public static extern void glDrawBuffer(DrawBufferTarget mode);
 /// <summary>
 /// Sets the drawbuffers to be used.
 /// </summary>
 /// <param name="bufs">An array of drawbuffer targets to use.</param>
 public static void DrawBuffers(DrawBufferTarget[] bufs)
 {
     Delegates.glDrawBuffers(bufs.Length, ref bufs[0]);
 }
Example #3
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 /// <summary>
 /// Sets the drawbuffer a framebuffer should use (or not use).
 /// </summary>
 /// <param name="FramebufferID">id of framebuffer to set.</param>
 /// <param name="mode">Drawbuffer to use</param>
 public static void FramebufferDrawBufferEXT(uint FramebufferID, DrawBufferTarget mode)
 {
     Delegates.glFramebufferDrawBufferEXT(FramebufferID, mode);
 }
 /// <summary>
 /// specify which color buffers are to be drawn into
 /// When colors are written to the frame buffer, they are written into the color buffers specified by glDrawBuffer.
 /// </summary>
 /// <param name="mode">Specifies up to four color buffers to be drawn into. Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, and GL_FRONT_AND_BACK are accepted. The initial value is GL_FRONT for single-buffered contexts, and GL_BACK for double-buffered contexts.</param>
 public static void DrawBuffer(DrawBufferTarget mode)
 {
     Delegates.glDrawBuffer(mode);
 }
 /// <summary>
 /// Sets a number of drawbuffers a framebuffer should use (or not use).
 /// </summary>
 /// <param name="FramebufferID">id of framebuffer to set for</param>
 /// <param name="bufs">Array of drawbuffers to specify in one call.</param>
 public static void FramebufferDrawBuffersEXT(uint FramebufferID, DrawBufferTarget[] bufs)
 {
     Delegates.glFramebufferDrawBuffersEXT(FramebufferID, bufs.Length, ref bufs[0]);
 }
 /// <summary>
 /// Sets the drawbuffer a framebuffer should use (or not use).
 /// </summary>
 /// <param name="FramebufferID">id of framebuffer to set.</param>
 /// <param name="mode">Drawbuffer to use</param>
 public static void FramebufferDrawBufferEXT(uint FramebufferID, DrawBufferTarget mode)
 {
     Delegates.glFramebufferDrawBufferEXT(FramebufferID, mode);
 }
 //ARB_blend_func_extended
 /// <summary>
 /// bind a user-defined varying/attribute out variable to a fragment shader color number and index
 /// </summary>
 /// <param name="Program">The name of the program containing varying/attribute out variable whose binding to modify</param>
 /// <param name="colorNumber">The color number to bind the user-defined varying out variable to. colorNumber must be less than the value of GL_MAX_DRAW_BUFFERS</param>
 /// <param name="Index">The index of the color input to bind the user-defined varying out variable to</param>
 /// <param name="Name">The name of the user-defined varying/attribute out variable whose binding to modify</param>
 /// <remarks>
 /// glBindFragDataLocationIndexed specifies that the varying out variable name in program should be bound to fragment color colorNumber when the program is next linked. index may be zero or one to specify that the color be used as either the first or second color input to the blend equation, respectively.
 /// The bindings specified by glBindFragDataLocationIndexed have no effect until program is next linked. Bindings may be specified at any time after program has been created. Specifically, they may be specified before shader objects are attached to the program. Therefore, any name may be specified in name, including a name that is never used as a varying out variable in any fragment shader object. Names beginning with gl_ are reserved by the GL.
 /// If name was bound previously, its assigned binding is replaced with colorNumber and index. name must be a null-terminated string. index must be less than or equal to one, and colorNumber must be less than the value of GL_MAX_DRAW_BUFFERS if index is zero, and less than the value of GL_MAX_DUAL_SOURCE_DRAW_BUFFERS if index is greater than or equal to one.
 /// <list type="bullet">
 ///     <listheader>In addition to the errors generated by glBindFragDataLocationIndexed, the program program will fail to link if:</listheader>
 ///     <item>The number of active outputs is greater than the value GL_MAX_DRAW_BUFFERS.</item>
 ///     <item>More than one varying out variable is bound to the same color number.</item>
 /// </list>
 /// Varying out varyings may have locations assigned explicitly in the shader text using a location layout qualifier. If a shader statically assigns a location to a varying out variable in the shader text, that location is used and any location assigned with glBindFragDataLocation is ignored.
 /// </remarks>
 public static void BindFragDataLocationIndexed(uint Program, DrawBufferTarget colorNumber, int Index, string Name)
 {
     Delegates.glBindFragDataLocationIndexed(Program, colorNumber, Index, Name);
 }
 /// <summary>
 /// Binds a fragment output to a specified drawbuffer.
 /// </summary>
 /// <param name="Program">Program containg named fragment output.</param>
 /// <param name="colorNumber">The drawbuffer to write fragment output to.</param>
 /// <param name="Name">Name of fragment output to bind.</param>
 public static void BindFragDataLocation(uint Program, DrawBufferTarget colorNumber, string Name)
 {
     Delegates.glBindFragDataLocation(Program, colorNumber, Name);
 }
 /// <summary>
 /// Sets the color mask for a specified drawbuffer.
 /// </summary>
 /// <param name="drawbuffer">Drawbuffer to set mask for.</param>
 /// <param name="red">red mask</param>
 /// <param name="green">green mask</param>
 /// <param name="blue">blue mask</param>
 /// <param name="alpha">alpha mask.</param>
 public static void ColorMaski(DrawBufferTarget drawbuffer, bool red, bool green, bool blue, bool alpha)
 {
     Delegates.glColorMaski(drawbuffer, red, green, blue, alpha);
 }