@Override public void glDeleteBuffers(int n, int[] buffers, int offset) { bufs.setIntBuffer(buffers, offset, n); glDeleteBuffers(n, bufs.intBuffer); }
@Override public void glDeleteFramebuffers(int n, int[] framebuffers, int offset) { bufs.setIntBuffer(framebuffers, offset, n); glDeleteFramebuffers(n, bufs.intBuffer); }
@Override public void glDeleteRenderbuffers(int n, int[] renderbuffers, int offset) { bufs.setIntBuffer(renderbuffers, offset, n); glDeleteRenderbuffers(n, bufs.intBuffer); }
@Override public void glDeleteTextures(int n, int[] textures, int offset) { bufs.setIntBuffer(textures, offset, n); glDeleteTextures(n, bufs.intBuffer); }
@Override public void glGenRenderbuffers(int n, int[] renderbuffers, int offset) { bufs.resizeIntBuffer(n); glGenRenderbuffers(n, bufs.intBuffer); bufs.intBuffer.get(renderbuffers, offset, n); }
@Override public void glGenTextures(int n, int[] textures, int offset) { bufs.resizeIntBuffer(n); glGenTextures(n, bufs.intBuffer); bufs.intBuffer.get(textures, offset, n); }
@Override public void glGenBuffers(int n, int[] buffers, int offset) { bufs.resizeIntBuffer(n); glGenBuffers(n, bufs.intBuffer); bufs.intBuffer.get(buffers, offset, n); }
@Override public void glGenFramebuffers(int n, int[] framebuffers, int offset) { bufs.resizeIntBuffer(n); glGenFramebuffers(n, bufs.intBuffer); bufs.intBuffer.get(framebuffers, offset, n); }
@Override public void glGetBooleanv(int pname, byte[] params, int offset) { final int length = params.length - offset; bufs.resizeByteBuffer(length); glGetBooleanv(pname, bufs.byteBuffer); bufs.byteBuffer.get(params, offset, length); }
@Override public void glGetAttachedShaders(int program, int maxcount, int[] count, int countOffset, int[] shaders, int shadersOffset) { int countLength = count.length - countOffset; bufs.resizeIntBuffer(countLength); int shadersLength = shaders.length - shadersOffset; IntBuffer intBuffer2 = bufs.createIntBuffer(shadersLength); glGetAttachedShaders(program, maxcount, bufs.intBuffer, intBuffer2); bufs.intBuffer.get(count, countOffset, countLength); intBuffer2.get(shaders, shadersOffset, shadersLength); }