C# 클래스 OpenTK.Graphics.OpenGL.GLExtensions

파일 보기 프로젝트 열기: smalld/particle_system

공개 메소드들

메소드 설명
BindImageTexture ( int unit, int texture, int level, bool layered, int layer, ImageAccess access, ImageFormat format ) : void
BindShaderStorage ( int program, int blockIndex, int blockBinding ) : void
DispatchCompute ( int nx, int ny, int nz ) : void
GetProgramInterfaceiv ( int program, ProgramInterface intr, InterfaceProperty pname ) : int
GetProgramResourceIndex ( int program, ProgramInterface intr, string pname ) : int
GetProgramResourceName ( int program, ProgramInterface intr, int index ) : string
GetProgramResourceiv ( int program, ProgramInterface intr, int index, ResourceProperty pname ) : int
GetSubroutineIndex ( int program, ShaderType shadertype, string name ) : int
GetSubroutineUniformLocation ( int program, ShaderType shadertype, string name ) : int
UniformSubroutinesuiv ( ShaderType shadertype, int indices ) : void

비공개 메소드들

메소드 설명
VertexAttribDivisor ( int index, int divisor ) : void
glBindImageTexture ( int unit, int texture, int level, bool layered, int layer, ImageAccess access, ImageFormat format ) : void
glDispatchCompute ( int nx, int ny, int nz ) : void
glGetProgramInterfaceiv ( int program, ProgramInterface intr, InterfaceProperty pname, int parameters ) : void
glGetProgramResourceIndex ( int program, ProgramInterface intr, string name ) : int
glGetProgramResourceName ( int program, ProgramInterface intr, int index, int buffsize, int length, sbyte name ) : void
glGetProgramResourceiv ( int program, ProgramInterface intr, int index, int propcount, ResourceProperty props, int buffsize, int length, int parameters ) : void
glGetSubroutineIndex ( int program, ShaderType shadertype, string name ) : int
glGetSubroutineUniformLocation ( int program, ShaderType shadertype, string name ) : int
glShaderStorageBlockBinding ( int program, int blockIndex, int blockBinding ) : void
glUniformSubroutinesuiv ( ShaderType shadertype, int count, int indices ) : void

메소드 상세

BindImageTexture() 공개 정적인 메소드

public static BindImageTexture ( int unit, int texture, int level, bool layered, int layer, ImageAccess access, ImageFormat format ) : void
unit int
texture int
level int
layered bool
layer int
access ImageAccess
format ImageFormat
리턴 void

BindShaderStorage() 공개 정적인 메소드

public static BindShaderStorage ( int program, int blockIndex, int blockBinding ) : void
program int
blockIndex int
blockBinding int
리턴 void

DispatchCompute() 공개 정적인 메소드

public static DispatchCompute ( int nx, int ny, int nz ) : void
nx int
ny int
nz int
리턴 void

GetProgramInterfaceiv() 공개 정적인 메소드

public static GetProgramInterfaceiv ( int program, ProgramInterface intr, InterfaceProperty pname ) : int
program int
intr ProgramInterface
pname InterfaceProperty
리턴 int

GetProgramResourceIndex() 공개 정적인 메소드

public static GetProgramResourceIndex ( int program, ProgramInterface intr, string pname ) : int
program int
intr ProgramInterface
pname string
리턴 int

GetProgramResourceName() 공개 정적인 메소드

public static GetProgramResourceName ( int program, ProgramInterface intr, int index ) : string
program int
intr ProgramInterface
index int
리턴 string

GetProgramResourceiv() 공개 정적인 메소드

public static GetProgramResourceiv ( int program, ProgramInterface intr, int index, ResourceProperty pname ) : int
program int
intr ProgramInterface
index int
pname ResourceProperty
리턴 int

GetSubroutineIndex() 공개 정적인 메소드

public static GetSubroutineIndex ( int program, ShaderType shadertype, string name ) : int
program int
shadertype ShaderType
name string
리턴 int

GetSubroutineUniformLocation() 공개 정적인 메소드

public static GetSubroutineUniformLocation ( int program, ShaderType shadertype, string name ) : int
program int
shadertype ShaderType
name string
리턴 int

UniformSubroutinesuiv() 공개 정적인 메소드

public static UniformSubroutinesuiv ( ShaderType shadertype, int indices ) : void
shadertype ShaderType
indices int
리턴 void