org.rajawali3d.wear / EmptyGL10

EmptyGL10

open class EmptyGL10 : GL10

This is a placeholder for sending to onDraw as wear doesn't provide access to the GL config.. need to figure out how to slap it into working properly.

Constructors

<init>

EmptyGL10()

This is a placeholder for sending to onDraw as wear doesn't provide access to the GL config.. need to figure out how to slap it into working properly.

Functions

glActiveTexture

open fun glActiveTexture(texture: Int): Unit

glAlphaFunc

open fun glAlphaFunc(func: Int, ref: Float): Unit

glAlphaFuncx

open fun glAlphaFuncx(func: Int, ref: Int): Unit

glBindTexture

open fun glBindTexture(target: Int, texture: Int): Unit

glBlendFunc

open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit

glClear

open fun glClear(mask: Int): Unit

glClearColor

open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit

glClearColorx

open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit

glClearDepthf

open fun glClearDepthf(depth: Float): Unit

glClearDepthx

open fun glClearDepthx(depth: Int): Unit

glClearStencil

open fun glClearStencil(s: Int): Unit

glClientActiveTexture

open fun glClientActiveTexture(texture: Int): Unit

glColor4f

open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit

glColor4x

open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit

glColorMask

open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit

glColorPointer

open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit

glCompressedTexImage2D

open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer!): Unit

glCompressedTexSubImage2D

open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer!): Unit

glCopyTexImage2D

open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit

glCopyTexSubImage2D

open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit

glCullFace

open fun glCullFace(mode: Int): Unit

glDeleteTextures

open fun glDeleteTextures(n: Int, textures: IntArray!, offset: Int): Unit
open fun glDeleteTextures(n: Int, textures: IntBuffer!): Unit

glDepthFunc

open fun glDepthFunc(func: Int): Unit

glDepthMask

open fun glDepthMask(flag: Boolean): Unit

glDepthRangef

open fun glDepthRangef(zNear: Float, zFar: Float): Unit

glDepthRangex

open fun glDepthRangex(zNear: Int, zFar: Int): Unit

glDisable

open fun glDisable(cap: Int): Unit

glDisableClientState

open fun glDisableClientState(array: Int): Unit

glDrawArrays

open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit

glDrawElements

open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer!): Unit

glEnable

open fun glEnable(cap: Int): Unit

glEnableClientState

open fun glEnableClientState(array: Int): Unit

glFinish

open fun glFinish(): Unit

glFlush

open fun glFlush(): Unit

glFogf

open fun glFogf(pname: Int, param: Float): Unit

glFogfv

open fun glFogfv(pname: Int, params: FloatArray!, offset: Int): Unit
open fun glFogfv(pname: Int, params: FloatBuffer!): Unit

glFogx

open fun glFogx(pname: Int, param: Int): Unit

glFogxv

open fun glFogxv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glFogxv(pname: Int, params: IntBuffer!): Unit

glFrontFace

open fun glFrontFace(mode: Int): Unit

glFrustumf

open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit

glFrustumx

open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit

glGenTextures

open fun glGenTextures(n: Int, textures: IntArray!, offset: Int): Unit
open fun glGenTextures(n: Int, textures: IntBuffer!): Unit

glGetError

open fun glGetError(): Int

glGetIntegerv

open fun glGetIntegerv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glGetIntegerv(pname: Int, params: IntBuffer!): Unit

glGetString

open fun glGetString(name: Int): String!

glHint

open fun glHint(target: Int, mode: Int): Unit

glLightf

open fun glLightf(light: Int, pname: Int, param: Float): Unit

glLightfv

open fun glLightfv(light: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glLightfv(light: Int, pname: Int, params: FloatBuffer!): Unit

glLightModelf

open fun glLightModelf(pname: Int, param: Float): Unit

glLightModelfv

open fun glLightModelfv(pname: Int, params: FloatArray!, offset: Int): Unit
open fun glLightModelfv(pname: Int, params: FloatBuffer!): Unit

glLightModelx

open fun glLightModelx(pname: Int, param: Int): Unit

glLightModelxv

open fun glLightModelxv(pname: Int, params: IntArray!, offset: Int): Unit
open fun glLightModelxv(pname: Int, params: IntBuffer!): Unit

glLightx

open fun glLightx(light: Int, pname: Int, param: Int): Unit

glLightxv

open fun glLightxv(light: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glLightxv(light: Int, pname: Int, params: IntBuffer!): Unit

glLineWidth

open fun glLineWidth(width: Float): Unit

glLineWidthx

open fun glLineWidthx(width: Int): Unit

glLoadIdentity

open fun glLoadIdentity(): Unit

glLoadMatrixf

open fun glLoadMatrixf(m: FloatArray!, offset: Int): Unit
open fun glLoadMatrixf(m: FloatBuffer!): Unit

glLoadMatrixx

open fun glLoadMatrixx(m: IntArray!, offset: Int): Unit
open fun glLoadMatrixx(m: IntBuffer!): Unit

glLogicOp

open fun glLogicOp(opcode: Int): Unit

glMaterialf

open fun glMaterialf(face: Int, pname: Int, param: Float): Unit

glMaterialfv

open fun glMaterialfv(face: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer!): Unit

glMaterialx

open fun glMaterialx(face: Int, pname: Int, param: Int): Unit

glMaterialxv

open fun glMaterialxv(face: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer!): Unit

glMatrixMode

open fun glMatrixMode(mode: Int): Unit

glMultiTexCoord4f

open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit

glMultiTexCoord4x

open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit

glMultMatrixf

open fun glMultMatrixf(m: FloatArray!, offset: Int): Unit
open fun glMultMatrixf(m: FloatBuffer!): Unit

glMultMatrixx

open fun glMultMatrixx(m: IntArray!, offset: Int): Unit
open fun glMultMatrixx(m: IntBuffer!): Unit

glNormal3f

open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit

glNormal3x

open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit

glNormalPointer

open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer!): Unit

glOrthof

open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit

glOrthox

open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit

glPixelStorei

open fun glPixelStorei(pname: Int, param: Int): Unit

glPointSize

open fun glPointSize(size: Float): Unit

glPointSizex

open fun glPointSizex(size: Int): Unit

glPolygonOffset

open fun glPolygonOffset(factor: Float, units: Float): Unit

glPolygonOffsetx

open fun glPolygonOffsetx(factor: Int, units: Int): Unit

glPopMatrix

open fun glPopMatrix(): Unit

glPushMatrix

open fun glPushMatrix(): Unit

glReadPixels

open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit

glRotatef

open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit

glRotatex

open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit

glSampleCoverage

open fun glSampleCoverage(value: Float, invert: Boolean): Unit

glSampleCoveragex

open fun glSampleCoveragex(value: Int, invert: Boolean): Unit

glScalef

open fun glScalef(x: Float, y: Float, z: Float): Unit

glScalex

open fun glScalex(x: Int, y: Int, z: Int): Unit

glScissor

open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit

glShadeModel

open fun glShadeModel(mode: Int): Unit

glStencilFunc

open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit

glStencilMask

open fun glStencilMask(mask: Int): Unit

glStencilOp

open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit

glTexCoordPointer

open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit

glTexEnvf

open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit

glTexEnvfv

open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray!, offset: Int): Unit
open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer!): Unit

glTexEnvx

open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit

glTexEnvxv

open fun glTexEnvxv(target: Int, pname: Int, params: IntArray!, offset: Int): Unit
open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer!): Unit

glTexImage2D

open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer!): Unit

glTexParameterf

open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit

glTexParameterx

open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit

glTexSubImage2D

open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit

glTranslatef

open fun glTranslatef(x: Float, y: Float, z: Float): Unit

glTranslatex

open fun glTranslatex(x: Int, y: Int, z: Int): Unit

glVertexPointer

open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit

glViewport

open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit