GL spec 20120427 updates.
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@ -719,9 +719,9 @@ public interface GL11 {
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void glAccum(@GLenum int op, float value);
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@DeprecatedGL
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void glAlphaFunc(@GLenum int func, @GLclampf float ref);
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void glAlphaFunc(@GLenum int func, float ref);
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void glClearColor(@GLclampf float red, @GLclampf float green, @GLclampf float blue, @GLclampf float alpha);
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void glClearColor(float red, float green, float blue, float alpha);
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@DeprecatedGL
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void glClearAccum(float red, float green, float blue, float alpha);
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@ -755,7 +755,7 @@ public interface GL11 {
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@GLuint IntBuffer textures,
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@Const
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@Check("textures.remaining()")
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@GLclampf FloatBuffer priorities);
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FloatBuffer priorities);
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@DeprecatedGL
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boolean glAreTexturesResident(@AutoSize("textures") @GLsizei int n,
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@ -776,7 +776,7 @@ public interface GL11 {
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@NoErrorCheck
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void glArrayElement(int i);
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void glClearDepth(@GLclampd double depth);
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void glClearDepth(double depth);
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@DeprecatedGL
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void glDeleteLists(@GLuint int list, @GLsizei int range);
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@ -918,7 +918,7 @@ public interface GL11 {
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void glDrawArrays(@GLenum int mode, int first, @GLsizei int count);
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void glDepthRange(@GLclampd double zNear, @GLclampd double zFar);
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void glDepthRange(double zNear, double zFar);
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void glDepthMask(boolean flag);
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@ -253,6 +253,6 @@ public interface GL13 {
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@DeprecatedGL
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void glMultTransposeMatrixd(@Check("16") @Const DoubleBuffer m);
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void glSampleCoverage(@GLclampf float value, boolean invert);
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void glSampleCoverage(float value, boolean invert);
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}
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@ -97,7 +97,7 @@ public interface GL14 {
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void glBlendEquation(@GLenum int mode);
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void glBlendColor(@GLclampf float red, @GLclampf float green, @GLclampf float blue, @GLclampf float alpha);
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void glBlendColor(float red, float green, float blue, float alpha);
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@DeprecatedGL
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void glFogCoordf(float coord);
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@ -76,8 +76,11 @@ public interface GL31 {
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// ----------------------[ EXT_copy_buffer ]----------------------
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// ---------------------------------------------------------------
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int GL_COPY_READ_BUFFER = 0x8F36;
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int GL_COPY_WRITE_BUFFER = 0x8F37;
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int GL_COPY_READ_BUFFER_BINDING = 0x8F36;
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int GL_COPY_WRITE_BUFFER_BINDING = 0x8F37;
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int GL_COPY_READ_BUFFER = GL_COPY_READ_BUFFER_BINDING;
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int GL_COPY_WRITE_BUFFER = GL_COPY_WRITE_BUFFER_BINDING;
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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 {
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*/
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int GL_MIN_SAMPLE_SHADING_VALUE = 0x8C37;
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void glMinSampleShading(@GLclampf float value);
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void glMinSampleShading(float value);
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// ---------------------------------------------------------------------
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// ----------------------[ ARB_shader_subroutine ]----------------------
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@ -394,8 +394,10 @@ public interface GL40 {
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* Accepted by the <pname> parameter of GetBooleanv, GetDoublev, GetIntegerv,
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* and GetFloatv:
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*/
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int GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED = 0x8E23;
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int GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE = 0x8E24;
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int GL_TRANSFORM_FEEDBACK_PAUSED = 0x8E23;
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int GL_TRANSFORM_FEEDBACK_ACTIVE = 0x8E24;
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int GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED = GL_TRANSFORM_FEEDBACK_PAUSED;
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int GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE = GL_TRANSFORM_FEEDBACK_ACTIVE;
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int GL_TRANSFORM_FEEDBACK_BINDING = 0x8E25;
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void glBindTransformFeedback(@GLenum int target, @GLuint int id);
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@ -77,9 +77,9 @@ public interface GL41 {
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@OutParameter @Check("2") IntBuffer range,
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@OutParameter @Check("1") IntBuffer precision);
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void glDepthRangef(@GLclampf float n, @GLclampf float f);
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void glDepthRangef(float n, float f);
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void glClearDepthf(@GLclampf float d);
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void glClearDepthf(float d);
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// ----------------------------------------------------------------------
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// ----------------------[ ARB_get_program_binary ]----------------------
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@ -447,9 +447,9 @@ public interface GL41 {
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void glScissorIndexedv(@GLuint int index, @Check("4") @Const IntBuffer v);
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@StripPostfix("v")
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void glDepthRangeArrayv(@GLuint int first, @AutoSize(value = "v", expression = " >> 1") @GLsizei int count, @Const @GLclampd DoubleBuffer v);
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void glDepthRangeArrayv(@GLuint int first, @AutoSize(value = "v", expression = " >> 1") @GLsizei int count, @Const DoubleBuffer v);
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void glDepthRangeIndexed(@GLuint int index, @GLclampd double n, @GLclampd double f);
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void glDepthRangeIndexed(@GLuint int index, double n, double f);
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@StripPostfix("data")
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void glGetFloati_v(@GLenum int target, @GLuint int index, @Check @OutParameter FloatBuffer data);
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