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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 OES_primitive_bounding_box extension.
 * 
 * 

On tile-based architectures, transformed primitives are generally written out to memory before rasterization, and then read back from memory for each * tile they intersect. When geometry expands during transformation due to tessellation or one-to-many geometry shaders, the external bandwidth required * grows proportionally. This extension provides a way for implementations to know which tiles incoming geometry will intersect before fully transforming * (and expanding) the geometry. This allows them to only store the unexpanded geometry in memory, and perform expansion on-chip for each intersected * tile.

* *

New state is added to hold an axis-aligned bounding box which is assumed to contain any geometry submitted. An implementation is allowed to ignore any * portions of primitives outside the bounding box; thus if a primitive extends outside of a tile into a neighboring tile that the bounding box didn't * intersect, the implementation is not required to render those portions. The tessellation control shader is optionally able to specify a per-patch * bounding box that overrides the bounding box state for primitives generated from that patch, in order to provide tighter bounds.

* *

The typical usage is that an application will have an object-space bounding volume for a primitive or group of primitives, either calculated at runtime * or provided with the mesh by the authoring tool or content pipeline. It will transform this volume to clip space, compute an axis-aligned bounding box * that contains the transformed bounding volume, and provide that at either per-patch or per-draw granularity.

* *

Requires {@link GLES31 GLES 3.1}.

*/ public class OESPrimitiveBoundingBox { /** Accepted by the {@code pname} parameter of GetBooleanv, GetFloatv, GetIntegerv, and GetInteger64v. */ public static final int GL_PRIMITIVE_BOUNDING_BOX_OES = 0x92BE; static { GLES.initialize(); } protected OESPrimitiveBoundingBox() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLESCapabilities caps) { return checkFunctions( caps.glPrimitiveBoundingBoxOES ); } // --- [ glPrimitiveBoundingBoxOES ] --- public static native void glPrimitiveBoundingBoxOES(@NativeType("GLfloat") float minX, @NativeType("GLfloat") float minY, @NativeType("GLfloat") float minZ, @NativeType("GLfloat") float minW, @NativeType("GLfloat") float maxX, @NativeType("GLfloat") float maxY, @NativeType("GLfloat") float maxZ, @NativeType("GLfloat") float maxW); }




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