end
-extern class GLFragmentShader
+extern class GLFragmentShader
super GLShader
new `{ return glCreateShader(GL_FRAGMENT_SHADER); `}
extern class GLVertexShader
super GLShader
-
+
new `{ return glCreateShader(GL_VERTEX_SHADER); `}
end
end
protected fun gl_clear_color(r, g, b, a: Float) `{ glClearColor(r, g, b, a); `}
-protected fun gl_viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
+protected fun gl_viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
protected fun gl_vertex_attrib_pointer_int(index, length: Int, normalize: Bool, stride: Int, vertex: Array[Int]) import Array[Int].length, Array[Int].intern_items `{
int* c_vertex = Array_of_Int_intern_items(vertex);
glVertexAttribPointer(index, length, GL_INT, normalize, stride, c_vertex);