Class LwjglGL

java.lang.Object
com.jme3.renderer.lwjgl.LwjglGL
All Implemented Interfaces:
GL, GL2, GL3, GL4

public final class LwjglGL extends Object implements GL, GL2, GL3, GL4
  • Constructor Details

    • LwjglGL

      public LwjglGL()
  • Method Details

    • resetStats

      public void resetStats()
      Specified by:
      resetStats in interface GL
    • glActiveTexture

      public void glActiveTexture(int param1)
      Description copied from interface: GL

      Reference Page

      Selects which texture unit subsequent texture state calls will affect. The number of texture units an implementation supports is implementation dependent.

      Specified by:
      glActiveTexture in interface GL
      Parameters:
      param1 - which texture unit to make active. One of: TEXTURE0 GL_TEXTURE[1-31]
    • glAlphaFunc

      public void glAlphaFunc(int param1, float param2)
      Description copied from interface: 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 generic Enable 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.
      Specified by:
      glAlphaFunc in interface GL2
      Parameters:
      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).
    • glAttachShader

      public void glAttachShader(int param1, int param2)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glAttachShader in interface GL
      Parameters:
      param1 - the program object to which a shader object will be attached.
      param2 - the shader object that is to be attached.
    • glBeginQuery

      public void glBeginQuery(int target, int query)
      Description copied from interface: GL

      Reference Page

      Creates a query object and makes it active.

      Specified by:
      glBeginQuery in interface GL
      Parameters:
      target - the target type of query object established.
      query - the name of a query object.
    • glBindBuffer

      public void glBindBuffer(int param1, int param2)
      Description copied from interface: GL

      Reference Page

      Binds a named buffer object.

      Specified by:
      glBindBuffer in interface GL
      Parameters:
      param1 - the target to which the buffer object is bound.
      param2 - the name of a buffer object.
    • glBindTexture

      public void glBindTexture(int param1, int param2)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glBindTexture in interface GL
      Parameters:
      param1 - the texture target.
      param2 - the texture object to bind.
    • glBlendEquationSeparate

      public void glBlendEquationSeparate(int colorMode, int alphaMode)
      Description copied from interface: GL

      Reference Page

      Sets the RGB blend equation and the alpha blend equation separately.

      Specified by:
      glBlendEquationSeparate in interface GL
      Parameters:
      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 combined
    • glBlendFunc

      public void glBlendFunc(int param1, int param2)
      Description copied from interface: GL

      Reference Page

      Specifies the weighting factors used by the blend equation, for both RGB and alpha functions and for all draw buffers.

      Specified by:
      glBlendFunc in interface GL
      Parameters:
      param1 - the source weighting factor.
      param2 - the destination weighting factor.
    • glBlendFuncSeparate

      public void glBlendFuncSeparate(int param1, int param2, int param3, int param4)
      Description copied from interface: GL

      Reference Page

      Specifies pixel arithmetic for RGB and alpha components separately.

      Specified by:
      glBlendFuncSeparate in interface GL
      Parameters:
      param1 - how the red, green, and blue blending factors are computed. The initial value is GL_ONE.
      param2 - how the red, green, and blue destination blending factors are computed. The initial value is GL_ZERO.
      param3 - how the alpha source blending factor is computed. The initial value is GL_ONE.
      param4 - how the alpha destination blending factor is computed. The initial value is GL_ZERO.
    • glBufferData

      public void glBufferData(int param1, long param2, int param3)
      Description copied from interface: GL

      Reference Page

      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:

      • STREAM - The data store contents will be modified once and used at most a few times.
      • STATIC - The data store contents will be modified once and used many times.
      • DYNAMIC - The data store contents will be modified repeatedly and used many times.

      The nature of access may be one of these:

      • DRAW - The data store contents are modified by the application, and used as the source for GL drawing and image specification commands.
      • READ - The data store contents are modified by reading data from the GL, and used to return that data when queried by the application.
      • COPY - The data store contents are modified by reading data from the GL, and used as the source for GL drawing and image specification commands.
      Specified by:
      glBufferData in interface GL
      Parameters:
      param1 - the target buffer object.
      param2 - the size in bytes of the buffer object's new data store
      param3 - the expected usage pattern of the data store.
    • glBufferData

      public void glBufferData(int param1, FloatBuffer param2, int param3)
      Description copied from interface: GL

      Reference Page

      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:

      • STREAM - The data store contents will be modified once and used at most a few times.
      • STATIC - The data store contents will be modified once and used many times.
      • DYNAMIC - The data store contents will be modified repeatedly and used many times.

      The nature of access may be one of these:

      • DRAW - The data store contents are modified by the application, and used as the source for GL drawing and image specification commands.
      • READ - The data store contents are modified by reading data from the GL, and used to return that data when queried by the application.
      • COPY - The data store contents are modified by reading data from the GL, and used as the source for GL drawing and image specification commands.
      Specified by:
      glBufferData in interface GL
      Parameters:
      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.
    • glBufferData

      public void glBufferData(int param1, ShortBuffer param2, int param3)
      Description copied from interface: GL

      Reference Page

      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:

      • STREAM - The data store contents will be modified once and used at most a few times.
      • STATIC - The data store contents will be modified once and used many times.
      • DYNAMIC - The data store contents will be modified repeatedly and used many times.

      The nature of access may be one of these:

      • DRAW - The data store contents are modified by the application, and used as the source for GL drawing and image specification commands.
      • READ - The data store contents are modified by reading data from the GL, and used to return that data when queried by the application.
      • COPY - The data store contents are modified by reading data from the GL, and used as the source for GL drawing and image specification commands.
      Specified by:
      glBufferData in interface GL
      Parameters:
      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.
    • glBufferData

      public void glBufferData(int param1, ByteBuffer param2, int param3)
      Description copied from interface: GL

      Reference Page

      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:

      • STREAM - The data store contents will be modified once and used at most a few times.
      • STATIC - The data store contents will be modified once and used many times.
      • DYNAMIC - The data store contents will be modified repeatedly and used many times.

      The nature of access may be one of these:

      • DRAW - The data store contents are modified by the application, and used as the source for GL drawing and image specification commands.
      • READ - The data store contents are modified by reading data from the GL, and used to return that data when queried by the application.
      • COPY - The data store contents are modified by reading data from the GL, and used as the source for GL drawing and image specification commands.
      Specified by:
      glBufferData in interface GL
      Parameters:
      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.
    • glBufferSubData

      public void glBufferSubData(int param1, long param2, FloatBuffer param3)
      Description copied from interface: GL

      Reference Page

      Updates a subset of a buffer object's data store.

      Specified by:
      glBufferSubData in interface GL
      Parameters:
      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.
    • glBufferSubData

      public void glBufferSubData(int param1, long param2, ShortBuffer param3)
      Description copied from interface: GL

      Reference Page

      Updates a subset of a buffer object's data store.

      Specified by:
      glBufferSubData in interface GL
      Parameters:
      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.
    • glBufferSubData

      public void glBufferSubData(int param1, long param2, ByteBuffer param3)
      Description copied from interface: GL

      Reference Page

      Updates a subset of a buffer object's data store.

      Specified by:
      glBufferSubData in interface GL
      Parameters:
      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.
    • glClear

      public void glClear(int param1)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glClear in interface GL
      Parameters:
      param1 - Zero or the bitwise OR of one or more values indicating which buffers are to be cleared.
    • glClearColor

      public void glClearColor(float param1, float param2, float param3, float param4)
      Description copied from interface: GL

      Reference Page

      Sets the clear value for fixed-point and floating-point color buffers in RGBA mode. The specified components are stored as floating-point values.
      Specified by:
      glClearColor in interface GL
      Parameters:
      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.
    • glColorMask

      public void glColorMask(boolean param1, boolean param2, boolean param3, boolean param4)
      Description copied from interface: GL

      Reference Page

      Masks the writing of R, G, B and A values to all draw buffers. In the initial state, all color values are enabled for writing for all draw buffers.
      Specified by:
      glColorMask in interface GL
      Parameters:
      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.
    • glCompileShader

      public void glCompileShader(int param1)
      Description copied from interface: GL

      Reference Page

      Compiles a shader object.

      Specified by:
      glCompileShader in interface GL
      Parameters:
      param1 - the shader object to be compiled.
    • glCompressedTexImage2D

      public void glCompressedTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, ByteBuffer param7)
      Description copied from interface: GL

      Reference Page

      Specifies a two-dimensional texture image in a compressed format.

      Specified by:
      glCompressedTexImage2D in interface GL
      Parameters:
      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 image
      param5 - the height of the texture image
      param6 - must be 0
      param7 - a pointer to the compressed image data
    • glCompressedTexImage3D

      public void glCompressedTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, ByteBuffer param8)
      Description copied from interface: GL2

      Reference Page

      Specifies a three-dimensional texture image in a compressed format.

      Specified by:
      glCompressedTexImage3D in interface GL2
      Parameters:
      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 image
      param5 - the height of the texture image
      param6 - the depth of the texture image
      param7 - must be 0
      param8 - a pointer to the compressed image data
    • glCompressedTexSubImage2D

      public void glCompressedTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, ByteBuffer param8)
      Description copied from interface: GL

      Reference Page

      Respecifies only a rectangular subregion of an existing 2D texel array, with incoming data stored in a specific compressed image format.
      Specified by:
      glCompressedTexSubImage2D in interface GL
      Parameters:
      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.
    • glCompressedTexSubImage3D

      public void glCompressedTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, ByteBuffer param10)
      Description copied from interface: GL2

      Reference Page

      Respecifies only a cubic subregion of an existing 3D texel array, with incoming data stored in a specific compressed image format.

      Specified by:
      glCompressedTexSubImage3D in interface GL2
      Parameters:
      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.
    • glCreateProgram

      public int glCreateProgram()
      Description copied from interface: GL

      Reference Page

      Creates a program object.
      Specified by:
      glCreateProgram in interface GL
      Returns:
      the ID of the new program, or 0 if unsuccessful
    • glCreateShader

      public int glCreateShader(int param1)
      Description copied from interface: GL

      Reference Page

      Creates a shader object.
      Specified by:
      glCreateShader in interface GL
      Parameters:
      param1 - the type of shader to be created. One of: VERTEX_SHADER FRAGMENT_SHADER GEOMETRY_SHADER TESS_CONTROL_SHADER TESS_EVALUATION_SHADER
      Returns:
      the ID of the new shader, or 0 if unsuccessful
    • glCullFace

      public void glCullFace(int param1)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glCullFace in interface GL
      Parameters:
      param1 - the CullFace mode. One of: FRONT BACK FRONT_AND_BACK
    • glDeleteBuffers

      public void glDeleteBuffers(IntBuffer param1)
      Description copied from interface: GL

      Reference Page

      Deletes named buffer objects.

      Specified by:
      glDeleteBuffers in interface GL
      Parameters:
      param1 - an array of buffer objects to be deleted.
    • glDeleteProgram

      public void glDeleteProgram(int param1)
      Description copied from interface: GL

      Reference Page

      Deletes a program object.

      Specified by:
      glDeleteProgram in interface GL
      Parameters:
      param1 - the program object to be deleted.
    • glDeleteShader

      public void glDeleteShader(int param1)
      Description copied from interface: GL

      Reference Page

      Deletes a shader object.

      Specified by:
      glDeleteShader in interface GL
      Parameters:
      param1 - the shader object to be deleted.
    • glDeleteTextures

      public void glDeleteTextures(IntBuffer param1)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glDeleteTextures in interface GL
      Parameters:
      param1 - contains n names of texture objects to be deleted.
    • glDepthFunc

      public void glDepthFunc(int param1)
      Description copied from interface: GL

      Reference Page

      Specifies the comparison that takes place during the depth buffer test (when DEPTH_TEST is enabled).

      Specified by:
      glDepthFunc in interface GL
      Parameters:
      param1 - the depth test comparison. One of: NEVER ALWAYS LESS LEQUAL EQUAL GREATER GEQUAL NOTEQUAL
    • glDepthMask

      public void glDepthMask(boolean param1)
      Description copied from interface: GL

      Reference Page

      Masks the writing of depth values to the depth buffer. In the initial state, the depth buffer is enabled for writing.

      Specified by:
      glDepthMask in interface GL
      Parameters:
      param1 - whether depth values are written or not.
    • glDepthRange

      public void glDepthRange(double param1, double param2)
      Description copied from interface: GL

      Reference Page

      Sets the depth range for all viewports to the same values.

      Specified by:
      glDepthRange in interface GL
      Parameters:
      param1 - the near depth range.
      param2 - the far depth range.
    • glDetachShader

      public void glDetachShader(int param1, int param2)
      Description copied from interface: GL

      Reference Page

      Detaches a shader object from a program object to which it is attached.

      Specified by:
      glDetachShader in interface GL
      Parameters:
      param1 - the program object from which to detach the shader object.
      param2 - the shader object to be detached.
    • glDisable

      public void glDisable(int param1)
      Description copied from interface: GL

      Reference Page

      Disables the specified OpenGL state.

      Specified by:
      glDisable in interface GL
      Parameters:
      param1 - the OpenGL state to disable.
    • glDisableVertexAttribArray

      public void glDisableVertexAttribArray(int param1)
      Description copied from interface: GL

      Reference Page

      Disables a generic vertex attribute array.

      Specified by:
      glDisableVertexAttribArray in interface GL
      Parameters:
      param1 - the index of the generic vertex attribute to be disabled.
    • glDrawArrays

      public void glDrawArrays(int param1, int param2, int param3)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glDrawArrays in interface GL
      Parameters:
      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.
    • glDrawBuffer

      public void glDrawBuffer(int param1)
      Description copied from interface: GL2

      Reference Page

      Defines the color buffer to which fragment color zero is written.

      Specified by:
      glDrawBuffer in interface GL2
      Parameters:
      param1 - the color buffer to draw to.
    • glDrawRangeElements

      public void glDrawRangeElements(int param1, int param2, int param3, int param4, int param5, long param6)
      Description copied from interface: GL

      Reference Page

      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.

      Errors

      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.

      • GL_INVALID_ENUM is generated if mode is not an accepted value.
      • GL_INVALID_VALUE is generated if count is negative.
      • GL_INVALID_VALUE is generated if end < start.
      • GL_INVALID_OPERATION is generated if a geometry shader is active and mode is incompatible with the input primitive type of the geometry shader in the currently installed program object.
      • GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data store is currently mapped.
      Specified by:
      glDrawRangeElements in interface GL
      Parameters:
      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.
    • glEnable

      public void glEnable(int param1)
      Description copied from interface: GL

      Reference Page

      Enables the specified OpenGL state.

      Specified by:
      glEnable in interface GL
      Parameters:
      param1 - the OpenGL state to enable.
    • glEnableVertexAttribArray

      public void glEnableVertexAttribArray(int param1)
      Description copied from interface: GL

      Reference Page

      Enables a generic vertex attribute array.

      Specified by:
      glEnableVertexAttribArray in interface GL
      Parameters:
      param1 - the index of the generic vertex attribute to be enabled.
    • glEndQuery

      public void glEndQuery(int target)
      Description copied from interface: GL

      Reference Page

      Marks the end of the sequence of commands to be tracked for the active query specified by target.

      Specified by:
      glEndQuery in interface GL
      Parameters:
      target - the query object target.
    • glGenBuffers

      public void glGenBuffers(IntBuffer param1)
      Description copied from interface: GL

      Reference Page

      Generates buffer object names.

      Specified by:
      glGenBuffers in interface GL
      Parameters:
      param1 - a buffer in which the generated buffer object names are stored.
    • glGenQueries

      public void glGenQueries(int num, IntBuffer ids)
      Description copied from interface: GL

      Reference Page

      Generates query object names.
      Specified by:
      glGenQueries in interface GL
      Parameters:
      num - the number of query object names to be generated
      ids - a buffer in which the generated query object names are stored.
    • glGenTextures

      public void glGenTextures(IntBuffer param1)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glGenTextures in interface GL
      Parameters:
      param1 - a scalar or buffer in which to place the returned texture names.
    • glGetBoolean

      public void glGetBoolean(int param1, ByteBuffer param2)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glGetBoolean in interface GL
      Parameters:
      param1 - the state variable.
      param2 - a scalar or buffer in which to place the returned data.
    • glGetBufferSubData

      public void glGetBufferSubData(int target, long offset, ByteBuffer data)
      Description copied from interface: GL

      Reference Page

      Returns a subset of a buffer object's data store.
      Specified by:
      glGetBufferSubData in interface GL
      Parameters:
      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.
    • glGetError

      public int glGetError()
      Description copied from interface: GL

      Reference Page

      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).
      Specified by:
      glGetError in interface GL
      Returns:
      the error code, or NO_ERROR if none
    • glGetFloat

      public void glGetFloat(int parameterId, FloatBuffer storeValues)
      Description copied from interface: GL
      Determine the current single-precision floating-point value(s) of the specified parameter.
      Specified by:
      glGetFloat in interface GL
      Parameters:
      parameterId - which parameter
      storeValues - storage for the value(s)
    • glGetInteger

      public void glGetInteger(int param1, IntBuffer param2)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glGetInteger in interface GL
      Parameters:
      param1 - the state variable.
      param2 - a scalar or buffer in which to place the returned data.
    • glGetProgram

      public void glGetProgram(int param1, int param2, IntBuffer param3)
      Description copied from interface: GL

      Reference Page

      Returns a parameter from a program object.

      Specified by:
      glGetProgram in interface GL
      Parameters:
      param1 - the program object to be queried.
      param2 - the object parameter.
      param3 - the requested object parameter.
    • glGetShader

      public void glGetShader(int param1, int param2, IntBuffer param3)
      Description copied from interface: GL

      Reference Page

      Returns a parameter from a shader object.

      Specified by:
      glGetShader in interface GL
      Parameters:
      param1 - the shader object to be queried.
      param2 - the object parameter.
      param3 - the requested object parameter.
    • glGetString

      public String glGetString(int param1)
      Description copied from interface: GL

      Reference Page

      Return strings describing properties of the current GL context.

      Specified by:
      glGetString in interface GL
      Parameters:
      param1 - the property to query. One of: RENDERER VENDOR EXTENSIONS VERSION SHADING_LANGUAGE_VERSION
      Returns:
      the value of the property
    • glGetString

      public String glGetString(int param1, int param2)
      Description copied from interface: GL3

      Reference Page

      Queries indexed string state.
      Specified by:
      glGetString in interface GL3
      Parameters:
      param1 - the indexed state to query. One of: EXTENSIONS SHADING_LANGUAGE_VERSION
      param2 - the index of the particular element being queried.
      Returns:
      the value of the string state
    • glIsEnabled

      public boolean glIsEnabled(int param1)
      Description copied from interface: GL

      Reference Page

      Determines if cap is currently enabled (as with Enable) or disabled.

      Specified by:
      glIsEnabled in interface GL
      Parameters:
      param1 - the enable state to query.
      Returns:
      true if enabled, otherwise false
    • glLineWidth

      public void glLineWidth(float param1)
      Description copied from interface: GL

      Reference Page

      Sets the width of rasterized line segments. The default width is 1.0.
      Specified by:
      glLineWidth in interface GL
      Parameters:
      param1 - the line width.
    • glLinkProgram

      public void glLinkProgram(int param1)
      Description copied from interface: GL

      Reference Page

      Links a program object.
      Specified by:
      glLinkProgram in interface GL
      Parameters:
      param1 - the program object to be linked.
    • glPixelStorei

      public void glPixelStorei(int param1, int param2)
      Description copied from interface: GL

      Reference Page

      Sets the integer value of a pixel store parameter.

      Specified by:
      glPixelStorei in interface GL
      Parameters:
      param1 - the pixel store parameter to set.
      param2 - the parameter value
    • glPointSize

      public void glPointSize(float param1)
      Description copied from interface: GL2

      Reference Page

      Controls the rasterization of points if no vertex, tessellation control, tessellation evaluation, or geometry shader is active. The default point size is 1.0.

      Specified by:
      glPointSize in interface GL2
      Parameters:
      param1 - the request size of a point.
    • glPolygonMode

      public void glPolygonMode(int param1, int param2)
      Description copied from interface: GL2

      Reference Page

      Controls the interpretation of polygons for rasterization.

      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.

      Specified by:
      glPolygonMode in interface GL2
      Parameters:
      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
    • glPolygonOffset

      public void glPolygonOffset(float param1, float param2)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glPolygonOffset in interface GL
      Parameters:
      param1 - the maximum depth slope factor.
      param2 - the constant scale.
    • glReadBuffer

      public void glReadBuffer(int param1)
      Description copied from interface: GL2

      Reference Page

      Defines the color buffer from which values are obtained.

      Specified by:
      glReadBuffer in interface GL2
      Parameters:
      param1 - the color buffer to read from.
    • glReadPixels

      public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, ByteBuffer param7)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glReadPixels in interface GL
      Parameters:
      param1 - the left pixel coordinate
      param2 - the lower pixel coordinate
      param3 - the number of pixels to read in the x-dimension
      param4 - the number of pixels to read in the y-dimension
      param5 - the pixel format.
      param6 - the pixel type.
      param7 - a buffer in which to place the returned pixel data.
    • glReadPixels

      public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, long param7)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glReadPixels in interface GL
      Parameters:
      param1 - the left pixel coordinate
      param2 - the lower pixel coordinate
      param3 - the number of pixels to read in the x-dimension
      param4 - the number of pixels to read in the y-dimension
      param5 - the pixel format.
      param6 - the pixel type.
      param7 - a buffer in which to place the returned pixel data/
    • glScissor

      public void glScissor(int param1, int param2, int param3, int param4)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glScissor in interface GL
      Parameters:
      param1 - the left scissor rectangle coordinate.
      param2 - the bottom scissor rectangle coordinate.
      param3 - the scissor rectangle width.
      param4 - the scissor rectangle height.
    • glStencilFuncSeparate

      public void glStencilFuncSeparate(int param1, int param2, int param3, int param4)
      Description copied from interface: GL

      Reference Page

      Sets front and/or back function and reference value for stencil testing.

      Specified by:
      glStencilFuncSeparate in interface GL
      Parameters:
      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.
    • glStencilOpSeparate

      public void glStencilOpSeparate(int param1, int param2, int param3, int param4)
      Description copied from interface: GL

      Reference Page

      Sets front and/or back stencil test actions.

      Specified by:
      glStencilOpSeparate in interface GL
      Parameters:
      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.
    • glTexImage2D

      public void glTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9)
      Description copied from interface: GL

      Reference Page

      Specifies a two-dimensional texture image.

      Specified by:
      glTexImage2D in interface GL
      Parameters:
      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.
    • glTexImage3D

      public void glTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, ByteBuffer param10)
      Description copied from interface: GL2

      Reference Page

      Specifies a three-dimensional texture image.

      Specified by:
      glTexImage3D in interface GL2
      Parameters:
      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.
    • glTexParameterf

      public void glTexParameterf(int param1, int param2, float param3)
      Description copied from interface: GL

      Reference Page

      Float version of TexParameteri.

      Specified by:
      glTexParameterf in interface GL
      Parameters:
      param1 - the texture target.
      param2 - the parameter to set.
      param3 - the parameter value.
    • glTexParameteri

      public void glTexParameteri(int param1, int param2, int param3)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glTexParameteri in interface GL
      Parameters:
      param1 - the texture target.
      param2 - the parameter to set.
      param3 - the parameter value.
    • glTexSubImage2D

      public void glTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glTexSubImage2D in interface GL
      Parameters:
      param1 - the texture target.
      param2 - the level-of-detail-number
      param3 - the left coordinate of the texel subregion
      param4 - the bottom coordinate of the texel subregion
      param5 - the subregion width
      param6 - the subregion height
      param7 - the pixel data format.
      param8 - the pixel data type.
      param9 - the pixel data.
    • glTexSubImage3D

      public void glTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, int param10, ByteBuffer param11)
      Description copied from interface: GL2

      Reference Page

      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.

      Specified by:
      glTexSubImage3D in interface GL2
      Parameters:
      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.
    • glUniform1

      public void glUniform1(int param1, FloatBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single float uniform variable or a float uniform variable array for the current program object.

      Specified by:
      glUniform1 in interface GL
      Parameters:
      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.
    • glUniform1

      public void glUniform1(int param1, IntBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single int uniform variable or an int uniform variable array for the current program object.

      Specified by:
      glUniform1 in interface GL
      Parameters:
      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.
    • glUniform1f

      public void glUniform1f(int param1, float param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a float uniform variable for the current program object.

      Specified by:
      glUniform1f in interface GL
      Parameters:
      param1 - the location of the uniform variable to be modified.
      param2 - the uniform value.
    • glUniform1i

      public void glUniform1i(int param1, int param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of an int uniform variable for the current program object.

      Specified by:
      glUniform1i in interface GL
      Parameters:
      param1 - the location of the uniform variable to be modified.
      param2 - the uniform value.
    • glUniform2

      public void glUniform2(int param1, IntBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object.

      Specified by:
      glUniform2 in interface GL
      Parameters:
      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.
    • glUniform2

      public void glUniform2(int param1, FloatBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object.

      Specified by:
      glUniform2 in interface GL
      Parameters:
      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.
    • glUniform2f

      public void glUniform2f(int param1, float param2, float param3)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a vec2 uniform variable for the current program object.

      Specified by:
      glUniform2f in interface GL
      Parameters:
      param1 - the location of the uniform variable to be modified.
      param2 - the uniform x value.
      param3 - the uniform y value.
    • glUniform3

      public void glUniform3(int param1, IntBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object.

      Specified by:
      glUniform3 in interface GL
      Parameters:
      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.
    • glUniform3

      public void glUniform3(int param1, FloatBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object.

      Specified by:
      glUniform3 in interface GL
      Parameters:
      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.
    • glUniform3f

      public void glUniform3f(int param1, float param2, float param3, float param4)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a vec3 uniform variable for the current program object.

      Specified by:
      glUniform3f in interface GL
      Parameters:
      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.
    • glUniform4

      public void glUniform4(int param1, FloatBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object.

      Specified by:
      glUniform4 in interface GL
      Parameters:
      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.
    • glUniform4

      public void glUniform4(int param1, IntBuffer param2)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object.

      Specified by:
      glUniform4 in interface GL
      Parameters:
      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.
    • glUniform4f

      public void glUniform4f(int param1, float param2, float param3, float param4, float param5)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a vec4 uniform variable for the current program object.

      Specified by:
      glUniform4f in interface GL
      Parameters:
      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.
    • glUniformMatrix3

      public void glUniformMatrix3(int param1, boolean param2, FloatBuffer param3)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.

      Specified by:
      glUniformMatrix3 in interface GL
      Parameters:
      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.
    • glUniformMatrix4

      public void glUniformMatrix4(int param1, boolean param2, FloatBuffer param3)
      Description copied from interface: GL

      Reference Page

      Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.

      Specified by:
      glUniformMatrix4 in interface GL
      Parameters:
      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.
    • glUseProgram

      public void glUseProgram(int param1)
      Description copied from interface: GL

      Reference Page

      Installs a program object as part of current rendering state.

      Specified by:
      glUseProgram in interface GL
      Parameters:
      param1 - the program object whose executables are to be used as part of current rendering state.
    • glVertexAttribPointer

      public void glVertexAttribPointer(int param1, int param2, int param3, boolean param4, int param5, long param6)
      Description copied from interface: GL

      Reference Page

      Specifies the location and organization of a vertex attribute array.

      Specified by:
      glVertexAttribPointer in interface GL
      Parameters:
      param1 - the index of the generic vertex attribute to be modified
      param2 - 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 accessed
      param5 - 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.
    • glViewport

      public void glViewport(int param1, int param2, int param3, int param4)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glViewport in interface GL
      Parameters:
      param1 - the left viewport coordinate.
      param2 - the bottom viewport coordinate.
      param3 - the viewport width.
      param4 - the viewport height.
    • glGetAttribLocation

      public int glGetAttribLocation(int param1, String param2)
      Description copied from interface: GL

      Reference Page

      Returns the location of an attribute variable.
      Specified by:
      glGetAttribLocation in interface GL
      Parameters:
      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.
      Returns:
      the location
    • glGetUniformLocation

      public int glGetUniformLocation(int param1, String param2)
      Description copied from interface: GL

      Reference Page

      Returns the location of a uniform variable.

      Specified by:
      glGetUniformLocation in interface GL
      Parameters:
      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.
      Returns:
      the location
    • glShaderSource

      public void glShaderSource(int param1, String[] param2, IntBuffer param3)
      Description copied from interface: GL

      Reference Page

      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.

      Specified by:
      glShaderSource in interface GL
      Parameters:
      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 shader
      param3 - storage for the string lengths, or null for null-terminated strings
    • glGetProgramInfoLog

      public String glGetProgramInfoLog(int program, int maxSize)
      Description copied from interface: GL

      Reference Page

      Returns the information log for a program object.

      Specified by:
      glGetProgramInfoLog in interface GL
      Parameters:
      program - the program object whose information log is to be queried.
      maxSize - the size of the character buffer for storing the returned information log.
      Returns:
      the contents of the information log
    • glGetQueryObjectui64

      public long glGetQueryObjectui64(int query, int target)
      Description copied from interface: GL
      Unsigned version.
      Specified by:
      glGetQueryObjectui64 in interface GL
      Parameters:
      query - the name of a query object
      target - the symbolic name of a query object parameter
      Returns:
      the value of the parameter
    • glGetQueryObjectiv

      public int glGetQueryObjectiv(int query, int pname)
      Description copied from interface: GL

      Reference Page

      Returns the integer value of a query object parameter.

      Specified by:
      glGetQueryObjectiv in interface GL
      Parameters:
      query - the name of a query object
      pname - the symbolic name of a query object parameter. One of: QUERY_RESULT QUERY_RESULT_AVAILABLE
      Returns:
      the value of the parameter
    • glGetShaderInfoLog

      public String glGetShaderInfoLog(int shader, int maxSize)
      Description copied from interface: GL

      Reference Page

      Returns the information log for a shader object.

      Specified by:
      glGetShaderInfoLog in interface GL
      Parameters:
      shader - the shader object whose information log is to be queried.
      maxSize - the size of the character buffer for storing the returned information log.
      Returns:
      the contents of the information log
    • glBindFragDataLocation

      public void glBindFragDataLocation(int param1, int param2, String param3)
      Description copied from interface: GL3

      Reference Page

      Binds a user-defined varying out variable to a fragment shader color number.

      Specified by:
      glBindFragDataLocation in interface GL3
      Parameters:
      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.
    • glBindVertexArray

      public void glBindVertexArray(int param1)
      Description copied from interface: GL3

      Reference Page

      Binds a vertex array object

      Specified by:
      glBindVertexArray in interface GL3
      Parameters:
      param1 - the name of the vertex array to bind.
    • glGenVertexArrays

      public void glGenVertexArrays(IntBuffer param1)
      Description copied from interface: GL3

      Reference Page

      Generates vertex array object names.
      Specified by:
      glGenVertexArrays in interface GL3
      Parameters:
      param1 - a buffer in which the generated vertex array object names are stored.
    • glPatchParameter

      public void glPatchParameter(int count)
      Description copied from interface: GL4

      Reference Page

      Specifies the integer value of the specified parameter for patch primitives.

      Specified by:
      glPatchParameter in interface GL4
      Parameters:
      count - the new value for the parameter given by pname
    • glGetProgramResourceIndex

      public int glGetProgramResourceIndex(int program, int programInterface, String name)
      Description copied from interface: GL4
      Returns the unsigned integer index assigned to a resource named name in the interface type programInterface of program object program.
      Specified by:
      glGetProgramResourceIndex in interface GL4
      Parameters:
      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.
      Returns:
      the index of a named resource within a program.
    • glShaderStorageBlockBinding

      public void glShaderStorageBlockBinding(int program, int storageBlockIndex, int storageBlockBinding)
      Description copied from interface: GL4
      Changes the active shader storage block with an assigned index of storageBlockIndex in program object program. storageBlockIndex must be an active shader storage block index in program. storageBlockBinding must be less than the value of #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.
      Specified by:
      glShaderStorageBlockBinding in interface GL4
      Parameters:
      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.
    • glDeleteVertexArrays

      public void glDeleteVertexArrays(IntBuffer arrays)
      Description copied from interface: GL3
      Deletes vertex array objects.
      Specified by:
      glDeleteVertexArrays in interface GL3
      Parameters:
      arrays - an array containing the n names of the objects to be deleted.
    • glGetUniformBlockIndex

      public int glGetUniformBlockIndex(int program, String uniformBlockName)
      Description copied from interface: GL3

      Reference Page

      Retrieves the index of a named uniform block.
      Specified by:
      glGetUniformBlockIndex in interface GL3
      Parameters:
      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.
      Returns:
      the block index.
    • glBindBufferBase

      public void glBindBufferBase(int target, int index, int buffer)
      Description copied from interface: GL3

      Reference Page

      Binds a buffer object to an indexed buffer target.
      Specified by:
      glBindBufferBase in interface GL3
      Parameters:
      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 point
    • glUniformBlockBinding

      public void glUniformBlockBinding(int program, int uniformBlockIndex, int uniformBlockBinding)
      Description copied from interface: GL3
      Binding points for active uniform blocks are assigned using glUniformBlockBinding. Each of a program's active uniform blocks has a corresponding uniform buffer binding point. program is the name of a program object for which the command glLinkProgram has been issued in the past.

      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.

      Specified by:
      glUniformBlockBinding in interface GL3
      Parameters:
      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.