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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 org.lwjgl.system.*;

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

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

This extension adds a "conservative" rasterization mode where any pixel that is partially covered, even if no sample location is covered, is treated as * fully covered and a corresponding fragment will be shaded.

* *

A new control is also added to modify window coordinate snapping precision.

* *

These controls can be used to implement "binning" to a low-resolution render target, for example to determine which tiles of a sparse texture need to * be populated. An app can construct a framebuffer where there is one pixel per tile in the sparse texture, and adjust the number of subpixel bits such * that snapping occurs to the same effective grid as when rendering to the sparse texture. Then triangles should cover (at least) the same pixels in the * low-res framebuffer as they do tiles in the sparse texture.

* *

Requires {@link GLES20 GLES 2.0}.

*/ public class NVConservativeRaster { /** Accepted by the {@code cap} parameter of Enable, Disable, IsEnabled. */ public static final int GL_CONSERVATIVE_RASTERIZATION_NV = 0x9346; /** Accepted by the {@code pname} parameter of GetBooleanv, GetDoublev, GetIntegerv, and GetFloatv. */ public static final int GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV = 0x9347, GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV = 0x9348, GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV = 0x9349; static { GLES.initialize(); } protected NVConservativeRaster() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glSubpixelPrecisionBiasNV ); } // --- [ glSubpixelPrecisionBiasNV ] --- public static native void glSubpixelPrecisionBiasNV(@NativeType("GLuint") int xbits, @NativeType("GLuint") int ybits); }




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