Documentation ¶
Index ¶
- Constants
- type GL
- func (gl *GL) Accum(op glbase.Enum, value float32)
- func (gl *GL) AlphaFunc(glfunc glbase.Enum, ref float32)
- func (gl *GL) AreTexturesResident(n int, textures []glbase.Texture, residences []bool) bool
- func (gl *GL) ArrayElement(i int32)
- func (gl *GL) Begin(mode glbase.Enum)
- func (gl *GL) BindTexture(target glbase.Enum, texture glbase.Texture)
- func (gl *GL) Bitmap(width, height int, xorig, yorig, xmove, ymove float32, bitmap []uint8)
- func (gl *GL) BlendFunc(sfactor, dfactor glbase.Enum)
- func (gl *GL) CallList(list uint32)
- func (gl *GL) CallLists(n int, gltype glbase.Enum, lists interface{})
- func (gl *GL) Clear(mask glbase.Bitfield)
- func (gl *GL) ClearAccum(red, green, blue, alpha float32)
- func (gl *GL) ClearColor(red, green, blue, alpha float32)
- func (gl *GL) ClearDepth(depth float64)
- func (gl *GL) ClearIndex(c float32)
- func (gl *GL) ClearStencil(s int32)
- func (gl *GL) ClipPlane(plane glbase.Enum, equation []float64)
- func (gl *GL) Color3b(red, green, blue byte)
- func (gl *GL) Color3bv(v []byte)
- func (gl *GL) Color3d(red, green, blue float64)
- func (gl *GL) Color3dv(v []float64)
- func (gl *GL) Color3f(red, green, blue float32)
- func (gl *GL) Color3fv(v []float32)
- func (gl *GL) Color3i(red, green, blue int32)
- func (gl *GL) Color3iv(v []int32)
- func (gl *GL) Color3s(red, green, blue int16)
- func (gl *GL) Color3sv(v []int16)
- func (gl *GL) Color3ub(red, green, blue uint8)
- func (gl *GL) Color3ubv(v []uint8)
- func (gl *GL) Color3ui(red, green, blue uint32)
- func (gl *GL) Color3uiv(v []uint32)
- func (gl *GL) Color3us(red, green, blue uint16)
- func (gl *GL) Color3usv(v []uint16)
- func (gl *GL) Color4b(red, green, blue, alpha byte)
- func (gl *GL) Color4bv(v []byte)
- func (gl *GL) Color4d(red, green, blue, alpha float64)
- func (gl *GL) Color4dv(v []float64)
- func (gl *GL) Color4f(red, green, blue, alpha float32)
- func (gl *GL) Color4fv(v []float32)
- func (gl *GL) Color4i(red, green, blue, alpha int32)
- func (gl *GL) Color4iv(v []int32)
- func (gl *GL) Color4s(red, green, blue, alpha int16)
- func (gl *GL) Color4sv(v []int16)
- func (gl *GL) Color4ub(red, green, blue, alpha uint8)
- func (gl *GL) Color4ubv(v []uint8)
- func (gl *GL) Color4ui(red, green, blue, alpha uint32)
- func (gl *GL) Color4uiv(v []uint32)
- func (gl *GL) Color4us(red, green, blue, alpha uint16)
- func (gl *GL) Color4usv(v []uint16)
- func (gl *GL) ColorMask(red, green, blue, alpha bool)
- func (gl *GL) ColorMaterial(face, mode glbase.Enum)
- func (gl *GL) ColorPointer(size int, gltype glbase.Enum, stride int, pointer interface{})
- func (gl *GL) CopyPixels(x, y, width, height int, gltype glbase.Enum)
- func (gl *GL) CopyTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, ...)
- func (gl *GL) CopyTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, ...)
- func (gl *GL) CopyTexSubImage1D(target glbase.Enum, level, xoffset, x, y, width int)
- func (gl *GL) CopyTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, x, y, width, height int)
- func (gl *GL) CullFace(mode glbase.Enum)
- func (gl *GL) DeleteLists(list uint32, range_ int32)
- func (gl *GL) DeleteTextures(textures []glbase.Texture)
- func (gl *GL) DepthFunc(glfunc glbase.Enum)
- func (gl *GL) DepthMask(flag bool)
- func (gl *GL) DepthRange(nearVal, farVal float64)
- func (gl *GL) Disable(cap glbase.Enum)
- func (gl *GL) DisableClientState(array glbase.Enum)
- func (gl *GL) DrawArrays(mode glbase.Enum, first, count int)
- func (gl *GL) DrawBuffer(mode glbase.Enum)
- func (gl *GL) DrawElements(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{})
- func (gl *GL) DrawPixels(width, height int, format, gltype glbase.Enum, pixels interface{})
- func (gl *GL) EdgeFlag(flag bool)
- func (gl *GL) EdgeFlagPointer(stride int, pointer interface{})
- func (gl *GL) EdgeFlagv(flag []bool)
- func (gl *GL) Enable(cap glbase.Enum)
- func (gl *GL) EnableClientState(array glbase.Enum)
- func (gl *GL) End()
- func (gl *GL) EndList()
- func (gl *GL) EvalCoord1d(u float64)
- func (gl *GL) EvalCoord1dv(u []float64)
- func (gl *GL) EvalCoord1f(u float32)
- func (gl *GL) EvalCoord1fv(u []float32)
- func (gl *GL) EvalCoord2d(u, v float64)
- func (gl *GL) EvalCoord2dv(u []float64)
- func (gl *GL) EvalCoord2f(u, v float32)
- func (gl *GL) EvalCoord2fv(u []float32)
- func (gl *GL) EvalMesh1(mode glbase.Enum, i1, i2 int32)
- func (gl *GL) EvalMesh2(mode glbase.Enum, i1, i2, j1, j2 int32)
- func (gl *GL) EvalPoint1(i int32)
- func (gl *GL) EvalPoint2(i, j int32)
- func (gl *GL) FeedbackBuffer(size int, gltype glbase.Enum, buffer []float32)
- func (gl *GL) Finish()
- func (gl *GL) Flush()
- func (gl *GL) Fogf(pname glbase.Enum, param float32)
- func (gl *GL) Fogfv(pname glbase.Enum, params []float32)
- func (gl *GL) Fogi(pname glbase.Enum, param int32)
- func (gl *GL) Fogiv(pname glbase.Enum, params []int32)
- func (gl *GL) FrontFace(mode glbase.Enum)
- func (gl *GL) Frustum(left, right, bottom, top, zNear, zFar float64)
- func (gl *GL) GenLists(range_ int32) uint32
- func (gl *GL) GenTextures(n int) []glbase.Texture
- func (gl *GL) GetBooleanv(pname glbase.Enum, params []bool)
- func (gl *GL) GetClipPlane(plane glbase.Enum, equation []float64)
- func (gl *GL) GetDoublev(pname glbase.Enum, params []float64)
- func (gl *GL) GetError() glbase.Enum
- func (gl *GL) GetFloatv(pname glbase.Enum, params []float32)
- func (gl *GL) GetIntegerv(pname glbase.Enum, params []int32)
- func (gl *GL) GetLightfv(light, pname glbase.Enum, params []float32)
- func (gl *GL) GetLightiv(light, pname glbase.Enum, params []int32)
- func (gl *GL) GetMapdv(target, query glbase.Enum, v []float64)
- func (gl *GL) GetMapfv(target, query glbase.Enum, v []float32)
- func (gl *GL) GetMapiv(target, query glbase.Enum, v []int32)
- func (gl *GL) GetMaterialfv(face, pname glbase.Enum, params []float32)
- func (gl *GL) GetMaterialiv(face, pname glbase.Enum, params []int32)
- func (gl *GL) GetPixelMapfv(glmap glbase.Enum, values []float32)
- func (gl *GL) GetPixelMapuiv(glmap glbase.Enum, values []uint32)
- func (gl *GL) GetPixelMapusv(glmap glbase.Enum, values []uint16)
- func (gl *GL) GetPolygonStipple(mask []uint8)
- func (gl *GL) GetTexEnvfv(target, pname glbase.Enum, params []float32)
- func (gl *GL) GetTexEnviv(target, pname glbase.Enum, params []int32)
- func (gl *GL) GetTexGendv(coord, pname glbase.Enum, params []float64)
- func (gl *GL) GetTexGenfv(coord, pname glbase.Enum, params []float32)
- func (gl *GL) GetTexGeniv(coord, pname glbase.Enum, params []int32)
- func (gl *GL) GetTexImage(target glbase.Enum, level int, format, gltype glbase.Enum, pixels interface{})
- func (gl *GL) GetTexLevelParameterfv(target glbase.Enum, level int, pname glbase.Enum, params []float32)
- func (gl *GL) GetTexLevelParameteriv(target glbase.Enum, level int, pname glbase.Enum, params []int32)
- func (gl *GL) GetTexParameterfv(target, pname glbase.Enum, params []float32)
- func (gl *GL) GetTexParameteriv(target, pname glbase.Enum, params []int32)
- func (gl *GL) Hint(target, mode glbase.Enum)
- func (gl *GL) IndexMask(mask uint32)
- func (gl *GL) IndexPointer(gltype glbase.Enum, stride int, pointer interface{})
- func (gl *GL) Indexd(c float64)
- func (gl *GL) Indexdv(c []float64)
- func (gl *GL) Indexf(c float32)
- func (gl *GL) Indexfv(c []float32)
- func (gl *GL) Indexi(c int32)
- func (gl *GL) Indexiv(c []int32)
- func (gl *GL) Indexs(c int16)
- func (gl *GL) Indexsv(c []int16)
- func (gl *GL) Indexub(c uint8)
- func (gl *GL) Indexubv(c []uint8)
- func (gl *GL) InitNames()
- func (gl *GL) InterleavedArrays(format glbase.Enum, stride int, pointer interface{})
- func (gl *GL) IsEnabled(cap glbase.Enum) bool
- func (gl *GL) IsList(list uint32) bool
- func (gl *GL) IsTexture(texture glbase.Texture) bool
- func (gl *GL) LightModelf(pname glbase.Enum, param float32)
- func (gl *GL) LightModelfv(pname glbase.Enum, params []float32)
- func (gl *GL) LightModeli(pname glbase.Enum, param int32)
- func (gl *GL) LightModeliv(pname glbase.Enum, params []int32)
- func (gl *GL) Lightf(light, pname glbase.Enum, param float32)
- func (gl *GL) Lightfv(light, pname glbase.Enum, params []float32)
- func (gl *GL) Lighti(light, pname glbase.Enum, param int32)
- func (gl *GL) Lightiv(light, pname glbase.Enum, params []int32)
- func (gl *GL) LineStipple(factor int32, pattern uint16)
- func (gl *GL) LineWidth(width float32)
- func (gl *GL) ListBase(base uint32)
- func (gl *GL) LoadIdentity()
- func (gl *GL) LoadMatrixd(m []float64)
- func (gl *GL) LoadMatrixf(m []float32)
- func (gl *GL) LoadName(name uint32)
- func (gl *GL) LogicOp(opcode glbase.Enum)
- func (gl *GL) Map1d(target glbase.Enum, u1, u2 float64, stride, order int, points []float64)
- func (gl *GL) Map1f(target glbase.Enum, u1, u2 float32, stride, order int, points []float32)
- func (gl *GL) Map2d(target glbase.Enum, u1, u2 float64, ustride, uorder int32, v1, v2 float64, ...)
- func (gl *GL) Map2f(target glbase.Enum, u1, u2 float32, ustride, uorder int32, v1, v2 float32, ...)
- func (gl *GL) MapGrid1d(un int32, u1, u2 float64)
- func (gl *GL) MapGrid1f(un int32, u1, u2 float32)
- func (gl *GL) MapGrid2d(un int32, u1, u2 float64, vn int32, v1, v2 float64)
- func (gl *GL) MapGrid2f(un int32, u1, u2 float32, vn int32, v1, v2 float32)
- func (gl *GL) Materialf(face, pname glbase.Enum, param float32)
- func (gl *GL) Materialfv(face, pname glbase.Enum, params []float32)
- func (gl *GL) Materiali(face, pname glbase.Enum, param int32)
- func (gl *GL) Materialiv(face, pname glbase.Enum, params []int32)
- func (gl *GL) MatrixMode(mode glbase.Enum)
- func (gl *GL) MultMatrixd(m []float64)
- func (gl *GL) MultMatrixf(m []float32)
- func (gl *GL) NewList(list uint32, mode glbase.Enum)
- func (gl *GL) Normal3b(nx, ny, nz byte)
- func (gl *GL) Normal3bv(v []byte)
- func (gl *GL) Normal3d(nx, ny, nz float64)
- func (gl *GL) Normal3dv(v []float64)
- func (gl *GL) Normal3f(nx, ny, nz float32)
- func (gl *GL) Normal3fv(v []float32)
- func (gl *GL) Normal3i(nx, ny, nz int32)
- func (gl *GL) Normal3iv(v []int32)
- func (gl *GL) Normal3s(nx, ny, nz int16)
- func (gl *GL) Normal3sv(v []int16)
- func (gl *GL) NormalPointer(gltype glbase.Enum, stride int, pointer interface{})
- func (gl *GL) Ortho(left, right, bottom, top, zNear, zFar float64)
- func (gl *GL) PassThrough(token float32)
- func (gl *GL) PixelMapfv(glmap glbase.Enum, mapsize int32, values []float32)
- func (gl *GL) PixelMapuiv(glmap glbase.Enum, mapsize int32, values []uint32)
- func (gl *GL) PixelMapusv(glmap glbase.Enum, mapsize int32, values []uint16)
- func (gl *GL) PixelStoref(pname glbase.Enum, param float32)
- func (gl *GL) PixelStorei(pname glbase.Enum, param int32)
- func (gl *GL) PixelTransferf(pname glbase.Enum, param float32)
- func (gl *GL) PixelTransferi(pname glbase.Enum, param int32)
- func (gl *GL) PixelZoom(xfactor, yfactor float32)
- func (gl *GL) PointSize(size float32)
- func (gl *GL) PolygonMode(face, mode glbase.Enum)
- func (gl *GL) PolygonOffset(factor, units float32)
- func (gl *GL) PolygonStipple(mask []uint8)
- func (gl *GL) PopAttrib()
- func (gl *GL) PopClientAttrib()
- func (gl *GL) PopMatrix()
- func (gl *GL) PopName()
- func (gl *GL) PrioritizeTextures(n int, textures []glbase.Texture, priorities []float32)
- func (gl *GL) PushAttrib(mask glbase.Bitfield)
- func (gl *GL) PushClientAttrib(mask glbase.Bitfield)
- func (gl *GL) PushMatrix()
- func (gl *GL) PushName(name uint32)
- func (gl *GL) RasterPos2d(x, y float64)
- func (gl *GL) RasterPos2dv(v []float64)
- func (gl *GL) RasterPos2f(x, y float32)
- func (gl *GL) RasterPos2fv(v []float32)
- func (gl *GL) RasterPos2i(x, y int)
- func (gl *GL) RasterPos2iv(v []int32)
- func (gl *GL) RasterPos2s(x, y int16)
- func (gl *GL) RasterPos2sv(v []int16)
- func (gl *GL) RasterPos3d(x, y, z float64)
- func (gl *GL) RasterPos3dv(v []float64)
- func (gl *GL) RasterPos3f(x, y, z float32)
- func (gl *GL) RasterPos3fv(v []float32)
- func (gl *GL) RasterPos3i(x, y, z int)
- func (gl *GL) RasterPos3iv(v []int32)
- func (gl *GL) RasterPos3s(x, y, z int16)
- func (gl *GL) RasterPos3sv(v []int16)
- func (gl *GL) RasterPos4d(x, y, z, w float64)
- func (gl *GL) RasterPos4dv(v []float64)
- func (gl *GL) RasterPos4f(x, y, z, w float32)
- func (gl *GL) RasterPos4fv(v []float32)
- func (gl *GL) RasterPos4i(x, y, z, w int)
- func (gl *GL) RasterPos4iv(v []int32)
- func (gl *GL) RasterPos4s(x, y, z, w int16)
- func (gl *GL) RasterPos4sv(v []int16)
- func (gl *GL) ReadBuffer(mode glbase.Enum)
- func (gl *GL) ReadPixels(x, y, width, height int, format, gltype glbase.Enum, pixels interface{})
- func (gl *GL) Rectd(x1, y1, x2, y2 float64)
- func (gl *GL) Rectdv(v1, v2 []float64)
- func (gl *GL) Rectf(x1, y1, x2, y2 float32)
- func (gl *GL) Rectfv(v1, v2 []float32)
- func (gl *GL) Recti(x1, y1, x2, y2 int32)
- func (gl *GL) Rectiv(v1, v2 []int32)
- func (gl *GL) Rects(x1, y1, x2, y2 int16)
- func (gl *GL) Rectsv(v1, v2 []int16)
- func (gl *GL) RenderMode(mode glbase.Enum) int32
- func (gl *GL) Rotated(angle, x, y, z float64)
- func (gl *GL) Rotatef(angle, x, y, z float32)
- func (gl *GL) Scaled(x, y, z float64)
- func (gl *GL) Scalef(x, y, z float32)
- func (gl *GL) Scissor(x, y, width, height int)
- func (gl *GL) SelectBuffer(size int, buffer []glbase.Buffer)
- func (gl *GL) ShadeModel(mode glbase.Enum)
- func (gl *GL) StencilFunc(glfunc glbase.Enum, ref int32, mask uint32)
- func (gl *GL) StencilMask(mask uint32)
- func (gl *GL) StencilOp(fail, zfail, zpass glbase.Enum)
- func (gl *GL) TexCoord1d(s float64)
- func (gl *GL) TexCoord1dv(v []float64)
- func (gl *GL) TexCoord1f(s float32)
- func (gl *GL) TexCoord1fv(v []float32)
- func (gl *GL) TexCoord1i(s int32)
- func (gl *GL) TexCoord1iv(v []int32)
- func (gl *GL) TexCoord1s(s int16)
- func (gl *GL) TexCoord1sv(v []int16)
- func (gl *GL) TexCoord2d(s, t float64)
- func (gl *GL) TexCoord2dv(v []float64)
- func (gl *GL) TexCoord2f(s, t float32)
- func (gl *GL) TexCoord2fv(v []float32)
- func (gl *GL) TexCoord2i(s, t int32)
- func (gl *GL) TexCoord2iv(v []int32)
- func (gl *GL) TexCoord2s(s, t int16)
- func (gl *GL) TexCoord2sv(v []int16)
- func (gl *GL) TexCoord3d(s, t, r float64)
- func (gl *GL) TexCoord3dv(v []float64)
- func (gl *GL) TexCoord3f(s, t, r float32)
- func (gl *GL) TexCoord3fv(v []float32)
- func (gl *GL) TexCoord3i(s, t, r int32)
- func (gl *GL) TexCoord3iv(v []int32)
- func (gl *GL) TexCoord3s(s, t, r int16)
- func (gl *GL) TexCoord3sv(v []int16)
- func (gl *GL) TexCoord4d(s, t, r, q float64)
- func (gl *GL) TexCoord4dv(v []float64)
- func (gl *GL) TexCoord4f(s, t, r, q float32)
- func (gl *GL) TexCoord4fv(v []float32)
- func (gl *GL) TexCoord4i(s, t, r, q int32)
- func (gl *GL) TexCoord4iv(v []int32)
- func (gl *GL) TexCoord4s(s, t, r, q int16)
- func (gl *GL) TexCoord4sv(v []int16)
- func (gl *GL) TexCoordPointer(size int, gltype glbase.Enum, stride int, pointer interface{})
- func (gl *GL) TexEnvf(target, pname glbase.Enum, param float32)
- func (gl *GL) TexEnvfv(target, pname glbase.Enum, params []float32)
- func (gl *GL) TexEnvi(target, pname glbase.Enum, param int32)
- func (gl *GL) TexEnviv(target, pname glbase.Enum, params []int32)
- func (gl *GL) TexGend(coord, pname glbase.Enum, param float64)
- func (gl *GL) TexGendv(coord, pname glbase.Enum, params []float64)
- func (gl *GL) TexGenf(coord, pname glbase.Enum, param float32)
- func (gl *GL) TexGenfv(coord, pname glbase.Enum, params []float32)
- func (gl *GL) TexGeni(coord, pname glbase.Enum, param int32)
- func (gl *GL) TexGeniv(coord, pname glbase.Enum, params []int32)
- func (gl *GL) TexImage1D(target glbase.Enum, level int, internalFormat int32, width, border int, ...)
- func (gl *GL) TexImage2D(target glbase.Enum, level int, internalFormat int32, width, height, border int, ...)
- func (gl *GL) TexParameterf(target, pname glbase.Enum, param float32)
- func (gl *GL) TexParameterfv(target, pname glbase.Enum, params []float32)
- func (gl *GL) TexParameteri(target, pname glbase.Enum, param int32)
- func (gl *GL) TexParameteriv(target, pname glbase.Enum, params []int32)
- func (gl *GL) TexSubImage1D(target glbase.Enum, level, xoffset, width int, format, gltype glbase.Enum, ...)
- func (gl *GL) TexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, ...)
- func (gl *GL) Translated(x, y, z float64)
- func (gl *GL) Translatef(x, y, z float32)
- func (gl *GL) Vertex2d(x, y float64)
- func (gl *GL) Vertex2dv(v []float64)
- func (gl *GL) Vertex2f(x, y float32)
- func (gl *GL) Vertex2fv(v []float32)
- func (gl *GL) Vertex2i(x, y int)
- func (gl *GL) Vertex2iv(v []int32)
- func (gl *GL) Vertex2s(x, y int16)
- func (gl *GL) Vertex2sv(v []int16)
- func (gl *GL) Vertex3d(x, y, z float64)
- func (gl *GL) Vertex3dv(v []float64)
- func (gl *GL) Vertex3f(x, y, z float32)
- func (gl *GL) Vertex3fv(v []float32)
- func (gl *GL) Vertex3i(x, y, z int)
- func (gl *GL) Vertex3iv(v []int32)
- func (gl *GL) Vertex3s(x, y, z int16)
- func (gl *GL) Vertex3sv(v []int16)
- func (gl *GL) Vertex4d(x, y, z, w float64)
- func (gl *GL) Vertex4dv(v []float64)
- func (gl *GL) Vertex4f(x, y, z, w float32)
- func (gl *GL) Vertex4fv(v []float32)
- func (gl *GL) Vertex4i(x, y, z, w int)
- func (gl *GL) Vertex4iv(v []int32)
- func (gl *GL) Vertex4s(x, y, z, w int16)
- func (gl *GL) Vertex4sv(v []int16)
- func (gl *GL) VertexPointer(size int, gltype glbase.Enum, stride int, pointer interface{})
- func (gl *GL) Viewport(x, y, width, height int)
Constants ¶
const ( FALSE = 0 TRUE = 1 NONE = 0 BYTE = 0x1400 UNSIGNED_BYTE = 0x1401 SHORT = 0x1402 UNSIGNED_SHORT = 0x1403 INT = 0x1404 UNSIGNED_INT = 0x1405 FLOAT = 0x1406 N2_BYTES = 0x1407 N3_BYTES = 0x1408 N4_BYTES = 0x1409 DOUBLE = 0x140A ACCUM = 0x0100 LOAD = 0x0101 RETURN = 0x0102 MULT = 0x0103 ADD = 0x0104 ACCUM_BUFFER_BIT = 0x00000200 ALL_ATTRIB_BITS = 0xFFFFFFFF COLOR_BUFFER_BIT = 0x00004000 CURRENT_BIT = 0x00000001 DEPTH_BUFFER_BIT = 0x00000100 ENABLE_BIT = 0x00002000 EVAL_BIT = 0x00010000 FOG_BIT = 0x00000080 HINT_BIT = 0x00008000 LIGHTING_BIT = 0x00000040 LINE_BIT = 0x00000004 LIST_BIT = 0x00020000 PIXEL_MODE_BIT = 0x00000020 POINT_BIT = 0x00000002 POLYGON_BIT = 0x00000008 POLYGON_STIPPLE_BIT = 0x00000010 SCISSOR_BIT = 0x00080000 STENCIL_BUFFER_BIT = 0x00000400 TEXTURE_BIT = 0x00040000 TRANSFORM_BIT = 0x00001000 VIEWPORT_BIT = 0x00000800 ALWAYS = 0x0207 EQUAL = 0x0202 GEQUAL = 0x0206 GREATER = 0x0204 LEQUAL = 0x0203 LESS = 0x0201 NEVER = 0x0200 NOTEQUAL = 0x0205 LOGIC_OP = 0x0BF1 DST_ALPHA = 0x0304 ONE = 1 ONE_MINUS_DST_ALPHA = 0x0305 ONE_MINUS_SRC_ALPHA = 0x0303 ONE_MINUS_SRC_COLOR = 0x0301 SRC_ALPHA = 0x0302 SRC_COLOR = 0x0300 ZERO = 0 DST_COLOR = 0x0306 ONE_MINUS_DST_COLOR = 0x0307 SRC_ALPHA_SATURATE = 0x0308 CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF CLIENT_PIXEL_STORE_BIT = 0x00000001 CLIENT_VERTEX_ARRAY_BIT = 0x00000002 CLIP_PLANE0 = 0x3000 CLIP_PLANE1 = 0x3001 CLIP_PLANE2 = 0x3002 CLIP_PLANE3 = 0x3003 CLIP_PLANE4 = 0x3004 CLIP_PLANE5 = 0x3005 BACK = 0x0405 FRONT = 0x0404 FRONT_AND_BACK = 0x0408 AMBIENT = 0x1200 AMBIENT_AND_DIFFUSE = 0x1602 DIFFUSE = 0x1201 EMISSION = 0x1600 SPECULAR = 0x1202 AUX0 = 0x0409 AUX1 = 0x040A AUX2 = 0x040B AUX3 = 0x040C BACK_LEFT = 0x0402 BACK_RIGHT = 0x0403 FRONT_LEFT = 0x0400 FRONT_RIGHT = 0x0401 LEFT = 0x0406 RIGHT = 0x0407 ALPHA_TEST = 0x0BC0 AUTO_NORMAL = 0x0D80 BLEND = 0x0BE2 COLOR_ARRAY = 0x8076 COLOR_LOGIC_OP = 0x0BF2 COLOR_MATERIAL = 0x0B57 CULL_FACE = 0x0B44 DEPTH_TEST = 0x0B71 DITHER = 0x0BD0 EDGE_FLAG_ARRAY = 0x8079 FOG = 0x0B60 INDEX_ARRAY = 0x8077 INDEX_LOGIC_OP = 0x0BF1 LIGHT0 = 0x4000 LIGHT1 = 0x4001 LIGHT2 = 0x4002 LIGHT3 = 0x4003 LIGHT4 = 0x4004 LIGHT5 = 0x4005 LIGHT6 = 0x4006 LIGHT7 = 0x4007 LIGHTING = 0x0B50 LINE_SMOOTH = 0x0B20 LINE_STIPPLE = 0x0B24 MAP1_COLOR_4 = 0x0D90 MAP1_INDEX = 0x0D91 MAP1_NORMAL = 0x0D92 MAP1_TEXTURE_COORD_1 = 0x0D93 MAP1_TEXTURE_COORD_2 = 0x0D94 MAP1_TEXTURE_COORD_3 = 0x0D95 MAP1_TEXTURE_COORD_4 = 0x0D96 MAP1_VERTEX_3 = 0x0D97 MAP1_VERTEX_4 = 0x0D98 MAP2_COLOR_4 = 0x0DB0 MAP2_INDEX = 0x0DB1 MAP2_NORMAL = 0x0DB2 MAP2_TEXTURE_COORD_1 = 0x0DB3 MAP2_TEXTURE_COORD_2 = 0x0DB4 MAP2_TEXTURE_COORD_3 = 0x0DB5 MAP2_TEXTURE_COORD_4 = 0x0DB6 MAP2_VERTEX_3 = 0x0DB7 MAP2_VERTEX_4 = 0x0DB8 NORMALIZE = 0x0BA1 NORMAL_ARRAY = 0x8075 POINT_SMOOTH = 0x0B10 POLYGON_OFFSET_FILL = 0x8037 POLYGON_OFFSET_LINE = 0x2A02 POLYGON_OFFSET_POINT = 0x2A01 POLYGON_SMOOTH = 0x0B41 POLYGON_STIPPLE = 0x0B42 SCISSOR_TEST = 0x0C11 STENCIL_TEST = 0x0B90 TEXTURE_1D = 0x0DE0 TEXTURE_2D = 0x0DE1 TEXTURE_COORD_ARRAY = 0x8078 TEXTURE_GEN_Q = 0x0C63 TEXTURE_GEN_R = 0x0C62 TEXTURE_GEN_S = 0x0C60 TEXTURE_GEN_T = 0x0C61 VERTEX_ARRAY = 0x8074 INVALID_ENUM = 0x0500 INVALID_OPERATION = 0x0502 INVALID_VALUE = 0x0501 NO_ERROR = 0 OUT_OF_MEMORY = 0x0505 STACK_OVERFLOW = 0x0503 STACK_UNDERFLOW = 0x0504 N2D = 0x0600 N3D = 0x0601 N3D_COLOR = 0x0602 N3D_COLOR_TEXTURE = 0x0603 N4D_COLOR_TEXTURE = 0x0604 BITMAP_TOKEN = 0x0704 COPY_PIXEL_TOKEN = 0x0706 DRAW_PIXEL_TOKEN = 0x0705 LINE_RESET_TOKEN = 0x0707 LINE_TOKEN = 0x0702 PASS_THROUGH_TOKEN = 0x0700 POINT_TOKEN = 0x0701 POLYGON_TOKEN = 0x0703 EXP = 0x0800 EXP2 = 0x0801 LINEAR = 0x2601 FOG_COLOR = 0x0B66 FOG_DENSITY = 0x0B62 FOG_END = 0x0B64 FOG_INDEX = 0x0B61 FOG_MODE = 0x0B65 FOG_START = 0x0B63 CCW = 0x0901 CW = 0x0900 COEFF = 0x0A00 DOMAIN = 0x0A02 ORDER = 0x0A01 PIXEL_MAP_A_TO_A = 0x0C79 PIXEL_MAP_B_TO_B = 0x0C78 PIXEL_MAP_G_TO_G = 0x0C77 PIXEL_MAP_I_TO_A = 0x0C75 PIXEL_MAP_I_TO_B = 0x0C74 PIXEL_MAP_I_TO_G = 0x0C73 PIXEL_MAP_I_TO_I = 0x0C70 PIXEL_MAP_I_TO_R = 0x0C72 PIXEL_MAP_R_TO_R = 0x0C76 PIXEL_MAP_S_TO_S = 0x0C71 ACCUM_ALPHA_BITS = 0x0D5B ACCUM_BLUE_BITS = 0x0D5A ACCUM_CLEAR_VALUE = 0x0B80 ACCUM_GREEN_BITS = 0x0D59 ACCUM_RED_BITS = 0x0D58 ALPHA_BIAS = 0x0D1D ALPHA_BITS = 0x0D55 ALPHA_SCALE = 0x0D1C ALPHA_TEST_FUNC = 0x0BC1 ALPHA_TEST_REF = 0x0BC2 ATTRIB_STACK_DEPTH = 0x0BB0 AUX_BUFFERS = 0x0C00 BLEND_DST = 0x0BE0 BLEND_SRC = 0x0BE1 BLUE_BIAS = 0x0D1B BLUE_BITS = 0x0D54 BLUE_SCALE = 0x0D1A CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1 COLOR_ARRAY_SIZE = 0x8081 COLOR_ARRAY_STRIDE = 0x8083 COLOR_ARRAY_TYPE = 0x8082 COLOR_CLEAR_VALUE = 0x0C22 COLOR_MATERIAL_FACE = 0x0B55 COLOR_MATERIAL_PARAMETER = 0x0B56 COLOR_WRITEMASK = 0x0C23 CULL_FACE_MODE = 0x0B45 CURRENT_COLOR = 0x0B00 CURRENT_INDEX = 0x0B01 CURRENT_NORMAL = 0x0B02 CURRENT_RASTER_COLOR = 0x0B04 CURRENT_RASTER_DISTANCE = 0x0B09 CURRENT_RASTER_INDEX = 0x0B05 CURRENT_RASTER_POSITION = 0x0B07 CURRENT_RASTER_POSITION_VALID = 0x0B08 CURRENT_RASTER_TEXTURE_COORDS = 0x0B06 CURRENT_TEXTURE_COORDS = 0x0B03 DEPTH_BIAS = 0x0D1F DEPTH_BITS = 0x0D56 DEPTH_CLEAR_VALUE = 0x0B73 DEPTH_FUNC = 0x0B74 DEPTH_RANGE = 0x0B70 DEPTH_SCALE = 0x0D1E DEPTH_WRITEMASK = 0x0B72 DOUBLEBUFFER = 0x0C32 DRAW_BUFFER = 0x0C01 EDGE_FLAG = 0x0B43 EDGE_FLAG_ARRAY_STRIDE = 0x808C FEEDBACK_BUFFER_SIZE = 0x0DF1 FEEDBACK_BUFFER_TYPE = 0x0DF2 FOG_HINT = 0x0C54 FRONT_FACE = 0x0B46 GREEN_BIAS = 0x0D19 GREEN_BITS = 0x0D53 GREEN_SCALE = 0x0D18 INDEX_ARRAY_STRIDE = 0x8086 INDEX_ARRAY_TYPE = 0x8085 INDEX_BITS = 0x0D51 INDEX_CLEAR_VALUE = 0x0C20 INDEX_MODE = 0x0C30 INDEX_OFFSET = 0x0D13 INDEX_SHIFT = 0x0D12 INDEX_WRITEMASK = 0x0C21 LIGHT_MODEL_AMBIENT = 0x0B53 LIGHT_MODEL_LOCAL_VIEWER = 0x0B51 LIGHT_MODEL_TWO_SIDE = 0x0B52 LINE_SMOOTH_HINT = 0x0C52 LINE_STIPPLE_PATTERN = 0x0B25 LINE_STIPPLE_REPEAT = 0x0B26 LINE_WIDTH = 0x0B21 LINE_WIDTH_GRANULARITY = 0x0B23 LINE_WIDTH_RANGE = 0x0B22 LIST_BASE = 0x0B32 LIST_INDEX = 0x0B33 LIST_MODE = 0x0B30 LOGIC_OP_MODE = 0x0BF0 MAP1_GRID_DOMAIN = 0x0DD0 MAP1_GRID_SEGMENTS = 0x0DD1 MAP2_GRID_DOMAIN = 0x0DD2 MAP2_GRID_SEGMENTS = 0x0DD3 MAP_COLOR = 0x0D10 MAP_STENCIL = 0x0D11 MATRIX_MODE = 0x0BA0 MAX_ATTRIB_STACK_DEPTH = 0x0D35 MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B MAX_CLIP_PLANES = 0x0D32 MAX_EVAL_ORDER = 0x0D30 MAX_LIGHTS = 0x0D31 MAX_LIST_NESTING = 0x0B31 MAX_MODELVIEW_STACK_DEPTH = 0x0D36 MAX_NAME_STACK_DEPTH = 0x0D37 MAX_PIXEL_MAP_TABLE = 0x0D34 MAX_PROJECTION_STACK_DEPTH = 0x0D38 MAX_TEXTURE_SIZE = 0x0D33 MAX_TEXTURE_STACK_DEPTH = 0x0D39 MAX_VIEWPORT_DIMS = 0x0D3A MODELVIEW_MATRIX = 0x0BA6 MODELVIEW_STACK_DEPTH = 0x0BA3 NAME_STACK_DEPTH = 0x0D70 NORMAL_ARRAY_STRIDE = 0x807F NORMAL_ARRAY_TYPE = 0x807E PACK_ALIGNMENT = 0x0D05 PACK_LSB_FIRST = 0x0D01 PACK_ROW_LENGTH = 0x0D02 PACK_SKIP_PIXELS = 0x0D04 PACK_SKIP_ROWS = 0x0D03 PACK_SWAP_BYTES = 0x0D00 PERSPECTIVE_CORRECTION_HINT = 0x0C50 PIXEL_MAP_A_TO_A_SIZE = 0x0CB9 PIXEL_MAP_B_TO_B_SIZE = 0x0CB8 PIXEL_MAP_G_TO_G_SIZE = 0x0CB7 PIXEL_MAP_I_TO_A_SIZE = 0x0CB5 PIXEL_MAP_I_TO_B_SIZE = 0x0CB4 PIXEL_MAP_I_TO_G_SIZE = 0x0CB3 PIXEL_MAP_I_TO_I_SIZE = 0x0CB0 PIXEL_MAP_I_TO_R_SIZE = 0x0CB2 PIXEL_MAP_R_TO_R_SIZE = 0x0CB6 PIXEL_MAP_S_TO_S_SIZE = 0x0CB1 POINT_SIZE = 0x0B11 POINT_SIZE_GRANULARITY = 0x0B13 POINT_SIZE_RANGE = 0x0B12 POINT_SMOOTH_HINT = 0x0C51 POLYGON_MODE = 0x0B40 POLYGON_OFFSET_FACTOR = 0x8038 POLYGON_OFFSET_UNITS = 0x2A00 POLYGON_SMOOTH_HINT = 0x0C53 PROJECTION_MATRIX = 0x0BA7 PROJECTION_STACK_DEPTH = 0x0BA4 READ_BUFFER = 0x0C02 RED_BIAS = 0x0D15 RED_BITS = 0x0D52 RED_SCALE = 0x0D14 RENDER_MODE = 0x0C40 RGBA_MODE = 0x0C31 SCISSOR_BOX = 0x0C10 SELECTION_BUFFER_SIZE = 0x0DF4 SHADE_MODEL = 0x0B54 STENCIL_BITS = 0x0D57 STENCIL_CLEAR_VALUE = 0x0B91 STENCIL_FAIL = 0x0B94 STENCIL_FUNC = 0x0B92 STENCIL_PASS_DEPTH_FAIL = 0x0B95 STENCIL_PASS_DEPTH_PASS = 0x0B96 STENCIL_REF = 0x0B97 STENCIL_VALUE_MASK = 0x0B93 STENCIL_WRITEMASK = 0x0B98 STEREO = 0x0C33 SUBPIXEL_BITS = 0x0D50 TEXTURE_BINDING_1D = 0x8068 TEXTURE_BINDING_2D = 0x8069 TEXTURE_COORD_ARRAY_SIZE = 0x8088 TEXTURE_COORD_ARRAY_STRIDE = 0x808A TEXTURE_COORD_ARRAY_TYPE = 0x8089 TEXTURE_MATRIX = 0x0BA8 TEXTURE_STACK_DEPTH = 0x0BA5 UNPACK_ALIGNMENT = 0x0CF5 UNPACK_LSB_FIRST = 0x0CF1 UNPACK_ROW_LENGTH = 0x0CF2 UNPACK_SKIP_PIXELS = 0x0CF4 UNPACK_SKIP_ROWS = 0x0CF3 UNPACK_SWAP_BYTES = 0x0CF0 VERTEX_ARRAY_SIZE = 0x807A VERTEX_ARRAY_STRIDE = 0x807C VERTEX_ARRAY_TYPE = 0x807B VIEWPORT = 0x0BA2 ZOOM_X = 0x0D16 ZOOM_Y = 0x0D17 COLOR_ARRAY_POINTER = 0x8090 EDGE_FLAG_ARRAY_POINTER = 0x8093 FEEDBACK_BUFFER_POINTER = 0x0DF0 INDEX_ARRAY_POINTER = 0x8091 NORMAL_ARRAY_POINTER = 0x808F SELECTION_BUFFER_POINTER = 0x0DF3 TEXTURE_COORD_ARRAY_POINTER = 0x8092 VERTEX_ARRAY_POINTER = 0x808E TEXTURE_ALPHA_SIZE = 0x805F TEXTURE_BLUE_SIZE = 0x805E TEXTURE_BORDER = 0x1005 TEXTURE_BORDER_COLOR = 0x1004 TEXTURE_COMPONENTS = 0x1003 TEXTURE_GREEN_SIZE = 0x805D TEXTURE_HEIGHT = 0x1001 TEXTURE_INTENSITY_SIZE = 0x8061 TEXTURE_INTERNAL_FORMAT = 0x1003 TEXTURE_LUMINANCE_SIZE = 0x8060 TEXTURE_MAG_FILTER = 0x2800 TEXTURE_MIN_FILTER = 0x2801 TEXTURE_PRIORITY = 0x8066 TEXTURE_RED_SIZE = 0x805C TEXTURE_RESIDENT = 0x8067 TEXTURE_WIDTH = 0x1000 TEXTURE_WRAP_S = 0x2802 TEXTURE_WRAP_T = 0x2803 DONT_CARE = 0x1100 FASTEST = 0x1101 NICEST = 0x1102 C3F_V3F = 0x2A24 C4F_N3F_V3F = 0x2A26 C4UB_V2F = 0x2A22 C4UB_V3F = 0x2A23 N3F_V3F = 0x2A25 T2F_C3F_V3F = 0x2A2A T2F_C4F_N3F_V3F = 0x2A2C T2F_C4UB_V3F = 0x2A29 T2F_N3F_V3F = 0x2A2B T2F_V3F = 0x2A27 T4F_C4F_N3F_V4F = 0x2A2D T4F_V4F = 0x2A28 V2F = 0x2A20 V3F = 0x2A21 MODULATE = 0x2100 REPLACE = 0x1E01 CONSTANT_ATTENUATION = 0x1207 LINEAR_ATTENUATION = 0x1208 POSITION = 0x1203 QUADRATIC_ATTENUATION = 0x1209 SPOT_CUTOFF = 0x1206 SPOT_DIRECTION = 0x1204 SPOT_EXPONENT = 0x1205 COMPILE = 0x1300 COMPILE_AND_EXECUTE = 0x1301 AND = 0x1501 AND_INVERTED = 0x1504 AND_REVERSE = 0x1502 CLEAR = 0x1500 COPY = 0x1503 COPY_INVERTED = 0x150C EQUIV = 0x1509 INVERT = 0x150A NAND = 0x150E NOOP = 0x1505 NOR = 0x1508 OR = 0x1507 OR_INVERTED = 0x150D OR_REVERSE = 0x150B SET = 0x150F XOR = 0x1506 COLOR_INDEXES = 0x1603 SHININESS = 0x1601 MODELVIEW = 0x1700 PROJECTION = 0x1701 TEXTURE = 0x1702 LINE = 0x1B01 POINT = 0x1B00 FILL = 0x1B02 COLOR = 0x1800 DEPTH = 0x1801 STENCIL = 0x1802 ALPHA = 0x1906 BLUE = 0x1905 COLOR_INDEX = 0x1900 DEPTH_COMPONENT = 0x1902 GREEN = 0x1904 LUMINANCE = 0x1909 LUMINANCE_ALPHA = 0x190A RED = 0x1903 RGB = 0x1907 RGBA = 0x1908 STENCIL_INDEX = 0x1901 ALPHA12 = 0x803D ALPHA16 = 0x803E ALPHA4 = 0x803B ALPHA8 = 0x803C INTENSITY = 0x8049 INTENSITY12 = 0x804C INTENSITY16 = 0x804D INTENSITY4 = 0x804A INTENSITY8 = 0x804B LUMINANCE12 = 0x8041 LUMINANCE12_ALPHA12 = 0x8047 LUMINANCE12_ALPHA4 = 0x8046 LUMINANCE16 = 0x8042 LUMINANCE16_ALPHA16 = 0x8048 LUMINANCE4 = 0x803F LUMINANCE4_ALPHA4 = 0x8043 LUMINANCE6_ALPHA2 = 0x8044 LUMINANCE8 = 0x8040 LUMINANCE8_ALPHA8 = 0x8045 R3_G3_B2 = 0x2A10 RGB10 = 0x8052 RGB10_A2 = 0x8059 RGB12 = 0x8053 RGB16 = 0x8054 RGB4 = 0x804F RGB5 = 0x8050 RGB5_A1 = 0x8057 RGB8 = 0x8051 RGBA12 = 0x805A RGBA16 = 0x805B RGBA2 = 0x8055 RGBA4 = 0x8056 RGBA8 = 0x8058 BITMAP = 0x1A00 LINES = 0x0001 LINE_LOOP = 0x0002 LINE_STRIP = 0x0003 POINTS = 0x0000 POLYGON = 0x0009 QUADS = 0x0007 QUAD_STRIP = 0x0008 TRIANGLES = 0x0004 TRIANGLE_FAN = 0x0006 TRIANGLE_STRIP = 0x0005 FEEDBACK = 0x1C01 RENDER = 0x1C00 SELECT = 0x1C02 FLAT = 0x1D00 SMOOTH = 0x1D01 DECR = 0x1E03 INCR = 0x1E02 KEEP = 0x1E00 EXTENSIONS = 0x1F03 RENDERER = 0x1F01 VENDOR = 0x1F00 VERSION = 0x1F02 S = 0x2000 T = 0x2001 R = 0x2002 Q = 0x2003 DECAL = 0x2101 TEXTURE_ENV_COLOR = 0x2201 TEXTURE_ENV_MODE = 0x2200 TEXTURE_ENV = 0x2300 EYE_LINEAR = 0x2400 OBJECT_LINEAR = 0x2401 SPHERE_MAP = 0x2402 EYE_PLANE = 0x2502 OBJECT_PLANE = 0x2501 TEXTURE_GEN_MODE = 0x2500 NEAREST = 0x2600 LINEAR_MIPMAP_LINEAR = 0x2703 LINEAR_MIPMAP_NEAREST = 0x2701 NEAREST_MIPMAP_LINEAR = 0x2702 NEAREST_MIPMAP_NEAREST = 0x2700 PROXY_TEXTURE_1D = 0x8063 PROXY_TEXTURE_2D = 0x8064 CLAMP = 0x2900 REPEAT = 0x2901 )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type GL ¶
type GL struct {
// contains filtered or unexported fields
}
GL implements the OpenGL version 1.1 API. Values of this type must be created via the API function, and it must not be used after the associated OpenGL context becomes invalid.
func API ¶
API returns a value that offers methods matching the OpenGL version 1.1 API.
The returned API must not be used after the provided OpenGL context becomes invalid.
func (*GL) Accum ¶
Accum executes an operation on the accumulation buffer.
Parameter op defines the accumulation buffer operation (GL.ACCUM, GL.LOAD, GL.ADD, GL.MULT, or GL.RETURN) and specifies how the value parameter is used.
The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and polygons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices.
Each pixel in the accumulation buffer consists of red, green, blue, and alpha values. The number of bits per component in the accumulation buffer depends on the implementation. You can examine this number by calling GetIntegerv four times, with arguments GL.ACCUM_RED_BITS, GL.ACCUM_GREEN_BITS, GL.ACCUM_BLUE_BITS, and GL.ACCUM_ALPHA_BITS. Regardless of the number of bits per component, the range of values stored by each component is (-1, 1). The accumulation buffer pixels are mapped one-to-one with frame buffer pixels.
All accumulation buffer operations are limited to the area of the current scissor box and applied identically to the red, green, blue, and alpha components of each pixel. If a Accum operation results in a value outside the range (-1, 1), the contents of an accumulation buffer pixel component are undefined.
The operations are as follows:
GL.ACCUM Obtains R, G, B, and A values from the buffer currently selected for reading (see ReadBuffer). Each component value is divided by 2 n - 1 , where n is the number of bits allocated to each color component in the currently selected buffer. The result is a floating-point value in the range 0 1 , which is multiplied by value and added to the corresponding pixel component in the accumulation buffer, thereby updating the accumulation buffer. GL.LOAD Similar to GL.ACCUM, except that the current value in the accumulation buffer is not used in the calculation of the new value. That is, the R, G, B, and A values from the currently selected buffer are divided by 2 n - 1 , multiplied by value, and then stored in the corresponding accumulation buffer cell, overwriting the current value. GL.ADD Adds value to each R, G, B, and A in the accumulation buffer. GL.MULT Multiplies each R, G, B, and A in the accumulation buffer by value and returns the scaled component to its corresponding accumulation buffer location. GL.RETURN Transfers accumulation buffer values to the color buffer or buffers currently selected for writing. Each R, G, B, and A component is multiplied by value, then multiplied by 2 n - 1 , clamped to the range 0 2 n - 1 , and stored in the corresponding display buffer cell. The only fragment operations that are applied to this transfer are pixel ownership, scissor, dithering, and color writemasks.
To clear the accumulation buffer, call ClearAccum with R, G, B, and A values to set it to, then call Clear with the accumulation buffer enabled.
Error GL.INVALID_ENUM is generated if op is not an accepted value. GL.INVALID_OPERATION is generated if there is no accumulation buffer. GL.INVALID_OPERATION is generated if Accum is executed between the execution of Begin and the corresponding execution of End.
func (*GL) AreTexturesResident ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glAreTexturesResident.xml
func (*GL) ClearAccum ¶
func (*GL) ClearColor ¶
func (*GL) ClearDepth ¶
func (*GL) ClearIndex ¶
func (*GL) CopyPixels ¶
func (*GL) CopyTexImage1D ¶
func (gl *GL) CopyTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, border int)
https://www.opengl.org/sdk/docs/man2/xhtml/glCopyTexImage1D.xml
func (*GL) CopyTexImage2D ¶
func (gl *GL) CopyTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, height, border int)
https://www.opengl.org/sdk/docs/man2/xhtml/glCopyTexImage2D.xml
func (*GL) CopyTexSubImage2D ¶
func (gl *GL) CopyTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, x, y, width, height int)
https://www.opengl.org/sdk/docs/man2/xhtml/glCopyTexSubImage2D.xml
func (*GL) DeleteTextures ¶
DeleteTextures deletes the textures objects whose names are stored in the textures slice. After a texture is deleted, it has no contents or dimensionality, and its name is free for reuse (for example by GenTextures). If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture).
DeleteTextures silently ignores 0's and names that do not correspond to existing textures.
Error GL.INVALID_VALUE is generated if n is negative.
DeleteTextures is available in GL version 2.0 or greater.
func (*GL) DepthRange ¶
DepthRange specifies the mapping of depth values from normalized device coordinates to window coordinates.
Parameter nearVal specifies the mapping of the near clipping plane to window coordinates (defaults to 0), while farVal specifies the mapping of the far clipping plane to window coordinates (defaults to 1).
After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. DepthRange specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). Thus, the values accepted by DepthRange are both clamped to this range before they are accepted.
The default setting of (0, 1) maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.
It is not necessary that nearVal be less than farVal. Reverse mappings such as nearVal 1, and farVal 0 are acceptable.
GL.INVALID_OPERATION is generated if DepthRange is executed between the execution of Begin and the corresponding execution of End.
func (*GL) DrawArrays ¶
func (*GL) DrawBuffer ¶
func (*GL) DrawPixels ¶
func (*GL) EvalPoint1 ¶
func (*GL) EvalPoint2 ¶
func (*GL) GenTextures ¶
GenTextures returns n texture names in textures. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to GenTextures.
The generated textures have no dimensionality; they assume the dimensionality of the texture target to which they are first bound (see BindTexture).
Texture names returned by a call to GenTextures are not returned by subsequent calls, unless they are first deleted with DeleteTextures.
Error GL.INVALID_VALUE is generated if n is negative.
GenTextures is available in GL version 2.0 or greater.
func (*GL) GetDoublev ¶
func (*GL) GetLightfv ¶
func (*GL) GetLightiv ¶
func (*GL) GetTexImage ¶
func (gl *GL) GetTexImage(target glbase.Enum, level int, format, gltype glbase.Enum, pixels interface{})
https://www.opengl.org/sdk/docs/man2/xhtml/glGetTexImage.xml
func (*GL) GetTexLevelParameterfv ¶
func (gl *GL) GetTexLevelParameterfv(target glbase.Enum, level int, pname glbase.Enum, params []float32)
https://www.opengl.org/sdk/docs/man2/xhtml/glGetTexLevelParameterfv.xml
func (*GL) GetTexLevelParameteriv ¶
func (gl *GL) GetTexLevelParameteriv(target glbase.Enum, level int, pname glbase.Enum, params []int32)
https://www.opengl.org/sdk/docs/man2/xhtml/glGetTexLevelParameteriv.xml
func (*GL) LoadIdentity ¶
func (gl *GL) LoadIdentity()
https://www.opengl.org/sdk/docs/man2/xhtml/glLoadIdentity.xml
func (*GL) Map2d ¶
func (*GL) Map2f ¶
func (*GL) Materialfv ¶
func (*GL) Materialiv ¶
func (*GL) MatrixMode ¶
func (*GL) MultMatrixd ¶
MultMatrixd multiplies the current matrix with the provided matrix.
The m parameter must hold 16 consecutive elements of a 4x4 column-major matrix.
The current matrix is determined by the current matrix mode (see MatrixMode). It is either the projection matrix, modelview matrix, or the texture matrix.
For example, if the current matrix is C and the coordinates to be transformed are v = (v[0], v[1], v[2], v[3]), then the current transformation is C × v, or
c[0] c[4] c[8] c[12] v[0] c[1] c[5] c[9] c[13] v[1] c[2] c[6] c[10] c[14] X v[2] c[3] c[7] c[11] c[15] v[3]
Calling MultMatrix with an argument of m = m[0], m[1], ..., m[15] replaces the current transformation with (C X M) x v, or
c[0] c[4] c[8] c[12] m[0] m[4] m[8] m[12] v[0] c[1] c[5] c[9] c[13] m[1] m[5] m[9] m[13] v[1] c[2] c[6] c[10] c[14] X m[2] m[6] m[10] m[14] X v[2] c[3] c[7] c[11] c[15] m[3] m[7] m[11] m[15] v[3]
Where 'X' denotes matrix multiplication, and v is represented as a 4x1 matrix.
While the elements of the matrix may be specified with single or double precision, the GL may store or operate on these values in less-than-single precision.
In many computer languages, 4×4 arrays are represented in row-major order. The transformations just described represent these matrices in column-major order. The order of the multiplication is important. For example, if the current transformation is a rotation, and MultMatrix is called with a translation matrix, the translation is done directly on the coordinates to be transformed, while the rotation is done on the results of that translation.
GL.INVALID_OPERATION is generated if MultMatrix is executed between the execution of Begin and the corresponding execution of End.
func (*GL) MultMatrixf ¶
MultMatrixf multiplies the current matrix with the provided matrix.
The m parameter must hold 16 consecutive elements of a 4x4 column-major matrix.
The current matrix is determined by the current matrix mode (see MatrixMode). It is either the projection matrix, modelview matrix, or the texture matrix.
For example, if the current matrix is C and the coordinates to be transformed are v = (v[0], v[1], v[2], v[3]), then the current transformation is C × v, or
c[0] c[4] c[8] c[12] v[0] c[1] c[5] c[9] c[13] v[1] c[2] c[6] c[10] c[14] X v[2] c[3] c[7] c[11] c[15] v[3]
Calling MultMatrix with an argument of m = m[0], m[1], ..., m[15] replaces the current transformation with (C X M) x v, or
c[0] c[4] c[8] c[12] m[0] m[4] m[8] m[12] v[0] c[1] c[5] c[9] c[13] m[1] m[5] m[9] m[13] v[1] c[2] c[6] c[10] c[14] X m[2] m[6] m[10] m[14] X v[2] c[3] c[7] c[11] c[15] m[3] m[7] m[11] m[15] v[3]
Where 'X' denotes matrix multiplication, and v is represented as a 4x1 matrix.
While the elements of the matrix may be specified with single or double precision, the GL may store or operate on these values in less-than-single precision.
In many computer languages, 4×4 arrays are represented in row-major order. The transformations just described represent these matrices in column-major order. The order of the multiplication is important. For example, if the current transformation is a rotation, and MultMatrix is called with a translation matrix, the translation is done directly on the coordinates to be transformed, while the rotation is done on the results of that translation.
GL.INVALID_OPERATION is generated if MultMatrix is executed between the execution of Begin and the corresponding execution of End.
func (*GL) PixelMapfv ¶
func (*GL) PopClientAttrib ¶
func (gl *GL) PopClientAttrib()
https://www.opengl.org/sdk/docs/man2/xhtml/glPopClientAttrib.xml
func (*GL) PushAttrib ¶
func (*GL) PushMatrix ¶
func (gl *GL) PushMatrix()
func (*GL) ReadBuffer ¶
func (*GL) ReadPixels ¶
func (*GL) RenderMode ¶
func (*GL) ShadeModel ¶
func (*GL) TexCoord1d ¶
func (*GL) TexCoord1f ¶
func (*GL) TexCoord1i ¶
func (*GL) TexCoord1s ¶
func (*GL) TexCoord2d ¶
func (*GL) TexCoord2f ¶
func (*GL) TexCoord2i ¶
func (*GL) TexCoord2s ¶
func (*GL) TexCoord3d ¶
func (*GL) TexCoord3f ¶
func (*GL) TexCoord3i ¶
func (*GL) TexCoord3s ¶
func (*GL) TexCoord4d ¶
func (*GL) TexCoord4f ¶
func (*GL) TexCoord4i ¶
func (*GL) TexCoord4s ¶
func (*GL) TexImage1D ¶
func (*GL) TexImage2D ¶
func (*GL) TexSubImage1D ¶
func (gl *GL) TexSubImage1D(target glbase.Enum, level, xoffset, width int, format, gltype glbase.Enum, pixels interface{})
https://www.opengl.org/sdk/docs/man2/xhtml/glTexSubImage1D.xml
func (*GL) TexSubImage2D ¶
func (gl *GL) TexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format, gltype glbase.Enum, pixels interface{})
https://www.opengl.org/sdk/docs/man2/xhtml/glTexSubImage2D.xml