Package-level declarations
Types
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object ApplicationGlfwConfiguration
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class ApplicationWindowGLFW(val application: ApplicationGLFWGL3, val window: Long, windowTitle: String, val windowResizable: Boolean, val windowMultisample: WindowMultisample, val windowClosable: Boolean, program: Program) : ApplicationWindow
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class ArrayCubemapGL4(val target: Int, val texture: Int, val width: Int, val layers: Int, val format: ColorFormat, val type: ColorType, levels: Int, val session: Session?) : ArrayCubemap
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class ArrayTextureGL3(val target: Int, val texture: Int, val width: Int, val height: Int, val layers: Int, val format: ColorFormat, val type: ColorType, val levels: Int, val session: Session?) : ArrayTexture
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class BufferTextureGL3(val texture: Int, val buffer: Int, val elementCount: Int, val format: ColorFormat, val type: ColorType, val session: Session?) : BufferTexture
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class BufferWriterStd430GL3(val buffer: ByteBuffer, val elements: List<ShaderStorageElement>, val elementSize: Int = 1) : BufferWriterStd430
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class ColorBufferGL3(val target: Int, val texture: Int, val width: Int, val height: Int, val contentScale: Double, val format: ColorFormat, val type: ColorType, val levels: Int, val multisample: BufferMultisample, val session: Session?) : ColorBuffer
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class ComputeShaderGL43(val programObject: Int, val name: String = "compute_shader") : ComputeShader, ShaderBufferBindingsGL3, ShaderUniformsGL3, ShaderImageBindingsGL43
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class CubemapGL3(val texture: Int, val width: Int, val type: ColorType, val format: ColorFormat, levels: Int, val session: Session?) : Cubemap
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class CubemapImageDataDds(width: Int, height: Int, format: ColorFormat, type: ColorType, mipmaps: Int, bdata: List<MPPBuffer>, bdata2: List<MPPBuffer>) : CubemapImageData
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class DepthBufferGL3(val texture: Int, val buffer: Int, val target: Int, val width: Int, val height: Int, val format: DepthFormat, val multisample: BufferMultisample, val session: Session?) : DepthBuffer
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object DriverGL3Configuration
DriverGL3 configuration object
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class ImageDataDds(width: Int, height: Int, format: ColorFormat, type: ColorType, flipV: Boolean, data: MPPBuffer?, mipmapData: List<MPPBuffer> = emptyList()) : ImageData
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class ImageDataStb(width: Int, height: Int, format: ColorFormat, type: ColorType, flipV: Boolean, data: MPPBuffer?, mipmapData: List<MPPBuffer> = emptyList()) : ImageData
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Image driver based on stbi and tinyexr
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open class RenderTargetGL3(val framebuffer: Int, val width: Int, val height: Int, val contentScale: Double, val multisample: BufferMultisample, val session: Session?, contextID: Long = Driver.instance.contextID) : RenderTarget
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class ShaderGL3(val programObject: Int, val name: String, vertexShader: VertexShaderGL3, tessellationControlShader: TessellationControlShaderGL3?, tessellationEvaluationShader: TessellationEvaluationShaderGL3?, geometryShader: GeometryShaderGL3?, fragmentShader: FragmentShaderGL3, val session: Session?) : Shader, ShaderUniformsGL3, ShaderBufferBindingsGL3, ShaderImageBindingsGL43
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class ShaderStorageBufferGL43(val buffer: Int, val format: ShaderStorageFormat, val session: Session? = Session.active) : ShaderStorageBuffer
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class ShaderStorageBufferShadowGL3(val shaderStorageBuffer: ShaderStorageBufferGL43) : ShaderStorageBufferShadow
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class UniformBlockGL3(val layout: UniformBlockLayout, val blockBinding: Int, val ubo: Int, val shadowBuffer: ByteBuffer) : UniformBlock
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class VertexBufferGL3(val buffer: Int, val offset: Long, val vertexFormat: VertexFormat, val vertexCount: Int, val session: Session?) : VertexBuffer
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class VolumeTextureGL3(val texture: Int, val storageMode: TextureStorageModeGL, val width: Int, val height: Int, val depth: Int, val format: ColorFormat, val type: ColorType, val levels: Int, val session: Session?) : VolumeTexture
Functions
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fun createApplicationWindowGlfw(application: ApplicationGLFWGL3, configuration: WindowConfiguration, program: Program): ApplicationWindowGLFW
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inline fun glBlendFuncSeparate(sfactorRGB: Int, dfactorRGB: Int, sfactorAlpha: Int, dfactorAlpha: Int)
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fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, data: ByteBuffer)
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fun glFramebufferRenderbuffer(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: Int)
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fun glGetActiveUniform(program: Int, index: Int, length: IntBuffer, size: IntBuffer, type: IntBuffer, name: ByteBuffer)
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inline fun glProgramUniformMatrix4fv(program: Int, location: Int, transpose: Boolean, value: FloatArray)
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fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: ByteBuffer?)
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fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: ByteBuffer)
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