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.
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. |
open fun glActiveTexture(texture: Int): Unit |
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open fun glAlphaFunc(func: Int, ref: Float): Unit |
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open fun glAlphaFuncx(func: Int, ref: Int): Unit |
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open fun glBindTexture(target: Int, texture: Int): Unit |
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open fun glBlendFunc(sfactor: Int, dfactor: Int): Unit |
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open fun glClear(mask: Int): Unit |
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open fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float): Unit |
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open fun glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Unit |
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open fun glClearDepthf(depth: Float): Unit |
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open fun glClearDepthx(depth: Int): Unit |
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open fun glClearStencil(s: Int): Unit |
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open fun glClientActiveTexture(texture: Int): Unit |
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open fun glColor4f(red: Float, green: Float, blue: Float, alpha: Float): Unit |
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open fun glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Unit |
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open fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean): Unit |
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open fun glColorPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit |
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open fun glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer!): Unit |
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open fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer!): Unit |
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open fun glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Unit |
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open fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Unit |
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open fun glCullFace(mode: Int): Unit |
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open fun glDeleteTextures(n: Int, textures: IntArray!, offset: Int): Unit open fun glDeleteTextures(n: Int, textures: IntBuffer!): Unit |
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open fun glDepthFunc(func: Int): Unit |
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open fun glDepthMask(flag: Boolean): Unit |
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open fun glDepthRangef(zNear: Float, zFar: Float): Unit |
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open fun glDepthRangex(zNear: Int, zFar: Int): Unit |
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open fun glDisable(cap: Int): Unit |
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open fun glDisableClientState(array: Int): Unit |
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open fun glDrawArrays(mode: Int, first: Int, count: Int): Unit |
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open fun glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer!): Unit |
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open fun glEnable(cap: Int): Unit |
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open fun glEnableClientState(array: Int): Unit |
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open fun glFinish(): Unit |
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open fun glFlush(): Unit |
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open fun glFogf(pname: Int, param: Float): Unit |
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open fun glFogfv(pname: Int, params: FloatArray!, offset: Int): Unit open fun glFogfv(pname: Int, params: FloatBuffer!): Unit |
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open fun glFogx(pname: Int, param: Int): Unit |
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open fun glFogxv(pname: Int, params: IntArray!, offset: Int): Unit open fun glFogxv(pname: Int, params: IntBuffer!): Unit |
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open fun glFrontFace(mode: Int): Unit |
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open fun glFrustumf(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit |
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open fun glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit |
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open fun glGenTextures(n: Int, textures: IntArray!, offset: Int): Unit open fun glGenTextures(n: Int, textures: IntBuffer!): Unit |
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open fun glGetError(): Int |
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open fun glGetIntegerv(pname: Int, params: IntArray!, offset: Int): Unit open fun glGetIntegerv(pname: Int, params: IntBuffer!): Unit |
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open fun glGetString(name: Int): String! |
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open fun glHint(target: Int, mode: Int): Unit |
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open fun glLightf(light: Int, pname: Int, param: Float): Unit |
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open fun glLightfv(light: Int, pname: Int, params: FloatArray!, offset: Int): Unit open fun glLightfv(light: Int, pname: Int, params: FloatBuffer!): Unit |
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open fun glLightModelf(pname: Int, param: Float): Unit |
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open fun glLightModelfv(pname: Int, params: FloatArray!, offset: Int): Unit open fun glLightModelfv(pname: Int, params: FloatBuffer!): Unit |
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open fun glLightModelx(pname: Int, param: Int): Unit |
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open fun glLightModelxv(pname: Int, params: IntArray!, offset: Int): Unit open fun glLightModelxv(pname: Int, params: IntBuffer!): Unit |
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open fun glLightx(light: Int, pname: Int, param: Int): Unit |
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open fun glLightxv(light: Int, pname: Int, params: IntArray!, offset: Int): Unit open fun glLightxv(light: Int, pname: Int, params: IntBuffer!): Unit |
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open fun glLineWidth(width: Float): Unit |
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open fun glLineWidthx(width: Int): Unit |
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open fun glLoadIdentity(): Unit |
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open fun glLoadMatrixf(m: FloatArray!, offset: Int): Unit open fun glLoadMatrixf(m: FloatBuffer!): Unit |
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open fun glLoadMatrixx(m: IntArray!, offset: Int): Unit open fun glLoadMatrixx(m: IntBuffer!): Unit |
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open fun glLogicOp(opcode: Int): Unit |
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open fun glMaterialf(face: Int, pname: Int, param: Float): Unit |
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open fun glMaterialfv(face: Int, pname: Int, params: FloatArray!, offset: Int): Unit open fun glMaterialfv(face: Int, pname: Int, params: FloatBuffer!): Unit |
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open fun glMaterialx(face: Int, pname: Int, param: Int): Unit |
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open fun glMaterialxv(face: Int, pname: Int, params: IntArray!, offset: Int): Unit open fun glMaterialxv(face: Int, pname: Int, params: IntBuffer!): Unit |
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open fun glMatrixMode(mode: Int): Unit |
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open fun glMultiTexCoord4f(target: Int, s: Float, t: Float, r: Float, q: Float): Unit |
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open fun glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Unit |
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open fun glMultMatrixf(m: FloatArray!, offset: Int): Unit open fun glMultMatrixf(m: FloatBuffer!): Unit |
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open fun glMultMatrixx(m: IntArray!, offset: Int): Unit open fun glMultMatrixx(m: IntBuffer!): Unit |
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open fun glNormal3f(nx: Float, ny: Float, nz: Float): Unit |
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open fun glNormal3x(nx: Int, ny: Int, nz: Int): Unit |
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open fun glNormalPointer(type: Int, stride: Int, pointer: Buffer!): Unit |
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open fun glOrthof(left: Float, right: Float, bottom: Float, top: Float, zNear: Float, zFar: Float): Unit |
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open fun glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Unit |
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open fun glPixelStorei(pname: Int, param: Int): Unit |
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open fun glPointSize(size: Float): Unit |
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open fun glPointSizex(size: Int): Unit |
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open fun glPolygonOffset(factor: Float, units: Float): Unit |
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open fun glPolygonOffsetx(factor: Int, units: Int): Unit |
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open fun glPopMatrix(): Unit |
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open fun glPushMatrix(): Unit |
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open fun glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit |
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open fun glRotatef(angle: Float, x: Float, y: Float, z: Float): Unit |
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open fun glRotatex(angle: Int, x: Int, y: Int, z: Int): Unit |
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open fun glSampleCoverage(value: Float, invert: Boolean): Unit |
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open fun glSampleCoveragex(value: Int, invert: Boolean): Unit |
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open fun glScalef(x: Float, y: Float, z: Float): Unit |
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open fun glScalex(x: Int, y: Int, z: Int): Unit |
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open fun glScissor(x: Int, y: Int, width: Int, height: Int): Unit |
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open fun glShadeModel(mode: Int): Unit |
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open fun glStencilFunc(func: Int, ref: Int, mask: Int): Unit |
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open fun glStencilMask(mask: Int): Unit |
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open fun glStencilOp(fail: Int, zfail: Int, zpass: Int): Unit |
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open fun glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit |
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open fun glTexEnvf(target: Int, pname: Int, param: Float): Unit |
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open fun glTexEnvfv(target: Int, pname: Int, params: FloatArray!, offset: Int): Unit open fun glTexEnvfv(target: Int, pname: Int, params: FloatBuffer!): Unit |
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open fun glTexEnvx(target: Int, pname: Int, param: Int): Unit |
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open fun glTexEnvxv(target: Int, pname: Int, params: IntArray!, offset: Int): Unit open fun glTexEnvxv(target: Int, pname: Int, params: IntBuffer!): Unit |
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open fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer!): Unit |
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open fun glTexParameterf(target: Int, pname: Int, param: Float): Unit |
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open fun glTexParameterx(target: Int, pname: Int, param: Int): Unit |
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open fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!): Unit |
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open fun glTranslatef(x: Float, y: Float, z: Float): Unit |
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open fun glTranslatex(x: Int, y: Int, z: Int): Unit |
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open fun glVertexPointer(size: Int, type: Int, stride: Int, pointer: Buffer!): Unit |
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open fun glViewport(x: Int, y: Int, width: Int, height: Int): Unit |