`}
fun link `{ glLinkProgram(recv); `}
- fun is_linked: Bool do return query("8B82".to_hex) != 0
+ fun is_linked: Bool do return query(0x8B82) != 0
fun use `{ glUseProgram(recv); `}
fun delete `{ glDeleteProgram(recv); `}
- fun is_deleted: Bool do return query("8B80".to_hex) != 0
+ fun is_deleted: Bool do return query(0x8B80) != 0
fun validate `{ glValidateProgram(recv); `}
- fun is_validated: Bool do return query("8B83".to_hex) != 0
+ fun is_validated: Bool do return query(0x8B83) != 0
fun info_log: String import NativeString.to_s `{
int size;
`}
fun compile `{ glCompileShader(recv); `}
- fun is_compiled: Bool do return query("8B81".to_hex) != 0
+ fun is_compiled: Bool do return query(0x8B81) != 0
fun delete `{ glDeleteShader(recv); `}
- fun is_deleted: Bool do return query("8B80".to_hex) != 0
+ fun is_deleted: Bool do return query(0x8B80) != 0
fun is_ok: Bool `{ return glIsShader(recv); `}
# `gl_stencil_buffer_bit` and `gl_color_buffer_bit`.
private fun gl_clear(flag: Int) `{ glClear(flag); `}
-protected fun gl_depth_buffer_bit: Int do return once "0100".to_hex
-protected fun gl_stencil_buffer_bit: Int do return once "0400".to_hex
-protected fun gl_color_buffer_bit: Int do return once "4000".to_hex
+protected fun gl_depth_buffer_bit: Int do return 0x0100
+protected fun gl_stencil_buffer_bit: Int do return 0x0400
+protected fun gl_color_buffer_bit: Int do return 0x4000
protected fun gl_clear_color_buffer do gl_clear(gl_color_buffer_bit)
protected fun gl_clear_depth_buffer do gl_clear(gl_depth_buffer_bit)
return val;
`}
-fun gl_shader_compiler: Bool do return gl_get_bool("8DFA".to_hex)
+fun gl_shader_compiler: Bool do return gl_get_bool(0x8DFA)