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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.

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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.opengles;

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

/**
 * Native bindings to the OES_sample_shading extension.
 * 
 * 

In standard multisample rendering, an implementation is allowed to assign the same sets of fragment shader input values to each sample. This can cause * aliasing where the fragment shader input values are used to generate a result that doesn't antialias itself, for example with alpha-tested * transparency.

* *

This extension adds the ability to explicitly request that an implementation use a minimum number of unique set of fragment computation inputs when * multisampling a pixel. Specifying such a requirement can reduce aliasing that results from evaluating the fragment computations too few times per * pixel.

* *

This extension adds new global state that controls the minimum number of samples for which attribute data is independently interpolated. When enabled, * all fragment-shading operations are executed independently on each sample.

* *

Requires {@link GLES30 GLES 3.0}.

*/ public class OESSampleShading { /** * Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetInteger64v. */ public static final int GL_SAMPLE_SHADING_OES = 0x8C36; /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetInteger64v, and GetFloatv. */ public static final int GL_MIN_SAMPLE_SHADING_VALUE_OES = 0x8C37; static { GLES.initialize(); } protected OESSampleShading() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glMinSampleShadingOES ); } // --- [ glMinSampleShadingOES ] --- public static native void glMinSampleShadingOES(float value); }




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