📄 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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