Documentation ¶
Overview ¶
go wrapper for the gles2 api
Index ¶
- Constants
- func ActiveTexture(texture uint)
- func AttachShader(program, shader uint)
- func BindAttribLocation(program, index uint, name string)
- func BindBuffer(target, buffer uint)
- func BindFramebuffer(target, framebuffer uint)
- func BindRenderbuffer(target, renderbuffer uint)
- func BindTexture(target, texture uint)
- func BlendColor(red, green, blue, alpha float32)
- func BlendEquation(mode uint)
- func BlendEquationSeparate(modeRGB, modeAlpha uint)
- func BlendFunc(sfactor, dfactor uint)
- func BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha uint)
- func BufferData(target uint, size int, data interface{}, usage uint)
- func BufferSubData(target uint, offset int, size int, data interface{})
- func CString(s string) *C.GLchar
- func CheckFramebufferStatus(target uint) uint
- func Clear(mask uint)
- func ClearColor(red, green, blue, alpha float32)
- func ClearDepthf(depth float32)
- func ClearStencil(s int)
- func ColorMask(red, green, blue, alpha bool)
- func CompileShader(shader uint)
- func CompressedTexImage2D(target uint, level int, internalformat uint, ...)
- func CompressedTexSubImage2D(target uint, level, xoffset, yoffset int, width, height int, format uint, ...)
- func CopyTexImage2D(target uint, level int, internalformat uint, x, y, width, height, border int)
- func CopyTexSubImage2D(target uint, level, xoffset, yoffset, x, y, width, height int)
- func CreateProgram() uint
- func CreateShader(type_ uint) uint
- func CullFace(mode uint)
- func DeleteBuffers(n int, buffers *uint32)
- func DeleteFramebuffers(n int, framebuffers *uint32)
- func DeleteProgram(program uint)
- func DeleteRenderbuffers(n int, renderbuffers *uint32)
- func DeleteShader(shader uint)
- func DeleteTextures(n int, textures *uint32)
- func DepthFunc(f uint)
- func DepthMask(flag bool)
- func DepthRangef(zNear, zFar float32)
- func DetachShader(program, shader uint)
- func Disable(cap uint)
- func DisableVertexAttribArray(index uint)
- func DrawArrays(mode uint, first, count int)
- func DrawElements(mode uint, count int, type_ uint, indices interface{})
- func Enable(cap int)
- func EnableVertexAttribArray(index int)
- func Finish()
- func Flush()
- func FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer uint)
- func FramebufferTexture2D(target, attachment, textarget, texture uint, level int)
- func FrontFace(mode uint)
- func GenBuffers(n int, buffers interface{})
- func GenFramebuffers(n int, framebuffers *uint32)
- func GenRenderbuffers(n int, renderbuffers *uint32)
- func GenTextures(n int, textures interface{})
- func GenerateMipmap(target uint)
- func GetActiveAttrib(program, index uint, bufsize int) (size int32, type_ uint32, name string)
- func GetActiveUniform(program, index uint, bufsize int) (size int32, type_ uint32, name string)
- func GetAttachedShaders(program int, shaders []uint32) []uint32
- func GetAttribLocation(program uint, name string) int
- func GetBooleanv(pname uint, params []bool) []bool
- func GetBufferParameteriv(target, pname uint, params []int32) []int32
- func GetError() int
- func GetFloatv(pname uint, params []float32) []float32
- func GetFramebufferAttachmentParameteriv(target, attachment, pname uint, params []int32) []int32
- func GetIntegerv(pname uint, params []int32) []int32
- func GetProgramInfoLog(program uint, bufsize int) string
- func GetProgramiv(program, pname uint, params []int32) []int32
- func GetRenderbufferParameteriv(target, pname uint, params []int32) []int32
- func GetShaderInfoLog(shader uint, bufsize int) string
- func GetShaderPrecisionFormat(shadertype, precisiontype uint) (range_ int32, precision int32)
- func GetShaderSource(shader uint, bufsize int) string
- func GetShaderiv(shader, pname uint, params []int32) []int32
- func GetString(name uint) string
- func GetTexParameterfv(target, pname uint, params []float32) []float32
- func GetTexParameteriv(target, pname uint, params []int32) []int32
- func GetUniformLocation(program uint, name string) int
- func GetUniformfv(program uint, location int, params []float32) []float32
- func GetUniformiv(program uint, location int, params []int32) []int32
- func GetVertexAttribPointerv(index, pname uint, pointer interface{}) interface{}
- func GetVertexAttribfv(index, pname uint, params []float32) []float32
- func GetVertexAttribiv(index, pname uint, params []int32) []int32
- func GoString(s *C.GLchar) string
- func Hint(target, mode uint)
- func IsBuffer(buffer uint) bool
- func IsEnabled(cap uint) bool
- func IsFramebuffer(framebuffer uint) bool
- func IsProgram(program uint) bool
- func IsRenderbuffer(renderbuffer uint) bool
- func IsShader(shader uint) bool
- func IsTexture(texture uint) bool
- func LineWidth(width float32)
- func LinkProgram(program uint)
- func PixelStorei(pname, param uint)
- func PolygonOffset(factor float32, units float32)
- func ReadPixels(x, y, width, height int, format, type_ uint, pixels interface{})
- func ReleaseShaderCompiler()
- func RenderbufferStorage(target, internalformat uint, width, height int)
- func SampleCoverage(value float32, invert bool)
- func Scissor(x, y, width, height int)
- func ShaderBinary(n int, shaders interface{}, binaryformat uint, binary interface{}, length int)
- func ShaderSource(shader uint, s string)
- func StencilFunc(func_ uint, ref int, mask uint)
- func StencilFuncSeparate(face, func_ uint, ref int, mask uint)
- func StencilMask(mask uint)
- func StencilMaskSeparate(face, mask uint)
- func StencilOp(fail, zfail, zpass uint)
- func StencilOpSeparate(face, fail, zfail, zpass uint)
- func TexImage2D(target uint, level, internalformat, width, height, border int, ...)
- func TexParameterf(target, pname uint, param float32)
- func TexParameterfv(target, pname uint, params []float32) []float32
- func TexParameteri(target, pname uint, param int)
- func TexParameteriv(target, pname uint, params []int32) []int32
- func TexSubImage2D(target uint, level, xoffset, yoffset, width, height int, format, type_ uint, ...)
- func Uniform1f(location int, x float32)
- func Uniform1fv(location, count int, value []float32)
- func Uniform1i(location, x int)
- func Uniform1iv(location, count int, value []int32)
- func Uniform2f(location int, x, y float32)
- func Uniform2fv(location, count int, value []float32)
- func Uniform2i(location, x, y int)
- func Uniform2iv(location, count int, value []int32)
- func Uniform3f(location int, x, y, z float32)
- func Uniform3fv(location, count int, value []float32)
- func Uniform3i(location, x, y, z int)
- func Uniform3iv(location, count int, value []int32)
- func Uniform4f(location int, x, y, z, w float32)
- func Uniform4fv(location, count int, value []float32)
- func Uniform4i(location, x int, y int, z int, w int)
- func Uniform4iv(location, count int, value []int32)
- func UniformMatrix2fv(location, count int, transpose bool, value []float32)
- func UniformMatrix3fv(location, count int, transpose bool, value []float32)
- func UniformMatrix4fv(location, count int, transpose bool, value []float32)
- func UseProgram(program uint)
- func ValidateProgram(program uint)
- func VertexAttrib1f(indx int, x float32)
- func VertexAttrib1fv(indx int, values []float32)
- func VertexAttrib2f(indx int, x, y float32)
- func VertexAttrib2fv(indx int, values []float32)
- func VertexAttrib3f(indx int, x, y, z float32)
- func VertexAttrib3fv(indx int, values []float32)
- func VertexAttrib4f(indx int, x, y, z, w float32)
- func VertexAttrib4fv(indx int, values []float32)
- func VertexAttribPointer(indx int, size int, type_ uint, normalized bool, stride int, ptr interface{})
- func Viewport(x int, y int, width int, height int)
Constants ¶
View Source
const ( /* OpenGL ES core versions */ ES_VERSION_2_0 = 1 /* ClearBufferMask */ DEPTH_BUFFER_BIT = 0x00000100 STENCIL_BUFFER_BIT = 0x00000400 COLOR_BUFFER_BIT = 0x00004000 /* Boolean */ FALSE = 0 TRUE = 1 /* BeginMode */ POINTS = 0x0000 LINES = 0x0001 LINE_LOOP = 0x0002 LINE_STRIP = 0x0003 TRIANGLES = 0x0004 TRIANGLE_STRIP = 0x0005 TRIANGLE_FAN = 0x0006 /* BlendingFactorDest */ ZERO = 0 ONE = 1 SRC_COLOR = 0x0300 ONE_MINUS_SRC_COLOR = 0x0301 SRC_ALPHA = 0x0302 ONE_MINUS_SRC_ALPHA = 0x0303 DST_ALPHA = 0x0304 ONE_MINUS_DST_ALPHA = 0x0305 /* BlendingFactorSrc */ /* ZERO */ /* ONE */ DST_COLOR = 0x0306 ONE_MINUS_DST_COLOR = 0x0307 SRC_ALPHA_SATURATE = 0x0308 /* BlendEquationSeparate */ FUNC_ADD = 0x8006 BLEND_EQUATION = 0x8009 BLEND_EQUATION_RGB = 0x8009 /* same as BLEND_EQUATION */ BLEND_EQUATION_ALPHA = 0x883D /* BlendSubtract */ FUNC_SUBTRACT = 0x800A FUNC_REVERSE_SUBTRACT = 0x800B /* Separate Blend Functions */ BLEND_DST_RGB = 0x80C8 BLEND_SRC_RGB = 0x80C9 BLEND_DST_ALPHA = 0x80CA BLEND_SRC_ALPHA = 0x80CB CONSTANT_COLOR = 0x8001 ONE_MINUS_CONSTANT_COLOR = 0x8002 CONSTANT_ALPHA = 0x8003 ONE_MINUS_CONSTANT_ALPHA = 0x8004 BLEND_COLOR = 0x8005 /* Buffer Objects */ ARRAY_BUFFER = 0x8892 ELEMENT_ARRAY_BUFFER = 0x8893 ARRAY_BUFFER_BINDING = 0x8894 ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 STREAM_DRAW = 0x88E0 STATIC_DRAW = 0x88E4 DYNAMIC_DRAW = 0x88E8 BUFFER_SIZE = 0x8764 BUFFER_USAGE = 0x8765 CURRENT_VERTEX_ATTRIB = 0x8626 /* CullFaceMode */ FRONT = 0x0404 BACK = 0x0405 FRONT_AND_BACK = 0x0408 /* EnableCap */ TEXTURE_2D = 0x0DE1 CULL_FACE = 0x0B44 BLEND = 0x0BE2 DITHER = 0x0BD0 STENCIL_TEST = 0x0B90 DEPTH_TEST = 0x0B71 SCISSOR_TEST = 0x0C11 POLYGON_OFFSET_FILL = 0x8037 SAMPLE_ALPHA_TO_COVERAGE = 0x809E SAMPLE_COVERAGE = 0x80A0 /* ErrorCode */ NO_ERROR = 0 INVALID_ENUM = 0x0500 INVALID_VALUE = 0x0501 INVALID_OPERATION = 0x0502 OUT_OF_MEMORY = 0x0505 /* FrontFaceDirection */ CW = 0x0900 CCW = 0x0901 /* GetPName */ LINE_WIDTH = 0x0B21 ALIASED_POINT_SIZE_RANGE = 0x846D ALIASED_LINE_WIDTH_RANGE = 0x846E CULL_FACE_MODE = 0x0B45 FRONT_FACE = 0x0B46 DEPTH_RANGE = 0x0B70 DEPTH_WRITEMASK = 0x0B72 DEPTH_CLEAR_VALUE = 0x0B73 DEPTH_FUNC = 0x0B74 STENCIL_CLEAR_VALUE = 0x0B91 STENCIL_FUNC = 0x0B92 STENCIL_FAIL = 0x0B94 STENCIL_PASS_DEPTH_FAIL = 0x0B95 STENCIL_PASS_DEPTH_PASS = 0x0B96 STENCIL_REF = 0x0B97 STENCIL_VALUE_MASK = 0x0B93 STENCIL_WRITEMASK = 0x0B98 STENCIL_BACK_FUNC = 0x8800 STENCIL_BACK_FAIL = 0x8801 STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 STENCIL_BACK_REF = 0x8CA3 STENCIL_BACK_VALUE_MASK = 0x8CA4 STENCIL_BACK_WRITEMASK = 0x8CA5 VIEWPORT = 0x0BA2 SCISSOR_BOX = 0x0C10 /* SCISSOR_TEST */ COLOR_CLEAR_VALUE = 0x0C22 COLOR_WRITEMASK = 0x0C23 UNPACK_ALIGNMENT = 0x0CF5 PACK_ALIGNMENT = 0x0D05 MAX_TEXTURE_SIZE = 0x0D33 MAX_VIEWPORT_DIMS = 0x0D3A SUBPIXEL_BITS = 0x0D50 RED_BITS = 0x0D52 GREEN_BITS = 0x0D53 BLUE_BITS = 0x0D54 ALPHA_BITS = 0x0D55 DEPTH_BITS = 0x0D56 STENCIL_BITS = 0x0D57 POLYGON_OFFSET_UNITS = 0x2A00 /* POLYGON_OFFSET_FILL */ POLYGON_OFFSET_FACTOR = 0x8038 TEXTURE_BINDING_2D = 0x8069 SAMPLE_BUFFERS = 0x80A8 SAMPLES = 0x80A9 SAMPLE_COVERAGE_VALUE = 0x80AA SAMPLE_COVERAGE_INVERT = 0x80AB NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2 COMPRESSED_TEXTURE_FORMATS = 0x86A3 /* HintMode */ DONT_CARE = 0x1100 FASTEST = 0x1101 NICEST = 0x1102 /* HintTarget */ GENERATE_MIPMAP_HINT = 0x8192 /* DataType */ BYTE = 0x1400 UNSIGNED_BYTE = 0x1401 SHORT = 0x1402 UNSIGNED_SHORT = 0x1403 INT = 0x1404 UNSIGNED_INT = 0x1405 FLOAT = 0x1406 FIXED = 0x140C /* PixelFormat */ DEPTH_COMPONENT = 0x1902 ALPHA = 0x1906 RGB = 0x1907 RGBA = 0x1908 LUMINANCE = 0x1909 LUMINANCE_ALPHA = 0x190A /* PixelType */ /* UNSIGNED_BYTE */ UNSIGNED_SHORT_4_4_4_4 = 0x8033 UNSIGNED_SHORT_5_5_5_1 = 0x8034 UNSIGNED_SHORT_5_6_5 = 0x8363 /* Shaders */ FRAGMENT_SHADER = 0x8B30 VERTEX_SHADER = 0x8B31 MAX_VERTEX_ATTRIBS = 0x8869 MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB MAX_VARYING_VECTORS = 0x8DFC MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C MAX_TEXTURE_IMAGE_UNITS = 0x8872 MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD SHADER_TYPE = 0x8B4F DELETE_STATUS = 0x8B80 LINK_STATUS = 0x8B82 VALIDATE_STATUS = 0x8B83 ATTACHED_SHADERS = 0x8B85 ACTIVE_UNIFORMS = 0x8B86 ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 ACTIVE_ATTRIBUTES = 0x8B89 ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A SHADING_LANGUAGE_VERSION = 0x8B8C CURRENT_PROGRAM = 0x8B8D /* StencilFunction */ NEVER = 0x0200 LESS = 0x0201 EQUAL = 0x0202 LEQUAL = 0x0203 GREATER = 0x0204 NOTEQUAL = 0x0205 GEQUAL = 0x0206 ALWAYS = 0x0207 /* StencilOp */ /* ZERO */ KEEP = 0x1E00 REPLACE = 0x1E01 INCR = 0x1E02 DECR = 0x1E03 INVERT = 0x150A INCR_WRAP = 0x8507 DECR_WRAP = 0x8508 /* StringName */ VENDOR = 0x1F00 RENDERER = 0x1F01 VERSION = 0x1F02 EXTENSIONS = 0x1F03 /* TextureMagFilter */ NEAREST = 0x2600 LINEAR = 0x2601 /* TextureMinFilter */ /* NEAREST */ /* LINEAR */ NEAREST_MIPMAP_NEAREST = 0x2700 LINEAR_MIPMAP_NEAREST = 0x2701 NEAREST_MIPMAP_LINEAR = 0x2702 LINEAR_MIPMAP_LINEAR = 0x2703 /* TextureParameterName */ TEXTURE_MAG_FILTER = 0x2800 TEXTURE_MIN_FILTER = 0x2801 TEXTURE_WRAP_S = 0x2802 TEXTURE_WRAP_T = 0x2803 /* TextureTarget */ /* TEXTURE_2D */ TEXTURE = 0x1702 TEXTURE_CUBE_MAP = 0x8513 TEXTURE_BINDING_CUBE_MAP = 0x8514 TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C /* TextureUnit */ TEXTURE0 = 0x84C0 TEXTURE1 = 0x84C1 TEXTURE2 = 0x84C2 TEXTURE3 = 0x84C3 TEXTURE4 = 0x84C4 TEXTURE5 = 0x84C5 TEXTURE6 = 0x84C6 TEXTURE7 = 0x84C7 TEXTURE8 = 0x84C8 TEXTURE9 = 0x84C9 TEXTURE10 = 0x84CA TEXTURE11 = 0x84CB TEXTURE12 = 0x84CC TEXTURE13 = 0x84CD TEXTURE14 = 0x84CE TEXTURE15 = 0x84CF TEXTURE16 = 0x84D0 TEXTURE17 = 0x84D1 TEXTURE18 = 0x84D2 TEXTURE19 = 0x84D3 TEXTURE20 = 0x84D4 TEXTURE21 = 0x84D5 TEXTURE22 = 0x84D6 TEXTURE23 = 0x84D7 TEXTURE24 = 0x84D8 TEXTURE25 = 0x84D9 TEXTURE26 = 0x84DA TEXTURE27 = 0x84DB TEXTURE28 = 0x84DC TEXTURE29 = 0x84DD TEXTURE30 = 0x84DE TEXTURE31 = 0x84DF ACTIVE_TEXTURE = 0x84E0 /* TextureWrapMode */ REPEAT = 0x2901 CLAMP_TO_EDGE = 0x812F MIRRORED_REPEAT = 0x8370 /* Uniform Types */ FLOAT_VEC2 = 0x8B50 FLOAT_VEC3 = 0x8B51 FLOAT_VEC4 = 0x8B52 INT_VEC2 = 0x8B53 INT_VEC3 = 0x8B54 INT_VEC4 = 0x8B55 BOOL = 0x8B56 BOOL_VEC2 = 0x8B57 BOOL_VEC3 = 0x8B58 BOOL_VEC4 = 0x8B59 FLOAT_MAT2 = 0x8B5A FLOAT_MAT3 = 0x8B5B FLOAT_MAT4 = 0x8B5C SAMPLER_2D = 0x8B5E SAMPLER_CUBE = 0x8B60 /* Vertex Arrays */ VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F /* Read Format */ IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B /* Shader Source */ COMPILE_STATUS = 0x8B81 INFO_LOG_LENGTH = 0x8B84 SHADER_SOURCE_LENGTH = 0x8B88 SHADER_COMPILER = 0x8DFA /* Shader Binary */ SHADER_BINARY_FORMATS = 0x8DF8 NUM_SHADER_BINARY_FORMATS = 0x8DF9 /* Shader Precision-Specified Types */ LOW_FLOAT = 0x8DF0 MEDIUM_FLOAT = 0x8DF1 HIGH_FLOAT = 0x8DF2 LOW_INT = 0x8DF3 MEDIUM_INT = 0x8DF4 HIGH_INT = 0x8DF5 /* Framebuffer Object. */ FRAMEBUFFER = 0x8D40 RENDERBUFFER = 0x8D41 RGBA4 = 0x8056 RGB5_A1 = 0x8057 RGB565 = 0x8D62 DEPTH_COMPONENT16 = 0x81A5 STENCIL_INDEX = 0x1901 STENCIL_INDEX8 = 0x8D48 RENDERBUFFER_WIDTH = 0x8D42 RENDERBUFFER_HEIGHT = 0x8D43 RENDERBUFFER_INTERNAL_FORMAT = 0x8D44 RENDERBUFFER_RED_SIZE = 0x8D50 RENDERBUFFER_GREEN_SIZE = 0x8D51 RENDERBUFFER_BLUE_SIZE = 0x8D52 RENDERBUFFER_ALPHA_SIZE = 0x8D53 RENDERBUFFER_DEPTH_SIZE = 0x8D54 RENDERBUFFER_STENCIL_SIZE = 0x8D55 FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0 FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1 FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2 FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3 COLOR_ATTACHMENT0 = 0x8CE0 DEPTH_ATTACHMENT = 0x8D00 STENCIL_ATTACHMENT = 0x8D20 NONE = 0 FRAMEBUFFER_COMPLETE = 0x8CD5 FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6 FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7 FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9 FRAMEBUFFER_UNSUPPORTED = 0x8CDD FRAMEBUFFER_BINDING = 0x8CA6 RENDERBUFFER_BINDING = 0x8CA7 MAX_RENDERBUFFER_SIZE = 0x84E8 INVALID_FRAMEBUFFER_OPERATION = 0x0506 )
Variables ¶
This section is empty.
Functions ¶
func ActiveTexture ¶
func ActiveTexture(texture uint)
func AttachShader ¶
func AttachShader(program, shader uint)
func BindAttribLocation ¶
func BindBuffer ¶
func BindBuffer(target, buffer uint)
func BindFramebuffer ¶
func BindFramebuffer(target, framebuffer uint)
func BindRenderbuffer ¶
func BindRenderbuffer(target, renderbuffer uint)
func BindTexture ¶
func BindTexture(target, texture uint)
func BlendColor ¶
func BlendColor(red, green, blue, alpha float32)
func BlendEquation ¶
func BlendEquation(mode uint)
func BlendEquationSeparate ¶
func BlendEquationSeparate(modeRGB, modeAlpha uint)
func BlendFuncSeparate ¶
func BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha uint)
func BufferData ¶
func BufferSubData ¶
func CheckFramebufferStatus ¶
func ClearColor ¶
func ClearColor(red, green, blue, alpha float32)
func ClearDepthf ¶
func ClearDepthf(depth float32)
func ClearStencil ¶
func ClearStencil(s int)
func CompileShader ¶
func CompileShader(shader uint)
func CompressedTexImage2D ¶
func CompressedTexSubImage2D ¶
func CopyTexImage2D ¶
func CopyTexSubImage2D ¶
func CreateProgram ¶
func CreateProgram() uint
func CreateShader ¶
func DeleteBuffers ¶
func DeleteFramebuffers ¶
func DeleteProgram ¶
func DeleteProgram(program uint)
func DeleteRenderbuffers ¶
func DeleteShader ¶
func DeleteShader(shader uint)
func DeleteTextures ¶
func DepthRangef ¶
func DepthRangef(zNear, zFar float32)
func DetachShader ¶
func DetachShader(program, shader uint)
func DisableVertexAttribArray ¶
func DisableVertexAttribArray(index uint)
func DrawArrays ¶
func DrawElements ¶
func EnableVertexAttribArray ¶
func EnableVertexAttribArray(index int)
func FramebufferRenderbuffer ¶
func FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer uint)
func FramebufferTexture2D ¶
func GenBuffers ¶
func GenBuffers(n int, buffers interface{})
func GenFramebuffers ¶
func GenRenderbuffers ¶
func GenTextures ¶
func GenTextures(n int, textures interface{})
func GenerateMipmap ¶
func GenerateMipmap(target uint)
func GetActiveAttrib ¶
func GetActiveUniform ¶
func GetAttachedShaders ¶
func GetAttribLocation ¶
func GetBooleanv ¶
func GetBufferParameteriv ¶
func GetIntegerv ¶
func GetProgramInfoLog ¶
func GetProgramiv ¶
func GetShaderInfoLog ¶
func GetShaderSource ¶
func GetShaderiv ¶
func GetTexParameterfv ¶
func GetTexParameteriv ¶
func GetUniformLocation ¶
func GetVertexAttribPointerv ¶
func GetVertexAttribPointerv(index, pname uint, pointer interface{}) interface{}
func GetVertexAttribfv ¶
func GetVertexAttribiv ¶
func IsFramebuffer ¶
func IsRenderbuffer ¶
func LinkProgram ¶
func LinkProgram(program uint)
func PixelStorei ¶
func PixelStorei(pname, param uint)
func PolygonOffset ¶
func ReadPixels ¶
func ReleaseShaderCompiler ¶
func ReleaseShaderCompiler()
func RenderbufferStorage ¶
func SampleCoverage ¶
func ShaderBinary ¶
func ShaderSource ¶
func StencilFunc ¶
func StencilFuncSeparate ¶
func StencilMask ¶
func StencilMask(mask uint)
func StencilMaskSeparate ¶
func StencilMaskSeparate(face, mask uint)
func StencilOpSeparate ¶
func StencilOpSeparate(face, fail, zfail, zpass uint)
func TexImage2D ¶
func TexParameterf ¶
func TexParameterfv ¶
func TexParameteri ¶
func TexParameteriv ¶
func TexSubImage2D ¶
func Uniform1fv ¶
func Uniform1iv ¶
func Uniform2fv ¶
func Uniform2iv ¶
func Uniform3fv ¶
func Uniform3iv ¶
func Uniform4fv ¶
func Uniform4iv ¶
func UniformMatrix2fv ¶
func UniformMatrix3fv ¶
func UniformMatrix4fv ¶
func UseProgram ¶
func UseProgram(program uint)
func ValidateProgram ¶
func ValidateProgram(program uint)
func VertexAttrib1f ¶
func VertexAttrib1fv ¶
func VertexAttrib2f ¶
func VertexAttrib2fv ¶
func VertexAttrib3f ¶
func VertexAttrib3fv ¶
func VertexAttrib4f ¶
func VertexAttrib4fv ¶
func VertexAttribPointer ¶
Types ¶
This section is empty.
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