lwjgl/src/templates/org/lwjgl/opengl/ARB_vertex_type_2_10_10_10_...

223 lines
7.3 KiB
Java

/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package org.lwjgl.opengl;
import org.lwjgl.util.generator.*;
import org.lwjgl.util.generator.opengl.GLenum;
import org.lwjgl.util.generator.opengl.GLuint;
import java.nio.IntBuffer;
@Extension(postfix = "", className = "ARBVertexType2_10_10_10_REV")
public interface ARB_vertex_type_2_10_10_10_rev {
/**
* Accepted by the <type> parameter of VertexAttribPointer, VertexPointer,
* NormalPointer, ColorPointer, SecondaryColorPointer, TexCoordPointer,
* VertexAttribP{1234}ui, VertexP*, TexCoordP*, MultiTexCoordP*, NormalP3ui,
* ColorP*, SecondaryColorP* and VertexAttribP*
*/
int GL_UNSIGNED_INT_2_10_10_10_REV = GL12.GL_UNSIGNED_INT_2_10_10_10_REV;
int GL_INT_2_10_10_10_REV = 0x8D9F;
@Reuse("GL33")
@NoErrorCheck
void glVertexP2ui(@GLenum int type, @GLuint int value);
@Reuse("GL33")
@NoErrorCheck
void glVertexP3ui(@GLenum int type, @GLuint int value);
@Reuse("GL33")
@NoErrorCheck
void glVertexP4ui(@GLenum int type, @GLuint int value);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("value")
void glVertexP2uiv(@GLenum int type, @Check("2") @Const @GLuint IntBuffer value);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("value")
void glVertexP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer value);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("value")
void glVertexP4uiv(@GLenum int type, @Check("4") @Const @GLuint IntBuffer value);
@Reuse("GL33")
@NoErrorCheck
void glTexCoordP1ui(@GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
void glTexCoordP2ui(@GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
void glTexCoordP3ui(@GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
void glTexCoordP4ui(@GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glTexCoordP1uiv(@GLenum int type, @Check("1") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glTexCoordP2uiv(@GLenum int type, @Check("2") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glTexCoordP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glTexCoordP4uiv(@GLenum int type, @Check("4") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
void glMultiTexCoordP1ui(@GLenum int texture, @GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
void glMultiTexCoordP2ui(@GLenum int texture, @GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
void glMultiTexCoordP3ui(@GLenum int texture, @GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
void glMultiTexCoordP4ui(@GLenum int texture, @GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glMultiTexCoordP1uiv(@GLenum int texture, @GLenum int type, @Check("1") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glMultiTexCoordP2uiv(@GLenum int texture, @GLenum int type, @Check("2") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glMultiTexCoordP3uiv(@GLenum int texture, @GLenum int type, @Check("3") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glMultiTexCoordP4uiv(@GLenum int texture, @GLenum int type, @Check("4") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
void glNormalP3ui(@GLenum int type, @GLuint int coords);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("coords")
void glNormalP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer coords);
@Reuse("GL33")
@NoErrorCheck
void glColorP3ui(@GLenum int type, @GLuint int color);
@Reuse("GL33")
@NoErrorCheck
void glColorP4ui(@GLenum int type, @GLuint int color);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("color")
void glColorP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer color);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("color")
void glColorP4uiv(@GLenum int type, @Check("4") @Const @GLuint IntBuffer color);
@Reuse("GL33")
@NoErrorCheck
void glSecondaryColorP3ui(@GLenum int type, @GLuint int color);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("color")
void glSecondaryColorP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer color);
@Reuse("GL33")
@NoErrorCheck
void glVertexAttribP1ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value);
@Reuse("GL33")
@NoErrorCheck
void glVertexAttribP2ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value);
@Reuse("GL33")
@NoErrorCheck
void glVertexAttribP3ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value);
@Reuse("GL33")
@NoErrorCheck
void glVertexAttribP4ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("value")
void glVertexAttribP1uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("1") @Const @GLuint IntBuffer value);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("value")
void glVertexAttribP2uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("2") @Const @GLuint IntBuffer value);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("value")
void glVertexAttribP3uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("3") @Const @GLuint IntBuffer value);
@Reuse("GL33")
@NoErrorCheck
@StripPostfix("value")
void glVertexAttribP4uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("4") @Const @GLuint IntBuffer value);
}