Interface GL
This is the subset of vanilla desktop OpenGL 2 and OpenGL ES 2.
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Field SummaryFieldsModifier and TypeFieldDescriptionstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final intstatic final int
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Method SummaryModifier and TypeMethodDescriptionvoidglActiveTexture(int texture) voidglAttachShader(int program, int shader) voidglBeginQuery(int target, int query) voidglBindBuffer(int target, int buffer) voidglBindTexture(int target, int texture) voidglBlendEquationSeparate(int colorMode, int alphaMode) voidglBlendFunc(int sFactor, int dFactor) voidglBlendFuncSeparate(int sFactorRGB, int dFactorRGB, int sFactorAlpha, int dFactorAlpha) voidglBufferData(int target, long dataSize, int usage) voidglBufferData(int target, ByteBuffer data, int usage) voidglBufferData(int target, FloatBuffer data, int usage) voidglBufferData(int target, ShortBuffer data, int usage) voidglBufferSubData(int target, long offset, ByteBuffer data) voidglBufferSubData(int target, long offset, FloatBuffer data) voidglBufferSubData(int target, long offset, ShortBuffer data) voidglClear(int mask) voidglClearColor(float red, float green, float blue, float alpha) voidglColorMask(boolean red, boolean green, boolean blue, boolean alpha) voidglCompileShader(int shader) voidglCompressedTexImage2D(int target, int level, int internalFormat, int width, int height, int border, ByteBuffer data) voidglCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data) intintglCreateShader(int shaderType) voidglCullFace(int mode) voidglDeleteBuffers(IntBuffer buffers) voidglDeleteProgram(int program) voidglDeleteShader(int shader) voidglDeleteTextures(IntBuffer textures) voidglDepthFunc(int func) voidglDepthMask(boolean flag) voidglDepthRange(double nearVal, double farVal) voidglDetachShader(int program, int shader) voidglDisable(int cap) voidglDisableVertexAttribArray(int index) voidglDrawArrays(int mode, int first, int count) voidglDrawRangeElements(int mode, int start, int end, int count, int type, long indices) voidglEnable(int cap) voidglEnableVertexAttribArray(int index) voidglEndQuery(int target) voidglGenBuffers(IntBuffer buffers) voidglGenQueries(int number, IntBuffer ids) voidglGenTextures(IntBuffer textures) intglGetAttribLocation(int program, String name) voidglGetBoolean(int pname, ByteBuffer params) voidglGetBufferSubData(int target, long offset, ByteBuffer data) intvoidglGetFloat(int parameterId, FloatBuffer storeValues) Determine the current single-precision floating-point value(s) of the specified parameter.voidglGetInteger(int pname, IntBuffer params) voidglGetProgram(int program, int pname, IntBuffer params) glGetProgramInfoLog(int program, int maxSize) intglGetQueryObjectiv(int query, int pname) longglGetQueryObjectui64(int query, int pname) Unsigned version.voidglGetShader(int shader, int pname, IntBuffer params) glGetShaderInfoLog(int shader, int maxSize) glGetString(int name) intglGetUniformLocation(int program, String name) booleanglIsEnabled(int cap) voidglLineWidth(float width) voidglLinkProgram(int program) voidglPixelStorei(int pname, int param) voidglPolygonOffset(float factor, float units) voidglReadPixels(int x, int y, int width, int height, int format, int type, long offset) voidglReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data) voidglScissor(int x, int y, int width, int height) voidglShaderSource(int shader, String[] strings, IntBuffer length) voidglStencilFuncSeparate(int face, int func, int ref, int mask) voidglStencilOpSeparate(int face, int sfail, int dpfail, int dppass) voidglTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data) voidglTexParameterf(int target, int pname, float param) voidglTexParameteri(int target, int pname, int param) voidglTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data) voidglUniform1(int location, FloatBuffer value) voidglUniform1(int location, IntBuffer value) voidglUniform1f(int location, float v0) voidglUniform1i(int location, int v0) voidglUniform2(int location, FloatBuffer value) voidglUniform2(int location, IntBuffer value) voidglUniform2f(int location, float v0, float v1) voidglUniform3(int location, FloatBuffer value) voidglUniform3(int location, IntBuffer value) voidglUniform3f(int location, float v0, float v1, float v2) voidglUniform4(int location, FloatBuffer value) voidglUniform4(int location, IntBuffer value) voidglUniform4f(int location, float v0, float v1, float v2, float v3) voidglUniformMatrix3(int location, boolean transpose, FloatBuffer value) voidglUniformMatrix4(int location, boolean transpose, FloatBuffer value) voidglUseProgram(int program) voidglVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer) voidglViewport(int x, int y, int width, int height) void
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Field Details- 
GL_ALIASED_LINE_WIDTH_RANGEstatic final int GL_ALIASED_LINE_WIDTH_RANGE- See Also:
 
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GL_ALPHAstatic final int GL_ALPHA- See Also:
 
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GL_ALWAYSstatic final int GL_ALWAYS- See Also:
 
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GL_ARRAY_BUFFERstatic final int GL_ARRAY_BUFFER- See Also:
 
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GL_BACKstatic final int GL_BACK- See Also:
 
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GL_BLENDstatic final int GL_BLEND- See Also:
 
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GL_BLUEstatic final int GL_BLUE- See Also:
 
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GL_BYTEstatic final int GL_BYTE- See Also:
 
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GL_CLAMP_TO_EDGEstatic final int GL_CLAMP_TO_EDGE- See Also:
 
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GL_COLOR_BUFFER_BITstatic final int GL_COLOR_BUFFER_BIT- See Also:
 
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GL_COMPILE_STATUSstatic final int GL_COMPILE_STATUS- See Also:
 
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GL_CULL_FACEstatic final int GL_CULL_FACE- See Also:
 
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GL_DECRstatic final int GL_DECR- See Also:
 
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GL_DECR_WRAPstatic final int GL_DECR_WRAP- See Also:
 
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GL_DEPTH_BUFFER_BITstatic final int GL_DEPTH_BUFFER_BIT- See Also:
 
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GL_DEPTH_COMPONENTstatic final int GL_DEPTH_COMPONENT- See Also:
 
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GL_DEPTH_COMPONENT16static final int GL_DEPTH_COMPONENT16- See Also:
 
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GL_DEPTH_TESTstatic final int GL_DEPTH_TEST- See Also:
 
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GL_DOUBLEstatic final int GL_DOUBLE- See Also:
 
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GL_DST_ALPHAstatic final int GL_DST_ALPHA- See Also:
 
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GL_DST_COLORstatic final int GL_DST_COLOR- See Also:
 
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GL_DYNAMIC_DRAWstatic final int GL_DYNAMIC_DRAW- See Also:
 
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GL_DYNAMIC_COPYstatic final int GL_DYNAMIC_COPY- See Also:
 
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GL_DYNAMIC_READstatic final int GL_DYNAMIC_READ- See Also:
 
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GL_ELEMENT_ARRAY_BUFFERstatic final int GL_ELEMENT_ARRAY_BUFFER- See Also:
 
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GL_EQUALstatic final int GL_EQUAL- See Also:
 
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GL_EXTENSIONSstatic final int GL_EXTENSIONS- See Also:
 
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GL_FALSEstatic final int GL_FALSE- See Also:
 
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GL_FLOATstatic final int GL_FLOAT- See Also:
 
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GL_FRAGMENT_SHADERstatic final int GL_FRAGMENT_SHADER- See Also:
 
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GL_FRONTstatic final int GL_FRONT- See Also:
 
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GL_FUNC_ADDstatic final int GL_FUNC_ADD- See Also:
 
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GL_FUNC_SUBTRACTstatic final int GL_FUNC_SUBTRACT- See Also:
 
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GL_FUNC_REVERSE_SUBTRACTstatic final int GL_FUNC_REVERSE_SUBTRACT- See Also:
 
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GL_FRONT_AND_BACKstatic final int GL_FRONT_AND_BACK- See Also:
 
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GL_GEQUALstatic final int GL_GEQUAL- See Also:
 
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GL_GREATERstatic final int GL_GREATER- See Also:
 
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GL_GREENstatic final int GL_GREEN- See Also:
 
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GL_INCRstatic final int GL_INCR- See Also:
 
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GL_INCR_WRAPstatic final int GL_INCR_WRAP- See Also:
 
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GL_INFO_LOG_LENGTHstatic final int GL_INFO_LOG_LENGTH- See Also:
 
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GL_INTstatic final int GL_INT- See Also:
 
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GL_INVALID_ENUMstatic final int GL_INVALID_ENUM- See Also:
 
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GL_INVALID_VALUEstatic final int GL_INVALID_VALUE- See Also:
 
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GL_INVALID_OPERATIONstatic final int GL_INVALID_OPERATION- See Also:
 
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GL_INVERTstatic final int GL_INVERT- See Also:
 
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GL_KEEPstatic final int GL_KEEP- See Also:
 
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GL_LEQUALstatic final int GL_LEQUAL- See Also:
 
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GL_LESSstatic final int GL_LESS- See Also:
 
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GL_LINEARstatic final int GL_LINEAR- See Also:
 
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GL_LINEAR_MIPMAP_LINEARstatic final int GL_LINEAR_MIPMAP_LINEAR- See Also:
 
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GL_LINEAR_MIPMAP_NEARESTstatic final int GL_LINEAR_MIPMAP_NEAREST- See Also:
 
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GL_LINESstatic final int GL_LINES- See Also:
 
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GL_LINE_LOOPstatic final int GL_LINE_LOOP- See Also:
 
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GL_LINE_SMOOTHstatic final int GL_LINE_SMOOTH- See Also:
 
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GL_LINE_STRIPstatic final int GL_LINE_STRIP- See Also:
 
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GL_LINK_STATUSstatic final int GL_LINK_STATUS- See Also:
 
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GL_LUMINANCEstatic final int GL_LUMINANCE- See Also:
 
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GL_LUMINANCE_ALPHAstatic final int GL_LUMINANCE_ALPHA- See Also:
 
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GL_MAXstatic final int GL_MAX- See Also:
 
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GL_MAX_CUBE_MAP_TEXTURE_SIZEstatic final int GL_MAX_CUBE_MAP_TEXTURE_SIZE- See Also:
 
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GL_MAX_FRAGMENT_UNIFORM_COMPONENTSstatic final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS- See Also:
 
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GL_MAX_FRAGMENT_UNIFORM_VECTORSstatic final int GL_MAX_FRAGMENT_UNIFORM_VECTORS- See Also:
 
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GL_MAX_TEXTURE_IMAGE_UNITSstatic final int GL_MAX_TEXTURE_IMAGE_UNITS- See Also:
 
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GL_MAX_TEXTURE_SIZEstatic final int GL_MAX_TEXTURE_SIZE- See Also:
 
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GL_MAX_VERTEX_ATTRIBSstatic final int GL_MAX_VERTEX_ATTRIBS- See Also:
 
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GL_MAX_VERTEX_TEXTURE_IMAGE_UNITSstatic final int GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS- See Also:
 
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GL_MAX_VERTEX_UNIFORM_COMPONENTSstatic final int GL_MAX_VERTEX_UNIFORM_COMPONENTS- See Also:
 
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GL_MAX_VERTEX_UNIFORM_VECTORSstatic final int GL_MAX_VERTEX_UNIFORM_VECTORS- See Also:
 
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GL_MIRRORED_REPEATstatic final int GL_MIRRORED_REPEAT- See Also:
 
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GL_MINstatic final int GL_MIN- See Also:
 
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GL_NEARESTstatic final int GL_NEAREST- See Also:
 
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GL_NEAREST_MIPMAP_LINEARstatic final int GL_NEAREST_MIPMAP_LINEAR- See Also:
 
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GL_NEAREST_MIPMAP_NEARESTstatic final int GL_NEAREST_MIPMAP_NEAREST- See Also:
 
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GL_NEVERstatic final int GL_NEVER- See Also:
 
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GL_NO_ERRORstatic final int GL_NO_ERROR- See Also:
 
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GL_NONEstatic final int GL_NONE- See Also:
 
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GL_NOTEQUALstatic final int GL_NOTEQUAL- See Also:
 
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GL_ONEstatic final int GL_ONE- See Also:
 
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GL_ONE_MINUS_DST_ALPHAstatic final int GL_ONE_MINUS_DST_ALPHA- See Also:
 
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GL_ONE_MINUS_DST_COLORstatic final int GL_ONE_MINUS_DST_COLOR- See Also:
 
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GL_ONE_MINUS_SRC_ALPHAstatic final int GL_ONE_MINUS_SRC_ALPHA- See Also:
 
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GL_ONE_MINUS_SRC_COLORstatic final int GL_ONE_MINUS_SRC_COLOR- See Also:
 
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GL_OUT_OF_MEMORYstatic final int GL_OUT_OF_MEMORY- See Also:
 
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GL_POINTSstatic final int GL_POINTS- See Also:
 
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GL_POLYGON_OFFSET_FILLstatic final int GL_POLYGON_OFFSET_FILL- See Also:
 
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GL_QUERY_RESULTstatic final int GL_QUERY_RESULT- See Also:
 
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GL_QUERY_RESULT_AVAILABLEstatic final int GL_QUERY_RESULT_AVAILABLE- See Also:
 
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GL_REDstatic final int GL_RED- See Also:
 
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GL_RENDERERstatic final int GL_RENDERER- See Also:
 
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GL_REPEATstatic final int GL_REPEAT- See Also:
 
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GL_REPLACEstatic final int GL_REPLACE- See Also:
 
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GL_RGBstatic final int GL_RGB- See Also:
 
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GL_RGB565static final int GL_RGB565- See Also:
 
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GL_RGB5_A1static final int GL_RGB5_A1- See Also:
 
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GL_RGBAstatic final int GL_RGBA- See Also:
 
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GL_RGBA4static final int GL_RGBA4- See Also:
 
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GL_SCISSOR_TESTstatic final int GL_SCISSOR_TEST- See Also:
 
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GL_SHADING_LANGUAGE_VERSIONstatic final int GL_SHADING_LANGUAGE_VERSION- See Also:
 
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GL_SHORTstatic final int GL_SHORT- See Also:
 
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GL_SRC_ALPHAstatic final int GL_SRC_ALPHA- See Also:
 
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GL_SRC_ALPHA_SATURATEstatic final int GL_SRC_ALPHA_SATURATE- See Also:
 
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GL_SRC_COLORstatic final int GL_SRC_COLOR- See Also:
 
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GL_STATIC_DRAWstatic final int GL_STATIC_DRAW- See Also:
 
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GL_STATIC_READstatic final int GL_STATIC_READ- See Also:
 
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GL_STATIC_COPYstatic final int GL_STATIC_COPY- See Also:
 
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GL_STENCIL_BUFFER_BITstatic final int GL_STENCIL_BUFFER_BIT- See Also:
 
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GL_STENCIL_TESTstatic final int GL_STENCIL_TEST- See Also:
 
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GL_STREAM_DRAWstatic final int GL_STREAM_DRAW- See Also:
 
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GL_STREAM_READstatic final int GL_STREAM_READ- See Also:
 
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GL_STREAM_COPYstatic final int GL_STREAM_COPY- See Also:
 
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GL_TEXTUREstatic final int GL_TEXTURE- See Also:
 
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GL_TEXTURE0static final int GL_TEXTURE0- See Also:
 
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GL_TEXTURE1static final int GL_TEXTURE1- See Also:
 
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GL_TEXTURE2static final int GL_TEXTURE2- See Also:
 
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GL_TEXTURE3static final int GL_TEXTURE3- See Also:
 
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GL_TEXTURE4static final int GL_TEXTURE4- See Also:
 
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GL_TEXTURE5static final int GL_TEXTURE5- See Also:
 
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GL_TEXTURE6static final int GL_TEXTURE6- See Also:
 
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GL_TEXTURE7static final int GL_TEXTURE7- See Also:
 
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GL_TEXTURE8static final int GL_TEXTURE8- See Also:
 
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GL_TEXTURE9static final int GL_TEXTURE9- See Also:
 
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GL_TEXTURE10static final int GL_TEXTURE10- See Also:
 
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GL_TEXTURE11static final int GL_TEXTURE11- See Also:
 
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GL_TEXTURE12static final int GL_TEXTURE12- See Also:
 
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GL_TEXTURE13static final int GL_TEXTURE13- See Also:
 
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GL_TEXTURE14static final int GL_TEXTURE14- See Also:
 
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GL_TEXTURE15static final int GL_TEXTURE15- See Also:
 
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GL_TEXTURE_2Dstatic final int GL_TEXTURE_2D- See Also:
 
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GL_TEXTURE_CUBE_MAPstatic final int GL_TEXTURE_CUBE_MAP- See Also:
 
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GL_TEXTURE_CUBE_MAP_POSITIVE_Xstatic final int GL_TEXTURE_CUBE_MAP_POSITIVE_X- See Also:
 
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Xstatic final int GL_TEXTURE_CUBE_MAP_NEGATIVE_X- See Also:
 
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GL_TEXTURE_CUBE_MAP_POSITIVE_Ystatic final int GL_TEXTURE_CUBE_MAP_POSITIVE_Y- See Also:
 
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Ystatic final int GL_TEXTURE_CUBE_MAP_NEGATIVE_Y- See Also:
 
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GL_TEXTURE_CUBE_MAP_POSITIVE_Zstatic final int GL_TEXTURE_CUBE_MAP_POSITIVE_Z- See Also:
 
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Zstatic final int GL_TEXTURE_CUBE_MAP_NEGATIVE_Z- See Also:
 
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GL_TEXTURE_MAG_FILTERstatic final int GL_TEXTURE_MAG_FILTER- See Also:
 
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GL_TEXTURE_MIN_FILTERstatic final int GL_TEXTURE_MIN_FILTER- See Also:
 
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GL_TEXTURE_WRAP_Sstatic final int GL_TEXTURE_WRAP_S- See Also:
 
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GL_TEXTURE_WRAP_Tstatic final int GL_TEXTURE_WRAP_T- See Also:
 
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GL_TIME_ELAPSEDstatic final int GL_TIME_ELAPSED- See Also:
 
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GL_TRIANGLESstatic final int GL_TRIANGLES- See Also:
 
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GL_TRIANGLE_FANstatic final int GL_TRIANGLE_FAN- See Also:
 
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GL_TRIANGLE_STRIPstatic final int GL_TRIANGLE_STRIP- See Also:
 
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GL_TRUEstatic final int GL_TRUE- See Also:
 
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GL_UNPACK_ALIGNMENTstatic final int GL_UNPACK_ALIGNMENT- See Also:
 
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GL_UNSIGNED_BYTEstatic final int GL_UNSIGNED_BYTE- See Also:
 
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GL_UNSIGNED_INTstatic final int GL_UNSIGNED_INT- See Also:
 
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GL_UNSIGNED_SHORTstatic final int GL_UNSIGNED_SHORT- See Also:
 
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GL_UNSIGNED_SHORT_5_6_5static final int GL_UNSIGNED_SHORT_5_6_5- See Also:
 
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GL_UNSIGNED_SHORT_5_5_5_1static final int GL_UNSIGNED_SHORT_5_5_5_1- See Also:
 
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GL_VENDORstatic final int GL_VENDOR- See Also:
 
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GL_VERSIONstatic final int GL_VERSION- See Also:
 
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GL_VERTEX_SHADERstatic final int GL_VERTEX_SHADER- See Also:
 
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GL_ZEROstatic final int GL_ZERO- See Also:
 
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GL_UNPACK_ROW_LENGTHstatic final int GL_UNPACK_ROW_LENGTH- See Also:
 
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GL_FRAMEBUFFER_BINDINGstatic final int GL_FRAMEBUFFER_BINDING- See Also:
 
 
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Method Details- 
resetStatsvoid resetStats()
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glActiveTexturevoid 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:- TEXTURE0GL_TEXTURE[1-31]
 
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glAttachShadervoid 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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glBeginQueryvoid 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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glBindBuffervoid 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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glBindTexturevoid 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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glBlendEquationSeparatevoid 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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glBlendFuncvoid 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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glBlendFuncSeparatevoid 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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glBufferDatavoid glBufferData(int target, long dataSize, int usage) Creates and initializes a buffer object's data store. usageis 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.usagecan 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 store
- usage- the expected usage pattern of the data store.
 
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glBufferDataCreates and initializes a buffer object's data store. usageis 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.usagecan 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, or- NULLif no data is to be copied.
- usage- the expected usage pattern of the data store.
 
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glBufferDataCreates and initializes a buffer object's data store. usageis 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.usagecan 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, or- NULLif no data is to be copied
- usage- the expected usage pattern of the data store.
 
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glBufferDataCreates and initializes a buffer object's data store. usageis 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.usagecan 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, or- NULLif no data is to be copied.
- usage- the expected usage pattern of the data store.
 
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glBufferSubDataUpdates 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.
 
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glBufferSubDataUpdates 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.
 
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glBufferSubDataUpdates 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.
 
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glClearvoid 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.
 
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glClearColorvoid 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.
 
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glColorMaskvoid 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.
 
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glCompileShadervoid glCompileShader(int shader) Compiles a shader object. - Parameters:
- shader- the shader object to be compiled.
 
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glCompressedTexImage2Dvoid 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 image
- height- the height of the texture image
- border- must be 0
- data- a pointer to the compressed image data
 
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glCompressedTexSubImage2Dvoid 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 address- data.
- data- a pointer to the compressed image data.
 
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glCreateProgramint glCreateProgram()Creates a program object.- Returns:
- the ID of the new program, or 0 if unsuccessful
 
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glCreateShaderint 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
 
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glCullFacevoid glCullFace(int mode) Specifies which polygon faces are culled if CULL_FACEis enabled. Front-facing polygons are rasterized if either culling is disabled or the CullFace mode isBACKwhile 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
 
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glDeleteBuffersDeletes named buffer objects. - Parameters:
- buffers- an array of buffer objects to be deleted.
 
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glDeleteProgramvoid glDeleteProgram(int program) Deletes a program object. - Parameters:
- program- the program object to be deleted.
 
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glDeleteShadervoid glDeleteShader(int shader) Deletes a shader object. - Parameters:
- shader- the shader object to be deleted.
 
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glDeleteTexturesDeletes 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 BindTextureis deleted, it is as thoughBindTexturehad 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 GenTexturesare marked as unused again. Unused names in textures are silently ignored, as is the name zero.- Parameters:
- textures- contains- nnames of texture objects to be deleted.
 
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glDepthFuncvoid glDepthFunc(int func) Specifies the comparison that takes place during the depth buffer test (when DEPTH_TESTis enabled).
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glDepthMaskvoid 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.
 
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glDepthRangevoid 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.
 
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glDetachShadervoid 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.
 
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glDisablevoid glDisable(int cap) Disables the specified OpenGL state. - Parameters:
- cap- the OpenGL state to disable.
 
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glDisableVertexAttribArrayvoid glDisableVertexAttribArray(int index) Disables a generic vertex attribute array. - Parameters:
- index- the index of the generic vertex attribute to be disabled.
 
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glDrawArraysvoid glDrawArrays(int mode, int first, int count) Constructs a sequence of geometric primitives by successively transferring elements for countvertices. Elementsfirstthroughfirst + count – 1of 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 after- firstto transfer to the GL.
 
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glDrawRangeElementsvoid 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_VERTICESandMAX_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 in- indices.
- end- the maximum array index contained in- indices.
- count- the number of elements to be rendered.
- type- the type of the values in- indices.
- indices- a pointer to the location where the indices are stored.
 
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glEnablevoid glEnable(int cap) Enables the specified OpenGL state. - Parameters:
- cap- the OpenGL state to enable.
 
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glEnableVertexAttribArrayvoid glEnableVertexAttribArray(int index) Enables a generic vertex attribute array. - Parameters:
- index- the index of the generic vertex attribute to be enabled.
 
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glEndQueryvoid 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.
 
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glGenBuffersGenerates buffer object names. - Parameters:
- buffers- a buffer in which the generated buffer object names are stored.
 
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glGenTexturesReturns 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.
 
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glGenQueriesGenerates query object names.- Parameters:
- number- the number of query object names to be generated
- ids- a buffer in which the generated query object names are stored.
 
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glGetAttribLocationReturns 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
 
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glGetBooleanReturns 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 paramshas 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.
 
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glGetBufferSubDataReturns 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.
 
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glGetErrorint 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. WhenGetErroris called, the code is returned and the flag is cleared, so that a further error will again record its code. If a call toGetErrorreturnsNO_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
 
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glGetFloatDetermine the current single-precision floating-point value(s) of the specified parameter.- Parameters:
- parameterId- which parameter
- storeValues- storage for the value(s)
 
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glGetIntegerReturns 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 paramshas 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.
 
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glGetProgramReturns a parameter from a program object. - Parameters:
- program- the program object to be queried.
- pname- the object parameter.
- params- the requested object parameter.
 
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glGetProgramInfoLogReturns 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
 
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glGetQueryObjectui64long glGetQueryObjectui64(int query, int pname) Unsigned version.- Parameters:
- query- the name of a query object
- pname- the symbolic name of a query object parameter
- Returns:
- the value of the parameter
 
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glGetQueryObjectivint glGetQueryObjectiv(int query, int pname) Returns the integer value of a query object parameter. - 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
 
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glGetShaderReturns a parameter from a shader object. - Parameters:
- shader- the shader object to be queried.
- pname- the object parameter.
- params- the requested object parameter.
 
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glGetShaderInfoLogReturns 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
 
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glGetStringReturn 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
 
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glGetUniformLocationReturns 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
 
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glIsEnabledboolean glIsEnabled(int cap) Determines if capis currently enabled (as withEnable) or disabled.- Parameters:
- cap- the enable state to query.
- Returns:
- true if enabled, otherwise false
 
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glLineWidthvoid glLineWidth(float width) Sets the width of rasterized line segments. The default width is 1.0.- Parameters:
- width- the line width.
 
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glLinkProgramvoid glLinkProgram(int program) Links a program object.- Parameters:
- program- the program object to be linked.
 
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glPixelStoreivoid 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
 
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glPolygonOffsetvoid 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.factorscales the maximum depth slope of the polygon, andunitsscales 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.
 
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glReadPixelsReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at (x + i, y + j)for0 <= i < widthand0 <= 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_BINDINGis zero, values are also undefined for individual pixels that are not owned by the current context. Otherwise,ReadPixelsobtains values from the selected buffer, regardless of how those values were placed there.- Parameters:
- x- the left pixel coordinate
- y- the lower pixel coordinate
- width- the number of pixels to read in the x-dimension
- height- the number of pixels to read in the y-dimension
- format- the pixel format.
- type- the pixel type.
- data- a buffer in which to place the returned pixel data.
 
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glReadPixelsvoid 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 < widthand0 <= 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_BINDINGis zero, values are also undefined for individual pixels that are not owned by the current context. Otherwise,ReadPixelsobtains values from the selected buffer, regardless of how those values were placed there.- Parameters:
- x- the left pixel coordinate
- y- the lower pixel coordinate
- width- the number of pixels to read in the x-dimension
- height- the number of pixels to read in the y-dimension
- format- the pixel format.
- type- the pixel type.
- offset- a buffer in which to place the returned pixel data/
 
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glScissorvoid 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 EnableorDisablewith 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.
 
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glShaderSourceSets the source code in shaderto 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. IflengthisNULL, each string is assumed to be null terminated. Iflengthis 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 shader
- length- storage for the string lengths, or null for null-terminated strings
 
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glStencilFuncSeparatevoid 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.- refis clamped to the range [0, 2n – 1], where- nis 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.
 
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glStencilOpSeparatevoid 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.
 
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glTexImage2Dvoid 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.
 
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glTexParameterfvoid 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.
 
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glTexParameterivoid 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.
 
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glTexSubImage2Dvoid 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-number
- xoffset- the left coordinate of the texel subregion
- yoffset- the bottom coordinate of the texel subregion
- width- the subregion width
- height- the subregion height
- format- the pixel data format.
- type- the pixel data type.
- data- the pixel data.
 
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glUniform1Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform1Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform1fvoid 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.
 
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glUniform1ivoid 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.
 
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glUniform2Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform2Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform2fvoid 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.
 
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glUniform3Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform3Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform3fvoid 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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glUniform4Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform4Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniform4fvoid 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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glUniformMatrix3Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUniformMatrix4Specifies 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 of- countvalues that will be used to update the specified uniform variable.
 
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glUseProgramvoid 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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glVertexAttribPointervoid 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 modified
- size- 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 accessed
- stride- the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0.
- pointer- the vertex attribute data or the offset of the first component of the first generic vertex attribute in the array in the data store of the buffer currently bound to the- ARRAY_BUFFERtarget. The initial value is 0.
 
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glViewportvoid glViewport(int x, int y, int width, int height) Specifies the viewport transformation parameters for all viewports.In the initial state, widthandheightfor 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, thenwidthandheightare 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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