Documentation ¶
Index ¶
- func CreateFbo(colorTex, depthTex *uint32, width, height int32, multisampling bool, ...) uint32
- func CreateFboWithExistingTextures(colorTex, depthTex *uint32, texType uint32) uint32
- func CreateLightFbo(colorTex, depthTex *uint32, width, height int32, multisampling bool, ...) uint32
- func CreateTexture(width, height int32, internalFormat, format, internalType uint32, ...) uint32
- func FreeGLBuffer(buffer *MeshBuffer)
- func GenerateBufferFromLines2D(bufferObject *MeshBuffer, points []mgl32.Vec2, indices []uint32)
- func GenerateBufferFromTriangles2D(bufferObject *MeshBuffer, points []mgl32.Vec2)
- func NewComputeProgram(computeShaderName string) (uint32, error)
- func NewProgram(vertexShaderName, geometryShaderName, tessControlShaderName, ... string) (uint32, error)
- type ImageTexture
- type MeshBuffer
- type PngImage
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func CreateLightFbo ¶
func CreateLightFbo(colorTex, depthTex *uint32, width, height int32, multisampling bool, samples int32) uint32
Some internal format changes, like only having the RG channels but with higher 32F precision.
func CreateTexture ¶
func FreeGLBuffer ¶ added in v1.5.0
func FreeGLBuffer(buffer *MeshBuffer)
func GenerateBufferFromLines2D ¶ added in v1.5.0
func GenerateBufferFromLines2D(bufferObject *MeshBuffer, points []mgl32.Vec2, indices []uint32)
func GenerateBufferFromTriangles2D ¶ added in v1.5.0
func GenerateBufferFromTriangles2D(bufferObject *MeshBuffer, points []mgl32.Vec2)
func NewComputeProgram ¶
func NewProgram ¶
func NewProgram(vertexShaderName, geometryShaderName, tessControlShaderName, tessEvalShaderName, fragmentShaderName string) (uint32, error)
Mostly taken from the Demo. But compiling and linking shaders just should be done like this anyways.
Types ¶
type ImageTexture ¶
func CreateImageTexture ¶
func CreateImageTexture(imageName string, isRepeating bool) ImageTexture
type MeshBuffer ¶ added in v1.5.0
Click to show internal directories.
Click to hide internal directories.