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- package gl
- type context interface {
- ActiveTexture(textureUnit uint32)
- AttachShader(program Program, shader Shader)
- BindBuffer(target uint32, buf Buffer)
- BindTexture(target uint32, texture Texture)
- BlendColor(r, g, b, a float32)
- BlendFunc(srcFactor, destFactor uint32)
- BufferData(target uint32, points []float32, usage uint32)
- Clear(mask uint32)
- ClearColor(r, g, b, a float32)
- CompileShader(shader Shader)
- CreateBuffer() Buffer
- CreateProgram() Program
- CreateShader(typ uint32) Shader
- CreateTexture() Texture
- DeleteBuffer(buffer Buffer)
- DeleteTexture(texture Texture)
- Disable(capability uint32)
- DrawArrays(mode uint32, first, count int)
- Enable(capability uint32)
- EnableVertexAttribArray(attribute Attribute)
- GetAttribLocation(program Program, name string) Attribute
- GetError() uint32
- GetProgrami(program Program, param uint32) int
- GetProgramInfoLog(program Program) string
- GetShaderi(shader Shader, param uint32) int
- GetShaderInfoLog(shader Shader) string
- GetUniformLocation(program Program, name string) Uniform
- LinkProgram(program Program)
- PixelStorei(pname uint32, param int32)
- ReadBuffer(src uint32)
- ReadPixels(x, y, width, height int, colorFormat, typ uint32, pixels []uint8)
- Scissor(x, y, w, h int32)
- ShaderSource(shader Shader, source string)
- TexImage2D(target uint32, level, width, height int, colorFormat, typ uint32, data []uint8)
- TexParameteri(target, param uint32, value int32)
- Uniform1f(uniform Uniform, v float32)
- Uniform4f(uniform Uniform, v0, v1, v2, v3 float32)
- UseProgram(program Program)
- VertexAttribPointerWithOffset(attribute Attribute, size int, typ uint32, normalized bool, stride, offset int)
- Viewport(x, y, width, height int)
- }
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