Documentation ¶
Index ¶
- Constants
- func ActiveTexture(i uint32)
- func BindBuffer(target BufferTarget, buffer Buffer)
- func BindProgram(program Program)
- func BindSampler(sampler Sampler, textureunit uint32)
- func BindTexture(texture Texture)
- func BindVertexArrayObject(vao VertexArrayObject)
- func Clear(bits ...ClearBit)
- func ClearColor(r, g, b, a float32)
- func ClearDepth(d float32)
- func Disable(cap Capability)
- func DisableCulling()
- func DisableDepth()
- func DisableIndex(cap Capability, index uint32)
- func Draw(program Program, vao VertexArrayObject, object Object)
- func Enable(cap Capability)
- func EnableCulling(front bool, back bool, clockwise bool)
- func EnableDepth(depthfunc DepthFunc, mask bool, nearRange float32, farRange float32)
- func EnableIndex(cap Capability, index uint32)
- func FrustumScale(fovdeg float64) float64
- func GetError() error
- func Init()
- func IsEnabled(cap Capability) bool
- func IsEnabledIndex(cap Capability, index uint32) bool
- func PerspectiveMatrix(near, far, frustumScale float64, w, h int) (mat [16]float32)
- func SafeDelete(deleters ...Deleter)
- func UnbindBuffer(target BufferTarget)
- func UnbindProgram()
- func UnbindSampler(textureunit uint32)
- func UnbindVertexArrayObject()
- func Viewport(x, y int32, width, height int32)
- type AttributeCollection
- type Bool
- type Buffer
- type BufferAccessTypeHint
- type BufferTarget
- type Capability
- type ClearBit
- type Context
- type DataType
- type Deleter
- type DepthFunc
- type DrawMode
- type ElementInstance
- type Extent
- type GlError
- type IndexedCapability
- type Object
- type Program
- type ProgramAttribute
- type ProgramParameter
- type Sampler
- type SamplerCompareMode
- type SamplerMagFilter
- type SamplerMinFilter
- type SamplerWrapMode
- type Shader
- type ShaderError
- type ShaderParameter
- type ShaderType
- type Texture
- type TextureData
- type TextureTarget
- type Uniform
- type UniformBlock
- type UniformBlockMember
- type UniformCollection
- type UniformParameter
- type VertexArrayObject
Constants ¶
View Source
const (
INVALID_INDEX uint32 = gl.INVALID_INDEX
)
Variables ¶
This section is empty.
Functions ¶
func ActiveTexture ¶
func ActiveTexture(i uint32)
func BindBuffer ¶
func BindBuffer(target BufferTarget, buffer Buffer)
func BindProgram ¶
func BindProgram(program Program)
func BindSampler ¶
func BindTexture ¶
func BindTexture(texture Texture)
func BindVertexArrayObject ¶
func BindVertexArrayObject(vao VertexArrayObject)
func ClearColor ¶
func ClearColor(r, g, b, a float32)
func ClearDepth ¶
func ClearDepth(d float32)
func Disable ¶
func Disable(cap Capability)
func DisableCulling ¶
func DisableCulling()
func DisableDepth ¶
func DisableDepth()
func DisableIndex ¶
func DisableIndex(cap Capability, index uint32)
func Draw ¶
func Draw(program Program, vao VertexArrayObject, object Object)
func Enable ¶
func Enable(cap Capability)
func EnableCulling ¶
func EnableDepth ¶
func EnableIndex ¶
func EnableIndex(cap Capability, index uint32)
func FrustumScale ¶
func IsEnabled ¶
func IsEnabled(cap Capability) bool
func IsEnabledIndex ¶
func IsEnabledIndex(cap Capability, index uint32) bool
func PerspectiveMatrix ¶
func SafeDelete ¶
func SafeDelete(deleters ...Deleter)
func UnbindBuffer ¶
func UnbindBuffer(target BufferTarget)
func UnbindProgram ¶
func UnbindProgram()
func UnbindSampler ¶
func UnbindSampler(textureunit uint32)
func UnbindVertexArrayObject ¶
func UnbindVertexArrayObject()
Types ¶
type AttributeCollection ¶
type AttributeCollection struct {
// contains filtered or unexported fields
}
func (AttributeCollection) ByIndex ¶
func (coll AttributeCollection) ByIndex(index uint32) ProgramAttribute
func (AttributeCollection) ByName ¶
func (coll AttributeCollection) ByName(name string) ProgramAttribute
func (AttributeCollection) List ¶
func (coll AttributeCollection) List() []ProgramAttribute
type Buffer ¶
type Buffer interface { Id() uint32 Delete() Allocate(size int) Buffer DataSlice(iface interface{}) Buffer SubSlice(iface interface{}, offset int) Buffer Hints() (BufferAccessTypeHint, BufferTarget) }
func CreateBuffer ¶
func CreateBuffer(accesshint BufferAccessTypeHint, targethint BufferTarget) Buffer
type BufferAccessTypeHint ¶
type BufferAccessTypeHint uint32
const ( StaticDraw BufferAccessTypeHint = gl.STATIC_DRAW StaticRead BufferAccessTypeHint = gl.STATIC_READ StaticCopy BufferAccessTypeHint = gl.STATIC_COPY StreamDraw BufferAccessTypeHint = gl.STREAM_DRAW StreamRead BufferAccessTypeHint = gl.STREAM_READ StreamCopy BufferAccessTypeHint = gl.STREAM_COPY DynamicDraw BufferAccessTypeHint = gl.DYNAMIC_DRAW DynamicRead BufferAccessTypeHint = gl.DYNAMIC_READ DynamicCopy BufferAccessTypeHint = gl.DYNAMIC_COPY )
type BufferTarget ¶
type BufferTarget uint32
const ( ArrayBuffer BufferTarget = gl.ARRAY_BUFFER AtomicCounterBuffer BufferTarget = gl.ATOMIC_COUNTER_BUFFER CopyReadBuffer BufferTarget = gl.COPY_READ_BUFFER CopyWriteBuffer BufferTarget = gl.COPY_WRITE_BUFFER DrawIndirectBuffer BufferTarget = gl.DRAW_INDIRECT_BUFFER DispatchIndirectBuffer BufferTarget = gl.DISPATCH_INDIRECT_BUFFER ElementArrayBuffer BufferTarget = gl.ELEMENT_ARRAY_BUFFER PixelPackBuffer BufferTarget = gl.PIXEL_PACK_BUFFER PixelUnpackBuffer BufferTarget = gl.PIXEL_UNPACK_BUFFER QueryBuffer BufferTarget = gl.QUERY_BUFFER ShaderStorageBuffer BufferTarget = gl.SHADER_STORAGE_BUFFER TextureBuffer BufferTarget = gl.TEXTURE_BUFFER TransformFeedbackBuffer BufferTarget = gl.TRANSFORM_FEEDBACK_BUFFER UniformBuffer BufferTarget = gl.UNIFORM_BUFFER )
type Capability ¶
type Capability uint32
const ( Blend Capability = gl.BLEND ClipDistance0 Capability = gl.CLIP_DISTANCE0 ClipDistance1 Capability = gl.CLIP_DISTANCE1 ClipDistance2 Capability = gl.CLIP_DISTANCE2 ClipDistance3 Capability = gl.CLIP_DISTANCE3 ClipDistance4 Capability = gl.CLIP_DISTANCE4 ClipDistance5 Capability = gl.CLIP_DISTANCE5 ClipDistance6 Capability = gl.CLIP_DISTANCE6 ClipDistance7 Capability = gl.CLIP_DISTANCE7 ColorLogicOp Capability = gl.COLOR_LOGIC_OP CullFace Capability = gl.CULL_FACE DebugOutput Capability = gl.DEBUG_OUTPUT DebugOutputSynchronous Capability = gl.DEBUG_OUTPUT_SYNCHRONOUS DepthClamp Capability = gl.DEPTH_CLAMP DepthTest Capability = gl.DEPTH_TEST Dither Capability = gl.DITHER FramebufferSRGB Capability = gl.FRAMEBUFFER_SRGB LineSmooth Capability = gl.LINE_SMOOTH MultiSample Capability = gl.MULTISAMPLE PolygonOffsetFill Capability = gl.POLYGON_OFFSET_FILL PolygonOffsetLine Capability = gl.POLYGON_OFFSET_LINE PolygonOffsetPoint Capability = gl.POLYGON_OFFSET_POINT PolygonSmooth Capability = gl.POLYGON_SMOOTH PrimitiveRestart Capability = gl.PRIMITIVE_RESTART PrimitiveRestartFixedIndex Capability = gl.PRIMITIVE_RESTART_FIXED_INDEX RasterizerDiscard Capability = gl.RASTERIZER_DISCARD SampleAlphaToCoverage Capability = gl.SAMPLE_ALPHA_TO_COVERAGE SampleAlphaToOne Capability = gl.SAMPLE_ALPHA_TO_ONE SampleCoverage Capability = gl.SAMPLE_COVERAGE // SampleShading Capability = gl.SAMPLE_SHADING SampleMask Capability = gl.SAMPLE_MASK ScissorTest Capability = gl.SCISSOR_TEST StencilTest Capability = gl.STENCIL_TEST TextureCubeMapSeamless Capability = gl.TEXTURE_CUBE_MAP_SEAMLESS ProgramPointSize Capability = gl.PROGRAM_POINT_SIZE )
type ClearBit ¶
type ClearBit uint32
const ( ColorBufferBit ClearBit = gl.COLOR_BUFFER_BIT DepthBufferBit ClearBit = gl.DEPTH_BUFFER_BIT StencilBufferBit ClearBit = gl.STENCIL_BUFFER_BIT )
type Context ¶
type Context interface { CreateShader(shaderType ShaderType, source ...string) (Shader, error) CreateProgram(shaders ...Shader) (Program, error) CreateVertexArrayObject() VertexArrayObject CreateBuffer(accesshint BufferAccessTypeHint, targethint BufferTarget) Buffer CreateTexture(target TextureTarget) Texture CreateSampler() Sampler BindProgram(program Program) UnbindProgram() BindVertexArrayObject(vao VertexArrayObject) UnbindVertexArrayObject() BindBuffer(target BufferTarget, buffer Buffer) UnbindBuffer(target BufferTarget) BindTexture(texture Texture) BindSampler(sampler Sampler, textureunit uint32) UnbindSampler(textureunit uint32) ActiveTexture(i uint32) Draw(program Program, vao VertexArrayObject, object Object) ClearColor(r, g, b, a float32) ClearDepth(d float32) Clear(bits ...ClearBit) Enable(cap Capability) Disable(cap Capability) EnableIndex(cap Capability, index uint32) DisableIndex(cap Capability, index uint32) IsEnabled(cap Capability) bool IsEnabledIndex(cap Capability, index uint32) bool EnableCulling(frontface bool, backface bool, clockwise bool) DisableCulling() EnableDepth(depthfunc DepthFunc, mask bool, nearRange float32, farRange float32) DisableDepth() Viewport(x, y int32, width, height int32) }
var Current Context = CreateContext()
func CreateContext ¶
func CreateContext() Context
type DataType ¶
type DataType uint32
const ( GlBool DataType = gl.BOOL GlByte DataType = gl.BYTE GlUByte DataType = gl.UNSIGNED_BYTE GlShort DataType = gl.SHORT GlUShort DataType = gl.UNSIGNED_SHORT GlInt DataType = gl.INT GlUInt DataType = gl.UNSIGNED_INT GlFloat DataType = gl.FLOAT GlHalfFloat DataType = gl.HALF_FLOAT GlFixed DataType = gl.FIXED GlInt_2_10_10_10_REV DataType = gl.INT_2_10_10_10_REV GlUInt_2_10_10_10_REV DataType = gl.UNSIGNED_INT_2_10_10_10_REV GlUInt_10F_11F_11F_REV DataType = gl.UNSIGNED_INT_10F_11F_11F_REV GlDouble DataType = gl.DOUBLE GlBoolV2 DataType = gl.BOOL_VEC2 GlBoolV3 DataType = gl.BOOL_VEC3 GlBoolV4 DataType = gl.BOOL_VEC4 GlIntV2 DataType = gl.INT_VEC2 GlIntV3 DataType = gl.INT_VEC3 GlIntV4 DataType = gl.INT_VEC4 GlUIntV2 DataType = gl.UNSIGNED_INT_VEC2 GlUIntV3 DataType = gl.UNSIGNED_INT_VEC3 GlUIntV4 DataType = gl.UNSIGNED_INT_VEC4 GlFloatV2 DataType = gl.FLOAT_VEC2 GlFloatV3 DataType = gl.FLOAT_VEC3 GlFloatV4 DataType = gl.FLOAT_VEC4 GlDoubleV2 DataType = gl.DOUBLE_VEC2 GlDoubleV3 DataType = gl.DOUBLE_VEC3 GlDoubleV4 DataType = gl.DOUBLE_VEC4 GlFloatMat2 DataType = gl.FLOAT_MAT2 GlFloatMat2x3 DataType = gl.FLOAT_MAT2x3 GlFloatMat2x4 DataType = gl.FLOAT_MAT2x4 GlFloatMat3x2 DataType = gl.FLOAT_MAT3x2 GlFloatMat3 DataType = gl.FLOAT_MAT3 GlFloatMat3x4 DataType = gl.FLOAT_MAT3x4 GlFloatMat4x2 DataType = gl.FLOAT_MAT4x2 GlFloatMat4x3 DataType = gl.FLOAT_MAT4x3 GlFloatMat4 DataType = gl.FLOAT_MAT4 GlDoubleMat2 DataType = gl.DOUBLE_MAT2 GlDoubleMat2x3 DataType = gl.DOUBLE_MAT2x3 GlDoubleMat2x4 DataType = gl.DOUBLE_MAT2x4 GlDoubleMat3x2 DataType = gl.DOUBLE_MAT3x2 GlDoubleMat3 DataType = gl.DOUBLE_MAT3 GlDoubleMat3x4 DataType = gl.DOUBLE_MAT3x4 GlDoubleMat4x2 DataType = gl.DOUBLE_MAT4x2 GlDoubleMat4x3 DataType = gl.DOUBLE_MAT4x3 GlDoubleMat4 DataType = gl.DOUBLE_MAT4 GlSampler1dShadow DataType = gl.SAMPLER_1D_SHADOW GlSampler2dShadow DataType = gl.SAMPLER_2D_SHADOW GlSampler1dArrayShadow DataType = gl.SAMPLER_1D_ARRAY_SHADOW GlSampler2dArrayShadow DataType = gl.SAMPLER_2D_ARRAY_SHADOW GlSampler2dRectShadow DataType = gl.SAMPLER_2D_RECT_SHADOW GlSamplerCubeShadow DataType = gl.SAMPLER_CUBE_SHADOW GlSampler1d DataType = gl.SAMPLER_1D GlSampler2d DataType = gl.SAMPLER_2D GlSampler3d DataType = gl.SAMPLER_3D GlSamplerCube DataType = gl.SAMPLER_CUBE GlSampler1dArray DataType = gl.SAMPLER_1D_ARRAY GlSampler2dArray DataType = gl.SAMPLER_2D_ARRAY GlSampler2dMultisample DataType = gl.SAMPLER_2D_MULTISAMPLE GlSampler2dMultisampleArray DataType = gl.SAMPLER_2D_MULTISAMPLE_ARRAY GlSampler2dRect DataType = gl.SAMPLER_2D_RECT GlIntSampler1d DataType = gl.INT_SAMPLER_1D GlIntSampler2d DataType = gl.INT_SAMPLER_2D GlIntSampler3d DataType = gl.INT_SAMPLER_3D GlIntSamplerCube DataType = gl.INT_SAMPLER_CUBE GlIntSampler1dArray DataType = gl.INT_SAMPLER_1D_ARRAY GlIntSampler2dArray DataType = gl.INT_SAMPLER_2D_ARRAY GlIntSampler2dMultisample DataType = gl.INT_SAMPLER_2D_MULTISAMPLE GlIntSampler2dMultisampleArray DataType = gl.INT_SAMPLER_2D_MULTISAMPLE_ARRAY GlIntSampler2dRect DataType = gl.INT_SAMPLER_2D_RECT GlUintSampler1d DataType = gl.UNSIGNED_INT_SAMPLER_1D GlUintSampler2d DataType = gl.UNSIGNED_INT_SAMPLER_2D GlUintSampler3d DataType = gl.UNSIGNED_INT_SAMPLER_3D GlUintSamplerCube DataType = gl.UNSIGNED_INT_SAMPLER_CUBE GlUintSampler1dArray DataType = gl.UNSIGNED_INT_SAMPLER_1D_ARRAY GlUintSampler2dArray DataType = gl.UNSIGNED_INT_SAMPLER_2D_ARRAY GlUintSampler2dMultisample DataType = gl.UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE GlUintSampler2dMultisampleArray DataType = gl.UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY GlUintSampler2dRect DataType = gl.UNSIGNED_INT_SAMPLER_2D_RECT )
type DrawMode ¶
type DrawMode uint32
const ( Points DrawMode = gl.POINTS LineStrip DrawMode = gl.LINE_STRIP LineLoop DrawMode = gl.LINE_LOOP Lines DrawMode = gl.LINES LineStripAdjacency DrawMode = gl.LINE_STRIP_ADJACENCY LinesAdjacency DrawMode = gl.LINES_ADJACENCY TriangleStrip DrawMode = gl.TRIANGLE_STRIP TriangleFan DrawMode = gl.TRIANGLE_FAN Triangles DrawMode = gl.TRIANGLES TriangleStripAdjacency DrawMode = gl.TRIANGLE_STRIP_ADJACENCY TrianglesAdjacency DrawMode = gl.TRIANGLES_ADJACENCY Patches DrawMode = gl.PATCHES )
type ElementInstance ¶
type ElementInstance struct { Vao VertexArrayObject First int Count int Type DataType }
type IndexedCapability ¶
type IndexedCapability uint32
const ( IndexedBlend IndexedCapability = gl.BLEND IndexedScissorTest IndexedCapability = gl.SCISSOR_TEST )
type Program ¶
type Program interface { Id() uint32 Delete() GetIV(param ProgramParameter) int32 GetActiveUniformIV(param UniformParameter, index uint32) int32 Attributes() AttributeCollection Uniforms() UniformCollection }
func CreateProgram ¶
type ProgramAttribute ¶
func (ProgramAttribute) Valid ¶
func (attr ProgramAttribute) Valid() bool
type ProgramParameter ¶
type ProgramParameter uint32
const ( PROGRAM_DELETE_STATUS ProgramParameter = gl.DELETE_STATUS LINK_STATUS ProgramParameter = gl.LINK_STATUS VALIDATE_STATUS ProgramParameter = gl.VALIDATE_STATUS PROGRAM_INFO_LOG_LENGTH ProgramParameter = gl.INFO_LOG_LENGTH ATTACHED_SHADERS ProgramParameter = gl.ATTACHED_SHADERS ACTIVE_ATTRIBUTES ProgramParameter = gl.ACTIVE_ATTRIBUTES ACTIVE_ATTRIBUTE_MAX_LENGTH ProgramParameter = gl.ACTIVE_ATTRIBUTE_MAX_LENGTH ACTIVE_UNIFORMS ProgramParameter = gl.ACTIVE_UNIFORMS ACTIVE_UNIFORM_MAX_LENGTH ProgramParameter = gl.ACTIVE_UNIFORM_MAX_LENGTH ACTIVE_UNIFORM_BLOCKS ProgramParameter = gl.ACTIVE_UNIFORM_BLOCKS ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH ProgramParameter = gl.ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH )
type Sampler ¶
type Sampler interface { Id() uint32 Delete() SetWrap(s, t, r SamplerWrapMode) SetFilter(min SamplerMinFilter, mag SamplerMagFilter) SetBorderColor(r, g, b, a float32) SetCompare(mode SamplerCompareMode, function DepthFunc) SetLod(min, max int32) }
func CreateSampler ¶
func CreateSampler() Sampler
type SamplerCompareMode ¶
type SamplerCompareMode uint32
const ( CompareRefToTexture SamplerCompareMode = gl.COMPARE_REF_TO_TEXTURE CompareNone SamplerCompareMode = gl.NONE )
type SamplerMagFilter ¶
type SamplerMagFilter uint32
const ( MagNearest SamplerMagFilter = gl.NEAREST MagLinear SamplerMagFilter = gl.LINEAR )
type SamplerMinFilter ¶
type SamplerMinFilter uint32
const ( MinNearest SamplerMinFilter = gl.NEAREST MinLinear SamplerMinFilter = gl.LINEAR MinNearestMipmapNearest SamplerMinFilter = gl.NEAREST_MIPMAP_NEAREST MinLinearMipmapNearest SamplerMinFilter = gl.LINEAR_MIPMAP_NEAREST MinNearestMipmapLinear SamplerMinFilter = gl.NEAREST_MIPMAP_LINEAR MinLinearMipmapLinear SamplerMinFilter = gl.LINEAR_MIPMAP_LINEAR )
type SamplerWrapMode ¶
type SamplerWrapMode uint32
const ( ClampToEdge SamplerWrapMode = gl.CLAMP_TO_EDGE MirroredRepeat SamplerWrapMode = gl.MIRRORED_REPEAT Repeat SamplerWrapMode = gl.REPEAT MirrorClampToEdge SamplerWrapMode = gl.MIRROR_CLAMP_TO_EDGE ClampToBorder SamplerWrapMode = gl.CLAMP_TO_BORDER )
type Shader ¶
type Shader interface { Id() uint32 Delete() GetIV(param ShaderParameter) int32 }
func CreateShader ¶
func CreateShader(shaderType ShaderType, source ...string) (Shader, error)
type ShaderError ¶
type ShaderError struct {
Desc string
}
func (*ShaderError) Error ¶
func (se *ShaderError) Error() string
type ShaderParameter ¶
type ShaderParameter uint32
const ( SHADER_TYPE ShaderParameter = gl.SHADER_TYPE SHADER_DELETE_STATUS ShaderParameter = gl.DELETE_STATUS COMPILE_STATUS ShaderParameter = gl.COMPILE_STATUS INFO_LOG_LENGTH ShaderParameter = gl.INFO_LOG_LENGTH SHADER_SOURCE_LENGTH ShaderParameter = gl.SHADER_SOURCE_LENGTH )
type ShaderType ¶
type ShaderType uint32
const ( VertexShader ShaderType = gl.VERTEX_SHADER GeometryShader ShaderType = gl.GEOMETRY_SHADER FragmentShader ShaderType = gl.FRAGMENT_SHADER ComputeShader ShaderType = gl.COMPUTE_SHADER TessControlShader ShaderType = gl.TESS_CONTROL_SHADER TessEvaluationShader ShaderType = gl.TESS_EVALUATION_SHADER )
type Texture ¶
type Texture interface { Id() uint32 Delete() Target() TextureTarget Data(data TextureData) }
func CreateTexture ¶
func CreateTexture(target TextureTarget) Texture
type TextureData ¶
type TextureData struct { Width uint32 Height uint32 InternalFormat uint32 ExternalFormat uint32 Type DataType Ptr unsafe.Pointer }
func TextureFromBytes ¶
func TextureFromBytes(slice []byte, width int, height int) TextureData
func TextureFromFile ¶
func TextureFromFile(path string) (TextureData, error)
func TextureFromImage ¶
func TextureFromImage(img image.Image) TextureData
type TextureTarget ¶
type TextureTarget uint32
const ( Texture1d TextureTarget = gl.TEXTURE_1D Texture2d TextureTarget = gl.TEXTURE_2D Texture3d TextureTarget = gl.TEXTURE_3D Texture1dArray TextureTarget = gl.TEXTURE_1D_ARRAY Texture2dArray TextureTarget = gl.TEXTURE_2D_ARRAY TextureRectangle TextureTarget = gl.TEXTURE_RECTANGLE TextureCubeMap TextureTarget = gl.TEXTURE_CUBE_MAP TextureCubeMapArray TextureTarget = gl.TEXTURE_CUBE_MAP_ARRAY Texture2dMultisample TextureTarget = gl.TEXTURE_2D_MULTISAMPLE Texture2dMultisampleArray TextureTarget = gl.TEXTURE_2D_MULTISAMPLE_ARRAY TextureBufferTarget TextureTarget = gl.TEXTURE_BUFFER )
type UniformBlock ¶
type UniformBlock struct { Program Program Name string Index uint32 Uniforms []UniformBlockMember Size uint32 }
func (UniformBlock) Valid ¶
func (b UniformBlock) Valid() bool
type UniformBlockMember ¶
type UniformCollection ¶
type UniformParameter ¶
type UniformParameter uint32
const ( UNIFORM_TYPE UniformParameter = gl.UNIFORM_TYPE UNIFORM_SIZE UniformParameter = gl.UNIFORM_SIZE UNIFORM_NAME_LENGTH UniformParameter = gl.UNIFORM_NAME_LENGTH UNIFORM_BLOCK_INDEX UniformParameter = gl.UNIFORM_BLOCK_INDEX UNIFORM_OFFSET UniformParameter = gl.UNIFORM_OFFSET UNIFORM_ARRAY_STRIDE UniformParameter = gl.UNIFORM_ARRAY_STRIDE UNIFORM_MATRIX_STRIDE UniformParameter = gl.UNIFORM_MATRIX_STRIDE UNIFORM_IS_ROW_MAJOR UniformParameter = gl.UNIFORM_IS_ROW_MAJOR UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX UniformParameter = gl.UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX )
type VertexArrayObject ¶
type VertexArrayObject interface { Id() uint32 Delete() Enable(attr ProgramAttribute, buffer Buffer, extent Extent) Disable(attr ProgramAttribute) Elements(buffer Buffer) }
func CreateVertexArrayObject ¶
func CreateVertexArrayObject() VertexArrayObject
Source Files ¶
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