GL: add missing GL_MAX* constants

cleanup_build_scripts
Kirill Vainer 9 years ago
parent 33b67a381c
commit d8cda6d23a
  1. 81
      jme3-core/src/main/java/com/jme3/renderer/opengl/GL.java

@ -96,6 +96,8 @@ public interface GL {
public static final int GL_LUMINANCE = 0x1909;
public static final int GL_LUMINANCE_ALPHA = 0x190A;
public static final int GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C;
public static final int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49;
public static final int GL_MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD;
public static final int GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872;
public static final int GL_MAX_TEXTURE_SIZE = 0xD33;
public static final int GL_MAX_VERTEX_ATTRIBS = 0x8869;
@ -185,85 +187,164 @@ public interface GL {
public void resetStats();
public void glActiveTexture(int texture);
public void glAttachShader(int program, int shader);
public void glBindBuffer(int target, int buffer);
public void glBindTexture(int target, int texture);
public void glBlendFunc(int sfactor, int dfactor);
public void glBufferData(int target, long data_size, int usage);
public void glBufferData(int target, FloatBuffer data, int usage);
public void glBufferData(int target, ShortBuffer data, int usage);
public void glBufferData(int target, ByteBuffer data, int usage);
public void glBufferSubData(int target, long offset, FloatBuffer data);
public void glBufferSubData(int target, long offset, ShortBuffer data);
public void glBufferSubData(int target, long offset, ByteBuffer data);
public void glClear(int mask);
public void glClearColor(float red, float green, float blue, float alpha);
public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha);
public void glCompileShader(int shader);
public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, ByteBuffer data);
public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, ByteBuffer data);
public int glCreateProgram();
public int glCreateShader(int shaderType);
public void glCullFace(int mode);
public void glDeleteBuffers(IntBuffer buffers);
public void glDeleteProgram(int program);
public void glDeleteShader(int shader);
public void glDeleteTextures(IntBuffer textures);
public void glDepthFunc(int func);
public void glDepthMask(boolean flag);
public void glDepthRange(double nearVal, double farVal);
public void glDetachShader(int program, int shader);
public void glDisable(int cap);
public void glDisableVertexAttribArray(int index);
public void glDrawArrays(int mode, int first, int count);
public void glDrawRangeElements(int mode, int start, int end, int count, int type, long indices); /// GL2+
public void glEnable(int cap);
public void glEnableVertexAttribArray(int index);
public void glGenBuffers(IntBuffer buffers);
public void glGenTextures(IntBuffer textures);
public int glGetAttribLocation(int program, String name);
public void glGetBoolean(int pname, ByteBuffer params);
public void glGetBufferSubData(int target, long offset, ByteBuffer data);
public int glGetError();
public void glGetInteger(int pname, IntBuffer params);
public void glGetProgram(int program, int pname, IntBuffer params);
public String glGetProgramInfoLog(int program, int maxSize);
public void glGetShader(int shader, int pname, IntBuffer params);
public String glGetShaderInfoLog(int shader, int maxSize);
public String glGetString(int name);
public int glGetUniformLocation(int program, String name);
public boolean glIsEnabled(int cap);
public void glLineWidth(float width);
public void glLinkProgram(int program);
public void glPixelStorei(int pname, int param);
public void glPolygonOffset(float factor, float units);
public void glReadPixels(int x, int y, int width, int height, int format, int type, ByteBuffer data);
public void glReadPixels(int x, int y, int width, int height, int format, int type, long offset);
public void glScissor(int x, int y, int width, int height);
public void glShaderSource(int shader, String[] string, IntBuffer length);
public void glStencilFuncSeparate(int face, int func, int ref, int mask);
public void glStencilOpSeparate(int face, int sfail, int dpfail, int dppass);
public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, ByteBuffer data);
public void glTexParameterf(int target, int pname, float param);
public void glTexParameteri(int target, int pname, int param);
public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, ByteBuffer data);
public void glUniform1(int location, FloatBuffer value);
public void glUniform1(int location, IntBuffer value);
public void glUniform1f(int location, float v0);
public void glUniform1i(int location, int v0);
public void glUniform2(int location, IntBuffer value);
public void glUniform2(int location, FloatBuffer value);
public void glUniform2f(int location, float v0, float v1);
public void glUniform3(int location, IntBuffer value);
public void glUniform3(int location, FloatBuffer value);
public void glUniform3f(int location, float v0, float v1, float v2);
public void glUniform4(int location, FloatBuffer value);
public void glUniform4(int location, IntBuffer value);
public void glUniform4f(int location, float v0, float v1, float v2, float v3);
public void glUniformMatrix3(int location, boolean transpose, FloatBuffer value);
public void glUniformMatrix4(int location, boolean transpose, FloatBuffer value);
public void glUseProgram(int program);
public void glVertexAttribPointer(int index, int size, int type, boolean normalized, int stride, long pointer);
public void glViewport(int x, int y, int width, int height);
}

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