Documentation ¶
Overview ¶
Package gl implements Go bindings to OpenGL.
This package was automatically generated using Glow:
https://github.com/go-gl/glow
Index ¶
- Constants
- func ActiveTexture(texture uint32)
- func AttachShader(program uint32, shader uint32)
- func BindAttribLocation(program uint32, index uint32, name *uint8)
- func BindBuffer(target uint32, buffer uint32)
- func BindFramebuffer(target uint32, framebuffer uint32)
- func BindRenderbuffer(target uint32, renderbuffer uint32)
- func BindTexture(target uint32, texture uint32)
- func BlendColor(red float32, green float32, blue float32, alpha float32)
- func BlendEquation(mode uint32)
- func BlendEquationSeparate(modeRGB uint32, modeAlpha uint32)
- func BlendFunc(sfactor uint32, dfactor uint32)
- func BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32)
- func BufferData(target uint32, size int, data unsafe.Pointer, usage uint32)
- func BufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
- func CheckFramebufferStatus(target uint32) uint32
- func Clear(mask uint32)
- func ClearColor(red float32, green float32, blue float32, alpha float32)
- func ClearStencil(s int32)
- func ColorMask(red bool, green bool, blue bool, alpha bool)
- func CompileShader(shader uint32)
- func CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, ...)
- func CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, ...)
- func CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, ...)
- func CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, ...)
- func CreateProgram() uint32
- func CreateShader(xtype uint32) uint32
- func CullFace(mode uint32)
- func DeleteBuffers(n int32, buffers *uint32)
- func DeleteFramebuffers(n int32, framebuffers *uint32)
- func DeleteProgram(program uint32)
- func DeleteRenderbuffers(n int32, renderbuffers *uint32)
- func DeleteShader(shader uint32)
- func DeleteTextures(n int32, textures *uint32)
- func DepthFunc(xfunc uint32)
- func DepthMask(flag bool)
- func DetachShader(program uint32, shader uint32)
- func Disable(cap uint32)
- func DisableVertexAttribArray(index uint32)
- func DrawArrays(mode uint32, first int32, count int32)
- func DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer)
- func Enable(cap uint32)
- func EnableVertexAttribArray(index uint32)
- func Finish()
- func Flush()
- func FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, ...)
- func FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, ...)
- func FrontFace(mode uint32)
- func GenBuffers(n int32, buffers *uint32)
- func GenFramebuffers(n int32, framebuffers *uint32)
- func GenRenderbuffers(n int32, renderbuffers *uint32)
- func GenTextures(n int32, textures *uint32)
- func GenerateMipmap(target uint32)
- func GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, ...)
- func GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, ...)
- func GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32)
- func GetAttribLocation(program uint32, name *uint8) int32
- func GetBooleanv(pname uint32, data *bool)
- func GetBufferParameteriv(target uint32, pname uint32, params *int32)
- func GetError() uint32
- func GetFloatv(pname uint32, data *float32)
- func GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32)
- func GetIntegerv(pname uint32, data *int32)
- func GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8)
- func GetProgramiv(program uint32, pname uint32, params *int32)
- func GetRenderbufferParameteriv(target uint32, pname uint32, params *int32)
- func GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8)
- func GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8)
- func GetShaderiv(shader uint32, pname uint32, params *int32)
- func GetString(name uint32) *uint8
- func GetTexParameterfv(target uint32, pname uint32, params *float32)
- func GetTexParameteriv(target uint32, pname uint32, params *int32)
- func GetUniformLocation(program uint32, name *uint8) int32
- func GetUniformfv(program uint32, location int32, params *float32)
- func GetUniformiv(program uint32, location int32, params *int32)
- func GetVertexAttribPointerv(index uint32, pname uint32, pointer *unsafe.Pointer)
- func GetVertexAttribfv(index uint32, pname uint32, params *float32)
- func GetVertexAttribiv(index uint32, pname uint32, params *int32)
- func GoStr(cstr *uint8) string
- func Hint(target uint32, mode uint32)
- func Init() error
- func InitWithProcAddrFunc(getProcAddr func(name string) unsafe.Pointer) error
- func IsBuffer(buffer uint32) bool
- func IsEnabled(cap uint32) bool
- func IsFramebuffer(framebuffer uint32) bool
- func IsProgram(program uint32) bool
- func IsRenderbuffer(renderbuffer uint32) bool
- func IsShader(shader uint32) bool
- func IsTexture(texture uint32) bool
- func LineWidth(width float32)
- func LinkProgram(program uint32)
- func PixelStorei(pname uint32, param int32)
- func PolygonOffset(factor float32, units float32)
- func Ptr(data interface{}) unsafe.Pointer
- func PtrOffset(offset int) unsafe.Pointer
- func ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, ...)
- func RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32)
- func SampleCoverage(value float32, invert bool)
- func Scissor(x int32, y int32, width int32, height int32)
- func ShaderSource(shader uint32, count int32, xstring **uint8, length *int32)
- func StencilFunc(xfunc uint32, ref int32, mask uint32)
- func StencilFuncSeparate(face uint32, xfunc uint32, ref int32, mask uint32)
- func StencilMask(mask uint32)
- func StencilMaskSeparate(face uint32, mask uint32)
- func StencilOp(fail uint32, zfail uint32, zpass uint32)
- func StencilOpSeparate(face uint32, sfail uint32, dpfail uint32, dppass uint32)
- func Str(str string) *uint8
- func Strs(strs ...string) (cstrs **uint8, free func())
- func TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, ...)
- func TexParameterf(target uint32, pname uint32, param float32)
- func TexParameterfv(target uint32, pname uint32, params *float32)
- func TexParameteri(target uint32, pname uint32, param int32)
- func TexParameteriv(target uint32, pname uint32, params *int32)
- func TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, ...)
- func Uniform1f(location int32, v0 float32)
- func Uniform1fv(location int32, count int32, value *float32)
- func Uniform1i(location int32, v0 int32)
- func Uniform1iv(location int32, count int32, value *int32)
- func Uniform2f(location int32, v0 float32, v1 float32)
- func Uniform2fv(location int32, count int32, value *float32)
- func Uniform2i(location int32, v0 int32, v1 int32)
- func Uniform2iv(location int32, count int32, value *int32)
- func Uniform3f(location int32, v0 float32, v1 float32, v2 float32)
- func Uniform3fv(location int32, count int32, value *float32)
- func Uniform3i(location int32, v0 int32, v1 int32, v2 int32)
- func Uniform3iv(location int32, count int32, value *int32)
- func Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32)
- func Uniform4fv(location int32, count int32, value *float32)
- func Uniform4i(location int32, v0 int32, v1 int32, v2 int32, v3 int32)
- func Uniform4iv(location int32, count int32, value *int32)
- func UniformMatrix2fv(location int32, count int32, transpose bool, value *float32)
- func UniformMatrix3fv(location int32, count int32, transpose bool, value *float32)
- func UniformMatrix4fv(location int32, count int32, transpose bool, value *float32)
- func UseProgram(program uint32)
- func ValidateProgram(program uint32)
- func VertexAttrib1f(index uint32, x float32)
- func VertexAttrib1fv(index uint32, v *float32)
- func VertexAttrib2f(index uint32, x float32, y float32)
- func VertexAttrib2fv(index uint32, v *float32)
- func VertexAttrib3f(index uint32, x float32, y float32, z float32)
- func VertexAttrib3fv(index uint32, v *float32)
- func VertexAttrib4f(index uint32, x float32, y float32, z float32, w float32)
- func VertexAttrib4fv(index uint32, v *float32)
- func VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, ...)
- func Viewport(x int32, y int32, width int32, height int32)
Constants ¶
const ( ACTIVE_ATTRIBUTES = 0x8B89 ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A ACTIVE_TEXTURE = 0x84E0 ACTIVE_UNIFORMS = 0x8B86 ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 ALIASED_LINE_WIDTH_RANGE = 0x846E ALIASED_POINT_SIZE_RANGE = 0x846D ALPHA = 0x1906 ALPHA_BITS = 0x0D55 ALWAYS = 0x0207 ARRAY_BUFFER = 0x8892 ARRAY_BUFFER_BINDING = 0x8894 ATTACHED_SHADERS = 0x8B85 BACK = 0x0405 BLEND = 0x0BE2 BLEND_DST_ALPHA = 0x80CA BLEND_DST_RGB = 0x80C8 BLEND_EQUATION_ALPHA = 0x883D BLEND_EQUATION_RGB = 0x8009 BLEND_SRC_ALPHA = 0x80CB BLEND_SRC_RGB = 0x80C9 BLUE_BITS = 0x0D54 BOOL = 0x8B56 BOOL_VEC2 = 0x8B57 BOOL_VEC3 = 0x8B58 BOOL_VEC4 = 0x8B59 BUFFER_SIZE = 0x8764 BUFFER_USAGE = 0x8765 BYTE = 0x1400 CCW = 0x0901 CLAMP_TO_EDGE = 0x812F COLOR_ATTACHMENT0 = 0x8CE0 COLOR_BUFFER_BIT = 0x00004000 COLOR_CLEAR_VALUE = 0x0C22 COLOR_WRITEMASK = 0x0C23 COMPILE_STATUS = 0x8B81 COMPRESSED_TEXTURE_FORMATS = 0x86A3 CONSTANT_ALPHA = 0x8003 CONSTANT_COLOR = 0x8001 CULL_FACE = 0x0B44 CULL_FACE_MODE = 0x0B45 CURRENT_PROGRAM = 0x8B8D CURRENT_VERTEX_ATTRIB = 0x8626 CW = 0x0900 DECR = 0x1E03 DECR_WRAP = 0x8508 DELETE_STATUS = 0x8B80 DEPTH_ATTACHMENT = 0x8D00 DEPTH_BITS = 0x0D56 DEPTH_BUFFER_BIT = 0x00000100 DEPTH_CLEAR_VALUE = 0x0B73 DEPTH_COMPONENT = 0x1902 DEPTH_COMPONENT16 = 0x81A5 DEPTH_FUNC = 0x0B74 DEPTH_RANGE = 0x0B70 DEPTH_TEST = 0x0B71 DEPTH_WRITEMASK = 0x0B72 DITHER = 0x0BD0 DONT_CARE = 0x1100 DST_ALPHA = 0x0304 DST_COLOR = 0x0306 DYNAMIC_DRAW = 0x88E8 ELEMENT_ARRAY_BUFFER = 0x8893 ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 EQUAL = 0x0202 EXTENSIONS = 0x1F03 FALSE = 0 FASTEST = 0x1101 FLOAT = 0x1406 FLOAT_MAT2 = 0x8B5A FLOAT_MAT3 = 0x8B5B FLOAT_MAT4 = 0x8B5C FLOAT_VEC2 = 0x8B50 FLOAT_VEC3 = 0x8B51 FLOAT_VEC4 = 0x8B52 FRAGMENT_SHADER = 0x8B30 FRAMEBUFFER = 0x8D40 FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = 0x8CD1 FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = 0x8CD0 FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = 0x8CD3 FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = 0x8CD2 FRAMEBUFFER_BINDING = 0x8CA6 FRAMEBUFFER_COMPLETE = 0x8CD5 FRAMEBUFFER_INCOMPLETE_ATTACHMENT = 0x8CD6 FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = 0x8CD7 FRAMEBUFFER_UNSUPPORTED = 0x8CDD FRONT = 0x0404 FRONT_AND_BACK = 0x0408 FRONT_FACE = 0x0B46 FUNC_ADD = 0x8006 FUNC_REVERSE_SUBTRACT = 0x800B FUNC_SUBTRACT = 0x800A GENERATE_MIPMAP_HINT = 0x8192 GEQUAL = 0x0206 GREATER = 0x0204 GREEN_BITS = 0x0D53 INCR = 0x1E02 INCR_WRAP = 0x8507 INFO_LOG_LENGTH = 0x8B84 INT = 0x1404 INT_VEC2 = 0x8B53 INT_VEC3 = 0x8B54 INT_VEC4 = 0x8B55 INVALID_ENUM = 0x0500 INVALID_FRAMEBUFFER_OPERATION = 0x0506 INVALID_OPERATION = 0x0502 INVALID_VALUE = 0x0501 INVERT = 0x150A KEEP = 0x1E00 LEQUAL = 0x0203 LESS = 0x0201 LINEAR = 0x2601 LINEAR_MIPMAP_LINEAR = 0x2703 LINEAR_MIPMAP_NEAREST = 0x2701 LINES = 0x0001 LINE_LOOP = 0x0002 LINE_STRIP = 0x0003 LINE_WIDTH = 0x0B21 LINK_STATUS = 0x8B82 LUMINANCE = 0x1909 LUMINANCE_ALPHA = 0x190A MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C MAX_RENDERBUFFER_SIZE = 0x84E8 MAX_TEXTURE_IMAGE_UNITS = 0x8872 MAX_TEXTURE_SIZE = 0x0D33 MAX_VERTEX_ATTRIBS = 0x8869 MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C MAX_VIEWPORT_DIMS = 0x0D3A MIRRORED_REPEAT = 0x8370 NEAREST = 0x2600 NEAREST_MIPMAP_LINEAR = 0x2702 NEAREST_MIPMAP_NEAREST = 0x2700 NEVER = 0x0200 NICEST = 0x1102 NONE = 0 NOTEQUAL = 0x0205 NO_ERROR = 0 NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2 ONE = 1 ONE_MINUS_CONSTANT_ALPHA = 0x8004 ONE_MINUS_CONSTANT_COLOR = 0x8002 ONE_MINUS_DST_ALPHA = 0x0305 ONE_MINUS_DST_COLOR = 0x0307 ONE_MINUS_SRC_ALPHA = 0x0303 ONE_MINUS_SRC_COLOR = 0x0301 OUT_OF_MEMORY = 0x0505 PACK_ALIGNMENT = 0x0D05 POINTS = 0x0000 POLYGON_OFFSET_FACTOR = 0x8038 POLYGON_OFFSET_FILL = 0x8037 POLYGON_OFFSET_UNITS = 0x2A00 RED_BITS = 0x0D52 RENDERBUFFER = 0x8D41 RENDERBUFFER_ALPHA_SIZE = 0x8D53 RENDERBUFFER_BINDING = 0x8CA7 RENDERBUFFER_BLUE_SIZE = 0x8D52 RENDERBUFFER_DEPTH_SIZE = 0x8D54 RENDERBUFFER_GREEN_SIZE = 0x8D51 RENDERBUFFER_HEIGHT = 0x8D43 RENDERBUFFER_INTERNAL_FORMAT = 0x8D44 RENDERBUFFER_RED_SIZE = 0x8D50 RENDERBUFFER_STENCIL_SIZE = 0x8D55 RENDERBUFFER_WIDTH = 0x8D42 RENDERER = 0x1F01 REPEAT = 0x2901 REPLACE = 0x1E01 RGB = 0x1907 RGB5_A1 = 0x8057 RGBA = 0x1908 RGBA4 = 0x8056 SAMPLER_2D = 0x8B5E SAMPLER_CUBE = 0x8B60 SAMPLES = 0x80A9 SAMPLE_ALPHA_TO_COVERAGE = 0x809E SAMPLE_BUFFERS = 0x80A8 SAMPLE_COVERAGE = 0x80A0 SAMPLE_COVERAGE_INVERT = 0x80AB SAMPLE_COVERAGE_VALUE = 0x80AA SCISSOR_BOX = 0x0C10 SCISSOR_TEST = 0x0C11 SHADER_SOURCE_LENGTH = 0x8B88 SHADER_TYPE = 0x8B4F SHADING_LANGUAGE_VERSION = 0x8B8C SHORT = 0x1402 SRC_ALPHA = 0x0302 SRC_ALPHA_SATURATE = 0x0308 SRC_COLOR = 0x0300 STATIC_DRAW = 0x88E4 STENCIL_ATTACHMENT = 0x8D20 STENCIL_BACK_FAIL = 0x8801 STENCIL_BACK_FUNC = 0x8800 STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 STENCIL_BACK_REF = 0x8CA3 STENCIL_BACK_VALUE_MASK = 0x8CA4 STENCIL_BACK_WRITEMASK = 0x8CA5 STENCIL_BITS = 0x0D57 STENCIL_BUFFER_BIT = 0x00000400 STENCIL_CLEAR_VALUE = 0x0B91 STENCIL_FAIL = 0x0B94 STENCIL_FUNC = 0x0B92 STENCIL_INDEX8 = 0x8D48 STENCIL_PASS_DEPTH_FAIL = 0x0B95 STENCIL_PASS_DEPTH_PASS = 0x0B96 STENCIL_REF = 0x0B97 STENCIL_TEST = 0x0B90 STENCIL_VALUE_MASK = 0x0B93 STENCIL_WRITEMASK = 0x0B98 STREAM_DRAW = 0x88E0 SUBPIXEL_BITS = 0x0D50 TEXTURE = 0x1702 TEXTURE0 = 0x84C0 TEXTURE1 = 0x84C1 TEXTURE10 = 0x84CA TEXTURE11 = 0x84CB TEXTURE12 = 0x84CC TEXTURE13 = 0x84CD TEXTURE14 = 0x84CE TEXTURE15 = 0x84CF TEXTURE16 = 0x84D0 TEXTURE17 = 0x84D1 TEXTURE18 = 0x84D2 TEXTURE19 = 0x84D3 TEXTURE2 = 0x84C2 TEXTURE20 = 0x84D4 TEXTURE21 = 0x84D5 TEXTURE22 = 0x84D6 TEXTURE23 = 0x84D7 TEXTURE24 = 0x84D8 TEXTURE25 = 0x84D9 TEXTURE26 = 0x84DA TEXTURE27 = 0x84DB TEXTURE28 = 0x84DC TEXTURE29 = 0x84DD TEXTURE3 = 0x84C3 TEXTURE30 = 0x84DE TEXTURE31 = 0x84DF TEXTURE4 = 0x84C4 TEXTURE5 = 0x84C5 TEXTURE6 = 0x84C6 TEXTURE7 = 0x84C7 TEXTURE8 = 0x84C8 TEXTURE9 = 0x84C9 TEXTURE_2D = 0x0DE1 TEXTURE_BINDING_2D = 0x8069 TEXTURE_BINDING_CUBE_MAP = 0x8514 TEXTURE_CUBE_MAP = 0x8513 TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 TEXTURE_MAG_FILTER = 0x2800 TEXTURE_MIN_FILTER = 0x2801 TEXTURE_WRAP_S = 0x2802 TEXTURE_WRAP_T = 0x2803 TRIANGLES = 0x0004 TRIANGLE_FAN = 0x0006 TRIANGLE_STRIP = 0x0005 TRUE = 1 UNPACK_ALIGNMENT = 0x0CF5 UNSIGNED_BYTE = 0x1401 UNSIGNED_INT = 0x1405 UNSIGNED_SHORT = 0x1403 UNSIGNED_SHORT_4_4_4_4 = 0x8033 UNSIGNED_SHORT_5_5_5_1 = 0x8034 UNSIGNED_SHORT_5_6_5 = 0x8363 VALIDATE_STATUS = 0x8B83 VENDOR = 0x1F00 VERSION = 0x1F02 VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 VERTEX_SHADER = 0x8B31 VIEWPORT = 0x0BA2 ZERO = 0 )
Variables ¶
This section is empty.
Functions ¶
func ActiveTexture ¶
func ActiveTexture(texture uint32)
func AttachShader ¶
func BindAttribLocation ¶
func BindBuffer ¶
func BindFramebuffer ¶
func BindRenderbuffer ¶
func BindTexture ¶
func BlendEquation ¶
func BlendEquation(mode uint32)
func BlendEquationSeparate ¶
func BlendFuncSeparate ¶
func CheckFramebufferStatus ¶
func ClearStencil ¶
func ClearStencil(s int32)
func CompileShader ¶
func CompileShader(shader uint32)
func CompressedTexImage2D ¶
func CompressedTexSubImage2D ¶
func CopyTexImage2D ¶
func CopyTexSubImage2D ¶
func CreateProgram ¶
func CreateProgram() uint32
func CreateShader ¶
func DeleteBuffers ¶
func DeleteFramebuffers ¶
func DeleteProgram ¶
func DeleteProgram(program uint32)
func DeleteRenderbuffers ¶
func DeleteShader ¶
func DeleteShader(shader uint32)
func DeleteTextures ¶
func DetachShader ¶
func DisableVertexAttribArray ¶
func DisableVertexAttribArray(index uint32)
func DrawArrays ¶
func DrawElements ¶
func EnableVertexAttribArray ¶
func EnableVertexAttribArray(index uint32)
func FramebufferRenderbuffer ¶
func FramebufferTexture2D ¶
func GenBuffers ¶
func GenFramebuffers ¶
func GenRenderbuffers ¶
func GenTextures ¶
func GenerateMipmap ¶
func GenerateMipmap(target uint32)
func GetActiveAttrib ¶
func GetActiveUniform ¶
func GetAttachedShaders ¶
func GetAttribLocation ¶
func GetBooleanv ¶
func GetBufferParameteriv ¶
func GetIntegerv ¶
func GetProgramInfoLog ¶
func GetProgramiv ¶
func GetShaderInfoLog ¶
func GetShaderSource ¶
func GetShaderiv ¶
func GetTexParameterfv ¶
func GetTexParameteriv ¶
func GetUniformLocation ¶
func GetUniformfv ¶
func GetUniformiv ¶
func GetVertexAttribPointerv ¶
func GetVertexAttribfv ¶
func GetVertexAttribiv ¶
func GoStr ¶
GoStr takes a null-terminated string returned by OpenGL and constructs a corresponding Go string.
func Init ¶
func Init() error
Init initializes the OpenGL bindings by loading the function pointers (for each OpenGL function) from the active OpenGL context.
It must be called under the presence of an active OpenGL context, e.g., always after calling window.MakeContextCurrent() and always before calling any OpenGL functions exported by this package.
On Windows, Init loads pointers that are context-specific (and hence you must re-init if switching between OpenGL contexts, although not calling Init again after switching between OpenGL contexts may work if the contexts belong to the same graphics driver/device).
On macOS and the other POSIX systems, the behavior is different, but code written compatible with the Windows behavior is compatible with macOS and the other POSIX systems. That is, always Init under an active OpenGL context, and always re-init after switching graphics contexts.
For information about caveats of Init, you should read the "Platform Specific Function Retrieval" section of https://www.opengl.org/wiki/Load_OpenGL_Functions.
func InitWithProcAddrFunc ¶
InitWithProcAddrFunc intializes the package using the specified OpenGL function pointer loading function. For more cases Init should be used instead.
func IsFramebuffer ¶
func IsRenderbuffer ¶
func LinkProgram ¶
func LinkProgram(program uint32)
func PixelStorei ¶
func PolygonOffset ¶
func Ptr ¶
Ptr takes a slice or pointer (to a singular scalar value or the first element of an array or slice) and returns its GL-compatible address.
For example:
var data []uint8 ... gl.TexImage2D(gl.TEXTURE_2D, ..., gl.UNSIGNED_BYTE, gl.Ptr(&data[0]))
func PtrOffset ¶
PtrOffset takes a pointer offset and returns a GL-compatible pointer. Useful for functions such as glVertexAttribPointer that take pointer parameters indicating an offset rather than an absolute memory address.
func ReadPixels ¶
func RenderbufferStorage ¶
func SampleCoverage ¶
func StencilFunc ¶
func StencilFuncSeparate ¶
func StencilMask ¶
func StencilMask(mask uint32)
func StencilMaskSeparate ¶
func StencilOpSeparate ¶
func Str ¶
Str takes a null-terminated Go string and returns its GL-compatible address. This function reaches into Go string storage in an unsafe way so the caller must ensure the string is not garbage collected.
func Strs ¶
Strs takes a list of Go strings (with or without null-termination) and returns their C counterpart.
The returned free function must be called once you are done using the strings in order to free the memory.
If no strings are provided as a parameter this function will panic.
func TexImage2D ¶
func TexParameterf ¶
func TexParameterfv ¶
func TexParameteri ¶
func TexParameteriv ¶
func TexSubImage2D ¶
func Uniform1fv ¶
func Uniform1iv ¶
func Uniform2fv ¶
func Uniform2iv ¶
func Uniform3fv ¶
func Uniform3iv ¶
func Uniform4fv ¶
func Uniform4iv ¶
func UniformMatrix2fv ¶
func UniformMatrix3fv ¶
func UniformMatrix4fv ¶
func UseProgram ¶
func UseProgram(program uint32)
func ValidateProgram ¶
func ValidateProgram(program uint32)
func VertexAttrib1f ¶
func VertexAttrib1fv ¶
func VertexAttrib2f ¶
func VertexAttrib2fv ¶
func VertexAttrib3fv ¶
func VertexAttrib4fv ¶
func VertexAttribPointer ¶
Types ¶
This section is empty.