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_RGB10_A2, GL_UNSIGNED_INT_2_10_10_10_REV
GL_ALIASED_LINE_WIDTH_RANGE, 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_FRAMEBUFFER_BINDING, 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_SMOOTH, 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
GL_ALREADY_SIGNALED, GL_BUFFER, GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_RGBA_BPTC_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_CONDITION_SATISFIED, GL_DEBUG_SOURCE_API, GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_SOURCE_OTHER, GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_SOURCE_THIRD_PARTY, GL_DEBUG_SOURCE_WINDOW_SYSTEM, GL_DEPTH_COMPONENT32F, GL_DEPTH_STENCIL_EXT, GL_DEPTH24_STENCIL8_EXT, GL_DISPLAY_LIST, GL_ETC1_RGB8_OES, GL_FRAMEBUFFER_SRGB_CAPABLE_EXT, GL_FRAMEBUFFER_SRGB_EXT, GL_HALF_FLOAT_ARB, GL_HALF_FLOAT_OES, GL_LUMINANCE_ALPHA16F_ARB, GL_LUMINANCE16F_ARB, GL_LUMINANCE32F_ARB, GL_MAX_COLOR_TEXTURE_SAMPLES, GL_MAX_DEPTH_TEXTURE_SAMPLES, GL_MAX_DRAW_BUFFERS_ARB, GL_MAX_SAMPLES_EXT, GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, GL_MULTISAMPLE_ARB, GL_NUM_PROGRAM_BINARY_FORMATS, GL_PIXEL_PACK_BUFFER_ARB, GL_PIXEL_UNPACK_BUFFER_ARB, GL_PROGRAM, GL_PROGRAM_PIPELINE, GL_QUERY, GL_R11F_G11F_B10F_EXT, GL_RGB16F_ARB, GL_RGB32F_ARB, GL_RGB9_E5_EXT, GL_RGBA16F_ARB, GL_RGBA32F_ARB, GL_RGBA8, GL_SAMPLE_ALPHA_TO_COVERAGE_ARB, GL_SAMPLE_BUFFERS_ARB, GL_SAMPLE_POSITION, GL_SAMPLER, GL_SAMPLES_ARB, GL_SHADER, GL_SLUMINANCE8_ALPHA8_EXT, GL_SLUMINANCE8_EXT, GL_SRGB8_ALPHA8_EXT, GL_SRGB8_EXT, GL_SYNC_FLUSH_COMMANDS_BIT, GL_SYNC_GPU_COMMANDS_COMPLETE, GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_CUBE_MAP_SEAMLESS, GL_TEXTURE_MAX_ANISOTROPY_EXT, GL_TIMEOUT_EXPIRED, GL_UNSIGNED_INT_10F_11F_11F_REV_EXT, GL_UNSIGNED_INT_24_8_EXT, GL_UNSIGNED_INT_5_9_9_9_REV_EXT, GL_WAIT_FAILED
GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT10_EXT, GL_COLOR_ATTACHMENT11_EXT, GL_COLOR_ATTACHMENT12_EXT, GL_COLOR_ATTACHMENT13_EXT, GL_COLOR_ATTACHMENT14_EXT, GL_COLOR_ATTACHMENT15_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT, GL_COLOR_ATTACHMENT4_EXT, GL_COLOR_ATTACHMENT5_EXT, GL_COLOR_ATTACHMENT6_EXT, GL_COLOR_ATTACHMENT7_EXT, GL_COLOR_ATTACHMENT8_EXT, GL_COLOR_ATTACHMENT9_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_DRAW_FRAMEBUFFER_BINDING_EXT, GL_DRAW_FRAMEBUFFER_EXT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT, GL_FRAMEBUFFER_COMPLETE_EXT, GL_FRAMEBUFFER_EXT, GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT, GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT, GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT, GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT, GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT, GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT, GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT, GL_FRAMEBUFFER_UNSUPPORTED_EXT, GL_INVALID_FRAMEBUFFER_OPERATION_EXT, GL_MAX_COLOR_ATTACHMENTS_EXT, GL_MAX_RENDERBUFFER_SIZE_EXT, GL_READ_FRAMEBUFFER_BINDING_EXT, GL_READ_FRAMEBUFFER_EXT, GL_RENDERBUFFER_EXT
Constructor and Description |
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AndroidGL() |
Modifier and Type | Method and Description |
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void |
glActiveTexture(int texture)
|
void |
glAlphaFunc(int func,
float ref)
Reference Page - This function is deprecated and unavailable in the Core profile
|
void |
glAttachShader(int program,
int shader)
|
void |
glBeginQuery(int target,
int query)
|
void |
glBindBuffer(int target,
int buffer)
|
void |
glBindFramebufferEXT(int param1,
int param2) |
void |
glBindRenderbufferEXT(int param1,
int param2) |
void |
glBindTexture(int target,
int texture)
|
void |
glBlendEquationSeparate(int colorMode,
int alphaMode)
|
void |
glBlendFunc(int sfactor,
int dfactor)
|
void |
glBlendFuncSeparate(int sfactorRGB,
int dfactorRGB,
int sfactorAlpha,
int dfactorAlpha)
|
void |
glBlitFramebufferEXT(int srcX0,
int srcY0,
int srcX1,
int srcY1,
int dstX0,
int dstY0,
int dstX1,
int dstY1,
int mask,
int filter) |
void |
glBufferData(int target,
java.nio.ByteBuffer data,
int usage)
|
void |
glBufferData(int target,
java.nio.FloatBuffer data,
int usage)
|
void |
glBufferData(int target,
java.nio.IntBuffer data,
int usage)
|
void |
glBufferData(int target,
long dataSize,
int usage)
|
void |
glBufferData(int target,
java.nio.ShortBuffer data,
int usage)
|
void |
glBufferSubData(int target,
long offset,
java.nio.ByteBuffer data)
|
void |
glBufferSubData(int target,
long offset,
java.nio.FloatBuffer data)
|
void |
glBufferSubData(int target,
long offset,
java.nio.IntBuffer data)
|
void |
glBufferSubData(int target,
long offset,
java.nio.ShortBuffer data)
|
int |
glCheckFramebufferStatusEXT(int param1) |
void |
glClear(int mask)
|
void |
glClearColor(float red,
float green,
float blue,
float alpha)
|
int |
glClientWaitSync(java.lang.Object sync,
int flags,
long timeout)
Causes the client to block and wait for a sync object to become signaled.
|
void |
glColorMask(boolean red,
boolean green,
boolean blue,
boolean alpha)
|
void |
glCompileShader(int shader)
|
void |
glCompressedTexImage2D(int target,
int level,
int internalformat,
int width,
int height,
int border,
java.nio.ByteBuffer data)
|
void |
glCompressedTexImage3D(int target,
int level,
int internalFormat,
int width,
int height,
int depth,
int border,
java.nio.ByteBuffer data)
|
void |
glCompressedTexSubImage2D(int target,
int level,
int xoffset,
int yoffset,
int width,
int height,
int format,
java.nio.ByteBuffer data)
|
void |
glCompressedTexSubImage3D(int target,
int level,
int xoffset,
int yoffset,
int zoffset,
int width,
int height,
int depth,
int format,
java.nio.ByteBuffer data)
|
int |
glCreateProgram()
|
int |
glCreateShader(int shaderType)
|
void |
glCullFace(int mode)
|
void |
glDeleteBuffers(java.nio.IntBuffer buffers)
|
void |
glDeleteFramebuffersEXT(java.nio.IntBuffer param1) |
void |
glDeleteProgram(int program)
|
void |
glDeleteRenderbuffersEXT(java.nio.IntBuffer param1) |
void |
glDeleteShader(int shader)
|
void |
glDeleteSync(java.lang.Object sync)
Deletes a sync object.
|
void |
glDeleteTextures(java.nio.IntBuffer textures)
|
void |
glDepthFunc(int func)
|
void |
glDepthMask(boolean flag)
|
void |
glDepthRange(double nearVal,
double farVal)
|
void |
glDetachShader(int program,
int shader)
|
void |
glDisable(int cap)
|
void |
glDisableVertexAttribArray(int index)
|
void |
glDrawArrays(int mode,
int first,
int count)
|
void |
glDrawArraysInstancedARB(int mode,
int first,
int count,
int primcount)
Draw multiple instances of a range of elements.
|
void |
glDrawBuffer(int mode)
|
void |
glDrawBuffers(java.nio.IntBuffer bufs)
|
void |
glDrawElementsInstancedARB(int mode,
int indicesCount,
int type,
long indicesBufferOffset,
int primcount)
Draws multiple instances of a set of elements.
|
void |
glDrawRangeElements(int mode,
int start,
int end,
int count,
int type,
long indices)
|
void |
glEnable(int cap)
|
void |
glEnableVertexAttribArray(int index)
|
void |
glEndQuery(int target)
|
java.lang.Object |
glFenceSync(int condition,
int flags)
Creates a new sync object and inserts it into the GL command stream.
|
void |
glFramebufferRenderbufferEXT(int param1,
int param2,
int param3,
int param4) |
void |
glFramebufferTexture2DEXT(int param1,
int param2,
int param3,
int param4,
int param5) |
void |
glFramebufferTextureLayerEXT(int target,
int attachment,
int texture,
int level,
int layer) |
void |
glGenBuffers(java.nio.IntBuffer buffers)
|
void |
glGenerateMipmapEXT(int param1) |
void |
glGenFramebuffersEXT(java.nio.IntBuffer param1) |
void |
glGenQueries(int num,
java.nio.IntBuffer buff)
|
void |
glGenRenderbuffersEXT(java.nio.IntBuffer param1) |
void |
glGenTextures(java.nio.IntBuffer textures)
|
int |
glGetAttribLocation(int program,
java.lang.String name)
|
void |
glGetBoolean(int pname,
java.nio.ByteBuffer params)
|
void |
glGetBufferSubData(int target,
long offset,
java.nio.ByteBuffer data)
|
int |
glGetError()
|
void |
glGetFloat(int parameterId,
java.nio.FloatBuffer storeValues)
Determine the current single-precision floating-point value(s) of the
specified parameter.
|
void |
glGetInteger(int pname,
java.nio.IntBuffer params)
|
void |
glGetMultisample(int pname,
int index,
java.nio.FloatBuffer val)
Retrieves the location of a sample.
|
void |
glGetProgram(int program,
int pname,
java.nio.IntBuffer params)
|
java.lang.String |
glGetProgramInfoLog(int program,
int maxLength)
|
int |
glGetQueryObjectiv(int query,
int pname)
|
long |
glGetQueryObjectui64(int query,
int pname)
Unsigned version.
|
void |
glGetShader(int shader,
int pname,
java.nio.IntBuffer params)
|
java.lang.String |
glGetShaderInfoLog(int shader,
int maxLength)
|
java.lang.String |
glGetString(int name)
|
int |
glGetUniformLocation(int program,
java.lang.String name)
|
boolean |
glIsEnabled(int cap)
|
void |
glLineWidth(float width)
|
void |
glLinkProgram(int program)
|
void |
glPixelStorei(int pname,
int param)
|
void |
glPointSize(float size)
|
void |
glPolygonMode(int face,
int mode)
|
void |
glPolygonOffset(float factor,
float units)
|
void |
glReadBuffer(int mode)
|
void |
glReadPixels(int x,
int y,
int width,
int height,
int format,
int type,
java.nio.ByteBuffer data)
|
void |
glReadPixels(int x,
int y,
int width,
int height,
int format,
int type,
long offset)
|
void |
glRenderbufferStorageEXT(int param1,
int param2,
int param3,
int param4) |
void |
glRenderbufferStorageMultisampleEXT(int target,
int samples,
int internalformat,
int width,
int height) |
void |
glScissor(int x,
int y,
int width,
int height)
|
void |
glShaderSource(int shader,
java.lang.String[] string,
java.nio.IntBuffer length)
|
void |
glStencilFuncSeparate(int face,
int func,
int ref,
int mask)
|
void |
glStencilOpSeparate(int face,
int sfail,
int dpfail,
int dppass)
|
void |
glTexImage2D(int target,
int level,
int internalFormat,
int width,
int height,
int border,
int format,
int type,
java.nio.ByteBuffer data)
|
void |
glTexImage2DMultisample(int target,
int samples,
int internalformat,
int width,
int height,
boolean fixedSampleLocations)
Establishes the data storage, format, dimensions, and number of samples of a 2D multisample texture's image.
|
void |
glTexImage3D(int target,
int level,
int internalFormat,
int width,
int height,
int depth,
int border,
int format,
int type,
java.nio.ByteBuffer data)
|
void |
glTexParameterf(int target,
int pname,
float param)
|
void |
glTexParameteri(int target,
int pname,
int param)
|
void |
glTexSubImage2D(int target,
int level,
int xoffset,
int yoffset,
int width,
int height,
int format,
int type,
java.nio.ByteBuffer data)
|
void |
glTexSubImage3D(int target,
int level,
int xoffset,
int yoffset,
int zoffset,
int width,
int height,
int depth,
int format,
int type,
java.nio.ByteBuffer data)
|
void |
glUniform1(int location,
java.nio.FloatBuffer value)
|
void |
glUniform1(int location,
java.nio.IntBuffer value)
|
void |
glUniform1f(int location,
float v0)
|
void |
glUniform1i(int location,
int v0)
|
void |
glUniform2(int location,
java.nio.FloatBuffer value)
|
void |
glUniform2(int location,
java.nio.IntBuffer value)
|
void |
glUniform2f(int location,
float v0,
float v1)
|
void |
glUniform3(int location,
java.nio.FloatBuffer value)
|
void |
glUniform3(int location,
java.nio.IntBuffer value)
|
void |
glUniform3f(int location,
float v0,
float v1,
float v2)
|
void |
glUniform4(int location,
java.nio.FloatBuffer value)
|
void |
glUniform4(int location,
java.nio.IntBuffer value)
|
void |
glUniform4f(int location,
float v0,
float v1,
float v2,
float v3)
|
void |
glUniformMatrix3(int location,
boolean transpose,
java.nio.FloatBuffer value)
|
void |
glUniformMatrix4(int location,
boolean transpose,
java.nio.FloatBuffer value)
|
void |
glUseProgram(int program)
|
void |
glVertexAttribDivisorARB(int index,
int divisor)
Modifies the rate at which generic vertex attributes advance when rendering multiple instances of primitives in a single draw call.
|
void |
glVertexAttribPointer(int index,
int size,
int type,
boolean normalized,
int stride,
long pointer)
|
void |
glViewport(int x,
int y,
int width,
int height)
|
void |
resetStats() |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
glObjectLabel, glPopDebugGroup, glPushDebugGroup
public void resetStats()
resetStats
in interface GL
public void glActiveTexture(int texture)
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
texture
- which texture unit to make active. One of:
TEXTURE0
GL_TEXTURE[1-31]public void glAttachShader(int program, int shader)
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
program
- the program object to which a shader object will be attached.shader
- 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 target, int buffer)
GL
Binds a named buffer object.
glBindBuffer
in interface GL
target
- the target to which the buffer object is bound.buffer
- the name of a buffer object.public void glBindTexture(int target, int texture)
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
target
- the texture target.texture
- the texture object to bind.public void glBlendFunc(int sfactor, int dfactor)
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
sfactor
- the source weighting factor.dfactor
- 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 target, java.nio.FloatBuffer data, int usage)
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
target
- the target buffer object.data
- a pointer to data that will be copied into the data store for initialization, or NULL
if no data is to be copied.usage
- the expected usage pattern of the data store.public void glBufferData(int target, java.nio.ShortBuffer data, int usage)
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
target
- the target buffer object.data
- a pointer to data that will be copied into the data store for initialization, or NULL
if no data is to be copiedusage
- the expected usage pattern of the data store.public void glBufferData(int target, java.nio.ByteBuffer data, int usage)
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
target
- the target buffer object.data
- a pointer to data that will be copied into the data store for initialization, or NULL
if no data is to be copied.usage
- the expected usage pattern of the data store.public void glBufferData(int target, long dataSize, int usage)
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
target
- the target buffer object.dataSize
- the size in bytes of the buffer object's new data storeusage
- the expected usage pattern of the data store.public void glBufferSubData(int target, long offset, java.nio.FloatBuffer data)
GL
Updates a subset of a buffer object's data store.
glBufferSubData
in interface GL
target
- the target buffer object.offset
- the offset into the buffer object's data store where data replacement will begin, measured in bytes.data
- a pointer to the new data that will be copied into the data store.public void glBufferSubData(int target, long offset, java.nio.ShortBuffer data)
GL
Updates a subset of a buffer object's data store.
glBufferSubData
in interface GL
target
- the target buffer object.offset
- the offset into the buffer object's data store where data replacement will begin, measured in bytes.data
- a pointer to the new data that will be copied into the data store.public void glBufferSubData(int target, long offset, java.nio.ByteBuffer data)
GL
Updates a subset of a buffer object's data store.
glBufferSubData
in interface GL
target
- the target buffer object.offset
- the offset into the buffer object's data store where data replacement will begin, measured in bytes.data
- a pointer to the new data that will be copied into the data store.public void glGetBufferSubData(int target, long offset, java.nio.ByteBuffer data)
GL
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 void glClear(int mask)
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 red, float green, float blue, float alpha)
GL
glClearColor
in interface GL
red
- the value to which to clear the R channel of the color buffer.green
- the value to which to clear the G channel of the color buffer.blue
- the value to which to clear the B channel of the color buffer.alpha
- the value to which to clear the A channel of the color buffer.public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha)
GL
glColorMask
in interface GL
red
- whether R values are written or not.green
- whether G values are written or not.blue
- whether B values are written or not.alpha
- whether A values are written or not.public void glCompileShader(int shader)
GL
Compiles a shader object.
glCompileShader
in interface GL
shader
- the shader object to be compiled.public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, java.nio.ByteBuffer data)
GL
Specifies a two-dimensional texture image in a compressed format.
glCompressedTexImage2D
in interface GL
target
- the target texture.level
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.internalformat
- the format of the compressed image data.width
- the width of the texture imageheight
- the height of the texture imageborder
- must be 0data
- a pointer to the compressed image datapublic void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, java.nio.ByteBuffer data)
GL
glCompressedTexSubImage2D
in interface GL
target
- the target texture.level
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.xoffset
- a texel offset in the x direction within the texture array.yoffset
- a texel offset in the y direction within the texture array.width
- the width of the texture subimage.height
- the height of the texture subimage.format
- the format of the compressed image data stored at address data
.data
- a pointer to the compressed image data.public int glCreateProgram()
GL
glCreateProgram
in interface GL
public int glCreateShader(int shaderType)
GL
glCreateShader
in interface GL
shaderType
- 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 mode)
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
mode
- the CullFace mode. One of:
FRONT
BACK
FRONT_AND_BACK
public void glDeleteBuffers(java.nio.IntBuffer buffers)
GL
Deletes named buffer objects.
glDeleteBuffers
in interface GL
buffers
- an array of buffer objects to be deleted.public void glDeleteProgram(int program)
GL
Deletes a program object.
glDeleteProgram
in interface GL
program
- the program object to be deleted.public void glDeleteShader(int shader)
GL
Deletes a shader object.
glDeleteShader
in interface GL
shader
- the shader object to be deleted.public void glDeleteTextures(java.nio.IntBuffer textures)
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
textures
- contains n
names of texture objects to be deleted.public void glDepthFunc(int func)
GL
Specifies the comparison that takes place during the depth buffer test (when DEPTH_TEST
is enabled).
public void glDepthMask(boolean flag)
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
flag
- whether depth values are written or not.public void glDepthRange(double nearVal, double farVal)
GL
Sets the depth range for all viewports to the same values.
glDepthRange
in interface GL
nearVal
- the near depth range.farVal
- the far depth range.public void glDetachShader(int program, int shader)
GL
Detaches a shader object from a program object to which it is attached.
glDetachShader
in interface GL
program
- the program object from which to detach the shader object.shader
- the shader object to be detached.public void glDisable(int cap)
GL
Disables the specified OpenGL state.
public void glDisableVertexAttribArray(int index)
GL
Disables a generic vertex attribute array.
glDisableVertexAttribArray
in interface GL
index
- the index of the generic vertex attribute to be disabled.public void glDrawArrays(int mode, int first, int count)
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
mode
- the kind of primitives being constructed.first
- the first vertex to transfer to the GL.count
- the number of vertices after first
to transfer to the GL.public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices)
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.
ErrorsIt 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
mode
- the kind of primitives to render.start
- the minimum array index contained in indices
.end
- the maximum array index contained in indices
.count
- the number of elements to be rendered.type
- the type of the values in indices
.indices
- a pointer to the location where the indices are stored.public void glEnable(int cap)
GL
Enables the specified OpenGL state.
public void glEnableVertexAttribArray(int index)
GL
Enables a generic vertex attribute array.
glEnableVertexAttribArray
in interface GL
index
- 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 buffers)
GL
Generates buffer object names.
glGenBuffers
in interface GL
buffers
- a buffer in which the generated buffer object names are stored.public void glGenTextures(java.nio.IntBuffer textures)
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
textures
- a scalar or buffer in which to place the returned texture names.public void glGenQueries(int num, java.nio.IntBuffer buff)
GL
glGenQueries
in interface GL
num
- the number of query object names to be generatedbuff
- a buffer in which the generated query object names are stored.public int glGetAttribLocation(int program, java.lang.String name)
GL
glGetAttribLocation
in interface GL
program
- the program object to be queried.name
- a null terminated string containing the name of the attribute variable whose location is to be queried.public void glGetBoolean(int pname, java.nio.ByteBuffer params)
GL
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
pname
- the state variable.params
- a scalar or buffer in which to place the returned data.public int glGetError()
GL
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 glGetFloat(int parameterId, java.nio.FloatBuffer storeValues)
GL
glGetFloat
in interface GL
parameterId
- which parameterstoreValues
- storage for the value(s)public void glGetInteger(int pname, java.nio.IntBuffer params)
GL
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
pname
- the state variable.params
- a scalar or buffer in which to place the returned data.public void glGetProgram(int program, int pname, java.nio.IntBuffer params)
GL
Returns a parameter from a program object.
glGetProgram
in interface GL
program
- the program object to be queried.pname
- the object parameter.params
- the requested object parameter.public java.lang.String glGetProgramInfoLog(int program, int maxLength)
GL
Returns the information log for a program object.
glGetProgramInfoLog
in interface GL
program
- the program object whose information log is to be queried.maxLength
- the size of the character buffer for storing the returned information log.public long glGetQueryObjectui64(int query, int pname)
GL
glGetQueryObjectui64
in interface GL
query
- the name of a query objectpname
- 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 void glGetShader(int shader, int pname, java.nio.IntBuffer params)
GL
Returns a parameter from a shader object.
glGetShader
in interface GL
shader
- the shader object to be queried.pname
- the object parameter.params
- the requested object parameter.public java.lang.String glGetShaderInfoLog(int shader, int maxLength)
GL
Returns the information log for a shader object.
glGetShaderInfoLog
in interface GL
shader
- the shader object whose information log is to be queried.maxLength
- the size of the character buffer for storing the returned information log.public java.lang.String glGetString(int name)
GL
Return strings describing properties of the current GL context.
glGetString
in interface GL
name
- the property to query. One of:
RENDERER
VENDOR
EXTENSIONS
VERSION
SHADING_LANGUAGE_VERSION
public int glGetUniformLocation(int program, java.lang.String name)
GL
Returns the location of a uniform variable.
glGetUniformLocation
in interface GL
program
- the program object to be queried.name
- a null terminated string containing the name of the uniform variable whose location is to be queried.public boolean glIsEnabled(int cap)
GL
Determines if cap
is currently enabled (as with Enable
) or disabled.
glIsEnabled
in interface GL
cap
- the enable state to query.public void glLineWidth(float width)
GL
glLineWidth
in interface GL
width
- the line width.public void glLinkProgram(int program)
GL
glLinkProgram
in interface GL
program
- the program object to be linked.public void glPixelStorei(int pname, int param)
GL
Sets the integer value of a pixel store parameter.
glPixelStorei
in interface GL
pname
- the pixel store parameter to set.param
- the parameter valuepublic void glPolygonOffset(float factor, float units)
GL
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
factor
- the maximum depth slope factor.units
- the constant scale.public void glReadPixels(int x, int y, int width, int height, int format, int type, java.nio.ByteBuffer data)
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
x
- the left pixel coordinatey
- the lower pixel coordinatewidth
- the number of pixels to read in the x-dimensionheight
- the number of pixels to read in the y-dimensionformat
- the pixel format.type
- the pixel type.data
- a buffer in which to place the returned pixel data.public void glScissor(int x, int y, int width, int height)
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 glShaderSource(int shader, java.lang.String[] string, java.nio.IntBuffer length)
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
shader
- the shader object whose source code is to be replaced,string
- an array of pointers to strings containing the source code to be loaded into the shaderlength
- storage for the string lengths, or null for
null-terminated stringspublic void glStencilFuncSeparate(int face, int func, int ref, int mask)
GL
Sets front and/or back function and reference value for stencil testing.
glStencilFuncSeparate
in interface GL
face
- whether front and/or back stencil state is updated. One of:
FRONT
BACK
FRONT_AND_BACK
func
- the test function. The initial value is GL_ALWAYS. One of:
NEVER
LESS
LEQUAL
GREATER
GEQUAL
EQUAL
NOTEQUAL
ALWAYS
ref
- 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.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.public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass)
GL
Sets front and/or back stencil test actions.
glStencilOpSeparate
in interface GL
face
- whether front and/or back stencil state is updated. One of:
FRONT
BACK
FRONT_AND_BACK
sfail
- 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
dpfail
- the stencil action when the stencil test passes, but the depth test fails. The initial value is GL_KEEP.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.public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, java.nio.ByteBuffer data)
GL
Specifies a two-dimensional texture image.
glTexImage2D
in interface GL
target
- the texture target.level
- the level-of-detail number.internalFormat
- the texture internal format.width
- the texture width.height
- the texture height.border
- the texture border width.format
- the texel data format.type
- the texel data type.data
- the texel data.public void glTexParameterf(int target, int pname, float param)
GL
Float version of TexParameteri
.
glTexParameterf
in interface GL
target
- the texture target.pname
- the parameter to set.param
- the parameter value.public void glTexParameteri(int target, int pname, int param)
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
target
- the texture target.pname
- the parameter to set.param
- the parameter value.public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, java.nio.ByteBuffer data)
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
target
- the texture target.level
- the level-of-detail-numberxoffset
- the left coordinate of the texel subregionyoffset
- the bottom coordinate of the texel subregionwidth
- the subregion widthheight
- the subregion heightformat
- the pixel data format.type
- the pixel data type.data
- the pixel data.public void glUniform1(int location, java.nio.FloatBuffer value)
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
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform1(int location, java.nio.IntBuffer value)
GL
Specifies the value of a single int uniform variable or an int uniform variable array for the current program object.
glUniform1
in interface GL
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform1f(int location, float v0)
GL
Specifies the value of a float uniform variable for the current program object.
glUniform1f
in interface GL
location
- the location of the uniform variable to be modified.v0
- the uniform value.public void glUniform1i(int location, int v0)
GL
Specifies the value of an int uniform variable for the current program object.
glUniform1i
in interface GL
location
- the location of the uniform variable to be modified.v0
- the uniform value.public void glUniform2(int location, java.nio.IntBuffer value)
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
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform2(int location, java.nio.FloatBuffer value)
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
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform2f(int location, float v0, float v1)
GL
Specifies the value of a vec2 uniform variable for the current program object.
glUniform2f
in interface GL
location
- the location of the uniform variable to be modified.v0
- the uniform x value.v1
- the uniform y value.public void glUniform3(int location, java.nio.IntBuffer value)
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
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform3(int location, java.nio.FloatBuffer value)
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
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform3f(int location, float v0, float v1, float v2)
GL
Specifies the value of a vec3 uniform variable for the current program object.
glUniform3f
in interface GL
location
- the location of the uniform variable to be modified.v0
- the uniform x value.v1
- the uniform y value.v2
- the uniform z value.public void glUniform4(int location, java.nio.FloatBuffer value)
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
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform4(int location, java.nio.IntBuffer value)
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
location
- the location of the uniform variable to be modified.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniform4f(int location, float v0, float v1, float v2, float v3)
GL
Specifies the value of a vec4 uniform variable for the current program object.
glUniform4f
in interface GL
location
- the location of the uniform variable to be modified.v0
- the uniform x value.v1
- the uniform y value.v2
- the uniform z value.v3
- the uniform w value.public void glUniformMatrix3(int location, boolean transpose, java.nio.FloatBuffer value)
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
location
- the location of the uniform variable to be modified.transpose
- whether to transpose the matrix as the values are loaded into the uniform variable.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUniformMatrix4(int location, boolean transpose, java.nio.FloatBuffer value)
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
location
- the location of the uniform variable to be modified.transpose
- whether to transpose the matrix as the values are loaded into the uniform variable.value
- a pointer to an array of count
values that will be used to update the specified uniform variable.public void glUseProgram(int program)
GL
Installs a program object as part of current rendering state.
glUseProgram
in interface GL
program
- the program object whose executables are to be used as part of current rendering state.public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer)
GL
Specifies the location and organization of a vertex attribute array.
glVertexAttribPointer
in interface GL
index
- the index of the generic vertex attribute to be modifiedsize
- the number of values per vertex that are stored in the array.type
- the data type of each component in the array. The initial value is GL_FLOAT.normalized
- whether fixed-point data values should be normalized or converted directly as fixed-point values when they are accessedstride
- 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.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 ARRAY_BUFFER
target. The initial value is 0.public void glViewport(int x, int y, int width, int height)
GL
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
x
- the left viewport coordinate.y
- the bottom viewport coordinate.width
- the viewport width.height
- the viewport height.public void glBlitFramebufferEXT(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter)
glBlitFramebufferEXT
in interface GLFbo
public void glBufferData(int target, java.nio.IntBuffer data, int usage)
GLExt
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 GLExt
target
- the target buffer object.data
- a pointer to data that will be copied into the data store for initialization, or NULL
if no data is to be copied.usage
- the expected usage pattern of the data store.public void glBufferSubData(int target, long offset, java.nio.IntBuffer data)
GLExt
Updates a subset of a buffer object's data store.
glBufferSubData
in interface GLExt
target
- the target buffer object.offset
- the offset into the buffer object's data store where data replacement will begin, measured in bytes.data
- a pointer to the new data that will be copied into the data store.public void glDrawArraysInstancedARB(int mode, int first, int count, int primcount)
GLExt
glDrawArraysInstancedARB
in interface GLExt
mode
- the kind of primitives to render.first
- the starting index in the enabled arrays.count
- the number of indices to be rendered.primcount
- the number of instances of the specified range of indices to be rendered.public void glDrawBuffers(java.nio.IntBuffer bufs)
GLExt
Specifies a list of color buffers to be drawn into.
glDrawBuffers
in interface GLExt
bufs
- an array of symbolic constants specifying the buffers into which fragment colors or data values will be written.public void glDrawElementsInstancedARB(int mode, int indicesCount, int type, long indicesBufferOffset, int primcount)
GLExt
glDrawElementsInstancedARB
in interface GLExt
mode
- the kind of primitives to render.indicesCount
- the number of elements to be rendered.type
- the type of the values in indices
.indicesBufferOffset
- a pointer to the location where the indices are stored.primcount
- the number of instances of the specified range of indices to be rendered.public void glGetMultisample(int pname, int index, java.nio.FloatBuffer val)
GLExt
glGetMultisample
in interface GLExt
pname
- the sample parameter name.index
- the index of the sample whose position to query.val
- an array to receive the position of the sample.public void glRenderbufferStorageMultisampleEXT(int target, int samples, int internalformat, int width, int height)
glRenderbufferStorageMultisampleEXT
in interface GLFbo
public void glTexImage2DMultisample(int target, int samples, int internalformat, int width, int height, boolean fixedSampleLocations)
GLExt
glTexImage2DMultisample
in interface GLExt
target
- the target of the operation.samples
- the number of samples in the multisample texture's imageinternalformat
- the internal format to be used to store the multisample texture's image. internalformat
must specify a color-renderable, depth-renderable,
or stencil-renderable format.width
- the width of the multisample texture's image, in texelsheight
- the height of the multisample texture's image, in texelsfixedSampleLocations
- whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not
depend on the internal format or size of the imagepublic void glVertexAttribDivisorARB(int index, int divisor)
GLExt
divisor
is zero, the attribute at slot index
advances once per vertex. If divisor
is non-zero, the attribute advances once per divisor
instances of the set(s) of vertices being rendered. An attribute is referred to as instanced
if its divisor
value is non-zero.glVertexAttribDivisorARB
in interface GLExt
index
- the attribute index.divisor
- the divisor value.public void glBindFramebufferEXT(int param1, int param2)
glBindFramebufferEXT
in interface GLFbo
public void glBindRenderbufferEXT(int param1, int param2)
glBindRenderbufferEXT
in interface GLFbo
public int glCheckFramebufferStatusEXT(int param1)
glCheckFramebufferStatusEXT
in interface GLFbo
public void glDeleteFramebuffersEXT(java.nio.IntBuffer param1)
glDeleteFramebuffersEXT
in interface GLFbo
public void glDeleteRenderbuffersEXT(java.nio.IntBuffer param1)
glDeleteRenderbuffersEXT
in interface GLFbo
public void glFramebufferRenderbufferEXT(int param1, int param2, int param3, int param4)
glFramebufferRenderbufferEXT
in interface GLFbo
public void glFramebufferTexture2DEXT(int param1, int param2, int param3, int param4, int param5)
glFramebufferTexture2DEXT
in interface GLFbo
public void glGenFramebuffersEXT(java.nio.IntBuffer param1)
glGenFramebuffersEXT
in interface GLFbo
public void glGenRenderbuffersEXT(java.nio.IntBuffer param1)
glGenRenderbuffersEXT
in interface GLFbo
public void glGenerateMipmapEXT(int param1)
glGenerateMipmapEXT
in interface GLFbo
public void glRenderbufferStorageEXT(int param1, int param2, int param3, int param4)
glRenderbufferStorageEXT
in interface GLFbo
public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset)
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
x
- the left pixel coordinatey
- the lower pixel coordinatewidth
- the number of pixels to read in the x-dimensionheight
- the number of pixels to read in the y-dimensionformat
- the pixel format.type
- the pixel type.offset
- a buffer in which to place the returned pixel data/public int glClientWaitSync(java.lang.Object sync, int flags, long timeout)
GLExt
sync
is signaled when glClientWaitSync
is called,
glClientWaitSync
returns immediately, otherwise it will block and wait for up to timeout nanoseconds for sync
to become signaled.glClientWaitSync
in interface GLExt
sync
- the sync object whose status to wait on.flags
- a bitfield controlling the command flushing behavior.timeout
- the timeout, specified in nanoseconds, for which the implementation should wait for sync
to become signaled.public void glDeleteSync(java.lang.Object sync)
GLExt
glDeleteSync
in interface GLExt
sync
- the sync object to be deleted.public java.lang.Object glFenceSync(int condition, int flags)
GLExt
glFenceSync
in interface GLExt
condition
- the condition that must be met to set the sync object's state to signaled.flags
- a bitwise combination of flags controlling the behavior of the sync object. No flags are presently defined for this operation and flags
must be zero.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 glFramebufferTextureLayerEXT(int target, int attachment, int texture, int level, int layer)
glFramebufferTextureLayerEXT
in interface GLFbo
public void glAlphaFunc(int func, float ref)
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
func
- a symbolic constant indicating the alpha test function. One of:
NEVER
ALWAYS
LESS
LEQUAL
EQUAL
GEQUAL
GREATER
NOTEQUAL
ref
- 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 glPointSize(float size)
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
size
- the request size of a point.public void glPolygonMode(int face, int mode)
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
face
- the face for which to set the rasterizing method. One of:
FRONT
BACK
FRONT_AND_BACK
mode
- the rasterization mode. One of:
POINT
LINE
FILL
public void glDrawBuffer(int mode)
GL2
Defines the color buffer to which fragment color zero is written.
glDrawBuffer
in interface GL2
mode
- the color buffer to draw to.public void glReadBuffer(int mode)
GL2
Defines the color buffer from which values are obtained.
glReadBuffer
in interface GL2
mode
- the color buffer to read from.public void glCompressedTexImage3D(int target, int level, int internalFormat, int width, int height, int depth, int border, java.nio.ByteBuffer data)
GL2
Specifies a three-dimensional texture image in a compressed format.
glCompressedTexImage3D
in interface GL2
target
- the target texture.level
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.internalFormat
- the format of the compressed image data.width
- the width of the texture imageheight
- the height of the texture imagedepth
- the depth of the texture imageborder
- must be 0data
- a pointer to the compressed image datapublic void glCompressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, java.nio.ByteBuffer data)
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
target
- the target texture.level
- the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.xoffset
- a texel offset in the x direction within the texture array.yoffset
- a texel offset in the y direction within the texture array.zoffset
- a texel offset in the z direction within the texture array.width
- the width of the texture subimage.height
- the height of the texture subimage.depth
- the depth of the texture subimage.format
- the format of the compressed image data stored at address data
.data
- a pointer to the compressed image data.public void glTexImage3D(int target, int level, int internalFormat, int width, int height, int depth, int border, int format, int type, java.nio.ByteBuffer data)
GL2
Specifies a three-dimensional texture image.
glTexImage3D
in interface GL2
target
- the texture target.level
- the level-of-detail number.internalFormat
- the texture internal format.width
- the texture width.height
- the texture height.depth
- the texture depth.border
- the texture border width.format
- the texel data format.type
- the texel data type.data
- the texel data.public void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, java.nio.ByteBuffer data)
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
target
- the texture target.level
- the level-of-detail-number.xoffset
- the x coordinate of the texel subregion.yoffset
- the y coordinate of the texel subregion.zoffset
- the z coordinate of the texel subregion.width
- the subregion width.height
- the subregion height.depth
- the subregion depth.format
- the pixel data format.type
- the pixel data type.data
- the pixel data.