Class GL40

Direct Known Subclasses:
GL41

public class GL40 extends GL33
  • Field Details

    • GL_SAMPLE_SHADING

      public static final int GL_SAMPLE_SHADING
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    • GL_MIN_SAMPLE_SHADING_VALUE

      public static final int GL_MIN_SAMPLE_SHADING_VALUE
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    • GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET

      public static final int GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET
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    • GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET

      public static final int GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET
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    • GL_TEXTURE_CUBE_MAP_ARRAY

      public static final int GL_TEXTURE_CUBE_MAP_ARRAY
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    • GL_TEXTURE_BINDING_CUBE_MAP_ARRAY

      public static final int GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
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    • GL_PROXY_TEXTURE_CUBE_MAP_ARRAY

      public static final int GL_PROXY_TEXTURE_CUBE_MAP_ARRAY
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    • GL_SAMPLER_CUBE_MAP_ARRAY

      public static final int GL_SAMPLER_CUBE_MAP_ARRAY
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    • GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW

      public static final int GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
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    • GL_INT_SAMPLER_CUBE_MAP_ARRAY

      public static final int GL_INT_SAMPLER_CUBE_MAP_ARRAY
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    • GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY

      public static final int GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY
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    • GL_DRAW_INDIRECT_BUFFER

      public static final int GL_DRAW_INDIRECT_BUFFER
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    • GL_DRAW_INDIRECT_BUFFER_BINDING

      public static final int GL_DRAW_INDIRECT_BUFFER_BINDING
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    • GL_GEOMETRY_SHADER_INVOCATIONS

      public static final int GL_GEOMETRY_SHADER_INVOCATIONS
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    • GL_MAX_GEOMETRY_SHADER_INVOCATIONS

      public static final int GL_MAX_GEOMETRY_SHADER_INVOCATIONS
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    • GL_MIN_FRAGMENT_INTERPOLATION_OFFSET

      public static final int GL_MIN_FRAGMENT_INTERPOLATION_OFFSET
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    • GL_MAX_FRAGMENT_INTERPOLATION_OFFSET

      public static final int GL_MAX_FRAGMENT_INTERPOLATION_OFFSET
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    • GL_FRAGMENT_INTERPOLATION_OFFSET_BITS

      public static final int GL_FRAGMENT_INTERPOLATION_OFFSET_BITS
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    • GL_MAX_VERTEX_STREAMS

      public static final int GL_MAX_VERTEX_STREAMS
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    • GL_DOUBLE_VEC2

      public static final int GL_DOUBLE_VEC2
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    • GL_DOUBLE_VEC3

      public static final int GL_DOUBLE_VEC3
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    • GL_DOUBLE_VEC4

      public static final int GL_DOUBLE_VEC4
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    • GL_DOUBLE_MAT2

      public static final int GL_DOUBLE_MAT2
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    • GL_DOUBLE_MAT3

      public static final int GL_DOUBLE_MAT3
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    • GL_DOUBLE_MAT4

      public static final int GL_DOUBLE_MAT4
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    • GL_DOUBLE_MAT2x3

      public static final int GL_DOUBLE_MAT2x3
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    • GL_DOUBLE_MAT2x4

      public static final int GL_DOUBLE_MAT2x4
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    • GL_DOUBLE_MAT3x2

      public static final int GL_DOUBLE_MAT3x2
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    • GL_DOUBLE_MAT3x4

      public static final int GL_DOUBLE_MAT3x4
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    • GL_DOUBLE_MAT4x2

      public static final int GL_DOUBLE_MAT4x2
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    • GL_DOUBLE_MAT4x3

      public static final int GL_DOUBLE_MAT4x3
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    • GL_ACTIVE_SUBROUTINES

      public static final int GL_ACTIVE_SUBROUTINES
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    • GL_ACTIVE_SUBROUTINE_UNIFORMS

      public static final int GL_ACTIVE_SUBROUTINE_UNIFORMS
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    • GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS

      public static final int GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS
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    • GL_ACTIVE_SUBROUTINE_MAX_LENGTH

      public static final int GL_ACTIVE_SUBROUTINE_MAX_LENGTH
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    • GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH

      public static final int GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH
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    • GL_MAX_SUBROUTINES

      public static final int GL_MAX_SUBROUTINES
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    • GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS

      public static final int GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS
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    • GL_NUM_COMPATIBLE_SUBROUTINES

      public static final int GL_NUM_COMPATIBLE_SUBROUTINES
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    • GL_COMPATIBLE_SUBROUTINES

      public static final int GL_COMPATIBLE_SUBROUTINES
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    • GL_PATCHES

      public static final int GL_PATCHES
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    • GL_PATCH_VERTICES

      public static final int GL_PATCH_VERTICES
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    • GL_PATCH_DEFAULT_INNER_LEVEL

      public static final int GL_PATCH_DEFAULT_INNER_LEVEL
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    • GL_PATCH_DEFAULT_OUTER_LEVEL

      public static final int GL_PATCH_DEFAULT_OUTER_LEVEL
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    • GL_TESS_CONTROL_OUTPUT_VERTICES

      public static final int GL_TESS_CONTROL_OUTPUT_VERTICES
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    • GL_TESS_GEN_MODE

      public static final int GL_TESS_GEN_MODE
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    • GL_TESS_GEN_SPACING

      public static final int GL_TESS_GEN_SPACING
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    • GL_TESS_GEN_VERTEX_ORDER

      public static final int GL_TESS_GEN_VERTEX_ORDER
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    • GL_TESS_GEN_POINT_MODE

      public static final int GL_TESS_GEN_POINT_MODE
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    • GL_ISOLINES

      public static final int GL_ISOLINES
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    • GL_QUADS

      public static final int GL_QUADS
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    • GL_FRACTIONAL_ODD

      public static final int GL_FRACTIONAL_ODD
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    • GL_FRACTIONAL_EVEN

      public static final int GL_FRACTIONAL_EVEN
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    • GL_MAX_PATCH_VERTICES

      public static final int GL_MAX_PATCH_VERTICES
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    • GL_MAX_TESS_GEN_LEVEL

      public static final int GL_MAX_TESS_GEN_LEVEL
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    • GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS

      public static final int GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS
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    • GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS

      public static final int GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS
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    • GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS

      public static final int GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS
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    • GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS

      public static final int GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS
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    • GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS

      public static final int GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS
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    • GL_MAX_TESS_PATCH_COMPONENTS

      public static final int GL_MAX_TESS_PATCH_COMPONENTS
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    • GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS

      public static final int GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS
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    • GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS

      public static final int GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS
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    • GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS

      public static final int GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS
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    • GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS

      public static final int GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS
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    • GL_MAX_TESS_CONTROL_INPUT_COMPONENTS

      public static final int GL_MAX_TESS_CONTROL_INPUT_COMPONENTS
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    • GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS

      public static final int GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS
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    • GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS

      public static final int GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS
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    • GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS

      public static final int GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS
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    • GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER

      public static final int GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER
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    • GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER

      public static final int GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER
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    • GL_TESS_EVALUATION_SHADER

      public static final int GL_TESS_EVALUATION_SHADER
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    • GL_TESS_CONTROL_SHADER

      public static final int GL_TESS_CONTROL_SHADER
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    • GL_TRANSFORM_FEEDBACK

      public static final int GL_TRANSFORM_FEEDBACK
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    • GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED

      public static final int GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED
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    • GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE

      public static final int GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE
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    • GL_TRANSFORM_FEEDBACK_BINDING

      public static final int GL_TRANSFORM_FEEDBACK_BINDING
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    • GL_MAX_TRANSFORM_FEEDBACK_BUFFERS

      public static final int GL_MAX_TRANSFORM_FEEDBACK_BUFFERS
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  • Constructor Details

  • Method Details

    • MinSampleShading

      public void MinSampleShading(float value)
      void glMinSampleShading(((float) khronos_float_t) GLfloat value);
      
    • BlendEquationi

      public void BlendEquationi(int buf, int mode)
      void glBlendEquationi((unsigned int) GLuint buf, (unsigned int) GLenum mode);
      
    • BlendEquationSeparatei

      public void BlendEquationSeparatei(int buf, int modeRGB, int modeAlpha)
      void glBlendEquationSeparatei((unsigned int) GLuint buf, (unsigned int) GLenum modeRGB, (unsigned int) GLenum modeAlpha);
      
    • BlendFunci

      public void BlendFunci(int buf, int src, int dst)
      void glBlendFunci((unsigned int) GLuint buf, (unsigned int) GLenum src, (unsigned int) GLenum dst);
      
    • BlendFuncSeparatei

      public void BlendFuncSeparatei(int buf, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha)
      void glBlendFuncSeparatei((unsigned int) GLuint buf, (unsigned int) GLenum srcRGB, (unsigned int) GLenum dstRGB, (unsigned int) GLenum srcAlpha, (unsigned int) GLenum dstAlpha);
      
    • DrawArraysIndirect

      public void DrawArraysIndirect(int mode, MemorySegment indirect)
      void glDrawArraysIndirect((unsigned int) GLenum mode, const void* indirect);
      
    • DrawElementsIndirect

      public void DrawElementsIndirect(int mode, int type, MemorySegment indirect)
      void glDrawElementsIndirect((unsigned int) GLenum mode, (unsigned int) GLenum type, const void* indirect);
      
    • Uniform1d

      public void Uniform1d(int location, double x)
      void glUniform1d((int) GLint location, (double) GLdouble x);
      
    • Uniform2d

      public void Uniform2d(int location, double x, double y)
      void glUniform2d((int) GLint location, (double) GLdouble x, (double) GLdouble y);
      
    • Uniform3d

      public void Uniform3d(int location, double x, double y, double z)
      void glUniform3d((int) GLint location, (double) GLdouble x, (double) GLdouble y, (double) GLdouble z);
      
    • Uniform4d

      public void Uniform4d(int location, double x, double y, double z, double w)
      void glUniform4d((int) GLint location, (double) GLdouble x, (double) GLdouble y, (double) GLdouble z, (double) GLdouble w);
      
    • Uniform1dv

      public void Uniform1dv(int location, int count, MemorySegment value)
      void glUniform1dv((int) GLint location, (int) GLsizei count, const GLdouble* value);
      
    • Uniform2dv

      public void Uniform2dv(int location, int count, MemorySegment value)
      void glUniform2dv((int) GLint location, (int) GLsizei count, const GLdouble* value);
      
    • Uniform3dv

      public void Uniform3dv(int location, int count, MemorySegment value)
      void glUniform3dv((int) GLint location, (int) GLsizei count, const GLdouble* value);
      
    • Uniform4dv

      public void Uniform4dv(int location, int count, MemorySegment value)
      void glUniform4dv((int) GLint location, (int) GLsizei count, const GLdouble* value);
      
    • UniformMatrix2dv

      public void UniformMatrix2dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix2dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix3dv

      public void UniformMatrix3dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix3dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix4dv

      public void UniformMatrix4dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix4dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix2x3dv

      public void UniformMatrix2x3dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix2x3dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix2x4dv

      public void UniformMatrix2x4dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix2x4dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix3x2dv

      public void UniformMatrix3x2dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix3x2dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix3x4dv

      public void UniformMatrix3x4dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix3x4dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix4x2dv

      public void UniformMatrix4x2dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix4x2dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • UniformMatrix4x3dv

      public void UniformMatrix4x3dv(int location, int count, boolean transpose, MemorySegment value)
      void glUniformMatrix4x3dv((int) GLint location, (int) GLsizei count, GLboolean transpose, const GLdouble* value);
      
    • GetUniformdv

      public void GetUniformdv(int program, int location, MemorySegment params)
      void glGetUniformdv((unsigned int) GLuint program, (int) GLint location, GLdouble* params);
      
    • GetSubroutineUniformLocation

      public int GetSubroutineUniformLocation(int program, int shadertype, MemorySegment name)
      (int) GLint glGetSubroutineUniformLocation((unsigned int) GLuint program, (unsigned int) GLenum shadertype, const GLchar* name);
      
    • GetSubroutineIndex

      public int GetSubroutineIndex(int program, int shadertype, MemorySegment name)
      (unsigned int) GLuint glGetSubroutineIndex((unsigned int) GLuint program, (unsigned int) GLenum shadertype, const GLchar* name);
      
    • GetActiveSubroutineUniformiv

      public void GetActiveSubroutineUniformiv(int program, int shadertype, int index, int pname, MemorySegment values)
      void glGetActiveSubroutineUniformiv((unsigned int) GLuint program, (unsigned int) GLenum shadertype, (unsigned int) GLuint index, (unsigned int) GLenum pname, GLint* values);
      
    • GetActiveSubroutineUniformName

      public void GetActiveSubroutineUniformName(int program, int shadertype, int index, int bufSize, MemorySegment length, MemorySegment name)
      void glGetActiveSubroutineUniformName((unsigned int) GLuint program, (unsigned int) GLenum shadertype, (unsigned int) GLuint index, (int) GLsizei bufSize, GLsizei* length, GLchar* name);
      
    • GetActiveSubroutineName

      public void GetActiveSubroutineName(int program, int shadertype, int index, int bufSize, MemorySegment length, MemorySegment name)
      void glGetActiveSubroutineName((unsigned int) GLuint program, (unsigned int) GLenum shadertype, (unsigned int) GLuint index, (int) GLsizei bufSize, GLsizei* length, GLchar* name);
      
    • UniformSubroutinesuiv

      public void UniformSubroutinesuiv(int shadertype, int count, MemorySegment indices)
      void glUniformSubroutinesuiv((unsigned int) GLenum shadertype, (int) GLsizei count, const GLuint* indices);
      
    • GetUniformSubroutineuiv

      public void GetUniformSubroutineuiv(int shadertype, int location, MemorySegment params)
      void glGetUniformSubroutineuiv((unsigned int) GLenum shadertype, (int) GLint location, GLuint* params);
      
    • GetProgramStageiv

      public void GetProgramStageiv(int program, int shadertype, int pname, MemorySegment values)
      void glGetProgramStageiv((unsigned int) GLuint program, (unsigned int) GLenum shadertype, (unsigned int) GLenum pname, GLint* values);
      
    • PatchParameteri

      public void PatchParameteri(int pname, int value)
      void glPatchParameteri((unsigned int) GLenum pname, (int) GLint value);
      
    • PatchParameterfv

      public void PatchParameterfv(int pname, MemorySegment values)
      void glPatchParameterfv((unsigned int) GLenum pname, const GLfloat* values);
      
    • BindTransformFeedback

      public void BindTransformFeedback(int target, int id)
      void glBindTransformFeedback((unsigned int) GLenum target, (unsigned int) GLuint id);
      
    • DeleteTransformFeedbacks

      public void DeleteTransformFeedbacks(int n, MemorySegment ids)
      void glDeleteTransformFeedbacks((int) GLsizei n, const GLuint* ids);
      
    • GenTransformFeedbacks

      public void GenTransformFeedbacks(int n, MemorySegment ids)
      void glGenTransformFeedbacks((int) GLsizei n, GLuint* ids);
      
    • IsTransformFeedback

      public boolean IsTransformFeedback(int id)
      GLboolean glIsTransformFeedback((unsigned int) GLuint id);
      
    • PauseTransformFeedback

      public void PauseTransformFeedback()
      void glPauseTransformFeedback();
      
    • ResumeTransformFeedback

      public void ResumeTransformFeedback()
      void glResumeTransformFeedback();
      
    • DrawTransformFeedback

      public void DrawTransformFeedback(int mode, int id)
      void glDrawTransformFeedback((unsigned int) GLenum mode, (unsigned int) GLuint id);
      
    • DrawTransformFeedbackStream

      public void DrawTransformFeedbackStream(int mode, int id, int stream)
      void glDrawTransformFeedbackStream((unsigned int) GLenum mode, (unsigned int) GLuint id, (unsigned int) GLuint stream);
      
    • BeginQueryIndexed

      public void BeginQueryIndexed(int target, int index, int id)
      void glBeginQueryIndexed((unsigned int) GLenum target, (unsigned int) GLuint index, (unsigned int) GLuint id);
      
    • EndQueryIndexed

      public void EndQueryIndexed(int target, int index)
      void glEndQueryIndexed((unsigned int) GLenum target, (unsigned int) GLuint index);
      
    • GetQueryIndexediv

      public void GetQueryIndexediv(int target, int index, int pname, MemorySegment params)
      void glGetQueryIndexediv((unsigned int) GLenum target, (unsigned int) GLuint index, (unsigned int) GLenum pname, GLint* params);