Documentation ¶
Index ¶
- func BindTexture(id TextureID)
- func BindVertexArray(vaoID BufferID)
- func BufferDataFloat(target uint32, data []float32, usage uint32)
- func BufferDataInt(target uint32, data []uint32, usage uint32)
- func GetVersion() string
- func MglTest()
- func TriangleNormal(p1, p2, p3 mgl32.Vec3) mgl32.Vec3
- func UnbindVertexArray()
- func UseProgram(programID ProgramID)
- type BufferID
- type Camera
- type Direction
- type ProgramID
- type Shader
- type ShaderID
- type TextureID
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func BindTexture ¶
func BindTexture(id TextureID)
func BindVertexArray ¶
func BindVertexArray(vaoID BufferID)
func BufferDataFloat ¶
func BufferDataInt ¶
func GetVersion ¶
func GetVersion() string
func UnbindVertexArray ¶
func UnbindVertexArray()
func UseProgram ¶
func UseProgram(programID ProgramID)
Types ¶
type BufferID ¶
type BufferID uint32
func GenBindBuffer ¶
func GenBindVertexArray ¶
func GenBindVertexArray() BufferID
type Camera ¶
type Camera struct { Position mgl32.Vec3 Front mgl32.Vec3 Up mgl32.Vec3 Right mgl32.Vec3 WorldUp mgl32.Vec3 Yaw float32 Pitch float32 MovementSpeed float32 MouseSens float32 Zoom float32 }
func (*Camera) GetViewMatrix ¶
func (*Camera) UpdateCamera ¶
type Shader ¶
type Shader struct {
// contains filtered or unexported fields
}
func (*Shader) CheckShaderForChanges ¶
type TextureID ¶
type TextureID uint32
func GenBindTexture ¶
func GenBindTexture() TextureID
func LoadTextureAlpha ¶
Todo: SDL2_image stb_image Sean Barret
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