Java 类org.lwjgl.util.generator.Const 实例源码

项目:Wolf_game    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexImage(@GLuint int texture, int level,
                     @GLenum int format, @GLenum int type,
                     @Check(value = "1", canBeNull = true)
                     @Const
                     @GLbyte
                     @GLshort
                     @GLint
                     @GLuint64
                     @GLfloat
                     @GLdouble Buffer data);
项目:Wolf_game    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexSubImage(@GLuint int texture, int level,
                        int xoffset, int yoffset, int zoffset,
                        @GLsizei int width, @GLsizei int height, @GLsizei int depth,
                        @GLenum int format, @GLenum int type,
                        @Check(value = "1", canBeNull = true)
                        @Const
                        @GLbyte
                        @GLshort
                        @GLint
                        @GLuint64
                        @GLfloat
                        @GLdouble Buffer data);
项目:GPVM    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexImage(@GLuint int texture, int level,
                     @GLenum int format, @GLenum int type,
                     @Check(value = "1", canBeNull = true)
                     @Const
                     @GLbyte
                     @GLshort
                     @GLint
                     @GLuint64
                     @GLfloat
                     @GLdouble Buffer data);
项目:GPVM    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexSubImage(@GLuint int texture, int level,
                        int xoffset, int yoffset, int zoffset,
                        @GLsizei int width, @GLsizei int height, @GLsizei int depth,
                        @GLenum int format, @GLenum int type,
                        @Check(value = "1", canBeNull = true)
                        @Const
                        @GLbyte
                        @GLshort
                        @GLint
                        @GLuint64
                        @GLfloat
                        @GLdouble Buffer data);
项目:TeacherSmash    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexImage(@GLuint int texture, int level,
                     @GLenum int format, @GLenum int type,
                     @Check(value = "1", canBeNull = true)
                     @Const
                     @GLbyte
                     @GLshort
                     @GLint
                     @GLuint64
                     @GLfloat
                     @GLdouble Buffer data);
项目:TeacherSmash    文件:ARB_clear_texture.java   
@Reuse("GL44")
void glClearTexSubImage(@GLuint int texture, int level,
                        int xoffset, int yoffset, int zoffset,
                        @GLsizei int width, @GLsizei int height, @GLsizei int depth,
                        @GLenum int format, @GLenum int type,
                        @Check(value = "1", canBeNull = true)
                        @Const
                        @GLbyte
                        @GLshort
                        @GLint
                        @GLuint64
                        @GLfloat
                        @GLdouble Buffer data);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int stride, int order, @Check @Const DoubleBuffer points);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int stride, int order, @Check @Const FloatBuffer points);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int ustride, int uorder, double v1, double v2, int vstride, int vorder,
@Check @Const DoubleBuffer points);
项目:PhET    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int ustride, int uorder, float v1, float v2, int vstride, int vorder,
@Check @Const FloatBuffer points);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindBuffersBase(@GLenum int target, @GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindBuffersRange(@GLenum int target, @GLuint int first, @GLsizei int count,
                        @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers,
                        @Check(value = "count", canBeNull = true) @Const @GLintptr PointerBuffer offsets,
                        @Check(value = "count", canBeNull = true) @Const @GLsizeiptr PointerBuffer sizes);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindSamplers(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer samplers);
项目:Wolf_game    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindImageTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
项目:TeacherSmash    文件:OES_texture_3D.java   
void glCompressedTexSubImage3DOES(@GLenum int target, int level,
int xoffset, int yoffset, int zoffset,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
@GLenum int format, @GLsizei int imageSize,
@Check @Const @GLvoid ByteBuffer data);
项目:Wolf_game    文件:ARB_invalidate_subdata.java   
@Reuse("GL43")
void glInvalidateFramebuffer(@GLenum int target,
                             @AutoSize("attachments") @GLsizei int numAttachments,
                             @Const @GLenum IntBuffer attachments);
项目:Wolf_game    文件:ARB_invalidate_subdata.java   
@Reuse("GL43")
void glInvalidateSubFramebuffer(@GLenum int target,
                                @AutoSize("attachments") @GLsizei int numAttachments,
                                @Const @GLenum IntBuffer attachments,
                                int x, int y, @GLsizei int width, @GLsizei int height);
项目:Wolf_game    文件:AMD_sample_positions.java   
@StripPostfix("val")
void glSetMultisamplefvAMD(@GLenum int pname, @GLuint int index, @Check("2") @Const FloatBuffer val);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int stride, int order, @Check @Const DoubleBuffer points);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib1fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int stride, int order, @Check @Const FloatBuffer points);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2dAPPLE(@GLuint int index, @GLuint int size, double u1, double u2,
int ustride, int uorder, double v1, double v2, int vstride, int vorder,
@Check @Const DoubleBuffer points);
项目:Wolf_game    文件:APPLE_vertex_program_evaluators.java   
void glMapVertexAttrib2fAPPLE(@GLuint int index, @GLuint int size, float u1, float u2,
int ustride, int uorder, float v1, float v2, int vstride, int vorder,
@Check @Const FloatBuffer points);
项目:Wolf_game    文件:NV_bindless_texture.java   
@StripPostfix("value")
void glUniformHandleui64vNV(int location, @AutoSize("value") @GLsizei int count, @Const @GLuint64 LongBuffer value);
项目:Wolf_game    文件:NV_bindless_texture.java   
@StripPostfix("values")
void glProgramUniformHandleui64vNV(@GLuint int program, int location,
                                   @AutoSize("values") @GLsizei int count, @Const @GLuint64 LongBuffer values);
项目:Wolf_game    文件:ARB_bindless_texture.java   
@StripPostfix("value")
void glUniformHandleui64vARB(int location, @AutoSize("value") @GLsizei int count, @Const @GLuint64 LongBuffer value);
项目:Wolf_game    文件:ARB_bindless_texture.java   
@StripPostfix("values")
void glProgramUniformHandleui64vARB(@GLuint int program, int location, @AutoSize("values") @GLsizei int count, @Const @GLuint64 LongBuffer values);
项目:Wolf_game    文件:ARB_bindless_texture.java   
@StripPostfix("v")
void glVertexAttribL1ui64vARB(@GLuint int index, @Check("1") @Const @GLuint64EXT LongBuffer v);
项目:Wolf_game    文件:NV_bindless_multi_draw_indirect.java   
void glMultiDrawArraysIndirectBindlessNV(@GLenum int mode,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 20 + 24 * vertexBufferCount : stride) * drawCount") @Const @GLvoid ByteBuffer indirect,
@GLsizei int drawCount,
@GLsizei int stride,
int vertexBufferCount);
项目:Wolf_game    文件:NV_bindless_multi_draw_indirect.java   
void glMultiDrawElementsIndirectBindlessNV(@GLenum int mode,
@GLenum int type,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 48 + 24 * vertexBufferCount : stride) * drawCount") @Const @GLvoid ByteBuffer indirect,
@GLsizei int drawCount,
@GLsizei int stride,
int vertexBufferCount);
项目:Wolf_game    文件:NV_draw_path.java   
@GLuint
int glCreatePathNV(@GLenum int datatype, @AutoSize("commands") @GLsizei int numCommands, @Const @GLubyte ByteBuffer commands);
项目:Wolf_game    文件:OES_texture_3D.java   
void glTexImage3DOES(@GLenum int target, int level,
@GLenum int internalFormat, @GLsizei int width, @GLsizei int height, @GLsizei int depth, int border,
@GLenum int format, @GLenum int type,
@Check(value = "GLChecks.calculateTexImage3DStorage(pixels, format, type, width, height, depth)", canBeNull = true)
@Const @GLbyte @GLshort @GLint @GLfloat Buffer pixels);
项目:Wolf_game    文件:OES_texture_3D.java   
void glTexSubImage3DOES(@GLenum int target, int level,
int xoffset, int yoffset, int zoffset,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
@GLenum int format, @GLenum int type,
@Check("GLChecks.calculateImageStorage(pixels, format, type, width, height, depth)")
@Const @GLbyte @GLshort @GLint @GLfloat Buffer pixels);
项目:Wolf_game    文件:OES_texture_3D.java   
void glCompressedTexImage3DOES(@GLenum int target, int level, @GLenum int internalformat,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
int border, @GLsizei int imageSize,
@Check @Const @GLvoid ByteBuffer data);
项目:Wolf_game    文件:OES_texture_3D.java   
void glCompressedTexSubImage3DOES(@GLenum int target, int level,
int xoffset, int yoffset, int zoffset,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
@GLenum int format, @GLsizei int imageSize,
@Check @Const @GLvoid ByteBuffer data);
项目:GPVM    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindBuffersBase(@GLenum int target, @GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers);
项目:GPVM    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindBuffersRange(@GLenum int target, @GLuint int first, @GLsizei int count,
                        @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer buffers,
                        @Check(value = "count", canBeNull = true) @Const @GLintptr PointerBuffer offsets,
                        @Check(value = "count", canBeNull = true) @Const @GLsizeiptr PointerBuffer sizes);
项目:GPVM    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);
项目:GPVM    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindSamplers(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer samplers);
项目:GPVM    文件:ARB_multi_bind.java   
@Reuse("GL44")
void glBindImageTextures(@GLuint int first, @GLsizei int count, @Check(value = "count", canBeNull = true) @Const @GLuint IntBuffer textures);