public static void GetSamplerParameteri(uint sampler, SamplerParameterName pname, out DepthFunction param) { int p; _GetSamplerParameteri(sampler, pname, out p); param = (DepthFunction)p; }
public static void GetSamplerParameteri(uint sampler, SamplerParameterName pname, out TextureMinFilter param) { int p; _GetSamplerParameteri(sampler, pname, out p); param = (TextureMinFilter)p; }
public static void GetSamplerParameteri(uint sampler, SamplerParameterName pname, out TextureCompareMode param) { int p; _GetSamplerParameteri(sampler, pname, out p); param = (TextureCompareMode)p; }
public static void glSamplerParameterf(uint sampler, SamplerParameterName pname, float param) => p_glSamplerParameterf(sampler, pname, param);
protected abstract void Set(SamplerParameterName pname, int value);
protected override void Set(SamplerParameterName pname, double value) { using (Context.Lock()) GL.SamplerParameter(Id, pname, checked ((float)value)); }
protected override double Get1d(SamplerParameterName pname) { float result; using (Context.Lock()) GL.GetSamplerParameter(Id, pname, out result); return(result); }
/// <summary> /// Set a sampler parameter /// </summary> /// <param name="param">The parameter</param> /// <param name="value">The value</param> public void SetParameter(SamplerParameterName param, float value) { GL.SamplerParameter(Handle.Handle, param, value); }
public Sampler Set <T>(SamplerParameterName name, T value) where T : struct, IConvertible { SetParameter(SamplerParameter.Create <T>(name, value)); return(this); }
public static void SamplerParameteri(uint sampler, SamplerParameterName pname, TextureCompareMode param) { _SamplerParameteri(sampler, pname, (int)param); }
protected override double Get1d(SamplerParameterName pname) { float result; using (Context.Lock()) GL.GetSamplerParameter(Id, pname, out result); return result; }
protected abstract int Get1i(SamplerParameterName pname);
protected abstract double Get1d(SamplerParameterName pname);
public static void glSamplerParameterfv(uint sampler, SamplerParameterName pname, float * @params) => p_glSamplerParameterfv(sampler, pname, @params);
public static void glSamplerParameteri(uint sampler, SamplerParameterName pname, int param) => p_glSamplerParameteri(sampler, pname, param);
protected override int Get1i(SamplerParameterName pname) { return(Get1i((GetTextureParameter)pname)); }
public static void SamplerParameteri(uint sampler, SamplerParameterName pname, TextureMinFilter param) { _SamplerParameteri(sampler, pname, (int)param); }
protected override int Get1i(SamplerParameterName pname) { int result; using (Context.Lock()) GL.GetSamplerParameter(Id, pname, out result); return result; }
public static void SamplerParameteri(uint sampler, SamplerParameterName pname, DepthFunction param) { _SamplerParameteri(sampler, pname, (int)param); }
protected override void Set(SamplerParameterName pname, double value) { using (Context.Lock()) GL.SamplerParameter(Id, pname, checked((float)value)); }
/// <summary> /// Sets sampler parameters. /// </summary> /// <param name="parameterName">The parameter name to set.</param> /// <param name="value">The value to set.</param> public void SetParameter(SamplerParameterName parameterName, int value) { GL.SamplerParameter(Handle, parameterName, value); }
protected override void Set(SamplerParameterName pname, int value) { using (Context.Lock()) GL.SamplerParameter(Id, pname, value); }
/// <summary> /// Get a sampler parameter /// </summary> /// <param name="param">The parameter</param> /// <param name="value">The value</param> public void GetParameter(SamplerParameterName param, out float value) { GL.GetSamplerParameter(Handle.Handle, param, out value); }
public static void GetSamplerParameteri(uint sampler, SamplerParameterName pname, out int param) { _GetSamplerParameteri(sampler, pname, out param); }
protected override int Get1i(SamplerParameterName pname) { int result; using (Context.Lock()) GL.GetSamplerParameter(Id, pname, out result); return(result); }
private void SetSamplerParameter(SamplerParameterName parameter, int value) { GL.SamplerParameter(Id, parameter, value); }
protected override void Set(SamplerParameterName pname, int value) { Set((TextureParameterName)pname, value); }
public SamplerParameter(SamplerParameterName name, T value) { ParameterName = name; Value = value; }
public static void SamplerParameteri(uint sampler, SamplerParameterName pname, int param) { _SamplerParameteri(sampler, pname, param); }
protected override double Get1d(SamplerParameterName pname) { float result; using (Lock()) GL.GetTexParameter(Target, (GetTextureParameter)pname, out result); return(result); }