class lime.graphics.GLRenderContext

Instance Fields

var BACK:Int

var BOOL:Int

var BYTE:Int

var CCW:Int

var CW:Int

var DECR:Int

var INCR:Int

var INT:Int

var KEEP:Int

var LESS:Int

var NONE:Int

var ONE:Int

var RGB:Int

var RGBA:Int

var ZERO:Int

function new(): Void

function activeTexture(texture:Int): Void

function attachShader(program:GLProgram, shader:GLShader): Void

function bindAttribLocation(program:GLProgram, index:Int, name:String): Void

function bindBuffer(target:Int, buffer:GLBuffer): Void

function bindFramebuffer(target:Int, framebuffer:GLFramebuffer): Void

function bindRenderbuffer(target:Int, renderbuffer:GLRenderbuffer): Void

function bindTexture(target:Int, texture:GLTexture): Void

function blendColor(red:Float, green:Float, blue:Float, alpha:Float): Void

function blendEquation(mode:Int): Void

function blendEquationSeparate(modeRGB:Int, modeAlpha:Int): Void

function blendFunc(sfactor:Int, dfactor:Int): Void

function blendFuncSeparate(srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int): Void

function bufferData(target:Int, data:ArrayBufferView, usage:Int): Void

function bufferSubData(target:Int, offset:Int, data:ArrayBufferView): Void

function checkFramebufferStatus(target:Int): Int

function clear(mask:Int): Void

function clearColor(red:Float, green:Float, blue:Float, alpha:Float): Void

function clearDepth(depth:Float): Void

function clearStencil(s:Int): Void

function colorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool): Void

function compileShader(shader:GLShader): Void

function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, data:ArrayBufferView): Void

function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, data:ArrayBufferView): Void

function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int): Void

function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int): Void

function createShader(type:Int): GLShader

function cullFace(mode:Int): Void

function deleteBuffer(buffer:GLBuffer): Void

function deleteFramebuffer(framebuffer:GLFramebuffer): Void

function deleteProgram(program:GLProgram): Void

function deleteRenderbuffer(renderbuffer:GLRenderbuffer): Void

function deleteShader(shader:GLShader): Void

function deleteTexture(texture:GLTexture): Void

function depthFunc(func:Int): Void

function depthMask(flag:Bool): Void

function depthRange(zNear:Float, zFar:Float): Void

function detachShader(program:GLProgram, shader:GLShader): Void

function disable(cap:Int): Void

function drawArrays(mode:Int, first:Int, count:Int): Void

function drawElements(mode:Int, count:Int, type:Int, offset:Int): Void

function enable(cap:Int): Void

function finish(): Void

function flush(): Void

function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer): Void

function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int): Void

function frontFace(mode:Int): Void

function generateMipmap(target:Int): Void

function getActiveAttrib(program:GLProgram, index:Int): GLActiveInfo

function getActiveUniform(program:GLProgram, index:Int): GLActiveInfo

function getAttribLocation(program:GLProgram, name:String): Int

function getBufferParameter(target:Int, pname:Int): Int

function getError(): Int

function getExtension(name:String): Dynamic

function getFramebufferAttachmentParameter(target:Int, attachment:Int, pname:Int): Int

function getParameter(pname:Int): Dynamic

function getProgramParameter(program:GLProgram, pname:Int): Int

function getRenderbufferParameter(target:Int, pname:Int): Int

function getShaderInfoLog(shader:GLShader): String

function getShaderParameter(shader:GLShader, pname:Int): Int

function getShaderPrecisionFormat(shadertype:Int, precisiontype:Int): GLShaderPrecisionFormat

function getShaderSource(shader:GLShader): String

function getTexParameter(target:Int, pname:Int): Int

function getUniform(program:GLProgram, location:GLUniformLocation): Dynamic

function getVertexAttrib(index:Int, pname:Int): Int

function getVertexAttribOffset(index:Int, pname:Int): Int

function hint(target:Int, mode:Int): Void

function isBuffer(buffer:GLBuffer): Bool

function isContextLost(): Bool

function isEnabled(cap:Int): Bool

function isFramebuffer(framebuffer:GLFramebuffer): Bool

function isProgram(program:GLProgram): Bool

function isRenderbuffer(renderbuffer:GLRenderbuffer): Bool

function isShader(shader:GLShader): Bool

function isTexture(texture:GLTexture): Bool

function lineWidth(width:Float): Void

function linkProgram(program:GLProgram): Void

function pixelStorei(pname:Int, param:Int): Void

function polygonOffset(factor:Float, units:Float): Void

function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView): Void

function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int): Void

function sampleCoverage(value:Float, invert:Bool): Void

function scissor(x:Int, y:Int, width:Int, height:Int): Void

function shaderSource(shader:GLShader, source:String): Void

function stencilFunc(func:Int, ref:Int, mask:Int): Void

function stencilFuncSeparate(face:Int, func:Int, ref:Int, mask:Int): Void

function stencilMask(mask:Int): Void

function stencilMaskSeparate(face:Int, mask:Int): Void

function stencilOp(fail:Int, zfail:Int, zpass:Int): Void

function stencilOpSeparate(face:Int, fail:Int, zfail:Int, zpass:Int): Void

function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, pixels:ArrayBufferView): Void

function texParameterf(target:Int, pname:Int, param:Float): Void

function texParameteri(target:Int, pname:Int, param:Int): Void

function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView): Void

function uniform1f(location:GLUniformLocation, x:Float): Void

function uniform1i(location:GLUniformLocation, x:Int): Void

function uniform2f(location:GLUniformLocation, x:Float, y:Float): Void

function uniform2i(location:GLUniformLocation, x:Int, y:Int): Void

function uniform3f(location:GLUniformLocation, x:Float, y:Float, z:Float): Void

function uniform3i(location:GLUniformLocation, x:Int, y:Int, z:Int): Void

function uniform4f(location:GLUniformLocation, x:Float, y:Float, z:Float, w:Float): Void

function uniform4i(location:GLUniformLocation, x:Int, y:Int, z:Int, w:Int): Void

function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, v:Float32Array): Void

function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, v:Float32Array): Void

function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, v:Float32Array): Void

function useProgram(program:GLProgram): Void

function validateProgram(program:GLProgram): Void

function vertexAttrib1f(indx:Int, x:Float): Void

function vertexAttrib1fv(indx:Int, values:Float32Array): Void

function vertexAttrib2f(indx:Int, x:Float, y:Float): Void

function vertexAttrib2fv(indx:Int, values:Float32Array): Void

function vertexAttrib3f(indx:Int, x:Float, y:Float, z:Float): Void

function vertexAttrib3fv(indx:Int, values:Float32Array): Void

function vertexAttrib4f(indx:Int, x:Float, y:Float, z:Float, w:Float): Void

function vertexAttrib4fv(indx:Int, values:Float32Array): Void

function vertexAttribPointer(indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int): Void

function viewport(x:Int, y:Int, width:Int, height:Int): Void