/* * 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.*; import java.nio.Buffer; /** * <p/> * The core OpenGL1.2.1 API, with the imaging subset. * * @author cix_foo <cix_foo@users.sourceforge.net> * @version $Revision$ * $Id$ */ public interface GL12 { int GL_TEXTURE_BINDING_3D = 0x806A; int GL_PACK_SKIP_IMAGES = 0x806B; int GL_PACK_IMAGE_HEIGHT = 0x806C; int GL_UNPACK_SKIP_IMAGES = 0x806D; int GL_UNPACK_IMAGE_HEIGHT = 0x806E; int GL_TEXTURE_3D = 0x806F; int GL_PROXY_TEXTURE_3D = 0x8070; int GL_TEXTURE_DEPTH = 0x8071; int GL_TEXTURE_WRAP_R = 0x8072; int GL_MAX_3D_TEXTURE_SIZE = 0x8073; int GL_BGR = 0x80E0; int GL_BGRA = 0x80E1; int GL_UNSIGNED_BYTE_3_3_2 = 0x8032; int GL_UNSIGNED_BYTE_2_3_3_REV = 0x8362; int GL_UNSIGNED_SHORT_5_6_5 = 0x8363; int GL_UNSIGNED_SHORT_5_6_5_REV = 0x8364; int GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033; int GL_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365; int GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034; int GL_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366; int GL_UNSIGNED_INT_8_8_8_8 = 0x8035; int GL_UNSIGNED_INT_8_8_8_8_REV = 0x8367; int GL_UNSIGNED_INT_10_10_10_2 = 0x8036; int GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368; int GL_RESCALE_NORMAL = 0x803A; int GL_LIGHT_MODEL_COLOR_CONTROL = 0x81F8; int GL_SINGLE_COLOR = 0x81F9; int GL_SEPARATE_SPECULAR_COLOR = 0x81FA; int GL_CLAMP_TO_EDGE = 0x812F; int GL_TEXTURE_MIN_LOD = 0x813A; int GL_TEXTURE_MAX_LOD = 0x813B; int GL_TEXTURE_BASE_LEVEL = 0x813C; int GL_TEXTURE_MAX_LEVEL = 0x813D; int GL_MAX_ELEMENTS_VERTICES = 0x80E8; int GL_MAX_ELEMENTS_INDICES = 0x80E9; int GL_ALIASED_POINT_SIZE_RANGE = 0x846D; int GL_ALIASED_LINE_WIDTH_RANGE = 0x846E; int GL_SMOOTH_POINT_SIZE_RANGE = 0x0B12; int GL_SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13; int GL_SMOOTH_LINE_WIDTH_RANGE = 0x0B22; int GL_SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23; void glDrawRangeElements(@GLenum int mode, @GLuint int start, @GLuint int end, @AutoSize("indices") @GLsizei int count, @AutoType("indices") @GLenum int type, @BufferObject(BufferKind.ElementVBO) @Const @GLubyte @GLushort @GLuint Buffer indices); void glTexImage3D(@GLenum int target, int level, int internalFormat, @GLsizei int width, @GLsizei int height, @GLsizei int depth, int border, @GLenum int format, @GLenum int type, @BufferObject(BufferKind.UnpackPBO) @Check(value = "GLChecks.calculateTexImage3DStorage(pixels, format, type, width, height, depth)", canBeNull = true) @Const @GLbyte @GLshort @GLint @GLfloat @GLdouble Buffer pixels); void glTexSubImage3D(@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, @BufferObject(BufferKind.UnpackPBO) @Check("GLChecks.calculateImageStorage(pixels, format, type, width, height, depth)") @Const @GLbyte @GLshort @GLint @GLfloat @GLdouble Buffer pixels); void glCopyTexSubImage3D(@GLenum int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, @GLsizei int width, @GLsizei int height); }