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📄 gl2extensions.cpp

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	          __void__glVertexAttrib4Nsv__GLuint__C5_GLshort_P1,	          "",	          "");	I_Method5(void, glVertexAttrib4Nub, IN, GLuint, index, IN, GLubyte, x, IN, GLubyte, y, IN, GLubyte, z, IN, GLubyte, w,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4Nub__GLuint__GLubyte__GLubyte__GLubyte__GLubyte,	          "",	          "");	I_Method2(void, glVertexAttrib4Nubv, IN, GLuint, index, IN, const GLubyte *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4Nubv__GLuint__C5_GLubyte_P1,	          "",	          "");	I_Method2(void, glVertexAttrib4Nuiv, IN, GLuint, index, IN, const GLuint *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4Nuiv__GLuint__C5_GLuint_P1,	          "",	          "");	I_Method2(void, glVertexAttrib4Nusv, IN, GLuint, index, IN, const GLushort *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4Nusv__GLuint__C5_GLushort_P1,	          "",	          "");	I_Method2(void, glVertexAttrib4bv, IN, GLuint, index, IN, const GLbyte *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4bv__GLuint__C5_GLbyte_P1,	          "",	          "");	I_Method5(void, glVertexAttrib4d, IN, GLuint, index, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, IN, GLdouble, w,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4d__GLuint__GLdouble__GLdouble__GLdouble__GLdouble,	          "",	          "");	I_Method2(void, glVertexAttrib4dv, IN, GLuint, index, IN, const GLdouble *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4dv__GLuint__C5_GLdouble_P1,	          "",	          "");	I_Method5(void, glVertexAttrib4f, IN, GLuint, index, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4f__GLuint__GLfloat__GLfloat__GLfloat__GLfloat,	          "",	          "");	I_Method2(void, glVertexAttrib4fv, IN, GLuint, index, IN, const GLfloat *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4fv__GLuint__C5_GLfloat_P1,	          "",	          "");	I_Method2(void, glVertexAttrib4iv, IN, GLuint, index, IN, const GLint *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4iv__GLuint__C5_GLint_P1,	          "",	          "");	I_Method5(void, glVertexAttrib4s, IN, GLuint, index, IN, GLshort, x, IN, GLshort, y, IN, GLshort, z, IN, GLshort, w,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4s__GLuint__GLshort__GLshort__GLshort__GLshort,	          "",	          "");	I_Method2(void, glVertexAttrib4sv, IN, GLuint, index, IN, const GLshort *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4sv__GLuint__C5_GLshort_P1,	          "",	          "");	I_Method2(void, glVertexAttrib4ubv, IN, GLuint, index, IN, const GLubyte *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4ubv__GLuint__C5_GLubyte_P1,	          "",	          "");	I_Method2(void, glVertexAttrib4uiv, IN, GLuint, index, IN, const GLuint *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4uiv__GLuint__C5_GLuint_P1,	          "",	          "");	I_Method2(void, glVertexAttrib4usv, IN, GLuint, index, IN, const GLushort *, v,	          Properties::NON_VIRTUAL,	          __void__glVertexAttrib4usv__GLuint__C5_GLushort_P1,	          "",	          "");	I_Method6(void, glVertexAttribPointer, IN, GLuint, index, IN, GLint, size, IN, GLenum, type, IN, GLboolean, normalized, IN, GLsizei, stride, IN, const GLvoid *, pointer,	          Properties::NON_VIRTUAL,	          __void__glVertexAttribPointer__GLuint__GLint__GLenum__GLboolean__GLsizei__C5_GLvoid_P1,	          "",	          "");	I_Method0(GLuint, getCurrentProgram,	          Properties::NON_VIRTUAL,	          __GLuint__getCurrentProgram,	          "",	          "");	I_Method2(bool, getProgramInfoLog, IN, GLuint, program, IN, std::string &, result,	          Properties::NON_VIRTUAL,	          __bool__getProgramInfoLog__GLuint__std_string_R1,	          "",	          "");	I_Method2(bool, getShaderInfoLog, IN, GLuint, shader, IN, std::string &, result,	          Properties::NON_VIRTUAL,	          __bool__getShaderInfoLog__GLuint__std_string_R1,	          "",	          "");	I_Method2(bool, getAttribLocation, IN, const char *, attribName, IN, GLuint &, slot,	          Properties::NON_VIRTUAL,	          __bool__getAttribLocation__C5_char_P1__GLuint_R1,	          "",	          "");	I_Method2(bool, getFragDataLocation, IN, const char *, fragDataName, IN, GLuint &, slot,	          Properties::NON_VIRTUAL,	          __bool__getFragDataLocation__C5_char_P1__GLuint_R1,	          "",	          "");	I_Method4(void, glUniformMatrix2x3fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value,	          Properties::NON_VIRTUAL,	          __void__glUniformMatrix2x3fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1,	          "",	          "");	I_Method4(void, glUniformMatrix3x2fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value,	          Properties::NON_VIRTUAL,	          __void__glUniformMatrix3x2fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1,	          "",	          "");	I_Method4(void, glUniformMatrix2x4fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value,	          Properties::NON_VIRTUAL,	          __void__glUniformMatrix2x4fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1,	          "",	          "");	I_Method4(void, glUniformMatrix4x2fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value,	          Properties::NON_VIRTUAL,	          __void__glUniformMatrix4x2fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1,	          "",	          "");	I_Method4(void, glUniformMatrix3x4fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value,	          Properties::NON_VIRTUAL,	          __void__glUniformMatrix3x4fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1,	          "",	          "");	I_Method4(void, glUniformMatrix4x3fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value,	          Properties::NON_VIRTUAL,	          __void__glUniformMatrix4x3fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1,	          "",	          "");	I_Method3(void, glProgramParameteri, IN, GLuint, program, IN, GLenum, pname, IN, GLint, value,	          Properties::NON_VIRTUAL,	          __void__glProgramParameteri__GLuint__GLenum__GLint,	          "",	          "");	I_Method4(void, glFramebufferTexture, IN, GLenum, target, IN, GLenum, attachment, IN, GLuint, texture, IN, GLint, level,	          Properties::NON_VIRTUAL,	          __void__glFramebufferTexture__GLenum__GLenum__GLuint__GLint,	          "",	          "");	I_Method5(void, glFramebufferTextureLayer, IN, GLenum, target, IN, GLenum, attachment, IN, GLuint, texture, IN, GLint, level, IN, GLint, layer,	          Properties::NON_VIRTUAL,	          __void__glFramebufferTextureLayer__GLenum__GLenum__GLuint__GLint__GLint,	          "",	          "");	I_Method5(void, glFramebufferTextureFace, IN, GLenum, target, IN, GLenum, attachment, IN, GLuint, texture, IN, GLint, level, IN, GLenum, face,	          Properties::NON_VIRTUAL,	          __void__glFramebufferTextureFace__GLenum__GLenum__GLuint__GLint__GLenum,	          "",	          "");	I_Method3(void, glGetUniformuiv, IN, GLuint, program, IN, GLint, location, IN, GLuint *, params,	          Properties::NON_VIRTUAL,	          __void__glGetUniformuiv__GLuint__GLint__GLuint_P1,	          "",	          "");	I_Method3(void, glBindFragDataLocation, IN, GLuint, program, IN, GLuint, color, IN, const GLchar *, name,	          Properties::NON_VIRTUAL,	          __void__glBindFragDataLocation__GLuint__GLuint__C5_GLchar_P1,	          "",	          "");	I_Method2(GLint, glGetFragDataLocation, IN, GLuint, program, IN, const GLchar *, name,	          Properties::NON_VIRTUAL,	          __GLint__glGetFragDataLocation__GLuint__C5_GLchar_P1,	          "",	          "");	I_Method2(void, glUniform1ui, IN, GLint, location, IN, GLuint, v0,	          Properties::NON_VIRTUAL,	          __void__glUniform1ui__GLint__GLuint,	          "",	          "");	I_Method3(void, glUniform2ui, IN, GLint, location, IN, GLuint, v0, IN, GLuint, v1,	          Properties::NON_VIRTUAL,	          __void__glUniform2ui__GLint__GLuint__GLuint,	          "",	          "");	I_Method4(void, glUniform3ui, IN, GLint, location, IN, GLuint, v0, IN, GLuint, v1, IN, GLuint, v2,	          Properties::NON_VIRTUAL,	          __void__glUniform3ui__GLint__GLuint__GLuint__GLuint,	          "",	          "");	I_Method5(void, glUniform4ui, IN, GLint, location, IN, GLuint, v0, IN, GLuint, v1, IN, GLuint, v2, IN, GLuint, v3,	          Properties::NON_VIRTUAL,	          __void__glUniform4ui__GLint__GLuint__GLuint__GLuint__GLuint,	          "",	          "");	I_Method3(void, glUniform1uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value,	          Properties::NON_VIRTUAL,	          __void__glUniform1uiv__GLint__GLsizei__C5_GLuint_P1,	          "",	          "");	I_Method3(void, glUniform2uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value,	          Properties::NON_VIRTUAL,	          __void__glUniform2uiv__GLint__GLsizei__C5_GLuint_P1,	          "",	          "");	I_Method3(void, glUniform3uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value,	          Properties::NON_VIRTUAL,	          __void__glUniform3uiv__GLint__GLsizei__C5_GLuint_P1,	          "",	          "");	I_Method3(void, glUniform4uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value,	          Properties::NON_VIRTUAL,	          __void__glUniform4uiv__GLint__GLsizei__C5_GLuint_P1,	          "",	          "");	I_StaticMethod2(osg::GL2Extensions *, Get, IN, unsigned int, contextID, IN, bool, createIfNotInitalized,	                __GL2Extensions_P1__Get__unsigned_int__bool_S,	                "Function to call to get the extension of a specified context. ",	                "If the Exentsion object for that context has not yet been created then and the 'createIfNotInitalized' flag been set to false then returns NULL. If 'createIfNotInitalized' is true then the Extensions object is automatically created. However, in this case the extension object only be created with the graphics context associated with ContextID.. ");	I_StaticMethod2(void, Set, IN, unsigned int, contextID, IN, osg::GL2Extensions *, extensions,	                __void__Set__unsigned_int__GL2Extensions_P1_S,	                "allows users to override the extensions across graphics contexts. ",	                "typically used when you have different extensions supported across graphics pipes but need to ensure that they all use the same low common denominator extensions. ");	I_SimpleProperty(GLuint, CurrentProgram, 	                 __GLuint__getCurrentProgram, 	                 0);	I_SimpleProperty(bool, FragmentShaderSupported, 	                 0, 	                 __void__setFragmentShaderSupported__bool);	I_SimpleProperty(bool, GeometryShader4Supported, 	                 0, 	                 __void__setGeometryShader4Supported__bool);	I_SimpleProperty(float, GlVersion, 	                 __float__getGlVersion, 	                 0);	I_SimpleProperty(bool, GpuShader4Supported, 	                 0, 	                 __void__setGpuShader4Supported__bool);	I_SimpleProperty(bool, Language100Supported, 	                 0, 	                 __void__setLanguage100Supported__bool);	I_SimpleProperty(float, LanguageVersion, 	                 __float__getLanguageVersion, 	                 0);	I_SimpleProperty(bool, ShaderObjectsSupported, 	                 0, 	                 __void__setShaderObjectsSupported__bool);	I_SimpleProperty(bool, VertexShaderSupported, 	                 0, 	                 __void__setVertexShaderSupported__bool);END_REFLECTOR

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