//ARB_texture_buffer_range
 public static void TextureBufferRangeEXT(uint TextureID, BufferTextureTarget target, TextureBufferInternalFormat iformat, uint BufferId, IntPtr Offset, IntPtr Size)
 {
     Delegates.glTextureBufferRangeEXT(TextureID, target, iformat, BufferId, Offset, Size);
 }
 //ARB_clear_buffer_object
 public static void ClearNamedBufferDataEXT(uint buffer, TextureBufferInternalFormat internalformat, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearNamedBufferDataEXT(buffer, internalformat, format, type, data);
 }
 public static void ClearNamedBufferSubDataEXT(uint buffer, TextureBufferInternalFormat internalformat, long offset, long size, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearNamedBufferSubDataEXT(buffer, internalformat, (IntPtr)offset, (IntPtr)size, format, type, data);
 }
Beispiel #4
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 //ARB_texture_buffer_range
 public static void TextureBufferRangeEXT(uint TextureID, BufferTextureTarget target, TextureBufferInternalFormat iformat, uint BufferId, IntPtr Offset, IntPtr Size)
 {
     Delegates.glTextureBufferRangeEXT(TextureID, target, iformat, BufferId, Offset, Size);
 }
 /// <summary>
 /// Creates a texture buffer on named texture with named buffer as backing store.
 /// </summary>
 /// <param name="TextureID">Valid unallocated texture id.</param>
 /// <param name="format">BufferTexture Format</param>
 /// <param name="BufferID">Buffer id of backing store to texture buffer.</param>
 /// <param name="target">Type of buffer texture to create.</param>
 public static void TextureBufferEXT(uint TextureID, TextureBufferInternalFormat format, uint BufferID, BufferTextureTarget target = BufferTextureTarget.TextureBuffer)
 {
     Delegates.glTextureBufferEXT(TextureID, target, format, BufferID);
 }
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 //ARB_clear_buffer_object
 public static void ClearNamedBufferDataEXT(uint buffer, TextureBufferInternalFormat internalformat, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearNamedBufferDataEXT(buffer, internalformat, format, type, data);
 }
Beispiel #7
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 public static void ClearNamedBufferSubDataEXT(uint buffer, TextureBufferInternalFormat internalformat, long offset, long size, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearNamedBufferSubDataEXT(buffer, internalformat, (IntPtr)offset, (IntPtr)size, format, type, data);
 }
 //ARB_texture_rectangle
 //ARB_texture_buffer_object
 /// <summary>
 /// Creates a Texture buffer from a created buffer id on current bound texture id?.
 /// </summary>
 /// <param name="format">Desired internal format of this texture buffer.</param>
 /// <param name="BufferId">Buffer id to create on.</param>
 /// <param name="target">Type of texture buffer to create.</param>
 public static void TexBuffer(TextureBufferInternalFormat format, uint BufferId, BufferTextureTarget target = BufferTextureTarget.TextureBuffer)
 {
     Delegates.glTexBuffer(target, format, BufferId);
 }
 /// <summary>
 /// Creates a texture buffer on named texture with named buffer as backing store.
 /// </summary>
 /// <param name="TextureID">Valid unallocated texture id.</param>
 /// <param name="format">BufferTexture Format</param>
 /// <param name="BufferID">Buffer id of backing store to texture buffer.</param>
 /// <param name="target">Type of buffer texture to create.</param>
 public static void TextureBufferEXT(uint TextureID, TextureBufferInternalFormat format, uint BufferID, BufferTextureTarget target  = BufferTextureTarget.TextureBuffer )
 {
     Delegates.glTextureBufferEXT(TextureID, target, format, BufferID);
 }
 /// <summary>
 /// Clears subparts of internal storage of a texture buffer.
 /// </summary>
 /// <param name="target"></param>
 /// <param name="internalformat"></param>
 /// <param name="Offset"></param>
 /// <param name="Size"></param>
 /// <param name="format"></param>
 /// <param name="type"></param>
 /// <param name="data"></param>
 public static void ClearBufferSubData(BufferTarget target, TextureBufferInternalFormat internalformat, long Offset, long Size, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearBufferSubData(target, internalformat, (IntPtr)Offset, (IntPtr)Size, format, type, data);
 }
 //ARB_texture_buffer_range
 /// <summary>
 /// Attaches the range of the storage for the buffer object named buffer for size basic machine units, starting at offset (also in basic machine units) to the active buffer texture, and specifies an internal format for the texel array found in the range of the attached buffer object.
 /// </summary>
 /// <param name="iformat">internalformat specifies the storage format and must be one of the sized internal formats found in table 8.15.</param>
 /// <param name="BufferId">If buffer is zero, then any buffer object attached to the buffer texture is detached.</param>
 /// <param name="Offset">Size In bytes from start of bound buffer to where start of texel data.</param>
 /// <param name="Size">Size in bytes of texel data from offset.</param>
 /// <param name="target">target must be TEXTURE_BUFFER.</param>
 /// <remarks>
 /// If buffer is zero, then any buffer object attached to the buffer texture is detached, the values offset and size are ignored and the state for offset and size for the buffer texture are reset to zero.
 /// A buffer texture is similar to a one-dimensional texture. However, unlike other texture types, the texel array is not stored as part of the texture. Instead, a buffer object is attached to a buffer texture and the texel array is taken from that buffer object’s data store. When the contents of a buffer object’s data store are modified, those changes are reflected in the contents of any buffer texture to which the buffer object is attached.
 /// </remarks>
 public static void TexBufferRange(TextureBufferInternalFormat iformat, uint BufferId, long Offset, long Size, BufferTextureTarget target = BufferTextureTarget.TextureBuffer)
 {
     Delegates.glTexBufferRange(target, iformat, BufferId, (IntPtr)Offset, (IntPtr)Size);
 }
 //ARB_clear_buffer_object
 /// <summary>
 /// Clears the internal storage of a texture buffer.
 /// </summary>
 /// <param name="target"></param>
 /// <param name="internalformat"></param>
 /// <param name="format"></param>
 /// <param name="type"></param>
 /// <param name="data"></param>
 public static void ClearBufferData(BufferTarget target, TextureBufferInternalFormat internalformat, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearBufferData(target, internalformat, format, type, data);
 }
 //ARB_texture_rectangle
 //ARB_texture_buffer_object
 /// <summary>
 /// Creates a Texture buffer from a created buffer id on current bound texture id?.
 /// </summary>
 /// <param name="format">Desired internal format of this texture buffer.</param>
 /// <param name="BufferId">Buffer id to create on.</param>
 /// <param name="target">Type of texture buffer to create.</param>
 public static void TexBuffer(TextureBufferInternalFormat format, uint BufferId, BufferTextureTarget target = BufferTextureTarget.TextureBuffer)
 {
     Delegates.glTexBuffer(target, format, BufferId);
 }
 //ARB_texture_buffer_range
 /// <summary>
 /// Attaches the range of the storage for the buffer object named buffer for size basic machine units, starting at offset (also in basic machine units) to the active buffer texture, and specifies an internal format for the texel array found in the range of the attached buffer object.
 /// </summary>
 /// <param name="iformat">internalformat specifies the storage format and must be one of the sized internal formats found in table 8.15.</param>
 /// <param name="BufferId">If buffer is zero, then any buffer object attached to the buffer texture is detached.</param>
 /// <param name="Offset">Size In bytes from start of bound buffer to where start of texel data.</param>
 /// <param name="Size">Size in bytes of texel data from offset.</param>
 /// <param name="target">target must be TEXTURE_BUFFER.</param>
 /// <remarks>
 /// If buffer is zero, then any buffer object attached to the buffer texture is detached, the values offset and size are ignored and the state for offset and size for the buffer texture are reset to zero.
 /// A buffer texture is similar to a one-dimensional texture. However, unlike other texture types, the texel array is not stored as part of the texture. Instead, a buffer object is attached to a buffer texture and the texel array is taken from that buffer object’s data store. When the contents of a buffer object’s data store are modified, those changes are reflected in the contents of any buffer texture to which the buffer object is attached.
 /// </remarks>
 public static void TexBufferRange(TextureBufferInternalFormat iformat, uint BufferId, long Offset, long Size, BufferTextureTarget target = BufferTextureTarget.TextureBuffer)
 {
     Delegates.glTexBufferRange(target, iformat, BufferId, (IntPtr)Offset, (IntPtr)Size);
 }
 /// <summary>
 /// Clears subparts of internal storage of a texture buffer.
 /// </summary>
 /// <param name="target"></param>
 /// <param name="internalformat"></param>
 /// <param name="Offset"></param>
 /// <param name="Size"></param>
 /// <param name="format"></param>
 /// <param name="type"></param>
 /// <param name="data"></param>
 public static void ClearBufferSubData(BufferTarget target, TextureBufferInternalFormat internalformat, long Offset, long Size, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearBufferSubData(target, internalformat, (IntPtr)Offset, (IntPtr)Size, format, type, data);
 }
 //ARB_clear_buffer_object
 /// <summary>
 /// Clears the internal storage of a texture buffer.
 /// </summary>
 /// <param name="target"></param>
 /// <param name="internalformat"></param>
 /// <param name="format"></param>
 /// <param name="type"></param>
 /// <param name="data"></param>
 public static void ClearBufferData(BufferTarget target, TextureBufferInternalFormat internalformat, ClearBufferDataFormat format, PixelType type, IntPtr data)
 {
     Delegates.glClearBufferData(target, internalformat, format, type, data);
 }