end
end
+# Does `name` corresponds to a texture?
+fun glIsTexture(name: Int): Bool `{ return glIsTexture(name); `}
+
+# Bind the named `texture` to a `target`
+fun glBindTexture(target: GLTextureTarget, texture: Int) `{ glBindTexture(target, texture); `}
+
# Texture minifying and magnifying function
extern class GLTextureFilter
super GLEnum
redef fun hash do return val
redef fun ==(o) do return o != null and is_same_type(o) and o.hash == self.hash
end
+
+# Attach a renderbuffer object to a framebuffer object
+fun glFramebufferRenderbuffer(target: GLFramebufferTarget, attachment: GLAttachment,
+ renderbuffertarget: GLRenderbufferTarget, renderbuffer: Int) `{
+ glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
+`}
+
+# Renderbuffer attachment point to a framebuffer
+extern class GLAttachment
+ super GLEnum
+end
+
+# First color attachment point
+fun gl_COLOR_ATTACHMENT0: GLAttachment `{ return GL_COLOR_ATTACHMENT0; `}
+
+# Depth attachment point
+fun gl_DEPTH_ATTACHMENT: GLAttachment `{ return GL_DEPTH_ATTACHMENT; `}
+
+# Stencil attachment
+fun gl_STENCIL_ATTACHMENT: GLAttachment `{ return GL_STENCIL_ATTACHMENT; `}
+
redef class Sys
private var gles = new GLES is lazy
end
glHint(target, mode);
`}
+# Generate and fill set of mipmaps for the texture object `target`
+fun glGenerateMipmap(target: GLTextureTarget) `{ glGenerateMipmap(target); `}
+
+# Bind the named `buffer` object
+fun glBindBuffer(target: GLArrayBuffer, buffer: Int) `{ glBindBuffer(target, buffer); `}
+
+# Target to which bind the buffer with `glBindBuffer`
+extern class GLArrayBuffer
+ super GLEnum
+end
+
+# Array buffer target
+fun gl_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ARRAY_BUFFER; `}
+
+# Element array buffer
+fun gl_ELEMENT_ARRAY_BUFFER: GLArrayBuffer `{ return GL_ELEMENT_ARRAY_BUFFER; `}
+
# Completeness status of a framebuffer object
fun glCheckFramebufferStatus(target: GLFramebufferTarget): GLFramebufferStatus `{
return glCheckFramebufferStatus(target);