public IntPtr GetProcAddress(string procName) => _glInterface.GetProcAddress(procName);
Esempio n. 2
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 public GlInterfaceEx(GlInterface GL) : base(GL.ContextInfo.Version, GL.GetProcAddress)
 {
     GetIntegerva             = GL.GetProcAddress <GlGetIntegerva>("glGetIntegerv");
     BlendFuncSeparate        = GL.GetProcAddress <GlBlendFuncSeparate>("glBlendFuncSeparate");
     Disable                  = GL.GetProcAddress <GlDisable>("glDisable");
     FrontFace                = GL.GetProcAddress <GlFrontFace>("glFrontFace");
     ColorMask                = GL.GetProcAddress <GlColorMask>("glColorMask");
     Uniform4f                = GL.GetProcAddress <GlUniform4f>("glUniform4f");
     IsEnabled                = GL.GetProcAddress <GlIsEnabled>("glIsEnabled");
     GetVertexAttribiv        = GL.GetProcAddress <GlGetVertexAttribiv>("glGetVertexAttribiv");
     DisableVertexAttribArray = GL.GetProcAddress <GlDisableVertexAttribArray>("glDisableVertexAttribArray");
     PixelStorei              = GL.GetProcAddress <GlPixelStorei>("glPixelStorei");
     Uniform1i                = GL.GetProcAddress <GlUniform1i>("glUniform1i");
     DebugMessageCallback     = GL.GetProcAddress <GlDebugMessageCallback>("glDebugMessageCallback");
     GenVertexArrays          = GL.GetProcAddress <GlGenVertexArrays>("glGenVertexArrays");
     BindVertexArray          = GL.GetProcAddress <GlBindVertexArray>("glBindVertexArray");
     DeleteVertexArrays       = GL.GetProcAddress <GlDeleteVertexArrays>("glDeleteVertexArrays");
     PolygonMode              = GL.GetProcAddress <GlPolygonMode>("glPolygonMode");
 }