Documentation ¶
Index ¶
- Constants
- type GL
- func (gl *GL) ActiveTexture(texture glbase.Enum)
- func (gl *GL) AttachShader(program glbase.Program, shader glbase.Shader)
- func (gl *GL) BindAttribLocation(program glbase.Program, index glbase.Attrib, name string)
- func (gl *GL) BindBuffer(target glbase.Enum, buffer glbase.Buffer)
- func (gl *GL) BindFramebuffer(target glbase.Enum, framebuffer glbase.Framebuffer)
- func (gl *GL) BindRenderbuffer(target glbase.Enum, renderbuffer glbase.Renderbuffer)
- func (gl *GL) BindTexture(target glbase.Enum, texture glbase.Texture)
- func (gl *GL) BlendColor(red, green, blue, alpha glbase.Clampf)
- func (gl *GL) BlendEquation(mode glbase.Enum)
- func (gl *GL) BlendEquationSeparate(modeRGB, modeAlpha glbase.Enum)
- func (gl *GL) BlendFunc(sfactor, dfactor glbase.Enum)
- func (gl *GL) BlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha glbase.Enum)
- func (gl *GL) BufferData(target glbase.Enum, size int, data interface{}, usage glbase.Enum)
- func (gl *GL) BufferSubData(target glbase.Enum, offset, size int, data interface{})
- func (gl *GL) CheckFramebufferStatus(target glbase.Enum) glbase.Enum
- func (gl *GL) Clear(mask glbase.Bitfield)
- func (gl *GL) ClearColor(red, green, blue, alpha glbase.Clampf)
- func (gl *GL) ClearDepthf(depth glbase.Clampf)
- func (gl *GL) ClearStencil(s int32)
- func (gl *GL) ColorMask(red, green, blue, alpha bool)
- func (gl *GL) CompileShader(shader glbase.Shader)
- func (gl *GL) CompressedTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, ...)
- func (gl *GL) CompressedTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, ...)
- func (gl *GL) CopyTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, ...)
- func (gl *GL) CopyTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, x, y, width, height int)
- func (gl *GL) CreateProgram() glbase.Program
- func (gl *GL) CreateShader(gltype glbase.Enum) glbase.Shader
- func (gl *GL) CullFace(mode glbase.Enum)
- func (gl *GL) DeleteBuffers(buffers []glbase.Buffer)
- func (gl *GL) DeleteFramebuffers(framebuffers []glbase.Framebuffer)
- func (gl *GL) DeleteProgram(program glbase.Program)
- func (gl *GL) DeleteRenderbuffers(renderbuffers []glbase.Renderbuffer)
- func (gl *GL) DeleteShader(shader glbase.Shader)
- func (gl *GL) DeleteTextures(textures []glbase.Texture)
- func (gl *GL) DepthFunc(glfunc glbase.Enum)
- func (gl *GL) DepthMask(flag bool)
- func (gl *GL) DepthRangef(zNear, zFar glbase.Clampf)
- func (gl *GL) DetachShader(program glbase.Program, shader glbase.Shader)
- func (gl *GL) Disable(cap glbase.Enum)
- func (gl *GL) DisableVertexAttribArray(index glbase.Attrib)
- func (gl *GL) DrawArrays(mode glbase.Enum, first, count int)
- func (gl *GL) DrawElements(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{})
- func (gl *GL) Enable(cap glbase.Enum)
- func (gl *GL) EnableVertexAttribArray(index glbase.Attrib)
- func (gl *GL) Finish()
- func (gl *GL) Flush()
- func (gl *GL) FramebufferRenderbuffer(target, attachment, renderbuffertarget glbase.Enum, ...)
- func (gl *GL) FramebufferTexture2D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int)
- func (gl *GL) FrontFace(mode glbase.Enum)
- func (gl *GL) GenBuffers(n int) []glbase.Buffer
- func (gl *GL) GenFramebuffers(n int) []glbase.Framebuffer
- func (gl *GL) GenRenderbuffers(n int) []glbase.Renderbuffer
- func (gl *GL) GenTextures(n int) []glbase.Texture
- func (gl *GL) GenerateMipmap(target glbase.Enum)
- func (gl *GL) GetActiveAttrib(program glbase.Program, index glbase.Attrib, bufSize int32, length []int32, ...)
- func (gl *GL) GetActiveUniform(program glbase.Program, index uint32, bufSize int32, length []int32, ...)
- func (gl *GL) GetAttachedShaders(program glbase.Program, maxcount int32, count []int, shaders []glbase.Shader)
- func (gl *GL) GetAttribLocation(program glbase.Program, name string) glbase.Attrib
- func (gl *GL) GetBooleanv(pname glbase.Enum, params []bool)
- func (gl *GL) GetBufferParameteriv(target, pname glbase.Enum, params []int32)
- func (gl *GL) GetError() glbase.Enum
- func (gl *GL) GetFloatv(pname glbase.Enum, params []float32)
- func (gl *GL) GetFramebufferAttachmentParameteriv(target, attachment, pname glbase.Enum, params []int32)
- func (gl *GL) GetIntegerv(pname glbase.Enum, params []int32)
- func (gl *GL) GetProgramInfoLog(program glbase.Program) []byte
- func (gl *GL) GetProgramiv(program glbase.Program, pname glbase.Enum, params []int32)
- func (gl *GL) GetRenderbufferParameteriv(target, pname glbase.Enum, params []int32)
- func (gl *GL) GetShaderInfoLog(shader glbase.Shader) []byte
- func (gl *GL) GetShaderPrecisionFormat(shadertype, precisionType glbase.Enum, range_, precision []int32)
- func (gl *GL) GetShaderSource(shader glbase.Shader, bufSize int32, length []int32, source []byte)
- func (gl *GL) GetShaderiv(shader glbase.Shader, 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) GetUniformLocation(program glbase.Program, name string) glbase.Uniform
- func (gl *GL) GetUniformfv(program glbase.Program, location glbase.Uniform, params []float32)
- func (gl *GL) GetUniformiv(program glbase.Program, location glbase.Uniform, params []int32)
- func (gl *GL) GetVertexAttribfv(index glbase.Attrib, pname glbase.Enum, params []float32)
- func (gl *GL) GetVertexAttribiv(index glbase.Attrib, pname glbase.Enum, params []int32)
- func (gl *GL) Hint(target, mode glbase.Enum)
- func (gl *GL) IsBuffer(buffer glbase.Buffer) bool
- func (gl *GL) IsEnabled(cap glbase.Enum) bool
- func (gl *GL) IsFramebuffer(framebuffer glbase.Framebuffer) bool
- func (gl *GL) IsProgram(program glbase.Program) bool
- func (gl *GL) IsRenderbuffer(renderbuffer glbase.Renderbuffer) bool
- func (gl *GL) IsShader(shader glbase.Shader) bool
- func (gl *GL) IsTexture(texture glbase.Texture) bool
- func (gl *GL) LineWidth(width float32)
- func (gl *GL) LinkProgram(program glbase.Program)
- func (gl *GL) PixelStorei(pname glbase.Enum, param int32)
- func (gl *GL) PolygonOffset(factor, units float32)
- func (gl *GL) ReadPixels(x, y, width, height int, format, gltype glbase.Enum, pixels interface{})
- func (gl *GL) ReleaseShaderCompiler()
- func (gl *GL) RenderbufferStorage(target, internalFormat glbase.Enum, width, height int)
- func (gl *GL) SampleCoverage(value glbase.Clampf, invert bool)
- func (gl *GL) Scissor(x, y, width, height int)
- func (gl *GL) ShaderBinary(n int, shaders []glbase.Shader, binaryFormat glbase.Enum, binary interface{}, ...)
- func (gl *GL) ShaderSource(shader glbase.Shader, source ...string)
- func (gl *GL) StencilFunc(glfunc glbase.Enum, ref int32, mask uint32)
- func (gl *GL) StencilFuncSeparate(face, glfunc glbase.Enum, ref int32, mask uint32)
- func (gl *GL) StencilMask(mask uint32)
- func (gl *GL) StencilMaskSeparate(face glbase.Enum, mask uint32)
- func (gl *GL) StencilOp(fail, zfail, zpass glbase.Enum)
- func (gl *GL) StencilOpSeparate(face, fail, zfail, zpass glbase.Enum)
- 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) TexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, ...)
- func (gl *GL) Uniform1f(location glbase.Uniform, v0 float32)
- func (gl *GL) Uniform1fv(location glbase.Uniform, value []float32)
- func (gl *GL) Uniform1i(location glbase.Uniform, v0 int32)
- func (gl *GL) Uniform1iv(location glbase.Uniform, value []int32)
- func (gl *GL) Uniform2f(location glbase.Uniform, v0, v1 float32)
- func (gl *GL) Uniform2fv(location glbase.Uniform, value []float32)
- func (gl *GL) Uniform2i(location glbase.Uniform, v0, v1 int32)
- func (gl *GL) Uniform2iv(location glbase.Uniform, value []int32)
- func (gl *GL) Uniform3f(location glbase.Uniform, v0, v1, v2 float32)
- func (gl *GL) Uniform3fv(location glbase.Uniform, value []float32)
- func (gl *GL) Uniform3i(location glbase.Uniform, v0, v1, v2 int32)
- func (gl *GL) Uniform3iv(location glbase.Uniform, value []int32)
- func (gl *GL) Uniform4f(location glbase.Uniform, v0, v1, v2, v3 float32)
- func (gl *GL) Uniform4fv(location glbase.Uniform, value []float32)
- func (gl *GL) Uniform4i(location glbase.Uniform, v0, v1, v2, v3 int32)
- func (gl *GL) Uniform4iv(location glbase.Uniform, value []int32)
- func (gl *GL) UniformMatrix2fv(location glbase.Uniform, transpose bool, value []float32)
- func (gl *GL) UniformMatrix3fv(location glbase.Uniform, transpose bool, value []float32)
- func (gl *GL) UniformMatrix4fv(location glbase.Uniform, transpose bool, value []float32)
- func (gl *GL) UseProgram(program glbase.Program)
- func (gl *GL) ValidateProgram(program glbase.Program)
- func (gl *GL) VertexAttrib1f(index glbase.Attrib, x float32)
- func (gl *GL) VertexAttrib1fv(index glbase.Attrib, values []float32)
- func (gl *GL) VertexAttrib2f(index glbase.Attrib, x, y float32)
- func (gl *GL) VertexAttrib2fv(index glbase.Attrib, values []float32)
- func (gl *GL) VertexAttrib3f(index glbase.Attrib, x, y, z float32)
- func (gl *GL) VertexAttrib3fv(index glbase.Attrib, values []float32)
- func (gl *GL) VertexAttrib4f(index glbase.Attrib, x, y, z, w float32)
- func (gl *GL) VertexAttrib4fv(index glbase.Attrib, values []float32)
- func (gl *GL) VertexAttribPointer(index glbase.Attrib, size int, gltype glbase.Enum, normalized bool, stride int, ...)
- 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 FIXED = 0x140C COLOR_BUFFER_BIT = 0x00004000 DEPTH_BUFFER_BIT = 0x00000100 STENCIL_BUFFER_BIT = 0x00000400 ALWAYS = 0x0207 EQUAL = 0x0202 GEQUAL = 0x0206 GREATER = 0x0204 LEQUAL = 0x0203 LESS = 0x0201 NEVER = 0x0200 NOTEQUAL = 0x0205 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 BACK = 0x0405 FRONT = 0x0404 FRONT_AND_BACK = 0x0408 BLEND = 0x0BE2 CULL_FACE = 0x0B44 DEPTH_TEST = 0x0B71 DITHER = 0x0BD0 POLYGON_OFFSET_FILL = 0x8037 SCISSOR_TEST = 0x0C11 STENCIL_TEST = 0x0B90 TEXTURE_2D = 0x0DE1 INVALID_ENUM = 0x0500 INVALID_FRAMEBUFFER_OPERATION = 0x0506 INVALID_OPERATION = 0x0502 INVALID_VALUE = 0x0501 NO_ERROR = 0 OUT_OF_MEMORY = 0x0505 LINEAR = 0x2601 CCW = 0x0901 CW = 0x0900 ALIASED_LINE_WIDTH_RANGE = 0x846E ALIASED_POINT_SIZE_RANGE = 0x846D ALPHA_BITS = 0x0D55 BLUE_BITS = 0x0D54 COLOR_CLEAR_VALUE = 0x0C22 COLOR_WRITEMASK = 0x0C23 CULL_FACE_MODE = 0x0B45 DEPTH_BITS = 0x0D56 DEPTH_CLEAR_VALUE = 0x0B73 DEPTH_FUNC = 0x0B74 DEPTH_RANGE = 0x0B70 DEPTH_WRITEMASK = 0x0B72 FRONT_FACE = 0x0B46 GREEN_BITS = 0x0D53 LINE_WIDTH = 0x0B21 MAX_TEXTURE_SIZE = 0x0D33 MAX_VIEWPORT_DIMS = 0x0D3A PACK_ALIGNMENT = 0x0D05 POLYGON_OFFSET_FACTOR = 0x8038 POLYGON_OFFSET_UNITS = 0x2A00 RED_BITS = 0x0D52 SCISSOR_BOX = 0x0C10 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 SUBPIXEL_BITS = 0x0D50 TEXTURE_BINDING_2D = 0x8069 UNPACK_ALIGNMENT = 0x0CF5 VIEWPORT = 0x0BA2 TEXTURE_MAG_FILTER = 0x2800 TEXTURE_MIN_FILTER = 0x2801 TEXTURE_WRAP_S = 0x2802 TEXTURE_WRAP_T = 0x2803 DONT_CARE = 0x1100 FASTEST = 0x1101 NICEST = 0x1102 GENERATE_MIPMAP_HINT = 0x8192 REPLACE = 0x1E01 INVERT = 0x150A TEXTURE = 0x1702 ALPHA = 0x1906 DEPTH_COMPONENT = 0x1902 LUMINANCE = 0x1909 LUMINANCE_ALPHA = 0x190A RGB = 0x1907 RGBA = 0x1908 RGB5_A1 = 0x8057 RGBA4 = 0x8056 UNSIGNED_SHORT_4_4_4_4 = 0x8033 UNSIGNED_SHORT_5_5_5_1 = 0x8034 LINES = 0x0001 LINE_LOOP = 0x0002 LINE_STRIP = 0x0003 POINTS = 0x0000 TRIANGLES = 0x0004 TRIANGLE_FAN = 0x0006 TRIANGLE_STRIP = 0x0005 DECR = 0x1E03 INCR = 0x1E02 KEEP = 0x1E00 EXTENSIONS = 0x1F03 RENDERER = 0x1F01 VENDOR = 0x1F00 VERSION = 0x1F02 NEAREST = 0x2600 LINEAR_MIPMAP_LINEAR = 0x2703 LINEAR_MIPMAP_NEAREST = 0x2701 NEAREST_MIPMAP_LINEAR = 0x2702 NEAREST_MIPMAP_NEAREST = 0x2700 CLAMP_TO_EDGE = 0x812F REPEAT = 0x2901 CONSTANT_COLOR = 0x8001 ONE_MINUS_CONSTANT_COLOR = 0x8002 CONSTANT_ALPHA = 0x8003 ONE_MINUS_CONSTANT_ALPHA = 0x8004 BLEND_COLOR = 0x8005 FUNC_ADD = 0x8006 BLEND_EQUATION = 0x8009 BLEND_EQUATION_RGB = 0x8009 FUNC_SUBTRACT = 0x800A FUNC_REVERSE_SUBTRACT = 0x800B SAMPLE_ALPHA_TO_COVERAGE = 0x809E SAMPLE_COVERAGE = 0x80A0 SAMPLE_BUFFERS = 0x80A8 SAMPLES = 0x80A9 SAMPLE_COVERAGE_VALUE = 0x80AA SAMPLE_COVERAGE_INVERT = 0x80AB BLEND_DST_RGB = 0x80C8 BLEND_SRC_RGB = 0x80C9 BLEND_DST_ALPHA = 0x80CA BLEND_SRC_ALPHA = 0x80CB DEPTH_COMPONENT16 = 0x81A5 UNSIGNED_SHORT_5_6_5 = 0x8363 MIRRORED_REPEAT = 0x8370 TEXTURE0 = 0x84C0 TEXTURE1 = 0x84C1 TEXTURE2 = 0x84C2 TEXTURE3 = 0x84C3 TEXTURE4 = 0x84C4 TEXTURE5 = 0x84C5 TEXTURE6 = 0x84C6 TEXTURE7 = 0x84C7 TEXTURE8 = 0x84C8 TEXTURE9 = 0x84C9 TEXTURE10 = 0x84CA TEXTURE11 = 0x84CB TEXTURE12 = 0x84CC TEXTURE13 = 0x84CD TEXTURE14 = 0x84CE TEXTURE15 = 0x84CF TEXTURE16 = 0x84D0 TEXTURE17 = 0x84D1 TEXTURE18 = 0x84D2 TEXTURE19 = 0x84D3 TEXTURE20 = 0x84D4 TEXTURE21 = 0x84D5 TEXTURE22 = 0x84D6 TEXTURE23 = 0x84D7 TEXTURE24 = 0x84D8 TEXTURE25 = 0x84D9 TEXTURE26 = 0x84DA TEXTURE27 = 0x84DB TEXTURE28 = 0x84DC TEXTURE29 = 0x84DD TEXTURE30 = 0x84DE TEXTURE31 = 0x84DF ACTIVE_TEXTURE = 0x84E0 MAX_RENDERBUFFER_SIZE = 0x84E8 INCR_WRAP = 0x8507 DECR_WRAP = 0x8508 TEXTURE_CUBE_MAP = 0x8513 TEXTURE_BINDING_CUBE_MAP = 0x8514 TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 CURRENT_VERTEX_ATTRIB = 0x8626 VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2 COMPRESSED_TEXTURE_FORMATS = 0x86A3 BUFFER_SIZE = 0x8764 BUFFER_USAGE = 0x8765 STENCIL_BACK_FUNC = 0x8800 STENCIL_BACK_FAIL = 0x8801 STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 BLEND_EQUATION_ALPHA = 0x883D MAX_VERTEX_ATTRIBS = 0x8869 VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A MAX_TEXTURE_IMAGE_UNITS = 0x8872 ARRAY_BUFFER = 0x8892 ELEMENT_ARRAY_BUFFER = 0x8893 ARRAY_BUFFER_BINDING = 0x8894 ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F STREAM_DRAW = 0x88E0 STATIC_DRAW = 0x88E4 DYNAMIC_DRAW = 0x88E8 FRAGMENT_SHADER = 0x8B30 VERTEX_SHADER = 0x8B31 MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D SHADER_TYPE = 0x8B4F FLOAT_VEC2 = 0x8B50 FLOAT_VEC3 = 0x8B51 FLOAT_VEC4 = 0x8B52 INT_VEC2 = 0x8B53 INT_VEC3 = 0x8B54 INT_VEC4 = 0x8B55 BOOL = 0x8B56 BOOL_VEC2 = 0x8B57 BOOL_VEC3 = 0x8B58 BOOL_VEC4 = 0x8B59 FLOAT_MAT2 = 0x8B5A FLOAT_MAT3 = 0x8B5B FLOAT_MAT4 = 0x8B5C SAMPLER_2D = 0x8B5E SAMPLER_CUBE = 0x8B60 DELETE_STATUS = 0x8B80 COMPILE_STATUS = 0x8B81 LINK_STATUS = 0x8B82 VALIDATE_STATUS = 0x8B83 INFO_LOG_LENGTH = 0x8B84 ATTACHED_SHADERS = 0x8B85 ACTIVE_UNIFORMS = 0x8B86 ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 SHADER_SOURCE_LENGTH = 0x8B88 ACTIVE_ATTRIBUTES = 0x8B89 ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A SHADING_LANGUAGE_VERSION = 0x8B8C CURRENT_PROGRAM = 0x8B8D IMPLEMENTATION_COLOR_READ_TYPE = 0x8B9A IMPLEMENTATION_COLOR_READ_FORMAT = 0x8B9B STENCIL_BACK_REF = 0x8CA3 STENCIL_BACK_VALUE_MASK = 0x8CA4 STENCIL_BACK_WRITEMASK = 0x8CA5 FRAMEBUFFER_BINDING = 0x8CA6 RENDERBUFFER_BINDING = 0x8CA7 FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0 FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1 FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2 FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3 FRAMEBUFFER_COMPLETE = 0x8CD5 FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6 FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7 FRAMEBUFFER_INCOMPLETE_DIMENSIONS = 0x8CD9 FRAMEBUFFER_UNSUPPORTED = 0x8CDD COLOR_ATTACHMENT0 = 0x8CE0 DEPTH_ATTACHMENT = 0x8D00 STENCIL_ATTACHMENT = 0x8D20 FRAMEBUFFER = 0x8D40 RENDERBUFFER = 0x8D41 RENDERBUFFER_WIDTH = 0x8D42 RENDERBUFFER_HEIGHT = 0x8D43 RENDERBUFFER_INTERNAL_FORMAT = 0x8D44 STENCIL_INDEX8 = 0x8D48 RENDERBUFFER_RED_SIZE = 0x8D50 RENDERBUFFER_GREEN_SIZE = 0x8D51 RENDERBUFFER_BLUE_SIZE = 0x8D52 RENDERBUFFER_ALPHA_SIZE = 0x8D53 RENDERBUFFER_DEPTH_SIZE = 0x8D54 RENDERBUFFER_STENCIL_SIZE = 0x8D55 RGB565 = 0x8D62 LOW_FLOAT = 0x8DF0 MEDIUM_FLOAT = 0x8DF1 HIGH_FLOAT = 0x8DF2 LOW_INT = 0x8DF3 MEDIUM_INT = 0x8DF4 HIGH_INT = 0x8DF5 SHADER_BINARY_FORMATS = 0x8DF8 NUM_SHADER_BINARY_FORMATS = 0x8DF9 SHADER_COMPILER = 0x8DFA MAX_VERTEX_UNIFORM_VECTORS = 0x8DFB MAX_VARYING_VECTORS = 0x8DFC MAX_FRAGMENT_UNIFORM_VECTORS = 0x8DFD )
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 ES2 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 ES2 API.
The returned API must not be used after the provided OpenGL context becomes invalid.
func (*GL) AttachShader ¶
AttachShader attaches a shader object to a program object.
In order to create an executable, there must be a way to specify the list of things that will be linked together. Program objects provide this mechanism. Shaders that are to be linked together in a program object must first be attached to that program object. This indicates that shader will be included in link operations that will be performed on program.
All operations that can be performed on a shader object are valid whether or not the shader object is attached to a program object. It is permissible to attach a shader object to a program object before source code has been loaded into the shader object or before the shader object has been compiled. It is permissible to attach multiple shader objects of the same type because each may contain a portion of the complete shader. It is also permissible to attach a shader object to more than one program object. If a shader object is deleted while it is attached to a program object, it will be flagged for deletion, and deletion will not occur until DetachShader is called to detach it from all program objects to which it is attached.
Error GL.INVALID_VALUE is generated if either program or shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_OPERATION is generated if shader is already attached to program. GL.INVALID_OPERATION is generated if AttachShader is executed between the execution of Begin and the corresponding execution of End.
AttachShader is available in GL version 2.0 or greater.
func (*GL) BindAttribLocation ¶
BindAttribLocation associates a user-defined attribute variable in the program object specified by program with a generic vertex attribute index. The name parameter specifies the name of the vertex shader attribute variable to which index is to be bound. When program is made part of the current state, values provided via the generic vertex attribute index will modify the value of the user-defined attribute variable specified by name.
If name refers to a matrix attribute variable, index refers to the first column of the matrix. Other matrix columns are then automatically bound to locations index+1 for a matrix of type mat2; index+1 and index+2 for a matrix of type mat3; and index+1, index+2, and index+3 for a matrix of type mat4.
This command makes it possible for vertex shaders to use descriptive names for attribute variables rather than generic variables that are numbered from 0 to GL.MAX_VERTEX_ATTRIBS-1. The values sent to each generic attribute index are part of current state, just like standard vertex attributes such as color, normal, and vertex position. If a different program object is made current by calling UseProgram, the generic vertex attributes are tracked in such a way that the same values will be observed by attributes in the new program object that are also bound to index.
Attribute variable name-to-generic attribute index bindings for a program object can be explicitly assigned at any time by calling BindAttribLocation. Attribute bindings do not go into effect until LinkProgram is called. After a program object has been linked successfully, the index values for generic attributes remain fixed (and their values can be queried) until the next link command occurs.
Applications are not allowed to bind any of the standard OpenGL vertex attributes using this command, as they are bound automatically when needed. Any attribute binding that occurs after the program object has been linked will not take effect until the next time the program object is linked.
If name was bound previously, that information is lost. Thus you cannot bind one user-defined attribute variable to multiple indices, but you can bind multiple user-defined attribute variables to the same index.
Applications are allowed to bind more than one user-defined attribute variable to the same generic vertex attribute index. This is called aliasing, and it is allowed only if just one of the aliased attributes is active in the executable program, or if no path through the shader consumes more than one attribute of a set of attributes aliased to the same location. The compiler and linker are allowed to assume that no aliasing is done and are free to employ optimizations that work only in the absence of aliasing. OpenGL implementations are not required to do error checking to detect aliasing. Because there is no way to bind standard attributes, it is not possible to alias generic attributes with conventional ones (except for generic attribute 0).
BindAttribLocation can be called before any vertex shader objects are bound to the specified program object. It is also permissible to bind a generic attribute index to an attribute variable name that is never used in a vertex shader.
Active attributes that are not explicitly bound will be bound by the linker when LinkProgram is called. The locations assigned can be queried by calling GetAttribLocation.
Error GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_OPERATION is generated if name starts with the reserved prefix "gl_". GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if BindAttribLocation is executed between the execution of Begin and the corresponding execution of End.
BindAttribLocation is available in GL version 2.0 or greater.
func (*GL) BindBuffer ¶
BindBuffer creates or puts in use a named buffer object. Calling BindBuffer with target set to GL.ARRAY_BUFFER, GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER or GL.PIXEL_UNPACK_BUFFER and buffer set to the name of the new buffer object binds the buffer object name to the target. When a buffer object is bound to a target, the previous binding for that target is automatically broken.
Buffer object names are unsigned integers. The value zero is reserved, but there is no default buffer object for each buffer object target. Instead, buffer set to zero effectively unbinds any buffer object previously bound, and restores client memory usage for that buffer object target. Buffer object names and the corresponding buffer object contents are local to the shared display-list space (see XCreateContext) of the current GL rendering context; two rendering contexts share buffer object names only if they also share display lists.
GenBuffers may be called to generate a set of new buffer object names.
The state of a buffer object immediately after it is first bound is an unmapped zero-sized memory buffer with GL.READ_WRITE access and GL.STATIC_DRAW usage.
While a non-zero buffer object name is bound, GL operations on the target to which it is bound affect the bound buffer object, and queries of the target to which it is bound return state from the bound buffer object. While buffer object name zero is bound, as in the initial state, attempts to modify or query state on the target to which it is bound generates an GL.INVALID_OPERATION error.
When vertex array pointer state is changed, for example by a call to NormalPointer, the current buffer object binding (GL.ARRAY_BUFFER_BINDING) is copied into the corresponding client state for the vertex array type being changed, for example GL.NORMAL_ARRAY_BUFFER_BINDING. While a non-zero buffer object is bound to the GL.ARRAY_BUFFER target, the vertex array pointer parameter that is traditionally interpreted as a pointer to client-side memory is instead interpreted as an offset within the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the GL.ELEMENT_ARRAY_BUFFER target, the indices parameter of DrawElements, DrawRangeElements, or MultiDrawElements that is traditionally interpreted as a pointer to client-side memory is instead interpreted as an offset within the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the GL.PIXEL_PACK_BUFFER target, the following commands are affected: GetCompressedTexImage, GetConvolutionFilter, GetHistogram, GetMinmax, GetPixelMap, GetPolygonStipple, GetSeparableFilter, GetTexImage, and ReadPixels. The pointer parameter that is traditionally interpreted as a pointer to client-side memory where the pixels are to be packed is instead interpreted as an offset within the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the GL.PIXEL_UNPACK_BUFFER target, the following commands are affected: Bitmap, ColorSubTable, ColorTable, CompressedTexImage1D, CompressedTexImage2D, CompressedTexImage3D, CompressedTexSubImage1D, CompressedTexSubImage2D, CompressedTexSubImage3D, ConvolutionFilter1D, ConvolutionFilter2D, DrawPixels, PixelMap, PolygonStipple, SeparableFilter2D, TexImage1D, TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, and TexSubImage3D. The pointer parameter that is traditionally interpreted as a pointer to client-side memory from which the pixels are to be unpacked is instead interpreted as an offset within the buffer object measured in basic machine units.
A buffer object binding created with BindBuffer remains active until a different buffer object name is bound to the same target, or until the bound buffer object is deleted with DeleteBuffers.
Once created, a named buffer object may be re-bound to any target as often as needed. However, the GL implementation may make choices about how to optimize the storage of a buffer object based on its initial binding target.
Error GL.INVALID_ENUM is generated if target is not one of the allowable values. GL.INVALID_OPERATION is generated if BindBuffer is executed between the execution of Begin and the corresponding execution of End.
BindBuffer is available in GL version 1.5 or greater.
func (*GL) BindFramebuffer ¶
func (gl *GL) BindFramebuffer(target glbase.Enum, framebuffer glbase.Framebuffer)
https://www.opengl.org/sdk/docs/man2/xhtml/glBindFramebuffer.xml
func (*GL) BindRenderbuffer ¶
func (gl *GL) BindRenderbuffer(target glbase.Enum, renderbuffer glbase.Renderbuffer)
https://www.opengl.org/sdk/docs/man2/xhtml/glBindRenderbuffer.xml
func (*GL) BlendColor ¶
func (*GL) BlendEquationSeparate ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glBlendEquationSeparate.xml
func (*GL) BufferData ¶
BufferData creates a new data store for the buffer object currently bound to target. Any pre-existing data store is deleted. The new data store is created with the specified size in bytes and usage. If data is not nil, it must be a slice that is used to initialize the data store. In that case the size parameter is ignored and the store size will match the slice data size.
In its initial state, the new data store is not mapped, it has a NULL mapped pointer, and its mapped access is GL.READ_WRITE.
The target constant must be one of GL.ARRAY_BUFFER, GL.COPY_READ_BUFFER, GL.COPY_WRITE_BUFFER, GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER, GL.PIXEL_UNPACK_BUFFER, GL.TEXTURE_BUFFER, GL.TRANSFORM_FEEDBACK_BUFFER, or GL.UNIFORM_BUFFER.
The usage parameter is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store. usage can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access.
A usage frequency of STREAM and nature of DRAW is specified via the constant GL.STREAM_DRAW, for example.
The usage frequency of access may be one of:
STREAM The data store contents will be modified once and used at most a few times. STATIC The data store contents will be modified once and used many times. DYNAMIC The data store contents will be modified repeatedly and used many times.
The usage nature of access may be one of:
DRAW The data store contents are modified by the application, and used as the source for GL drawing and image specification commands. READ The data store contents are modified by reading data from the GL, and used to return that data when queried by the application. COPY The data store contents are modified by reading data from the GL, and used as the source for GL drawing and image specification commands.
Clients must align data elements consistent with the requirements of the client platform, with an additional base-level requirement that an offset within a buffer to a datum comprising N bytes be a multiple of N.
Error GL.INVALID_ENUM is generated if target is not one of the accepted buffer targets. GL.INVALID_ENUM is generated if usage is not GL.STREAM_DRAW, GL.STREAM_READ, GL.STREAM_COPY, GL.STATIC_DRAW, GL.STATIC_READ, GL.STATIC_COPY, GL.DYNAMIC_DRAW, GL.DYNAMIC_READ, or GL.DYNAMIC_COPY. GL.INVALID_VALUE is generated if size is negative. GL.INVALID_OPERATION is generated if the reserved buffer object name 0 is bound to target. GL.OUT_OF_MEMORY is generated if the GL is unable to create a data store with the specified size.
func (*GL) CheckFramebufferStatus ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glCheckFramebufferStatus.xml
func (*GL) ClearColor ¶
func (*GL) CompileShader ¶
CompileShader compiles the source code strings that have been stored in the shader object specified by shader.
The compilation status will be stored as part of the shader object's state. This value will be set to GL.TRUE if the shader was compiled without errors and is ready for use, and GL.FALSE otherwise. It can be queried by calling GetShaderiv with arguments shader and GL.COMPILE_STATUS.
Compilation of a shader can fail for a number of reasons as specified by the OpenGL Shading Language Specification. Whether or not the compilation was successful, information about the compilation can be obtained from the shader object's information log by calling GetShaderInfoLog.
Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_OPERATION is generated if CompileShader is executed between the execution of Begin and the corresponding execution of End.
CompileShader is available in GL version 2.0 or greater.
func (*GL) CompressedTexImage2D ¶
func (gl *GL) CompressedTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, width, height, border, imageSize int, data interface{})
https://www.opengl.org/sdk/docs/man2/xhtml/glCompressedTexImage2D.xml
func (*GL) CompressedTexSubImage2D ¶
func (gl *GL) CompressedTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format glbase.Enum, imageSize int, data interface{})
https://www.opengl.org/sdk/docs/man2/xhtml/glCompressedTexSubImage2D.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) CreateProgram ¶
CreateProgram creates an empty program object and returns a non-zero value by which it can be referenced. A program object is an object to which shader objects can be attached. This provides a mechanism to specify the shader objects that will be linked to create a program. It also provides a means for checking the compatibility of the shaders that will be used to create a program (for instance, checking the compatibility between a vertex shader and a fragment shader). When no longer needed as part of a program object, shader objects can be detached.
One or more executables are created in a program object by successfully attaching shader objects to it with AttachShader, successfully compiling the shader objects with CompileShader, and successfully linking the program object with LinkProgram. These executables are made part of current state when UseProgram is called. Program objects can be deleted by calling DeleteProgram. The memory associated with the program object will be deleted when it is no longer part of current rendering state for any context.
Like display lists and texture objects, the name space for program objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.
Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.
This function returns 0 if an error occurs creating the program object.
Error GL.INVALID_OPERATION is generated if CreateProgram is executed between the execution of Begin and the corresponding execution of End.
CreateProgram is available in GL version 2.0 or greater.
func (*GL) CreateShader ¶
CreateShader creates an empty shader object and returns a non-zero value by which it can be referenced. A shader object is used to maintain the source code strings that define a shader. shaderType indicates the type of shader to be created.
Two types of shaders are supported. A shader of type GL.VERTEX_SHADER is a shader that is intended to run on the programmable vertex processor and replace the fixed functionality vertex processing in OpenGL. A shader of type GL.FRAGMENT_SHADER is a shader that is intended to run on the programmable fragment processor and replace the fixed functionality fragment processing in OpenGL.
When created, a shader object's GL.SHADER_TYPE parameter is set to either GL.VERTEX_SHADER or GL.FRAGMENT_SHADER, depending on the value of shaderType.
Like display lists and texture objects, the name space for shader objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.
This function returns 0 if an error occurs creating the shader object.
Error GL.INVALID_ENUM is generated if shaderType is not an accepted value. GL.INVALID_OPERATION is generated if CreateShader is executed between the execution of Begin and the corresponding execution of End.
CreateShader is available in GL version 2.0 or greater.
func (*GL) DeleteBuffers ¶
DeleteBuffers deletes the buffer objects whose names are stored in the buffers slice.
After a buffer object is deleted, it has no contents, and its name is free for reuse (for example by GenBuffers). If a buffer object that is currently bound is deleted, the binding reverts to 0 (the absence of any buffer object, which reverts to client memory usage).
DeleteBuffers silently ignores 0's and names that do not correspond to existing buffer objects.
Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION is generated if DeleteBuffers is executed between the execution of Begin and the corresponding execution of End.
DeleteBuffers is available in GL version 1.5 or greater.
func (*GL) DeleteFramebuffers ¶
func (gl *GL) DeleteFramebuffers(framebuffers []glbase.Framebuffer)
DeleteFramebuffers deletes the framebuffer objects whose names are stored in the framebuffers slice. The name zero is reserved by the GL and is silently ignored, should it occur in framebuffers, as are other unused names. Once a framebuffer object is deleted, its name is again unused and it has no attachments. If a framebuffer that is currently bound to one or more of the targets GL.DRAW_FRAMEBUFFER or GL.READ_FRAMEBUFFER is deleted, it is as though BindFramebuffer had been executed with the corresponding target and framebuffer zero.
Error GL.INVALID_VALUE is generated if n is negative.
DeleteFramebuffers is available in GL version 3.0 or greater.
func (*GL) DeleteProgram ¶
DeleteProgram frees the memory and invalidates the name associated with the program object specified by program. This command effectively undoes the effects of a call to CreateProgram.
If a program object is in use as part of current rendering state, it will be flagged for deletion, but it will not be deleted until it is no longer part of current state for any rendering context. If a program object to be deleted has shader objects attached to it, those shader objects will be automatically detached but not deleted unless they have already been flagged for deletion by a previous call to DeleteShader. A value of 0 for program will be silently ignored.
To determine whether a program object has been flagged for deletion, call GetProgram with arguments program and GL.DELETE_STATUS.
Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL.
DeleteProgram is available in GL version 2.0 or greater.
func (*GL) DeleteRenderbuffers ¶
func (gl *GL) DeleteRenderbuffers(renderbuffers []glbase.Renderbuffer)
DeleteRenderbuffers deletes the renderbuffer objects whose names are stored in the renderbuffers slice. The name zero is reserved by the GL and is silently ignored, should it occur in renderbuffers, as are other unused names. Once a renderbuffer object is deleted, its name is again unused and it has no contents. If a renderbuffer that is currently bound to the target GL.RENDERBUFFER is deleted, it is as though BindRenderbuffer had been executed with a target of GL.RENDERBUFFER and a name of zero.
If a renderbuffer object is attached to one or more attachment points in the currently bound framebuffer, then it as if FramebufferRenderbuffer had been called, with a renderbuffer of zero for each attachment point to which this image was attached in the currently bound framebuffer. In other words, this renderbuffer object is first detached from all attachment ponits in the currently bound framebuffer. Note that the renderbuffer image is specifically not detached from any non-bound framebuffers.
Error GL.INVALID_VALUE is generated if n is negative.
DeleteRenderbuffers is available in GL version 3.0 or greater.
func (*GL) DeleteShader ¶
DeleteShader frees the memory and invalidates the name associated with the shader object specified by shader. This command effectively undoes the effects of a call to CreateShader.
If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object, for any rendering context (it must be detached from wherever it was attached before it will be deleted). A value of 0 for shader will be silently ignored.
To determine whether an object has been flagged for deletion, call GetShader with arguments shader and GL.DELETE_STATUS.
Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL.
DeleteShader is available in GL version 2.0 or greater.
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) DisableVertexAttribArray ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glDisableVertexAttribArray.xml
func (*GL) DrawArrays ¶
func (*GL) EnableVertexAttribArray ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glEnableVertexAttribArray.xml
func (*GL) FramebufferRenderbuffer ¶
func (gl *GL) FramebufferRenderbuffer(target, attachment, renderbuffertarget glbase.Enum, renderbuffer glbase.Renderbuffer)
https://www.opengl.org/sdk/docs/man2/xhtml/glFramebufferRenderbuffer.xml
func (*GL) FramebufferTexture2D ¶
func (gl *GL) FramebufferTexture2D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int)
https://www.opengl.org/sdk/docs/man2/xhtml/glFramebufferTexture2D.xml
func (*GL) GenBuffers ¶
GenBuffers returns n buffer object names. 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 GenBuffers.
Buffer object names returned by a call to GenBuffers are not returned by subsequent calls, unless they are first deleted with DeleteBuffers.
No buffer objects are associated with the returned buffer object names until they are first bound by calling BindBuffer.
Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION is generated if GenBuffers is executed between the execution of Begin and the corresponding execution of End.
GenBuffers is available in GL version 1.5 or greater.
func (*GL) GenFramebuffers ¶
func (gl *GL) GenFramebuffers(n int) []glbase.Framebuffer
GenFramebuffers returns n framebuffer object names in ids. 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 GenFramebuffers.
Framebuffer object names returned by a call to GenFramebuffers are not returned by subsequent calls, unless they are first deleted with DeleteFramebuffers.
The names returned in ids are marked as used, for the purposes of GenFramebuffers only, but they acquire state and type only when they are first bound.
Error GL.INVALID_VALUE is generated if n is negative.
func (*GL) GenRenderbuffers ¶
func (gl *GL) GenRenderbuffers(n int) []glbase.Renderbuffer
GenRenderbuffers returns n renderbuffer object names in renderbuffers. 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 GenRenderbuffers.
Renderbuffer object names returned by a call to GenRenderbuffers are not returned by subsequent calls, unless they are first deleted with DeleteRenderbuffers.
The names returned in renderbuffers are marked as used, for the purposes of GenRenderbuffers only, but they acquire state and type only when they are first bound.
Error GL.INVALID_VALUE is generated if n is negative.
GenRenderbuffers is available in GL version 3.0 or greater.
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) GetActiveAttrib ¶
func (gl *GL) GetActiveAttrib(program glbase.Program, index glbase.Attrib, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte)
https://www.opengl.org/sdk/docs/man2/xhtml/glGetActiveAttrib.xml
func (*GL) GetActiveUniform ¶
func (gl *GL) GetActiveUniform(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte)
https://www.opengl.org/sdk/docs/man2/xhtml/glGetActiveUniform.xml
func (*GL) GetAttachedShaders ¶
func (gl *GL) GetAttachedShaders(program glbase.Program, maxcount int32, count []int, shaders []glbase.Shader)
https://www.opengl.org/sdk/docs/man2/xhtml/glGetAttachedShaders.xml
func (*GL) GetAttribLocation ¶
GetAttribLocation queries the previously linked program object specified by program for the attribute variable specified by name and returns the index of the generic vertex attribute that is bound to that attribute variable. If name is a matrix attribute variable, the index of the first column of the matrix is returned. If the named attribute variable is not an active attribute in the specified program object or if name starts with the reserved prefix "gl_", a value of -1 is returned.
The association between an attribute variable name and a generic attribute index can be specified at any time by calling BindAttribLocation. Attribute bindings do not go into effect until LinkProgram is called. After a program object has been linked successfully, the index values for attribute variables remain fixed until the next link command occurs. The attribute values can only be queried after a link if the link was successful. GetAttribLocation returns the binding that actually went into effect the last time LinkProgram was called for the specified program object. Attribute bindings that have been specified since the last link operation are not returned by GetAttribLocation.
Error GL_INVALID_OPERATION is generated if program is not a value generated by OpenGL. GL_INVALID_OPERATION is generated if program is not a program object. GL_INVALID_OPERATION is generated if program has not been successfully linked. GL_INVALID_OPERATION is generated if GetAttribLocation is executed between the execution of Begin and the corresponding execution of End.
GetAttribLocation is available in GL version 2.0 or greater.
func (*GL) GetBufferParameteriv ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glGetBufferParameteriv.xml
func (*GL) GetFramebufferAttachmentParameteriv ¶
func (gl *GL) GetFramebufferAttachmentParameteriv(target, attachment, pname glbase.Enum, params []int32)
https://www.opengl.org/sdk/docs/man2/xhtml/glGetFramebufferAttachmentParameteriv.xml
func (*GL) GetProgramInfoLog ¶
GetProgramInfoLog returns the information log for the specified program object. The information log for a program object is modified when the program object is linked or validated.
The information log for a program object is either an empty string, or a string containing information about the last link operation, or a string containing information about the last validation operation. It may contain diagnostic messages, warning messages, and other information. When a program object is created, its information log will be a string of length 0, and the size of the current log can be obtained by calling GetProgramiv with the value GL.INFO_LOG_LENGTH.
Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object.
func (*GL) GetProgramiv ¶
GetProgramiv returns in params the value of a parameter for a specific program object. The following parameters are defined:
GL.DELETE_STATUS params returns GL.TRUE if program is currently flagged for deletion, and GL.FALSE otherwise. GL.LINK_STATUS params returns GL.TRUE if the last link operation on program was successful, and GL.FALSE otherwise. GL.VALIDATE_STATUS params returns GL.TRUE or if the last validation operation on program was successful, and GL.FALSE otherwise. GL.INFO_LOG_LENGTH params returns the number of characters in the information log for program including the null termination character (the size of the character buffer required to store the information log). If program has no information log, a value of 0 is returned. GL.ATTACHED_SHADERS params returns the number of shader objects attached to program. GL.ACTIVE_ATTRIBUTES params returns the number of active attribute variables for program. GL.ACTIVE_ATTRIBUTE_MAX_LENGTH params returns the length of the longest active attribute name for program, including the null termination character (the size of the character buffer required to store the longest attribute name). If no active attributes exist, 0 is returned. GL.ACTIVE_UNIFORMS params returns the number of active uniform variables for program. GL.ACTIVE_UNIFORM_MAX_LENGTH params returns the length of the longest active uniform variable name for program, including the null termination character (i.e., the size of the character buffer required to store the longest uniform variable name). If no active uniform variables exist, 0 is returned. GL.TRANSFORM_FEEDBACK_BUFFER_MODE params returns a symbolic constant indicating the buffer mode used when transform feedback is active. This may be GL.SEPARATE_ATTRIBS or GL.INTERLEAVED_ATTRIBS. GL.TRANSFORM_FEEDBACK_VARYINGS params returns the number of varying variables to capture in transform feedback mode for the program. GL.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH params returns the length of the longest variable name to be used for transform feedback, including the null-terminator. GL.GEOMETRY_VERTICES_OUT params returns the maximum number of vertices that the geometry shader in program will output. GL.GEOMETRY_INPUT_TYPE params returns a symbolic constant indicating the primitive type accepted as input to the geometry shader contained in program. GL.GEOMETRY_OUTPUT_TYPE params returns a symbolic constant indicating the primitive type that will be output by the geometry shader contained in program.
GL.ACTIVE_UNIFORM_BLOCKS and GL.ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH are available only if the GL version 3.1 or greater.
GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE and GL.GEOMETRY_OUTPUT_TYPE are accepted only if the GL version is 3.2 or greater.
Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program does not refer to a program object. GL.INVALID_OPERATION is generated if pname is GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE, or GL.GEOMETRY_OUTPUT_TYPE, and program does not contain a geometry shader. GL.INVALID_ENUM is generated if pname is not an accepted value.
func (*GL) GetRenderbufferParameteriv ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glGetRenderbufferParameteriv.xml
func (*GL) GetShaderInfoLog ¶
GetShaderInfoLog returns the information log for the specified shader object. The information log for a shader object is modified when the shader is compiled.
The information log for a shader object is a string that may contain diagnostic messages, warning messages, and other information about the last compile operation. When a shader object is created, its information log will be a string of length 0, and the size of the current log can be obtained by calling GetShaderiv with the value GL.INFO_LOG_LENGTH.
The information log for a shader object is the OpenGL implementer's primary mechanism for conveying information about the compilation process. Therefore, the information log can be helpful to application developers during the development process, even when compilation is successful. Application developers should not expect different OpenGL implementations to produce identical information logs.
Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_VALUE is generated if maxLength is less than 0. GL.INVALID_OPERATION is generated if GetShaderInfoLog is executed between the execution of Begin and the corresponding execution of End.
GetShaderInfoLog is available in GL version 2.0 or greater.
func (*GL) GetShaderPrecisionFormat ¶
func (gl *GL) GetShaderPrecisionFormat(shadertype, precisionType glbase.Enum, range_, precision []int32)
https://www.opengl.org/sdk/docs/man2/xhtml/glGetShaderPrecisionFormat.xml
func (*GL) GetShaderiv ¶
GetShaderiv GetShader returns in params the value of a parameter for a specific shader object. The following parameters are defined:
GL.SHADER_TYPE params returns GL.VERTEX_SHADER if shader is a vertex shader object, and GL.FRAGMENT_SHADER if shader is a fragment shader object. GL.DELETE_STATUS params returns GL.TRUE if shader is currently flagged for deletion, and GL.FALSE otherwise. GL.COMPILE_STATUS params returns GL.TRUE if the last compile operation on shader was successful, and GL.FALSE otherwise. GL.INFO_LOG_LENGTH params returns the number of characters in the information log for shader including the null termination character (the size of the character buffer required to store the information log). If shader has no information log, a value of 0 is returned. GL.SHADER_SOURCE_LENGTH params returns the length of the concatenation of the source strings that make up the shader source for the shader, including the null termination character. (the size of the character buffer required to store the shader source). If no source code exists, 0 is returned.
Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader does not refer to a shader object. GL.INVALID_ENUM is generated if pname is not an accepted value. GL.INVALID_OPERATION is generated if GetShader is executed between the execution of Begin and the corresponding execution of End.
GetShaderiv is available in GL version 2.0 or greater.
func (*GL) GetUniformLocation ¶
GetUniformLocation returns an integer that represents the location of a specific uniform variable within a program object. name must be an active uniform variable name in program that is not a structure, an array of structures, or a subcomponent of a vector or a matrix. This function returns -1 if name does not correspond to an active uniform variable in program or if name starts with the reserved prefix "gl_".
Uniform variables that are structures or arrays of structures may be queried by calling GetUniformLocation for each field within the structure. The array element operator "[]" and the structure field operator "." may be used in name in order to select elements within an array or fields within a structure. The result of using these operators is not allowed to be another structure, an array of structures, or a subcomponent of a vector or a matrix. Except if the last part of name indicates a uniform variable array, the location of the first element of an array can be retrieved by using the name of the array, or by using the name appended by "[0]".
The actual locations assigned to uniform variables are not known until the program object is linked successfully. After linking has occurred, the command GetUniformLocation can be used to obtain the location of a uniform variable. This location value can then be passed to Uniform to set the value of the uniform variable or to GetUniform in order to query the current value of the uniform variable. After a program object has been linked successfully, the index values for uniform variables remain fixed until the next link command occurs. Uniform variable locations and values can only be queried after a link if the link was successful.
Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program has not been successfully linked. GL.INVALID_OPERATION is generated if GetUniformLocation is executed between the execution of Begin and the corresponding execution of End.
GetUniformLocation is available in GL version 2.0 or greater.
func (*GL) GetUniformfv ¶
GetUniformfv returns in params the value of the specified uniform variable. The type of the uniform variable specified by location determines the number of values returned. If the uniform variable is defined in the shader as a boolean, int, or float, a single value will be returned. If it is defined as a vec2, ivec2, or bvec2, two values will be returned. If it is defined as a vec3, ivec3, or bvec3, three values will be returned, and so on. To query values stored in uniform variables declared as arrays, call GetUniformfv for each element of the array. To query values stored in uniform variables declared as structures, call GetUniformfv for each field in the structure. The values for uniform variables declared as a matrix will be returned in column major order.
The locations assigned to uniform variables are not known until the program object is linked. After linking has occurred, the command GetUniformLocation can be used to obtain the location of a uniform variable. This location value can then be passed to GetUniformfv in order to query the current value of the uniform variable. After a program object has been linked successfully, the index values for uniform variables remain fixed until the next link command occurs. The uniform variable values can only be queried after a link if the link was successful.
Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program has not been successfully linked. GL.INVALID_OPERATION is generated if location does not correspond to a valid uniform variable location for the specified program object. GL.INVALID_OPERATION is generated if GetUniformfv is executed between the execution of Begin and the corresponding execution of End.
GetUniformfv is available in GL version 2.0 or greater.
func (*GL) GetUniformiv ¶
GetUniformiv returns in params the value of the specified uniform variable. The type of the uniform variable specified by location determines the number of values returned. If the uniform variable is defined in the shader as a boolean, int, or float, a single value will be returned. If it is defined as a vec2, ivec2, or bvec2, two values will be returned. If it is defined as a vec3, ivec3, or bvec3, three values will be returned, and so on. To query values stored in uniform variables declared as arrays, call GetUniformiv for each element of the array. To query values stored in uniform variables declared as structures, call GetUniformiv for each field in the structure. The values for uniform variables declared as a matrix will be returned in column major order.
The locations assigned to uniform variables are not known until the program object is linked. After linking has occurred, the command GetUniformLocation can be used to obtain the location of a uniform variable. This location value can then be passed to GetUniformiv in order to query the current value of the uniform variable. After a program object has been linked successfully, the index values for uniform variables remain fixed until the next link command occurs. The uniform variable values can only be queried after a link if the link was successful.
Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program has not been successfully linked. GL.INVALID_OPERATION is generated if location does not correspond to a valid uniform variable location for the specified program object. GL.INVALID_OPERATION is generated if GetUniformiv is executed between the execution of Begin and the corresponding execution of End.
GetUniformiv is available in GL version 2.0 or greater.
func (*GL) GetVertexAttribfv ¶
GetVertexAttribfv returns in params the value of a generic vertex attribute parameter. The generic vertex attribute to be queried is specified by index, and the parameter to be queried is specified by pname.
The accepted parameter names are as follows:
GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING params returns a single value, the name of the buffer object currently bound to the binding point corresponding to generic vertex attribute array index. If no buffer object is bound, 0 is returned. The initial value is 0. GL.VERTEX_ATTRIB_ARRAY_ENABLED params returns a single value that is non-zero (true) if the vertex attribute array for index is enabled and 0 (false) if it is disabled. The initial value is 0. GL.VERTEX_ATTRIB_ARRAY_SIZE params returns a single value, the size of the vertex attribute array for index. The size is the number of values for each element of the vertex attribute array, and it will be 1, 2, 3, or 4. The initial value is 4. GL.VERTEX_ATTRIB_ARRAY_STRIDE params returns a single value, the array stride for (number of bytes between successive elements in) the vertex attribute array for index. A value of 0 indicates that the array elements are stored sequentially in memory. The initial value is 0. GL.VERTEX_ATTRIB_ARRAY_TYPE params returns a single value, a symbolic constant indicating the array type for the vertex attribute array for index. Possible values are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT, GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is GL.FLOAT. GL.VERTEX_ATTRIB_ARRAY_NORMALIZED params returns a single value that is non-zero (true) if fixed-point data types for the vertex attribute array indicated by index are normalized when they are converted to floating point, and 0 (false) otherwise. The initial value is 0. GL.CURRENT_VERTEX_ATTRIB params returns four values that represent the current value for the generic vertex attribute specified by index. Generic vertex attribute 0 is unique in that it has no current state, so an error will be generated if index is 0. The initial value for all other generic vertex attributes is (0,0,0,1).
All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent client-side state.
Error GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname is GL.CURRENT_VERTEX_ATTRIB.
GetVertexAttribfv is available in GL version 2.0 or greater.
func (*GL) GetVertexAttribiv ¶
GetVertexAttribiv returns in params the value of a generic vertex attribute parameter. The generic vertex attribute to be queried is specified by index, and the parameter to be queried is specified by pname.
The accepted parameter names are as follows:
GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING params returns a single value, the name of the buffer object currently bound to the binding point corresponding to generic vertex attribute array index. If no buffer object is bound, 0 is returned. The initial value is 0. GL.VERTEX_ATTRIB_ARRAY_ENABLED params returns a single value that is non-zero (true) if the vertex attribute array for index is enabled and 0 (false) if it is disabled. The initial value is 0. GL.VERTEX_ATTRIB_ARRAY_SIZE params returns a single value, the size of the vertex attribute array for index. The size is the number of values for each element of the vertex attribute array, and it will be 1, 2, 3, or 4. The initial value is 4. GL.VERTEX_ATTRIB_ARRAY_STRIDE params returns a single value, the array stride for (number of bytes between successive elements in) the vertex attribute array for index. A value of 0 indicates that the array elements are stored sequentially in memory. The initial value is 0. GL.VERTEX_ATTRIB_ARRAY_TYPE params returns a single value, a symbolic constant indicating the array type for the vertex attribute array for index. Possible values are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT, GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is GL.FLOAT. GL.VERTEX_ATTRIB_ARRAY_NORMALIZED params returns a single value that is non-zero (true) if fixed-point data types for the vertex attribute array indicated by index are normalized when they are converted to floating point, and 0 (false) otherwise. The initial value is 0. GL.CURRENT_VERTEX_ATTRIB params returns four values that represent the current value for the generic vertex attribute specified by index. Generic vertex attribute 0 is unique in that it has no current state, so an error will be generated if index is 0. The initial value for all other generic vertex attributes is (0,0,0,1).
All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent client-side state.
Error GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname is GL.CURRENT_VERTEX_ATTRIB.
GetVertexAttribiv is available in GL version 2.0 or greater.
func (*GL) IsFramebuffer ¶
func (gl *GL) IsFramebuffer(framebuffer glbase.Framebuffer) bool
https://www.opengl.org/sdk/docs/man2/xhtml/glIsFramebuffer.xml
func (*GL) IsRenderbuffer ¶
func (gl *GL) IsRenderbuffer(renderbuffer glbase.Renderbuffer) bool
https://www.opengl.org/sdk/docs/man2/xhtml/glIsRenderbuffer.xml
func (*GL) LinkProgram ¶
LinkProgram links the program object specified by program. If any shader objects of type GL.VERTEX_SHADER are attached to program, they will be used to create an executable that will run on the programmable vertex processor. If any shader objects of type GL.FRAGMENT_SHADER are attached to program, they will be used to create an executable that will run on the programmable fragment processor.
The status of the link operation will be stored as part of the program object's state. This value will be set to GL.TRUE if the program object was linked without errors and is ready for use, and GL.FALSE otherwise. It can be queried by calling GetProgramiv with arguments program and GL.LINK_STATUS.
As a result of a successful link operation, all active user-defined uniform variables belonging to program will be initialized to 0, and each of the program object's active uniform variables will be assigned a location that can be queried by calling GetUniformLocation. Also, any active user-defined attribute variables that have not been bound to a generic vertex attribute index will be bound to one at this time.
Linking of a program object can fail for a number of reasons as specified in the OpenGL Shading Language Specification. The following lists some of the conditions that will cause a link error.
The number of active attribute variables supported by the implementation has been exceeded.
The storage limit for uniform variables has been exceeded.
The number of active uniform variables supported by the implementation has been exceeded.
The main function is missing for the vertex shader or the fragment shader.
A varying variable actually used in the fragment shader is not declared in the same way (or is not declared at all) in the vertex shader.
A reference to a function or variable name is unresolved.
A shared global is declared with two different types or two different initial values.
One or more of the attached shader objects has not been successfully compiled.
Binding a generic attribute matrix caused some rows of the matrix to fall outside the allowed maximum of GL.MAX_VERTEX_ATTRIBS.
Not enough contiguous vertex attribute slots could be found to bind attribute matrices.
When a program object has been successfully linked, the program object can be made part of current state by calling UseProgram. Whether or not the link operation was successful, the program object's information log will be overwritten. The information log can be retrieved by calling GetProgramInfoLog.
LinkProgram will also install the generated executables as part of the current rendering state if the link operation was successful and the specified program object is already currently in use as a result of a previous call to UseProgram. If the program object currently in use is relinked unsuccessfully, its link status will be set to GL.FALSE , but the executables and associated state will remain part of the current state until a subsequent call to UseProgram removes it from use. After it is removed from use, it cannot be made part of current state until it has been successfully relinked.
If program contains shader objects of type GL.VERTEX_SHADER but does not contain shader objects of type GL.FRAGMENT_SHADER, the vertex shader will be linked against the implicit interface for fixed functionality fragment processing. Similarly, if program contains shader objects of type GL.FRAGMENT_SHADER but it does not contain shader objects of type GL.VERTEX_SHADER, the fragment shader will be linked against the implicit interface for fixed functionality vertex processing.
The program object's information log is updated and the program is generated at the time of the link operation. After the link operation, applications are free to modify attached shader objects, compile attached shader objects, detach shader objects, delete shader objects, and attach additional shader objects. None of these operations affects the information log or the program that is part of the program object.
If the link operation is unsuccessful, any information about a previous link operation on program is lost (a failed link does not restore the old state of program). Certain information can still be retrieved from program even after an unsuccessful link operation. See for instance GetActiveAttrib and GetActiveUniform.
Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if LinkProgram is executed between the execution of Begin and the corresponding execution of End.
LinkProgram is available in GL version 2.0 or greater.
func (*GL) ReadPixels ¶
func (*GL) ReleaseShaderCompiler ¶
func (gl *GL) ReleaseShaderCompiler()
https://www.opengl.org/sdk/docs/man2/xhtml/glReleaseShaderCompiler.xml
func (*GL) RenderbufferStorage ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glRenderbufferStorage.xml
func (*GL) ShaderBinary ¶
func (gl *GL) ShaderBinary(n int, shaders []glbase.Shader, binaryFormat glbase.Enum, binary interface{}, length int32)
https://www.opengl.org/sdk/docs/man2/xhtml/glShaderBinary.xml
func (*GL) ShaderSource ¶
ShaderSource sets the source code in shader to the provided source code. Any source code previously stored in the shader object is completely replaced.
Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_VALUE is generated if count is less than 0. GL.INVALID_OPERATION is generated if ShaderSource is executed between the execution of Begin and the corresponding execution of End.
ShaderSource is available in GL version 2.0 or greater.
func (*GL) StencilFuncSeparate ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glStencilFuncSeparate.xml
func (*GL) StencilMaskSeparate ¶
https://www.opengl.org/sdk/docs/man2/xhtml/glStencilMaskSeparate.xml
func (*GL) TexImage2D ¶
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
func (*GL) Uniform1f ¶
Uniform1f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1f operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform1fv ¶
Uniform1fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1fv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform1i ¶
Uniform1i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1i operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform1iv ¶
Uniform1iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1iv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform2f ¶
Uniform2f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2f operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform2fv ¶
Uniform2fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2fv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform2i ¶
Uniform2i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2i operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform2iv ¶
Uniform2iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2iv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform3f ¶
Uniform3f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3f operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform3fv ¶
Uniform3fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3fv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform3i ¶
Uniform3i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3i operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform3iv ¶
Uniform3iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3iv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform4f ¶
Uniform4f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4f operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform4fv ¶
Uniform4fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4fv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform4i ¶
Uniform4i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4i operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) Uniform4iv ¶
Uniform4iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4iv operates on the program object that was made part of current state by calling UseProgram.
The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.
Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) UniformMatrix2fv ¶
UniformMatrix2fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix2fv operates on the program object that was made part of current state by calling UseProgram.
The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.
If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) UniformMatrix3fv ¶
UniformMatrix3fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix3fv operates on the program object that was made part of current state by calling UseProgram.
The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.
If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) UniformMatrix4fv ¶
UniformMatrix4fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix4fv operates on the program object that was made part of current state by calling UseProgram.
The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.
If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.
All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.
func (*GL) UseProgram ¶
UseProgram installs the program object specified by program as part of current rendering state. One or more executables are created in a program object by successfully attaching shader objects to it with AttachShader, successfully compiling the shader objects with CompileShader, and successfully linking the program object with LinkProgram.
A program object will contain an executable that will run on the vertex processor if it contains one or more shader objects of type GL.VERTEX_SHADER that have been successfully compiled and linked. Similarly, a program object will contain an executable that will run on the fragment processor if it contains one or more shader objects of type GL.FRAGMENT_SHADER that have been successfully compiled and linked.
Successfully installing an executable on a programmable processor will cause the corresponding fixed functionality of OpenGL to be disabled. Specifically, if an executable is installed on the vertex processor, the OpenGL fixed functionality will be disabled as follows.
The modelview matrix is not applied to vertex coordinates.
The projection matrix is not applied to vertex coordinates.
The texture matrices are not applied to texture coordinates.
Normals are not transformed to eye coordinates.
Normals are not rescaled or normalized.
Normalization of GL.AUTO_NORMAL evaluated normals is not performed.
Texture coordinates are not generated automatically.
Per-vertex lighting is not performed.
Color material computations are not performed.
Color index lighting is not performed.
This list also applies when setting the current raster position.
The executable that is installed on the vertex processor is expected to implement any or all of the desired functionality from the preceding list. Similarly, if an executable is installed on the fragment processor, the OpenGL fixed functionality will be disabled as follows.
Texture environment and texture functions are not applied.
Texture application is not applied.
Color sum is not applied.
Fog is not applied.
Again, the fragment shader that is installed is expected to implement any or all of the desired functionality from the preceding list.
While a program object is in use, applications are free to modify attached shader objects, compile attached shader objects, attach additional shader objects, and detach or delete shader objects. None of these operations will affect the executables that are part of the current state. However, relinking the program object that is currently in use will install the program object as part of the current rendering state if the link operation was successful (see LinkProgram). If the program object currently in use is relinked unsuccessfully, its link status will be set to GL.FALSE, but the executables and associated state will remain part of the current state until a subsequent call to UseProgram removes it from use. After it is removed from use, it cannot be made part of current state until it has been successfully relinked.
If program contains shader objects of type GL.VERTEX_SHADER but it does not contain shader objects of type GL.FRAGMENT_SHADER, an executable will be installed on the vertex processor, but fixed functionality will be used for fragment processing. Similarly, if program contains shader objects of type GL.FRAGMENT_SHADER but it does not contain shader objects of type GL.VERTEX_SHADER, an executable will be installed on the fragment processor, but fixed functionality will be used for vertex processing. If program is 0, the programmable processors will be disabled, and fixed functionality will be used for both vertex and fragment processing.
While a program object is in use, the state that controls the disabled fixed functionality may also be updated using the normal OpenGL calls.
Like display lists and texture objects, the name space for program objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.
Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.
Error GL.INVALID_VALUE is generated if program is neither 0 nor a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program could not be made part of current state. GL.INVALID_OPERATION is generated if UseProgram is executed between the execution of Begin and the corresponding execution of End.
UseProgram is available in GL version 2.0 or greater.
func (*GL) VertexAttribPointer ¶
func (gl *GL) VertexAttribPointer(index glbase.Attrib, size int, gltype glbase.Enum, normalized bool, stride int, offset uintptr)
VertexAttribPointer specifies the location and data format of the array of generic vertex attributes at index to use when rendering. size specifies the number of components per attribute and must be 1, 2, 3, or 4. type specifies the data type of each component, and stride specifies the byte stride from one attribute to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. normalized indicates whether the values stored in an integer format are to be mapped to the range [-1,1] (for signed values) or [0,1] (for unsigned values) when they are accessed and converted to floating point; otherwise, values will be converted to floats directly without normalization. offset is a byte offset into the buffer object's data store, which must be bound to the GL.ARRAY_BUFFER target with BindBuffer.
The buffer object binding (GL.ARRAY_BUFFER_BINDING) is saved as generic vertex attribute array client-side state (GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) for the provided index.
To enable and disable a generic vertex attribute array, call EnableVertexAttribArray and DisableVertexAttribArray with index. If enabled, the generic vertex attribute array is used when DrawArrays or DrawElements is called. Each generic vertex attribute array is initially disabled.
VertexAttribPointer is typically implemented on the client side.
Error GL.INVALID_ENUM is generated if type is not an accepted value. GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_VALUE is generated if size is not 1, 2, 3, or 4. GL.INVALID_VALUE is generated if stride is negative.