/** Common in ES1, GL2 and GL3 */ public static final int GL_AND = 0x1501; /** Common in ES1, GL2 and GL3 */ public static final int GL_AND_INVERTED = 0x1504; /** Common in ES1, GL2 and GL3 */ public static final int GL_AND_REVERSE = 0x1502; /** Common in ES1, GL2 and GL3 */ public static final int GL_BLEND_DST = 0x0BE0; /** Common in ES1, GL2 and GL3 */ public static final int GL_BLEND_SRC = 0x0BE1; /** Common in ES1, GL2 and GL3 */ public static final int GL_CLEAR = 0x1500; /** Common in ES1, GL2 and GL3 */ public static final int GL_COLOR_LOGIC_OP = 0x0BF2; /** Common in ES1, GL2 and GL3 */ public static final int GL_COPY = 0x1503; /** Common in ES1, GL2 and GL3 */ public static final int GL_COPY_INVERTED = 0x150C; /** Common in ES1, GL2 and GL3 */ public static final int GL_EQUIV = 0x1509; /** Common in ES1, GL2 and GL3 */ public static final int GL_LINE_SMOOTH = 0x0B20; /** Common in ES1, GL2 and GL3 */ public static final int GL_LINE_SMOOTH_HINT = 0x0C52; /** Common in ES1, GL2 and GL3 */ public static final int GL_LOGIC_OP_MODE = 0x0BF0; /** Common in ES1, GL2 and GL3 */ public static final int GL_MULTISAMPLE = 0x809D; /** Common in ES1, GL2 and GL3 */ public static final int GL_NAND = 0x150E; /** Common in ES1, GL2 and GL3 */ public static final int GL_NOOP = 0x1505; /** Common in ES1, GL2 and GL3 */ public static final int GL_NOR = 0x1508; /** Common in ES1, GL2 and GL3 */ public static final int GL_OR = 0x1507; /** Common in ES1, GL2 and GL3 */ public static final int GL_OR_INVERTED = 0x150D; /** Common in ES1, GL2 and GL3 */ public static final int GL_OR_REVERSE = 0x150B; /** Common in ES1, GL2 and GL3 */ public static final int GL_POINT_FADE_THRESHOLD_SIZE = 0x8128; /** Common in ES1, GL2 and GL3 */ public static final int GL_POINT_SIZE = 0x0B11; /** Common in ES1, GL2 and GL3 */ public static final int GL_SAMPLE_ALPHA_TO_ONE = 0x809F; /** Common in ES1, GL2 and GL3 */ public static final int GL_SET = 0x150F; /** Common in ES1, GL2 and GL3 */ public static final int GL_SMOOTH_LINE_WIDTH_RANGE = 0x0B22; /** Common in ES1, GL2 and GL3 */ public static final int GL_SMOOTH_POINT_SIZE_RANGE = 0x0B12; /** Common in ES1, GL2 and GL3 */ public static final int GL_XOR = 0x1506; /** Part of GL_ARB_half_float_vertex; GL_NV_half_float; GL_ARB_half_float_pixel, earmarked for ES 3.0 (hence kept in GL while fixing Bug 590) */ public static final int GL_HALF_FLOAT = 0x140B; public void glClearDepth( double depth ); public void glDepthRange(double zNear, double zFar); /** * @param target a GL buffer (VBO) target as used in {@link GL#glBindBuffer(int, int)}, ie {@link GL#GL_ELEMENT_ARRAY_BUFFER}, {@link GL#GL_ARRAY_BUFFER}, .. * @return the GL buffer (VBO) name bound to a target via {@link GL#glBindBuffer(int, int)} or 0 if unbound. */ public int glGetBoundBuffer(int target); /** * @param buffer a GL buffer name, generated with {@link GL#glGenBuffers(int, int[], int)} and used in {@link GL#glBindBuffer(int, int)}, {@link GL#glBufferData(int, long, java.nio.Buffer, int)} or {@link GL2#glNamedBufferDataEXT(int, long, java.nio.Buffer, int)} for example. * @return the size of the given GL buffer */ public long glGetBufferSize(int buffer); /** * @return true if a VBO is bound to {@link GL.GL_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false */ public boolean glIsVBOArrayEnabled(); /** * @return true if a VBO is bound to {@link GL.GL_ELEMENT_ARRAY_BUFFER} via {@link GL#glBindBuffer(int, int)}, otherwise false */ public boolean glIsVBOElementArrayEnabled();