# No preference
fun gl_DONT_CARE: GLHintMode `{ return GL_DONT_CARE; `}
+# Generate `n` framebuffer object names
+fun glGenFramebuffers(n: Int): Array[Int]
+do
+ var array = new CIntArray(n)
+ native_glGenFramebuffers(n, array.native_array)
+ var a = array.to_a
+ array.destroy
+ return a
+end
+
+private fun native_glGenFramebuffers(n: Int, textures: NativeCIntArray) `{
+ glGenFramebuffers(n, (GLuint *)textures);
+`}
+
+# Determine if `name` corresponds to a framebuffer object
+fun glIsFramebuffer(name: Int): Bool `{
+ return glIsFramebuffer(name);
+`}
+
+# Delete named framebuffer objects
+fun glDeleteFramebuffers(framebuffers: SequenceRead[Int])
+do
+ var n = framebuffers.length
+ var array = new CIntArray.from(framebuffers)
+ native_glDeleteFramebuffers(n, array.native_array)
+ array.destroy
+end
+
+private fun native_glDeleteFramebuffers(n: Int, framebuffers: NativeCIntArray) `{
+ return glDeleteFramebuffers(n, (const GLuint *)framebuffers);
+`}
+
# Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
fun glFramebufferTexture2D(target: GLFramebufferTarget, attachment: GLAttachment,
texture_target: GLTextureTarget, texture, level: Int) `{