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

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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

import javax.annotation.*;

import java.nio.*;

import org.lwjgl.*;

import org.lwjgl.system.*;

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

/**
 * The OpenGL functionality of a forward compatible context, up to version 1.1.
 * 
 * 

Extensions promoted to core in this release:

* * */ 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 target the texture target. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}{@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER}{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}
{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param texture the texture object to bind * * @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:
{@link #GL_ZERO ZERO}{@link #GL_ONE ONE}{@link #GL_SRC_COLOR SRC_COLOR}{@link #GL_ONE_MINUS_SRC_COLOR ONE_MINUS_SRC_COLOR}{@link #GL_DST_COLOR DST_COLOR}
{@link #GL_ONE_MINUS_DST_COLOR ONE_MINUS_DST_COLOR}{@link #GL_SRC_ALPHA SRC_ALPHA}{@link #GL_ONE_MINUS_SRC_ALPHA ONE_MINUS_SRC_ALPHA}{@link #GL_DST_ALPHA DST_ALPHA}{@link #GL_ONE_MINUS_DST_ALPHA ONE_MINUS_DST_ALPHA}
{@link GL14#GL_CONSTANT_COLOR CONSTANT_COLOR}{@link GL14#GL_ONE_MINUS_CONSTANT_COLOR ONE_MINUS_CONSTANT_COLOR}{@link GL14#GL_CONSTANT_ALPHA CONSTANT_ALPHA}{@link GL14#GL_ONE_MINUS_CONSTANT_ALPHA ONE_MINUS_CONSTANT_ALPHA}{@link #GL_SRC_ALPHA_SATURATE SRC_ALPHA_SATURATE}
{@link GL33#GL_SRC1_COLOR SRC1_COLOR}{@link GL33#GL_ONE_MINUS_SRC1_COLOR ONE_MINUS_SRC1_COLOR}{@link GL15#GL_SRC1_ALPHA SRC1_ALPHA}{@link GL33#GL_ONE_MINUS_SRC1_ALPHA ONE_MINUS_SRC1_ALPHA}
* @param dfactor the destination weighting factor * * @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:
{@link #GL_NONE NONE}{@link #GL_FRONT_LEFT FRONT_LEFT}{@link #GL_FRONT_RIGHT FRONT_RIGHT}{@link #GL_BACK_LEFT BACK_LEFT}{@link #GL_BACK_RIGHT BACK_RIGHT}{@link #GL_FRONT FRONT}{@link #GL_BACK BACK}{@link #GL_LEFT LEFT}
{@link #GL_RIGHT RIGHT}{@link #GL_FRONT_AND_BACK FRONT_AND_BACK}{@link GL30#GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT0}GL30.GL_COLOR_ATTACHMENT[1-15]
* * @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:
{@link #GL_POINTS POINTS}{@link #GL_LINE_STRIP LINE_STRIP}{@link #GL_LINE_LOOP LINE_LOOP}{@link #GL_LINES LINES}{@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link #GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link #GL_TRIANGLES TRIANGLES}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}{@link GL40#GL_PATCHES PATCHES}
* @param count the number of vertices to transfer to the GL * @param type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices the index values * * @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:
{@link #GL_POINTS POINTS}{@link #GL_LINE_STRIP LINE_STRIP}{@link #GL_LINE_LOOP LINE_LOOP}{@link #GL_LINES LINES}{@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link #GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link #GL_TRIANGLES TRIANGLES}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}{@link GL40#GL_PATCHES PATCHES}
* @param type indicates the type of index values in {@code indices}. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_UNSIGNED_INT UNSIGNED_INT}
* @param indices the index values * * @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:
{@link #GL_POINTS POINTS}{@link #GL_LINE_STRIP LINE_STRIP}{@link #GL_LINE_LOOP LINE_LOOP}{@link #GL_LINES LINES}{@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link #GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link #GL_TRIANGLES TRIANGLES}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}{@link GL40#GL_PATCHES PATCHES}
* @param indices the index values * * @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:
{@link #GL_POINTS POINTS}{@link #GL_LINE_STRIP LINE_STRIP}{@link #GL_LINE_LOOP LINE_LOOP}{@link #GL_LINES LINES}{@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link #GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link #GL_TRIANGLES TRIANGLES}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}{@link GL40#GL_PATCHES PATCHES}
* @param indices the index values * * @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:
{@link #GL_POINTS POINTS}{@link #GL_LINE_STRIP LINE_STRIP}{@link #GL_LINE_LOOP LINE_LOOP}{@link #GL_LINES LINES}{@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP}{@link #GL_TRIANGLE_FAN TRIANGLE_FAN}
{@link #GL_TRIANGLES TRIANGLES}{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}{@link GL40#GL_PATCHES PATCHES}
* @param indices the index values * * @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.

* * @param pname the state variable * * @see Reference Page */ @NativeType("void") public static double glGetDouble(@NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { DoubleBuffer params = stack.callocDouble(1); nglGetDoublev(pname, memAddress(params)); return params.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetError ] --- /** * Returns error information. * *

Each detectable error is assigned a numeric code. When an error is detected, a flag is set and the code is recorded. Further errors, if they occur, do * not affect this recorded code. When {@code GetError} is called, the code is returned and the flag is cleared, so that a further error will again record * its code. If a call to {@code GetError} returns {@link #GL_NO_ERROR NO_ERROR}, then there has been no detectable error since the last call to {@code GetError} (or since * the GL was initialized).

* * @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:
{@link GL43#GL_DEBUG_CALLBACK_FUNCTION DEBUG_CALLBACK_FUNCTION}{@link GL43#GL_DEBUG_CALLBACK_USER_PARAM DEBUG_CALLBACK_USER_PARAM}
* @param params a buffer in which to place the returned pointer * * @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:
{@link GL43#GL_DEBUG_CALLBACK_FUNCTION DEBUG_CALLBACK_FUNCTION}{@link GL43#GL_DEBUG_CALLBACK_USER_PARAM DEBUG_CALLBACK_USER_PARAM}
* * @see Reference Page */ @NativeType("void") public static long glGetPointer(@NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { PointerBuffer params = stack.callocPointer(1); nglGetPointerv(pname, memAddress(params)); return params.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetString ] --- /** Unsafe version of: {@link #glGetString GetString} */ public static native long nglGetString(int name); /** * Return strings describing properties of the current GL context. * * @param name the property to query. One of:
{@link #GL_RENDERER RENDERER}{@link #GL_VENDOR VENDOR}{@link #GL_EXTENSIONS EXTENSIONS}{@link #GL_VERSION VERSION}{@link GL20#GL_SHADING_LANGUAGE_VERSION SHADING_LANGUAGE_VERSION}
* * @see Reference Page */ @Nullable @NativeType("GLubyte const *") public static String glGetString(@NativeType("GLenum") int name) { long __result = nglGetString(name); return memUTF8Safe(__result); } // --- [ glGetTexImage ] --- /** Unsafe version of: {@link #glGetTexImage GetTexImage} */ public static native void nglGetTexImage(int tex, int level, int format, int type, long pixels); /** * Obtains texture images. * * @param tex the texture (or texture face) to be obtained. One of:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number * @param format the pixel format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number * @param format the pixel format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number * @param format the pixel format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number * @param format the pixel format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number * @param format the pixel format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}
{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}
* @param level the level-of-detail number * @param format the pixel format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}
{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D_MULTISAMPLE}{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param level the level-of-detail number * @param pname the parameter to query. One of:
{@link #GL_TEXTURE_WIDTH TEXTURE_WIDTH}{@link #GL_TEXTURE_HEIGHT TEXTURE_HEIGHT}{@link GL12#GL_TEXTURE_DEPTH TEXTURE_DEPTH}{@link GL32#GL_TEXTURE_SAMPLES TEXTURE_SAMPLES}
{@link GL32#GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_FIXED_SAMPLE_LOCATIONS}{@link #GL_TEXTURE_INTERNAL_FORMAT TEXTURE_INTERNAL_FORMAT}{@link #GL_TEXTURE_RED_SIZE TEXTURE_RED_SIZE}{@link #GL_TEXTURE_GREEN_SIZE TEXTURE_GREEN_SIZE}
{@link #GL_TEXTURE_BLUE_SIZE TEXTURE_BLUE_SIZE}{@link #GL_TEXTURE_ALPHA_SIZE TEXTURE_ALPHA_SIZE}{@link GL14#GL_TEXTURE_DEPTH_SIZE TEXTURE_DEPTH_SIZE}{@link GL30#GL_TEXTURE_STENCIL_SIZE TEXTURE_STENCIL_SIZE}
{@link GL30#GL_TEXTURE_SHARED_SIZE TEXTURE_SHARED_SIZE}{@link GL30#GL_TEXTURE_ALPHA_TYPE TEXTURE_ALPHA_TYPE}{@link GL30#GL_TEXTURE_DEPTH_TYPE TEXTURE_DEPTH_TYPE}{@link GL13#GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSED}
{@link GL13#GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSED_IMAGE_SIZE}{@link GL31#GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_BUFFER_DATA_STORE_BINDING}{@link GL43#GL_TEXTURE_BUFFER_OFFSET TEXTURE_BUFFER_OFFSET}{@link GL43#GL_TEXTURE_BUFFER_SIZE TEXTURE_BUFFER_SIZE}
* @param params a scalar or buffer in which to place the returned data * * @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}{@link #GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}
{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D_MULTISAMPLE}{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param level the level-of-detail number * @param pname the parameter to query. One of:
{@link #GL_TEXTURE_WIDTH TEXTURE_WIDTH}{@link #GL_TEXTURE_HEIGHT TEXTURE_HEIGHT}{@link GL12#GL_TEXTURE_DEPTH TEXTURE_DEPTH}{@link GL32#GL_TEXTURE_SAMPLES TEXTURE_SAMPLES}
{@link GL32#GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_FIXED_SAMPLE_LOCATIONS}{@link #GL_TEXTURE_INTERNAL_FORMAT TEXTURE_INTERNAL_FORMAT}{@link #GL_TEXTURE_RED_SIZE TEXTURE_RED_SIZE}{@link #GL_TEXTURE_GREEN_SIZE TEXTURE_GREEN_SIZE}
{@link #GL_TEXTURE_BLUE_SIZE TEXTURE_BLUE_SIZE}{@link #GL_TEXTURE_ALPHA_SIZE TEXTURE_ALPHA_SIZE}{@link GL14#GL_TEXTURE_DEPTH_SIZE TEXTURE_DEPTH_SIZE}{@link GL30#GL_TEXTURE_STENCIL_SIZE TEXTURE_STENCIL_SIZE}
{@link GL30#GL_TEXTURE_SHARED_SIZE TEXTURE_SHARED_SIZE}{@link GL30#GL_TEXTURE_ALPHA_TYPE TEXTURE_ALPHA_TYPE}{@link GL30#GL_TEXTURE_DEPTH_TYPE TEXTURE_DEPTH_TYPE}{@link GL13#GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSED}
{@link GL13#GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSED_IMAGE_SIZE}{@link GL31#GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_BUFFER_DATA_STORE_BINDING}{@link GL43#GL_TEXTURE_BUFFER_OFFSET TEXTURE_BUFFER_OFFSET}{@link GL43#GL_TEXTURE_BUFFER_SIZE TEXTURE_BUFFER_SIZE}
* * @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param pname the parameter to query. One of:
{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL}{@link #GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR}{@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE}{@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC}
{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}{@link #GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER}{@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL}{@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD}
{@link #GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER}{@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD}{@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R}{@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G}
{@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B}{@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A}{@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA}{@link #GL_TEXTURE_WRAP_S TEXTURE_WRAP_S}
{@link #GL_TEXTURE_WRAP_T TEXTURE_WRAP_T}{@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R}{@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE}{@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP}
{@link GL42#GL_IMAGE_FORMAT_COMPATIBILITY_TYPE IMAGE_FORMAT_COMPATIBILITY_TYPE}{@link GL42#GL_TEXTURE_IMMUTABLE_FORMAT TEXTURE_IMMUTABLE_FORMAT}{@link GL43#GL_TEXTURE_IMMUTABLE_LEVELS TEXTURE_IMMUTABLE_LEVELS}{@link GL43#GL_TEXTURE_VIEW_MIN_LEVEL TEXTURE_VIEW_MIN_LEVEL}
{@link GL43#GL_TEXTURE_VIEW_NUM_LEVELS TEXTURE_VIEW_NUM_LEVELS}{@link GL43#GL_TEXTURE_VIEW_MIN_LAYER TEXTURE_VIEW_MIN_LAYER}{@link GL43#GL_TEXTURE_VIEW_NUM_LAYERS TEXTURE_VIEW_NUM_LAYERS}
* @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param pname the parameter to query. One of:
{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL}{@link #GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR}{@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE}{@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC}
{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}{@link #GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER}{@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL}{@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD}
{@link #GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER}{@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD}{@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R}{@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G}
{@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B}{@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A}{@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA}{@link #GL_TEXTURE_WRAP_S TEXTURE_WRAP_S}
{@link #GL_TEXTURE_WRAP_T TEXTURE_WRAP_T}{@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R}{@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE}{@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP}
{@link GL42#GL_IMAGE_FORMAT_COMPATIBILITY_TYPE IMAGE_FORMAT_COMPATIBILITY_TYPE}{@link GL42#GL_TEXTURE_IMMUTABLE_FORMAT TEXTURE_IMMUTABLE_FORMAT}{@link GL43#GL_TEXTURE_IMMUTABLE_LEVELS TEXTURE_IMMUTABLE_LEVELS}{@link GL43#GL_TEXTURE_VIEW_MIN_LEVEL TEXTURE_VIEW_MIN_LEVEL}
{@link GL43#GL_TEXTURE_VIEW_NUM_LEVELS TEXTURE_VIEW_NUM_LEVELS}{@link GL43#GL_TEXTURE_VIEW_MIN_LAYER TEXTURE_VIEW_MIN_LAYER}{@link GL43#GL_TEXTURE_VIEW_NUM_LAYERS TEXTURE_VIEW_NUM_LAYERS}
* * @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:
{@link #GL_LINE_SMOOTH_HINT LINE_SMOOTH_HINT}{@link #GL_POLYGON_SMOOTH_HINT POLYGON_SMOOTH_HINT}{@link GL13#GL_TEXTURE_COMPRESSION_HINT TEXTURE_COMPRESSION_HINT}
{@link GL20#GL_FRAGMENT_SHADER_DERIVATIVE_HINT FRAGMENT_SHADER_DERIVATIVE_HINT}
* @param hint the behavior hint. One of:
{@link #GL_FASTEST FASTEST}{@link #GL_NICEST NICEST}{@link #GL_DONT_CARE DONT_CARE}
* * @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:
{@link #GL_UNPACK_SWAP_BYTES UNPACK_SWAP_BYTES}{@link #GL_UNPACK_LSB_FIRST UNPACK_LSB_FIRST}{@link #GL_UNPACK_ROW_LENGTH UNPACK_ROW_LENGTH}
{@link #GL_UNPACK_SKIP_ROWS UNPACK_SKIP_ROWS}{@link #GL_UNPACK_SKIP_PIXELS UNPACK_SKIP_PIXELS}{@link #GL_UNPACK_ALIGNMENT UNPACK_ALIGNMENT}
{@link GL12#GL_UNPACK_IMAGE_HEIGHT UNPACK_IMAGE_HEIGHT}{@link GL12#GL_UNPACK_SKIP_IMAGES UNPACK_SKIP_IMAGES}{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_WIDTH UNPACK_COMPRESSED_BLOCK_WIDTH}
{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_HEIGHT UNPACK_COMPRESSED_BLOCK_HEIGHT}{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_DEPTH UNPACK_COMPRESSED_BLOCK_DEPTH}{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_SIZE UNPACK_COMPRESSED_BLOCK_SIZE}
* @param param the parameter value * * @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:
{@link #GL_NONE NONE}{@link #GL_FRONT_LEFT FRONT_LEFT}{@link #GL_FRONT_RIGHT FRONT_RIGHT}{@link #GL_BACK_LEFT BACK_LEFT}{@link #GL_BACK_RIGHT BACK_RIGHT}{@link #GL_FRONT FRONT}{@link #GL_BACK BACK}{@link #GL_LEFT LEFT}
{@link #GL_RIGHT RIGHT}{@link #GL_FRONT_AND_BACK FRONT_AND_BACK}{@link GL30#GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT0}GL30.GL_COLOR_ATTACHMENT[1-15]
* * @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param internalformat the texture internal format. One of:
{@link #GL_RED RED}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link #GL_R3_G3_B2 R3_G3_B2}{@link #GL_RGB4 RGB4}{@link #GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link #GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link #GL_RGB10 RGB10}{@link #GL_RGB12 RGB12}{@link #GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link #GL_RGBA2 RGBA2}{@link #GL_RGBA4 RGBA4}{@link #GL_RGB5_A1 RGB5_A1}{@link #GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link #GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link #GL_RGBA12 RGBA12}{@link #GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}
* @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the texel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param internalformat the texture internal format. One of:
{@link #GL_RED RED}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link #GL_R3_G3_B2 R3_G3_B2}{@link #GL_RGB4 RGB4}{@link #GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link #GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link #GL_RGB10 RGB10}{@link #GL_RGB12 RGB12}{@link #GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link #GL_RGBA2 RGBA2}{@link #GL_RGBA4 RGBA4}{@link #GL_RGB5_A1 RGB5_A1}{@link #GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link #GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link #GL_RGBA12 RGBA12}{@link #GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}
* @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the texel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param internalformat the texture internal format. One of:
{@link #GL_RED RED}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link #GL_R3_G3_B2 R3_G3_B2}{@link #GL_RGB4 RGB4}{@link #GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link #GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link #GL_RGB10 RGB10}{@link #GL_RGB12 RGB12}{@link #GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link #GL_RGBA2 RGBA2}{@link #GL_RGBA4 RGBA4}{@link #GL_RGB5_A1 RGB5_A1}{@link #GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link #GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link #GL_RGBA12 RGBA12}{@link #GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}
* @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the texel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param internalformat the texture internal format. One of:
{@link #GL_RED RED}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link #GL_R3_G3_B2 R3_G3_B2}{@link #GL_RGB4 RGB4}{@link #GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link #GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link #GL_RGB10 RGB10}{@link #GL_RGB12 RGB12}{@link #GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link #GL_RGBA2 RGBA2}{@link #GL_RGBA4 RGBA4}{@link #GL_RGB5_A1 RGB5_A1}{@link #GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link #GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link #GL_RGBA12 RGBA12}{@link #GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}
* @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the texel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param internalformat the texture internal format. One of:
{@link #GL_RED RED}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link #GL_R3_G3_B2 R3_G3_B2}{@link #GL_RGB4 RGB4}{@link #GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link #GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link #GL_RGB10 RGB10}{@link #GL_RGB12 RGB12}{@link #GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link #GL_RGBA2 RGBA2}{@link #GL_RGBA4 RGBA4}{@link #GL_RGB5_A1 RGB5_A1}{@link #GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link #GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link #GL_RGBA12 RGBA12}{@link #GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}
* @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the texel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
{@link #GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param internalformat the texture internal format. One of:
{@link #GL_RED RED}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
{@link GL30#GL_R8 R8}{@link GL31#GL_R8_SNORM R8_SNORM}{@link GL30#GL_R16 R16}{@link GL31#GL_R16_SNORM R16_SNORM}{@link GL30#GL_RG8 RG8}{@link GL31#GL_RG8_SNORM RG8_SNORM}
{@link GL30#GL_RG16 RG16}{@link GL31#GL_RG16_SNORM RG16_SNORM}{@link #GL_R3_G3_B2 R3_G3_B2}{@link #GL_RGB4 RGB4}{@link #GL_RGB5 RGB5}{@link GL41#GL_RGB565 RGB565}
{@link #GL_RGB8 RGB8}{@link GL31#GL_RGB8_SNORM RGB8_SNORM}{@link #GL_RGB10 RGB10}{@link #GL_RGB12 RGB12}{@link #GL_RGB16 RGB16}{@link GL31#GL_RGB16_SNORM RGB16_SNORM}
{@link #GL_RGBA2 RGBA2}{@link #GL_RGBA4 RGBA4}{@link #GL_RGB5_A1 RGB5_A1}{@link #GL_RGBA8 RGBA8}{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}{@link #GL_RGB10_A2 RGB10_A2}
{@link GL33#GL_RGB10_A2UI RGB10_A2UI}{@link #GL_RGBA12 RGBA12}{@link #GL_RGBA16 RGBA16}{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}{@link GL21#GL_SRGB8 SRGB8}{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}
{@link GL30#GL_R16F R16F}{@link GL30#GL_RG16F RG16F}{@link GL30#GL_RGB16F RGB16F}{@link GL30#GL_RGBA16F RGBA16F}{@link GL30#GL_R32F R32F}{@link GL30#GL_RG32F RG32F}
{@link GL30#GL_RGB32F RGB32F}{@link GL30#GL_RGBA32F RGBA32F}{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}{@link GL30#GL_RGB9_E5 RGB9_E5}{@link GL30#GL_R8I R8I}{@link GL30#GL_R8UI R8UI}
{@link GL30#GL_R16I R16I}{@link GL30#GL_R16UI R16UI}{@link GL30#GL_R32I R32I}{@link GL30#GL_R32UI R32UI}{@link GL30#GL_RG8I RG8I}{@link GL30#GL_RG8UI RG8UI}
{@link GL30#GL_RG16I RG16I}{@link GL30#GL_RG16UI RG16UI}{@link GL30#GL_RG32I RG32I}{@link GL30#GL_RG32UI RG32UI}{@link GL30#GL_RGB8I RGB8I}{@link GL30#GL_RGB8UI RGB8UI}
{@link GL30#GL_RGB16I RGB16I}{@link GL30#GL_RGB16UI RGB16UI}{@link GL30#GL_RGB32I RGB32I}{@link GL30#GL_RGB32UI RGB32UI}{@link GL30#GL_RGBA8I RGBA8I}{@link GL30#GL_RGBA8UI RGBA8UI}
{@link GL30#GL_RGBA16I RGBA16I}{@link GL30#GL_RGBA16UI RGBA16UI}{@link GL30#GL_RGBA32I RGBA32I}{@link GL30#GL_RGBA32UI RGBA32UI}{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}
{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}
{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}
{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}
{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}
{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}see {@link EXTTextureCompressionS3TC}see {@link EXTTextureCompressionLATC}
see {@link ATITextureCompression3DC}
* @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the texel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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 target the texture target. One of:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param internalFormat the texture internal format. See {@link #glTexImage2D TexImage2D} for a list of supported formats. * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the texture width * @param height the texture height * @param border the texture border width * * @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail number * @param xoffset the left texel coordinate of the texture subregion to update * @param yoffset the lower texel coordinate of the texture subregion to update * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the texture subregion width * @param height the texture subregion height * * @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:
{@link #GL_TEXTURE_1D TEXTURE_1D}{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL12#GL_TEXTURE_3D TEXTURE_3D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}
{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}
{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}
* @param pname the parameter to set. One of:
{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL}{@link #GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR}{@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE}{@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC}
{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}{@link #GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER}{@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL}{@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD}
{@link #GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER}{@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD}{@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R}{@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G}
{@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B}{@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A}{@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA}{@link #GL_TEXTURE_WRAP_S TEXTURE_WRAP_S}
{@link #GL_TEXTURE_WRAP_T TEXTURE_WRAP_T}{@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R}{@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE}{@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP}
* @param param the parameter value * * @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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:
{@link #GL_TEXTURE_2D TEXTURE_2D}{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}
* @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:
{@link #GL_RED RED}{@link #GL_GREEN GREEN}{@link #GL_BLUE BLUE}{@link #GL_ALPHA ALPHA}{@link GL30#GL_RG RG}{@link #GL_RGB RGB}{@link #GL_RGBA RGBA}{@link GL12#GL_BGR BGR}
{@link GL12#GL_BGRA BGRA}{@link GL30#GL_RED_INTEGER RED_INTEGER}{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}{@link GL30#GL_RG_INTEGER RG_INTEGER}{@link GL30#GL_RGB_INTEGER RGB_INTEGER}{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}
{@link GL30#GL_BGR_INTEGER BGR_INTEGER}{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}{@link #GL_STENCIL_INDEX STENCIL_INDEX}{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}
* @param type the pixel data type. One of:
{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}{@link #GL_BYTE BYTE}{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}{@link #GL_SHORT SHORT}
{@link #GL_UNSIGNED_INT UNSIGNED_INT}{@link #GL_INT INT}{@link GL30#GL_HALF_FLOAT HALF_FLOAT}{@link #GL_FLOAT FLOAT}
{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}
{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}
{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}
{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}
* @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); } }




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