Java tutorial
/* * Copyright LWJGL. All rights reserved. * License terms: https://www.lwjgl.org/license * MACHINE GENERATED FILE, DO NOT EDIT */ package org.lwjgl.opengl; import javax.annotation.*; import java.nio.*; import org.lwjgl.*; import org.lwjgl.system.*; import static org.lwjgl.system.Checks.*; import static org.lwjgl.system.JNI.*; import static org.lwjgl.system.MemoryStack.*; import static org.lwjgl.system.MemoryUtil.*; /** * The OpenGL functionality up to version 1.1. Includes the deprecated symbols of the Compatibility Profile. * * <p>Extensions promoted to core in this release:</p> * * <ul> * <li><a target="_blank" href="https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_vertex_array.txt">EXT_vertex_array</a></li> * <li><a target="_blank" href="https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_polygon_offset.txt">EXT_polygon_offset</a></li> * <li><a target="_blank" href="https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_blend_logic_op.txt">EXT_blend_logic_op</a></li> * <li><a target="_blank" href="https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture.txt">EXT_texture</a></li> * <li><a target="_blank" href="https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_copy_texture.txt">EXT_copy_texture</a></li> * <li><a target="_blank" href="https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_subtexture.txt">EXT_subtexture</a></li> * <li><a target="_blank" href="https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_object.txt">EXT_texture_object</a></li> * </ul> */ public class GL11 { /** AccumOp */ public static final int GL_ACCUM = 0x100, GL_LOAD = 0x101, GL_RETURN = 0x102, GL_MULT = 0x103, GL_ADD = 0x104; /** AlphaFunction */ public static final int GL_NEVER = 0x200, GL_LESS = 0x201, GL_EQUAL = 0x202, GL_LEQUAL = 0x203, GL_GREATER = 0x204, GL_NOTEQUAL = 0x205, GL_GEQUAL = 0x206, GL_ALWAYS = 0x207; /** AttribMask */ public static final int GL_CURRENT_BIT = 0x1, GL_POINT_BIT = 0x2, GL_LINE_BIT = 0x4, GL_POLYGON_BIT = 0x8, GL_POLYGON_STIPPLE_BIT = 0x10, GL_PIXEL_MODE_BIT = 0x20, GL_LIGHTING_BIT = 0x40, GL_FOG_BIT = 0x80, GL_DEPTH_BUFFER_BIT = 0x100, GL_ACCUM_BUFFER_BIT = 0x200, GL_STENCIL_BUFFER_BIT = 0x400, GL_VIEWPORT_BIT = 0x800, GL_TRANSFORM_BIT = 0x1000, GL_ENABLE_BIT = 0x2000, GL_COLOR_BUFFER_BIT = 0x4000, GL_HINT_BIT = 0x8000, GL_EVAL_BIT = 0x10000, GL_LIST_BIT = 0x20000, GL_TEXTURE_BIT = 0x40000, GL_SCISSOR_BIT = 0x80000, GL_ALL_ATTRIB_BITS = 0xFFFFF; /** BeginMode */ public static final int GL_POINTS = 0x0, GL_LINES = 0x1, GL_LINE_LOOP = 0x2, GL_LINE_STRIP = 0x3, GL_TRIANGLES = 0x4, GL_TRIANGLE_STRIP = 0x5, GL_TRIANGLE_FAN = 0x6, GL_QUADS = 0x7, GL_QUAD_STRIP = 0x8, GL_POLYGON = 0x9; /** BlendingFactorDest */ public static final int GL_ZERO = 0, GL_ONE = 1, GL_SRC_COLOR = 0x300, GL_ONE_MINUS_SRC_COLOR = 0x301, GL_SRC_ALPHA = 0x302, GL_ONE_MINUS_SRC_ALPHA = 0x303, GL_DST_ALPHA = 0x304, GL_ONE_MINUS_DST_ALPHA = 0x305; /** BlendingFactorSrc */ public static final int GL_DST_COLOR = 0x306, GL_ONE_MINUS_DST_COLOR = 0x307, GL_SRC_ALPHA_SATURATE = 0x308; /** Boolean */ public static final int GL_TRUE = 1, GL_FALSE = 0; /** ClipPlaneName */ public static final int GL_CLIP_PLANE0 = 0x3000, GL_CLIP_PLANE1 = 0x3001, GL_CLIP_PLANE2 = 0x3002, GL_CLIP_PLANE3 = 0x3003, GL_CLIP_PLANE4 = 0x3004, GL_CLIP_PLANE5 = 0x3005; /** DataType */ public static final int GL_BYTE = 0x1400, GL_UNSIGNED_BYTE = 0x1401, GL_SHORT = 0x1402, GL_UNSIGNED_SHORT = 0x1403, GL_INT = 0x1404, GL_UNSIGNED_INT = 0x1405, GL_FLOAT = 0x1406, GL_2_BYTES = 0x1407, GL_3_BYTES = 0x1408, GL_4_BYTES = 0x1409, GL_DOUBLE = 0x140A; /** DrawBufferMode */ public static final int GL_NONE = 0, GL_FRONT_LEFT = 0x400, GL_FRONT_RIGHT = 0x401, GL_BACK_LEFT = 0x402, GL_BACK_RIGHT = 0x403, GL_FRONT = 0x404, GL_BACK = 0x405, GL_LEFT = 0x406, GL_RIGHT = 0x407, GL_FRONT_AND_BACK = 0x408, GL_AUX0 = 0x409, GL_AUX1 = 0x40A, GL_AUX2 = 0x40B, GL_AUX3 = 0x40C; /** ErrorCode */ public static final int GL_NO_ERROR = 0, GL_INVALID_ENUM = 0x500, GL_INVALID_VALUE = 0x501, GL_INVALID_OPERATION = 0x502, GL_STACK_OVERFLOW = 0x503, GL_STACK_UNDERFLOW = 0x504, GL_OUT_OF_MEMORY = 0x505; /** FeedBackMode */ public static final int GL_2D = 0x600, GL_3D = 0x601, GL_3D_COLOR = 0x602, GL_3D_COLOR_TEXTURE = 0x603, GL_4D_COLOR_TEXTURE = 0x604; /** FeedBackToken */ public static final int GL_PASS_THROUGH_TOKEN = 0x700, GL_POINT_TOKEN = 0x701, GL_LINE_TOKEN = 0x702, GL_POLYGON_TOKEN = 0x703, GL_BITMAP_TOKEN = 0x704, GL_DRAW_PIXEL_TOKEN = 0x705, GL_COPY_PIXEL_TOKEN = 0x706, GL_LINE_RESET_TOKEN = 0x707; /** FogMode */ public static final int GL_EXP = 0x800, GL_EXP2 = 0x801; /** FrontFaceDirection */ public static final int GL_CW = 0x900, GL_CCW = 0x901; /** GetMapTarget */ public static final int GL_COEFF = 0xA00, GL_ORDER = 0xA01, GL_DOMAIN = 0xA02; /** GetTarget */ public static final int GL_CURRENT_COLOR = 0xB00, GL_CURRENT_INDEX = 0xB01, GL_CURRENT_NORMAL = 0xB02, GL_CURRENT_TEXTURE_COORDS = 0xB03, GL_CURRENT_RASTER_COLOR = 0xB04, GL_CURRENT_RASTER_INDEX = 0xB05, GL_CURRENT_RASTER_TEXTURE_COORDS = 0xB06, GL_CURRENT_RASTER_POSITION = 0xB07, GL_CURRENT_RASTER_POSITION_VALID = 0xB08, GL_CURRENT_RASTER_DISTANCE = 0xB09, GL_POINT_SMOOTH = 0xB10, GL_POINT_SIZE = 0xB11, GL_POINT_SIZE_RANGE = 0xB12, GL_POINT_SIZE_GRANULARITY = 0xB13, GL_LINE_SMOOTH = 0xB20, GL_LINE_WIDTH = 0xB21, GL_LINE_WIDTH_RANGE = 0xB22, GL_LINE_WIDTH_GRANULARITY = 0xB23, GL_LINE_STIPPLE = 0xB24, GL_LINE_STIPPLE_PATTERN = 0xB25, GL_LINE_STIPPLE_REPEAT = 0xB26, GL_LIST_MODE = 0xB30, GL_MAX_LIST_NESTING = 0xB31, GL_LIST_BASE = 0xB32, GL_LIST_INDEX = 0xB33, GL_POLYGON_MODE = 0xB40, GL_POLYGON_SMOOTH = 0xB41, GL_POLYGON_STIPPLE = 0xB42, GL_EDGE_FLAG = 0xB43, GL_CULL_FACE = 0xB44, GL_CULL_FACE_MODE = 0xB45, GL_FRONT_FACE = 0xB46, GL_LIGHTING = 0xB50, GL_LIGHT_MODEL_LOCAL_VIEWER = 0xB51, GL_LIGHT_MODEL_TWO_SIDE = 0xB52, GL_LIGHT_MODEL_AMBIENT = 0xB53, GL_SHADE_MODEL = 0xB54, GL_COLOR_MATERIAL_FACE = 0xB55, GL_COLOR_MATERIAL_PARAMETER = 0xB56, GL_COLOR_MATERIAL = 0xB57, GL_FOG = 0xB60, GL_FOG_INDEX = 0xB61, GL_FOG_DENSITY = 0xB62, GL_FOG_START = 0xB63, GL_FOG_END = 0xB64, GL_FOG_MODE = 0xB65, GL_FOG_COLOR = 0xB66, GL_DEPTH_RANGE = 0xB70, GL_DEPTH_TEST = 0xB71, GL_DEPTH_WRITEMASK = 0xB72, GL_DEPTH_CLEAR_VALUE = 0xB73, GL_DEPTH_FUNC = 0xB74, GL_ACCUM_CLEAR_VALUE = 0xB80, GL_STENCIL_TEST = 0xB90, GL_STENCIL_CLEAR_VALUE = 0xB91, GL_STENCIL_FUNC = 0xB92, GL_STENCIL_VALUE_MASK = 0xB93, GL_STENCIL_FAIL = 0xB94, GL_STENCIL_PASS_DEPTH_FAIL = 0xB95, GL_STENCIL_PASS_DEPTH_PASS = 0xB96, GL_STENCIL_REF = 0xB97, GL_STENCIL_WRITEMASK = 0xB98, GL_MATRIX_MODE = 0xBA0, GL_NORMALIZE = 0xBA1, GL_VIEWPORT = 0xBA2, GL_MODELVIEW_STACK_DEPTH = 0xBA3, GL_PROJECTION_STACK_DEPTH = 0xBA4, GL_TEXTURE_STACK_DEPTH = 0xBA5, GL_MODELVIEW_MATRIX = 0xBA6, GL_PROJECTION_MATRIX = 0xBA7, GL_TEXTURE_MATRIX = 0xBA8, GL_ATTRIB_STACK_DEPTH = 0xBB0, GL_CLIENT_ATTRIB_STACK_DEPTH = 0xBB1, GL_ALPHA_TEST = 0xBC0, GL_ALPHA_TEST_FUNC = 0xBC1, GL_ALPHA_TEST_REF = 0xBC2, GL_DITHER = 0xBD0, GL_BLEND_DST = 0xBE0, GL_BLEND_SRC = 0xBE1, GL_BLEND = 0xBE2, GL_LOGIC_OP_MODE = 0xBF0, GL_INDEX_LOGIC_OP = 0xBF1, GL_LOGIC_OP = 0xBF1, GL_COLOR_LOGIC_OP = 0xBF2, GL_AUX_BUFFERS = 0xC00, GL_DRAW_BUFFER = 0xC01, GL_READ_BUFFER = 0xC02, GL_SCISSOR_BOX = 0xC10, GL_SCISSOR_TEST = 0xC11, GL_INDEX_CLEAR_VALUE = 0xC20, GL_INDEX_WRITEMASK = 0xC21, GL_COLOR_CLEAR_VALUE = 0xC22, GL_COLOR_WRITEMASK = 0xC23, GL_INDEX_MODE = 0xC30, GL_RGBA_MODE = 0xC31, GL_DOUBLEBUFFER = 0xC32, GL_STEREO = 0xC33, GL_RENDER_MODE = 0xC40, GL_PERSPECTIVE_CORRECTION_HINT = 0xC50, GL_POINT_SMOOTH_HINT = 0xC51, GL_LINE_SMOOTH_HINT = 0xC52, GL_POLYGON_SMOOTH_HINT = 0xC53, GL_FOG_HINT = 0xC54, GL_TEXTURE_GEN_S = 0xC60, GL_TEXTURE_GEN_T = 0xC61, GL_TEXTURE_GEN_R = 0xC62, GL_TEXTURE_GEN_Q = 0xC63, GL_PIXEL_MAP_I_TO_I = 0xC70, GL_PIXEL_MAP_S_TO_S = 0xC71, GL_PIXEL_MAP_I_TO_R = 0xC72, GL_PIXEL_MAP_I_TO_G = 0xC73, GL_PIXEL_MAP_I_TO_B = 0xC74, GL_PIXEL_MAP_I_TO_A = 0xC75, GL_PIXEL_MAP_R_TO_R = 0xC76, GL_PIXEL_MAP_G_TO_G = 0xC77, GL_PIXEL_MAP_B_TO_B = 0xC78, GL_PIXEL_MAP_A_TO_A = 0xC79, GL_PIXEL_MAP_I_TO_I_SIZE = 0xCB0, GL_PIXEL_MAP_S_TO_S_SIZE = 0xCB1, GL_PIXEL_MAP_I_TO_R_SIZE = 0xCB2, GL_PIXEL_MAP_I_TO_G_SIZE = 0xCB3, GL_PIXEL_MAP_I_TO_B_SIZE = 0xCB4, GL_PIXEL_MAP_I_TO_A_SIZE = 0xCB5, GL_PIXEL_MAP_R_TO_R_SIZE = 0xCB6, GL_PIXEL_MAP_G_TO_G_SIZE = 0xCB7, GL_PIXEL_MAP_B_TO_B_SIZE = 0xCB8, GL_PIXEL_MAP_A_TO_A_SIZE = 0xCB9, GL_UNPACK_SWAP_BYTES = 0xCF0, GL_UNPACK_LSB_FIRST = 0xCF1, GL_UNPACK_ROW_LENGTH = 0xCF2, GL_UNPACK_SKIP_ROWS = 0xCF3, GL_UNPACK_SKIP_PIXELS = 0xCF4, GL_UNPACK_ALIGNMENT = 0xCF5, GL_PACK_SWAP_BYTES = 0xD00, GL_PACK_LSB_FIRST = 0xD01, GL_PACK_ROW_LENGTH = 0xD02, GL_PACK_SKIP_ROWS = 0xD03, GL_PACK_SKIP_PIXELS = 0xD04, GL_PACK_ALIGNMENT = 0xD05, GL_MAP_COLOR = 0xD10, GL_MAP_STENCIL = 0xD11, GL_INDEX_SHIFT = 0xD12, GL_INDEX_OFFSET = 0xD13, GL_RED_SCALE = 0xD14, GL_RED_BIAS = 0xD15, GL_ZOOM_X = 0xD16, GL_ZOOM_Y = 0xD17, GL_GREEN_SCALE = 0xD18, GL_GREEN_BIAS = 0xD19, GL_BLUE_SCALE = 0xD1A, GL_BLUE_BIAS = 0xD1B, GL_ALPHA_SCALE = 0xD1C, GL_ALPHA_BIAS = 0xD1D, GL_DEPTH_SCALE = 0xD1E, GL_DEPTH_BIAS = 0xD1F, GL_MAX_EVAL_ORDER = 0xD30, GL_MAX_LIGHTS = 0xD31, GL_MAX_CLIP_PLANES = 0xD32, GL_MAX_TEXTURE_SIZE = 0xD33, GL_MAX_PIXEL_MAP_TABLE = 0xD34, GL_MAX_ATTRIB_STACK_DEPTH = 0xD35, GL_MAX_MODELVIEW_STACK_DEPTH = 0xD36, GL_MAX_NAME_STACK_DEPTH = 0xD37, GL_MAX_PROJECTION_STACK_DEPTH = 0xD38, GL_MAX_TEXTURE_STACK_DEPTH = 0xD39, GL_MAX_VIEWPORT_DIMS = 0xD3A, GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0xD3B, GL_SUBPIXEL_BITS = 0xD50, GL_INDEX_BITS = 0xD51, GL_RED_BITS = 0xD52, GL_GREEN_BITS = 0xD53, GL_BLUE_BITS = 0xD54, GL_ALPHA_BITS = 0xD55, GL_DEPTH_BITS = 0xD56, GL_STENCIL_BITS = 0xD57, GL_ACCUM_RED_BITS = 0xD58, GL_ACCUM_GREEN_BITS = 0xD59, GL_ACCUM_BLUE_BITS = 0xD5A, GL_ACCUM_ALPHA_BITS = 0xD5B, GL_NAME_STACK_DEPTH = 0xD70, GL_AUTO_NORMAL = 0xD80, GL_MAP1_COLOR_4 = 0xD90, GL_MAP1_INDEX = 0xD91, GL_MAP1_NORMAL = 0xD92, GL_MAP1_TEXTURE_COORD_1 = 0xD93, GL_MAP1_TEXTURE_COORD_2 = 0xD94, GL_MAP1_TEXTURE_COORD_3 = 0xD95, GL_MAP1_TEXTURE_COORD_4 = 0xD96, GL_MAP1_VERTEX_3 = 0xD97, GL_MAP1_VERTEX_4 = 0xD98, GL_MAP2_COLOR_4 = 0xDB0, GL_MAP2_INDEX = 0xDB1, GL_MAP2_NORMAL = 0xDB2, GL_MAP2_TEXTURE_COORD_1 = 0xDB3, GL_MAP2_TEXTURE_COORD_2 = 0xDB4, GL_MAP2_TEXTURE_COORD_3 = 0xDB5, GL_MAP2_TEXTURE_COORD_4 = 0xDB6, GL_MAP2_VERTEX_3 = 0xDB7, GL_MAP2_VERTEX_4 = 0xDB8, GL_MAP1_GRID_DOMAIN = 0xDD0, GL_MAP1_GRID_SEGMENTS = 0xDD1, GL_MAP2_GRID_DOMAIN = 0xDD2, GL_MAP2_GRID_SEGMENTS = 0xDD3, GL_TEXTURE_1D = 0xDE0, GL_TEXTURE_2D = 0xDE1, GL_FEEDBACK_BUFFER_POINTER = 0xDF0, GL_FEEDBACK_BUFFER_SIZE = 0xDF1, GL_FEEDBACK_BUFFER_TYPE = 0xDF2, GL_SELECTION_BUFFER_POINTER = 0xDF3, GL_SELECTION_BUFFER_SIZE = 0xDF4; /** GetTextureParameter */ public static final int GL_TEXTURE_WIDTH = 0x1000, GL_TEXTURE_HEIGHT = 0x1001, GL_TEXTURE_INTERNAL_FORMAT = 0x1003, GL_TEXTURE_COMPONENTS = 0x1003, GL_TEXTURE_BORDER_COLOR = 0x1004, GL_TEXTURE_BORDER = 0x1005; /** HintMode */ public static final int GL_DONT_CARE = 0x1100, GL_FASTEST = 0x1101, GL_NICEST = 0x1102; /** LightName */ public static final int GL_LIGHT0 = 0x4000, GL_LIGHT1 = 0x4001, GL_LIGHT2 = 0x4002, GL_LIGHT3 = 0x4003, GL_LIGHT4 = 0x4004, GL_LIGHT5 = 0x4005, GL_LIGHT6 = 0x4006, GL_LIGHT7 = 0x4007; /** LightParameter */ public static final int GL_AMBIENT = 0x1200, GL_DIFFUSE = 0x1201, GL_SPECULAR = 0x1202, GL_POSITION = 0x1203, GL_SPOT_DIRECTION = 0x1204, GL_SPOT_EXPONENT = 0x1205, GL_SPOT_CUTOFF = 0x1206, GL_CONSTANT_ATTENUATION = 0x1207, GL_LINEAR_ATTENUATION = 0x1208, GL_QUADRATIC_ATTENUATION = 0x1209; /** ListMode */ public static final int GL_COMPILE = 0x1300, GL_COMPILE_AND_EXECUTE = 0x1301; /** LogicOp */ public static final int GL_CLEAR = 0x1500, GL_AND = 0x1501, GL_AND_REVERSE = 0x1502, GL_COPY = 0x1503, GL_AND_INVERTED = 0x1504, GL_NOOP = 0x1505, GL_XOR = 0x1506, GL_OR = 0x1507, GL_NOR = 0x1508, GL_EQUIV = 0x1509, GL_INVERT = 0x150A, GL_OR_REVERSE = 0x150B, GL_COPY_INVERTED = 0x150C, GL_OR_INVERTED = 0x150D, GL_NAND = 0x150E, GL_SET = 0x150F; /** MaterialParameter */ public static final int GL_EMISSION = 0x1600, GL_SHININESS = 0x1601, GL_AMBIENT_AND_DIFFUSE = 0x1602, GL_COLOR_INDEXES = 0x1603; /** MatrixMode */ public static final int GL_MODELVIEW = 0x1700, GL_PROJECTION = 0x1701, GL_TEXTURE = 0x1702; /** PixelCopyType */ public static final int GL_COLOR = 0x1800, GL_DEPTH = 0x1801, GL_STENCIL = 0x1802; /** PixelFormat */ public static final int GL_COLOR_INDEX = 0x1900, GL_STENCIL_INDEX = 0x1901, GL_DEPTH_COMPONENT = 0x1902, GL_RED = 0x1903, GL_GREEN = 0x1904, GL_BLUE = 0x1905, GL_ALPHA = 0x1906, GL_RGB = 0x1907, GL_RGBA = 0x1908, GL_LUMINANCE = 0x1909, GL_LUMINANCE_ALPHA = 0x190A; /** PixelType */ public static final int GL_BITMAP = 0x1A00; /** PolygonMode */ public static final int GL_POINT = 0x1B00, GL_LINE = 0x1B01, GL_FILL = 0x1B02; /** RenderingMode */ public static final int GL_RENDER = 0x1C00, GL_FEEDBACK = 0x1C01, GL_SELECT = 0x1C02; /** ShadingModel */ public static final int GL_FLAT = 0x1D00, GL_SMOOTH = 0x1D01; /** StencilOp */ public static final int GL_KEEP = 0x1E00, GL_REPLACE = 0x1E01, GL_INCR = 0x1E02, GL_DECR = 0x1E03; /** StringName */ public static final int GL_VENDOR = 0x1F00, GL_RENDERER = 0x1F01, GL_VERSION = 0x1F02, GL_EXTENSIONS = 0x1F03; /** TextureCoordName */ public static final int GL_S = 0x2000, GL_T = 0x2001, GL_R = 0x2002, GL_Q = 0x2003; /** TextureEnvMode */ public static final int GL_MODULATE = 0x2100, GL_DECAL = 0x2101; /** TextureEnvParameter */ public static final int GL_TEXTURE_ENV_MODE = 0x2200, GL_TEXTURE_ENV_COLOR = 0x2201; /** TextureEnvTarget */ public static final int GL_TEXTURE_ENV = 0x2300; /** TextureGenMode */ public static final int GL_EYE_LINEAR = 0x2400, GL_OBJECT_LINEAR = 0x2401, GL_SPHERE_MAP = 0x2402; /** TextureGenParameter */ public static final int GL_TEXTURE_GEN_MODE = 0x2500, GL_OBJECT_PLANE = 0x2501, GL_EYE_PLANE = 0x2502; /** TextureMagFilter */ public static final int GL_NEAREST = 0x2600, GL_LINEAR = 0x2601; /** TextureMinFilter */ public static final int GL_NEAREST_MIPMAP_NEAREST = 0x2700, GL_LINEAR_MIPMAP_NEAREST = 0x2701, GL_NEAREST_MIPMAP_LINEAR = 0x2702, GL_LINEAR_MIPMAP_LINEAR = 0x2703; /** TextureParameterName */ public static final int GL_TEXTURE_MAG_FILTER = 0x2800, GL_TEXTURE_MIN_FILTER = 0x2801, GL_TEXTURE_WRAP_S = 0x2802, GL_TEXTURE_WRAP_T = 0x2803; /** TextureWrapMode */ public static final int GL_CLAMP = 0x2900, GL_REPEAT = 0x2901; /** ClientAttribMask */ public static final int GL_CLIENT_PIXEL_STORE_BIT = 0x1, GL_CLIENT_VERTEX_ARRAY_BIT = 0x2, GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF; /** polygon_offset */ public static final int GL_POLYGON_OFFSET_FACTOR = 0x8038, GL_POLYGON_OFFSET_UNITS = 0x2A00, GL_POLYGON_OFFSET_POINT = 0x2A01, GL_POLYGON_OFFSET_LINE = 0x2A02, GL_POLYGON_OFFSET_FILL = 0x8037; /** texture */ public static final int GL_ALPHA4 = 0x803B, GL_ALPHA8 = 0x803C, GL_ALPHA12 = 0x803D, GL_ALPHA16 = 0x803E, GL_LUMINANCE4 = 0x803F, GL_LUMINANCE8 = 0x8040, GL_LUMINANCE12 = 0x8041, GL_LUMINANCE16 = 0x8042, GL_LUMINANCE4_ALPHA4 = 0x8043, GL_LUMINANCE6_ALPHA2 = 0x8044, GL_LUMINANCE8_ALPHA8 = 0x8045, GL_LUMINANCE12_ALPHA4 = 0x8046, GL_LUMINANCE12_ALPHA12 = 0x8047, GL_LUMINANCE16_ALPHA16 = 0x8048, GL_INTENSITY = 0x8049, GL_INTENSITY4 = 0x804A, GL_INTENSITY8 = 0x804B, GL_INTENSITY12 = 0x804C, GL_INTENSITY16 = 0x804D, GL_R3_G3_B2 = 0x2A10, GL_RGB4 = 0x804F, GL_RGB5 = 0x8050, GL_RGB8 = 0x8051, GL_RGB10 = 0x8052, GL_RGB12 = 0x8053, GL_RGB16 = 0x8054, GL_RGBA2 = 0x8055, GL_RGBA4 = 0x8056, GL_RGB5_A1 = 0x8057, GL_RGBA8 = 0x8058, GL_RGB10_A2 = 0x8059, GL_RGBA12 = 0x805A, GL_RGBA16 = 0x805B, GL_TEXTURE_RED_SIZE = 0x805C, GL_TEXTURE_GREEN_SIZE = 0x805D, GL_TEXTURE_BLUE_SIZE = 0x805E, GL_TEXTURE_ALPHA_SIZE = 0x805F, GL_TEXTURE_LUMINANCE_SIZE = 0x8060, GL_TEXTURE_INTENSITY_SIZE = 0x8061, GL_PROXY_TEXTURE_1D = 0x8063, GL_PROXY_TEXTURE_2D = 0x8064; /** texture_object */ public static final int GL_TEXTURE_PRIORITY = 0x8066, GL_TEXTURE_RESIDENT = 0x8067, GL_TEXTURE_BINDING_1D = 0x8068, GL_TEXTURE_BINDING_2D = 0x8069; /** vertex_array */ public static final int GL_VERTEX_ARRAY = 0x8074, GL_NORMAL_ARRAY = 0x8075, GL_COLOR_ARRAY = 0x8076, GL_INDEX_ARRAY = 0x8077, GL_TEXTURE_COORD_ARRAY = 0x8078, GL_EDGE_FLAG_ARRAY = 0x8079, GL_VERTEX_ARRAY_SIZE = 0x807A, GL_VERTEX_ARRAY_TYPE = 0x807B, GL_VERTEX_ARRAY_STRIDE = 0x807C, GL_NORMAL_ARRAY_TYPE = 0x807E, GL_NORMAL_ARRAY_STRIDE = 0x807F, GL_COLOR_ARRAY_SIZE = 0x8081, GL_COLOR_ARRAY_TYPE = 0x8082, GL_COLOR_ARRAY_STRIDE = 0x8083, GL_INDEX_ARRAY_TYPE = 0x8085, GL_INDEX_ARRAY_STRIDE = 0x8086, GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088, GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089, GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A, GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C, GL_VERTEX_ARRAY_POINTER = 0x808E, GL_NORMAL_ARRAY_POINTER = 0x808F, GL_COLOR_ARRAY_POINTER = 0x8090, GL_INDEX_ARRAY_POINTER = 0x8091, GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092, GL_EDGE_FLAG_ARRAY_POINTER = 0x8093, GL_V2F = 0x2A20, GL_V3F = 0x2A21, GL_C4UB_V2F = 0x2A22, GL_C4UB_V3F = 0x2A23, GL_C3F_V3F = 0x2A24, GL_N3F_V3F = 0x2A25, GL_C4F_N3F_V3F = 0x2A26, GL_T2F_V3F = 0x2A27, GL_T4F_V4F = 0x2A28, GL_T2F_C4UB_V3F = 0x2A29, GL_T2F_C3F_V3F = 0x2A2A, GL_T2F_N3F_V3F = 0x2A2B, GL_T2F_C4F_N3F_V3F = 0x2A2C, GL_T4F_C4F_N3F_V4F = 0x2A2D; static { GL.initialize(); } protected GL11() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps, java.util.Set<String> ext, boolean fc) { return (fc || checkFunctions(caps.glAccum, caps.glAlphaFunc, caps.glAreTexturesResident, caps.glArrayElement, caps.glBegin, caps.glBitmap, caps.glCallList, caps.glCallLists, caps.glClearAccum, caps.glClearIndex, caps.glClipPlane, caps.glColor3b, caps.glColor3s, caps.glColor3i, caps.glColor3f, caps.glColor3d, caps.glColor3ub, caps.glColor3us, caps.glColor3ui, caps.glColor3bv, caps.glColor3sv, caps.glColor3iv, caps.glColor3fv, caps.glColor3dv, caps.glColor3ubv, caps.glColor3usv, caps.glColor3uiv, caps.glColor4b, caps.glColor4s, caps.glColor4i, caps.glColor4f, caps.glColor4d, caps.glColor4ub, caps.glColor4us, caps.glColor4ui, caps.glColor4bv, caps.glColor4sv, caps.glColor4iv, caps.glColor4fv, caps.glColor4dv, caps.glColor4ubv, caps.glColor4usv, caps.glColor4uiv, caps.glColorMaterial, caps.glColorPointer, caps.glCopyPixels, caps.glDeleteLists, caps.glDrawPixels, caps.glEdgeFlag, caps.glEdgeFlagv, caps.glEdgeFlagPointer, caps.glEnd, caps.glEvalCoord1f, caps.glEvalCoord1fv, caps.glEvalCoord1d, caps.glEvalCoord1dv, caps.glEvalCoord2f, caps.glEvalCoord2fv, caps.glEvalCoord2d, caps.glEvalCoord2dv, caps.glEvalMesh1, caps.glEvalMesh2, caps.glEvalPoint1, caps.glEvalPoint2, caps.glFeedbackBuffer, caps.glFogi, caps.glFogiv, caps.glFogf, caps.glFogfv, caps.glGenLists, caps.glGetClipPlane, caps.glGetLightiv, caps.glGetLightfv, caps.glGetMapiv, caps.glGetMapfv, caps.glGetMapdv, caps.glGetMaterialiv, caps.glGetMaterialfv, caps.glGetPixelMapfv, caps.glGetPixelMapusv, caps.glGetPixelMapuiv, caps.glGetPolygonStipple, caps.glGetTexEnviv, caps.glGetTexEnvfv, caps.glGetTexGeniv, caps.glGetTexGenfv, caps.glGetTexGendv, caps.glIndexi, caps.glIndexub, caps.glIndexs, caps.glIndexf, caps.glIndexd, caps.glIndexiv, caps.glIndexubv, caps.glIndexsv, caps.glIndexfv, caps.glIndexdv, caps.glIndexMask, caps.glIndexPointer, caps.glInitNames, caps.glInterleavedArrays, caps.glIsList, caps.glLightModeli, caps.glLightModelf, caps.glLightModeliv, caps.glLightModelfv, caps.glLighti, caps.glLightf, caps.glLightiv, caps.glLightfv, caps.glLineStipple, caps.glListBase, caps.glLoadMatrixf, caps.glLoadMatrixd, caps.glLoadIdentity, caps.glLoadName, caps.glMap1f, caps.glMap1d, caps.glMap2f, caps.glMap2d, caps.glMapGrid1f, caps.glMapGrid1d, caps.glMapGrid2f, caps.glMapGrid2d, caps.glMateriali, caps.glMaterialf, caps.glMaterialiv, caps.glMaterialfv, caps.glMatrixMode, caps.glMultMatrixf, caps.glMultMatrixd, caps.glFrustum, caps.glNewList, caps.glEndList, caps.glNormal3f, caps.glNormal3b, caps.glNormal3s, caps.glNormal3i, caps.glNormal3d, caps.glNormal3fv, caps.glNormal3bv, caps.glNormal3sv, caps.glNormal3iv, caps.glNormal3dv, caps.glNormalPointer, caps.glOrtho, caps.glPassThrough, caps.glPixelMapfv, caps.glPixelMapusv, caps.glPixelMapuiv, caps.glPixelTransferi, caps.glPixelTransferf, caps.glPixelZoom, caps.glPolygonStipple, caps.glPushAttrib, caps.glPushClientAttrib, caps.glPopAttrib, caps.glPopClientAttrib, caps.glPopMatrix, caps.glPopName, caps.glPrioritizeTextures, caps.glPushMatrix, caps.glPushName, caps.glRasterPos2i, caps.glRasterPos2s, caps.glRasterPos2f, caps.glRasterPos2d, caps.glRasterPos2iv, caps.glRasterPos2sv, caps.glRasterPos2fv, caps.glRasterPos2dv, caps.glRasterPos3i, caps.glRasterPos3s, caps.glRasterPos3f, caps.glRasterPos3d, caps.glRasterPos3iv, caps.glRasterPos3sv, caps.glRasterPos3fv, caps.glRasterPos3dv, caps.glRasterPos4i, caps.glRasterPos4s, caps.glRasterPos4f, caps.glRasterPos4d, caps.glRasterPos4iv, caps.glRasterPos4sv, caps.glRasterPos4fv, caps.glRasterPos4dv, caps.glRecti, caps.glRects, caps.glRectf, caps.glRectd, caps.glRectiv, caps.glRectsv, caps.glRectfv, caps.glRectdv, caps.glRenderMode, caps.glRotatef, caps.glRotated, caps.glScalef, caps.glScaled, caps.glSelectBuffer, caps.glShadeModel, caps.glTexCoord1f, caps.glTexCoord1s, caps.glTexCoord1i, caps.glTexCoord1d, caps.glTexCoord1fv, caps.glTexCoord1sv, caps.glTexCoord1iv, caps.glTexCoord1dv, caps.glTexCoord2f, caps.glTexCoord2s, caps.glTexCoord2i, caps.glTexCoord2d, caps.glTexCoord2fv, caps.glTexCoord2sv, caps.glTexCoord2iv, caps.glTexCoord2dv, caps.glTexCoord3f, caps.glTexCoord3s, caps.glTexCoord3i, caps.glTexCoord3d, caps.glTexCoord3fv, caps.glTexCoord3sv, caps.glTexCoord3iv, caps.glTexCoord3dv, caps.glTexCoord4f, caps.glTexCoord4s, caps.glTexCoord4i, caps.glTexCoord4d, caps.glTexCoord4fv, caps.glTexCoord4sv, caps.glTexCoord4iv, caps.glTexCoord4dv, caps.glTexCoordPointer, caps.glTexEnvi, caps.glTexEnviv, caps.glTexEnvf, caps.glTexEnvfv, caps.glTexGeni, caps.glTexGeniv, caps.glTexGenf, caps.glTexGenfv, caps.glTexGend, caps.glTexGendv, caps.glTranslatef, caps.glTranslated, caps.glVertex2f, caps.glVertex2s, caps.glVertex2i, caps.glVertex2d, caps.glVertex2fv, caps.glVertex2sv, caps.glVertex2iv, caps.glVertex2dv, caps.glVertex3f, caps.glVertex3s, caps.glVertex3i, caps.glVertex3d, caps.glVertex3fv, caps.glVertex3sv, caps.glVertex3iv, caps.glVertex3dv, caps.glVertex4f, caps.glVertex4s, caps.glVertex4i, caps.glVertex4d, caps.glVertex4fv, caps.glVertex4sv, caps.glVertex4iv, caps.glVertex4dv, caps.glVertexPointer)) && checkFunctions(caps.glEnable, caps.glDisable, caps.glBindTexture, caps.glBlendFunc, caps.glClear, caps.glClearColor, caps.glClearDepth, caps.glClearStencil, caps.glColorMask, caps.glCullFace, caps.glDepthFunc, caps.glDepthMask, caps.glDepthRange, ext.contains("GL_NV_vertex_buffer_unified_memory") ? caps.glDisableClientState : -1L, caps.glDrawArrays, caps.glDrawBuffer, caps.glDrawElements, ext.contains("GL_NV_vertex_buffer_unified_memory") ? caps.glEnableClientState : -1L, caps.glFinish, caps.glFlush, caps.glFrontFace, caps.glGenTextures, caps.glDeleteTextures, caps.glGetBooleanv, caps.glGetFloatv, caps.glGetIntegerv, caps.glGetDoublev, caps.glGetError, caps.glGetPointerv, caps.glGetString, caps.glGetTexImage, caps.glGetTexLevelParameteriv, caps.glGetTexLevelParameterfv, caps.glGetTexParameteriv, caps.glGetTexParameterfv, caps.glHint, caps.glIsEnabled, caps.glIsTexture, caps.glLineWidth, caps.glLogicOp, caps.glPixelStorei, caps.glPixelStoref, caps.glPointSize, caps.glPolygonMode, caps.glPolygonOffset, caps.glReadBuffer, caps.glReadPixels, caps.glScissor, caps.glStencilFunc, caps.glStencilMask, caps.glStencilOp, caps.glTexImage1D, caps.glTexImage2D, caps.glCopyTexImage1D, caps.glCopyTexImage2D, caps.glCopyTexSubImage1D, caps.glCopyTexSubImage2D, caps.glTexParameteri, caps.glTexParameteriv, caps.glTexParameterf, caps.glTexParameterfv, caps.glTexSubImage1D, caps.glTexSubImage2D, caps.glViewport); } // --- [ glEnable ] --- /** * Enables the specified OpenGL state. * * @param target the OpenGL state to enable * * @see <a target="_blank" href="http://docs.gl/gl4/glEnable">Reference Page</a> */ public static void glEnable(@NativeType("GLenum") int target) { GL11C.glEnable(target); } // --- [ glDisable ] --- /** * Disables the specified OpenGL state. * * @param target the OpenGL state to disable * * @see <a target="_blank" href="http://docs.gl/gl4/glDisable">Reference Page</a> */ public static void glDisable(@NativeType("GLenum") int target) { GL11C.glDisable(target); } // --- [ glAccum ] --- /** * Each portion of a pixel in the accumulation buffer consists of four values: one for each of R, G, B, and A. The accumulation buffer is controlled * exclusively through the use of this method (except for clearing it). * * @param op a symbolic constant indicating an accumulation buffer operation * @param value a floating-point value to be used in that operation. One of:<br><table><tr><td>{@link #GL_ACCUM ACCUM}</td><td>{@link #GL_LOAD LOAD}</td><td>{@link #GL_RETURN RETURN}</td><td>{@link #GL_MULT MULT}</td><td>{@link #GL_ADD ADD}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glAccum">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glAccum(@NativeType("GLenum") int op, @NativeType("GLfloat") float value); // --- [ glAlphaFunc ] --- /** * The alpha test discards a fragment conditionally based on the outcome of a comparison between the incoming fragments alpha value and a constant value. * The comparison is enabled or disabled with the generic {@link #glEnable Enable} and {@link #glDisable Disable} commands using the symbolic constant {@link #GL_ALPHA_TEST ALPHA_TEST}. * When disabled, it is as if the comparison always passes. The test is controlled with this method. * * @param func a symbolic constant indicating the alpha test function. One of:<br><table><tr><td>{@link #GL_NEVER NEVER}</td><td>{@link #GL_ALWAYS ALWAYS}</td><td>{@link #GL_LESS LESS}</td><td>{@link #GL_LEQUAL LEQUAL}</td><td>{@link #GL_EQUAL EQUAL}</td><td>{@link #GL_GEQUAL GEQUAL}</td><td>{@link #GL_GREATER GREATER}</td><td>{@link #GL_NOTEQUAL NOTEQUAL}</td></tr></table> * @param ref a reference value clamped to the range [0, 1]. When performing the alpha test, the GL will convert the reference value to the same representation as the fragment's alpha value (floating-point or fixed-point). * * @see <a target="_blank" href="http://docs.gl/gl3/glAlphaFunc">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glAlphaFunc(@NativeType("GLenum") int func, @NativeType("GLfloat") float ref); // --- [ glAreTexturesResident ] --- /** * Unsafe version of: {@link #glAreTexturesResident AreTexturesResident} * * @param n the number of texture objects in {@code textures} */ public static native boolean nglAreTexturesResident(int n, long textures, long residences); /** * Returns {@link #GL_TRUE TRUE} if all of the texture objects named in textures are resident, or if the implementation does not distinguish a working set. If * at least one of the texture objects named in textures is not resident, then {@link #GL_FALSE FALSE} is returned, and the residence of each texture object is * returned in residences. Otherwise the contents of residences are not changed. * * @param textures an array of texture objects * @param residences returns the residences of each texture object * * @see <a target="_blank" href="http://docs.gl/gl3/glAreTexturesResident">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("GLboolean") public static boolean glAreTexturesResident(@NativeType("GLuint const *") IntBuffer textures, @NativeType("GLboolean *") ByteBuffer residences) { if (CHECKS) { check(residences, textures.remaining()); } return nglAreTexturesResident(textures.remaining(), memAddress(textures), memAddress(residences)); } /** * Returns {@link #GL_TRUE TRUE} if all of the texture objects named in textures are resident, or if the implementation does not distinguish a working set. If * at least one of the texture objects named in textures is not resident, then {@link #GL_FALSE FALSE} is returned, and the residence of each texture object is * returned in residences. Otherwise the contents of residences are not changed. * * @param residences returns the residences of each texture object * * @see <a target="_blank" href="http://docs.gl/gl3/glAreTexturesResident">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("GLboolean") public static boolean glAreTexturesResident(@NativeType("GLuint const *") int texture, @NativeType("GLboolean *") ByteBuffer residences) { if (CHECKS) { check(residences, 1); } MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer textures = stack.ints(texture); return nglAreTexturesResident(1, memAddress(textures), memAddress(residences)); } finally { stack.setPointer(stackPointer); } } // --- [ glArrayElement ] --- /** * Transfers the ith element of every enabled, non-instanced array, and the first element of every enabled, instanced array to the GL. * * @param i the element to transfer * * @see <a target="_blank" href="http://docs.gl/gl3/glArrayElement">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glArrayElement(@NativeType("GLint") int i); // --- [ glBegin ] --- /** * Begins the definition of vertex attributes of a sequence of primitives to be transferred to the GL. * * @param mode the primitive type being defined. One of:<br><table><tr><td>{@link #GL_POINTS POINTS}</td><td>{@link #GL_LINE_STRIP LINE_STRIP}</td><td>{@link #GL_LINE_LOOP LINE_LOOP}</td><td>{@link #GL_LINES LINES}</td><td>{@link #GL_TRIANGLE_STRIP TRIANGLE_STRIP}</td><td>{@link #GL_TRIANGLE_FAN TRIANGLE_FAN}</td><td>{@link #GL_TRIANGLES TRIANGLES}</td></tr><tr><td>{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}</td><td>{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}</td><td>{@link GL40#GL_PATCHES PATCHES}</td><td>{@link #GL_POLYGON POLYGON}</td><td>{@link #GL_QUADS QUADS}</td></tr><tr><td>{@link #GL_QUAD_STRIP QUAD_STRIP}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glBegin">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glBegin(@NativeType("GLenum") int mode); // --- [ glBindTexture ] --- /** * Binds the a texture to a texture target. * * <p>While a texture object is bound, GL operations on the target to which it is bound affect the bound object, and queries of the target to which it is * bound return state from the bound object. If texture mapping of the dimensionality of the target to which a texture object is bound is enabled, the * state of the bound texture object directs the texturing operation.</p> * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}</td><td>{@link GL31#GL_TEXTURE_BUFFER TEXTURE_BUFFER}</td><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}</td></tr><tr><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}</td></tr></table> * @param texture the texture object to bind * * @see <a target="_blank" href="http://docs.gl/gl4/glBindTexture">Reference Page</a> */ public static void glBindTexture(@NativeType("GLenum") int target, @NativeType("GLuint") int texture) { GL11C.glBindTexture(target, texture); } // --- [ glBitmap ] --- /** Unsafe version of: {@link #glBitmap Bitmap} */ public static native void nglBitmap(int w, int h, float xOrig, float yOrig, float xInc, float yInc, long data); /** * Sents a bitmap to the GL. Bitmaps are rectangles of zeros and ones specifying a particular pattern of fragments to be produced. Each of these fragments * has the same associated data. These data are those associated with the current raster position. * * @param w the bitmap width * @param h the bitmap width * @param xOrig the bitmap origin x coordinate * @param yOrig the bitmap origin y coordinate * @param xInc the x increment added to the raster position * @param yInc the y increment added to the raster position * @param data the buffer containing the bitmap data. * * @see <a target="_blank" href="http://docs.gl/gl3/glBitmap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glBitmap(@NativeType("GLsizei") int w, @NativeType("GLsizei") int h, @NativeType("GLfloat") float xOrig, @NativeType("GLfloat") float yOrig, @NativeType("GLfloat") float xInc, @NativeType("GLfloat") float yInc, @Nullable @NativeType("GLubyte const *") ByteBuffer data) { if (CHECKS) { checkSafe(data, ((w + 7) >> 3) * h); } nglBitmap(w, h, xOrig, yOrig, xInc, yInc, memAddressSafe(data)); } /** * Sents a bitmap to the GL. Bitmaps are rectangles of zeros and ones specifying a particular pattern of fragments to be produced. Each of these fragments * has the same associated data. These data are those associated with the current raster position. * * @param w the bitmap width * @param h the bitmap width * @param xOrig the bitmap origin x coordinate * @param yOrig the bitmap origin y coordinate * @param xInc the x increment added to the raster position * @param yInc the y increment added to the raster position * @param data the buffer containing the bitmap data. * * @see <a target="_blank" href="http://docs.gl/gl3/glBitmap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glBitmap(@NativeType("GLsizei") int w, @NativeType("GLsizei") int h, @NativeType("GLfloat") float xOrig, @NativeType("GLfloat") float yOrig, @NativeType("GLfloat") float xInc, @NativeType("GLfloat") float yInc, @Nullable @NativeType("GLubyte const *") long data) { nglBitmap(w, h, xOrig, yOrig, xInc, yInc, data); } // --- [ glBlendFunc ] --- /** * Specifies the weighting factors used by the blend equation, for both RGB and alpha functions and for all draw buffers. * * @param sfactor the source weighting factor. One of:<br><table><tr><td>{@link GL11C#GL_ZERO ZERO}</td><td>{@link GL11C#GL_ONE ONE}</td><td>{@link GL11C#GL_SRC_COLOR SRC_COLOR}</td><td>{@link GL11C#GL_ONE_MINUS_SRC_COLOR ONE_MINUS_SRC_COLOR}</td><td>{@link GL11C#GL_DST_COLOR DST_COLOR}</td></tr><tr><td>{@link GL11C#GL_ONE_MINUS_DST_COLOR ONE_MINUS_DST_COLOR}</td><td>{@link GL11C#GL_SRC_ALPHA SRC_ALPHA}</td><td>{@link GL11C#GL_ONE_MINUS_SRC_ALPHA ONE_MINUS_SRC_ALPHA}</td><td>{@link GL11C#GL_DST_ALPHA DST_ALPHA}</td><td>{@link GL11C#GL_ONE_MINUS_DST_ALPHA ONE_MINUS_DST_ALPHA}</td></tr><tr><td>{@link GL14#GL_CONSTANT_COLOR CONSTANT_COLOR}</td><td>{@link GL14#GL_ONE_MINUS_CONSTANT_COLOR ONE_MINUS_CONSTANT_COLOR}</td><td>{@link GL14#GL_CONSTANT_ALPHA CONSTANT_ALPHA}</td><td>{@link GL14#GL_ONE_MINUS_CONSTANT_ALPHA ONE_MINUS_CONSTANT_ALPHA}</td><td>{@link GL11C#GL_SRC_ALPHA_SATURATE SRC_ALPHA_SATURATE}</td></tr><tr><td>{@link GL33#GL_SRC1_COLOR SRC1_COLOR}</td><td>{@link GL33#GL_ONE_MINUS_SRC1_COLOR ONE_MINUS_SRC1_COLOR}</td><td>{@link GL15#GL_SRC1_ALPHA SRC1_ALPHA}</td><td>{@link GL33#GL_ONE_MINUS_SRC1_ALPHA ONE_MINUS_SRC1_ALPHA}</td></tr></table> * @param dfactor the destination weighting factor * * @see <a target="_blank" href="http://docs.gl/gl4/glBlendFunc">Reference Page</a> */ public static void glBlendFunc(@NativeType("GLenum") int sfactor, @NativeType("GLenum") int dfactor) { GL11C.glBlendFunc(sfactor, dfactor); } // --- [ glCallList ] --- /** * Executes a display list. Causes the commands saved in the display list to be executed, in order, just as if they were issued without using a display list. * * @param list the index of the display list to be called * * @see <a target="_blank" href="http://docs.gl/gl3/glCallList">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glCallList(@NativeType("GLuint") int list); // --- [ glCallLists ] --- /** * Unsafe version of: {@link #glCallLists CallLists} * * @param n the number of display lists to be called * @param type the data type of each element in {@code lists}. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_2_BYTES 2_BYTES}</td><td>{@link #GL_3_BYTES 3_BYTES}</td><td>{@link #GL_4_BYTES 4_BYTES}</td></tr></table> */ public static native void nglCallLists(int n, int type, long lists); /** * Provides an efficient means for executing a number of display lists. * * @param type the data type of each element in {@code lists}. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_2_BYTES 2_BYTES}</td><td>{@link #GL_3_BYTES 3_BYTES}</td><td>{@link #GL_4_BYTES 4_BYTES}</td></tr></table> * @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number. * * @see <a target="_blank" href="http://docs.gl/gl3/glCallLists">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glCallLists(@NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer lists) { nglCallLists(lists.remaining() / GLChecks.typeToBytes(type), type, memAddress(lists)); } /** * Provides an efficient means for executing a number of display lists. * * @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number. * * @see <a target="_blank" href="http://docs.gl/gl3/glCallLists">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glCallLists(@NativeType("void const *") ByteBuffer lists) { nglCallLists(lists.remaining(), GL11.GL_UNSIGNED_BYTE, memAddress(lists)); } /** * Provides an efficient means for executing a number of display lists. * * @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number. * * @see <a target="_blank" href="http://docs.gl/gl3/glCallLists">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glCallLists(@NativeType("void const *") ShortBuffer lists) { nglCallLists(lists.remaining(), GL11.GL_UNSIGNED_SHORT, memAddress(lists)); } /** * Provides an efficient means for executing a number of display lists. * * @param lists an array of offsets. Each offset is added to the display list base to obtain the display list number. * * @see <a target="_blank" href="http://docs.gl/gl3/glCallLists">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glCallLists(@NativeType("void const *") IntBuffer lists) { nglCallLists(lists.remaining(), GL11.GL_UNSIGNED_INT, memAddress(lists)); } // --- [ glClear ] --- /** * Sets portions of every pixel in a particular buffer to the same value. The value to which each buffer is cleared depends on the setting of the clear * value for that buffer. * * @param mask Zero or the bitwise OR of one or more values indicating which buffers are to be cleared. One or more of:<br><table><tr><td>{@link GL11C#GL_COLOR_BUFFER_BIT COLOR_BUFFER_BIT}</td><td>{@link GL11C#GL_DEPTH_BUFFER_BIT DEPTH_BUFFER_BIT}</td><td>{@link GL11C#GL_STENCIL_BUFFER_BIT STENCIL_BUFFER_BIT}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glClear">Reference Page</a> */ public static void glClear(@NativeType("GLbitfield") int mask) { GL11C.glClear(mask); } // --- [ glClearAccum ] --- /** * Sets the clear values for the accumulation buffer. These values are clamped to the range [-1,1] when they are specified. * * @param red the value to which to clear the R values of the accumulation buffer * @param green the value to which to clear the G values of the accumulation buffer * @param blue the value to which to clear the B values of the accumulation buffer * @param alpha the value to which to clear the A values of the accumulation buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glClearAccum">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glClearAccum(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha); // --- [ glClearColor ] --- /** * Sets the clear value for fixed-point and floating-point color buffers in RGBA mode. The specified components are stored as floating-point values. * * @param red the value to which to clear the R channel of the color buffer * @param green the value to which to clear the G channel of the color buffer * @param blue the value to which to clear the B channel of the color buffer * @param alpha the value to which to clear the A channel of the color buffer * * @see <a target="_blank" href="http://docs.gl/gl4/glClearColor">Reference Page</a> */ public static void glClearColor(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha) { GL11C.glClearColor(red, green, blue, alpha); } // --- [ glClearDepth ] --- /** * Sets the depth value used when clearing the depth buffer. When clearing a fixedpoint depth buffer, {@code depth} is clamped to the range [0,1] and * converted to fixed-point. No conversion is applied when clearing a floating-point depth buffer. * * @param depth the value to which to clear the depth buffer * * @see <a target="_blank" href="http://docs.gl/gl4/glClearDepth">Reference Page</a> */ public static void glClearDepth(@NativeType("GLdouble") double depth) { GL11C.glClearDepth(depth); } // --- [ glClearIndex ] --- /** * sets the clear color index. index is converted to a fixed-point value with unspecified precision to the left of the binary point; the integer part of * this value is then masked with <code>2<sup>m</sup> – 1</code>, where {@code m} is the number of bits in a color index value stored in the * framebuffer. * * @param index the value to which to clear the color buffer in color index mode * * @see <a target="_blank" href="http://docs.gl/gl3/glClearIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glClearIndex(@NativeType("GLfloat") float index); // --- [ glClearStencil ] --- /** * Sets the value to which to clear the stencil buffer. {@code s} is masked to the number of bitplanes in the stencil buffer. * * @param s the value to which to clear the stencil buffer * * @see <a target="_blank" href="http://docs.gl/gl4/glClearStencil">Reference Page</a> */ public static void glClearStencil(@NativeType("GLint") int s) { GL11C.glClearStencil(s); } // --- [ glClipPlane ] --- /** Unsafe version of: {@link #glClipPlane ClipPlane} */ public static native void nglClipPlane(int plane, long equation); /** * Specifies a client-defined clip plane. * * <p>The value of the first argument, {@code plane}, is a symbolic constant, CLIP_PLANEi, where i is an integer between 0 and n – 1, indicating one of * n client-defined clip planes. {@code equation} is an array of four double-precision floating-point values. These are the coefficients of a plane * equation in object coordinates: p1, p2, p3, and p4 (in that order).</p> * * @param plane the clip plane to define * @param equation the clip plane coefficients * * @see <a target="_blank" href="http://docs.gl/gl3/glClipPlane">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glClipPlane(@NativeType("GLenum") int plane, @NativeType("GLdouble const *") DoubleBuffer equation) { if (CHECKS) { check(equation, 4); } nglClipPlane(plane, memAddress(equation)); } // --- [ glColor3b ] --- /** * Sets the R, G, and B components of the current color. The alpha component is set to 1.0. * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3b(@NativeType("GLbyte") byte red, @NativeType("GLbyte") byte green, @NativeType("GLbyte") byte blue); // --- [ glColor3s ] --- /** * Short version of {@link #glColor3b Color3b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3s(@NativeType("GLshort") short red, @NativeType("GLshort") short green, @NativeType("GLshort") short blue); // --- [ glColor3i ] --- /** * Integer version of {@link #glColor3b Color3b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3i(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue); // --- [ glColor3f ] --- /** * Float version of {@link #glColor3b Color3b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue); // --- [ glColor3d ] --- /** * Double version of {@link #glColor3b Color3b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3d(@NativeType("GLdouble") double red, @NativeType("GLdouble") double green, @NativeType("GLdouble") double blue); // --- [ glColor3ub ] --- /** * Unsigned version of {@link #glColor3b Color3b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3ub(@NativeType("GLubyte") byte red, @NativeType("GLubyte") byte green, @NativeType("GLubyte") byte blue); // --- [ glColor3us ] --- /** * Unsigned short version of {@link #glColor3b Color3b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3us(@NativeType("GLushort") short red, @NativeType("GLushort") short green, @NativeType("GLushort") short blue); // --- [ glColor3ui ] --- /** * Unsigned int version of {@link #glColor3b Color3b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor3ui(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue); // --- [ glColor3bv ] --- /** Unsafe version of: {@link #glColor3bv Color3bv} */ public static native void nglColor3bv(long v); /** * Byte pointer version of {@link #glColor3b Color3b}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3bv(@NativeType("GLbyte const *") ByteBuffer v) { if (CHECKS) { check(v, 3); } nglColor3bv(memAddress(v)); } // --- [ glColor3sv ] --- /** Unsafe version of: {@link #glColor3sv Color3sv} */ public static native void nglColor3sv(long v); /** * Pointer version of {@link #glColor3s Color3s}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3sv(@NativeType("GLshort const *") ShortBuffer v) { if (CHECKS) { check(v, 3); } nglColor3sv(memAddress(v)); } // --- [ glColor3iv ] --- /** Unsafe version of: {@link #glColor3iv Color3iv} */ public static native void nglColor3iv(long v); /** * Pointer version of {@link #glColor3i Color3i}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3iv(@NativeType("GLint const *") IntBuffer v) { if (CHECKS) { check(v, 3); } nglColor3iv(memAddress(v)); } // --- [ glColor3fv ] --- /** Unsafe version of: {@link #glColor3fv Color3fv} */ public static native void nglColor3fv(long v); /** * Pointer version of {@link #glColor3f Color3f}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3fv(@NativeType("GLfloat const *") FloatBuffer v) { if (CHECKS) { check(v, 3); } nglColor3fv(memAddress(v)); } // --- [ glColor3dv ] --- /** Unsafe version of: {@link #glColor3dv Color3dv} */ public static native void nglColor3dv(long v); /** * Pointer version of {@link #glColor3d Color3d}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3dv(@NativeType("GLdouble const *") DoubleBuffer v) { if (CHECKS) { check(v, 3); } nglColor3dv(memAddress(v)); } // --- [ glColor3ubv ] --- /** Unsafe version of: {@link #glColor3ubv Color3ubv} */ public static native void nglColor3ubv(long v); /** * Pointer version of {@link #glColor3ub Color3ub}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3ubv(@NativeType("GLubyte const *") ByteBuffer v) { if (CHECKS) { check(v, 3); } nglColor3ubv(memAddress(v)); } // --- [ glColor3usv ] --- /** Unsafe version of: {@link #glColor3usv Color3usv} */ public static native void nglColor3usv(long v); /** * Pointer version of {@link #glColor3us Color3us}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3usv(@NativeType("GLushort const *") ShortBuffer v) { if (CHECKS) { check(v, 3); } nglColor3usv(memAddress(v)); } // --- [ glColor3uiv ] --- /** Unsafe version of: {@link #glColor3uiv Color3uiv} */ public static native void nglColor3uiv(long v); /** * Pointer version of {@link #glColor3ui Color3ui}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3uiv(@NativeType("GLuint const *") IntBuffer v) { if (CHECKS) { check(v, 3); } nglColor3uiv(memAddress(v)); } // --- [ glColor4b ] --- /** * Sets the current color. * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4b(@NativeType("GLbyte") byte red, @NativeType("GLbyte") byte green, @NativeType("GLbyte") byte blue, @NativeType("GLbyte") byte alpha); // --- [ glColor4s ] --- /** * Short version of {@link #glColor4b Color4b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4s(@NativeType("GLshort") short red, @NativeType("GLshort") short green, @NativeType("GLshort") short blue, @NativeType("GLshort") short alpha); // --- [ glColor4i ] --- /** * Integer version of {@link #glColor4b Color4b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4i(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue, @NativeType("GLint") int alpha); // --- [ glColor4f ] --- /** * Float version of {@link #glColor4b Color4b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4f(@NativeType("GLfloat") float red, @NativeType("GLfloat") float green, @NativeType("GLfloat") float blue, @NativeType("GLfloat") float alpha); // --- [ glColor4d ] --- /** * Double version of {@link #glColor4b Color4b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4d(@NativeType("GLdouble") double red, @NativeType("GLdouble") double green, @NativeType("GLdouble") double blue, @NativeType("GLdouble") double alpha); // --- [ glColor4ub ] --- /** * Unsigned version of {@link #glColor4b Color4b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4ub(@NativeType("GLubyte") byte red, @NativeType("GLubyte") byte green, @NativeType("GLubyte") byte blue, @NativeType("GLubyte") byte alpha); // --- [ glColor4us ] --- /** * Unsigned short version of {@link #glColor4b Color4b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4us(@NativeType("GLushort") short red, @NativeType("GLushort") short green, @NativeType("GLushort") short blue, @NativeType("GLushort") short alpha); // --- [ glColor4ui ] --- /** * Unsigned int version of {@link #glColor4b Color4b} * * @param red the red component of the current color * @param green the green component of the current color * @param blue the blue component of the current color * @param alpha the alpha component of the current color * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColor4ui(@NativeType("GLint") int red, @NativeType("GLint") int green, @NativeType("GLint") int blue, @NativeType("GLint") int alpha); // --- [ glColor4bv ] --- /** Unsafe version of: {@link #glColor4bv Color4bv} */ public static native void nglColor4bv(long v); /** * Pointer version of {@link #glColor4b Color4b}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4bv(@NativeType("GLbyte const *") ByteBuffer v) { if (CHECKS) { check(v, 4); } nglColor4bv(memAddress(v)); } // --- [ glColor4sv ] --- /** Unsafe version of: {@link #glColor4sv Color4sv} */ public static native void nglColor4sv(long v); /** * Pointer version of {@link #glColor4s Color4s}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4sv(@NativeType("GLshort const *") ShortBuffer v) { if (CHECKS) { check(v, 4); } nglColor4sv(memAddress(v)); } // --- [ glColor4iv ] --- /** Unsafe version of: {@link #glColor4iv Color4iv} */ public static native void nglColor4iv(long v); /** * Pointer version of {@link #glColor4i Color4i}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4iv(@NativeType("GLint const *") IntBuffer v) { if (CHECKS) { check(v, 4); } nglColor4iv(memAddress(v)); } // --- [ glColor4fv ] --- /** Unsafe version of: {@link #glColor4fv Color4fv} */ public static native void nglColor4fv(long v); /** * Pointer version of {@link #glColor4f Color4f}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4fv(@NativeType("GLfloat const *") FloatBuffer v) { if (CHECKS) { check(v, 4); } nglColor4fv(memAddress(v)); } // --- [ glColor4dv ] --- /** Unsafe version of: {@link #glColor4dv Color4dv} */ public static native void nglColor4dv(long v); /** * Pointer version of {@link #glColor4d Color4d}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4dv(@NativeType("GLdouble const *") DoubleBuffer v) { if (CHECKS) { check(v, 4); } nglColor4dv(memAddress(v)); } // --- [ glColor4ubv ] --- /** Unsafe version of: {@link #glColor4ubv Color4ubv} */ public static native void nglColor4ubv(long v); /** * Pointer version of {@link #glColor4ub Color4ub}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4ubv(@NativeType("GLubyte const *") ByteBuffer v) { if (CHECKS) { check(v, 4); } nglColor4ubv(memAddress(v)); } // --- [ glColor4usv ] --- /** Unsafe version of: {@link #glColor4usv Color4usv} */ public static native void nglColor4usv(long v); /** * Pointer version of {@link #glColor4us Color4us}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4usv(@NativeType("GLushort const *") ShortBuffer v) { if (CHECKS) { check(v, 4); } nglColor4usv(memAddress(v)); } // --- [ glColor4uiv ] --- /** Unsafe version of: {@link #glColor4uiv Color4uiv} */ public static native void nglColor4uiv(long v); /** * Pointer version of {@link #glColor4ui Color4ui}. * * @param v the color buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4uiv(@NativeType("GLuint const *") IntBuffer v) { if (CHECKS) { check(v, 4); } nglColor4uiv(memAddress(v)); } // --- [ glColorMask ] --- /** * Masks the writing of R, G, B and A values to all draw buffers. In the initial state, all color values are enabled for writing for all draw buffers. * * @param red whether R values are written or not * @param green whether G values are written or not * @param blue whether B values are written or not * @param alpha whether A values are written or not * * @see <a target="_blank" href="http://docs.gl/gl4/glColorMask">Reference Page</a> */ public static void glColorMask(@NativeType("GLboolean") boolean red, @NativeType("GLboolean") boolean green, @NativeType("GLboolean") boolean blue, @NativeType("GLboolean") boolean alpha) { GL11C.glColorMask(red, green, blue, alpha); } // --- [ glColorMaterial ] --- /** * It is possible to attach one or more material properties to the current color, so that they continuously track its component values. This behavior is * enabled and disabled by calling {@link #glEnable Enable} or {@link #glDisable Disable} with the symbolic value {@link #GL_COLOR_MATERIAL COLOR_MATERIAL}. This function controls which * of these modes is selected. * * @param face specifies which material face is affected by the current color. One of:<br><table><tr><td>{@link #GL_FRONT FRONT}</td><td>{@link #GL_BACK BACK}</td><td>{@link #GL_FRONT_AND_BACK FRONT_AND_BACK}</td></tr></table> * @param mode specifies which material property or properties track the current color. One of:<br><table><tr><td>{@link #GL_EMISSION EMISSION}</td><td>{@link #GL_AMBIENT AMBIENT}</td><td>{@link #GL_DIFFUSE DIFFUSE}</td><td>{@link #GL_SPECULAR SPECULAR}</td><td>{@link #GL_AMBIENT_AND_DIFFUSE AMBIENT_AND_DIFFUSE}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glColorMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glColorMaterial(@NativeType("GLenum") int face, @NativeType("GLenum") int mode); // --- [ glColorPointer ] --- /** Unsafe version of: {@link #glColorPointer ColorPointer} */ public static native void nglColorPointer(int size, int type, int stride, long pointer); /** * Specifies the location and organization of a color array. * * @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:<br><table><tr><td>3</td><td>4</td><td>{@link GL12#GL_BGRA BGRA}</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td></tr><tr><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color array data * * @see <a target="_blank" href="http://docs.gl/gl3/glColorPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { nglColorPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a color array. * * @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:<br><table><tr><td>3</td><td>4</td><td>{@link GL12#GL_BGRA BGRA}</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td></tr><tr><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color array data * * @see <a target="_blank" href="http://docs.gl/gl3/glColorPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { nglColorPointer(size, type, stride, pointer); } /** * Specifies the location and organization of a color array. * * @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:<br><table><tr><td>3</td><td>4</td><td>{@link GL12#GL_BGRA BGRA}</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td></tr><tr><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color array data * * @see <a target="_blank" href="http://docs.gl/gl3/glColorPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) { nglColorPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a color array. * * @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:<br><table><tr><td>3</td><td>4</td><td>{@link GL12#GL_BGRA BGRA}</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td></tr><tr><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color array data * * @see <a target="_blank" href="http://docs.gl/gl3/glColorPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) { nglColorPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a color array. * * @param size the number of values per vertex that are stored in the array, as well as their component ordering. One of:<br><table><tr><td>3</td><td>4</td><td>{@link GL12#GL_BGRA BGRA}</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td></tr><tr><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color array data * * @see <a target="_blank" href="http://docs.gl/gl3/glColorPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColorPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer) { nglColorPointer(size, type, stride, memAddress(pointer)); } // --- [ glCopyPixels ] --- /** * Transfers a rectangle of pixel values from one region of the read framebuffer to another in the draw framebuffer * * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the rectangle width * @param height the rectangle height * @param type Indicates the type of values to be transfered. One of:<br><table><tr><td>{@link #GL_COLOR COLOR}</td><td>{@link #GL_STENCIL STENCIL}</td><td>{@link #GL_DEPTH DEPTH}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glCopyPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glCopyPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int type); // --- [ glCullFace ] --- /** * Specifies which polygon faces are culled if {@link GL11C#GL_CULL_FACE CULL_FACE} is enabled. Front-facing polygons are rasterized if either culling is disabled or the * CullFace mode is {@link GL11C#GL_BACK BACK} while back-facing polygons are rasterized only if either culling is disabled or the CullFace mode is * {@link GL11C#GL_FRONT FRONT}. The initial setting of the CullFace mode is {@link GL11C#GL_BACK BACK}. Initially, culling is disabled. * * @param mode the CullFace mode. One of:<br><table><tr><td>{@link GL11C#GL_FRONT FRONT}</td><td>{@link GL11C#GL_BACK BACK}</td><td>{@link GL11C#GL_FRONT_AND_BACK FRONT_AND_BACK}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glCullFace">Reference Page</a> */ public static void glCullFace(@NativeType("GLenum") int mode) { GL11C.glCullFace(mode); } // --- [ glDeleteLists ] --- /** * Deletes a contiguous group of display lists. All information about the display lists is lost, and the indices become unused. Indices to which no display * list corresponds are ignored. If {@code range} is zero, nothing happens. * * @param list the index of the first display list to be deleted * @param range the number of display lists to be deleted * * @see <a target="_blank" href="http://docs.gl/gl3/glDeleteLists">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glDeleteLists(@NativeType("GLuint") int list, @NativeType("GLsizei") int range); // --- [ glDepthFunc ] --- /** * Specifies the comparison that takes place during the depth buffer test (when {@link GL11C#GL_DEPTH_TEST DEPTH_TEST} is enabled). * * @param func the depth test comparison. One of:<br><table><tr><td>{@link GL11C#GL_NEVER NEVER}</td><td>{@link GL11C#GL_ALWAYS ALWAYS}</td><td>{@link GL11C#GL_LESS LESS}</td><td>{@link GL11C#GL_LEQUAL LEQUAL}</td><td>{@link GL11C#GL_EQUAL EQUAL}</td><td>{@link GL11C#GL_GREATER GREATER}</td><td>{@link GL11C#GL_GEQUAL GEQUAL}</td><td>{@link GL11C#GL_NOTEQUAL NOTEQUAL}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glDepthFunc">Reference Page</a> */ public static void glDepthFunc(@NativeType("GLenum") int func) { GL11C.glDepthFunc(func); } // --- [ glDepthMask ] --- /** * Masks the writing of depth values to the depth buffer. In the initial state, the depth buffer is enabled for writing. * * @param flag whether depth values are written or not. * * @see <a target="_blank" href="http://docs.gl/gl4/glDepthMask">Reference Page</a> */ public static void glDepthMask(@NativeType("GLboolean") boolean flag) { GL11C.glDepthMask(flag); } // --- [ glDepthRange ] --- /** * Sets the depth range for all viewports to the same values. * * @param zNear the near depth range * @param zFar the far depth range * * @see <a target="_blank" href="http://docs.gl/gl4/glDepthRange">Reference Page</a> */ public static void glDepthRange(@NativeType("GLdouble") double zNear, @NativeType("GLdouble") double zFar) { GL11C.glDepthRange(zNear, zFar); } // --- [ glDisableClientState ] --- /** * Disables a client-side capability. * * <p>If the {@link NVVertexBufferUnifiedMemory} extension is supported, this function is available even in a core profile context.</p> * * @param cap the capability to disable. One of:<br><table><tr><td>{@link #GL_COLOR_ARRAY COLOR_ARRAY}</td><td>{@link #GL_EDGE_FLAG_ARRAY EDGE_FLAG_ARRAY}</td><td>{@link GL15#GL_FOG_COORD_ARRAY FOG_COORD_ARRAY}</td><td>{@link #GL_INDEX_ARRAY INDEX_ARRAY}</td></tr><tr><td>{@link #GL_NORMAL_ARRAY NORMAL_ARRAY}</td><td>{@link GL14#GL_SECONDARY_COLOR_ARRAY SECONDARY_COLOR_ARRAY}</td><td>{@link #GL_TEXTURE_COORD_ARRAY TEXTURE_COORD_ARRAY}</td><td>{@link #GL_VERTEX_ARRAY VERTEX_ARRAY}</td></tr><tr><td>{@link NVVertexBufferUnifiedMemory#GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV VERTEX_ATTRIB_ARRAY_UNIFIED_NV}</td><td>{@link NVVertexBufferUnifiedMemory#GL_ELEMENT_ARRAY_UNIFIED_NV ELEMENT_ARRAY_UNIFIED_NV}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glDisableClientState">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glDisableClientState(@NativeType("GLenum") int cap); // --- [ glDrawArrays ] --- /** * Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices. Elements {@code first} through * <code>first + count – 1</code> of each enabled non-instanced array are transferred to the GL. * * <p>If an array corresponding to an attribute required by a vertex shader is not enabled, then the corresponding element is taken from the current attribute * state. If an array is enabled, the corresponding current vertex attribute value is unaffected by the execution of this function.</p> * * @param mode the kind of primitives being constructed * @param first the first vertex to transfer to the GL * @param count the number of vertices after {@code first} to transfer to the GL * * @see <a target="_blank" href="http://docs.gl/gl4/glDrawArrays">Reference Page</a> */ public static void glDrawArrays(@NativeType("GLenum") int mode, @NativeType("GLint") int first, @NativeType("GLsizei") int count) { GL11C.glDrawArrays(mode, first, count); } // --- [ glDrawBuffer ] --- /** * Defines the color buffer to which fragment color zero is written. * * <p>Acceptable values for {@code buf} depend on whether the GL is using the default framebuffer (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is zero), or * a framebuffer object (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is non-zero). In the initial state, the GL is bound to the default framebuffer.</p> * * @param buf the color buffer to draw to. One of:<br><table><tr><td>{@link GL11C#GL_NONE NONE}</td><td>{@link GL11C#GL_FRONT_LEFT FRONT_LEFT}</td><td>{@link GL11C#GL_FRONT_RIGHT FRONT_RIGHT}</td><td>{@link GL11C#GL_BACK_LEFT BACK_LEFT}</td><td>{@link GL11C#GL_BACK_RIGHT BACK_RIGHT}</td><td>{@link GL11C#GL_FRONT FRONT}</td><td>{@link GL11C#GL_BACK BACK}</td><td>{@link GL11C#GL_LEFT LEFT}</td></tr><tr><td>{@link GL11C#GL_RIGHT RIGHT}</td><td>{@link GL11C#GL_FRONT_AND_BACK FRONT_AND_BACK}</td><td>{@link GL30#GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT0}</td><td>GL30.GL_COLOR_ATTACHMENT[1-15]</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glDrawBuffer">Reference Page</a> */ public static void glDrawBuffer(@NativeType("GLenum") int buf) { GL11C.glDrawBuffer(buf); } // --- [ glDrawElements ] --- /** * Unsafe version of: {@link #glDrawElements DrawElements} * * @param count the number of vertices to transfer to the GL * @param type indicates the type of index values in {@code indices}. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td></tr></table> */ public static void nglDrawElements(int mode, int count, int type, long indices) { GL11C.nglDrawElements(mode, count, type, indices); } /** * Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL. * The i<sup>th</sup> element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or * from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}. * * @param mode the kind of primitives being constructed. One of:<br><table><tr><td>{@link GL11C#GL_POINTS POINTS}</td><td>{@link GL11C#GL_LINE_STRIP LINE_STRIP}</td><td>{@link GL11C#GL_LINE_LOOP LINE_LOOP}</td><td>{@link GL11C#GL_LINES LINES}</td><td>{@link GL11C#GL_TRIANGLE_STRIP TRIANGLE_STRIP}</td><td>{@link GL11C#GL_TRIANGLE_FAN TRIANGLE_FAN}</td></tr><tr><td>{@link GL11C#GL_TRIANGLES TRIANGLES}</td><td>{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}</td><td>{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}</td><td>{@link GL40#GL_PATCHES PATCHES}</td></tr></table> * @param count the number of vertices to transfer to the GL * @param type indicates the type of index values in {@code indices}. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td></tr></table> * @param indices the index values * * @see <a target="_blank" href="http://docs.gl/gl4/glDrawElements">Reference Page</a> */ public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLsizei") int count, @NativeType("GLenum") int type, @NativeType("void const *") long indices) { GL11C.glDrawElements(mode, count, type, indices); } /** * Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL. * The i<sup>th</sup> element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or * from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}. * * @param mode the kind of primitives being constructed. One of:<br><table><tr><td>{@link GL11C#GL_POINTS POINTS}</td><td>{@link GL11C#GL_LINE_STRIP LINE_STRIP}</td><td>{@link GL11C#GL_LINE_LOOP LINE_LOOP}</td><td>{@link GL11C#GL_LINES LINES}</td><td>{@link GL11C#GL_TRIANGLE_STRIP TRIANGLE_STRIP}</td><td>{@link GL11C#GL_TRIANGLE_FAN TRIANGLE_FAN}</td></tr><tr><td>{@link GL11C#GL_TRIANGLES TRIANGLES}</td><td>{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}</td><td>{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}</td><td>{@link GL40#GL_PATCHES PATCHES}</td></tr></table> * @param type indicates the type of index values in {@code indices}. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td></tr></table> * @param indices the index values * * @see <a target="_blank" href="http://docs.gl/gl4/glDrawElements">Reference Page</a> */ public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer indices) { GL11C.glDrawElements(mode, type, indices); } /** * Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL. * The i<sup>th</sup> element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or * from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}. * * @param mode the kind of primitives being constructed. One of:<br><table><tr><td>{@link GL11C#GL_POINTS POINTS}</td><td>{@link GL11C#GL_LINE_STRIP LINE_STRIP}</td><td>{@link GL11C#GL_LINE_LOOP LINE_LOOP}</td><td>{@link GL11C#GL_LINES LINES}</td><td>{@link GL11C#GL_TRIANGLE_STRIP TRIANGLE_STRIP}</td><td>{@link GL11C#GL_TRIANGLE_FAN TRIANGLE_FAN}</td></tr><tr><td>{@link GL11C#GL_TRIANGLES TRIANGLES}</td><td>{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}</td><td>{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}</td><td>{@link GL40#GL_PATCHES PATCHES}</td></tr></table> * @param indices the index values * * @see <a target="_blank" href="http://docs.gl/gl4/glDrawElements">Reference Page</a> */ public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("void const *") ByteBuffer indices) { GL11C.glDrawElements(mode, indices); } /** * Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL. * The i<sup>th</sup> element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or * from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}. * * @param mode the kind of primitives being constructed. One of:<br><table><tr><td>{@link GL11C#GL_POINTS POINTS}</td><td>{@link GL11C#GL_LINE_STRIP LINE_STRIP}</td><td>{@link GL11C#GL_LINE_LOOP LINE_LOOP}</td><td>{@link GL11C#GL_LINES LINES}</td><td>{@link GL11C#GL_TRIANGLE_STRIP TRIANGLE_STRIP}</td><td>{@link GL11C#GL_TRIANGLE_FAN TRIANGLE_FAN}</td></tr><tr><td>{@link GL11C#GL_TRIANGLES TRIANGLES}</td><td>{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}</td><td>{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}</td><td>{@link GL40#GL_PATCHES PATCHES}</td></tr></table> * @param indices the index values * * @see <a target="_blank" href="http://docs.gl/gl4/glDrawElements">Reference Page</a> */ public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("void const *") ShortBuffer indices) { GL11C.glDrawElements(mode, indices); } /** * Constructs a sequence of geometric primitives by successively transferring elements for {@code count} vertices to the GL. * The i<sup>th</sup> element transferred by {@code DrawElements} will be taken from element {@code indices[i]} (if no element array buffer is bound), or * from the element whose index is stored in the currently bound element array buffer at offset {@code indices + i}. * * @param mode the kind of primitives being constructed. One of:<br><table><tr><td>{@link GL11C#GL_POINTS POINTS}</td><td>{@link GL11C#GL_LINE_STRIP LINE_STRIP}</td><td>{@link GL11C#GL_LINE_LOOP LINE_LOOP}</td><td>{@link GL11C#GL_LINES LINES}</td><td>{@link GL11C#GL_TRIANGLE_STRIP TRIANGLE_STRIP}</td><td>{@link GL11C#GL_TRIANGLE_FAN TRIANGLE_FAN}</td></tr><tr><td>{@link GL11C#GL_TRIANGLES TRIANGLES}</td><td>{@link GL32#GL_LINES_ADJACENCY LINES_ADJACENCY}</td><td>{@link GL32#GL_LINE_STRIP_ADJACENCY LINE_STRIP_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLES_ADJACENCY TRIANGLES_ADJACENCY}</td><td>{@link GL32#GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP_ADJACENCY}</td><td>{@link GL40#GL_PATCHES PATCHES}</td></tr></table> * @param indices the index values * * @see <a target="_blank" href="http://docs.gl/gl4/glDrawElements">Reference Page</a> */ public static void glDrawElements(@NativeType("GLenum") int mode, @NativeType("void const *") IntBuffer indices) { GL11C.glDrawElements(mode, indices); } // --- [ glDrawPixels ] --- /** Unsafe version of: {@link #glDrawPixels DrawPixels} */ public static native void nglDrawPixels(int width, int height, int format, int type, long pixels); /** * Draws a pixel rectangle to the active draw buffers. * * @param width the pixel rectangle width * @param height the pixel rectangle height * @param format the pixel data format. One of:<br><table><tr><td>{@link #GL_RED RED}</td><td>{@link #GL_GREEN GREEN}</td><td>{@link #GL_BLUE BLUE}</td><td>{@link #GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link #GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link #GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td><td>{@link #GL_LUMINANCE LUMINANCE}</td><td>{@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_SHORT SHORT}</td></tr><tr><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr><tr><td>{@link #GL_BITMAP BITMAP}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer pixels) { nglDrawPixels(width, height, format, type, memAddress(pixels)); } /** * Draws a pixel rectangle to the active draw buffers. * * @param width the pixel rectangle width * @param height the pixel rectangle height * @param format the pixel data format. One of:<br><table><tr><td>{@link #GL_RED RED}</td><td>{@link #GL_GREEN GREEN}</td><td>{@link #GL_BLUE BLUE}</td><td>{@link #GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link #GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link #GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td><td>{@link #GL_LUMINANCE LUMINANCE}</td><td>{@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_SHORT SHORT}</td></tr><tr><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr><tr><td>{@link #GL_BITMAP BITMAP}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") long pixels) { nglDrawPixels(width, height, format, type, pixels); } /** * Draws a pixel rectangle to the active draw buffers. * * @param width the pixel rectangle width * @param height the pixel rectangle height * @param format the pixel data format. One of:<br><table><tr><td>{@link #GL_RED RED}</td><td>{@link #GL_GREEN GREEN}</td><td>{@link #GL_BLUE BLUE}</td><td>{@link #GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link #GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link #GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td><td>{@link #GL_LUMINANCE LUMINANCE}</td><td>{@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_SHORT SHORT}</td></tr><tr><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr><tr><td>{@link #GL_BITMAP BITMAP}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ShortBuffer pixels) { nglDrawPixels(width, height, format, type, memAddress(pixels)); } /** * Draws a pixel rectangle to the active draw buffers. * * @param width the pixel rectangle width * @param height the pixel rectangle height * @param format the pixel data format. One of:<br><table><tr><td>{@link #GL_RED RED}</td><td>{@link #GL_GREEN GREEN}</td><td>{@link #GL_BLUE BLUE}</td><td>{@link #GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link #GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link #GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td><td>{@link #GL_LUMINANCE LUMINANCE}</td><td>{@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_SHORT SHORT}</td></tr><tr><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr><tr><td>{@link #GL_BITMAP BITMAP}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") IntBuffer pixels) { nglDrawPixels(width, height, format, type, memAddress(pixels)); } /** * Draws a pixel rectangle to the active draw buffers. * * @param width the pixel rectangle width * @param height the pixel rectangle height * @param format the pixel data format. One of:<br><table><tr><td>{@link #GL_RED RED}</td><td>{@link #GL_GREEN GREEN}</td><td>{@link #GL_BLUE BLUE}</td><td>{@link #GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link #GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link #GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link #GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td><td>{@link #GL_LUMINANCE LUMINANCE}</td><td>{@link #GL_LUMINANCE_ALPHA LUMINANCE_ALPHA}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link #GL_SHORT SHORT}</td></tr><tr><td>{@link #GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr><tr><td>{@link #GL_BITMAP BITMAP}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") FloatBuffer pixels) { nglDrawPixels(width, height, format, type, memAddress(pixels)); } // --- [ glEdgeFlag ] --- /** * Each edge of each polygon primitive generated is flagged as either boundary or non-boundary. These classifications are used during polygon * rasterization; some modes affect the interpretation of polygon boundary edges. By default, all edges are boundary edges, but the flagging of polygons, * separate triangles, or separate quadrilaterals may be altered by calling this function. * * <p>When a primitive of type {@link #GL_POLYGON POLYGON}, {@link #GL_TRIANGLES TRIANGLES}, or {@link #GL_QUADS QUADS} is drawn, each vertex transferred begins an edge. If the edge * flag bit is TRUE, then each specified vertex begins an edge that is flagged as boundary. If the bit is FALSE, then induced edges are flagged as * non-boundary.</p> * * @param flag the edge flag bit * * @see <a target="_blank" href="http://docs.gl/gl3/glEdgeFlag">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEdgeFlag(@NativeType("GLboolean") boolean flag); // --- [ glEdgeFlagv ] --- /** Unsafe version of: {@link #glEdgeFlagv EdgeFlagv} */ public static native void nglEdgeFlagv(long flag); /** * Pointer version of {@link #glEdgeFlag EdgeFlag}. * * @param flag the edge flag buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glEdgeFlagv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEdgeFlagv(@NativeType("GLboolean const *") ByteBuffer flag) { if (CHECKS) { check(flag, 1); } nglEdgeFlagv(memAddress(flag)); } // --- [ glEdgeFlagPointer ] --- /** Unsafe version of: {@link #glEdgeFlagPointer EdgeFlagPointer} */ public static native void nglEdgeFlagPointer(int stride, long pointer); /** * Specifies the location and organization of an edge flag array. * * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the edge flag array data * * @see <a target="_blank" href="http://docs.gl/gl3/glEdgeFlagPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEdgeFlagPointer(@NativeType("GLsizei") int stride, @NativeType("GLboolean const *") ByteBuffer pointer) { nglEdgeFlagPointer(stride, memAddress(pointer)); } /** * Specifies the location and organization of an edge flag array. * * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the edge flag array data * * @see <a target="_blank" href="http://docs.gl/gl3/glEdgeFlagPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEdgeFlagPointer(@NativeType("GLsizei") int stride, @NativeType("GLboolean const *") long pointer) { nglEdgeFlagPointer(stride, pointer); } // --- [ glEnableClientState ] --- /** * Enables a client-side capability. * * <p>If the {@link NVVertexBufferUnifiedMemory} extension is supported, this function is available even in a core profile context.</p> * * @param cap the capability to enable. One of:<br><table><tr><td>{@link #GL_COLOR_ARRAY COLOR_ARRAY}</td><td>{@link #GL_EDGE_FLAG_ARRAY EDGE_FLAG_ARRAY}</td><td>{@link GL15#GL_FOG_COORD_ARRAY FOG_COORD_ARRAY}</td><td>{@link #GL_INDEX_ARRAY INDEX_ARRAY}</td></tr><tr><td>{@link #GL_NORMAL_ARRAY NORMAL_ARRAY}</td><td>{@link GL14#GL_SECONDARY_COLOR_ARRAY SECONDARY_COLOR_ARRAY}</td><td>{@link #GL_TEXTURE_COORD_ARRAY TEXTURE_COORD_ARRAY}</td><td>{@link #GL_VERTEX_ARRAY VERTEX_ARRAY}</td></tr><tr><td>{@link NVVertexBufferUnifiedMemory#GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV VERTEX_ATTRIB_ARRAY_UNIFIED_NV}</td><td>{@link NVVertexBufferUnifiedMemory#GL_ELEMENT_ARRAY_UNIFIED_NV ELEMENT_ARRAY_UNIFIED_NV}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glEnableClientState">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEnableClientState(@NativeType("GLenum") int cap); // --- [ glEnd ] --- /** * Ends the definition of vertex attributes of a sequence of primitives to be transferred to the GL. * * @see <a target="_blank" href="http://docs.gl/gl3/glEnd">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEnd(); // --- [ glEvalCoord1f ] --- /** * Causes evaluation of the enabled one-dimensional evaluator maps. * * @param u the domain coordinate u * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalCoord1f(@NativeType("GLfloat") float u); // --- [ glEvalCoord1fv ] --- /** Unsafe version of: {@link #glEvalCoord1fv EvalCoord1fv} */ public static native void nglEvalCoord1fv(long u); /** * Pointer version of {@link #glEvalCoord1f EvalCoord1f}. * * @param u the domain coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord1fv(@NativeType("GLfloat const *") FloatBuffer u) { if (CHECKS) { check(u, 1); } nglEvalCoord1fv(memAddress(u)); } // --- [ glEvalCoord1d ] --- /** * Double version of {@link #glEvalCoord1f EvalCoord1f}. * * @param u the domain coordinate u * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalCoord1d(@NativeType("GLdouble") double u); // --- [ glEvalCoord1dv ] --- /** Unsafe version of: {@link #glEvalCoord1dv EvalCoord1dv} */ public static native void nglEvalCoord1dv(long u); /** * Pointer version of {@link #glEvalCoord1d EvalCoord1d}. * * @param u the domain coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord1dv(@NativeType("GLdouble const *") DoubleBuffer u) { if (CHECKS) { check(u, 1); } nglEvalCoord1dv(memAddress(u)); } // --- [ glEvalCoord2f ] --- /** * Causes evaluation of the enabled two-dimensional evaluator maps. * * @param u the domain coordinate u * @param v the domain coordinate v * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalCoord2f(@NativeType("GLfloat") float u, @NativeType("GLfloat") float v); // --- [ glEvalCoord2fv ] --- /** Unsafe version of: {@link #glEvalCoord2fv EvalCoord2fv} */ public static native void nglEvalCoord2fv(long u); /** * Pointer version of {@link #glEvalCoord2f EvalCoord2f}. * * @param u the domain coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord2fv(@NativeType("GLfloat const *") FloatBuffer u) { if (CHECKS) { check(u, 2); } nglEvalCoord2fv(memAddress(u)); } // --- [ glEvalCoord2d ] --- /** * Double version of {@link #glEvalCoord2f EvalCoord2f}. * * @param u the domain coordinate u * @param v the domain coordinate v * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalCoord2d(@NativeType("GLdouble") double u, @NativeType("GLdouble") double v); // --- [ glEvalCoord2dv ] --- /** Unsafe version of: {@link #glEvalCoord2dv EvalCoord2dv} */ public static native void nglEvalCoord2dv(long u); /** * Pointer version of {@link #glEvalCoord2d EvalCoord2d}. * * @param u the domain coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord2dv(@NativeType("GLdouble const *") DoubleBuffer u) { if (CHECKS) { check(u, 2); } nglEvalCoord2dv(memAddress(u)); } // --- [ glEvalMesh1 ] --- /** * Carries out an evaluation on a subset of the one-dimensional map grid. * * @param mode the mesh type. One of:<br><table><tr><td>{@link #GL_POINT POINT}</td><td>{@link #GL_LINE LINE}</td></tr></table> * @param i1 the start index * @param i2 the end index * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalMesh1">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalMesh1(@NativeType("GLenum") int mode, @NativeType("GLint") int i1, @NativeType("GLint") int i2); // --- [ glEvalMesh2 ] --- /** * Carries out an evaluation on a rectangular subset of the two-dimensional map grid. * * @param mode the mesh type. One of:<br><table><tr><td>{@link #GL_FILL FILL}</td><td>{@link #GL_LINE LINE}</td><td>{@link #GL_POINT POINT}</td></tr></table> * @param i1 the u-dimension start index * @param i2 the u-dimension end index * @param j1 the v-dimension start index * @param j2 the v-dimension end index * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalMesh2">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalMesh2(@NativeType("GLenum") int mode, @NativeType("GLint") int i1, @NativeType("GLint") int i2, @NativeType("GLint") int j1, @NativeType("GLint") int j2); // --- [ glEvalPoint1 ] --- /** * Carries out an evalutation of a single point on the one-dimensional map grid. * * @param i the grid index * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalPoint1">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalPoint1(@NativeType("GLint") int i); // --- [ glEvalPoint2 ] --- /** * Carries out an evalutation of a single point on the two-dimensional map grid. * * @param i the u-dimension grid index * @param j the v-dimension grid index * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalPoint2">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEvalPoint2(@NativeType("GLint") int i, @NativeType("GLint") int j); // --- [ glFeedbackBuffer ] --- /** * Unsafe version of: {@link #glFeedbackBuffer FeedbackBuffer} * * @param size the maximum number of values that can be written to {@code buffer} */ public static native void nglFeedbackBuffer(int size, int type, long buffer); /** * Returns information about primitives when the GL is in feedback mode. * * @param type the type of information to feed back for each vertex. One of:<br><table><tr><td>{@link #GL_2D 2D}</td><td>{@link #GL_3D 3D}</td><td>{@link #GL_3D_COLOR 3D_COLOR}</td><td>{@link #GL_3D_COLOR_TEXTURE 3D_COLOR_TEXTURE}</td><td>{@link #GL_4D_COLOR_TEXTURE 4D_COLOR_TEXTURE}</td></tr></table> * @param buffer an array of floating-point values into which feedback information will be placed * * @see <a target="_blank" href="http://docs.gl/gl3/glFeedbackBuffer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glFeedbackBuffer(@NativeType("GLenum") int type, @NativeType("GLfloat *") FloatBuffer buffer) { nglFeedbackBuffer(buffer.remaining(), type, memAddress(buffer)); } // --- [ glFinish ] --- /** * Forces all previously issued GL commands to complete. {@code Finish} does not return until all effects from such commands on GL client and server * state and the framebuffer are fully realized. * * @see <a target="_blank" href="http://docs.gl/gl4/glFinish">Reference Page</a> */ public static void glFinish() { GL11C.glFinish(); } // --- [ glFlush ] --- /** * Causes all previously issued GL commands to complete in finite time (although such commands may still be executing when {@code Flush} returns). * * @see <a target="_blank" href="http://docs.gl/gl4/glFlush">Reference Page</a> */ public static void glFlush() { GL11C.glFlush(); } // --- [ glFogi ] --- /** * Sets the integer value of a fog parameter. * * @param pname the fog parameter. One of:<br><table><tr><td>{@link #GL_FOG_MODE FOG_MODE}</td><td>{@link GL15#GL_FOG_COORD_SRC FOG_COORD_SRC}</td></tr></table> * @param param the fog parameter value. One of:<br><table><tr><td>{@link #GL_EXP EXP}</td><td>{@link #GL_EXP2 EXP2}</td><td>{@link #GL_LINEAR LINEAR}</td><td>{@link GL14#GL_FRAGMENT_DEPTH FRAGMENT_DEPTH}</td><td>{@link GL15#GL_FOG_COORD FOG_COORD}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glFogi">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glFogi(@NativeType("GLenum") int pname, @NativeType("GLint") int param); // --- [ glFogiv ] --- /** Unsafe version of: {@link #glFogiv Fogiv} */ public static native void nglFogiv(int pname, long params); /** * Pointer version of {@link #glFogi Fogi}. * * @param pname the fog parameter. One of:<br><table><tr><td>{@link #GL_FOG_MODE FOG_MODE}</td><td>{@link GL15#GL_FOG_COORD_SRC FOG_COORD_SRC}</td></tr></table> * @param params the fog parameter buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glFog">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glFogiv(@NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) { if (CHECKS) { check(params, 1); } nglFogiv(pname, memAddress(params)); } // --- [ glFogf ] --- /** * Sets the float value of a fog parameter. * * @param pname the fog parameter. One of:<br><table><tr><td>{@link #GL_FOG_DENSITY FOG_DENSITY}</td><td>{@link #GL_FOG_START FOG_START}</td><td>{@link #GL_FOG_END FOG_END}</td></tr></table> * @param param the fog parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glFogf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glFogf(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param); // --- [ glFogfv ] --- /** Unsafe version of: {@link #glFogfv Fogfv} */ public static native void nglFogfv(int pname, long params); /** * Pointer version of {@link #glFogf Fogf}. * * @param pname the fog parameter. One of:<br><table><tr><td>{@link #GL_FOG_DENSITY FOG_DENSITY}</td><td>{@link #GL_FOG_START FOG_START}</td><td>{@link #GL_FOG_END FOG_END}</td></tr></table> * @param params the fog parameter buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glFog">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glFogfv(@NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) { if (CHECKS) { check(params, 1); } nglFogfv(pname, memAddress(params)); } // --- [ glFrontFace ] --- /** * The first step of polygon rasterization is to determine if the polygon is back-facing or front-facing. This determination is made based on the sign of * the (clipped or unclipped) polygon's area computed in window coordinates. The interpretation of the sign of this value is controlled with this function. * In the initial state, the front face direction is set to {@link GL11C#GL_CCW CCW}. * * @param dir the front face direction. One of:<br><table><tr><td>{@link GL11C#GL_CCW CCW}</td><td>{@link GL11C#GL_CW CW}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glFrontFace">Reference Page</a> */ public static void glFrontFace(@NativeType("GLenum") int dir) { GL11C.glFrontFace(dir); } // --- [ glGenLists ] --- /** * Returns an integer n such that the indices {@code n,..., n + s - 1} are previously unused (i.e. there are {@code s} previously unused display list * indices starting at n). {@code GenLists} also has the effect of creating an empty display list for each of the indices {@code n,..., n + s - 1}, so * that these indices all become used. {@code GenLists} returns zero if there is no group of {@code s} contiguous previously unused display list indices, * or if {@code s = 0}. * * @param s the number of display lists to create * * @see <a target="_blank" href="http://docs.gl/gl3/glGenLists">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("GLuint") public static native int glGenLists(@NativeType("GLsizei") int s); // --- [ glGenTextures ] --- /** * Unsafe version of: {@link #glGenTextures GenTextures} * * @param n the number of textures to create */ public static void nglGenTextures(int n, long textures) { GL11C.nglGenTextures(n, textures); } /** * Returns n previously unused texture names in textures. These names are marked as used, for the purposes of GenTextures only, but they acquire texture * state and a dimensionality only when they are first bound, just as if they were unused. * * @param textures a scalar or buffer in which to place the returned texture names * * @see <a target="_blank" href="http://docs.gl/gl4/glGenTextures">Reference Page</a> */ public static void glGenTextures(@NativeType("GLuint *") IntBuffer textures) { GL11C.glGenTextures(textures); } /** * Returns n previously unused texture names in textures. These names are marked as used, for the purposes of GenTextures only, but they acquire texture * state and a dimensionality only when they are first bound, just as if they were unused. * * @see <a target="_blank" href="http://docs.gl/gl4/glGenTextures">Reference Page</a> */ @NativeType("void") public static int glGenTextures() { return GL11C.glGenTextures(); } // --- [ glDeleteTextures ] --- /** * Unsafe version of: {@link #glDeleteTextures DeleteTextures} * * @param n the number of texture names in the {@code textures} parameter */ public static void nglDeleteTextures(int n, long textures) { GL11C.nglDeleteTextures(n, textures); } /** * Deletes texture objects. After a texture object is deleted, it has no contents or dimensionality, and its name is again unused. If a texture that is * currently bound to any of the target bindings of {@link #glBindTexture BindTexture} is deleted, it is as though {@link #glBindTexture BindTexture} had been executed with the * same target and texture zero. Additionally, special care must be taken when deleting a texture if any of the images of the texture are attached to a * framebuffer object. * * <p>Unused names in textures that have been marked as used for the purposes of {@link #glGenTextures GenTextures} are marked as unused again. Unused names in textures are * silently ignored, as is the name zero.</p> * * @param textures contains {@code n} names of texture objects to be deleted * * @see <a target="_blank" href="http://docs.gl/gl4/glDeleteTextures">Reference Page</a> */ public static void glDeleteTextures(@NativeType("GLuint const *") IntBuffer textures) { GL11C.glDeleteTextures(textures); } /** * Deletes texture objects. After a texture object is deleted, it has no contents or dimensionality, and its name is again unused. If a texture that is * currently bound to any of the target bindings of {@link #glBindTexture BindTexture} is deleted, it is as though {@link #glBindTexture BindTexture} had been executed with the * same target and texture zero. Additionally, special care must be taken when deleting a texture if any of the images of the texture are attached to a * framebuffer object. * * <p>Unused names in textures that have been marked as used for the purposes of {@link #glGenTextures GenTextures} are marked as unused again. Unused names in textures are * silently ignored, as is the name zero.</p> * * @see <a target="_blank" href="http://docs.gl/gl4/glDeleteTextures">Reference Page</a> */ public static void glDeleteTextures(@NativeType("GLuint const *") int texture) { GL11C.glDeleteTextures(texture); } // --- [ glGetClipPlane ] --- /** Unsafe version of: {@link #glGetClipPlane GetClipPlane} */ public static native void nglGetClipPlane(int plane, long equation); /** * Returns four double-precision values in {@code equation}; these are the coefficients of the plane equation of plane in eye coordinates (these * coordinates are those that were computed when the plane was specified). * * @param plane the clip plane * @param equation a buffer in which to place the returned values * * @see <a target="_blank" href="http://docs.gl/gl3/glGetClipPlane">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetClipPlane(@NativeType("GLenum") int plane, @NativeType("GLdouble *") DoubleBuffer equation) { if (CHECKS) { check(equation, 4); } nglGetClipPlane(plane, memAddress(equation)); } // --- [ glGetBooleanv ] --- /** Unsafe version of: {@link #glGetBooleanv GetBooleanv} */ public static void nglGetBooleanv(int pname, long params) { GL11C.nglGetBooleanv(pname, params); } /** * Returns the current boolean value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetBooleanv">Reference Page</a> */ public static void glGetBooleanv(@NativeType("GLenum") int pname, @NativeType("GLboolean *") ByteBuffer params) { GL11C.glGetBooleanv(pname, params); } /** * Returns the current boolean value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * * @see <a target="_blank" href="http://docs.gl/gl4/glGetBooleanv">Reference Page</a> */ @NativeType("void") public static boolean glGetBoolean(@NativeType("GLenum") int pname) { return GL11C.glGetBoolean(pname); } // --- [ glGetFloatv ] --- /** Unsafe version of: {@link #glGetFloatv GetFloatv} */ public static void nglGetFloatv(int pname, long params) { GL11C.nglGetFloatv(pname, params); } /** * Returns the current float value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetFloatv">Reference Page</a> */ public static void glGetFloatv(@NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) { GL11C.glGetFloatv(pname, params); } /** * Returns the current float value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * * @see <a target="_blank" href="http://docs.gl/gl4/glGetFloatv">Reference Page</a> */ @NativeType("void") public static float glGetFloat(@NativeType("GLenum") int pname) { return GL11C.glGetFloat(pname); } // --- [ glGetIntegerv ] --- /** Unsafe version of: {@link #glGetIntegerv GetIntegerv} */ public static void nglGetIntegerv(int pname, long params) { GL11C.nglGetIntegerv(pname, params); } /** * Returns the current integer value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetIntegerv">Reference Page</a> */ public static void glGetIntegerv(@NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) { GL11C.glGetIntegerv(pname, params); } /** * Returns the current integer value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * * @see <a target="_blank" href="http://docs.gl/gl4/glGetIntegerv">Reference Page</a> */ @NativeType("void") public static int glGetInteger(@NativeType("GLenum") int pname) { return GL11C.glGetInteger(pname); } // --- [ glGetDoublev ] --- /** Unsafe version of: {@link #glGetDoublev GetDoublev} */ public static void nglGetDoublev(int pname, long params) { GL11C.nglGetDoublev(pname, params); } /** * Returns the current double value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetDoublev">Reference Page</a> */ public static void glGetDoublev(@NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer params) { GL11C.glGetDoublev(pname, params); } /** * Returns the current double value of the specified state variable. * * <p><b>LWJGL note</b>: The state that corresponds to the state variable may be a single value or an array of values. In the case of an array of values, * LWJGL will <b>not</b> validate if {@code params} has enough space to store that array. Doing so would introduce significant overhead, as the * OpenGL state variables are too many. It is the user's responsibility to avoid JVM crashes by ensuring enough space for the returned values.</p> * * @param pname the state variable * * @see <a target="_blank" href="http://docs.gl/gl4/glGetDoublev">Reference Page</a> */ @NativeType("void") public static double glGetDouble(@NativeType("GLenum") int pname) { return GL11C.glGetDouble(pname); } // --- [ glGetError ] --- /** * Returns error information. * * <p>Each detectable error is assigned a numeric code. When an error is detected, a flag is set and the code is recorded. Further errors, if they occur, do * not affect this recorded code. When {@code GetError} is called, the code is returned and the flag is cleared, so that a further error will again record * its code. If a call to {@code GetError} returns {@link GL11C#GL_NO_ERROR NO_ERROR}, then there has been no detectable error since the last call to {@code GetError} (or since * the GL was initialized).</p> * * @see <a target="_blank" href="http://docs.gl/gl4/glGetError">Reference Page</a> */ @NativeType("GLenum") public static int glGetError() { return GL11C.glGetError(); } // --- [ glGetLightiv ] --- /** Unsafe version of: {@link #glGetLightiv GetLightiv} */ public static native void nglGetLightiv(int light, int pname, long data); /** * Returns integer information about light parameter {@code pname} for {@code light} in {@code data}. * * @param light the light for which to return information. One of:<br><table><tr><td>{@link #GL_LIGHT0 LIGHT0}</td><td>GL_LIGHT[1-7]</td></tr></table> * @param pname the light parameter to query. One of:<br><table><tr><td>{@link #GL_AMBIENT AMBIENT}</td><td>{@link #GL_DIFFUSE DIFFUSE}</td><td>{@link #GL_SPECULAR SPECULAR}</td><td>{@link #GL_POSITION POSITION}</td><td>{@link #GL_CONSTANT_ATTENUATION CONSTANT_ATTENUATION}</td><td>{@link #GL_LINEAR_ATTENUATION LINEAR_ATTENUATION}</td></tr><tr><td>{@link #GL_QUADRATIC_ATTENUATION QUADRATIC_ATTENUATION}</td><td>{@link #GL_SPOT_DIRECTION SPOT_DIRECTION}</td><td>{@link #GL_SPOT_EXPONENT SPOT_EXPONENT}</td><td>{@link #GL_SPOT_CUTOFF SPOT_CUTOFF}</td></tr></table> * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) { if (CHECKS) { check(data, 4); } nglGetLightiv(light, pname, memAddress(data)); } /** * Returns integer information about light parameter {@code pname} for {@code light} in {@code data}. * * @param light the light for which to return information. One of:<br><table><tr><td>{@link #GL_LIGHT0 LIGHT0}</td><td>GL_LIGHT[1-7]</td></tr></table> * @param pname the light parameter to query. One of:<br><table><tr><td>{@link #GL_AMBIENT AMBIENT}</td><td>{@link #GL_DIFFUSE DIFFUSE}</td><td>{@link #GL_SPECULAR SPECULAR}</td><td>{@link #GL_POSITION POSITION}</td><td>{@link #GL_CONSTANT_ATTENUATION CONSTANT_ATTENUATION}</td><td>{@link #GL_LINEAR_ATTENUATION LINEAR_ATTENUATION}</td></tr><tr><td>{@link #GL_QUADRATIC_ATTENUATION QUADRATIC_ATTENUATION}</td><td>{@link #GL_SPOT_DIRECTION SPOT_DIRECTION}</td><td>{@link #GL_SPOT_EXPONENT SPOT_EXPONENT}</td><td>{@link #GL_SPOT_CUTOFF SPOT_CUTOFF}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glGetLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static int glGetLighti(@NativeType("GLenum") int light, @NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer data = stack.callocInt(1); nglGetLightiv(light, pname, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetLightfv ] --- /** Unsafe version of: {@link #glGetLightfv GetLightfv} */ public static native void nglGetLightfv(int light, int pname, long data); /** * Float version of {@link #glGetLightiv GetLightiv}. * * @param light the light for which to return information * @param pname the light parameter to query * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 4); } nglGetLightfv(light, pname, memAddress(data)); } /** * Float version of {@link #glGetLightiv GetLightiv}. * * @param light the light for which to return information * @param pname the light parameter to query * * @see <a target="_blank" href="http://docs.gl/gl3/glGetLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static float glGetLightf(@NativeType("GLenum") int light, @NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { FloatBuffer data = stack.callocFloat(1); nglGetLightfv(light, pname, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetMapiv ] --- /** Unsafe version of: {@link #glGetMapiv GetMapiv} */ public static native void nglGetMapiv(int target, int query, long data); /** * Returns integer information about {@code query} for evaluator map {@code target} in {@code data}. * * @param target the evaluator target. One of:<br><table><tr><td>{@link #GL_MAP1_VERTEX_3 MAP1_VERTEX_3}</td><td>{@link #GL_MAP1_VERTEX_4 MAP1_VERTEX_4}</td><td>{@link #GL_MAP1_COLOR_4 MAP1_COLOR_4}</td><td>{@link #GL_MAP1_NORMAL MAP1_NORMAL}</td><td>{@link #GL_MAP1_TEXTURE_COORD_1 MAP1_TEXTURE_COORD_1}</td></tr><tr><td>{@link #GL_MAP1_TEXTURE_COORD_2 MAP1_TEXTURE_COORD_2}</td><td>{@link #GL_MAP1_TEXTURE_COORD_3 MAP1_TEXTURE_COORD_3}</td><td>{@link #GL_MAP1_TEXTURE_COORD_4 MAP1_TEXTURE_COORD_4}</td><td>{@link #GL_MAP2_VERTEX_3 MAP2_VERTEX_3}</td><td>{@link #GL_MAP2_VERTEX_4 MAP2_VERTEX_4}</td></tr><tr><td>{@link #GL_MAP2_COLOR_4 MAP2_COLOR_4}</td><td>{@link #GL_MAP2_NORMAL MAP2_NORMAL}</td><td>{@link #GL_MAP2_TEXTURE_COORD_1 MAP2_TEXTURE_COORD_1}</td><td>{@link #GL_MAP2_TEXTURE_COORD_2 MAP2_TEXTURE_COORD_2}</td><td>{@link #GL_MAP2_TEXTURE_COORD_3 MAP2_TEXTURE_COORD_3}</td></tr><tr><td>{@link #GL_MAP2_TEXTURE_COORD_4 MAP2_TEXTURE_COORD_4}</td></tr></table> * @param query the information to query. One of:<br><table><tr><td>{@link #GL_ORDER ORDER}</td><td>{@link #GL_COEFF COEFF}</td><td>{@link #GL_DOMAIN DOMAIN}</td></tr></table> * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMapiv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLint *") IntBuffer data) { if (CHECKS) { check(data, 4); } nglGetMapiv(target, query, memAddress(data)); } /** * Returns integer information about {@code query} for evaluator map {@code target} in {@code data}. * * @param target the evaluator target. One of:<br><table><tr><td>{@link #GL_MAP1_VERTEX_3 MAP1_VERTEX_3}</td><td>{@link #GL_MAP1_VERTEX_4 MAP1_VERTEX_4}</td><td>{@link #GL_MAP1_COLOR_4 MAP1_COLOR_4}</td><td>{@link #GL_MAP1_NORMAL MAP1_NORMAL}</td><td>{@link #GL_MAP1_TEXTURE_COORD_1 MAP1_TEXTURE_COORD_1}</td></tr><tr><td>{@link #GL_MAP1_TEXTURE_COORD_2 MAP1_TEXTURE_COORD_2}</td><td>{@link #GL_MAP1_TEXTURE_COORD_3 MAP1_TEXTURE_COORD_3}</td><td>{@link #GL_MAP1_TEXTURE_COORD_4 MAP1_TEXTURE_COORD_4}</td><td>{@link #GL_MAP2_VERTEX_3 MAP2_VERTEX_3}</td><td>{@link #GL_MAP2_VERTEX_4 MAP2_VERTEX_4}</td></tr><tr><td>{@link #GL_MAP2_COLOR_4 MAP2_COLOR_4}</td><td>{@link #GL_MAP2_NORMAL MAP2_NORMAL}</td><td>{@link #GL_MAP2_TEXTURE_COORD_1 MAP2_TEXTURE_COORD_1}</td><td>{@link #GL_MAP2_TEXTURE_COORD_2 MAP2_TEXTURE_COORD_2}</td><td>{@link #GL_MAP2_TEXTURE_COORD_3 MAP2_TEXTURE_COORD_3}</td></tr><tr><td>{@link #GL_MAP2_TEXTURE_COORD_4 MAP2_TEXTURE_COORD_4}</td></tr></table> * @param query the information to query. One of:<br><table><tr><td>{@link #GL_ORDER ORDER}</td><td>{@link #GL_COEFF COEFF}</td><td>{@link #GL_DOMAIN DOMAIN}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static int glGetMapi(@NativeType("GLenum") int target, @NativeType("GLenum") int query) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer data = stack.callocInt(1); nglGetMapiv(target, query, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetMapfv ] --- /** Unsafe version of: {@link #glGetMapfv GetMapfv} */ public static native void nglGetMapfv(int target, int query, long data); /** * Float version of {@link #glGetMapiv GetMapiv}. * * @param target the evaluator map * @param query the information to query * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMapfv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 4); } nglGetMapfv(target, query, memAddress(data)); } /** * Float version of {@link #glGetMapiv GetMapiv}. * * @param target the evaluator map * @param query the information to query * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static float glGetMapf(@NativeType("GLenum") int target, @NativeType("GLenum") int query) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { FloatBuffer data = stack.callocFloat(1); nglGetMapfv(target, query, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetMapdv ] --- /** Unsafe version of: {@link #glGetMapdv GetMapdv} */ public static native void nglGetMapdv(int target, int query, long data); /** * Double version of {@link #glGetMapiv GetMapiv}. * * @param target the evaluator map * @param query the information to query * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMapdv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLdouble *") DoubleBuffer data) { if (CHECKS) { check(data, 4); } nglGetMapdv(target, query, memAddress(data)); } /** * Double version of {@link #glGetMapiv GetMapiv}. * * @param target the evaluator map * @param query the information to query * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static double glGetMapd(@NativeType("GLenum") int target, @NativeType("GLenum") int query) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { DoubleBuffer data = stack.callocDouble(1); nglGetMapdv(target, query, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetMaterialiv ] --- /** Unsafe version of: {@link #glGetMaterialiv GetMaterialiv} */ public static native void nglGetMaterialiv(int face, int pname, long data); /** * Returns integer information about material property {@code pname} for {@code face} in {@code data}. * * @param face the material face for which to return information. One of:<br><table><tr><td>{@link #GL_FRONT FRONT}</td><td>{@link #GL_BACK BACK}</td></tr></table> * @param pname the information to query. One of:<br><table><tr><td>{@link #GL_AMBIENT AMBIENT}</td><td>{@link #GL_DIFFUSE DIFFUSE}</td><td>{@link #GL_SPECULAR SPECULAR}</td><td>{@link #GL_EMISSION EMISSION}</td><td>{@link #GL_SHININESS SHININESS}</td></tr></table> * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) { if (CHECKS) { check(data, 1); } nglGetMaterialiv(face, pname, memAddress(data)); } // --- [ glGetMaterialfv ] --- /** Unsafe version of: {@link #glGetMaterialfv GetMaterialfv} */ public static native void nglGetMaterialfv(int face, int pname, long data); /** * Float version of {@link #glGetMaterialiv GetMaterialiv}. * * @param face the material face for which to return information * @param pname the information to query * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 1); } nglGetMaterialfv(face, pname, memAddress(data)); } // --- [ glGetPixelMapfv ] --- /** Unsafe version of: {@link #glGetPixelMapfv GetPixelMapfv} */ public static native void nglGetPixelMapfv(int map, long data); /** * Returns all float values in the pixel map {@code map} in {@code data}. * * @param map the pixel map parameter to query. One of:<br><table><tr><td>{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I}</td><td>{@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S}</td><td>{@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R}</td><td>{@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G}</td><td>{@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B}</td></tr><tr><td>{@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A}</td><td>{@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R}</td><td>{@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G}</td><td>{@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B}</td><td>{@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}</td></tr></table> * @param data a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 32); } nglGetPixelMapfv(map, memAddress(data)); } /** * Returns all float values in the pixel map {@code map} in {@code data}. * * @param map the pixel map parameter to query. One of:<br><table><tr><td>{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I}</td><td>{@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S}</td><td>{@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R}</td><td>{@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G}</td><td>{@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B}</td></tr><tr><td>{@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A}</td><td>{@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R}</td><td>{@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G}</td><td>{@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B}</td><td>{@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}</td></tr></table> * @param data a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat *") long data) { nglGetPixelMapfv(map, data); } // --- [ glGetPixelMapusv ] --- /** Unsafe version of: {@link #glGetPixelMapusv GetPixelMapusv} */ public static native void nglGetPixelMapusv(int map, long data); /** * Unsigned short version of {@link #glGetPixelMapfv GetPixelMapfv}. * * @param map the pixel map parameter to query * @param data a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort *") ShortBuffer data) { if (CHECKS) { check(data, 32); } nglGetPixelMapusv(map, memAddress(data)); } /** * Unsigned short version of {@link #glGetPixelMapfv GetPixelMapfv}. * * @param map the pixel map parameter to query * @param data a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort *") long data) { nglGetPixelMapusv(map, data); } // --- [ glGetPixelMapuiv ] --- /** Unsafe version of: {@link #glGetPixelMapuiv GetPixelMapuiv} */ public static native void nglGetPixelMapuiv(int map, long data); /** * Unsigned integer version of {@link #glGetPixelMapfv GetPixelMapfv}. * * @param map the pixel map parameter to query * @param data a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint *") IntBuffer data) { if (CHECKS) { check(data, 32); } nglGetPixelMapuiv(map, memAddress(data)); } /** * Unsigned integer version of {@link #glGetPixelMapfv GetPixelMapfv}. * * @param map the pixel map parameter to query * @param data a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint *") long data) { nglGetPixelMapuiv(map, data); } // --- [ glGetPointerv ] --- /** Unsafe version of: {@link #glGetPointerv GetPointerv} */ public static void nglGetPointerv(int pname, long params) { GL11C.nglGetPointerv(pname, params); } /** * Returns a pointer in the current GL context. * * @param pname the pointer to return. One of:<br><table><tr><td>{@link GL43#GL_DEBUG_CALLBACK_FUNCTION DEBUG_CALLBACK_FUNCTION}</td><td>{@link GL43#GL_DEBUG_CALLBACK_USER_PARAM DEBUG_CALLBACK_USER_PARAM}</td></tr></table> * @param params a buffer in which to place the returned pointer * * @see <a target="_blank" href="http://docs.gl/gl4/glGetPointerv">Reference Page</a> */ public static void glGetPointerv(@NativeType("GLenum") int pname, @NativeType("void **") PointerBuffer params) { GL11C.glGetPointerv(pname, params); } /** * Returns a pointer in the current GL context. * * @param pname the pointer to return. One of:<br><table><tr><td>{@link GL43#GL_DEBUG_CALLBACK_FUNCTION DEBUG_CALLBACK_FUNCTION}</td><td>{@link GL43#GL_DEBUG_CALLBACK_USER_PARAM DEBUG_CALLBACK_USER_PARAM}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glGetPointerv">Reference Page</a> */ @NativeType("void") public static long glGetPointer(@NativeType("GLenum") int pname) { return GL11C.glGetPointer(pname); } // --- [ glGetPolygonStipple ] --- /** Unsafe version of: {@link #glGetPolygonStipple GetPolygonStipple} */ public static native void nglGetPolygonStipple(long pattern); /** * Obtains the polygon stipple. * * @param pattern a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPolygonStipple">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPolygonStipple(@NativeType("void *") ByteBuffer pattern) { if (CHECKS) { check(pattern, 128); } nglGetPolygonStipple(memAddress(pattern)); } /** * Obtains the polygon stipple. * * @param pattern a buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPolygonStipple">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPolygonStipple(@NativeType("void *") long pattern) { nglGetPolygonStipple(pattern); } // --- [ glGetString ] --- /** Unsafe version of: {@link #glGetString GetString} */ public static long nglGetString(int name) { return GL11C.nglGetString(name); } /** * Return strings describing properties of the current GL context. * * @param name the property to query. One of:<br><table><tr><td>{@link GL11C#GL_RENDERER RENDERER}</td><td>{@link GL11C#GL_VENDOR VENDOR}</td><td>{@link GL11C#GL_EXTENSIONS EXTENSIONS}</td><td>{@link GL11C#GL_VERSION VERSION}</td><td>{@link GL20#GL_SHADING_LANGUAGE_VERSION SHADING_LANGUAGE_VERSION}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glGetString">Reference Page</a> */ @Nullable @NativeType("GLubyte const *") public static String glGetString(@NativeType("GLenum") int name) { return GL11C.glGetString(name); } // --- [ glGetTexEnviv ] --- /** Unsafe version of: {@link #glGetTexEnviv GetTexEnviv} */ public static native void nglGetTexEnviv(int env, int pname, long data); /** * Returns integer information about {@code pname} for {@code env} in {@code data}. * * @param env the texture environment to query. One of:<br><table><tr><td>{@link GL20#GL_POINT_SPRITE POINT_SPRITE}</td><td>{@link #GL_TEXTURE_ENV TEXTURE_ENV}</td><td>{@link GL14#GL_TEXTURE_FILTER_CONTROL TEXTURE_FILTER_CONTROL}</td></tr></table> * @param pname the parameter to query. One of:<br><table><tr><td>{@link GL20#GL_COORD_REPLACE COORD_REPLACE}</td><td>{@link #GL_TEXTURE_ENV_MODE TEXTURE_ENV_MODE}</td><td>{@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR}</td><td>{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}</td><td>{@link GL13#GL_COMBINE_RGB COMBINE_RGB}</td><td>{@link GL13#GL_COMBINE_ALPHA COMBINE_ALPHA}</td></tr><tr><td>{@link GL15#GL_SRC0_RGB SRC0_RGB}</td><td>{@link GL15#GL_SRC1_RGB SRC1_RGB}</td><td>{@link GL15#GL_SRC2_RGB SRC2_RGB}</td><td>{@link GL15#GL_SRC0_ALPHA SRC0_ALPHA}</td><td>{@link GL15#GL_SRC1_ALPHA SRC1_ALPHA}</td><td>{@link GL15#GL_SRC2_ALPHA SRC2_ALPHA}</td></tr><tr><td>{@link GL13#GL_OPERAND0_RGB OPERAND0_RGB}</td><td>{@link GL13#GL_OPERAND1_RGB OPERAND1_RGB}</td><td>{@link GL13#GL_OPERAND2_RGB OPERAND2_RGB}</td><td>{@link GL13#GL_OPERAND0_ALPHA OPERAND0_ALPHA}</td><td>{@link GL13#GL_OPERAND1_ALPHA OPERAND1_ALPHA}</td><td>{@link GL13#GL_OPERAND2_ALPHA OPERAND2_ALPHA}</td></tr><tr><td>{@link GL13#GL_RGB_SCALE RGB_SCALE}</td><td>{@link #GL_ALPHA_SCALE ALPHA_SCALE}</td></tr></table> * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexEnviv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) { if (CHECKS) { check(data, 1); } nglGetTexEnviv(env, pname, memAddress(data)); } /** * Returns integer information about {@code pname} for {@code env} in {@code data}. * * @param env the texture environment to query. One of:<br><table><tr><td>{@link GL20#GL_POINT_SPRITE POINT_SPRITE}</td><td>{@link #GL_TEXTURE_ENV TEXTURE_ENV}</td><td>{@link GL14#GL_TEXTURE_FILTER_CONTROL TEXTURE_FILTER_CONTROL}</td></tr></table> * @param pname the parameter to query. One of:<br><table><tr><td>{@link GL20#GL_COORD_REPLACE COORD_REPLACE}</td><td>{@link #GL_TEXTURE_ENV_MODE TEXTURE_ENV_MODE}</td><td>{@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR}</td><td>{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}</td><td>{@link GL13#GL_COMBINE_RGB COMBINE_RGB}</td><td>{@link GL13#GL_COMBINE_ALPHA COMBINE_ALPHA}</td></tr><tr><td>{@link GL15#GL_SRC0_RGB SRC0_RGB}</td><td>{@link GL15#GL_SRC1_RGB SRC1_RGB}</td><td>{@link GL15#GL_SRC2_RGB SRC2_RGB}</td><td>{@link GL15#GL_SRC0_ALPHA SRC0_ALPHA}</td><td>{@link GL15#GL_SRC1_ALPHA SRC1_ALPHA}</td><td>{@link GL15#GL_SRC2_ALPHA SRC2_ALPHA}</td></tr><tr><td>{@link GL13#GL_OPERAND0_RGB OPERAND0_RGB}</td><td>{@link GL13#GL_OPERAND1_RGB OPERAND1_RGB}</td><td>{@link GL13#GL_OPERAND2_RGB OPERAND2_RGB}</td><td>{@link GL13#GL_OPERAND0_ALPHA OPERAND0_ALPHA}</td><td>{@link GL13#GL_OPERAND1_ALPHA OPERAND1_ALPHA}</td><td>{@link GL13#GL_OPERAND2_ALPHA OPERAND2_ALPHA}</td></tr><tr><td>{@link GL13#GL_RGB_SCALE RGB_SCALE}</td><td>{@link #GL_ALPHA_SCALE ALPHA_SCALE}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static int glGetTexEnvi(@NativeType("GLenum") int env, @NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer data = stack.callocInt(1); nglGetTexEnviv(env, pname, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetTexEnvfv ] --- /** Unsafe version of: {@link #glGetTexEnvfv GetTexEnvfv} */ public static native void nglGetTexEnvfv(int env, int pname, long data); /** * Float version of {@link #glGetTexEnviv GetTexEnviv}. * * @param env the texture environment to query * @param pname the parameter to query * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexEnvfv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 1); } nglGetTexEnvfv(env, pname, memAddress(data)); } /** * Float version of {@link #glGetTexEnviv GetTexEnviv}. * * @param env the texture environment to query * @param pname the parameter to query * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static float glGetTexEnvf(@NativeType("GLenum") int env, @NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { FloatBuffer data = stack.callocFloat(1); nglGetTexEnvfv(env, pname, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetTexGeniv ] --- /** Unsafe version of: {@link #glGetTexGeniv GetTexGeniv} */ public static native void nglGetTexGeniv(int coord, int pname, long data); /** * Returns integer information about {@code pname} for {@code coord} in {@code data}. * * @param coord the coord to query. One of:<br><table><tr><td>{@link #GL_S S}</td><td>{@link #GL_T T}</td><td>{@link #GL_R R}</td><td>{@link #GL_Q Q}</td></tr></table> * @param pname the parameter to query. One of:<br><table><tr><td>{@link #GL_EYE_PLANE EYE_PLANE}</td><td>{@link #GL_OBJECT_PLANE OBJECT_PLANE}</td><td>{@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE}</td></tr></table> * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer data) { if (CHECKS) { check(data, 1); } nglGetTexGeniv(coord, pname, memAddress(data)); } /** * Returns integer information about {@code pname} for {@code coord} in {@code data}. * * @param coord the coord to query. One of:<br><table><tr><td>{@link #GL_S S}</td><td>{@link #GL_T T}</td><td>{@link #GL_R R}</td><td>{@link #GL_Q Q}</td></tr></table> * @param pname the parameter to query. One of:<br><table><tr><td>{@link #GL_EYE_PLANE EYE_PLANE}</td><td>{@link #GL_OBJECT_PLANE OBJECT_PLANE}</td><td>{@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static int glGetTexGeni(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { IntBuffer data = stack.callocInt(1); nglGetTexGeniv(coord, pname, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetTexGenfv ] --- /** Unsafe version of: {@link #glGetTexGenfv GetTexGenfv} */ public static native void nglGetTexGenfv(int coord, int pname, long data); /** * Float version of {@link #glGetTexGeniv GetTexGeniv}. * * @param coord the coord to query * @param pname the parameter to query * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer data) { if (CHECKS) { check(data, 4); } nglGetTexGenfv(coord, pname, memAddress(data)); } /** * Float version of {@link #glGetTexGeniv GetTexGeniv}. * * @param coord the coord to query * @param pname the parameter to query * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static float glGetTexGenf(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { FloatBuffer data = stack.callocFloat(1); nglGetTexGenfv(coord, pname, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetTexGendv ] --- /** Unsafe version of: {@link #glGetTexGendv GetTexGendv} */ public static native void nglGetTexGendv(int coord, int pname, long data); /** * Double version of {@link #glGetTexGeniv GetTexGeniv}. * * @param coord the coord to query * @param pname the parameter to query * @param data a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble *") DoubleBuffer data) { if (CHECKS) { check(data, 4); } nglGetTexGendv(coord, pname, memAddress(data)); } /** * Double version of {@link #glGetTexGeniv GetTexGeniv}. * * @param coord the coord to query * @param pname the parameter to query * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("void") public static double glGetTexGend(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { DoubleBuffer data = stack.callocDouble(1); nglGetTexGendv(coord, pname, memAddress(data)); return data.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glGetTexImage ] --- /** Unsafe version of: {@link #glGetTexImage GetTexImage} */ public static void nglGetTexImage(int tex, int level, int format, int type, long pixels) { GL11C.nglGetTexImage(tex, level, format, type, pixels); } /** * Obtains texture images. * * @param tex the texture (or texture face) to be obtained. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}</td></tr><tr><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}</td></tr></table> * @param level the level-of-detail number * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ByteBuffer pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Obtains texture images. * * @param tex the texture (or texture face) to be obtained. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}</td></tr><tr><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}</td></tr></table> * @param level the level-of-detail number * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") long pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Obtains texture images. * * @param tex the texture (or texture face) to be obtained. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}</td></tr><tr><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}</td></tr></table> * @param level the level-of-detail number * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ShortBuffer pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Obtains texture images. * * @param tex the texture (or texture face) to be obtained. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}</td></tr><tr><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}</td></tr></table> * @param level the level-of-detail number * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") IntBuffer pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Obtains texture images. * * @param tex the texture (or texture face) to be obtained. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}</td></tr><tr><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}</td></tr></table> * @param level the level-of-detail number * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") FloatBuffer pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Obtains texture images. * * @param tex the texture (or texture face) to be obtained. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_X}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_X}</td></tr><tr><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Y}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_POSITIVE_Z}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_NEGATIVE_Z}</td></tr></table> * @param level the level-of-detail number * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") DoubleBuffer pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } // --- [ glGetTexLevelParameteriv ] --- /** Unsafe version of: {@link #glGetTexLevelParameteriv GetTexLevelParameteriv} */ public static void nglGetTexLevelParameteriv(int target, int level, int pname, long params) { GL11C.nglGetTexLevelParameteriv(target, level, pname, params); } /** * Places integer information about texture image parameter {@code pname} for level-of-detail {@code level} of the specified {@code target} into {@code params}. * * @param target the texture image target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}</td></tr><tr><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}</td><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td><td>{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}</td></tr><tr><td>{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}</td><td>{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}</td><td>{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D_MULTISAMPLE}</td><td>{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY}</td></tr></table> * @param level the level-of-detail number * @param pname the parameter to query. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_WIDTH TEXTURE_WIDTH}</td><td>{@link GL11C#GL_TEXTURE_HEIGHT TEXTURE_HEIGHT}</td><td>{@link GL12#GL_TEXTURE_DEPTH TEXTURE_DEPTH}</td><td>{@link GL32#GL_TEXTURE_SAMPLES TEXTURE_SAMPLES}</td></tr><tr><td>{@link GL32#GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_FIXED_SAMPLE_LOCATIONS}</td><td>{@link GL11C#GL_TEXTURE_INTERNAL_FORMAT TEXTURE_INTERNAL_FORMAT}</td><td>{@link GL11C#GL_TEXTURE_RED_SIZE TEXTURE_RED_SIZE}</td><td>{@link GL11C#GL_TEXTURE_GREEN_SIZE TEXTURE_GREEN_SIZE}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_BLUE_SIZE TEXTURE_BLUE_SIZE}</td><td>{@link GL11C#GL_TEXTURE_ALPHA_SIZE TEXTURE_ALPHA_SIZE}</td><td>{@link GL14#GL_TEXTURE_DEPTH_SIZE TEXTURE_DEPTH_SIZE}</td><td>{@link GL30#GL_TEXTURE_STENCIL_SIZE TEXTURE_STENCIL_SIZE}</td></tr><tr><td>{@link GL30#GL_TEXTURE_SHARED_SIZE TEXTURE_SHARED_SIZE}</td><td>{@link GL30#GL_TEXTURE_ALPHA_TYPE TEXTURE_ALPHA_TYPE}</td><td>{@link GL30#GL_TEXTURE_DEPTH_TYPE TEXTURE_DEPTH_TYPE}</td><td>{@link GL13#GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSED}</td></tr><tr><td>{@link GL13#GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSED_IMAGE_SIZE}</td><td>{@link GL31#GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_BUFFER_DATA_STORE_BINDING}</td><td>{@link GL43#GL_TEXTURE_BUFFER_OFFSET TEXTURE_BUFFER_OFFSET}</td><td>{@link GL43#GL_TEXTURE_BUFFER_SIZE TEXTURE_BUFFER_SIZE}</td></tr></table> * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexLevelParameter">Reference Page</a> */ public static void glGetTexLevelParameteriv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) { GL11C.glGetTexLevelParameteriv(target, level, pname, params); } /** * Places integer information about texture image parameter {@code pname} for level-of-detail {@code level} of the specified {@code target} into {@code params}. * * @param target the texture image target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}</td></tr><tr><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}</td><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td><td>{@link GL12#GL_PROXY_TEXTURE_3D PROXY_TEXTURE_3D}</td></tr><tr><td>{@link GL30#GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_ARRAY}</td><td>{@link GL40#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP_ARRAY}</td><td>{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D_MULTISAMPLE}</td><td>{@link GL32#GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY}</td></tr></table> * @param level the level-of-detail number * @param pname the parameter to query. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_WIDTH TEXTURE_WIDTH}</td><td>{@link GL11C#GL_TEXTURE_HEIGHT TEXTURE_HEIGHT}</td><td>{@link GL12#GL_TEXTURE_DEPTH TEXTURE_DEPTH}</td><td>{@link GL32#GL_TEXTURE_SAMPLES TEXTURE_SAMPLES}</td></tr><tr><td>{@link GL32#GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_FIXED_SAMPLE_LOCATIONS}</td><td>{@link GL11C#GL_TEXTURE_INTERNAL_FORMAT TEXTURE_INTERNAL_FORMAT}</td><td>{@link GL11C#GL_TEXTURE_RED_SIZE TEXTURE_RED_SIZE}</td><td>{@link GL11C#GL_TEXTURE_GREEN_SIZE TEXTURE_GREEN_SIZE}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_BLUE_SIZE TEXTURE_BLUE_SIZE}</td><td>{@link GL11C#GL_TEXTURE_ALPHA_SIZE TEXTURE_ALPHA_SIZE}</td><td>{@link GL14#GL_TEXTURE_DEPTH_SIZE TEXTURE_DEPTH_SIZE}</td><td>{@link GL30#GL_TEXTURE_STENCIL_SIZE TEXTURE_STENCIL_SIZE}</td></tr><tr><td>{@link GL30#GL_TEXTURE_SHARED_SIZE TEXTURE_SHARED_SIZE}</td><td>{@link GL30#GL_TEXTURE_ALPHA_TYPE TEXTURE_ALPHA_TYPE}</td><td>{@link GL30#GL_TEXTURE_DEPTH_TYPE TEXTURE_DEPTH_TYPE}</td><td>{@link GL13#GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSED}</td></tr><tr><td>{@link GL13#GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSED_IMAGE_SIZE}</td><td>{@link GL31#GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_BUFFER_DATA_STORE_BINDING}</td><td>{@link GL43#GL_TEXTURE_BUFFER_OFFSET TEXTURE_BUFFER_OFFSET}</td><td>{@link GL43#GL_TEXTURE_BUFFER_SIZE TEXTURE_BUFFER_SIZE}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexLevelParameter">Reference Page</a> */ @NativeType("void") public static int glGetTexLevelParameteri(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname) { return GL11C.glGetTexLevelParameteri(target, level, pname); } // --- [ glGetTexLevelParameterfv ] --- /** Unsafe version of: {@link #glGetTexLevelParameterfv GetTexLevelParameterfv} */ public static void nglGetTexLevelParameterfv(int target, int level, int pname, long params) { GL11C.nglGetTexLevelParameterfv(target, level, pname, params); } /** * Float version of {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}. * * @param target the texture image target * @param level the level-of-detail number * @param pname the parameter to query * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexLevelParameter">Reference Page</a> */ public static void glGetTexLevelParameterfv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) { GL11C.glGetTexLevelParameterfv(target, level, pname, params); } /** * Float version of {@link #glGetTexLevelParameteriv GetTexLevelParameteriv}. * * @param target the texture image target * @param level the level-of-detail number * @param pname the parameter to query * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexLevelParameter">Reference Page</a> */ @NativeType("void") public static float glGetTexLevelParameterf(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname) { return GL11C.glGetTexLevelParameterf(target, level, pname); } // --- [ glGetTexParameteriv ] --- /** Unsafe version of: {@link #glGetTexParameteriv GetTexParameteriv} */ public static void nglGetTexParameteriv(int target, int pname, long params) { GL11C.nglGetTexParameteriv(target, pname, params); } /** * Place integer information about texture parameter {@code pname} for the specified {@code target} into {@code params}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td><td>{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}</td></tr><tr><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}</td><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}</td></tr></table> * @param pname the parameter to query. One of:<br><table><tr><td>{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL}</td><td>{@link GL11C#GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR}</td><td>{@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE}</td><td>{@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC}</td></tr><tr><td>{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}</td><td>{@link GL11C#GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER}</td><td>{@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL}</td><td>{@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER}</td><td>{@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G}</td></tr><tr><td>{@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA}</td><td>{@link GL11C#GL_TEXTURE_WRAP_S TEXTURE_WRAP_S}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_WRAP_T TEXTURE_WRAP_T}</td><td>{@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R}</td><td>{@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE}</td><td>{@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP}</td></tr><tr><td>{@link GL42#GL_IMAGE_FORMAT_COMPATIBILITY_TYPE IMAGE_FORMAT_COMPATIBILITY_TYPE}</td><td>{@link GL42#GL_TEXTURE_IMMUTABLE_FORMAT TEXTURE_IMMUTABLE_FORMAT}</td><td>{@link GL43#GL_TEXTURE_IMMUTABLE_LEVELS TEXTURE_IMMUTABLE_LEVELS}</td><td>{@link GL43#GL_TEXTURE_VIEW_MIN_LEVEL TEXTURE_VIEW_MIN_LEVEL}</td></tr><tr><td>{@link GL43#GL_TEXTURE_VIEW_NUM_LEVELS TEXTURE_VIEW_NUM_LEVELS}</td><td>{@link GL43#GL_TEXTURE_VIEW_MIN_LAYER TEXTURE_VIEW_MIN_LAYER}</td><td>{@link GL43#GL_TEXTURE_VIEW_NUM_LAYERS TEXTURE_VIEW_NUM_LAYERS}</td></tr></table> * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexParameter">Reference Page</a> */ public static void glGetTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint *") IntBuffer params) { GL11C.glGetTexParameteriv(target, pname, params); } /** * Place integer information about texture parameter {@code pname} for the specified {@code target} into {@code params}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td><td>{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}</td></tr><tr><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}</td><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}</td></tr></table> * @param pname the parameter to query. One of:<br><table><tr><td>{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL}</td><td>{@link GL11C#GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR}</td><td>{@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE}</td><td>{@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC}</td></tr><tr><td>{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}</td><td>{@link GL11C#GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER}</td><td>{@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL}</td><td>{@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER}</td><td>{@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G}</td></tr><tr><td>{@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA}</td><td>{@link GL11C#GL_TEXTURE_WRAP_S TEXTURE_WRAP_S}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_WRAP_T TEXTURE_WRAP_T}</td><td>{@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R}</td><td>{@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE}</td><td>{@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP}</td></tr><tr><td>{@link GL42#GL_IMAGE_FORMAT_COMPATIBILITY_TYPE IMAGE_FORMAT_COMPATIBILITY_TYPE}</td><td>{@link GL42#GL_TEXTURE_IMMUTABLE_FORMAT TEXTURE_IMMUTABLE_FORMAT}</td><td>{@link GL43#GL_TEXTURE_IMMUTABLE_LEVELS TEXTURE_IMMUTABLE_LEVELS}</td><td>{@link GL43#GL_TEXTURE_VIEW_MIN_LEVEL TEXTURE_VIEW_MIN_LEVEL}</td></tr><tr><td>{@link GL43#GL_TEXTURE_VIEW_NUM_LEVELS TEXTURE_VIEW_NUM_LEVELS}</td><td>{@link GL43#GL_TEXTURE_VIEW_MIN_LAYER TEXTURE_VIEW_MIN_LAYER}</td><td>{@link GL43#GL_TEXTURE_VIEW_NUM_LAYERS TEXTURE_VIEW_NUM_LAYERS}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexParameter">Reference Page</a> */ @NativeType("void") public static int glGetTexParameteri(@NativeType("GLenum") int target, @NativeType("GLenum") int pname) { return GL11C.glGetTexParameteri(target, pname); } // --- [ glGetTexParameterfv ] --- /** Unsafe version of: {@link #glGetTexParameterfv GetTexParameterfv} */ public static void nglGetTexParameterfv(int target, int pname, long params) { GL11C.nglGetTexParameterfv(target, pname, params); } /** * Float version of {@link #glGetTexParameteriv GetTexParameteriv}. * * @param target the texture target * @param pname the parameter to query * @param params a scalar or buffer in which to place the returned data * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexParameter">Reference Page</a> */ public static void glGetTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat *") FloatBuffer params) { GL11C.glGetTexParameterfv(target, pname, params); } /** * Float version of {@link #glGetTexParameteriv GetTexParameteriv}. * * @param target the texture target * @param pname the parameter to query * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexParameter">Reference Page</a> */ @NativeType("void") public static float glGetTexParameterf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname) { return GL11C.glGetTexParameterf(target, pname); } // --- [ glHint ] --- /** * Certain aspects of GL behavior, when there is room for variation, may be controlled with this function. The initial value for all hints is * {@link GL11C#GL_DONT_CARE DONT_CARE}. * * @param target the behavior to control. One of:<br><table><tr><td>{@link GL11C#GL_LINE_SMOOTH_HINT LINE_SMOOTH_HINT}</td><td>{@link GL11C#GL_POLYGON_SMOOTH_HINT POLYGON_SMOOTH_HINT}</td><td>{@link GL13#GL_TEXTURE_COMPRESSION_HINT TEXTURE_COMPRESSION_HINT}</td></tr><tr><td>{@link GL20#GL_FRAGMENT_SHADER_DERIVATIVE_HINT FRAGMENT_SHADER_DERIVATIVE_HINT}</td></tr></table> * @param hint the behavior hint. One of:<br><table><tr><td>{@link GL11C#GL_FASTEST FASTEST}</td><td>{@link GL11C#GL_NICEST NICEST}</td><td>{@link GL11C#GL_DONT_CARE DONT_CARE}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glHint">Reference Page</a> */ public static void glHint(@NativeType("GLenum") int target, @NativeType("GLenum") int hint) { GL11C.glHint(target, hint); } // --- [ glIndexi ] --- /** * Updates the current (single-valued) color index. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexi">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glIndexi(@NativeType("GLint") int index); // --- [ glIndexub ] --- /** * Unsigned byte version of {@link #glIndexi Indexi}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexub">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glIndexub(@NativeType("GLubyte") byte index); // --- [ glIndexs ] --- /** * Short version of {@link #glIndexi Indexi}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexs">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glIndexs(@NativeType("GLshort") short index); // --- [ glIndexf ] --- /** * Float version of {@link #glIndexi Indexi}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glIndexf(@NativeType("GLfloat") float index); // --- [ glIndexd ] --- /** * Double version of {@link #glIndexi Indexi}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexd">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glIndexd(@NativeType("GLdouble") double index); // --- [ glIndexiv ] --- /** Unsafe version of: {@link #glIndexiv Indexiv} */ public static native void nglIndexiv(long index); /** * Pointer version of {@link #glIndexi Indexi} * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexiv(@NativeType("GLint const *") IntBuffer index) { if (CHECKS) { check(index, 1); } nglIndexiv(memAddress(index)); } // --- [ glIndexubv ] --- /** Unsafe version of: {@link #glIndexubv Indexubv} */ public static native void nglIndexubv(long index); /** * Pointer version of {@link #glIndexub Indexub}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexubv(@NativeType("GLubyte const *") ByteBuffer index) { if (CHECKS) { check(index, 1); } nglIndexubv(memAddress(index)); } // --- [ glIndexsv ] --- /** Unsafe version of: {@link #glIndexsv Indexsv} */ public static native void nglIndexsv(long index); /** * Pointer version of {@link #glIndexs Indexs}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexsv(@NativeType("GLshort const *") ShortBuffer index) { if (CHECKS) { check(index, 1); } nglIndexsv(memAddress(index)); } // --- [ glIndexfv ] --- /** Unsafe version of: {@link #glIndexfv Indexfv} */ public static native void nglIndexfv(long index); /** * Pointer version of {@link #glIndexf Indexf}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexfv(@NativeType("GLfloat const *") FloatBuffer index) { if (CHECKS) { check(index, 1); } nglIndexfv(memAddress(index)); } // --- [ glIndexdv ] --- /** Unsafe version of: {@link #glIndexdv Indexdv} */ public static native void nglIndexdv(long index); /** * Pointer version of {@link #glIndexd Indexd}. * * @param index the value to which the current color index should be set * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexdv(@NativeType("GLdouble const *") DoubleBuffer index) { if (CHECKS) { check(index, 1); } nglIndexdv(memAddress(index)); } // --- [ glIndexMask ] --- /** * The least significant n bits of mask, where n is the number of bits in a color index buffer, specify a mask. Where a 1 appears in this mask, the * corresponding bit in the color index buffer (or buffers) is written; where a 0 appears, the bit is not written. This mask applies only in color index * mode. * * @param mask the color index mask value * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexMask">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glIndexMask(@NativeType("GLuint") int mask); // --- [ glIndexPointer ] --- /** * Unsafe version of: {@link #glIndexPointer IndexPointer} * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td></tr></table> */ public static native void nglIndexPointer(int type, int stride, long pointer); /** * Specifies the location and organization of a color index array. * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color index array data * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { nglIndexPointer(type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a color index array. * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color index array data * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { nglIndexPointer(type, stride, pointer); } /** * Specifies the location and organization of a color index array. * * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color index array data * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexPointer(@NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { nglIndexPointer(GL11.GL_UNSIGNED_BYTE, stride, memAddress(pointer)); } /** * Specifies the location and organization of a color index array. * * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color index array data * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexPointer(@NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) { nglIndexPointer(GL11.GL_SHORT, stride, memAddress(pointer)); } /** * Specifies the location and organization of a color index array. * * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the color index array data * * @see <a target="_blank" href="http://docs.gl/gl3/glIndexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexPointer(@NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) { nglIndexPointer(GL11.GL_INT, stride, memAddress(pointer)); } // --- [ glInitNames ] --- /** * Clears the selection name stack. * * @see <a target="_blank" href="http://docs.gl/gl3/glInitNames">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glInitNames(); // --- [ glInterleavedArrays ] --- /** Unsafe version of: {@link #glInterleavedArrays InterleavedArrays} */ public static native void nglInterleavedArrays(int format, int stride, long pointer); /** * Efficiently initializes the six vertex arrays and their enables to one of 14 configurations. * * @param format the interleaved array format. One of:<br><table><tr><td>{@link #GL_V2F V2F}</td><td>{@link #GL_V3F V3F}</td><td>{@link #GL_C4UB_V2F C4UB_V2F}</td><td>{@link #GL_C4UB_V3F C4UB_V3F}</td><td>{@link #GL_C3F_V3F C3F_V3F}</td><td>{@link #GL_N3F_V3F N3F_V3F}</td><td>{@link #GL_C4F_N3F_V3F C4F_N3F_V3F}</td><td>{@link #GL_T2F_V3F T2F_V3F}</td></tr><tr><td>{@link #GL_T4F_V4F T4F_V4F}</td><td>{@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F}</td><td>{@link #GL_T2F_C3F_V3F T2F_C3F_V3F}</td><td>{@link #GL_T2F_N3F_V3F T2F_N3F_V3F}</td><td>{@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F}</td><td>{@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { nglInterleavedArrays(format, stride, memAddress(pointer)); } /** * Efficiently initializes the six vertex arrays and their enables to one of 14 configurations. * * @param format the interleaved array format. One of:<br><table><tr><td>{@link #GL_V2F V2F}</td><td>{@link #GL_V3F V3F}</td><td>{@link #GL_C4UB_V2F C4UB_V2F}</td><td>{@link #GL_C4UB_V3F C4UB_V3F}</td><td>{@link #GL_C3F_V3F C3F_V3F}</td><td>{@link #GL_N3F_V3F N3F_V3F}</td><td>{@link #GL_C4F_N3F_V3F C4F_N3F_V3F}</td><td>{@link #GL_T2F_V3F T2F_V3F}</td></tr><tr><td>{@link #GL_T4F_V4F T4F_V4F}</td><td>{@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F}</td><td>{@link #GL_T2F_C3F_V3F T2F_C3F_V3F}</td><td>{@link #GL_T2F_N3F_V3F T2F_N3F_V3F}</td><td>{@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F}</td><td>{@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { nglInterleavedArrays(format, stride, pointer); } /** * Efficiently initializes the six vertex arrays and their enables to one of 14 configurations. * * @param format the interleaved array format. One of:<br><table><tr><td>{@link #GL_V2F V2F}</td><td>{@link #GL_V3F V3F}</td><td>{@link #GL_C4UB_V2F C4UB_V2F}</td><td>{@link #GL_C4UB_V3F C4UB_V3F}</td><td>{@link #GL_C3F_V3F C3F_V3F}</td><td>{@link #GL_N3F_V3F N3F_V3F}</td><td>{@link #GL_C4F_N3F_V3F C4F_N3F_V3F}</td><td>{@link #GL_T2F_V3F T2F_V3F}</td></tr><tr><td>{@link #GL_T4F_V4F T4F_V4F}</td><td>{@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F}</td><td>{@link #GL_T2F_C3F_V3F T2F_C3F_V3F}</td><td>{@link #GL_T2F_N3F_V3F T2F_N3F_V3F}</td><td>{@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F}</td><td>{@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) { nglInterleavedArrays(format, stride, memAddress(pointer)); } /** * Efficiently initializes the six vertex arrays and their enables to one of 14 configurations. * * @param format the interleaved array format. One of:<br><table><tr><td>{@link #GL_V2F V2F}</td><td>{@link #GL_V3F V3F}</td><td>{@link #GL_C4UB_V2F C4UB_V2F}</td><td>{@link #GL_C4UB_V3F C4UB_V3F}</td><td>{@link #GL_C3F_V3F C3F_V3F}</td><td>{@link #GL_N3F_V3F N3F_V3F}</td><td>{@link #GL_C4F_N3F_V3F C4F_N3F_V3F}</td><td>{@link #GL_T2F_V3F T2F_V3F}</td></tr><tr><td>{@link #GL_T4F_V4F T4F_V4F}</td><td>{@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F}</td><td>{@link #GL_T2F_C3F_V3F T2F_C3F_V3F}</td><td>{@link #GL_T2F_N3F_V3F T2F_N3F_V3F}</td><td>{@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F}</td><td>{@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) { nglInterleavedArrays(format, stride, memAddress(pointer)); } /** * Efficiently initializes the six vertex arrays and their enables to one of 14 configurations. * * @param format the interleaved array format. One of:<br><table><tr><td>{@link #GL_V2F V2F}</td><td>{@link #GL_V3F V3F}</td><td>{@link #GL_C4UB_V2F C4UB_V2F}</td><td>{@link #GL_C4UB_V3F C4UB_V3F}</td><td>{@link #GL_C3F_V3F C3F_V3F}</td><td>{@link #GL_N3F_V3F N3F_V3F}</td><td>{@link #GL_C4F_N3F_V3F C4F_N3F_V3F}</td><td>{@link #GL_T2F_V3F T2F_V3F}</td></tr><tr><td>{@link #GL_T4F_V4F T4F_V4F}</td><td>{@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F}</td><td>{@link #GL_T2F_C3F_V3F T2F_C3F_V3F}</td><td>{@link #GL_T2F_N3F_V3F T2F_N3F_V3F}</td><td>{@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F}</td><td>{@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer) { nglInterleavedArrays(format, stride, memAddress(pointer)); } /** * Efficiently initializes the six vertex arrays and their enables to one of 14 configurations. * * @param format the interleaved array format. One of:<br><table><tr><td>{@link #GL_V2F V2F}</td><td>{@link #GL_V3F V3F}</td><td>{@link #GL_C4UB_V2F C4UB_V2F}</td><td>{@link #GL_C4UB_V3F C4UB_V3F}</td><td>{@link #GL_C3F_V3F C3F_V3F}</td><td>{@link #GL_N3F_V3F N3F_V3F}</td><td>{@link #GL_C4F_N3F_V3F C4F_N3F_V3F}</td><td>{@link #GL_T2F_V3F T2F_V3F}</td></tr><tr><td>{@link #GL_T4F_V4F T4F_V4F}</td><td>{@link #GL_T2F_C4UB_V3F T2F_C4UB_V3F}</td><td>{@link #GL_T2F_C3F_V3F T2F_C3F_V3F}</td><td>{@link #GL_T2F_N3F_V3F T2F_N3F_V3F}</td><td>{@link #GL_T2F_C4F_N3F_V3F T2F_C4F_N3F_V3F}</td><td>{@link #GL_T4F_C4F_N3F_V4F T4F_C4F_N3F_V4F}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") DoubleBuffer pointer) { nglInterleavedArrays(format, stride, memAddress(pointer)); } // --- [ glIsEnabled ] --- /** * Determines if {@code cap} is currently enabled (as with {@link #glEnable Enable}) or disabled. * * @param cap the enable state to query * * @see <a target="_blank" href="http://docs.gl/gl4/glIsEnabled">Reference Page</a> */ @NativeType("GLboolean") public static boolean glIsEnabled(@NativeType("GLenum") int cap) { return GL11C.glIsEnabled(cap); } // --- [ glIsList ] --- /** * Returns true if the {@code list} is the index of some display list. * * @param list the list index to query * * @see <a target="_blank" href="http://docs.gl/gl3/glIsList">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("GLboolean") public static native boolean glIsList(@NativeType("GLuint") int list); // --- [ glIsTexture ] --- /** * Returns true if {@code texture} is the name of a texture object. * * @param texture the texture name to query * * @see <a target="_blank" href="http://docs.gl/gl4/glIsTexture">Reference Page</a> */ @NativeType("GLboolean") public static boolean glIsTexture(@NativeType("GLuint") int texture) { return GL11C.glIsTexture(texture); } // --- [ glLightModeli ] --- /** * Set the integer value of a lighting model parameter. * * @param pname the lighting model parameter to set. One of:<br><table><tr><td>{@link #GL_LIGHT_MODEL_AMBIENT LIGHT_MODEL_AMBIENT}</td><td>{@link #GL_LIGHT_MODEL_LOCAL_VIEWER LIGHT_MODEL_LOCAL_VIEWER}</td><td>{@link #GL_LIGHT_MODEL_TWO_SIDE LIGHT_MODEL_TWO_SIDE}</td></tr><tr><td>{@link GL12#GL_LIGHT_MODEL_COLOR_CONTROL LIGHT_MODEL_COLOR_CONTROL}</td></tr></table> * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLightModeli">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glLightModeli(@NativeType("GLenum") int pname, @NativeType("GLint") int param); // --- [ glLightModelf ] --- /** * Float version of {@link #glLightModeli LightModeli}. * * @param pname the lighting model parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLightModelf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glLightModelf(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param); // --- [ glLightModeliv ] --- /** Unsafe version of: {@link #glLightModeliv LightModeliv} */ public static native void nglLightModeliv(int pname, long params); /** * Pointer version of {@link #glLightModeli LightModeli}. * * @param pname the lighting model parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLightModel">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightModeliv(@NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) { if (CHECKS) { check(params, 4); } nglLightModeliv(pname, memAddress(params)); } // --- [ glLightModelfv ] --- /** Unsafe version of: {@link #glLightModelfv LightModelfv} */ public static native void nglLightModelfv(int pname, long params); /** * Pointer version of {@link #glLightModelf LightModelf}. * * @param pname the lighting model parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLightModel">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightModelfv(@NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) { if (CHECKS) { check(params, 4); } nglLightModelfv(pname, memAddress(params)); } // --- [ glLighti ] --- /** * Sets the integer value of a light parameter. * * @param light the light for which to set the parameter. One of:<br><table><tr><td>{@link #GL_LIGHT0 LIGHT0}</td><td>GL_LIGHT[1-7]</td></tr></table> * @param pname the parameter to set. One of:<br><table><tr><td>{@link #GL_AMBIENT AMBIENT}</td><td>{@link #GL_DIFFUSE DIFFUSE}</td><td>{@link #GL_SPECULAR SPECULAR}</td><td>{@link #GL_POSITION POSITION}</td><td>{@link #GL_CONSTANT_ATTENUATION CONSTANT_ATTENUATION}</td><td>{@link #GL_LINEAR_ATTENUATION LINEAR_ATTENUATION}</td></tr><tr><td>{@link #GL_QUADRATIC_ATTENUATION QUADRATIC_ATTENUATION}</td><td>{@link #GL_SPOT_DIRECTION SPOT_DIRECTION}</td><td>{@link #GL_SPOT_EXPONENT SPOT_EXPONENT}</td><td>{@link #GL_SPOT_CUTOFF SPOT_CUTOFF}</td></tr></table> * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLighti">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glLighti(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint") int param); // --- [ glLightf ] --- /** * Float version of {@link #glLighti Lighti}. * * @param light the light for which to set the parameter * @param pname the parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLightf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glLightf(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param); // --- [ glLightiv ] --- /** Unsafe version of: {@link #glLightiv Lightiv} */ public static native void nglLightiv(int light, int pname, long params); /** * Pointer version of {@link #glLighti Lighti}. * * @param light the light for which to set the parameter * @param pname the parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) { if (CHECKS) { check(params, 4); } nglLightiv(light, pname, memAddress(params)); } // --- [ glLightfv ] --- /** Unsafe version of: {@link #glLightfv Lightfv} */ public static native void nglLightfv(int light, int pname, long params); /** * Pointer version of {@link #glLightf Lightf}. * * @param light the light for which to set the parameter * @param pname the parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) { if (CHECKS) { check(params, 4); } nglLightfv(light, pname, memAddress(params)); } // --- [ glLineStipple ] --- /** * Defines a line stipple. It determines those fragments that are to be drawn when the line is rasterized. Line stippling may be enabled or disabled using * {@link #glEnable Enable} or {@link #glDisable Disable} with the constant {@link #GL_LINE_STIPPLE LINE_STIPPLE}. When disabled, it is as if the line stipple has its default value. * * @param factor a count that is used to modify the effective line stipple by causing each bit in pattern to be used {@code factor} times. {@code factor} is clamped * to the range [1, 256]. * @param pattern an unsigned short integer whose 16 bits define the stipple pattern * * @see <a target="_blank" href="http://docs.gl/gl3/glLineStipple">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glLineStipple(@NativeType("GLint") int factor, @NativeType("GLushort") short pattern); // --- [ glLineWidth ] --- /** * Sets the width of rasterized line segments. The default width is 1.0. * * @param width the line width * * @see <a target="_blank" href="http://docs.gl/gl4/glLineWidth">Reference Page</a> */ public static void glLineWidth(@NativeType("GLfloat") float width) { GL11C.glLineWidth(width); } // --- [ glListBase ] --- /** * Sets the display list base. * * @param base the display list base offset * * @see <a target="_blank" href="http://docs.gl/gl3/glListBase">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glListBase(@NativeType("GLuint") int base); // --- [ glLoadMatrixf ] --- /** Unsafe version of: {@link #glLoadMatrixf LoadMatrixf} */ public static native void nglLoadMatrixf(long m); /** * Sets the current matrix to a 4 × 4 matrix in column-major order. * * <p>The matrix is stored as 16 consecutive values, i.e. as:</p> * * <table class=striped> * <tr><td>a1</td><td>a5</td><td>a9</td><td>a13</td></tr> * <tr><td>a2</td><td>a6</td><td>a10</td><td>a14</td></tr> * <tr><td>a3</td><td>a7</td><td>a11</td><td>a15</td></tr> * <tr><td>a4</td><td>a8</td><td>a12</td><td>a16</td></tr> * </table> * * <p>This differs from the standard row-major ordering for matrix elements. If the standard ordering is used, all of the subsequent transformation equations * are transposed, and the columns representing vectors become rows.</p> * * @param m the matrix data * * @see <a target="_blank" href="http://docs.gl/gl3/glLoadMatrixf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLoadMatrixf(@NativeType("GLfloat const *") FloatBuffer m) { if (CHECKS) { check(m, 16); } nglLoadMatrixf(memAddress(m)); } // --- [ glLoadMatrixd ] --- /** Unsafe version of: {@link #glLoadMatrixd LoadMatrixd} */ public static native void nglLoadMatrixd(long m); /** * Double version of {@link #glLoadMatrixf LoadMatrixf}. * * @param m the matrix data * * @see <a target="_blank" href="http://docs.gl/gl3/glLoadMatrixd">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLoadMatrixd(@NativeType("GLdouble const *") DoubleBuffer m) { if (CHECKS) { check(m, 16); } nglLoadMatrixd(memAddress(m)); } // --- [ glLoadIdentity ] --- /** * Sets the current matrix to the identity matrix. * * <p>Calling this function is equivalent to calling {@link #glLoadMatrixf LoadMatrixf} with the following matrix:</p> * * <table class=striped> * <tr><td>1</td><td>0</td><td>0</td><td>0</td></tr> * <tr><td>0</td><td>1</td><td>0</td><td>0</td></tr> * <tr><td>0</td><td>0</td><td>1</td><td>0</td></tr> * <tr><td>0</td><td>0</td><td>0</td><td>1</td></tr> * </table> * * @see <a target="_blank" href="http://docs.gl/gl3/glLoadIdentity">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glLoadIdentity(); // --- [ glLoadName ] --- /** * Replaces the value on the top of the selection stack with {@code name}. * * @param name the name to load * * @see <a target="_blank" href="http://docs.gl/gl3/glLoadName">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glLoadName(@NativeType("GLuint") int name); // --- [ glLogicOp ] --- /** * Sets the logical framebuffer operation. * * @param op the operation to set. One of:<br><table><tr><td>{@link GL11C#GL_CLEAR CLEAR}</td><td>{@link GL11C#GL_AND AND}</td><td>{@link GL11C#GL_AND_REVERSE AND_REVERSE}</td><td>{@link GL11C#GL_COPY COPY}</td><td>{@link GL11C#GL_AND_INVERTED AND_INVERTED}</td><td>{@link GL11C#GL_NOOP NOOP}</td><td>{@link GL11C#GL_XOR XOR}</td><td>{@link GL11C#GL_OR OR}</td><td>{@link GL11C#GL_NOR NOR}</td><td>{@link GL11C#GL_EQUIV EQUIV}</td><td>{@link GL11C#GL_INVERT INVERT}</td><td>{@link GL11C#GL_OR_REVERSE OR_REVERSE}</td><td>{@link GL11C#GL_COPY_INVERTED COPY_INVERTED}</td></tr><tr><td>{@link GL11C#GL_OR_INVERTED OR_INVERTED}</td><td>{@link GL11C#GL_NAND NAND}</td><td>{@link GL11C#GL_SET SET}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glLogicOp">Reference Page</a> */ public static void glLogicOp(@NativeType("GLenum") int op) { GL11C.glLogicOp(op); } // --- [ glMap1f ] --- /** Unsafe version of: {@link #glMap1f Map1f} */ public static native void nglMap1f(int target, float u1, float u2, int stride, int order, long points); /** * Defines a polynomial or rational polynomial mapping to produce vertex, normal, texture coordinates and colors. The values so produced are sent on to * further stages of the GL as if they had been provided directly by the client. * * @param target the evaluator target. One of:<br><table><tr><td>{@link #GL_MAP1_VERTEX_3 MAP1_VERTEX_3}</td><td>{@link #GL_MAP1_VERTEX_4 MAP1_VERTEX_4}</td><td>{@link #GL_MAP1_COLOR_4 MAP1_COLOR_4}</td><td>{@link #GL_MAP1_NORMAL MAP1_NORMAL}</td><td>{@link #GL_MAP1_TEXTURE_COORD_1 MAP1_TEXTURE_COORD_1}</td></tr><tr><td>{@link #GL_MAP1_TEXTURE_COORD_2 MAP1_TEXTURE_COORD_2}</td><td>{@link #GL_MAP1_TEXTURE_COORD_3 MAP1_TEXTURE_COORD_3}</td><td>{@link #GL_MAP1_TEXTURE_COORD_4 MAP1_TEXTURE_COORD_4}</td></tr></table> * @param u1 the first endpoint of the pre-image of the map * @param u2 the second endpoint of the pre-image of the map * @param stride the number of values in each block of storage * @param order the polynomial order * @param points a set of {@code order} blocks of storage containing control points * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap1f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("GLfloat const *") FloatBuffer points) { if (CHECKS) { check(points, order * stride); } nglMap1f(target, u1, u2, stride, order, memAddress(points)); } // --- [ glMap1d ] --- /** Unsafe version of: {@link #glMap1d Map1d} */ public static native void nglMap1d(int target, double u1, double u2, int stride, int order, long points); /** * Double version of {@link #glMap1f Map1f}. * * @param target the evaluator target * @param u1 the first endpoint of the pre-image of the map * @param u2 the second endpoint of the pre-image of the map * @param stride the number of values in each block of storage * @param order the polynomial order * @param points a set of {@code order} blocks of storage containing control points * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap1d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("GLdouble const *") DoubleBuffer points) { if (CHECKS) { check(points, stride * order); } nglMap1d(target, u1, u2, stride, order, memAddress(points)); } // --- [ glMap2f ] --- /** Unsafe version of: {@link #glMap2f Map2f} */ public static native void nglMap2f(int target, float u1, float u2, int ustride, int uorder, float v1, float v2, int vstride, int vorder, long points); /** * Bivariate version of {@link #glMap1f Map1f}. * * @param target the evaluator target * @param u1 the first u-dimension endpoint of the pre-image rectangle of the map * @param u2 the second u-dimension endpoint of the pre-image rectangle of the map * @param ustride the number of values in the u-dimension in each block of storage * @param uorder the polynomial order in the u-dimension * @param v1 the first v-dimension endpoint of the pre-image rectangle of the map * @param v2 the second v-dimension endpoint of the pre-image rectangle of the map * @param vstride the number of values in the v-dimension in each block of storage * @param vorder the polynomial order in the v-dimension * @param points a set of <code>uorder × vorder</code> blocks of storage containing control points * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap2f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("GLfloat const *") FloatBuffer points) { if (CHECKS) { check(points, ustride * uorder * vstride * vorder); } nglMap2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, memAddress(points)); } // --- [ glMap2d ] --- /** Unsafe version of: {@link #glMap2d Map2d} */ public static native void nglMap2d(int target, double u1, double u2, int ustride, int uorder, double v1, double v2, int vstride, int vorder, long points); /** * Double version of {@link #glMap2f Map2f}. * * @param target the evaluator target * @param u1 the first u-dimension endpoint of the pre-image rectangle of the map * @param u2 the second u-dimension endpoint of the pre-image rectangle of the map * @param ustride the number of values in the u-dimension in each block of storage * @param uorder the polynomial order in the u-dimension * @param v1 the first v-dimension endpoint of the pre-image rectangle of the map * @param v2 the second v-dimension endpoint of the pre-image rectangle of the map * @param vstride the number of values in the v-dimension in each block of storage * @param vorder the polynomial order in the v-dimension * @param points a set of <code>uorder × vorder</code> blocks of storage containing control points * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap2d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("GLdouble const *") DoubleBuffer points) { if (CHECKS) { check(points, ustride * uorder * vstride * vorder); } nglMap2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, memAddress(points)); } // --- [ glMapGrid1f ] --- /** * Defines a one-dimensional grid in the map evaluator domain. * * @param n the number of partitions of the interval * @param u1 the first interval endpoint * @param u2 the second interval endpoint * * @see <a target="_blank" href="http://docs.gl/gl3/glMapGrid">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glMapGrid1f(@NativeType("GLint") int n, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2); // --- [ glMapGrid1d ] --- /** * Double version of {@link #glMapGrid1f MapGrid1f}. * * @param n the number of partitions of the interval * @param u1 the first interval endpoint * @param u2 the second interval endpoint * * @see <a target="_blank" href="http://docs.gl/gl3/glMapGrid">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glMapGrid1d(@NativeType("GLint") int n, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2); // --- [ glMapGrid2f ] --- /** * Defines a two-dimensional grid in the map evaluator domain. * * @param un the number of partitions of the interval in the u-dimension * @param u1 the first u-dimension interval endpoint * @param u2 the second u-dimension interval endpoint * @param vn the number of partitions of the interval in the v-dimension * @param v1 the first v-dimension interval endpoint * @param v2 the second v-dimension interval endpoint * * @see <a target="_blank" href="http://docs.gl/gl3/glMapGrid">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glMapGrid2f(@NativeType("GLint") int un, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int vn, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2); // --- [ glMapGrid2d ] --- /** * Double version of {@link #glMapGrid2f MapGrid2f}. * * @param un the number of partitions of the interval in the u-dimension * @param u1 the first u-dimension interval endpoint * @param u2 the second u-dimension interval endpoint * @param vn the number of partitions of the interval in the v-dimension * @param v1 the first v-dimension interval endpoint * @param v2 the second v-dimension interval endpoint * * @see <a target="_blank" href="http://docs.gl/gl3/glMapGrid">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glMapGrid2d(@NativeType("GLint") int un, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int vn, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2); // --- [ glMateriali ] --- /** * Sets the integer value of a material parameter. * * @param face the material face for which to set the parameter. One of:<br><table><tr><td>{@link #GL_FRONT FRONT}</td><td>{@link #GL_BACK BACK}</td><td>{@link #GL_FRONT_AND_BACK FRONT_AND_BACK}</td></tr></table> * @param pname the parameter to set. Must be:<br><table><tr><td>{@link #GL_SHININESS SHININESS}</td></tr></table> * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glMateriali">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glMateriali(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint") int param); // --- [ glMaterialf ] --- /** * Float version of {@link #glMateriali Materiali}. * * @param face the material face for which to set the parameter * @param pname the parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glMaterialf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glMaterialf(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param); // --- [ glMaterialiv ] --- /** Unsafe version of: {@link #glMaterialiv Materialiv} */ public static native void nglMaterialiv(int face, int pname, long params); /** * Pointer version of {@link #glMateriali Materiali}. * * @param face the material face for which to set the parameter * @param pname the parameter to set. One of:<br><table><tr><td>{@link #GL_AMBIENT AMBIENT}</td><td>{@link #GL_DIFFUSE DIFFUSE}</td><td>{@link #GL_AMBIENT_AND_DIFFUSE AMBIENT_AND_DIFFUSE}</td><td>{@link #GL_SPECULAR SPECULAR}</td><td>{@link #GL_EMISSION EMISSION}</td></tr></table> * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) { if (CHECKS) { check(params, 4); } nglMaterialiv(face, pname, memAddress(params)); } // --- [ glMaterialfv ] --- /** Unsafe version of: {@link #glMaterialfv Materialfv} */ public static native void nglMaterialfv(int face, int pname, long params); /** * Pointer version of {@link #glMaterialf Materialf}. * * @param face the material face for which to set the parameter * @param pname the parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) { if (CHECKS) { check(params, 4); } nglMaterialfv(face, pname, memAddress(params)); } // --- [ glMatrixMode ] --- /** * Set the current matrix mode. * * @param mode the matrix mode. One of:<br><table><tr><td>{@link #GL_MODELVIEW MODELVIEW}</td><td>{@link #GL_PROJECTION PROJECTION}</td><td>{@link #GL_TEXTURE TEXTURE}</td><td>{@link #GL_COLOR COLOR}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glMatrixMode">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glMatrixMode(@NativeType("GLenum") int mode); // --- [ glMultMatrixf ] --- /** Unsafe version of: {@link #glMultMatrixf MultMatrixf} */ public static native void nglMultMatrixf(long m); /** * Multiplies the current matrix with a 4 × 4 matrix in column-major order. See {@link #glLoadMatrixf LoadMatrixf} for details. * * @param m the matrix data * * @see <a target="_blank" href="http://docs.gl/gl3/glMultMatrixf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMultMatrixf(@NativeType("GLfloat const *") FloatBuffer m) { if (CHECKS) { check(m, 16); } nglMultMatrixf(memAddress(m)); } // --- [ glMultMatrixd ] --- /** Unsafe version of: {@link #glMultMatrixd MultMatrixd} */ public static native void nglMultMatrixd(long m); /** * Double version of {@link #glMultMatrixf MultMatrixf}. * * @param m the matrix data * * @see <a target="_blank" href="http://docs.gl/gl3/glMultMatrixd">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMultMatrixd(@NativeType("GLdouble const *") DoubleBuffer m) { if (CHECKS) { check(m, 16); } nglMultMatrixd(memAddress(m)); } // --- [ glFrustum ] --- /** * Manipulates the current matrix with a matrix that produces perspective projection, in such a way that the coordinates <code>(lb – n)<sup>T</sup></code> * and <code>(rt – n)<sup>T</sup></code> specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the * window, respectively (assuming that the eye is located at <code>(0 0 0)<sup>T</sup></code>). {@code f} gives the distance from the eye to the far clipping * plane. * * <p>Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:</p> * * <table class=striped> * <tr><td>2n / (r - l)</td><td>0</td><td>(r + l) / (r - l)</td><td>0</td></tr> * <tr><td>0</td><td>2n / (t - b)</td><td>(t + b) / (t - b)</td><td>0</td></tr> * <tr><td>0</td><td>0</td><td>- (f + n) / (f - n)</td><td>- (2fn) / (f - n)</td></tr> * <tr><td>0</td><td>0</td><td>-1</td><td>0</td></tr> * </table> * * @param l the left frustum plane * @param r the right frustum plane * @param b the bottom frustum plane * @param t the top frustum plane * @param n the near frustum plane * @param f the far frustum plane * * @see <a target="_blank" href="http://docs.gl/gl3/glFrustum">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glFrustum(@NativeType("GLdouble") double l, @NativeType("GLdouble") double r, @NativeType("GLdouble") double b, @NativeType("GLdouble") double t, @NativeType("GLdouble") double n, @NativeType("GLdouble") double f); // --- [ glNewList ] --- /** * Begins the definition of a display list. * * @param n a positive integer to which the display list that follows is assigned * @param mode a symbolic constant that controls the behavior of the GL during display list creation. One of:<br><table><tr><td>{@link #GL_COMPILE COMPILE}</td><td>{@link #GL_COMPILE_AND_EXECUTE COMPILE_AND_EXECUTE}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glNewList">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glNewList(@NativeType("GLuint") int n, @NativeType("GLenum") int mode); // --- [ glEndList ] --- /** * Ends the definition of GL commands to be placed in a display list. It is only when {@code EndList} occurs that the specified display list is actually * associated with the index indicated with {@link #glNewList NewList}. * * @see <a target="_blank" href="http://docs.gl/gl3/glEndList">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glEndList(); // --- [ glNormal3f ] --- /** * Sets the current normal. * * @param nx the x coordinate of the current normal * @param ny the y coordinate of the current normal * @param nz the z coordinate of the current normal * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glNormal3f(@NativeType("GLfloat") float nx, @NativeType("GLfloat") float ny, @NativeType("GLfloat") float nz); // --- [ glNormal3b ] --- /** * Byte version of {@link #glNormal3f Normal3f}. * * @param nx the x coordinate of the current normal * @param ny the y coordinate of the current normal * @param nz the z coordinate of the current normal * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glNormal3b(@NativeType("GLbyte") byte nx, @NativeType("GLbyte") byte ny, @NativeType("GLbyte") byte nz); // --- [ glNormal3s ] --- /** * Short version of {@link #glNormal3f Normal3f}. * * @param nx the x coordinate of the current normal * @param ny the y coordinate of the current normal * @param nz the z coordinate of the current normal * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glNormal3s(@NativeType("GLshort") short nx, @NativeType("GLshort") short ny, @NativeType("GLshort") short nz); // --- [ glNormal3i ] --- /** * Integer version of {@link #glNormal3f Normal3f}. * * @param nx the x coordinate of the current normal * @param ny the y coordinate of the current normal * @param nz the z coordinate of the current normal * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glNormal3i(@NativeType("GLint") int nx, @NativeType("GLint") int ny, @NativeType("GLint") int nz); // --- [ glNormal3d ] --- /** * Double version of {@link #glNormal3f Normal3f}. * * @param nx the x coordinate of the current normal * @param ny the y coordinate of the current normal * @param nz the z coordinate of the current normal * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glNormal3d(@NativeType("GLdouble") double nx, @NativeType("GLdouble") double ny, @NativeType("GLdouble") double nz); // --- [ glNormal3fv ] --- /** Unsafe version of: {@link #glNormal3fv Normal3fv} */ public static native void nglNormal3fv(long v); /** * Pointer version of {@link #glNormal3f Normal3f}. * * @param v the normal buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3fv(@NativeType("GLfloat const *") FloatBuffer v) { if (CHECKS) { check(v, 3); } nglNormal3fv(memAddress(v)); } // --- [ glNormal3bv ] --- /** Unsafe version of: {@link #glNormal3bv Normal3bv} */ public static native void nglNormal3bv(long v); /** * Pointer version of {@link #glNormal3b Normal3b}. * * @param v the normal buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3bv(@NativeType("GLbyte const *") ByteBuffer v) { if (CHECKS) { check(v, 3); } nglNormal3bv(memAddress(v)); } // --- [ glNormal3sv ] --- /** Unsafe version of: {@link #glNormal3sv Normal3sv} */ public static native void nglNormal3sv(long v); /** * Pointer version of {@link #glNormal3s Normal3s}. * * @param v the normal buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3sv(@NativeType("GLshort const *") ShortBuffer v) { if (CHECKS) { check(v, 3); } nglNormal3sv(memAddress(v)); } // --- [ glNormal3iv ] --- /** Unsafe version of: {@link #glNormal3iv Normal3iv} */ public static native void nglNormal3iv(long v); /** * Pointer version of {@link #glNormal3i Normal3i}. * * @param v the normal buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3iv(@NativeType("GLint const *") IntBuffer v) { if (CHECKS) { check(v, 3); } nglNormal3iv(memAddress(v)); } // --- [ glNormal3dv ] --- /** Unsafe version of: {@link #glNormal3dv Normal3dv} */ public static native void nglNormal3dv(long v); /** * Pointer version of {@link #glNormal3d Normal3d}. * * @param v the normal buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3dv(@NativeType("GLdouble const *") DoubleBuffer v) { if (CHECKS) { check(v, 3); } nglNormal3dv(memAddress(v)); } // --- [ glNormalPointer ] --- /** Unsafe version of: {@link #glNormalPointer NormalPointer} */ public static native void nglNormalPointer(int type, int stride, long pointer); /** * Specifies the location and organization of a normal array. * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the normal array data * * @see <a target="_blank" href="http://docs.gl/gl3/glNormalPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { nglNormalPointer(type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a normal array. * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the normal array data * * @see <a target="_blank" href="http://docs.gl/gl3/glNormalPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { nglNormalPointer(type, stride, pointer); } /** * Specifies the location and organization of a normal array. * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the normal array data * * @see <a target="_blank" href="http://docs.gl/gl3/glNormalPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) { nglNormalPointer(type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a normal array. * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the normal array data * * @see <a target="_blank" href="http://docs.gl/gl3/glNormalPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) { nglNormalPointer(type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a normal array. * * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_BYTE BYTE}</td><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the normal array data * * @see <a target="_blank" href="http://docs.gl/gl3/glNormalPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormalPointer(@NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer) { nglNormalPointer(type, stride, memAddress(pointer)); } // --- [ glOrtho ] --- /** * Manipulates the current matrix with a matrix that produces parallel projection, in such a way that the coordinates <code>(lb – n)<sup>T</sup></code> * and <code>(rt – n)<sup>T</sup></code> specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the * window, respectively (assuming that the eye is located at <code>(0 0 0)<sup>T</sup></code>). {@code f} gives the distance from the eye to the far clipping * plane. * * <p>Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:</p> * * <table class=striped> * <tr><td>2 / (r - l)</td><td>0</td><td>0</td><td>- (r + l) / (r - l)</td></tr> * <tr><td>0</td><td>2 / (t - b)</td><td>0</td><td>- (t + b) / (t - b)</td></tr> * <tr><td>0</td><td>0</td><td>- 2 / (f - n)</td><td>- (f + n) / (f - n)</td></tr> * <tr><td>0</td><td>0</td><td>0</td><td>1</td></tr> * </table> * * @param l the left frustum plane * @param r the right frustum plane * @param b the bottom frustum plane * @param t the top frustum plane * @param n the near frustum plane * @param f the far frustum plane * * @see <a target="_blank" href="http://docs.gl/gl3/glOrtho">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glOrtho(@NativeType("GLdouble") double l, @NativeType("GLdouble") double r, @NativeType("GLdouble") double b, @NativeType("GLdouble") double t, @NativeType("GLdouble") double n, @NativeType("GLdouble") double f); // --- [ glPassThrough ] --- /** * Inserts a marker when the GL is in feeback mode. {@code token} is returned as if it were a primitive; it is indicated with its own unique identifying * value. The ordering of any {@code PassThrough} commands with respect to primitive specification is maintained by feedback. {@code PassThrough} may * not occur between {@link #glBegin Begin} and {@link #glEnd End}. * * @param token the marker value to insert * * @see <a target="_blank" href="http://docs.gl/gl3/glPassThrough">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPassThrough(@NativeType("GLfloat") float token); // --- [ glPixelMapfv ] --- /** * Unsafe version of: {@link #glPixelMapfv PixelMapfv} * * @param size the map size */ public static native void nglPixelMapfv(int map, int size, long values); /** * Sets a pixel map lookup table. * * @param map the map to set. One of:<br><table><tr><td>{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I}</td><td>{@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S}</td><td>{@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R}</td><td>{@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G}</td><td>{@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B}</td></tr><tr><td>{@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A}</td><td>{@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R}</td><td>{@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G}</td><td>{@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B}</td><td>{@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}</td></tr></table> * @param size the map size * @param values the map values * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLsizei") int size, @NativeType("GLfloat const *") long values) { nglPixelMapfv(map, size, values); } /** * Sets a pixel map lookup table. * * @param map the map to set. One of:<br><table><tr><td>{@link #GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_I}</td><td>{@link #GL_PIXEL_MAP_S_TO_S PIXEL_MAP_S_TO_S}</td><td>{@link #GL_PIXEL_MAP_I_TO_R PIXEL_MAP_I_TO_R}</td><td>{@link #GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_G}</td><td>{@link #GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_B}</td></tr><tr><td>{@link #GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_A}</td><td>{@link #GL_PIXEL_MAP_R_TO_R PIXEL_MAP_R_TO_R}</td><td>{@link #GL_PIXEL_MAP_G_TO_G PIXEL_MAP_G_TO_G}</td><td>{@link #GL_PIXEL_MAP_B_TO_B PIXEL_MAP_B_TO_B}</td><td>{@link #GL_PIXEL_MAP_A_TO_A PIXEL_MAP_A_TO_A}</td></tr></table> * @param values the map values * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat const *") FloatBuffer values) { nglPixelMapfv(map, values.remaining(), memAddress(values)); } // --- [ glPixelMapusv ] --- /** * Unsafe version of: {@link #glPixelMapusv PixelMapusv} * * @param size the map size */ public static native void nglPixelMapusv(int map, int size, long values); /** * Unsigned short version of {@link #glPixelMapfv PixelMapfv}. * * @param map the map to set * @param size the map size * @param values the map values * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLsizei") int size, @NativeType("GLushort const *") long values) { nglPixelMapusv(map, size, values); } /** * Unsigned short version of {@link #glPixelMapfv PixelMapfv}. * * @param map the map to set * @param values the map values * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort const *") ShortBuffer values) { nglPixelMapusv(map, values.remaining(), memAddress(values)); } // --- [ glPixelMapuiv ] --- /** * Unsafe version of: {@link #glPixelMapuiv PixelMapuiv} * * @param size the map size */ public static native void nglPixelMapuiv(int map, int size, long values); /** * Unsigned integer version of {@link #glPixelMapfv PixelMapfv}. * * @param map the map to set * @param size the map size * @param values the map values * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLsizei") int size, @NativeType("GLuint const *") long values) { nglPixelMapuiv(map, size, values); } /** * Unsigned integer version of {@link #glPixelMapfv PixelMapfv}. * * @param map the map to set * @param values the map values * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint const *") IntBuffer values) { nglPixelMapuiv(map, values.remaining(), memAddress(values)); } // --- [ glPixelStorei ] --- /** * Sets the integer value of a pixel store parameter. * * @param pname the pixel store parameter to set. One of:<br><table><tr><td>{@link GL11C#GL_UNPACK_SWAP_BYTES UNPACK_SWAP_BYTES}</td><td>{@link GL11C#GL_UNPACK_LSB_FIRST UNPACK_LSB_FIRST}</td><td>{@link GL11C#GL_UNPACK_ROW_LENGTH UNPACK_ROW_LENGTH}</td></tr><tr><td>{@link GL11C#GL_UNPACK_SKIP_ROWS UNPACK_SKIP_ROWS}</td><td>{@link GL11C#GL_UNPACK_SKIP_PIXELS UNPACK_SKIP_PIXELS}</td><td>{@link GL11C#GL_UNPACK_ALIGNMENT UNPACK_ALIGNMENT}</td></tr><tr><td>{@link GL12#GL_UNPACK_IMAGE_HEIGHT UNPACK_IMAGE_HEIGHT}</td><td>{@link GL12#GL_UNPACK_SKIP_IMAGES UNPACK_SKIP_IMAGES}</td><td>{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_WIDTH UNPACK_COMPRESSED_BLOCK_WIDTH}</td></tr><tr><td>{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_HEIGHT UNPACK_COMPRESSED_BLOCK_HEIGHT}</td><td>{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_DEPTH UNPACK_COMPRESSED_BLOCK_DEPTH}</td><td>{@link GL42#GL_UNPACK_COMPRESSED_BLOCK_SIZE UNPACK_COMPRESSED_BLOCK_SIZE}</td></tr></table> * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl4/glPixelStorei">Reference Page</a> */ public static void glPixelStorei(@NativeType("GLenum") int pname, @NativeType("GLint") int param) { GL11C.glPixelStorei(pname, param); } // --- [ glPixelStoref ] --- /** * Float version of {@link #glPixelStorei PixelStorei}. * * @param pname the pixel store parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl4/glPixelStoref">Reference Page</a> */ public static void glPixelStoref(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param) { GL11C.glPixelStoref(pname, param); } // --- [ glPixelTransferi ] --- /** * Sets the integer value of a pixel transfer parameter. * * @param pname the pixel transfer parameter to set. One of:<br><table><tr><td>{@link #GL_MAP_COLOR MAP_COLOR}</td><td>{@link #GL_MAP_STENCIL MAP_STENCIL}</td><td>{@link #GL_INDEX_SHIFT INDEX_SHIFT}</td><td>{@link #GL_INDEX_OFFSET INDEX_OFFSET}</td></tr><tr><td>{@link #GL_RED_SCALE RED_SCALE}</td><td>{@link #GL_GREEN_SCALE GREEN_SCALE}</td><td>{@link #GL_BLUE_SCALE BLUE_SCALE}</td><td>{@link #GL_ALPHA_SCALE ALPHA_SCALE}</td></tr><tr><td>{@link #GL_DEPTH_SCALE DEPTH_SCALE}</td><td>{@link #GL_RED_BIAS RED_BIAS}</td><td>{@link #GL_GREEN_BIAS GREEN_BIAS}</td><td>{@link #GL_BLUE_BIAS BLUE_BIAS}</td></tr><tr><td>{@link #GL_ALPHA_BIAS ALPHA_BIAS}</td><td>{@link #GL_DEPTH_BIAS DEPTH_BIAS}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_RED_SCALE POST_CONVOLUTION_RED_SCALE}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_RED_BIAS POST_CONVOLUTION_RED_BIAS}</td></tr><tr><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_RED_SCALE POST_COLOR_MATRIX_RED_SCALE}</td><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_RED_BIAS POST_COLOR_MATRIX_RED_BIAS}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_GREEN_SCALE POST_CONVOLUTION_GREEN_SCALE}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_GREEN_BIAS POST_CONVOLUTION_GREEN_BIAS}</td></tr><tr><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_GREEN_SCALE POST_COLOR_MATRIX_GREEN_SCALE}</td><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_GREEN_BIAS POST_COLOR_MATRIX_GREEN_BIAS}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_BLUE_SCALE POST_CONVOLUTION_BLUE_SCALE}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_BLUE_BIAS POST_CONVOLUTION_BLUE_BIAS}</td></tr><tr><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_BLUE_SCALE POST_COLOR_MATRIX_BLUE_SCALE}</td><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_BLUE_BIAS POST_COLOR_MATRIX_BLUE_BIAS}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_ALPHA_SCALE POST_CONVOLUTION_ALPHA_SCALE}</td><td>{@link ARBImaging#GL_POST_CONVOLUTION_ALPHA_BIAS POST_CONVOLUTION_ALPHA_BIAS}</td></tr><tr><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_ALPHA_SCALE POST_COLOR_MATRIX_ALPHA_SCALE}</td><td>{@link ARBImaging#GL_POST_COLOR_MATRIX_ALPHA_BIAS POST_COLOR_MATRIX_ALPHA_BIAS}</td></tr></table> * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelTransferi">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPixelTransferi(@NativeType("GLenum") int pname, @NativeType("GLint") int param); // --- [ glPixelTransferf ] --- /** * Float version of {@link #glPixelTransferi PixelTransferi}. * * @param pname the pixel transfer parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelTransferf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPixelTransferf(@NativeType("GLenum") int pname, @NativeType("GLfloat") float param); // --- [ glPixelZoom ] --- /** * Controls the conversion of a group of fragments. * * <p>Let (x<sub>rp</sub>, y<sub>rp</sub>) be the current raster position. If a particular group is the n<sup>th</sup> in a row and belongs to the * m<sup>th</sup> row, consider the region in window coordinates bounded by the rectangle with corners</p> * * <p>(x<sub>rp</sub> + z<sub>x</sub>n, y<sub>rp</sub> + z<sub>y</sub>m) and (x<sub>rp</sub> + z<sub>x</sub>(n + 1), y<sub>rp</sub> + z<sub>y</sub>(m + 1))</p> * * <p>(either z<sub>x</sub> or z<sub>y</sub> may be negative). A fragment representing group {@code (n, m)} is produced for each framebuffer pixel inside, or * on the bottom or left boundary, of this rectangle.</p> * * @param xfactor the z<sub>x</sub> factor * @param yfactor the z<sub>y</sub> factor * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelZoom">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPixelZoom(@NativeType("GLfloat") float xfactor, @NativeType("GLfloat") float yfactor); // --- [ glPointSize ] --- /** * Controls the rasterization of points if no vertex, tessellation control, tessellation evaluation, or geometry shader is active. The default point size is 1.0. * * @param size the request size of a point * * @see <a target="_blank" href="http://docs.gl/gl4/glPointSize">Reference Page</a> */ public static void glPointSize(@NativeType("GLfloat") float size) { GL11C.glPointSize(size); } // --- [ glPolygonMode ] --- /** * Controls the interpretation of polygons for rasterization. * * <p>{@link GL11C#GL_FILL FILL} is the default mode of polygon rasterization. Note that these modes affect only the final rasterization of polygons: in particular, a * polygon's vertices are lit, and the polygon is clipped and possibly culled before these modes are applied. Polygon antialiasing applies only to the * {@link GL11C#GL_FILL FILL} state of PolygonMode. For {@link GL11C#GL_POINT POINT} or {@link GL11C#GL_LINE LINE}, point antialiasing or line segment antialiasing, respectively, apply.</p> * * @param face the face for which to set the rasterizing method. One of:<br><table><tr><td>{@link GL11C#GL_FRONT FRONT}</td><td>{@link GL11C#GL_BACK BACK}</td><td>{@link GL11C#GL_FRONT_AND_BACK FRONT_AND_BACK}</td></tr></table> * @param mode the rasterization mode. One of:<br><table><tr><td>{@link GL11C#GL_POINT POINT}</td><td>{@link GL11C#GL_LINE LINE}</td><td>{@link GL11C#GL_FILL FILL}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glPolygonMode">Reference Page</a> */ public static void glPolygonMode(@NativeType("GLenum") int face, @NativeType("GLenum") int mode) { GL11C.glPolygonMode(face, mode); } // --- [ glPolygonOffset ] --- /** * The depth values of all fragments generated by the rasterization of a polygon may be offset by a single value that is computed for that polygon. This * function determines that value. * * <p>{@code factor} scales the maximum depth slope of the polygon, and {@code units} scales an implementation-dependent constant that relates to the usable * resolution of the depth buffer. The resulting values are summed to produce the polygon offset value.</p> * * @param factor the maximum depth slope factor * @param units the constant scale * * @see <a target="_blank" href="http://docs.gl/gl4/glPolygonOffset">Reference Page</a> */ public static void glPolygonOffset(@NativeType("GLfloat") float factor, @NativeType("GLfloat") float units) { GL11C.glPolygonOffset(factor, units); } // --- [ glPolygonStipple ] --- /** Unsafe version of: {@link #glPolygonStipple PolygonStipple} */ public static native void nglPolygonStipple(long pattern); /** * Defines a polygon stipple. It works much the same way as {@link #glLineStipple LineStipple}, masking out certain fragments produced by rasterization so that they * are not sent to the next stage of the GL. This is the case regardless of the state of polygon antialiasing. * * <p>If x<sub>w</sub> and y<sub>w</sub> are the window coordinates of a rasterized polygon fragment, then that fragment is sent to the next stage of the GL * if and only if the bit of the pattern (x<sub>w</sub> mod 32, y<sub>w</sub> mod 32) is 1.</p> * * <p>Polygon stippling may be enabled or disabled with {@link #glEnable Enable} or {@link #glDisable Disable} using the constant {@link #GL_POLYGON_STIPPLE POLYGON_STIPPLE}. When disabled, * it is as if the stipple pattern were all ones.</p> * * @param pattern a pointer to memory into which a 32 × 32 pattern is packed * * @see <a target="_blank" href="http://docs.gl/gl3/glPolygonStipple">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPolygonStipple(@NativeType("GLubyte const *") ByteBuffer pattern) { if (CHECKS) { check(pattern, 128); } nglPolygonStipple(memAddress(pattern)); } /** * Defines a polygon stipple. It works much the same way as {@link #glLineStipple LineStipple}, masking out certain fragments produced by rasterization so that they * are not sent to the next stage of the GL. This is the case regardless of the state of polygon antialiasing. * * <p>If x<sub>w</sub> and y<sub>w</sub> are the window coordinates of a rasterized polygon fragment, then that fragment is sent to the next stage of the GL * if and only if the bit of the pattern (x<sub>w</sub> mod 32, y<sub>w</sub> mod 32) is 1.</p> * * <p>Polygon stippling may be enabled or disabled with {@link #glEnable Enable} or {@link #glDisable Disable} using the constant {@link #GL_POLYGON_STIPPLE POLYGON_STIPPLE}. When disabled, * it is as if the stipple pattern were all ones.</p> * * @param pattern a pointer to memory into which a 32 × 32 pattern is packed * * @see <a target="_blank" href="http://docs.gl/gl3/glPolygonStipple">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPolygonStipple(@NativeType("GLubyte const *") long pattern) { nglPolygonStipple(pattern); } // --- [ glPushAttrib ] --- /** * Takes a bitwise OR of symbolic constants indicating which groups of state variables to push onto the server attribute stack. Each constant refers to a * group of state variables. * * <p>Bits set in mask that do not correspond to an attribute group are ignored. The special mask value {@link #GL_ALL_ATTRIB_BITS ALL_ATTRIB_BITS} may be used to push all * stackable server state.</p> * * <p>A {@link #GL_STACK_OVERFLOW STACK_OVERFLOW} error is generated if {@code PushAttrib} is called and the attribute stack depth is equal to the value of * {@link #GL_MAX_ATTRIB_STACK_DEPTH MAX_ATTRIB_STACK_DEPTH}.</p> * * @param mask the state variables to push. One or more of:<br><table><tr><td>{@link #GL_ACCUM_BUFFER_BIT ACCUM_BUFFER_BIT}</td><td>{@link #GL_COLOR_BUFFER_BIT COLOR_BUFFER_BIT}</td><td>{@link #GL_CURRENT_BIT CURRENT_BIT}</td><td>{@link #GL_DEPTH_BUFFER_BIT DEPTH_BUFFER_BIT}</td><td>{@link #GL_ENABLE_BIT ENABLE_BIT}</td><td>{@link #GL_EVAL_BIT EVAL_BIT}</td></tr><tr><td>{@link #GL_FOG_BIT FOG_BIT}</td><td>{@link #GL_HINT_BIT HINT_BIT}</td><td>{@link #GL_LIGHTING_BIT LIGHTING_BIT}</td><td>{@link #GL_LINE_BIT LINE_BIT}</td><td>{@link #GL_LIST_BIT LIST_BIT}</td><td>{@link GL13#GL_MULTISAMPLE_BIT MULTISAMPLE_BIT}</td></tr><tr><td>{@link #GL_PIXEL_MODE_BIT PIXEL_MODE_BIT}</td><td>{@link #GL_POINT_BIT POINT_BIT}</td><td>{@link #GL_POLYGON_BIT POLYGON_BIT}</td><td>{@link #GL_POLYGON_STIPPLE_BIT POLYGON_STIPPLE_BIT}</td><td>{@link #GL_SCISSOR_BIT SCISSOR_BIT}</td><td>{@link #GL_STENCIL_BUFFER_BIT STENCIL_BUFFER_BIT}</td></tr><tr><td>{@link #GL_TEXTURE_BIT TEXTURE_BIT}</td><td>{@link #GL_TRANSFORM_BIT TRANSFORM_BIT}</td><td>{@link #GL_VIEWPORT_BIT VIEWPORT_BIT}</td><td>{@link #GL_ALL_ATTRIB_BITS ALL_ATTRIB_BITS}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glPushAttrib">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPushAttrib(@NativeType("GLbitfield") int mask); // --- [ glPushClientAttrib ] --- /** * Takes a bitwise OR of symbolic constants indicating which groups of state variables to push onto the client attribute stack. Each constant refers to a * group of state variables. * * <p>Bits set in mask that do not correspond to an attribute group are ignored. The special mask value {@link #GL_CLIENT_ALL_ATTRIB_BITS CLIENT_ALL_ATTRIB_BITS} may be used to push * all stackable client state.</p> * * <p>A {@link #GL_STACK_OVERFLOW STACK_OVERFLOW} error is generated if {@code PushAttrib} is called and the client attribute stack depth is equal to the value of * {@link #GL_MAX_CLIENT_ATTRIB_STACK_DEPTH MAX_CLIENT_ATTRIB_STACK_DEPTH}.</p> * * @param mask the state variables to push. One or more of:<br><table><tr><td>{@link #GL_CLIENT_VERTEX_ARRAY_BIT CLIENT_VERTEX_ARRAY_BIT}</td><td>{@link #GL_CLIENT_PIXEL_STORE_BIT CLIENT_PIXEL_STORE_BIT}</td><td>{@link #GL_CLIENT_ALL_ATTRIB_BITS CLIENT_ALL_ATTRIB_BITS}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glPushClientAttrib">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPushClientAttrib(@NativeType("GLbitfield") int mask); // --- [ glPopAttrib ] --- /** * Resets the values of those state variables that were saved with the last {@link #glPushAttrib PushAttrib}. Those not saved remain unchanged. * * @see <a target="_blank" href="http://docs.gl/gl3/glPopAttrib">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPopAttrib(); // --- [ glPopClientAttrib ] --- /** * Resets the values of those state variables that were saved with the last {@link #glPushClientAttrib PushClientAttrib}. Those not saved remain unchanged. * * @see <a target="_blank" href="http://docs.gl/gl3/glPopClientAttrib">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPopClientAttrib(); // --- [ glPopMatrix ] --- /** * Pops the top entry off the current matrix stack, replacing the current matrix with the matrix that was the second entry in the stack. * * @see <a target="_blank" href="http://docs.gl/gl3/glPopMatrix">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPopMatrix(); // --- [ glPopName ] --- /** * Pops one name off the top of the selection name stack. * * @see <a target="_blank" href="http://docs.gl/gl3/glPopName">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPopName(); // --- [ glPrioritizeTextures ] --- /** * Unsafe version of: {@link #glPrioritizeTextures PrioritizeTextures} * * @param n the number of texture object priorities to set */ public static native void nglPrioritizeTextures(int n, long textures, long priorities); /** * Sets the priority of texture objects. Each priority value is clamped to the range [0, 1] before it is assigned. Zero indicates the lowest priority, with * the least likelihood of being resident. One indicates the highest priority, with the greatest likelihood of being resident. * * @param textures an array of texture object names * @param priorities an array of texture object priorities * * @see <a target="_blank" href="http://docs.gl/gl3/glPrioritizeTextures">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPrioritizeTextures(@NativeType("GLuint const *") IntBuffer textures, @NativeType("GLfloat const *") FloatBuffer priorities) { if (CHECKS) { check(priorities, textures.remaining()); } nglPrioritizeTextures(textures.remaining(), memAddress(textures), memAddress(priorities)); } // --- [ glPushMatrix ] --- /** * Pushes the current matrix stack down by one, duplicating the current matrix in both the top of the stack and the entry below it. * * @see <a target="_blank" href="http://docs.gl/gl3/glPushMatrix">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPushMatrix(); // --- [ glPushName ] --- /** * Causes {@code name} to be pushed onto the selection name stack. * * @param name the name to push * * @see <a target="_blank" href="http://docs.gl/gl3/glPushName">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glPushName(@NativeType("GLuint") int name); // --- [ glRasterPos2i ] --- /** * Sets the two-dimensional current raster position. {@code z} is implicitly set to 0 and {@code w} implicitly set to 1. * * <p>The coordinates are treated as if they were specified in a Vertex command. If a vertex shader is active, this vertex shader is executed using the x, y, * z, and w coordinates as the object coordinates of the vertex. Otherwise, the x, y, z, and w coordinates are transformed by the current model-view and * projection matrices. These coordinates, along with current values, are used to generate primary and secondary colors and texture coordinates just as is * done for a vertex. The colors and texture coordinates so produced replace the colors and texture coordinates stored in the current raster position's * associated data.</p> * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos2i(@NativeType("GLint") int x, @NativeType("GLint") int y); // --- [ glRasterPos2s ] --- /** * Short version of {@link #glRasterPos2i RasterPos2i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos2s(@NativeType("GLshort") short x, @NativeType("GLshort") short y); // --- [ glRasterPos2f ] --- /** * Float version of {@link #glRasterPos2i RasterPos2i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos2f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y); // --- [ glRasterPos2d ] --- /** * Double version of {@link #glRasterPos2i RasterPos2i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos2d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y); // --- [ glRasterPos2iv ] --- /** Unsafe version of: {@link #glRasterPos2iv RasterPos2iv} */ public static native void nglRasterPos2iv(long coords); /** * Pointer version of {@link #glRasterPos2i RasterPos2i}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2iv(@NativeType("GLint const *") IntBuffer coords) { if (CHECKS) { check(coords, 2); } nglRasterPos2iv(memAddress(coords)); } // --- [ glRasterPos2sv ] --- /** Unsafe version of: {@link #glRasterPos2sv RasterPos2sv} */ public static native void nglRasterPos2sv(long coords); /** * Pointer version of {@link #glRasterPos2s RasterPos2s}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2sv(@NativeType("GLshort const *") ShortBuffer coords) { if (CHECKS) { check(coords, 2); } nglRasterPos2sv(memAddress(coords)); } // --- [ glRasterPos2fv ] --- /** Unsafe version of: {@link #glRasterPos2fv RasterPos2fv} */ public static native void nglRasterPos2fv(long coords); /** * Pointer version of {@link #glRasterPos2f RasterPos2f}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2fv(@NativeType("GLfloat const *") FloatBuffer coords) { if (CHECKS) { check(coords, 2); } nglRasterPos2fv(memAddress(coords)); } // --- [ glRasterPos2dv ] --- /** Unsafe version of: {@link #glRasterPos2dv RasterPos2dv} */ public static native void nglRasterPos2dv(long coords); /** * Pointer version of {@link #glRasterPos2d RasterPos2d}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2dv(@NativeType("GLdouble const *") DoubleBuffer coords) { if (CHECKS) { check(coords, 2); } nglRasterPos2dv(memAddress(coords)); } // --- [ glRasterPos3i ] --- /** * Sets the three-dimensional current raster position. {@code w} is implicitly set to 1. See {@link #glRasterPos2i RasterPos2i} for more details. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos3i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z); // --- [ glRasterPos3s ] --- /** * Short version of {@link #glRasterPos3i RasterPos3i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos3s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z); // --- [ glRasterPos3f ] --- /** * Float version of {@link #glRasterPos3i RasterPos3i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos3f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z); // --- [ glRasterPos3d ] --- /** * Double version of {@link #glRasterPos3i RasterPos3i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos3d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z); // --- [ glRasterPos3iv ] --- /** Unsafe version of: {@link #glRasterPos3iv RasterPos3iv} */ public static native void nglRasterPos3iv(long coords); /** * Pointer version of {@link #glRasterPos3i RasterPos3i}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3iv(@NativeType("GLint const *") IntBuffer coords) { if (CHECKS) { check(coords, 3); } nglRasterPos3iv(memAddress(coords)); } // --- [ glRasterPos3sv ] --- /** Unsafe version of: {@link #glRasterPos3sv RasterPos3sv} */ public static native void nglRasterPos3sv(long coords); /** * Pointer version of {@link #glRasterPos3s RasterPos3s}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3sv(@NativeType("GLshort const *") ShortBuffer coords) { if (CHECKS) { check(coords, 3); } nglRasterPos3sv(memAddress(coords)); } // --- [ glRasterPos3fv ] --- /** Unsafe version of: {@link #glRasterPos3fv RasterPos3fv} */ public static native void nglRasterPos3fv(long coords); /** * Pointer version of {@link #glRasterPos3f RasterPos3f}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3fv(@NativeType("GLfloat const *") FloatBuffer coords) { if (CHECKS) { check(coords, 3); } nglRasterPos3fv(memAddress(coords)); } // --- [ glRasterPos3dv ] --- /** Unsafe version of: {@link #glRasterPos3dv RasterPos3dv} */ public static native void nglRasterPos3dv(long coords); /** * Pointer version of {@link #glRasterPos3d RasterPos3d}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3dv(@NativeType("GLdouble const *") DoubleBuffer coords) { if (CHECKS) { check(coords, 3); } nglRasterPos3dv(memAddress(coords)); } // --- [ glRasterPos4i ] --- /** * Sets the four-dimensional current raster position. See {@link #glRasterPos2i RasterPos2i} for more details. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * @param w the {@code w} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos4i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z, @NativeType("GLint") int w); // --- [ glRasterPos4s ] --- /** * Short version of {@link #glRasterPos4i RasterPos4i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * @param w the {@code w} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos4s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z, @NativeType("GLshort") short w); // --- [ glRasterPos4f ] --- /** * Float version of RasterPos4i. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * @param w the {@code w} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos4f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z, @NativeType("GLfloat") float w); // --- [ glRasterPos4d ] --- /** * Double version of {@link #glRasterPos4i RasterPos4i}. * * @param x the {@code x} raster coordinate * @param y the {@code y} raster coordinate * @param z the {@code z} raster coordinate * @param w the {@code w} raster coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRasterPos4d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w); // --- [ glRasterPos4iv ] --- /** Unsafe version of: {@link #glRasterPos4iv RasterPos4iv} */ public static native void nglRasterPos4iv(long coords); /** * Pointer version of {@link #glRasterPos4i RasterPos4i}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4iv(@NativeType("GLint const *") IntBuffer coords) { if (CHECKS) { check(coords, 4); } nglRasterPos4iv(memAddress(coords)); } // --- [ glRasterPos4sv ] --- /** Unsafe version of: {@link #glRasterPos4sv RasterPos4sv} */ public static native void nglRasterPos4sv(long coords); /** * Pointer version of {@link #glRasterPos4s RasterPos4s}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4sv(@NativeType("GLshort const *") ShortBuffer coords) { if (CHECKS) { check(coords, 4); } nglRasterPos4sv(memAddress(coords)); } // --- [ glRasterPos4fv ] --- /** Unsafe version of: {@link #glRasterPos4fv RasterPos4fv} */ public static native void nglRasterPos4fv(long coords); /** * Pointer version of {@link #glRasterPos4f RasterPos4f}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4fv(@NativeType("GLfloat const *") FloatBuffer coords) { if (CHECKS) { check(coords, 4); } nglRasterPos4fv(memAddress(coords)); } // --- [ glRasterPos4dv ] --- /** Unsafe version of: {@link #glRasterPos4dv RasterPos4dv} */ public static native void nglRasterPos4dv(long coords); /** * Pointer version of {@link #glRasterPos4d RasterPos4d}. * * @param coords the raster position buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4dv(@NativeType("GLdouble const *") DoubleBuffer coords) { if (CHECKS) { check(coords, 4); } nglRasterPos4dv(memAddress(coords)); } // --- [ glReadBuffer ] --- /** * Defines the color buffer from which values are obtained. * * <p>Acceptable values for {@code src} depend on whether the GL is using the default framebuffer (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is zero), or * a framebuffer object (i.e., {@link GL30#GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER_BINDING} is non-zero). In the initial state, the GL is bound to the default framebuffer.</p> * * @param src the color buffer to read from. One of:<br><table><tr><td>{@link GL11C#GL_NONE NONE}</td><td>{@link GL11C#GL_FRONT_LEFT FRONT_LEFT}</td><td>{@link GL11C#GL_FRONT_RIGHT FRONT_RIGHT}</td><td>{@link GL11C#GL_BACK_LEFT BACK_LEFT}</td><td>{@link GL11C#GL_BACK_RIGHT BACK_RIGHT}</td><td>{@link GL11C#GL_FRONT FRONT}</td><td>{@link GL11C#GL_BACK BACK}</td><td>{@link GL11C#GL_LEFT LEFT}</td></tr><tr><td>{@link GL11C#GL_RIGHT RIGHT}</td><td>{@link GL11C#GL_FRONT_AND_BACK FRONT_AND_BACK}</td><td>{@link GL30#GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT0}</td><td>GL30.GL_COLOR_ATTACHMENT[1-15]</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl4/glReadBuffer">Reference Page</a> */ public static void glReadBuffer(@NativeType("GLenum") int src) { GL11C.glReadBuffer(src); } // --- [ glReadPixels ] --- /** Unsafe version of: {@link #glReadPixels ReadPixels} */ public static void nglReadPixels(int x, int y, int width, int height, int format, int type, long pixels) { GL11C.nglReadPixels(x, y, width, height, format, type, pixels); } /** * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width} * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained * for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there. * * @param x the left pixel coordinate * @param y the lower pixel coordinate * @param width the number of pixels to read in the x-dimension * @param height the number of pixels to read in the y-dimension * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels a buffer in which to place the returned pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ByteBuffer pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } /** * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width} * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained * for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there. * * @param x the left pixel coordinate * @param y the lower pixel coordinate * @param width the number of pixels to read in the x-dimension * @param height the number of pixels to read in the y-dimension * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels a buffer in which to place the returned pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") long pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } /** * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width} * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained * for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there. * * @param x the left pixel coordinate * @param y the lower pixel coordinate * @param width the number of pixels to read in the x-dimension * @param height the number of pixels to read in the y-dimension * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels a buffer in which to place the returned pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") ShortBuffer pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } /** * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width} * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained * for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there. * * @param x the left pixel coordinate * @param y the lower pixel coordinate * @param width the number of pixels to read in the x-dimension * @param height the number of pixels to read in the y-dimension * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels a buffer in which to place the returned pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") IntBuffer pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } /** * ReadPixels obtains values from the selected read buffer from each pixel with lower left hand corner at {@code (x + i, y + j)} for {@code 0 <= i < width} * and {@code 0 <= j < height}; this pixel is said to be the i<sup>th</sup> pixel in the j<sup>th</sup> row. If any of these pixels lies outside of the * window allocated to the current GL context, or outside of the image attached to the currently bound read framebuffer object, then the values obtained * for those pixels are undefined. When {@link GL30#GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER_BINDING} is zero, values are also undefined for individual pixels that are not owned by * the current context. Otherwise, {@code ReadPixels} obtains values from the selected buffer, regardless of how those values were placed there. * * @param x the left pixel coordinate * @param y the lower pixel coordinate * @param width the number of pixels to read in the x-dimension * @param height the number of pixels to read in the y-dimension * @param format the pixel format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels a buffer in which to place the returned pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") FloatBuffer pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } // --- [ glRecti ] --- /** * Specifies a rectangle as two corner vertices. The effect of the Rect command * * <p>{@code Rect(x1, y1, x2, y2);}</p> * * <p>is exactly the same as the following sequence of commands: * {@code * Begin(POLYGON); * Vertex2(x1, y1); * Vertex2(x2, y1); * Vertex2(x2, y2); * Vertex2(x1, y2); * End();}</p> * * <p>The appropriate Vertex2 command would be invoked depending on which of the Rect commands is issued.</p> * * @param x1 the x coordinate of the first corner vertex * @param y1 the y coordinate of the first corner vertex * @param x2 the x coordinate of the second corner vertex * @param y2 the y coordinate of the second corner vertex * * @see <a target="_blank" href="http://docs.gl/gl3/glRecti">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRecti(@NativeType("GLint") int x1, @NativeType("GLint") int y1, @NativeType("GLint") int x2, @NativeType("GLint") int y2); // --- [ glRects ] --- /** * Short version of {@link #glRecti Recti}. * * @param x1 the x coordinate of the first corner vertex * @param y1 the y coordinate of the first corner vertex * @param x2 the x coordinate of the second corner vertex * @param y2 the y coordinate of the second corner vertex * * @see <a target="_blank" href="http://docs.gl/gl3/glRects">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRects(@NativeType("GLshort") short x1, @NativeType("GLshort") short y1, @NativeType("GLshort") short x2, @NativeType("GLshort") short y2); // --- [ glRectf ] --- /** * Float version of {@link #glRecti Recti}. * * @param x1 the x coordinate of the first corner vertex * @param y1 the y coordinate of the first corner vertex * @param x2 the x coordinate of the second corner vertex * @param y2 the y coordinate of the second corner vertex * * @see <a target="_blank" href="http://docs.gl/gl3/glRectf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRectf(@NativeType("GLfloat") float x1, @NativeType("GLfloat") float y1, @NativeType("GLfloat") float x2, @NativeType("GLfloat") float y2); // --- [ glRectd ] --- /** * Double version of {@link #glRecti Recti}. * * @param x1 the x coordinate of the first corner vertex * @param y1 the y coordinate of the first corner vertex * @param x2 the x coordinate of the second corner vertex * @param y2 the y coordinate of the second corner vertex * * @see <a target="_blank" href="http://docs.gl/gl3/glRectd">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRectd(@NativeType("GLdouble") double x1, @NativeType("GLdouble") double y1, @NativeType("GLdouble") double x2, @NativeType("GLdouble") double y2); // --- [ glRectiv ] --- /** Unsafe version of: {@link #glRectiv Rectiv} */ public static native void nglRectiv(long v1, long v2); /** * Pointer version of {@link #glRecti Recti}. * * @param v1 the first vertex buffer * @param v2 the second vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectiv(@NativeType("GLint const *") IntBuffer v1, @NativeType("GLint const *") IntBuffer v2) { if (CHECKS) { check(v1, 2); check(v2, 2); } nglRectiv(memAddress(v1), memAddress(v2)); } // --- [ glRectsv ] --- /** Unsafe version of: {@link #glRectsv Rectsv} */ public static native void nglRectsv(long v1, long v2); /** * Pointer version of {@link #glRects Rects}. * * @param v1 the first vertex buffer * @param v2 the second vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectsv(@NativeType("GLshort const *") ShortBuffer v1, @NativeType("GLshort const *") ShortBuffer v2) { if (CHECKS) { check(v1, 2); check(v2, 2); } nglRectsv(memAddress(v1), memAddress(v2)); } // --- [ glRectfv ] --- /** Unsafe version of: {@link #glRectfv Rectfv} */ public static native void nglRectfv(long v1, long v2); /** * Pointer version of {@link #glRectf Rectf}. * * @param v1 the first vertex buffer * @param v2 the second vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectfv(@NativeType("GLfloat const *") FloatBuffer v1, @NativeType("GLfloat const *") FloatBuffer v2) { if (CHECKS) { check(v1, 2); check(v2, 2); } nglRectfv(memAddress(v1), memAddress(v2)); } // --- [ glRectdv ] --- /** Unsafe version of: {@link #glRectdv Rectdv} */ public static native void nglRectdv(long v1, long v2); /** * Pointer version of {@link #glRectd Rectd}. * * @param v1 the first vertex buffer * @param v2 the second vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectdv(@NativeType("GLdouble const *") DoubleBuffer v1, @NativeType("GLdouble const *") DoubleBuffer v2) { if (CHECKS) { check(v1, 2); check(v2, 2); } nglRectdv(memAddress(v1), memAddress(v2)); } // --- [ glRenderMode ] --- /** * Sets the current render mode. The default is {@link #GL_RENDER RENDER}. * * @param mode the render mode. One of:<br><table><tr><td>{@link #GL_RENDER RENDER}</td><td>{@link #GL_SELECT SELECT}</td><td>{@link #GL_FEEDBACK FEEDBACK}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glRenderMode">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("GLint") public static native int glRenderMode(@NativeType("GLenum") int mode); // --- [ glRotatef ] --- /** * Manipulates the current matrix with a rotation matrix. * * <p>{@code angle} gives an angle of rotation in degrees; the coordinates of a vector v are given by <code>v = (x y z)<sup>T</sup></code>. The computed matrix * is a counter-clockwise rotation about the line through the origin with the specified axis when that axis is pointing up (i.e. the right-hand rule * determines the sense of the rotation angle). The matrix is thus</p> * * <table class=striped> * <tr><td colspan=3 rowspan=3><b>R</b></td><td>0</td></tr> * <tr><td>0</td></tr> * <tr><td>0</td></tr> * <tr><td>0</td><td>0</td><td>0</td><td>1</td></tr> * </table> * * <p>Let <code>u = v / ||v|| = (x' y' z')<sup>T</sup></code>. If <b>S</b> =</p> * * <table class=striped> * <tr><td>0</td><td>-z'</td><td>y'</td></tr> * <tr><td>z'</td><td>0</td><td>-x'</td></tr> * <tr><td>-y'</td><td>x'</td><td>0</td></tr> * </table> * * <p>then <code><b>R</b> = uu<sup>T</sup> + cos(angle)(I - uu<sup>T</sup>) + sin(angle)<b>S</b></code></p> * * @param angle the angle of rotation in degrees * @param x the x coordinate of the rotation vector * @param y the y coordinate of the rotation vector * @param z the z coordinate of the rotation vector * * @see <a target="_blank" href="http://docs.gl/gl3/glRotatef">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRotatef(@NativeType("GLfloat") float angle, @NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z); // --- [ glRotated ] --- /** * Double version of {@link #glRotatef Rotatef}. * * @param angle the angle of rotation in degrees * @param x the x coordinate of the rotation vector * @param y the y coordinate of the rotation vector * @param z the z coordinate of the rotation vector * * @see <a target="_blank" href="http://docs.gl/gl3/glRotated">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glRotated(@NativeType("GLdouble") double angle, @NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z); // --- [ glScalef ] --- /** * Manipulates the current matrix with a general scaling matrix along the x-, y- and z- axes. * * <p>Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:</p> * * <table class=striped> * <tr><td>x</td><td>0</td><td>0</td><td>0</td></tr> * <tr><td>0</td><td>y</td><td>0</td><td>0</td></tr> * <tr><td>0</td><td>0</td><td>z</td><td>0</td></tr> * <tr><td>0</td><td>0</td><td>0</td><td>1</td></tr> * </table> * * @param x the x-axis scaling factor * @param y the y-axis scaling factor * @param z the z-axis scaling factor * * @see <a target="_blank" href="http://docs.gl/gl3/glScalef">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glScalef(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z); // --- [ glScaled ] --- /** * Double version of {@link #glScalef Scalef}. * * @param x the x-axis scaling factor * @param y the y-axis scaling factor * @param z the z-axis scaling factor * * @see <a target="_blank" href="http://docs.gl/gl3/glScaled">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glScaled(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z); // --- [ glScissor ] --- /** * Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using {@link #glEnable Enable} or {@link #glDisable Disable} * with the symbolic constant {@link GL11C#GL_SCISSOR_TEST SCISSOR_TEST}. When disabled, it is as if the scissor test always passes. When enabled, if * <code>left ≤ x<sub>w</sub> < left + width</code> and <code>bottom ≤ y<sub>w</sub> < bottom + height</code> for the scissor rectangle, then the scissor * test passes. Otherwise, the test fails and the fragment is discarded. * * @param x the left scissor rectangle coordinate * @param y the bottom scissor rectangle coordinate * @param width the scissor rectangle width * @param height the scissor rectangle height * * @see <a target="_blank" href="http://docs.gl/gl4/glScissor">Reference Page</a> */ public static void glScissor(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height) { GL11C.glScissor(x, y, width, height); } // --- [ glSelectBuffer ] --- /** * Unsafe version of: {@link #glSelectBuffer SelectBuffer} * * @param size the maximum number of values that can be stored in {@code buffer} */ public static native void nglSelectBuffer(int size, long buffer); /** * Sets the selection array. * * @param buffer an array of unsigned integers to be potentially filled names * * @see <a target="_blank" href="http://docs.gl/gl3/glSelectBuffer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glSelectBuffer(@NativeType("GLuint *") IntBuffer buffer) { nglSelectBuffer(buffer.remaining(), memAddress(buffer)); } // --- [ glShadeModel ] --- /** * Sets the current shade mode. The initial value of the shade mode is {@link #GL_SMOOTH SMOOTH}. * * <p>If mode is {@link #GL_SMOOTH SMOOTH}, vertex colors are treated individually. If mode is {@link #GL_FLAT FLAT}, flatshading is enabled and colors are taken from the * provoking vertex of the primitive. The colors selected are those derived from current values, generated by lighting, or generated by vertex shading, if * lighting is disabled, enabled, or a vertex shader is in use, respectively.</p> * * @param mode the shade mode. One of:<br><table><tr><td>{@link #GL_SMOOTH SMOOTH}</td><td>{@link #GL_FLAT FLAT}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glShadeModel">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glShadeModel(@NativeType("GLenum") int mode); // --- [ glStencilFunc ] --- /** * Controls the stencil test. * * <p>{@code ref} is an integer reference value that is used in the unsigned stencil comparison. Stencil comparison operations and queries of {@code ref} * clamp its value to the range [0, 2<sup>s</sup> – 1], where s is the number of bits in the stencil buffer attached to the draw framebuffer. The s * least significant bits of {@code mask} are bitwise ANDed with both the reference and the stored stencil value, and the resulting masked values are those that * participate in the comparison controlled by {@code func}.</p> * * @param func the stencil comparison function. One of:<br><table><tr><td>{@link GL11C#GL_NEVER NEVER}</td><td>{@link GL11C#GL_ALWAYS ALWAYS}</td><td>{@link GL11C#GL_LESS LESS}</td><td>{@link GL11C#GL_LEQUAL LEQUAL}</td><td>{@link GL11C#GL_EQUAL EQUAL}</td><td>{@link GL11C#GL_GEQUAL GEQUAL}</td><td>{@link GL11C#GL_GREATER GREATER}</td><td>{@link GL11C#GL_NOTEQUAL NOTEQUAL}</td></tr></table> * @param ref the reference value * @param mask the stencil comparison mask * * @see <a target="_blank" href="http://docs.gl/gl4/glStencilFunc">Reference Page</a> */ public static void glStencilFunc(@NativeType("GLenum") int func, @NativeType("GLint") int ref, @NativeType("GLuint") int mask) { GL11C.glStencilFunc(func, ref, mask); } // --- [ glStencilMask ] --- /** * Masks the writing of particular bits into the stencil plans. * * <p>The least significant s bits of {@code mask}, where s is the number of bits in the stencil buffer, specify an integer mask. Where a 1 appears in this * mask, the corresponding bit in the stencil buffer is written; where a 0 appears, the bit is not written.</p> * * @param mask the stencil mask * * @see <a target="_blank" href="http://docs.gl/gl4/glStencilMask">Reference Page</a> */ public static void glStencilMask(@NativeType("GLuint") int mask) { GL11C.glStencilMask(mask); } // --- [ glStencilOp ] --- /** * Indicates what happens to the stored stencil value if this or certain subsequent tests fail or pass. * * <p>The supported actions are {@link GL11C#GL_KEEP KEEP}, {@link GL11C#GL_ZERO ZERO}, {@link GL11C#GL_REPLACE REPLACE}, {@link GL11C#GL_INCR INCR}, {@link GL11C#GL_DECR DECR}, {@link GL11C#GL_INVERT INVERT}, * {@link GL14#GL_INCR_WRAP INCR_WRAP} and {@link GL14#GL_DECR_WRAP DECR_WRAP}. These correspond to keeping the current value, setting to zero, replacing with the reference value, * incrementing with saturation, decrementing with saturation, bitwise inverting it, incrementing without saturation, and decrementing without saturation.</p> * * <p>For purposes of increment and decrement, the stencil bits are considered as an unsigned integer. Incrementing or decrementing with saturation clamps * the stencil value at 0 and the maximum representable value. Incrementing or decrementing without saturation will wrap such that incrementing the maximum * representable value results in 0, and decrementing 0 results in the maximum representable value.</p> * * @param sfail the action to take if the stencil test fails * @param dpfail the action to take if the depth buffer test fails * @param dppass the action to take if the depth buffer test passes * * @see <a target="_blank" href="http://docs.gl/gl4/glStencilOp">Reference Page</a> */ public static void glStencilOp(@NativeType("GLenum") int sfail, @NativeType("GLenum") int dpfail, @NativeType("GLenum") int dppass) { GL11C.glStencilOp(sfail, dpfail, dppass); } // --- [ glTexCoord1f ] --- /** * Sets the current one-dimensional texture coordinate. {@code t} and {@code r} are implicitly set to 0 and {@code q} to 1. * * @param s the s component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord1f(@NativeType("GLfloat") float s); // --- [ glTexCoord1s ] --- /** * Short version of {@link #glTexCoord1f TexCoord1f}. * * @param s the s component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord1s(@NativeType("GLshort") short s); // --- [ glTexCoord1i ] --- /** * Integer version of {@link #glTexCoord1f TexCoord1f}. * * @param s the s component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord1i(@NativeType("GLint") int s); // --- [ glTexCoord1d ] --- /** * Double version of {@link #glTexCoord1f TexCoord1f}. * * @param s the s component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord1d(@NativeType("GLdouble") double s); // --- [ glTexCoord1fv ] --- /** Unsafe version of: {@link #glTexCoord1fv TexCoord1fv} */ public static native void nglTexCoord1fv(long v); /** * Pointer version of {@link #glTexCoord1f TexCoord1f}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1fv(@NativeType("GLfloat const *") FloatBuffer v) { if (CHECKS) { check(v, 1); } nglTexCoord1fv(memAddress(v)); } // --- [ glTexCoord1sv ] --- /** Unsafe version of: {@link #glTexCoord1sv TexCoord1sv} */ public static native void nglTexCoord1sv(long v); /** * Pointer version of {@link #glTexCoord1s TexCoord1s}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1sv(@NativeType("GLshort const *") ShortBuffer v) { if (CHECKS) { check(v, 1); } nglTexCoord1sv(memAddress(v)); } // --- [ glTexCoord1iv ] --- /** Unsafe version of: {@link #glTexCoord1iv TexCoord1iv} */ public static native void nglTexCoord1iv(long v); /** * Pointer version of {@link #glTexCoord1i TexCoord1i}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1iv(@NativeType("GLint const *") IntBuffer v) { if (CHECKS) { check(v, 1); } nglTexCoord1iv(memAddress(v)); } // --- [ glTexCoord1dv ] --- /** Unsafe version of: {@link #glTexCoord1dv TexCoord1dv} */ public static native void nglTexCoord1dv(long v); /** * Pointer version of {@link #glTexCoord1d TexCoord1d}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1dv(@NativeType("GLdouble const *") DoubleBuffer v) { if (CHECKS) { check(v, 1); } nglTexCoord1dv(memAddress(v)); } // --- [ glTexCoord2f ] --- /** * Sets the current two-dimensional texture coordinate. {@code r} is implicitly set to 0 and {@code q} to 1. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord2f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t); // --- [ glTexCoord2s ] --- /** * Short version of {@link #glTexCoord2f TexCoord2f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord2s(@NativeType("GLshort") short s, @NativeType("GLshort") short t); // --- [ glTexCoord2i ] --- /** * Integer version of {@link #glTexCoord2f TexCoord2f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord2i(@NativeType("GLint") int s, @NativeType("GLint") int t); // --- [ glTexCoord2d ] --- /** * Double version of {@link #glTexCoord2f TexCoord2f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord2d(@NativeType("GLdouble") double s, @NativeType("GLdouble") double t); // --- [ glTexCoord2fv ] --- /** Unsafe version of: {@link #glTexCoord2fv TexCoord2fv} */ public static native void nglTexCoord2fv(long v); /** * Pointer version of {@link #glTexCoord2f TexCoord2f}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2fv(@NativeType("GLfloat const *") FloatBuffer v) { if (CHECKS) { check(v, 2); } nglTexCoord2fv(memAddress(v)); } // --- [ glTexCoord2sv ] --- /** Unsafe version of: {@link #glTexCoord2sv TexCoord2sv} */ public static native void nglTexCoord2sv(long v); /** * Pointer version of {@link #glTexCoord2s TexCoord2s}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2sv(@NativeType("GLshort const *") ShortBuffer v) { if (CHECKS) { check(v, 2); } nglTexCoord2sv(memAddress(v)); } // --- [ glTexCoord2iv ] --- /** Unsafe version of: {@link #glTexCoord2iv TexCoord2iv} */ public static native void nglTexCoord2iv(long v); /** * Pointer version of {@link #glTexCoord2i TexCoord2i}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2iv(@NativeType("GLint const *") IntBuffer v) { if (CHECKS) { check(v, 2); } nglTexCoord2iv(memAddress(v)); } // --- [ glTexCoord2dv ] --- /** Unsafe version of: {@link #glTexCoord2dv TexCoord2dv} */ public static native void nglTexCoord2dv(long v); /** * Pointer version of {@link #glTexCoord2d TexCoord2d}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2dv(@NativeType("GLdouble const *") DoubleBuffer v) { if (CHECKS) { check(v, 2); } nglTexCoord2dv(memAddress(v)); } // --- [ glTexCoord3f ] --- /** * Sets the current three-dimensional texture coordinate. {@code q} is implicitly set to 1. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord3f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t, @NativeType("GLfloat") float r); // --- [ glTexCoord3s ] --- /** * Short version of {@link #glTexCoord3f TexCoord3f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord3s(@NativeType("GLshort") short s, @NativeType("GLshort") short t, @NativeType("GLshort") short r); // --- [ glTexCoord3i ] --- /** * Integer version of {@link #glTexCoord3f TexCoord3f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord3i(@NativeType("GLint") int s, @NativeType("GLint") int t, @NativeType("GLint") int r); // --- [ glTexCoord3d ] --- /** * Double version of {@link #glTexCoord3f TexCoord3f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord3d(@NativeType("GLdouble") double s, @NativeType("GLdouble") double t, @NativeType("GLdouble") double r); // --- [ glTexCoord3fv ] --- /** Unsafe version of: {@link #glTexCoord3fv TexCoord3fv} */ public static native void nglTexCoord3fv(long v); /** * Pointer version of {@link #glTexCoord3f TexCoord3f}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3fv(@NativeType("GLfloat const *") FloatBuffer v) { if (CHECKS) { check(v, 3); } nglTexCoord3fv(memAddress(v)); } // --- [ glTexCoord3sv ] --- /** Unsafe version of: {@link #glTexCoord3sv TexCoord3sv} */ public static native void nglTexCoord3sv(long v); /** * Pointer version of {@link #glTexCoord3s TexCoord3s}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3sv(@NativeType("GLshort const *") ShortBuffer v) { if (CHECKS) { check(v, 3); } nglTexCoord3sv(memAddress(v)); } // --- [ glTexCoord3iv ] --- /** Unsafe version of: {@link #glTexCoord3iv TexCoord3iv} */ public static native void nglTexCoord3iv(long v); /** * Pointer version of {@link #glTexCoord3i TexCoord3i}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3iv(@NativeType("GLint const *") IntBuffer v) { if (CHECKS) { check(v, 3); } nglTexCoord3iv(memAddress(v)); } // --- [ glTexCoord3dv ] --- /** Unsafe version of: {@link #glTexCoord3dv TexCoord3dv} */ public static native void nglTexCoord3dv(long v); /** * Pointer version of {@link #glTexCoord3d TexCoord3d}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3dv(@NativeType("GLdouble const *") DoubleBuffer v) { if (CHECKS) { check(v, 3); } nglTexCoord3dv(memAddress(v)); } // --- [ glTexCoord4f ] --- /** * Sets the current four-dimensional texture coordinate. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * @param q the q component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord4f(@NativeType("GLfloat") float s, @NativeType("GLfloat") float t, @NativeType("GLfloat") float r, @NativeType("GLfloat") float q); // --- [ glTexCoord4s ] --- /** * Short version of {@link #glTexCoord4f TexCoord4f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * @param q the q component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord4s(@NativeType("GLshort") short s, @NativeType("GLshort") short t, @NativeType("GLshort") short r, @NativeType("GLshort") short q); // --- [ glTexCoord4i ] --- /** * Integer version of {@link #glTexCoord4f TexCoord4f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * @param q the q component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord4i(@NativeType("GLint") int s, @NativeType("GLint") int t, @NativeType("GLint") int r, @NativeType("GLint") int q); // --- [ glTexCoord4d ] --- /** * Double version of {@link #glTexCoord4f TexCoord4f}. * * @param s the s component of the current texture coordinates * @param t the t component of the current texture coordinates * @param r the r component of the current texture coordinates * @param q the q component of the current texture coordinates * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexCoord4d(@NativeType("GLdouble") double s, @NativeType("GLdouble") double t, @NativeType("GLdouble") double r, @NativeType("GLdouble") double q); // --- [ glTexCoord4fv ] --- /** Unsafe version of: {@link #glTexCoord4fv TexCoord4fv} */ public static native void nglTexCoord4fv(long v); /** * Pointer version of {@link #glTexCoord4f TexCoord4f}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4fv(@NativeType("GLfloat const *") FloatBuffer v) { if (CHECKS) { check(v, 4); } nglTexCoord4fv(memAddress(v)); } // --- [ glTexCoord4sv ] --- /** Unsafe version of: {@link #glTexCoord4sv TexCoord4sv} */ public static native void nglTexCoord4sv(long v); /** * Pointer version of {@link #glTexCoord4s TexCoord4s}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4sv(@NativeType("GLshort const *") ShortBuffer v) { if (CHECKS) { check(v, 4); } nglTexCoord4sv(memAddress(v)); } // --- [ glTexCoord4iv ] --- /** Unsafe version of: {@link #glTexCoord4iv TexCoord4iv} */ public static native void nglTexCoord4iv(long v); /** * Pointer version of {@link #glTexCoord4i TexCoord4i}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4iv(@NativeType("GLint const *") IntBuffer v) { if (CHECKS) { check(v, 4); } nglTexCoord4iv(memAddress(v)); } // --- [ glTexCoord4dv ] --- /** Unsafe version of: {@link #glTexCoord4dv TexCoord4dv} */ public static native void nglTexCoord4dv(long v); /** * Pointer version of {@link #glTexCoord4d TexCoord4d}. * * @param v the texture coordinate buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4dv(@NativeType("GLdouble const *") DoubleBuffer v) { if (CHECKS) { check(v, 4); } nglTexCoord4dv(memAddress(v)); } // --- [ glTexCoordPointer ] --- /** Unsafe version of: {@link #glTexCoordPointer TexCoordPointer} */ public static native void nglTexCoordPointer(int size, int type, int stride, long pointer); /** * Specifies the location and organization of a texture coordinate array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>1</td><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the texture coordinate array data * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoordPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { nglTexCoordPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a texture coordinate array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>1</td><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the texture coordinate array data * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoordPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { nglTexCoordPointer(size, type, stride, pointer); } /** * Specifies the location and organization of a texture coordinate array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>1</td><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the texture coordinate array data * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoordPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) { nglTexCoordPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a texture coordinate array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>1</td><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the texture coordinate array data * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoordPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) { nglTexCoordPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a texture coordinate array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>1</td><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the texture coordinate array data * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoordPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoordPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer) { nglTexCoordPointer(size, type, stride, memAddress(pointer)); } // --- [ glTexEnvi ] --- /** * Sets parameters of the texture environment that specifies how texture values are interpreted when texturing a fragment, or sets per-texture-unit * filtering parameters. * * @param target the texture environment target. One of:<br><table><tr><td>{@link #GL_TEXTURE_ENV TEXTURE_ENV}</td><td>{@link GL14#GL_TEXTURE_FILTER_CONTROL TEXTURE_FILTER_CONTROL}</td><td>{@link GL20#GL_POINT_SPRITE POINT_SPRITE}</td></tr></table> * @param pname the parameter to set. One of:<br><table><tr><td>{@link GL20#GL_COORD_REPLACE COORD_REPLACE}</td><td>{@link #GL_TEXTURE_ENV_MODE TEXTURE_ENV_MODE}</td><td>{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}</td><td>{@link GL13#GL_COMBINE_RGB COMBINE_RGB}</td><td>{@link GL13#GL_COMBINE_ALPHA COMBINE_ALPHA}</td><td>{@link GL15#GL_SRC0_RGB SRC0_RGB}</td></tr><tr><td>{@link GL15#GL_SRC1_RGB SRC1_RGB}</td><td>{@link GL15#GL_SRC2_RGB SRC2_RGB}</td><td>{@link GL15#GL_SRC0_ALPHA SRC0_ALPHA}</td><td>{@link GL15#GL_SRC1_ALPHA SRC1_ALPHA}</td><td>{@link GL15#GL_SRC2_ALPHA SRC2_ALPHA}</td><td>{@link GL13#GL_OPERAND0_RGB OPERAND0_RGB}</td></tr><tr><td>{@link GL13#GL_OPERAND1_RGB OPERAND1_RGB}</td><td>{@link GL13#GL_OPERAND2_RGB OPERAND2_RGB}</td><td>{@link GL13#GL_OPERAND0_ALPHA OPERAND0_ALPHA}</td><td>{@link GL13#GL_OPERAND1_ALPHA OPERAND1_ALPHA}</td><td>{@link GL13#GL_OPERAND2_ALPHA OPERAND2_ALPHA}</td><td>{@link GL13#GL_RGB_SCALE RGB_SCALE}</td></tr><tr><td>{@link #GL_ALPHA_SCALE ALPHA_SCALE}</td></tr></table> * @param param the parameter value. Scalar value or one of:<br><table><tr><td>{@link #GL_REPLACE REPLACE}</td><td>{@link #GL_MODULATE MODULATE}</td><td>{@link #GL_DECAL DECAL}</td><td>{@link #GL_BLEND BLEND}</td><td>{@link #GL_ADD ADD}</td><td>{@link GL13#GL_COMBINE COMBINE}</td><td>{@link GL13#GL_ADD_SIGNED ADD_SIGNED}</td><td>{@link GL13#GL_INTERPOLATE INTERPOLATE}</td></tr><tr><td>{@link GL13#GL_SUBTRACT SUBTRACT}</td><td>{@link GL13#GL_DOT3_RGB DOT3_RGB}</td><td>{@link GL13#GL_DOT3_RGBA DOT3_RGBA}</td><td>{@link #GL_TEXTURE TEXTURE}</td><td>{@link GL13#GL_TEXTURE0 TEXTURE0}</td><td>GL13.GL_TEXTURE[1-31]</td><td>{@link GL13#GL_CONSTANT CONSTANT}</td><td>{@link GL13#GL_PRIMARY_COLOR PRIMARY_COLOR}</td></tr><tr><td>{@link GL13#GL_PREVIOUS PREVIOUS}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glTexEnvi">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexEnvi(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint") int param); // --- [ glTexEnviv ] --- /** Unsafe version of: {@link #glTexEnviv TexEnviv} */ public static native void nglTexEnviv(int target, int pname, long params); /** * Pointer version of {@link #glTexEnvi TexEnvi}. * * @param target the texture environment target. Must be:<br><table><tr><td>{@link #GL_TEXTURE_ENV TEXTURE_ENV}</td></tr></table> * @param pname the parameter to set. Must be:<br><table><tr><td>{@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR}</td></tr></table> * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexEnviv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) { if (CHECKS) { check(params, 4); } nglTexEnviv(target, pname, memAddress(params)); } // --- [ glTexEnvf ] --- /** * Float version of {@link #glTexEnvi TexEnvi}. * * @param target the texture environment target * @param pname the parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexEnvf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexEnvf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param); // --- [ glTexEnvfv ] --- /** Unsafe version of: {@link #glTexEnvfv TexEnvfv} */ public static native void nglTexEnvfv(int target, int pname, long params); /** * Pointer version of {@link #glTexEnvf TexEnvf}. * * @param target the texture environment target. Must be:<br><table><tr><td>{@link #GL_TEXTURE_ENV TEXTURE_ENV}</td></tr></table> * @param pname the parameter to set. Must be:<br><table><tr><td>{@link #GL_TEXTURE_ENV_COLOR TEXTURE_ENV_COLOR}</td></tr></table> * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexEnvfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) { if (CHECKS) { check(params, 4); } nglTexEnvfv(target, pname, memAddress(params)); } // --- [ glTexGeni ] --- /** * Sets an integer texture coordinate generation parameter. * * <p>A texture coordinate generation function is enabled or disabled using {@link #glEnable Enable} and {@link #glDisable Disable} with an argument of * {@link #GL_TEXTURE_GEN_S TEXTURE_GEN_S}, {@link #GL_TEXTURE_GEN_T TEXTURE_GEN_T}, {@link #GL_TEXTURE_GEN_R TEXTURE_GEN_R}, or {@link #GL_TEXTURE_GEN_Q TEXTURE_GEN_Q} (each indicates the corresponding texture * coordinate). When enabled, the specified texture coordinate is computed according to the current {@link #GL_EYE_LINEAR EYE_LINEAR}, {@link #GL_OBJECT_LINEAR OBJECT_LINEAR} or * {@link #GL_SPHERE_MAP SPHERE_MAP} specification, depending on the current setting of {@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE} for that coordinate. When disabled, subsequent * vertices will take the indicated texture coordinate from the current texture coordinates.</p> * * <p>The initial state has the texture generation function disabled for all texture coordinates. Initially all texture generation modes are EYE_LINEAR.</p> * * @param coord the coordinate for which to set the parameter. One of:<br><table><tr><td>{@link #GL_S S}</td><td>{@link #GL_T T}</td><td>{@link #GL_R R}</td><td>{@link #GL_Q Q}</td></tr></table> * @param pname the parameter to set. Must be:<br><table><tr><td>{@link #GL_TEXTURE_GEN_MODE TEXTURE_GEN_MODE}</td></tr></table> * @param param the parameter value. One of:<br><table><tr><td>{@link #GL_OBJECT_LINEAR OBJECT_LINEAR}</td><td>{@link #GL_EYE_LINEAR EYE_LINEAR}</td><td>{@link #GL_SPHERE_MAP SPHERE_MAP}</td><td>{@link GL13#GL_REFLECTION_MAP REFLECTION_MAP}</td><td>{@link GL13#GL_NORMAL_MAP NORMAL_MAP}</td></tr></table> * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGeni">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexGeni(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint") int param); // --- [ glTexGeniv ] --- /** Unsafe version of: {@link #glTexGeniv TexGeniv} */ public static native void nglTexGeniv(int coord, int pname, long params); /** * Pointer version of {@link #glTexGeni TexGeni}. * * @param coord the coordinate for which to set the parameter * @param pname the parameter to set. One of:<br><table><tr><td>{@link #GL_OBJECT_PLANE OBJECT_PLANE}</td><td>{@link #GL_EYE_PLANE EYE_PLANE}</td></tr></table> * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) { if (CHECKS) { check(params, 4); } nglTexGeniv(coord, pname, memAddress(params)); } // --- [ glTexGenf ] --- /** * Float version of {@link #glTexGeni TexGeni}. * * @param coord the coordinate for which to set the parameter * @param pname the parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGenf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexGenf(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param); // --- [ glTexGenfv ] --- /** Unsafe version of: {@link #glTexGenfv TexGenfv} */ public static native void nglTexGenfv(int coord, int pname, long params); /** * Pointer version of {@link #glTexGenf TexGenf}. * * @param coord the coordinate for which to set the parameter * @param pname the parameter to set. One of:<br><table><tr><td>{@link #GL_OBJECT_PLANE OBJECT_PLANE}</td><td>{@link #GL_EYE_PLANE EYE_PLANE}</td></tr></table> * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) { if (CHECKS) { check(params, 4); } nglTexGenfv(coord, pname, memAddress(params)); } // --- [ glTexGend ] --- /** * Double version of {@link #glTexGeni TexGeni}. * * @param coord the coordinate for which to set the parameter * @param pname the parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGend">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTexGend(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble") double param); // --- [ glTexGendv ] --- /** Unsafe version of: {@link #glTexGendv TexGendv} */ public static native void nglTexGendv(int coord, int pname, long params); /** * Pointer version of {@link #glTexGend TexGend}. * * @param coord the coordinate for which to set the parameter * @param pname the parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble const *") DoubleBuffer params) { if (CHECKS) { check(params, 4); } nglTexGendv(coord, pname, memAddress(params)); } // --- [ glTexImage1D ] --- /** Unsafe version of: {@link #glTexImage1D TexImage1D} */ public static void nglTexImage1D(int target, int level, int internalformat, int width, int border, int format, int type, long pixels) { GL11C.nglTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * One-dimensional version of {@link #glTexImage2D TexImage2D}}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format * @param width the texture width * @param border the texture border width * @param format the texel data format * @param type the texel data type * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ByteBuffer pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * One-dimensional version of {@link #glTexImage2D TexImage2D}}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format * @param width the texture width * @param border the texture border width * @param format the texel data format * @param type the texel data type * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") long pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * One-dimensional version of {@link #glTexImage2D TexImage2D}}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format * @param width the texture width * @param border the texture border width * @param format the texel data format * @param type the texel data type * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ShortBuffer pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * One-dimensional version of {@link #glTexImage2D TexImage2D}}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format * @param width the texture width * @param border the texture border width * @param format the texel data format * @param type the texel data type * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") IntBuffer pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * One-dimensional version of {@link #glTexImage2D TexImage2D}}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format * @param width the texture width * @param border the texture border width * @param format the texel data format * @param type the texel data type * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") FloatBuffer pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * One-dimensional version of {@link #glTexImage2D TexImage2D}}. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_PROXY_TEXTURE_1D PROXY_TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format * @param width the texture width * @param border the texture border width * @param format the texel data format * @param type the texel data type * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") DoubleBuffer pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } // --- [ glTexImage2D ] --- /** Unsafe version of: {@link #glTexImage2D TexImage2D} */ public static void nglTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, long pixels) { GL11C.nglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Specifies a two-dimensional texture image. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr><tr><td>{@link GL30#GL_R8 R8}</td><td>{@link GL31#GL_R8_SNORM R8_SNORM}</td><td>{@link GL30#GL_R16 R16}</td><td>{@link GL31#GL_R16_SNORM R16_SNORM}</td><td>{@link GL30#GL_RG8 RG8}</td><td>{@link GL31#GL_RG8_SNORM RG8_SNORM}</td></tr><tr><td>{@link GL30#GL_RG16 RG16}</td><td>{@link GL31#GL_RG16_SNORM RG16_SNORM}</td><td>{@link GL11C#GL_R3_G3_B2 R3_G3_B2}</td><td>{@link GL11C#GL_RGB4 RGB4}</td><td>{@link GL11C#GL_RGB5 RGB5}</td><td>{@link GL41#GL_RGB565 RGB565}</td></tr><tr><td>{@link GL11C#GL_RGB8 RGB8}</td><td>{@link GL31#GL_RGB8_SNORM RGB8_SNORM}</td><td>{@link GL11C#GL_RGB10 RGB10}</td><td>{@link GL11C#GL_RGB12 RGB12}</td><td>{@link GL11C#GL_RGB16 RGB16}</td><td>{@link GL31#GL_RGB16_SNORM RGB16_SNORM}</td></tr><tr><td>{@link GL11C#GL_RGBA2 RGBA2}</td><td>{@link GL11C#GL_RGBA4 RGBA4}</td><td>{@link GL11C#GL_RGB5_A1 RGB5_A1}</td><td>{@link GL11C#GL_RGBA8 RGBA8}</td><td>{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}</td><td>{@link GL11C#GL_RGB10_A2 RGB10_A2}</td></tr><tr><td>{@link GL33#GL_RGB10_A2UI RGB10_A2UI}</td><td>{@link GL11C#GL_RGBA12 RGBA12}</td><td>{@link GL11C#GL_RGBA16 RGBA16}</td><td>{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}</td><td>{@link GL21#GL_SRGB8 SRGB8}</td><td>{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}</td></tr><tr><td>{@link GL30#GL_R16F R16F}</td><td>{@link GL30#GL_RG16F RG16F}</td><td>{@link GL30#GL_RGB16F RGB16F}</td><td>{@link GL30#GL_RGBA16F RGBA16F}</td><td>{@link GL30#GL_R32F R32F}</td><td>{@link GL30#GL_RG32F RG32F}</td></tr><tr><td>{@link GL30#GL_RGB32F RGB32F}</td><td>{@link GL30#GL_RGBA32F RGBA32F}</td><td>{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}</td><td>{@link GL30#GL_RGB9_E5 RGB9_E5}</td><td>{@link GL30#GL_R8I R8I}</td><td>{@link GL30#GL_R8UI R8UI}</td></tr><tr><td>{@link GL30#GL_R16I R16I}</td><td>{@link GL30#GL_R16UI R16UI}</td><td>{@link GL30#GL_R32I R32I}</td><td>{@link GL30#GL_R32UI R32UI}</td><td>{@link GL30#GL_RG8I RG8I}</td><td>{@link GL30#GL_RG8UI RG8UI}</td></tr><tr><td>{@link GL30#GL_RG16I RG16I}</td><td>{@link GL30#GL_RG16UI RG16UI}</td><td>{@link GL30#GL_RG32I RG32I}</td><td>{@link GL30#GL_RG32UI RG32UI}</td><td>{@link GL30#GL_RGB8I RGB8I}</td><td>{@link GL30#GL_RGB8UI RGB8UI}</td></tr><tr><td>{@link GL30#GL_RGB16I RGB16I}</td><td>{@link GL30#GL_RGB16UI RGB16UI}</td><td>{@link GL30#GL_RGB32I RGB32I}</td><td>{@link GL30#GL_RGB32UI RGB32UI}</td><td>{@link GL30#GL_RGBA8I RGBA8I}</td><td>{@link GL30#GL_RGBA8UI RGBA8UI}</td></tr><tr><td>{@link GL30#GL_RGBA16I RGBA16I}</td><td>{@link GL30#GL_RGBA16UI RGBA16UI}</td><td>{@link GL30#GL_RGBA32I RGBA32I}</td><td>{@link GL30#GL_RGBA32UI RGBA32UI}</td><td>{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}</td><td>{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}</td></tr><tr><td>{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}</td><td>{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}</td><td>{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}</td><td>{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}</td><td>{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}</td><td>{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}</td></tr><tr><td>{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}</td><td>{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}</td><td>{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}</td><td>{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}</td><td>{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}</td></tr><tr><td>{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}</td><td>{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}</td><td>see {@link EXTTextureCompressionS3TC}</td><td>see {@link EXTTextureCompressionLATC}</td></tr><tr><td>see {@link ATITextureCompression3DC}</td></tr></table> * @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the texel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ByteBuffer pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Specifies a two-dimensional texture image. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr><tr><td>{@link GL30#GL_R8 R8}</td><td>{@link GL31#GL_R8_SNORM R8_SNORM}</td><td>{@link GL30#GL_R16 R16}</td><td>{@link GL31#GL_R16_SNORM R16_SNORM}</td><td>{@link GL30#GL_RG8 RG8}</td><td>{@link GL31#GL_RG8_SNORM RG8_SNORM}</td></tr><tr><td>{@link GL30#GL_RG16 RG16}</td><td>{@link GL31#GL_RG16_SNORM RG16_SNORM}</td><td>{@link GL11C#GL_R3_G3_B2 R3_G3_B2}</td><td>{@link GL11C#GL_RGB4 RGB4}</td><td>{@link GL11C#GL_RGB5 RGB5}</td><td>{@link GL41#GL_RGB565 RGB565}</td></tr><tr><td>{@link GL11C#GL_RGB8 RGB8}</td><td>{@link GL31#GL_RGB8_SNORM RGB8_SNORM}</td><td>{@link GL11C#GL_RGB10 RGB10}</td><td>{@link GL11C#GL_RGB12 RGB12}</td><td>{@link GL11C#GL_RGB16 RGB16}</td><td>{@link GL31#GL_RGB16_SNORM RGB16_SNORM}</td></tr><tr><td>{@link GL11C#GL_RGBA2 RGBA2}</td><td>{@link GL11C#GL_RGBA4 RGBA4}</td><td>{@link GL11C#GL_RGB5_A1 RGB5_A1}</td><td>{@link GL11C#GL_RGBA8 RGBA8}</td><td>{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}</td><td>{@link GL11C#GL_RGB10_A2 RGB10_A2}</td></tr><tr><td>{@link GL33#GL_RGB10_A2UI RGB10_A2UI}</td><td>{@link GL11C#GL_RGBA12 RGBA12}</td><td>{@link GL11C#GL_RGBA16 RGBA16}</td><td>{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}</td><td>{@link GL21#GL_SRGB8 SRGB8}</td><td>{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}</td></tr><tr><td>{@link GL30#GL_R16F R16F}</td><td>{@link GL30#GL_RG16F RG16F}</td><td>{@link GL30#GL_RGB16F RGB16F}</td><td>{@link GL30#GL_RGBA16F RGBA16F}</td><td>{@link GL30#GL_R32F R32F}</td><td>{@link GL30#GL_RG32F RG32F}</td></tr><tr><td>{@link GL30#GL_RGB32F RGB32F}</td><td>{@link GL30#GL_RGBA32F RGBA32F}</td><td>{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}</td><td>{@link GL30#GL_RGB9_E5 RGB9_E5}</td><td>{@link GL30#GL_R8I R8I}</td><td>{@link GL30#GL_R8UI R8UI}</td></tr><tr><td>{@link GL30#GL_R16I R16I}</td><td>{@link GL30#GL_R16UI R16UI}</td><td>{@link GL30#GL_R32I R32I}</td><td>{@link GL30#GL_R32UI R32UI}</td><td>{@link GL30#GL_RG8I RG8I}</td><td>{@link GL30#GL_RG8UI RG8UI}</td></tr><tr><td>{@link GL30#GL_RG16I RG16I}</td><td>{@link GL30#GL_RG16UI RG16UI}</td><td>{@link GL30#GL_RG32I RG32I}</td><td>{@link GL30#GL_RG32UI RG32UI}</td><td>{@link GL30#GL_RGB8I RGB8I}</td><td>{@link GL30#GL_RGB8UI RGB8UI}</td></tr><tr><td>{@link GL30#GL_RGB16I RGB16I}</td><td>{@link GL30#GL_RGB16UI RGB16UI}</td><td>{@link GL30#GL_RGB32I RGB32I}</td><td>{@link GL30#GL_RGB32UI RGB32UI}</td><td>{@link GL30#GL_RGBA8I RGBA8I}</td><td>{@link GL30#GL_RGBA8UI RGBA8UI}</td></tr><tr><td>{@link GL30#GL_RGBA16I RGBA16I}</td><td>{@link GL30#GL_RGBA16UI RGBA16UI}</td><td>{@link GL30#GL_RGBA32I RGBA32I}</td><td>{@link GL30#GL_RGBA32UI RGBA32UI}</td><td>{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}</td><td>{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}</td></tr><tr><td>{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}</td><td>{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}</td><td>{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}</td><td>{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}</td><td>{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}</td><td>{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}</td></tr><tr><td>{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}</td><td>{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}</td><td>{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}</td><td>{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}</td><td>{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}</td></tr><tr><td>{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}</td><td>{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}</td><td>see {@link EXTTextureCompressionS3TC}</td><td>see {@link EXTTextureCompressionLATC}</td></tr><tr><td>see {@link ATITextureCompression3DC}</td></tr></table> * @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the texel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") long pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Specifies a two-dimensional texture image. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr><tr><td>{@link GL30#GL_R8 R8}</td><td>{@link GL31#GL_R8_SNORM R8_SNORM}</td><td>{@link GL30#GL_R16 R16}</td><td>{@link GL31#GL_R16_SNORM R16_SNORM}</td><td>{@link GL30#GL_RG8 RG8}</td><td>{@link GL31#GL_RG8_SNORM RG8_SNORM}</td></tr><tr><td>{@link GL30#GL_RG16 RG16}</td><td>{@link GL31#GL_RG16_SNORM RG16_SNORM}</td><td>{@link GL11C#GL_R3_G3_B2 R3_G3_B2}</td><td>{@link GL11C#GL_RGB4 RGB4}</td><td>{@link GL11C#GL_RGB5 RGB5}</td><td>{@link GL41#GL_RGB565 RGB565}</td></tr><tr><td>{@link GL11C#GL_RGB8 RGB8}</td><td>{@link GL31#GL_RGB8_SNORM RGB8_SNORM}</td><td>{@link GL11C#GL_RGB10 RGB10}</td><td>{@link GL11C#GL_RGB12 RGB12}</td><td>{@link GL11C#GL_RGB16 RGB16}</td><td>{@link GL31#GL_RGB16_SNORM RGB16_SNORM}</td></tr><tr><td>{@link GL11C#GL_RGBA2 RGBA2}</td><td>{@link GL11C#GL_RGBA4 RGBA4}</td><td>{@link GL11C#GL_RGB5_A1 RGB5_A1}</td><td>{@link GL11C#GL_RGBA8 RGBA8}</td><td>{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}</td><td>{@link GL11C#GL_RGB10_A2 RGB10_A2}</td></tr><tr><td>{@link GL33#GL_RGB10_A2UI RGB10_A2UI}</td><td>{@link GL11C#GL_RGBA12 RGBA12}</td><td>{@link GL11C#GL_RGBA16 RGBA16}</td><td>{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}</td><td>{@link GL21#GL_SRGB8 SRGB8}</td><td>{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}</td></tr><tr><td>{@link GL30#GL_R16F R16F}</td><td>{@link GL30#GL_RG16F RG16F}</td><td>{@link GL30#GL_RGB16F RGB16F}</td><td>{@link GL30#GL_RGBA16F RGBA16F}</td><td>{@link GL30#GL_R32F R32F}</td><td>{@link GL30#GL_RG32F RG32F}</td></tr><tr><td>{@link GL30#GL_RGB32F RGB32F}</td><td>{@link GL30#GL_RGBA32F RGBA32F}</td><td>{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}</td><td>{@link GL30#GL_RGB9_E5 RGB9_E5}</td><td>{@link GL30#GL_R8I R8I}</td><td>{@link GL30#GL_R8UI R8UI}</td></tr><tr><td>{@link GL30#GL_R16I R16I}</td><td>{@link GL30#GL_R16UI R16UI}</td><td>{@link GL30#GL_R32I R32I}</td><td>{@link GL30#GL_R32UI R32UI}</td><td>{@link GL30#GL_RG8I RG8I}</td><td>{@link GL30#GL_RG8UI RG8UI}</td></tr><tr><td>{@link GL30#GL_RG16I RG16I}</td><td>{@link GL30#GL_RG16UI RG16UI}</td><td>{@link GL30#GL_RG32I RG32I}</td><td>{@link GL30#GL_RG32UI RG32UI}</td><td>{@link GL30#GL_RGB8I RGB8I}</td><td>{@link GL30#GL_RGB8UI RGB8UI}</td></tr><tr><td>{@link GL30#GL_RGB16I RGB16I}</td><td>{@link GL30#GL_RGB16UI RGB16UI}</td><td>{@link GL30#GL_RGB32I RGB32I}</td><td>{@link GL30#GL_RGB32UI RGB32UI}</td><td>{@link GL30#GL_RGBA8I RGBA8I}</td><td>{@link GL30#GL_RGBA8UI RGBA8UI}</td></tr><tr><td>{@link GL30#GL_RGBA16I RGBA16I}</td><td>{@link GL30#GL_RGBA16UI RGBA16UI}</td><td>{@link GL30#GL_RGBA32I RGBA32I}</td><td>{@link GL30#GL_RGBA32UI RGBA32UI}</td><td>{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}</td><td>{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}</td></tr><tr><td>{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}</td><td>{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}</td><td>{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}</td><td>{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}</td><td>{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}</td><td>{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}</td></tr><tr><td>{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}</td><td>{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}</td><td>{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}</td><td>{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}</td><td>{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}</td></tr><tr><td>{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}</td><td>{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}</td><td>see {@link EXTTextureCompressionS3TC}</td><td>see {@link EXTTextureCompressionLATC}</td></tr><tr><td>see {@link ATITextureCompression3DC}</td></tr></table> * @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the texel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") ShortBuffer pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Specifies a two-dimensional texture image. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr><tr><td>{@link GL30#GL_R8 R8}</td><td>{@link GL31#GL_R8_SNORM R8_SNORM}</td><td>{@link GL30#GL_R16 R16}</td><td>{@link GL31#GL_R16_SNORM R16_SNORM}</td><td>{@link GL30#GL_RG8 RG8}</td><td>{@link GL31#GL_RG8_SNORM RG8_SNORM}</td></tr><tr><td>{@link GL30#GL_RG16 RG16}</td><td>{@link GL31#GL_RG16_SNORM RG16_SNORM}</td><td>{@link GL11C#GL_R3_G3_B2 R3_G3_B2}</td><td>{@link GL11C#GL_RGB4 RGB4}</td><td>{@link GL11C#GL_RGB5 RGB5}</td><td>{@link GL41#GL_RGB565 RGB565}</td></tr><tr><td>{@link GL11C#GL_RGB8 RGB8}</td><td>{@link GL31#GL_RGB8_SNORM RGB8_SNORM}</td><td>{@link GL11C#GL_RGB10 RGB10}</td><td>{@link GL11C#GL_RGB12 RGB12}</td><td>{@link GL11C#GL_RGB16 RGB16}</td><td>{@link GL31#GL_RGB16_SNORM RGB16_SNORM}</td></tr><tr><td>{@link GL11C#GL_RGBA2 RGBA2}</td><td>{@link GL11C#GL_RGBA4 RGBA4}</td><td>{@link GL11C#GL_RGB5_A1 RGB5_A1}</td><td>{@link GL11C#GL_RGBA8 RGBA8}</td><td>{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}</td><td>{@link GL11C#GL_RGB10_A2 RGB10_A2}</td></tr><tr><td>{@link GL33#GL_RGB10_A2UI RGB10_A2UI}</td><td>{@link GL11C#GL_RGBA12 RGBA12}</td><td>{@link GL11C#GL_RGBA16 RGBA16}</td><td>{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}</td><td>{@link GL21#GL_SRGB8 SRGB8}</td><td>{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}</td></tr><tr><td>{@link GL30#GL_R16F R16F}</td><td>{@link GL30#GL_RG16F RG16F}</td><td>{@link GL30#GL_RGB16F RGB16F}</td><td>{@link GL30#GL_RGBA16F RGBA16F}</td><td>{@link GL30#GL_R32F R32F}</td><td>{@link GL30#GL_RG32F RG32F}</td></tr><tr><td>{@link GL30#GL_RGB32F RGB32F}</td><td>{@link GL30#GL_RGBA32F RGBA32F}</td><td>{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}</td><td>{@link GL30#GL_RGB9_E5 RGB9_E5}</td><td>{@link GL30#GL_R8I R8I}</td><td>{@link GL30#GL_R8UI R8UI}</td></tr><tr><td>{@link GL30#GL_R16I R16I}</td><td>{@link GL30#GL_R16UI R16UI}</td><td>{@link GL30#GL_R32I R32I}</td><td>{@link GL30#GL_R32UI R32UI}</td><td>{@link GL30#GL_RG8I RG8I}</td><td>{@link GL30#GL_RG8UI RG8UI}</td></tr><tr><td>{@link GL30#GL_RG16I RG16I}</td><td>{@link GL30#GL_RG16UI RG16UI}</td><td>{@link GL30#GL_RG32I RG32I}</td><td>{@link GL30#GL_RG32UI RG32UI}</td><td>{@link GL30#GL_RGB8I RGB8I}</td><td>{@link GL30#GL_RGB8UI RGB8UI}</td></tr><tr><td>{@link GL30#GL_RGB16I RGB16I}</td><td>{@link GL30#GL_RGB16UI RGB16UI}</td><td>{@link GL30#GL_RGB32I RGB32I}</td><td>{@link GL30#GL_RGB32UI RGB32UI}</td><td>{@link GL30#GL_RGBA8I RGBA8I}</td><td>{@link GL30#GL_RGBA8UI RGBA8UI}</td></tr><tr><td>{@link GL30#GL_RGBA16I RGBA16I}</td><td>{@link GL30#GL_RGBA16UI RGBA16UI}</td><td>{@link GL30#GL_RGBA32I RGBA32I}</td><td>{@link GL30#GL_RGBA32UI RGBA32UI}</td><td>{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}</td><td>{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}</td></tr><tr><td>{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}</td><td>{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}</td><td>{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}</td><td>{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}</td><td>{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}</td><td>{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}</td></tr><tr><td>{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}</td><td>{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}</td><td>{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}</td><td>{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}</td><td>{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}</td></tr><tr><td>{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}</td><td>{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}</td><td>see {@link EXTTextureCompressionS3TC}</td><td>see {@link EXTTextureCompressionLATC}</td></tr><tr><td>see {@link ATITextureCompression3DC}</td></tr></table> * @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the texel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") IntBuffer pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Specifies a two-dimensional texture image. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr><tr><td>{@link GL30#GL_R8 R8}</td><td>{@link GL31#GL_R8_SNORM R8_SNORM}</td><td>{@link GL30#GL_R16 R16}</td><td>{@link GL31#GL_R16_SNORM R16_SNORM}</td><td>{@link GL30#GL_RG8 RG8}</td><td>{@link GL31#GL_RG8_SNORM RG8_SNORM}</td></tr><tr><td>{@link GL30#GL_RG16 RG16}</td><td>{@link GL31#GL_RG16_SNORM RG16_SNORM}</td><td>{@link GL11C#GL_R3_G3_B2 R3_G3_B2}</td><td>{@link GL11C#GL_RGB4 RGB4}</td><td>{@link GL11C#GL_RGB5 RGB5}</td><td>{@link GL41#GL_RGB565 RGB565}</td></tr><tr><td>{@link GL11C#GL_RGB8 RGB8}</td><td>{@link GL31#GL_RGB8_SNORM RGB8_SNORM}</td><td>{@link GL11C#GL_RGB10 RGB10}</td><td>{@link GL11C#GL_RGB12 RGB12}</td><td>{@link GL11C#GL_RGB16 RGB16}</td><td>{@link GL31#GL_RGB16_SNORM RGB16_SNORM}</td></tr><tr><td>{@link GL11C#GL_RGBA2 RGBA2}</td><td>{@link GL11C#GL_RGBA4 RGBA4}</td><td>{@link GL11C#GL_RGB5_A1 RGB5_A1}</td><td>{@link GL11C#GL_RGBA8 RGBA8}</td><td>{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}</td><td>{@link GL11C#GL_RGB10_A2 RGB10_A2}</td></tr><tr><td>{@link GL33#GL_RGB10_A2UI RGB10_A2UI}</td><td>{@link GL11C#GL_RGBA12 RGBA12}</td><td>{@link GL11C#GL_RGBA16 RGBA16}</td><td>{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}</td><td>{@link GL21#GL_SRGB8 SRGB8}</td><td>{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}</td></tr><tr><td>{@link GL30#GL_R16F R16F}</td><td>{@link GL30#GL_RG16F RG16F}</td><td>{@link GL30#GL_RGB16F RGB16F}</td><td>{@link GL30#GL_RGBA16F RGBA16F}</td><td>{@link GL30#GL_R32F R32F}</td><td>{@link GL30#GL_RG32F RG32F}</td></tr><tr><td>{@link GL30#GL_RGB32F RGB32F}</td><td>{@link GL30#GL_RGBA32F RGBA32F}</td><td>{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}</td><td>{@link GL30#GL_RGB9_E5 RGB9_E5}</td><td>{@link GL30#GL_R8I R8I}</td><td>{@link GL30#GL_R8UI R8UI}</td></tr><tr><td>{@link GL30#GL_R16I R16I}</td><td>{@link GL30#GL_R16UI R16UI}</td><td>{@link GL30#GL_R32I R32I}</td><td>{@link GL30#GL_R32UI R32UI}</td><td>{@link GL30#GL_RG8I RG8I}</td><td>{@link GL30#GL_RG8UI RG8UI}</td></tr><tr><td>{@link GL30#GL_RG16I RG16I}</td><td>{@link GL30#GL_RG16UI RG16UI}</td><td>{@link GL30#GL_RG32I RG32I}</td><td>{@link GL30#GL_RG32UI RG32UI}</td><td>{@link GL30#GL_RGB8I RGB8I}</td><td>{@link GL30#GL_RGB8UI RGB8UI}</td></tr><tr><td>{@link GL30#GL_RGB16I RGB16I}</td><td>{@link GL30#GL_RGB16UI RGB16UI}</td><td>{@link GL30#GL_RGB32I RGB32I}</td><td>{@link GL30#GL_RGB32UI RGB32UI}</td><td>{@link GL30#GL_RGBA8I RGBA8I}</td><td>{@link GL30#GL_RGBA8UI RGBA8UI}</td></tr><tr><td>{@link GL30#GL_RGBA16I RGBA16I}</td><td>{@link GL30#GL_RGBA16UI RGBA16UI}</td><td>{@link GL30#GL_RGBA32I RGBA32I}</td><td>{@link GL30#GL_RGBA32UI RGBA32UI}</td><td>{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}</td><td>{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}</td></tr><tr><td>{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}</td><td>{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}</td><td>{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}</td><td>{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}</td><td>{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}</td><td>{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}</td></tr><tr><td>{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}</td><td>{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}</td><td>{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}</td><td>{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}</td><td>{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}</td></tr><tr><td>{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}</td><td>{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}</td><td>see {@link EXTTextureCompressionS3TC}</td><td>see {@link EXTTextureCompressionLATC}</td></tr><tr><td>see {@link ATITextureCompression3DC}</td></tr></table> * @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the texel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") FloatBuffer pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Specifies a two-dimensional texture image. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr><tr><td>{@link GL11C#GL_PROXY_TEXTURE_2D PROXY_TEXTURE_2D}</td><td>{@link GL30#GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_PROXY_TEXTURE_RECTANGLE PROXY_TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param internalformat the texture internal format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr><tr><td>{@link GL30#GL_R8 R8}</td><td>{@link GL31#GL_R8_SNORM R8_SNORM}</td><td>{@link GL30#GL_R16 R16}</td><td>{@link GL31#GL_R16_SNORM R16_SNORM}</td><td>{@link GL30#GL_RG8 RG8}</td><td>{@link GL31#GL_RG8_SNORM RG8_SNORM}</td></tr><tr><td>{@link GL30#GL_RG16 RG16}</td><td>{@link GL31#GL_RG16_SNORM RG16_SNORM}</td><td>{@link GL11C#GL_R3_G3_B2 R3_G3_B2}</td><td>{@link GL11C#GL_RGB4 RGB4}</td><td>{@link GL11C#GL_RGB5 RGB5}</td><td>{@link GL41#GL_RGB565 RGB565}</td></tr><tr><td>{@link GL11C#GL_RGB8 RGB8}</td><td>{@link GL31#GL_RGB8_SNORM RGB8_SNORM}</td><td>{@link GL11C#GL_RGB10 RGB10}</td><td>{@link GL11C#GL_RGB12 RGB12}</td><td>{@link GL11C#GL_RGB16 RGB16}</td><td>{@link GL31#GL_RGB16_SNORM RGB16_SNORM}</td></tr><tr><td>{@link GL11C#GL_RGBA2 RGBA2}</td><td>{@link GL11C#GL_RGBA4 RGBA4}</td><td>{@link GL11C#GL_RGB5_A1 RGB5_A1}</td><td>{@link GL11C#GL_RGBA8 RGBA8}</td><td>{@link GL31#GL_RGBA8_SNORM RGBA8_SNORM}</td><td>{@link GL11C#GL_RGB10_A2 RGB10_A2}</td></tr><tr><td>{@link GL33#GL_RGB10_A2UI RGB10_A2UI}</td><td>{@link GL11C#GL_RGBA12 RGBA12}</td><td>{@link GL11C#GL_RGBA16 RGBA16}</td><td>{@link GL31#GL_RGBA16_SNORM RGBA16_SNORM}</td><td>{@link GL21#GL_SRGB8 SRGB8}</td><td>{@link GL21#GL_SRGB8_ALPHA8 SRGB8_ALPHA8}</td></tr><tr><td>{@link GL30#GL_R16F R16F}</td><td>{@link GL30#GL_RG16F RG16F}</td><td>{@link GL30#GL_RGB16F RGB16F}</td><td>{@link GL30#GL_RGBA16F RGBA16F}</td><td>{@link GL30#GL_R32F R32F}</td><td>{@link GL30#GL_RG32F RG32F}</td></tr><tr><td>{@link GL30#GL_RGB32F RGB32F}</td><td>{@link GL30#GL_RGBA32F RGBA32F}</td><td>{@link GL30#GL_R11F_G11F_B10F R11F_G11F_B10F}</td><td>{@link GL30#GL_RGB9_E5 RGB9_E5}</td><td>{@link GL30#GL_R8I R8I}</td><td>{@link GL30#GL_R8UI R8UI}</td></tr><tr><td>{@link GL30#GL_R16I R16I}</td><td>{@link GL30#GL_R16UI R16UI}</td><td>{@link GL30#GL_R32I R32I}</td><td>{@link GL30#GL_R32UI R32UI}</td><td>{@link GL30#GL_RG8I RG8I}</td><td>{@link GL30#GL_RG8UI RG8UI}</td></tr><tr><td>{@link GL30#GL_RG16I RG16I}</td><td>{@link GL30#GL_RG16UI RG16UI}</td><td>{@link GL30#GL_RG32I RG32I}</td><td>{@link GL30#GL_RG32UI RG32UI}</td><td>{@link GL30#GL_RGB8I RGB8I}</td><td>{@link GL30#GL_RGB8UI RGB8UI}</td></tr><tr><td>{@link GL30#GL_RGB16I RGB16I}</td><td>{@link GL30#GL_RGB16UI RGB16UI}</td><td>{@link GL30#GL_RGB32I RGB32I}</td><td>{@link GL30#GL_RGB32UI RGB32UI}</td><td>{@link GL30#GL_RGBA8I RGBA8I}</td><td>{@link GL30#GL_RGBA8UI RGBA8UI}</td></tr><tr><td>{@link GL30#GL_RGBA16I RGBA16I}</td><td>{@link GL30#GL_RGBA16UI RGBA16UI}</td><td>{@link GL30#GL_RGBA32I RGBA32I}</td><td>{@link GL30#GL_RGBA32UI RGBA32UI}</td><td>{@link GL14#GL_DEPTH_COMPONENT16 DEPTH_COMPONENT16}</td><td>{@link GL14#GL_DEPTH_COMPONENT24 DEPTH_COMPONENT24}</td></tr><tr><td>{@link GL14#GL_DEPTH_COMPONENT32 DEPTH_COMPONENT32}</td><td>{@link GL30#GL_DEPTH24_STENCIL8 DEPTH24_STENCIL8}</td><td>{@link GL30#GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32F}</td><td>{@link GL30#GL_DEPTH32F_STENCIL8 DEPTH32F_STENCIL8}</td><td>{@link GL30#GL_COMPRESSED_RED COMPRESSED_RED}</td><td>{@link GL30#GL_COMPRESSED_RG COMPRESSED_RG}</td></tr><tr><td>{@link GL13#GL_COMPRESSED_RGB COMPRESSED_RGB}</td><td>{@link GL13#GL_COMPRESSED_RGBA COMPRESSED_RGBA}</td><td>{@link GL21#GL_COMPRESSED_SRGB COMPRESSED_SRGB}</td><td>{@link GL21#GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB_ALPHA}</td><td>{@link GL30#GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED_RGTC1}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RED_RGTC1}</td></tr><tr><td>{@link GL30#GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG_RGTC2}</td><td>{@link GL30#GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SIGNED_RG_RGTC2}</td><td>{@link GL42#GL_COMPRESSED_RGBA_BPTC_UNORM COMPRESSED_RGBA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM COMPRESSED_SRGB_ALPHA_BPTC_UNORM}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT COMPRESSED_RGB_BPTC_SIGNED_FLOAT}</td><td>{@link GL42#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_RGB8_ETC2 COMPRESSED_RGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ETC2 COMPRESSED_SRGB8_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2}</td><td>{@link GL43#GL_COMPRESSED_RGBA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC}</td><td>{@link GL43#GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_SRGB8_ALPHA8_ETC2_EAC}</td></tr><tr><td>{@link GL43#GL_COMPRESSED_R11_EAC COMPRESSED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_R11_EAC COMPRESSED_SIGNED_R11_EAC}</td><td>{@link GL43#GL_COMPRESSED_RG11_EAC COMPRESSED_RG11_EAC}</td><td>{@link GL43#GL_COMPRESSED_SIGNED_RG11_EAC COMPRESSED_SIGNED_RG11_EAC}</td><td>see {@link EXTTextureCompressionS3TC}</td><td>see {@link EXTTextureCompressionLATC}</td></tr><tr><td>see {@link ATITextureCompression3DC}</td></tr></table> * @param width the texture width * @param height the texture height * @param border the texture border width * @param format the texel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the texel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the texel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") DoubleBuffer pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } // --- [ glCopyTexImage1D ] --- /** * Defines a one-dimensional texel array in exactly the manner of {@link #glTexImage1D TexImage1D}, except that the image data are taken from the framebuffer rather * than from client memory. For the purposes of decoding the texture image, {@code CopyTexImage1D} is equivalent to calling {@link #glCopyTexImage2D CopyTexImage2D} * with corresponding arguments and height of 1, except that the height of the image is always 1, regardless of the value of border. level, internalformat, * and border are specified using the same values, with the same meanings, as the corresponding arguments of {@link #glTexImage1D TexImage1D}. The constraints on * width and border are exactly those of the corresponding arguments of {@link #glTexImage1D TexImage1D}. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param internalFormat the texture internal format. See {@link #glTexImage2D TexImage2D} for a list of supported formats. * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the texture width * @param border the texture border width * * @see <a target="_blank" href="http://docs.gl/gl4/glCopyTexImage1D">Reference Page</a> */ public static void glCopyTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalFormat, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLint") int border) { GL11C.glCopyTexImage1D(target, level, internalFormat, x, y, width, border); } // --- [ glCopyTexImage2D ] --- /** * Defines a two-dimensional texel array in exactly the manner of {@link #glTexImage2D TexImage2D}, except that the image data are taken from the framebuffer rather * than from client memory. * * <p>{@code x}, {@code y}, {@code width}, and {@code height} correspond precisely to the corresponding arguments to {@link #glReadPixels ReadPixels}; they specify the * image's width and height, and the lower left (x, y) coordinates of the framebuffer region to be copied.</p> * * <p>The image is taken from the framebuffer exactly as if these arguments were passed to {@link GL11#glCopyPixels CopyPixels} with argument type set to {@link GL11C#GL_COLOR COLOR}, * {@link GL11C#GL_DEPTH DEPTH}, or {@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}, depending on {@code internalformat}. RGBA data is taken from the current color buffer, while depth * component and stencil index data are taken from the depth and stencil buffers, respectively.</p> * * <p>Subsequent processing is identical to that described for {@link #glTexImage2D TexImage2D}, beginning with clamping of the R, G, B, A, or depth values, and masking * of the stencil index values from the resulting pixel groups. Parameters {@code level}, {@code internalformat}, and {@code border} are specified using * the same values, with the same meanings, as the corresponding arguments of {@link #glTexImage2D TexImage2D}.</p> * * <p>The constraints on width, height, and border are exactly those for the corresponding arguments of {@link #glTexImage2D TexImage2D}.</p> * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param internalFormat the texture internal format. See {@link #glTexImage2D TexImage2D} for a list of supported formats. * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the texture width * @param height the texture height * @param border the texture border width * * @see <a target="_blank" href="http://docs.gl/gl4/glCopyTexImage2D">Reference Page</a> */ public static void glCopyTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int internalFormat, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border) { GL11C.glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border); } // --- [ glCopyTexSubImage1D ] --- /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the {@code internalformat}, {@code width} or {@code border} * parameters of the specified texel array, nor is any change made to texel values outside the specified subregion. See {@link #glCopyTexImage1D CopyTexImage1D} for more * details. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail number * @param xoffset the left texel coordinate of the texture subregion to update * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the texture subregion width * * @see <a target="_blank" href="http://docs.gl/gl4/glCopyTexSubImage1D">Reference Page</a> */ public static void glCopyTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width) { GL11C.glCopyTexSubImage1D(target, level, xoffset, x, y, width); } // --- [ glCopyTexSubImage2D ] --- /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the {@code internalformat}, {@code width}, {@code height}, * or {@code border} parameters of the specified texel array, nor is any change made to texel values outside the specified subregion. See * {@link #glCopyTexImage2D CopyTexImage2D} for more details. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail number * @param xoffset the left texel coordinate of the texture subregion to update * @param yoffset the lower texel coordinate of the texture subregion to update * @param x the left framebuffer pixel coordinate * @param y the lower framebuffer pixel coordinate * @param width the texture subregion width * @param height the texture subregion height * * @see <a target="_blank" href="http://docs.gl/gl4/glCopyTexSubImage2D">Reference Page</a> */ public static void glCopyTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height) { GL11C.glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } // --- [ glTexParameteri ] --- /** * Sets the integer value of a texture parameter, which controls how the texel array is treated when specified or changed, and when applied to a fragment. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL12#GL_TEXTURE_3D TEXTURE_3D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td></tr><tr><td>{@link GL30#GL_TEXTURE_2D_ARRAY TEXTURE_2D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td><td>{@link GL40#GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_ARRAY}</td></tr><tr><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D_MULTISAMPLE}</td><td>{@link GL32#GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY}</td></tr></table> * @param pname the parameter to set. One of:<br><table><tr><td>{@link GL12#GL_TEXTURE_BASE_LEVEL TEXTURE_BASE_LEVEL}</td><td>{@link GL11C#GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER_COLOR}</td><td>{@link GL14#GL_TEXTURE_COMPARE_MODE TEXTURE_COMPARE_MODE}</td><td>{@link GL14#GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_FUNC}</td></tr><tr><td>{@link GL14#GL_TEXTURE_LOD_BIAS TEXTURE_LOD_BIAS}</td><td>{@link GL11C#GL_TEXTURE_MAG_FILTER TEXTURE_MAG_FILTER}</td><td>{@link GL12#GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LEVEL}</td><td>{@link GL12#GL_TEXTURE_MAX_LOD TEXTURE_MAX_LOD}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_MIN_FILTER TEXTURE_MIN_FILTER}</td><td>{@link GL12#GL_TEXTURE_MIN_LOD TEXTURE_MIN_LOD}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_R TEXTURE_SWIZZLE_R}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_G TEXTURE_SWIZZLE_G}</td></tr><tr><td>{@link GL33#GL_TEXTURE_SWIZZLE_B TEXTURE_SWIZZLE_B}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_A TEXTURE_SWIZZLE_A}</td><td>{@link GL33#GL_TEXTURE_SWIZZLE_RGBA TEXTURE_SWIZZLE_RGBA}</td><td>{@link GL11C#GL_TEXTURE_WRAP_S TEXTURE_WRAP_S}</td></tr><tr><td>{@link GL11C#GL_TEXTURE_WRAP_T TEXTURE_WRAP_T}</td><td>{@link GL12#GL_TEXTURE_WRAP_R TEXTURE_WRAP_R}</td><td>{@link GL14#GL_DEPTH_TEXTURE_MODE DEPTH_TEXTURE_MODE}</td><td>{@link GL14#GL_GENERATE_MIPMAP GENERATE_MIPMAP}</td></tr></table> * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl4/glTexParameteri">Reference Page</a> */ public static void glTexParameteri(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint") int param) { GL11C.glTexParameteri(target, pname, param); } // --- [ glTexParameteriv ] --- /** Unsafe version of: {@link #glTexParameteriv TexParameteriv} */ public static void nglTexParameteriv(int target, int pname, long params) { GL11C.nglTexParameteriv(target, pname, params); } /** * Pointer version of {@link #glTexParameteri TexParameteri}. * * @param target the texture target * @param pname the parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl4/glTexParameter">Reference Page</a> */ public static void glTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint const *") IntBuffer params) { GL11C.glTexParameteriv(target, pname, params); } // --- [ glTexParameterf ] --- /** * Float version of {@link #glTexParameteri TexParameteri}. * * @param target the texture target * @param pname the parameter to set * @param param the parameter value * * @see <a target="_blank" href="http://docs.gl/gl4/glTexParameterf">Reference Page</a> */ public static void glTexParameterf(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat") float param) { GL11C.glTexParameterf(target, pname, param); } // --- [ glTexParameterfv ] --- /** Unsafe version of: {@link #glTexParameterfv TexParameterfv} */ public static void nglTexParameterfv(int target, int pname, long params) { GL11C.nglTexParameterfv(target, pname, params); } /** * Pointer version of {@link #glTexParameterf TexParameterf}. * * @param target the texture target * @param pname the parameter to set * @param params the parameter value * * @see <a target="_blank" href="http://docs.gl/gl4/glTexParameter">Reference Page</a> */ public static void glTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") FloatBuffer params) { GL11C.glTexParameterfv(target, pname, params); } // --- [ glTexSubImage1D ] --- /** Unsafe version of: {@link #glTexSubImage1D TexSubImage1D} */ public static void nglTexSubImage1D(int target, int level, int xoffset, int width, int format, int type, long pixels) { GL11C.nglTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param width the subregion width * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param width the subregion width * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") long pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param width the subregion width * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ShortBuffer pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param width the subregion width * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") IntBuffer pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param width the subregion width * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") FloatBuffer pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * One-dimensional version of {@link #glTexSubImage2D TexSubImage2D}. * * @param target the texture target. Must be:<br><table><tr><td>{@link GL11C#GL_TEXTURE_1D TEXTURE_1D}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param width the subregion width * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") DoubleBuffer pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } // --- [ glTexSubImage2D ] --- /** Unsafe version of: {@link #glTexSubImage2D TexSubImage2D} */ public static void nglTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, long pixels) { GL11C.nglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ByteBuffer pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") long pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") ShortBuffer pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") IntBuffer pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") FloatBuffer pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Respecifies a rectangular subregion of an existing texel array. No change is made to the internalformat, width, height, depth, or border parameters of * the specified texel array, nor is any change made to texel values outside the specified subregion. * * @param target the texture target. One of:<br><table><tr><td>{@link GL11C#GL_TEXTURE_2D TEXTURE_2D}</td><td>{@link GL30#GL_TEXTURE_1D_ARRAY TEXTURE_1D_ARRAY}</td><td>{@link GL31#GL_TEXTURE_RECTANGLE TEXTURE_RECTANGLE}</td><td>{@link GL13#GL_TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP}</td></tr></table> * @param level the level-of-detail-number * @param xoffset the left coordinate of the texel subregion * @param yoffset the bottom coordinate of the texel subregion * @param width the subregion width * @param height the subregion height * @param format the pixel data format. One of:<br><table><tr><td>{@link GL11C#GL_RED RED}</td><td>{@link GL11C#GL_GREEN GREEN}</td><td>{@link GL11C#GL_BLUE BLUE}</td><td>{@link GL11C#GL_ALPHA ALPHA}</td><td>{@link GL30#GL_RG RG}</td><td>{@link GL11C#GL_RGB RGB}</td><td>{@link GL11C#GL_RGBA RGBA}</td><td>{@link GL12#GL_BGR BGR}</td></tr><tr><td>{@link GL12#GL_BGRA BGRA}</td><td>{@link GL30#GL_RED_INTEGER RED_INTEGER}</td><td>{@link GL30#GL_GREEN_INTEGER GREEN_INTEGER}</td><td>{@link GL30#GL_BLUE_INTEGER BLUE_INTEGER}</td><td>{@link GL30#GL_ALPHA_INTEGER ALPHA_INTEGER}</td><td>{@link GL30#GL_RG_INTEGER RG_INTEGER}</td><td>{@link GL30#GL_RGB_INTEGER RGB_INTEGER}</td><td>{@link GL30#GL_RGBA_INTEGER RGBA_INTEGER}</td></tr><tr><td>{@link GL30#GL_BGR_INTEGER BGR_INTEGER}</td><td>{@link GL30#GL_BGRA_INTEGER BGRA_INTEGER}</td><td>{@link GL11C#GL_STENCIL_INDEX STENCIL_INDEX}</td><td>{@link GL11C#GL_DEPTH_COMPONENT DEPTH_COMPONENT}</td><td>{@link GL30#GL_DEPTH_STENCIL DEPTH_STENCIL}</td></tr></table> * @param type the pixel data type. One of:<br><table><tr><td>{@link GL11C#GL_UNSIGNED_BYTE UNSIGNED_BYTE}</td><td>{@link GL11C#GL_BYTE BYTE}</td><td>{@link GL11C#GL_UNSIGNED_SHORT UNSIGNED_SHORT}</td><td>{@link GL11C#GL_SHORT SHORT}</td></tr><tr><td>{@link GL11C#GL_UNSIGNED_INT UNSIGNED_INT}</td><td>{@link GL11C#GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link GL11C#GL_FLOAT FLOAT}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE_3_3_2}</td><td>{@link GL12#GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_2_3_3_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT_5_6_5}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_4_4_4_4}</td><td>{@link GL12#GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4_REV}</td><td>{@link GL12#GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_5_5_1}</td><td>{@link GL12#GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_1_5_5_5_REV}</td></tr><tr><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_8_8_8_8}</td><td>{@link GL12#GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8_REV}</td><td>{@link GL12#GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10_10_10_2}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td></tr><tr><td>{@link GL30#GL_UNSIGNED_INT_24_8 UNSIGNED_INT_24_8}</td><td>{@link GL30#GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_10F_11F_11F_REV}</td><td>{@link GL30#GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_5_9_9_9_REV}</td><td>{@link GL30#GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_32_UNSIGNED_INT_24_8_REV}</td></tr></table> * @param pixels the pixel data * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") DoubleBuffer pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } // --- [ glTranslatef ] --- /** * Manipulates the current matrix with a translation matrix along the x-, y- and z- axes. * * <p>Calling this function is equivalent to calling {@link #glMultMatrixf MultMatrixf} with the following matrix:</p> * * <table class=striped> * <tr><td>1</td><td>0</td><td>0</td><td>x</td></tr> * <tr><td>0</td><td>1</td><td>0</td><td>y</td></tr> * <tr><td>0</td><td>0</td><td>1</td><td>z</td></tr> * <tr><td>0</td><td>0</td><td>0</td><td>1</td></tr> * </table> * * @param x the x-axis translation * @param y the y-axis translation * @param z the z-axis translation * * @see <a target="_blank" href="http://docs.gl/gl3/glTranslatef">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTranslatef(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z); // --- [ glTranslated ] --- /** * Double version of {@link #glTranslatef Translatef}. * * @param x the x-axis translation * @param y the y-axis translation * @param z the z-axis translation * * @see <a target="_blank" href="http://docs.gl/gl3/glTranslated">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glTranslated(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z); // --- [ glVertex2f ] --- /** * Specifies a single vertex between {@link #glBegin Begin} and {@link #glEnd End} by giving its coordinates in two dimensions. The z coordinate is implicitly set * to zero and the w coordinate to one. * * @param x the vertex x coordinate * @param y the vertex y coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex2f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y); // --- [ glVertex2s ] --- /** * Short version of {@link #glVertex2f Vertex2f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex2s(@NativeType("GLshort") short x, @NativeType("GLshort") short y); // --- [ glVertex2i ] --- /** * Integer version of {@link #glVertex2f Vertex2f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex2i(@NativeType("GLint") int x, @NativeType("GLint") int y); // --- [ glVertex2d ] --- /** * Double version of {@link #glVertex2f Vertex2f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex2d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y); // --- [ glVertex2fv ] --- /** Unsafe version of: {@link #glVertex2fv Vertex2fv} */ public static native void nglVertex2fv(long coords); /** * Pointer version of {@link #glVertex2f Vertex2f}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2fv(@NativeType("GLfloat const *") FloatBuffer coords) { if (CHECKS) { check(coords, 2); } nglVertex2fv(memAddress(coords)); } // --- [ glVertex2sv ] --- /** Unsafe version of: {@link #glVertex2sv Vertex2sv} */ public static native void nglVertex2sv(long coords); /** * Pointer version of {@link #glVertex2s Vertex2s}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2sv(@NativeType("GLshort const *") ShortBuffer coords) { if (CHECKS) { check(coords, 2); } nglVertex2sv(memAddress(coords)); } // --- [ glVertex2iv ] --- /** Unsafe version of: {@link #glVertex2iv Vertex2iv} */ public static native void nglVertex2iv(long coords); /** * Pointer version of {@link #glVertex2i Vertex2i}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2iv(@NativeType("GLint const *") IntBuffer coords) { if (CHECKS) { check(coords, 2); } nglVertex2iv(memAddress(coords)); } // --- [ glVertex2dv ] --- /** Unsafe version of: {@link #glVertex2dv Vertex2dv} */ public static native void nglVertex2dv(long coords); /** * Pointer version of {@link #glVertex2d Vertex2d}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2dv(@NativeType("GLdouble const *") DoubleBuffer coords) { if (CHECKS) { check(coords, 2); } nglVertex2dv(memAddress(coords)); } // --- [ glVertex3f ] --- /** * Specifies a single vertex between {@link #glBegin Begin} and {@link #glEnd End} by giving its coordinates in three dimensions. The w coordinate is implicitly set * to one. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex3f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z); // --- [ glVertex3s ] --- /** * Short version of {@link #glVertex3f Vertex3f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex3s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z); // --- [ glVertex3i ] --- /** * Integer version of {@link #glVertex3f Vertex3f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex3i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z); // --- [ glVertex3d ] --- /** * Double version of {@link #glVertex3f Vertex3f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex3d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z); // --- [ glVertex3fv ] --- /** Unsafe version of: {@link #glVertex3fv Vertex3fv} */ public static native void nglVertex3fv(long coords); /** * Pointer version of {@link #glVertex3f Vertex3f}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3fv(@NativeType("GLfloat const *") FloatBuffer coords) { if (CHECKS) { check(coords, 3); } nglVertex3fv(memAddress(coords)); } // --- [ glVertex3sv ] --- /** Unsafe version of: {@link #glVertex3sv Vertex3sv} */ public static native void nglVertex3sv(long coords); /** * Pointer version of {@link #glVertex3s Vertex3s}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3sv(@NativeType("GLshort const *") ShortBuffer coords) { if (CHECKS) { check(coords, 3); } nglVertex3sv(memAddress(coords)); } // --- [ glVertex3iv ] --- /** Unsafe version of: {@link #glVertex3iv Vertex3iv} */ public static native void nglVertex3iv(long coords); /** * Pointer version of {@link #glVertex3i Vertex3i}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3iv(@NativeType("GLint const *") IntBuffer coords) { if (CHECKS) { check(coords, 3); } nglVertex3iv(memAddress(coords)); } // --- [ glVertex3dv ] --- /** Unsafe version of: {@link #glVertex3dv Vertex3dv} */ public static native void nglVertex3dv(long coords); /** * Pointer version of {@link #glVertex3d Vertex3d}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3dv(@NativeType("GLdouble const *") DoubleBuffer coords) { if (CHECKS) { check(coords, 3); } nglVertex3dv(memAddress(coords)); } // --- [ glVertex4f ] --- /** * Specifies a single vertex between {@link #glBegin Begin} and {@link #glEnd End} by giving its coordinates in four dimensions. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * @param w the vertex w coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex4f(@NativeType("GLfloat") float x, @NativeType("GLfloat") float y, @NativeType("GLfloat") float z, @NativeType("GLfloat") float w); // --- [ glVertex4s ] --- /** * Short version of {@link #glVertex4f Vertex4f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * @param w the vertex w coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex4s(@NativeType("GLshort") short x, @NativeType("GLshort") short y, @NativeType("GLshort") short z, @NativeType("GLshort") short w); // --- [ glVertex4i ] --- /** * Integer version of {@link #glVertex4f Vertex4f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * @param w the vertex w coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex4i(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLint") int z, @NativeType("GLint") int w); // --- [ glVertex4d ] --- /** * Double version of {@link #glVertex4f Vertex4f}. * * @param x the vertex x coordinate * @param y the vertex y coordinate * @param z the vertex z coordinate * @param w the vertex w coordinate * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static native void glVertex4d(@NativeType("GLdouble") double x, @NativeType("GLdouble") double y, @NativeType("GLdouble") double z, @NativeType("GLdouble") double w); // --- [ glVertex4fv ] --- /** Unsafe version of: {@link #glVertex4fv Vertex4fv} */ public static native void nglVertex4fv(long coords); /** * Pointer version of {@link #glVertex4f Vertex4f}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4fv(@NativeType("GLfloat const *") FloatBuffer coords) { if (CHECKS) { check(coords, 4); } nglVertex4fv(memAddress(coords)); } // --- [ glVertex4sv ] --- /** Unsafe version of: {@link #glVertex4sv Vertex4sv} */ public static native void nglVertex4sv(long coords); /** * Pointer version of {@link #glVertex4s Vertex4s}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4sv(@NativeType("GLshort const *") ShortBuffer coords) { if (CHECKS) { check(coords, 4); } nglVertex4sv(memAddress(coords)); } // --- [ glVertex4iv ] --- /** Unsafe version of: {@link #glVertex4iv Vertex4iv} */ public static native void nglVertex4iv(long coords); /** * Pointer version of {@link #glVertex4i Vertex4i}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4iv(@NativeType("GLint const *") IntBuffer coords) { if (CHECKS) { check(coords, 4); } nglVertex4iv(memAddress(coords)); } // --- [ glVertex4dv ] --- /** Unsafe version of: {@link #glVertex4dv Vertex4dv} */ public static native void nglVertex4dv(long coords); /** * Pointer version of {@link #glVertex4d Vertex4d}. * * @param coords the vertex buffer * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4dv(@NativeType("GLdouble const *") DoubleBuffer coords) { if (CHECKS) { check(coords, 4); } nglVertex4dv(memAddress(coords)); } // --- [ glVertexPointer ] --- /** Unsafe version of: {@link #glVertexPointer VertexPointer} */ public static native void nglVertexPointer(int size, int type, int stride, long pointer); /** * Specifies the location and organization of a vertex array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glVertexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ByteBuffer pointer) { nglVertexPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a vertex array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glVertexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") long pointer) { nglVertexPointer(size, type, stride, pointer); } /** * Specifies the location and organization of a vertex array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glVertexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") ShortBuffer pointer) { nglVertexPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a vertex array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glVertexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") IntBuffer pointer) { nglVertexPointer(size, type, stride, memAddress(pointer)); } /** * Specifies the location and organization of a vertex array. * * @param size the number of values per vertex that are stored in the array. One of:<br><table><tr><td>2</td><td>3</td><td>4</td></tr></table> * @param type the data type of the values stored in the array. One of:<br><table><tr><td>{@link #GL_SHORT SHORT}</td><td>{@link #GL_INT INT}</td><td>{@link GL30#GL_HALF_FLOAT HALF_FLOAT}</td><td>{@link #GL_FLOAT FLOAT}</td><td>{@link #GL_DOUBLE DOUBLE}</td><td>{@link GL12#GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_2_10_10_10_REV}</td><td>{@link GL33#GL_INT_2_10_10_10_REV INT_2_10_10_10_REV}</td></tr></table> * @param stride the vertex stride in bytes. If specified as zero, then array elements are stored sequentially * @param pointer the vertex array data * * @see <a target="_blank" href="http://docs.gl/gl3/glVertexPointer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertexPointer(@NativeType("GLint") int size, @NativeType("GLenum") int type, @NativeType("GLsizei") int stride, @NativeType("void const *") FloatBuffer pointer) { nglVertexPointer(size, type, stride, memAddress(pointer)); } // --- [ glViewport ] --- /** * Specifies the viewport transformation parameters for all viewports. * * <p>The location of the viewport's bottom-left corner, given by {@code (x, y)}, are clamped to be within the implementation-dependent viewport bounds range. * The viewport bounds range {@code [min, max]} tuple may be determined by calling {@link #glGetFloatv GetFloatv} with the symbolic * constant {@link GL41#GL_VIEWPORT_BOUNDS_RANGE VIEWPORT_BOUNDS_RANGE}. Viewport width and height are clamped to implementation-dependent maximums when specified. The maximum * width and height may be found by calling {@link #glGetFloatv GetFloatv} with the symbolic constant {@link GL11C#GL_MAX_VIEWPORT_DIMS MAX_VIEWPORT_DIMS}. The * maximum viewport dimensions must be greater than or equal to the larger of the visible dimensions of the display being rendered to (if a display * exists), and the largest renderbuffer image which can be successfully created and attached to a framebuffer object.</p> * * <p>In the initial state, {@code w} and {@code h} for each viewport are set to the width and height, respectively, of the window into which the GL is to do * its rendering. If the default framebuffer is bound but no default framebuffer is associated with the GL context, then {@code w} and {@code h} are * initially set to zero.</p> * * @param x the left viewport coordinate * @param y the bottom viewport coordinate * @param w the viewport width * @param h the viewport height * * @see <a target="_blank" href="http://docs.gl/gl4/glViewport">Reference Page</a> */ public static void glViewport(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int w, @NativeType("GLsizei") int h) { GL11C.glViewport(x, y, w, h); } /** * Array version of: {@link #glAreTexturesResident AreTexturesResident} * * @see <a target="_blank" href="http://docs.gl/gl3/glAreTexturesResident">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ @NativeType("GLboolean") public static boolean glAreTexturesResident(@NativeType("GLuint const *") int[] textures, @NativeType("GLboolean *") ByteBuffer residences) { long __functionAddress = GL.getICD().glAreTexturesResident; if (CHECKS) { check(__functionAddress); check(residences, textures.length); } return callPPZ(textures.length, textures, memAddress(residences), __functionAddress); } /** * Array version of: {@link #glClipPlane ClipPlane} * * @see <a target="_blank" href="http://docs.gl/gl3/glClipPlane">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glClipPlane(@NativeType("GLenum") int plane, @NativeType("GLdouble const *") double[] equation) { long __functionAddress = GL.getICD().glClipPlane; if (CHECKS) { check(__functionAddress); check(equation, 4); } callPV(plane, equation, __functionAddress); } /** * Array version of: {@link #glColor3sv Color3sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3sv(@NativeType("GLshort const *") short[] v) { long __functionAddress = GL.getICD().glColor3sv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor3iv Color3iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3iv(@NativeType("GLint const *") int[] v) { long __functionAddress = GL.getICD().glColor3iv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor3fv Color3fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3fv(@NativeType("GLfloat const *") float[] v) { long __functionAddress = GL.getICD().glColor3fv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor3dv Color3dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3dv(@NativeType("GLdouble const *") double[] v) { long __functionAddress = GL.getICD().glColor3dv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor3usv Color3usv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3usv(@NativeType("GLushort const *") short[] v) { long __functionAddress = GL.getICD().glColor3usv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor3uiv Color3uiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor3uiv(@NativeType("GLuint const *") int[] v) { long __functionAddress = GL.getICD().glColor3uiv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor4sv Color4sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4sv(@NativeType("GLshort const *") short[] v) { long __functionAddress = GL.getICD().glColor4sv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor4iv Color4iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4iv(@NativeType("GLint const *") int[] v) { long __functionAddress = GL.getICD().glColor4iv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor4fv Color4fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4fv(@NativeType("GLfloat const *") float[] v) { long __functionAddress = GL.getICD().glColor4fv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor4dv Color4dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4dv(@NativeType("GLdouble const *") double[] v) { long __functionAddress = GL.getICD().glColor4dv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor4usv Color4usv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4usv(@NativeType("GLushort const *") short[] v) { long __functionAddress = GL.getICD().glColor4usv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glColor4uiv Color4uiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glColor">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glColor4uiv(@NativeType("GLuint const *") int[] v) { long __functionAddress = GL.getICD().glColor4uiv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glDrawPixels DrawPixels} * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") short[] pixels) { long __functionAddress = GL.getICD().glDrawPixels; if (CHECKS) { check(__functionAddress); } callPV(width, height, format, type, pixels, __functionAddress); } /** * Array version of: {@link #glDrawPixels DrawPixels} * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") int[] pixels) { long __functionAddress = GL.getICD().glDrawPixels; if (CHECKS) { check(__functionAddress); } callPV(width, height, format, type, pixels, __functionAddress); } /** * Array version of: {@link #glDrawPixels DrawPixels} * * @see <a target="_blank" href="http://docs.gl/gl3/glDrawPixels">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glDrawPixels(@NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") float[] pixels) { long __functionAddress = GL.getICD().glDrawPixels; if (CHECKS) { check(__functionAddress); } callPV(width, height, format, type, pixels, __functionAddress); } /** * Array version of: {@link #glEvalCoord1fv EvalCoord1fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord1fv(@NativeType("GLfloat const *") float[] u) { long __functionAddress = GL.getICD().glEvalCoord1fv; if (CHECKS) { check(__functionAddress); check(u, 1); } callPV(u, __functionAddress); } /** * Array version of: {@link #glEvalCoord1dv EvalCoord1dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord1dv(@NativeType("GLdouble const *") double[] u) { long __functionAddress = GL.getICD().glEvalCoord1dv; if (CHECKS) { check(__functionAddress); check(u, 1); } callPV(u, __functionAddress); } /** * Array version of: {@link #glEvalCoord2fv EvalCoord2fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord2fv(@NativeType("GLfloat const *") float[] u) { long __functionAddress = GL.getICD().glEvalCoord2fv; if (CHECKS) { check(__functionAddress); check(u, 2); } callPV(u, __functionAddress); } /** * Array version of: {@link #glEvalCoord2dv EvalCoord2dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glEvalCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glEvalCoord2dv(@NativeType("GLdouble const *") double[] u) { long __functionAddress = GL.getICD().glEvalCoord2dv; if (CHECKS) { check(__functionAddress); check(u, 2); } callPV(u, __functionAddress); } /** * Array version of: {@link #glFeedbackBuffer FeedbackBuffer} * * @see <a target="_blank" href="http://docs.gl/gl3/glFeedbackBuffer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glFeedbackBuffer(@NativeType("GLenum") int type, @NativeType("GLfloat *") float[] buffer) { long __functionAddress = GL.getICD().glFeedbackBuffer; if (CHECKS) { check(__functionAddress); } callPV(buffer.length, type, buffer, __functionAddress); } /** * Array version of: {@link #glFogiv Fogiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glFog">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glFogiv(@NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) { long __functionAddress = GL.getICD().glFogiv; if (CHECKS) { check(__functionAddress); check(params, 1); } callPV(pname, params, __functionAddress); } /** * Array version of: {@link #glFogfv Fogfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glFog">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glFogfv(@NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) { long __functionAddress = GL.getICD().glFogfv; if (CHECKS) { check(__functionAddress); check(params, 1); } callPV(pname, params, __functionAddress); } /** * Array version of: {@link #glGenTextures GenTextures} * * @see <a target="_blank" href="http://docs.gl/gl4/glGenTextures">Reference Page</a> */ public static void glGenTextures(@NativeType("GLuint *") int[] textures) { GL11C.glGenTextures(textures); } /** * Array version of: {@link #glDeleteTextures DeleteTextures} * * @see <a target="_blank" href="http://docs.gl/gl4/glDeleteTextures">Reference Page</a> */ public static void glDeleteTextures(@NativeType("GLuint const *") int[] textures) { GL11C.glDeleteTextures(textures); } /** * Array version of: {@link #glGetClipPlane GetClipPlane} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetClipPlane">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetClipPlane(@NativeType("GLenum") int plane, @NativeType("GLdouble *") double[] equation) { long __functionAddress = GL.getICD().glGetClipPlane; if (CHECKS) { check(__functionAddress); check(equation, 4); } callPV(plane, equation, __functionAddress); } /** * Array version of: {@link #glGetFloatv GetFloatv} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetFloatv">Reference Page</a> */ public static void glGetFloatv(@NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) { GL11C.glGetFloatv(pname, params); } /** * Array version of: {@link #glGetIntegerv GetIntegerv} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetIntegerv">Reference Page</a> */ public static void glGetIntegerv(@NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) { GL11C.glGetIntegerv(pname, params); } /** * Array version of: {@link #glGetDoublev GetDoublev} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetDoublev">Reference Page</a> */ public static void glGetDoublev(@NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] params) { GL11C.glGetDoublev(pname, params); } /** * Array version of: {@link #glGetLightiv GetLightiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) { long __functionAddress = GL.getICD().glGetLightiv; if (CHECKS) { check(__functionAddress); check(data, 4); } callPV(light, pname, data, __functionAddress); } /** * Array version of: {@link #glGetLightfv GetLightfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) { long __functionAddress = GL.getICD().glGetLightfv; if (CHECKS) { check(__functionAddress); check(data, 4); } callPV(light, pname, data, __functionAddress); } /** * Array version of: {@link #glGetMapiv GetMapiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMapiv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLint *") int[] data) { long __functionAddress = GL.getICD().glGetMapiv; if (CHECKS) { check(__functionAddress); check(data, 4); } callPV(target, query, data, __functionAddress); } /** * Array version of: {@link #glGetMapfv GetMapfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMapfv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLfloat *") float[] data) { long __functionAddress = GL.getICD().glGetMapfv; if (CHECKS) { check(__functionAddress); check(data, 4); } callPV(target, query, data, __functionAddress); } /** * Array version of: {@link #glGetMapdv GetMapdv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMapdv(@NativeType("GLenum") int target, @NativeType("GLenum") int query, @NativeType("GLdouble *") double[] data) { long __functionAddress = GL.getICD().glGetMapdv; if (CHECKS) { check(__functionAddress); check(data, 4); } callPV(target, query, data, __functionAddress); } /** * Array version of: {@link #glGetMaterialiv GetMaterialiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) { long __functionAddress = GL.getICD().glGetMaterialiv; if (CHECKS) { check(__functionAddress); check(data, 1); } callPV(face, pname, data, __functionAddress); } /** * Array version of: {@link #glGetMaterialfv GetMaterialfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) { long __functionAddress = GL.getICD().glGetMaterialfv; if (CHECKS) { check(__functionAddress); check(data, 1); } callPV(face, pname, data, __functionAddress); } /** * Array version of: {@link #glGetPixelMapfv GetPixelMapfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat *") float[] data) { long __functionAddress = GL.getICD().glGetPixelMapfv; if (CHECKS) { check(__functionAddress); check(data, 32); } callPV(map, data, __functionAddress); } /** * Array version of: {@link #glGetPixelMapusv GetPixelMapusv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort *") short[] data) { long __functionAddress = GL.getICD().glGetPixelMapusv; if (CHECKS) { check(__functionAddress); check(data, 32); } callPV(map, data, __functionAddress); } /** * Array version of: {@link #glGetPixelMapuiv GetPixelMapuiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint *") int[] data) { long __functionAddress = GL.getICD().glGetPixelMapuiv; if (CHECKS) { check(__functionAddress); check(data, 32); } callPV(map, data, __functionAddress); } /** * Array version of: {@link #glGetTexEnviv GetTexEnviv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexEnviv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) { long __functionAddress = GL.getICD().glGetTexEnviv; if (CHECKS) { check(__functionAddress); check(data, 1); } callPV(env, pname, data, __functionAddress); } /** * Array version of: {@link #glGetTexEnvfv GetTexEnvfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexEnvfv(@NativeType("GLenum") int env, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) { long __functionAddress = GL.getICD().glGetTexEnvfv; if (CHECKS) { check(__functionAddress); check(data, 1); } callPV(env, pname, data, __functionAddress); } /** * Array version of: {@link #glGetTexGeniv GetTexGeniv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] data) { long __functionAddress = GL.getICD().glGetTexGeniv; if (CHECKS) { check(__functionAddress); check(data, 1); } callPV(coord, pname, data, __functionAddress); } /** * Array version of: {@link #glGetTexGenfv GetTexGenfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] data) { long __functionAddress = GL.getICD().glGetTexGenfv; if (CHECKS) { check(__functionAddress); check(data, 4); } callPV(coord, pname, data, __functionAddress); } /** * Array version of: {@link #glGetTexGendv GetTexGendv} * * @see <a target="_blank" href="http://docs.gl/gl3/glGetTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glGetTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble *") double[] data) { long __functionAddress = GL.getICD().glGetTexGendv; if (CHECKS) { check(__functionAddress); check(data, 4); } callPV(coord, pname, data, __functionAddress); } /** * Array version of: {@link #glGetTexImage GetTexImage} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") short[] pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Array version of: {@link #glGetTexImage GetTexImage} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") int[] pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Array version of: {@link #glGetTexImage GetTexImage} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") float[] pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Array version of: {@link #glGetTexImage GetTexImage} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexImage">Reference Page</a> */ public static void glGetTexImage(@NativeType("GLenum") int tex, @NativeType("GLint") int level, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") double[] pixels) { GL11C.glGetTexImage(tex, level, format, type, pixels); } /** * Array version of: {@link #glGetTexLevelParameteriv GetTexLevelParameteriv} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexLevelParameter">Reference Page</a> */ public static void glGetTexLevelParameteriv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) { GL11C.glGetTexLevelParameteriv(target, level, pname, params); } /** * Array version of: {@link #glGetTexLevelParameterfv GetTexLevelParameterfv} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexLevelParameter">Reference Page</a> */ public static void glGetTexLevelParameterfv(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) { GL11C.glGetTexLevelParameterfv(target, level, pname, params); } /** * Array version of: {@link #glGetTexParameteriv GetTexParameteriv} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexParameter">Reference Page</a> */ public static void glGetTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint *") int[] params) { GL11C.glGetTexParameteriv(target, pname, params); } /** * Array version of: {@link #glGetTexParameterfv GetTexParameterfv} * * @see <a target="_blank" href="http://docs.gl/gl4/glGetTexParameter">Reference Page</a> */ public static void glGetTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat *") float[] params) { GL11C.glGetTexParameterfv(target, pname, params); } /** * Array version of: {@link #glIndexiv Indexiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexiv(@NativeType("GLint const *") int[] index) { long __functionAddress = GL.getICD().glIndexiv; if (CHECKS) { check(__functionAddress); check(index, 1); } callPV(index, __functionAddress); } /** * Array version of: {@link #glIndexsv Indexsv} * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexsv(@NativeType("GLshort const *") short[] index) { long __functionAddress = GL.getICD().glIndexsv; if (CHECKS) { check(__functionAddress); check(index, 1); } callPV(index, __functionAddress); } /** * Array version of: {@link #glIndexfv Indexfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexfv(@NativeType("GLfloat const *") float[] index) { long __functionAddress = GL.getICD().glIndexfv; if (CHECKS) { check(__functionAddress); check(index, 1); } callPV(index, __functionAddress); } /** * Array version of: {@link #glIndexdv Indexdv} * * @see <a target="_blank" href="http://docs.gl/gl3/glIndex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glIndexdv(@NativeType("GLdouble const *") double[] index) { long __functionAddress = GL.getICD().glIndexdv; if (CHECKS) { check(__functionAddress); check(index, 1); } callPV(index, __functionAddress); } /** * Array version of: {@link #glInterleavedArrays InterleavedArrays} * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") short[] pointer) { long __functionAddress = GL.getICD().glInterleavedArrays; if (CHECKS) { check(__functionAddress); } callPV(format, stride, pointer, __functionAddress); } /** * Array version of: {@link #glInterleavedArrays InterleavedArrays} * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") int[] pointer) { long __functionAddress = GL.getICD().glInterleavedArrays; if (CHECKS) { check(__functionAddress); } callPV(format, stride, pointer, __functionAddress); } /** * Array version of: {@link #glInterleavedArrays InterleavedArrays} * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") float[] pointer) { long __functionAddress = GL.getICD().glInterleavedArrays; if (CHECKS) { check(__functionAddress); } callPV(format, stride, pointer, __functionAddress); } /** * Array version of: {@link #glInterleavedArrays InterleavedArrays} * * @see <a target="_blank" href="http://docs.gl/gl3/glInterleavedArrays">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glInterleavedArrays(@NativeType("GLenum") int format, @NativeType("GLsizei") int stride, @NativeType("void const *") double[] pointer) { long __functionAddress = GL.getICD().glInterleavedArrays; if (CHECKS) { check(__functionAddress); } callPV(format, stride, pointer, __functionAddress); } /** * Array version of: {@link #glLightModeliv LightModeliv} * * @see <a target="_blank" href="http://docs.gl/gl3/glLightModel">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightModeliv(@NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) { long __functionAddress = GL.getICD().glLightModeliv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(pname, params, __functionAddress); } /** * Array version of: {@link #glLightModelfv LightModelfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glLightModel">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightModelfv(@NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) { long __functionAddress = GL.getICD().glLightModelfv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(pname, params, __functionAddress); } /** * Array version of: {@link #glLightiv Lightiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightiv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) { long __functionAddress = GL.getICD().glLightiv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(light, pname, params, __functionAddress); } /** * Array version of: {@link #glLightfv Lightfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glLight">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLightfv(@NativeType("GLenum") int light, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) { long __functionAddress = GL.getICD().glLightfv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(light, pname, params, __functionAddress); } /** * Array version of: {@link #glLoadMatrixf LoadMatrixf} * * @see <a target="_blank" href="http://docs.gl/gl3/glLoadMatrixf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLoadMatrixf(@NativeType("GLfloat const *") float[] m) { long __functionAddress = GL.getICD().glLoadMatrixf; if (CHECKS) { check(__functionAddress); check(m, 16); } callPV(m, __functionAddress); } /** * Array version of: {@link #glLoadMatrixd LoadMatrixd} * * @see <a target="_blank" href="http://docs.gl/gl3/glLoadMatrixd">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glLoadMatrixd(@NativeType("GLdouble const *") double[] m) { long __functionAddress = GL.getICD().glLoadMatrixd; if (CHECKS) { check(__functionAddress); check(m, 16); } callPV(m, __functionAddress); } /** * Array version of: {@link #glMap1f Map1f} * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap1f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("GLfloat const *") float[] points) { long __functionAddress = GL.getICD().glMap1f; if (CHECKS) { check(__functionAddress); check(points, order * stride); } callPV(target, u1, u2, stride, order, points, __functionAddress); } /** * Array version of: {@link #glMap1d Map1d} * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap1d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int stride, @NativeType("GLint") int order, @NativeType("GLdouble const *") double[] points) { long __functionAddress = GL.getICD().glMap1d; if (CHECKS) { check(__functionAddress); check(points, stride * order); } callPV(target, u1, u2, stride, order, points, __functionAddress); } /** * Array version of: {@link #glMap2f Map2f} * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap2f(@NativeType("GLenum") int target, @NativeType("GLfloat") float u1, @NativeType("GLfloat") float u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLfloat") float v1, @NativeType("GLfloat") float v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("GLfloat const *") float[] points) { long __functionAddress = GL.getICD().glMap2f; if (CHECKS) { check(__functionAddress); check(points, ustride * uorder * vstride * vorder); } callPV(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points, __functionAddress); } /** * Array version of: {@link #glMap2d Map2d} * * @see <a target="_blank" href="http://docs.gl/gl3/glMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMap2d(@NativeType("GLenum") int target, @NativeType("GLdouble") double u1, @NativeType("GLdouble") double u2, @NativeType("GLint") int ustride, @NativeType("GLint") int uorder, @NativeType("GLdouble") double v1, @NativeType("GLdouble") double v2, @NativeType("GLint") int vstride, @NativeType("GLint") int vorder, @NativeType("GLdouble const *") double[] points) { long __functionAddress = GL.getICD().glMap2d; if (CHECKS) { check(__functionAddress); check(points, ustride * uorder * vstride * vorder); } callPV(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points, __functionAddress); } /** * Array version of: {@link #glMaterialiv Materialiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMaterialiv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) { long __functionAddress = GL.getICD().glMaterialiv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(face, pname, params, __functionAddress); } /** * Array version of: {@link #glMaterialfv Materialfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glMaterial">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMaterialfv(@NativeType("GLenum") int face, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) { long __functionAddress = GL.getICD().glMaterialfv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(face, pname, params, __functionAddress); } /** * Array version of: {@link #glMultMatrixf MultMatrixf} * * @see <a target="_blank" href="http://docs.gl/gl3/glMultMatrixf">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMultMatrixf(@NativeType("GLfloat const *") float[] m) { long __functionAddress = GL.getICD().glMultMatrixf; if (CHECKS) { check(__functionAddress); check(m, 16); } callPV(m, __functionAddress); } /** * Array version of: {@link #glMultMatrixd MultMatrixd} * * @see <a target="_blank" href="http://docs.gl/gl3/glMultMatrixd">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glMultMatrixd(@NativeType("GLdouble const *") double[] m) { long __functionAddress = GL.getICD().glMultMatrixd; if (CHECKS) { check(__functionAddress); check(m, 16); } callPV(m, __functionAddress); } /** * Array version of: {@link #glNormal3fv Normal3fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3fv(@NativeType("GLfloat const *") float[] v) { long __functionAddress = GL.getICD().glNormal3fv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glNormal3sv Normal3sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3sv(@NativeType("GLshort const *") short[] v) { long __functionAddress = GL.getICD().glNormal3sv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glNormal3iv Normal3iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3iv(@NativeType("GLint const *") int[] v) { long __functionAddress = GL.getICD().glNormal3iv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glNormal3dv Normal3dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glNormal">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glNormal3dv(@NativeType("GLdouble const *") double[] v) { long __functionAddress = GL.getICD().glNormal3dv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glPixelMapfv PixelMapfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapfv(@NativeType("GLenum") int map, @NativeType("GLfloat const *") float[] values) { long __functionAddress = GL.getICD().glPixelMapfv; if (CHECKS) { check(__functionAddress); } callPV(map, values.length, values, __functionAddress); } /** * Array version of: {@link #glPixelMapusv PixelMapusv} * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapusv(@NativeType("GLenum") int map, @NativeType("GLushort const *") short[] values) { long __functionAddress = GL.getICD().glPixelMapusv; if (CHECKS) { check(__functionAddress); } callPV(map, values.length, values, __functionAddress); } /** * Array version of: {@link #glPixelMapuiv PixelMapuiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glPixelMap">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPixelMapuiv(@NativeType("GLenum") int map, @NativeType("GLuint const *") int[] values) { long __functionAddress = GL.getICD().glPixelMapuiv; if (CHECKS) { check(__functionAddress); } callPV(map, values.length, values, __functionAddress); } /** * Array version of: {@link #glPrioritizeTextures PrioritizeTextures} * * @see <a target="_blank" href="http://docs.gl/gl3/glPrioritizeTextures">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glPrioritizeTextures(@NativeType("GLuint const *") int[] textures, @NativeType("GLfloat const *") float[] priorities) { long __functionAddress = GL.getICD().glPrioritizeTextures; if (CHECKS) { check(__functionAddress); check(priorities, textures.length); } callPPV(textures.length, textures, priorities, __functionAddress); } /** * Array version of: {@link #glRasterPos2iv RasterPos2iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2iv(@NativeType("GLint const *") int[] coords) { long __functionAddress = GL.getICD().glRasterPos2iv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos2sv RasterPos2sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2sv(@NativeType("GLshort const *") short[] coords) { long __functionAddress = GL.getICD().glRasterPos2sv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos2fv RasterPos2fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2fv(@NativeType("GLfloat const *") float[] coords) { long __functionAddress = GL.getICD().glRasterPos2fv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos2dv RasterPos2dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos2dv(@NativeType("GLdouble const *") double[] coords) { long __functionAddress = GL.getICD().glRasterPos2dv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos3iv RasterPos3iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3iv(@NativeType("GLint const *") int[] coords) { long __functionAddress = GL.getICD().glRasterPos3iv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos3sv RasterPos3sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3sv(@NativeType("GLshort const *") short[] coords) { long __functionAddress = GL.getICD().glRasterPos3sv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos3fv RasterPos3fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3fv(@NativeType("GLfloat const *") float[] coords) { long __functionAddress = GL.getICD().glRasterPos3fv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos3dv RasterPos3dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos3dv(@NativeType("GLdouble const *") double[] coords) { long __functionAddress = GL.getICD().glRasterPos3dv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos4iv RasterPos4iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4iv(@NativeType("GLint const *") int[] coords) { long __functionAddress = GL.getICD().glRasterPos4iv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos4sv RasterPos4sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4sv(@NativeType("GLshort const *") short[] coords) { long __functionAddress = GL.getICD().glRasterPos4sv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos4fv RasterPos4fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4fv(@NativeType("GLfloat const *") float[] coords) { long __functionAddress = GL.getICD().glRasterPos4fv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glRasterPos4dv RasterPos4dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRasterPos">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRasterPos4dv(@NativeType("GLdouble const *") double[] coords) { long __functionAddress = GL.getICD().glRasterPos4dv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glReadPixels ReadPixels} * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") short[] pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } /** * Array version of: {@link #glReadPixels ReadPixels} * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") int[] pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } /** * Array version of: {@link #glReadPixels ReadPixels} * * @see <a target="_blank" href="http://docs.gl/gl4/glReadPixels">Reference Page</a> */ public static void glReadPixels(@NativeType("GLint") int x, @NativeType("GLint") int y, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void *") float[] pixels) { GL11C.glReadPixels(x, y, width, height, format, type, pixels); } /** * Array version of: {@link #glRectiv Rectiv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectiv(@NativeType("GLint const *") int[] v1, @NativeType("GLint const *") int[] v2) { long __functionAddress = GL.getICD().glRectiv; if (CHECKS) { check(__functionAddress); check(v1, 2); check(v2, 2); } callPPV(v1, v2, __functionAddress); } /** * Array version of: {@link #glRectsv Rectsv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectsv(@NativeType("GLshort const *") short[] v1, @NativeType("GLshort const *") short[] v2) { long __functionAddress = GL.getICD().glRectsv; if (CHECKS) { check(__functionAddress); check(v1, 2); check(v2, 2); } callPPV(v1, v2, __functionAddress); } /** * Array version of: {@link #glRectfv Rectfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectfv(@NativeType("GLfloat const *") float[] v1, @NativeType("GLfloat const *") float[] v2) { long __functionAddress = GL.getICD().glRectfv; if (CHECKS) { check(__functionAddress); check(v1, 2); check(v2, 2); } callPPV(v1, v2, __functionAddress); } /** * Array version of: {@link #glRectdv Rectdv} * * @see <a target="_blank" href="http://docs.gl/gl3/glRect">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glRectdv(@NativeType("GLdouble const *") double[] v1, @NativeType("GLdouble const *") double[] v2) { long __functionAddress = GL.getICD().glRectdv; if (CHECKS) { check(__functionAddress); check(v1, 2); check(v2, 2); } callPPV(v1, v2, __functionAddress); } /** * Array version of: {@link #glSelectBuffer SelectBuffer} * * @see <a target="_blank" href="http://docs.gl/gl3/glSelectBuffer">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glSelectBuffer(@NativeType("GLuint *") int[] buffer) { long __functionAddress = GL.getICD().glSelectBuffer; if (CHECKS) { check(__functionAddress); } callPV(buffer.length, buffer, __functionAddress); } /** * Array version of: {@link #glTexCoord1fv TexCoord1fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1fv(@NativeType("GLfloat const *") float[] v) { long __functionAddress = GL.getICD().glTexCoord1fv; if (CHECKS) { check(__functionAddress); check(v, 1); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord1sv TexCoord1sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1sv(@NativeType("GLshort const *") short[] v) { long __functionAddress = GL.getICD().glTexCoord1sv; if (CHECKS) { check(__functionAddress); check(v, 1); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord1iv TexCoord1iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1iv(@NativeType("GLint const *") int[] v) { long __functionAddress = GL.getICD().glTexCoord1iv; if (CHECKS) { check(__functionAddress); check(v, 1); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord1dv TexCoord1dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord1dv(@NativeType("GLdouble const *") double[] v) { long __functionAddress = GL.getICD().glTexCoord1dv; if (CHECKS) { check(__functionAddress); check(v, 1); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord2fv TexCoord2fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2fv(@NativeType("GLfloat const *") float[] v) { long __functionAddress = GL.getICD().glTexCoord2fv; if (CHECKS) { check(__functionAddress); check(v, 2); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord2sv TexCoord2sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2sv(@NativeType("GLshort const *") short[] v) { long __functionAddress = GL.getICD().glTexCoord2sv; if (CHECKS) { check(__functionAddress); check(v, 2); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord2iv TexCoord2iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2iv(@NativeType("GLint const *") int[] v) { long __functionAddress = GL.getICD().glTexCoord2iv; if (CHECKS) { check(__functionAddress); check(v, 2); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord2dv TexCoord2dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord2dv(@NativeType("GLdouble const *") double[] v) { long __functionAddress = GL.getICD().glTexCoord2dv; if (CHECKS) { check(__functionAddress); check(v, 2); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord3fv TexCoord3fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3fv(@NativeType("GLfloat const *") float[] v) { long __functionAddress = GL.getICD().glTexCoord3fv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord3sv TexCoord3sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3sv(@NativeType("GLshort const *") short[] v) { long __functionAddress = GL.getICD().glTexCoord3sv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord3iv TexCoord3iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3iv(@NativeType("GLint const *") int[] v) { long __functionAddress = GL.getICD().glTexCoord3iv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord3dv TexCoord3dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord3dv(@NativeType("GLdouble const *") double[] v) { long __functionAddress = GL.getICD().glTexCoord3dv; if (CHECKS) { check(__functionAddress); check(v, 3); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord4fv TexCoord4fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4fv(@NativeType("GLfloat const *") float[] v) { long __functionAddress = GL.getICD().glTexCoord4fv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord4sv TexCoord4sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4sv(@NativeType("GLshort const *") short[] v) { long __functionAddress = GL.getICD().glTexCoord4sv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord4iv TexCoord4iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4iv(@NativeType("GLint const *") int[] v) { long __functionAddress = GL.getICD().glTexCoord4iv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexCoord4dv TexCoord4dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexCoord">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexCoord4dv(@NativeType("GLdouble const *") double[] v) { long __functionAddress = GL.getICD().glTexCoord4dv; if (CHECKS) { check(__functionAddress); check(v, 4); } callPV(v, __functionAddress); } /** * Array version of: {@link #glTexEnviv TexEnviv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexEnviv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) { long __functionAddress = GL.getICD().glTexEnviv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(target, pname, params, __functionAddress); } /** * Array version of: {@link #glTexEnvfv TexEnvfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexEnv">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexEnvfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) { long __functionAddress = GL.getICD().glTexEnvfv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(target, pname, params, __functionAddress); } /** * Array version of: {@link #glTexGeniv TexGeniv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexGeniv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) { long __functionAddress = GL.getICD().glTexGeniv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(coord, pname, params, __functionAddress); } /** * Array version of: {@link #glTexGenfv TexGenfv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexGenfv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) { long __functionAddress = GL.getICD().glTexGenfv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(coord, pname, params, __functionAddress); } /** * Array version of: {@link #glTexGendv TexGendv} * * @see <a target="_blank" href="http://docs.gl/gl3/glTexGen">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glTexGendv(@NativeType("GLenum") int coord, @NativeType("GLenum") int pname, @NativeType("GLdouble const *") double[] params) { long __functionAddress = GL.getICD().glTexGendv; if (CHECKS) { check(__functionAddress); check(params, 4); } callPV(coord, pname, params, __functionAddress); } /** * Array version of: {@link #glTexImage1D TexImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") short[] pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * Array version of: {@link #glTexImage1D TexImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") int[] pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * Array version of: {@link #glTexImage1D TexImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") float[] pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * Array version of: {@link #glTexImage1D TexImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage1D">Reference Page</a> */ public static void glTexImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") double[] pixels) { GL11C.glTexImage1D(target, level, internalformat, width, border, format, type, pixels); } /** * Array version of: {@link #glTexImage2D TexImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") short[] pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Array version of: {@link #glTexImage2D TexImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") int[] pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Array version of: {@link #glTexImage2D TexImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") float[] pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Array version of: {@link #glTexImage2D TexImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexImage2D">Reference Page</a> */ public static void glTexImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int internalformat, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLint") int border, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @Nullable @NativeType("void const *") double[] pixels) { GL11C.glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } /** * Array version of: {@link #glTexParameteriv TexParameteriv} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexParameter">Reference Page</a> */ public static void glTexParameteriv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLint const *") int[] params) { GL11C.glTexParameteriv(target, pname, params); } /** * Array version of: {@link #glTexParameterfv TexParameterfv} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexParameter">Reference Page</a> */ public static void glTexParameterfv(@NativeType("GLenum") int target, @NativeType("GLenum") int pname, @NativeType("GLfloat const *") float[] params) { GL11C.glTexParameterfv(target, pname, params); } /** * Array version of: {@link #glTexSubImage1D TexSubImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") short[] pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * Array version of: {@link #glTexSubImage1D TexSubImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") int[] pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * Array version of: {@link #glTexSubImage1D TexSubImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") float[] pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * Array version of: {@link #glTexSubImage1D TexSubImage1D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage1D">Reference Page</a> */ public static void glTexSubImage1D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLsizei") int width, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") double[] pixels) { GL11C.glTexSubImage1D(target, level, xoffset, width, format, type, pixels); } /** * Array version of: {@link #glTexSubImage2D TexSubImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") short[] pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Array version of: {@link #glTexSubImage2D TexSubImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") int[] pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Array version of: {@link #glTexSubImage2D TexSubImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") float[] pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Array version of: {@link #glTexSubImage2D TexSubImage2D} * * @see <a target="_blank" href="http://docs.gl/gl4/glTexSubImage2D">Reference Page</a> */ public static void glTexSubImage2D(@NativeType("GLenum") int target, @NativeType("GLint") int level, @NativeType("GLint") int xoffset, @NativeType("GLint") int yoffset, @NativeType("GLsizei") int width, @NativeType("GLsizei") int height, @NativeType("GLenum") int format, @NativeType("GLenum") int type, @NativeType("void const *") double[] pixels) { GL11C.glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } /** * Array version of: {@link #glVertex2fv Vertex2fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2fv(@NativeType("GLfloat const *") float[] coords) { long __functionAddress = GL.getICD().glVertex2fv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex2sv Vertex2sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2sv(@NativeType("GLshort const *") short[] coords) { long __functionAddress = GL.getICD().glVertex2sv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex2iv Vertex2iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2iv(@NativeType("GLint const *") int[] coords) { long __functionAddress = GL.getICD().glVertex2iv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex2dv Vertex2dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex2dv(@NativeType("GLdouble const *") double[] coords) { long __functionAddress = GL.getICD().glVertex2dv; if (CHECKS) { check(__functionAddress); check(coords, 2); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex3fv Vertex3fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3fv(@NativeType("GLfloat const *") float[] coords) { long __functionAddress = GL.getICD().glVertex3fv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex3sv Vertex3sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3sv(@NativeType("GLshort const *") short[] coords) { long __functionAddress = GL.getICD().glVertex3sv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex3iv Vertex3iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3iv(@NativeType("GLint const *") int[] coords) { long __functionAddress = GL.getICD().glVertex3iv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex3dv Vertex3dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex3dv(@NativeType("GLdouble const *") double[] coords) { long __functionAddress = GL.getICD().glVertex3dv; if (CHECKS) { check(__functionAddress); check(coords, 3); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex4fv Vertex4fv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4fv(@NativeType("GLfloat const *") float[] coords) { long __functionAddress = GL.getICD().glVertex4fv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex4sv Vertex4sv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4sv(@NativeType("GLshort const *") short[] coords) { long __functionAddress = GL.getICD().glVertex4sv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex4iv Vertex4iv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4iv(@NativeType("GLint const *") int[] coords) { long __functionAddress = GL.getICD().glVertex4iv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } /** * Array version of: {@link #glVertex4dv Vertex4dv} * * @see <a target="_blank" href="http://docs.gl/gl3/glVertex">Reference Page</a> - <em>This function is deprecated and unavailable in the Core profile</em> */ public static void glVertex4dv(@NativeType("GLdouble const *") double[] coords) { long __functionAddress = GL.getICD().glVertex4dv; if (CHECKS) { check(__functionAddress); check(coords, 4); } callPV(coords, __functionAddress); } }