// Note: Mono 1.9.1 truncates StringBuilder results (for 'out string' parameters).
// We work around this issue by doubling the StringBuilder capacity.
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the RGB values of the current color.
+ /// </summary>
+ /// <param name="color">The color to set.</param>
public static void Color3(Color color)
{
GL.Color3(color.R, color.G, color.B);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current color.
+ /// </summary>
+ /// <param name="color">The color to set.</param>
public static void Color4(Color color)
{
GL.Color4(color.R, color.G, color.B, color.A);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the RGB values of the current color.
+ /// </summary>
+ /// <param name="color">The color to set.</param>
public static void Color3(Vector3 color)
{
GL.Color3(color.X, color.Y, color.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current color.
+ /// </summary>
+ /// <param name="color">The color to set.</param>
public static void Color4(Vector4 color)
{
GL.Color4(color.X, color.Y, color.Z, color.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current color.
+ /// </summary>
+ /// <param name="color">The color to set.</param>
public static void Color4(Color4 color)
{
GL.Color4(color.R, color.G, color.B, color.A);
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Specify clear values for the color buffers.
+ /// </summary>
+ /// <param name="color">The color to set as the clear value.</param>
public static void ClearColor(Color color)
{
GL.ClearColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Specify clear values for the color buffers.
+ /// </summary>
+ /// <param name="color">The color to set as the clear value.</param>
public static void ClearColor(Color4 color)
{
GL.ClearColor(color.R, color.G, color.B, color.A);
}
+ /// <summary>
+ /// [requires: v1.4 or ARB_imaging|VERSION_1_4]
+ /// Set the blend color.
+ /// </summary>
+ /// <param name="color">The blend color to set.</param>
public static void BlendColor(Color color)
{
GL.BlendColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
}
+ /// <summary>
+ /// [requires: v1.4 or ARB_imaging|VERSION_1_4]
+ /// Set the blend color.
+ /// </summary>
+ /// <param name="color">The blend color to set.</param>
public static void BlendColor(Color4 color)
{
GL.BlendColor(color.R, color.G, color.B, color.A);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify material parameters for the lighting model.
+ /// </summary>
+ /// <param name="face">
+ /// Specifies which face or faces are being updated. Must be one of Front, Back, or FrontAndBack.
+ /// </param>
+ /// <param name="pname">
+ /// Specifies the single-valued material parameter of the face or faces that is being updated. Must be Shininess.
+ /// </param>
+ /// <param name="params">[length: pname]
+ /// Specifies the value that parameter Shininess will be set to.
+ /// </param>
public static void Material(MaterialFace face, MaterialParameter pname, Vector4 @params)
{
unsafe { Material(face, pname, (float*)&@params.X); }
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify material parameters for the lighting model.
+ /// </summary>
+ /// <param name="face">
+ /// Specifies which face or faces are being updated. Must be one of Front, Back, or FrontAndBack.
+ /// </param>
+ /// <param name="pname">
+ /// Specifies the single-valued material parameter of the face or faces that is being updated. Must be Shininess.
+ /// </param>
+ /// <param name="params">[length: pname]
+ /// Specifies the value that parameter Shininess will be set to.
+ /// </param>
public static void Material(MaterialFace face, MaterialParameter pname, Color4 @params)
{
unsafe { GL.Material(face, pname, (float*)&@params); }
}
+ /// <summary>[requires: v1.0][deprecated: v3.2]
+ /// Set light source parameters
+ /// </summary>
+ /// <param name="name">
+ /// Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form Light , where i ranges from 0 to the value of MaxLights - 1.
+ /// </param>
+ /// <param name="pname">
+ /// Specifies a single-valued light source parameter for light. SpotExponent, SpotCutoff, ConstantAttenuation, LinearAttenuation, and QuadraticAttenuation are accepted.
+ /// </param>
+ /// <param name="params">[length: pname]
+ /// Specifies the value that parameter pname of light source light will be set to.
+ /// </param>
public static void Light(LightName name, LightParameter pname, Vector4 @params)
{
unsafe { GL.Light(name, pname, (float*)&@params.X); }
}
+ /// <summary>[requires: v1.0][deprecated: v3.2]
+ /// Set light source parameters
+ /// </summary>
+ /// <param name="name">
+ /// Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form Light , where i ranges from 0 to the value of MaxLights - 1.
+ /// </param>
+ /// <param name="pname">
+ /// Specifies a single-valued light source parameter for light. SpotExponent, SpotCutoff, ConstantAttenuation, LinearAttenuation, and QuadraticAttenuation are accepted.
+ /// </param>
+ /// <param name="params">[length: pname]
+ /// Specifies the value that parameter pname of light source light will be set to.
+ /// </param>
public static void Light(LightName name, LightParameter pname, Color4 @params)
{
unsafe { GL.Light(name, pname, (float*)&@params); }
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current normal vector.
+ /// </summary>
+ /// <param name="normal">
+ /// Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).
+ /// </param>
public static void Normal3(Vector3 normal)
{
GL.Normal3(normal.X, normal.Y, normal.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify the raster position for pixel operations.
+ /// </summary>
+ /// <param name="pos">
+ /// Specify the x and y object coordinates (if present) for the raster position.
+ /// </param>
public static void RasterPos2(Vector2 pos)
{
GL.RasterPos2(pos.X, pos.Y);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify the raster position for pixel operations.
+ /// </summary>
+ /// <param name="pos">
+ /// Specify the x, y, and z object coordinates (if present) for the raster position.
+ /// </param>
public static void RasterPos3(Vector3 pos)
{
GL.RasterPos3(pos.X, pos.Y, pos.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify the raster position for pixel operations.
+ /// </summary>
+ /// <param name="pos">
+ /// Specify the x, y, z, and w object coordinates (if present) for the raster position.
+ /// </param>
public static void RasterPos4(Vector4 pos)
{
GL.RasterPos4(pos.X, pos.Y, pos.Z, pos.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify a vertex.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the x and y coordinates of a vertex.
+ /// </param>
public static void Vertex2(Vector2 v)
{
GL.Vertex2(v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify a vertex.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the x, y and z coordinates of a vertex.
+ /// </param>
public static void Vertex3(Vector3 v)
{
GL.Vertex3(v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify a vertex.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the x, y, z and w coordinates of a vertex.
+ /// </param>
public static void Vertex4(Vector4 v)
{
GL.Vertex4(v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the s and t texture coordinates.
+ /// </param>
public static void TexCoord2(Vector2 v)
{
GL.TexCoord2(v.X, v.Y);
}
-
+
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the s, t and r texture coordinates.
+ /// </param>
public static void TexCoord3(Vector3 v)
{
GL.TexCoord3(v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the s, t, r and q texture coordinates.
+ /// </param>
public static void TexCoord4(Vector4 v)
{
GL.TexCoord4(v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix by a rotation matrix.
+ /// </summary>
+ /// <param name="angle">
+ /// Specifies the angle of rotation, in degrees.
+ /// </param>
+ /// <param name="axis">
+ /// Specifies the axis of rotation.
+ /// </param>
public static void Rotate(Single angle, Vector3 axis)
{
GL.Rotate((Single)angle, axis.X, axis.Y, axis.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix by a general scaling matrix.
+ /// </summary>
+ /// <param name="scale">
+ /// Specifies scale factors along the x, y, and z axes.
+ /// </param>
public static void Scale(Vector3 scale)
{
GL.Scale(scale.X, scale.Y, scale.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix by a translation matrix.
+ /// </summary>
+ /// <param name="trans">
+ /// Specifies the x, y, and z coordinates with which to translate.
+ /// </param>
public static void Translate(Vector3 trans)
{
GL.Translate(trans.X, trans.Y, trans.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix with the specified matrix.
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to multiply the current one with.
+ /// </param>
public static void MultMatrix(ref Matrix4 mat)
{
unsafe
}
}
+ /// <summary>[requires: v1.0][deprecated: v3.2]
+ /// Replace the current matrix with the specified matrix
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to replace the current one with.
+ /// </param>
public static void LoadMatrix(ref Matrix4 mat)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Replace the current matrix with the specified row-major ordered matrix.
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to replace the current one with.
+ /// </param>
public static void LoadTransposeMatrix(ref Matrix4 mat)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Multiply the current matrix with the specified row-major ordered matrix
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to multiply the current one with.
+ /// </param>
public static void MultTransposeMatrix(ref Matrix4 mat)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current normal vector.
+ /// </summary>
+ /// <param name="normal">
+ /// Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).
+ /// </param>
public static void Normal3(Vector3d normal)
{
GL.Normal3(normal.X, normal.Y, normal.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify the raster position for pixel operations.
+ /// </summary>
+ /// <param name="pos">
+ /// Specify the x and y object coordinates (if present) for the raster position.
+ /// </param>
public static void RasterPos2(Vector2d pos)
{
GL.RasterPos2(pos.X, pos.Y);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify the raster position for pixel operations.
+ /// </summary>
+ /// <param name="pos">
+ /// Specify the x, y and z object coordinates (if present) for the raster position.
+ /// </param>
public static void RasterPos3(Vector3d pos)
{
GL.RasterPos3(pos.X, pos.Y, pos.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify the raster position for pixel operations.
+ /// </summary>
+ /// <param name="pos">
+ /// Specify the x, y, z and w object coordinates (if present) for the raster position.
+ /// </param>
public static void RasterPos4(Vector4d pos)
{
GL.RasterPos4(pos.X, pos.Y, pos.Z, pos.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify a vertex.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the x and y coordinates of a vertex.
+ /// </param>
public static void Vertex2(Vector2d v)
{
GL.Vertex2(v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify a vertex.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the x, y and z coordinates of a vertex.
+ /// </param>
public static void Vertex3(Vector3d v)
{
GL.Vertex3(v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Specify a vertex.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the x, y, z and w coordinates of a vertex.
+ /// </param>
public static void Vertex4(Vector4d v)
{
GL.Vertex4(v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the s and t texture coordinates.
+ /// </param>
public static void TexCoord2(Vector2d v)
{
GL.TexCoord2(v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the s, t and r texture coordinates.
+ /// </param>
public static void TexCoord3(Vector3d v)
{
GL.TexCoord3(v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="v">
+ /// Specifies the s, t, r and q texture coordinates.
+ /// </param>
public static void TexCoord4(Vector4d v)
{
GL.TexCoord4(v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix by a rotation matrix.
+ /// </summary>
+ /// <param name="angle">
+ /// Specifies the angle of rotation, in degrees.
+ /// </param>
+ /// <param name="axis">
+ /// Specifies the axis of rotation.
+ /// </param>
public static void Rotate(double angle, Vector3d axis)
{
GL.Rotate((double)angle, axis.X, axis.Y, axis.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix by a general scaling matrix.
+ /// </summary>
+ /// <param name="scale">
+ /// Specifies scale factors along the x, y, and z axes.
+ /// </param>
public static void Scale(Vector3d scale)
{
GL.Scale(scale.X, scale.Y, scale.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix by a translation matrix.
+ /// </summary>
+ /// <param name="trans">
+ /// Specifies the x, y, and z coordinates with which to translate.
+ /// </param>
public static void Translate(Vector3d trans)
{
GL.Translate(trans.X, trans.Y, trans.Z);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Multiply the current matrix with the specified matrix.
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to multiply the current one with.
+ /// </param>
public static void MultMatrix(ref Matrix4d mat)
{
unsafe
}
}
+ /// <summary>[requires: v1.0][deprecated: v3.2]
+ /// Replace the current matrix with the specified matrix
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to replace the current one with.
+ /// </param>
public static void LoadMatrix(ref Matrix4d mat)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Replace the current matrix with the specified row-major ordered matrix.
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to replace the current one with.
+ /// </param>
public static void LoadTransposeMatrix(ref Matrix4d mat)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Multiply the current matrix with the specified row-major ordered matrix
+ /// </summary>
+ /// <param name="mat">
+ /// The matrix to multiply the current one with.
+ /// </param>
public static void MultTransposeMatrix(ref Matrix4d mat)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Vector2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
[CLSCompliant(false)]
public static void Uniform2(int location, ref Vector2 vector)
{
GL.Uniform2(location, vector.X, vector.Y);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Vector3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
[CLSCompliant(false)]
public static void Uniform3(int location, ref Vector3 vector)
{
GL.Uniform3(location, vector.X, vector.Y, vector.Z);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Vector4"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
[CLSCompliant(false)]
public static void Uniform4(int location, ref Vector4 vector)
{
GL.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Vector2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void Uniform2(int location, Vector2 vector)
{
GL.Uniform2(location, vector.X, vector.Y);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Vector3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void Uniform3(int location, Vector3 vector)
{
GL.Uniform3(location, vector.X, vector.Y, vector.Z);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Vector4"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void Uniform4(int location, Vector4 vector)
{
GL.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="OpenTK.Graphics.Color4"/> uniform variable for the current program object.
+ /// In shader code, this is represented as a <see cref="Vector4"/>.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="color">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void Uniform4(int location, Color4 color)
{
GL.Uniform4(location, color.R, color.G, color.B, color.A);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Quaternion"/> uniform variable for the current program object.
+ /// In shader code, this is represented as a <see cref="Vector4"/>.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="quaternion">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void Uniform4(int location, Quaternion quaternion)
{
GL.Uniform4(location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Matrix2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix2(int location, bool transpose, ref Matrix2 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix2d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix2(int location, bool transpose, ref Matrix2d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Matrix2x3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix2x3(int location, bool transpose, ref Matrix2x3 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix2x3d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix2x3(int location, bool transpose, ref Matrix2x3d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.1]
+ /// Specify the value of a <see cref="Matrix2x4"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix2x4(int location, bool transpose, ref Matrix2x4 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix2x4d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix2x4(int location, bool transpose, ref Matrix2x4d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.1]
+ /// Specify the value of a <see cref="Matrix3x2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix3x2(int location, bool transpose, ref Matrix3x2 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix3x2d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix3x2(int location, bool transpose, ref Matrix3x2d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Matrix3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix3(int location, bool transpose, ref Matrix3 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix3(int location, bool transpose, ref Matrix3d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.1]
+ /// Specify the value of a <see cref="Matrix3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix3x4(int location, bool transpose, ref Matrix3x4 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix3x4d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix3x4(int location, bool transpose, ref Matrix3x4d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.1]
+ /// Specify the value of a <see cref="Matrix4x2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix4x2(int location, bool transpose, ref Matrix4x2 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix4x2d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix4x2(int location, bool transpose, ref Matrix4x2d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.1]
+ /// Specify the value of a <see cref="Matrix4x3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix4x3(int location, bool transpose, ref Matrix4x3 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix4x3d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix4x3(int location, bool transpose, ref Matrix4x3d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specify the value of a <see cref="Matrix4"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix4(int location, bool transpose, ref Matrix4 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
+ /// Specify the value of a <see cref="Matrix4d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void UniformMatrix4(int location, bool transpose, ref Matrix4d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Vector2"/> uniform variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
[CLSCompliant(false)]
public static void ProgramUniform2(int program, int location, ref Vector2 vector)
{
GL.ProgramUniform2(program, location, vector.X, vector.Y);
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Vector3"/> uniform variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
[CLSCompliant(false)]
public static void ProgramUniform3(int program, int location, ref Vector3 vector)
{
GL.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
}
- [CLSCompliant(false)]
- public static void ProgramUniform4(int program, int location, ref Vector4 vector)
- {
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Vector4"/> uniform variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
+ [CLSCompliant(false)]
+ public static void ProgramUniform4(int program, int location, ref Vector4 vector)
+ {
GL.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Vector2"/> uniform variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniform2(int program, int location, Vector2 vector)
{
GL.ProgramUniform2(program, location, vector.X, vector.Y);
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Vector3"/> uniform variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniform3(int program, int location, Vector3 vector)
{
GL.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Vector4"/> uniform variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="vector">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniform4(int program, int location, Vector4 vector)
{
GL.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="OpenTK.Graphics.Color4"/> uniform variable for the specified program object.
+ /// In shader code, this is represented as a <see cref="Vector4"/>.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="color">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniform4(int program, int location, Color4 color)
{
GL.ProgramUniform4(program, location, color.R, color.G, color.B, color.A);
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Quaternion"/> uniform variable for the specified program object.
+ /// In shader code, this is represented as a <see cref="Vector4"/>.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="quaternion">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniform4(int program, int location, Quaternion quaternion)
{
GL.ProgramUniform4(program, location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix2d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix2x3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref Matrix2x3 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix2x3d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref Matrix2x3d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix2x4"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref Matrix2x4 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix2x4d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref Matrix2x4d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix3x2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref Matrix3x2 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix3x2d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref Matrix3x2d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref Matrix3 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix3d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref Matrix3d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix3x4"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref Matrix3x4 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix3x4d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref Matrix3x4d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix4x2"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref Matrix4x2 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix4x2d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref Matrix4x2d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix4x3"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref Matrix4x3 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix4x3d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref Matrix4x3d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix4"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
+ /// Specify the value of a <see cref="Matrix4d"/> uniform variable for the current program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the handle of the program containing the uniform variable to be modified.
+ /// </param>
+ /// <param name="location">
+ /// Specifies the location of the uniform variable to be modified.
+ /// </param>
+ /// <param name="transpose">
+ /// Whether or not the matrix should be transposed.</param>
+ /// <param name="matrix">
+ /// Specifies the new vector to be used for the specified uniform variable.
+ /// </param>
public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Returns information about an active attribute variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the program object to be queried.
+ /// </param>
+ /// <param name="index">
+ /// Specifies the index of the attribute variable to be queried.
+ /// </param>
+ /// <param name="size">
+ /// Returns the size of the attribute variable.
+ /// </param>
+ /// <param name="type">
+ /// Returns the data type of the attribute variable.
+ /// </param>
+ /// <returns>
+ /// The name of the attribute variable.
+ /// </returns>
public static string GetActiveAttrib(int program, int index, out int size, out ActiveAttribType type)
{
int length;
return sb.ToString();
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Returns information about an active uniform variable for the specified program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the program object to be queried.
+ /// </param>
+ /// <param name="uniformIndex">
+ /// Specifies the index of the uniform variable to be queried.
+ /// </param>
+ /// <param name="size">[length: 1]
+ /// Returns the size of the uniform variable.
+ /// </param>
+ /// <param name="type">[length: 1]
+ /// Returns the data type of the uniform variable.
+ /// </param>
+ /// <returns>[length: bufSize]
+ /// The name of the uniform variable.
+ /// </returns>
public static string GetActiveUniform(int program, int uniformIndex, out int size, out ActiveUniformType type)
{
int length;
return sb.ToString();
}
+ /// <summary>
+ /// [requires: v3.1 or ARB_uniform_buffer_object|VERSION_3_1]
+ /// Query the name of an active uniform.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the program containing the active uniform index uniformIndex.
+ /// </param>
+ /// <param name="uniformIndex">
+ /// Specifies the index of the active uniform whose name to query.
+ /// </param>
+ /// <returns>
+ /// The name of the active uniform at uniformIndex within program.
+ /// </returns>
public static string GetActiveUniformName(int program, int uniformIndex)
{
int length;
return sb.ToString();
}
+ /// <summary>
+ /// [requires: v3.1 or ARB_uniform_buffer_object|VERSION_3_1]
+ /// Retrieve the name of an active uniform block.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the name of a program containing the uniform block.
+ /// </param>
+ /// <param name="uniformIndex">
+ /// Specifies the index of the uniform block within program.
+ /// </param>
+ /// <returns>
+ /// The name of the uniform block at uniformIndex.
+ /// </returns>
public static string GetActiveUniformBlockName(int program, int uniformIndex)
{
int length;
return sb.ToString();
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Replaces the source code in a shader object.
+ /// </summary>
+ /// <param name="shader">
+ /// Specifies the handle of the shader object whose source code is to be replaced.
+ /// </param>
+ /// <param name="string">
+ /// Specifies a string containing the source code to be loaded into the shader.
+ /// </param>
public static void ShaderSource(Int32 shader, System.String @string)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Returns the information log for a shader object.
+ /// </summary>
+ /// <param name="shader">
+ /// Specifies the shader object whose information log is to be queried.
+ /// </param>
+ /// <returns>
+ /// The information log.
+ /// </returns>
public static string GetShaderInfoLog(Int32 shader)
{
string info;
return info;
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Returns the information log for a shader object.
+ /// </summary>
+ /// <param name="shader">
+ /// Specifies the shader object whose information log is to be queried.
+ /// </param>
+ /// <param name="info">[length: bufSize]
+ /// Specifies a string that is used to return the information log.
+ /// </param>
public static void GetShaderInfoLog(Int32 shader, out string info)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Returns the information log for a program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the program object whose information log is to be queried.
+ /// </param>
+ /// <returns>
+ /// The information log.
+ /// </returns>
public static string GetProgramInfoLog(Int32 program)
{
string info;
return info;
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Returns the information log for a program object.
+ /// </summary>
+ /// <param name="program">
+ /// Specifies the program object whose information log is to be queried.
+ /// </param>
+ /// <param name="info">[length: bufSize]
+ /// Specifies a string that is used to return the information log.
+ /// </param>
public static void GetProgramInfoLog(Int32 program, out string info)
{
unsafe
GL.PointParameter(PointParameterName.PointSpriteCoordOrigin, (int)param);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x and y values to be used for the specified vertex attribute.
+ /// </param>
[CLSCompliant(false)]
public static void VertexAttrib2(Int32 index, ref Vector2 v)
{
GL.VertexAttrib2(index, v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y and z values to be used for the specified vertex attribute.
+ /// </param>
[CLSCompliant(false)]
public static void VertexAttrib3(Int32 index, ref Vector3 v)
{
GL.VertexAttrib3(index, v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
+ /// </param>
[CLSCompliant(false)]
public static void VertexAttrib4(Int32 index, ref Vector4 v)
{
GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x and y values to be used for the specified vertex attribute.
+ /// </param>
public static void VertexAttrib2(Int32 index, Vector2 v)
{
GL.VertexAttrib2(index, v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y and z values to be used for the specified vertex attribute.
+ /// </param>
public static void VertexAttrib3(Int32 index, Vector3 v)
{
GL.VertexAttrib3(index, v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
+ /// </param>
public static void VertexAttrib4(Int32 index, Vector4 v)
{
GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
+ /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
+ /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the s and t texture coordinates for target texture unit.
+ /// </param>
public static void MultiTexCoord2(TextureUnit target, ref Vector2 v)
{
GL.MultiTexCoord2(target, v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
+ /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
+ /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the s, t, and r texture coordinates for target texture unit.
+ /// </param>
public static void MultiTexCoord3(TextureUnit target, ref Vector3 v)
{
GL.MultiTexCoord3(target, v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
+ /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
+ /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the s, t, r, and q texture coordinates for target texture unit.
+ /// </param>
public static void MultiTexCoord4(TextureUnit target, ref Vector4 v)
{
GL.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x and y values to be used for the specified vertex attribute.
+ /// </param>
[CLSCompliant(false)]
public static void VertexAttrib2(Int32 index, ref Vector2d v)
{
GL.VertexAttrib2(index, v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y and z values to be used for the specified vertex attribute.
+ /// </param>
[CLSCompliant(false)]
public static void VertexAttrib3(Int32 index, ref Vector3d v)
{
GL.VertexAttrib3(index, v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
+ /// </param>
[CLSCompliant(false)]
public static void VertexAttrib4(Int32 index, ref Vector4d v)
{
GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x and y values to be used for the specified vertex attribute.
+ /// </param>
public static void VertexAttrib2(Int32 index, Vector2d v)
{
GL.VertexAttrib2(index, v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y and z values to be used for the specified vertex attribute.
+ /// </param>
public static void VertexAttrib3(Int32 index, Vector3d v)
{
GL.VertexAttrib3(index, v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Specifies the value of a generic vertex attribute.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the new x, y, z and w values to be used for the specified vertex attribute.
+ /// </param>
public static void VertexAttrib4(Int32 index, Vector4d v)
{
GL.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
+ /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
+ /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the s and t texture coordinates for target texture unit.
+ /// </param>
public static void MultiTexCoord2(TextureUnit target, ref Vector2d v)
{
GL.MultiTexCoord2(target, v.X, v.Y);
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
+ /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
+ /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the s, t, and r texture coordinates for target texture unit.
+ /// </param>
public static void MultiTexCoord3(TextureUnit target, ref Vector3d v)
{
GL.MultiTexCoord3(target, v.X, v.Y, v.Z);
}
+ /// <summary>
+ /// [requires: v1.3][deprecated: v3.2]
+ /// Set the current texture coordinates.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies the texture unit whose coordinates should be modified. The number of texture units is
+ /// implementation dependent, but must be at least two. Symbolic constant must be one of Texture, where i
+ /// ranges from 0 to MaxTextureCoords - 1, which is an implementation-dependent value.
+ /// </param>
+ /// <param name="v">
+ /// Specifies the s, t, r, and q texture coordinates for target texture unit.
+ /// </param>
public static void MultiTexCoord4(TextureUnit target, ref Vector4d v)
{
GL.MultiTexCoord4(target, v.X, v.Y, v.Z, v.W);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Draw a rectangle.
+ /// </summary>
+ /// <param name="rect">
+ /// Specifies the vertices of the rectangle.
+ /// </param>
[CLSCompliant(false)]
public static void Rect(RectangleF rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Draw a rectangle.
+ /// </summary>
+ /// <param name="rect">
+ /// Specifies the vertices of the rectangle.
+ /// </param>
[CLSCompliant(false)]
public static void Rect(Rectangle rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Draw a rectangle.
+ /// </summary>
+ /// <param name="rect">
+ /// Specifies the vertices of the rectangle.
+ /// </param>
[CLSCompliant(false)]
public static void Rect(ref RectangleF rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Draw a rectangle.
+ /// </summary>
+ /// <param name="rect">
+ /// Specifies the vertices of the rectangle.
+ /// </param>
[CLSCompliant(false)]
public static void Rect(ref Rectangle rect)
{
GL.Rect(rect.Left, rect.Top, rect.Right, rect.Bottom);
}
+ /// <summary>
+ /// [requires: v1.1][deprecated: v3.2]
+ /// Define an array of vertex data.
+ /// </summary>
+ /// <param name="size">
+ /// Specifies the number of coordinates per vertex. Must be 2, 3, or 4. The initial value is 4.
+ /// </param>
+ /// <param name="type">
+ /// Specifies the data type of each coordinate in the array. Symbolic constants Short, Int, Float, or Double
+ /// are accepted. The initial value is Float.
+ /// </param>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive vertices. If stride is 0, the vertices are understood to
+ /// be tightly packed in the array. The initial value is 0.
+ /// </param>
+ /// <param name="offset">
+ /// Specifies the first coordinate of the first vertex in the array. The initial value is 0.
+ /// </param>
public static void VertexPointer(int size, VertexPointerType type, int stride, int offset)
{
VertexPointer(size, type, stride, (IntPtr)offset);
}
+ /// <summary>
+ /// [requires: v1.1][deprecated: v3.2]
+ /// Define an array of normals.
+ /// </summary>
+ /// <param name="type">
+ /// Specifies the data type of each coordinate in the array. Symbolic constants Byte, Short, Int, Float, and
+ /// Double are accepted. The initial value is Float.
+ /// </param>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive normals. If stride is 0, the normals are understood to be
+ /// tightly packed in the array. The initial value is 0.
+ /// </param>
+ /// <param name="offset">[length: type,stride]
+ /// Specifies the first coordinate of the first normal in the array. The initial value is 0.
+ /// </param>
public static void NormalPointer(NormalPointerType type, int stride, int offset)
{
NormalPointer(type, stride, (IntPtr)offset);
}
+ /// <summary>
+ /// [requires: v1.1][deprecated: v3.2]
+ /// Define an array of color indexes.
+ /// </summary>
+ /// <param name="type">
+ /// Specifies the data type of each color index in the array. Symbolic constants UnsignedByte, Short, Int,
+ /// Float, and Double are accepted. The initial value is Float.
+ /// </param>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive color indexes. If stride is 0, the color indexes are
+ /// understood to be tightly packed in the array. The initial value is 0.
+ /// </param>
+ /// <param name="offset">
+ /// Specifies the first index in the array. The initial value is 0.
+ /// </param>
public static void IndexPointer(IndexPointerType type, int stride, int offset)
{
IndexPointer(type, stride, (IntPtr)offset);
}
+ /// <summary>
+ ///[requires: v1.1][deprecated: v3.2]
+ /// Define an array of colors.
+ /// </summary>
+ /// <param name="size">
+ /// Specifies the number of components per color. Must be 3 or 4. The initial value is 4.
+ /// </param>
+ /// <param name="type">
+ /// Specifies the data type of each color component in the array. Symbolic constants Byte, UnsignedByte, Short,
+ /// UnsignedShort, Int, UnsignedInt, Float, and Double are accepted. The initial value is Float.
+ /// </param>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive colors. If stride is 0, the colors are understood to be
+ /// tightly packed in the array. The initial value is 0.
+ /// </param>
+ /// <param name="offset">
+ /// Specifies the first component of the first color element in the array. The initial value is 0.
+ /// </param>
public static void ColorPointer(int size, ColorPointerType type, int stride, int offset)
{
ColorPointer(size, type, stride, (IntPtr)offset);
}
+ /// <summary>
+ /// [requires: v1.4][deprecated: v3.2]
+ /// Define an array of fog coordinates.
+ /// </summary>
+ /// <param name="type">
+ /// Specifies the data type of each fog coordinate. Symbolic constants Float, or Double are accepted.
+ /// The initial value is Float.
+ /// </param>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive fog coordinates. If stride is 0, the array elements are
+ /// understood to be tightly packed. The initial value is 0.
+ /// </param>
+ /// <param name="offset">
+ /// Specifies the first coordinate of the first fog coordinate in the array. The initial value is 0.
+ /// </param>
public static void FogCoordPointer(FogPointerType type, int stride, int offset)
{
FogCoordPointer(type, stride, (IntPtr)offset);
}
+ /// <summary>
+ /// [requires: v1.1][deprecated: v3.2]
+ /// Define an array of edge flags.
+ /// </summary>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive edge flags. If stride is 0, the edge flags are understood to
+ /// be tightly packed in the array. The initial value is 0.
+ /// </param>
+ /// <param name="offset">
+ /// Specifies the first edge flag in the array. The initial value is 0.
+ /// </param>
public static void EdgeFlagPointer(int stride, int offset)
{
EdgeFlagPointer(stride, (IntPtr)offset);
}
+ /// <summary>
+ /// [requires: v1.1][deprecated: v3.2]
+ /// Define an array of texture coordinates.
+ /// </summary>
+ /// <param name="size">
+ /// Specifies the number of coordinates per array element. Must be 1, 2, 3, or 4. The initial value is 4.
+ /// </param>
+ /// <param name="type">
+ /// Specifies the data type of each texture coordinate. Symbolic constants Short, Int, Float, or Double are
+ /// accepted. The initial value is Float.
+ /// </param>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive texture coordinate sets. If stride is 0, the array
+ /// elements are understood to be tightly packed. The initial value is 0.
+ /// </param>
+ /// <param name="offset">
+ /// Specifies the first coordinate of the first texture coordinate set in the array. The initial value is 0.
+ /// </param>
public static void TexCoordPointer(int size, TexCoordPointerType type, int stride, int offset)
{
TexCoordPointer(size, type, stride, (IntPtr)offset);
}
+ /// <summary>
+ /// [requires: v2.0]
+ /// Define an array of generic vertex attribute data.
+ /// </summary>
+ /// <param name="index">
+ /// Specifies the index of the generic vertex attribute to be modified.
+ /// </param>
+ /// <param name="size">
+ /// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. Additionally, the
+ /// symbolic constant Bgra is accepted by glVertexAttribPointer. The initial value is 4.
+ /// </param>
+ /// <param name="type">
+ /// Specifies the data type of each component in the array. The symbolic constants Byte, UnsignedByte, Short,
+ /// UnsignedShort, Int, and UnsignedInt are accepted by glVertexAttribPointer and glVertexAttribIPointer.
+ /// Additionally HalfFloat, Float, Double, Fixed, Int2101010Rev, UnsignedInt2101010Rev and
+ /// UnsignedInt10F11F11FRev are accepted by glVertexAttribPointer. Double is also accepted by
+ /// glVertexAttribLPointer and is the only token accepted by the type parameter for that function.
+ /// The initial value is Float.
+ /// </param>
+ /// <param name="normalized">
+ /// For glVertexAttribPointer, specifies whether fixed-point data values should be normalized (True) or
+ /// converted directly as fixed-point values (False) when they are accessed.
+ /// </param>
+ /// <param name="stride">
+ /// Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex
+ /// attributes are understood to be tightly packed in the array. The initial value is 0.
+ /// </param>
+ /// <param name="offset">
+ /// Specifies the first component of the first generic vertex attribute in the array in the data store of the
+ /// buffer currently bound to the ArrayBuffer target. The initial value is 0.
+ /// </param>
public static void VertexAttribPointer(int index, int size, VertexAttribPointerType type, bool normalized, int stride, int offset)
{
VertexAttribPointer(index, size, type, normalized, stride, (IntPtr)offset);
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive float values as a vector.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="vector">
+ /// The vector which will hold the values.
+ /// </param>
public static void GetFloat(GetPName pname, out Vector2 vector)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive float values as a vector.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="vector">
+ /// The vector which will hold the values.
+ /// </param>
public static void GetFloat(GetPName pname, out Vector3 vector)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive float values as a vector.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="vector">
+ /// The vector which will hold the values.
+ /// </param>
public static void GetFloat(GetPName pname, out Vector4 vector)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive float values as a matrix.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="matrix">
+ /// The matrix which will hold the values.
+ /// </param>
public static void GetFloat(GetPName pname, out Matrix4 matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive 64-bit float values as a vector.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="vector">
+ /// The vector which will hold the values.
+ /// </param>
public static void GetDouble(GetPName pname, out Vector2d vector)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive 64-bit float values as a vector.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="vector">
+ /// The vector which will hold the values.
+ /// </param>
public static void GetDouble(GetPName pname, out Vector3d vector)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive 64-bit float values as a vector.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="vector">
+ /// The vector which will hold the values.
+ /// </param>
public static void GetDouble(GetPName pname, out Vector4d vector)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Gets a series of consequtive 64-bit float values as a matrix.
+ /// </summary>
+ /// <param name="pname">
+ /// The name of the property that holds the values.
+ /// </param>
+ /// <param name="matrix">
+ /// The matrix which will hold the values.
+ /// </param>
public static void GetDouble(GetPName pname, out Matrix4d matrix)
{
unsafe
}
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Set the viewport. This function assumes a lower left corner of (0, 0).
+ /// </summary>
+ /// <param name="size">
+ /// Specifies the width and height of the viewport. When a GL context is first attached to a window,
+ /// width and height are set to the dimensions of that window.
+ /// </param>
public static void Viewport(Size size)
{
GL.Viewport(0, 0, size.Width, size.Height);
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Set the viewport.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the lower left corner of the viewport.
+ /// </param>
+ /// <param name="size">
+ /// Specifies the width and height of the viewport. When a GL context is first attached to a window,
+ /// width and height are set to the dimensions of that window.
+ /// </param>
public static void Viewport(Point location, Size size)
{
GL.Viewport(location.X, location.Y, size.Width, size.Height);
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Set the viewport.
+ /// </summary>
+ /// <param name="rectangle">
+ /// Specifies the lower left corner, as well as the width and height of the viewport. When a GL context is
+ /// first attached to a window, width and height are set to the dimensions of that window.
+ /// </param>
public static void Viewport(Rectangle rectangle)
{
GL.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
}
#if MINIMAL
+ /// <summary>
+ /// [requires: v1.0]
+ /// Set the viewport.
+ /// </summary>
+ /// <param name="location">
+ /// Specifies the lower left corner of the viewport.
+ /// </param>
+ /// <param name="size">
+ /// Specifies the width and height of the viewport. When a GL context is first attached to a window,
+ /// width and height are set to the dimensions of that window.
+ /// </param>
public static void Viewport(OpenTK.Point location, OpenTK.Size size)
{
GL.Viewport(location.X, location.Y, size.Width, size.Height);
}
+ /// <summary>
+ /// [requires: v1.0]
+ /// Set the viewport.
+ /// </summary>
+ /// <param name="rectangle">
+ /// Specifies the lower left corner, as well as the width and height of the viewport. When a GL context is
+ /// first attached to a window, width and height are set to the dimensions of that window.
+ /// </param>
public static void Viewport(OpenTK.Rectangle rectangle)
{
GL.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
}
#endif
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set texture environment parameters.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies a texture environment. May be TextureEnv, TextureFilterControl or PointSprite.
+ /// </param>
+ /// <param name="pname">
+ /// Specifies the symbolic name of a single-valued texture environment parameter. May be either TextureEnvMode,
+ /// TextureLodBias, CombineRgb, CombineAlpha, Src0Rgb, Src1Rgb, Src2Rgb, Src0Alpha, Src1Alpha, Src2Alpha,
+ /// Operand0Rgb, Operand1Rgb, Operand2Rgb, Operand0Alpha, Operand1Alpha, Operand2Alpha, RgbScale, AlphaScale,
+ /// or CoordReplace.
+ /// </param>
+ /// <param name="color">
+ /// Specifies the color to apply.
+ /// </param>
public static void TexEnv(TextureEnvTarget target, TextureEnvParameter pname, Color color)
{
Color4 c = new Color4(color.R, color.G, color.B, color.A);
}
}
+ /// <summary>
+ /// [requires: v1.0][deprecated: v3.2]
+ /// Set texture environment parameters.
+ /// </summary>
+ /// <param name="target">
+ /// Specifies a texture environment. May be TextureEnv, TextureFilterControl or PointSprite.
+ /// </param>
+ /// <param name="pname">
+ /// Specifies the symbolic name of a single-valued texture environment parameter. May be either TextureEnvMode,
+ /// TextureLodBias, CombineRgb, CombineAlpha, Src0Rgb, Src1Rgb, Src2Rgb, Src0Alpha, Src1Alpha, Src2Alpha,
+ /// Operand0Rgb, Operand1Rgb, Operand2Rgb, Operand0Alpha, Operand1Alpha, Operand2Alpha, RgbScale, AlphaScale,
+ /// or CoordReplace.
+ /// </param>
+ /// <param name="color">
+ /// Specifies the color to apply.
+ /// </param>
public static void TexEnv(TextureEnvTarget target, TextureEnvParameter pname, Color4 color)
{
unsafe