
GL_DEPTH_WRITEMASK = 0xB72,
GL_DEPTH_CLEAR_VALUE = 0xB73,
GL_DEPTH_FUNC = 0xB74,
GL_STENCIL_TEST = 0xB90,
GL_STENCIL_CLEAR_VALUE = 0xB91,
GL_STENCIL_FUNC = 0xB92,
GL_STENCIL_VALUE_MASK = 0xB93,
GL_STENCIL_FAIL = 0xB94,
GL_STENCIL_PASS_DEPTH_FAIL = 0xB95,
GL_STENCIL_PASS_DEPTH_PASS = 0xB96,
GL_STENCIL_REF = 0xB97,
GL_STENCIL_WRITEMASK = 0xB98,
GL_VIEWPORT = 0xBA2,
GL_DITHER = 0xBD0,
GL_BLEND_DST = 0xBE0,
GL_BLEND_SRC = 0xBE1,
GL_BLEND = 0xBE2,
GL_LOGIC_OP_MODE = 0xBF0,
GL_COLOR_LOGIC_OP = 0xBF2,
GL_DRAW_BUFFER = 0xC01,
GL_READ_BUFFER = 0xC02,
GL_SCISSOR_BOX = 0xC10,
GL_SCISSOR_TEST = 0xC11,
GL_COLOR_CLEAR_VALUE = 0xC22,
GL_COLOR_WRITEMASK = 0xC23,
GL_DOUBLEBUFFER = 0xC32,
GL_STEREO = 0xC33,
GL_LINE_SMOOTH_HINT = 0xC52,
GL_POLYGON_SMOOTH_HINT = 0xC53,
GL_UNPACK_SWAP_BYTES = 0xCF0,
GL_UNPACK_LSB_FIRST = 0xCF1,
GL_UNPACK_ROW_LENGTH = 0xCF2,
GL_UNPACK_SKIP_ROWS = 0xCF3,
GL_UNPACK_SKIP_PIXELS = 0xCF4,
GL_UNPACK_ALIGNMENT = 0xCF5,
GL_PACK_SWAP_BYTES = 0xD00,
GL_PACK_LSB_FIRST = 0xD01,
GL_PACK_ROW_LENGTH = 0xD02,
GL_PACK_SKIP_ROWS = 0xD03,
GL_PACK_SKIP_PIXELS = 0xD04,
GL_PACK_ALIGNMENT = 0xD05,
GL_MAX_TEXTURE_SIZE = 0xD33,
GL_MAX_VIEWPORT_DIMS = 0xD3A,
GL_SUBPIXEL_BITS = 0xD50,
GL_TEXTURE_1D = 0xDE0,
GL_TEXTURE_2D = 0xDE1;
/** GetTextureParameter */
public static final int
GL_TEXTURE_WIDTH = 0x1000,
GL_TEXTURE_HEIGHT = 0x1001,
GL_TEXTURE_INTERNAL_FORMAT = 0x1003,
GL_TEXTURE_BORDER_COLOR = 0x1004;
/** HintMode */
public static final int
GL_DONT_CARE = 0x1100,
GL_FASTEST = 0x1101,
GL_NICEST = 0x1102;
/** LogicOp */
public static final int
GL_CLEAR = 0x1500,
GL_AND = 0x1501,
GL_AND_REVERSE = 0x1502,
GL_COPY = 0x1503,
GL_AND_INVERTED = 0x1504,
GL_NOOP = 0x1505,
GL_XOR = 0x1506,
GL_OR = 0x1507,
GL_NOR = 0x1508,
GL_EQUIV = 0x1509,
GL_INVERT = 0x150A,
GL_OR_REVERSE = 0x150B,
GL_COPY_INVERTED = 0x150C,
GL_OR_INVERTED = 0x150D,
GL_NAND = 0x150E,
GL_SET = 0x150F;
/** PixelCopyType */
public static final int
GL_COLOR = 0x1800,
GL_DEPTH = 0x1801,
GL_STENCIL = 0x1802;
/** PixelFormat */
public static final int
GL_STENCIL_INDEX = 0x1901,
GL_DEPTH_COMPONENT = 0x1902,
GL_RED = 0x1903,
GL_GREEN = 0x1904,
GL_BLUE = 0x1905,
GL_ALPHA = 0x1906,
GL_RGB = 0x1907,
GL_RGBA = 0x1908;
/** PolygonMode */
public static final int
GL_POINT = 0x1B00,
GL_LINE = 0x1B01,
GL_FILL = 0x1B02;
/** StencilOp */
public static final int
GL_KEEP = 0x1E00,
GL_REPLACE = 0x1E01,
GL_INCR = 0x1E02,
GL_DECR = 0x1E03;
/** StringName */
public static final int
GL_VENDOR = 0x1F00,
GL_RENDERER = 0x1F01,
GL_VERSION = 0x1F02,
GL_EXTENSIONS = 0x1F03;
/** TextureMagFilter */
public static final int
GL_NEAREST = 0x2600,
GL_LINEAR = 0x2601;
/** TextureMinFilter */
public static final int
GL_NEAREST_MIPMAP_NEAREST = 0x2700,
GL_LINEAR_MIPMAP_NEAREST = 0x2701,
GL_NEAREST_MIPMAP_LINEAR = 0x2702,
GL_LINEAR_MIPMAP_LINEAR = 0x2703;
/** TextureParameterName */
public static final int
GL_TEXTURE_MAG_FILTER = 0x2800,
GL_TEXTURE_MIN_FILTER = 0x2801,
GL_TEXTURE_WRAP_S = 0x2802,
GL_TEXTURE_WRAP_T = 0x2803;
/** TextureWrapMode */
public static final int GL_REPEAT = 0x2901;
/** polygon_offset */
public static final int
GL_POLYGON_OFFSET_FACTOR = 0x8038,
GL_POLYGON_OFFSET_UNITS = 0x2A00,
GL_POLYGON_OFFSET_POINT = 0x2A01,
GL_POLYGON_OFFSET_LINE = 0x2A02,
GL_POLYGON_OFFSET_FILL = 0x8037;
/** texture */
public static final int
GL_R3_G3_B2 = 0x2A10,
GL_RGB4 = 0x804F,
GL_RGB5 = 0x8050,
GL_RGB8 = 0x8051,
GL_RGB10 = 0x8052,
GL_RGB12 = 0x8053,
GL_RGB16 = 0x8054,
GL_RGBA2 = 0x8055,
GL_RGBA4 = 0x8056,
GL_RGB5_A1 = 0x8057,
GL_RGBA8 = 0x8058,
GL_RGB10_A2 = 0x8059,
GL_RGBA12 = 0x805A,
GL_RGBA16 = 0x805B,
GL_TEXTURE_RED_SIZE = 0x805C,
GL_TEXTURE_GREEN_SIZE = 0x805D,
GL_TEXTURE_BLUE_SIZE = 0x805E,
GL_TEXTURE_ALPHA_SIZE = 0x805F,
GL_PROXY_TEXTURE_1D = 0x8063,
GL_PROXY_TEXTURE_2D = 0x8064;
/** texture_object */
public static final int
GL_TEXTURE_BINDING_1D = 0x8068,
GL_TEXTURE_BINDING_2D = 0x8069;
/** vertex_array */
public static final int GL_VERTEX_ARRAY = 0x8074;
static { GL.initialize(); }
protected GL11C() {
throw new UnsupportedOperationException();
}
// --- [ glEnable ] ---
/**
* Enables the specified OpenGL state.
*
* @param target the OpenGL state to enable
*
* @see Reference Page
*/
public static native void glEnable(@NativeType("GLenum") int target);
// --- [ glDisable ] ---
/**
* Disables the specified OpenGL state.
*
* @param target the OpenGL state to disable
*
* @see Reference Page
*/
public static native void glDisable(@NativeType("GLenum") int target);
// --- [ glBindTexture ] ---
/**
* Binds the a texture to a texture target.
*
*
While a texture object is bound, GL operations on the target to which it is bound affect the bound object, and queries of the target to which it is
* bound return state from the bound object. If texture mapping of the dimensionality of the target to which a texture object is bound is enabled, the
* state of the bound texture object directs the texturing operation.
* @param texture the texture object to bind
*
* @see Reference Page
*/
public static native void glBindTexture(@NativeType("GLenum") int target, @NativeType("GLuint") int texture);
// --- [ glBlendFunc ] ---
/**
* Specifies the weighting factors used by the blend equation, for both RGB and alpha functions and for all draw buffers.
*
* @param sfactor the source weighting factor. One of:
* @param dfactor the destination weighting factor
*
* @see Reference Page
*/
public static native void glBlendFunc(@NativeType("GLenum") int sfactor, @NativeType("GLenum") int dfactor);
// --- [ glClear ] ---
/**
* Sets portions of every pixel in a particular buffer to the same value. The value to which each buffer is cleared depends on the setting of the clear
* value for that buffer.
*
* @param mask Zero or the bitwise OR of one or more values indicating which buffers are to be cleared. One or more of:
{@link #GL_COLOR_BUFFER_BIT COLOR_BUFFER_BIT}
{@link #GL_DEPTH_BUFFER_BIT DEPTH_BUFFER_BIT}
{@link #GL_STENCIL_BUFFER_BIT STENCIL_BUFFER_BIT}
*
* @see Reference Page
*/
public static native void glClear(@NativeType("GLbitfield") int mask);
// --- [ glClearColor ] ---
/**
* Sets the clear value for fixed-point and floating-point color buffers in RGBA mode. The specified components are stored as floating-point values.
*
* @param red the value to which to clear the R channel of the color buffer
* @param green the value to which to clear the G channel of the color buffer
* @param blue the value to which to clear the B channel of the color buffer
* @param alpha the value to which to clear the A channel of the color buffer
*
* @see Reference Page
*/
public static native void glClearColor(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha);
// --- [ glClearDepth ] ---
/**
* Sets the depth value used when clearing the depth buffer. When clearing a fixedpoint depth buffer, {@code depth} is clamped to the range [0,1] and
* converted to fixed-point. No conversion is applied when clearing a floating-point depth buffer.
*
* @param depth the value to which to clear the depth buffer
*
* @see Reference Page
*/
public static native void glClearDepth(@NativeType("GLdouble") double depth);
// --- [ glClearStencil ] ---
/**
* Sets the value to which to clear the stencil buffer. {@code s} is masked to the number of bitplanes in the stencil buffer.
*
* @param s the value to which to clear the stencil buffer
*
* @see Reference Page
*/
public static native void glClearStencil(@NativeType("GLint") int s);
// --- [ glColorMask ] ---
/**
* Masks the writing of R, G, B and A values to all draw buffers. In the initial state, all color values are enabled for writing for all draw buffers.
*
* @param red whether R values are written or not
* @param green whether G values are written or not
* @param blue whether B values are written or not
* @param alpha whether A values are written or not
*
* @see Reference Page
*/
public static native void glColorMask(@NativeType("GLboolean") boolean red, @NativeType("GLboolean") boolean green, @NativeType("GLboolean") boolean blue, @NativeType("GLboolean") boolean alpha);
// --- [ glCullFace ] ---
/**
* Specifies which polygon faces are culled if {@link #GL_CULL_FACE CULL_FACE} is enabled. Front-facing polygons are rasterized if either culling is disabled or the
* CullFace mode is {@link #GL_BACK BACK} while back-facing polygons are rasterized only if either culling is disabled or the CullFace mode is
* {@link #GL_FRONT FRONT}. The initial setting of the CullFace mode is {@link #GL_BACK BACK}. Initially, culling is disabled.
*
* @param mode the CullFace mode. One of:
{@link #GL_FRONT FRONT}
{@link #GL_BACK BACK}
{@link #GL_FRONT_AND_BACK FRONT_AND_BACK}
*
* @see Reference Page
*/
public static native void glCullFace(@NativeType("GLenum") int mode);
// --- [ glDepthFunc ] ---
/**
* Specifies the comparison that takes place during the depth buffer test (when {@link #GL_DEPTH_TEST DEPTH_TEST} is enabled).
*
* @param func the depth test comparison. One of:
{@link #GL_NEVER NEVER}
{@link #GL_ALWAYS ALWAYS}
{@link #GL_LESS LESS}
{@link #GL_LEQUAL LEQUAL}
{@link #GL_EQUAL EQUAL}
{@link #GL_GREATER GREATER}
{@link #GL_GEQUAL GEQUAL}
{@link #GL_NOTEQUAL NOTEQUAL}
*
* @see Reference Page
*/
public static native void glDepthFunc(@NativeType("GLenum") int func);
// --- [ glDepthMask ] ---
/**
* Masks the writing of depth values to the depth buffer. In the initial state, the depth buffer is enabled for writing.
*
* @param flag whether depth values are written or not.
*
* @see Reference Page
*/
public static native void glDepthMask(@NativeType("GLboolean") boolean flag);
// --- [ glDepthRange ] ---
/**
* Sets the depth range for all viewports to the same values.
*
* @param zNear the near depth range
* @param zFar the far depth range
*
* @see Reference Page
*/
public static native void glDepthRange(@NativeType("GLdouble") double zNear, @NativeType("GLdouble") double zFar);
// --- [ glDrawArrays ] ---
/**
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices. Elements {@code first} through
* first + count – 1 of each enabled non-instanced array are transferred to the GL.
*
*
If an array corresponding to an attribute required by a vertex shader is not enabled, then the corresponding element is taken from the current attribute
* state. If an array is enabled, the corresponding current vertex attribute value is unaffected by the execution of this function.
*
* @param mode the kind of primitives being constructed
* @param first the first vertex to transfer to the GL
* @param count the number of vertices after {@code first} to transfer to the GL
*
* @see Reference Page
*/
public static native void glDrawArrays(@NativeType("GLenum") int mode, @NativeType("GLint") int first, @NativeType("GLsizei") int count);
// --- [ glDrawBuffer ] ---
/**
* Defines the color buffer to which fragment color zero is written.
*
*
Acceptable values for {@code buf} depend on whether the GL is using the default framebuffer (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is zero), or
* a framebuffer object (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is non-zero). In the initial state, the GL is bound to the default framebuffer.
*
* @param buf the color buffer to draw to. One of:
*
* @see Reference Page
*/
public static native void glDrawBuffer(@NativeType("GLenum") int buf);
// --- [ glDrawElements ] ---
/**
* Unsafe version of: {@link #glDrawElements DrawElements}
*
* @param count the number of vertices to transfer to the GL
* @param type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}
*/
public static native void nglDrawElements(int mode, int count, int type, long indices);
/**
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
* @param count the number of vertices to transfer to the GL
* @param type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices the index values
*
* @see Reference Page
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLsizei") int count, @NativeType("GLenum") int type, @NativeType("void const *") long indices) {
nglDrawElements(mode, count, type, indices);
}
/**
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
* @param type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}
{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices the index values
*
* @see Reference Page
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer indices) {
nglDrawElements(mode, indices.remaining() >> GLChecks.typeToByteShift(type), type, memAddress(indices));
}
/**
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
* @param indices the index values
*
* @see Reference Page
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("void const *") ByteBuffer indices) {
nglDrawElements(mode, indices.remaining(), GL11.GL_UNSIGNED_BYTE, memAddress(indices));
}
/**
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
* @param indices the index values
*
* @see Reference Page
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("void const *") ShortBuffer indices) {
nglDrawElements(mode, indices.remaining(), GL11.GL_UNSIGNED_SHORT, memAddress(indices));
}
/**
* Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL.
* The ith element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or
* from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}.
*
* @param mode the kind of primitives being constructed. One of:
* @param indices the index values
*
* @see Reference Page
*/
public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("void const *") IntBuffer indices) {
nglDrawElements(mode, indices.remaining(), GL11.GL_UNSIGNED_INT, memAddress(indices));
}
// --- [ glFinish ] ---
/**
* Forces all previously issued GL commands to complete. {@code Finish} does not return until all effects from such commands on GL client and server
* state and the framebuffer are fully realized.
*
* @see Reference Page
*/
public static native void glFinish();
// --- [ glFlush ] ---
/**
* Causes all previously issued GL commands to complete in finite time (although such commands may still be executing when {@code Flush} returns).
*
* @see Reference Page
*/
public static native void glFlush();
// --- [ glFrontFace ] ---
/**
* The first step of polygon rasterization is to determine if the polygon is back-facing or front-facing. This determination is made based on the sign of
* the (clipped or unclipped) polygon's area computed in window coordinates. The interpretation of the sign of this value is controlled with this function.
* In the initial state, the front face direction is set to {@link #GL_CCW CCW}.
*
* @param dir the front face direction. One of:
{@link #GL_CCW CCW}
{@link #GL_CW CW}
*
* @see Reference Page
*/
public static native void glFrontFace(@NativeType("GLenum") int dir);
// --- [ glGenTextures ] ---
/**
* Unsafe version of: {@link #glGenTextures GenTextures}
*
* @param n the number of textures to create
*/
public static native void nglGenTextures(int n, long textures);
/**
* Returns n previously unused texture names in textures. These names are marked as used, for the purposes of GenTextures only, but they acquire texture
* state and a dimensionality only when they are first bound, just as if they were unused.
*
* @param textures a scalar or buffer in which to place the returned texture names
*
* @see Reference Page
*/
public static void glGenTextures(@NativeType("GLuint *") IntBuffer textures) {
nglGenTextures(textures.remaining(), memAddress(textures));
}
/**
* Returns n previously unused texture names in textures. These names are marked as used, for the purposes of GenTextures only, but they acquire texture
* state and a dimensionality only when they are first bound, just as if they were unused.
*
* @see Reference Page
*/
@NativeType("void")
public static int glGenTextures() {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer textures = stack.callocInt(1);
nglGenTextures(1, memAddress(textures));
return textures.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glDeleteTextures ] ---
/**
* Unsafe version of: {@link #glDeleteTextures DeleteTextures}
*
* @param n the number of texture names in the {@code textures} parameter
*/
public static native void nglDeleteTextures(int n, long textures);
/**
* Deletes texture objects. After a texture object is deleted, it has no contents or dimensionality, and its name is again unused. If a texture that is
* currently bound to any of the target bindings of {@link #glBindTexture BindTexture} is deleted, it is as though {@link #glBindTexture BindTexture} had been executed with the
* same target and texture zero. Additionally, special care must be taken when deleting a texture if any of the images of the texture are attached to a
* framebuffer object.
*
*
Unused names in textures that have been marked as used for the purposes of {@link #glGenTextures GenTextures} are marked as unused again. Unused names in textures are
* silently ignored, as is the name zero.
*
* @param textures contains {@code n} names of texture objects to be deleted
*
* @see Reference Page
*/
public static void glDeleteTextures(@NativeType("GLuint const *") IntBuffer textures) {
nglDeleteTextures(textures.remaining(), memAddress(textures));
}
/**
* Deletes texture objects. After a texture object is deleted, it has no contents or dimensionality, and its name is again unused. If a texture that is
* currently bound to any of the target bindings of {@link #glBindTexture BindTexture} is deleted, it is as though {@link #glBindTexture BindTexture} had been executed with the
* same target and texture zero. Additionally, special care must be taken when deleting a texture if any of the images of the texture are attached to a
* framebuffer object.
*
*
Unused names in textures that have been marked as used for the purposes of {@link #glGenTextures GenTextures} are marked as unused again. Unused names in textures are
* silently ignored, as is the name zero.
*
* @see Reference Page
*/
public static void glDeleteTextures(@NativeType("GLuint const *") int texture) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer textures = stack.ints(texture);
nglDeleteTextures(1, memAddress(textures));
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetBooleanv ] ---
/** Unsafe version of: {@link #glGetBooleanv GetBooleanv} */
public static native void nglGetBooleanv(int pname, long params);
/**
* Returns the current boolean value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetBooleanv(@NativeType("GLenum") int pname, @NativeType("GLboolean *") ByteBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetBooleanv(pname, memAddress(params));
}
/**
* Returns the current boolean value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
*
* @see Reference Page
*/
@NativeType("void")
public static boolean glGetBoolean(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
ByteBuffer params = stack.calloc(1);
nglGetBooleanv(pname, memAddress(params));
return params.get(0) != 0;
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetFloatv ] ---
/** Unsafe version of: {@link #glGetFloatv GetFloatv} */
public static native void nglGetFloatv(int pname, long params);
/**
* Returns the current float value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetFloatv(@NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetFloatv(pname, memAddress(params));
}
/**
* Returns the current float value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
*
* @see Reference Page
*/
@NativeType("void")
public static float glGetFloat(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer params = stack.callocFloat(1);
nglGetFloatv(pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetIntegerv ] ---
/** Unsafe version of: {@link #glGetIntegerv GetIntegerv} */
public static native void nglGetIntegerv(int pname, long params);
/**
* Returns the current integer value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetIntegerv(@NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetIntegerv(pname, memAddress(params));
}
/**
* Returns the current integer value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetInteger(@NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetIntegerv(pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetDoublev ] ---
/** Unsafe version of: {@link #glGetDoublev GetDoublev} */
public static native void nglGetDoublev(int pname, long params);
/**
* Returns the current double value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
*
* @param pname the state variable
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetDoublev(@NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetDoublev(pname, memAddress(params));
}
/**
* Returns the current double value of the specified state variable.
*
*
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
* LWJGL will not validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the
* OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
Each detectable error is assigned a numeric code. When an error is detected, a flag is set and the code is recorded. Further errors, if they occur, do
* not affect this recorded code. When {@code GetError} is called, the code is returned and the flag is cleared, so that a further error will again record
* its code. If a call to {@code GetError} returns {@link #GL_NO_ERROR NO_ERROR}, then there has been no detectable error since the last call to {@code GetError} (or since
* the GL was initialized).
*
* @see Reference Page
*/
@NativeType("GLenum")
public static native int glGetError();
// --- [ glGetPointerv ] ---
/** Unsafe version of: {@link #glGetPointerv GetPointerv} */
public static native void nglGetPointerv(int pname, long params);
/**
* Returns a pointer in the current GL context.
*
* @param pname the pointer to return. One of:
* @param params a buffer in which to place the returned pointer
*
* @see Reference Page
*/
public static void glGetPointerv(@NativeType("GLenum") int pname, @NativeType("void **") PointerBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetPointerv(pname, memAddress(params));
}
/**
* Returns a pointer in the current GL context.
*
* @param pname the pointer to return. One of:
* @param pixels the buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ByteBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
* @param pixels the buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") long pixels) {
nglGetTexImage(tex, level, format, type, pixels);
}
/**
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
* @param pixels the buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ShortBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
* @param pixels the buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") IntBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
* @param pixels the buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") FloatBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
/**
* Obtains texture images.
*
* @param tex the texture (or texture face) to be obtained. One of:
* @param pixels the buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") DoubleBuffer pixels) {
nglGetTexImage(tex, level, format, type, memAddress(pixels));
}
// --- [ glGetTexLevelParameteriv ] ---
/** Unsafe version of: {@link #glGetTexLevelParameteriv GetTexLevelParameteriv} */
public static native void nglGetTexLevelParameteriv(int target, int level, int pname, long params);
/**
* Places integer information about texture image parameter {@code pname} for level-of-detail {@code level} of the specified {@code target} into {@code params}.
*
* @param target the texture image target. One of:
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexLevelParameteriv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexLevelParameteriv(target, level, pname, memAddress(params));
}
/**
* Places integer information about texture image parameter {@code pname} for level-of-detail {@code level} of the specified {@code target} into {@code params}.
*
* @param target the texture image target. One of:
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetTexLevelParameteri(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetTexLevelParameteriv(target, level, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexLevelParameterfv ] ---
/** Unsafe version of: {@link #glGetTexLevelParameterfv GetTexLevelParameterfv} */
public static native void nglGetTexLevelParameterfv(int target, int level, int pname, long params);
/**
* Float version of {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}.
*
* @param target the texture image target
* @param level the level-of-detail number
* @param pname the parameter to query
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexLevelParameterfv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexLevelParameterfv(target, level, pname, memAddress(params));
}
/**
* Float version of {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}.
*
* @param target the texture image target
* @param level the level-of-detail number
* @param pname the parameter to query
*
* @see Reference Page
*/
@NativeType("void")
public static float glGetTexLevelParameterf(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer params = stack.callocFloat(1);
nglGetTexLevelParameterfv(target, level, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexParameteriv ] ---
/** Unsafe version of: {@link #glGetTexParameteriv GetTexParameteriv} */
public static native void nglGetTexParameteriv(int target, int pname, long params);
/**
* Place integer information about texture parameter {@code pname} for the specified {@code target} into {@code params}.
*
* @param target the texture target. One of:
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexParameteriv(target, pname, memAddress(params));
}
/**
* Place integer information about texture parameter {@code pname} for the specified {@code target} into {@code params}.
*
* @param target the texture target. One of:
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetTexParameteri(@NativeType("GLenum") int target, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
IntBuffer params = stack.callocInt(1);
nglGetTexParameteriv(target, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glGetTexParameterfv ] ---
/** Unsafe version of: {@link #glGetTexParameterfv GetTexParameterfv} */
public static native void nglGetTexParameterfv(int target, int pname, long params);
/**
* Float version of {@link #glGetTexParameteriv GetTexParameteriv}.
*
* @param target the texture target
* @param pname the parameter to query
* @param params a scalar or buffer in which to place the returned data
*
* @see Reference Page
*/
public static void glGetTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) {
if (CHECKS) {
check(params, 1);
}
nglGetTexParameterfv(target, pname, memAddress(params));
}
/**
* Float version of {@link #glGetTexParameteriv GetTexParameteriv}.
*
* @param target the texture target
* @param pname the parameter to query
*
* @see Reference Page
*/
@NativeType("void")
public static float glGetTexParameterf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname) {
MemoryStack stack = stackGet(); int stackPointer = stack.getPointer();
try {
FloatBuffer params = stack.callocFloat(1);
nglGetTexParameterfv(target, pname, memAddress(params));
return params.get(0);
} finally {
stack.setPointer(stackPointer);
}
}
// --- [ glHint ] ---
/**
* Certain aspects of GL behavior, when there is room for variation, may be controlled with this function. The initial value for all hints is
* {@link #GL_DONT_CARE DONT_CARE}.
*
* @param target the behavior to control. One of:
*
* @see Reference Page
*/
public static native void glHint(@NativeType("GLenum") int target, @NativeType("GLenum") int hint);
// --- [ glIsEnabled ] ---
/**
* Determines if {@code cap} is currently enabled (as with {@link #glEnable Enable}) or disabled.
*
* @param cap the enable state to query
*
* @see Reference Page
*/
@NativeType("GLboolean")
public static native boolean glIsEnabled(@NativeType("GLenum") int cap);
// --- [ glIsTexture ] ---
/**
* Returns true if {@code texture} is the name of a texture object.
*
* @param texture the texture name to query
*
* @see Reference Page
*/
@NativeType("GLboolean")
public static native boolean glIsTexture(@NativeType("GLuint") int texture);
// --- [ glLineWidth ] ---
/**
* Sets the width of rasterized line segments. The default width is 1.0.
*
* @param width the line width
*
* @see Reference Page
*/
public static native void glLineWidth(@NativeType("GLfloat") float width);
// --- [ glLogicOp ] ---
/**
* Sets the logical framebuffer operation.
*
* @param op the operation to set. One of:
{@link #GL_CLEAR CLEAR}
{@link #GL_AND AND}
{@link #GL_AND_REVERSE AND_REVERSE}
{@link #GL_COPY COPY}
{@link #GL_AND_INVERTED AND_INVERTED}
{@link #GL_NOOP NOOP}
{@link #GL_XOR XOR}
{@link #GL_OR OR}
{@link #GL_NOR NOR}
{@link #GL_EQUIV EQUIV}
{@link #GL_INVERT INVERT}
{@link #GL_OR_REVERSE OR_REVERSE}
{@link #GL_COPY_INVERTED COPY_INVERTED}
{@link #GL_OR_INVERTED OR_INVERTED}
{@link #GL_NAND NAND}
{@link #GL_SET SET}
*
* @see Reference Page
*/
public static native void glLogicOp(@NativeType("GLenum") int op);
// --- [ glPixelStorei ] ---
/**
* Sets the integer value of a pixel store parameter.
*
* @param pname the pixel store parameter to set. One of:
* @param param the parameter value
*
* @see Reference Page
*/
public static native void glPixelStorei(@NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glPixelStoref ] ---
/**
* Float version of {@link #glPixelStorei PixelStorei}.
*
* @param pname the pixel store parameter to set
* @param param the parameter value
*
* @see Reference Page
*/
public static native void glPixelStoref(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glPointSize ] ---
/**
* Controls the rasterization of points if no vertex, tessellation control, tessellation evaluation, or geometry shader is active. The default point size is 1.0.
*
* @param size the request size of a point
*
* @see Reference Page
*/
public static native void glPointSize(@NativeType("GLfloat") float size);
// --- [ glPolygonMode ] ---
/**
* Controls the interpretation of polygons for rasterization.
*
*
{@link #GL_FILL FILL} is the default mode of polygon rasterization. Note that these modes affect only the final rasterization of polygons: in particular, a
* polygon's vertices are lit, and the polygon is clipped and possibly culled before these modes are applied. Polygon antialiasing applies only to the
* {@link #GL_FILL FILL} state of PolygonMode. For {@link #GL_POINT POINT} or {@link #GL_LINE LINE}, point antialiasing or line segment antialiasing, respectively, apply.
*
* @param face the face for which to set the rasterizing method. One of:
{@link #GL_FRONT FRONT}
{@link #GL_BACK BACK}
{@link #GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param mode the rasterization mode. One of:
{@link #GL_POINT POINT}
{@link #GL_LINE LINE}
{@link #GL_FILL FILL}
*
* @see Reference Page
*/
public static native void glPolygonMode(@NativeType("GLenum") int face, @NativeType("GLenum") int mode);
// --- [ glPolygonOffset ] ---
/**
* The depth values of all fragments generated by the rasterization of a polygon may be offset by a single value that is computed for that polygon. This
* function determines that value.
*
*
{@code factor} scales the maximum depth slope of the polygon, and {@code units} scales an implementation-dependent constant that relates to the usable
* resolution of the depth buffer. The resulting values are summed to produce the polygon offset value.
*
* @param factor the maximum depth slope factor
* @param units the constant scale
*
* @see Reference Page
*/
public static native void glPolygonOffset(@NativeType("GLfloat") float factor, @NativeType("GLfloat") float units);
// --- [ glReadBuffer ] ---
/**
* Defines the color buffer from which values are obtained.
*
*
Acceptable values for {@code src} depend on whether the GL is using the default framebuffer (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is zero), or
* a framebuffer object (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is non-zero). In the initial state, the GL is bound to the default framebuffer.
*
* @param src the color buffer to read from. One of:
*
* @see Reference Page
*/
public static native void glReadBuffer(@NativeType("GLenum") int src);
// --- [ glReadPixels ] ---
/** Unsafe version of: {@link #glReadPixels ReadPixels} */
public static native void nglReadPixels(int x, int y, int width, int height, int format, int type, long pixels);
/**
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
* @param pixels a buffer in which to place the returned pixel data
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ByteBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
/**
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
* @param pixels a buffer in which to place the returned pixel data
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") long pixels) {
nglReadPixels(x, y, width, height, format, type, pixels);
}
/**
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
* @param pixels a buffer in which to place the returned pixel data
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ShortBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
/**
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
* @param pixels a buffer in which to place the returned pixel data
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") IntBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
/**
* ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width}
* and {@code 0 <= j < height}; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
* window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
* for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by
* the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there.
*
* @param x the left pixel coordinate
* @param y the lower pixel coordinate
* @param width the number of pixels to read in the x-dimension
* @param height the number of pixels to read in the y-dimension
* @param format the pixel format. One of:
* @param pixels a buffer in which to place the returned pixel data
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") FloatBuffer pixels) {
nglReadPixels(x, y, width, height, format, type, memAddress(pixels));
}
// --- [ glScissor ] ---
/**
* Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using {@link #glEnable Enable} or {@link #glDisable Disable}
* with the symbolic constant {@link #GL_SCISSOR_TEST SCISSOR_TEST}. When disabled, it is as if the scissor test always passes. When enabled, if
* left ≤ xw < left + width and bottom ≤ yw < bottom + height for the scissor rectangle, then the scissor
* test passes. Otherwise, the test fails and the fragment is discarded.
*
* @param x the left scissor rectangle coordinate
* @param y the bottom scissor rectangle coordinate
* @param width the scissor rectangle width
* @param height the scissor rectangle height
*
* @see Reference Page
*/
public static native void glScissor(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height);
// --- [ glStencilFunc ] ---
/**
* Controls the stencil test.
*
*
{@code ref} is an integer reference value that is used in the unsigned stencil comparison. Stencil comparison operations and queries of {@code ref}
* clamp its value to the range [0, 2s – 1], where s is the number of bits in the stencil buffer attached to the draw framebuffer. The s
* least significant bits of {@code mask} are bitwise ANDed with both the reference and the stored stencil value, and the resulting masked values are those that
* participate in the comparison controlled by {@code func}.
*
* @param func the stencil comparison function. One of:
{@link #GL_NEVER NEVER}
{@link #GL_ALWAYS ALWAYS}
{@link #GL_LESS LESS}
{@link #GL_LEQUAL LEQUAL}
{@link #GL_EQUAL EQUAL}
{@link #GL_GEQUAL GEQUAL}
{@link #GL_GREATER GREATER}
{@link #GL_NOTEQUAL NOTEQUAL}
* @param ref the reference value
* @param mask the stencil comparison mask
*
* @see Reference Page
*/
public static native void glStencilFunc(@NativeType("GLenum") int func, @NativeType("GLint") int ref, @NativeType("GLuint") int mask);
// --- [ glStencilMask ] ---
/**
* Masks the writing of particular bits into the stencil plans.
*
*
The least significant s bits of {@code mask}, where s is the number of bits in the stencil buffer, specify an integer mask. Where a 1 appears in this
* mask, the corresponding bit in the stencil buffer is written; where a 0 appears, the bit is not written.
*
* @param mask the stencil mask
*
* @see Reference Page
*/
public static native void glStencilMask(@NativeType("GLuint") int mask);
// --- [ glStencilOp ] ---
/**
* Indicates what happens to the stored stencil value if this or certain subsequent tests fail or pass.
*
*
The supported actions are {@link #GL_KEEP KEEP}, {@link #GL_ZERO ZERO}, {@link #GL_REPLACE REPLACE}, {@link #GL_INCR INCR}, {@link #GL_DECR DECR}, {@link #GL_INVERT INVERT},
* {@link GL14#GL_INCR_WRAP INCR_WRAP} and {@link GL14#GL_DECR_WRAP DECR_WRAP}. These correspond to keeping the current value, setting to zero, replacing with the reference value,
* incrementing with saturation, decrementing with saturation, bitwise inverting it, incrementing without saturation, and decrementing without saturation.
*
*
For purposes of increment and decrement, the stencil bits are considered as an unsigned integer. Incrementing or decrementing with saturation clamps
* the stencil value at 0 and the maximum representable value. Incrementing or decrementing without saturation will wrap such that incrementing the maximum
* representable value results in 0, and decrementing 0 results in the maximum representable value.
*
* @param sfail the action to take if the stencil test fails
* @param dpfail the action to take if the depth buffer test fails
* @param dppass the action to take if the depth buffer test passes
*
* @see Reference Page
*/
public static native void glStencilOp(@NativeType("GLenum") int sfail, @NativeType("GLenum") int dpfail, @NativeType("GLenum") int dppass);
// --- [ glTexImage1D ] ---
/** Unsafe version of: {@link #glTexImage1D TexImage1D} */
public static native void nglTexImage1D(int target, int level, int internalformat, int width, int border, int format, int type, long pixels);
/**
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}
{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ByteBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}
{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") long pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, pixels);
}
/**
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}
{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ShortBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}
{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") IntBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}
{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") FloatBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
/**
* One-dimensional version of {@link #glTexImage2D TexImage2D}}.
*
* @param target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}
{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}
* @param level the level-of-detail number
* @param internalformat the texture internal format
* @param width the texture width
* @param border the texture border width
* @param format the texel data format
* @param type the texel data type
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") DoubleBuffer pixels) {
nglTexImage1D(target, level, internalformat, width, border, format, type, memAddressSafe(pixels));
}
// --- [ glTexImage2D ] ---
/** Unsafe version of: {@link #glTexImage2D TexImage2D} */
public static native void nglTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, long pixels);
/**
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
* @param width the texture width
* @param height the texture height
* @param border the texture border width
* @param format the texel data format. One of:
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ByteBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
* @param width the texture width
* @param height the texture height
* @param border the texture border width
* @param format the texel data format. One of:
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") long pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
/**
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
* @param width the texture width
* @param height the texture height
* @param border the texture border width
* @param format the texel data format. One of:
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ShortBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
* @param width the texture width
* @param height the texture height
* @param border the texture border width
* @param format the texel data format. One of:
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") IntBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
* @param width the texture width
* @param height the texture height
* @param border the texture border width
* @param format the texel data format. One of:
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") FloatBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
/**
* Specifies a two-dimensional texture image.
*
* @param target the texture target. One of:
* @param width the texture width
* @param height the texture height
* @param border the texture border width
* @param format the texel data format. One of:
* @param pixels the texel data
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") DoubleBuffer pixels) {
nglTexImage2D(target, level, internalformat, width, height, border, format, type, memAddressSafe(pixels));
}
// --- [ glCopyTexImage1D ] ---
/**
* Defines a one-dimensional texel array in exactly the manner of {@link #glTexImage1D TexImage1D}, except that the image data are taken from the framebuffer rather
* than from client memory. For the purposes of decoding the texture image, {@code CopyTexImage1D} is equivalent to calling {@link #glCopyTexImage2D CopyTexImage2D}
* with corresponding arguments and height of 1, except that the height of the image is always 1, regardless of the value of border. level, internalformat,
* and border are specified using the same values, with the same meanings, as the corresponding arguments of {@link #glTexImage1D TexImage1D}. The constraints on
* width and border are exactly those of the corresponding arguments of {@link #glTexImage1D TexImage1D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number
* @param internalFormat the texture internal format. See {@link #glTexImage2D TexImage2D} for a list of supported formats.
* @param x the left framebuffer pixel coordinate
* @param y the lower framebuffer pixel coordinate
* @param width the texture width
* @param border the texture border width
*
* @see Reference Page
*/
public static native void glCopyTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalFormat, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLint") int border);
// --- [ glCopyTexImage2D ] ---
/**
* Defines a two-dimensional texel array in exactly the manner of {@link #glTexImage2D TexImage2D}, except that the image data are taken from the framebuffer rather
* than from client memory.
*
*
{@code x}, {@code y}, {@code width}, and {@code height} correspond precisely to the corresponding arguments to {@link #glReadPixels ReadPixels}; they specify the
* image's width and height, and the lower left (x, y) coordinates of the framebuffer region to be copied.
*
*
The image is taken from the framebuffer exactly as if these arguments were passed to {@link GL11#glCopyPixels CopyPixels} with argument type set to {@link #GL_COLOR COLOR},
* {@link #GL_DEPTH DEPTH}, or {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}, depending on {@code internalformat}. RGBA data is taken from the current color buffer, while depth
* component and stencil index data are taken from the depth and stencil buffers, respectively.
*
*
Subsequent processing is identical to that described for {@link #glTexImage2D TexImage2D}, beginning with clamping of the R, G, B, A, or depth values, and masking
* of the stencil index values from the resulting pixel groups. Parameters {@code level}, {@code internalformat}, and {@code border} are specified using
* the same values, with the same meanings, as the corresponding arguments of {@link #glTexImage2D TexImage2D}.
*
*
The constraints on width, height, and border are exactly those for the corresponding arguments of {@link #glTexImage2D TexImage2D}.
* @param level the level-of-detail number
* @param internalFormat the texture internal format. See {@link #glTexImage2D TexImage2D} for a list of supported formats.
* @param x the left framebuffer pixel coordinate
* @param y the lower framebuffer pixel coordinate
* @param width the texture width
* @param height the texture height
* @param border the texture border width
*
* @see Reference Page
*/
public static native void glCopyTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalFormat, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border);
// --- [ glCopyTexSubImage1D ] ---
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the {@code internalformat}, {@code width} or {@code border}
* parameters of the specified texel array, nor is any change made to texel values outside the specified subregion. See {@link #glCopyTexImage1D CopyTexImage1D} for more
* details.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail number
* @param xoffset the left texel coordinate of the texture subregion to update
* @param x the left framebuffer pixel coordinate
* @param y the lower framebuffer pixel coordinate
* @param width the texture subregion width
*
* @see Reference Page
*/
public static native void glCopyTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width);
// --- [ glCopyTexSubImage2D ] ---
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the {@code internalformat}, {@code width}, {@code height},
* or {@code border} parameters of the specified texel array, nor is any change made to texel values outside the specified subregion. See
* {@link #glCopyTexImage2D CopyTexImage2D} for more details.
*
* @param target the texture target. One of:
* @param level the level-of-detail number
* @param xoffset the left texel coordinate of the texture subregion to update
* @param yoffset the lower texel coordinate of the texture subregion to update
* @param x the left framebuffer pixel coordinate
* @param y the lower framebuffer pixel coordinate
* @param width the texture subregion width
* @param height the texture subregion height
*
* @see Reference Page
*/
public static native void glCopyTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height);
// --- [ glTexParameteri ] ---
/**
* Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment.
*
* @param target the texture target. One of:
* @param param the parameter value
*
* @see Reference Page
*/
public static native void glTexParameteri(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint") int param);
// --- [ glTexParameteriv ] ---
/** Unsafe version of: {@link #glTexParameteriv TexParameteriv} */
public static native void nglTexParameteriv(int target, int pname, long params);
/**
* Pointer version of {@link #glTexParameteri TexParameteri}.
*
* @param target the texture target
* @param pname the parameter to set
* @param params the parameter value
*
* @see Reference Page
*/
public static void glTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexParameteriv(target, pname, memAddress(params));
}
// --- [ glTexParameterf ] ---
/**
* Float version of {@link #glTexParameteri TexParameteri}.
*
* @param target the texture target
* @param pname the parameter to set
* @param param the parameter value
*
* @see Reference Page
*/
public static native void glTexParameterf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param);
// --- [ glTexParameterfv ] ---
/** Unsafe version of: {@link #glTexParameterfv TexParameterfv} */
public static native void nglTexParameterfv(int target, int pname, long params);
/**
* Pointer version of {@link #glTexParameterf TexParameterf}.
*
* @param target the texture target
* @param pname the parameter to set
* @param params the parameter value
*
* @see Reference Page
*/
public static void glTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) {
if (CHECKS) {
check(params, 4);
}
nglTexParameterfv(target, pname, memAddress(params));
}
// --- [ glTexSubImage1D ] ---
/** Unsafe version of: {@link #glTexSubImage1D TexSubImage1D} */
public static native void nglTexSubImage1D(int target, int level, int xoffset, int width, int format, int type, long pixels);
/**
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") long pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, pixels);
}
/**
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ShortBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") IntBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") FloatBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
/**
* One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}.
*
* @param target the texture target. Must be:
{@link #GL_TEXTURE_1D TEXTURE_1D}
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param width the subregion width
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") DoubleBuffer pixels) {
nglTexSubImage1D(target, level, xoffset, width, format, type, memAddress(pixels));
}
// --- [ glTexSubImage2D ] ---
/** Unsafe version of: {@link #glTexSubImage2D TexSubImage2D} */
public static native void nglTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, long pixels);
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of
* the specified texel array, nor is any change made to texel values outside the specified subregion.
*
* @param target the texture target. One of:
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of
* the specified texel array, nor is any change made to texel values outside the specified subregion.
*
* @param target the texture target. One of:
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") long pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of
* the specified texel array, nor is any change made to texel values outside the specified subregion.
*
* @param target the texture target. One of:
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ShortBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of
* the specified texel array, nor is any change made to texel values outside the specified subregion.
*
* @param target the texture target. One of:
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") IntBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of
* the specified texel array, nor is any change made to texel values outside the specified subregion.
*
* @param target the texture target. One of:
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") FloatBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
/**
* Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of
* the specified texel array, nor is any change made to texel values outside the specified subregion.
*
* @param target the texture target. One of:
* @param level the level-of-detail-number
* @param xoffset the left coordinate of the texel subregion
* @param yoffset the bottom coordinate of the texel subregion
* @param width the subregion width
* @param height the subregion height
* @param format the pixel data format. One of:
* @param pixels the pixel data
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") DoubleBuffer pixels) {
nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, memAddress(pixels));
}
// --- [ glViewport ] ---
/**
* Specifies the viewport transformation parameters for all viewports.
*
*
The location of the viewport's bottom-left corner, given by {@code (x, y)}, are clamped to be within the implementation-dependent viewport bounds range.
* The viewport bounds range {@code [min, max]} tuple may be determined by calling {@link #glGetFloatv GetFloatv} with the symbolic
* constant {@link GL41#GL_VIEWPORT_BOUNDS_RANGE VIEWPORT_BOUNDS_RANGE}. Viewport width and height are clamped to implementation-dependent maximums when specified. The maximum
* width and height may be found by calling {@link #glGetFloatv GetFloatv} with the symbolic constant {@link #GL_MAX_VIEWPORT_DIMS MAX_VIEWPORT_DIMS}. The
* maximum viewport dimensions must be greater than or equal to the larger of the visible dimensions of the display being rendered to (if a display
* exists), and the largest renderbuffer image which can be successfully created and attached to a framebuffer object.
*
*
In the initial state, {@code w} and {@code h} for each viewport are set to the width and height, respectively, of the window into which the GL is to do
* its rendering. If the default framebuffer is bound but no default framebuffer is associated with the GL context, then {@code w} and {@code h} are
* initially set to zero.
*
* @param x the left viewport coordinate
* @param y the bottom viewport coordinate
* @param w the viewport width
* @param h the viewport height
*
* @see Reference Page
*/
public static native void glViewport(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int w, @NativeType("GLsizei") int h);
/**
* Array version of: {@link #glGenTextures GenTextures}
*
* @see Reference Page
*/
public static void glGenTextures(@NativeType("GLuint *") int[] textures) {
long __functionAddress = GL.getICD().glGenTextures;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, textures.length, textures);
}
/**
* Array version of: {@link #glDeleteTextures DeleteTextures}
*
* @see Reference Page
*/
public static void glDeleteTextures(@NativeType("GLuint const *") int[] textures) {
long __functionAddress = GL.getICD().glDeleteTextures;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, textures.length, textures);
}
/**
* Array version of: {@link #glGetFloatv GetFloatv}
*
* @see Reference Page
*/
public static void glGetFloatv(@NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glGetFloatv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
* Array version of: {@link #glGetIntegerv GetIntegerv}
*
* @see Reference Page
*/
public static void glGetIntegerv(@NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
long __functionAddress = GL.getICD().glGetIntegerv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
* Array version of: {@link #glGetDoublev GetDoublev}
*
* @see Reference Page
*/
public static void glGetDoublev(@NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] params) {
long __functionAddress = GL.getICD().glGetDoublev;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, pname, params);
}
/**
* Array version of: {@link #glGetTexImage GetTexImage}
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") short[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
* Array version of: {@link #glGetTexImage GetTexImage}
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") int[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
* Array version of: {@link #glGetTexImage GetTexImage}
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") float[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
* Array version of: {@link #glGetTexImage GetTexImage}
*
* @see Reference Page
*/
public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") double[] pixels) {
long __functionAddress = GL.getICD().glGetTexImage;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, tex, level, format, type, pixels);
}
/**
* Array version of: {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}
*
* @see Reference Page
*/
public static void glGetTexLevelParameteriv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
long __functionAddress = GL.getICD().glGetTexLevelParameteriv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, target, level, pname, params);
}
/**
* Array version of: {@link #glGetTexLevelParameterfv GetTexLevelParameterfv}
*
* @see Reference Page
*/
public static void glGetTexLevelParameterfv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glGetTexLevelParameterfv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, target, level, pname, params);
}
/**
* Array version of: {@link #glGetTexParameteriv GetTexParameteriv}
*
* @see Reference Page
*/
public static void glGetTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
long __functionAddress = GL.getICD().glGetTexParameteriv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, target, pname, params);
}
/**
* Array version of: {@link #glGetTexParameterfv GetTexParameterfv}
*
* @see Reference Page
*/
public static void glGetTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) {
long __functionAddress = GL.getICD().glGetTexParameterfv;
if (CHECKS) {
check(__functionAddress);
check(params, 1);
}
callPV(__functionAddress, target, pname, params);
}
/**
* Array version of: {@link #glReadPixels ReadPixels}
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") short[] pixels) {
long __functionAddress = GL.getICD().glReadPixels;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, x, y, width, height, format, type, pixels);
}
/**
* Array version of: {@link #glReadPixels ReadPixels}
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") int[] pixels) {
long __functionAddress = GL.getICD().glReadPixels;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, x, y, width, height, format, type, pixels);
}
/**
* Array version of: {@link #glReadPixels ReadPixels}
*
* @see Reference Page
*/
public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") float[] pixels) {
long __functionAddress = GL.getICD().glReadPixels;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, x, y, width, height, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage1D TexImage1D}
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") short[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage1D TexImage1D}
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") int[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage1D TexImage1D}
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") float[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage1D TexImage1D}
*
* @see Reference Page
*/
public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") double[] pixels) {
long __functionAddress = GL.getICD().glTexImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage2D TexImage2D}
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") short[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage2D TexImage2D}
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") int[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage2D TexImage2D}
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") float[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexImage2D TexImage2D}
*
* @see Reference Page
*/
public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") double[] pixels) {
long __functionAddress = GL.getICD().glTexImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, internalformat, width, height, border, format, type, pixels);
}
/**
* Array version of: {@link #glTexParameteriv TexParameteriv}
*
* @see Reference Page
*/
public static void glTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) {
long __functionAddress = GL.getICD().glTexParameteriv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, target, pname, params);
}
/**
* Array version of: {@link #glTexParameterfv TexParameterfv}
*
* @see Reference Page
*/
public static void glTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) {
long __functionAddress = GL.getICD().glTexParameterfv;
if (CHECKS) {
check(__functionAddress);
check(params, 4);
}
callPV(__functionAddress, target, pname, params);
}
/**
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") short[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") int[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") float[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
* Array version of: {@link #glTexSubImage1D TexSubImage1D}
*
* @see Reference Page
*/
public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") double[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage1D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, width, format, type, pixels);
}
/**
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") short[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") int[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") float[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
/**
* Array version of: {@link #glTexSubImage2D TexSubImage2D}
*
* @see Reference Page
*/
public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") double[] pixels) {
long __functionAddress = GL.getICD().glTexSubImage2D;
if (CHECKS) {
check(__functionAddress);
}
callPV(__functionAddress, target, level, xoffset, yoffset, width, height, format, type, pixels);
}
}