# Render primitives from array data
fun glDrawArrays(mode: GLDrawMode, from, count: Int) `{ glDrawArrays(mode, from, count); `}
-# Render primitives from array data by their index
+# Render primitives from array data by their index listed in `indices`
fun glDrawElements(mode: GLDrawMode, count: Int, typ: GLDataType, indices: Pointer) `{
glDrawElements(mode, count, typ, indices);
`}
+# Render primitives from array data, at `offset` in the element buffer
+fun glDrawElementsi(mode: GLDrawMode, count: Int, typ: GLDataType, offset: Int) `{
+ glDrawElements(mode, count, typ, (const GLvoid*)offset);
+`}
+
# Define an array of generic vertex attribute data
fun glVertexAttribPointer(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, array: NativeGLfloatArray) `{
glVertexAttribPointer(index, size, typ, normalized, stride, array);
`}
+# Define an array of generic vertex attribute data, at `offset` in the array buffer
+fun glVertexAttribPointeri(index, size: Int, typ: GLDataType, normalized: Bool, stride: Int, offset: Int) `{
+ glVertexAttribPointer(index, size, typ, normalized, stride, (const GLvoid*)offset);
+`}
+
# Specify the value of a generic vertex attribute
fun glVertexAttrib1f(index: Int, x: Float) `{ glVertexAttrib1f(index, x); `}
end
# Fill with the content of `array`
- fun fill_from(array: Array[Float])
+ #
+ # If `dst_offset` is set, the data is copied to the index `dst_offset`,
+ # otherwise, it is copied the beginning of `self`.
+ #
+ # Require: `length >= array.length + dst_offset or else 0`
+ fun fill_from(array: Array[Float], dst_offset: nullable Int)
do
- assert length >= array.length
+ dst_offset = dst_offset or else 0
+
+ assert length >= array.length + dst_offset
for k in [0..array.length[ do
- self[k] = array[k]
+ self[dst_offset+k] = array[k]
end
end
end
fun gl_RGB565: GLRenderbufferFormat `{ return GL_RGB565; `}
# 5 red, 5 green, 5 blue, 1 alpha bits format
-fun gl_RGB_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
+fun gl_RGB5_A1: GLRenderbufferFormat `{ return GL_RGB5_A1; `}
# 16 depth bits format
fun gl_DEPTH_COMPNENT16: GLRenderbufferFormat `{ return GL_DEPTH_COMPONENT16; `}
do
var n = buffers.length
var array = new CIntArray.from(buffers)
- native_glDeleteFramebuffers(n, array.native_array)
+ native_glDeleteBuffers(n, array.native_array)
array.destroy
end
fun gl_MAX_VERTEX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; `}
fun gl_MAX_TEXTURE_IMAGE_UNITS: GLGetParameterName `{ return GL_MAX_TEXTURE_IMAGE_UNITS; `}
fun gl_MAX_FRAGMENT_UNIFORM_VECTORS: GLGetParameterName `{ return GL_MAX_FRAGMENT_UNIFORM_VECTORS; `}
+
+fun gl_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_ARRAY_BUFFER_BINDING; `}
+fun gl_ELEMENT_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_ELEMENT_ARRAY_BUFFER_BINDING; `}
+fun gl_TEXTURE_BINDING_2D: GLGetParameterName `{ return GL_TEXTURE_BINDING_2D; `}
+fun gl_TEXTURE_BINDING_CUBE_MAP: GLGetParameterName `{ return GL_TEXTURE_BINDING_CUBE_MAP; `}
+fun gl_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: GLGetParameterName `{ return GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; `}
+fun gl_FRAMEBUFFER_BINDING: GLGetParameterName `{ return GL_FRAMEBUFFER_BINDING; `}
+fun gl_RENDERBUFFER_BINDING: GLGetParameterName `{ return GL_RENDERBUFFER_BINDING; `}