Java 类org.lwjgl.util.generator.opengl.GLintptr 实例源码

项目:Wolf_game    文件:ARB_texture_buffer_range.java   
@Dependent("GL_EXT_direct_state_access")
void glTextureBufferRangeEXT(@GLuint int texture,
                             @GLenum int target,
                             @GLenum int internalformat,
                             @GLuint int buffer,
                             @GLintptr long offset,
                             @GLsizeiptr long size);
项目:Wolf_game    文件:ARB_indirect_parameters.java   
@Alternate("glMultiDrawElementsIndirectCountARB")
void glMultiDrawElementsIndirectCountARB(@GLenum int mode,
                                         @GLenum int type,
                                         @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 : stride >> 2) * maxdrawcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
                                         @GLintptr long drawcount,
                                         @GLsizei int maxdrawcount,
                                         @GLsizei int stride);
项目:GPVM    文件:ARB_texture_buffer_range.java   
@Dependent("GL_EXT_direct_state_access")
void glTextureBufferRangeEXT(@GLuint int texture,
                             @GLenum int target,
                             @GLenum int internalformat,
                             @GLuint int buffer,
                             @GLintptr long offset,
                             @GLsizeiptr long size);
项目:GPVM    文件:ARB_indirect_parameters.java   
@Alternate("glMultiDrawElementsIndirectCountARB")
void glMultiDrawElementsIndirectCountARB(@GLenum int mode,
                                         @GLenum int type,
                                         @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 : stride >> 2) * maxdrawcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
                                         @GLintptr long drawcount,
                                         @GLsizei int maxdrawcount,
                                         @GLsizei int stride);
项目:TeacherSmash    文件:ARB_texture_buffer_range.java   
@Dependent("GL_EXT_direct_state_access")
void glTextureBufferRangeEXT(@GLuint int texture,
                             @GLenum int target,
                             @GLenum int internalformat,
                             @GLuint int buffer,
                             @GLintptr long offset,
                             @GLsizeiptr long size);
项目:TeacherSmash    文件:ARB_indirect_parameters.java   
@Alternate("glMultiDrawElementsIndirectCountARB")
void glMultiDrawElementsIndirectCountARB(@GLenum int mode,
                                         @GLenum int type,
                                         @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 : stride >> 2) * maxdrawcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
                                         @GLintptr long drawcount,
                                         @GLsizei int maxdrawcount,
                                         @GLsizei int stride);
项目:3d-Demo    文件:ARB_texture_buffer_range.java   
@Dependent("GL_EXT_direct_state_access")
void glTextureBufferRangeEXT(@GLuint int texture,
                             @GLenum int target,
                             @GLenum int internalformat,
                             @GLuint int buffer,
                             @GLintptr long offset,
                             @GLsizeiptr long size);
项目:PhET    文件:ARB_copy_buffer.java   
@Reuse("GL31")
void glCopyBufferSubData(@GLenum int readTarget, @GLenum int writeTarget,
                         @GLintptr long readOffset, @GLintptr long writeOffset,
                         @GLsizeiptr long size);
项目:PhET    文件:EXT_bindable_uniform.java   
@GLintptr
long glGetUniformOffsetEXT(@GLuint int program, int location);
项目:Wolf_game    文件:ARB_texture_buffer_range.java   
@Reuse("GL43")
void glTexBufferRange(@GLenum int target,
                      @GLenum int internalformat,
                      @GLuint int buffer,
                      @GLintptr long offset,
                      @GLsizeiptr long size);
项目:Wolf_game    文件:ARB_compute_shader.java   
@Reuse("GL43")
void glDispatchComputeIndirect(@GLintptr long indirect);
项目:Wolf_game    文件:ARB_indirect_parameters.java   
void glMultiDrawArraysIndirectCountARB(@GLenum int mode,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 * 4 : stride) * maxdrawcount") @Const @GLvoid ByteBuffer indirect,
@GLintptr long drawcount,
@GLsizei int maxdrawcount,
@GLsizei int stride);
项目:Wolf_game    文件:ARB_indirect_parameters.java   
@Alternate("glMultiDrawArraysIndirectCountARB")
void glMultiDrawArraysIndirectCountARB(@GLenum int mode,
                                       @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 : stride >> 2) * maxdrawcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
                                       @GLintptr long drawcount,
                                       @GLsizei int maxdrawcount,
                                       @GLsizei int stride);
项目:Wolf_game    文件:ARB_indirect_parameters.java   
void glMultiDrawElementsIndirectCountARB(@GLenum int mode,
@GLenum int type,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 * 4 : stride) * maxdrawcount") @Const @GLvoid ByteBuffer indirect,
@GLintptr long drawcount,
@GLsizei int maxdrawcount,
@GLsizei int stride);
项目:Wolf_game    文件:ARB_copy_buffer.java   
@Reuse("GL31")
void glCopyBufferSubData(@GLenum int readTarget, @GLenum int writeTarget,
                         @GLintptr long readOffset, @GLintptr long writeOffset,
                         @GLsizeiptr long size);
项目:Wolf_game    文件:EXT_bindable_uniform.java   
@GLintptr
long glGetUniformOffsetEXT(@GLuint int program, int location);
项目:Wolf_game    文件:ARB_vertex_attrib_binding.java   
@Reuse("GL43")
void glBindVertexBuffer(@GLuint int bindingindex, @GLuint int buffer, @GLintptr long offset,
                        @GLsizei int stride);
项目:GPVM    文件:ARB_texture_buffer_range.java   
@Reuse("GL43")
void glTexBufferRange(@GLenum int target,
                      @GLenum int internalformat,
                      @GLuint int buffer,
                      @GLintptr long offset,
                      @GLsizeiptr long size);
项目:GPVM    文件:ARB_compute_shader.java   
@Reuse("GL43")
void glDispatchComputeIndirect(@GLintptr long indirect);
项目:GPVM    文件:ARB_indirect_parameters.java   
void glMultiDrawArraysIndirectCountARB(@GLenum int mode,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 * 4 : stride) * maxdrawcount") @Const @GLvoid ByteBuffer indirect,
@GLintptr long drawcount,
@GLsizei int maxdrawcount,
@GLsizei int stride);
项目:GPVM    文件:ARB_indirect_parameters.java   
@Alternate("glMultiDrawArraysIndirectCountARB")
void glMultiDrawArraysIndirectCountARB(@GLenum int mode,
                                       @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 : stride >> 2) * maxdrawcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
                                       @GLintptr long drawcount,
                                       @GLsizei int maxdrawcount,
                                       @GLsizei int stride);
项目:GPVM    文件:ARB_indirect_parameters.java   
void glMultiDrawElementsIndirectCountARB(@GLenum int mode,
@GLenum int type,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 * 4 : stride) * maxdrawcount") @Const @GLvoid ByteBuffer indirect,
@GLintptr long drawcount,
@GLsizei int maxdrawcount,
@GLsizei int stride);
项目:GPVM    文件:ARB_copy_buffer.java   
@Reuse("GL31")
void glCopyBufferSubData(@GLenum int readTarget, @GLenum int writeTarget,
                         @GLintptr long readOffset, @GLintptr long writeOffset,
                         @GLsizeiptr long size);
项目:GPVM    文件:EXT_bindable_uniform.java   
@GLintptr
long glGetUniformOffsetEXT(@GLuint int program, int location);
项目:GPVM    文件:ARB_vertex_attrib_binding.java   
@Reuse("GL43")
void glBindVertexBuffer(@GLuint int bindingindex, @GLuint int buffer, @GLintptr long offset,
                        @GLsizei int stride);
项目:TeacherSmash    文件:ARB_texture_buffer_range.java   
@Reuse("GL43")
void glTexBufferRange(@GLenum int target,
                      @GLenum int internalformat,
                      @GLuint int buffer,
                      @GLintptr long offset,
                      @GLsizeiptr long size);
项目:TeacherSmash    文件:ARB_compute_shader.java   
@Reuse("GL43")
void glDispatchComputeIndirect(@GLintptr long indirect);
项目:TeacherSmash    文件:ARB_indirect_parameters.java   
void glMultiDrawArraysIndirectCountARB(@GLenum int mode,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 * 4 : stride) * maxdrawcount") @Const @GLvoid ByteBuffer indirect,
@GLintptr long drawcount,
@GLsizei int maxdrawcount,
@GLsizei int stride);
项目:TeacherSmash    文件:ARB_indirect_parameters.java   
@Alternate("glMultiDrawArraysIndirectCountARB")
void glMultiDrawArraysIndirectCountARB(@GLenum int mode,
                                       @BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 4 : stride >> 2) * maxdrawcount") @Const @GLvoid(PrimitiveType.Kind.INT) IntBuffer indirect,
                                       @GLintptr long drawcount,
                                       @GLsizei int maxdrawcount,
                                       @GLsizei int stride);
项目:TeacherSmash    文件:ARB_indirect_parameters.java   
void glMultiDrawElementsIndirectCountARB(@GLenum int mode,
@GLenum int type,
@BufferObject(BufferKind.IndirectBO) @Check("(stride == 0 ? 5 * 4 : stride) * maxdrawcount") @Const @GLvoid ByteBuffer indirect,
@GLintptr long drawcount,
@GLsizei int maxdrawcount,
@GLsizei int stride);
项目:TeacherSmash    文件:ARB_copy_buffer.java   
@Reuse("GL31")
void glCopyBufferSubData(@GLenum int readTarget, @GLenum int writeTarget,
                         @GLintptr long readOffset, @GLintptr long writeOffset,
                         @GLsizeiptr long size);
项目:TeacherSmash    文件:EXT_bindable_uniform.java   
@GLintptr
long glGetUniformOffsetEXT(@GLuint int program, int location);
项目:TeacherSmash    文件:ARB_vertex_attrib_binding.java   
@Reuse("GL43")
void glBindVertexBuffer(@GLuint int bindingindex, @GLuint int buffer, @GLintptr long offset,
                        @GLsizei int stride);
项目:3d-Demo    文件:ARB_texture_buffer_range.java   
@Reuse("GL43")
void glTexBufferRange(@GLenum int target,
                      @GLenum int internalformat,
                      @GLuint int buffer,
                      @GLintptr long offset,
                      @GLsizeiptr long size);
项目:3d-Demo    文件:ARB_compute_shader.java   
@Reuse("GL43")
void glDispatchComputeIndirect(@GLintptr long indirect);
项目:3d-Demo    文件:ARB_copy_buffer.java   
@Reuse("GL31")
void glCopyBufferSubData(@GLenum int readTarget, @GLenum int writeTarget,
                         @GLintptr long readOffset, @GLintptr long writeOffset,
                         @GLsizeiptr long size);
项目:3d-Demo    文件:EXT_bindable_uniform.java   
@GLintptr
long glGetUniformOffsetEXT(@GLuint int program, int location);
项目:3d-Demo    文件:ARB_vertex_attrib_binding.java   
@Reuse("GL43")
void glBindVertexBuffer(@GLuint int bindingindex, @GLuint int buffer, @GLintptr long offset,
                        @GLsizei int stride);
项目:PhET    文件:APPLE_flush_buffer_range.java   
void glFlushMappedBufferRangeAPPLE(@GLenum int target, @GLintptr long offset, @GLsizeiptr long size);
项目:Wolf_game    文件:APPLE_flush_buffer_range.java   
void glFlushMappedBufferRangeAPPLE(@GLenum int target, @GLintptr long offset, @GLsizeiptr long size);