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SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
public interface GL2ES2
Interface containing the common subset of GL3, GL2 and GLES2.
This interface reflects only the programmable shader functionality of desktop and embedded OpenGL
Field Summary | |
---|---|
static int |
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
Part of GL_VERSION_2_0 |
static int |
GL_ACTIVE_ATTRIBUTES
Part of GL_VERSION_2_0 |
static int |
GL_ACTIVE_UNIFORM_MAX_LENGTH
Part of GL_VERSION_2_0 |
static int |
GL_ACTIVE_UNIFORMS
Part of GL_VERSION_2_0 |
static int |
GL_ATTACHED_SHADERS
Part of GL_VERSION_2_0 |
static int |
GL_BLEND_COLOR
Part of GL_ARB_imaging |
static int |
GL_BOOL
Part of GL_VERSION_2_0 |
static int |
GL_BOOL_VEC2
Part of GL_VERSION_2_0 |
static int |
GL_BOOL_VEC3
Part of GL_VERSION_2_0 |
static int |
GL_BOOL_VEC4
Part of GL_VERSION_2_0 |
static int |
GL_COMPILE_STATUS
Part of GL_VERSION_2_0 |
static int |
GL_CONSTANT_ALPHA
Part of GL_ARB_imaging |
static int |
GL_CONSTANT_COLOR
Part of GL_ARB_imaging |
static int |
GL_CURRENT_PROGRAM
Part of GL_VERSION_2_0 |
static int |
GL_CURRENT_VERTEX_ATTRIB
Part of GL_VERSION_2_0 |
static int |
GL_DELETE_STATUS
Part of GL_VERSION_2_0 |
static int |
GL_DEPTH_COMPONENT
Part of GL_VERSION_1_0 |
static int |
GL_FLOAT_MAT2
Part of GL_VERSION_2_0 |
static int |
GL_FLOAT_MAT3
Part of GL_VERSION_2_0 |
static int |
GL_FLOAT_MAT4
Part of GL_VERSION_2_0 |
static int |
GL_FLOAT_VEC2
Part of GL_VERSION_2_0 |
static int |
GL_FLOAT_VEC3
Part of GL_VERSION_2_0 |
static int |
GL_FLOAT_VEC4
Part of GL_VERSION_2_0 |
static int |
GL_FRAGMENT_SHADER
Part of GL_VERSION_2_0 |
static int |
GL_FRAGMENT_SHADER_DERIVATIVE_HINT
Part of GL_VERSION_2_0 |
static int |
GL_HIGH_FLOAT
Part of GL_ES_VERSION_2_0 |
static int |
GL_HIGH_INT
Part of GL_ES_VERSION_2_0 |
static int |
GL_INFO_LOG_LENGTH
Part of GL_VERSION_2_0 |
static int |
GL_INT
Part of GL_VERSION_1_0 |
static int |
GL_INT_VEC2
Part of GL_VERSION_2_0 |
static int |
GL_INT_VEC3
Part of GL_VERSION_2_0 |
static int |
GL_INT_VEC4
Part of GL_VERSION_2_0 |
static int |
GL_LINK_STATUS
Part of GL_VERSION_2_0 |
static int |
GL_LOW_FLOAT
Part of GL_ES_VERSION_2_0 |
static int |
GL_LOW_INT
Part of GL_ES_VERSION_2_0 |
static int |
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
Part of GL_VERSION_2_0 |
static int |
GL_MAX_FRAGMENT_UNIFORM_VECTORS
Part of GL_ES_VERSION_2_0 |
static int |
GL_MAX_TEXTURE_IMAGE_UNITS
Part of GL_VERSION_2_0 |
static int |
GL_MAX_VARYING_VECTORS
Part of GL_ES_VERSION_2_0 |
static int |
GL_MAX_VERTEX_ATTRIBS
Part of GL_VERSION_2_0 |
static int |
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
Part of GL_VERSION_2_0 |
static int |
GL_MAX_VERTEX_UNIFORM_VECTORS
Part of GL_ES_VERSION_2_0 |
static int |
GL_MEDIUM_FLOAT
Part of GL_ES_VERSION_2_0 |
static int |
GL_MEDIUM_INT
Part of GL_ES_VERSION_2_0 |
static int |
GL_NUM_SHADER_BINARY_FORMATS
Part of GL_ES_VERSION_2_0 |
static int |
GL_ONE_MINUS_CONSTANT_ALPHA
Part of GL_ARB_imaging |
static int |
GL_ONE_MINUS_CONSTANT_COLOR
Part of GL_ARB_imaging |
static int |
GL_PLATFORM_BINARY
Part of GL_ES_VERSION_2_0 |
static int |
GL_SAMPLER_2D
Part of GL_VERSION_2_0 |
static int |
GL_SAMPLER_CUBE
Part of GL_VERSION_2_0 |
static int |
GL_SHADER_BINARY_FORMATS
Part of GL_ES_VERSION_2_0 |
static int |
GL_SHADER_COMPILER
Part of GL_ES_VERSION_2_0 |
static int |
GL_SHADER_SOURCE_LENGTH
Part of GL_VERSION_2_0 |
static int |
GL_SHADER_TYPE
Part of GL_VERSION_2_0 |
static int |
GL_SHADING_LANGUAGE_VERSION
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_BACK_FAIL
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_BACK_FUNC
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_BACK_PASS_DEPTH_FAIL
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_BACK_PASS_DEPTH_PASS
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_BACK_REF
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_BACK_VALUE_MASK
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_BACK_WRITEMASK
Part of GL_VERSION_2_0 |
static int |
GL_STENCIL_INDEX
Part of GL_VERSION_1_0 |
static int |
GL_STREAM_DRAW
Part of GL_VERSION_1_5 |
static int |
GL_UNSIGNED_INT
Part of GL_VERSION_1_0 |
static int |
GL_VALIDATE_STATUS
Part of GL_VERSION_2_0 |
static int |
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
Part of GL_VERSION_1_5 |
static int |
GL_VERTEX_ATTRIB_ARRAY_ENABLED
Part of GL_VERSION_2_0 |
static int |
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
Part of GL_VERSION_2_0 |
static int |
GL_VERTEX_ATTRIB_ARRAY_POINTER
Part of GL_VERSION_2_0 |
static int |
GL_VERTEX_ATTRIB_ARRAY_SIZE
Part of GL_VERSION_2_0 |
static int |
GL_VERTEX_ATTRIB_ARRAY_STRIDE
Part of GL_VERSION_2_0 |
static int |
GL_VERTEX_ATTRIB_ARRAY_TYPE
Part of GL_VERSION_2_0 |
static int |
GL_VERTEX_SHADER
Part of GL_VERSION_2_0 |
Method Summary | |
---|---|
void |
glAttachShader(int program,
int shader)
Interface to C language function: void glAttachShader(GLuint program, GLuint shader); |
void |
glBindAttribLocation(int program,
int index,
String name)
Interface to C language function: void glBindAttribLocation(GLuint program, GLuint index, const char * name); |
void |
glBlendColor(float red,
float green,
float blue,
float alpha)
Interface to C language function: void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); |
void |
glClearDepth(double depth)
|
void |
glCompileShader(int shader)
Interface to C language function: void glCompileShader(GLuint shader); |
int |
glCreateProgram()
Interface to C language function: GLuint glCreateProgram(void); |
int |
glCreateShader(int type)
Interface to C language function: GLuint glCreateShader(GLenum type); |
void |
glDeleteProgram(int program)
Interface to C language function: void glDeleteProgram(GLuint program); |
void |
glDeleteShader(int shader)
Interface to C language function: void glDeleteShader(GLuint shader); |
void |
glDepthRange(double zNear,
double zFar)
|
void |
glDetachShader(int program,
int shader)
Interface to C language function: void glDetachShader(GLuint program, GLuint shader); |
void |
glDisableVertexAttribArray(int index)
Interface to C language function: void glDisableVertexAttribArray(GLuint index); |
void |
glEnableVertexAttribArray(int index)
Interface to C language function: void glEnableVertexAttribArray(GLuint index); |
void |
glGetActiveAttrib(int program,
int index,
int bufsize,
int[] length,
int length_offset,
int[] size,
int size_offset,
int[] type,
int type_offset,
byte[] name,
int name_offset)
Interface to C language function: void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name); |
void |
glGetActiveAttrib(int program,
int index,
int bufsize,
IntBuffer length,
IntBuffer size,
IntBuffer type,
ByteBuffer name)
Interface to C language function: void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name); |
void |
glGetActiveUniform(int program,
int index,
int bufsize,
int[] length,
int length_offset,
int[] size,
int size_offset,
int[] type,
int type_offset,
byte[] name,
int name_offset)
Interface to C language function: void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name); |
void |
glGetActiveUniform(int program,
int index,
int bufsize,
IntBuffer length,
IntBuffer size,
IntBuffer type,
ByteBuffer name)
Interface to C language function: void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name); |
void |
glGetAttachedShaders(int program,
int maxcount,
int[] count,
int count_offset,
int[] shaders,
int shaders_offset)
Interface to C language function: void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders); |
void |
glGetAttachedShaders(int program,
int maxcount,
IntBuffer count,
IntBuffer shaders)
Interface to C language function: void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders); |
int |
glGetAttribLocation(int program,
String name)
Interface to C language function: int glGetAttribLocation(GLuint program, const char * name); |
void |
glGetProgramInfoLog(int program,
int bufsize,
int[] length,
int length_offset,
byte[] infolog,
int infolog_offset)
Interface to C language function: void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei * length, char * infolog); |
void |
glGetProgramInfoLog(int program,
int bufsize,
IntBuffer length,
ByteBuffer infolog)
Interface to C language function: void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei * length, char * infolog); |
void |
glGetProgramiv(int program,
int pname,
int[] params,
int params_offset)
Interface to C language function: void glGetProgramiv(GLuint program, GLenum pname, GLint * params); |
void |
glGetProgramiv(int program,
int pname,
IntBuffer params)
Interface to C language function: void glGetProgramiv(GLuint program, GLenum pname, GLint * params); |
void |
glGetShaderInfoLog(int shader,
int bufsize,
int[] length,
int length_offset,
byte[] infolog,
int infolog_offset)
Interface to C language function: void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei * length, char * infolog); |
void |
glGetShaderInfoLog(int shader,
int bufsize,
IntBuffer length,
ByteBuffer infolog)
Interface to C language function: void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei * length, char * infolog); |
void |
glGetShaderiv(int shader,
int pname,
int[] params,
int params_offset)
Interface to C language function: void glGetShaderiv(GLuint shader, GLenum pname, GLint * params); |
void |
glGetShaderiv(int shader,
int pname,
IntBuffer params)
Interface to C language function: void glGetShaderiv(GLuint shader, GLenum pname, GLint * params); |
void |
glGetShaderSource(int shader,
int bufsize,
int[] length,
int length_offset,
byte[] source,
int source_offset)
Interface to C language function: void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei * length, char * source); |
void |
glGetShaderSource(int shader,
int bufsize,
IntBuffer length,
ByteBuffer source)
Interface to C language function: void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei * length, char * source); |
void |
glGetUniformfv(int program,
int location,
float[] params,
int params_offset)
Interface to C language function: void glGetUniformfv(GLuint program, GLint location, GLfloat * params); |
void |
glGetUniformfv(int program,
int location,
FloatBuffer params)
Interface to C language function: void glGetUniformfv(GLuint program, GLint location, GLfloat * params); |
void |
glGetUniformiv(int program,
int location,
int[] params,
int params_offset)
Interface to C language function: void glGetUniformiv(GLuint program, GLint location, GLint * params); |
void |
glGetUniformiv(int program,
int location,
IntBuffer params)
Interface to C language function: void glGetUniformiv(GLuint program, GLint location, GLint * params); |
int |
glGetUniformLocation(int program,
String name)
Interface to C language function: int glGetUniformLocation(GLuint program, const char * name); |
void |
glGetVertexAttribfv(int index,
int pname,
float[] params,
int params_offset)
Interface to C language function: void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params); |
void |
glGetVertexAttribfv(int index,
int pname,
FloatBuffer params)
Interface to C language function: void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params); |
void |
glGetVertexAttribiv(int index,
int pname,
int[] params,
int params_offset)
Interface to C language function: void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params); |
void |
glGetVertexAttribiv(int index,
int pname,
IntBuffer params)
Interface to C language function: void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params); |
boolean |
glIsProgram(int program)
Interface to C language function: GLboolean glIsProgram(GLuint program); |
boolean |
glIsShader(int shader)
Interface to C language function: GLboolean glIsShader(GLuint shader); |
void |
glLinkProgram(int program)
Interface to C language function: void glLinkProgram(GLuint program); |
void |
glReleaseShaderCompiler()
Interface to C language function: void glReleaseShaderCompiler(void); |
void |
glShaderBinary(int n,
int[] shaders,
int shaders_offset,
int binaryformat,
Buffer binary,
int length)
Interface to C language function: void glShaderBinary(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); |
void |
glShaderBinary(int n,
IntBuffer shaders,
int binaryformat,
Buffer binary,
int length)
Interface to C language function: void glShaderBinary(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); |
void |
glShaderSource(int shader,
int count,
String[] string,
int[] length,
int length_offset)
Interface to C language function: void glShaderSource(GLuint shader, GLsizei count, const char * * string, const GLint * length); |
void |
glShaderSource(int shader,
int count,
String[] string,
IntBuffer length)
Interface to C language function: void glShaderSource(GLuint shader, GLsizei count, const char * * string, const GLint * length); |
void |
glStencilFuncSeparate(int face,
int func,
int ref,
int mask)
Interface to C language function: void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); |
void |
glStencilMaskSeparate(int face,
int mask)
Interface to C language function: void glStencilMaskSeparate(GLenum face, GLuint mask); |
void |
glStencilOpSeparate(int face,
int fail,
int zfail,
int zpass)
Interface to C language function: void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); |
void |
glUniform(GLUniformData data)
|
void |
glUniform1f(int location,
float x)
Interface to C language function: void glUniform1f(GLint location, GLfloat x); |
void |
glUniform1fv(int location,
int count,
float[] v,
int v_offset)
Interface to C language function: void glUniform1fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform1fv(int location,
int count,
FloatBuffer v)
Interface to C language function: void glUniform1fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform1i(int location,
int x)
Interface to C language function: void glUniform1i(GLint location, GLint x); |
void |
glUniform1iv(int location,
int count,
int[] v,
int v_offset)
Interface to C language function: void glUniform1iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniform1iv(int location,
int count,
IntBuffer v)
Interface to C language function: void glUniform1iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniform2f(int location,
float x,
float y)
Interface to C language function: void glUniform2f(GLint location, GLfloat x, GLfloat y); |
void |
glUniform2fv(int location,
int count,
float[] v,
int v_offset)
Interface to C language function: void glUniform2fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform2fv(int location,
int count,
FloatBuffer v)
Interface to C language function: void glUniform2fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform2i(int location,
int x,
int y)
Interface to C language function: void glUniform2i(GLint location, GLint x, GLint y); |
void |
glUniform2iv(int location,
int count,
int[] v,
int v_offset)
Interface to C language function: void glUniform2iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniform2iv(int location,
int count,
IntBuffer v)
Interface to C language function: void glUniform2iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniform3f(int location,
float x,
float y,
float z)
Interface to C language function: void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); |
void |
glUniform3fv(int location,
int count,
float[] v,
int v_offset)
Interface to C language function: void glUniform3fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform3fv(int location,
int count,
FloatBuffer v)
Interface to C language function: void glUniform3fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform3i(int location,
int x,
int y,
int z)
Interface to C language function: void glUniform3i(GLint location, GLint x, GLint y, GLint z); |
void |
glUniform3iv(int location,
int count,
int[] v,
int v_offset)
Interface to C language function: void glUniform3iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniform3iv(int location,
int count,
IntBuffer v)
Interface to C language function: void glUniform3iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniform4f(int location,
float x,
float y,
float z,
float w)
Interface to C language function: void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
void |
glUniform4fv(int location,
int count,
float[] v,
int v_offset)
Interface to C language function: void glUniform4fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform4fv(int location,
int count,
FloatBuffer v)
Interface to C language function: void glUniform4fv(GLint location, GLsizei count, const GLfloat * v); |
void |
glUniform4i(int location,
int x,
int y,
int z,
int w)
Interface to C language function: void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); |
void |
glUniform4iv(int location,
int count,
int[] v,
int v_offset)
Interface to C language function: void glUniform4iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniform4iv(int location,
int count,
IntBuffer v)
Interface to C language function: void glUniform4iv(GLint location, GLsizei count, const GLint * v); |
void |
glUniformMatrix2fv(int location,
int count,
boolean transpose,
float[] value,
int value_offset)
Interface to C language function: void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); |
void |
glUniformMatrix2fv(int location,
int count,
boolean transpose,
FloatBuffer value)
Interface to C language function: void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); |
void |
glUniformMatrix3fv(int location,
int count,
boolean transpose,
float[] value,
int value_offset)
Interface to C language function: void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); |
void |
glUniformMatrix3fv(int location,
int count,
boolean transpose,
FloatBuffer value)
Interface to C language function: void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); |
void |
glUniformMatrix4fv(int location,
int count,
boolean transpose,
float[] value,
int value_offset)
Interface to C language function: void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); |
void |
glUniformMatrix4fv(int location,
int count,
boolean transpose,
FloatBuffer value)
Interface to C language function: void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value); |
void |
glUseProgram(int program)
Interface to C language function: void glUseProgram(GLuint program); |
void |
glValidateProgram(int program)
Interface to C language function: void glValidateProgram(GLuint program); |
void |
glVertexAttrib1f(int indx,
float x)
Interface to C language function: void glVertexAttrib1f(GLuint indx, GLfloat x); |
void |
glVertexAttrib1fv(int indx,
float[] values,
int values_offset)
Interface to C language function: void glVertexAttrib1fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttrib1fv(int indx,
FloatBuffer values)
Interface to C language function: void glVertexAttrib1fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttrib2f(int indx,
float x,
float y)
Interface to C language function: void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); |
void |
glVertexAttrib2fv(int indx,
float[] values,
int values_offset)
Interface to C language function: void glVertexAttrib2fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttrib2fv(int indx,
FloatBuffer values)
Interface to C language function: void glVertexAttrib2fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttrib3f(int indx,
float x,
float y,
float z)
Interface to C language function: void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); |
void |
glVertexAttrib3fv(int indx,
float[] values,
int values_offset)
Interface to C language function: void glVertexAttrib3fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttrib3fv(int indx,
FloatBuffer values)
Interface to C language function: void glVertexAttrib3fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttrib4f(int indx,
float x,
float y,
float z,
float w)
Interface to C language function: void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
void |
glVertexAttrib4fv(int indx,
float[] values,
int values_offset)
Interface to C language function: void glVertexAttrib4fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttrib4fv(int indx,
FloatBuffer values)
Interface to C language function: void glVertexAttrib4fv(GLuint indx, const GLfloat * values); |
void |
glVertexAttribPointer(GLArrayData array)
|
void |
glVertexAttribPointer(int indx,
int size,
int type,
boolean normalized,
int stride,
Buffer ptr)
Entry point to C language function: void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * ptr); Part of GL_VERSION_2_0 |
void |
glVertexAttribPointer(int indx,
int size,
int type,
boolean normalized,
int stride,
long ptr_buffer_offset)
Entry point to C language function: void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * ptr); Part of GL_VERSION_2_0 |
Methods inherited from interface javax.media.opengl.GLBase |
---|
getContext, getExtension, getGL, getGL2, getGL2ES1, getGL2ES2, getGL2GL3, getGL3, getGLES1, getGLES2, getGLProfile, getPlatformGLExtensions, getSwapInterval, hasGLSL, isExtensionAvailable, isFunctionAvailable, isGL, isGL2, isGL2ES1, isGL2ES2, isGL2GL3, isGL3, isGLES, isGLES1, isGLES2, setSwapInterval |
Field Detail |
---|
static final int GL_CONSTANT_COLOR
GL_ARB_imaging
static final int GL_ONE_MINUS_CONSTANT_COLOR
GL_ARB_imaging
static final int GL_CONSTANT_ALPHA
GL_ARB_imaging
static final int GL_ONE_MINUS_CONSTANT_ALPHA
GL_ARB_imaging
static final int GL_BLEND_COLOR
GL_ARB_imaging
static final int GL_STREAM_DRAW
GL_VERSION_1_5
static final int GL_CURRENT_VERTEX_ATTRIB
GL_VERSION_2_0
static final int GL_STENCIL_BACK_FUNC
GL_VERSION_2_0
static final int GL_STENCIL_BACK_FAIL
GL_VERSION_2_0
static final int GL_STENCIL_BACK_PASS_DEPTH_FAIL
GL_VERSION_2_0
static final int GL_STENCIL_BACK_PASS_DEPTH_PASS
GL_VERSION_2_0
static final int GL_STENCIL_BACK_REF
GL_VERSION_2_0
static final int GL_STENCIL_BACK_VALUE_MASK
GL_VERSION_2_0
static final int GL_STENCIL_BACK_WRITEMASK
GL_VERSION_2_0
static final int GL_FRAGMENT_SHADER_DERIVATIVE_HINT
GL_VERSION_2_0
static final int GL_INT
GL_VERSION_1_0
static final int GL_UNSIGNED_INT
GL_VERSION_1_0
static final int GL_DEPTH_COMPONENT
GL_VERSION_1_0
static final int GL_FRAGMENT_SHADER
GL_VERSION_2_0
static final int GL_VERTEX_SHADER
GL_VERSION_2_0
static final int GL_MAX_VERTEX_ATTRIBS
GL_VERSION_2_0
static final int GL_MAX_VERTEX_UNIFORM_VECTORS
GL_ES_VERSION_2_0
static final int GL_MAX_VARYING_VECTORS
GL_ES_VERSION_2_0
static final int GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
GL_VERSION_2_0
static final int GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
GL_VERSION_2_0
static final int GL_MAX_TEXTURE_IMAGE_UNITS
GL_VERSION_2_0
static final int GL_MAX_FRAGMENT_UNIFORM_VECTORS
GL_ES_VERSION_2_0
static final int GL_SHADER_TYPE
GL_VERSION_2_0
static final int GL_DELETE_STATUS
GL_VERSION_2_0
static final int GL_LINK_STATUS
GL_VERSION_2_0
static final int GL_VALIDATE_STATUS
GL_VERSION_2_0
static final int GL_ATTACHED_SHADERS
GL_VERSION_2_0
static final int GL_ACTIVE_UNIFORMS
GL_VERSION_2_0
static final int GL_ACTIVE_UNIFORM_MAX_LENGTH
GL_VERSION_2_0
static final int GL_ACTIVE_ATTRIBUTES
GL_VERSION_2_0
static final int GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
GL_VERSION_2_0
static final int GL_SHADING_LANGUAGE_VERSION
GL_VERSION_2_0
static final int GL_CURRENT_PROGRAM
GL_VERSION_2_0
static final int GL_FLOAT_VEC2
GL_VERSION_2_0
static final int GL_FLOAT_VEC3
GL_VERSION_2_0
static final int GL_FLOAT_VEC4
GL_VERSION_2_0
static final int GL_INT_VEC2
GL_VERSION_2_0
static final int GL_INT_VEC3
GL_VERSION_2_0
static final int GL_INT_VEC4
GL_VERSION_2_0
static final int GL_BOOL
GL_VERSION_2_0
static final int GL_BOOL_VEC2
GL_VERSION_2_0
static final int GL_BOOL_VEC3
GL_VERSION_2_0
static final int GL_BOOL_VEC4
GL_VERSION_2_0
static final int GL_FLOAT_MAT2
GL_VERSION_2_0
static final int GL_FLOAT_MAT3
GL_VERSION_2_0
static final int GL_FLOAT_MAT4
GL_VERSION_2_0
static final int GL_SAMPLER_2D
GL_VERSION_2_0
static final int GL_SAMPLER_CUBE
GL_VERSION_2_0
static final int GL_VERTEX_ATTRIB_ARRAY_ENABLED
GL_VERSION_2_0
static final int GL_VERTEX_ATTRIB_ARRAY_SIZE
GL_VERSION_2_0
static final int GL_VERTEX_ATTRIB_ARRAY_STRIDE
GL_VERSION_2_0
static final int GL_VERTEX_ATTRIB_ARRAY_TYPE
GL_VERSION_2_0
static final int GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
GL_VERSION_2_0
static final int GL_VERTEX_ATTRIB_ARRAY_POINTER
GL_VERSION_2_0
static final int GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
GL_VERSION_1_5
static final int GL_COMPILE_STATUS
GL_VERSION_2_0
static final int GL_INFO_LOG_LENGTH
GL_VERSION_2_0
static final int GL_SHADER_SOURCE_LENGTH
GL_VERSION_2_0
static final int GL_SHADER_COMPILER
GL_ES_VERSION_2_0
static final int GL_PLATFORM_BINARY
GL_ES_VERSION_2_0
static final int GL_SHADER_BINARY_FORMATS
GL_ES_VERSION_2_0
static final int GL_NUM_SHADER_BINARY_FORMATS
GL_ES_VERSION_2_0
static final int GL_LOW_FLOAT
GL_ES_VERSION_2_0
static final int GL_MEDIUM_FLOAT
GL_ES_VERSION_2_0
static final int GL_HIGH_FLOAT
GL_ES_VERSION_2_0
static final int GL_LOW_INT
GL_ES_VERSION_2_0
static final int GL_MEDIUM_INT
GL_ES_VERSION_2_0
static final int GL_HIGH_INT
GL_ES_VERSION_2_0
static final int GL_STENCIL_INDEX
GL_VERSION_1_0
Method Detail |
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void glAttachShader(int program, int shader)
void glAttachShader(GLuint program, GLuint shader);
void glBindAttribLocation(int program, int index, String name)
void glBindAttribLocation(GLuint program, GLuint index, const char * name);
void glBlendColor(float red, float green, float blue, float alpha)
void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glCompileShader(int shader)
void glCompileShader(GLuint shader);
int glCreateProgram()
GLuint glCreateProgram(void);
int glCreateShader(int type)
GLuint glCreateShader(GLenum type);
void glDeleteProgram(int program)
void glDeleteProgram(GLuint program);
void glDeleteShader(int shader)
void glDeleteShader(GLuint shader);
void glDetachShader(int program, int shader)
void glDetachShader(GLuint program, GLuint shader);
void glDisableVertexAttribArray(int index)
void glDisableVertexAttribArray(GLuint index);
void glEnableVertexAttribArray(int index)
void glEnableVertexAttribArray(GLuint index);
void glGetActiveAttrib(int program, int index, int bufsize, IntBuffer length, IntBuffer size, IntBuffer type, ByteBuffer name)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetActiveAttrib(int program, int index, int bufsize, int[] length, int length_offset, int[] size, int size_offset, int[] type, int type_offset, byte[] name, int name_offset)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetActiveUniform(int program, int index, int bufsize, IntBuffer length, IntBuffer size, IntBuffer type, ByteBuffer name)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetActiveUniform(int program, int index, int bufsize, int[] length, int length_offset, int[] size, int size_offset, int[] type, int type_offset, byte[] name, int name_offset)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetAttachedShaders(int program, int maxcount, IntBuffer count, IntBuffer shaders)
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders);
void glGetAttachedShaders(int program, int maxcount, int[] count, int count_offset, int[] shaders, int shaders_offset)
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders);
int glGetAttribLocation(int program, String name)
int glGetAttribLocation(GLuint program, const char * name);
void glGetProgramInfoLog(int program, int bufsize, IntBuffer length, ByteBuffer infolog)
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetProgramInfoLog(int program, int bufsize, int[] length, int length_offset, byte[] infolog, int infolog_offset)
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetProgramiv(int program, int pname, IntBuffer params)
void glGetProgramiv(GLuint program, GLenum pname, GLint * params);
void glGetProgramiv(int program, int pname, int[] params, int params_offset)
void glGetProgramiv(GLuint program, GLenum pname, GLint * params);
void glGetShaderInfoLog(int shader, int bufsize, IntBuffer length, ByteBuffer infolog)
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetShaderInfoLog(int shader, int bufsize, int[] length, int length_offset, byte[] infolog, int infolog_offset)
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetShaderSource(int shader, int bufsize, IntBuffer length, ByteBuffer source)
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei * length, char * source);
void glGetShaderSource(int shader, int bufsize, int[] length, int length_offset, byte[] source, int source_offset)
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei * length, char * source);
void glGetShaderiv(int shader, int pname, IntBuffer params)
void glGetShaderiv(GLuint shader, GLenum pname, GLint * params);
void glGetShaderiv(int shader, int pname, int[] params, int params_offset)
void glGetShaderiv(GLuint shader, GLenum pname, GLint * params);
int glGetUniformLocation(int program, String name)
int glGetUniformLocation(GLuint program, const char * name);
void glGetUniformfv(int program, int location, FloatBuffer params)
void glGetUniformfv(GLuint program, GLint location, GLfloat * params);
void glGetUniformfv(int program, int location, float[] params, int params_offset)
void glGetUniformfv(GLuint program, GLint location, GLfloat * params);
void glGetUniformiv(int program, int location, IntBuffer params)
void glGetUniformiv(GLuint program, GLint location, GLint * params);
void glGetUniformiv(int program, int location, int[] params, int params_offset)
void glGetUniformiv(GLuint program, GLint location, GLint * params);
void glGetVertexAttribfv(int index, int pname, FloatBuffer params)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);
void glGetVertexAttribfv(int index, int pname, float[] params, int params_offset)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);
void glGetVertexAttribiv(int index, int pname, IntBuffer params)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params);
void glGetVertexAttribiv(int index, int pname, int[] params, int params_offset)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params);
boolean glIsProgram(int program)
GLboolean glIsProgram(GLuint program);
boolean glIsShader(int shader)
GLboolean glIsShader(GLuint shader);
void glLinkProgram(int program)
void glLinkProgram(GLuint program);
void glReleaseShaderCompiler()
void glReleaseShaderCompiler(void);
void glShaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length)
void glShaderBinary(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length);
void glShaderBinary(int n, int[] shaders, int shaders_offset, int binaryformat, Buffer binary, int length)
void glShaderBinary(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length);
void glShaderSource(int shader, int count, String[] string, IntBuffer length)
void glShaderSource(GLuint shader, GLsizei count, const char * * string, const GLint * length);
void glShaderSource(int shader, int count, String[] string, int[] length, int length_offset)
void glShaderSource(GLuint shader, GLsizei count, const char * * string, const GLint * length);
void glStencilFuncSeparate(int face, int func, int ref, int mask)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMaskSeparate(int face, int mask)
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilOpSeparate(int face, int fail, int zfail, int zpass)
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void glUniform1f(int location, float x)
void glUniform1f(GLint location, GLfloat x);
void glUniform1fv(int location, int count, FloatBuffer v)
void glUniform1fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform1fv(int location, int count, float[] v, int v_offset)
void glUniform1fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform1i(int location, int x)
void glUniform1i(GLint location, GLint x);
void glUniform1iv(int location, int count, IntBuffer v)
void glUniform1iv(GLint location, GLsizei count, const GLint * v);
void glUniform1iv(int location, int count, int[] v, int v_offset)
void glUniform1iv(GLint location, GLsizei count, const GLint * v);
void glUniform2f(int location, float x, float y)
void glUniform2f(GLint location, GLfloat x, GLfloat y);
void glUniform2fv(int location, int count, FloatBuffer v)
void glUniform2fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform2fv(int location, int count, float[] v, int v_offset)
void glUniform2fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform2i(int location, int x, int y)
void glUniform2i(GLint location, GLint x, GLint y);
void glUniform2iv(int location, int count, IntBuffer v)
void glUniform2iv(GLint location, GLsizei count, const GLint * v);
void glUniform2iv(int location, int count, int[] v, int v_offset)
void glUniform2iv(GLint location, GLsizei count, const GLint * v);
void glUniform3f(int location, float x, float y, float z)
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void glUniform3fv(int location, int count, FloatBuffer v)
void glUniform3fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform3fv(int location, int count, float[] v, int v_offset)
void glUniform3fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform3i(int location, int x, int y, int z)
void glUniform3i(GLint location, GLint x, GLint y, GLint z);
void glUniform3iv(int location, int count, IntBuffer v)
void glUniform3iv(GLint location, GLsizei count, const GLint * v);
void glUniform3iv(int location, int count, int[] v, int v_offset)
void glUniform3iv(GLint location, GLsizei count, const GLint * v);
void glUniform4f(int location, float x, float y, float z, float w)
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glUniform4fv(int location, int count, FloatBuffer v)
void glUniform4fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform4fv(int location, int count, float[] v, int v_offset)
void glUniform4fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform4i(int location, int x, int y, int z, int w)
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void glUniform4iv(int location, int count, IntBuffer v)
void glUniform4iv(GLint location, GLsizei count, const GLint * v);
void glUniform4iv(int location, int count, int[] v, int v_offset)
void glUniform4iv(GLint location, GLsizei count, const GLint * v);
void glUniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix2fv(int location, int count, boolean transpose, float[] value, int value_offset)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix3fv(int location, int count, boolean transpose, float[] value, int value_offset)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix4fv(int location, int count, boolean transpose, float[] value, int value_offset)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUseProgram(int program)
void glUseProgram(GLuint program);
void glValidateProgram(int program)
void glValidateProgram(GLuint program);
void glVertexAttrib1f(int indx, float x)
void glVertexAttrib1f(GLuint indx, GLfloat x);
void glVertexAttrib1fv(int indx, FloatBuffer values)
void glVertexAttrib1fv(GLuint indx, const GLfloat * values);
void glVertexAttrib1fv(int indx, float[] values, int values_offset)
void glVertexAttrib1fv(GLuint indx, const GLfloat * values);
void glVertexAttrib2f(int indx, float x, float y)
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void glVertexAttrib2fv(int indx, FloatBuffer values)
void glVertexAttrib2fv(GLuint indx, const GLfloat * values);
void glVertexAttrib2fv(int indx, float[] values, int values_offset)
void glVertexAttrib2fv(GLuint indx, const GLfloat * values);
void glVertexAttrib3f(int indx, float x, float y, float z)
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv(int indx, FloatBuffer values)
void glVertexAttrib3fv(GLuint indx, const GLfloat * values);
void glVertexAttrib3fv(int indx, float[] values, int values_offset)
void glVertexAttrib3fv(GLuint indx, const GLfloat * values);
void glVertexAttrib4f(int indx, float x, float y, float z, float w)
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv(int indx, FloatBuffer values)
void glVertexAttrib4fv(GLuint indx, const GLfloat * values);
void glVertexAttrib4fv(int indx, float[] values, int values_offset)
void glVertexAttrib4fv(GLuint indx, const GLfloat * values);
void glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer ptr)
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * ptr);
GL_VERSION_2_0
void glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, long ptr_buffer_offset)
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * ptr);
GL_VERSION_2_0
void glClearDepth(double depth)
glClearDepth
in interface GL
void glDepthRange(double zNear, double zFar)
glDepthRange
in interface GL
void glVertexAttribPointer(GLArrayData array)
void glUniform(GLUniformData data)
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