コード例 #1
0
 /**
  * Binds a buffer object to an indexed buffer target.
  *
  * @param target the target of the bind operation. One of:<br>
  *     {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER}, {@link
  *     GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER}, {@link GL42#GL_ATOMIC_COUNTER_BUFFER
  *     ATOMIC_COUNTER_BUFFER}, {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER}
  * @param index the index of the binding point within the array specified by {@code target}
  * @param buffer a buffer object to bind to the specified binding point
  */
 public static void glBindBufferBase(int target, int index, int buffer) {
   long __functionAddress = getInstance().BindBufferBase;
   GL30.nglBindBufferBase(target, index, buffer, __functionAddress);
 }
コード例 #2
0
 /** Unsafe version of {@link #glGetIntegeri_v GetIntegeri_v} */
 @JavadocExclude
 public static void nglGetIntegeri_v(int target, int index, long data) {
   long __functionAddress = getInstance().GetIntegeri_v;
   GL30.nglGetIntegeri_v(target, index, data, __functionAddress);
 }
コード例 #3
0
 /**
  * Binds a range within a buffer object to an indexed buffer target.
  *
  * @param target the target of the bind operation. One of:<br>
  *     {@link GL30#GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_BUFFER}, {@link
  *     GL31#GL_UNIFORM_BUFFER UNIFORM_BUFFER}, {@link GL42#GL_ATOMIC_COUNTER_BUFFER
  *     ATOMIC_COUNTER_BUFFER}, {@link GL43#GL_SHADER_STORAGE_BUFFER SHADER_STORAGE_BUFFER}
  * @param index the index of the binding point within the array specified by {@code target}
  * @param buffer a buffer object to bind to the specified binding point
  * @param offset the starting offset in basic machine units into the buffer object {@code buffer}
  * @param size the amount of data in machine units that can be read from the buffer object while
  *     used as an indexed target
  */
 public static void glBindBufferRange(int target, int index, int buffer, long offset, long size) {
   long __functionAddress = getInstance().BindBufferRange;
   GL30.nglBindBufferRange(target, index, buffer, offset, size, __functionAddress);
 }