public static void LoadEntryPoints() { LoadPlatformEntryPoints (); Enable = (EnableDelegate)Marshal.GetDelegateForFunctionPointer (EntryPointHelper.GetAddress ("glEnable"), typeof(EnableDelegate)); ClearColor = (ClearColorDelegate)Marshal.GetDelegateForFunctionPointer (EntryPointHelper.GetAddress ("glClearColor"), typeof(ClearColorDelegate)); Clear = (ClearDelegate)Marshal.GetDelegateForFunctionPointer (EntryPointHelper.GetAddress ("glClear"), typeof(ClearDelegate)); }
internal static void LoadEntryPoints() { if (Viewport == null) { Viewport = LoadFunction <ViewportDelegate>("glViewport"); } if (Scissor == null) { Scissor = LoadFunction <ScissorDelegate>("glScissor"); } //if (MakeCurrent == null) // MakeCurrent = LoadFunction<MakeCurrentDelegate>("glMakeCurrent"); GetError = LoadFunction <GetErrorDelegate>("glGetError"); EnableVertexAttribArray = LoadFunction <EnableVertexAttribArrayDelegate>("glEnableVertexAttribArray"); DisableVertexAttribArray = LoadFunction <DisableVertexAttribArrayDelegate>("glDisableVertexAttribArray"); _getStringInternal = LoadFunction <GetStringDelegate>("glGetString"); ClearDepth = LoadFunction <ClearDepthDelegate>("glClearDepth") ?? LoadFunction <ClearDepthDelegate>("glClearDepthf"); Clear = LoadFunction <ClearDelegate>("glClear"); ClearColor = LoadFunction <ClearColorDelegate>("glClearColor"); ClearStencil = LoadFunction <ClearStencilDelegate>("glClearStencil"); Enable = LoadFunction <EnableDelegate>("glEnable"); Disable = LoadFunction <DisableDelegate>("glDisable"); BindBuffer = LoadFunction <BindBufferDelegate>("glBindBuffer"); //DrawBuffers = LoadFunction<DrawBuffersDelegate>("glDrawBuffers"); //DrawElements = LoadFunction<DrawElementsDelegate>("glDrawElements"); DrawArrays = LoadFunction <DrawArraysDelegate>("glDrawArrays"); //Uniform1i = LoadFunction<Uniform1iDelegate>("glUniform1i"); //Uniform4fv = LoadFunction<Uniform4fvDelegate>("glUniform4fv"); //ReadPixelsInternal = LoadFunction<ReadPixelsDelegate>("glReadPixels"); CreateShader = LoadFunction <CreateShaderDelegate>("glCreateShader"); ShaderSourceInternal = LoadFunction <ShaderSourceDelegate>("glShaderSource"); CompileShader = LoadFunction <CompileShaderDelegate>("glCompileShader"); ColorMask = LoadFunction <ColorMaskDelegate>("glColorMask"); //TODO: DepthFunc = LoadFunction<DepthFuncDelegate>("glDepthFunc"); DepthMask = LoadFunction <DepthMaskDelegate>("glDepthMask"); StencilMask = LoadFunction <StencilMaskDelegate>("glStencilMask"); GenBuffers = LoadFunction <GenBuffersDelegate>("glGenBuffers"); BufferData = LoadFunction <BufferDataDelegate>("glBufferData"); //MapBuffer = LoadFunction<MapBufferDelegate>("glMapBuffer"); //UnmapBuffer = LoadFunction<UnmapBufferDelegate>("glUnmapBuffer"); BufferSubData = LoadFunction <BufferSubDataDelegate>("glBufferSubData"); //DeleteBuffers = LoadFunction<DeleteBuffersDelegate>("glDeleteBuffers"); VertexAttribPointer = LoadFunction <VertexAttribPointerDelegate>("glVertexAttribPointer"); }