+
+ private fun cull_face_native(front, back: Bool) `{
+ glCullFace(front? back? GL_FRONT_AND_BACK: GL_BACK: GL_FRONT);
+ `}
+
+ # Clear the `buffer`
+ fun clear(buffer: GLBuffer) `{ glClear(buffer); `}
+
+ # Last error from OpenGL ES 2.0
+ fun error: GLError `{ return glGetError(); `}
+
+ # Query the boolean value at `key`
+ private fun get_bool(key: Int): Bool `{
+ GLboolean val;
+ glGetBooleanv(key, &val);
+ return val == GL_TRUE;
+ `}
+
+ # Query the floating point value at `key`
+ private fun get_float(key: Int): Float `{
+ GLfloat val;
+ glGetFloatv(key, &val);
+ return val;
+ `}
+
+ # Query the integer value at `key`
+ private fun get_int(key: Int): Int `{
+ GLint val;
+ glGetIntegerv(key, &val);
+ return val;
+ `}
+
+ # Does this driver support shader compilation?
+ #
+ # Should always return `true` in OpenGL ES 2.0 and 3.0.
+ fun shader_compiler: Bool do return get_bool(0x8DFA)
+
+ # Enable or disable writing into the depth buffer
+ fun depth_mask(value: Bool) `{ glDepthMask(value); `}
+
+ # Set the scale and units used to calculate depth values
+ fun polygon_offset(factor, units: Float) `{ glPolygonOffset(factor, units); `}
+
+ # Specify the width of rasterized lines
+ fun line_width(width: Float) `{ glLineWidth(width); `}
+
+ # Set the pixel arithmetic for the blending operations
+ #
+ # Defaultvalues before assignation:
+ # * `src_factor`: `GLBlendFactor::one`
+ # * `dst_factor`: `GLBlendFactor::zero`
+ fun blend_func(src_factor, dst_factor: GLBlendFactor) `{
+ glBlendFunc(src_factor, dst_factor);
+ `}
+
+ # Specify the value used for depth buffer comparisons
+ #
+ # Default value is `GLDepthFunc::less`
+ #
+ # Foreign: glDepthFunc
+ fun depth_func(func: GLDepthFunc) `{ glDepthFunc(func); `}
+
+ # Copy a block of pixels from the framebuffer of `fomat` and `typ` at `data`
+ #
+ # Foreign: glReadPixel
+ fun read_pixels(x, y, width, height: Int, format: GLPixelFormat, typ: GLPixelType, data: Pointer) `{
+ glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ `}
+
+ # Set the texture minifying function
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER
+ fun tex_parameter_min_filter(target: GLTextureTarget, value: GLTextureMinFilter) `{
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, value);
+ `}
+
+ # Set the texture magnification function
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_MAG_FILTER
+ fun tex_parameter_mag_filter(target: GLTextureTarget, value: GLTextureMagFilter) `{
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, value);
+ `}
+
+ # Set the texture wrap parameter for coordinates _s_
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_WRAP_S
+ fun tex_parameter_wrap_s(target: GLTextureTarget, value: GLTextureWrap) `{
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, value);
+ `}
+
+ # Set the texture wrap parameter for coordinates _t_
+ #
+ # Foreign: glTexParameter with GL_TEXTURE_WRAP_T
+ fun tex_parameter_wrap_t(target: GLTextureTarget, value: GLTextureWrap) `{
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, value);
+ `}
+
+ # Render primitives from array data
+ #
+ # Foreign: glDrawArrays
+ fun draw_arrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
+
+ # OpenGL server-side capabilities
+ var capabilities = new GLCapabilities is lazy
+end
+
+# Bind `framebuffer` to a framebuffer target
+#
+# In OpenGL ES 2.0, `target` must be `gl_FRAMEBUFFER`.
+fun glBindFramebuffer(target: GLFramebufferTarget, framebuffer: Int) `{
+ glBindFramebuffer(target, framebuffer);
+`}
+
+# Target of `glBindFramebuffer`
+extern class GLFramebufferTarget
+ super GLEnum