/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.opengl; import org.lwjgl.util.generator.*; import org.lwjgl.util.generator.opengl.GLenum; import org.lwjgl.util.generator.opengl.GLuint; import java.nio.IntBuffer; @Extension(postfix = "", className = "ARBVertexType2_10_10_10_REV") public interface ARB_vertex_type_2_10_10_10_rev { /** * Accepted by the <type> parameter of VertexAttribPointer, VertexPointer, * NormalPointer, ColorPointer, SecondaryColorPointer, TexCoordPointer, * VertexAttribP{1234}ui, VertexP*, TexCoordP*, MultiTexCoordP*, NormalP3ui, * ColorP*, SecondaryColorP* and VertexAttribP* */ int GL_UNSIGNED_INT_2_10_10_10_REV = GL12.GL_UNSIGNED_INT_2_10_10_10_REV; int GL_INT_2_10_10_10_REV = 0x8D9F; @Reuse("GL33") @NoErrorCheck void glVertexP2ui(@GLenum int type, @GLuint int value); @Reuse("GL33") @NoErrorCheck void glVertexP3ui(@GLenum int type, @GLuint int value); @Reuse("GL33") @NoErrorCheck void glVertexP4ui(@GLenum int type, @GLuint int value); @Reuse("GL33") @NoErrorCheck @StripPostfix("value") void glVertexP2uiv(@GLenum int type, @Check("2") @Const @GLuint IntBuffer value); @Reuse("GL33") @NoErrorCheck @StripPostfix("value") void glVertexP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer value); @Reuse("GL33") @NoErrorCheck @StripPostfix("value") void glVertexP4uiv(@GLenum int type, @Check("4") @Const @GLuint IntBuffer value); @Reuse("GL33") @NoErrorCheck void glTexCoordP1ui(@GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck void glTexCoordP2ui(@GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck void glTexCoordP3ui(@GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck void glTexCoordP4ui(@GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glTexCoordP1uiv(@GLenum int type, @Check("1") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glTexCoordP2uiv(@GLenum int type, @Check("2") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glTexCoordP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glTexCoordP4uiv(@GLenum int type, @Check("4") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck void glMultiTexCoordP1ui(@GLenum int texture, @GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck void glMultiTexCoordP2ui(@GLenum int texture, @GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck void glMultiTexCoordP3ui(@GLenum int texture, @GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck void glMultiTexCoordP4ui(@GLenum int texture, @GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glMultiTexCoordP1uiv(@GLenum int texture, @GLenum int type, @Check("1") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glMultiTexCoordP2uiv(@GLenum int texture, @GLenum int type, @Check("2") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glMultiTexCoordP3uiv(@GLenum int texture, @GLenum int type, @Check("3") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glMultiTexCoordP4uiv(@GLenum int texture, @GLenum int type, @Check("4") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck void glNormalP3ui(@GLenum int type, @GLuint int coords); @Reuse("GL33") @NoErrorCheck @StripPostfix("coords") void glNormalP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer coords); @Reuse("GL33") @NoErrorCheck void glColorP3ui(@GLenum int type, @GLuint int color); @Reuse("GL33") @NoErrorCheck void glColorP4ui(@GLenum int type, @GLuint int color); @Reuse("GL33") @NoErrorCheck @StripPostfix("color") void glColorP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer color); @Reuse("GL33") @NoErrorCheck @StripPostfix("color") void glColorP4uiv(@GLenum int type, @Check("4") @Const @GLuint IntBuffer color); @Reuse("GL33") @NoErrorCheck void glSecondaryColorP3ui(@GLenum int type, @GLuint int color); @Reuse("GL33") @NoErrorCheck @StripPostfix("color") void glSecondaryColorP3uiv(@GLenum int type, @Check("3") @Const @GLuint IntBuffer color); @Reuse("GL33") @NoErrorCheck void glVertexAttribP1ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value); @Reuse("GL33") @NoErrorCheck void glVertexAttribP2ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value); @Reuse("GL33") @NoErrorCheck void glVertexAttribP3ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value); @Reuse("GL33") @NoErrorCheck void glVertexAttribP4ui(@GLuint int index, @GLenum int type, boolean normalized, @GLuint int value); @Reuse("GL33") @NoErrorCheck @StripPostfix("value") void glVertexAttribP1uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("1") @Const @GLuint IntBuffer value); @Reuse("GL33") @NoErrorCheck @StripPostfix("value") void glVertexAttribP2uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("2") @Const @GLuint IntBuffer value); @Reuse("GL33") @NoErrorCheck @StripPostfix("value") void glVertexAttribP3uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("3") @Const @GLuint IntBuffer value); @Reuse("GL33") @NoErrorCheck @StripPostfix("value") void glVertexAttribP4uiv(@GLuint int index, @GLenum int type, boolean normalized, @Check("4") @Const @GLuint IntBuffer value); }