Package org.openrndr.internal.gl3
Types
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class ApplicationEGLGL3(var program: Program, var configuration: Configuration) : Application
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class ApplicationGLFWGL3(var program: Program, var configuration: Configuration) : Application
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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 storageMode: TextureStorageModeGL, 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 AtomicCounterBufferGL43(val buffer: Int, val size: Int) : AtomicCounterBuffer
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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 BufferTextureShadowGL3(val bufferTexture: BufferTextureGL3) : BufferTextureShadow
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class BufferWriterGL3(val buffer: ByteBuffer, val elementSize: Int = 1) : BufferWriter
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class BufferWriterStd430GL3( val buffer: ByteBuffer, val elements: List<ShaderStorageElement>, val elementSize: Int = 1) : BufferWriterStd430
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data class CacheEntry( val shadeStyle: ShadeStyle?, val vertexFormats: List<VertexFormat>, val instanceAttributeFormats: List<VertexFormat>)
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class ColorBufferDataGL3( val width: Int, val height: Int, val format: ColorFormat, val type: ColorType, val flipV: Boolean, var data: ByteBuffer?, val mipmapData: List<ByteBuffer> = emptyList(), var destroyFunction: (ByteBuffer) -> Unit? = null)
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class ColorBufferGL3( val target: Int, val texture: Int, val storageMode: TextureStorageModeGL, 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 ColorBufferShadowGL3(val colorBuffer: ColorBufferGL3) : ColorBufferShadow
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class ComputeShaderGL43(val programObject: Int, val name: String = "compute_shader") : ComputeShader
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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 DepthBufferGL3( val texture: Int, val target: Int, val width: Int, val height: Int, val format: DepthFormat, val multisample: BufferMultisample, val session: Session?) : DepthBuffer
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class FragmentShaderGL3(val shaderObject: Int, val name: String = "<unknown-fragment-shader>")
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class IndexBufferGL3( val buffer: Int, val indexCount: Int, val type: IndexType) : IndexBuffer
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class ProgramRenderTargetGL3(val program: Program) : RenderTargetGL3, ProgramRenderTarget
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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?, thread: Thread = Thread.currentThread()) : RenderTarget
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class ShaderGL3( val program: Int, val name: String, val vertexShader: VertexShaderGL3, val tessellationControlShader: TessellationControlShaderGL3?, val tessellationEvaluationShader: TessellationEvaluationShaderGL3?, val geometryShader: GeometryShaderGL3?, val fragmentShader: FragmentShaderGL3, val session: Session?) : Shader
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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 ShadeStyleManagerGL3( name: String, val vsGenerator: (ShadeStructure) -> String, val tcsGenerator: (ShadeStructure) -> String?, val tesGenerator: (ShadeStructure) -> String?, val gsGenerator: (ShadeStructure) -> String?, val fsGenerator: (ShadeStructure) -> String) : ShadeStyleManager
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class TessellationControlShaderGL3(val shaderObject: Int, val name: String)
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class TessellationEvaluationShaderGL3(val shaderObject: Int, val name: String)
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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 vertexFormat: VertexFormat, val vertexCount: Int, val session: Session?) : VertexBuffer
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class VertexBufferShadowGL3(val vertexBuffer: VertexBufferGL3) : VertexBufferShadow
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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
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Functions
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fun structureFromShadeStyle( shadeStyle: ShadeStyle?, vertexFormats: List<VertexFormat>, instanceAttributeFormats: List<VertexFormat>): ShadeStructure
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