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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.*;
/**
* The OpenGL functionality up to version 2.0. Includes the deprecated symbols of the Compatibility Profile.
*
*
*/
public class GL20 extends GL15 {
static { GL.initialize(); }
/** Accepted by the {@code name} parameter of GetString. */
public static final int GL_SHADING_LANGUAGE_VERSION = 0x8B8C;
/** Accepted by the {@code pname} parameter of GetInteger. */
public static final int GL_CURRENT_PROGRAM = 0x8B8D;
/** Accepted by the {@code pname} parameter of GetShaderiv. */
public static final int
GL_SHADER_TYPE = 0x8B4F,
GL_DELETE_STATUS = 0x8B80,
GL_COMPILE_STATUS = 0x8B81,
GL_LINK_STATUS = 0x8B82,
GL_VALIDATE_STATUS = 0x8B83,
GL_INFO_LOG_LENGTH = 0x8B84,
GL_ATTACHED_SHADERS = 0x8B85,
GL_ACTIVE_UNIFORMS = 0x8B86,
GL_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87,
GL_ACTIVE_ATTRIBUTES = 0x8B89,
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A,
GL_SHADER_SOURCE_LENGTH = 0x8B88;
/** Returned by the {@code type} parameter of GetActiveUniform. */
public static final int
GL_FLOAT_VEC2 = 0x8B50,
GL_FLOAT_VEC3 = 0x8B51,
GL_FLOAT_VEC4 = 0x8B52,
GL_INT_VEC2 = 0x8B53,
GL_INT_VEC3 = 0x8B54,
GL_INT_VEC4 = 0x8B55,
GL_BOOL = 0x8B56,
GL_BOOL_VEC2 = 0x8B57,
GL_BOOL_VEC3 = 0x8B58,
GL_BOOL_VEC4 = 0x8B59,
GL_FLOAT_MAT2 = 0x8B5A,
GL_FLOAT_MAT3 = 0x8B5B,
GL_FLOAT_MAT4 = 0x8B5C,
GL_SAMPLER_1D = 0x8B5D,
GL_SAMPLER_2D = 0x8B5E,
GL_SAMPLER_3D = 0x8B5F,
GL_SAMPLER_CUBE = 0x8B60,
GL_SAMPLER_1D_SHADOW = 0x8B61,
GL_SAMPLER_2D_SHADOW = 0x8B62;
/** Accepted by the {@code type} argument of CreateShader and returned by the {@code params} parameter of GetShaderiv. */
public static final int GL_VERTEX_SHADER = 0x8B31;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */
public static final int
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A,
GL_MAX_VARYING_FLOATS = 0x8B4B,
GL_MAX_VERTEX_ATTRIBS = 0x8869,
GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872,
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C,
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D,
GL_MAX_TEXTURE_COORDS = 0x8871;
/**
* Accepted by the {@code cap} parameter of Disable, Enable, and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and
* GetDoublev.
*/
public static final int
GL_VERTEX_PROGRAM_POINT_SIZE = 0x8642,
GL_VERTEX_PROGRAM_TWO_SIDE = 0x8643;
/** Accepted by the {@code pname} parameter of GetVertexAttrib{dfi}v. */
public static final int
GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622,
GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623,
GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624,
GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625,
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A,
GL_CURRENT_VERTEX_ATTRIB = 0x8626;
/** Accepted by the {@code pname} parameter of GetVertexAttribPointerv. */
public static final int GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645;
/** Accepted by the {@code type} argument of CreateShader and returned by the {@code params} parameter of GetShaderiv. */
public static final int GL_FRAGMENT_SHADER = 0x8B30;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */
public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49;
/** Accepted by the {@code target} parameter of Hint and the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */
public static final int GL_FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B;
/** Accepted by the {@code pname} parameters of GetIntegerv, GetFloatv, and GetDoublev. */
public static final int
GL_MAX_DRAW_BUFFERS = 0x8824,
GL_DRAW_BUFFER0 = 0x8825,
GL_DRAW_BUFFER1 = 0x8826,
GL_DRAW_BUFFER2 = 0x8827,
GL_DRAW_BUFFER3 = 0x8828,
GL_DRAW_BUFFER4 = 0x8829,
GL_DRAW_BUFFER5 = 0x882A,
GL_DRAW_BUFFER6 = 0x882B,
GL_DRAW_BUFFER7 = 0x882C,
GL_DRAW_BUFFER8 = 0x882D,
GL_DRAW_BUFFER9 = 0x882E,
GL_DRAW_BUFFER10 = 0x882F,
GL_DRAW_BUFFER11 = 0x8830,
GL_DRAW_BUFFER12 = 0x8831,
GL_DRAW_BUFFER13 = 0x8832,
GL_DRAW_BUFFER14 = 0x8833,
GL_DRAW_BUFFER15 = 0x8834;
/**
* Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and
* GetDoublev, and by the {@code target} parameter of TexEnvi, TexEnviv, TexEnvf, TexEnvfv, GetTexEnviv, and GetTexEnvfv.
*/
public static final int GL_POINT_SPRITE = 0x8861;
/**
* When the {@code target} parameter of TexEnvf, TexEnvfv, TexEnvi, TexEnviv, GetTexEnvfv, or GetTexEnviv is POINT_SPRITE, then the value of
* {@code pname} may be.
*/
public static final int GL_COORD_REPLACE = 0x8862;
/** Accepted by the {@code pname} parameter of PointParameter{if}v. */
public static final int GL_POINT_SPRITE_COORD_ORIGIN = 0x8CA0;
/** Accepted by the {@code param} parameter of PointParameter{if}v. */
public static final int
GL_LOWER_LEFT = 0x8CA1,
GL_UPPER_LEFT = 0x8CA2;
/** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */
public static final int
GL_BLEND_EQUATION_RGB = 0x8009,
GL_BLEND_EQUATION_ALPHA = 0x883D;
/** Accepted by the {@code pname} parameter of GetIntegerv. */
public static final int
GL_STENCIL_BACK_FUNC = 0x8800,
GL_STENCIL_BACK_FAIL = 0x8801,
GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802,
GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803,
GL_STENCIL_BACK_REF = 0x8CA3,
GL_STENCIL_BACK_VALUE_MASK = 0x8CA4,
GL_STENCIL_BACK_WRITEMASK = 0x8CA5;
protected GL20() {
throw new UnsupportedOperationException();
}
// --- [ glCreateProgram ] ---
/**
* Creates a program object.
*
* @see Reference Page
*/
@NativeType("GLuint")
public static int glCreateProgram() {
return GL20C.glCreateProgram();
}
// --- [ glDeleteProgram ] ---
/**
* Deletes a program object.
*
* @param program the program object to be deleted
*
* @see Reference Page
*/
public static void glDeleteProgram(@NativeType("GLuint") int program) {
GL20C.glDeleteProgram(program);
}
// --- [ glIsProgram ] ---
/**
* Returns {@link GL11#GL_TRUE TRUE} if {@code program} is the name of a program object. If {@code program} is zero, or a non-zero value that is not the name of a program
* object, IsProgram returns {@link GL11#GL_FALSE FALSE}. No error is generated if program is not a valid program object name.
*
* @param program the program object name to query
*
* @see Reference Page
*/
@NativeType("GLboolean")
public static boolean glIsProgram(@NativeType("GLuint") int program) {
return GL20C.glIsProgram(program);
}
// --- [ glCreateShader ] ---
/**
* Creates a shader object.
*
* @param type the type of shader to be created. One of:
*
* @see Reference Page
*/
@NativeType("GLuint")
public static int glCreateShader(@NativeType("GLenum") int type) {
return GL20C.glCreateShader(type);
}
// --- [ glDeleteShader ] ---
/**
* Deletes a shader object.
*
* @param shader the shader object to be deleted
*
* @see Reference Page
*/
public static void glDeleteShader(@NativeType("GLuint") int shader) {
GL20C.glDeleteShader(shader);
}
// --- [ glIsShader ] ---
/**
* Returns {@link GL11#GL_TRUE TRUE} if {@code shader} is the name of a shader object. If {@code shader} is zero, or a nonzero value that is not the name of a shader
* object, IsShader returns {@link GL11#GL_FALSE FALSE}. No error is generated if shader is not a valid shader object name.
*
* @param shader the shader object name to query
*
* @see Reference Page
*/
@NativeType("GLboolean")
public static boolean glIsShader(@NativeType("GLuint") int shader) {
return GL20C.glIsShader(shader);
}
// --- [ glAttachShader ] ---
/**
* Attaches a shader object to a program object.
*
*
In order to create a complete shader program, there must be a way to specify the list of things that will be linked together. Program objects provide
* this mechanism. Shaders that are to be linked together in a program object must first be attached to that program object. glAttachShader attaches the
* shader object specified by shader to the program object specified by program. This indicates that shader will be included in link operations that will
* be performed on program.
*
*
All operations that can be performed on a shader object are valid whether or not the shader object is attached to a program object. It is permissible to
* attach a shader object to a program object before source code has been loaded into the shader object or before the shader object has been compiled. It
* is permissible to attach multiple shader objects of the same type because each may contain a portion of the complete shader. It is also permissible to
* attach a shader object to more than one program object. If a shader object is deleted while it is attached to a program object, it will be flagged for
* deletion, and deletion will not occur until glDetachShader is called to detach it from all program objects to which it is attached.
*
* @param program the program object to which a shader object will be attached
* @param shader the shader object that is to be attached
*
* @see Reference Page
*/
public static void glAttachShader(@NativeType("GLuint") int program, @NativeType("GLuint") int shader) {
GL20C.glAttachShader(program, shader);
}
// --- [ glDetachShader ] ---
/**
* Detaches a shader object from a program object to which it is attached.
*
* @param program the program object from which to detach the shader object
* @param shader the shader object to be detached
*
* @see Reference Page
*/
public static void glDetachShader(@NativeType("GLuint") int program, @NativeType("GLuint") int shader) {
GL20C.glDetachShader(program, shader);
}
// --- [ glShaderSource ] ---
/**
* Unsafe version of: {@link #glShaderSource ShaderSource}
*
* @param count the number of elements in the string and length arrays
*/
public static void nglShaderSource(int shader, int count, long strings, long length) {
GL20C.nglShaderSource(shader, count, strings, length);
}
/**
* Sets the source code in {@code shader} to the source code in the array of strings specified by {@code strings}. Any source code previously stored in the
* shader object is completely replaced. The number of strings in the array is specified by {@code count}. If {@code length} is {@code NULL}, each string is
* assumed to be null terminated. If {@code length} is a value other than {@code NULL}, it points to an array containing a string length for each of the
* corresponding elements of {@code strings}. Each element in the length array may contain the length of the corresponding string (the null character is not
* counted as part of the string length) or a value less than 0 to indicate that the string is null terminated. The source code strings are not scanned or
* parsed at this time; they are simply copied into the specified shader object.
*
* @param shader the shader object whose source code is to be replaced
* @param strings an array of pointers to strings containing the source code to be loaded into the shader
* @param length an array of string lengths
*
* @see Reference Page
*/
public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") PointerBuffer strings, @Nullable @NativeType("GLint const *") IntBuffer length) {
GL20C.glShaderSource(shader, strings, length);
}
/**
* Sets the source code in {@code shader} to the source code in the array of strings specified by {@code strings}. Any source code previously stored in the
* shader object is completely replaced. The number of strings in the array is specified by {@code count}. If {@code length} is {@code NULL}, each string is
* assumed to be null terminated. If {@code length} is a value other than {@code NULL}, it points to an array containing a string length for each of the
* corresponding elements of {@code strings}. Each element in the length array may contain the length of the corresponding string (the null character is not
* counted as part of the string length) or a value less than 0 to indicate that the string is null terminated. The source code strings are not scanned or
* parsed at this time; they are simply copied into the specified shader object.
*
* @param shader the shader object whose source code is to be replaced
* @param strings an array of pointers to strings containing the source code to be loaded into the shader
*
* @see Reference Page
*/
public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") CharSequence... strings) {
GL20C.glShaderSource(shader, strings);
}
/**
* Sets the source code in {@code shader} to the source code in the array of strings specified by {@code strings}. Any source code previously stored in the
* shader object is completely replaced. The number of strings in the array is specified by {@code count}. If {@code length} is {@code NULL}, each string is
* assumed to be null terminated. If {@code length} is a value other than {@code NULL}, it points to an array containing a string length for each of the
* corresponding elements of {@code strings}. Each element in the length array may contain the length of the corresponding string (the null character is not
* counted as part of the string length) or a value less than 0 to indicate that the string is null terminated. The source code strings are not scanned or
* parsed at this time; they are simply copied into the specified shader object.
*
* @param shader the shader object whose source code is to be replaced
*
* @see Reference Page
*/
public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") CharSequence string) {
GL20C.glShaderSource(shader, string);
}
// --- [ glCompileShader ] ---
/**
* Compiles a shader object.
*
* @param shader the shader object to be compiled
*
* @see Reference Page
*/
public static void glCompileShader(@NativeType("GLuint") int shader) {
GL20C.glCompileShader(shader);
}
// --- [ glLinkProgram ] ---
/**
* Links a program object.
*
* @param program the program object to be linked
*
* @see Reference Page
*/
public static void glLinkProgram(@NativeType("GLuint") int program) {
GL20C.glLinkProgram(program);
}
// --- [ glUseProgram ] ---
/**
* Installs a program object as part of current rendering state.
*
* @param program the program object whose executables are to be used as part of current rendering state
*
* @see Reference Page
*/
public static void glUseProgram(@NativeType("GLuint") int program) {
GL20C.glUseProgram(program);
}
// --- [ glValidateProgram ] ---
/**
* Validates a program object.
*
* @param program the program object to be validated
*
* @see Reference Page
*/
public static void glValidateProgram(@NativeType("GLuint") int program) {
GL20C.glValidateProgram(program);
}
// --- [ glUniform1f ] ---
/**
* Specifies the value of a float uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform value
*
* @see Reference Page
*/
public static void glUniform1f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0) {
GL20C.glUniform1f(location, v0);
}
// --- [ glUniform2f ] ---
/**
* Specifies the value of a vec2 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform x value
* @param v1 the uniform y value
*
* @see Reference Page
*/
public static void glUniform2f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1) {
GL20C.glUniform2f(location, v0, v1);
}
// --- [ glUniform3f ] ---
/**
* Specifies the value of a vec3 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform x value
* @param v1 the uniform y value
* @param v2 the uniform z value
*
* @see Reference Page
*/
public static void glUniform3f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2) {
GL20C.glUniform3f(location, v0, v1, v2);
}
// --- [ glUniform4f ] ---
/**
* Specifies the value of a vec4 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform x value
* @param v1 the uniform y value
* @param v2 the uniform z value
* @param v3 the uniform w value
*
* @see Reference Page
*/
public static void glUniform4f(@NativeType("GLint") int location, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLfloat") float v3) {
GL20C.glUniform4f(location, v0, v1, v2, v3);
}
// --- [ glUniform1i ] ---
/**
* Specifies the value of an int uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform value
*
* @see Reference Page
*/
public static void glUniform1i(@NativeType("GLint") int location, @NativeType("GLint") int v0) {
GL20C.glUniform1i(location, v0);
}
// --- [ glUniform2i ] ---
/**
* Specifies the value of an ivec2 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform x value
* @param v1 the uniform y value
*
* @see Reference Page
*/
public static void glUniform2i(@NativeType("GLint") int location, @NativeType("GLint") int v0, @NativeType("GLint") int v1) {
GL20C.glUniform2i(location, v0, v1);
}
// --- [ glUniform3i ] ---
/**
* Specifies the value of an ivec3 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform x value
* @param v1 the uniform y value
* @param v2 the uniform z value
*
* @see Reference Page
*/
public static void glUniform3i(@NativeType("GLint") int location, @NativeType("GLint") int v0, @NativeType("GLint") int v1, @NativeType("GLint") int v2) {
GL20C.glUniform3i(location, v0, v1, v2);
}
// --- [ glUniform4i ] ---
/**
* Specifies the value of an ivec4 uniform variable for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param v0 the uniform x value
* @param v1 the uniform y value
* @param v2 the uniform z value
* @param v3 the uniform w value
*
* @see Reference Page
*/
public static void glUniform4i(@NativeType("GLint") int location, @NativeType("GLint") int v0, @NativeType("GLint") int v1, @NativeType("GLint") int v2, @NativeType("GLint") int v3) {
GL20C.glUniform4i(location, v0, v1, v2, v3);
}
// --- [ glUniform1fv ] ---
/**
* Unsafe version of: {@link #glUniform1fv Uniform1fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform1fv(int location, int count, long value) {
GL20C.nglUniform1fv(location, count, value);
}
/**
* Specifies the value of a single float uniform variable or a float uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform1fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
GL20C.glUniform1fv(location, value);
}
// --- [ glUniform2fv ] ---
/**
* Unsafe version of: {@link #glUniform2fv Uniform2fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform2fv(int location, int count, long value) {
GL20C.nglUniform2fv(location, count, value);
}
/**
* Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform2fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
GL20C.glUniform2fv(location, value);
}
// --- [ glUniform3fv ] ---
/**
* Unsafe version of: {@link #glUniform3fv Uniform3fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform3fv(int location, int count, long value) {
GL20C.nglUniform3fv(location, count, value);
}
/**
* Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform3fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
GL20C.glUniform3fv(location, value);
}
// --- [ glUniform4fv ] ---
/**
* Unsafe version of: {@link #glUniform4fv Uniform4fv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform4fv(int location, int count, long value) {
GL20C.nglUniform4fv(location, count, value);
}
/**
* Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform4fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") FloatBuffer value) {
GL20C.glUniform4fv(location, value);
}
// --- [ glUniform1iv ] ---
/**
* Unsafe version of: {@link #glUniform1iv Uniform1iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform1iv(int location, int count, long value) {
GL20C.nglUniform1iv(location, count, value);
}
/**
* Specifies the value of a single int uniform variable or a int uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform1iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
GL20C.glUniform1iv(location, value);
}
// --- [ glUniform2iv ] ---
/**
* Unsafe version of: {@link #glUniform2iv Uniform2iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform2iv(int location, int count, long value) {
GL20C.nglUniform2iv(location, count, value);
}
/**
* Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform2iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
GL20C.glUniform2iv(location, value);
}
// --- [ glUniform3iv ] ---
/**
* Unsafe version of: {@link #glUniform3iv Uniform3iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform3iv(int location, int count, long value) {
GL20C.nglUniform3iv(location, count, value);
}
/**
* Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform3iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
GL20C.glUniform3iv(location, value);
}
// --- [ glUniform4iv ] ---
/**
* Unsafe version of: {@link #glUniform4iv Uniform4iv}
*
* @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array.
*/
public static void nglUniform4iv(int location, int count, long value) {
GL20C.nglUniform4iv(location, count, value);
}
/**
* Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniform4iv(@NativeType("GLint") int location, @NativeType("GLint const *") IntBuffer value) {
GL20C.glUniform4iv(location, value);
}
// --- [ glUniformMatrix2fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix2fv UniformMatrix2fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static void nglUniformMatrix2fv(int location, int count, boolean transpose, long value) {
GL20C.nglUniformMatrix2fv(location, count, transpose, value);
}
/**
* Specifies the value of a single mat2 uniform variable or a mat2 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniformMatrix2fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
GL20C.glUniformMatrix2fv(location, transpose, value);
}
// --- [ glUniformMatrix3fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix3fv UniformMatrix3fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static void nglUniformMatrix3fv(int location, int count, boolean transpose, long value) {
GL20C.nglUniformMatrix3fv(location, count, transpose, value);
}
/**
* Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniformMatrix3fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
GL20C.glUniformMatrix3fv(location, transpose, value);
}
// --- [ glUniformMatrix4fv ] ---
/**
* Unsafe version of: {@link #glUniformMatrix4fv UniformMatrix4fv}
*
* @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices.
*/
public static void nglUniformMatrix4fv(int location, int count, boolean transpose, long value) {
GL20C.nglUniformMatrix4fv(location, count, transpose, value);
}
/**
* Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.
*
* @param location the location of the uniform variable to be modified
* @param transpose whether to transpose the matrix as the values are loaded into the uniform variable
* @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable
*
* @see Reference Page
*/
public static void glUniformMatrix4fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") FloatBuffer value) {
GL20C.glUniformMatrix4fv(location, transpose, value);
}
// --- [ glGetShaderiv ] ---
/** Unsafe version of: {@link #glGetShaderiv GetShaderiv} */
public static void nglGetShaderiv(int shader, int pname, long params) {
GL20C.nglGetShaderiv(shader, pname, params);
}
/**
* Returns a parameter from a shader object.
*
* @param shader the shader object to be queried
* @param pname the object parameter. One of:
* @param params the requested object parameter
*
* @see Reference Page
*/
public static void glGetShaderiv(@NativeType("GLuint") int shader, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
GL20C.glGetShaderiv(shader, pname, params);
}
/**
* Returns a parameter from a shader object.
*
* @param shader the shader object to be queried
* @param pname the object parameter. One of:
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetShaderi(@NativeType("GLuint") int shader, @NativeType("GLenum") int pname) {
return GL20C.glGetShaderi(shader, pname);
}
// --- [ glGetProgramiv ] ---
/** Unsafe version of: {@link #glGetProgramiv GetProgramiv} */
public static void nglGetProgramiv(int program, int pname, long params) {
GL20C.nglGetProgramiv(program, pname, params);
}
/**
* Returns a parameter from a program object.
*
* @param program the program object to be queried
* @param pname the object parameter. One of:
* @param params the requested object parameter
*
* @see Reference Page
*/
public static void glGetProgramiv(@NativeType("GLuint") int program, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
GL20C.glGetProgramiv(program, pname, params);
}
/**
* Returns a parameter from a program object.
*
* @param program the program object to be queried
* @param pname the object parameter. One of:
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetProgrami(@NativeType("GLuint") int program, @NativeType("GLenum") int pname) {
return GL20C.glGetProgrami(program, pname);
}
// --- [ glGetShaderInfoLog ] ---
/**
* Unsafe version of: {@link #glGetShaderInfoLog GetShaderInfoLog}
*
* @param maxLength the size of the character buffer for storing the returned information log
*/
public static void nglGetShaderInfoLog(int shader, int maxLength, long length, long infoLog) {
GL20C.nglGetShaderInfoLog(shader, maxLength, length, infoLog);
}
/**
* Returns the information log for a shader object.
*
* @param shader the shader object whose information log is to be queried
* @param length the length of the string returned in {@code infoLog} (excluding the null terminator)
* @param infoLog an array of characters that is used to return the information log
*
* @see Reference Page
*/
public static void glGetShaderInfoLog(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer infoLog) {
GL20C.glGetShaderInfoLog(shader, length, infoLog);
}
/**
* Returns the information log for a shader object.
*
* @param shader the shader object whose information log is to be queried
* @param maxLength the size of the character buffer for storing the returned information log
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetShaderInfoLog(@NativeType("GLuint") int shader, @NativeType("GLsizei") int maxLength) {
return GL20C.glGetShaderInfoLog(shader, maxLength);
}
/**
* Returns the information log for a shader object.
*
* @param shader the shader object whose information log is to be queried
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetShaderInfoLog(@NativeType("GLuint") int shader) {
return glGetShaderInfoLog(shader, glGetShaderi(shader, GL_INFO_LOG_LENGTH));
}
// --- [ glGetProgramInfoLog ] ---
/**
* Unsafe version of: {@link #glGetProgramInfoLog GetProgramInfoLog}
*
* @param maxLength the size of the character buffer for storing the returned information log
*/
public static void nglGetProgramInfoLog(int program, int maxLength, long length, long infoLog) {
GL20C.nglGetProgramInfoLog(program, maxLength, length, infoLog);
}
/**
* Returns the information log for a program object.
*
* @param program the program object whose information log is to be queried
* @param length the length of the string returned in {@code infoLog} (excluding the null terminator)
* @param infoLog an array of characters that is used to return the information log
*
* @see Reference Page
*/
public static void glGetProgramInfoLog(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer infoLog) {
GL20C.glGetProgramInfoLog(program, length, infoLog);
}
/**
* Returns the information log for a program object.
*
* @param program the program object whose information log is to be queried
* @param maxLength the size of the character buffer for storing the returned information log
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetProgramInfoLog(@NativeType("GLuint") int program, @NativeType("GLsizei") int maxLength) {
return GL20C.glGetProgramInfoLog(program, maxLength);
}
/**
* Returns the information log for a program object.
*
* @param program the program object whose information log is to be queried
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetProgramInfoLog(@NativeType("GLuint") int program) {
return glGetProgramInfoLog(program, glGetProgrami(program, GL_INFO_LOG_LENGTH));
}
// --- [ glGetAttachedShaders ] ---
/**
* Unsafe version of: {@link #glGetAttachedShaders GetAttachedShaders}
*
* @param maxCount the size of the array for storing the returned object names
*/
public static void nglGetAttachedShaders(int program, int maxCount, long count, long shaders) {
GL20C.nglGetAttachedShaders(program, maxCount, count, shaders);
}
/**
* Returns the shader objects attached to a program object.
*
* @param program the program object to be queried
* @param count the number of names actually returned in {@code shaders}
* @param shaders an array that is used to return the names of attached shader objects
*
* @see Reference Page
*/
public static void glGetAttachedShaders(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") IntBuffer count, @NativeType("GLuint *") IntBuffer shaders) {
GL20C.glGetAttachedShaders(program, count, shaders);
}
// --- [ glGetUniformLocation ] ---
/** Unsafe version of: {@link #glGetUniformLocation GetUniformLocation} */
public static int nglGetUniformLocation(int program, long name) {
return GL20C.nglGetUniformLocation(program, name);
}
/**
* Returns the location of a uniform variable.
*
* @param program the program object to be queried
* @param name a null terminated string containing the name of the uniform variable whose location is to be queried
*
* @see Reference Page
*/
@NativeType("GLint")
public static int glGetUniformLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") ByteBuffer name) {
return GL20C.glGetUniformLocation(program, name);
}
/**
* Returns the location of a uniform variable.
*
* @param program the program object to be queried
* @param name a null terminated string containing the name of the uniform variable whose location is to be queried
*
* @see Reference Page
*/
@NativeType("GLint")
public static int glGetUniformLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") CharSequence name) {
return GL20C.glGetUniformLocation(program, name);
}
// --- [ glGetActiveUniform ] ---
/**
* Unsafe version of: {@link #glGetActiveUniform GetActiveUniform}
*
* @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name}
*/
public static void nglGetActiveUniform(int program, int index, int maxLength, long length, long size, long type, long name) {
GL20C.nglGetActiveUniform(program, index, maxLength, length, size, type, name);
}
/**
* Returns information about an active uniform variable for the specified program object.
*
* @param program the program object to be queried
* @param index the index of the uniform variable to be queried
* @param length the number of characters actually written by OpenGL in the string indicated by {@code name} (excluding the null terminator) if a value other than NULL is passed
* @param size the size of the uniform variable
* @param type the data type of the uniform variable
* @param name a null terminated string containing the name of the uniform variable
*
* @see Reference Page
*/
public static void glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type, @NativeType("GLchar *") ByteBuffer name) {
GL20C.glGetActiveUniform(program, index, length, size, type, name);
}
/**
* Returns information about an active uniform variable for the specified program object.
*
* @param program the program object to be queried
* @param index the index of the uniform variable to be queried
* @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name}
* @param size the size of the uniform variable
* @param type the data type of the uniform variable
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLsizei") int maxLength, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) {
return GL20C.glGetActiveUniform(program, index, maxLength, size, type);
}
/**
* Returns information about an active uniform variable for the specified program object.
*
* @param program the program object to be queried
* @param index the index of the uniform variable to be queried
* @param size the size of the uniform variable
* @param type the data type of the uniform variable
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) {
return glGetActiveUniform(program, index, glGetProgrami(program, GL_ACTIVE_UNIFORM_MAX_LENGTH), size, type);
}
// --- [ glGetUniformfv ] ---
/** Unsafe version of: {@link #glGetUniformfv GetUniformfv} */
public static void nglGetUniformfv(int program, int location, long params) {
GL20C.nglGetUniformfv(program, location, params);
}
/**
* Returns the float value(s) of a uniform variable.
*
* @param program the program object to be queried
* @param location the location of the uniform variable to be queried
* @param params the value of the specified uniform variable
*
* @see Reference Page
*/
public static void glGetUniformfv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat *") FloatBuffer params) {
GL20C.glGetUniformfv(program, location, params);
}
/**
* Returns the float value(s) of a uniform variable.
*
* @param program the program object to be queried
* @param location the location of the uniform variable to be queried
*
* @see Reference Page
*/
@NativeType("void")
public static float glGetUniformf(@NativeType("GLuint") int program, @NativeType("GLint") int location) {
return GL20C.glGetUniformf(program, location);
}
// --- [ glGetUniformiv ] ---
/** Unsafe version of: {@link #glGetUniformiv GetUniformiv} */
public static void nglGetUniformiv(int program, int location, long params) {
GL20C.nglGetUniformiv(program, location, params);
}
/**
* Returns the int value(s) of a uniform variable.
*
* @param program the program object to be queried
* @param location the location of the uniform variable to be queried
* @param params the value of the specified uniform variable
*
* @see Reference Page
*/
public static void glGetUniformiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint *") IntBuffer params) {
GL20C.glGetUniformiv(program, location, params);
}
/**
* Returns the int value(s) of a uniform variable.
*
* @param program the program object to be queried
* @param location the location of the uniform variable to be queried
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetUniformi(@NativeType("GLuint") int program, @NativeType("GLint") int location) {
return GL20C.glGetUniformi(program, location);
}
// --- [ glGetShaderSource ] ---
/**
* Unsafe version of: {@link #glGetShaderSource GetShaderSource}
*
* @param maxLength the size of the character buffer for storing the returned source code string
*/
public static void nglGetShaderSource(int shader, int maxLength, long length, long source) {
GL20C.nglGetShaderSource(shader, maxLength, length, source);
}
/**
* Returns the source code string from a shader object.
*
* @param shader the shader object to be queried
* @param length the length of the string returned in source (excluding the null terminator)
* @param source an array of characters that is used to return the source code string
*
* @see Reference Page
*/
public static void glGetShaderSource(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLchar *") ByteBuffer source) {
GL20C.glGetShaderSource(shader, length, source);
}
/**
* Returns the source code string from a shader object.
*
* @param shader the shader object to be queried
* @param maxLength the size of the character buffer for storing the returned source code string
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetShaderSource(@NativeType("GLuint") int shader, @NativeType("GLsizei") int maxLength) {
return GL20C.glGetShaderSource(shader, maxLength);
}
/**
* Returns the source code string from a shader object.
*
* @param shader the shader object to be queried
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetShaderSource(@NativeType("GLuint") int shader) {
return glGetShaderSource(shader, glGetShaderi(shader, GL_SHADER_SOURCE_LENGTH));
}
// --- [ glVertexAttrib1f ] ---
/**
* Specifies the value of a generic vertex attribute. The y and z components are implicitly set to 0.0f and w to 1.0f.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
*
* @see Reference Page
*/
public static void glVertexAttrib1f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0) {
GL20C.glVertexAttrib1f(index, v0);
}
// --- [ glVertexAttrib1s ] ---
/**
* Short version of {@link #glVertexAttrib1f VertexAttrib1f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
*
* @see Reference Page
*/
public static void glVertexAttrib1s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0) {
GL20C.glVertexAttrib1s(index, v0);
}
// --- [ glVertexAttrib1d ] ---
/**
* Double version of {@link #glVertexAttrib1f VertexAttrib1f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
*
* @see Reference Page
*/
public static void glVertexAttrib1d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0) {
GL20C.glVertexAttrib1d(index, v0);
}
// --- [ glVertexAttrib2f ] ---
/**
* Specifies the value of a generic vertex attribute. The y component is implicitly set to 0.0f and w to 1.0f.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
*
* @see Reference Page
*/
public static void glVertexAttrib2f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1) {
GL20C.glVertexAttrib2f(index, v0, v1);
}
// --- [ glVertexAttrib2s ] ---
/**
* Short version of {@link #glVertexAttrib2f VertexAttrib2f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
*
* @see Reference Page
*/
public static void glVertexAttrib2s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0, @NativeType("GLshort") short v1) {
GL20C.glVertexAttrib2s(index, v0, v1);
}
// --- [ glVertexAttrib2d ] ---
/**
* Double version of {@link #glVertexAttrib2f VertexAttrib2f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
*
* @see Reference Page
*/
public static void glVertexAttrib2d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0, @NativeType("GLdouble") double v1) {
GL20C.glVertexAttrib2d(index, v0, v1);
}
// --- [ glVertexAttrib3f ] ---
/**
* Specifies the value of a generic vertex attribute. The w is implicitly set to 1.0f.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
* @param v2 the vertex attribute z component
*
* @see Reference Page
*/
public static void glVertexAttrib3f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2) {
GL20C.glVertexAttrib3f(index, v0, v1, v2);
}
// --- [ glVertexAttrib3s ] ---
/**
* Short version of {@link #glVertexAttrib3f VertexAttrib3f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
* @param v2 the vertex attribute z component
*
* @see Reference Page
*/
public static void glVertexAttrib3s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0, @NativeType("GLshort") short v1, @NativeType("GLshort") short v2) {
GL20C.glVertexAttrib3s(index, v0, v1, v2);
}
// --- [ glVertexAttrib3d ] ---
/**
* Double version of {@link #glVertexAttrib3f VertexAttrib3f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
* @param v2 the vertex attribute z component
*
* @see Reference Page
*/
public static void glVertexAttrib3d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2) {
GL20C.glVertexAttrib3d(index, v0, v1, v2);
}
// --- [ glVertexAttrib4f ] ---
/**
* Specifies the value of a generic vertex attribute.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
* @param v2 the vertex attribute z component
* @param v3 the vertex attribute w component
*
* @see Reference Page
*/
public static void glVertexAttrib4f(@NativeType("GLuint") int index, @NativeType("GLfloat") float v0, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLfloat") float v3) {
GL20C.glVertexAttrib4f(index, v0, v1, v2, v3);
}
// --- [ glVertexAttrib4s ] ---
/**
* Short version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
* @param v2 the vertex attribute z component
* @param v3 the vertex attribute w component
*
* @see Reference Page
*/
public static void glVertexAttrib4s(@NativeType("GLuint") int index, @NativeType("GLshort") short v0, @NativeType("GLshort") short v1, @NativeType("GLshort") short v2, @NativeType("GLshort") short v3) {
GL20C.glVertexAttrib4s(index, v0, v1, v2, v3);
}
// --- [ glVertexAttrib4d ] ---
/**
* Double version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v0 the vertex attribute x component
* @param v1 the vertex attribute y component
* @param v2 the vertex attribute z component
* @param v3 the vertex attribute w component
*
* @see Reference Page
*/
public static void glVertexAttrib4d(@NativeType("GLuint") int index, @NativeType("GLdouble") double v0, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2, @NativeType("GLdouble") double v3) {
GL20C.glVertexAttrib4d(index, v0, v1, v2, v3);
}
// --- [ glVertexAttrib4Nub ] ---
/**
* Normalized unsigned byte version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param x the vertex attribute x component
* @param y the vertex attribute y component
* @param z the vertex attribute z component
* @param w the vertex attribute w component
*
* @see Reference Page
*/
public static void glVertexAttrib4Nub(@NativeType("GLuint") int index, @NativeType("GLubyte") byte x, @NativeType("GLubyte") byte y, @NativeType("GLubyte") byte z, @NativeType("GLubyte") byte w) {
GL20C.glVertexAttrib4Nub(index, x, y, z, w);
}
// --- [ glVertexAttrib1fv ] ---
/** Unsafe version of: {@link #glVertexAttrib1fv VertexAttrib1fv} */
public static void nglVertexAttrib1fv(int index, long v) {
GL20C.nglVertexAttrib1fv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib1f VertexAttrib1f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib1fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) {
GL20C.glVertexAttrib1fv(index, v);
}
// --- [ glVertexAttrib1sv ] ---
/** Unsafe version of: {@link #glVertexAttrib1sv VertexAttrib1sv} */
public static void nglVertexAttrib1sv(int index, long v) {
GL20C.nglVertexAttrib1sv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib1s VertexAttrib1s}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib1sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) {
GL20C.glVertexAttrib1sv(index, v);
}
// --- [ glVertexAttrib1dv ] ---
/** Unsafe version of: {@link #glVertexAttrib1dv VertexAttrib1dv} */
public static void nglVertexAttrib1dv(int index, long v) {
GL20C.nglVertexAttrib1dv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib1d VertexAttrib1d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
GL20C.glVertexAttrib1dv(index, v);
}
// --- [ glVertexAttrib2fv ] ---
/** Unsafe version of: {@link #glVertexAttrib2fv VertexAttrib2fv} */
public static void nglVertexAttrib2fv(int index, long v) {
GL20C.nglVertexAttrib2fv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib2f VertexAttrib2f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib2fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) {
GL20C.glVertexAttrib2fv(index, v);
}
// --- [ glVertexAttrib2sv ] ---
/** Unsafe version of: {@link #glVertexAttrib2sv VertexAttrib2sv} */
public static void nglVertexAttrib2sv(int index, long v) {
GL20C.nglVertexAttrib2sv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib2s VertexAttrib2s}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib2sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) {
GL20C.glVertexAttrib2sv(index, v);
}
// --- [ glVertexAttrib2dv ] ---
/** Unsafe version of: {@link #glVertexAttrib2dv VertexAttrib2dv} */
public static void nglVertexAttrib2dv(int index, long v) {
GL20C.nglVertexAttrib2dv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib2d VertexAttrib2d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
GL20C.glVertexAttrib2dv(index, v);
}
// --- [ glVertexAttrib3fv ] ---
/** Unsafe version of: {@link #glVertexAttrib3fv VertexAttrib3fv} */
public static void nglVertexAttrib3fv(int index, long v) {
GL20C.nglVertexAttrib3fv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib3f VertexAttrib3f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib3fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) {
GL20C.glVertexAttrib3fv(index, v);
}
// --- [ glVertexAttrib3sv ] ---
/** Unsafe version of: {@link #glVertexAttrib3sv VertexAttrib3sv} */
public static void nglVertexAttrib3sv(int index, long v) {
GL20C.nglVertexAttrib3sv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib3s VertexAttrib3s}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib3sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) {
GL20C.glVertexAttrib3sv(index, v);
}
// --- [ glVertexAttrib3dv ] ---
/** Unsafe version of: {@link #glVertexAttrib3dv VertexAttrib3dv} */
public static void nglVertexAttrib3dv(int index, long v) {
GL20C.nglVertexAttrib3dv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib3d VertexAttrib3d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
GL20C.glVertexAttrib3dv(index, v);
}
// --- [ glVertexAttrib4fv ] ---
/** Unsafe version of: {@link #glVertexAttrib4fv VertexAttrib4fv} */
public static void nglVertexAttrib4fv(int index, long v) {
GL20C.nglVertexAttrib4fv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") FloatBuffer v) {
GL20C.glVertexAttrib4fv(index, v);
}
// --- [ glVertexAttrib4sv ] ---
/** Unsafe version of: {@link #glVertexAttrib4sv VertexAttrib4sv} */
public static void nglVertexAttrib4sv(int index, long v) {
GL20C.nglVertexAttrib4sv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib4s VertexAttrib4s}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) {
GL20C.glVertexAttrib4sv(index, v);
}
// --- [ glVertexAttrib4dv ] ---
/** Unsafe version of: {@link #glVertexAttrib4dv VertexAttrib4dv} */
public static void nglVertexAttrib4dv(int index, long v) {
GL20C.nglVertexAttrib4dv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib4d VertexAttrib4d}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") DoubleBuffer v) {
GL20C.glVertexAttrib4dv(index, v);
}
// --- [ glVertexAttrib4iv ] ---
/** Unsafe version of: {@link #glVertexAttrib4iv VertexAttrib4iv} */
public static void nglVertexAttrib4iv(int index, long v) {
GL20C.nglVertexAttrib4iv(index, v);
}
/**
* Integer pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4iv(@NativeType("GLuint") int index, @NativeType("GLint const *") IntBuffer v) {
GL20C.glVertexAttrib4iv(index, v);
}
// --- [ glVertexAttrib4bv ] ---
/** Unsafe version of: {@link #glVertexAttrib4bv VertexAttrib4bv} */
public static void nglVertexAttrib4bv(int index, long v) {
GL20C.nglVertexAttrib4bv(index, v);
}
/**
* Byte pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4bv(@NativeType("GLuint") int index, @NativeType("GLbyte const *") ByteBuffer v) {
GL20C.glVertexAttrib4bv(index, v);
}
// --- [ glVertexAttrib4ubv ] ---
/** Unsafe version of: {@link #glVertexAttrib4ubv VertexAttrib4ubv} */
public static void nglVertexAttrib4ubv(int index, long v) {
GL20C.nglVertexAttrib4ubv(index, v);
}
/**
* Pointer version of {@link #glVertexAttrib4Nub VertexAttrib4Nub}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4ubv(@NativeType("GLuint") int index, @NativeType("GLubyte const *") ByteBuffer v) {
GL20C.glVertexAttrib4ubv(index, v);
}
// --- [ glVertexAttrib4usv ] ---
/** Unsafe version of: {@link #glVertexAttrib4usv VertexAttrib4usv} */
public static void nglVertexAttrib4usv(int index, long v) {
GL20C.nglVertexAttrib4usv(index, v);
}
/**
* Unsigned short pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4usv(@NativeType("GLuint") int index, @NativeType("GLushort const *") ShortBuffer v) {
GL20C.glVertexAttrib4usv(index, v);
}
// --- [ glVertexAttrib4uiv ] ---
/** Unsafe version of: {@link #glVertexAttrib4uiv VertexAttrib4uiv} */
public static void nglVertexAttrib4uiv(int index, long v) {
GL20C.nglVertexAttrib4uiv(index, v);
}
/**
* Unsigned int pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4uiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") IntBuffer v) {
GL20C.glVertexAttrib4uiv(index, v);
}
// --- [ glVertexAttrib4Nbv ] ---
/** Unsafe version of: {@link #glVertexAttrib4Nbv VertexAttrib4Nbv} */
public static void nglVertexAttrib4Nbv(int index, long v) {
GL20C.nglVertexAttrib4Nbv(index, v);
}
/**
* Normalized byte pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4Nbv(@NativeType("GLuint") int index, @NativeType("GLbyte const *") ByteBuffer v) {
GL20C.glVertexAttrib4Nbv(index, v);
}
// --- [ glVertexAttrib4Nsv ] ---
/** Unsafe version of: {@link #glVertexAttrib4Nsv VertexAttrib4Nsv} */
public static void nglVertexAttrib4Nsv(int index, long v) {
GL20C.nglVertexAttrib4Nsv(index, v);
}
/**
* Normalized short pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4Nsv(@NativeType("GLuint") int index, @NativeType("GLshort const *") ShortBuffer v) {
GL20C.glVertexAttrib4Nsv(index, v);
}
// --- [ glVertexAttrib4Niv ] ---
/** Unsafe version of: {@link #glVertexAttrib4Niv VertexAttrib4Niv} */
public static void nglVertexAttrib4Niv(int index, long v) {
GL20C.nglVertexAttrib4Niv(index, v);
}
/**
* Normalized int pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4Niv(@NativeType("GLuint") int index, @NativeType("GLint const *") IntBuffer v) {
GL20C.glVertexAttrib4Niv(index, v);
}
// --- [ glVertexAttrib4Nubv ] ---
/** Unsafe version of: {@link #glVertexAttrib4Nubv VertexAttrib4Nubv} */
public static void nglVertexAttrib4Nubv(int index, long v) {
GL20C.nglVertexAttrib4Nubv(index, v);
}
/**
* Normalized unsigned byte pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4Nubv(@NativeType("GLuint") int index, @NativeType("GLubyte const *") ByteBuffer v) {
GL20C.glVertexAttrib4Nubv(index, v);
}
// --- [ glVertexAttrib4Nusv ] ---
/** Unsafe version of: {@link #glVertexAttrib4Nusv VertexAttrib4Nusv} */
public static void nglVertexAttrib4Nusv(int index, long v) {
GL20C.nglVertexAttrib4Nusv(index, v);
}
/**
* Normalized unsigned short pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4Nusv(@NativeType("GLuint") int index, @NativeType("GLushort const *") ShortBuffer v) {
GL20C.glVertexAttrib4Nusv(index, v);
}
// --- [ glVertexAttrib4Nuiv ] ---
/** Unsafe version of: {@link #glVertexAttrib4Nuiv VertexAttrib4Nuiv} */
public static void nglVertexAttrib4Nuiv(int index, long v) {
GL20C.nglVertexAttrib4Nuiv(index, v);
}
/**
* Normalized unsigned int pointer version of {@link #glVertexAttrib4f VertexAttrib4f}.
*
* @param index the index of the generic vertex attribute to be modified
* @param v the vertex attribute buffer
*
* @see Reference Page
*/
public static void glVertexAttrib4Nuiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") IntBuffer v) {
GL20C.glVertexAttrib4Nuiv(index, v);
}
// --- [ glVertexAttribPointer ] ---
/** Unsafe version of: {@link #glVertexAttribPointer VertexAttribPointer} */
public static void nglVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer) {
GL20C.nglVertexAttribPointer(index, size, type, normalized, stride, pointer);
}
/**
* Specifies the location and organization of a vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1
2
3
4
{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) {
GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer);
}
/**
* Specifies the location and organization of a vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1
2
3
4
{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) {
GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer);
}
/**
* Specifies the location and organization of a vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1
2
3
4
{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) {
GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer);
}
/**
* Specifies the location and organization of a vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1
2
3
4
{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) {
GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer);
}
/**
* Specifies the location and organization of a vertex attribute array.
*
* @param index the index of the generic vertex attribute to be modified
* @param size the number of values per vertex that are stored in the array. The initial value is 4. One of:
1
2
3
4
{@link GL12#GL_BGRA BGRA}
* @param type the data type of each component in the array. The initial value is GL_FLOAT. One of:
* @param normalized whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessed
* @param stride the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in
* the array. The initial value is 0.
* @param pointer the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer
* currently bound to the {@link GL15#GL_ARRAY_BUFFER ARRAY_BUFFER} target. The initial value is 0.
*
* @see Reference Page
*/
public static void glVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLboolean") boolean normalized, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer) {
GL20C.glVertexAttribPointer(index, size, type, normalized, stride, pointer);
}
// --- [ glEnableVertexAttribArray ] ---
/**
* Enables a generic vertex attribute array.
*
* @param index the index of the generic vertex attribute to be enabled
*
* @see Reference Page
*/
public static void glEnableVertexAttribArray(@NativeType("GLuint") int index) {
GL20C.glEnableVertexAttribArray(index);
}
// --- [ glDisableVertexAttribArray ] ---
/**
* Disables a generic vertex attribute array.
*
* @param index the index of the generic vertex attribute to be disabled
*
* @see Reference Page
*/
public static void glDisableVertexAttribArray(@NativeType("GLuint") int index) {
GL20C.glDisableVertexAttribArray(index);
}
// --- [ glBindAttribLocation ] ---
/** Unsafe version of: {@link #glBindAttribLocation BindAttribLocation} */
public static void nglBindAttribLocation(int program, int index, long name) {
GL20C.nglBindAttribLocation(program, index, name);
}
/**
* Associates a generic vertex attribute index with a named attribute variable.
*
* @param program the program object in which the association is to be made
* @param index the index of the generic vertex attribute to be bound
* @param name a null terminated string containing the name of the vertex shader attribute variable to which {@code index} is to be bound
*
* @see Reference Page
*/
public static void glBindAttribLocation(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLchar const *") ByteBuffer name) {
GL20C.glBindAttribLocation(program, index, name);
}
/**
* Associates a generic vertex attribute index with a named attribute variable.
*
* @param program the program object in which the association is to be made
* @param index the index of the generic vertex attribute to be bound
* @param name a null terminated string containing the name of the vertex shader attribute variable to which {@code index} is to be bound
*
* @see Reference Page
*/
public static void glBindAttribLocation(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLchar const *") CharSequence name) {
GL20C.glBindAttribLocation(program, index, name);
}
// --- [ glGetActiveAttrib ] ---
/**
* Unsafe version of: {@link #glGetActiveAttrib GetActiveAttrib}
*
* @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name}
*/
public static void nglGetActiveAttrib(int program, int index, int maxLength, long length, long size, long type, long name) {
GL20C.nglGetActiveAttrib(program, index, maxLength, length, size, type, name);
}
/**
* Returns information about an active attribute variable for the specified program object.
*
* @param program the program object to be queried
* @param index the index of the attribute variable to be queried
* @param length the number of characters actually written by OpenGL in the string indicated by {@code name} (excluding the null terminator) if a value other than
* {@code NULL} is passed
* @param size the size of the attribute variable
* @param type the data type of the attribute variable
* @param name a null terminated string containing the name of the attribute variable
*
* @see Reference Page
*/
public static void glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") IntBuffer length, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type, @NativeType("GLchar *") ByteBuffer name) {
GL20C.glGetActiveAttrib(program, index, length, size, type, name);
}
/**
* Returns information about an active attribute variable for the specified program object.
*
* @param program the program object to be queried
* @param index the index of the attribute variable to be queried
* @param maxLength the maximum number of characters OpenGL is allowed to write in the character buffer indicated by {@code name}
* @param size the size of the attribute variable
* @param type the data type of the attribute variable
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLsizei") int maxLength, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) {
return GL20C.glGetActiveAttrib(program, index, maxLength, size, type);
}
/**
* Returns information about an active attribute variable for the specified program object.
*
* @param program the program object to be queried
* @param index the index of the attribute variable to be queried
* @param size the size of the attribute variable
* @param type the data type of the attribute variable
*
* @see Reference Page
*/
@NativeType("void")
public static String glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @NativeType("GLint *") IntBuffer size, @NativeType("GLenum *") IntBuffer type) {
return glGetActiveAttrib(program, index, glGetProgrami(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH), size, type);
}
// --- [ glGetAttribLocation ] ---
/** Unsafe version of: {@link #glGetAttribLocation GetAttribLocation} */
public static int nglGetAttribLocation(int program, long name) {
return GL20C.nglGetAttribLocation(program, name);
}
/**
* Returns the location of an attribute variable.
*
* @param program the program object to be queried
* @param name a null terminated string containing the name of the attribute variable whose location is to be queried
*
* @see Reference Page
*/
@NativeType("GLint")
public static int glGetAttribLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") ByteBuffer name) {
return GL20C.glGetAttribLocation(program, name);
}
/**
* Returns the location of an attribute variable.
*
* @param program the program object to be queried
* @param name a null terminated string containing the name of the attribute variable whose location is to be queried
*
* @see Reference Page
*/
@NativeType("GLint")
public static int glGetAttribLocation(@NativeType("GLuint") int program, @NativeType("GLchar const *") CharSequence name) {
return GL20C.glGetAttribLocation(program, name);
}
// --- [ glGetVertexAttribiv ] ---
/** Unsafe version of: {@link #glGetVertexAttribiv GetVertexAttribiv} */
public static void nglGetVertexAttribiv(int index, int pname, long params) {
GL20C.nglGetVertexAttribiv(index, pname, params);
}
/**
* Returns the integer value of a generic vertex attribute parameter.
*
* @param index the generic vertex attribute parameter to be queried
* @param pname the symbolic name of the vertex attribute parameter to be queried. One of:
* @param params returns the requested data
*
* @see Reference Page
*/
public static void glGetVertexAttribiv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) {
GL20C.glGetVertexAttribiv(index, pname, params);
}
/**
* Returns the integer value of a generic vertex attribute parameter.
*
* @param index the generic vertex attribute parameter to be queried
* @param pname the symbolic name of the vertex attribute parameter to be queried. One of:
*
* @see Reference Page
*/
@NativeType("void")
public static int glGetVertexAttribi(@NativeType("GLuint") int index, @NativeType("GLenum") int pname) {
return GL20C.glGetVertexAttribi(index, pname);
}
// --- [ glGetVertexAttribfv ] ---
/** Unsafe version of: {@link #glGetVertexAttribfv GetVertexAttribfv} */
public static void nglGetVertexAttribfv(int index, int pname, long params) {
GL20C.nglGetVertexAttribfv(index, pname, params);
}
/**
* Float version of {@link #glGetVertexAttribiv GetVertexAttribiv}.
*
* @param index the generic vertex attribute parameter to be queried
* @param pname the symbolic name of the vertex attribute parameter to be queried
* @param params returns the requested data
*
* @see Reference Page
*/
public static void glGetVertexAttribfv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) {
GL20C.glGetVertexAttribfv(index, pname, params);
}
// --- [ glGetVertexAttribdv ] ---
/** Unsafe version of: {@link #glGetVertexAttribdv GetVertexAttribdv} */
public static void nglGetVertexAttribdv(int index, int pname, long params) {
GL20C.nglGetVertexAttribdv(index, pname, params);
}
/**
* Double version of {@link #glGetVertexAttribiv GetVertexAttribiv}.
*
* @param index the generic vertex attribute parameter to be queried
* @param pname the symbolic name of the vertex attribute parameter to be queried
* @param params returns the requested data
*
* @see Reference Page
*/
public static void glGetVertexAttribdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer params) {
GL20C.glGetVertexAttribdv(index, pname, params);
}
// --- [ glGetVertexAttribPointerv ] ---
/** Unsafe version of: {@link #glGetVertexAttribPointerv GetVertexAttribPointerv} */
public static void nglGetVertexAttribPointerv(int index, int pname, long pointer) {
GL20C.nglGetVertexAttribPointerv(index, pname, pointer);
}
/**
* Returns the address of the specified generic vertex attribute pointer.
*
* @param index the generic vertex attribute parameter to be queried
* @param pname the symbolic name of the generic vertex attribute parameter to be returned. Must be:
* @param pointer the pointer value
*
* @see Reference Page
*/
public static void glGetVertexAttribPointerv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("void **") PointerBuffer pointer) {
GL20C.glGetVertexAttribPointerv(index, pname, pointer);
}
/**
* Returns the address of the specified generic vertex attribute pointer.
*
* @param index the generic vertex attribute parameter to be queried
* @param pname the symbolic name of the generic vertex attribute parameter to be returned. Must be:
*
* @see Reference Page
*/
@NativeType("void")
public static long glGetVertexAttribPointer(@NativeType("GLuint") int index, @NativeType("GLenum") int pname) {
return GL20C.glGetVertexAttribPointer(index, pname);
}
// --- [ glDrawBuffers ] ---
/**
* Unsafe version of: {@link #glDrawBuffers DrawBuffers}
*
* @param n the number of buffers in {@code bufs}
*/
public static void nglDrawBuffers(int n, long bufs) {
GL20C.nglDrawBuffers(n, bufs);
}
/**
* Specifies a list of color buffers to be drawn into.
*
* @param bufs an array of symbolic constants specifying the buffers into which fragment colors or data values will be written. One of:
*
* @see Reference Page
*/
public static void glDrawBuffers(@NativeType("GLenum const *") IntBuffer bufs) {
GL20C.glDrawBuffers(bufs);
}
/**
* Specifies a list of color buffers to be drawn into.
*
* @see Reference Page
*/
public static void glDrawBuffers(@NativeType("GLenum const *") int buf) {
GL20C.glDrawBuffers(buf);
}
// --- [ glBlendEquationSeparate ] ---
/**
* Sets the RGB blend equation and the alpha blend equation separately.
*
* @param modeRGB the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined. One of:
* @param modeAlpha the alpha blend equation, how the alpha component of the source and destination colors are combined
*
* @see Reference Page
*/
public static void glBlendEquationSeparate(@NativeType("GLenum") int modeRGB, @NativeType("GLenum") int modeAlpha) {
GL20C.glBlendEquationSeparate(modeRGB, modeAlpha);
}
// --- [ glStencilOpSeparate ] ---
/**
* Sets front and/or back stencil test actions.
*
* @param face whether front and/or back stencil state is updated. One of:
{@link GL11#GL_FRONT FRONT}
{@link GL11#GL_BACK BACK}
{@link GL11#GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param sfail the action to take when the stencil test fails. The initial value is GL_KEEP. One of:
{@link GL11#GL_KEEP KEEP}
{@link GL11#GL_ZERO ZERO}
{@link GL11#GL_REPLACE REPLACE}
{@link GL11#GL_INCR INCR}
{@link GL14#GL_INCR_WRAP INCR_WRAP}
{@link GL11#GL_DECR DECR}
{@link GL14#GL_DECR_WRAP DECR_WRAP}
{@link GL11#GL_INVERT INVERT}
* @param dpfail the stencil action when the stencil test passes, but the depth test fails. The initial value is GL_KEEP
* @param dppass the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth
* testing is not enabled. The initial value is GL_KEEP
*
* @see Reference Page
*/
public static void glStencilOpSeparate(@NativeType("GLenum") int face, @NativeType("GLenum") int sfail, @NativeType("GLenum") int dpfail, @NativeType("GLenum") int dppass) {
GL20C.glStencilOpSeparate(face, sfail, dpfail, dppass);
}
// --- [ glStencilFuncSeparate ] ---
/**
* Sets front and/or back function and reference value for stencil testing.
*
* @param face whether front and/or back stencil state is updated. One of:
{@link GL11#GL_FRONT FRONT}
{@link GL11#GL_BACK BACK}
{@link GL11#GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param func the test function. The initial value is GL_ALWAYS. One of:
{@link GL11#GL_NEVER NEVER}
{@link GL11#GL_LESS LESS}
{@link GL11#GL_LEQUAL LEQUAL}
{@link GL11#GL_GREATER GREATER}
{@link GL11#GL_GEQUAL GEQUAL}
{@link GL11#GL_EQUAL EQUAL}
{@link GL11#GL_NOTEQUAL NOTEQUAL}
{@link GL11#GL_ALWAYS ALWAYS}
* @param ref the reference value for the stencil test. {@code ref} is clamped to the range [0, 2n – 1], where {@code n} is the number of bitplanes in the stencil
* buffer. The initial value is 0.
* @param mask a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1's.
*
* @see Reference Page
*/
public static void glStencilFuncSeparate(@NativeType("GLenum") int face, @NativeType("GLenum") int func, @NativeType("GLint") int ref, @NativeType("GLuint") int mask) {
GL20C.glStencilFuncSeparate(face, func, ref, mask);
}
// --- [ glStencilMaskSeparate ] ---
/**
* Controls the front and/or back writing of individual bits in the stencil planes.
*
* @param face whether front and/or back stencil writemask is updated. One of:
{@link GL11#GL_FRONT FRONT}
{@link GL11#GL_BACK BACK}
{@link GL11#GL_FRONT_AND_BACK FRONT_AND_BACK}
* @param mask a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1's.
*
* @see Reference Page
*/
public static void glStencilMaskSeparate(@NativeType("GLenum") int face, @NativeType("GLuint") int mask) {
GL20C.glStencilMaskSeparate(face, mask);
}
/**
* Array version of: {@link #glShaderSource ShaderSource}
*
* @see Reference Page
*/
public static void glShaderSource(@NativeType("GLuint") int shader, @NativeType("GLchar const **") PointerBuffer strings, @Nullable @NativeType("GLint const *") int[] length) {
GL20C.glShaderSource(shader, strings, length);
}
/**
* Array version of: {@link #glUniform1fv Uniform1fv}
*
* @see Reference Page
*/
public static void glUniform1fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
GL20C.glUniform1fv(location, value);
}
/**
* Array version of: {@link #glUniform2fv Uniform2fv}
*
* @see Reference Page
*/
public static void glUniform2fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
GL20C.glUniform2fv(location, value);
}
/**
* Array version of: {@link #glUniform3fv Uniform3fv}
*
* @see Reference Page
*/
public static void glUniform3fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
GL20C.glUniform3fv(location, value);
}
/**
* Array version of: {@link #glUniform4fv Uniform4fv}
*
* @see Reference Page
*/
public static void glUniform4fv(@NativeType("GLint") int location, @NativeType("GLfloat const *") float[] value) {
GL20C.glUniform4fv(location, value);
}
/**
* Array version of: {@link #glUniform1iv Uniform1iv}
*
* @see Reference Page
*/
public static void glUniform1iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
GL20C.glUniform1iv(location, value);
}
/**
* Array version of: {@link #glUniform2iv Uniform2iv}
*
* @see Reference Page
*/
public static void glUniform2iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
GL20C.glUniform2iv(location, value);
}
/**
* Array version of: {@link #glUniform3iv Uniform3iv}
*
* @see Reference Page
*/
public static void glUniform3iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
GL20C.glUniform3iv(location, value);
}
/**
* Array version of: {@link #glUniform4iv Uniform4iv}
*
* @see Reference Page
*/
public static void glUniform4iv(@NativeType("GLint") int location, @NativeType("GLint const *") int[] value) {
GL20C.glUniform4iv(location, value);
}
/**
* Array version of: {@link #glUniformMatrix2fv UniformMatrix2fv}
*
* @see Reference Page
*/
public static void glUniformMatrix2fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
GL20C.glUniformMatrix2fv(location, transpose, value);
}
/**
* Array version of: {@link #glUniformMatrix3fv UniformMatrix3fv}
*
* @see Reference Page
*/
public static void glUniformMatrix3fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
GL20C.glUniformMatrix3fv(location, transpose, value);
}
/**
* Array version of: {@link #glUniformMatrix4fv UniformMatrix4fv}
*
* @see Reference Page
*/
public static void glUniformMatrix4fv(@NativeType("GLint") int location, @NativeType("GLboolean") boolean transpose, @NativeType("GLfloat const *") float[] value) {
GL20C.glUniformMatrix4fv(location, transpose, value);
}
/**
* Array version of: {@link #glGetShaderiv GetShaderiv}
*
* @see Reference Page
*/
public static void glGetShaderiv(@NativeType("GLuint") int shader, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
GL20C.glGetShaderiv(shader, pname, params);
}
/**
* Array version of: {@link #glGetProgramiv GetProgramiv}
*
* @see Reference Page
*/
public static void glGetProgramiv(@NativeType("GLuint") int program, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
GL20C.glGetProgramiv(program, pname, params);
}
/**
* Array version of: {@link #glGetShaderInfoLog GetShaderInfoLog}
*
* @see Reference Page
*/
public static void glGetShaderInfoLog(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer infoLog) {
GL20C.glGetShaderInfoLog(shader, length, infoLog);
}
/**
* Array version of: {@link #glGetProgramInfoLog GetProgramInfoLog}
*
* @see Reference Page
*/
public static void glGetProgramInfoLog(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer infoLog) {
GL20C.glGetProgramInfoLog(program, length, infoLog);
}
/**
* Array version of: {@link #glGetAttachedShaders GetAttachedShaders}
*
* @see Reference Page
*/
public static void glGetAttachedShaders(@NativeType("GLuint") int program, @Nullable @NativeType("GLsizei *") int[] count, @NativeType("GLuint *") int[] shaders) {
GL20C.glGetAttachedShaders(program, count, shaders);
}
/**
* Array version of: {@link #glGetActiveUniform GetActiveUniform}
*
* @see Reference Page
*/
public static void glGetActiveUniform(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLint *") int[] size, @NativeType("GLenum *") int[] type, @NativeType("GLchar *") ByteBuffer name) {
GL20C.glGetActiveUniform(program, index, length, size, type, name);
}
/**
* Array version of: {@link #glGetUniformfv GetUniformfv}
*
* @see Reference Page
*/
public static void glGetUniformfv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLfloat *") float[] params) {
GL20C.glGetUniformfv(program, location, params);
}
/**
* Array version of: {@link #glGetUniformiv GetUniformiv}
*
* @see Reference Page
*/
public static void glGetUniformiv(@NativeType("GLuint") int program, @NativeType("GLint") int location, @NativeType("GLint *") int[] params) {
GL20C.glGetUniformiv(program, location, params);
}
/**
* Array version of: {@link #glGetShaderSource GetShaderSource}
*
* @see Reference Page
*/
public static void glGetShaderSource(@NativeType("GLuint") int shader, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLchar *") ByteBuffer source) {
GL20C.glGetShaderSource(shader, length, source);
}
/**
* Array version of: {@link #glVertexAttrib1fv VertexAttrib1fv}
*
* @see Reference Page
*/
public static void glVertexAttrib1fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) {
GL20C.glVertexAttrib1fv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib1sv VertexAttrib1sv}
*
* @see Reference Page
*/
public static void glVertexAttrib1sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) {
GL20C.glVertexAttrib1sv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib1dv VertexAttrib1dv}
*
* @see Reference Page
*/
public static void glVertexAttrib1dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
GL20C.glVertexAttrib1dv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib2fv VertexAttrib2fv}
*
* @see Reference Page
*/
public static void glVertexAttrib2fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) {
GL20C.glVertexAttrib2fv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib2sv VertexAttrib2sv}
*
* @see Reference Page
*/
public static void glVertexAttrib2sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) {
GL20C.glVertexAttrib2sv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib2dv VertexAttrib2dv}
*
* @see Reference Page
*/
public static void glVertexAttrib2dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
GL20C.glVertexAttrib2dv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib3fv VertexAttrib3fv}
*
* @see Reference Page
*/
public static void glVertexAttrib3fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) {
GL20C.glVertexAttrib3fv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib3sv VertexAttrib3sv}
*
* @see Reference Page
*/
public static void glVertexAttrib3sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) {
GL20C.glVertexAttrib3sv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib3dv VertexAttrib3dv}
*
* @see Reference Page
*/
public static void glVertexAttrib3dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
GL20C.glVertexAttrib3dv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4fv VertexAttrib4fv}
*
* @see Reference Page
*/
public static void glVertexAttrib4fv(@NativeType("GLuint") int index, @NativeType("GLfloat const *") float[] v) {
GL20C.glVertexAttrib4fv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4sv VertexAttrib4sv}
*
* @see Reference Page
*/
public static void glVertexAttrib4sv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) {
GL20C.glVertexAttrib4sv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4dv VertexAttrib4dv}
*
* @see Reference Page
*/
public static void glVertexAttrib4dv(@NativeType("GLuint") int index, @NativeType("GLdouble const *") double[] v) {
GL20C.glVertexAttrib4dv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4iv VertexAttrib4iv}
*
* @see Reference Page
*/
public static void glVertexAttrib4iv(@NativeType("GLuint") int index, @NativeType("GLint const *") int[] v) {
GL20C.glVertexAttrib4iv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4usv VertexAttrib4usv}
*
* @see Reference Page
*/
public static void glVertexAttrib4usv(@NativeType("GLuint") int index, @NativeType("GLushort const *") short[] v) {
GL20C.glVertexAttrib4usv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4uiv VertexAttrib4uiv}
*
* @see Reference Page
*/
public static void glVertexAttrib4uiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") int[] v) {
GL20C.glVertexAttrib4uiv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4Nsv VertexAttrib4Nsv}
*
* @see Reference Page
*/
public static void glVertexAttrib4Nsv(@NativeType("GLuint") int index, @NativeType("GLshort const *") short[] v) {
GL20C.glVertexAttrib4Nsv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4Niv VertexAttrib4Niv}
*
* @see Reference Page
*/
public static void glVertexAttrib4Niv(@NativeType("GLuint") int index, @NativeType("GLint const *") int[] v) {
GL20C.glVertexAttrib4Niv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4Nusv VertexAttrib4Nusv}
*
* @see Reference Page
*/
public static void glVertexAttrib4Nusv(@NativeType("GLuint") int index, @NativeType("GLushort const *") short[] v) {
GL20C.glVertexAttrib4Nusv(index, v);
}
/**
* Array version of: {@link #glVertexAttrib4Nuiv VertexAttrib4Nuiv}
*
* @see Reference Page
*/
public static void glVertexAttrib4Nuiv(@NativeType("GLuint") int index, @NativeType("GLuint const *") int[] v) {
GL20C.glVertexAttrib4Nuiv(index, v);
}
/**
* Array version of: {@link #glGetActiveAttrib GetActiveAttrib}
*
* @see Reference Page
*/
public static void glGetActiveAttrib(@NativeType("GLuint") int program, @NativeType("GLuint") int index, @Nullable @NativeType("GLsizei *") int[] length, @NativeType("GLint *") int[] size, @NativeType("GLenum *") int[] type, @NativeType("GLchar *") ByteBuffer name) {
GL20C.glGetActiveAttrib(program, index, length, size, type, name);
}
/**
* Array version of: {@link #glGetVertexAttribiv GetVertexAttribiv}
*
* @see Reference Page
*/
public static void glGetVertexAttribiv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) {
GL20C.glGetVertexAttribiv(index, pname, params);
}
/**
* Array version of: {@link #glGetVertexAttribfv GetVertexAttribfv}
*
* @see Reference Page
*/
public static void glGetVertexAttribfv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) {
GL20C.glGetVertexAttribfv(index, pname, params);
}
/**
* Array version of: {@link #glGetVertexAttribdv GetVertexAttribdv}
*
* @see Reference Page
*/
public static void glGetVertexAttribdv(@NativeType("GLuint") int index, @NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] params) {
GL20C.glGetVertexAttribdv(index, pname, params);
}
/**
* Array version of: {@link #glDrawBuffers DrawBuffers}
*
* @see Reference Page
*/
public static void glDrawBuffers(@NativeType("GLenum const *") int[] bufs) {
GL20C.glDrawBuffers(bufs);
}
}