Interface GL
This is the subset of vanilla desktop OpenGL 2 and OpenGL ES 2.
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Field Summary
Modifier and TypeFieldDescriptionstatic final int
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Method Summary
Modifier and TypeMethodDescriptionvoid
glActiveTexture
(int texture) void
glAttachShader
(int program, int shader) void
glBeginQuery
(int target, int query) void
glBindBuffer
(int target, int buffer) 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
glBufferData
(int target, long dataSize, int usage) void
glBufferData
(int target, ByteBuffer data, int usage) void
glBufferData
(int target, FloatBuffer data, int usage) void
glBufferData
(int target, ShortBuffer data, int usage) void
glBufferSubData
(int target, long offset, ByteBuffer data) void
glBufferSubData
(int target, long offset, FloatBuffer data) void
glBufferSubData
(int target, long offset, ShortBuffer data) void
glClear
(int mask) void
glClearColor
(float red, float green, float blue, float alpha) 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, ByteBuffer data) void
glCompressedTexSubImage2D
(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data) int
int
glCreateShader
(int shaderType) void
glCullFace
(int mode) void
glDeleteBuffers
(IntBuffer buffers) void
glDeleteProgram
(int program) void
glDeleteShader
(int shader) void
glDeleteTextures
(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
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) void
glGenBuffers
(IntBuffer buffers) void
glGenQueries
(int number, IntBuffer ids) void
glGenTextures
(IntBuffer textures) int
glGetAttribLocation
(int program, String name) void
glGetBoolean
(int pname, ByteBuffer params) void
glGetBufferSubData
(int target, long offset, ByteBuffer data) int
void
glGetFloat
(int parameterId, FloatBuffer storeValues) Determine the current single-precision floating-point value(s) of the specified parameter.void
glGetInteger
(int pname, IntBuffer params) void
glGetProgram
(int program, int pname, IntBuffer params) glGetProgramInfoLog
(int program, int maxSize) int
glGetQueryObjectiv
(int query, int pname) long
glGetQueryObjectui64
(int query, int pname) Unsigned version.void
glGetShader
(int shader, int pname, IntBuffer params) glGetShaderInfoLog
(int shader, int maxSize) glGetString
(int name) int
glGetUniformLocation
(int program, String name) boolean
glIsEnabled
(int cap) void
glLineWidth
(float width) void
glLinkProgram
(int program) void
glPixelStorei
(int pname, int param) void
glPolygonOffset
(float factor, float units) void
glReadPixels
(int x, int y, int width, int height, int format, int type, long offset) void
glReadPixels
(int x, int y, int width, int height, int format, int type, ByteBuffer data) void
glScissor
(int x, int y, int width, int height) void
glShaderSource
(int shader, String[] strings, 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, 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, ByteBuffer data) void
glUniform1
(int location, FloatBuffer value) void
glUniform1
(int location, IntBuffer value) void
glUniform1f
(int location, float v0) void
glUniform1i
(int location, int v0) void
glUniform2
(int location, FloatBuffer value) void
glUniform2
(int location, IntBuffer value) void
glUniform2f
(int location, float v0, float v1) void
glUniform3
(int location, FloatBuffer value) void
glUniform3
(int location, IntBuffer value) void
glUniform3f
(int location, float v0, float v1, float v2) void
glUniform4
(int location, FloatBuffer value) void
glUniform4
(int location, IntBuffer value) void
glUniform4f
(int location, float v0, float v1, float v2, float v3) void
glUniformMatrix3
(int location, boolean transpose, FloatBuffer value) void
glUniformMatrix4
(int location, boolean transpose, FloatBuffer value) void
glUseProgram
(int program) 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
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Field Details
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GL_ALIASED_LINE_WIDTH_RANGE
static final int GL_ALIASED_LINE_WIDTH_RANGE- See Also:
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GL_ALPHA
static final int GL_ALPHA- See Also:
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GL_ALWAYS
static final int GL_ALWAYS- See Also:
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GL_ARRAY_BUFFER
static final int GL_ARRAY_BUFFER- See Also:
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GL_BACK
static final int GL_BACK- See Also:
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GL_BLEND
static final int GL_BLEND- See Also:
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GL_BLUE
static final int GL_BLUE- See Also:
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GL_BYTE
static final int GL_BYTE- See Also:
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GL_CLAMP_TO_EDGE
static final int GL_CLAMP_TO_EDGE- See Also:
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GL_COLOR_BUFFER_BIT
static final int GL_COLOR_BUFFER_BIT- See Also:
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GL_COMPILE_STATUS
static final int GL_COMPILE_STATUS- See Also:
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GL_CULL_FACE
static final int GL_CULL_FACE- See Also:
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GL_DECR
static final int GL_DECR- See Also:
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GL_DECR_WRAP
static final int GL_DECR_WRAP- See Also:
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GL_DEPTH_BUFFER_BIT
static final int GL_DEPTH_BUFFER_BIT- See Also:
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GL_DEPTH_COMPONENT
static final int GL_DEPTH_COMPONENT- See Also:
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GL_DEPTH_COMPONENT16
static final int GL_DEPTH_COMPONENT16- See Also:
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GL_DEPTH_TEST
static final int GL_DEPTH_TEST- See Also:
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GL_DOUBLE
static final int GL_DOUBLE- See Also:
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GL_DST_ALPHA
static final int GL_DST_ALPHA- See Also:
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GL_DST_COLOR
static final int GL_DST_COLOR- See Also:
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GL_DYNAMIC_DRAW
static final int GL_DYNAMIC_DRAW- See Also:
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GL_DYNAMIC_COPY
static final int GL_DYNAMIC_COPY- See Also:
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GL_ELEMENT_ARRAY_BUFFER
static final int GL_ELEMENT_ARRAY_BUFFER- See Also:
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GL_EQUAL
static final int GL_EQUAL- See Also:
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GL_EXTENSIONS
static final int GL_EXTENSIONS- See Also:
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GL_FALSE
static final int GL_FALSE- See Also:
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GL_FLOAT
static final int GL_FLOAT- See Also:
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GL_FRAGMENT_SHADER
static final int GL_FRAGMENT_SHADER- See Also:
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GL_FRONT
static final int GL_FRONT- See Also:
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GL_FUNC_ADD
static final int GL_FUNC_ADD- See Also:
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GL_FUNC_SUBTRACT
static final int GL_FUNC_SUBTRACT- See Also:
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GL_FUNC_REVERSE_SUBTRACT
static final int GL_FUNC_REVERSE_SUBTRACT- See Also:
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GL_FRONT_AND_BACK
static final int GL_FRONT_AND_BACK- See Also:
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GL_GEQUAL
static final int GL_GEQUAL- See Also:
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GL_GREATER
static final int GL_GREATER- See Also:
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GL_GREEN
static final int GL_GREEN- See Also:
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GL_INCR
static final int GL_INCR- See Also:
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GL_INCR_WRAP
static final int GL_INCR_WRAP- See Also:
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GL_INFO_LOG_LENGTH
static final int GL_INFO_LOG_LENGTH- See Also:
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GL_INT
static final int GL_INT- See Also:
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GL_INVALID_ENUM
static final int GL_INVALID_ENUM- See Also:
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GL_INVALID_VALUE
static final int GL_INVALID_VALUE- See Also:
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GL_INVALID_OPERATION
static final int GL_INVALID_OPERATION- See Also:
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GL_INVERT
static final int GL_INVERT- See Also:
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GL_KEEP
static final int GL_KEEP- See Also:
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GL_LEQUAL
static final int GL_LEQUAL- See Also:
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GL_LESS
static final int GL_LESS- See Also:
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GL_LINEAR
static final int GL_LINEAR- See Also:
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GL_LINEAR_MIPMAP_LINEAR
static final int GL_LINEAR_MIPMAP_LINEAR- See Also:
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GL_LINEAR_MIPMAP_NEAREST
static final int GL_LINEAR_MIPMAP_NEAREST- See Also:
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GL_LINES
static final int GL_LINES- See Also:
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GL_LINE_LOOP
static final int GL_LINE_LOOP- See Also:
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GL_LINE_SMOOTH
static final int GL_LINE_SMOOTH- See Also:
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GL_LINE_STRIP
static final int GL_LINE_STRIP- See Also:
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GL_LINK_STATUS
static final int GL_LINK_STATUS- See Also:
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GL_LUMINANCE
static final int GL_LUMINANCE- See Also:
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GL_LUMINANCE_ALPHA
static final int GL_LUMINANCE_ALPHA- See Also:
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GL_MAX
static final int GL_MAX- See Also:
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GL_MAX_CUBE_MAP_TEXTURE_SIZE
static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE- See Also:
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GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS- See Also:
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GL_MAX_FRAGMENT_UNIFORM_VECTORS
static final int GL_MAX_FRAGMENT_UNIFORM_VECTORS- See Also:
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GL_MAX_TEXTURE_IMAGE_UNITS
static final int GL_MAX_TEXTURE_IMAGE_UNITS- See Also:
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GL_MAX_TEXTURE_SIZE
static final int GL_MAX_TEXTURE_SIZE- See Also:
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GL_MAX_VERTEX_ATTRIBS
static final int GL_MAX_VERTEX_ATTRIBS- See Also:
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GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
static final int GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS- See Also:
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GL_MAX_VERTEX_UNIFORM_COMPONENTS
static final int GL_MAX_VERTEX_UNIFORM_COMPONENTS- See Also:
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GL_MAX_VERTEX_UNIFORM_VECTORS
static final int GL_MAX_VERTEX_UNIFORM_VECTORS- See Also:
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GL_MIRRORED_REPEAT
static final int GL_MIRRORED_REPEAT- See Also:
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GL_MIN
static final int GL_MIN- See Also:
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GL_NEAREST
static final int GL_NEAREST- See Also:
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GL_NEAREST_MIPMAP_LINEAR
static final int GL_NEAREST_MIPMAP_LINEAR- See Also:
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GL_NEAREST_MIPMAP_NEAREST
static final int GL_NEAREST_MIPMAP_NEAREST- See Also:
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GL_NEVER
static final int GL_NEVER- See Also:
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GL_NO_ERROR
static final int GL_NO_ERROR- See Also:
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GL_NONE
static final int GL_NONE- See Also:
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GL_NOTEQUAL
static final int GL_NOTEQUAL- See Also:
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GL_ONE
static final int GL_ONE- See Also:
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GL_ONE_MINUS_DST_ALPHA
static final int GL_ONE_MINUS_DST_ALPHA- See Also:
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GL_ONE_MINUS_DST_COLOR
static final int GL_ONE_MINUS_DST_COLOR- See Also:
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GL_ONE_MINUS_SRC_ALPHA
static final int GL_ONE_MINUS_SRC_ALPHA- See Also:
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GL_ONE_MINUS_SRC_COLOR
static final int GL_ONE_MINUS_SRC_COLOR- See Also:
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GL_OUT_OF_MEMORY
static final int GL_OUT_OF_MEMORY- See Also:
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GL_POINTS
static final int GL_POINTS- See Also:
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GL_POLYGON_OFFSET_FILL
static final int GL_POLYGON_OFFSET_FILL- See Also:
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GL_QUERY_RESULT
static final int GL_QUERY_RESULT- See Also:
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GL_QUERY_RESULT_AVAILABLE
static final int GL_QUERY_RESULT_AVAILABLE- See Also:
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GL_RED
static final int GL_RED- See Also:
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GL_RENDERER
static final int GL_RENDERER- See Also:
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GL_REPEAT
static final int GL_REPEAT- See Also:
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GL_REPLACE
static final int GL_REPLACE- See Also:
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GL_RGB
static final int GL_RGB- See Also:
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GL_RGB565
static final int GL_RGB565- See Also:
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GL_RGB5_A1
static final int GL_RGB5_A1- See Also:
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GL_RGBA
static final int GL_RGBA- See Also:
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GL_RGBA4
static final int GL_RGBA4- See Also:
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GL_SCISSOR_TEST
static final int GL_SCISSOR_TEST- See Also:
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GL_SHADING_LANGUAGE_VERSION
static final int GL_SHADING_LANGUAGE_VERSION- See Also:
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GL_SHORT
static final int GL_SHORT- See Also:
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GL_SRC_ALPHA
static final int GL_SRC_ALPHA- See Also:
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GL_SRC_ALPHA_SATURATE
static final int GL_SRC_ALPHA_SATURATE- See Also:
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GL_SRC_COLOR
static final int GL_SRC_COLOR- See Also:
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GL_STATIC_DRAW
static final int GL_STATIC_DRAW- See Also:
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GL_STENCIL_BUFFER_BIT
static final int GL_STENCIL_BUFFER_BIT- See Also:
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GL_STENCIL_TEST
static final int GL_STENCIL_TEST- See Also:
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GL_STREAM_DRAW
static final int GL_STREAM_DRAW- See Also:
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GL_STREAM_READ
static final int GL_STREAM_READ- See Also:
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GL_TEXTURE
static final int GL_TEXTURE- See Also:
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GL_TEXTURE0
static final int GL_TEXTURE0- See Also:
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GL_TEXTURE1
static final int GL_TEXTURE1- See Also:
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GL_TEXTURE2
static final int GL_TEXTURE2- See Also:
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GL_TEXTURE3
static final int GL_TEXTURE3- See Also:
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GL_TEXTURE4
static final int GL_TEXTURE4- See Also:
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GL_TEXTURE5
static final int GL_TEXTURE5- See Also:
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GL_TEXTURE6
static final int GL_TEXTURE6- See Also:
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GL_TEXTURE7
static final int GL_TEXTURE7- See Also:
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GL_TEXTURE8
static final int GL_TEXTURE8- See Also:
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GL_TEXTURE9
static final int GL_TEXTURE9- See Also:
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GL_TEXTURE10
static final int GL_TEXTURE10- See Also:
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GL_TEXTURE11
static final int GL_TEXTURE11- See Also:
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GL_TEXTURE12
static final int GL_TEXTURE12- See Also:
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GL_TEXTURE13
static final int GL_TEXTURE13- See Also:
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GL_TEXTURE14
static final int GL_TEXTURE14- See Also:
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GL_TEXTURE15
static final int GL_TEXTURE15- See Also:
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GL_TEXTURE_2D
static final int GL_TEXTURE_2D- See Also:
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GL_TEXTURE_CUBE_MAP
static final int GL_TEXTURE_CUBE_MAP- See Also:
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GL_TEXTURE_CUBE_MAP_POSITIVE_X
static final int GL_TEXTURE_CUBE_MAP_POSITIVE_X- See Also:
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X
static final int GL_TEXTURE_CUBE_MAP_NEGATIVE_X- See Also:
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y
static final int GL_TEXTURE_CUBE_MAP_POSITIVE_Y- See Also:
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
static final int GL_TEXTURE_CUBE_MAP_NEGATIVE_Y- See Also:
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z
static final int GL_TEXTURE_CUBE_MAP_POSITIVE_Z- See Also:
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
static final int GL_TEXTURE_CUBE_MAP_NEGATIVE_Z- See Also:
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GL_TEXTURE_MAG_FILTER
static final int GL_TEXTURE_MAG_FILTER- See Also:
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GL_TEXTURE_MIN_FILTER
static final int GL_TEXTURE_MIN_FILTER- See Also:
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GL_TEXTURE_WRAP_S
static final int GL_TEXTURE_WRAP_S- See Also:
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GL_TEXTURE_WRAP_T
static final int GL_TEXTURE_WRAP_T- See Also:
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GL_TIME_ELAPSED
static final int GL_TIME_ELAPSED- See Also:
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GL_TRIANGLES
static final int GL_TRIANGLES- See Also:
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GL_TRIANGLE_FAN
static final int GL_TRIANGLE_FAN- See Also:
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GL_TRIANGLE_STRIP
static final int GL_TRIANGLE_STRIP- See Also:
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GL_TRUE
static final int GL_TRUE- See Also:
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GL_UNPACK_ALIGNMENT
static final int GL_UNPACK_ALIGNMENT- See Also:
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GL_UNSIGNED_BYTE
static final int GL_UNSIGNED_BYTE- See Also:
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GL_UNSIGNED_INT
static final int GL_UNSIGNED_INT- See Also:
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GL_UNSIGNED_SHORT
static final int GL_UNSIGNED_SHORT- See Also:
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GL_UNSIGNED_SHORT_5_6_5
static final int GL_UNSIGNED_SHORT_5_6_5- See Also:
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GL_UNSIGNED_SHORT_5_5_5_1
static final int GL_UNSIGNED_SHORT_5_5_5_1- See Also:
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GL_VENDOR
static final int GL_VENDOR- See Also:
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GL_VERSION
static final int GL_VERSION- See Also:
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GL_VERTEX_SHADER
static final int GL_VERTEX_SHADER- See Also:
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GL_ZERO
static final int GL_ZERO- See Also:
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GL_UNPACK_ROW_LENGTH
static final int GL_UNPACK_ROW_LENGTH- See Also:
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GL_FRAMEBUFFER_BINDING
static final int GL_FRAMEBUFFER_BINDING- See Also:
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Method Details
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resetStats
void resetStats() -
glActiveTexture
void glActiveTexture(int texture) Selects which texture unit subsequent texture state calls will affect. The number of texture units an implementation supports is implementation dependent.
- Parameters:
texture
- which texture unit to make active. One of:TEXTURE0
GL_TEXTURE[1-31]
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glAttachShader
void glAttachShader(int program, int shader) 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.
- Parameters:
program
- the program object to which a shader object will be attached.shader
- the shader object that is to be attached.
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glBeginQuery
void glBeginQuery(int target, int query) Creates a query object and makes it active.
- Parameters:
target
- the target type of query object established.query
- the name of a query object.
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glBindBuffer
void glBindBuffer(int target, int buffer) Binds a named buffer object.
- Parameters:
target
- the target to which the buffer object is bound.buffer
- the name of a buffer object.
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glBindTexture
void glBindTexture(int target, int texture) 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.
- Parameters:
target
- the texture target.texture
- the texture object to bind.
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glBlendEquationSeparate
void glBlendEquationSeparate(int colorMode, int alphaMode) Sets the RGB blend equation and the alpha blend equation separately.
- 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
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glBlendFunc
void glBlendFunc(int sFactor, int dFactor) Specifies the weighting factors used by the blend equation, for both RGB and alpha functions and for all draw buffers.
- Parameters:
sFactor
- the source weighting factor.dFactor
- the destination weighting factor.
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glBlendFuncSeparate
void glBlendFuncSeparate(int sFactorRGB, int dFactorRGB, int sFactorAlpha, int dFactorAlpha) Specifies pixel arithmetic for RGB and alpha components separately.
- Parameters:
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.
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glBufferData
void glBufferData(int target, long dataSize, int usage) 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.
- Parameters:
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.
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glBufferData
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.
- Parameters:
target
- the target buffer object.data
- a pointer to data that will be copied into the data store for initialization, orNULL
if no data is to be copied.usage
- the expected usage pattern of the data store.
-
glBufferData
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.
- Parameters:
target
- the target buffer object.data
- a pointer to data that will be copied into the data store for initialization, orNULL
if no data is to be copiedusage
- the expected usage pattern of the data store.
-
glBufferData
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.
- Parameters:
target
- the target buffer object.data
- a pointer to data that will be copied into the data store for initialization, orNULL
if no data is to be copied.usage
- the expected usage pattern of the data store.
-
glBufferSubData
Updates a subset of a buffer object's data store.
- Parameters:
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.
-
glBufferSubData
Updates a subset of a buffer object's data store.
- Parameters:
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.
-
glBufferSubData
Updates a subset of a buffer object's data store.
- Parameters:
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.
-
glClear
void glClear(int mask) 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.
- Parameters:
mask
- Zero or the bitwise OR of one or more values indicating which buffers are to be cleared.
-
glClearColor
void glClearColor(float red, float green, float blue, float alpha) Sets the clear value for fixed-point and floating-point color buffers in RGBA mode. The specified components are stored as floating-point values.- Parameters:
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.
-
glColorMask
void glColorMask(boolean red, boolean green, boolean blue, boolean alpha) 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.- Parameters:
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.
-
glCompileShader
void glCompileShader(int shader) Compiles a shader object.
- Parameters:
shader
- the shader object to be compiled.
-
glCompressedTexImage2D
void glCompressedTexImage2D(int target, int level, int internalFormat, int width, int height, int border, ByteBuffer data) Specifies a two-dimensional texture image in a compressed format.
- Parameters:
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 data
-
glCompressedTexSubImage2D
void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data) Respecifies only a rectangular subregion of an existing 2D texel array, with incoming data stored in a specific compressed image format.- Parameters:
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 addressdata
.data
- a pointer to the compressed image data.
-
glCreateProgram
int glCreateProgram()Creates a program object.- Returns:
- the ID of the new program, or 0 if unsuccessful
-
glCreateShader
int glCreateShader(int shaderType) Creates a shader object.- Parameters:
shaderType
- 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
void glCullFace(int mode) 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 isBACK
while back-facing polygons are rasterized only if either culling is disabled or the CullFace mode isFRONT
. The initial setting of the CullFace mode isBACK
. Initially, culling is disabled.- Parameters:
mode
- the CullFace mode. One of:FRONT
BACK
FRONT_AND_BACK
-
glDeleteBuffers
Deletes named buffer objects.
- Parameters:
buffers
- an array of buffer objects to be deleted.
-
glDeleteProgram
void glDeleteProgram(int program) Deletes a program object.
- Parameters:
program
- the program object to be deleted.
-
glDeleteShader
void glDeleteShader(int shader) Deletes a shader object.
- Parameters:
shader
- the shader object to be deleted.
-
glDeleteTextures
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 thoughBindTexture
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.- Parameters:
textures
- containsn
names of texture objects to be deleted.
-
glDepthFunc
void glDepthFunc(int func) Specifies the comparison that takes place during the depth buffer test (when
DEPTH_TEST
is enabled). -
glDepthMask
void glDepthMask(boolean flag) Masks the writing of depth values to the depth buffer. In the initial state, the depth buffer is enabled for writing.
- Parameters:
flag
- whether depth values are written or not.
-
glDepthRange
void glDepthRange(double nearVal, double farVal) Sets the depth range for all viewports to the same values.
- Parameters:
nearVal
- the near depth range.farVal
- the far depth range.
-
glDetachShader
void glDetachShader(int program, int shader) Detaches a shader object from a program object to which it is attached.
- Parameters:
program
- the program object from which to detach the shader object.shader
- the shader object to be detached.
-
glDisable
void glDisable(int cap) Disables the specified OpenGL state.
- Parameters:
cap
- the OpenGL state to disable.
-
glDisableVertexAttribArray
void glDisableVertexAttribArray(int index) Disables a generic vertex attribute array.
- Parameters:
index
- the index of the generic vertex attribute to be disabled.
-
glDrawArrays
void glDrawArrays(int mode, int first, int count) Constructs a sequence of geometric primitives by successively transferring elements for
count
vertices. Elementsfirst
throughfirst + 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.
- Parameters:
mode
- the kind of primitives being constructed.first
- the first vertex to transfer to the GL.count
- the number of vertices afterfirst
to transfer to the GL.
-
glDrawRangeElements
void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices) Implementations denote recommended maximum amounts of vertex and index data, which may be queried by calling glGet with argument
MAX_ELEMENTS_VERTICES
andMAX_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.
- 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.
- Parameters:
mode
- the kind of primitives to render.start
- the minimum array index contained inindices
.end
- the maximum array index contained inindices
.count
- the number of elements to be rendered.type
- the type of the values inindices
.indices
- a pointer to the location where the indices are stored.
-
glEnable
void glEnable(int cap) Enables the specified OpenGL state.
- Parameters:
cap
- the OpenGL state to enable.
-
glEnableVertexAttribArray
void glEnableVertexAttribArray(int index) Enables a generic vertex attribute array.
- Parameters:
index
- the index of the generic vertex attribute to be enabled.
-
glEndQuery
void glEndQuery(int target) Marks the end of the sequence of commands to be tracked for the active query specified by
target
.- Parameters:
target
- the query object target.
-
glGenBuffers
Generates buffer object names.
- Parameters:
buffers
- a buffer in which the generated buffer object names are stored.
-
glGenTextures
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.
- Parameters:
textures
- a scalar or buffer in which to place the returned texture names.
-
glGenQueries
Generates query object names.- Parameters:
number
- the number of query object names to be generatedids
- a buffer in which the generated query object names are stored.
-
glGetAttribLocation
Returns the location of an attribute variable.- Parameters:
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.- Returns:
- the location
-
glGetBoolean
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.- Parameters:
pname
- the state variable.params
- a scalar or buffer in which to place the returned data.
-
glGetBufferSubData
Returns a subset of a buffer object's data store.- 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
int glGetError()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. WhenGetError
is called, the code is returned and the flag is cleared, so that a further error will again record its code. If a call toGetError
returnsNO_ERROR
, then there has been no detectable error since the last call toGetError
(or since the GL was initialized).- Returns:
- the error code, or NO_ERROR if none
-
glGetFloat
Determine the current single-precision floating-point value(s) of the specified parameter.- Parameters:
parameterId
- which parameterstoreValues
- storage for the value(s)
-
glGetInteger
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.- Parameters:
pname
- the state variable.params
- a scalar or buffer in which to place the returned data.
-
glGetProgram
Returns a parameter from a program object.
- Parameters:
program
- the program object to be queried.pname
- the object parameter.params
- the requested object parameter.
-
glGetProgramInfoLog
Returns the information log for a program object.
- 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
long glGetQueryObjectui64(int query, int pname) Unsigned version.- Parameters:
query
- the name of a query objectpname
- the symbolic name of a query object parameter- Returns:
- the value of the parameter
-
glGetQueryObjectiv
int glGetQueryObjectiv(int query, int pname) Returns the integer value of a query object parameter.
- Parameters:
query
- the name of a query objectpname
- the symbolic name of a query object parameter. One of:QUERY_RESULT
QUERY_RESULT_AVAILABLE
- Returns:
- the value of the parameter
-
glGetShader
Returns a parameter from a shader object.
- Parameters:
shader
- the shader object to be queried.pname
- the object parameter.params
- the requested object parameter.
-
glGetShaderInfoLog
Returns the information log for a shader object.
- 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
-
glGetString
Return strings describing properties of the current GL context.
- Parameters:
name
- the property to query. One of:RENDERER
VENDOR
EXTENSIONS
VERSION
SHADING_LANGUAGE_VERSION
- Returns:
- the value of the property
-
glGetUniformLocation
Returns the location of a uniform variable.
- Parameters:
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.- Returns:
- the location
-
glIsEnabled
boolean glIsEnabled(int cap) Determines if
cap
is currently enabled (as withEnable
) or disabled.- Parameters:
cap
- the enable state to query.- Returns:
- true if enabled, otherwise false
-
glLineWidth
void glLineWidth(float width) Sets the width of rasterized line segments. The default width is 1.0.- Parameters:
width
- the line width.
-
glLinkProgram
void glLinkProgram(int program) Links a program object.- Parameters:
program
- the program object to be linked.
-
glPixelStorei
void glPixelStorei(int pname, int param) Sets the integer value of a pixel store parameter.
- Parameters:
pname
- the pixel store parameter to set.param
- the parameter value
-
glPolygonOffset
void glPolygonOffset(float factor, float units) 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, andunits
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.- Parameters:
factor
- the maximum depth slope factor.units
- the constant scale.
-
glReadPixels
ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at
(x + i, y + j)
for0 <= i < width
and0 <= 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. WhenREAD_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.- Parameters:
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.
-
glReadPixels
void glReadPixels(int x, int y, int width, int height, int format, int type, long offset) ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at
(x + i, y + j)
for0 <= i < width
and0 <= 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. WhenREAD_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.- Parameters:
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/
-
glScissor
void glScissor(int x, int y, int width, int height) Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using
Enable
orDisable
with the symbolic constantSCISSOR_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.- Parameters:
x
- the left scissor rectangle coordinate.y
- the bottom scissor rectangle coordinate.width
- the scissor rectangle width.height
- the scissor rectangle height.
-
glShaderSource
Sets the source code in
shader
to the source code in the array of strings specified bystrings
. Any source code previously stored in the shader object is completely replaced. The number of strings in the array is specified bycount
. Iflength
isNULL
, each string is assumed to be null terminated. Iflength
is a value other thanNULL
, it points to an array containing a string length for each of the corresponding elements ofstrings
. 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.- Parameters:
shader
- the shader object whose source code is to be replaced,strings
- 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 strings
-
glStencilFuncSeparate
void glStencilFuncSeparate(int face, int func, int ref, int mask) Sets front and/or back function and reference value for stencil testing.
- Parameters:
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], wheren
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.
-
glStencilOpSeparate
void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass) Sets front and/or back stencil test actions.
- Parameters:
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.
-
glTexImage2D
void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data) Specifies a two-dimensional texture image.
- Parameters:
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.
-
glTexParameterf
void glTexParameterf(int target, int pname, float param) Float version of
TexParameteri
.- Parameters:
target
- the texture target.pname
- the parameter to set.param
- the parameter value.
-
glTexParameteri
void glTexParameteri(int target, int pname, int param) 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.
- Parameters:
target
- the texture target.pname
- the parameter to set.param
- the parameter value.
-
glTexSubImage2D
void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data) 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.
- Parameters:
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.
-
glUniform1
Specifies the value of a single float uniform variable or a float uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
-
glUniform1
Specifies the value of a single int uniform variable or an int uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
-
glUniform1f
void glUniform1f(int location, float v0) Specifies the value of a float uniform variable for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.v0
- the uniform value.
-
glUniform1i
void glUniform1i(int location, int v0) Specifies the value of an int uniform variable for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.v0
- the uniform value.
-
glUniform2
Specifies the value of a single ivec2 uniform variable or an ivec2 uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
-
glUniform2
Specifies the value of a single vec2 uniform variable or a vec2 uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
-
glUniform2f
void glUniform2f(int location, float v0, float v1) Specifies the value of a vec2 uniform variable for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.v0
- the uniform x value.v1
- the uniform y value.
-
glUniform3
Specifies the value of a single ivec3 uniform variable or an ivec3 uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
-
glUniform3
Specifies the value of a single vec3 uniform variable or a vec3 uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
-
glUniform3f
void glUniform3f(int location, float v0, float v1, float v2) Specifies the value of a vec3 uniform variable for the current program object.
- Parameters:
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.
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glUniform4
Specifies the value of a single vec4 uniform variable or a vec4 uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
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glUniform4
Specifies the value of a single ivec4 uniform variable or an ivec4 uniform variable array for the current program object.
- Parameters:
location
- the location of the uniform variable to be modified.value
- a pointer to an array ofcount
values that will be used to update the specified uniform variable.
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glUniform4f
void glUniform4f(int location, float v0, float v1, float v2, float v3) Specifies the value of a vec4 uniform variable for the current program object.
- Parameters:
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.
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glUniformMatrix3
Specifies the value of a single mat3 uniform variable or a mat3 uniform variable array for the current program object.
- Parameters:
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 ofcount
values that will be used to update the specified uniform variable.
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glUniformMatrix4
Specifies the value of a single mat4 uniform variable or a mat4 uniform variable array for the current program object.
- Parameters:
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 ofcount
values that will be used to update the specified uniform variable.
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glUseProgram
void glUseProgram(int program) Installs a program object as part of current rendering state.
- Parameters:
program
- the program object whose executables are to be used as part of current rendering state.
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glVertexAttribPointer
void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer) Specifies the location and organization of a vertex attribute array.
- Parameters:
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 theARRAY_BUFFER
target. The initial value is 0.
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glViewport
void glViewport(int x, int y, int width, int height) Specifies the viewport transformation parameters for all viewports.In the initial state,
width
andheight
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, thenwidth
andheight
are initially set to zero.- Parameters:
x
- the left viewport coordinate.y
- the bottom viewport coordinate.width
- the viewport width.height
- the viewport height.
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