Java 类org.lwjgl.util.generator.opengl.GLbitfield 实例源码
项目:Wolf_game
文件:AMD_sparse_texture.java
void glTexStorageSparseAMD(@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:Wolf_game
文件:AMD_sparse_texture.java
void glTextureStorageSparseAMD(@GLuint int texture,
@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:GPVM
文件:AMD_sparse_texture.java
void glTexStorageSparseAMD(@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:GPVM
文件:AMD_sparse_texture.java
void glTextureStorageSparseAMD(@GLuint int texture,
@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:TeacherSmash
文件:AMD_sparse_texture.java
void glTexStorageSparseAMD(@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:TeacherSmash
文件:AMD_sparse_texture.java
void glTextureStorageSparseAMD(@GLuint int texture,
@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:3d-Demo
文件:AMD_sparse_texture.java
void glTexStorageSparseAMD(@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:3d-Demo
文件:AMD_sparse_texture.java
void glTextureStorageSparseAMD(@GLuint int texture,
@GLenum int target,
@GLenum int internalFormat,
@GLsizei int width,
@GLsizei int height,
@GLsizei int depth,
@GLsizei int layers,
@GLbitfield int flags);
项目:PhET
文件:ARB_texture_multisample.java
@Reuse("GL32")
void glSampleMaski(@GLuint int index, @GLbitfield int mask);
项目:PhET
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:Wolf_game
文件:ARB_texture_multisample.java
@Reuse("GL32")
void glSampleMaski(@GLuint int index, @GLbitfield int mask);
项目:Wolf_game
文件:ARB_shader_image_load_store.java
@Reuse("GL42")
void glMemoryBarrier(@GLbitfield int barriers);
项目:Wolf_game
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:Wolf_game
文件:QCOM_tiled_rendering.java
void glStartTilingQCOM(@GLuint int x, @GLuint int y, @GLuint int width, @GLuint int height,
@GLbitfield int preserveMask);
项目:Wolf_game
文件:ANGLE_framebuffer_blit.java
void glBlitFramebufferANGLE(int srcX0, int srcY0, int srcX1, int srcY1,
int dstX0, int dstY0, int dstX1, int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:GPVM
文件:ARB_texture_multisample.java
@Reuse("GL32")
void glSampleMaski(@GLuint int index, @GLbitfield int mask);
项目:GPVM
文件:ARB_shader_image_load_store.java
@Reuse("GL42")
void glMemoryBarrier(@GLbitfield int barriers);
项目:GPVM
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:GPVM
文件:QCOM_tiled_rendering.java
void glStartTilingQCOM(@GLuint int x, @GLuint int y, @GLuint int width, @GLuint int height,
@GLbitfield int preserveMask);
项目:GPVM
文件:ANGLE_framebuffer_blit.java
void glBlitFramebufferANGLE(int srcX0, int srcY0, int srcX1, int srcY1,
int dstX0, int dstY0, int dstX1, int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:TeacherSmash
文件:ARB_texture_multisample.java
@Reuse("GL32")
void glSampleMaski(@GLuint int index, @GLbitfield int mask);
项目:TeacherSmash
文件:ARB_shader_image_load_store.java
@Reuse("GL42")
void glMemoryBarrier(@GLbitfield int barriers);
项目:TeacherSmash
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:TeacherSmash
文件:QCOM_tiled_rendering.java
void glStartTilingQCOM(@GLuint int x, @GLuint int y, @GLuint int width, @GLuint int height,
@GLbitfield int preserveMask);
项目:TeacherSmash
文件:ANGLE_framebuffer_blit.java
void glBlitFramebufferANGLE(int srcX0, int srcY0, int srcX1, int srcY1,
int dstX0, int dstY0, int dstX1, int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:3d-Demo
文件:ARB_texture_multisample.java
@Reuse("GL32")
void glSampleMaski(@GLuint int index, @GLbitfield int mask);
项目:3d-Demo
文件:ARB_shader_image_load_store.java
@Reuse("GL42")
void glMemoryBarrier(@GLbitfield int barriers);
项目:3d-Demo
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:3d-Demo
文件:QCOM_tiled_rendering.java
void glStartTilingQCOM(@GLuint int x, @GLuint int y, @GLuint int width, @GLuint int height,
@GLbitfield int preserveMask);
项目:3d-Demo
文件:ANGLE_framebuffer_blit.java
void glBlitFramebufferANGLE(int srcX0, int srcY0, int srcX1, int srcY1,
int dstX0, int dstY0, int dstX1, int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:PhET
文件:EXT_framebuffer_blit.java
/**
Transfers a rectangle of pixel values from one
region of the read framebuffer to another in the draw framebuffer.
<mask> is the bitwise OR of a number of values indicating which
buffers are to be copied. The values are COLOR_BUFFER_BIT,
DEPTH_BUFFER_BIT, and STENCIL_BUFFER_BIT.
The pixels corresponding to these buffers are
copied from the source rectangle, bound by the locations (srcX0,
srcY0) and (srcX1, srcY1) inclusive, to the destination rectangle,
bound by the locations (dstX0, dstY0) and (dstX1, dstY1)
inclusive.
If the source and destination rectangle dimensions do not match,
the source image is stretched to fit the destination
rectangle. <filter> must be LINEAR or NEAREST and specifies the
method of interpolation to be applied if the image is
stretched.
*/
void glBlitFramebufferEXT(
@GLint int srcX0, @GLint int srcY0, @GLint int srcX1, @GLint int srcY1,
@GLint int dstX0, @GLint int dstY0, @GLint int dstX1, @GLint int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:Wolf_game
文件:EXT_framebuffer_blit.java
/**
Transfers a rectangle of pixel values from one
region of the read framebuffer to another in the draw framebuffer.
<mask> is the bitwise OR of a number of values indicating which
buffers are to be copied. The values are COLOR_BUFFER_BIT,
DEPTH_BUFFER_BIT, and STENCIL_BUFFER_BIT.
The pixels corresponding to these buffers are
copied from the source rectangle, bound by the locations (srcX0,
srcY0) and (srcX1, srcY1) inclusive, to the destination rectangle,
bound by the locations (dstX0, dstY0) and (dstX1, dstY1)
inclusive.
If the source and destination rectangle dimensions do not match,
the source image is stretched to fit the destination
rectangle. <filter> must be LINEAR or NEAREST and specifies the
method of interpolation to be applied if the image is
stretched.
*/
void glBlitFramebufferEXT(
@GLint int srcX0, @GLint int srcY0, @GLint int srcX1, @GLint int srcY1,
@GLint int dstX0, @GLint int dstY0, @GLint int dstX1, @GLint int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:GPVM
文件:EXT_framebuffer_blit.java
/**
Transfers a rectangle of pixel values from one
region of the read framebuffer to another in the draw framebuffer.
<mask> is the bitwise OR of a number of values indicating which
buffers are to be copied. The values are COLOR_BUFFER_BIT,
DEPTH_BUFFER_BIT, and STENCIL_BUFFER_BIT.
The pixels corresponding to these buffers are
copied from the source rectangle, bound by the locations (srcX0,
srcY0) and (srcX1, srcY1) inclusive, to the destination rectangle,
bound by the locations (dstX0, dstY0) and (dstX1, dstY1)
inclusive.
If the source and destination rectangle dimensions do not match,
the source image is stretched to fit the destination
rectangle. <filter> must be LINEAR or NEAREST and specifies the
method of interpolation to be applied if the image is
stretched.
*/
void glBlitFramebufferEXT(
@GLint int srcX0, @GLint int srcY0, @GLint int srcX1, @GLint int srcY1,
@GLint int dstX0, @GLint int dstY0, @GLint int dstX1, @GLint int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:TeacherSmash
文件:EXT_framebuffer_blit.java
/**
Transfers a rectangle of pixel values from one
region of the read framebuffer to another in the draw framebuffer.
<mask> is the bitwise OR of a number of values indicating which
buffers are to be copied. The values are COLOR_BUFFER_BIT,
DEPTH_BUFFER_BIT, and STENCIL_BUFFER_BIT.
The pixels corresponding to these buffers are
copied from the source rectangle, bound by the locations (srcX0,
srcY0) and (srcX1, srcY1) inclusive, to the destination rectangle,
bound by the locations (dstX0, dstY0) and (dstX1, dstY1)
inclusive.
If the source and destination rectangle dimensions do not match,
the source image is stretched to fit the destination
rectangle. <filter> must be LINEAR or NEAREST and specifies the
method of interpolation to be applied if the image is
stretched.
*/
void glBlitFramebufferEXT(
@GLint int srcX0, @GLint int srcY0, @GLint int srcX1, @GLint int srcY1,
@GLint int dstX0, @GLint int dstY0, @GLint int dstX1, @GLint int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:3d-Demo
文件:EXT_framebuffer_blit.java
/**
Transfers a rectangle of pixel values from one
region of the read framebuffer to another in the draw framebuffer.
<mask> is the bitwise OR of a number of values indicating which
buffers are to be copied. The values are COLOR_BUFFER_BIT,
DEPTH_BUFFER_BIT, and STENCIL_BUFFER_BIT.
The pixels corresponding to these buffers are
copied from the source rectangle, bound by the locations (srcX0,
srcY0) and (srcX1, srcY1) inclusive, to the destination rectangle,
bound by the locations (dstX0, dstY0) and (dstX1, dstY1)
inclusive.
If the source and destination rectangle dimensions do not match,
the source image is stretched to fit the destination
rectangle. <filter> must be LINEAR or NEAREST and specifies the
method of interpolation to be applied if the image is
stretched.
*/
void glBlitFramebufferEXT(
@GLint int srcX0, @GLint int srcY0, @GLint int srcX1, @GLint int srcY1,
@GLint int dstX0, @GLint int dstY0, @GLint int dstX1, @GLint int dstY1,
@GLbitfield int mask, @GLenum int filter);
项目:PhET
文件:EXT_shader_image_load_store.java
void glMemoryBarrierEXT(@GLbitfield int barriers);
项目:Wolf_game
文件:EXT_shader_image_load_store.java
void glMemoryBarrierEXT(@GLbitfield int barriers);
项目:Wolf_game
文件:QCOM_tiled_rendering.java
void glEndTilingQCOM(@GLbitfield int preserveMask);
项目:GPVM
文件:EXT_shader_image_load_store.java
void glMemoryBarrierEXT(@GLbitfield int barriers);
项目:GPVM
文件:QCOM_tiled_rendering.java
void glEndTilingQCOM(@GLbitfield int preserveMask);