Complete GL20 interface (#642)
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@@ -1,5 +1,6 @@
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/*
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* Copyright 2013 Hannes Janetzek
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* Copyright 2019 Gustl22
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*
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* This file is part of the OpenScienceMap project (http://www.opensciencemap.org).
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*
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@@ -386,6 +387,8 @@ public interface GL {
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public void deleteTextures(int n, IntBuffer textures);
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public void deleteTexture(int texture);
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public void depthFunc(int func);
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public void depthMask(boolean flag);
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@@ -408,6 +411,8 @@ public interface GL {
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public void genTextures(int n, IntBuffer textures);
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public int genTexture();
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public int getError();
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public void getIntegerv(int pname, IntBuffer params);
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@@ -472,12 +477,18 @@ public interface GL {
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public int createShader(int type);
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public void deleteBuffer(int buffer);
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public void deleteBuffers(int n, IntBuffer buffers);
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public void deleteFramebuffer(int framebuffer);
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public void deleteFramebuffers(int n, IntBuffer framebuffers);
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public void deleteProgram(int program);
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public void deleteRenderbuffer(int renderbuffer);
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public void deleteRenderbuffers(int n, IntBuffer renderbuffers);
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public void deleteShader(int shader);
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@@ -494,12 +505,18 @@ public interface GL {
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public void framebufferTexture2D(int target, int attachment, int textarget, int texture, int level);
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public int genBuffer();
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public void genBuffers(int n, IntBuffer buffers);
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public void generateMipmap(int target);
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public int genFramebuffer();
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public void genFramebuffers(int n, IntBuffer framebuffers);
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public int genRenderbuffer();
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public void genRenderbuffers(int n, IntBuffer renderbuffers);
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// deviates
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@@ -534,8 +551,6 @@ public interface GL {
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public void getShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision);
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public void getShaderSource(int shader, int bufsize, Buffer length, String source);
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public void getTexParameterfv(int target, int pname, FloatBuffer params);
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public void getTexParameteriv(int target, int pname, IntBuffer params);
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@@ -595,40 +610,62 @@ public interface GL {
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public void uniform1fv(int location, int count, FloatBuffer v);
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public void uniform1fv(int location, int count, float v[], int offset);
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public void uniform1i(int location, int x);
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public void uniform1iv(int location, int count, IntBuffer v);
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public void uniform1iv(int location, int count, int v[], int offset);
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public void uniform2f(int location, float x, float y);
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public void uniform2fv(int location, int count, FloatBuffer v);
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public void uniform2fv(int location, int count, float v[], int offset);
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public void uniform2i(int location, int x, int y);
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public void uniform2iv(int location, int count, IntBuffer v);
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public void uniform2iv(int location, int count, int[] v, int offset);
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public void uniform3f(int location, float x, float y, float z);
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public void uniform3fv(int location, int count, FloatBuffer v);
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public void uniform3fv(int location, int count, float[] v, int offset);
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public void uniform3i(int location, int x, int y, int z);
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public void uniform3iv(int location, int count, IntBuffer v);
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public void uniform3iv(int location, int count, int v[], int offset);
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public void uniform4f(int location, float x, float y, float z, float w);
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public void uniform4fv(int location, int count, FloatBuffer v);
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public void uniform4fv(int location, int count, float v[], int offset);
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public void uniform4i(int location, int x, int y, int z, int w);
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public void uniform4iv(int location, int count, IntBuffer v);
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public void uniform4iv(int location, int count, int v[], int offset);
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public void uniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value);
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public void uniformMatrix2fv(int location, int count, boolean transpose, float value[], int offset);
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public void uniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value);
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public void uniformMatrix3fv(int location, int count, boolean transpose, float value[], int offset);
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public void uniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value);
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public void uniformMatrix4fv(int location, int count, boolean transpose, float value[], int offset);
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public void useProgram(int program);
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public void validateProgram(int program);
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