Documentation ¶
Overview ¶
Package gles implements Go bindings to OpenGL ES.
Index ¶
Constants ¶
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const ( ZERO = 0 ONE = 1 SRC_ALPHA = 0x0302 DST_ALPHA = 0x0304 ONE_MINUS_SRC_ALPHA = 0x0303 ONE_MINUS_DST_ALPHA = 0x0305 DST_COLOR = 0x0306 ALWAYS = 0x0207 ARRAY_BUFFER = 0x8892 BLEND = 0x0BE2 CLAMP_TO_EDGE = 0x812F COLOR_ATTACHMENT0 = 0x8CE0 COMPILE_STATUS = 0x8B81 DYNAMIC_DRAW = 0x88E8 ELEMENT_ARRAY_BUFFER = 0x8893 FALSE = 0 FLOAT = 0x1406 FRAGMENT_SHADER = 0x8B30 FRAMEBUFFER = 0x8D40 FRAMEBUFFER_BINDING = 0x8CA6 FRAMEBUFFER_COMPLETE = 0x8CD5 HIGH_FLOAT = 0x8DF2 INFO_LOG_LENGTH = 0x8B84 INVERT = 0x150A KEEP = 0x1E00 LINK_STATUS = 0x8B82 MAX_TEXTURE_SIZE = 0x0D33 NEAREST = 0x2600 NO_ERROR = 0 NOTEQUAL = 0x0205 PIXEL_PACK_BUFFER = 0x88EB PIXEL_UNPACK_BUFFER = 0x88EC READ_WRITE = 0x88BA RENDERBUFFER = 0x8D41 RGBA = 0x1908 SCISSOR_TEST = 0x0C11 SHORT = 0x1402 STENCIL_ATTACHMENT = 0x8D20 STENCIL_BUFFER_BIT = 0x0400 STENCIL_INDEX8 = 0x8D48 STENCIL_TEST = 0x0B90 STREAM_DRAW = 0x88E0 TEXTURE0 = 0x84C0 TEXTURE_2D = 0x0DE1 TEXTURE_MAG_FILTER = 0x2800 TEXTURE_MIN_FILTER = 0x2801 TEXTURE_WRAP_S = 0x2802 TEXTURE_WRAP_T = 0x2803 TRIANGLES = 0x0004 TRUE = 1 UNPACK_ALIGNMENT = 0x0CF5 UNSIGNED_BYTE = 0x1401 UNSIGNED_SHORT = 0x1403 VERTEX_SHADER = 0x8B31 WRITE_ONLY = 0x88B9 )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Context ¶
type Context interface { ActiveTexture(texture uint32) AttachShader(program uint32, shader uint32) BindAttribLocation(program uint32, index uint32, name string) BindBuffer(target uint32, buffer uint32) BindFramebuffer(target uint32, framebuffer uint32) BindRenderbuffer(target uint32, renderbuffer uint32) BindTexture(target uint32, texture uint32) BlendFunc(sfactor uint32, dfactor uint32) BufferData(target uint32, size int, data []byte, usage uint32) BufferSubData(target uint32, offset int, data []byte) CheckFramebufferStatus(target uint32) uint32 Clear(mask uint32) ColorMask(red, green, blue, alpha bool) CompileShader(shader uint32) CreateProgram() uint32 CreateShader(xtype uint32) uint32 DeleteBuffers(buffers []uint32) DeleteFramebuffers(framebuffers []uint32) DeleteProgram(program uint32) DeleteRenderbuffers(renderbuffer []uint32) DeleteShader(shader uint32) DeleteTextures(textures []uint32) Disable(cap uint32) DisableVertexAttribArray(index uint32) DrawElements(mode uint32, count int32, xtype uint32, offset int) Enable(cap uint32) EnableVertexAttribArray(index uint32) Flush() FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32) FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32) GenBuffers(n int32) []uint32 GenFramebuffers(n int32) []uint32 GenRenderbuffers(n int32) []uint32 GenTextures(n int32) []uint32 GetError() uint32 GetIntegerv(dst []int32, pname uint32) GetProgramiv(dst []int32, program uint32, pname uint32) GetProgramInfoLog(program uint32) string GetShaderiv(dst []int32, shader uint32, pname uint32) GetShaderInfoLog(shader uint32) string GetShaderPrecisionFormat(shadertype uint32, precisiontype uint32) (rangeLow, rangeHigh, precision int) GetUniformLocation(program uint32, name string) int32 IsFramebuffer(framebuffer uint32) bool IsProgram(program uint32) bool IsRenderbuffer(renderbuffer uint32) bool IsTexture(texture uint32) bool LinkProgram(program uint32) PixelStorei(pname uint32, param int32) ReadPixels(dst []byte, x int32, y int32, width int32, height int32, format uint32, xtype uint32) RenderbufferStorage(target uint32, internalFormat uint32, width int32, height int32) Scissor(x, y, width, height int32) ShaderSource(shader uint32, xstring string) StencilFunc(func_ uint32, ref int32, mask uint32) StencilOp(sfail, dpfail, dppass uint32) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) TexParameteri(target uint32, pname uint32, param int32) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels []byte) Uniform1f(location int32, v0 float32) Uniform1fv(location int32, value []float32) Uniform1i(location int32, v0 int32) Uniform2fv(location int32, value []float32) Uniform3fv(location int32, value []float32) Uniform4fv(location int32, value []float32) UniformMatrix2fv(location int32, transpose bool, value []float32) UniformMatrix3fv(location int32, transpose bool, value []float32) UniformMatrix4fv(location int32, transpose bool, value []float32) UseProgram(program uint32) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, offset int) Viewport(x int32, y int32, width int32, height int32) }
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