@Override public String glGetString(int param1, int param2) { String result = gl3.glGetString(param1, param2); checkError(); return result; }
public void glTexImage3D(int target, int level, int internalFormat, int width, int height, int depth, int border, int format, int type, ByteBuffer data) { gl2.glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, data); checkError(); }
public void glBlendEquationSeparate(int colorMode, int alphaMode) { gl.glBlendEquationSeparate(colorMode, alphaMode); checkError(); }
public void glCompressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, ByteBuffer data) { gl2.glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, data); checkError(); }
public void glBindFragDataLocation(int param1, int param2, String param3) { gl3.glBindFragDataLocation(param1, param2, param3); checkError(); }
@Override public int glGetUniformBlockIndex(final int program, final String uniformBlockName) { final int result = gl3.glGetUniformBlockIndex(program, uniformBlockName); checkError(); return result; }
@Override public void glShaderStorageBlockBinding(int program, int storageBlockIndex, int storageBlockBinding) { gl4.glShaderStorageBlockBinding(program, storageBlockIndex, storageBlockBinding); checkError(); }
@Override public void glBindBufferBase(final int target, final int index, final int buffer) { gl3.glBindBufferBase(target, index, buffer); checkError(); }
@Override public void glDeleteVertexArrays(IntBuffer arrays) { gl3.glDeleteVertexArrays(arrays); checkError(); }
@Override public void glPatchParameter(int count) { gl4.glPatchParameter(count); checkError(); }
@Override public int glGetProgramResourceIndex(int program, int programInterface, String name) { final int result = gl4.glGetProgramResourceIndex(program, programInterface, name); checkError(); return result; }
@Override public void glUniformBlockBinding(final int program, final int uniformBlockIndex, final int uniformBlockBinding) { gl3.glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); checkError(); } }
public void glPolygonMode(int face, int mode) { gl2.glPolygonMode(face, mode); checkError(); }
public void glCompressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, ByteBuffer data) { gl2.glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, data); checkError(); }
public void glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, ByteBuffer data) { gl2.glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data); checkError(); }
public void glBindVertexArray(int param1) { gl3.glBindVertexArray(param1); checkError(); }
public void glAlphaFunc(int func, float ref) { gl2.glAlphaFunc(func, ref); checkError(); }
public void glPointSize(float size) { gl2.glPointSize(size); checkError(); }
public void glDrawBuffer(int mode) { gl2.glDrawBuffer(mode); checkError(); }
public void glReadBuffer(int mode) { gl2.glReadBuffer(mode); checkError(); }