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📄 gl2extensions.cpp

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// ***************************************************************************////   Generated automatically by genwrapper.//   Please DO NOT EDIT this file!//// ***************************************************************************#include <osgIntrospection/ReflectionMacros>#include <osgIntrospection/TypedMethodInfo>#include <osgIntrospection/StaticMethodInfo>#include <osgIntrospection/Attributes>#include <osg/GL2Extensions>// Must undefine IN and OUT macros defined in Windows headers#ifdef IN#undef IN#endif#ifdef OUT#undef OUT#endifBEGIN_OBJECT_REFLECTOR(osg::GL2Extensions)	I_DeclaringFile("osg/GL2Extensions");	I_BaseType(osg::Referenced);	I_Constructor1(IN, unsigned int, contextID,	               Properties::NON_EXPLICIT,	               ____GL2Extensions__unsigned_int,	               "",	               "");	I_Constructor1(IN, const osg::GL2Extensions &, rhs,	               Properties::NON_EXPLICIT,	               ____GL2Extensions__C5_GL2Extensions_R1,	               "",	               "");	I_Method1(void, lowestCommonDenominator, IN, const osg::GL2Extensions &, rhs,	          Properties::NON_VIRTUAL,	          __void__lowestCommonDenominator__C5_GL2Extensions_R1,	          "",	          "");	I_Method1(void, setupGL2Extensions, IN, unsigned int, contextID,	          Properties::NON_VIRTUAL,	          __void__setupGL2Extensions__unsigned_int,	          "",	          "");	I_Method0(bool, isGlslSupported,	          Properties::NON_VIRTUAL,	          __bool__isGlslSupported,	          "Does the GL driver support OpenGL Shading Language? ",	          "");	I_Method0(float, getGlVersion,	          Properties::NON_VIRTUAL,	          __float__getGlVersion,	          "",	          "");	I_Method0(float, getLanguageVersion,	          Properties::NON_VIRTUAL,	          __float__getLanguageVersion,	          "",	          "");	I_Method1(void, setShaderObjectsSupported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setShaderObjectsSupported__bool,	          "",	          "");	I_Method0(bool, isShaderObjectsSupported,	          Properties::NON_VIRTUAL,	          __bool__isShaderObjectsSupported,	          "",	          "");	I_Method1(void, setVertexShaderSupported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setVertexShaderSupported__bool,	          "",	          "");	I_Method0(bool, isVertexShaderSupported,	          Properties::NON_VIRTUAL,	          __bool__isVertexShaderSupported,	          "",	          "");	I_Method1(void, setFragmentShaderSupported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setFragmentShaderSupported__bool,	          "",	          "");	I_Method0(bool, isFragmentShaderSupported,	          Properties::NON_VIRTUAL,	          __bool__isFragmentShaderSupported,	          "",	          "");	I_Method1(void, setLanguage100Supported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setLanguage100Supported__bool,	          "",	          "");	I_Method0(bool, isLanguage100Supported,	          Properties::NON_VIRTUAL,	          __bool__isLanguage100Supported,	          "",	          "");	I_Method1(void, setGeometryShader4Supported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setGeometryShader4Supported__bool,	          "",	          "");	I_Method0(bool, isGeometryShader4Supported,	          Properties::NON_VIRTUAL,	          __bool__isGeometryShader4Supported,	          "",	          "");	I_Method1(void, setGpuShader4Supported, IN, bool, flag,	          Properties::NON_VIRTUAL,	          __void__setGpuShader4Supported__bool,	          "",	          "");	I_Method0(bool, isGpuShader4Supported,	          Properties::NON_VIRTUAL,	          __bool__isGpuShader4Supported,	          "",	          "");	I_Method2(void, glBlendEquationSeparate, IN, GLenum, modeRGB, IN, GLenum, modeAlpha,	          Properties::NON_VIRTUAL,	          __void__glBlendEquationSeparate__GLenum__GLenum,	          "",	          "");	I_Method2(void, glDrawBuffers, IN, GLsizei, n, IN, const GLenum *, bufs,	          Properties::NON_VIRTUAL,	          __void__glDrawBuffers__GLsizei__C5_GLenum_P1,	          "",	          "");	I_Method4(void, glStencilOpSeparate, IN, GLenum, face, IN, GLenum, sfail, IN, GLenum, dpfail, IN, GLenum, dppass,	          Properties::NON_VIRTUAL,	          __void__glStencilOpSeparate__GLenum__GLenum__GLenum__GLenum,	          "",	          "");	I_Method4(void, glStencilFuncSeparate, IN, GLenum, frontfunc, IN, GLenum, backfunc, IN, GLint, ref, IN, GLuint, mask,	          Properties::NON_VIRTUAL,	          __void__glStencilFuncSeparate__GLenum__GLenum__GLint__GLuint,	          "",	          "");	I_Method2(void, glStencilMaskSeparate, IN, GLenum, face, IN, GLuint, mask,	          Properties::NON_VIRTUAL,	          __void__glStencilMaskSeparate__GLenum__GLuint,	          "",	          "");	I_Method2(void, glAttachShader, IN, GLuint, program, IN, GLuint, shader,	          Properties::NON_VIRTUAL,	          __void__glAttachShader__GLuint__GLuint,	          "",	          "");	I_Method3(void, glBindAttribLocation, IN, GLuint, program, IN, GLuint, index, IN, const GLchar *, name,	          Properties::NON_VIRTUAL,	          __void__glBindAttribLocation__GLuint__GLuint__C5_GLchar_P1,	          "",	          "");	I_Method1(void, glCompileShader, IN, GLuint, shader,	          Properties::NON_VIRTUAL,	          __void__glCompileShader__GLuint,	          "",	          "");	I_Method0(GLuint, glCreateProgram,	          Properties::NON_VIRTUAL,	          __GLuint__glCreateProgram,	          "",	          "");	I_Method1(GLuint, glCreateShader, IN, GLenum, type,	          Properties::NON_VIRTUAL,	          __GLuint__glCreateShader__GLenum,	          "",	          "");	I_Method1(void, glDeleteProgram, IN, GLuint, program,	          Properties::NON_VIRTUAL,	          __void__glDeleteProgram__GLuint,	          "",	          "");	I_Method1(void, glDeleteShader, IN, GLuint, shader,	          Properties::NON_VIRTUAL,	          __void__glDeleteShader__GLuint,	          "",	          "");	I_Method2(void, glDetachShader, IN, GLuint, program, IN, GLuint, shader,	          Properties::NON_VIRTUAL,	          __void__glDetachShader__GLuint__GLuint,	          "",	          "");	I_Method1(void, glDisableVertexAttribArray, IN, GLuint, index,	          Properties::NON_VIRTUAL,	          __void__glDisableVertexAttribArray__GLuint,	          "",	          "");	I_Method1(void, glEnableVertexAttribArray, IN, GLuint, index,	          Properties::NON_VIRTUAL,	          __void__glEnableVertexAttribArray__GLuint,	          "",	          "");	I_Method7(void, glGetActiveAttrib, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name,	          Properties::NON_VIRTUAL,	          __void__glGetActiveAttrib__GLuint__GLuint__GLsizei__GLsizei_P1__GLint_P1__GLenum_P1__GLchar_P1,	          "",	          "");	I_Method7(void, glGetActiveUniform, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name,	          Properties::NON_VIRTUAL,	          __void__glGetActiveUniform__GLuint__GLuint__GLsizei__GLsizei_P1__GLint_P1__GLenum_P1__GLchar_P1,	          "",	          "");	I_Method4(void, glGetAttachedShaders, IN, GLuint, program, IN, GLsizei, maxCount, IN, GLsizei *, count, IN, GLuint *, obj,	          Properties::NON_VIRTUAL,	          __void__glGetAttachedShaders__GLuint__GLsizei__GLsizei_P1__GLuint_P1,	          "",	          "");	I_Method2(GLint, glGetAttribLocation, IN, GLuint, program, IN, const GLchar *, name,	          Properties::NON_VIRTUAL,	          __GLint__glGetAttribLocation__GLuint__C5_GLchar_P1,	          "",	          "");	I_Method3(void, glGetProgramiv, IN, GLuint, program, IN, GLenum, pname, IN, GLint *, params,	          Properties::NON_VIRTUAL,	          __void__glGetProgramiv__GLuint__GLenum__GLint_P1,	          "",	          "");	I_Method4(void, glGetProgramInfoLog, IN, GLuint, program, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog,	          Properties::NON_VIRTUAL,	          __void__glGetProgramInfoLog__GLuint__GLsizei__GLsizei_P1__GLchar_P1,	          "",	          "");	I_Method3(void, glGetShaderiv, IN, GLuint, shader, IN, GLenum, pname, IN, GLint *, params,	          Properties::NON_VIRTUAL,	          __void__glGetShaderiv__GLuint__GLenum__GLint_P1,	          "",	          "");	I_Method4(void, glGetShaderInfoLog, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog,	          Properties::NON_VIRTUAL,	          __void__glGetShaderInfoLog__GLuint__GLsizei__GLsizei_P1__GLchar_P1,	          "",	          "");	I_Method4(void, glGetShaderSource, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, source,	          Properties::NON_VIRTUAL,	          __void__glGetShaderSource__GLuint__GLsizei__GLsizei_P1__GLchar_P1,	          "",	          "");	I_Method2(GLint, glGetUniformLocation, IN, GLuint, program, IN, const GLchar *, name,	          Properties::NON_VIRTUAL,	          __GLint__glGetUniformLocation__GLuint__C5_GLchar_P1,	          "",	          "");	I_Method3(void, glGetUniformfv, IN, GLuint, program, IN, GLint, location, IN, GLfloat *, params,	          Properties::NON_VIRTUAL,	          __void__glGetUniformfv__GLuint__GLint__GLfloat_P1,	          "",	          "");	I_Method3(void, glGetUniformiv, IN, GLuint, program, IN, GLint, location, IN, GLint *, params,

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