public class GL20Profiler extends GLProfiler implements GL20
Modifier and Type | Field and Description |
---|---|
GL20 |
gl20 |
calls, drawCalls, shaderSwitches, textureBindings, vertexCount
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, GL_ACTIVE_ATTRIBUTES, GL_ACTIVE_TEXTURE, GL_ACTIVE_UNIFORM_MAX_LENGTH, GL_ACTIVE_UNIFORMS, GL_ALIASED_LINE_WIDTH_RANGE, GL_ALIASED_POINT_SIZE_RANGE, GL_ALPHA, GL_ALPHA_BITS, GL_ALWAYS, GL_ARRAY_BUFFER, GL_ARRAY_BUFFER_BINDING, GL_ATTACHED_SHADERS, GL_BACK, GL_BLEND, GL_BLEND_COLOR, GL_BLEND_DST_ALPHA, GL_BLEND_DST_RGB, GL_BLEND_EQUATION, GL_BLEND_EQUATION_ALPHA, GL_BLEND_EQUATION_RGB, GL_BLEND_SRC_ALPHA, GL_BLEND_SRC_RGB, GL_BLUE_BITS, GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4, GL_BUFFER_SIZE, GL_BUFFER_USAGE, GL_BYTE, GL_CCW, GL_CLAMP_TO_EDGE, GL_COLOR_ATTACHMENT0, GL_COLOR_BUFFER_BIT, GL_COLOR_CLEAR_VALUE, GL_COLOR_WRITEMASK, GL_COMPILE_STATUS, GL_COMPRESSED_TEXTURE_FORMATS, GL_CONSTANT_ALPHA, GL_CONSTANT_COLOR, GL_COVERAGE_BUFFER_BIT_NV, GL_CULL_FACE, GL_CULL_FACE_MODE, GL_CURRENT_PROGRAM, GL_CURRENT_VERTEX_ATTRIB, GL_CW, GL_DECR, GL_DECR_WRAP, GL_DELETE_STATUS, GL_DEPTH_ATTACHMENT, GL_DEPTH_BITS, GL_DEPTH_BUFFER_BIT, GL_DEPTH_CLEAR_VALUE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_FUNC, GL_DEPTH_RANGE, GL_DEPTH_TEST, GL_DEPTH_WRITEMASK, GL_DITHER, GL_DONT_CARE, GL_DST_ALPHA, GL_DST_COLOR, GL_DYNAMIC_DRAW, GL_ELEMENT_ARRAY_BUFFER, GL_ELEMENT_ARRAY_BUFFER_BINDING, GL_EQUAL, GL_ES_VERSION_2_0, GL_EXTENSIONS, GL_FALSE, GL_FASTEST, GL_FIXED, GL_FLOAT, GL_FLOAT_MAT2, GL_FLOAT_MAT3, GL_FLOAT_MAT4, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4, GL_FRAGMENT_SHADER, GL_FRAMEBUFFER, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, GL_FRAMEBUFFER_BINDING, GL_FRAMEBUFFER_COMPLETE, GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT, GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS, GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT, GL_FRAMEBUFFER_UNSUPPORTED, GL_FRONT, GL_FRONT_AND_BACK, GL_FRONT_FACE, GL_FUNC_ADD, GL_FUNC_REVERSE_SUBTRACT, GL_FUNC_SUBTRACT, GL_GENERATE_MIPMAP, GL_GENERATE_MIPMAP_HINT, GL_GEQUAL, GL_GREATER, GL_GREEN_BITS, GL_HIGH_FLOAT, GL_HIGH_INT, GL_IMPLEMENTATION_COLOR_READ_FORMAT, GL_IMPLEMENTATION_COLOR_READ_TYPE, GL_INCR, GL_INCR_WRAP, GL_INFO_LOG_LENGTH, GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4, GL_INVALID_ENUM, GL_INVALID_FRAMEBUFFER_OPERATION, GL_INVALID_OPERATION, GL_INVALID_VALUE, GL_INVERT, GL_KEEP, GL_LEQUAL, GL_LESS, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_WIDTH, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINES, GL_LINK_STATUS, GL_LOW_FLOAT, GL_LOW_INT, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, GL_MAX_CUBE_MAP_TEXTURE_SIZE, GL_MAX_FRAGMENT_UNIFORM_VECTORS, GL_MAX_RENDERBUFFER_SIZE, GL_MAX_TEXTURE_IMAGE_UNITS, GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, GL_MAX_TEXTURE_SIZE, GL_MAX_TEXTURE_UNITS, GL_MAX_VARYING_VECTORS, GL_MAX_VERTEX_ATTRIBS, GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, GL_MAX_VERTEX_UNIFORM_VECTORS, GL_MAX_VIEWPORT_DIMS, GL_MEDIUM_FLOAT, GL_MEDIUM_INT, GL_MIRRORED_REPEAT, GL_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEVER, GL_NICEST, GL_NO_ERROR, GL_NONE, GL_NOTEQUAL, GL_NUM_COMPRESSED_TEXTURE_FORMATS, GL_NUM_SHADER_BINARY_FORMATS, GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_COLOR, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR, GL_OUT_OF_MEMORY, GL_PACK_ALIGNMENT, GL_POINTS, GL_POLYGON_OFFSET_FACTOR, GL_POLYGON_OFFSET_FILL, GL_POLYGON_OFFSET_UNITS, GL_RED_BITS, GL_RENDERBUFFER, GL_RENDERBUFFER_ALPHA_SIZE, GL_RENDERBUFFER_BINDING, GL_RENDERBUFFER_BLUE_SIZE, GL_RENDERBUFFER_DEPTH_SIZE, GL_RENDERBUFFER_GREEN_SIZE, GL_RENDERBUFFER_HEIGHT, GL_RENDERBUFFER_INTERNAL_FORMAT, GL_RENDERBUFFER_RED_SIZE, GL_RENDERBUFFER_STENCIL_SIZE, GL_RENDERBUFFER_WIDTH, GL_RENDERER, GL_REPEAT, GL_REPLACE, GL_RGB, GL_RGB5_A1, GL_RGB565, GL_RGBA, GL_RGBA4, GL_SAMPLE_ALPHA_TO_COVERAGE, GL_SAMPLE_BUFFERS, GL_SAMPLE_COVERAGE, GL_SAMPLE_COVERAGE_INVERT, GL_SAMPLE_COVERAGE_VALUE, GL_SAMPLER_2D, GL_SAMPLER_CUBE, GL_SAMPLES, GL_SCISSOR_BOX, GL_SCISSOR_TEST, GL_SHADER_BINARY_FORMATS, GL_SHADER_COMPILER, GL_SHADER_SOURCE_LENGTH, GL_SHADER_TYPE, GL_SHADING_LANGUAGE_VERSION, GL_SHORT, GL_SRC_ALPHA, GL_SRC_ALPHA_SATURATE, GL_SRC_COLOR, GL_STATIC_DRAW, GL_STENCIL_ATTACHMENT, GL_STENCIL_BACK_FAIL, GL_STENCIL_BACK_FUNC, GL_STENCIL_BACK_PASS_DEPTH_FAIL, GL_STENCIL_BACK_PASS_DEPTH_PASS, GL_STENCIL_BACK_REF, GL_STENCIL_BACK_VALUE_MASK, GL_STENCIL_BACK_WRITEMASK, GL_STENCIL_BITS, GL_STENCIL_BUFFER_BIT, GL_STENCIL_CLEAR_VALUE, GL_STENCIL_FAIL, GL_STENCIL_FUNC, GL_STENCIL_INDEX, GL_STENCIL_INDEX8, GL_STENCIL_PASS_DEPTH_FAIL, GL_STENCIL_PASS_DEPTH_PASS, GL_STENCIL_REF, GL_STENCIL_TEST, GL_STENCIL_VALUE_MASK, GL_STENCIL_WRITEMASK, GL_STREAM_DRAW, GL_SUBPIXEL_BITS, GL_TEXTURE, GL_TEXTURE_2D, GL_TEXTURE_BINDING_2D, GL_TEXTURE_BINDING_CUBE_MAP, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MAX_ANISOTROPY_EXT, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE10, GL_TEXTURE11, GL_TEXTURE12, GL_TEXTURE13, GL_TEXTURE14, GL_TEXTURE15, GL_TEXTURE16, GL_TEXTURE17, GL_TEXTURE18, GL_TEXTURE19, GL_TEXTURE2, GL_TEXTURE20, GL_TEXTURE21, GL_TEXTURE22, GL_TEXTURE23, GL_TEXTURE24, GL_TEXTURE25, GL_TEXTURE26, GL_TEXTURE27, GL_TEXTURE28, GL_TEXTURE29, GL_TEXTURE3, GL_TEXTURE30, GL_TEXTURE31, GL_TEXTURE4, GL_TEXTURE5, GL_TEXTURE6, GL_TEXTURE7, GL_TEXTURE8, GL_TEXTURE9, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP, GL_TRIANGLES, GL_TRUE, GL_UNPACK_ALIGNMENT, GL_UNSIGNED_BYTE, GL_UNSIGNED_INT, GL_UNSIGNED_SHORT, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_5_6_5, GL_VALIDATE_STATUS, GL_VENDOR, GL_VERSION, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, GL_VERTEX_ATTRIB_ARRAY_POINTER, GL_VERTEX_ATTRIB_ARRAY_SIZE, GL_VERTEX_ATTRIB_ARRAY_STRIDE, GL_VERTEX_ATTRIB_ARRAY_TYPE, GL_VERTEX_PROGRAM_POINT_SIZE, GL_VERTEX_SHADER, GL_VIEWPORT, GL_ZERO
Modifier and Type | Method and Description |
---|---|
void |
glActiveTexture(int texture) |
void |
glAttachShader(int program,
int shader) |
void |
glBindAttribLocation(int program,
int index,
String name) |
void |
glBindBuffer(int target,
int buffer) |
void |
glBindFramebuffer(int target,
int framebuffer) |
void |
glBindRenderbuffer(int target,
int renderbuffer) |
void |
glBindTexture(int target,
int texture) |
void |
glBlendColor(float red,
float green,
float blue,
float alpha) |
void |
glBlendEquation(int mode) |
void |
glBlendEquationSeparate(int modeRGB,
int modeAlpha) |
void |
glBlendFunc(int sfactor,
int dfactor) |
void |
glBlendFuncSeparate(int srcRGB,
int dstRGB,
int srcAlpha,
int dstAlpha) |
void |
glBufferData(int target,
int size,
Buffer data,
int usage) |
void |
glBufferSubData(int target,
int offset,
int size,
Buffer data) |
int |
glCheckFramebufferStatus(int target) |
void |
glClear(int mask) |
void |
glClearColor(float red,
float green,
float blue,
float alpha) |
void |
glClearDepthf(float depth) |
void |
glClearStencil(int s) |
void |
glColorMask(boolean red,
boolean green,
boolean blue,
boolean alpha) |
void |
glCompileShader(int shader) |
void |
glCompressedTexImage2D(int target,
int level,
int internalformat,
int width,
int height,
int border,
int imageSize,
Buffer data) |
void |
glCompressedTexSubImage2D(int target,
int level,
int xoffset,
int yoffset,
int width,
int height,
int format,
int imageSize,
Buffer data) |
void |
glCopyTexImage2D(int target,
int level,
int internalformat,
int x,
int y,
int width,
int height,
int border) |
void |
glCopyTexSubImage2D(int target,
int level,
int xoffset,
int yoffset,
int x,
int y,
int width,
int height) |
int |
glCreateProgram() |
int |
glCreateShader(int type) |
void |
glCullFace(int mode) |
void |
glDeleteBuffers(int n,
IntBuffer buffers) |
void |
glDeleteFramebuffers(int n,
IntBuffer framebuffers) |
void |
glDeleteProgram(int program) |
void |
glDeleteRenderbuffers(int n,
IntBuffer renderbuffers) |
void |
glDeleteShader(int shader) |
void |
glDeleteTextures(int n,
IntBuffer textures) |
void |
glDepthFunc(int func) |
void |
glDepthMask(boolean flag) |
void |
glDepthRangef(float zNear,
float zFar) |
void |
glDetachShader(int program,
int shader) |
void |
glDisable(int cap) |
void |
glDisableVertexAttribArray(int index) |
void |
glDrawArrays(int mode,
int first,
int count) |
void |
glDrawElements(int mode,
int count,
int type,
Buffer indices) |
void |
glDrawElements(int mode,
int count,
int type,
int indices) |
void |
glEnable(int cap) |
void |
glEnableVertexAttribArray(int index) |
void |
glFinish() |
void |
glFlush() |
void |
glFramebufferRenderbuffer(int target,
int attachment,
int renderbuffertarget,
int renderbuffer) |
void |
glFramebufferTexture2D(int target,
int attachment,
int textarget,
int texture,
int level) |
void |
glFrontFace(int mode) |
void |
glGenBuffers(int n,
IntBuffer buffers) |
void |
glGenerateMipmap(int target) |
void |
glGenFramebuffers(int n,
IntBuffer framebuffers) |
void |
glGenRenderbuffers(int n,
IntBuffer renderbuffers) |
void |
glGenTextures(int n,
IntBuffer textures) |
String |
glGetActiveAttrib(int program,
int index,
IntBuffer size,
Buffer type) |
String |
glGetActiveUniform(int program,
int index,
IntBuffer size,
Buffer type) |
void |
glGetAttachedShaders(int program,
int maxcount,
Buffer count,
IntBuffer shaders) |
int |
glGetAttribLocation(int program,
String name) |
void |
glGetBooleanv(int pname,
Buffer params) |
void |
glGetBufferParameteriv(int target,
int pname,
IntBuffer params) |
int |
glGetError() |
void |
glGetFloatv(int pname,
FloatBuffer params) |
void |
glGetFramebufferAttachmentParameteriv(int target,
int attachment,
int pname,
IntBuffer params) |
void |
glGetIntegerv(int pname,
IntBuffer params) |
String |
glGetProgramInfoLog(int program) |
void |
glGetProgramiv(int program,
int pname,
IntBuffer params) |
void |
glGetRenderbufferParameteriv(int target,
int pname,
IntBuffer params) |
String |
glGetShaderInfoLog(int shader) |
void |
glGetShaderiv(int shader,
int pname,
IntBuffer params) |
void |
glGetShaderPrecisionFormat(int shadertype,
int precisiontype,
IntBuffer range,
IntBuffer precision) |
String |
glGetString(int name) |
void |
glGetTexParameterfv(int target,
int pname,
FloatBuffer params) |
void |
glGetTexParameteriv(int target,
int pname,
IntBuffer params) |
void |
glGetUniformfv(int program,
int location,
FloatBuffer params) |
void |
glGetUniformiv(int program,
int location,
IntBuffer params) |
int |
glGetUniformLocation(int program,
String name) |
void |
glGetVertexAttribfv(int index,
int pname,
FloatBuffer params) |
void |
glGetVertexAttribiv(int index,
int pname,
IntBuffer params) |
void |
glGetVertexAttribPointerv(int index,
int pname,
Buffer pointer) |
void |
glHint(int target,
int mode) |
boolean |
glIsBuffer(int buffer) |
boolean |
glIsEnabled(int cap) |
boolean |
glIsFramebuffer(int framebuffer) |
boolean |
glIsProgram(int program) |
boolean |
glIsRenderbuffer(int renderbuffer) |
boolean |
glIsShader(int shader) |
boolean |
glIsTexture(int texture) |
void |
glLineWidth(float width) |
void |
glLinkProgram(int program) |
void |
glPixelStorei(int pname,
int param) |
void |
glPolygonOffset(float factor,
float units) |
void |
glReadPixels(int x,
int y,
int width,
int height,
int format,
int type,
Buffer pixels) |
void |
glReleaseShaderCompiler() |
void |
glRenderbufferStorage(int target,
int internalformat,
int width,
int height) |
void |
glSampleCoverage(float value,
boolean invert) |
void |
glScissor(int x,
int y,
int width,
int height) |
void |
glShaderBinary(int n,
IntBuffer shaders,
int binaryformat,
Buffer binary,
int length) |
void |
glShaderSource(int shader,
String string) |
void |
glStencilFunc(int func,
int ref,
int mask) |
void |
glStencilFuncSeparate(int face,
int func,
int ref,
int mask) |
void |
glStencilMask(int mask) |
void |
glStencilMaskSeparate(int face,
int mask) |
void |
glStencilOp(int fail,
int zfail,
int zpass) |
void |
glStencilOpSeparate(int face,
int fail,
int zfail,
int zpass) |
void |
glTexImage2D(int target,
int level,
int internalformat,
int width,
int height,
int border,
int format,
int type,
Buffer pixels) |
void |
glTexParameterf(int target,
int pname,
float param) |
void |
glTexParameterfv(int target,
int pname,
FloatBuffer params) |
void |
glTexParameteri(int target,
int pname,
int param) |
void |
glTexParameteriv(int target,
int pname,
IntBuffer params) |
void |
glTexSubImage2D(int target,
int level,
int xoffset,
int yoffset,
int width,
int height,
int format,
int type,
Buffer pixels) |
void |
glUniform1f(int location,
float x) |
void |
glUniform1fv(int location,
int count,
FloatBuffer v) |
void |
glUniform1i(int location,
int x) |
void |
glUniform1iv(int location,
int count,
IntBuffer v) |
void |
glUniform2f(int location,
float x,
float y) |
void |
glUniform2fv(int location,
int count,
FloatBuffer v) |
void |
glUniform2i(int location,
int x,
int y) |
void |
glUniform2iv(int location,
int count,
IntBuffer v) |
void |
glUniform3f(int location,
float x,
float y,
float z) |
void |
glUniform3fv(int location,
int count,
FloatBuffer v) |
void |
glUniform3i(int location,
int x,
int y,
int z) |
void |
glUniform3iv(int location,
int count,
IntBuffer v) |
void |
glUniform4f(int location,
float x,
float y,
float z,
float w) |
void |
glUniform4fv(int location,
int count,
FloatBuffer v) |
void |
glUniform4i(int location,
int x,
int y,
int z,
int w) |
void |
glUniform4iv(int location,
int count,
IntBuffer v) |
void |
glUniformMatrix2fv(int location,
int count,
boolean transpose,
FloatBuffer value) |
void |
glUniformMatrix3fv(int location,
int count,
boolean transpose,
FloatBuffer value) |
void |
glUniformMatrix4fv(int location,
int count,
boolean transpose,
FloatBuffer value) |
void |
glUseProgram(int program) |
void |
glValidateProgram(int program) |
void |
glVertexAttrib1f(int indx,
float x) |
void |
glVertexAttrib1fv(int indx,
FloatBuffer values) |
void |
glVertexAttrib2f(int indx,
float x,
float y) |
void |
glVertexAttrib2fv(int indx,
FloatBuffer values) |
void |
glVertexAttrib3f(int indx,
float x,
float y,
float z) |
void |
glVertexAttrib3fv(int indx,
FloatBuffer values) |
void |
glVertexAttrib4f(int indx,
float x,
float y,
float z,
float w) |
void |
glVertexAttrib4fv(int indx,
FloatBuffer values) |
void |
glVertexAttribPointer(int indx,
int size,
int type,
boolean normalized,
int stride,
Buffer ptr) |
void |
glVertexAttribPointer(int indx,
int size,
int type,
boolean normalized,
int stride,
int ptr) |
void |
glViewport(int x,
int y,
int width,
int height) |
disable, enable, reset
public GL20 gl20
public void glActiveTexture(int texture)
glActiveTexture
in interface GL20
public void glBindTexture(int target, int texture)
glBindTexture
in interface GL20
public void glBlendFunc(int sfactor, int dfactor)
glBlendFunc
in interface GL20
public void glClearColor(float red, float green, float blue, float alpha)
glClearColor
in interface GL20
public void glClearDepthf(float depth)
glClearDepthf
in interface GL20
public void glClearStencil(int s)
glClearStencil
in interface GL20
public void glColorMask(boolean red, boolean green, boolean blue, boolean alpha)
glColorMask
in interface GL20
public void glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Buffer data)
glCompressedTexImage2D
in interface GL20
public void glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Buffer data)
glCompressedTexSubImage2D
in interface GL20
public void glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border)
glCopyTexImage2D
in interface GL20
public void glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height)
glCopyTexSubImage2D
in interface GL20
public void glCullFace(int mode)
glCullFace
in interface GL20
public void glDeleteTextures(int n, IntBuffer textures)
glDeleteTextures
in interface GL20
public void glDepthFunc(int func)
glDepthFunc
in interface GL20
public void glDepthMask(boolean flag)
glDepthMask
in interface GL20
public void glDepthRangef(float zNear, float zFar)
glDepthRangef
in interface GL20
public void glDrawArrays(int mode, int first, int count)
glDrawArrays
in interface GL20
public void glDrawElements(int mode, int count, int type, Buffer indices)
glDrawElements
in interface GL20
public void glFrontFace(int mode)
glFrontFace
in interface GL20
public void glGenTextures(int n, IntBuffer textures)
glGenTextures
in interface GL20
public int glGetError()
glGetError
in interface GL20
public void glGetIntegerv(int pname, IntBuffer params)
glGetIntegerv
in interface GL20
public String glGetString(int name)
glGetString
in interface GL20
public void glLineWidth(float width)
glLineWidth
in interface GL20
public void glPixelStorei(int pname, int param)
glPixelStorei
in interface GL20
public void glPolygonOffset(float factor, float units)
glPolygonOffset
in interface GL20
public void glReadPixels(int x, int y, int width, int height, int format, int type, Buffer pixels)
glReadPixels
in interface GL20
public void glScissor(int x, int y, int width, int height)
public void glStencilFunc(int func, int ref, int mask)
glStencilFunc
in interface GL20
public void glStencilMask(int mask)
glStencilMask
in interface GL20
public void glStencilOp(int fail, int zfail, int zpass)
glStencilOp
in interface GL20
public void glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Buffer pixels)
glTexImage2D
in interface GL20
public void glTexParameterf(int target, int pname, float param)
glTexParameterf
in interface GL20
public void glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Buffer pixels)
glTexSubImage2D
in interface GL20
public void glViewport(int x, int y, int width, int height)
glViewport
in interface GL20
public void glAttachShader(int program, int shader)
glAttachShader
in interface GL20
public void glBindAttribLocation(int program, int index, String name)
glBindAttribLocation
in interface GL20
public void glBindBuffer(int target, int buffer)
glBindBuffer
in interface GL20
public void glBindFramebuffer(int target, int framebuffer)
glBindFramebuffer
in interface GL20
public void glBindRenderbuffer(int target, int renderbuffer)
glBindRenderbuffer
in interface GL20
public void glBlendColor(float red, float green, float blue, float alpha)
glBlendColor
in interface GL20
public void glBlendEquation(int mode)
glBlendEquation
in interface GL20
public void glBlendEquationSeparate(int modeRGB, int modeAlpha)
glBlendEquationSeparate
in interface GL20
public void glBlendFuncSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha)
glBlendFuncSeparate
in interface GL20
public void glBufferData(int target, int size, Buffer data, int usage)
glBufferData
in interface GL20
public void glBufferSubData(int target, int offset, int size, Buffer data)
glBufferSubData
in interface GL20
public int glCheckFramebufferStatus(int target)
glCheckFramebufferStatus
in interface GL20
public void glCompileShader(int shader)
glCompileShader
in interface GL20
public int glCreateProgram()
glCreateProgram
in interface GL20
public int glCreateShader(int type)
glCreateShader
in interface GL20
public void glDeleteBuffers(int n, IntBuffer buffers)
glDeleteBuffers
in interface GL20
public void glDeleteFramebuffers(int n, IntBuffer framebuffers)
glDeleteFramebuffers
in interface GL20
public void glDeleteProgram(int program)
glDeleteProgram
in interface GL20
public void glDeleteRenderbuffers(int n, IntBuffer renderbuffers)
glDeleteRenderbuffers
in interface GL20
public void glDeleteShader(int shader)
glDeleteShader
in interface GL20
public void glDetachShader(int program, int shader)
glDetachShader
in interface GL20
public void glDisableVertexAttribArray(int index)
glDisableVertexAttribArray
in interface GL20
public void glDrawElements(int mode, int count, int type, int indices)
glDrawElements
in interface GL20
public void glEnableVertexAttribArray(int index)
glEnableVertexAttribArray
in interface GL20
public void glFramebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer)
glFramebufferRenderbuffer
in interface GL20
public void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level)
glFramebufferTexture2D
in interface GL20
public void glGenBuffers(int n, IntBuffer buffers)
glGenBuffers
in interface GL20
public void glGenerateMipmap(int target)
glGenerateMipmap
in interface GL20
public void glGenFramebuffers(int n, IntBuffer framebuffers)
glGenFramebuffers
in interface GL20
public void glGenRenderbuffers(int n, IntBuffer renderbuffers)
glGenRenderbuffers
in interface GL20
public String glGetActiveAttrib(int program, int index, IntBuffer size, Buffer type)
glGetActiveAttrib
in interface GL20
public String glGetActiveUniform(int program, int index, IntBuffer size, Buffer type)
glGetActiveUniform
in interface GL20
public void glGetAttachedShaders(int program, int maxcount, Buffer count, IntBuffer shaders)
glGetAttachedShaders
in interface GL20
public int glGetAttribLocation(int program, String name)
glGetAttribLocation
in interface GL20
public void glGetBooleanv(int pname, Buffer params)
glGetBooleanv
in interface GL20
public void glGetBufferParameteriv(int target, int pname, IntBuffer params)
glGetBufferParameteriv
in interface GL20
public void glGetFloatv(int pname, FloatBuffer params)
glGetFloatv
in interface GL20
public void glGetFramebufferAttachmentParameteriv(int target, int attachment, int pname, IntBuffer params)
glGetFramebufferAttachmentParameteriv
in interface GL20
public void glGetProgramiv(int program, int pname, IntBuffer params)
glGetProgramiv
in interface GL20
public String glGetProgramInfoLog(int program)
glGetProgramInfoLog
in interface GL20
public void glGetRenderbufferParameteriv(int target, int pname, IntBuffer params)
glGetRenderbufferParameteriv
in interface GL20
public void glGetShaderiv(int shader, int pname, IntBuffer params)
glGetShaderiv
in interface GL20
public String glGetShaderInfoLog(int shader)
glGetShaderInfoLog
in interface GL20
public void glGetShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision)
glGetShaderPrecisionFormat
in interface GL20
public void glGetTexParameterfv(int target, int pname, FloatBuffer params)
glGetTexParameterfv
in interface GL20
public void glGetTexParameteriv(int target, int pname, IntBuffer params)
glGetTexParameteriv
in interface GL20
public void glGetUniformfv(int program, int location, FloatBuffer params)
glGetUniformfv
in interface GL20
public void glGetUniformiv(int program, int location, IntBuffer params)
glGetUniformiv
in interface GL20
public int glGetUniformLocation(int program, String name)
glGetUniformLocation
in interface GL20
public void glGetVertexAttribfv(int index, int pname, FloatBuffer params)
glGetVertexAttribfv
in interface GL20
public void glGetVertexAttribiv(int index, int pname, IntBuffer params)
glGetVertexAttribiv
in interface GL20
public void glGetVertexAttribPointerv(int index, int pname, Buffer pointer)
glGetVertexAttribPointerv
in interface GL20
public boolean glIsBuffer(int buffer)
glIsBuffer
in interface GL20
public boolean glIsEnabled(int cap)
glIsEnabled
in interface GL20
public boolean glIsFramebuffer(int framebuffer)
glIsFramebuffer
in interface GL20
public boolean glIsProgram(int program)
glIsProgram
in interface GL20
public boolean glIsRenderbuffer(int renderbuffer)
glIsRenderbuffer
in interface GL20
public boolean glIsShader(int shader)
glIsShader
in interface GL20
public boolean glIsTexture(int texture)
glIsTexture
in interface GL20
public void glLinkProgram(int program)
glLinkProgram
in interface GL20
public void glReleaseShaderCompiler()
glReleaseShaderCompiler
in interface GL20
public void glRenderbufferStorage(int target, int internalformat, int width, int height)
glRenderbufferStorage
in interface GL20
public void glSampleCoverage(float value, boolean invert)
glSampleCoverage
in interface GL20
public void glShaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length)
glShaderBinary
in interface GL20
public void glShaderSource(int shader, String string)
glShaderSource
in interface GL20
public void glStencilFuncSeparate(int face, int func, int ref, int mask)
glStencilFuncSeparate
in interface GL20
public void glStencilMaskSeparate(int face, int mask)
glStencilMaskSeparate
in interface GL20
public void glStencilOpSeparate(int face, int fail, int zfail, int zpass)
glStencilOpSeparate
in interface GL20
public void glTexParameterfv(int target, int pname, FloatBuffer params)
glTexParameterfv
in interface GL20
public void glTexParameteri(int target, int pname, int param)
glTexParameteri
in interface GL20
public void glTexParameteriv(int target, int pname, IntBuffer params)
glTexParameteriv
in interface GL20
public void glUniform1f(int location, float x)
glUniform1f
in interface GL20
public void glUniform1fv(int location, int count, FloatBuffer v)
glUniform1fv
in interface GL20
public void glUniform1i(int location, int x)
glUniform1i
in interface GL20
public void glUniform1iv(int location, int count, IntBuffer v)
glUniform1iv
in interface GL20
public void glUniform2f(int location, float x, float y)
glUniform2f
in interface GL20
public void glUniform2fv(int location, int count, FloatBuffer v)
glUniform2fv
in interface GL20
public void glUniform2i(int location, int x, int y)
glUniform2i
in interface GL20
public void glUniform2iv(int location, int count, IntBuffer v)
glUniform2iv
in interface GL20
public void glUniform3f(int location, float x, float y, float z)
glUniform3f
in interface GL20
public void glUniform3fv(int location, int count, FloatBuffer v)
glUniform3fv
in interface GL20
public void glUniform3i(int location, int x, int y, int z)
glUniform3i
in interface GL20
public void glUniform3iv(int location, int count, IntBuffer v)
glUniform3iv
in interface GL20
public void glUniform4f(int location, float x, float y, float z, float w)
glUniform4f
in interface GL20
public void glUniform4fv(int location, int count, FloatBuffer v)
glUniform4fv
in interface GL20
public void glUniform4i(int location, int x, int y, int z, int w)
glUniform4i
in interface GL20
public void glUniform4iv(int location, int count, IntBuffer v)
glUniform4iv
in interface GL20
public void glUniformMatrix2fv(int location, int count, boolean transpose, FloatBuffer value)
glUniformMatrix2fv
in interface GL20
public void glUniformMatrix3fv(int location, int count, boolean transpose, FloatBuffer value)
glUniformMatrix3fv
in interface GL20
public void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value)
glUniformMatrix4fv
in interface GL20
public void glUseProgram(int program)
glUseProgram
in interface GL20
public void glValidateProgram(int program)
glValidateProgram
in interface GL20
public void glVertexAttrib1f(int indx, float x)
glVertexAttrib1f
in interface GL20
public void glVertexAttrib1fv(int indx, FloatBuffer values)
glVertexAttrib1fv
in interface GL20
public void glVertexAttrib2f(int indx, float x, float y)
glVertexAttrib2f
in interface GL20
public void glVertexAttrib2fv(int indx, FloatBuffer values)
glVertexAttrib2fv
in interface GL20
public void glVertexAttrib3f(int indx, float x, float y, float z)
glVertexAttrib3f
in interface GL20
public void glVertexAttrib3fv(int indx, FloatBuffer values)
glVertexAttrib3fv
in interface GL20
public void glVertexAttrib4f(int indx, float x, float y, float z, float w)
glVertexAttrib4f
in interface GL20
public void glVertexAttrib4fv(int indx, FloatBuffer values)
glVertexAttrib4fv
in interface GL20
public void glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, Buffer ptr)
glVertexAttribPointer
in interface GL20
public void glVertexAttribPointer(int indx, int size, int type, boolean normalized, int stride, int ptr)
glVertexAttribPointer
in interface GL20
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