es2

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Version: v0.0.0-...-71b5052 Latest Latest
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Published: Feb 8, 2014 License: MIT Imports: 3 Imported by: 1

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go-gles2

go wrapper for the gles2 api

Documentation

Overview

go wrapper for the gles2 api

Index

Constants

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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 BindAttribLocation(program, index uint, name string)

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 BlendFunc

func BlendFunc(sfactor, dfactor uint)

func BlendFuncSeparate

func BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha uint)

func BufferData

func BufferData(target uint, size int, data interface{}, usage uint)

func BufferSubData

func BufferSubData(target uint, offset int, size int, data interface{})

func CString

func CString(s string) *C.GLchar

func CheckFramebufferStatus

func CheckFramebufferStatus(target uint) uint

func Clear

func Clear(mask uint)

func ClearColor

func ClearColor(red, green, blue, alpha float32)

func ClearDepthf

func ClearDepthf(depth float32)

func ClearStencil

func ClearStencil(s int)

func ColorMask

func ColorMask(red, green, blue, alpha bool)

func CompileShader

func CompileShader(shader uint)

func CompressedTexImage2D

func CompressedTexImage2D(target uint, level int, internalformat uint,
	width, height, border, imageSize int, data interface{})

func CompressedTexSubImage2D

func CompressedTexSubImage2D(target uint, level, xoffset, yoffset int,
	width, height int, format uint, imageSize int, data interface{})

func CopyTexImage2D

func CopyTexImage2D(target uint, level int, internalformat uint,
	x, y, width, height, border int)

func CopyTexSubImage2D

func CopyTexSubImage2D(target uint, level, xoffset, yoffset,
	x, y, width, height int)

func CreateProgram

func CreateProgram() uint

func CreateShader

func CreateShader(type_ uint) uint

func CullFace

func CullFace(mode uint)

func DeleteBuffers

func DeleteBuffers(n int, buffers *uint32)

func DeleteFramebuffers

func DeleteFramebuffers(n int, framebuffers *uint32)

func DeleteProgram

func DeleteProgram(program uint)

func DeleteRenderbuffers

func DeleteRenderbuffers(n int, renderbuffers *uint32)

func DeleteShader

func DeleteShader(shader uint)

func DeleteTextures

func DeleteTextures(n int, textures *uint32)

func DepthFunc

func DepthFunc(f uint)

func DepthMask

func DepthMask(flag bool)

func DepthRangef

func DepthRangef(zNear, zFar float32)

func DetachShader

func DetachShader(program, shader uint)

func Disable

func Disable(cap uint)

func DisableVertexAttribArray

func DisableVertexAttribArray(index uint)

func DrawArrays

func DrawArrays(mode uint, first, count int)

func DrawElements

func DrawElements(mode uint, count int, type_ uint, indices interface{})

func Enable

func Enable(cap int)

func EnableVertexAttribArray

func EnableVertexAttribArray(index int)

func Finish

func Finish()

func Flush

func Flush()

func FramebufferRenderbuffer

func FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer uint)

func FramebufferTexture2D

func FramebufferTexture2D(target, attachment, textarget, texture uint, level int)

func FrontFace

func FrontFace(mode uint)

func GenBuffers

func GenBuffers(n int, buffers interface{})

func GenFramebuffers

func GenFramebuffers(n int, framebuffers *uint32)

func GenRenderbuffers

func GenRenderbuffers(n int, renderbuffers *uint32)

func GenTextures

func GenTextures(n int, textures interface{})

func GenerateMipmap

func GenerateMipmap(target uint)

func GetActiveAttrib

func GetActiveAttrib(program, index uint, bufsize int) (size int32, type_ uint32, name string)

func GetActiveUniform

func GetActiveUniform(program, index uint, bufsize int) (size int32, type_ uint32, name string)

func GetAttachedShaders

func GetAttachedShaders(program int, shaders []uint32) []uint32

func GetAttribLocation

func GetAttribLocation(program uint, name string) int

func GetBooleanv

func GetBooleanv(pname uint, params []bool) []bool

func GetBufferParameteriv

func GetBufferParameteriv(target, pname uint, params []int32) []int32

func GetError

func GetError() int

func GetFloatv

func GetFloatv(pname uint, params []float32) []float32

func GetFramebufferAttachmentParameteriv

func GetFramebufferAttachmentParameteriv(
	target, attachment, pname uint, params []int32) []int32

func GetIntegerv

func GetIntegerv(pname uint, params []int32) []int32

func GetProgramInfoLog

func GetProgramInfoLog(program uint, bufsize int) string

func GetProgramiv

func GetProgramiv(program, pname uint, params []int32) []int32

func GetRenderbufferParameteriv

func GetRenderbufferParameteriv(target, pname uint, params []int32) []int32

func GetShaderInfoLog

func GetShaderInfoLog(shader uint, bufsize int) string

func GetShaderPrecisionFormat

func GetShaderPrecisionFormat(shadertype, precisiontype uint) (
	range_ int32, precision int32)

func GetShaderSource

func GetShaderSource(shader uint, bufsize int) string

func GetShaderiv

func GetShaderiv(shader, pname uint, params []int32) []int32

func GetString

func GetString(name uint) string

func GetTexParameterfv

func GetTexParameterfv(target, pname uint, params []float32) []float32

func GetTexParameteriv

func GetTexParameteriv(target, pname uint, params []int32) []int32

func GetUniformLocation

func GetUniformLocation(program uint, name string) int

func GetUniformfv

func GetUniformfv(program uint, location int, params []float32) []float32

func GetUniformiv

func GetUniformiv(program uint, location int, params []int32) []int32

func GetVertexAttribPointerv

func GetVertexAttribPointerv(index, pname uint, pointer interface{}) interface{}

func GetVertexAttribfv

func GetVertexAttribfv(index, pname uint, params []float32) []float32

func GetVertexAttribiv

func GetVertexAttribiv(index, pname uint, params []int32) []int32

func GoString

func GoString(s *C.GLchar) string

func Hint

func Hint(target, mode uint)

func IsBuffer

func IsBuffer(buffer uint) bool

func IsEnabled

func IsEnabled(cap uint) bool

func IsFramebuffer

func IsFramebuffer(framebuffer uint) bool

func IsProgram

func IsProgram(program uint) bool

func IsRenderbuffer

func IsRenderbuffer(renderbuffer uint) bool

func IsShader

func IsShader(shader uint) bool

func IsTexture

func IsTexture(texture uint) bool

func LineWidth

func LineWidth(width float32)

func LinkProgram

func LinkProgram(program uint)

func PixelStorei

func PixelStorei(pname, param uint)

func PolygonOffset

func PolygonOffset(factor float32, units float32)

func ReadPixels

func ReadPixels(x, y, width, height int, format, type_ uint, pixels interface{})

func ReleaseShaderCompiler

func ReleaseShaderCompiler()

func RenderbufferStorage

func RenderbufferStorage(target, internalformat uint, width, height int)

func SampleCoverage

func SampleCoverage(value float32, invert bool)

func Scissor

func Scissor(x, y, width, height int)

func ShaderBinary

func ShaderBinary(n int, shaders interface{}, binaryformat uint, binary interface{}, length int)

func ShaderSource

func ShaderSource(shader uint, s string)

func StencilFunc

func StencilFunc(func_ uint, ref int, mask uint)

func StencilFuncSeparate

func StencilFuncSeparate(face, func_ uint, ref int, mask uint)

func StencilMask

func StencilMask(mask uint)

func StencilMaskSeparate

func StencilMaskSeparate(face, mask uint)

func StencilOp

func StencilOp(fail, zfail, zpass uint)

func StencilOpSeparate

func StencilOpSeparate(face, fail, zfail, zpass uint)

func TexImage2D

func TexImage2D(target uint, level, internalformat, width, height,
	border int, format, type_ uint, pixels interface{})

func TexParameterf

func TexParameterf(target, pname uint, param float32)

func TexParameterfv

func TexParameterfv(target, pname uint, params []float32) []float32

func TexParameteri

func TexParameteri(target, pname uint, param int)

func TexParameteriv

func TexParameteriv(target, pname uint, params []int32) []int32

func TexSubImage2D

func TexSubImage2D(target uint, level, xoffset, yoffset, width, height int,
	format, type_ uint, pixels interface{})

func Uniform1f

func Uniform1f(location int, x float32)

func Uniform1fv

func Uniform1fv(location, count int, value []float32)

func Uniform1i

func Uniform1i(location, x int)

func Uniform1iv

func Uniform1iv(location, count int, value []int32)

func Uniform2f

func Uniform2f(location int, x, y float32)

func Uniform2fv

func Uniform2fv(location, count int, value []float32)

func Uniform2i

func Uniform2i(location, x, y int)

func Uniform2iv

func Uniform2iv(location, count int, value []int32)

func Uniform3f

func Uniform3f(location int, x, y, z float32)

func Uniform3fv

func Uniform3fv(location, count int, value []float32)

func Uniform3i

func Uniform3i(location, x, y, z int)

func Uniform3iv

func Uniform3iv(location, count int, value []int32)

func Uniform4f

func Uniform4f(location int, x, y, z, w float32)

func Uniform4fv

func Uniform4fv(location, count int, value []float32)

func Uniform4i

func Uniform4i(location, x int, y int, z int, w int)

func Uniform4iv

func Uniform4iv(location, count int, value []int32)

func UniformMatrix2fv

func UniformMatrix2fv(location, count int, transpose bool, value []float32)

func UniformMatrix3fv

func UniformMatrix3fv(location, count int, transpose bool, value []float32)

func UniformMatrix4fv

func UniformMatrix4fv(location, count int, transpose bool, value []float32)

func UseProgram

func UseProgram(program uint)

func ValidateProgram

func ValidateProgram(program uint)

func VertexAttrib1f

func VertexAttrib1f(indx int, x float32)

func VertexAttrib1fv

func VertexAttrib1fv(indx int, values []float32)

func VertexAttrib2f

func VertexAttrib2f(indx int, x, y float32)

func VertexAttrib2fv

func VertexAttrib2fv(indx int, values []float32)

func VertexAttrib3f

func VertexAttrib3f(indx int, x, y, z float32)

func VertexAttrib3fv

func VertexAttrib3fv(indx int, values []float32)

func VertexAttrib4f

func VertexAttrib4f(indx int, x, y, z, w float32)

func VertexAttrib4fv

func VertexAttrib4fv(indx int, values []float32)

func VertexAttribPointer

func VertexAttribPointer(indx int, size int, type_ uint, normalized bool, stride int, ptr interface{})

func Viewport

func Viewport(x int, y int, width int, height int)

Types

This section is empty.

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