GL_ATOMIC_COUNTER_BUFFER, GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, GL_MAX_SHADER_STORAGE_BLOCK_SIZE, GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS, GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, GL_PATCHES, GL_SHADER_STORAGE_BLOCK, GL_SHADER_STORAGE_BUFFER, GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER
GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_DEPTH_STENCIL_ATTACHMENT, GL_GEOMETRY_SHADER, GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS, GL_MAX_COMBINED_UNIFORM_BLOCKS, GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, GL_MAX_FRAGMENT_UNIFORM_BLOCKS, GL_MAX_GEOMETRY_UNIFORM_BLOCKS, GL_MAX_UNIFORM_BLOCK_SIZE, GL_MAX_UNIFORM_BUFFER_BINDINGS, GL_MAX_VERTEX_UNIFORM_BLOCKS, GL_NUM_EXTENSIONS, GL_R16F, GL_R16I, GL_R16UI, GL_R32F, GL_R32I, GL_R32UI, GL_R8, GL_R8I, GL_R8UI, GL_RED_INTEGER, GL_RG, GL_RG_INTEGER, GL_RG16F, GL_RG16I, GL_RG16UI, GL_RG32F, GL_RG32I, GL_RG32UI, GL_RG8, GL_RG8I, GL_RG8UI, GL_RGB_INTEGER, GL_RGB16I, GL_RGB16UI, GL_RGB32I, GL_RGB32UI, GL_RGB8I, GL_RGB8UI, GL_RGBA_INTEGER, GL_RGBA16I, GL_RGBA16UI, GL_RGBA32I, GL_RGBA32UI, GL_RGBA8I, GL_RGBA8UI, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_R, GL_TRANSFORM_FEEDBACK_BUFFER, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, GL_UNIFORM_BLOCK_BINDING, GL_UNIFORM_BLOCK_DATA_SIZE, GL_UNIFORM_BLOCK_NAME_LENGTH, GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER, GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER, GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER, GL_UNIFORM_BUFFER, GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, GL_UNIFORM_OFFSET
GL_ALPHA_TEST, GL_ALPHA8, GL_BGR, GL_BGRA, GL_COMPARE_REF_TO_TEXTURE, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_DEPTH_TEXTURE_MODE, GL_DOUBLEBUFFER, GL_DRAW_BUFFER, GL_FILL, GL_GENERATE_MIPMAP, GL_INTENSITY, GL_LINE, GL_LUMINANCE8, GL_LUMINANCE8_ALPHA8, GL_MAX_ELEMENTS_INDICES, GL_MAX_ELEMENTS_VERTICES, GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, GL_MAX_VERTEX_UNIFORM_COMPONENTS, GL_POINT, GL_POINT_SPRITE, GL_READ_BUFFER, GL_RGB8, GL_STACK_OVERFLOW, GL_STACK_UNDERFLOW, GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_R, GL_UNSIGNED_INT_8_8_8_8, GL_VERTEX_PROGRAM_POINT_SIZE
GL_ALPHA, GL_ALWAYS, GL_ARRAY_BUFFER, GL_BACK, GL_BLEND, GL_BLUE, GL_BYTE, GL_CLAMP_TO_EDGE, GL_COLOR_BUFFER_BIT, GL_COMPILE_STATUS, GL_CULL_FACE, GL_DECR, GL_DECR_WRAP, GL_DEPTH_BUFFER_BIT, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_TEST, GL_DOUBLE, GL_DST_ALPHA, GL_DST_COLOR, GL_DYNAMIC_COPY, GL_DYNAMIC_DRAW, GL_ELEMENT_ARRAY_BUFFER, GL_EQUAL, GL_EXTENSIONS, GL_FALSE, GL_FLOAT, GL_FRAGMENT_SHADER, GL_FRONT, GL_FRONT_AND_BACK, GL_FUNC_ADD, GL_FUNC_REVERSE_SUBTRACT, GL_FUNC_SUBTRACT, GL_GEQUAL, GL_GREATER, GL_GREEN, GL_INCR, GL_INCR_WRAP, GL_INFO_LOG_LENGTH, GL_INT, GL_INVALID_ENUM, GL_INVALID_OPERATION, GL_INVALID_VALUE, GL_INVERT, GL_KEEP, GL_LEQUAL, GL_LESS, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINES, GL_LINK_STATUS, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_MAX, GL_MAX_CUBE_MAP_TEXTURE_SIZE, GL_MAX_FRAGMENT_UNIFORM_VECTORS, GL_MAX_TEXTURE_IMAGE_UNITS, GL_MAX_TEXTURE_SIZE, GL_MAX_VERTEX_ATTRIBS, GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, GL_MAX_VERTEX_UNIFORM_VECTORS, GL_MIN, GL_MIRRORED_REPEAT, GL_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEVER, GL_NO_ERROR, GL_NONE, GL_NOTEQUAL, GL_ONE, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR, GL_OUT_OF_MEMORY, GL_POINTS, GL_POLYGON_OFFSET_FILL, GL_QUERY_RESULT, GL_QUERY_RESULT_AVAILABLE, GL_RED, GL_RENDERER, GL_REPEAT, GL_REPLACE, GL_RGB, GL_RGB5_A1, GL_RGB565, GL_RGBA, GL_RGBA4, GL_SCISSOR_TEST, GL_SHADING_LANGUAGE_VERSION, GL_SHORT, GL_SRC_ALPHA, GL_SRC_ALPHA_SATURATE, GL_SRC_COLOR, GL_STATIC_DRAW, GL_STENCIL_BUFFER_BIT, GL_STENCIL_TEST, GL_STREAM_DRAW, GL_STREAM_READ, GL_TEXTURE, GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE10, GL_TEXTURE11, GL_TEXTURE12, GL_TEXTURE13, GL_TEXTURE14, GL_TEXTURE15, GL_TEXTURE2, GL_TEXTURE3, GL_TEXTURE4, GL_TEXTURE5, GL_TEXTURE6, GL_TEXTURE7, GL_TEXTURE8, GL_TEXTURE9, GL_TIME_ELAPSED, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP, GL_TRIANGLES, GL_TRUE, GL_UNPACK_ALIGNMENT, GL_UNPACK_ROW_LENGTH, GL_UNSIGNED_BYTE, GL_UNSIGNED_INT, GL_UNSIGNED_SHORT, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_5_6_5, GL_VENDOR, GL_VERSION, GL_VERTEX_SHADER, GL_ZERO
Constructor and Description |
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JoglGL() |
Modifier and Type | Method and Description |
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void |
glActiveTexture(int param1)
|
void |
glAlphaFunc(int param1,
float param2)
Reference Page - This function is deprecated and unavailable in the Core profile
|
void |
glAttachShader(int param1,
int param2)
|
void |
glBeginQuery(int target,
int query)
|
void |
glBindBuffer(int param1,
int param2)
|
void |
glBindBufferBase(int target,
int index,
int buffer)
|
void |
glBindFragDataLocation(int param1,
int param2,
java.lang.String param3)
|
void |
glBindTexture(int param1,
int param2)
|
void |
glBindVertexArray(int param1)
|
void |
glBlendEquationSeparate(int colorMode,
int alphaMode)
|
void |
glBlendFunc(int param1,
int param2)
|
void |
glBlendFuncSeparate(int sfactorRGB,
int dfactorRGB,
int sfactorAlpha,
int dfactorAlpha)
|
void |
glBufferData(int param1,
java.nio.ByteBuffer param2,
int param3)
|
void |
glBufferData(int param1,
java.nio.FloatBuffer param2,
int param3)
|
void |
glBufferData(int param1,
long param2,
int param3)
|
void |
glBufferData(int param1,
java.nio.ShortBuffer param2,
int param3)
|
void |
glBufferSubData(int param1,
long param2,
java.nio.ByteBuffer param3)
|
void |
glBufferSubData(int param1,
long param2,
java.nio.FloatBuffer param3)
|
void |
glBufferSubData(int param1,
long param2,
java.nio.ShortBuffer param3)
|
void |
glClear(int param1)
|
void |
glClearColor(float param1,
float param2,
float param3,
float param4)
|
void |
glColorMask(boolean param1,
boolean param2,
boolean param3,
boolean param4)
|
void |
glCompileShader(int param1)
|
void |
glCompressedTexImage2D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
java.nio.ByteBuffer param7)
|
void |
glCompressedTexImage3D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
int param7,
java.nio.ByteBuffer param8)
|
void |
glCompressedTexSubImage2D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
int param7,
java.nio.ByteBuffer param8)
|
void |
glCompressedTexSubImage3D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
int param7,
int param8,
int param9,
java.nio.ByteBuffer param10)
|
int |
glCreateProgram()
|
int |
glCreateShader(int param1)
|
void |
glCullFace(int param1)
|
void |
glDeleteBuffers(java.nio.IntBuffer param1)
|
void |
glDeleteProgram(int param1)
|
void |
glDeleteShader(int param1)
|
void |
glDeleteTextures(java.nio.IntBuffer param1)
|
void |
glDeleteVertexArrays(java.nio.IntBuffer arrays)
Deletes vertex array objects.
|
void |
glDepthFunc(int param1)
|
void |
glDepthMask(boolean param1)
|
void |
glDepthRange(double param1,
double param2)
|
void |
glDetachShader(int param1,
int param2)
|
void |
glDisable(int param1)
|
void |
glDisableVertexAttribArray(int param1)
|
void |
glDrawArrays(int param1,
int param2,
int param3)
|
void |
glDrawBuffer(int param1)
|
void |
glDrawRangeElements(int param1,
int param2,
int param3,
int param4,
int param5,
long param6)
|
void |
glEnable(int param1)
|
void |
glEnableVertexAttribArray(int param1)
|
void |
glEndQuery(int target)
|
void |
glGenBuffers(java.nio.IntBuffer param1)
|
void |
glGenQueries(int num,
java.nio.IntBuffer buff)
|
void |
glGenTextures(java.nio.IntBuffer param1)
|
void |
glGenVertexArrays(java.nio.IntBuffer param1)
|
int |
glGetAttribLocation(int param1,
java.lang.String param2)
|
void |
glGetBoolean(int param1,
java.nio.ByteBuffer param2)
|
void |
glGetBufferSubData(int target,
long offset,
java.nio.ByteBuffer data)
|
int |
glGetError()
|
void |
glGetInteger(int param1,
java.nio.IntBuffer param2)
|
void |
glGetProgram(int param1,
int param2,
java.nio.IntBuffer param3)
|
java.lang.String |
glGetProgramInfoLog(int program,
int maxSize)
|
int |
glGetProgramResourceIndex(int program,
int programInterface,
java.lang.String name)
Returns the unsigned integer index assigned to a resource named name in the interface type programInterface of
program object program.
|
int |
glGetQueryObjectiv(int query,
int pname)
|
long |
glGetQueryObjectui64(int query,
int target)
Unsigned version.
|
void |
glGetShader(int param1,
int param2,
java.nio.IntBuffer param3)
|
java.lang.String |
glGetShaderInfoLog(int shader,
int maxSize)
|
java.lang.String |
glGetString(int param1)
|
java.lang.String |
glGetString(int param1,
int param2)
|
int |
glGetUniformBlockIndex(int program,
java.lang.String uniformBlockName)
|
int |
glGetUniformLocation(int param1,
java.lang.String param2)
|
boolean |
glIsEnabled(int param1)
|
void |
glLineWidth(float param1)
|
void |
glLinkProgram(int param1)
|
void |
glPatchParameter(int count)
|
void |
glPixelStorei(int param1,
int param2)
|
void |
glPointSize(float param1)
|
void |
glPolygonMode(int param1,
int param2)
|
void |
glPolygonOffset(float param1,
float param2)
|
void |
glReadBuffer(int param1)
|
void |
glReadPixels(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
java.nio.ByteBuffer param7)
|
void |
glReadPixels(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
long param7)
|
void |
glScissor(int param1,
int param2,
int param3,
int param4)
|
void |
glShaderSource(int param1,
java.lang.String[] param2,
java.nio.IntBuffer param3)
|
void |
glShaderStorageBlockBinding(int program,
int storageBlockIndex,
int storageBlockBinding)
Cchanges the active shader storage block with an assigned index of storageBlockIndex in program object program.
|
void |
glStencilFuncSeparate(int param1,
int param2,
int param3,
int param4)
|
void |
glStencilOpSeparate(int param1,
int param2,
int param3,
int param4)
|
void |
glTexImage2D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
int param7,
int param8,
java.nio.ByteBuffer param9)
|
void |
glTexImage3D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
int param7,
int param8,
int param9,
java.nio.ByteBuffer param10)
|
void |
glTexParameterf(int param1,
int param2,
float param3)
|
void |
glTexParameteri(int param1,
int param2,
int param3)
|
void |
glTexSubImage2D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
int param7,
int param8,
java.nio.ByteBuffer param9)
|
void |
glTexSubImage3D(int param1,
int param2,
int param3,
int param4,
int param5,
int param6,
int param7,
int param8,
int param9,
int param10,
java.nio.ByteBuffer param11)
|
void |
glUniform1(int param1,
java.nio.FloatBuffer param2)
|
void |
glUniform1(int param1,
java.nio.IntBuffer param2)
|
void |
glUniform1f(int param1,
float param2)
|
void |
glUniform1i(int param1,
int param2)
|
void |
glUniform2(int param1,
java.nio.FloatBuffer param2)
|
void |
glUniform2(int param1,
java.nio.IntBuffer param2)
|
void |
glUniform2f(int param1,
float param2,
float param3)
|
void |
glUniform3(int param1,
java.nio.FloatBuffer param2)
|
void |
glUniform3(int param1,
java.nio.IntBuffer param2)
|
void |
glUniform3f(int param1,
float param2,
float param3,
float param4)
|
void |
glUniform4(int param1,
java.nio.FloatBuffer param2)
|
void |
glUniform4(int param1,
java.nio.IntBuffer param2)
|
void |
glUniform4f(int param1,
float param2,
float param3,
float param4,
float param5)
|
void |
glUniformBlockBinding(int program,
int uniformBlockIndex,
int uniformBlockBinding)
Binding points for active uniform blocks are assigned using glUniformBlockBinding.
|
void |
glUniformMatrix3(int param1,
boolean param2,
java.nio.FloatBuffer param3)
|
void |
glUniformMatrix4(int param1,
boolean param2,
java.nio.FloatBuffer param3)
|
void |
glUseProgram(int param1)
|
void |
glVertexAttribPointer(int param1,
int param2,
int param3,
boolean param4,
int param5,
long param6)
|
void |
glViewport(int param1,
int param2,
int param3,
int param4)
|
void |
resetStats() |
public void resetStats()
resetStats
in interface GL
public void glActiveTexture(int param1)
GL
Selects which texture unit subsequent texture state calls will affect. The number of texture units an implementation supports is implementation dependent.
glActiveTexture
in interface GL
param1
- which texture unit to make active. One of:TEXTURE0 | GL_TEXTURE[1-31] |
public void glAlphaFunc(int param1, float param2)
GL2
Reference Page - This function is deprecated and unavailable in the Core profile
The alpha test discards a fragment conditionally based on the outcome of a comparison between the incoming fragment’s alpha value and a constant value. The comparison is enabled or disabled with the genericEnable
and Disable
commands using the symbolic constant ALPHA_TEST
.
When disabled, it is as if the comparison always passes. The test is controlled with this method.glAlphaFunc
in interface GL2
param1
- a symbolic constant indicating the alpha test function. One of:NEVER | ALWAYS | LESS | LEQUAL | EQUAL | GEQUAL | GREATER | NOTEQUAL |
param2
- a reference value clamped to the range [0, 1]. When performing the alpha test, the GL will convert the reference value to the same representation as the fragment's alpha value (floating-point or fixed-point).public void glAttachShader(int param1, int param2)
GL
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.
glAttachShader
in interface GL
param1
- the program object to which a shader object will be attached.param2
- the shader object that is to be attached.public void glBeginQuery(int target, int query)
GL
Creates a query object and makes it active.
glBeginQuery
in interface GL
target
- the target type of query object established.query
- the name of a query object.public void glBindBuffer(int param1, int param2)
GL
Binds a named buffer object.
glBindBuffer
in interface GL
param1
- the target to which the buffer object is bound.param2
- the name of a buffer object.public void glBindTexture(int param1, int param2)
GL
Binds the a texture to a texture target.
While a texture object is bound, GL operations on the target to which it is bound affect the bound object, and queries of the target to which it is bound return state from the bound object. If texture mapping of the dimensionality of the target to which a texture object is bound is enabled, the state of the bound texture object directs the texturing operation.
glBindTexture
in interface GL
param1
- the texture target.param2
- the texture object to bind.public void glBlendEquationSeparate(int colorMode, int alphaMode)
GL
Sets the RGB blend equation and the alpha blend equation separately.
glBlendEquationSeparate
in interface GL
colorMode
- the RGB blend equation, how the red, green, and blue components of the source and destination colors are combined.alphaMode
- the alpha blend equation, how the alpha component of the source and destination colors are combinedpublic void glBlendFunc(int param1, int param2)
GL
Specifies the weighting factors used by the blend equation, for both RGB and alpha functions and for all draw buffers.
glBlendFunc
in interface GL
param1
- the source weighting factor.param2
- the destination weighting factor.public void glBlendFuncSeparate(int sfactorRGB, int dfactorRGB, int sfactorAlpha, int dfactorAlpha)
GL
Specifies pixel arithmetic for RGB and alpha components separately.
glBlendFuncSeparate
in interface GL
sfactorRGB
- how the red, green, and blue blending factors are computed. The initial value is GL_ONE.dfactorRGB
- how the red, green, and blue destination blending factors are computed. The initial value is GL_ZERO.sfactorAlpha
- how the alpha source blending factor is computed. The initial value is GL_ONE.dfactorAlpha
- how the alpha destination blending factor is computed. The initial value is GL_ZERO.public void glBufferData(int param1, long param2, int param3)
GL
Creates and initializes a buffer object's data store.
usage
is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make
more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store.
usage
can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access. The
frequency of access may be one of these:
The nature of access may be one of these:
glBufferData
in interface GL
param1
- the target buffer object.param2
- the size in bytes of the buffer object's new data storeparam3
- the expected usage pattern of the data store.public void glBufferData(int param1, java.nio.FloatBuffer param2, int param3)
GL
Creates and initializes a buffer object's data store.
usage
is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make
more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store.
usage
can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access. The
frequency of access may be one of these:
The nature of access may be one of these:
glBufferData
in interface GL
param1
- the target buffer object.param2
- a pointer to data that will be copied into the data store for initialization, or NULL
if no data is to be copied.param3
- the expected usage pattern of the data store.public void glBufferData(int param1, java.nio.ShortBuffer param2, int param3)
GL
Creates and initializes a buffer object's data store.
usage
is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make
more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store.
usage
can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access. The
frequency of access may be one of these:
The nature of access may be one of these:
glBufferData
in interface GL
param1
- the target buffer object.param2
- a pointer to data that will be copied into the data store for initialization, or NULL
if no data is to be copiedparam3
- the expected usage pattern of the data store.public void glBufferData(int param1, java.nio.ByteBuffer param2, int param3)
GL
Creates and initializes a buffer object's data store.
usage
is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make
more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store.
usage
can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access. The
frequency of access may be one of these:
The nature of access may be one of these:
glBufferData
in interface GL
param1
- the target buffer object.param2
- a pointer to data that will be copied into the data store for initialization, or NULL
if no data is to be copied.param3
- the expected usage pattern of the data store.public void glBufferSubData(int param1, long param2, java.nio.FloatBuffer param3)
GL
Updates a subset of a buffer object's data store.
glBufferSubData
in interface GL
param1
- the target buffer object.param2
- the offset into the buffer object's data store where data replacement will begin, measured in bytes.param3
- a pointer to the new data that will be copied into the data store.public void glBufferSubData(int param1, long param2, java.nio.ShortBuffer param3)
GL
Updates a subset of a buffer object's data store.
glBufferSubData
in interface GL
param1
- the target buffer object.param2
- the offset into the buffer object's data store where data replacement will begin, measured in bytes.param3
- a pointer to the new data that will be copied into the data store.public void glBufferSubData(int param1, long param2, java.nio.ByteBuffer param3)
GL
Updates a subset of a buffer object's data store.
glBufferSubData
in interface GL
param1
- the target buffer object.param2
- the offset into the buffer object's data store where data replacement will begin, measured in bytes.param3
- a pointer to the new data that will be copied into the data store.public void glClear(int param1)
GL
Sets portions of every pixel in a particular buffer to the same value. The value to which each buffer is cleared depends on the setting of the clear value for that buffer.
public void glClearColor(float param1, float param2, float param3, float param4)
GL
glClearColor
in interface GL
param1
- the value to which to clear the R channel of the color buffer.param2
- the value to which to clear the G channel of the color buffer.param3
- the value to which to clear the B channel of the color buffer.param4
- the value to which to clear the A channel of the color buffer.public void glColorMask(boolean param1, boolean param2, boolean param3, boolean param4)
GL
glColorMask
in interface GL
param1
- whether R values are written or not.param2
- whether G values are written or not.param3
- whether B values are written or not.param4
- whether A values are written or not.public void glCompileShader(int param1)
GL
Compiles a shader object.
glCompileShader
in interface GL
param1
- the shader object to be compiled.public void glCompressedTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, java.nio.ByteBuffer param7)
GL
Specifies a two-dimensional texture image in a compressed format.
glCompressedTexImage2D
in interface GL
param1
- the target texture.param2
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.param3
- the format of the compressed image data.param4
- the width of the texture imageparam5
- the height of the texture imageparam6
- must be 0param7
- a pointer to the compressed image datapublic void glCompressedTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, java.nio.ByteBuffer param8)
GL2
Specifies a three-dimensional texture image in a compressed format.
glCompressedTexImage3D
in interface GL2
param1
- the target texture.param2
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.param3
- the format of the compressed image data.param4
- the width of the texture imageparam5
- the height of the texture imageparam6
- the depth of the texture imageparam7
- must be 0param8
- a pointer to the compressed image datapublic void glCompressedTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, java.nio.ByteBuffer param8)
GL
Respecifies only a rectangular subregion of an existing 2D texel array, with incoming data stored in a specific compressed image format.
glCompressedTexSubImage2D
in interface GL
param1
- the target texture.param2
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.param3
- a texel offset in the x direction within the texture array.param4
- a texel offset in the y direction within the texture array.param5
- the width of the texture subimage.param6
- the height of the texture subimage.param7
- the format of the compressed image data stored at address data
.param8
- a pointer to the compressed image data.public void glCompressedTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, java.nio.ByteBuffer param10)
GL2
Respecifies only a cubic subregion of an existing 3D texel array, with incoming data stored in a specific compressed image format.
glCompressedTexSubImage3D
in interface GL2
param1
- the target texture.param2
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.param3
- a texel offset in the x direction within the texture array.param4
- a texel offset in the y direction within the texture array.param5
- a texel offset in the z direction within the texture array.param6
- the width of the texture subimage.param7
- the height of the texture subimage.param8
- the depth of the texture subimage.param9
- the format of the compressed image data stored at address data
.param10
- a pointer to the compressed image data.public int glCreateProgram()
GL
Creates a program object.
glCreateProgram
in interface GL
public int glCreateShader(int param1)
GL
Creates a shader object.
glCreateShader
in interface GL
param1
- the type of shader to be created. One of:VERTEX_SHADER | FRAGMENT_SHADER | GEOMETRY_SHADER | TESS_CONTROL_SHADER |
TESS_EVALUATION_SHADER |
public void glCullFace(int param1)
GL
Specifies which polygon faces are culled if CULL_FACE
is enabled. Front-facing polygons are rasterized if either culling is disabled or the
CullFace mode is BACK
while back-facing polygons are rasterized only if either culling is disabled or the CullFace mode is
FRONT
. The initial setting of the CullFace mode is BACK
. Initially, culling is disabled.
glCullFace
in interface GL
param1
- the CullFace mode. One of:FRONT | BACK | FRONT_AND_BACK |
public void glDeleteBuffers(java.nio.IntBuffer param1)
GL
Deletes named buffer objects.
glDeleteBuffers
in interface GL
param1
- an array of buffer objects to be deleted.public void glDeleteProgram(int param1)
GL
Deletes a program object.
glDeleteProgram
in interface GL
param1
- the program object to be deleted.public void glDeleteShader(int param1)
GL
Deletes a shader object.
glDeleteShader
in interface GL
param1
- the shader object to be deleted.public void glDeleteTextures(java.nio.IntBuffer param1)
GL
Deletes texture objects. After a texture object is deleted, it has no contents or dimensionality, and its name is again unused. If a texture that is
currently bound to any of the target bindings of BindTexture
is deleted, it is as though BindTexture
had been executed with the
same target and texture zero. Additionally, special care must be taken when deleting a texture if any of the images of the texture are attached to a
framebuffer object.
Unused names in textures that have been marked as used for the purposes of GenTextures
are marked as unused again. Unused names in textures are
silently ignored, as is the name zero.
glDeleteTextures
in interface GL
param1
- contains n
names of texture objects to be deleted.public void glDepthFunc(int param1)
GL
Specifies the comparison that takes place during the depth buffer test (when DEPTH_TEST
is enabled).
public void glDepthMask(boolean param1)
GL
Masks the writing of depth values to the depth buffer. In the initial state, the depth buffer is enabled for writing.
glDepthMask
in interface GL
param1
- whether depth values are written or not.public void glDepthRange(double param1, double param2)
GL
Sets the depth range for all viewports to the same values.
glDepthRange
in interface GL
param1
- the near depth range.param2
- the far depth range.public void glDetachShader(int param1, int param2)
GL
Detaches a shader object from a program object to which it is attached.
glDetachShader
in interface GL
param1
- the program object from which to detach the shader object.param2
- the shader object to be detached.public void glDisable(int param1)
GL
Disables the specified OpenGL state.
public void glDisableVertexAttribArray(int param1)
GL
Disables a generic vertex attribute array.
glDisableVertexAttribArray
in interface GL
param1
- the index of the generic vertex attribute to be disabled.public void glDrawArrays(int param1, int param2, int param3)
GL
Constructs a sequence of geometric primitives by successively transferring elements for count
vertices. Elements first
through
first + count – 1
of each enabled non-instanced array are transferred to the GL.
If an array corresponding to an attribute required by a vertex shader is not enabled, then the corresponding element is taken from the current attribute state. If an array is enabled, the corresponding current vertex attribute value is unaffected by the execution of this function.
glDrawArrays
in interface GL
param1
- the kind of primitives being constructed.param2
- the first vertex to transfer to the GL.param3
- the number of vertices after first
to transfer to the GL.public void glDrawBuffer(int param1)
GL2
Defines the color buffer to which fragment color zero is written.
glDrawBuffer
in interface GL2
param1
- the color buffer to draw to.public void glDrawRangeElements(int param1, int param2, int param3, int param4, int param5, long param6)
GL
Implementations denote recommended maximum amounts of vertex and index data, which may be queried by calling glGet with argument
MAX_ELEMENTS_VERTICES
and MAX_ELEMENTS_INDICES
. If end - start + 1 is greater than the value of GL_MAX_ELEMENTS_VERTICES, or if
count is greater than the value of GL_MAX_ELEMENTS_INDICES, then the call may operate at reduced performance. There is no requirement that all vertices
in the range start end be referenced. However, the implementation may partially process unused vertices, reducing performance from what could be
achieved with an optimal index set.
When glDrawRangeElements is called, it uses count sequential elements from an enabled array, starting at start to construct a sequence of geometric primitives. mode specifies what kind of primitives are constructed, and how the array elements construct these primitives. If more than one array is enabled, each is used.
Vertex attributes that are modified by glDrawRangeElements have an unspecified value after glDrawRangeElements returns. Attributes that aren't modified maintain their previous values.
It is an error for indices to lie outside the range start end, but implementations may not check for this situation. Such indices cause implementation-dependent behavior.
glDrawRangeElements
in interface GL
param1
- the kind of primitives to render.param2
- the minimum array index contained in indices
.param3
- the maximum array index contained in indices
.param4
- the number of elements to be rendered.param5
- the type of the values in indices
.param6
- a pointer to the location where the indices are stored.public void glEnable(int param1)
GL
Enables the specified OpenGL state.
public void glEnableVertexAttribArray(int param1)
GL
Enables a generic vertex attribute array.
glEnableVertexAttribArray
in interface GL
param1
- the index of the generic vertex attribute to be enabled.public void glEndQuery(int target)
GL
Marks the end of the sequence of commands to be tracked for the active query specified by target
.
glEndQuery
in interface GL
target
- the query object target.public void glGenBuffers(java.nio.IntBuffer param1)
GL
Generates buffer object names.
glGenBuffers
in interface GL
param1
- a buffer in which the generated buffer object names are stored.public void glGenQueries(int num, java.nio.IntBuffer buff)
GL
Generates query object names.
glGenQueries
in interface GL
buff
- a buffer in which the generated query object names are stored.public void glGenTextures(java.nio.IntBuffer param1)
GL
Returns n previously unused texture names in textures. These names are marked as used, for the purposes of GenTextures only, but they acquire texture state and a dimensionality only when they are first bound, just as if they were unused.
glGenTextures
in interface GL
param1
- a scalar or buffer in which to place the returned texture names.public void glGetBoolean(int param1, java.nio.ByteBuffer param2)
GL
Returns the current boolean value of the specified state variable.
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
LWJGL will not validate if params
has enough space to store that array. Doing so would introduce significant overhead, as the
OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
glGetBoolean
in interface GL
param1
- the state variable.param2
- a scalar or buffer in which to place the returned data.public void glGetBufferSubData(int target, long offset, java.nio.ByteBuffer data)
GL
Returns a subset of a buffer object's data store.
glGetBufferSubData
in interface GL
target
- the target buffer object.offset
- the offset into the buffer object's data store from which data will be returned, measured in bytes.data
- a pointer to the location where buffer object data is returned.public int glGetError()
GL
Returns error information. Each detectable error is assigned a numeric code. When an error is detected, a flag is set and the code is recorded. Further
errors, if they occur, do not affect this recorded code. When GetError
is called, the code is returned and the flag is cleared, so that a
further error will again record its code. If a call to GetError
returns NO_ERROR
, then there has been no detectable error since
the last call to GetError
(or since the GL was initialized).
glGetError
in interface GL
public void glGetInteger(int param1, java.nio.IntBuffer param2)
GL
Returns the current integer value of the specified state variable.
LWJGL note: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values,
LWJGL will not validate if params
has enough space to store that array. Doing so would introduce significant overhead, as the
OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.
glGetInteger
in interface GL
param1
- the state variable.param2
- a scalar or buffer in which to place the returned data.public void glGetProgram(int param1, int param2, java.nio.IntBuffer param3)
GL
Returns a parameter from a program object.
glGetProgram
in interface GL
param1
- the program object to be queried.param2
- the object parameter.param3
- the requested object parameter.public void glGetShader(int param1, int param2, java.nio.IntBuffer param3)
GL
Returns a parameter from a shader object.
glGetShader
in interface GL
param1
- the shader object to be queried.param2
- the object parameter.param3
- the requested object parameter.public java.lang.String glGetString(int param1)
GL
Return strings describing properties of the current GL context.
glGetString
in interface GL
param1
- the property to query. One of:RENDERER | VENDOR | EXTENSIONS | VERSION | SHADING_LANGUAGE_VERSION |
public java.lang.String glGetString(int param1, int param2)
GL3
Queries indexed string state.
glGetString
in interface GL3
param1
- the indexed state to query. One of:EXTENSIONS | SHADING_LANGUAGE_VERSION |
param2
- the index of the particular element being queried.public boolean glIsEnabled(int param1)
GL
Determines if cap
is currently enabled (as with Enable
) or disabled.
glIsEnabled
in interface GL
param1
- the enable state to query.public void glLineWidth(float param1)
GL
glLineWidth
in interface GL
param1
- the line width.public void glLinkProgram(int param1)
GL
glLinkProgram
in interface GL
param1
- the program object to be linked.public void glPixelStorei(int param1, int param2)
GL
Sets the integer value of a pixel store parameter.
glPixelStorei
in interface GL
param1
- the pixel store parameter to set.param2
- the parameter valuepublic void glPointSize(float param1)
GL2
Controls the rasterization of points if no vertex, tessellation control, tessellation evaluation, or geometry shader is active. The default point size is 1.0.
glPointSize
in interface GL2
param1
- the request size of a point.public void glPolygonMode(int param1, int param2)
GL2
FILL
is the default mode of polygon rasterization. Note that these modes affect only the final rasterization of polygons: in particular, a
polygon's vertices are lit, and the polygon is clipped and possibly culled before these modes are applied. Polygon antialiasing applies only to the
FILL
state of PolygonMode. For POINT
or LINE
, point antialiasing or line segment antialiasing, respectively, apply.
glPolygonMode
in interface GL2
param1
- the face for which to set the rasterizing method. One of:FRONT | BACK | FRONT_AND_BACK |
param2
- the rasterization mode. One of:POINT | LINE | FILL |
public void glPolygonOffset(float param1, float param2)
GL
The depth values of all fragments generated by the rasterization of a polygon may be offset by a single value that is computed for that polygon. This function determines that value.
factor
scales the maximum depth slope of the polygon, and units
scales an implementation-dependent constant that relates to the usable
resolution of the depth buffer. The resulting values are summed to produce the polygon offset value.
glPolygonOffset
in interface GL
param1
- the maximum depth slope factor.param2
- the constant scale.public void glReadBuffer(int param1)
GL2
Defines the color buffer from which values are obtained.
glReadBuffer
in interface GL2
param1
- the color buffer to read from.public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, java.nio.ByteBuffer param7)
GL
ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at (x + i, y + j)
for 0 <= i < width
and 0 <= j < height
; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
for those pixels are undefined. When READ_FRAMEBUFFER_BINDING
is zero, values are also undefined for individual pixels that are not owned by
the current context. Otherwise, ReadPixels
obtains values from the selected buffer, regardless of how those values were placed there.
glReadPixels
in interface GL
param1
- the left pixel coordinateparam2
- the lower pixel coordinateparam3
- the number of pixels to read in the x-dimensionparam4
- the number of pixels to read in the y-dimensionparam5
- the pixel format.param6
- the pixel type.param7
- a buffer in which to place the returned pixel data.public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, long param7)
GL
ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at (x + i, y + j)
for 0 <= i < width
and 0 <= j < height
; this pixel is said to be the ith pixel in the jth row. If any of these pixels lies outside of the
window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained
for those pixels are undefined. When READ_FRAMEBUFFER_BINDING
is zero, values are also undefined for individual pixels that are not owned by
the current context. Otherwise, ReadPixels
obtains values from the selected buffer, regardless of how those values were placed there.
glReadPixels
in interface GL
param1
- the left pixel coordinateparam2
- the lower pixel coordinateparam3
- the number of pixels to read in the x-dimensionparam4
- the number of pixels to read in the y-dimensionparam5
- the pixel format.param6
- the pixel type.param7
- a buffer in which to place the returned pixel data/public void glScissor(int param1, int param2, int param3, int param4)
GL
Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using Enable
or Disable
with the symbolic constant SCISSOR_TEST
. When disabled, it is as if the scissor test always passes. When enabled, if
left <= xw < left + width and bottom <= yw < bottom + height for the scissor rectangle, then the scissor
test passes. Otherwise, the test fails and the fragment is discarded.
public void glStencilFuncSeparate(int param1, int param2, int param3, int param4)
GL
Sets front and/or back function and reference value for stencil testing.
glStencilFuncSeparate
in interface GL
param1
- whether front and/or back stencil state is updated. One of:FRONT | BACK | FRONT_AND_BACK |
param2
- the test function. The initial value is GL_ALWAYS. One of:NEVER | LESS | LEQUAL | GREATER | GEQUAL | EQUAL | NOTEQUAL | ALWAYS |
param3
- the reference value for the stencil test. ref
is clamped to the range [0, 2n – 1], where n
is the number of bitplanes in the stencil
buffer. The initial value is 0.param4
- 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.public void glStencilOpSeparate(int param1, int param2, int param3, int param4)
GL
Sets front and/or back stencil test actions.
glStencilOpSeparate
in interface GL
param1
- whether front and/or back stencil state is updated. One of:FRONT | BACK | FRONT_AND_BACK |
param2
- the action to take when the stencil test fails. The initial value is GL_KEEP. One of:KEEP | ZERO | REPLACE | INCR | INCR_WRAP | DECR | DECR_WRAP | INVERT |
param3
- the stencil action when the stencil test passes, but the depth test fails. The initial value is GL_KEEP.param4
- 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.public void glTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, java.nio.ByteBuffer param9)
GL
Specifies a two-dimensional texture image.
glTexImage2D
in interface GL
param1
- the texture target.param2
- the level-of-detail number.param3
- the texture internal format.param4
- the texture width.param5
- the texture height.param6
- the texture border width.param7
- the texel data format.param8
- the texel data type.param9
- the texel data.public void glTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, java.nio.ByteBuffer param10)
GL2
Specifies a three-dimensional texture image.
glTexImage3D
in interface GL2
param1
- the texture target.param2
- the level-of-detail number.param3
- the texture internal format.param4
- the texture width.param5
- the texture height.param6
- the texture depth.param7
- the texture border width.param8
- the texel data format.param9
- the texel data type.param10
- the texel data.public void glTexParameterf(int param1, int param2, float param3)
GL
Float version of TexParameteri
.
glTexParameterf
in interface GL
param1
- the texture target.param2
- the parameter to set.param3
- the parameter value.public void glTexParameteri(int param1, int param2, int param3)
GL
Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment.
glTexParameteri
in interface GL
param1
- the texture target.param2
- the parameter to set.param3
- the parameter value.public void glTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, java.nio.ByteBuffer param9)
GL
Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of the specified texel array, nor is any change made to texel values outside the specified subregion.
glTexSubImage2D
in interface GL
param1
- the texture target.param2
- the level-of-detail-numberparam3
- the left coordinate of the texel subregionparam4
- the bottom coordinate of the texel subregionparam5
- the subregion widthparam6
- the subregion heightparam7
- the pixel data format.param8
- the pixel data type.param9
- the pixel data.public void glTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, int param10, java.nio.ByteBuffer param11)
GL2
Respecifies a cubic subregion of an existing 3D texel array. No change is made to the internalformat, width, height, depth, or border parameters of the specified texel array, nor is any change made to texel values outside the specified subregion.
glTexSubImage3D
in interface GL2
param1
- the texture target.param2
- the level-of-detail-number.param3
- the x coordinate of the texel subregion.param4
- the y coordinate of the texel subregion.param5
- the z coordinate of the texel subregion.param6
- the subregion width.param7
- the subregion height.param8
- the subregion depth.param9
- the pixel data format.param10
- the pixel data type.param11
- the pixel data.public void glUniform1(int param1, java.nio.FloatBuffer param2)
GL
Specifies the value of a single float uniform variable or a float uniform variable array for the current program object.
glUniform1
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform1(int param1, java.nio.IntBuffer param2)
GL
Specifies the value of a single int uniform variable or a int uniform variable array for the current program object.
glUniform1
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform1f(int param1, float param2)
GL
Specifies the value of a float uniform variable for the current program object.
glUniform1f
in interface GL
param1
- the location of the uniform variable to be modified.param2
- the uniform value.public void glUniform1i(int param1, int param2)
GL
Specifies the value of an int uniform variable for the current program object.
glUniform1i
in interface GL
param1
- the location of the uniform variable to be modified.param2
- the uniform value.public void glUniform2(int param1, java.nio.IntBuffer param2)
GL
Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object.
glUniform2
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform2(int param1, java.nio.FloatBuffer param2)
GL
Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object.
glUniform2
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform2f(int param1, float param2, float param3)
GL
Specifies the value of a vec2 uniform variable for the current program object.
glUniform2f
in interface GL
param1
- the location of the uniform variable to be modified.param2
- the uniform x value.param3
- the uniform y value.public void glUniform3(int param1, java.nio.IntBuffer param2)
GL
Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object.
glUniform3
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform3(int param1, java.nio.FloatBuffer param2)
GL
Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object.
glUniform3
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform3f(int param1, float param2, float param3, float param4)
GL
Specifies the value of a vec3 uniform variable for the current program object.
glUniform3f
in interface GL
param1
- the location of the uniform variable to be modified.param2
- the uniform x value.param3
- the uniform y value.param4
- the uniform z value.public void glUniform4(int param1, java.nio.FloatBuffer param2)
GL
Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object.
glUniform4
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform4(int param1, java.nio.IntBuffer param2)
GL
Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object.
glUniform4
in interface GL
param1
- the location of the uniform variable to be modified.param2
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform4f(int param1, float param2, float param3, float param4, float param5)
GL
Specifies the value of a vec4 uniform variable for the current program object.
glUniform4f
in interface GL
param1
- the location of the uniform variable to be modified.param2
- the uniform x value.param3
- the uniform y value.param4
- the uniform z value.param5
- the uniform w value.public void glUniformMatrix3(int param1, boolean param2, java.nio.FloatBuffer param3)
GL
Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.
glUniformMatrix3
in interface GL
param1
- the location of the uniform variable to be modified.param2
- whether to transpose the matrix as the values are loaded into the uniform variable.param3
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniformMatrix4(int param1, boolean param2, java.nio.FloatBuffer param3)
GL
Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.
glUniformMatrix4
in interface GL
param1
- the location of the uniform variable to be modified.param2
- whether to transpose the matrix as the values are loaded into the uniform variable.param3
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUseProgram(int param1)
GL
Installs a program object as part of current rendering state.
glUseProgram
in interface GL
param1
- the program object whose executables are to be used as part of current rendering state.public void glVertexAttribPointer(int param1, int param2, int param3, boolean param4, int param5, long param6)
GL
Specifies the location and organization of a vertex attribute array.
glVertexAttribPointer
in interface GL
param1
- the index of the generic vertex attribute to be modifiedparam2
- the number of values per vertex that are stored in the array.param3
- the data type of each component in the array. The initial value is GL_FLOAT.param4
- whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessedparam5
- 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.param6
- 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 ARRAY_BUFFER
target. The initial value is 0.public void glViewport(int param1, int param2, int param3, int param4)
GL
Specifies the viewport transformation parameters for all viewports.
In the initial state, width
and height
for each viewport are set to the width and height, respectively, of the window into which the GL is to do
its rendering. If the default framebuffer is bound but no default framebuffer is associated with the GL context, then width
and height
are
initially set to zero.
glViewport
in interface GL
param1
- the left viewport coordinate.param2
- the bottom viewport coordinate.param3
- the viewport width.param4
- the viewport height.public int glGetAttribLocation(int param1, java.lang.String param2)
GL
Returns the location of an attribute variable.
glGetAttribLocation
in interface GL
param1
- the program object to be queried.param2
- a null terminated string containing the name of the attribute variable whose location is to be queried.public int glGetUniformLocation(int param1, java.lang.String param2)
GL
Returns the location of a uniform variable.
glGetUniformLocation
in interface GL
param1
- the program object to be queried.param2
- a null terminated string containing the name of the uniform variable whose location is to be queried.public void glShaderSource(int param1, java.lang.String[] param2, java.nio.IntBuffer param3)
GL
Sets the source code in shader
to the source code in the array of strings specified by strings
. Any source code previously stored in the
shader object is completely replaced. The number of strings in the array is specified by count
. If length
is NULL
, each string is
assumed to be null terminated. If length
is a value other than NULL
, it points to an array containing a string length for each of the
corresponding elements of 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.
glShaderSource
in interface GL
param1
- the shader object whose source code is to be replaced,param2
- an array of pointers to strings containing the source code to be loaded into the shaderpublic java.lang.String glGetProgramInfoLog(int program, int maxSize)
GL
Returns the information log for a program object.
glGetProgramInfoLog
in interface GL
program
- the program object whose information log is to be queried.maxSize
- the size of the character buffer for storing the returned information log.public long glGetQueryObjectui64(int query, int target)
GL
glGetQueryObjectui64
in interface GL
query
- the name of a query objecttarget
- the symbolic name of a query object parameterpublic int glGetQueryObjectiv(int query, int pname)
GL
Returns the integer value of a query object parameter.
glGetQueryObjectiv
in interface GL
query
- the name of a query objectpname
- the symbolic name of a query object parameter. One of:QUERY_RESULT | QUERY_RESULT_AVAILABLE |
public java.lang.String glGetShaderInfoLog(int shader, int maxSize)
GL
Returns the information log for a shader object.
glGetShaderInfoLog
in interface GL
shader
- the shader object whose information log is to be queried.maxSize
- the size of the character buffer for storing the returned information log.public void glBindFragDataLocation(int param1, int param2, java.lang.String param3)
GL3
Binds a user-defined varying out variable to a fragment shader color number.
glBindFragDataLocation
in interface GL3
param1
- the name of the program containing varying out variable whose binding to modify.param2
- the color number to bind the user-defined varying out variable to.param3
- the name of the user-defined varying out variable whose binding to modify.public void glBindVertexArray(int param1)
GL3
Binds a vertex array object
glBindVertexArray
in interface GL3
param1
- the name of the vertex array to bind.public void glGenVertexArrays(java.nio.IntBuffer param1)
GL3
glGenVertexArrays
in interface GL3
param1
- a buffer in which the generated vertex array object names are stored.public void glPatchParameter(int count)
GL4
Specifies the integer value of the specified parameter for patch primitives.
glPatchParameter
in interface GL4
count
- the new value for the parameter given by pname
public void glDeleteVertexArrays(java.nio.IntBuffer arrays)
GL3
glDeleteVertexArrays
in interface GL3
arrays
- an array containing the n names of the objects to be deleted.public int glGetUniformBlockIndex(int program, java.lang.String uniformBlockName)
GL3
glGetUniformBlockIndex
in interface GL3
program
- the name of a program containing the uniform block.uniformBlockName
- an array of characters to containing the name of the uniform block whose index to retrieve.public void glBindBufferBase(int target, int index, int buffer)
GL3
glBindBufferBase
in interface GL3
target
- the target of the bind operation. One of:TRANSFORM_FEEDBACK_BUFFER | UNIFORM_BUFFER | ATOMIC_COUNTER_BUFFER | SHADER_STORAGE_BUFFER |
index
- the index of the binding point within the array specified by target
buffer
- a buffer object to bind to the specified binding pointpublic int glGetProgramResourceIndex(int program, int programInterface, java.lang.String name)
GL4
glGetProgramResourceIndex
in interface GL4
program
- the name of a program object whose resources to query.programInterface
- a token identifying the interface within program containing the resource named name.name
- the name of the resource to query the index of.public void glShaderStorageBlockBinding(int program, int storageBlockIndex, int storageBlockBinding)
GL4
#GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
. If successful, glShaderStorageBlockBinding specifies
that program will use the data store of the buffer object bound to the binding point storageBlockBinding to
read and write the values of the buffer variables in the shader storage block identified by storageBlockIndex.glShaderStorageBlockBinding
in interface GL4
program
- the name of a program object whose resources to query.storageBlockIndex
- The index storage block within the program.storageBlockBinding
- The index storage block binding to associate with the specified storage block.public void glUniformBlockBinding(int program, int uniformBlockIndex, int uniformBlockBinding)
GL3
If successful, glUniformBlockBinding specifies that program will use the data store of the buffer object bound to the binding point uniformBlockBinding to extract the values of the uniforms in the uniform block identified by uniformBlockIndex.
When a program object is linked or re-linked, the uniform buffer object binding point assigned to each of its active uniform blocks is reset to zero.
glUniformBlockBinding
in interface GL3
program
- The name of a program object containing the active uniform block whose binding to
assign.uniformBlockIndex
- The index of the active uniform block within program whose binding to assign.uniformBlockBinding
- Specifies the binding point to which to bind the uniform block with index
uniformBlockIndex within program.