@Override public void glGetBoolean(int param1, ByteBuffer param2) { checkLimit(param2); GLContext.getCurrentGL().glGetBooleanv(param1, param2); }
@Override public void glTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9) { checkLimit(param9); GLContext.getCurrentGL().glTexImage2D(param1, param2, param3, param4, param5, param6, param7, param8, param9); }
@Override public void glTexSubImage2D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, ByteBuffer param9) { checkLimit(param9); GLContext.getCurrentGL().glTexSubImage2D(param1, param2, param3, param4, param5, param6, param7, param8, param9); }
@Override public int glGetAttribLocation(int param1, String param2) { // JOGL 2.0 doesn't need a null-terminated string return GLContext.getCurrentGL().getGL2ES2().glGetAttribLocation(param1, param2); }
@Override public long glGetQueryObjectui64(int query, int target) { LongBuffer buff = LongBuffer.allocate(1); GLContext.getCurrentGL().getGL2ES2().glGetQueryObjectui64v(query, target, buff); return buff.get(0); }
@Override public void glBufferData(int target, IntBuffer data, int usage) { checkLimit(data); GLContext.getCurrentGL().glBufferData(target, getLimitBytes(data), data, usage); }
@Override public void glDeleteRenderbuffersEXT(IntBuffer param1) { checkLimit(param1); GLContext.getCurrentGL().glDeleteRenderbuffers(param1.limit(), param1); }
@Override public void glBufferData(int param1, ByteBuffer param2, int param3) { checkLimit(param2); GLContext.getCurrentGL().glBufferData(param1, getLimitBytes(param2), param2, param3); }
@Override public void glBufferSubData(int param1, long param2, ShortBuffer param3) { checkLimit(param3); GLContext.getCurrentGL().glBufferSubData(param1, param2, getLimitBytes(param3), param3); }
@Override public void glCompressedTexImage2D(int param1, int param2, int param3, int param4, int param5, int param6, ByteBuffer param7) { checkLimit(param7); GLContext.getCurrentGL().glCompressedTexImage2D(param1, param2, param3, param4, param5, param6, getLimitBytes(param7), param7); }
@Override public void glGenTextures(IntBuffer param1) { checkLimit(param1); GLContext.getCurrentGL().glGenTextures(param1.limit(), param1); }
@Override public void glGetProgram(int param1, int param2, IntBuffer param3) { checkLimit(param3); GLContext.getCurrentGL().getGL2ES2().glGetProgramiv(param1, param2, param3); }
@Override public void glCompressedTexImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, ByteBuffer param8) { checkLimit(param8); GLContext.getCurrentGL().getGL2ES2().glCompressedTexImage3D(param1, param2, param3, param4, param5, param6, param7, getLimitBytes(param8), param8); }
@Override public void glCompressedTexSubImage3D(int param1, int param2, int param3, int param4, int param5, int param6, int param7, int param8, int param9, ByteBuffer param10) { checkLimit(param10); GLContext.getCurrentGL().getGL2ES2().glCompressedTexSubImage3D(param1, param2, param3, param4, param5, param6, param7, param8, param9, getLimitBytes(param10), param10); }
@Override public void glUniform2(int param1, IntBuffer param2) { checkLimit(param2); GLContext.getCurrentGL().getGL2ES2().glUniform2iv(param1, getLimitCount(param2, 2), param2); }
@Override public void glUniform2(int param1, FloatBuffer param2) { checkLimit(param2); GLContext.getCurrentGL().getGL2ES2().glUniform2fv(param1, getLimitCount(param2, 2), param2); }
@Override public void glUniform3(int param1, IntBuffer param2) { checkLimit(param2); GLContext.getCurrentGL().getGL2ES2().glUniform3iv(param1, getLimitCount(param2, 3), param2); }
@Override public void glUniform4(int param1, FloatBuffer param2) { checkLimit(param2); GLContext.getCurrentGL().getGL2ES2().glUniform4fv(param1, getLimitCount(param2, 4), param2); }
@Override public void glGenVertexArrays(IntBuffer param1) { checkLimit(param1); GLContext.getCurrentGL().getGL2ES3().glGenVertexArrays(param1.limit(), param1); }
@Override public void glDeleteVertexArrays(IntBuffer arrays) { checkLimit(arrays); GLContext.getCurrentGL().getGL2ES3().glDeleteVertexArrays(arrays.limit(), arrays); }