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