LibOpenGLES class

Constructors

LibOpenGLES(DynamicLibrary dynamicLibrary)
The symbols are looked up in dynamicLibrary.

Properties

hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

glActiveShaderProgram(int pipeline, int program) → void
glActiveTexture(int texture) → void
glAttachShader(int program, int shader) → void
glBeginQuery(int target, int id) → void
glBeginTransformFeedback(int primitiveMode) → void
glBindAttribLocation(int program, int index, Pointer<Int8> name) → void
glBindBuffer(int target, int buffer) → void
glBindBufferBase(int target, int index, int buffer) → void
glBindBufferRange(int target, int index, int buffer, int offset, int size) → void
glBindFramebuffer(int target, int framebuffer) → void
glBindImageTexture(int unit, int texture, int level, int layered, int layer, int access, int format) → void
glBindProgramPipeline(int pipeline) → void
glBindRenderbuffer(int target, int renderbuffer) → void
glBindSampler(int unit, int sampler) → void
glBindTexture(int target, int texture) → void
glBindTransformFeedback(int target, int id) → void
glBindVertexArray(int array) → void
glBindVertexBuffer(int bindingindex, int buffer, int offset, int stride) → void
glBlendBarrier() → void
glBlendColor(double red, double green, double blue, double alpha) → void
glBlendEquation(int mode) → void
glBlendEquationi(int buf, int mode) → void
glBlendEquationSeparate(int modeRGB, int modeAlpha) → void
glBlendEquationSeparatei(int buf, int modeRGB, int modeAlpha) → void
glBlendFunc(int sfactor, int dfactor) → void
glBlendFunci(int buf, int src, int dst) → void
glBlendFuncSeparate(int sfactorRGB, int dfactorRGB, int sfactorAlpha, int dfactorAlpha) → void
glBlendFuncSeparatei(int buf, int srcRGB, int dstRGB, int srcAlpha, int dstAlpha) → void
glBlitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) → void
glBufferData(int target, int size, Pointer<Void> data, int usage) → void
glBufferSubData(int target, int offset, int size, Pointer<Void> data) → void
glCheckFramebufferStatus(int target) int
glClear(int mask) → void
glClearBufferfi(int buffer, int drawbuffer, double depth, int stencil) → void
glClearBufferfv(int buffer, int drawbuffer, Pointer<Float> value) → void
glClearBufferiv(int buffer, int drawbuffer, Pointer<Int32> value) → void
glClearBufferuiv(int buffer, int drawbuffer, Pointer<Uint32> value) → void
glClearColor(double red, double green, double blue, double alpha) → void
glClearDepthf(double d) → void
glClearStencil(int s) → void
glClientWaitSync(Pointer<__GLsync> sync_1, int flags, int timeout) int
glColorMask(int red, int green, int blue, int alpha) → void
glColorMaski(int index, int r, int g, int b, int a) → void
glCompileShader(int shader) → void
glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Pointer<Void> data) → void
glCompressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, Pointer<Void> data) → void
glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Pointer<Void> data) → void
glCompressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, Pointer<Void> data) → void
glCopyBufferSubData(int readTarget, int writeTarget, int readOffset, int writeOffset, int size) → void
glCopyImageSubData(int srcName, int srcTarget, int srcLevel, int srcX, int srcY, int srcZ, int dstName, int dstTarget, int dstLevel, int dstX, int dstY, int dstZ, int srcWidth, int srcHeight, int srcDepth) → void
glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) → void
glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) → void
glCopyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) → void
glCreateProgram() int
glCreateShader(int type) int
glCreateShaderProgramv(int type, int count, Pointer<Pointer<Int8>> strings) int
glCullFace(int mode) → void
glDebugMessageCallback(Pointer<NativeFunction<GLDEBUGPROC>> callback, Pointer<Void> userParam) → void
glDebugMessageControl(int source, int type, int severity, int count, Pointer<Uint32> ids, int enabled) → void
glDebugMessageInsert(int source, int type, int id, int severity, int length, Pointer<Int8> buf) → void
glDeleteBuffers(int n, Pointer<Uint32> buffers) → void
glDeleteFramebuffers(int n, Pointer<Uint32> framebuffers) → void
glDeleteProgram(int program) → void
glDeleteProgramPipelines(int n, Pointer<Uint32> pipelines) → void
glDeleteQueries(int n, Pointer<Uint32> ids) → void
glDeleteRenderbuffers(int n, Pointer<Uint32> renderbuffers) → void
glDeleteSamplers(int count, Pointer<Uint32> samplers) → void
glDeleteShader(int shader) → void
glDeleteSync(Pointer<__GLsync> sync_1) → void
glDeleteTextures(int n, Pointer<Uint32> textures) → void
glDeleteTransformFeedbacks(int n, Pointer<Uint32> ids) → void
glDeleteVertexArrays(int n, Pointer<Uint32> arrays) → void
glDepthFunc(int func) → void
glDepthMask(int flag) → void
glDepthRangef(double n, double f) → void
glDetachShader(int program, int shader) → void
glDisable(int cap) → void
glDisablei(int target, int index) → void
glDisableVertexAttribArray(int index) → void
glDispatchCompute(int num_groups_x, int num_groups_y, int num_groups_z) → void
glDispatchComputeIndirect(int indirect) → void
glDrawArrays(int mode, int first, int count) → void
glDrawArraysIndirect(int mode, Pointer<Void> indirect) → void
glDrawArraysInstanced(int mode, int first, int count, int instancecount) → void
glDrawBuffers(int n, Pointer<Uint32> bufs) → void
glDrawElements(int mode, int count, int type, Pointer<Void> indices) → void
glDrawElementsBaseVertex(int mode, int count, int type, Pointer<Void> indices, int basevertex) → void
glDrawElementsIndirect(int mode, int type, Pointer<Void> indirect) → void
glDrawElementsInstanced(int mode, int count, int type, Pointer<Void> indices, int instancecount) → void
glDrawElementsInstancedBaseVertex(int mode, int count, int type, Pointer<Void> indices, int instancecount, int basevertex) → void
glDrawRangeElements(int mode, int start, int end, int count, int type, Pointer<Void> indices) → void
glDrawRangeElementsBaseVertex(int mode, int start, int end, int count, int type, Pointer<Void> indices, int basevertex) → void
glEnable(int cap) → void
glEnablei(int target, int index) → void
glEnableVertexAttribArray(int index) → void
glEndQuery(int target) → void
glEndTransformFeedback() → void
glFenceSync(int condition, int flags) Pointer<__GLsync>
glFinish() → void
glFlush() → void
glFlushMappedBufferRange(int target, int offset, int length) → void
glFramebufferParameteri(int target, int pname, int param) → void
glFramebufferRenderbuffer(int target, int attachment, int renderbuffertarget, int renderbuffer) → void
glFramebufferTexture(int target, int attachment, int texture, int level) → void
glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level) → void
glFramebufferTextureLayer(int target, int attachment, int texture, int level, int layer) → void
glFrontFace(int mode) → void
glGenBuffers(int n, Pointer<Uint32> buffers) → void
glGenerateMipmap(int target) → void
glGenFramebuffers(int n, Pointer<Uint32> framebuffers) → void
glGenProgramPipelines(int n, Pointer<Uint32> pipelines) → void
glGenQueries(int n, Pointer<Uint32> ids) → void
glGenRenderbuffers(int n, Pointer<Uint32> renderbuffers) → void
glGenSamplers(int count, Pointer<Uint32> samplers) → void
glGenTextures(int n, Pointer<Uint32> textures) → void
glGenTransformFeedbacks(int n, Pointer<Uint32> ids) → void
glGenVertexArrays(int n, Pointer<Uint32> arrays) → void
glGetActiveAttrib(int program, int index, int bufSize, Pointer<Int32> length, Pointer<Int32> size, Pointer<Uint32> type, Pointer<Int8> name) → void
glGetActiveUniform(int program, int index, int bufSize, Pointer<Int32> length, Pointer<Int32> size, Pointer<Uint32> type, Pointer<Int8> name) → void
glGetActiveUniformBlockiv(int program, int uniformBlockIndex, int pname, Pointer<Int32> params) → void
glGetActiveUniformBlockName(int program, int uniformBlockIndex, int bufSize, Pointer<Int32> length, Pointer<Int8> uniformBlockName) → void
glGetActiveUniformsiv(int program, int uniformCount, Pointer<Uint32> uniformIndices, int pname, Pointer<Int32> params) → void
glGetAttachedShaders(int program, int maxCount, Pointer<Int32> count, Pointer<Uint32> shaders) → void
glGetAttribLocation(int program, Pointer<Int8> name) int
glGetBooleani_v(int target, int index, Pointer<Uint8> data) → void
glGetBooleanv(int pname, Pointer<Uint8> data) → void
glGetBufferParameteri64v(int target, int pname, Pointer<Int64> params) → void
glGetBufferParameteriv(int target, int pname, Pointer<Int32> params) → void
glGetBufferPointerv(int target, int pname, Pointer<Pointer<Void>> params) → void
glGetDebugMessageLog(int count, int bufSize, Pointer<Uint32> sources, Pointer<Uint32> types, Pointer<Uint32> ids, Pointer<Uint32> severities, Pointer<Int32> lengths, Pointer<Int8> messageLog) int
glGetError() int
glGetFloatv(int pname, Pointer<Float> data) → void
glGetFragDataLocation(int program, Pointer<Int8> name) int
glGetFramebufferAttachmentParameteriv(int target, int attachment, int pname, Pointer<Int32> params) → void
glGetFramebufferParameteriv(int target, int pname, Pointer<Int32> params) → void
glGetGraphicsResetStatus() int
glGetInteger64i_v(int target, int index, Pointer<Int64> data) → void
glGetInteger64v(int pname, Pointer<Int64> data) → void
glGetIntegeri_v(int target, int index, Pointer<Int32> data) → void
glGetIntegerv(int pname, Pointer<Int32> data) → void
glGetInternalformativ(int target, int internalformat, int pname, int bufSize, Pointer<Int32> params) → void
glGetMultisamplefv(int pname, int index, Pointer<Float> val) → void
glGetnUniformfv(int program, int location, int bufSize, Pointer<Float> params) → void
glGetnUniformiv(int program, int location, int bufSize, Pointer<Int32> params) → void
glGetnUniformuiv(int program, int location, int bufSize, Pointer<Uint32> params) → void
glGetObjectLabel(int identifier, int name, int bufSize, Pointer<Int32> length, Pointer<Int8> label) → void
glGetObjectPtrLabel(Pointer<Void> ptr, int bufSize, Pointer<Int32> length, Pointer<Int8> label) → void
glGetPointerv(int pname, Pointer<Pointer<Void>> params) → void
glGetProgramBinary(int program, int bufSize, Pointer<Int32> length, Pointer<Uint32> binaryFormat, Pointer<Void> binary) → void
glGetProgramInfoLog(int program, int bufSize, Pointer<Int32> length, Pointer<Int8> infoLog) → void
glGetProgramInterfaceiv(int program, int programInterface, int pname, Pointer<Int32> params) → void
glGetProgramiv(int program, int pname, Pointer<Int32> params) → void
glGetProgramPipelineInfoLog(int pipeline, int bufSize, Pointer<Int32> length, Pointer<Int8> infoLog) → void
glGetProgramPipelineiv(int pipeline, int pname, Pointer<Int32> params) → void
glGetProgramResourceIndex(int program, int programInterface, Pointer<Int8> name) int
glGetProgramResourceiv(int program, int programInterface, int index, int propCount, Pointer<Uint32> props, int bufSize, Pointer<Int32> length, Pointer<Int32> params) → void
glGetProgramResourceLocation(int program, int programInterface, Pointer<Int8> name) int
glGetProgramResourceName(int program, int programInterface, int index, int bufSize, Pointer<Int32> length, Pointer<Int8> name) → void
glGetQueryiv(int target, int pname, Pointer<Int32> params) → void
glGetQueryObjectuiv(int id, int pname, Pointer<Uint32> params) → void
glGetRenderbufferParameteriv(int target, int pname, Pointer<Int32> params) → void
glGetSamplerParameterfv(int sampler, int pname, Pointer<Float> params) → void
glGetSamplerParameterIiv(int sampler, int pname, Pointer<Int32> params) → void
glGetSamplerParameterIuiv(int sampler, int pname, Pointer<Uint32> params) → void
glGetSamplerParameteriv(int sampler, int pname, Pointer<Int32> params) → void
glGetShaderInfoLog(int shader, int bufSize, Pointer<Int32> length, Pointer<Int8> infoLog) → void
glGetShaderiv(int shader, int pname, Pointer<Int32> params) → void
glGetShaderPrecisionFormat(int shadertype, int precisiontype, Pointer<Int32> range, Pointer<Int32> precision) → void
glGetShaderSource(int shader, int bufSize, Pointer<Int32> length, Pointer<Int8> source) → void
glGetString(int name) Pointer<Uint8>
glGetStringi(int name, int index) Pointer<Uint8>
glGetSynciv(Pointer<__GLsync> sync_1, int pname, int bufSize, Pointer<Int32> length, Pointer<Int32> values) → void
glGetTexLevelParameterfv(int target, int level, int pname, Pointer<Float> params) → void
glGetTexLevelParameteriv(int target, int level, int pname, Pointer<Int32> params) → void
glGetTexParameterfv(int target, int pname, Pointer<Float> params) → void
glGetTexParameterIiv(int target, int pname, Pointer<Int32> params) → void
glGetTexParameterIuiv(int target, int pname, Pointer<Uint32> params) → void
glGetTexParameteriv(int target, int pname, Pointer<Int32> params) → void
glGetTransformFeedbackVarying(int program, int index, int bufSize, Pointer<Int32> length, Pointer<Int32> size, Pointer<Uint32> type, Pointer<Int8> name) → void
glGetUniformBlockIndex(int program, Pointer<Int8> uniformBlockName) int
glGetUniformfv(int program, int location, Pointer<Float> params) → void
glGetUniformIndices(int program, int uniformCount, Pointer<Pointer<Int8>> uniformNames, Pointer<Uint32> uniformIndices) → void
glGetUniformiv(int program, int location, Pointer<Int32> params) → void
glGetUniformLocation(int program, Pointer<Int8> name) int
glGetUniformuiv(int program, int location, Pointer<Uint32> params) → void
glGetVertexAttribfv(int index, int pname, Pointer<Float> params) → void
glGetVertexAttribIiv(int index, int pname, Pointer<Int32> params) → void
glGetVertexAttribIuiv(int index, int pname, Pointer<Uint32> params) → void
glGetVertexAttribiv(int index, int pname, Pointer<Int32> params) → void
glGetVertexAttribPointerv(int index, int pname, Pointer<Pointer<Void>> pointer) → void
glHint(int target, int mode) → void
glInvalidateFramebuffer(int target, int numAttachments, Pointer<Uint32> attachments) → void
glInvalidateSubFramebuffer(int target, int numAttachments, Pointer<Uint32> attachments, int x, int y, int width, int height) → void
glIsBuffer(int buffer) int
glIsEnabled(int cap) int
glIsEnabledi(int target, int index) int
glIsFramebuffer(int framebuffer) int
glIsProgram(int program) int
glIsProgramPipeline(int pipeline) int
glIsQuery(int id) int
glIsRenderbuffer(int renderbuffer) int
glIsSampler(int sampler) int
glIsShader(int shader) int
glIsSync(Pointer<__GLsync> sync_1) int
glIsTexture(int texture) int
glIsTransformFeedback(int id) int
glIsVertexArray(int array) int
glLineWidth(double width) → void
glLinkProgram(int program) → void
glMapBufferRange(int target, int offset, int length, int access) Pointer<Void>
glMemoryBarrier(int barriers) → void
glMemoryBarrierByRegion(int barriers) → void
glMinSampleShading(double value) → void
glObjectLabel(int identifier, int name, int length, Pointer<Int8> label) → void
glObjectPtrLabel(Pointer<Void> ptr, int length, Pointer<Int8> label) → void
glPatchParameteri(int pname, int value) → void
glPauseTransformFeedback() → void
glPixelStorei(int pname, int param) → void
glPolygonOffset(double factor, double units) → void
glPopDebugGroup() → void
glPrimitiveBoundingBox(double minX, double minY, double minZ, double minW, double maxX, double maxY, double maxZ, double maxW) → void
glProgramBinary(int program, int binaryFormat, Pointer<Void> binary, int length) → void
glProgramParameteri(int program, int pname, int value) → void
glProgramUniform1f(int program, int location, double v0) → void
glProgramUniform1fv(int program, int location, int count, Pointer<Float> value) → void
glProgramUniform1i(int program, int location, int v0) → void
glProgramUniform1iv(int program, int location, int count, Pointer<Int32> value) → void
glProgramUniform1ui(int program, int location, int v0) → void
glProgramUniform1uiv(int program, int location, int count, Pointer<Uint32> value) → void
glProgramUniform2f(int program, int location, double v0, double v1) → void
glProgramUniform2fv(int program, int location, int count, Pointer<Float> value) → void
glProgramUniform2i(int program, int location, int v0, int v1) → void
glProgramUniform2iv(int program, int location, int count, Pointer<Int32> value) → void
glProgramUniform2ui(int program, int location, int v0, int v1) → void
glProgramUniform2uiv(int program, int location, int count, Pointer<Uint32> value) → void
glProgramUniform3f(int program, int location, double v0, double v1, double v2) → void
glProgramUniform3fv(int program, int location, int count, Pointer<Float> value) → void
glProgramUniform3i(int program, int location, int v0, int v1, int v2) → void
glProgramUniform3iv(int program, int location, int count, Pointer<Int32> value) → void
glProgramUniform3ui(int program, int location, int v0, int v1, int v2) → void
glProgramUniform3uiv(int program, int location, int count, Pointer<Uint32> value) → void
glProgramUniform4f(int program, int location, double v0, double v1, double v2, double v3) → void
glProgramUniform4fv(int program, int location, int count, Pointer<Float> value) → void
glProgramUniform4i(int program, int location, int v0, int v1, int v2, int v3) → void
glProgramUniform4iv(int program, int location, int count, Pointer<Int32> value) → void
glProgramUniform4ui(int program, int location, int v0, int v1, int v2, int v3) → void
glProgramUniform4uiv(int program, int location, int count, Pointer<Uint32> value) → void
glProgramUniformMatrix2fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix2x3fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix2x4fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix3fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix3x2fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix3x4fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix4fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix4x2fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glProgramUniformMatrix4x3fv(int program, int location, int count, int transpose, Pointer<Float> value) → void
glPushDebugGroup(int source, int id, int length, Pointer<Int8> message) → void
glReadBuffer(int src) → void
glReadnPixels(int x, int y, int width, int height, int format, int type, int bufSize, Pointer<Void> data) → void
glReadPixels(int x, int y, int width, int height, int format, int type, Pointer<Void> pixels) → void
glReleaseShaderCompiler() → void
glRenderbufferStorage(int target, int internalformat, int width, int height) → void
glRenderbufferStorageMultisample(int target, int samples, int internalformat, int width, int height) → void
glResumeTransformFeedback() → void
glSampleCoverage(double value, int invert) → void
glSampleMaski(int maskNumber, int mask) → void
glSamplerParameterf(int sampler, int pname, double param) → void
glSamplerParameterfv(int sampler, int pname, Pointer<Float> param) → void
glSamplerParameteri(int sampler, int pname, int param) → void
glSamplerParameterIiv(int sampler, int pname, Pointer<Int32> param) → void
glSamplerParameterIuiv(int sampler, int pname, Pointer<Uint32> param) → void
glSamplerParameteriv(int sampler, int pname, Pointer<Int32> param) → void
glScissor(int x, int y, int width, int height) → void
glShaderBinary(int count, Pointer<Uint32> shaders, int binaryformat, Pointer<Void> binary, int length) → void
glShaderSource(int shader, int count, Pointer<Pointer<Int8>> string, Pointer<Int32> length) → void
glStencilFunc(int func, int ref, int mask) → void
glStencilFuncSeparate(int face, int func, int ref, int mask) → void
glStencilMask(int mask) → void
glStencilMaskSeparate(int face, int mask) → void
glStencilOp(int fail, int zfail, int zpass) → void
glStencilOpSeparate(int face, int sfail, int dpfail, int dppass) → void
glTexBuffer(int target, int internalformat, int buffer) → void
glTexBufferRange(int target, int internalformat, int buffer, int offset, int size) → void
glTexImage2D(int target, int level, int internalformat, int width, int height, int border, int format, int type, Pointer<Void> pixels) → void
glTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int format, int type, Pointer<Void> pixels) → void
glTexParameterf(int target, int pname, double param) → void
glTexParameterfv(int target, int pname, Pointer<Float> params) → void
glTexParameteri(int target, int pname, int param) → void
glTexParameterIiv(int target, int pname, Pointer<Int32> params) → void
glTexParameterIuiv(int target, int pname, Pointer<Uint32> params) → void
glTexParameteriv(int target, int pname, Pointer<Int32> params) → void
glTexStorage2D(int target, int levels, int internalformat, int width, int height) → void
glTexStorage2DMultisample(int target, int samples, int internalformat, int width, int height, int fixedsamplelocations) → void
glTexStorage3D(int target, int levels, int internalformat, int width, int height, int depth) → void
glTexStorage3DMultisample(int target, int samples, int internalformat, int width, int height, int depth, int fixedsamplelocations) → void
glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Pointer<Void> pixels) → void
glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, Pointer<Void> pixels) → void
glTransformFeedbackVaryings(int program, int count, Pointer<Pointer<Int8>> varyings, int bufferMode) → void
glUniform1f(int location, double v0) → void
glUniform1fv(int location, int count, Pointer<Float> value) → void
glUniform1i(int location, int v0) → void
glUniform1iv(int location, int count, Pointer<Int32> value) → void
glUniform1ui(int location, int v0) → void
glUniform1uiv(int location, int count, Pointer<Uint32> value) → void
glUniform2f(int location, double v0, double v1) → void
glUniform2fv(int location, int count, Pointer<Float> value) → void
glUniform2i(int location, int v0, int v1) → void
glUniform2iv(int location, int count, Pointer<Int32> value) → void
glUniform2ui(int location, int v0, int v1) → void
glUniform2uiv(int location, int count, Pointer<Uint32> value) → void
glUniform3f(int location, double v0, double v1, double v2) → void
glUniform3fv(int location, int count, Pointer<Float> value) → void
glUniform3i(int location, int v0, int v1, int v2) → void
glUniform3iv(int location, int count, Pointer<Int32> value) → void
glUniform3ui(int location, int v0, int v1, int v2) → void
glUniform3uiv(int location, int count, Pointer<Uint32> value) → void
glUniform4f(int location, double v0, double v1, double v2, double v3) → void
glUniform4fv(int location, int count, Pointer<Float> value) → void
glUniform4i(int location, int v0, int v1, int v2, int v3) → void
glUniform4iv(int location, int count, Pointer<Int32> value) → void
glUniform4ui(int location, int v0, int v1, int v2, int v3) → void
glUniform4uiv(int location, int count, Pointer<Uint32> value) → void
glUniformBlockBinding(int program, int uniformBlockIndex, int uniformBlockBinding) → void
glUniformMatrix2fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix2x3fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix2x4fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix3fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix3x2fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix3x4fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix4fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix4x2fv(int location, int count, int transpose, Pointer<Float> value) → void
glUniformMatrix4x3fv(int location, int count, int transpose, Pointer<Float> value) → void
glUnmapBuffer(int target) int
glUseProgram(int program) → void
glUseProgramStages(int pipeline, int stages, int program) → void
glValidateProgram(int program) → void
glValidateProgramPipeline(int pipeline) → void
glVertexAttrib1f(int index, double x) → void
glVertexAttrib1fv(int index, Pointer<Float> v) → void
glVertexAttrib2f(int index, double x, double y) → void
glVertexAttrib2fv(int index, Pointer<Float> v) → void
glVertexAttrib3f(int index, double x, double y, double z) → void
glVertexAttrib3fv(int index, Pointer<Float> v) → void
glVertexAttrib4f(int index, double x, double y, double z, double w) → void
glVertexAttrib4fv(int index, Pointer<Float> v) → void
glVertexAttribBinding(int attribindex, int bindingindex) → void
glVertexAttribDivisor(int index, int divisor) → void
glVertexAttribFormat(int attribindex, int size, int type, int normalized, int relativeoffset) → void
glVertexAttribI4i(int index, int x, int y, int z, int w) → void
glVertexAttribI4iv(int index, Pointer<Int32> v) → void
glVertexAttribI4ui(int index, int x, int y, int z, int w) → void
glVertexAttribI4uiv(int index, Pointer<Uint32> v) → void
glVertexAttribIFormat(int attribindex, int size, int type, int relativeoffset) → void
glVertexAttribIPointer(int index, int size, int type, int stride, Pointer<Void> pointer) → void
glVertexAttribPointer(int index, int size, int type, int normalized, int stride, Pointer<Void> pointer) → void
glVertexBindingDivisor(int bindingindex, int divisor) → void
glViewport(int x, int y, int width, int height) → void
glWaitSync(Pointer<__GLsync> sync_1, int flags, int timeout) → void
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited