Example usage for org.lwjgl.opengl GL20 GL_MAX_VERTEX_UNIFORM_COMPONENTS

List of usage examples for org.lwjgl.opengl GL20 GL_MAX_VERTEX_UNIFORM_COMPONENTS

Introduction

In this page you can find the example usage for org.lwjgl.opengl GL20 GL_MAX_VERTEX_UNIFORM_COMPONENTS.

Prototype

int GL_MAX_VERTEX_UNIFORM_COMPONENTS

To view the source code for org.lwjgl.opengl GL20 GL_MAX_VERTEX_UNIFORM_COMPONENTS.

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Document

Accepted by the pname parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev.

Usage

From source file:com.xrbpowered.gl.Client.java

License:Open Source License

public static void printInfo() {
    System.out.println("\n--------------------------------\nSYSTEM INFO\n--------------------------------");
    System.out.println("Device: " + GL11.glGetString(GL11.GL_RENDERER));
    System.out.println("Device vendor: " + GL11.glGetString(GL11.GL_VENDOR));
    System.out.println("OpenGL version: " + GL11.glGetString(GL11.GL_VERSION));

    System.out.printf("Max texture size: %d\n", GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE));
    System.out.printf("Max MSAA samples: %d\n", GL11.glGetInteger(GL30.GL_MAX_SAMPLES));
    System.out.printf("Max anisotropy: %d\n",
            GL11.glGetInteger(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT));
    System.out.printf("Max texture array layers: %d\n", GL11.glGetInteger(GL30.GL_MAX_ARRAY_TEXTURE_LAYERS));
    System.out.printf("Max vertex attribs: %d\n", GL11.glGetInteger(GL20.GL_MAX_VERTEX_ATTRIBS));
    System.out.printf("Max uniform components: %d\n", GL11.glGetInteger(GL20.GL_MAX_VERTEX_UNIFORM_COMPONENTS));
    System.out.printf("Available video memory (NVIDIA only): %.1f%%\n", getAvailMemoryNVidia() * 100f);
    System.out.println("--------------------------------");
    System.out.println();//from  w  w w .ja  v a2 s  .  c  om

    GL11.glGetError(); // clear errors
}

From source file:cuchaz.jfxgl.prism.JFXGLContext.java

License:Open Source License

private static int translatePrismToGL(int value) {
    switch (value) {
    case GLContext.GL_FLOAT:
        return GL11.GL_FLOAT;
    case GLContext.GL_UNSIGNED_BYTE:
        return GL11.GL_UNSIGNED_BYTE;
    case GLContext.GL_UNSIGNED_INT_8_8_8_8_REV:
        return GL12.GL_UNSIGNED_INT_8_8_8_8_REV;
    case GLContext.GL_UNSIGNED_INT_8_8_8_8:
        return GL12.GL_UNSIGNED_INT_8_8_8_8;
    case GLContext.GL_UNSIGNED_SHORT_8_8_APPLE:
        return 0x85BA;

    case GLContext.GL_RGBA:
        return GL11.GL_RGBA;
    case GLContext.GL_BGRA:
        return GL12.GL_BGRA;
    case GLContext.GL_RGB:
        return GL11.GL_RGB;
    case GLContext.GL_LUMINANCE:
        return GL11.GL_LUMINANCE;
    case GLContext.GL_ALPHA:
        return GL11.GL_ALPHA;
    case GLContext.GL_RGBA32F:
        return GL30.GL_RGBA32F;
    case GLContext.GL_YCBCR_422_APPLE:
        return 0x85B9;

    case GLContext.GL_TEXTURE_2D:
        return GL11.GL_TEXTURE_2D;
    case GLContext.GL_TEXTURE_BINDING_2D:
        return GL11.GL_TEXTURE_BINDING_2D;
    case GLContext.GL_NEAREST:
        return GL11.GL_NEAREST;
    case GLContext.GL_LINEAR:
        return GL11.GL_LINEAR;
    case GLContext.GL_NEAREST_MIPMAP_NEAREST:
        return GL11.GL_NEAREST_MIPMAP_NEAREST;
    case GLContext.GL_LINEAR_MIPMAP_LINEAR:
        return GL11.GL_LINEAR_MIPMAP_LINEAR;

    case GLContext.WRAPMODE_REPEAT:
        return GL11.GL_REPEAT;
    case GLContext.WRAPMODE_CLAMP_TO_EDGE:
        return GL12.GL_CLAMP_TO_EDGE;
    case GLContext.WRAPMODE_CLAMP_TO_BORDER:
        return GL13.GL_CLAMP_TO_BORDER;

    case GLContext.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
        return GL20.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS;
    case GLContext.GL_MAX_FRAGMENT_UNIFORM_VECTORS:
        return GL41.GL_MAX_FRAGMENT_UNIFORM_VECTORS;
    case GLContext.GL_MAX_TEXTURE_IMAGE_UNITS:
        return GL20.GL_MAX_TEXTURE_IMAGE_UNITS;
    case GLContext.GL_MAX_TEXTURE_SIZE:
        return GL11.GL_MAX_TEXTURE_SIZE;
    case GLContext.GL_MAX_VARYING_COMPONENTS:
        return GL30.GL_MAX_VARYING_COMPONENTS;
    case GLContext.GL_MAX_VARYING_VECTORS:
        return GL41.GL_MAX_VARYING_VECTORS;
    case GLContext.GL_MAX_VERTEX_ATTRIBS:
        return GL20.GL_MAX_VERTEX_ATTRIBS;
    case GLContext.GL_MAX_VERTEX_UNIFORM_COMPONENTS:
        return GL20.GL_MAX_VERTEX_UNIFORM_COMPONENTS;
    case GLContext.GL_MAX_VERTEX_UNIFORM_VECTORS:
        return GL41.GL_MAX_VERTEX_UNIFORM_VECTORS;
    case GLContext.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
        return GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS;

    default:/*from   w  ww.  j a v  a2  s. c o m*/
        // don't know how to translate, just hope for the best
        return value;
    }
}