qml.v1: gopkg.in/qml.v1/gl/3.2core Index | Files

package GL

import "gopkg.in/qml.v1/gl/3.2core"

Index

Package Files

gl.go

Constants

const (
    FALSE = 0
    TRUE  = 1
    NONE  = 0

    BYTE           = 0x1400
    UNSIGNED_BYTE  = 0x1401
    SHORT          = 0x1402
    UNSIGNED_SHORT = 0x1403
    INT            = 0x1404
    UNSIGNED_INT   = 0x1405
    FLOAT          = 0x1406
    DOUBLE         = 0x140A
    HALF_FLOAT     = 0x140B

    COLOR_BUFFER_BIT   = 0x00004000
    DEPTH_BUFFER_BIT   = 0x00000100
    STENCIL_BUFFER_BIT = 0x00000400

    ALWAYS   = 0x0207
    EQUAL    = 0x0202
    GEQUAL   = 0x0206
    GREATER  = 0x0204
    LEQUAL   = 0x0203
    LESS     = 0x0201
    NEVER    = 0x0200
    NOTEQUAL = 0x0205

    DST_ALPHA           = 0x0304
    ONE                 = 1
    ONE_MINUS_DST_ALPHA = 0x0305
    ONE_MINUS_SRC_ALPHA = 0x0303
    ONE_MINUS_SRC_COLOR = 0x0301
    SRC_ALPHA           = 0x0302
    SRC_COLOR           = 0x0300
    ZERO                = 0

    DST_COLOR           = 0x0306
    ONE_MINUS_DST_COLOR = 0x0307
    SRC_ALPHA_SATURATE  = 0x0308

    CLIP_DISTANCE0 = 0x3000
    CLIP_DISTANCE1 = 0x3001
    CLIP_DISTANCE2 = 0x3002
    CLIP_DISTANCE3 = 0x3003
    CLIP_DISTANCE4 = 0x3004
    CLIP_DISTANCE5 = 0x3005
    CLIP_DISTANCE6 = 0x3006
    CLIP_DISTANCE7 = 0x3007

    BACK           = 0x0405
    FRONT          = 0x0404
    FRONT_AND_BACK = 0x0408

    CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = 0x00000001

    CONTEXT_COMPATIBILITY_PROFILE_BIT = 0x00000002
    CONTEXT_CORE_PROFILE_BIT          = 0x00000001

    BACK_LEFT   = 0x0402
    BACK_RIGHT  = 0x0403
    FRONT_LEFT  = 0x0400
    FRONT_RIGHT = 0x0401
    LEFT        = 0x0406
    RIGHT       = 0x0407

    BLEND                = 0x0BE2
    COLOR_LOGIC_OP       = 0x0BF2
    CULL_FACE            = 0x0B44
    DEPTH_TEST           = 0x0B71
    DITHER               = 0x0BD0
    LINE_SMOOTH          = 0x0B20
    POLYGON_OFFSET_FILL  = 0x8037
    POLYGON_OFFSET_LINE  = 0x2A02
    POLYGON_OFFSET_POINT = 0x2A01
    POLYGON_SMOOTH       = 0x0B41
    SCISSOR_TEST         = 0x0C11
    STENCIL_TEST         = 0x0B90
    TEXTURE_1D           = 0x0DE0
    TEXTURE_2D           = 0x0DE1

    INVALID_ENUM                  = 0x0500
    INVALID_FRAMEBUFFER_OPERATION = 0x0506
    INVALID_OPERATION             = 0x0502
    INVALID_VALUE                 = 0x0501
    NO_ERROR                      = 0
    OUT_OF_MEMORY                 = 0x0505

    LINEAR = 0x2601

    CCW = 0x0901
    CW  = 0x0900

    ALIASED_LINE_WIDTH_RANGE      = 0x846E
    BLEND_DST                     = 0x0BE0
    BLEND_SRC                     = 0x0BE1
    COLOR_CLEAR_VALUE             = 0x0C22
    COLOR_WRITEMASK               = 0x0C23
    CULL_FACE_MODE                = 0x0B45
    DEPTH_CLEAR_VALUE             = 0x0B73
    DEPTH_FUNC                    = 0x0B74
    DEPTH_RANGE                   = 0x0B70
    DEPTH_WRITEMASK               = 0x0B72
    DOUBLEBUFFER                  = 0x0C32
    DRAW_BUFFER                   = 0x0C01
    FRONT_FACE                    = 0x0B46
    LINE_SMOOTH_HINT              = 0x0C52
    LINE_WIDTH                    = 0x0B21
    LINE_WIDTH_GRANULARITY        = 0x0B23
    LINE_WIDTH_RANGE              = 0x0B22
    LOGIC_OP_MODE                 = 0x0BF0
    MAX_CLIP_DISTANCES            = 0x0D32
    MAX_TEXTURE_SIZE              = 0x0D33
    MAX_VIEWPORT_DIMS             = 0x0D3A
    PACK_ALIGNMENT                = 0x0D05
    PACK_LSB_FIRST                = 0x0D01
    PACK_ROW_LENGTH               = 0x0D02
    PACK_SKIP_PIXELS              = 0x0D04
    PACK_SKIP_ROWS                = 0x0D03
    PACK_SWAP_BYTES               = 0x0D00
    POINT_SIZE                    = 0x0B11
    POINT_SIZE_GRANULARITY        = 0x0B13
    POINT_SIZE_RANGE              = 0x0B12
    POLYGON_MODE                  = 0x0B40
    POLYGON_OFFSET_FACTOR         = 0x8038
    POLYGON_OFFSET_UNITS          = 0x2A00
    POLYGON_SMOOTH_HINT           = 0x0C53
    READ_BUFFER                   = 0x0C02
    SCISSOR_BOX                   = 0x0C10
    SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23
    SMOOTH_LINE_WIDTH_RANGE       = 0x0B22
    SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13
    SMOOTH_POINT_SIZE_RANGE       = 0x0B12
    STENCIL_CLEAR_VALUE           = 0x0B91
    STENCIL_FAIL                  = 0x0B94
    STENCIL_FUNC                  = 0x0B92
    STENCIL_PASS_DEPTH_FAIL       = 0x0B95
    STENCIL_PASS_DEPTH_PASS       = 0x0B96
    STENCIL_REF                   = 0x0B97
    STENCIL_VALUE_MASK            = 0x0B93
    STENCIL_WRITEMASK             = 0x0B98
    STEREO                        = 0x0C33
    SUBPIXEL_BITS                 = 0x0D50
    TEXTURE_BINDING_1D            = 0x8068
    TEXTURE_BINDING_2D            = 0x8069
    TEXTURE_BINDING_3D            = 0x806A
    UNPACK_ALIGNMENT              = 0x0CF5
    UNPACK_LSB_FIRST              = 0x0CF1
    UNPACK_ROW_LENGTH             = 0x0CF2
    UNPACK_SKIP_PIXELS            = 0x0CF4
    UNPACK_SKIP_ROWS              = 0x0CF3
    UNPACK_SWAP_BYTES             = 0x0CF0
    VIEWPORT                      = 0x0BA2

    TEXTURE_ALPHA_SIZE      = 0x805F
    TEXTURE_BLUE_SIZE       = 0x805E
    TEXTURE_BORDER_COLOR    = 0x1004
    TEXTURE_GREEN_SIZE      = 0x805D
    TEXTURE_HEIGHT          = 0x1001
    TEXTURE_INTERNAL_FORMAT = 0x1003
    TEXTURE_MAG_FILTER      = 0x2800
    TEXTURE_MIN_FILTER      = 0x2801
    TEXTURE_RED_SIZE        = 0x805C
    TEXTURE_WIDTH           = 0x1000
    TEXTURE_WRAP_S          = 0x2802
    TEXTURE_WRAP_T          = 0x2803

    DONT_CARE = 0x1100
    FASTEST   = 0x1101
    NICEST    = 0x1102

    FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B
    TEXTURE_COMPRESSION_HINT        = 0x84EF

    REPLACE = 0x1E01

    AND           = 0x1501
    AND_INVERTED  = 0x1504
    AND_REVERSE   = 0x1502
    CLEAR         = 0x1500
    COPY          = 0x1503
    COPY_INVERTED = 0x150C
    EQUIV         = 0x1509
    INVERT        = 0x150A
    NAND          = 0x150E
    NOOP          = 0x1505
    NOR           = 0x1508
    OR            = 0x1507
    OR_INVERTED   = 0x150D
    OR_REVERSE    = 0x150B
    SET           = 0x150F
    XOR           = 0x1506

    MAP_FLUSH_EXPLICIT_BIT    = 0x0010
    MAP_INVALIDATE_BUFFER_BIT = 0x0008
    MAP_INVALIDATE_RANGE_BIT  = 0x0004
    MAP_READ_BIT              = 0x0001
    MAP_UNSYNCHRONIZED_BIT    = 0x0020
    MAP_WRITE_BIT             = 0x0002

    TEXTURE = 0x1702

    LINE  = 0x1B01
    POINT = 0x1B00

    FILL = 0x1B02

    COLOR   = 0x1800
    DEPTH   = 0x1801
    STENCIL = 0x1802

    ALPHA           = 0x1906
    BLUE            = 0x1905
    DEPTH_COMPONENT = 0x1902
    GREEN           = 0x1904
    RED             = 0x1903
    RGB             = 0x1907
    RGBA            = 0x1908
    STENCIL_INDEX   = 0x1901

    R3_G3_B2 = 0x2A10
    RGB10    = 0x8052
    RGB10_A2 = 0x8059
    RGB12    = 0x8053
    RGB16    = 0x8054
    RGB4     = 0x804F
    RGB5     = 0x8050
    RGB5_A1  = 0x8057
    RGB8     = 0x8051
    RGBA12   = 0x805A
    RGBA16   = 0x805B
    RGBA2    = 0x8055
    RGBA4    = 0x8056
    RGBA8    = 0x8058

    PACK_IMAGE_HEIGHT   = 0x806C
    PACK_SKIP_IMAGES    = 0x806B
    UNPACK_IMAGE_HEIGHT = 0x806E
    UNPACK_SKIP_IMAGES  = 0x806D

    UNSIGNED_BYTE_3_3_2     = 0x8032
    UNSIGNED_INT_10_10_10_2 = 0x8036
    UNSIGNED_INT_8_8_8_8    = 0x8035
    UNSIGNED_SHORT_4_4_4_4  = 0x8033
    UNSIGNED_SHORT_5_5_5_1  = 0x8034

    POINT_FADE_THRESHOLD_SIZE = 0x8128

    LINES                    = 0x0001
    LINES_ADJACENCY          = 0x000A
    LINE_LOOP                = 0x0002
    LINE_STRIP               = 0x0003
    LINE_STRIP_ADJACENCY     = 0x000B
    POINTS                   = 0x0000
    TRIANGLES                = 0x0004
    TRIANGLES_ADJACENCY      = 0x000C
    TRIANGLE_FAN             = 0x0006
    TRIANGLE_STRIP           = 0x0005
    TRIANGLE_STRIP_ADJACENCY = 0x000D

    DECR = 0x1E03
    INCR = 0x1E02
    KEEP = 0x1E00

    EXTENSIONS = 0x1F03
    RENDERER   = 0x1F01
    VENDOR     = 0x1F00
    VERSION    = 0x1F02

    NEAREST = 0x2600

    LINEAR_MIPMAP_LINEAR   = 0x2703
    LINEAR_MIPMAP_NEAREST  = 0x2701
    NEAREST_MIPMAP_LINEAR  = 0x2702
    NEAREST_MIPMAP_NEAREST = 0x2700

    TEXTURE_WRAP_R = 0x8072

    PROXY_TEXTURE_1D   = 0x8063
    PROXY_TEXTURE_2D   = 0x8064
    PROXY_TEXTURE_3D   = 0x8070
    TEXTURE_3D         = 0x806F
    TEXTURE_BASE_LEVEL = 0x813C
    TEXTURE_MAX_LEVEL  = 0x813D
    TEXTURE_MAX_LOD    = 0x813B
    TEXTURE_MIN_LOD    = 0x813A

    CLAMP_TO_BORDER = 0x812D
    CLAMP_TO_EDGE   = 0x812F
    REPEAT          = 0x2901

    SYNC_FLUSH_COMMANDS_BIT                       = 0x00000001
    INVALID_INDEX                                 = 0xFFFFFFFF
    TIMEOUT_IGNORED                               = 0xFFFFFFFFFFFFFFFF
    CONSTANT_COLOR                                = 0x8001
    ONE_MINUS_CONSTANT_COLOR                      = 0x8002
    CONSTANT_ALPHA                                = 0x8003
    ONE_MINUS_CONSTANT_ALPHA                      = 0x8004
    FUNC_ADD                                      = 0x8006
    MIN                                           = 0x8007
    MAX                                           = 0x8008
    BLEND_EQUATION_RGB                            = 0x8009
    FUNC_SUBTRACT                                 = 0x800A
    FUNC_REVERSE_SUBTRACT                         = 0x800B
    TEXTURE_DEPTH                                 = 0x8071
    MAX_3D_TEXTURE_SIZE                           = 0x8073
    MULTISAMPLE                                   = 0x809D
    SAMPLE_ALPHA_TO_COVERAGE                      = 0x809E
    SAMPLE_ALPHA_TO_ONE                           = 0x809F
    SAMPLE_COVERAGE                               = 0x80A0
    SAMPLE_BUFFERS                                = 0x80A8
    SAMPLES                                       = 0x80A9
    SAMPLE_COVERAGE_VALUE                         = 0x80AA
    SAMPLE_COVERAGE_INVERT                        = 0x80AB
    BLEND_DST_RGB                                 = 0x80C8
    BLEND_SRC_RGB                                 = 0x80C9
    BLEND_DST_ALPHA                               = 0x80CA
    BLEND_SRC_ALPHA                               = 0x80CB
    BGR                                           = 0x80E0
    BGRA                                          = 0x80E1
    MAX_ELEMENTS_VERTICES                         = 0x80E8
    MAX_ELEMENTS_INDICES                          = 0x80E9
    DEPTH_COMPONENT16                             = 0x81A5
    DEPTH_COMPONENT24                             = 0x81A6
    DEPTH_COMPONENT32                             = 0x81A7
    FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING         = 0x8210
    FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE         = 0x8211
    FRAMEBUFFER_ATTACHMENT_RED_SIZE               = 0x8212
    FRAMEBUFFER_ATTACHMENT_GREEN_SIZE             = 0x8213
    FRAMEBUFFER_ATTACHMENT_BLUE_SIZE              = 0x8214
    FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE             = 0x8215
    FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE             = 0x8216
    FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE           = 0x8217
    FRAMEBUFFER_DEFAULT                           = 0x8218
    FRAMEBUFFER_UNDEFINED                         = 0x8219
    DEPTH_STENCIL_ATTACHMENT                      = 0x821A
    MAJOR_VERSION                                 = 0x821B
    MINOR_VERSION                                 = 0x821C
    NUM_EXTENSIONS                                = 0x821D
    CONTEXT_FLAGS                                 = 0x821E
    COMPRESSED_RED                                = 0x8225
    COMPRESSED_RG                                 = 0x8226
    RG                                            = 0x8227
    RG_INTEGER                                    = 0x8228
    R8                                            = 0x8229
    R16                                           = 0x822A
    RG8                                           = 0x822B
    RG16                                          = 0x822C
    R16F                                          = 0x822D
    R32F                                          = 0x822E
    RG16F                                         = 0x822F
    RG32F                                         = 0x8230
    R8I                                           = 0x8231
    R8UI                                          = 0x8232
    R16I                                          = 0x8233
    R16UI                                         = 0x8234
    R32I                                          = 0x8235
    R32UI                                         = 0x8236
    RG8I                                          = 0x8237
    RG8UI                                         = 0x8238
    RG16I                                         = 0x8239
    RG16UI                                        = 0x823A
    RG32I                                         = 0x823B
    RG32UI                                        = 0x823C
    UNSIGNED_BYTE_2_3_3_REV                       = 0x8362
    UNSIGNED_SHORT_5_6_5                          = 0x8363
    UNSIGNED_SHORT_5_6_5_REV                      = 0x8364
    UNSIGNED_SHORT_4_4_4_4_REV                    = 0x8365
    UNSIGNED_SHORT_1_5_5_5_REV                    = 0x8366
    UNSIGNED_INT_8_8_8_8_REV                      = 0x8367
    UNSIGNED_INT_2_10_10_10_REV                   = 0x8368
    MIRRORED_REPEAT                               = 0x8370
    TEXTURE0                                      = 0x84C0
    TEXTURE1                                      = 0x84C1
    TEXTURE2                                      = 0x84C2
    TEXTURE3                                      = 0x84C3
    TEXTURE4                                      = 0x84C4
    TEXTURE5                                      = 0x84C5
    TEXTURE6                                      = 0x84C6
    TEXTURE7                                      = 0x84C7
    TEXTURE8                                      = 0x84C8
    TEXTURE9                                      = 0x84C9
    TEXTURE10                                     = 0x84CA
    TEXTURE11                                     = 0x84CB
    TEXTURE12                                     = 0x84CC
    TEXTURE13                                     = 0x84CD
    TEXTURE14                                     = 0x84CE
    TEXTURE15                                     = 0x84CF
    TEXTURE16                                     = 0x84D0
    TEXTURE17                                     = 0x84D1
    TEXTURE18                                     = 0x84D2
    TEXTURE19                                     = 0x84D3
    TEXTURE20                                     = 0x84D4
    TEXTURE21                                     = 0x84D5
    TEXTURE22                                     = 0x84D6
    TEXTURE23                                     = 0x84D7
    TEXTURE24                                     = 0x84D8
    TEXTURE25                                     = 0x84D9
    TEXTURE26                                     = 0x84DA
    TEXTURE27                                     = 0x84DB
    TEXTURE28                                     = 0x84DC
    TEXTURE29                                     = 0x84DD
    TEXTURE30                                     = 0x84DE
    TEXTURE31                                     = 0x84DF
    ACTIVE_TEXTURE                                = 0x84E0
    MAX_RENDERBUFFER_SIZE                         = 0x84E8
    COMPRESSED_RGB                                = 0x84ED
    COMPRESSED_RGBA                               = 0x84EE
    TEXTURE_RECTANGLE                             = 0x84F5
    TEXTURE_BINDING_RECTANGLE                     = 0x84F6
    PROXY_TEXTURE_RECTANGLE                       = 0x84F7
    MAX_RECTANGLE_TEXTURE_SIZE                    = 0x84F8
    DEPTH_STENCIL                                 = 0x84F9
    UNSIGNED_INT_24_8                             = 0x84FA
    MAX_TEXTURE_LOD_BIAS                          = 0x84FD
    TEXTURE_LOD_BIAS                              = 0x8501
    INCR_WRAP                                     = 0x8507
    DECR_WRAP                                     = 0x8508
    TEXTURE_CUBE_MAP                              = 0x8513
    TEXTURE_BINDING_CUBE_MAP                      = 0x8514
    TEXTURE_CUBE_MAP_POSITIVE_X                   = 0x8515
    TEXTURE_CUBE_MAP_NEGATIVE_X                   = 0x8516
    TEXTURE_CUBE_MAP_POSITIVE_Y                   = 0x8517
    TEXTURE_CUBE_MAP_NEGATIVE_Y                   = 0x8518
    TEXTURE_CUBE_MAP_POSITIVE_Z                   = 0x8519
    TEXTURE_CUBE_MAP_NEGATIVE_Z                   = 0x851A
    PROXY_TEXTURE_CUBE_MAP                        = 0x851B
    MAX_CUBE_MAP_TEXTURE_SIZE                     = 0x851C
    SRC1_ALPHA                                    = 0x8589
    VERTEX_ARRAY_BINDING                          = 0x85B5
    VERTEX_ATTRIB_ARRAY_ENABLED                   = 0x8622
    VERTEX_ATTRIB_ARRAY_SIZE                      = 0x8623
    VERTEX_ATTRIB_ARRAY_STRIDE                    = 0x8624
    VERTEX_ATTRIB_ARRAY_TYPE                      = 0x8625
    CURRENT_VERTEX_ATTRIB                         = 0x8626
    VERTEX_PROGRAM_POINT_SIZE                     = 0x8642
    PROGRAM_POINT_SIZE                            = 0x8642
    VERTEX_ATTRIB_ARRAY_POINTER                   = 0x8645
    DEPTH_CLAMP                                   = 0x864F
    TEXTURE_COMPRESSED_IMAGE_SIZE                 = 0x86A0
    TEXTURE_COMPRESSED                            = 0x86A1
    NUM_COMPRESSED_TEXTURE_FORMATS                = 0x86A2
    COMPRESSED_TEXTURE_FORMATS                    = 0x86A3
    BUFFER_SIZE                                   = 0x8764
    BUFFER_USAGE                                  = 0x8765
    STENCIL_BACK_FUNC                             = 0x8800
    STENCIL_BACK_FAIL                             = 0x8801
    STENCIL_BACK_PASS_DEPTH_FAIL                  = 0x8802
    STENCIL_BACK_PASS_DEPTH_PASS                  = 0x8803
    RGBA32F                                       = 0x8814
    RGB32F                                        = 0x8815
    RGBA16F                                       = 0x881A
    RGB16F                                        = 0x881B
    MAX_DRAW_BUFFERS                              = 0x8824
    DRAW_BUFFER0                                  = 0x8825
    DRAW_BUFFER1                                  = 0x8826
    DRAW_BUFFER2                                  = 0x8827
    DRAW_BUFFER3                                  = 0x8828
    DRAW_BUFFER4                                  = 0x8829
    DRAW_BUFFER5                                  = 0x882A
    DRAW_BUFFER6                                  = 0x882B
    DRAW_BUFFER7                                  = 0x882C
    DRAW_BUFFER8                                  = 0x882D
    DRAW_BUFFER9                                  = 0x882E
    DRAW_BUFFER10                                 = 0x882F
    DRAW_BUFFER11                                 = 0x8830
    DRAW_BUFFER12                                 = 0x8831
    DRAW_BUFFER13                                 = 0x8832
    DRAW_BUFFER14                                 = 0x8833
    DRAW_BUFFER15                                 = 0x8834
    BLEND_EQUATION_ALPHA                          = 0x883D
    TEXTURE_DEPTH_SIZE                            = 0x884A
    TEXTURE_COMPARE_MODE                          = 0x884C
    TEXTURE_COMPARE_FUNC                          = 0x884D
    COMPARE_REF_TO_TEXTURE                        = 0x884E
    TEXTURE_CUBE_MAP_SEAMLESS                     = 0x884F
    QUERY_COUNTER_BITS                            = 0x8864
    CURRENT_QUERY                                 = 0x8865
    QUERY_RESULT                                  = 0x8866
    QUERY_RESULT_AVAILABLE                        = 0x8867
    MAX_VERTEX_ATTRIBS                            = 0x8869
    VERTEX_ATTRIB_ARRAY_NORMALIZED                = 0x886A
    MAX_TEXTURE_IMAGE_UNITS                       = 0x8872
    ARRAY_BUFFER                                  = 0x8892
    ELEMENT_ARRAY_BUFFER                          = 0x8893
    ARRAY_BUFFER_BINDING                          = 0x8894
    ELEMENT_ARRAY_BUFFER_BINDING                  = 0x8895
    VERTEX_ATTRIB_ARRAY_BUFFER_BINDING            = 0x889F
    READ_ONLY                                     = 0x88B8
    WRITE_ONLY                                    = 0x88B9
    READ_WRITE                                    = 0x88BA
    BUFFER_ACCESS                                 = 0x88BB
    BUFFER_MAPPED                                 = 0x88BC
    BUFFER_MAP_POINTER                            = 0x88BD
    STREAM_DRAW                                   = 0x88E0
    STREAM_READ                                   = 0x88E1
    STREAM_COPY                                   = 0x88E2
    STATIC_DRAW                                   = 0x88E4
    STATIC_READ                                   = 0x88E5
    STATIC_COPY                                   = 0x88E6
    DYNAMIC_DRAW                                  = 0x88E8
    DYNAMIC_READ                                  = 0x88E9
    DYNAMIC_COPY                                  = 0x88EA
    PIXEL_PACK_BUFFER                             = 0x88EB
    PIXEL_UNPACK_BUFFER                           = 0x88EC
    PIXEL_PACK_BUFFER_BINDING                     = 0x88ED
    PIXEL_UNPACK_BUFFER_BINDING                   = 0x88EF
    DEPTH24_STENCIL8                              = 0x88F0
    TEXTURE_STENCIL_SIZE                          = 0x88F1
    VERTEX_ATTRIB_ARRAY_INTEGER                   = 0x88FD
    MAX_ARRAY_TEXTURE_LAYERS                      = 0x88FF
    MIN_PROGRAM_TEXEL_OFFSET                      = 0x8904
    MAX_PROGRAM_TEXEL_OFFSET                      = 0x8905
    SAMPLES_PASSED                                = 0x8914
    GEOMETRY_VERTICES_OUT                         = 0x8916
    GEOMETRY_INPUT_TYPE                           = 0x8917
    GEOMETRY_OUTPUT_TYPE                          = 0x8918
    CLAMP_READ_COLOR                              = 0x891C
    FIXED_ONLY                                    = 0x891D
    UNIFORM_BUFFER                                = 0x8A11
    UNIFORM_BUFFER_BINDING                        = 0x8A28
    UNIFORM_BUFFER_START                          = 0x8A29
    UNIFORM_BUFFER_SIZE                           = 0x8A2A
    MAX_VERTEX_UNIFORM_BLOCKS                     = 0x8A2B
    MAX_GEOMETRY_UNIFORM_BLOCKS                   = 0x8A2C
    MAX_FRAGMENT_UNIFORM_BLOCKS                   = 0x8A2D
    MAX_COMBINED_UNIFORM_BLOCKS                   = 0x8A2E
    MAX_UNIFORM_BUFFER_BINDINGS                   = 0x8A2F
    MAX_UNIFORM_BLOCK_SIZE                        = 0x8A30
    MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS        = 0x8A31
    MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS      = 0x8A32
    MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS      = 0x8A33
    UNIFORM_BUFFER_OFFSET_ALIGNMENT               = 0x8A34
    ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH          = 0x8A35
    ACTIVE_UNIFORM_BLOCKS                         = 0x8A36
    UNIFORM_TYPE                                  = 0x8A37
    UNIFORM_SIZE                                  = 0x8A38
    UNIFORM_NAME_LENGTH                           = 0x8A39
    UNIFORM_BLOCK_INDEX                           = 0x8A3A
    UNIFORM_OFFSET                                = 0x8A3B
    UNIFORM_ARRAY_STRIDE                          = 0x8A3C
    UNIFORM_MATRIX_STRIDE                         = 0x8A3D
    UNIFORM_IS_ROW_MAJOR                          = 0x8A3E
    UNIFORM_BLOCK_BINDING                         = 0x8A3F
    UNIFORM_BLOCK_DATA_SIZE                       = 0x8A40
    UNIFORM_BLOCK_NAME_LENGTH                     = 0x8A41
    UNIFORM_BLOCK_ACTIVE_UNIFORMS                 = 0x8A42
    UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES          = 0x8A43
    UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER     = 0x8A44
    UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER   = 0x8A45
    UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER   = 0x8A46
    FRAGMENT_SHADER                               = 0x8B30
    VERTEX_SHADER                                 = 0x8B31
    MAX_FRAGMENT_UNIFORM_COMPONENTS               = 0x8B49
    MAX_VERTEX_UNIFORM_COMPONENTS                 = 0x8B4A
    MAX_VARYING_FLOATS                            = 0x8B4B
    MAX_VARYING_COMPONENTS                        = 0x8B4B
    MAX_VERTEX_TEXTURE_IMAGE_UNITS                = 0x8B4C
    MAX_COMBINED_TEXTURE_IMAGE_UNITS              = 0x8B4D
    SHADER_TYPE                                   = 0x8B4F
    FLOAT_VEC2                                    = 0x8B50
    FLOAT_VEC3                                    = 0x8B51
    FLOAT_VEC4                                    = 0x8B52
    INT_VEC2                                      = 0x8B53
    INT_VEC3                                      = 0x8B54
    INT_VEC4                                      = 0x8B55
    BOOL                                          = 0x8B56
    BOOL_VEC2                                     = 0x8B57
    BOOL_VEC3                                     = 0x8B58
    BOOL_VEC4                                     = 0x8B59
    FLOAT_MAT2                                    = 0x8B5A
    FLOAT_MAT3                                    = 0x8B5B
    FLOAT_MAT4                                    = 0x8B5C
    SAMPLER_1D                                    = 0x8B5D
    SAMPLER_2D                                    = 0x8B5E
    SAMPLER_3D                                    = 0x8B5F
    SAMPLER_CUBE                                  = 0x8B60
    SAMPLER_1D_SHADOW                             = 0x8B61
    SAMPLER_2D_SHADOW                             = 0x8B62
    SAMPLER_2D_RECT                               = 0x8B63
    SAMPLER_2D_RECT_SHADOW                        = 0x8B64
    FLOAT_MAT2x3                                  = 0x8B65
    FLOAT_MAT2x4                                  = 0x8B66
    FLOAT_MAT3x2                                  = 0x8B67
    FLOAT_MAT3x4                                  = 0x8B68
    FLOAT_MAT4x2                                  = 0x8B69
    FLOAT_MAT4x3                                  = 0x8B6A
    DELETE_STATUS                                 = 0x8B80
    COMPILE_STATUS                                = 0x8B81
    LINK_STATUS                                   = 0x8B82
    VALIDATE_STATUS                               = 0x8B83
    INFO_LOG_LENGTH                               = 0x8B84
    ATTACHED_SHADERS                              = 0x8B85
    ACTIVE_UNIFORMS                               = 0x8B86
    ACTIVE_UNIFORM_MAX_LENGTH                     = 0x8B87
    SHADER_SOURCE_LENGTH                          = 0x8B88
    ACTIVE_ATTRIBUTES                             = 0x8B89
    ACTIVE_ATTRIBUTE_MAX_LENGTH                   = 0x8B8A
    SHADING_LANGUAGE_VERSION                      = 0x8B8C
    CURRENT_PROGRAM                               = 0x8B8D
    TEXTURE_RED_TYPE                              = 0x8C10
    TEXTURE_GREEN_TYPE                            = 0x8C11
    TEXTURE_BLUE_TYPE                             = 0x8C12
    TEXTURE_ALPHA_TYPE                            = 0x8C13
    TEXTURE_DEPTH_TYPE                            = 0x8C16
    UNSIGNED_NORMALIZED                           = 0x8C17
    TEXTURE_1D_ARRAY                              = 0x8C18
    PROXY_TEXTURE_1D_ARRAY                        = 0x8C19
    TEXTURE_2D_ARRAY                              = 0x8C1A
    PROXY_TEXTURE_2D_ARRAY                        = 0x8C1B
    TEXTURE_BINDING_1D_ARRAY                      = 0x8C1C
    TEXTURE_BINDING_2D_ARRAY                      = 0x8C1D
    MAX_GEOMETRY_TEXTURE_IMAGE_UNITS              = 0x8C29
    TEXTURE_BUFFER                                = 0x8C2A
    MAX_TEXTURE_BUFFER_SIZE                       = 0x8C2B
    TEXTURE_BINDING_BUFFER                        = 0x8C2C
    TEXTURE_BUFFER_DATA_STORE_BINDING             = 0x8C2D
    R11F_G11F_B10F                                = 0x8C3A
    UNSIGNED_INT_10F_11F_11F_REV                  = 0x8C3B
    RGB9_E5                                       = 0x8C3D
    UNSIGNED_INT_5_9_9_9_REV                      = 0x8C3E
    TEXTURE_SHARED_SIZE                           = 0x8C3F
    SRGB                                          = 0x8C40
    SRGB8                                         = 0x8C41
    SRGB_ALPHA                                    = 0x8C42
    SRGB8_ALPHA8                                  = 0x8C43
    COMPRESSED_SRGB                               = 0x8C48
    COMPRESSED_SRGB_ALPHA                         = 0x8C49
    TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH         = 0x8C76
    TRANSFORM_FEEDBACK_BUFFER_MODE                = 0x8C7F
    MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS    = 0x8C80
    TRANSFORM_FEEDBACK_VARYINGS                   = 0x8C83
    TRANSFORM_FEEDBACK_BUFFER_START               = 0x8C84
    TRANSFORM_FEEDBACK_BUFFER_SIZE                = 0x8C85
    PRIMITIVES_GENERATED                          = 0x8C87
    TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN         = 0x8C88
    RASTERIZER_DISCARD                            = 0x8C89
    MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = 0x8C8A
    MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS       = 0x8C8B
    INTERLEAVED_ATTRIBS                           = 0x8C8C
    SEPARATE_ATTRIBS                              = 0x8C8D
    TRANSFORM_FEEDBACK_BUFFER                     = 0x8C8E
    TRANSFORM_FEEDBACK_BUFFER_BINDING             = 0x8C8F
    POINT_SPRITE_COORD_ORIGIN                     = 0x8CA0
    LOWER_LEFT                                    = 0x8CA1
    UPPER_LEFT                                    = 0x8CA2
    STENCIL_BACK_REF                              = 0x8CA3
    STENCIL_BACK_VALUE_MASK                       = 0x8CA4
    STENCIL_BACK_WRITEMASK                        = 0x8CA5
    DRAW_FRAMEBUFFER_BINDING                      = 0x8CA6
    FRAMEBUFFER_BINDING                           = 0x8CA6
    RENDERBUFFER_BINDING                          = 0x8CA7
    READ_FRAMEBUFFER                              = 0x8CA8
    DRAW_FRAMEBUFFER                              = 0x8CA9
    READ_FRAMEBUFFER_BINDING                      = 0x8CAA
    RENDERBUFFER_SAMPLES                          = 0x8CAB
    DEPTH_COMPONENT32F                            = 0x8CAC
    DEPTH32F_STENCIL8                             = 0x8CAD
    FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE            = 0x8CD0
    FRAMEBUFFER_ATTACHMENT_OBJECT_NAME            = 0x8CD1
    FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL          = 0x8CD2
    FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE  = 0x8CD3
    FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER          = 0x8CD4
    FRAMEBUFFER_COMPLETE                          = 0x8CD5
    FRAMEBUFFER_INCOMPLETE_ATTACHMENT             = 0x8CD6
    FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT     = 0x8CD7
    FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER            = 0x8CDB
    FRAMEBUFFER_INCOMPLETE_READ_BUFFER            = 0x8CDC
    FRAMEBUFFER_UNSUPPORTED                       = 0x8CDD
    MAX_COLOR_ATTACHMENTS                         = 0x8CDF
    COLOR_ATTACHMENT0                             = 0x8CE0
    COLOR_ATTACHMENT1                             = 0x8CE1
    COLOR_ATTACHMENT2                             = 0x8CE2
    COLOR_ATTACHMENT3                             = 0x8CE3
    COLOR_ATTACHMENT4                             = 0x8CE4
    COLOR_ATTACHMENT5                             = 0x8CE5
    COLOR_ATTACHMENT6                             = 0x8CE6
    COLOR_ATTACHMENT7                             = 0x8CE7
    COLOR_ATTACHMENT8                             = 0x8CE8
    COLOR_ATTACHMENT9                             = 0x8CE9
    COLOR_ATTACHMENT10                            = 0x8CEA
    COLOR_ATTACHMENT11                            = 0x8CEB
    COLOR_ATTACHMENT12                            = 0x8CEC
    COLOR_ATTACHMENT13                            = 0x8CED
    COLOR_ATTACHMENT14                            = 0x8CEE
    COLOR_ATTACHMENT15                            = 0x8CEF
    DEPTH_ATTACHMENT                              = 0x8D00
    STENCIL_ATTACHMENT                            = 0x8D20
    FRAMEBUFFER                                   = 0x8D40
    RENDERBUFFER                                  = 0x8D41
    RENDERBUFFER_WIDTH                            = 0x8D42
    RENDERBUFFER_HEIGHT                           = 0x8D43
    RENDERBUFFER_INTERNAL_FORMAT                  = 0x8D44
    STENCIL_INDEX1                                = 0x8D46
    STENCIL_INDEX4                                = 0x8D47
    STENCIL_INDEX8                                = 0x8D48
    STENCIL_INDEX16                               = 0x8D49
    RENDERBUFFER_RED_SIZE                         = 0x8D50
    RENDERBUFFER_GREEN_SIZE                       = 0x8D51
    RENDERBUFFER_BLUE_SIZE                        = 0x8D52
    RENDERBUFFER_ALPHA_SIZE                       = 0x8D53
    RENDERBUFFER_DEPTH_SIZE                       = 0x8D54
    RENDERBUFFER_STENCIL_SIZE                     = 0x8D55
    FRAMEBUFFER_INCOMPLETE_MULTISAMPLE            = 0x8D56
    MAX_SAMPLES                                   = 0x8D57
    RGBA32UI                                      = 0x8D70
    RGB32UI                                       = 0x8D71
    RGBA16UI                                      = 0x8D76
    RGB16UI                                       = 0x8D77
    RGBA8UI                                       = 0x8D7C
    RGB8UI                                        = 0x8D7D
    RGBA32I                                       = 0x8D82
    RGB32I                                        = 0x8D83
    RGBA16I                                       = 0x8D88
    RGB16I                                        = 0x8D89
    RGBA8I                                        = 0x8D8E
    RGB8I                                         = 0x8D8F
    RED_INTEGER                                   = 0x8D94
    GREEN_INTEGER                                 = 0x8D95
    BLUE_INTEGER                                  = 0x8D96
    RGB_INTEGER                                   = 0x8D98
    RGBA_INTEGER                                  = 0x8D99
    BGR_INTEGER                                   = 0x8D9A
    BGRA_INTEGER                                  = 0x8D9B
    FRAMEBUFFER_ATTACHMENT_LAYERED                = 0x8DA7
    FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS          = 0x8DA8
    FLOAT_32_UNSIGNED_INT_24_8_REV                = 0x8DAD
    FRAMEBUFFER_SRGB                              = 0x8DB9
    COMPRESSED_RED_RGTC1                          = 0x8DBB
    COMPRESSED_SIGNED_RED_RGTC1                   = 0x8DBC
    COMPRESSED_RG_RGTC2                           = 0x8DBD
    COMPRESSED_SIGNED_RG_RGTC2                    = 0x8DBE
    SAMPLER_1D_ARRAY                              = 0x8DC0
    SAMPLER_2D_ARRAY                              = 0x8DC1
    SAMPLER_BUFFER                                = 0x8DC2
    SAMPLER_1D_ARRAY_SHADOW                       = 0x8DC3
    SAMPLER_2D_ARRAY_SHADOW                       = 0x8DC4
    SAMPLER_CUBE_SHADOW                           = 0x8DC5
    UNSIGNED_INT_VEC2                             = 0x8DC6
    UNSIGNED_INT_VEC3                             = 0x8DC7
    UNSIGNED_INT_VEC4                             = 0x8DC8
    INT_SAMPLER_1D                                = 0x8DC9
    INT_SAMPLER_2D                                = 0x8DCA
    INT_SAMPLER_3D                                = 0x8DCB
    INT_SAMPLER_CUBE                              = 0x8DCC
    INT_SAMPLER_2D_RECT                           = 0x8DCD
    INT_SAMPLER_1D_ARRAY                          = 0x8DCE
    INT_SAMPLER_2D_ARRAY                          = 0x8DCF
    INT_SAMPLER_BUFFER                            = 0x8DD0
    UNSIGNED_INT_SAMPLER_1D                       = 0x8DD1
    UNSIGNED_INT_SAMPLER_2D                       = 0x8DD2
    UNSIGNED_INT_SAMPLER_3D                       = 0x8DD3
    UNSIGNED_INT_SAMPLER_CUBE                     = 0x8DD4
    UNSIGNED_INT_SAMPLER_2D_RECT                  = 0x8DD5
    UNSIGNED_INT_SAMPLER_1D_ARRAY                 = 0x8DD6
    UNSIGNED_INT_SAMPLER_2D_ARRAY                 = 0x8DD7
    UNSIGNED_INT_SAMPLER_BUFFER                   = 0x8DD8
    GEOMETRY_SHADER                               = 0x8DD9
    MAX_GEOMETRY_UNIFORM_COMPONENTS               = 0x8DDF
    MAX_GEOMETRY_OUTPUT_VERTICES                  = 0x8DE0
    MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS          = 0x8DE1
    QUERY_WAIT                                    = 0x8E13
    QUERY_NO_WAIT                                 = 0x8E14
    QUERY_BY_REGION_WAIT                          = 0x8E15
    QUERY_BY_REGION_NO_WAIT                       = 0x8E16
    QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION      = 0x8E4C
    FIRST_VERTEX_CONVENTION                       = 0x8E4D
    LAST_VERTEX_CONVENTION                        = 0x8E4E
    PROVOKING_VERTEX                              = 0x8E4F
    SAMPLE_POSITION                               = 0x8E50
    SAMPLE_MASK                                   = 0x8E51
    SAMPLE_MASK_VALUE                             = 0x8E52
    MAX_SAMPLE_MASK_WORDS                         = 0x8E59
    COPY_READ_BUFFER                              = 0x8F36
    COPY_WRITE_BUFFER                             = 0x8F37
    R8_SNORM                                      = 0x8F94
    RG8_SNORM                                     = 0x8F95
    RGB8_SNORM                                    = 0x8F96
    RGBA8_SNORM                                   = 0x8F97
    R16_SNORM                                     = 0x8F98
    RG16_SNORM                                    = 0x8F99
    RGB16_SNORM                                   = 0x8F9A
    RGBA16_SNORM                                  = 0x8F9B
    SIGNED_NORMALIZED                             = 0x8F9C
    PRIMITIVE_RESTART                             = 0x8F9D
    PRIMITIVE_RESTART_INDEX                       = 0x8F9E
    TEXTURE_2D_MULTISAMPLE                        = 0x9100
    PROXY_TEXTURE_2D_MULTISAMPLE                  = 0x9101
    TEXTURE_2D_MULTISAMPLE_ARRAY                  = 0x9102
    PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY            = 0x9103
    TEXTURE_BINDING_2D_MULTISAMPLE                = 0x9104
    TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY          = 0x9105
    TEXTURE_SAMPLES                               = 0x9106
    TEXTURE_FIXED_SAMPLE_LOCATIONS                = 0x9107
    SAMPLER_2D_MULTISAMPLE                        = 0x9108
    INT_SAMPLER_2D_MULTISAMPLE                    = 0x9109
    UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE           = 0x910A
    SAMPLER_2D_MULTISAMPLE_ARRAY                  = 0x910B
    INT_SAMPLER_2D_MULTISAMPLE_ARRAY              = 0x910C
    UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY     = 0x910D
    MAX_COLOR_TEXTURE_SAMPLES                     = 0x910E
    MAX_DEPTH_TEXTURE_SAMPLES                     = 0x910F
    MAX_INTEGER_SAMPLES                           = 0x9110
    MAX_SERVER_WAIT_TIMEOUT                       = 0x9111
    OBJECT_TYPE                                   = 0x9112
    SYNC_CONDITION                                = 0x9113
    SYNC_STATUS                                   = 0x9114
    SYNC_FLAGS                                    = 0x9115
    SYNC_FENCE                                    = 0x9116
    SYNC_GPU_COMMANDS_COMPLETE                    = 0x9117
    UNSIGNALED                                    = 0x9118
    SIGNALED                                      = 0x9119
    ALREADY_SIGNALED                              = 0x911A
    TIMEOUT_EXPIRED                               = 0x911B
    CONDITION_SATISFIED                           = 0x911C
    WAIT_FAILED                                   = 0x911D
    BUFFER_ACCESS_FLAGS                           = 0x911F
    BUFFER_MAP_LENGTH                             = 0x9120
    BUFFER_MAP_OFFSET                             = 0x9121
    MAX_VERTEX_OUTPUT_COMPONENTS                  = 0x9122
    MAX_GEOMETRY_INPUT_COMPONENTS                 = 0x9123
    MAX_GEOMETRY_OUTPUT_COMPONENTS                = 0x9124
    MAX_FRAGMENT_INPUT_COMPONENTS                 = 0x9125
    CONTEXT_PROFILE_MASK                          = 0x9126
)

type GL Uses

type GL struct {
    // contains filtered or unexported fields
}

GL implements the OpenGL version 3.2 API. Values of this type must be created via the API function, and it must not be used after the associated OpenGL context becomes invalid.

func API Uses

func API(context glbase.Contexter) *GL

API returns a value that offers methods matching the OpenGL version 3.2 API.

The returned API must not be used after the provided OpenGL context becomes invalid.

func (*GL) ActiveTexture Uses

func (gl *GL) ActiveTexture(texture glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glActiveTexture.xml

func (*GL) AttachShader Uses

func (gl *GL) AttachShader(program glbase.Program, shader glbase.Shader)

AttachShader attaches a shader object to a program object.

In order to create an executable, there must be a way to specify the list of things that will be linked together. Program objects provide this mechanism. Shaders that are to be linked together in a program object must first be attached to that program object. This indicates that shader will be included in link operations that will be performed on program.

All operations that can be performed on a shader object are valid whether or not the shader object is attached to a program object. It is permissible to attach a shader object to a program object before source code has been loaded into the shader object or before the shader object has been compiled. It is permissible to attach multiple shader objects of the same type because each may contain a portion of the complete shader. It is also permissible to attach a shader object to more than one program object. If a shader object is deleted while it is attached to a program object, it will be flagged for deletion, and deletion will not occur until DetachShader is called to detach it from all program objects to which it is attached.

Error GL.INVALID_VALUE is generated if either program or shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_OPERATION is generated if shader is already attached to program. GL.INVALID_OPERATION is generated if AttachShader is executed between the execution of Begin and the corresponding execution of End.

AttachShader is available in GL version 2.0 or greater.

func (*GL) BeginConditionalRender Uses

func (gl *GL) BeginConditionalRender(id uint32, mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glBeginConditionalRender.xml

func (*GL) BeginQuery Uses

func (gl *GL) BeginQuery(target glbase.Enum, id uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glBeginQuery.xml

func (*GL) BeginTransformFeedback Uses

func (gl *GL) BeginTransformFeedback(primitiveMode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glBeginTransformFeedback.xml

func (*GL) BindAttribLocation Uses

func (gl *GL) BindAttribLocation(program glbase.Program, index glbase.Attrib, name string)

BindAttribLocation associates a user-defined attribute variable in the program object specified by program with a generic vertex attribute index. The name parameter specifies the name of the vertex shader attribute variable to which index is to be bound. When program is made part of the current state, values provided via the generic vertex attribute index will modify the value of the user-defined attribute variable specified by name.

If name refers to a matrix attribute variable, index refers to the first column of the matrix. Other matrix columns are then automatically bound to locations index+1 for a matrix of type mat2; index+1 and index+2 for a matrix of type mat3; and index+1, index+2, and index+3 for a matrix of type mat4.

This command makes it possible for vertex shaders to use descriptive names for attribute variables rather than generic variables that are numbered from 0 to GL.MAX_VERTEX_ATTRIBS-1. The values sent to each generic attribute index are part of current state, just like standard vertex attributes such as color, normal, and vertex position. If a different program object is made current by calling UseProgram, the generic vertex attributes are tracked in such a way that the same values will be observed by attributes in the new program object that are also bound to index.

Attribute variable name-to-generic attribute index bindings for a program object can be explicitly assigned at any time by calling BindAttribLocation. Attribute bindings do not go into effect until LinkProgram is called. After a program object has been linked successfully, the index values for generic attributes remain fixed (and their values can be queried) until the next link command occurs.

Applications are not allowed to bind any of the standard OpenGL vertex attributes using this command, as they are bound automatically when needed. Any attribute binding that occurs after the program object has been linked will not take effect until the next time the program object is linked.

If name was bound previously, that information is lost. Thus you cannot bind one user-defined attribute variable to multiple indices, but you can bind multiple user-defined attribute variables to the same index.

Applications are allowed to bind more than one user-defined attribute variable to the same generic vertex attribute index. This is called aliasing, and it is allowed only if just one of the aliased attributes is active in the executable program, or if no path through the shader consumes more than one attribute of a set of attributes aliased to the same location. The compiler and linker are allowed to assume that no aliasing is done and are free to employ optimizations that work only in the absence of aliasing. OpenGL implementations are not required to do error checking to detect aliasing. Because there is no way to bind standard attributes, it is not possible to alias generic attributes with conventional ones (except for generic attribute 0).

BindAttribLocation can be called before any vertex shader objects are bound to the specified program object. It is also permissible to bind a generic attribute index to an attribute variable name that is never used in a vertex shader.

Active attributes that are not explicitly bound will be bound by the linker when LinkProgram is called. The locations assigned can be queried by calling GetAttribLocation.

Error GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_OPERATION is generated if name starts with the reserved prefix "gl_". GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if BindAttribLocation is executed between the execution of Begin and the corresponding execution of End.

BindAttribLocation is available in GL version 2.0 or greater.

func (*GL) BindBuffer Uses

func (gl *GL) BindBuffer(target glbase.Enum, buffer glbase.Buffer)

BindBuffer creates or puts in use a named buffer object. Calling BindBuffer with target set to GL.ARRAY_BUFFER, GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER or GL.PIXEL_UNPACK_BUFFER and buffer set to the name of the new buffer object binds the buffer object name to the target. When a buffer object is bound to a target, the previous binding for that target is automatically broken.

Buffer object names are unsigned integers. The value zero is reserved, but there is no default buffer object for each buffer object target. Instead, buffer set to zero effectively unbinds any buffer object previously bound, and restores client memory usage for that buffer object target. Buffer object names and the corresponding buffer object contents are local to the shared display-list space (see XCreateContext) of the current GL rendering context; two rendering contexts share buffer object names only if they also share display lists.

GenBuffers may be called to generate a set of new buffer object names.

The state of a buffer object immediately after it is first bound is an unmapped zero-sized memory buffer with GL.READ_WRITE access and GL.STATIC_DRAW usage.

While a non-zero buffer object name is bound, GL operations on the target to which it is bound affect the bound buffer object, and queries of the target to which it is bound return state from the bound buffer object. While buffer object name zero is bound, as in the initial state, attempts to modify or query state on the target to which it is bound generates an GL.INVALID_OPERATION error.

When vertex array pointer state is changed, for example by a call to NormalPointer, the current buffer object binding (GL.ARRAY_BUFFER_BINDING) is copied into the corresponding client state for the vertex array type being changed, for example GL.NORMAL_ARRAY_BUFFER_BINDING. While a non-zero buffer object is bound to the GL.ARRAY_BUFFER target, the vertex array pointer parameter that is traditionally interpreted as a pointer to client-side memory is instead interpreted as an offset within the buffer object measured in basic machine units.

While a non-zero buffer object is bound to the GL.ELEMENT_ARRAY_BUFFER target, the indices parameter of DrawElements, DrawRangeElements, or MultiDrawElements that is traditionally interpreted as a pointer to client-side memory is instead interpreted as an offset within the buffer object measured in basic machine units.

While a non-zero buffer object is bound to the GL.PIXEL_PACK_BUFFER target, the following commands are affected: GetCompressedTexImage, GetConvolutionFilter, GetHistogram, GetMinmax, GetPixelMap, GetPolygonStipple, GetSeparableFilter, GetTexImage, and ReadPixels. The pointer parameter that is traditionally interpreted as a pointer to client-side memory where the pixels are to be packed is instead interpreted as an offset within the buffer object measured in basic machine units.

While a non-zero buffer object is bound to the GL.PIXEL_UNPACK_BUFFER target, the following commands are affected: Bitmap, ColorSubTable, ColorTable, CompressedTexImage1D, CompressedTexImage2D, CompressedTexImage3D, CompressedTexSubImage1D, CompressedTexSubImage2D, CompressedTexSubImage3D, ConvolutionFilter1D, ConvolutionFilter2D, DrawPixels, PixelMap, PolygonStipple, SeparableFilter2D, TexImage1D, TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, and TexSubImage3D. The pointer parameter that is traditionally interpreted as a pointer to client-side memory from which the pixels are to be unpacked is instead interpreted as an offset within the buffer object measured in basic machine units.

A buffer object binding created with BindBuffer remains active until a different buffer object name is bound to the same target, or until the bound buffer object is deleted with DeleteBuffers.

Once created, a named buffer object may be re-bound to any target as often as needed. However, the GL implementation may make choices about how to optimize the storage of a buffer object based on its initial binding target.

Error GL.INVALID_ENUM is generated if target is not one of the allowable values. GL.INVALID_OPERATION is generated if BindBuffer is executed between the execution of Begin and the corresponding execution of End.

BindBuffer is available in GL version 1.5 or greater.

func (*GL) BindBufferBase Uses

func (gl *GL) BindBufferBase(target glbase.Enum, index uint32, buffer glbase.Buffer)

https://www.opengl.org/sdk/docs/man3/xhtml/glBindBufferBase.xml

func (*GL) BindBufferRange Uses

func (gl *GL) BindBufferRange(target glbase.Enum, index uint32, buffer glbase.Buffer, offset, size int)

https://www.opengl.org/sdk/docs/man3/xhtml/glBindBufferRange.xml

func (*GL) BindFragDataLocation Uses

func (gl *GL) BindFragDataLocation(program glbase.Program, color uint32, name []byte)

https://www.opengl.org/sdk/docs/man3/xhtml/glBindFragDataLocation.xml

func (*GL) BindFramebuffer Uses

func (gl *GL) BindFramebuffer(target glbase.Enum, framebuffer glbase.Framebuffer)

https://www.opengl.org/sdk/docs/man3/xhtml/glBindFramebuffer.xml

func (*GL) BindRenderbuffer Uses

func (gl *GL) BindRenderbuffer(target glbase.Enum, renderbuffer glbase.Renderbuffer)

https://www.opengl.org/sdk/docs/man3/xhtml/glBindRenderbuffer.xml

func (*GL) BindTexture Uses

func (gl *GL) BindTexture(target glbase.Enum, texture glbase.Texture)

https://www.opengl.org/sdk/docs/man3/xhtml/glBindTexture.xml

func (*GL) BindVertexArray Uses

func (gl *GL) BindVertexArray(array uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glBindVertexArray.xml

func (*GL) BlendColor Uses

func (gl *GL) BlendColor(red, green, blue, alpha float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glBlendColor.xml

func (*GL) BlendEquation Uses

func (gl *GL) BlendEquation(mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glBlendEquation.xml

func (*GL) BlendEquationSeparate Uses

func (gl *GL) BlendEquationSeparate(modeRGB, modeAlpha glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glBlendEquationSeparate.xml

func (*GL) BlendFunc Uses

func (gl *GL) BlendFunc(sfactor, dfactor glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glBlendFunc.xml

func (*GL) BlendFuncSeparate Uses

func (gl *GL) BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glBlendFuncSeparate.xml

func (*GL) BlitFramebuffer Uses

func (gl *GL) BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int32, mask glbase.Bitfield, filter glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glBlitFramebuffer.xml

func (*GL) BufferData Uses

func (gl *GL) BufferData(target glbase.Enum, size int, data interface{}, usage glbase.Enum)

BufferData creates a new data store for the buffer object currently bound to target. Any pre-existing data store is deleted. The new data store is created with the specified size in bytes and usage. If data is not nil, it must be a slice that is used to initialize the data store. In that case the size parameter is ignored and the store size will match the slice data size.

In its initial state, the new data store is not mapped, it has a NULL mapped pointer, and its mapped access is GL.READ_WRITE.

The target constant must be one of GL.ARRAY_BUFFER, GL.COPY_READ_BUFFER, GL.COPY_WRITE_BUFFER, GL.ELEMENT_ARRAY_BUFFER, GL.PIXEL_PACK_BUFFER, GL.PIXEL_UNPACK_BUFFER, GL.TEXTURE_BUFFER, GL.TRANSFORM_FEEDBACK_BUFFER, or GL.UNIFORM_BUFFER.

The usage parameter is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store. usage can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access.

A usage frequency of STREAM and nature of DRAW is specified via the constant GL.STREAM_DRAW, for example.

The usage frequency of access may be one of:

STREAM
    The data store contents will be modified once and used at most a few times.

STATIC
    The data store contents will be modified once and used many times.

DYNAMIC
    The data store contents will be modified repeatedly and used many times.

The usage nature of access may be one of:

DRAW
    The data store contents are modified by the application, and used as
    the source for GL drawing and image specification commands.

READ
    The data store contents are modified by reading data from the GL,
    and used to return that data when queried by the application.

COPY
    The data store contents are modified by reading data from the GL,
    and used as the source for GL drawing and image specification
    commands.

Clients must align data elements consistent with the requirements of the client platform, with an additional base-level requirement that an offset within a buffer to a datum comprising N bytes be a multiple of N.

Error GL.INVALID_ENUM is generated if target is not one of the accepted buffer targets. GL.INVALID_ENUM is generated if usage is not GL.STREAM_DRAW, GL.STREAM_READ, GL.STREAM_COPY, GL.STATIC_DRAW, GL.STATIC_READ, GL.STATIC_COPY, GL.DYNAMIC_DRAW, GL.DYNAMIC_READ, or GL.DYNAMIC_COPY. GL.INVALID_VALUE is generated if size is negative. GL.INVALID_OPERATION is generated if the reserved buffer object name 0 is bound to target. GL.OUT_OF_MEMORY is generated if the GL is unable to create a data store with the specified size.

func (*GL) BufferSubData Uses

func (gl *GL) BufferSubData(target glbase.Enum, offset, size int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glBufferSubData.xml

func (*GL) CheckFramebufferStatus Uses

func (gl *GL) CheckFramebufferStatus(target glbase.Enum) glbase.Enum

https://www.opengl.org/sdk/docs/man3/xhtml/glCheckFramebufferStatus.xml

func (*GL) ClampColor Uses

func (gl *GL) ClampColor(target, clamp glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glClampColor.xml

func (*GL) Clear Uses

func (gl *GL) Clear(mask glbase.Bitfield)

https://www.opengl.org/sdk/docs/man3/xhtml/glClear.xml

func (*GL) ClearBufferfi Uses

func (gl *GL) ClearBufferfi(buffer glbase.Enum, drawbuffer int32, depth float32, stencil int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferfi.xml

func (*GL) ClearBufferfv Uses

func (gl *GL) ClearBufferfv(buffer glbase.Enum, drawbuffer int32, value []float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferfv.xml

func (*GL) ClearBufferiv Uses

func (gl *GL) ClearBufferiv(buffer glbase.Enum, drawbuffer int32, value []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferiv.xml

func (*GL) ClearBufferuiv Uses

func (gl *GL) ClearBufferuiv(buffer glbase.Enum, drawbuffer int32, value []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glClearBufferuiv.xml

func (*GL) ClearColor Uses

func (gl *GL) ClearColor(red, green, blue, alpha float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glClearColor.xml

func (*GL) ClearDepth Uses

func (gl *GL) ClearDepth(depth float64)

https://www.opengl.org/sdk/docs/man3/xhtml/glClearDepth.xml

func (*GL) ClearStencil Uses

func (gl *GL) ClearStencil(s int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glClearStencil.xml

func (*GL) ClientWaitSync Uses

func (gl *GL) ClientWaitSync(sync glbase.Sync, flags glbase.Bitfield, timeout uint64) glbase.Enum

https://www.opengl.org/sdk/docs/man3/xhtml/glClientWaitSync.xml

func (*GL) ColorMask Uses

func (gl *GL) ColorMask(red, green, blue, alpha bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glColorMask.xml

func (*GL) ColorMaski Uses

func (gl *GL) ColorMaski(index uint32, r, g, b, a bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glColorMaski.xml

func (*GL) CompileShader Uses

func (gl *GL) CompileShader(shader glbase.Shader)

CompileShader compiles the source code strings that have been stored in the shader object specified by shader.

The compilation status will be stored as part of the shader object's state. This value will be set to GL.TRUE if the shader was compiled without errors and is ready for use, and GL.FALSE otherwise. It can be queried by calling GetShaderiv with arguments shader and GL.COMPILE_STATUS.

Compilation of a shader can fail for a number of reasons as specified by the OpenGL Shading Language Specification. Whether or not the compilation was successful, information about the compilation can be obtained from the shader object's information log by calling GetShaderInfoLog.

Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_OPERATION is generated if CompileShader is executed between the execution of Begin and the corresponding execution of End.

CompileShader is available in GL version 2.0 or greater.

func (*GL) CompressedTexImage1D Uses

func (gl *GL) CompressedTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, width, border, imageSize int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexImage1D.xml

func (*GL) CompressedTexImage2D Uses

func (gl *GL) CompressedTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, width, height, border, imageSize int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexImage2D.xml

func (*GL) CompressedTexImage3D Uses

func (gl *GL) CompressedTexImage3D(target glbase.Enum, level int, internalFormat glbase.Enum, width, height int, depth int32, border, imageSize int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexImage3D.xml

func (*GL) CompressedTexSubImage1D Uses

func (gl *GL) CompressedTexSubImage1D(target glbase.Enum, level, xoffset, width int, format glbase.Enum, imageSize int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexSubImage1D.xml

func (*GL) CompressedTexSubImage2D Uses

func (gl *GL) CompressedTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format glbase.Enum, imageSize int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexSubImage2D.xml

func (*GL) CompressedTexSubImage3D Uses

func (gl *GL) CompressedTexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, width, height int, depth int32, format glbase.Enum, imageSize int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glCompressedTexSubImage3D.xml

func (*GL) CopyBufferSubData Uses

func (gl *GL) CopyBufferSubData(readTarget, writeTarget glbase.Enum, readOffset, writeOffset, size int)

https://www.opengl.org/sdk/docs/man3/xhtml/glCopyBufferSubData.xml

func (*GL) CopyTexImage1D Uses

func (gl *GL) CopyTexImage1D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, border int)

https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexImage1D.xml

func (*GL) CopyTexImage2D Uses

func (gl *GL) CopyTexImage2D(target glbase.Enum, level int, internalFormat glbase.Enum, x, y, width, height, border int)

https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexImage2D.xml

func (*GL) CopyTexSubImage1D Uses

func (gl *GL) CopyTexSubImage1D(target glbase.Enum, level, xoffset, x, y, width int)

https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexSubImage1D.xml

func (*GL) CopyTexSubImage2D Uses

func (gl *GL) CopyTexSubImage2D(target glbase.Enum, level, xoffset, yoffset, x, y, width, height int)

https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexSubImage2D.xml

func (*GL) CopyTexSubImage3D Uses

func (gl *GL) CopyTexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, x, y, width, height int)

https://www.opengl.org/sdk/docs/man3/xhtml/glCopyTexSubImage3D.xml

func (*GL) CreateProgram Uses

func (gl *GL) CreateProgram() glbase.Program

CreateProgram creates an empty program object and returns a non-zero value by which it can be referenced. A program object is an object to which shader objects can be attached. This provides a mechanism to specify the shader objects that will be linked to create a program. It also provides a means for checking the compatibility of the shaders that will be used to create a program (for instance, checking the compatibility between a vertex shader and a fragment shader). When no longer needed as part of a program object, shader objects can be detached.

One or more executables are created in a program object by successfully attaching shader objects to it with AttachShader, successfully compiling the shader objects with CompileShader, and successfully linking the program object with LinkProgram. These executables are made part of current state when UseProgram is called. Program objects can be deleted by calling DeleteProgram. The memory associated with the program object will be deleted when it is no longer part of current rendering state for any context.

Like display lists and texture objects, the name space for program objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.

Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.

This function returns 0 if an error occurs creating the program object.

Error GL.INVALID_OPERATION is generated if CreateProgram is executed between the execution of Begin and the corresponding execution of End.

CreateProgram is available in GL version 2.0 or greater.

func (*GL) CreateShader Uses

func (gl *GL) CreateShader(gltype glbase.Enum) glbase.Shader

CreateShader creates an empty shader object and returns a non-zero value by which it can be referenced. A shader object is used to maintain the source code strings that define a shader. shaderType indicates the type of shader to be created.

Two types of shaders are supported. A shader of type GL.VERTEX_SHADER is a shader that is intended to run on the programmable vertex processor and replace the fixed functionality vertex processing in OpenGL. A shader of type GL.FRAGMENT_SHADER is a shader that is intended to run on the programmable fragment processor and replace the fixed functionality fragment processing in OpenGL.

When created, a shader object's GL.SHADER_TYPE parameter is set to either GL.VERTEX_SHADER or GL.FRAGMENT_SHADER, depending on the value of shaderType.

Like display lists and texture objects, the name space for shader objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.

This function returns 0 if an error occurs creating the shader object.

Error GL.INVALID_ENUM is generated if shaderType is not an accepted value. GL.INVALID_OPERATION is generated if CreateShader is executed between the execution of Begin and the corresponding execution of End.

CreateShader is available in GL version 2.0 or greater.

func (*GL) CullFace Uses

func (gl *GL) CullFace(mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glCullFace.xml

func (*GL) DeleteBuffers Uses

func (gl *GL) DeleteBuffers(buffers []glbase.Buffer)

DeleteBuffers deletes the buffer objects whose names are stored in the buffers slice.

After a buffer object is deleted, it has no contents, and its name is free for reuse (for example by GenBuffers). If a buffer object that is currently bound is deleted, the binding reverts to 0 (the absence of any buffer object, which reverts to client memory usage).

DeleteBuffers silently ignores 0's and names that do not correspond to existing buffer objects.

Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION is generated if DeleteBuffers is executed between the execution of Begin and the corresponding execution of End.

DeleteBuffers is available in GL version 1.5 or greater.

func (*GL) DeleteFramebuffers Uses

func (gl *GL) DeleteFramebuffers(framebuffers []glbase.Framebuffer)

DeleteFramebuffers deletes the framebuffer objects whose names are stored in the framebuffers slice. The name zero is reserved by the GL and is silently ignored, should it occur in framebuffers, as are other unused names. Once a framebuffer object is deleted, its name is again unused and it has no attachments. If a framebuffer that is currently bound to one or more of the targets GL.DRAW_FRAMEBUFFER or GL.READ_FRAMEBUFFER is deleted, it is as though BindFramebuffer had been executed with the corresponding target and framebuffer zero.

Error GL.INVALID_VALUE is generated if n is negative.

DeleteFramebuffers is available in GL version 3.0 or greater.

func (*GL) DeleteProgram Uses

func (gl *GL) DeleteProgram(program glbase.Program)

DeleteProgram frees the memory and invalidates the name associated with the program object specified by program. This command effectively undoes the effects of a call to CreateProgram.

If a program object is in use as part of current rendering state, it will be flagged for deletion, but it will not be deleted until it is no longer part of current state for any rendering context. If a program object to be deleted has shader objects attached to it, those shader objects will be automatically detached but not deleted unless they have already been flagged for deletion by a previous call to DeleteShader. A value of 0 for program will be silently ignored.

To determine whether a program object has been flagged for deletion, call GetProgram with arguments program and GL.DELETE_STATUS.

Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL.

DeleteProgram is available in GL version 2.0 or greater.

func (*GL) DeleteQueries Uses

func (gl *GL) DeleteQueries(n int, ids []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDeleteQueries.xml

func (*GL) DeleteRenderbuffers Uses

func (gl *GL) DeleteRenderbuffers(renderbuffers []glbase.Renderbuffer)

DeleteRenderbuffers deletes the renderbuffer objects whose names are stored in the renderbuffers slice. The name zero is reserved by the GL and is silently ignored, should it occur in renderbuffers, as are other unused names. Once a renderbuffer object is deleted, its name is again unused and it has no contents. If a renderbuffer that is currently bound to the target GL.RENDERBUFFER is deleted, it is as though BindRenderbuffer had been executed with a target of GL.RENDERBUFFER and a name of zero.

If a renderbuffer object is attached to one or more attachment points in the currently bound framebuffer, then it as if FramebufferRenderbuffer had been called, with a renderbuffer of zero for each attachment point to which this image was attached in the currently bound framebuffer. In other words, this renderbuffer object is first detached from all attachment ponits in the currently bound framebuffer. Note that the renderbuffer image is specifically not detached from any non-bound framebuffers.

Error GL.INVALID_VALUE is generated if n is negative.

DeleteRenderbuffers is available in GL version 3.0 or greater.

func (*GL) DeleteShader Uses

func (gl *GL) DeleteShader(shader glbase.Shader)

DeleteShader frees the memory and invalidates the name associated with the shader object specified by shader. This command effectively undoes the effects of a call to CreateShader.

If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object, for any rendering context (it must be detached from wherever it was attached before it will be deleted). A value of 0 for shader will be silently ignored.

To determine whether an object has been flagged for deletion, call GetShader with arguments shader and GL.DELETE_STATUS.

Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL.

DeleteShader is available in GL version 2.0 or greater.

func (*GL) DeleteSync Uses

func (gl *GL) DeleteSync(sync glbase.Sync)

https://www.opengl.org/sdk/docs/man3/xhtml/glDeleteSync.xml

func (*GL) DeleteTextures Uses

func (gl *GL) DeleteTextures(textures []glbase.Texture)

DeleteTextures deletes the textures objects whose names are stored in the textures slice. After a texture is deleted, it has no contents or dimensionality, and its name is free for reuse (for example by GenTextures). If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture).

DeleteTextures silently ignores 0's and names that do not correspond to existing textures.

Error GL.INVALID_VALUE is generated if n is negative.

DeleteTextures is available in GL version 2.0 or greater.

func (*GL) DeleteVertexArrays Uses

func (gl *GL) DeleteVertexArrays(n int, arrays []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDeleteVertexArrays.xml

func (*GL) DepthFunc Uses

func (gl *GL) DepthFunc(glfunc glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glDepthFunc.xml

func (*GL) DepthMask Uses

func (gl *GL) DepthMask(flag bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glDepthMask.xml

func (*GL) DepthRange Uses

func (gl *GL) DepthRange(nearVal, farVal float64)

DepthRange specifies the mapping of depth values from normalized device coordinates to window coordinates.

Parameter nearVal specifies the mapping of the near clipping plane to window coordinates (defaults to 0), while farVal specifies the mapping of the far clipping plane to window coordinates (defaults to 1).

After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. DepthRange specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). Thus, the values accepted by DepthRange are both clamped to this range before they are accepted.

The default setting of (0, 1) maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.

It is not necessary that nearVal be less than farVal. Reverse mappings such as nearVal 1, and farVal 0 are acceptable.

GL.INVALID_OPERATION is generated if DepthRange is executed between the execution of Begin and the corresponding execution of End.

func (*GL) DetachShader Uses

func (gl *GL) DetachShader(program glbase.Program, shader glbase.Shader)

https://www.opengl.org/sdk/docs/man3/xhtml/glDetachShader.xml

func (*GL) Disable Uses

func (gl *GL) Disable(cap glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glDisable.xml

func (*GL) DisableVertexAttribArray Uses

func (gl *GL) DisableVertexAttribArray(index glbase.Attrib)

https://www.opengl.org/sdk/docs/man3/xhtml/glDisableVertexAttribArray.xml

func (*GL) Disablei Uses

func (gl *GL) Disablei(target glbase.Enum, index uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDisablei.xml

func (*GL) DrawArrays Uses

func (gl *GL) DrawArrays(mode glbase.Enum, first, count int)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawArrays.xml

func (*GL) DrawArraysInstanced Uses

func (gl *GL) DrawArraysInstanced(mode glbase.Enum, first, count int, instancecount int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawArraysInstanced.xml

func (*GL) DrawBuffer Uses

func (gl *GL) DrawBuffer(mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawBuffer.xml

func (*GL) DrawBuffers Uses

func (gl *GL) DrawBuffers(n int, bufs []glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawBuffers.xml

func (*GL) DrawElements Uses

func (gl *GL) DrawElements(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawElements.xml

func (*GL) DrawElementsBaseVertex Uses

func (gl *GL) DrawElementsBaseVertex(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, basevertex int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawElementsBaseVertex.xml

func (*GL) DrawElementsInstanced Uses

func (gl *GL) DrawElementsInstanced(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, instancecount int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawElementsInstanced.xml

func (*GL) DrawElementsInstancedBaseVertex Uses

func (gl *GL) DrawElementsInstancedBaseVertex(mode glbase.Enum, count int, gltype glbase.Enum, indices interface{}, instancecount, basevertex int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawElementsInstancedBaseVertex.xml

func (*GL) DrawRangeElements Uses

func (gl *GL) DrawRangeElements(mode glbase.Enum, start, end uint32, count int, gltype glbase.Enum, indices interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawRangeElements.xml

func (*GL) DrawRangeElementsBaseVertex Uses

func (gl *GL) DrawRangeElementsBaseVertex(mode glbase.Enum, start, end uint32, count int, gltype glbase.Enum, indices interface{}, basevertex int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glDrawRangeElementsBaseVertex.xml

func (*GL) Enable Uses

func (gl *GL) Enable(cap glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glEnable.xml

func (*GL) EnableVertexAttribArray Uses

func (gl *GL) EnableVertexAttribArray(index glbase.Attrib)

https://www.opengl.org/sdk/docs/man3/xhtml/glEnableVertexAttribArray.xml

func (*GL) Enablei Uses

func (gl *GL) Enablei(target glbase.Enum, index uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glEnablei.xml

func (*GL) EndConditionalRender Uses

func (gl *GL) EndConditionalRender()

https://www.opengl.org/sdk/docs/man3/xhtml/glEndConditionalRender.xml

func (*GL) EndQuery Uses

func (gl *GL) EndQuery(target glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glEndQuery.xml

func (*GL) EndTransformFeedback Uses

func (gl *GL) EndTransformFeedback()

https://www.opengl.org/sdk/docs/man3/xhtml/glEndTransformFeedback.xml

func (*GL) FenceSync Uses

func (gl *GL) FenceSync(condition glbase.Enum, flags glbase.Bitfield) glbase.Sync

https://www.opengl.org/sdk/docs/man3/xhtml/glFenceSync.xml

func (*GL) Finish Uses

func (gl *GL) Finish()

https://www.opengl.org/sdk/docs/man3/xhtml/glFinish.xml

func (*GL) Flush Uses

func (gl *GL) Flush()

https://www.opengl.org/sdk/docs/man3/xhtml/glFlush.xml

func (*GL) FlushMappedBufferRange Uses

func (gl *GL) FlushMappedBufferRange(target glbase.Enum, offset, length int)

https://www.opengl.org/sdk/docs/man3/xhtml/glFlushMappedBufferRange.xml

func (*GL) FramebufferRenderbuffer Uses

func (gl *GL) FramebufferRenderbuffer(target, attachment, renderbuffertarget glbase.Enum, renderbuffer glbase.Renderbuffer)

https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferRenderbuffer.xml

func (*GL) FramebufferTexture Uses

func (gl *GL) FramebufferTexture(target, attachment glbase.Enum, texture glbase.Texture, level int)

https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture.xml

func (*GL) FramebufferTexture1D Uses

func (gl *GL) FramebufferTexture1D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int)

https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture1D.xml

func (*GL) FramebufferTexture2D Uses

func (gl *GL) FramebufferTexture2D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int)

https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture2D.xml

func (*GL) FramebufferTexture3D Uses

func (gl *GL) FramebufferTexture3D(target, attachment, textarget glbase.Enum, texture glbase.Texture, level int, zoffset int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTexture3D.xml

func (*GL) FramebufferTextureLayer Uses

func (gl *GL) FramebufferTextureLayer(target, attachment glbase.Enum, texture glbase.Texture, level int, layer int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glFramebufferTextureLayer.xml

func (*GL) FrontFace Uses

func (gl *GL) FrontFace(mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glFrontFace.xml

func (*GL) GenBuffers Uses

func (gl *GL) GenBuffers(n int) []glbase.Buffer

GenBuffers returns n buffer object names. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to GenBuffers.

Buffer object names returned by a call to GenBuffers are not returned by subsequent calls, unless they are first deleted with DeleteBuffers.

No buffer objects are associated with the returned buffer object names until they are first bound by calling BindBuffer.

Error GL.INVALID_VALUE is generated if n is negative. GL.INVALID_OPERATION is generated if GenBuffers is executed between the execution of Begin and the corresponding execution of End.

GenBuffers is available in GL version 1.5 or greater.

func (*GL) GenFramebuffers Uses

func (gl *GL) GenFramebuffers(n int) []glbase.Framebuffer

GenFramebuffers returns n framebuffer object names in ids. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to GenFramebuffers.

Framebuffer object names returned by a call to GenFramebuffers are not returned by subsequent calls, unless they are first deleted with DeleteFramebuffers.

The names returned in ids are marked as used, for the purposes of GenFramebuffers only, but they acquire state and type only when they are first bound.

Error GL.INVALID_VALUE is generated if n is negative.

func (*GL) GenQueries Uses

func (gl *GL) GenQueries(n int, ids []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGenQueries.xml

func (*GL) GenRenderbuffers Uses

func (gl *GL) GenRenderbuffers(n int) []glbase.Renderbuffer

GenRenderbuffers returns n renderbuffer object names in renderbuffers. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to GenRenderbuffers.

Renderbuffer object names returned by a call to GenRenderbuffers are not returned by subsequent calls, unless they are first deleted with DeleteRenderbuffers.

The names returned in renderbuffers are marked as used, for the purposes of GenRenderbuffers only, but they acquire state and type only when they are first bound.

Error GL.INVALID_VALUE is generated if n is negative.

GenRenderbuffers is available in GL version 3.0 or greater.

func (*GL) GenTextures Uses

func (gl *GL) GenTextures(n int) []glbase.Texture

GenTextures returns n texture names in textures. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to GenTextures.

The generated textures have no dimensionality; they assume the dimensionality of the texture target to which they are first bound (see BindTexture).

Texture names returned by a call to GenTextures are not returned by subsequent calls, unless they are first deleted with DeleteTextures.

Error GL.INVALID_VALUE is generated if n is negative.

GenTextures is available in GL version 2.0 or greater.

func (*GL) GenVertexArrays Uses

func (gl *GL) GenVertexArrays(n int, arrays []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGenVertexArrays.xml

func (*GL) GenerateMipmap Uses

func (gl *GL) GenerateMipmap(target glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glGenerateMipmap.xml

func (*GL) GetActiveAttrib Uses

func (gl *GL) GetActiveAttrib(program glbase.Program, index glbase.Attrib, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveAttrib.xml

func (*GL) GetActiveUniform Uses

func (gl *GL) GetActiveUniform(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniform.xml

func (*GL) GetActiveUniformBlockName Uses

func (gl *GL) GetActiveUniformBlockName(program glbase.Program, uniformBlockIndex uint32, bufSize int32, length []int32, uniformBlockName []byte)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformBlockName.xml

func (*GL) GetActiveUniformBlockiv Uses

func (gl *GL) GetActiveUniformBlockiv(program glbase.Program, uniformBlockIndex uint32, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformBlockiv.xml

func (*GL) GetActiveUniformName Uses

func (gl *GL) GetActiveUniformName(program glbase.Program, uniformIndex uint32, bufSize int32, length []int32, uniformName []byte)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformName.xml

func (*GL) GetActiveUniformsiv Uses

func (gl *GL) GetActiveUniformsiv(program glbase.Program, uniformCount int32, uniformIndices []uint32, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetActiveUniformsiv.xml

func (*GL) GetAttachedShaders Uses

func (gl *GL) GetAttachedShaders(program glbase.Program, maxCount int32, count []int, obj []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetAttachedShaders.xml

func (*GL) GetAttribLocation Uses

func (gl *GL) GetAttribLocation(program glbase.Program, name string) glbase.Attrib

GetAttribLocation queries the previously linked program object specified by program for the attribute variable specified by name and returns the index of the generic vertex attribute that is bound to that attribute variable. If name is a matrix attribute variable, the index of the first column of the matrix is returned. If the named attribute variable is not an active attribute in the specified program object or if name starts with the reserved prefix "gl_", a value of -1 is returned.

The association between an attribute variable name and a generic attribute index can be specified at any time by calling BindAttribLocation. Attribute bindings do not go into effect until LinkProgram is called. After a program object has been linked successfully, the index values for attribute variables remain fixed until the next link command occurs. The attribute values can only be queried after a link if the link was successful. GetAttribLocation returns the binding that actually went into effect the last time LinkProgram was called for the specified program object. Attribute bindings that have been specified since the last link operation are not returned by GetAttribLocation.

Error GL_INVALID_OPERATION is generated if program is not a value generated by OpenGL. GL_INVALID_OPERATION is generated if program is not a program object. GL_INVALID_OPERATION is generated if program has not been successfully linked. GL_INVALID_OPERATION is generated if GetAttribLocation is executed between the execution of Begin and the corresponding execution of End.

GetAttribLocation is available in GL version 2.0 or greater.

func (*GL) GetBooleani_v Uses

func (gl *GL) GetBooleani_v(target glbase.Enum, index uint32, data []bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetBooleani_v.xml

func (*GL) GetBooleanv Uses

func (gl *GL) GetBooleanv(pname glbase.Enum, params []bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetBooleanv.xml

func (*GL) GetBufferParameteri64v Uses

func (gl *GL) GetBufferParameteri64v(target, pname glbase.Enum, params []int64)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetBufferParameteri64v.xml

func (*GL) GetBufferParameteriv Uses

func (gl *GL) GetBufferParameteriv(target, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetBufferParameteriv.xml

func (*GL) GetBufferSubData Uses

func (gl *GL) GetBufferSubData(target glbase.Enum, offset, size int, data interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glGetBufferSubData.xml

func (*GL) GetCompressedTexImage Uses

func (gl *GL) GetCompressedTexImage(target glbase.Enum, level int, img interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glGetCompressedTexImage.xml

func (*GL) GetDoublev Uses

func (gl *GL) GetDoublev(pname glbase.Enum, params []float64)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetDoublev.xml

func (*GL) GetError Uses

func (gl *GL) GetError() glbase.Enum

https://www.opengl.org/sdk/docs/man3/xhtml/glGetError.xml

func (*GL) GetFloatv Uses

func (gl *GL) GetFloatv(pname glbase.Enum, params []float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetFloatv.xml

func (*GL) GetFragDataLocation Uses

func (gl *GL) GetFragDataLocation(program glbase.Program, name []byte) int32

https://www.opengl.org/sdk/docs/man3/xhtml/glGetFragDataLocation.xml

func (*GL) GetFramebufferAttachmentParameteriv Uses

func (gl *GL) GetFramebufferAttachmentParameteriv(target, attachment, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetFramebufferAttachmentParameteriv.xml

func (*GL) GetInteger64i_v Uses

func (gl *GL) GetInteger64i_v(target glbase.Enum, index uint32, data []int64)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetInteger64i_v.xml

func (*GL) GetInteger64v Uses

func (gl *GL) GetInteger64v(pname glbase.Enum, params []int64)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetInteger64v.xml

func (*GL) GetIntegeri_v Uses

func (gl *GL) GetIntegeri_v(target glbase.Enum, index uint32, data []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetIntegeri_v.xml

func (*GL) GetIntegerv Uses

func (gl *GL) GetIntegerv(pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetIntegerv.xml

func (*GL) GetMultisamplefv Uses

func (gl *GL) GetMultisamplefv(pname glbase.Enum, index uint32, val []float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetMultisamplefv.xml

func (*GL) GetProgramInfoLog Uses

func (gl *GL) GetProgramInfoLog(program glbase.Program) []byte

GetProgramInfoLog returns the information log for the specified program object. The information log for a program object is modified when the program object is linked or validated.

The information log for a program object is either an empty string, or a string containing information about the last link operation, or a string containing information about the last validation operation. It may contain diagnostic messages, warning messages, and other information. When a program object is created, its information log will be a string of length 0, and the size of the current log can be obtained by calling GetProgramiv with the value GL.INFO_LOG_LENGTH.

Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object.

func (*GL) GetProgramiv Uses

func (gl *GL) GetProgramiv(program glbase.Program, pname glbase.Enum, params []int32)

GetProgramiv returns in params the value of a parameter for a specific program object. The following parameters are defined:

GL.DELETE_STATUS
    params returns GL.TRUE if program is currently flagged for deletion,
    and GL.FALSE otherwise.

GL.LINK_STATUS
    params returns GL.TRUE if the last link operation on program was
    successful, and GL.FALSE otherwise.

GL.VALIDATE_STATUS
    params returns GL.TRUE or if the last validation operation on
    program was successful, and GL.FALSE otherwise.

GL.INFO_LOG_LENGTH
    params returns the number of characters in the information log for
    program including the null termination character (the size of
    the character buffer required to store the information log). If
    program has no information log, a value of 0 is returned.

GL.ATTACHED_SHADERS
    params returns the number of shader objects attached to program.

GL.ACTIVE_ATTRIBUTES
    params returns the number of active attribute variables for program.

GL.ACTIVE_ATTRIBUTE_MAX_LENGTH
    params returns the length of the longest active attribute name for
    program, including the null termination character (the size of
    the character buffer required to store the longest attribute name).
    If no active attributes exist, 0 is returned.

GL.ACTIVE_UNIFORMS
    params returns the number of active uniform variables for program.

GL.ACTIVE_UNIFORM_MAX_LENGTH
    params returns the length of the longest active uniform variable
    name for program, including the null termination character (i.e.,
    the size of the character buffer required to store the longest
    uniform variable name). If no active uniform variables exist, 0 is
    returned.

GL.TRANSFORM_FEEDBACK_BUFFER_MODE
    params returns a symbolic constant indicating the buffer mode used
    when transform feedback is active. This may be GL.SEPARATE_ATTRIBS
    or GL.INTERLEAVED_ATTRIBS.

GL.TRANSFORM_FEEDBACK_VARYINGS
    params returns the number of varying variables to capture in transform
    feedback mode for the program.

GL.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
    params returns the length of the longest variable name to be used for
    transform feedback, including the null-terminator.

GL.GEOMETRY_VERTICES_OUT
    params returns the maximum number of vertices that the geometry shader in
    program will output.

GL.GEOMETRY_INPUT_TYPE
    params returns a symbolic constant indicating the primitive type accepted
    as input to the geometry shader contained in program.

GL.GEOMETRY_OUTPUT_TYPE
    params returns a symbolic constant indicating the primitive type that will
    be output by the geometry shader contained in program.

GL.ACTIVE_UNIFORM_BLOCKS and GL.ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH are available only if the GL version 3.1 or greater.

GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE and GL.GEOMETRY_OUTPUT_TYPE are accepted only if the GL version is 3.2 or greater.

Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program does not refer to a program object. GL.INVALID_OPERATION is generated if pname is GL.GEOMETRY_VERTICES_OUT, GL.GEOMETRY_INPUT_TYPE, or GL.GEOMETRY_OUTPUT_TYPE, and program does not contain a geometry shader. GL.INVALID_ENUM is generated if pname is not an accepted value.

func (*GL) GetQueryObjectiv Uses

func (gl *GL) GetQueryObjectiv(id uint32, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryObjectiv.xml

func (*GL) GetQueryObjectuiv Uses

func (gl *GL) GetQueryObjectuiv(id uint32, pname glbase.Enum, params []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryObjectuiv.xml

func (*GL) GetQueryiv Uses

func (gl *GL) GetQueryiv(target, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetQueryiv.xml

func (*GL) GetRenderbufferParameteriv Uses

func (gl *GL) GetRenderbufferParameteriv(target, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetRenderbufferParameteriv.xml

func (*GL) GetShaderInfoLog Uses

func (gl *GL) GetShaderInfoLog(shader glbase.Shader) []byte

GetShaderInfoLog returns the information log for the specified shader object. The information log for a shader object is modified when the shader is compiled.

The information log for a shader object is a string that may contain diagnostic messages, warning messages, and other information about the last compile operation. When a shader object is created, its information log will be a string of length 0, and the size of the current log can be obtained by calling GetShaderiv with the value GL.INFO_LOG_LENGTH.

The information log for a shader object is the OpenGL implementer's primary mechanism for conveying information about the compilation process. Therefore, the information log can be helpful to application developers during the development process, even when compilation is successful. Application developers should not expect different OpenGL implementations to produce identical information logs.

Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_VALUE is generated if maxLength is less than 0. GL.INVALID_OPERATION is generated if GetShaderInfoLog is executed between the execution of Begin and the corresponding execution of End.

GetShaderInfoLog is available in GL version 2.0 or greater.

func (*GL) GetShaderSource Uses

func (gl *GL) GetShaderSource(shader glbase.Shader, bufSize int32, length []int32, source []byte)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetShaderSource.xml

func (*GL) GetShaderiv Uses

func (gl *GL) GetShaderiv(shader glbase.Shader, pname glbase.Enum, params []int32)

GetShaderiv GetShader returns in params the value of a parameter for a specific shader object. The following parameters are defined:

GL.SHADER_TYPE
  params returns GL.VERTEX_SHADER if shader is a vertex shader object,
  and GL.FRAGMENT_SHADER if shader is a fragment shader object.

GL.DELETE_STATUS
  params returns GL.TRUE if shader is currently flagged for deletion,
  and GL.FALSE otherwise.

GL.COMPILE_STATUS
  params returns GL.TRUE if the last compile operation on shader was
  successful, and GL.FALSE otherwise.

GL.INFO_LOG_LENGTH
  params returns the number of characters in the information log for
  shader including the null termination character (the size of the
  character buffer required to store the information log). If shader has
  no information log, a value of 0 is returned.

GL.SHADER_SOURCE_LENGTH
  params returns the length of the concatenation of the source strings
  that make up the shader source for the shader, including the null
  termination character. (the size of the character buffer
  required to store the shader source). If no source code exists, 0 is
  returned.

Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader does not refer to a shader object. GL.INVALID_ENUM is generated if pname is not an accepted value. GL.INVALID_OPERATION is generated if GetShader is executed between the execution of Begin and the corresponding execution of End.

GetShaderiv is available in GL version 2.0 or greater.

func (*GL) GetSynciv Uses

func (gl *GL) GetSynciv(sync glbase.Sync, pname glbase.Enum, bufSize int32, length, values []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetSynciv.xml

func (*GL) GetTexImage Uses

func (gl *GL) GetTexImage(target glbase.Enum, level int, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexImage.xml

func (*GL) GetTexLevelParameterfv Uses

func (gl *GL) GetTexLevelParameterfv(target glbase.Enum, level int, pname glbase.Enum, params []float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexLevelParameterfv.xml

func (*GL) GetTexLevelParameteriv Uses

func (gl *GL) GetTexLevelParameteriv(target glbase.Enum, level int, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexLevelParameteriv.xml

func (*GL) GetTexParameterIiv Uses

func (gl *GL) GetTexParameterIiv(target, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterIiv.xml

func (*GL) GetTexParameterIuiv Uses

func (gl *GL) GetTexParameterIuiv(target, pname glbase.Enum, params []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterIuiv.xml

func (*GL) GetTexParameterfv Uses

func (gl *GL) GetTexParameterfv(target, pname glbase.Enum, params []float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameterfv.xml

func (*GL) GetTexParameteriv Uses

func (gl *GL) GetTexParameteriv(target, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTexParameteriv.xml

func (*GL) GetTransformFeedbackVarying Uses

func (gl *GL) GetTransformFeedbackVarying(program glbase.Program, index uint32, bufSize int32, length []int32, size []int, gltype []glbase.Enum, name []byte)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetTransformFeedbackVarying.xml

func (*GL) GetUniformBlockIndex Uses

func (gl *GL) GetUniformBlockIndex(program glbase.Program, uniformBlockName []byte) uint32

https://www.opengl.org/sdk/docs/man3/xhtml/glGetUniformBlockIndex.xml

func (*GL) GetUniformLocation Uses

func (gl *GL) GetUniformLocation(program glbase.Program, name string) glbase.Uniform

GetUniformLocation returns an integer that represents the location of a specific uniform variable within a program object. name must be an active uniform variable name in program that is not a structure, an array of structures, or a subcomponent of a vector or a matrix. This function returns -1 if name does not correspond to an active uniform variable in program or if name starts with the reserved prefix "gl_".

Uniform variables that are structures or arrays of structures may be queried by calling GetUniformLocation for each field within the structure. The array element operator "[]" and the structure field operator "." may be used in name in order to select elements within an array or fields within a structure. The result of using these operators is not allowed to be another structure, an array of structures, or a subcomponent of a vector or a matrix. Except if the last part of name indicates a uniform variable array, the location of the first element of an array can be retrieved by using the name of the array, or by using the name appended by "[0]".

The actual locations assigned to uniform variables are not known until the program object is linked successfully. After linking has occurred, the command GetUniformLocation can be used to obtain the location of a uniform variable. This location value can then be passed to Uniform to set the value of the uniform variable or to GetUniform in order to query the current value of the uniform variable. After a program object has been linked successfully, the index values for uniform variables remain fixed until the next link command occurs. Uniform variable locations and values can only be queried after a link if the link was successful.

Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program has not been successfully linked. GL.INVALID_OPERATION is generated if GetUniformLocation is executed between the execution of Begin and the corresponding execution of End.

GetUniformLocation is available in GL version 2.0 or greater.

func (*GL) GetUniformfv Uses

func (gl *GL) GetUniformfv(program glbase.Program, location glbase.Uniform, params []float32)

GetUniformfv returns in params the value of the specified uniform variable. The type of the uniform variable specified by location determines the number of values returned. If the uniform variable is defined in the shader as a boolean, int, or float, a single value will be returned. If it is defined as a vec2, ivec2, or bvec2, two values will be returned. If it is defined as a vec3, ivec3, or bvec3, three values will be returned, and so on. To query values stored in uniform variables declared as arrays, call GetUniformfv for each element of the array. To query values stored in uniform variables declared as structures, call GetUniformfv for each field in the structure. The values for uniform variables declared as a matrix will be returned in column major order.

The locations assigned to uniform variables are not known until the program object is linked. After linking has occurred, the command GetUniformLocation can be used to obtain the location of a uniform variable. This location value can then be passed to GetUniformfv in order to query the current value of the uniform variable. After a program object has been linked successfully, the index values for uniform variables remain fixed until the next link command occurs. The uniform variable values can only be queried after a link if the link was successful.

Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program has not been successfully linked. GL.INVALID_OPERATION is generated if location does not correspond to a valid uniform variable location for the specified program object. GL.INVALID_OPERATION is generated if GetUniformfv is executed between the execution of Begin and the corresponding execution of End.

GetUniformfv is available in GL version 2.0 or greater.

func (*GL) GetUniformiv Uses

func (gl *GL) GetUniformiv(program glbase.Program, location glbase.Uniform, params []int32)

GetUniformiv returns in params the value of the specified uniform variable. The type of the uniform variable specified by location determines the number of values returned. If the uniform variable is defined in the shader as a boolean, int, or float, a single value will be returned. If it is defined as a vec2, ivec2, or bvec2, two values will be returned. If it is defined as a vec3, ivec3, or bvec3, three values will be returned, and so on. To query values stored in uniform variables declared as arrays, call GetUniformiv for each element of the array. To query values stored in uniform variables declared as structures, call GetUniformiv for each field in the structure. The values for uniform variables declared as a matrix will be returned in column major order.

The locations assigned to uniform variables are not known until the program object is linked. After linking has occurred, the command GetUniformLocation can be used to obtain the location of a uniform variable. This location value can then be passed to GetUniformiv in order to query the current value of the uniform variable. After a program object has been linked successfully, the index values for uniform variables remain fixed until the next link command occurs. The uniform variable values can only be queried after a link if the link was successful.

Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program has not been successfully linked. GL.INVALID_OPERATION is generated if location does not correspond to a valid uniform variable location for the specified program object. GL.INVALID_OPERATION is generated if GetUniformiv is executed between the execution of Begin and the corresponding execution of End.

GetUniformiv is available in GL version 2.0 or greater.

func (*GL) GetUniformuiv Uses

func (gl *GL) GetUniformuiv(program glbase.Program, location glbase.Uniform, params []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetUniformuiv.xml

func (*GL) GetVertexAttribIiv Uses

func (gl *GL) GetVertexAttribIiv(index glbase.Attrib, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetVertexAttribIiv.xml

func (*GL) GetVertexAttribIuiv Uses

func (gl *GL) GetVertexAttribIuiv(index glbase.Attrib, pname glbase.Enum, params []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glGetVertexAttribIuiv.xml

func (*GL) GetVertexAttribdv Uses

func (gl *GL) GetVertexAttribdv(index glbase.Attrib, pname glbase.Enum, params []float64)

GetVertexAttribdv returns in params the value of a generic vertex attribute parameter. The generic vertex attribute to be queried is specified by index, and the parameter to be queried is specified by pname.

The accepted parameter names are as follows:

GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
    params returns a single value, the name of the buffer object
    currently bound to the binding point corresponding to generic vertex
    attribute array index. If no buffer object is bound, 0 is returned.
    The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_ENABLED
    params returns a single value that is non-zero (true) if the vertex
    attribute array for index is enabled and 0 (false) if it is
    disabled. The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_SIZE
    params returns a single value, the size of the vertex attribute
    array for index. The size is the number of values for each element
    of the vertex attribute array, and it will be 1, 2, 3, or 4. The
    initial value is 4.

GL.VERTEX_ATTRIB_ARRAY_STRIDE
    params returns a single value, the array stride for (number of bytes
    between successive elements in) the vertex attribute array for
    index. A value of 0 indicates that the array elements are stored
    sequentially in memory. The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_TYPE
    params returns a single value, a symbolic constant indicating the
    array type for the vertex attribute array for index. Possible values
    are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT,
    GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is
    GL.FLOAT.

GL.VERTEX_ATTRIB_ARRAY_NORMALIZED
    params returns a single value that is non-zero (true) if fixed-point
    data types for the vertex attribute array indicated by index are
    normalized when they are converted to floating point, and 0 (false)
    otherwise. The initial value is 0.

GL.CURRENT_VERTEX_ATTRIB
    params returns four values that represent the current value for the
    generic vertex attribute specified by index. Generic vertex
    attribute 0 is unique in that it has no current state, so an error
    will be generated if index is 0. The initial value for all other
    generic vertex attributes is (0,0,0,1).

All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent client-side state.

Error GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname is GL.CURRENT_VERTEX_ATTRIB.

GetVertexAttribdv is available in GL version 2.0 or greater.

func (*GL) GetVertexAttribfv Uses

func (gl *GL) GetVertexAttribfv(index glbase.Attrib, pname glbase.Enum, params []float32)

GetVertexAttribfv returns in params the value of a generic vertex attribute parameter. The generic vertex attribute to be queried is specified by index, and the parameter to be queried is specified by pname.

The accepted parameter names are as follows:

GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
    params returns a single value, the name of the buffer object
    currently bound to the binding point corresponding to generic vertex
    attribute array index. If no buffer object is bound, 0 is returned.
    The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_ENABLED
    params returns a single value that is non-zero (true) if the vertex
    attribute array for index is enabled and 0 (false) if it is
    disabled. The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_SIZE
    params returns a single value, the size of the vertex attribute
    array for index. The size is the number of values for each element
    of the vertex attribute array, and it will be 1, 2, 3, or 4. The
    initial value is 4.

GL.VERTEX_ATTRIB_ARRAY_STRIDE
    params returns a single value, the array stride for (number of bytes
    between successive elements in) the vertex attribute array for
    index. A value of 0 indicates that the array elements are stored
    sequentially in memory. The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_TYPE
    params returns a single value, a symbolic constant indicating the
    array type for the vertex attribute array for index. Possible values
    are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT,
    GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is
    GL.FLOAT.

GL.VERTEX_ATTRIB_ARRAY_NORMALIZED
    params returns a single value that is non-zero (true) if fixed-point
    data types for the vertex attribute array indicated by index are
    normalized when they are converted to floating point, and 0 (false)
    otherwise. The initial value is 0.

GL.CURRENT_VERTEX_ATTRIB
    params returns four values that represent the current value for the
    generic vertex attribute specified by index. Generic vertex
    attribute 0 is unique in that it has no current state, so an error
    will be generated if index is 0. The initial value for all other
    generic vertex attributes is (0,0,0,1).

All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent client-side state.

Error GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname is GL.CURRENT_VERTEX_ATTRIB.

GetVertexAttribfv is available in GL version 2.0 or greater.

func (*GL) GetVertexAttribiv Uses

func (gl *GL) GetVertexAttribiv(index glbase.Attrib, pname glbase.Enum, params []int32)

GetVertexAttribiv returns in params the value of a generic vertex attribute parameter. The generic vertex attribute to be queried is specified by index, and the parameter to be queried is specified by pname.

The accepted parameter names are as follows:

GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
    params returns a single value, the name of the buffer object
    currently bound to the binding point corresponding to generic vertex
    attribute array index. If no buffer object is bound, 0 is returned.
    The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_ENABLED
    params returns a single value that is non-zero (true) if the vertex
    attribute array for index is enabled and 0 (false) if it is
    disabled. The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_SIZE
    params returns a single value, the size of the vertex attribute
    array for index. The size is the number of values for each element
    of the vertex attribute array, and it will be 1, 2, 3, or 4. The
    initial value is 4.

GL.VERTEX_ATTRIB_ARRAY_STRIDE
    params returns a single value, the array stride for (number of bytes
    between successive elements in) the vertex attribute array for
    index. A value of 0 indicates that the array elements are stored
    sequentially in memory. The initial value is 0.

GL.VERTEX_ATTRIB_ARRAY_TYPE
    params returns a single value, a symbolic constant indicating the
    array type for the vertex attribute array for index. Possible values
    are GL.BYTE, GL.UNSIGNED_BYTE, GL.SHORT, GL.UNSIGNED_SHORT, GL.INT,
    GL.UNSIGNED_INT, GL.FLOAT, and GL.DOUBLE. The initial value is
    GL.FLOAT.

GL.VERTEX_ATTRIB_ARRAY_NORMALIZED
    params returns a single value that is non-zero (true) if fixed-point
    data types for the vertex attribute array indicated by index are
    normalized when they are converted to floating point, and 0 (false)
    otherwise. The initial value is 0.

GL.CURRENT_VERTEX_ATTRIB
    params returns four values that represent the current value for the
    generic vertex attribute specified by index. Generic vertex
    attribute 0 is unique in that it has no current state, so an error
    will be generated if index is 0. The initial value for all other
    generic vertex attributes is (0,0,0,1).

All of the parameters except GL.CURRENT_VERTEX_ATTRIB represent client-side state.

Error GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_ENUM is generated if pname is not an accepted value. GL.INVALID_OPERATION is generated if index is 0 and pname is GL.CURRENT_VERTEX_ATTRIB.

GetVertexAttribiv is available in GL version 2.0 or greater.

func (*GL) Hint Uses

func (gl *GL) Hint(target, mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glHint.xml

func (*GL) Indexub Uses

func (gl *GL) Indexub(c uint8)

https://www.opengl.org/sdk/docs/man3/xhtml/glIndexub.xml

func (*GL) Indexubv Uses

func (gl *GL) Indexubv(c []uint8)

https://www.opengl.org/sdk/docs/man3/xhtml/glIndexubv.xml

func (*GL) IsBuffer Uses

func (gl *GL) IsBuffer(buffer glbase.Buffer) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsBuffer.xml

func (*GL) IsEnabled Uses

func (gl *GL) IsEnabled(cap glbase.Enum) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsEnabled.xml

func (*GL) IsEnabledi Uses

func (gl *GL) IsEnabledi(target glbase.Enum, index uint32) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsEnabledi.xml

func (*GL) IsFramebuffer Uses

func (gl *GL) IsFramebuffer(framebuffer glbase.Framebuffer) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsFramebuffer.xml

func (*GL) IsProgram Uses

func (gl *GL) IsProgram(program glbase.Program) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsProgram.xml

func (*GL) IsQuery Uses

func (gl *GL) IsQuery(id uint32) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsQuery.xml

func (*GL) IsRenderbuffer Uses

func (gl *GL) IsRenderbuffer(renderbuffer glbase.Renderbuffer) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsRenderbuffer.xml

func (*GL) IsShader Uses

func (gl *GL) IsShader(shader glbase.Shader) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsShader.xml

func (*GL) IsSync Uses

func (gl *GL) IsSync(sync glbase.Sync) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsSync.xml

func (*GL) IsTexture Uses

func (gl *GL) IsTexture(texture glbase.Texture) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsTexture.xml

func (*GL) IsVertexArray Uses

func (gl *GL) IsVertexArray(array uint32) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glIsVertexArray.xml

func (*GL) LineWidth Uses

func (gl *GL) LineWidth(width float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glLineWidth.xml

func (*GL) LinkProgram Uses

func (gl *GL) LinkProgram(program glbase.Program)

LinkProgram links the program object specified by program. If any shader objects of type GL.VERTEX_SHADER are attached to program, they will be used to create an executable that will run on the programmable vertex processor. If any shader objects of type GL.FRAGMENT_SHADER are attached to program, they will be used to create an executable that will run on the programmable fragment processor.

The status of the link operation will be stored as part of the program object's state. This value will be set to GL.TRUE if the program object was linked without errors and is ready for use, and GL.FALSE otherwise. It can be queried by calling GetProgramiv with arguments program and GL.LINK_STATUS.

As a result of a successful link operation, all active user-defined uniform variables belonging to program will be initialized to 0, and each of the program object's active uniform variables will be assigned a location that can be queried by calling GetUniformLocation. Also, any active user-defined attribute variables that have not been bound to a generic vertex attribute index will be bound to one at this time.

Linking of a program object can fail for a number of reasons as specified in the OpenGL Shading Language Specification. The following lists some of the conditions that will cause a link error.

- The number of active attribute variables supported by the
  implementation has been exceeded.

- The storage limit for uniform variables has been exceeded.

- The number of active uniform variables supported by the implementation
  has been exceeded.

- The main function is missing for the vertex shader or the fragment
  shader.

- A varying variable actually used in the fragment shader is not
  declared in the same way (or is not declared at all) in the vertex
  shader.

- A reference to a function or variable name is unresolved.

- A shared global is declared with two different types or two different
  initial values.

- One or more of the attached shader objects has not been successfully
  compiled.

- Binding a generic attribute matrix caused some rows of the matrix to
  fall outside the allowed maximum of GL.MAX_VERTEX_ATTRIBS.

- Not enough contiguous vertex attribute slots could be found to bind
  attribute matrices.

When a program object has been successfully linked, the program object can be made part of current state by calling UseProgram. Whether or not the link operation was successful, the program object's information log will be overwritten. The information log can be retrieved by calling GetProgramInfoLog.

LinkProgram will also install the generated executables as part of the current rendering state if the link operation was successful and the specified program object is already currently in use as a result of a previous call to UseProgram. If the program object currently in use is relinked unsuccessfully, its link status will be set to GL.FALSE , but the executables and associated state will remain part of the current state until a subsequent call to UseProgram removes it from use. After it is removed from use, it cannot be made part of current state until it has been successfully relinked.

If program contains shader objects of type GL.VERTEX_SHADER but does not contain shader objects of type GL.FRAGMENT_SHADER, the vertex shader will be linked against the implicit interface for fixed functionality fragment processing. Similarly, if program contains shader objects of type GL.FRAGMENT_SHADER but it does not contain shader objects of type GL.VERTEX_SHADER, the fragment shader will be linked against the implicit interface for fixed functionality vertex processing.

The program object's information log is updated and the program is generated at the time of the link operation. After the link operation, applications are free to modify attached shader objects, compile attached shader objects, detach shader objects, delete shader objects, and attach additional shader objects. None of these operations affects the information log or the program that is part of the program object.

If the link operation is unsuccessful, any information about a previous link operation on program is lost (a failed link does not restore the old state of program). Certain information can still be retrieved from program even after an unsuccessful link operation. See for instance GetActiveAttrib and GetActiveUniform.

Error GL.INVALID_VALUE is generated if program is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if LinkProgram is executed between the execution of Begin and the corresponding execution of End.

LinkProgram is available in GL version 2.0 or greater.

func (*GL) LogicOp Uses

func (gl *GL) LogicOp(opcode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glLogicOp.xml

func (*GL) MultiDrawArrays Uses

func (gl *GL) MultiDrawArrays(mode glbase.Enum, first, count []int, drawcount int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glMultiDrawArrays.xml

func (*GL) PixelStoref Uses

func (gl *GL) PixelStoref(pname glbase.Enum, param float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPixelStoref.xml

func (*GL) PixelStorei Uses

func (gl *GL) PixelStorei(pname glbase.Enum, param int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPixelStorei.xml

func (*GL) PointParameterf Uses

func (gl *GL) PointParameterf(pname glbase.Enum, param float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameterf.xml

func (*GL) PointParameterfv Uses

func (gl *GL) PointParameterfv(pname glbase.Enum, params []float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameterfv.xml

func (*GL) PointParameteri Uses

func (gl *GL) PointParameteri(pname glbase.Enum, param int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameteri.xml

func (*GL) PointParameteriv Uses

func (gl *GL) PointParameteriv(pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPointParameteriv.xml

func (*GL) PointSize Uses

func (gl *GL) PointSize(size float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPointSize.xml

func (*GL) PolygonMode Uses

func (gl *GL) PolygonMode(face, mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glPolygonMode.xml

func (*GL) PolygonOffset Uses

func (gl *GL) PolygonOffset(factor, units float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPolygonOffset.xml

func (*GL) PrimitiveRestartIndex Uses

func (gl *GL) PrimitiveRestartIndex(index uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glPrimitiveRestartIndex.xml

func (*GL) ProvokingVertex Uses

func (gl *GL) ProvokingVertex(mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glProvokingVertex.xml

func (*GL) ReadBuffer Uses

func (gl *GL) ReadBuffer(mode glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glReadBuffer.xml

func (*GL) ReadPixels Uses

func (gl *GL) ReadPixels(x, y, width, height int, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glReadPixels.xml

func (*GL) RenderbufferStorage Uses

func (gl *GL) RenderbufferStorage(target, internalFormat glbase.Enum, width, height int)

https://www.opengl.org/sdk/docs/man3/xhtml/glRenderbufferStorage.xml

func (*GL) RenderbufferStorageMultisample Uses

func (gl *GL) RenderbufferStorageMultisample(target glbase.Enum, samples int32, internalFormat glbase.Enum, width, height int)

https://www.opengl.org/sdk/docs/man3/xhtml/glRenderbufferStorageMultisample.xml

func (*GL) SampleCoverage Uses

func (gl *GL) SampleCoverage(value float32, invert bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glSampleCoverage.xml

func (*GL) SampleMaski Uses

func (gl *GL) SampleMaski(index uint32, mask glbase.Bitfield)

https://www.opengl.org/sdk/docs/man3/xhtml/glSampleMaski.xml

func (*GL) Scissor Uses

func (gl *GL) Scissor(x, y, width, height int)

https://www.opengl.org/sdk/docs/man3/xhtml/glScissor.xml

func (*GL) ShaderSource Uses

func (gl *GL) ShaderSource(shader glbase.Shader, source ...string)

ShaderSource sets the source code in shader to the provided source code. Any source code previously stored in the shader object is completely replaced.

Error GL.INVALID_VALUE is generated if shader is not a value generated by OpenGL. GL.INVALID_OPERATION is generated if shader is not a shader object. GL.INVALID_VALUE is generated if count is less than 0. GL.INVALID_OPERATION is generated if ShaderSource is executed between the execution of Begin and the corresponding execution of End.

ShaderSource is available in GL version 2.0 or greater.

func (*GL) StencilFunc Uses

func (gl *GL) StencilFunc(glfunc glbase.Enum, ref int32, mask uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glStencilFunc.xml

func (*GL) StencilFuncSeparate Uses

func (gl *GL) StencilFuncSeparate(face, glfunc glbase.Enum, ref int32, mask uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glStencilFuncSeparate.xml

func (*GL) StencilMask Uses

func (gl *GL) StencilMask(mask uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glStencilMask.xml

func (*GL) StencilMaskSeparate Uses

func (gl *GL) StencilMaskSeparate(face glbase.Enum, mask uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glStencilMaskSeparate.xml

func (*GL) StencilOp Uses

func (gl *GL) StencilOp(fail, zfail, zpass glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glStencilOp.xml

func (*GL) StencilOpSeparate Uses

func (gl *GL) StencilOpSeparate(face, sfail, dpfail, dppass glbase.Enum)

https://www.opengl.org/sdk/docs/man3/xhtml/glStencilOpSeparate.xml

func (*GL) TexBuffer Uses

func (gl *GL) TexBuffer(target, internalFormat glbase.Enum, buffer glbase.Buffer)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexBuffer.xml

func (*GL) TexImage1D Uses

func (gl *GL) TexImage1D(target glbase.Enum, level int, internalFormat int32, width, border int, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage1D.xml

func (*GL) TexImage2D Uses

func (gl *GL) TexImage2D(target glbase.Enum, level int, internalFormat int32, width, height, border int, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage2D.xml

func (*GL) TexImage2DMultisample Uses

func (gl *GL) TexImage2DMultisample(target glbase.Enum, samples, internalFormat int32, width, height int, fixedsamplelocations bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage2DMultisample.xml

func (*GL) TexImage3D Uses

func (gl *GL) TexImage3D(target glbase.Enum, level int, internalFormat int32, width, height int, depth int32, border int, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage3D.xml

func (*GL) TexImage3DMultisample Uses

func (gl *GL) TexImage3DMultisample(target glbase.Enum, samples, internalFormat int32, width, height int, depth int32, fixedsamplelocations bool)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexImage3DMultisample.xml

func (*GL) TexParameterIiv Uses

func (gl *GL) TexParameterIiv(target, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterIiv.xml

func (*GL) TexParameterIuiv Uses

func (gl *GL) TexParameterIuiv(target, pname glbase.Enum, params []uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterIuiv.xml

func (*GL) TexParameterf Uses

func (gl *GL) TexParameterf(target, pname glbase.Enum, param float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterf.xml

func (*GL) TexParameterfv Uses

func (gl *GL) TexParameterfv(target, pname glbase.Enum, params []float32)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameterfv.xml

func (*GL) TexParameteri Uses

func (gl *GL) TexParameteri(target, pname glbase.Enum, param int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameteri.xml

func (*GL) TexParameteriv Uses

func (gl *GL) TexParameteriv(target, pname glbase.Enum, params []int32)

https://www.opengl.org/sdk/docs/man3/xhtml/glTexParameteriv.xml

func (*GL) TexSubImage1D Uses

func (gl *GL) TexSubImage1D(target glbase.Enum, level, xoffset, width int, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glTexSubImage1D.xml

func (*GL) TexSubImage2D Uses

func (gl *GL) TexSubImage2D(target glbase.Enum, level, xoffset, yoffset, width, height int, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glTexSubImage2D.xml

func (*GL) TexSubImage3D Uses

func (gl *GL) TexSubImage3D(target glbase.Enum, level, xoffset, yoffset int, zoffset int32, width, height int, depth int32, format, gltype glbase.Enum, pixels interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glTexSubImage3D.xml

func (*GL) Uniform1f Uses

func (gl *GL) Uniform1f(location glbase.Uniform, v0 float32)

Uniform1f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1f operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform1fv Uses

func (gl *GL) Uniform1fv(location glbase.Uniform, value []float32)

Uniform1fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1fv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform1i Uses

func (gl *GL) Uniform1i(location glbase.Uniform, v0 int32)

Uniform1i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1i operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform1iv Uses

func (gl *GL) Uniform1iv(location glbase.Uniform, value []int32)

Uniform1iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1iv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform1ui Uses

func (gl *GL) Uniform1ui(location glbase.Uniform, v0 uint32)

Uniform1ui modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1ui operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform1uiv Uses

func (gl *GL) Uniform1uiv(location glbase.Uniform, value []uint32)

Uniform1uiv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform1uiv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform2f Uses

func (gl *GL) Uniform2f(location glbase.Uniform, v0, v1 float32)

Uniform2f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2f operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform2fv Uses

func (gl *GL) Uniform2fv(location glbase.Uniform, value []float32)

Uniform2fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2fv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform2i Uses

func (gl *GL) Uniform2i(location glbase.Uniform, v0, v1 int32)

Uniform2i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2i operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform2iv Uses

func (gl *GL) Uniform2iv(location glbase.Uniform, value []int32)

Uniform2iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2iv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform2ui Uses

func (gl *GL) Uniform2ui(location glbase.Uniform, v0, v1 uint32)

Uniform2ui modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2ui operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform2uiv Uses

func (gl *GL) Uniform2uiv(location glbase.Uniform, value []uint32)

Uniform2uiv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform2uiv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform3f Uses

func (gl *GL) Uniform3f(location glbase.Uniform, v0, v1, v2 float32)

Uniform3f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3f operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform3fv Uses

func (gl *GL) Uniform3fv(location glbase.Uniform, value []float32)

Uniform3fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3fv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform3i Uses

func (gl *GL) Uniform3i(location glbase.Uniform, v0, v1, v2 int32)

Uniform3i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3i operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform3iv Uses

func (gl *GL) Uniform3iv(location glbase.Uniform, value []int32)

Uniform3iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3iv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform3ui Uses

func (gl *GL) Uniform3ui(location glbase.Uniform, v0, v1, v2 uint32)

Uniform3ui modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3ui operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform3uiv Uses

func (gl *GL) Uniform3uiv(location glbase.Uniform, value []uint32)

Uniform3uiv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform3uiv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform4f Uses

func (gl *GL) Uniform4f(location glbase.Uniform, v0, v1, v2, v3 float32)

Uniform4f modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4f operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform4fv Uses

func (gl *GL) Uniform4fv(location glbase.Uniform, value []float32)

Uniform4fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4fv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform4i Uses

func (gl *GL) Uniform4i(location glbase.Uniform, v0, v1, v2, v3 int32)

Uniform4i modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4i operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform4iv Uses

func (gl *GL) Uniform4iv(location glbase.Uniform, value []int32)

Uniform4iv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4iv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform4ui Uses

func (gl *GL) Uniform4ui(location glbase.Uniform, v0, v1, v2, v3 uint32)

Uniform4ui modifies the value of a single uniform variable. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4ui operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui} are used to change the value of the uniform variable specified by location using the values passed as arguments. The number specified in the function should match the number of components in the data type of the specified uniform variable (1 for float, int, unsigned int, bool; 2 for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point values are being passed; the suffix i indicates that integer values are being passed; the suffix ui indicates that unsigned integer values are being passed, and this type should also match the data type of the specified uniform variable. The i variants of this function should be used to provide values for uniform variables defined as int, ivec2, ivec3, ivec4, or arrays of these. The ui variants of this function should be used to provide values for uniform variables defined as unsigned int, uvec2, uvec3, uvec4, or arrays of these. The f variants should be used to provide values for uniform variables of type float, vec2, vec3, vec4, or arrays of these. Either the i, ui or f variants may be used to provide values for uniform variables of type bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable will be set to false if the input value is 0 or 0.0f, and it will be set to true otherwise.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) Uniform4uiv Uses

func (gl *GL) Uniform4uiv(location glbase.Uniform, value []uint32)

Uniform4uiv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. Uniform4uiv operates on the program object that was made part of current state by calling UseProgram.

The functions Uniform{1|2|3|4}{f|i|ui}v can be used to modify a single uniform variable or a uniform variable array. These functions receive a slice with the values to be loaded into a uniform variable or a uniform variable array. A slice with length 1 should be used if modifying the value of a single uniform variable, and a length of 1 or greater can be used to modify an entire array or part of an array. When loading n elements starting at an arbitrary position m in a uniform variable array, elements m + n - 1 in the array will be replaced with the new values. If m + n - 1 is larger than the size of the uniform variable array, values for all array elements beyond the end of the array will be ignored. The number specified in the name of the command indicates the number of components for each element in value, and it should match the number of components in the data type of the specified uniform variable (1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.). The data type specified in the name of the command must match the data type for the specified uniform variable as described for Uniform{1|2|3|4}{f|i|ui}.

Uniform1i and Uniform1iv are the only two functions that may be used to load uniform variables defined as sampler types. Loading samplers with any other function will result in a GL.INVALID_OPERATION error.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformBlockBinding Uses

func (gl *GL) UniformBlockBinding(program glbase.Program, v0, v1 uint32)

https://www.opengl.org/sdk/docs/man3/xhtml/glUniformBlockBinding.xml

func (*GL) UniformMatrix2fv Uses

func (gl *GL) UniformMatrix2fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix2fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix2fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix2x3fv Uses

func (gl *GL) UniformMatrix2x3fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix2x3fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix2x3fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix2x4fv Uses

func (gl *GL) UniformMatrix2x4fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix2x4fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix2x4fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix3fv Uses

func (gl *GL) UniformMatrix3fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix3fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix3fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix3x2fv Uses

func (gl *GL) UniformMatrix3x2fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix3x2fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix3x2fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix3x4fv Uses

func (gl *GL) UniformMatrix3x4fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix3x4fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix3x4fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix4fv Uses

func (gl *GL) UniformMatrix4fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix4fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix4fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix4x2fv Uses

func (gl *GL) UniformMatrix4x2fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix4x2fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix4x2fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UniformMatrix4x3fv Uses

func (gl *GL) UniformMatrix4x3fv(location glbase.Uniform, transpose bool, value []float32)

UniformMatrix4x3fv modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by location, which should be a value returned by GetUniformLocation. UniformMatrix4x3fv operates on the program object that was made part of current state by calling UseProgram.

The functions UniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a matrix or an array of matrices. The numbers in the function name are interpreted as the dimensionality of the matrix. The number 2 indicates a 2x2 matrix (4 values), the number 3 indicates a 3x3 matrix (9 values), and the number 4 indicates a 4x4 matrix (16 values). Non-square matrix dimensionality is explicit, with the first number representing the number of columns and the second number representing the number of rows. For example, 2x4 indicates a 2x4 matrix with 2 columns and 4 rows (8 values). The length of the provided slice must be a multiple of the number of values per matrix, to update one or more consecutive matrices.

If transpose is false, each matrix is assumed to be supplied in column major order. If transpose is true, each matrix is assumed to be supplied in row major order.

All active uniform variables defined in a program object are initialized to 0 when the program object is linked successfully. They retain the values assigned to them by a call to Uniform* until the next successful link operation occurs on the program object, when they are once again initialized to 0.

func (*GL) UnmapBuffer Uses

func (gl *GL) UnmapBuffer(target glbase.Enum) bool

https://www.opengl.org/sdk/docs/man3/xhtml/glUnmapBuffer.xml

func (*GL) UseProgram Uses

func (gl *GL) UseProgram(program glbase.Program)

UseProgram installs the program object specified by program as part of current rendering state. One or more executables are created in a program object by successfully attaching shader objects to it with AttachShader, successfully compiling the shader objects with CompileShader, and successfully linking the program object with LinkProgram.

A program object will contain an executable that will run on the vertex processor if it contains one or more shader objects of type GL.VERTEX_SHADER that have been successfully compiled and linked. Similarly, a program object will contain an executable that will run on the fragment processor if it contains one or more shader objects of type GL.FRAGMENT_SHADER that have been successfully compiled and linked.

Successfully installing an executable on a programmable processor will cause the corresponding fixed functionality of OpenGL to be disabled. Specifically, if an executable is installed on the vertex processor, the OpenGL fixed functionality will be disabled as follows.

- The modelview matrix is not applied to vertex coordinates.

- The projection matrix is not applied to vertex coordinates.

- The texture matrices are not applied to texture coordinates.

- Normals are not transformed to eye coordinates.

- Normals are not rescaled or normalized.

- Normalization of GL.AUTO_NORMAL evaluated normals is not performed.

- Texture coordinates are not generated automatically.

- Per-vertex lighting is not performed.

- Color material computations are not performed.

- Color index lighting is not performed.

- This list also applies when setting the current raster position.

The executable that is installed on the vertex processor is expected to implement any or all of the desired functionality from the preceding list. Similarly, if an executable is installed on the fragment processor, the OpenGL fixed functionality will be disabled as follows.

- Texture environment and texture functions are not applied.

- Texture application is not applied.

- Color sum is not applied.

- Fog is not applied.

Again, the fragment shader that is installed is expected to implement any or all of the desired functionality from the preceding list.

While a program object is in use, applications are free to modify attached shader objects, compile attached shader objects, attach additional shader objects, and detach or delete shader objects. None of these operations will affect the executables that are part of the current state. However, relinking the program object that is currently in use will install the program object as part of the current rendering state if the link operation was successful (see LinkProgram). If the program object currently in use is relinked unsuccessfully, its link status will be set to GL.FALSE, but the executables and associated state will remain part of the current state until a subsequent call to UseProgram removes it from use. After it is removed from use, it cannot be made part of current state until it has been successfully relinked.

If program contains shader objects of type GL.VERTEX_SHADER but it does not contain shader objects of type GL.FRAGMENT_SHADER, an executable will be installed on the vertex processor, but fixed functionality will be used for fragment processing. Similarly, if program contains shader objects of type GL.FRAGMENT_SHADER but it does not contain shader objects of type GL.VERTEX_SHADER, an executable will be installed on the fragment processor, but fixed functionality will be used for vertex processing. If program is 0, the programmable processors will be disabled, and fixed functionality will be used for both vertex and fragment processing.

While a program object is in use, the state that controls the disabled fixed functionality may also be updated using the normal OpenGL calls.

Like display lists and texture objects, the name space for program objects may be shared across a set of contexts, as long as the server sides of the contexts share the same address space. If the name space is shared across contexts, any attached objects and the data associated with those attached objects are shared as well.

Applications are responsible for providing the synchronization across API calls when objects are accessed from different execution threads.

Error GL.INVALID_VALUE is generated if program is neither 0 nor a value generated by OpenGL. GL.INVALID_OPERATION is generated if program is not a program object. GL.INVALID_OPERATION is generated if program could not be made part of current state. GL.INVALID_OPERATION is generated if UseProgram is executed between the execution of Begin and the corresponding execution of End.

UseProgram is available in GL version 2.0 or greater.

func (*GL) ValidateProgram Uses

func (gl *GL) ValidateProgram(program glbase.Program)

https://www.opengl.org/sdk/docs/man3/xhtml/glValidateProgram.xml

func (*GL) VertexAttribIPointer Uses

func (gl *GL) VertexAttribIPointer(index glbase.Attrib, size int, gltype glbase.Enum, stride int, pointer interface{})

https://www.opengl.org/sdk/docs/man3/xhtml/glVertexAttribIPointer.xml

func (*GL) VertexAttribPointer Uses

func (gl *GL) VertexAttribPointer(index glbase.Attrib, size int, gltype glbase.Enum, normalized bool, stride int, offset uintptr)

VertexAttribPointer specifies the location and data format of the array of generic vertex attributes at index to use when rendering. size specifies the number of components per attribute and must be 1, 2, 3, or 4. type specifies the data type of each component, and stride specifies the byte stride from one attribute to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. normalized indicates whether the values stored in an integer format are to be mapped to the range [-1,1] (for signed values) or [0,1] (for unsigned values) when they are accessed and converted to floating point; otherwise, values will be converted to floats directly without normalization. offset is a byte offset into the buffer object's data store, which must be bound to the GL.ARRAY_BUFFER target with BindBuffer.

The buffer object binding (GL.ARRAY_BUFFER_BINDING) is saved as generic vertex attribute array client-side state (GL.VERTEX_ATTRIB_ARRAY_BUFFER_BINDING) for the provided index.

To enable and disable a generic vertex attribute array, call EnableVertexAttribArray and DisableVertexAttribArray with index. If enabled, the generic vertex attribute array is used when DrawArrays or DrawElements is called. Each generic vertex attribute array is initially disabled.

VertexAttribPointer is typically implemented on the client side.

Error GL.INVALID_ENUM is generated if type is not an accepted value. GL.INVALID_VALUE is generated if index is greater than or equal to GL.MAX_VERTEX_ATTRIBS. GL.INVALID_VALUE is generated if size is not 1, 2, 3, or 4. GL.INVALID_VALUE is generated if stride is negative.

func (*GL) Viewport Uses

func (gl *GL) Viewport(x, y, width, height int)

https://www.opengl.org/sdk/docs/man3/xhtml/glViewport.xml

func (*GL) WaitSync Uses

func (gl *GL) WaitSync(sync glbase.Sync, flags glbase.Bitfield, timeout uint64)

https://www.opengl.org/sdk/docs/man3/xhtml/glWaitSync.xml

Package GL imports 5 packages (graph). Updated 2016-07-26. Refresh now. Tools for package owners.