# Set the viewport
fun viewport(x, y, width, height: Int) `{ glViewport(x, y, width, height); `}
+ # Specify mapping of depth values from normalized device coordinates to window coordinates
+ #
+ # Default at `gl_depth_range(0.0, 1.0)`
+ fun depth_range(near, far: Float) `{ glDepthRangef(near, far); `}
+
# Define front- and back-facing polygons
#
# Front-facing polygons are clockwise if `value`, counter-clockwise otherwise.
# 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 texture minifying function
#
# Foreign: glTexParameter with GL_TEXTURE_MIN_FILTER