private static void Load_VERSION_3_1() { DrawArraysInstanced = GetAddress <DrawArraysInstanced>("glDrawArraysInstanced"); _DrawElementsInstanced = GetAddress <DrawElementsInstanced>("glDrawElementsInstanced"); TexBuffer = GetAddress <TexBuffer>("glTexBuffer"); PrimitiveRestartIndex = GetAddress <PrimitiveRestartIndex>("glPrimitiveRestartIndex"); GetUniformIndices = GetAddress <GetUniformIndices>("glGetUniformIndices"); GetActiveUniformsi = GetAddress <GetActiveUniformsi>("glGetActiveUniformsi"); GetActiveUniformsiv = GetAddress <GetActiveUniformsiv>("glGetActiveUniformsiv"); _GetActiveUniformName = GetAddress <GetActiveUniformName>("glGetActiveUniformName"); GetUniformBlockIndex = GetAddress <GetUniformBlockIndex>("glGetUniformBlockIndex"); GetActiveUniformBlocki = GetAddress <GetActiveUniformBlocki>("glGetActiveUniformBlocki"); GetActiveUniformBlockiv = GetAddress <GetActiveUniformBlockiv>("glGetActiveUniformBlockiv"); _GetActiveUniformBlockName = GetAddress <GetActiveUniformBlockName>("glGetActiveUniformBlockName"); UniformBlockBinding = GetAddress <UniformBlockBinding>("glUniformBlockBinding"); if (IntPtr.Size == 4) { CopyBufferSubData_32 = GetAddress <CopyBufferSubData_32>("glCopyBufferSubData"); } else { CopyBufferSubData_64 = GetAddress <CopyBufferSubData_64>("glCopyBufferSubData"); } bool CopyBufferSubData = CopyBufferSubData_32 != null || CopyBufferSubData_64 != null; VERSION_3_1 = VERSION_3_0 && DrawArraysInstanced != null && _DrawElementsInstanced != null && TexBuffer != null && PrimitiveRestartIndex != null && GetUniformIndices != null && GetActiveUniformsiv != null && _GetActiveUniformName != null && GetUniformBlockIndex != null && GetActiveUniformBlockiv != null && _GetActiveUniformBlockName != null && UniformBlockBinding != null && CopyBufferSubData; }
public static void InitGL_3_1(OpenGLContext ctx) { glDrawArraysInstanced = ctx.GetProc<DrawArraysInstanced>("glDrawArraysInstanced"); glDrawElementsInstanced = ctx.GetProc<DrawElementsInstanced>("glDrawElementsInstanced"); glTexBuffer = ctx.GetProc<TexBuffer>("glTexBuffer"); glPrimitiveRestartIndex = ctx.GetProc<PrimitiveRestartIndex>("glPrimitiveRestartIndex"); }