GL spec 20120427 updates.

This commit is contained in:
Ioannis Tsakpinis 2012-05-04 17:23:36 +00:00
parent 7f22935ca5
commit 46922c0299
6 changed files with 21 additions and 16 deletions

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@ -719,9 +719,9 @@ public interface GL11 {
void glAccum(@GLenum int op, float value);
@DeprecatedGL
void glAlphaFunc(@GLenum int func, @GLclampf float ref);
void glAlphaFunc(@GLenum int func, float ref);
void glClearColor(@GLclampf float red, @GLclampf float green, @GLclampf float blue, @GLclampf float alpha);
void glClearColor(float red, float green, float blue, float alpha);
@DeprecatedGL
void glClearAccum(float red, float green, float blue, float alpha);
@ -755,7 +755,7 @@ public interface GL11 {
@GLuint IntBuffer textures,
@Const
@Check("textures.remaining()")
@GLclampf FloatBuffer priorities);
FloatBuffer priorities);
@DeprecatedGL
boolean glAreTexturesResident(@AutoSize("textures") @GLsizei int n,
@ -776,7 +776,7 @@ public interface GL11 {
@NoErrorCheck
void glArrayElement(int i);
void glClearDepth(@GLclampd double depth);
void glClearDepth(double depth);
@DeprecatedGL
void glDeleteLists(@GLuint int list, @GLsizei int range);
@ -918,7 +918,7 @@ public interface GL11 {
void glDrawArrays(@GLenum int mode, int first, @GLsizei int count);
void glDepthRange(@GLclampd double zNear, @GLclampd double zFar);
void glDepthRange(double zNear, double zFar);
void glDepthMask(boolean flag);

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@ -253,6 +253,6 @@ public interface GL13 {
@DeprecatedGL
void glMultTransposeMatrixd(@Check("16") @Const DoubleBuffer m);
void glSampleCoverage(@GLclampf float value, boolean invert);
void glSampleCoverage(float value, boolean invert);
}

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@ -97,7 +97,7 @@ public interface GL14 {
void glBlendEquation(@GLenum int mode);
void glBlendColor(@GLclampf float red, @GLclampf float green, @GLclampf float blue, @GLclampf float alpha);
void glBlendColor(float red, float green, float blue, float alpha);
@DeprecatedGL
void glFogCoordf(float coord);

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@ -76,8 +76,11 @@ public interface GL31 {
// ----------------------[ EXT_copy_buffer ]----------------------
// ---------------------------------------------------------------
int GL_COPY_READ_BUFFER = 0x8F36;
int GL_COPY_WRITE_BUFFER = 0x8F37;
int GL_COPY_READ_BUFFER_BINDING = 0x8F36;
int GL_COPY_WRITE_BUFFER_BINDING = 0x8F37;
int GL_COPY_READ_BUFFER = GL_COPY_READ_BUFFER_BINDING;
int GL_COPY_WRITE_BUFFER = GL_COPY_WRITE_BUFFER_BINDING;
void glCopyBufferSubData(@GLenum int readtarget, @GLenum int writetarget, @GLintptr long readoffset, @GLintptr long writeoffset, @GLsizeiptr long size);

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@ -184,7 +184,7 @@ public interface GL40 {
*/
int GL_MIN_SAMPLE_SHADING_VALUE = 0x8C37;
void glMinSampleShading(@GLclampf float value);
void glMinSampleShading(float value);
// ---------------------------------------------------------------------
// ----------------------[ ARB_shader_subroutine ]----------------------
@ -394,8 +394,10 @@ public interface GL40 {
* Accepted by the <pname> parameter of GetBooleanv, GetDoublev, GetIntegerv,
* and GetFloatv:
*/
int GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED = 0x8E23;
int GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE = 0x8E24;
int GL_TRANSFORM_FEEDBACK_PAUSED = 0x8E23;
int GL_TRANSFORM_FEEDBACK_ACTIVE = 0x8E24;
int GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED = GL_TRANSFORM_FEEDBACK_PAUSED;
int GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE = GL_TRANSFORM_FEEDBACK_ACTIVE;
int GL_TRANSFORM_FEEDBACK_BINDING = 0x8E25;
void glBindTransformFeedback(@GLenum int target, @GLuint int id);

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@ -77,9 +77,9 @@ public interface GL41 {
@OutParameter @Check("2") IntBuffer range,
@OutParameter @Check("1") IntBuffer precision);
void glDepthRangef(@GLclampf float n, @GLclampf float f);
void glDepthRangef(float n, float f);
void glClearDepthf(@GLclampf float d);
void glClearDepthf(float d);
// ----------------------------------------------------------------------
// ----------------------[ ARB_get_program_binary ]----------------------
@ -447,9 +447,9 @@ public interface GL41 {
void glScissorIndexedv(@GLuint int index, @Check("4") @Const IntBuffer v);
@StripPostfix("v")
void glDepthRangeArrayv(@GLuint int first, @AutoSize(value = "v", expression = " >> 1") @GLsizei int count, @Const @GLclampd DoubleBuffer v);
void glDepthRangeArrayv(@GLuint int first, @AutoSize(value = "v", expression = " >> 1") @GLsizei int count, @Const DoubleBuffer v);
void glDepthRangeIndexed(@GLuint int index, @GLclampd double n, @GLclampd double f);
void glDepthRangeIndexed(@GLuint int index, double n, double f);
@StripPostfix("data")
void glGetFloati_v(@GLenum int target, @GLuint int index, @Check @OutParameter FloatBuffer data);