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package com.jme3.renderer.lwjgl;
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import com.jme3.renderer.RendererException;
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import com.jme3.renderer.opengl.GL;
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import com.jme3.renderer.opengl.GL2;
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import com.jme3.renderer.opengl.GL3;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.nio.ShortBuffer;
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import com.jme3.renderer.opengl.GL4;
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import org.lwjgl.opengl.*;
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public final class LwjglGL implements GL, GL2, GL3, GL4 {
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private static void checkLimit(Buffer buffer) {
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if (buffer == null) {
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return;
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}
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if (buffer.limit() == 0) {
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throw new RendererException("Attempting to upload empty buffer (limit = 0), that's an error");
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}
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if (buffer.remaining() == 0) {
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throw new RendererException("Attempting to upload empty buffer (remaining = 0), that's an error");
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}
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}
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public void resetStats() {
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}
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public void glActiveTexture(int param1) {
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GL13.glActiveTexture(param1);
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}
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public void glAlphaFunc(int param1, float param2) {
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GL11.glAlphaFunc(param1, param2);
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}
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public void glAttachShader(int param1, int param2) {
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GL20.glAttachShader(param1, param2);
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}
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public void glBindBuffer(int param1, int param2) {
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GL15.glBindBuffer(param1, param2);
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}
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public void glBindTexture(int param1, int param2) {
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GL11.glBindTexture(param1, param2);
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}
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public void glBlendEquationSeparate(int colorMode, int alphaMode){
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GL20.glBlendEquationSeparate(colorMode,alphaMode);
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}
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public void glBlendFunc(int param1, int param2) {
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GL11.glBlendFunc(param1, param2);
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}
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public void glBlendFuncSeparate(int param1, int param2, int param3, int param4) {
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GL14.glBlendFuncSeparate(param1, param2, param3, param4);
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}
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public void glBufferData(int param1, long param2, int param3) {
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GL15.glBufferData(param1, param2, param3);
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}
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public void glBufferData(int param1, FloatBuffer param2, int param3) {
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checkLimit(param2);
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GL15.glBufferData(param1, param2, param3);
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}
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public void glBufferData(int param1, ShortBuffer param2, int param3) {
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checkLimit(param2);
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GL15.glBufferData(param1, param2, param3);
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}
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public void glBufferData(int param1, ByteBuffer param2, int param3) {
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checkLimit(param2);
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GL15.glBufferData(param1, param2, param3);
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}
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public void glBufferSubData(int param1, long param2, FloatBuffer param3) {
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checkLimit(param3);
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GL15.glBufferSubData(param1, param2, param3);
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}
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public void glBufferSubData(int param1, long param2, ShortBuffer param3) {
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checkLimit(param3);
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GL15.glBufferSubData(param1, param2, param3);
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}
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public void glBufferSubData(int param1, long param2, ByteBuffer param3) {
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checkLimit(param3);
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GL15.glBufferSubData(param1, param2, param3);
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}
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public void glClear(int param1) {
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GL11.glClear(param1);
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}
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public void glClearColor(float param1, float param2, float param3, float param4) {
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GL11.glClearColor(param1, param2, param3, param4);
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}
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public void glColorMask(boolean param1, boolean param2, boolean param3, boolean param4) {
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GL11.glColorMask(param1, param2, param3, param4);
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}
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public void glCompileShader(int param1) {
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GL20.glCompileShader(param1);
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}
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public void glCompressedTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, ByteBuffer param7) {
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checkLimit(param7);
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GL13.glCompressedTexImage2D(param1, param2, param3, param4, param5, param6, param7);
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}
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public void glCompressedTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, ByteBuffer param8) {
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checkLimit(param8);
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GL13.glCompressedTexImage3D(param1, param2, param3, param4, param5, param6, param7, param8);
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}
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public void glCompressedTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, ByteBuffer param8) {
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checkLimit(param8);
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GL13.glCompressedTexSubImage2D(param1, param2, param3, param4, param5, param6, param7, param8);
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}
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public void glCompressedTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, ByteBuffer param10) {
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checkLimit(param10);
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GL13.glCompressedTexSubImage3D(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10);
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}
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public int glCreateProgram() {
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return GL20.glCreateProgram();
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}
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public int glCreateShader(int param1) {
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return GL20.glCreateShader(param1);
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}
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public void glCullFace(int param1) {
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GL11.glCullFace(param1);
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}
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public void glDeleteBuffers(IntBuffer param1) {
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checkLimit(param1);
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GL15.glDeleteBuffers(param1);
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}
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public void glDeleteProgram(int param1) {
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GL20.glDeleteProgram(param1);
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}
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public void glDeleteShader(int param1) {
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GL20.glDeleteShader(param1);
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}
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public void glDeleteTextures(IntBuffer param1) {
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checkLimit(param1);
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GL11.glDeleteTextures(param1);
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}
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public void glDepthFunc(int param1) {
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GL11.glDepthFunc(param1);
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}
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public void glDepthMask(boolean param1) {
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GL11.glDepthMask(param1);
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}
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public void glDepthRange(double param1, double param2) {
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GL11.glDepthRange(param1, param2);
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}
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public void glDetachShader(int param1, int param2) {
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GL20.glDetachShader(param1, param2);
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}
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public void glDisable(int param1) {
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GL11.glDisable(param1);
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}
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public void glDisableVertexAttribArray(int param1) {
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GL20.glDisableVertexAttribArray(param1);
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}
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public void glDrawArrays(int param1, int param2, int param3) {
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GL11.glDrawArrays(param1, param2, param3);
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}
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public void glDrawBuffer(int param1) {
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GL11.glDrawBuffer(param1);
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}
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public void glDrawRangeElements(int param1, int param2, int param3, int param4, int param5, long param6) {
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GL12.glDrawRangeElements(param1, param2, param3, param4, param5, param6);
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}
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public void glEnable(int param1) {
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GL11.glEnable(param1);
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}
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public void glEnableVertexAttribArray(int param1) {
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GL20.glEnableVertexAttribArray(param1);
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}
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public void glGenBuffers(IntBuffer param1) {
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checkLimit(param1);
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GL15.glGenBuffers(param1);
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}
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public void glGenTextures(IntBuffer param1) {
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checkLimit(param1);
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GL11.glGenTextures(param1);
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}
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public void glGetBoolean(int param1, ByteBuffer param2) {
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checkLimit(param2);
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GL11.glGetBoolean(param1, param2);
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}
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public void glGetBufferSubData(int target, long offset, ByteBuffer data) {
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checkLimit(data);
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GL15.glGetBufferSubData(target, offset, data);
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}
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public int glGetError() {
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return GL11.glGetError();
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}
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public void glGetInteger(int param1, IntBuffer param2) {
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checkLimit(param2);
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GL11.glGetInteger(param1, param2);
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}
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public void glGetProgram(int param1, int param2, IntBuffer param3) {
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checkLimit(param3);
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GL20.glGetProgram(param1, param2, param3);
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}
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public void glGetShader(int param1, int param2, IntBuffer param3) {
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checkLimit(param3);
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GL20.glGetShader(param1, param2, param3);
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}
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public String glGetString(int param1) {
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return GL11.glGetString(param1);
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}
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public String glGetString(int param1, int param2) {
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return GL30.glGetStringi(param1, param2);
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}
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public boolean glIsEnabled(int param1) {
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return GL11.glIsEnabled(param1);
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}
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public void glLineWidth(float param1) {
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GL11.glLineWidth(param1);
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}
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public void glLinkProgram(int param1) {
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GL20.glLinkProgram(param1);
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}
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public void glPixelStorei(int param1, int param2) {
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GL11.glPixelStorei(param1, param2);
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}
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public void glPointSize(float param1) {
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GL11.glPointSize(param1);
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}
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public void glPolygonMode(int param1, int param2) {
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GL11.glPolygonMode(param1, param2);
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}
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public void glPolygonOffset(float param1, float param2) {
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GL11.glPolygonOffset(param1, param2);
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}
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public void glReadBuffer(int param1) {
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GL11.glReadBuffer(param1);
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}
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public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, ByteBuffer param7) {
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checkLimit(param7);
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GL11.glReadPixels(param1, param2, param3, param4, param5, param6, param7);
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}
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public void glReadPixels(int param1, int param2, int param3, int param4, int param5, int param6, long param7) {
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GL11.glReadPixels(param1, param2, param3, param4, param5, param6, param7);
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}
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public void glScissor(int param1, int param2, int param3, int param4) {
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GL11.glScissor(param1, param2, param3, param4);
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}
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public void glStencilFuncSeparate(int param1, int param2, int param3, int param4) {
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GL20.glStencilFuncSeparate(param1, param2, param3, param4);
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}
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public void glStencilOpSeparate(int param1, int param2, int param3, int param4) {
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GL20.glStencilOpSeparate(param1, param2, param3, param4);
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}
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public void glTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9) {
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checkLimit(param9);
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GL11.glTexImage2D(param1, param2, param3, param4, param5, param6, param7, param8, param9);
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}
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public void glTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, ByteBuffer param10) {
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checkLimit(param10);
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GL12.glTexImage3D(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10);
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}
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public void glTexParameterf(int param1, int param2, float param3) {
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GL11.glTexParameterf(param1, param2, param3);
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}
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public void glTexParameteri(int param1, int param2, int param3) {
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GL11.glTexParameteri(param1, param2, param3);
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}
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public void glTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9) {
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checkLimit(param9);
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GL11.glTexSubImage2D(param1, param2, param3, param4, param5, param6, param7, param8, param9);
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}
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public void glTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, int param10, ByteBuffer param11) {
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checkLimit(param11);
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GL12.glTexSubImage3D(param1, param2, param3, param4, param5, param6, param7, param8, param9, param10, param11);
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}
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public void glUniform1(int param1, FloatBuffer param2) {
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checkLimit(param2);
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GL20.glUniform1(param1, param2);
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}
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public void glUniform1(int param1, IntBuffer param2) {
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checkLimit(param2);
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GL20.glUniform1(param1, param2);
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}
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public void glUniform1f(int param1, float param2) {
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GL20.glUniform1f(param1, param2);
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}
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public void glUniform1i(int param1, int param2) {
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GL20.glUniform1i(param1, param2);
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}
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public void glUniform2(int param1, IntBuffer param2) {
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checkLimit(param2);
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GL20.glUniform2(param1, param2);
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}
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public void glUniform2(int param1, FloatBuffer param2) {
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checkLimit(param2);
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GL20.glUniform2(param1, param2);
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}
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public void glUniform2f(int param1, float param2, float param3) {
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GL20.glUniform2f(param1, param2, param3);
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}
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public void glUniform3(int param1, IntBuffer param2) {
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checkLimit(param2);
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GL20.glUniform3(param1, param2);
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}
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public void glUniform3(int param1, FloatBuffer param2) {
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checkLimit(param2);
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GL20.glUniform3(param1, param2);
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}
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public void glUniform3f(int param1, float param2, float param3, float param4) {
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GL20.glUniform3f(param1, param2, param3, param4);
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}
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public void glUniform4(int param1, FloatBuffer param2) {
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checkLimit(param2);
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GL20.glUniform4(param1, param2);
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}
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public void glUniform4(int param1, IntBuffer param2) {
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checkLimit(param2);
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GL20.glUniform4(param1, param2);
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}
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public void glUniform4f(int param1, float param2, float param3, float param4, float param5) {
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GL20.glUniform4f(param1, param2, param3, param4, param5);
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}
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public void glUniformMatrix3(int param1, boolean param2, FloatBuffer param3) {
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checkLimit(param3);
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GL20.glUniformMatrix3(param1, param2, param3);
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}
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public void glUniformMatrix4(int param1, boolean param2, FloatBuffer param3) {
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checkLimit(param3);
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GL20.glUniformMatrix4(param1, param2, param3);
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}
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public void glUseProgram(int param1) {
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GL20.glUseProgram(param1);
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}
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public void glVertexAttribPointer(int param1, int param2, int param3, boolean param4, int param5, long param6) {
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GL20.glVertexAttribPointer(param1, param2, param3, param4, param5, param6);
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}
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public void glViewport(int param1, int param2, int param3, int param4) {
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GL11.glViewport(param1, param2, param3, param4);
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}
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public int glGetAttribLocation(int param1, String param2) {
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// NOTE: LWJGL requires null-terminated strings
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return GL20.glGetAttribLocation(param1, param2 + "\0");
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}
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public int glGetUniformLocation(int param1, String param2) {
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// NOTE: LWJGL requires null-terminated strings
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return GL20.glGetUniformLocation(param1, param2 + "\0");
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}
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public void glShaderSource(int param1, String[] param2, IntBuffer param3) {
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|
checkLimit(param3);
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GL20.glShaderSource(param1, param2);
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}
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public String glGetProgramInfoLog(int program, int maxSize) {
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|
return GL20.glGetProgramInfoLog(program, maxSize);
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}
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public String glGetShaderInfoLog(int shader, int maxSize) {
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|
return GL20.glGetShaderInfoLog(shader, maxSize);
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|
}
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|
@Override
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public void glBindFragDataLocation(int param1, int param2, String param3) {
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|
|
GL30.glBindFragDataLocation(param1, param2, param3);
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|
}
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|
@Override
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|
public void glBindVertexArray(int param1) {
|
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|
|
GL30.glBindVertexArray(param1);
|
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|
|
}
|
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|
|
@Override
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|
|
public void glGenVertexArrays(IntBuffer param1) {
|
|
|
|
checkLimit(param1);
|
|
|
|
GL30.glGenVertexArrays(param1);
|
|
|
|
}
|
|
|
|
|
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|
|
@Override
|
|
|
|
public void glPatchParameter(int count) {
|
|
|
|
GL40.glPatchParameteri(GL40.GL_PATCH_VERTICES,count);
|
|
|
|
}
|
|
|
|
|
|
|
|
@Override
|
|
|
|
public void glDeleteVertexArrays(IntBuffer arrays) {
|
|
|
|
checkLimit(arrays);
|
|
|
|
ARBVertexArrayObject.glDeleteVertexArrays(arrays);
|
|
|
|
}
|
|
|
|
|
|
|
|
@Override
|
|
|
|
public void glFramebufferTextureLayer(int param1, int param2, int param3, int param4, int param5) {
|
|
|
|
GL30.glFramebufferTextureLayer(param1, param2, param3, param4, param5);
|
|
|
|
}
|
|
|
|
}
|