LwjglGL
Author
Colton Daily
Constructors
Functions
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open fun blendFuncSeparate(srcRGB: BlendFactor, dstRGB: BlendFactor, srcAlpha: BlendFactor, dstAlpha: BlendFactor)
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open fun compressedTexImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, width: Int, height: Int, source: ByteBuffer?)
open override fun compressedTexImage2D(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, source: ByteBuffer?)
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open fun compressedTexImage3D(target: TextureTarget, level: Int, internalFormat: TextureFormat, width: Int, height: Int, depth: Int, source: ByteBuffer?)
open override fun compressedTexImage3D(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, depth: Int, source: ByteBuffer?)
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open fun compressedTexSubImage2D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: TextureFormat, source: ByteBuffer)
open override fun compressedTexSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: Int, source: ByteBuffer)
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open fun compressedTexSubImage3D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, width: Int, height: Int, depth: Int, format: TextureFormat, source: ByteBuffer)
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open fun copyTexImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, x: Int, y: Int, width: Int, height: Int, border: Int)
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open override fun frameBufferRenderBuffer(attachementType: FrameBufferRenderBufferAttachment, glRenderBuffer: GlRenderBuffer)
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open override fun frameBufferTexture2D(attachementType: FrameBufferRenderBufferAttachment, glTexture: GlTexture, level: Int)
open override fun frameBufferTexture2D(target: Int, attachementType: FrameBufferRenderBufferAttachment, glTexture: GlTexture, level: Int)
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open override fun getUniformLocation(glShaderProgram: GlShaderProgram, name: String): UniformLocation
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open override fun renderBufferStorage(internalFormat: RenderBufferInternalFormat, width: Int, height: Int)
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open fun stencilOpSeparate(face: FaceMode, fail: StencilAction, zfail: StencilAction, zpass: StencilAction)
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open fun texImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, type: DataType)
open override fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, type: Int)
open fun texImage2D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, type: DataType, source: ByteBuffer)
open override fun texImage2D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, type: Int, source: ByteBuffer)
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open fun texImage3D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, depth: Int, type: DataType)
open override fun texImage3D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, depth: Int, type: Int)
open fun texImage3D(target: TextureTarget, level: Int, internalFormat: TextureFormat, format: TextureFormat, width: Int, height: Int, depth: Int, type: DataType, source: ByteBuffer)
open override fun texImage3D(target: Int, level: Int, internalFormat: Int, format: Int, width: Int, height: Int, depth: Int, type: Int, source: ByteBuffer)
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open fun texSubImage2D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: TextureFormat, type: DataType, source: ByteBuffer)
open override fun texSubImage2D(target: Int, level: Int, xOffset: Int, yOffset: Int, width: Int, height: Int, format: Int, type: Int, source: ByteBuffer)
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open fun texSubImage3D(target: TextureTarget, level: Int, xOffset: Int, yOffset: Int, zOffset: Int, width: Int, height: Int, depth: Int, format: TextureFormat, type: DataType, source: ByteBuffer)
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open override fun uniformMatrix3fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatBuffer)
open override fun uniformMatrix3fv(uniformLocation: UniformLocation, transpose: Boolean, data: Mat3)
open override fun uniformMatrix3fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatArray)
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open override fun uniformMatrix4fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatBuffer)
open override fun uniformMatrix4fv(uniformLocation: UniformLocation, transpose: Boolean, data: Mat4)
open override fun uniformMatrix4fv(uniformLocation: UniformLocation, transpose: Boolean, data: FloatArray)
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open fun vertexAttribPointer(index: Int, size: Int, type: VertexAttrType, normalized: Boolean, stride: Int, offset: Int)