Documentation
¶
Index ¶
- Constants
- func ActiveTexture(texture Enum)
- func AttachShader(program Program, shader Uint)
- func BeginConditionalRender(id Uint, mode Enum)
- func BeginQuery(target Enum, id Uint)
- func BeginTransformFeedback(primitiveMode Enum)
- func BindAttribLocation(program Program, index Uint, name string)
- func BindBuffer(target Enum, buffer Buffer)
- func BindBufferBase(target Enum, index Uint, buffer Buffer)
- func BindBufferRange(target Enum, index Uint, buffer Buffer, offset Intptr, size Sizeiptr)
- func BindFragDataLocation(program Program, color Uint, name string)
- func BindFramebuffer(target Enum, framebuffer Buffer)
- func BindRenderbuffer(target Enum, renderbuffer Buffer)
- func BindTexture(target Enum, texture Texture)
- func BindVertexArray(array VertexArrayObject)
- func BlendColor(red Float, green Float, blue Float, alpha Float)
- func BlendEquation(mode Enum)
- func BlendEquationSeparate(modeRGB Enum, modeAlpha Enum)
- func BlendFunc(sfactor Enum, dfactor Enum)
- func BlendFuncSeparate(sfactorRGB Enum, dfactorRGB Enum, sfactorAlpha Enum, dfactorAlpha Enum)
- func BlitFramebuffer(srcX0 Int, srcY0 Int, srcX1 Int, srcY1 Int, dstX0 Int, dstY0 Int, dstX1 Int, ...)
- func BufferData(target Enum, size Sizeiptr, data Pointer, usage Enum)
- func BufferSubData(target Enum, offset Intptr, size Sizeiptr, data Pointer)
- func ClampColor(target Enum, clamp Enum)
- func Clear(mask Bitfield)
- func ClearBufferfi(buffer Enum, drawbuffer Int, depth Float, stencil Int)
- func ClearBufferfv(buffer Enum, drawbuffer Int, value *Float)
- func ClearBufferiv(buffer Enum, drawbuffer Int, value *Int)
- func ClearBufferuiv(buffer Enum, drawbuffer Int, value *Uint)
- func ClearColor(red Float, green Float, blue Float, alpha Float)
- func ClearDepth(depth Double)
- func ClearStencil(s Int)
- func ColorMask(red Boolean, green Boolean, blue Boolean, alpha Boolean)
- func ColorMaski(index Uint, r Boolean, g Boolean, b Boolean, a Boolean)
- func CompileShader(shader Uint)
- func CompressedTexImage1D(target Enum, level Int, internalformat Enum, width Sizei, border Int, ...)
- func CompressedTexImage2D(target Enum, level Int, internalformat Enum, width Sizei, height Sizei, ...)
- func CompressedTexImage3D(target Enum, level Int, internalformat Enum, width Sizei, height Sizei, ...)
- func CompressedTexSubImage1D(target Enum, level Int, xoffset Int, width Sizei, format Enum, imageSize Sizei, ...)
- func CompressedTexSubImage2D(target Enum, level Int, xoffset Int, yoffset Int, width Sizei, height Sizei, ...)
- func CompressedTexSubImage3D(target Enum, level Int, xoffset Int, yoffset Int, zoffset Int, width Sizei, ...)
- func CopyBufferSubData(readTarget Enum, writeTarget Enum, readOffset Intptr, writeOffset Intptr, ...)
- func CopyTexImage1D(target Enum, level Int, internalformat Enum, x Int, y Int, width Sizei, ...)
- func CopyTexImage2D(target Enum, level Int, internalformat Enum, x Int, y Int, width Sizei, ...)
- func CopyTexSubImage1D(target Enum, level Int, xoffset Int, x Int, y Int, width Sizei)
- func CopyTexSubImage2D(target Enum, level Int, xoffset Int, yoffset Int, x Int, y Int, width Sizei, ...)
- func CopyTexSubImage3D(target Enum, level Int, xoffset Int, yoffset Int, zoffset Int, x Int, y Int, ...)
- func CullFace(mode Enum)
- func DeleteBuffers(n Sizei, buffers *Buffer)
- func DeleteFramebuffers(n Sizei, framebuffers *Buffer)
- func DeleteProgram(program Program)
- func DeleteQueries(n Sizei, ids *Uint)
- func DeleteRenderbuffers(n Sizei, renderbuffers *Buffer)
- func DeleteShader(shader Uint)
- func DeleteSync(sync Sync)
- func DeleteTextures(n Sizei, textures *Texture)
- func DeleteVertexArrays(n Sizei, arrays *VertexArrayObject)
- func DepthFunc(func_ Enum)
- func DepthMask(flag Boolean)
- func DepthRange(near_ Double, far_ Double)
- func DetachShader(program Program, shader Uint)
- func Disable(cap Enum)
- func DisableVertexAttribArray(index AttributeLocation)
- func Disablei(target Enum, index Uint)
- func DrawArrays(mode Enum, first Int, count Sizei)
- func DrawArraysInstanced(mode Enum, first Int, count Sizei, instancecount Sizei)
- func DrawBuffer(mode Enum)
- func DrawBuffers(n Sizei, bufs *Enum)
- func DrawElements(mode Enum, count Sizei, type_ Enum, indices Pointer)
- func DrawElementsBaseVertex(mode Enum, count Sizei, type_ Enum, indices Pointer, basevertex Int)
- func DrawElementsInstanced(mode Enum, count Sizei, type_ Enum, indices Pointer, instancecount Sizei)
- func DrawElementsInstancedBaseVertex(mode Enum, count Sizei, type_ Enum, indices Pointer, instancecount Sizei, ...)
- func DrawRangeElements(mode Enum, start Uint, end Uint, count Sizei, type_ Enum, indices Pointer)
- func DrawRangeElementsBaseVertex(mode Enum, start Uint, end Uint, count Sizei, type_ Enum, indices Pointer, ...)
- func Enable(cap Enum)
- func EnableVertexAttribArray(index AttributeLocation)
- func Enablei(target Enum, index Uint)
- func EndConditionalRender()
- func EndQuery(target Enum)
- func EndTransformFeedback()
- func Finish()
- func Flush()
- func FlushMappedBufferRange(target Enum, offset Intptr, length Sizeiptr)
- func FramebufferRenderbuffer(target Enum, attachment Enum, renderbuffertarget Enum, renderbuffer Buffer)
- func FramebufferTexture(target Enum, attachment Enum, texture Texture, level Int)
- func FramebufferTexture1D(target Enum, attachment Enum, textarget Enum, texture Texture, level Int)
- func FramebufferTexture2D(target Enum, attachment Enum, textarget Enum, texture Texture, level Int)
- func FramebufferTexture3D(target Enum, attachment Enum, textarget Enum, texture Texture, level Int, ...)
- func FramebufferTextureLayer(target Enum, attachment Enum, texture Texture, level Int, layer Int)
- func FrontFace(mode Enum)
- func GenBuffers(n Sizei, buffers *Buffer)
- func GenFramebuffers(n Sizei, framebuffers *Buffer)
- func GenQueries(n Sizei, ids *Uint)
- func GenRenderbuffers(n Sizei, renderbuffers *Buffer)
- func GenTextures(n Sizei, textures *Texture)
- func GenVertexArrays(n Sizei, arrays *VertexArrayObject)
- func GenerateMipmap(target Enum)
- func GetActiveAttrib(program Program, index Uint, bufSize Sizei, length *Sizei, size *Int, ...)
- func GetActiveUniform(program Program, index Uint, bufSize Sizei, length *Sizei, size *Int, ...)
- func GetActiveUniformBlockName(program Program, uniformBlockIndex Uint, bufSize Sizei, length *Sizei, ...)
- func GetActiveUniformBlockiv(program Program, uniformBlockIndex Uint, pname Enum, params *Int)
- func GetActiveUniformName(program Program, uniformIndex Uint, bufSize Sizei, length *Sizei, ...)
- func GetActiveUniformsiv(program Program, uniformCount Sizei, uniformIndices *Uint, pname Enum, ...)
- func GetAttachedShaders(program Program, maxCount Sizei, count *Sizei, obj *Uint)
- func GetBooleani_v(target Enum, index Uint, data *Boolean)
- func GetBooleanv(pname Enum, params *Boolean)
- func GetBufferParameteri64v(target Enum, pname Enum, params *Int64)
- func GetBufferParameteriv(target Enum, pname Enum, params *Int)
- func GetBufferPointerv(target Enum, pname Enum, params *Pointer)
- func GetBufferSubData(target Enum, offset Intptr, size Sizeiptr, data Pointer)
- func GetCompressedTexImage(target Enum, level Int, img Pointer)
- func GetDoublev(pname Enum, params *Double)
- func GetFloatv(pname Enum, params *Float)
- func GetFramebufferAttachmentParameteriv(target Enum, attachment Enum, pname Enum, params *Int)
- func GetInteger64i_v(target Enum, index Uint, data *Int64)
- func GetInteger64v(pname Enum, params *Int64)
- func GetIntegeri_v(target Enum, index Uint, data *Int)
- func GetIntegerv(pname Enum, params *Int)
- func GetMultisamplefv(pname Enum, index Uint, val *Float)
- func GetProgramInfoLog(program Program) string
- func GetProgramiv(program Program, pname Enum, params *Int)
- func GetQueryObjectiv(id Uint, pname Enum, params *Int)
- func GetQueryObjectuiv(id Uint, pname Enum, params *Uint)
- func GetQueryiv(target Enum, pname Enum, params *Int)
- func GetRenderbufferParameteriv(target Enum, pname Enum, params *Int)
- func GetShaderInfoLog(shader Uint) string
- func GetShaderSource(shader Uint, bufSize Sizei, length *Sizei, source string)
- func GetShaderiv(shader Uint, pname Enum, params *Int)
- func GetSynciv(sync Sync, pname Enum, bufSize Sizei, length *Sizei, values *Int)
- func GetTexImage(target Enum, level Int, format Enum, type_ Enum, pixels Pointer)
- func GetTexLevelParameterfv(target Enum, level Int, pname Enum, params *Float)
- func GetTexLevelParameteriv(target Enum, level Int, pname Enum, params *Int)
- func GetTexParameterIiv(target Enum, pname Enum, params *Int)
- func GetTexParameterIuiv(target Enum, pname Enum, params *Uint)
- func GetTexParameterfv(target Enum, pname Enum, params *Float)
- func GetTexParameteriv(target Enum, pname Enum, params *Int)
- func GetTransformFeedbackVarying(program Program, index Uint, bufSize Sizei, length *Sizei, size *Sizei, ...)
- func GetUniformIndices(program Program, uniformNames []string, uniformIndices *Uint)
- func GetUniformfv(program Program, location UniformLocation, params *Float)
- func GetUniformiv(program Program, location UniformLocation, params *Int)
- func GetUniformuiv(program Program, location UniformLocation, params *Uint)
- func GetVertexAttribIiv(index Uint, pname Enum, params *Int)
- func GetVertexAttribIuiv(index Uint, pname Enum, params *Uint)
- func GetVertexAttribPointerv(index Uint, pname Enum, pointer *Pointer)
- func GetVertexAttribdv(index Uint, pname Enum, params *Double)
- func GetVertexAttribfv(index Uint, pname Enum, params *Float)
- func GetVertexAttribiv(index Uint, pname Enum, params *Int)
- func Hint(target Enum, mode Enum)
- func LineWidth(width Float)
- func LinkProgram(program Program)
- func LogicOp(opcode Enum)
- func MultiDrawArrays(mode Enum, first *Int, count *Sizei, drawcount Sizei)
- func MultiDrawElements(mode Enum, count *Sizei, type_ Enum, indices *Pointer, drawcount Sizei)
- func MultiDrawElementsBaseVertex(mode Enum, count *Sizei, type_ Enum, indices *Pointer, drawcount Sizei, ...)
- func PixelStoref(pname Enum, param Float)
- func PixelStorei(pname Enum, param Int)
- func PointParameterf(pname Enum, param Float)
- func PointParameterfv(pname Enum, params *Float)
- func PointParameteri(pname Enum, param Int)
- func PointParameteriv(pname Enum, params *Int)
- func PointSize(size Float)
- func PolygonMode(face Enum, mode Enum)
- func PolygonOffset(factor Float, units Float)
- func PrimitiveRestartIndex(index Uint)
- func ProvokingVertex(mode Enum)
- func ReadBuffer(mode Enum)
- func ReadPixels(x Int, y Int, width Sizei, height Sizei, format Enum, type_ Enum, ...)
- func RenderbufferStorage(target Enum, internalformat Enum, width Sizei, height Sizei)
- func RenderbufferStorageMultisample(target Enum, samples Sizei, internalformat Enum, width Sizei, height Sizei)
- func SampleCoverage(value Float, invert Boolean)
- func SampleMaski(index Uint, mask Bitfield)
- func Scissor(x Int, y Int, width Sizei, height Sizei)
- func ShaderSource(shader Uint, sources []string)
- func StencilFunc(func_ Enum, ref Int, mask Uint)
- func StencilFuncSeparate(face Enum, func_ Enum, ref Int, mask Uint)
- func StencilMask(mask Uint)
- func StencilMaskSeparate(face Enum, mask Uint)
- func StencilOp(fail Enum, zfail Enum, zpass Enum)
- func StencilOpSeparate(face Enum, sfail Enum, dpfail Enum, dppass Enum)
- func TexBuffer(target Enum, internalformat Enum, buffer Buffer)
- func TexImage1D(target Enum, level Int, internalformat Int, width Sizei, border Int, ...)
- func TexImage2D(target Enum, level Int, internalformat Int, width Sizei, height Sizei, ...)
- func TexImage2DMultisample(target Enum, samples Sizei, internalformat Int, width Sizei, height Sizei, ...)
- func TexImage3D(target Enum, level Int, internalformat Int, width Sizei, height Sizei, ...)
- func TexImage3DMultisample(target Enum, samples Sizei, internalformat Int, width Sizei, height Sizei, ...)
- func TexParameterIiv(target Enum, pname Enum, params *Int)
- func TexParameterIuiv(target Enum, pname Enum, params *Uint)
- func TexParameterf(target Enum, pname Enum, param Float)
- func TexParameterfv(target Enum, pname Enum, params *Float)
- func TexParameteri(target Enum, pname Enum, param Int)
- func TexParameteriv(target Enum, pname Enum, params *Int)
- func TexSubImage1D(target Enum, level Int, xoffset Int, width Sizei, format Enum, type_ Enum, ...)
- func TexSubImage2D(target Enum, level Int, xoffset Int, yoffset Int, width Sizei, height Sizei, ...)
- func TexSubImage3D(target Enum, level Int, xoffset Int, yoffset Int, zoffset Int, width Sizei, ...)
- func TransformFeedbackVaryings(program Program, varyings []string, bufferMode Enum)
- func Uniform1f(location UniformLocation, v0 Float)
- func Uniform1fv(location UniformLocation, count Sizei, value *Float)
- func Uniform1i(location UniformLocation, v0 Int)
- func Uniform1iv(location UniformLocation, count Sizei, value *Int)
- func Uniform1ui(location UniformLocation, v0 Uint)
- func Uniform1uiv(location UniformLocation, count Sizei, value *Uint)
- func Uniform2f(location UniformLocation, v0 Float, v1 Float)
- func Uniform2fv(location UniformLocation, count Sizei, value *Float)
- func Uniform2i(location UniformLocation, v0 Int, v1 Int)
- func Uniform2iv(location UniformLocation, count Sizei, value *Int)
- func Uniform2ui(location UniformLocation, v0 Uint, v1 Uint)
- func Uniform2uiv(location UniformLocation, count Sizei, value *Uint)
- func Uniform3f(location UniformLocation, v0 Float, v1 Float, v2 Float)
- func Uniform3fv(location UniformLocation, count Sizei, value *Float)
- func Uniform3i(location UniformLocation, v0 Int, v1 Int, v2 Int)
- func Uniform3iv(location UniformLocation, count Sizei, value *Int)
- func Uniform3ui(location UniformLocation, v0 Uint, v1 Uint, v2 Uint)
- func Uniform3uiv(location UniformLocation, count Sizei, value *Uint)
- func Uniform4f(location UniformLocation, v0 Float, v1 Float, v2 Float, v3 Float)
- func Uniform4fv(location UniformLocation, count Sizei, value *Float)
- func Uniform4i(location UniformLocation, v0 Int, v1 Int, v2 Int, v3 Int)
- func Uniform4iv(location UniformLocation, count Sizei, value *Int)
- func Uniform4ui(location UniformLocation, v0 Uint, v1 Uint, v2 Uint, v3 Uint)
- func Uniform4uiv(location UniformLocation, count Sizei, value *Uint)
- func UniformBlockBinding(program Program, uniformBlockIndex Uint, uniformBlockBinding Uint)
- func UniformMatrix2fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix2x3fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix2x4fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix3fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix3x2fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix3x4fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix4fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix4x2fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UniformMatrix4x3fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
- func UseProgram(program Program)
- func ValidateProgram(program Program)
- func VertexAttribI1i(index Uint, x Int)
- func VertexAttribI1iv(index Uint, v *Int)
- func VertexAttribI1ui(index Uint, x Uint)
- func VertexAttribI1uiv(index Uint, v *Uint)
- func VertexAttribI2i(index Uint, x Int, y Int)
- func VertexAttribI2iv(index Uint, v *Int)
- func VertexAttribI2ui(index Uint, x Uint, y Uint)
- func VertexAttribI2uiv(index Uint, v *Uint)
- func VertexAttribI3i(index Uint, x Int, y Int, z Int)
- func VertexAttribI3iv(index Uint, v *Int)
- func VertexAttribI3ui(index Uint, x Uint, y Uint, z Uint)
- func VertexAttribI3uiv(index Uint, v *Uint)
- func VertexAttribI4bv(index Uint, v *Byte)
- func VertexAttribI4i(index Uint, x Int, y Int, z Int, w Int)
- func VertexAttribI4iv(index Uint, v *Int)
- func VertexAttribI4sv(index Uint, v *Short)
- func VertexAttribI4ubv(index Uint, v *Ubyte)
- func VertexAttribI4ui(index Uint, x Uint, y Uint, z Uint, w Uint)
- func VertexAttribI4uiv(index Uint, v *Uint)
- func VertexAttribI4usv(index Uint, v *Ushort)
- func VertexAttribIPointer(index Uint, size Int, type_ Enum, stride Sizei, pointer Pointer)
- func VertexAttribPointer(index AttributeLocation, size Int, type_ Enum, normalized Boolean, ...)
- func Viewport(x Int, y Int, width Sizei, height Sizei)
- func WaitSync(sync Sync, flags Bitfield, timeout Uint64)
- type AttributeLocation
- type Bitfield
- type Boolean
- func IsBuffer(buffer Buffer) Boolean
- func IsEnabled(cap Enum) Boolean
- func IsEnabledi(target Enum, index Uint) Boolean
- func IsFramebuffer(framebuffer Buffer) Boolean
- func IsProgram(program Program) Boolean
- func IsQuery(id Uint) Boolean
- func IsRenderbuffer(renderbuffer Buffer) Boolean
- func IsShader(shader Uint) Boolean
- func IsSync(sync Sync) Boolean
- func IsTexture(texture Texture) Boolean
- func IsVertexArray(array VertexArrayObject) Boolean
- func UnmapBuffer(target Enum) Boolean
- type Buffer
- type Byte
- type Clampd
- type Clampf
- type Double
- type Enum
- type Float
- type FragmentShader
- type Half
- type Int
- type Int64
- type Intptr
- type Pointer
- type Program
- type Short
- type Sizei
- type Sizeiptr
- type Sync
- type Texture
- type Ubyte
- type Uint
- type Uint64
- type UniformLocation
- type Ushort
- type VertexArrayObject
- type VertexShader
Constants ¶
View Source
const ( ALPHA = C.GL_ALPHA ALWAYS = C.GL_ALWAYS AND = C.GL_AND AND_INVERTED = C.GL_AND_INVERTED AND_REVERSE = C.GL_AND_REVERSE BACK = C.GL_BACK BACK_LEFT = C.GL_BACK_LEFT BACK_RIGHT = C.GL_BACK_RIGHT BLEND = C.GL_BLEND BLEND_DST = C.GL_BLEND_DST BLEND_SRC = C.GL_BLEND_SRC BLUE = C.GL_BLUE BYTE = C.GL_BYTE CCW = C.GL_CCW CLEAR = C.GL_CLEAR COLOR = C.GL_COLOR COLOR_BUFFER_BIT = C.GL_COLOR_BUFFER_BIT COLOR_CLEAR_VALUE = C.GL_COLOR_CLEAR_VALUE COLOR_LOGIC_OP = C.GL_COLOR_LOGIC_OP COLOR_WRITEMASK = C.GL_COLOR_WRITEMASK COPY = C.GL_COPY COPY_INVERTED = C.GL_COPY_INVERTED CULL_FACE = C.GL_CULL_FACE CULL_FACE_MODE = C.GL_CULL_FACE_MODE CW = C.GL_CW DECR = C.GL_DECR DEPTH = C.GL_DEPTH DEPTH_BUFFER_BIT = C.GL_DEPTH_BUFFER_BIT DEPTH_CLEAR_VALUE = C.GL_DEPTH_CLEAR_VALUE DEPTH_COMPONENT = C.GL_DEPTH_COMPONENT DEPTH_FUNC = C.GL_DEPTH_FUNC DEPTH_RANGE = C.GL_DEPTH_RANGE DEPTH_TEST = C.GL_DEPTH_TEST DEPTH_WRITEMASK = C.GL_DEPTH_WRITEMASK DITHER = C.GL_DITHER DONT_CARE = C.GL_DONT_CARE DOUBLE = C.GL_DOUBLE DOUBLEBUFFER = C.GL_DOUBLEBUFFER DRAW_BUFFER = C.GL_DRAW_BUFFER DST_ALPHA = C.GL_DST_ALPHA DST_COLOR = C.GL_DST_COLOR EQUAL = C.GL_EQUAL EQUIV = C.GL_EQUIV EXTENSIONS = C.GL_EXTENSIONS FALSE = C.GL_FALSE FASTEST = C.GL_FASTEST FILL = C.GL_FILL FLOAT = C.GL_FLOAT FRONT = C.GL_FRONT FRONT_AND_BACK = C.GL_FRONT_AND_BACK FRONT_FACE = C.GL_FRONT_FACE FRONT_LEFT = C.GL_FRONT_LEFT FRONT_RIGHT = C.GL_FRONT_RIGHT GEQUAL = C.GL_GEQUAL GREATER = C.GL_GREATER GREEN = C.GL_GREEN INCR = C.GL_INCR INT = C.GL_INT INVALID_ENUM = C.GL_INVALID_ENUM INVALID_OPERATION = C.GL_INVALID_OPERATION INVALID_VALUE = C.GL_INVALID_VALUE INVERT = C.GL_INVERT KEEP = C.GL_KEEP LEFT = C.GL_LEFT LEQUAL = C.GL_LEQUAL LESS = C.GL_LESS LINE = C.GL_LINE LINEAR = C.GL_LINEAR LINEAR_MIPMAP_LINEAR = C.GL_LINEAR_MIPMAP_LINEAR LINEAR_MIPMAP_NEAREST = C.GL_LINEAR_MIPMAP_NEAREST LINES = C.GL_LINES LINE_LOOP = C.GL_LINE_LOOP LINE_SMOOTH = C.GL_LINE_SMOOTH LINE_SMOOTH_HINT = C.GL_LINE_SMOOTH_HINT LINE_STRIP = C.GL_LINE_STRIP LINE_WIDTH = C.GL_LINE_WIDTH LINE_WIDTH_GRANULARITY = C.GL_LINE_WIDTH_GRANULARITY LINE_WIDTH_RANGE = C.GL_LINE_WIDTH_RANGE LOGIC_OP_MODE = C.GL_LOGIC_OP_MODE MAX_TEXTURE_SIZE = C.GL_MAX_TEXTURE_SIZE MAX_VIEWPORT_DIMS = C.GL_MAX_VIEWPORT_DIMS NAND = C.GL_NAND NEAREST = C.GL_NEAREST NEAREST_MIPMAP_LINEAR = C.GL_NEAREST_MIPMAP_LINEAR NEAREST_MIPMAP_NEAREST = C.GL_NEAREST_MIPMAP_NEAREST NEVER = C.GL_NEVER NICEST = C.GL_NICEST NONE = C.GL_NONE NOOP = C.GL_NOOP NOR = C.GL_NOR NOTEQUAL = C.GL_NOTEQUAL NO_ERROR = C.GL_NO_ERROR ONE = C.GL_ONE ONE_MINUS_DST_ALPHA = C.GL_ONE_MINUS_DST_ALPHA ONE_MINUS_DST_COLOR = C.GL_ONE_MINUS_DST_COLOR ONE_MINUS_SRC_ALPHA = C.GL_ONE_MINUS_SRC_ALPHA ONE_MINUS_SRC_COLOR = C.GL_ONE_MINUS_SRC_COLOR OR = C.GL_OR OR_INVERTED = C.GL_OR_INVERTED OR_REVERSE = C.GL_OR_REVERSE OUT_OF_MEMORY = C.GL_OUT_OF_MEMORY PACK_ALIGNMENT = C.GL_PACK_ALIGNMENT PACK_LSB_FIRST = C.GL_PACK_LSB_FIRST PACK_ROW_LENGTH = C.GL_PACK_ROW_LENGTH PACK_SKIP_PIXELS = C.GL_PACK_SKIP_PIXELS PACK_SKIP_ROWS = C.GL_PACK_SKIP_ROWS PACK_SWAP_BYTES = C.GL_PACK_SWAP_BYTES POINT = C.GL_POINT POINTS = C.GL_POINTS POINT_SIZE = C.GL_POINT_SIZE POINT_SIZE_GRANULARITY = C.GL_POINT_SIZE_GRANULARITY POINT_SIZE_RANGE = C.GL_POINT_SIZE_RANGE POLYGON_OFFSET_FACTOR = C.GL_POLYGON_OFFSET_FACTOR POLYGON_OFFSET_FILL = C.GL_POLYGON_OFFSET_FILL POLYGON_OFFSET_LINE = C.GL_POLYGON_OFFSET_LINE POLYGON_OFFSET_POINT = C.GL_POLYGON_OFFSET_POINT POLYGON_OFFSET_UNITS = C.GL_POLYGON_OFFSET_UNITS POLYGON_SMOOTH = C.GL_POLYGON_SMOOTH POLYGON_SMOOTH_HINT = C.GL_POLYGON_SMOOTH_HINT PROXY_TEXTURE_1D = C.GL_PROXY_TEXTURE_1D PROXY_TEXTURE_2D = C.GL_PROXY_TEXTURE_2D R3_G3_B2 = C.GL_R3_G3_B2 READ_BUFFER = C.GL_READ_BUFFER RED = C.GL_RED RENDERER = C.GL_RENDERER REPEAT = C.GL_REPEAT REPLACE = C.GL_REPLACE RGB = C.GL_RGB RGB10 = C.GL_RGB10 RGB10_A2 = C.GL_RGB10_A2 RGB12 = C.GL_RGB12 RGB16 = C.GL_RGB16 RGB4 = C.GL_RGB4 RGB5 = C.GL_RGB5 RGB5_A1 = C.GL_RGB5_A1 RGB8 = C.GL_RGB8 RGBA = C.GL_RGBA RGBA12 = C.GL_RGBA12 RGBA16 = C.GL_RGBA16 RGBA2 = C.GL_RGBA2 RGBA4 = C.GL_RGBA4 RGBA8 = C.GL_RGBA8 RIGHT = C.GL_RIGHT SCISSOR_BOX = C.GL_SCISSOR_BOX SCISSOR_TEST = C.GL_SCISSOR_TEST SET = C.GL_SET SHORT = C.GL_SHORT SRC_ALPHA = C.GL_SRC_ALPHA SRC_ALPHA_SATURATE = C.GL_SRC_ALPHA_SATURATE SRC_COLOR = C.GL_SRC_COLOR STENCIL = C.GL_STENCIL STENCIL_BUFFER_BIT = C.GL_STENCIL_BUFFER_BIT STENCIL_CLEAR_VALUE = C.GL_STENCIL_CLEAR_VALUE STENCIL_FAIL = C.GL_STENCIL_FAIL STENCIL_FUNC = C.GL_STENCIL_FUNC STENCIL_INDEX = C.GL_STENCIL_INDEX STENCIL_PASS_DEPTH_FAIL = C.GL_STENCIL_PASS_DEPTH_FAIL STENCIL_PASS_DEPTH_PASS = C.GL_STENCIL_PASS_DEPTH_PASS STENCIL_REF = C.GL_STENCIL_REF STENCIL_TEST = C.GL_STENCIL_TEST STENCIL_VALUE_MASK = C.GL_STENCIL_VALUE_MASK STENCIL_WRITEMASK = C.GL_STENCIL_WRITEMASK STEREO = C.GL_STEREO SUBPIXEL_BITS = C.GL_SUBPIXEL_BITS TEXTURE = C.GL_TEXTURE TEXTURE_1D = C.GL_TEXTURE_1D TEXTURE_2D = C.GL_TEXTURE_2D TEXTURE_ALPHA_SIZE = C.GL_TEXTURE_ALPHA_SIZE TEXTURE_BINDING_1D = C.GL_TEXTURE_BINDING_1D TEXTURE_BINDING_2D = C.GL_TEXTURE_BINDING_2D TEXTURE_BLUE_SIZE = C.GL_TEXTURE_BLUE_SIZE TEXTURE_BORDER_COLOR = C.GL_TEXTURE_BORDER_COLOR TEXTURE_GREEN_SIZE = C.GL_TEXTURE_GREEN_SIZE TEXTURE_HEIGHT = C.GL_TEXTURE_HEIGHT TEXTURE_INTERNAL_FORMAT = C.GL_TEXTURE_INTERNAL_FORMAT TEXTURE_MAG_FILTER = C.GL_TEXTURE_MAG_FILTER TEXTURE_MIN_FILTER = C.GL_TEXTURE_MIN_FILTER TEXTURE_RED_SIZE = C.GL_TEXTURE_RED_SIZE TEXTURE_WIDTH = C.GL_TEXTURE_WIDTH TEXTURE_WRAP_S = C.GL_TEXTURE_WRAP_S TEXTURE_WRAP_T = C.GL_TEXTURE_WRAP_T TRIANGLES = C.GL_TRIANGLES TRIANGLE_FAN = C.GL_TRIANGLE_FAN TRIANGLE_STRIP = C.GL_TRIANGLE_STRIP TRUE = C.GL_TRUE UNPACK_ALIGNMENT = C.GL_UNPACK_ALIGNMENT UNPACK_LSB_FIRST = C.GL_UNPACK_LSB_FIRST UNPACK_ROW_LENGTH = C.GL_UNPACK_ROW_LENGTH UNPACK_SKIP_PIXELS = C.GL_UNPACK_SKIP_PIXELS UNPACK_SKIP_ROWS = C.GL_UNPACK_SKIP_ROWS UNPACK_SWAP_BYTES = C.GL_UNPACK_SWAP_BYTES UNSIGNED_BYTE = C.GL_UNSIGNED_BYTE UNSIGNED_INT = C.GL_UNSIGNED_INT UNSIGNED_SHORT = C.GL_UNSIGNED_SHORT VENDOR = C.GL_VENDOR VERSION = C.GL_VERSION VIEWPORT = C.GL_VIEWPORT XOR = C.GL_XOR ZERO = C.GL_ZERO )
OpenGL 1.1
View Source
const ( ALIASED_LINE_WIDTH_RANGE = C.GL_ALIASED_LINE_WIDTH_RANGE BGR = C.GL_BGR BGRA = C.GL_BGRA CLAMP_TO_EDGE = C.GL_CLAMP_TO_EDGE MAX_3D_TEXTURE_SIZE = C.GL_MAX_3D_TEXTURE_SIZE MAX_ELEMENTS_INDICES = C.GL_MAX_ELEMENTS_INDICES MAX_ELEMENTS_VERTICES = C.GL_MAX_ELEMENTS_VERTICES PACK_IMAGE_HEIGHT = C.GL_PACK_IMAGE_HEIGHT PACK_SKIP_IMAGES = C.GL_PACK_SKIP_IMAGES PROXY_TEXTURE_3D = C.GL_PROXY_TEXTURE_3D SMOOTH_LINE_WIDTH_GRANULARITY = C.GL_SMOOTH_LINE_WIDTH_GRANULARITY SMOOTH_LINE_WIDTH_RANGE = C.GL_SMOOTH_LINE_WIDTH_RANGE SMOOTH_POINT_SIZE_GRANULARITY = C.GL_SMOOTH_POINT_SIZE_GRANULARITY SMOOTH_POINT_SIZE_RANGE = C.GL_SMOOTH_POINT_SIZE_RANGE TEXTURE_3D = C.GL_TEXTURE_3D TEXTURE_BASE_LEVEL = C.GL_TEXTURE_BASE_LEVEL TEXTURE_BINDING_3D = C.GL_TEXTURE_BINDING_3D TEXTURE_DEPTH = C.GL_TEXTURE_DEPTH TEXTURE_MAX_LEVEL = C.GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LOD = C.GL_TEXTURE_MAX_LOD TEXTURE_MIN_LOD = C.GL_TEXTURE_MIN_LOD TEXTURE_WRAP_R = C.GL_TEXTURE_WRAP_R UNPACK_IMAGE_HEIGHT = C.GL_UNPACK_IMAGE_HEIGHT UNPACK_SKIP_IMAGES = C.GL_UNPACK_SKIP_IMAGES UNSIGNED_BYTE_2_3_3_REV = C.GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_3_3_2 = C.GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_INT_10_10_10_2 = C.GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_2_10_10_10_REV = C.GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_8_8_8_8 = C.GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8_REV = C.GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_SHORT_1_5_5_5_REV = C.GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_4_4_4_4 = C.GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4_REV = C.GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_5_5_5_1 = C.GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_6_5 = C.GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5_REV = C.GL_UNSIGNED_SHORT_5_6_5_REV )
VERSION_1_2
View Source
const ( ACTIVE_TEXTURE = C.GL_ACTIVE_TEXTURE CLAMP_TO_BORDER = C.GL_CLAMP_TO_BORDER COMPRESSED_RGB = C.GL_COMPRESSED_RGB COMPRESSED_RGBA = C.GL_COMPRESSED_RGBA COMPRESSED_TEXTURE_FORMATS = C.GL_COMPRESSED_TEXTURE_FORMATS MAX_CUBE_MAP_TEXTURE_SIZE = C.GL_MAX_CUBE_MAP_TEXTURE_SIZE MULTISAMPLE = C.GL_MULTISAMPLE NUM_COMPRESSED_TEXTURE_FORMATS = C.GL_NUM_COMPRESSED_TEXTURE_FORMATS PROXY_TEXTURE_CUBE_MAP = C.GL_PROXY_TEXTURE_CUBE_MAP SAMPLES = C.GL_SAMPLES SAMPLE_ALPHA_TO_COVERAGE = C.GL_SAMPLE_ALPHA_TO_COVERAGE SAMPLE_ALPHA_TO_ONE = C.GL_SAMPLE_ALPHA_TO_ONE SAMPLE_BUFFERS = C.GL_SAMPLE_BUFFERS SAMPLE_COVERAGE = C.GL_SAMPLE_COVERAGE SAMPLE_COVERAGE_INVERT = C.GL_SAMPLE_COVERAGE_INVERT SAMPLE_COVERAGE_VALUE = C.GL_SAMPLE_COVERAGE_VALUE TEXTURE0 = C.GL_TEXTURE0 TEXTURE1 = C.GL_TEXTURE1 TEXTURE10 = C.GL_TEXTURE10 TEXTURE11 = C.GL_TEXTURE11 TEXTURE12 = C.GL_TEXTURE12 TEXTURE13 = C.GL_TEXTURE13 TEXTURE14 = C.GL_TEXTURE14 TEXTURE15 = C.GL_TEXTURE15 TEXTURE16 = C.GL_TEXTURE16 TEXTURE17 = C.GL_TEXTURE17 TEXTURE18 = C.GL_TEXTURE18 TEXTURE19 = C.GL_TEXTURE19 TEXTURE2 = C.GL_TEXTURE2 TEXTURE20 = C.GL_TEXTURE20 TEXTURE21 = C.GL_TEXTURE21 TEXTURE22 = C.GL_TEXTURE22 TEXTURE23 = C.GL_TEXTURE23 TEXTURE24 = C.GL_TEXTURE24 TEXTURE25 = C.GL_TEXTURE25 TEXTURE26 = C.GL_TEXTURE26 TEXTURE27 = C.GL_TEXTURE27 TEXTURE28 = C.GL_TEXTURE28 TEXTURE29 = C.GL_TEXTURE29 TEXTURE3 = C.GL_TEXTURE3 TEXTURE30 = C.GL_TEXTURE30 TEXTURE31 = C.GL_TEXTURE31 TEXTURE4 = C.GL_TEXTURE4 TEXTURE5 = C.GL_TEXTURE5 TEXTURE6 = C.GL_TEXTURE6 TEXTURE7 = C.GL_TEXTURE7 TEXTURE8 = C.GL_TEXTURE8 TEXTURE9 = C.GL_TEXTURE9 TEXTURE_BINDING_CUBE_MAP = C.GL_TEXTURE_BINDING_CUBE_MAP TEXTURE_COMPRESSED = C.GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSED_IMAGE_SIZE = C.GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSION_HINT = C.GL_TEXTURE_COMPRESSION_HINT TEXTURE_CUBE_MAP = C.GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP_NEGATIVE_X = C.GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_Y = C.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Z = C.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_POSITIVE_X = C.GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_Y = C.GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Z = C.GL_TEXTURE_CUBE_MAP_POSITIVE_Z )
OpenGL 1.3
View Source
const ( BLEND_DST_ALPHA = C.GL_BLEND_DST_ALPHA BLEND_DST_RGB = C.GL_BLEND_DST_RGB BLEND_SRC_ALPHA = C.GL_BLEND_SRC_ALPHA BLEND_SRC_RGB = C.GL_BLEND_SRC_RGB DECR_WRAP = C.GL_DECR_WRAP DEPTH_COMPONENT16 = C.GL_DEPTH_COMPONENT16 DEPTH_COMPONENT24 = C.GL_DEPTH_COMPONENT24 DEPTH_COMPONENT32 = C.GL_DEPTH_COMPONENT32 INCR_WRAP = C.GL_INCR_WRAP MAX_TEXTURE_LOD_BIAS = C.GL_MAX_TEXTURE_LOD_BIAS MIRRORED_REPEAT = C.GL_MIRRORED_REPEAT POINT_FADE_THRESHOLD_SIZE = C.GL_POINT_FADE_THRESHOLD_SIZE TEXTURE_COMPARE_FUNC = C.GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_MODE = C.GL_TEXTURE_COMPARE_MODE TEXTURE_DEPTH_SIZE = C.GL_TEXTURE_DEPTH_SIZE TEXTURE_LOD_BIAS = C.GL_TEXTURE_LOD_BIAS )
OpenGL 1.4
View Source
const ( ARRAY_BUFFER = C.GL_ARRAY_BUFFER ARRAY_BUFFER_BINDING = C.GL_ARRAY_BUFFER_BINDING BUFFER_ACCESS = C.GL_BUFFER_ACCESS BUFFER_MAPPED = C.GL_BUFFER_MAPPED BUFFER_MAP_POINTER = C.GL_BUFFER_MAP_POINTER BUFFER_SIZE = C.GL_BUFFER_SIZE BUFFER_USAGE = C.GL_BUFFER_USAGE CURRENT_QUERY = C.GL_CURRENT_QUERY DYNAMIC_COPY = C.GL_DYNAMIC_COPY DYNAMIC_DRAW = C.GL_DYNAMIC_DRAW DYNAMIC_READ = C.GL_DYNAMIC_READ ELEMENT_ARRAY_BUFFER = C.GL_ELEMENT_ARRAY_BUFFER ELEMENT_ARRAY_BUFFER_BINDING = C.GL_ELEMENT_ARRAY_BUFFER_BINDING QUERY_COUNTER_BITS = C.GL_QUERY_COUNTER_BITS QUERY_RESULT = C.GL_QUERY_RESULT QUERY_RESULT_AVAILABLE = C.GL_QUERY_RESULT_AVAILABLE READ_ONLY = C.GL_READ_ONLY READ_WRITE = C.GL_READ_WRITE SAMPLES_PASSED = C.GL_SAMPLES_PASSED STATIC_COPY = C.GL_STATIC_COPY STATIC_DRAW = C.GL_STATIC_DRAW STATIC_READ = C.GL_STATIC_READ STREAM_COPY = C.GL_STREAM_COPY STREAM_DRAW = C.GL_STREAM_DRAW STREAM_READ = C.GL_STREAM_READ VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = C.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING WRITE_ONLY = C.GL_WRITE_ONLY )
OpenGL 1.5
View Source
const ( ACTIVE_ATTRIBUTES = C.GL_ACTIVE_ATTRIBUTES ACTIVE_ATTRIBUTE_MAX_LENGTH = C.GL_ACTIVE_ATTRIBUTE_MAX_LENGTH ACTIVE_UNIFORMS = C.GL_ACTIVE_UNIFORMS ACTIVE_UNIFORM_MAX_LENGTH = C.GL_ACTIVE_UNIFORM_MAX_LENGTH ATTACHED_SHADERS = C.GL_ATTACHED_SHADERS BLEND_EQUATION_ALPHA = C.GL_BLEND_EQUATION_ALPHA BLEND_EQUATION_RGB = C.GL_BLEND_EQUATION_RGB BOOL = C.GL_BOOL BOOL_VEC2 = C.GL_BOOL_VEC2 BOOL_VEC3 = C.GL_BOOL_VEC3 BOOL_VEC4 = C.GL_BOOL_VEC4 COMPILE_STATUS = C.GL_COMPILE_STATUS CURRENT_PROGRAM = C.GL_CURRENT_PROGRAM CURRENT_VERTEX_ATTRIB = C.GL_CURRENT_VERTEX_ATTRIB DELETE_STATUS = C.GL_DELETE_STATUS DRAW_BUFFER0 = C.GL_DRAW_BUFFER0 DRAW_BUFFER1 = C.GL_DRAW_BUFFER1 DRAW_BUFFER10 = C.GL_DRAW_BUFFER10 DRAW_BUFFER11 = C.GL_DRAW_BUFFER11 DRAW_BUFFER12 = C.GL_DRAW_BUFFER12 DRAW_BUFFER13 = C.GL_DRAW_BUFFER13 DRAW_BUFFER14 = C.GL_DRAW_BUFFER14 DRAW_BUFFER15 = C.GL_DRAW_BUFFER15 DRAW_BUFFER2 = C.GL_DRAW_BUFFER2 DRAW_BUFFER3 = C.GL_DRAW_BUFFER3 DRAW_BUFFER4 = C.GL_DRAW_BUFFER4 DRAW_BUFFER5 = C.GL_DRAW_BUFFER5 DRAW_BUFFER6 = C.GL_DRAW_BUFFER6 DRAW_BUFFER7 = C.GL_DRAW_BUFFER7 DRAW_BUFFER8 = C.GL_DRAW_BUFFER8 DRAW_BUFFER9 = C.GL_DRAW_BUFFER9 FLOAT_MAT2 = C.GL_FLOAT_MAT2 FLOAT_MAT3 = C.GL_FLOAT_MAT3 FLOAT_MAT4 = C.GL_FLOAT_MAT4 FLOAT_VEC2 = C.GL_FLOAT_VEC2 FLOAT_VEC3 = C.GL_FLOAT_VEC3 FLOAT_VEC4 = C.GL_FLOAT_VEC4 FRAGMENT_SHADER = C.GL_FRAGMENT_SHADER FRAGMENT_SHADER_DERIVATIVE_HINT = C.GL_FRAGMENT_SHADER_DERIVATIVE_HINT INFO_LOG_LENGTH = C.GL_INFO_LOG_LENGTH INT_VEC2 = C.GL_INT_VEC2 INT_VEC3 = C.GL_INT_VEC3 INT_VEC4 = C.GL_INT_VEC4 LINK_STATUS = C.GL_LINK_STATUS LOWER_LEFT = C.GL_LOWER_LEFT MAX_COMBINED_TEXTURE_IMAGE_UNITS = C.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS MAX_DRAW_BUFFERS = C.GL_MAX_DRAW_BUFFERS MAX_FRAGMENT_UNIFORM_COMPONENTS = C.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS MAX_TEXTURE_IMAGE_UNITS = C.GL_MAX_TEXTURE_IMAGE_UNITS MAX_VARYING_FLOATS = C.GL_MAX_VARYING_FLOATS MAX_VERTEX_ATTRIBS = C.GL_MAX_VERTEX_ATTRIBS MAX_VERTEX_TEXTURE_IMAGE_UNITS = C.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS MAX_VERTEX_UNIFORM_COMPONENTS = C.GL_MAX_VERTEX_UNIFORM_COMPONENTS POINT_SPRITE_COORD_ORIGIN = C.GL_POINT_SPRITE_COORD_ORIGIN SAMPLER_1D = C.GL_SAMPLER_1D SAMPLER_1D_SHADOW = C.GL_SAMPLER_1D_SHADOW SAMPLER_2D = C.GL_SAMPLER_2D SAMPLER_2D_SHADOW = C.GL_SAMPLER_2D_SHADOW SAMPLER_3D = C.GL_SAMPLER_3D SAMPLER_CUBE = C.GL_SAMPLER_CUBE SHADER_SOURCE_LENGTH = C.GL_SHADER_SOURCE_LENGTH SHADER_TYPE = C.GL_SHADER_TYPE SHADING_LANGUAGE_VERSION = C.GL_SHADING_LANGUAGE_VERSION STENCIL_BACK_FAIL = C.GL_STENCIL_BACK_FAIL STENCIL_BACK_FUNC = C.GL_STENCIL_BACK_FUNC STENCIL_BACK_PASS_DEPTH_FAIL = C.GL_STENCIL_BACK_PASS_DEPTH_FAIL STENCIL_BACK_PASS_DEPTH_PASS = C.GL_STENCIL_BACK_PASS_DEPTH_PASS STENCIL_BACK_REF = C.GL_STENCIL_BACK_REF STENCIL_BACK_VALUE_MASK = C.GL_STENCIL_BACK_VALUE_MASK STENCIL_BACK_WRITEMASK = C.GL_STENCIL_BACK_WRITEMASK UPPER_LEFT = C.GL_UPPER_LEFT VALIDATE_STATUS = C.GL_VALIDATE_STATUS VERTEX_ATTRIB_ARRAY_ENABLED = C.GL_VERTEX_ATTRIB_ARRAY_ENABLED VERTEX_ATTRIB_ARRAY_NORMALIZED = C.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED VERTEX_ATTRIB_ARRAY_POINTER = C.GL_VERTEX_ATTRIB_ARRAY_POINTER VERTEX_ATTRIB_ARRAY_SIZE = C.GL_VERTEX_ATTRIB_ARRAY_SIZE VERTEX_ATTRIB_ARRAY_STRIDE = C.GL_VERTEX_ATTRIB_ARRAY_STRIDE VERTEX_ATTRIB_ARRAY_TYPE = C.GL_VERTEX_ATTRIB_ARRAY_TYPE VERTEX_PROGRAM_POINT_SIZE = C.GL_VERTEX_PROGRAM_POINT_SIZE VERTEX_SHADER = C.GL_VERTEX_SHADER )
OpenGL 2.0
View Source
const ( COMPRESSED_SRGB = C.GL_COMPRESSED_SRGB COMPRESSED_SRGB_ALPHA = C.GL_COMPRESSED_SRGB_ALPHA FLOAT_MAT2x3 = C.GL_FLOAT_MAT2x3 FLOAT_MAT2x4 = C.GL_FLOAT_MAT2x4 FLOAT_MAT3x2 = C.GL_FLOAT_MAT3x2 FLOAT_MAT3x4 = C.GL_FLOAT_MAT3x4 FLOAT_MAT4x2 = C.GL_FLOAT_MAT4x2 FLOAT_MAT4x3 = C.GL_FLOAT_MAT4x3 PIXEL_PACK_BUFFER = C.GL_PIXEL_PACK_BUFFER PIXEL_PACK_BUFFER_BINDING = C.GL_PIXEL_PACK_BUFFER_BINDING PIXEL_UNPACK_BUFFER = C.GL_PIXEL_UNPACK_BUFFER PIXEL_UNPACK_BUFFER_BINDING = C.GL_PIXEL_UNPACK_BUFFER_BINDING SRGB = C.GL_SRGB SRGB8 = C.GL_SRGB8 SRGB8_ALPHA8 = C.GL_SRGB8_ALPHA8 SRGB_ALPHA = C.GL_SRGB_ALPHA )
OpenGL 2.1
View Source
const ( BGRA_INTEGER = C.GL_BGRA_INTEGER BGR_INTEGER = C.GL_BGR_INTEGER BLUE_INTEGER = C.GL_BLUE_INTEGER BUFFER_ACCESS_FLAGS = C.GL_BUFFER_ACCESS_FLAGS BUFFER_MAP_LENGTH = C.GL_BUFFER_MAP_LENGTH BUFFER_MAP_OFFSET = C.GL_BUFFER_MAP_OFFSET CLAMP_READ_COLOR = C.GL_CLAMP_READ_COLOR CLIP_DISTANCE0 = C.GL_CLIP_DISTANCE0 CLIP_DISTANCE1 = C.GL_CLIP_DISTANCE1 CLIP_DISTANCE2 = C.GL_CLIP_DISTANCE2 CLIP_DISTANCE3 = C.GL_CLIP_DISTANCE3 CLIP_DISTANCE4 = C.GL_CLIP_DISTANCE4 CLIP_DISTANCE5 = C.GL_CLIP_DISTANCE5 // CLIP_DISTANCE6 = C.GL_CLIP_DISTANCE6 // CLIP_DISTANCE7 = C.GL_CLIP_DISTANCE7 COLOR_ATTACHMENT0 = C.GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT1 = C.GL_COLOR_ATTACHMENT1 COLOR_ATTACHMENT10 = C.GL_COLOR_ATTACHMENT10 COLOR_ATTACHMENT11 = C.GL_COLOR_ATTACHMENT11 COLOR_ATTACHMENT12 = C.GL_COLOR_ATTACHMENT12 COLOR_ATTACHMENT13 = C.GL_COLOR_ATTACHMENT13 COLOR_ATTACHMENT14 = C.GL_COLOR_ATTACHMENT14 COLOR_ATTACHMENT15 = C.GL_COLOR_ATTACHMENT15 COLOR_ATTACHMENT2 = C.GL_COLOR_ATTACHMENT2 COLOR_ATTACHMENT3 = C.GL_COLOR_ATTACHMENT3 COLOR_ATTACHMENT4 = C.GL_COLOR_ATTACHMENT4 COLOR_ATTACHMENT5 = C.GL_COLOR_ATTACHMENT5 COLOR_ATTACHMENT6 = C.GL_COLOR_ATTACHMENT6 COLOR_ATTACHMENT7 = C.GL_COLOR_ATTACHMENT7 COLOR_ATTACHMENT8 = C.GL_COLOR_ATTACHMENT8 COLOR_ATTACHMENT9 = C.GL_COLOR_ATTACHMENT9 COMPARE_REF_TO_TEXTURE = C.GL_COMPARE_REF_TO_TEXTURE COMPRESSED_RED = C.GL_COMPRESSED_RED COMPRESSED_RED_RGTC1 = C.GL_COMPRESSED_RED_RGTC1 COMPRESSED_RG = C.GL_COMPRESSED_RG COMPRESSED_RG_RGTC2 = C.GL_COMPRESSED_RG_RGTC2 COMPRESSED_SIGNED_RED_RGTC1 = C.GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RG_RGTC2 = C.GL_COMPRESSED_SIGNED_RG_RGTC2 CONTEXT_FLAGS = C.GL_CONTEXT_FLAGS CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = C.GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT DEPTH24_STENCIL8 = C.GL_DEPTH24_STENCIL8 DEPTH32F_STENCIL8 = C.GL_DEPTH32F_STENCIL8 DEPTH_ATTACHMENT = C.GL_DEPTH_ATTACHMENT DEPTH_COMPONENT32F = C.GL_DEPTH_COMPONENT32F DEPTH_STENCIL = C.GL_DEPTH_STENCIL DEPTH_STENCIL_ATTACHMENT = C.GL_DEPTH_STENCIL_ATTACHMENT DRAW_FRAMEBUFFER = C.GL_DRAW_FRAMEBUFFER DRAW_FRAMEBUFFER_BINDING = C.GL_DRAW_FRAMEBUFFER_BINDING FIXED_ONLY = C.GL_FIXED_ONLY FLOAT_32_UNSIGNED_INT_24_8_REV = C.GL_FLOAT_32_UNSIGNED_INT_24_8_REV FRAMEBUFFER = C.GL_FRAMEBUFFER FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = C.GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = C.GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = C.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = C.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE FRAMEBUFFER_ATTACHMENT_RED_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = C.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = C.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = C.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL FRAMEBUFFER_BINDING = C.GL_FRAMEBUFFER_BINDING FRAMEBUFFER_COMPLETE = C.GL_FRAMEBUFFER_COMPLETE FRAMEBUFFER_DEFAULT = C.GL_FRAMEBUFFER_DEFAULT FRAMEBUFFER_INCOMPLETE_ATTACHMENT = C.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = C.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = C.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = C.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE FRAMEBUFFER_INCOMPLETE_READ_BUFFER = C.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER FRAMEBUFFER_SRGB = C.GL_FRAMEBUFFER_SRGB FRAMEBUFFER_UNDEFINED = C.GL_FRAMEBUFFER_UNDEFINED FRAMEBUFFER_UNSUPPORTED = C.GL_FRAMEBUFFER_UNSUPPORTED GREEN_INTEGER = C.GL_GREEN_INTEGER HALF_FLOAT = C.GL_HALF_FLOAT INTERLEAVED_ATTRIBS = C.GL_INTERLEAVED_ATTRIBS INT_SAMPLER_1D = C.GL_INT_SAMPLER_1D INT_SAMPLER_1D_ARRAY = C.GL_INT_SAMPLER_1D_ARRAY INT_SAMPLER_2D = C.GL_INT_SAMPLER_2D INT_SAMPLER_2D_ARRAY = C.GL_INT_SAMPLER_2D_ARRAY INT_SAMPLER_3D = C.GL_INT_SAMPLER_3D INT_SAMPLER_CUBE = C.GL_INT_SAMPLER_CUBE INVALID_FRAMEBUFFER_OPERATION = C.GL_INVALID_FRAMEBUFFER_OPERATION MAJOR_VERSION = C.GL_MAJOR_VERSION MAP_FLUSH_EXPLICIT_BIT = C.GL_MAP_FLUSH_EXPLICIT_BIT MAP_INVALIDATE_BUFFER_BIT = C.GL_MAP_INVALIDATE_BUFFER_BIT MAP_INVALIDATE_RANGE_BIT = C.GL_MAP_INVALIDATE_RANGE_BIT MAP_READ_BIT = C.GL_MAP_READ_BIT MAP_UNSYNCHRONIZED_BIT = C.GL_MAP_UNSYNCHRONIZED_BIT MAP_WRITE_BIT = C.GL_MAP_WRITE_BIT MAX_ARRAY_TEXTURE_LAYERS = C.GL_MAX_ARRAY_TEXTURE_LAYERS MAX_CLIP_DISTANCES = C.GL_MAX_CLIP_DISTANCES MAX_COLOR_ATTACHMENTS = C.GL_MAX_COLOR_ATTACHMENTS MAX_PROGRAM_TEXEL_OFFSET = C.GL_MAX_PROGRAM_TEXEL_OFFSET MAX_RENDERBUFFER_SIZE = C.GL_MAX_RENDERBUFFER_SIZE MAX_SAMPLES = C.GL_MAX_SAMPLES MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = C.GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = C.GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = C.GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS MAX_VARYING_COMPONENTS = C.GL_MAX_VARYING_COMPONENTS MINOR_VERSION = C.GL_MINOR_VERSION MIN_PROGRAM_TEXEL_OFFSET = C.GL_MIN_PROGRAM_TEXEL_OFFSET NUM_EXTENSIONS = C.GL_NUM_EXTENSIONS PRIMITIVES_GENERATED = C.GL_PRIMITIVES_GENERATED PROXY_TEXTURE_1D_ARRAY = C.GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_2D_ARRAY = C.GL_PROXY_TEXTURE_2D_ARRAY QUERY_BY_REGION_NO_WAIT = C.GL_QUERY_BY_REGION_NO_WAIT QUERY_BY_REGION_WAIT = C.GL_QUERY_BY_REGION_WAIT QUERY_NO_WAIT = C.GL_QUERY_NO_WAIT QUERY_WAIT = C.GL_QUERY_WAIT R11F_G11F_B10F = C.GL_R11F_G11F_B10F R16 = C.GL_R16 R16F = C.GL_R16F R16I = C.GL_R16I R16UI = C.GL_R16UI R32F = C.GL_R32F R32I = C.GL_R32I R32UI = C.GL_R32UI R8 = C.GL_R8 R8I = C.GL_R8I R8UI = C.GL_R8UI RASTERIZER_DISCARD = C.GL_RASTERIZER_DISCARD READ_FRAMEBUFFER = C.GL_READ_FRAMEBUFFER READ_FRAMEBUFFER_BINDING = C.GL_READ_FRAMEBUFFER_BINDING RED_INTEGER = C.GL_RED_INTEGER RENDERBUFFER = C.GL_RENDERBUFFER RENDERBUFFER_ALPHA_SIZE = C.GL_RENDERBUFFER_ALPHA_SIZE RENDERBUFFER_BINDING = C.GL_RENDERBUFFER_BINDING RENDERBUFFER_BLUE_SIZE = C.GL_RENDERBUFFER_BLUE_SIZE RENDERBUFFER_DEPTH_SIZE = C.GL_RENDERBUFFER_DEPTH_SIZE RENDERBUFFER_GREEN_SIZE = C.GL_RENDERBUFFER_GREEN_SIZE RENDERBUFFER_HEIGHT = C.GL_RENDERBUFFER_HEIGHT RENDERBUFFER_INTERNAL_FORMAT = C.GL_RENDERBUFFER_INTERNAL_FORMAT RENDERBUFFER_RED_SIZE = C.GL_RENDERBUFFER_RED_SIZE RENDERBUFFER_SAMPLES = C.GL_RENDERBUFFER_SAMPLES RENDERBUFFER_STENCIL_SIZE = C.GL_RENDERBUFFER_STENCIL_SIZE RENDERBUFFER_WIDTH = C.GL_RENDERBUFFER_WIDTH RG = C.GL_RG RG16 = C.GL_RG16 RG16F = C.GL_RG16F RG16I = C.GL_RG16I RG16UI = C.GL_RG16UI RG32F = C.GL_RG32F RG32I = C.GL_RG32I RG32UI = C.GL_RG32UI RG8 = C.GL_RG8 RG8I = C.GL_RG8I RG8UI = C.GL_RG8UI RGB16F = C.GL_RGB16F RGB16I = C.GL_RGB16I RGB16UI = C.GL_RGB16UI RGB32F = C.GL_RGB32F RGB32I = C.GL_RGB32I RGB32UI = C.GL_RGB32UI RGB8I = C.GL_RGB8I RGB8UI = C.GL_RGB8UI RGB9_E5 = C.GL_RGB9_E5 RGBA16F = C.GL_RGBA16F RGBA16I = C.GL_RGBA16I RGBA16UI = C.GL_RGBA16UI RGBA32F = C.GL_RGBA32F RGBA32I = C.GL_RGBA32I RGBA32UI = C.GL_RGBA32UI RGBA8I = C.GL_RGBA8I RGBA8UI = C.GL_RGBA8UI RGBA_INTEGER = C.GL_RGBA_INTEGER RGB_INTEGER = C.GL_RGB_INTEGER RG_INTEGER = C.GL_RG_INTEGER SAMPLER_1D_ARRAY = C.GL_SAMPLER_1D_ARRAY SAMPLER_1D_ARRAY_SHADOW = C.GL_SAMPLER_1D_ARRAY_SHADOW SAMPLER_2D_ARRAY = C.GL_SAMPLER_2D_ARRAY SAMPLER_2D_ARRAY_SHADOW = C.GL_SAMPLER_2D_ARRAY_SHADOW SAMPLER_CUBE_SHADOW = C.GL_SAMPLER_CUBE_SHADOW SEPARATE_ATTRIBS = C.GL_SEPARATE_ATTRIBS STENCIL_ATTACHMENT = C.GL_STENCIL_ATTACHMENT STENCIL_INDEX1 = C.GL_STENCIL_INDEX1 STENCIL_INDEX16 = C.GL_STENCIL_INDEX16 STENCIL_INDEX4 = C.GL_STENCIL_INDEX4 STENCIL_INDEX8 = C.GL_STENCIL_INDEX8 TEXTURE_1D_ARRAY = C.GL_TEXTURE_1D_ARRAY TEXTURE_2D_ARRAY = C.GL_TEXTURE_2D_ARRAY TEXTURE_ALPHA_TYPE = C.GL_TEXTURE_ALPHA_TYPE TEXTURE_BINDING_1D_ARRAY = C.GL_TEXTURE_BINDING_1D_ARRAY TEXTURE_BINDING_2D_ARRAY = C.GL_TEXTURE_BINDING_2D_ARRAY TEXTURE_BLUE_TYPE = C.GL_TEXTURE_BLUE_TYPE TEXTURE_DEPTH_TYPE = C.GL_TEXTURE_DEPTH_TYPE TEXTURE_GREEN_TYPE = C.GL_TEXTURE_GREEN_TYPE TEXTURE_RED_TYPE = C.GL_TEXTURE_RED_TYPE TEXTURE_SHARED_SIZE = C.GL_TEXTURE_SHARED_SIZE TEXTURE_STENCIL_SIZE = C.GL_TEXTURE_STENCIL_SIZE TRANSFORM_FEEDBACK_BUFFER = C.GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER_BINDING = C.GL_TRANSFORM_FEEDBACK_BUFFER_BINDING TRANSFORM_FEEDBACK_BUFFER_MODE = C.GL_TRANSFORM_FEEDBACK_BUFFER_MODE TRANSFORM_FEEDBACK_BUFFER_SIZE = C.GL_TRANSFORM_FEEDBACK_BUFFER_SIZE TRANSFORM_FEEDBACK_BUFFER_START = C.GL_TRANSFORM_FEEDBACK_BUFFER_START TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = C.GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN TRANSFORM_FEEDBACK_VARYINGS = C.GL_TRANSFORM_FEEDBACK_VARYINGS TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = C.GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH UNSIGNED_INT_10F_11F_11F_REV = C.GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_24_8 = C.GL_UNSIGNED_INT_24_8 UNSIGNED_INT_5_9_9_9_REV = C.GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_SAMPLER_1D = C.GL_UNSIGNED_INT_SAMPLER_1D UNSIGNED_INT_SAMPLER_1D_ARRAY = C.GL_UNSIGNED_INT_SAMPLER_1D_ARRAY UNSIGNED_INT_SAMPLER_2D = C.GL_UNSIGNED_INT_SAMPLER_2D UNSIGNED_INT_SAMPLER_2D_ARRAY = C.GL_UNSIGNED_INT_SAMPLER_2D_ARRAY UNSIGNED_INT_SAMPLER_3D = C.GL_UNSIGNED_INT_SAMPLER_3D UNSIGNED_INT_SAMPLER_CUBE = C.GL_UNSIGNED_INT_SAMPLER_CUBE UNSIGNED_INT_VEC2 = C.GL_UNSIGNED_INT_VEC2 UNSIGNED_INT_VEC3 = C.GL_UNSIGNED_INT_VEC3 UNSIGNED_INT_VEC4 = C.GL_UNSIGNED_INT_VEC4 UNSIGNED_NORMALIZED = C.GL_UNSIGNED_NORMALIZED VERTEX_ARRAY_BINDING = C.GL_VERTEX_ARRAY_BINDING VERTEX_ATTRIB_ARRAY_INTEGER = C.GL_VERTEX_ATTRIB_ARRAY_INTEGER )
OpenGL 3.0
View Source
const ( ACTIVE_UNIFORM_BLOCKS = C.GL_ACTIVE_UNIFORM_BLOCKS ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = C.GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH COPY_READ_BUFFER = C.GL_COPY_READ_BUFFER COPY_WRITE_BUFFER = C.GL_COPY_WRITE_BUFFER INT_SAMPLER_2D_RECT = C.GL_INT_SAMPLER_2D_RECT INT_SAMPLER_BUFFER = C.GL_INT_SAMPLER_BUFFER INVALID_INDEX = C.GL_INVALID_INDEX MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = C.GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS MAX_COMBINED_UNIFORM_BLOCKS = C.GL_MAX_COMBINED_UNIFORM_BLOCKS MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = C.GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS MAX_FRAGMENT_UNIFORM_BLOCKS = C.GL_MAX_FRAGMENT_UNIFORM_BLOCKS MAX_RECTANGLE_TEXTURE_SIZE = C.GL_MAX_RECTANGLE_TEXTURE_SIZE MAX_TEXTURE_BUFFER_SIZE = C.GL_MAX_TEXTURE_BUFFER_SIZE MAX_UNIFORM_BLOCK_SIZE = C.GL_MAX_UNIFORM_BLOCK_SIZE MAX_UNIFORM_BUFFER_BINDINGS = C.GL_MAX_UNIFORM_BUFFER_BINDINGS MAX_VERTEX_UNIFORM_BLOCKS = C.GL_MAX_VERTEX_UNIFORM_BLOCKS PRIMITIVE_RESTART = C.GL_PRIMITIVE_RESTART PRIMITIVE_RESTART_INDEX = C.GL_PRIMITIVE_RESTART_INDEX PROXY_TEXTURE_RECTANGLE = C.GL_PROXY_TEXTURE_RECTANGLE R16_SNORM = C.GL_R16_SNORM R8_SNORM = C.GL_R8_SNORM RG16_SNORM = C.GL_RG16_SNORM RG8_SNORM = C.GL_RG8_SNORM RGB16_SNORM = C.GL_RGB16_SNORM RGB8_SNORM = C.GL_RGB8_SNORM RGBA16_SNORM = C.GL_RGBA16_SNORM RGBA8_SNORM = C.GL_RGBA8_SNORM SAMPLER_2D_RECT = C.GL_SAMPLER_2D_RECT SAMPLER_2D_RECT_SHADOW = C.GL_SAMPLER_2D_RECT_SHADOW SAMPLER_BUFFER = C.GL_SAMPLER_BUFFER SIGNED_NORMALIZED = C.GL_SIGNED_NORMALIZED TEXTURE_BINDING_BUFFER = C.GL_TEXTURE_BINDING_BUFFER TEXTURE_BINDING_RECTANGLE = C.GL_TEXTURE_BINDING_RECTANGLE TEXTURE_BUFFER = C.GL_TEXTURE_BUFFER TEXTURE_BUFFER_DATA_STORE_BINDING = C.GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_RECTANGLE = C.GL_TEXTURE_RECTANGLE UNIFORM_ARRAY_STRIDE = C.GL_UNIFORM_ARRAY_STRIDE UNIFORM_BLOCK_ACTIVE_UNIFORMS = C.GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = C.GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES UNIFORM_BLOCK_BINDING = C.GL_UNIFORM_BLOCK_BINDING UNIFORM_BLOCK_DATA_SIZE = C.GL_UNIFORM_BLOCK_DATA_SIZE UNIFORM_BLOCK_INDEX = C.GL_UNIFORM_BLOCK_INDEX UNIFORM_BLOCK_NAME_LENGTH = C.GL_UNIFORM_BLOCK_NAME_LENGTH UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = C.GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = C.GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER UNIFORM_BUFFER = C.GL_UNIFORM_BUFFER UNIFORM_BUFFER_BINDING = C.GL_UNIFORM_BUFFER_BINDING UNIFORM_BUFFER_OFFSET_ALIGNMENT = C.GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT UNIFORM_BUFFER_SIZE = C.GL_UNIFORM_BUFFER_SIZE UNIFORM_BUFFER_START = C.GL_UNIFORM_BUFFER_START UNIFORM_IS_ROW_MAJOR = C.GL_UNIFORM_IS_ROW_MAJOR UNIFORM_MATRIX_STRIDE = C.GL_UNIFORM_MATRIX_STRIDE UNIFORM_NAME_LENGTH = C.GL_UNIFORM_NAME_LENGTH UNIFORM_OFFSET = C.GL_UNIFORM_OFFSET UNIFORM_SIZE = C.GL_UNIFORM_SIZE UNIFORM_TYPE = C.GL_UNIFORM_TYPE UNSIGNED_INT_SAMPLER_2D_RECT = C.GL_UNSIGNED_INT_SAMPLER_2D_RECT UNSIGNED_INT_SAMPLER_BUFFER = C.GL_UNSIGNED_INT_SAMPLER_BUFFER )
OpenGL 3.1
View Source
const ( ALREADY_SIGNALED = C.GL_ALREADY_SIGNALED CONDITION_SATISFIED = C.GL_CONDITION_SATISFIED CONTEXT_COMPATIBILITY_PROFILE_BIT = C.GL_CONTEXT_COMPATIBILITY_PROFILE_BIT CONTEXT_CORE_PROFILE_BIT = C.GL_CONTEXT_CORE_PROFILE_BIT CONTEXT_PROFILE_MASK = C.GL_CONTEXT_PROFILE_MASK DEPTH_CLAMP = C.GL_DEPTH_CLAMP FIRST_VERTEX_CONVENTION = C.GL_FIRST_VERTEX_CONVENTION FRAMEBUFFER_ATTACHMENT_LAYERED = C.GL_FRAMEBUFFER_ATTACHMENT_LAYERED FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = C.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS GEOMETRY_INPUT_TYPE = C.GL_GEOMETRY_INPUT_TYPE GEOMETRY_OUTPUT_TYPE = C.GL_GEOMETRY_OUTPUT_TYPE GEOMETRY_SHADER = C.GL_GEOMETRY_SHADER GEOMETRY_VERTICES_OUT = C.GL_GEOMETRY_VERTICES_OUT INT_SAMPLER_2D_MULTISAMPLE = C.GL_INT_SAMPLER_2D_MULTISAMPLE INT_SAMPLER_2D_MULTISAMPLE_ARRAY = C.GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY LAST_VERTEX_CONVENTION = C.GL_LAST_VERTEX_CONVENTION LINES_ADJACENCY = C.GL_LINES_ADJACENCY LINE_STRIP_ADJACENCY = C.GL_LINE_STRIP_ADJACENCY MAX_COLOR_TEXTURE_SAMPLES = C.GL_MAX_COLOR_TEXTURE_SAMPLES MAX_DEPTH_TEXTURE_SAMPLES = C.GL_MAX_DEPTH_TEXTURE_SAMPLES MAX_FRAGMENT_INPUT_COMPONENTS = C.GL_MAX_FRAGMENT_INPUT_COMPONENTS MAX_GEOMETRY_INPUT_COMPONENTS = C.GL_MAX_GEOMETRY_INPUT_COMPONENTS MAX_GEOMETRY_OUTPUT_COMPONENTS = C.GL_MAX_GEOMETRY_OUTPUT_COMPONENTS MAX_GEOMETRY_OUTPUT_VERTICES = C.GL_MAX_GEOMETRY_OUTPUT_VERTICES MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = C.GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = C.GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS MAX_GEOMETRY_UNIFORM_COMPONENTS = C.GL_MAX_GEOMETRY_UNIFORM_COMPONENTS MAX_INTEGER_SAMPLES = C.GL_MAX_INTEGER_SAMPLES MAX_SAMPLE_MASK_WORDS = C.GL_MAX_SAMPLE_MASK_WORDS MAX_SERVER_WAIT_TIMEOUT = C.GL_MAX_SERVER_WAIT_TIMEOUT MAX_VERTEX_OUTPUT_COMPONENTS = C.GL_MAX_VERTEX_OUTPUT_COMPONENTS OBJECT_TYPE = C.GL_OBJECT_TYPE PROGRAM_POINT_SIZE = C.GL_PROGRAM_POINT_SIZE PROVOKING_VERTEX = C.GL_PROVOKING_VERTEX PROXY_TEXTURE_2D_MULTISAMPLE = C.GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = C.GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY SAMPLER_2D_MULTISAMPLE = C.GL_SAMPLER_2D_MULTISAMPLE SAMPLER_2D_MULTISAMPLE_ARRAY = C.GL_SAMPLER_2D_MULTISAMPLE_ARRAY SAMPLE_MASK = C.GL_SAMPLE_MASK SAMPLE_MASK_VALUE = C.GL_SAMPLE_MASK_VALUE SAMPLE_POSITION = C.GL_SAMPLE_POSITION SIGNALED = C.GL_SIGNALED SYNC_CONDITION = C.GL_SYNC_CONDITION SYNC_FENCE = C.GL_SYNC_FENCE SYNC_FLAGS = C.GL_SYNC_FLAGS SYNC_FLUSH_COMMANDS_BIT = C.GL_SYNC_FLUSH_COMMANDS_BIT SYNC_GPU_COMMANDS_COMPLETE = C.GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_STATUS = C.GL_SYNC_STATUS TEXTURE_2D_MULTISAMPLE = C.GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE_ARRAY = C.GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_BINDING_2D_MULTISAMPLE = C.GL_TEXTURE_BINDING_2D_MULTISAMPLE TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = C.GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY TEXTURE_CUBE_MAP_SEAMLESS = C.GL_TEXTURE_CUBE_MAP_SEAMLESS TEXTURE_FIXED_SAMPLE_LOCATIONS = C.GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_SAMPLES = C.GL_TEXTURE_SAMPLES TIMEOUT_EXPIRED = C.GL_TIMEOUT_EXPIRED TIMEOUT_IGNORED = C.GL_TIMEOUT_IGNORED TRIANGLES_ADJACENCY = C.GL_TRIANGLES_ADJACENCY TRIANGLE_STRIP_ADJACENCY = C.GL_TRIANGLE_STRIP_ADJACENCY UNSIGNALED = C.GL_UNSIGNALED UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = C.GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = C.GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY WAIT_FAILED = C.GL_WAIT_FAILED )
OpenGL 3.2
Variables ¶
This section is empty.
Functions ¶
func ActiveTexture ¶
func ActiveTexture(texture Enum)
func AttachShader ¶
func BeginConditionalRender ¶
func BeginQuery ¶
func BeginTransformFeedback ¶
func BeginTransformFeedback(primitiveMode Enum)
func BindAttribLocation ¶
func BindBuffer ¶
func BindBufferBase ¶
func BindBufferRange ¶
func BindFragDataLocation ¶
func BindFramebuffer ¶
func BindRenderbuffer ¶
func BindTexture ¶
func BindVertexArray ¶
func BindVertexArray(array VertexArrayObject)
func BlendEquation ¶
func BlendEquation(mode Enum)
func BlendEquationSeparate ¶
func BlendFuncSeparate ¶
func BlitFramebuffer ¶
func ClampColor ¶
func ClearBufferfv ¶
func ClearBufferiv ¶
func ClearBufferuiv ¶
func ClearDepth ¶
func ClearDepth(depth Double)
func ClearStencil ¶
func ClearStencil(s Int)
func CompileShader ¶
func CompileShader(shader Uint)
func CompressedTexImage1D ¶
func CompressedTexImage2D ¶
func CompressedTexImage3D ¶
func CompressedTexSubImage1D ¶
func CompressedTexSubImage2D ¶
func CompressedTexSubImage3D ¶
func CopyBufferSubData ¶
func CopyTexImage1D ¶
func CopyTexImage2D ¶
func CopyTexSubImage1D ¶
func CopyTexSubImage2D ¶
func CopyTexSubImage3D ¶
func DeleteBuffers ¶
func DeleteFramebuffers ¶
func DeleteProgram ¶
func DeleteProgram(program Program)
func DeleteQueries ¶
func DeleteRenderbuffers ¶
func DeleteShader ¶
func DeleteShader(shader Uint)
func DeleteSync ¶
func DeleteSync(sync Sync)
func DeleteTextures ¶
func DeleteVertexArrays ¶
func DeleteVertexArrays(n Sizei, arrays *VertexArrayObject)
func DepthRange ¶
func DetachShader ¶
func DisableVertexAttribArray ¶
func DisableVertexAttribArray(index AttributeLocation)
func DrawArrays ¶
func DrawArraysInstanced ¶
func DrawBuffer ¶
func DrawBuffer(mode Enum)
func DrawBuffers ¶
func DrawElementsBaseVertex ¶
func DrawElementsInstanced ¶
func DrawRangeElements ¶
func EnableVertexAttribArray ¶
func EnableVertexAttribArray(index AttributeLocation)
func EndConditionalRender ¶
func EndConditionalRender()
func EndTransformFeedback ¶
func EndTransformFeedback()
func FlushMappedBufferRange ¶
func FramebufferRenderbuffer ¶
func FramebufferTexture ¶
func FramebufferTexture1D ¶
func FramebufferTexture2D ¶
func FramebufferTexture3D ¶
func FramebufferTextureLayer ¶
func GenBuffers ¶
func GenFramebuffers ¶
func GenQueries ¶
func GenRenderbuffers ¶
func GenTextures ¶
func GenVertexArrays ¶
func GenVertexArrays(n Sizei, arrays *VertexArrayObject)
func GenerateMipmap ¶
func GenerateMipmap(target Enum)
func GetActiveAttrib ¶
func GetActiveUniform ¶
func GetActiveUniformBlockiv ¶
func GetActiveUniformName ¶
func GetActiveUniformsiv ¶
func GetAttachedShaders ¶
func GetBooleani_v ¶
func GetBooleanv ¶
func GetBufferParameteri64v ¶
func GetBufferParameteriv ¶
func GetBufferPointerv ¶
func GetBufferSubData ¶
func GetCompressedTexImage ¶
func GetDoublev ¶
func GetInteger64i_v ¶
func GetInteger64v ¶
func GetIntegeri_v ¶
func GetIntegerv ¶
func GetMultisamplefv ¶
func GetProgramInfoLog ¶
func GetProgramiv ¶
func GetQueryObjectiv ¶
func GetQueryObjectuiv ¶
func GetQueryiv ¶
func GetShaderInfoLog ¶
func GetShaderSource ¶
func GetShaderiv ¶
func GetTexImage ¶
func GetTexLevelParameterfv ¶
func GetTexLevelParameteriv ¶
func GetTexParameterIiv ¶
func GetTexParameterIuiv ¶
func GetTexParameterfv ¶
func GetTexParameteriv ¶
func GetUniformIndices ¶
func GetUniformfv ¶
func GetUniformfv(program Program, location UniformLocation, params *Float)
func GetUniformiv ¶
func GetUniformiv(program Program, location UniformLocation, params *Int)
func GetUniformuiv ¶
func GetUniformuiv(program Program, location UniformLocation, params *Uint)
func GetVertexAttribIiv ¶
func GetVertexAttribIuiv ¶
func GetVertexAttribPointerv ¶
func GetVertexAttribdv ¶
func GetVertexAttribfv ¶
func GetVertexAttribiv ¶
func LinkProgram ¶
func LinkProgram(program Program)
func MultiDrawElements ¶
func PixelStoref ¶
func PixelStorei ¶
func PointParameterf ¶
func PointParameterfv ¶
func PointParameteri ¶
func PointParameteriv ¶
func PolygonMode ¶
func PolygonOffset ¶
func PrimitiveRestartIndex ¶
func PrimitiveRestartIndex(index Uint)
func ProvokingVertex ¶
func ProvokingVertex(mode Enum)
func ReadBuffer ¶
func ReadBuffer(mode Enum)
func ReadPixels ¶
func RenderbufferStorage ¶
func SampleCoverage ¶
func SampleMaski ¶
func ShaderSource ¶
func StencilFunc ¶
func StencilMask ¶
func StencilMask(mask Uint)
func StencilMaskSeparate ¶
func TexImage1D ¶
func TexImage2D ¶
func TexImage2DMultisample ¶
func TexImage3D ¶
func TexImage3DMultisample ¶
func TexParameterIiv ¶
func TexParameterIuiv ¶
func TexParameterf ¶
func TexParameterfv ¶
func TexParameteri ¶
func TexParameteriv ¶
func TexSubImage1D ¶
func TexSubImage2D ¶
func TexSubImage3D ¶
func Uniform1f ¶
func Uniform1f(location UniformLocation, v0 Float)
func Uniform1fv ¶
func Uniform1fv(location UniformLocation, count Sizei, value *Float)
func Uniform1i ¶
func Uniform1i(location UniformLocation, v0 Int)
func Uniform1iv ¶
func Uniform1iv(location UniformLocation, count Sizei, value *Int)
func Uniform1ui ¶
func Uniform1ui(location UniformLocation, v0 Uint)
func Uniform1uiv ¶
func Uniform1uiv(location UniformLocation, count Sizei, value *Uint)
func Uniform2f ¶
func Uniform2f(location UniformLocation, v0 Float, v1 Float)
func Uniform2fv ¶
func Uniform2fv(location UniformLocation, count Sizei, value *Float)
func Uniform2i ¶
func Uniform2i(location UniformLocation, v0 Int, v1 Int)
func Uniform2iv ¶
func Uniform2iv(location UniformLocation, count Sizei, value *Int)
func Uniform2ui ¶
func Uniform2ui(location UniformLocation, v0 Uint, v1 Uint)
func Uniform2uiv ¶
func Uniform2uiv(location UniformLocation, count Sizei, value *Uint)
func Uniform3fv ¶
func Uniform3fv(location UniformLocation, count Sizei, value *Float)
func Uniform3iv ¶
func Uniform3iv(location UniformLocation, count Sizei, value *Int)
func Uniform3ui ¶
func Uniform3ui(location UniformLocation, v0 Uint, v1 Uint, v2 Uint)
func Uniform3uiv ¶
func Uniform3uiv(location UniformLocation, count Sizei, value *Uint)
func Uniform4fv ¶
func Uniform4fv(location UniformLocation, count Sizei, value *Float)
func Uniform4iv ¶
func Uniform4iv(location UniformLocation, count Sizei, value *Int)
func Uniform4ui ¶
func Uniform4ui(location UniformLocation, v0 Uint, v1 Uint, v2 Uint, v3 Uint)
func Uniform4uiv ¶
func Uniform4uiv(location UniformLocation, count Sizei, value *Uint)
func UniformBlockBinding ¶
func UniformMatrix2fv ¶
func UniformMatrix2fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix2x3fv ¶
func UniformMatrix2x3fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix2x4fv ¶
func UniformMatrix2x4fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix3fv ¶
func UniformMatrix3fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix3x2fv ¶
func UniformMatrix3x2fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix3x4fv ¶
func UniformMatrix3x4fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix4fv ¶
func UniformMatrix4fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix4x2fv ¶
func UniformMatrix4x2fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UniformMatrix4x3fv ¶
func UniformMatrix4x3fv(location UniformLocation, count Sizei, transpose Boolean, value *Float)
func UseProgram ¶
func UseProgram(program Program)
func ValidateProgram ¶
func ValidateProgram(program Program)
func VertexAttribI1i ¶
func VertexAttribI1iv ¶
func VertexAttribI1ui ¶
func VertexAttribI1uiv ¶
func VertexAttribI2i ¶
func VertexAttribI2iv ¶
func VertexAttribI2ui ¶
func VertexAttribI2uiv ¶
func VertexAttribI3iv ¶
func VertexAttribI3uiv ¶
func VertexAttribI4bv ¶
func VertexAttribI4iv ¶
func VertexAttribI4sv ¶
func VertexAttribI4ubv ¶
func VertexAttribI4uiv ¶
func VertexAttribI4usv ¶
func VertexAttribIPointer ¶
func VertexAttribPointer ¶
Types ¶
type AttributeLocation ¶
type AttributeLocation Uint
func GetAttribLocation ¶
func GetAttribLocation(program Program, name string) AttributeLocation
type Bitfield ¶
type Bitfield C.GLbitfield
type Boolean ¶
func IsEnabledi ¶
func IsFramebuffer ¶
func IsRenderbuffer ¶
func IsVertexArray ¶
func IsVertexArray(array VertexArrayObject) Boolean
func UnmapBuffer ¶
type Enum ¶
func CheckFramebufferStatus ¶
type FragmentShader ¶
type FragmentShader Uint
type Int ¶
func GetFragDataLocation ¶
type Sizeiptr ¶
type Sizeiptr C.GLsizeiptr
type Ubyte ¶
func GetStringi ¶
type UniformLocation ¶
type UniformLocation Uint
func GetUniformLocation ¶
func GetUniformLocation(program Program, name string) UniformLocation
type VertexArrayObject ¶
type VertexArrayObject Uint
func GenVertexArray ¶
func GenVertexArray() VertexArrayObject
type VertexShader ¶
type VertexShader Uint
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