/** Part of <code>GL_ARB_separate_shader_objects</code>, <code>GL_EXT_separate_shader_objects</code> */ public static final int GL_ALL_SHADER_BITS = 0xFFFFFFFF ; /** Start: GL_ARB_ES2_compatibility functions, which are part of ES2 core as well */ /** Entry point to C language function: * <code> void {@native glReleaseShaderCompiler}(void); </code> * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. * <br> Nop if no native implementation is available. */ public void glReleaseShaderCompiler(); /** Entry point to C language function: * <code> void {@native glShaderBinary}(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); </code> * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. * <br> Throws GLException if no native implementation is available. */ public void glShaderBinary(int n, IntBuffer shaders, int binaryformat, Buffer binary, int length); /** Entry point to C language function: * <code> void {@native glShaderBinary}(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length); </code> * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. * <br> Throws GLException if no native implementation is available. */ public void glShaderBinary(int n, int[] shaders, int shaders_offset, int binaryformat, Buffer binary, int length); /** Entry point to C language function: * <code> void {@native glGetShaderPrecisionFormat}(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); </code> * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. * <br> Throws GLException if no native implementation is available. */ public void glGetShaderPrecisionFormat(int shadertype, int precisiontype, IntBuffer range, IntBuffer precision); /** Entry point to C language function: * <code> void {@native glGetShaderPrecisionFormat}(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision); </code> * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. * <br> Throws GLException if no native implementation is available. */ public void glGetShaderPrecisionFormat(int shadertype, int precisiontype, int[] range, int range_offset, int[] precision, int precision_offset); /** Entry point to C language function: * <code> void {@native glDepthRangef}(GLclampf zNear, GLclampf zFar); </code> * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. * <br> Calls <code> void {@native glDepthRange}(GLclampd zNear, GLclampd zFar); </code> if no native implementation is available. */ public void glDepthRangef(float zNear, float zFar); public void glDepthRange(double zNear, double zFar); /** Entry point to C language function: * <code> void {@native glClearDepthf}(GLclampf depth); </code> * <br>Part of <code>GL_ES_VERSION_2_0</code> and <code>GL_ARB_ES2_compatibility</code>. * <br> Calls <code> void {@native glClearDepth}(GLclampd depth); </code> if no native implementation is available. */ public void glClearDepthf(float depth); public void glClearDepth( double depth ); public void glVertexAttribPointer(GLArrayData array); public void glUniform(GLUniformData data); /** Part of <code>GL_VERSION_1_0</code>, <code>GL_ES_VERSION_2_0</code>, <code>GL_ANGLE_depth_texture</code> */ public static final int GL_DEPTH_COMPONENT = 0x1902; /** End: GL_ARB_ES2_compatibility functions, which are part of ES2 core as well */