end
end
-protected fun assert_no_gl_error
+fun assert_no_gl_error
do
var error = gl.error
if not error.is_ok then
glHint(target, mode);
`}
+# Completeness status of a framebuffer object
+fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
+ return glCheckFramebufferStatus(target);
+`}
+
+# Return value of `glCheckFramebufferStatus`
+extern class GLFramebufferStatus
+ super GLEnum
+
+ redef fun to_s
+ do
+ if self == gl_FRAMEBUFFER_COMPLETE then return "complete"
+ if self == gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT then return "incomplete attachment"
+ if self == gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS then return "incomplete dimension"
+ if self == gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT then return "incomplete missing attachment"
+ if self == gl_FRAMEBUFFER_UNSUPPORTED then return "unsupported"
+ return "unknown"
+ end
+end
+
+# The framebuffer is complete
+fun gl_FRAMEBUFFER_COMPLETE: GLFramebufferStatus `{
+ return GL_FRAMEBUFFER_COMPLETE;
+`}
+
+# Not all framebuffer attachment points are framebuffer attachment complete
+fun gl_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GLFramebufferStatus `{
+ return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
+`}
+
+# Not all attached images have the same width and height
+fun gl_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GLFramebufferStatus `{
+ return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
+`}
+
+# No images are attached to the framebuffer
+fun gl_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GLFramebufferStatus `{
+ return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
+`}
+
+# The combination of internal formats of the attached images violates an implementation-dependent set of restrictions
+fun gl_FRAMEBUFFER_UNSUPPORTED: GLFramebufferStatus `{
+ return GL_FRAMEBUFFER_UNSUPPORTED;
+`}
+
# Hint target for `glHint`
extern class GLHintTarget
super GLEnum
# GL capability: blend the computed fragment color values
#
# Foreign: GL_BLEND
- fun blend: GLCap is lazy do return new GLCap(0x0BE2)
+ var blend: GLCap is lazy do return new GLCap(0x0BE2)
# GL capability: cull polygons based of their winding in window coordinates
#
# Foreign: GL_CULL_FACE
- fun cull_face: GLCap is lazy do return new GLCap(0x0B44)
+ var cull_face: GLCap is lazy do return new GLCap(0x0B44)
# GL capability: do depth comparisons and update the depth buffer
#
# Foreign: GL_DEPTH_TEST
- fun depth_test: GLCap is lazy do return new GLCap(0x0B71)
+ var depth_test: GLCap is lazy do return new GLCap(0x0B71)
# GL capability: dither color components or indices before they are written to the color buffer
#
# Foreign: GL_DITHER
- fun dither: GLCap is lazy do return new GLCap(0x0BE2)
+ var dither: GLCap is lazy do return new GLCap(0x0BE2)
# GL capability: add an offset to depth values of a polygon fragment before depth test
#
# Foreign: GL_POLYGON_OFFSET_FILL
- fun polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
+ var polygon_offset_fill: GLCap is lazy do return new GLCap(0x8037)
# GL capability: compute a temporary coverage value where each bit is determined by the alpha value at the corresponding location
#
# Foreign: GL_SAMPLE_ALPHA_TO_COVERAGE
- fun sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
+ var sample_alpha_to_coverage: GLCap is lazy do return new GLCap(0x809E)
# GL capability: AND the fragment coverage with the temporary coverage value
#
# Foreign: GL_SAMPLE_COVERAGE
- fun sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
+ var sample_coverage: GLCap is lazy do return new GLCap(0x80A0)
# GL capability: discard fragments that are outside the scissor rectangle
#
# Foreign: GL_SCISSOR_TEST
- fun scissor_test: GLCap is lazy do return new GLCap(0x0C11)
+ var scissor_test: GLCap is lazy do return new GLCap(0x0C11)
# GL capability: do stencil testing and update the stencil buffer
#
# Foreign: GL_STENCIL_TEST
- fun stencil_test: GLCap is lazy do return new GLCap(0x0B90)
+ var stencil_test: GLCap is lazy do return new GLCap(0x0B90)
end
# Float related data types of OpenGL ES 2.0 shaders