simplex3d.backend.lwjgl.ArbEquivalents

GL20

object GL20

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  1. final def !=(arg0: AnyRef): Boolean

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  2. final def !=(arg0: Any): Boolean

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  3. final def ##(): Int

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  4. final def ==(arg0: AnyRef): Boolean

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  5. final def ==(arg0: Any): Boolean

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  6. def GL_ACTIVE_ATTRIBUTES: Int

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    @inline()
  7. def GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: Int

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    @inline()
  8. def GL_ACTIVE_UNIFORMS: Int

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    @inline()
  9. def GL_ACTIVE_UNIFORM_MAX_LENGTH: Int

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    @inline()
  10. def GL_COMPILE_STATUS: Int

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    @inline()
  11. def GL_FRAGMENT_SHADER: Int

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    @inline()
  12. def GL_INFO_LOG_LENGTH: Int

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    @inline()
  13. def GL_LINK_STATUS: Int

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    @inline()
  14. def GL_LOWER_LEFT: Int

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    @inline()
  15. def GL_POINT_SPRITE: Int

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    @inline()
  16. def GL_POINT_SPRITE_COORD_ORIGIN: Int

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    @inline()
  17. def GL_VERTEX_PROGRAM_POINT_SIZE: Int

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    @inline()
  18. def GL_VERTEX_SHADER: Int

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    @inline()
  19. final def asInstanceOf[T0]: T0

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  20. def clone(): AnyRef

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    protected[java.lang]
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  21. final def eq(arg0: AnyRef): Boolean

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  22. def equals(arg0: Any): Boolean

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  23. def finalize(): Unit

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  24. final def getClass(): Class[_]

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  25. def glAttachShader(containerObj: Int, obj: Int): Unit

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    @inline()
  26. def glCompileShader(shaderObj: Int): Unit

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    @inline()
  27. def glCreateProgram(): Int

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    @inline()
  28. def glCreateShader(shaderType: Int): Int

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    @inline()
  29. def glDeleteProgram(obj: Int): Unit

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    @inline()
  30. def glDeleteShader(obj: Int): Unit

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    @inline()
  31. def glEnableVertexAttribArray(index: Int): Unit

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    @inline()
  32. def glGetActiveAttrib(programObj: Int, index: Int, maxLength: Int, sizeType: IntBuffer): String

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    @inline()
  33. def glGetActiveUniform(programObj: Int, index: Int, maxLength: Int, sizeType: IntBuffer): String

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    @inline()
  34. def glGetAttribLocation(programObj: Int, name: CharSequence): Int

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  35. def glGetProgram(program: Int, pname: Int): Int

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  36. def glGetProgramInfoLog(obj: Int, maxLength: Int): String

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  37. def glGetShader(shader: Int, pname: Int): Int

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  38. def glGetShaderInfoLog(obj: Int, maxLength: Int): String

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    @inline()
  39. def glGetUniformLocation(programObj: Int, name: CharSequence): Int

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    @inline()
  40. def glLinkProgram(programObj: Int): Unit

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    @inline()
  41. def glShaderSource(shader: Int, string: CharSequence): Unit

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    @inline()
  42. def glUniform1f(location: Int, v0: Float): Unit

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    @inline()
  43. def glUniform1i(location: Int, v0: Int): Unit

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    @inline()
  44. def glUniform2f(location: Int, v0: Float, v1: Float): Unit

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    @inline()
  45. def glUniform2i(location: Int, v0: Int, v1: Int): Unit

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    @inline()
  46. def glUniform3f(location: Int, v0: Float, v1: Float, v2: Float): Unit

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    @inline()
  47. def glUniform3i(location: Int, v0: Int, v1: Int, v2: Int): Unit

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    @inline()
  48. def glUniform4f(location: Int, v0: Float, v1: Float, v2: Float, v3: Float): Unit

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    @inline()
  49. def glUniform4i(location: Int, v0: Int, v1: Int, v2: Int, v3: Int): Unit

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    @inline()
  50. def glUniformMatrix2(location: Int, transpose: Boolean, matrices: FloatBuffer): Unit

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    @inline()
  51. def glUniformMatrix3(location: Int, transpose: Boolean, matrices: FloatBuffer): Unit

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    @inline()
  52. def glUniformMatrix4(location: Int, transpose: Boolean, matrices: FloatBuffer): Unit

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    @inline()
  53. def glUseProgram(programObj: Int): Unit

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    @inline()
  54. def glVertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, buffer_buffer_offset: Long): Unit

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    @inline()
  55. def hashCode(): Int

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  56. final def isInstanceOf[T0]: Boolean

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  57. final def ne(arg0: AnyRef): Boolean

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  58. final def notify(): Unit

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  59. final def notifyAll(): Unit

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  60. final def synchronized[T0](arg0: ⇒ T0): T0

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  61. def toString(): String

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  62. final def wait(): Unit

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  63. final def wait(arg0: Long, arg1: Int): Unit

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    @throws()
  64. final def wait(arg0: Long): Unit

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