// *************************************************************************** // // Generated automatically by genwrapper. // Please DO NOT EDIT this file! // // *************************************************************************** #include #include #include #include #include // Must undefine IN and OUT macros defined in Windows headers #ifdef IN #undef IN #endif #ifdef OUT #undef OUT #endif BEGIN_OBJECT_REFLECTOR(osg::GL2Extensions) I_DeclaringFile("osg/GL2Extensions"); I_BaseType(osg::Referenced); I_Constructor1(IN, unsigned int, contextID, Properties::NON_EXPLICIT, ____GL2Extensions__unsigned_int, "", ""); I_Constructor1(IN, const osg::GL2Extensions &, rhs, Properties::NON_EXPLICIT, ____GL2Extensions__C5_GL2Extensions_R1, "", ""); I_Method1(void, lowestCommonDenominator, IN, const osg::GL2Extensions &, rhs, Properties::NON_VIRTUAL, __void__lowestCommonDenominator__C5_GL2Extensions_R1, "", ""); I_Method1(void, setupGL2Extensions, IN, unsigned int, contextID, Properties::NON_VIRTUAL, __void__setupGL2Extensions__unsigned_int, "", ""); I_Method0(bool, isGlslSupported, Properties::NON_VIRTUAL, __bool__isGlslSupported, "Does the GL driver support OpenGL Shading Language? ", ""); I_Method0(float, getGlVersion, Properties::NON_VIRTUAL, __float__getGlVersion, "", ""); I_Method0(float, getLanguageVersion, Properties::NON_VIRTUAL, __float__getLanguageVersion, "", ""); I_Method1(void, setShaderObjectsSupported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setShaderObjectsSupported__bool, "", ""); I_Method0(bool, isShaderObjectsSupported, Properties::NON_VIRTUAL, __bool__isShaderObjectsSupported, "", ""); I_Method1(void, setVertexShaderSupported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setVertexShaderSupported__bool, "", ""); I_Method0(bool, isVertexShaderSupported, Properties::NON_VIRTUAL, __bool__isVertexShaderSupported, "", ""); I_Method1(void, setFragmentShaderSupported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setFragmentShaderSupported__bool, "", ""); I_Method0(bool, isFragmentShaderSupported, Properties::NON_VIRTUAL, __bool__isFragmentShaderSupported, "", ""); I_Method1(void, setLanguage100Supported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setLanguage100Supported__bool, "", ""); I_Method0(bool, isLanguage100Supported, Properties::NON_VIRTUAL, __bool__isLanguage100Supported, "", ""); I_Method1(void, setGeometryShader4Supported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setGeometryShader4Supported__bool, "", ""); I_Method0(bool, isGeometryShader4Supported, Properties::NON_VIRTUAL, __bool__isGeometryShader4Supported, "", ""); I_Method1(void, setGpuShader4Supported, IN, bool, flag, Properties::NON_VIRTUAL, __void__setGpuShader4Supported__bool, "", ""); I_Method0(bool, isGpuShader4Supported, Properties::NON_VIRTUAL, __bool__isGpuShader4Supported, "", ""); I_Method2(void, glBlendEquationSeparate, IN, GLenum, modeRGB, IN, GLenum, modeAlpha, Properties::NON_VIRTUAL, __void__glBlendEquationSeparate__GLenum__GLenum, "", ""); I_Method2(void, glDrawBuffers, IN, GLsizei, n, IN, const GLenum *, bufs, Properties::NON_VIRTUAL, __void__glDrawBuffers__GLsizei__C5_GLenum_P1, "", ""); I_Method4(void, glStencilOpSeparate, IN, GLenum, face, IN, GLenum, sfail, IN, GLenum, dpfail, IN, GLenum, dppass, Properties::NON_VIRTUAL, __void__glStencilOpSeparate__GLenum__GLenum__GLenum__GLenum, "", ""); I_Method4(void, glStencilFuncSeparate, IN, GLenum, frontfunc, IN, GLenum, backfunc, IN, GLint, ref, IN, GLuint, mask, Properties::NON_VIRTUAL, __void__glStencilFuncSeparate__GLenum__GLenum__GLint__GLuint, "", ""); I_Method2(void, glStencilMaskSeparate, IN, GLenum, face, IN, GLuint, mask, Properties::NON_VIRTUAL, __void__glStencilMaskSeparate__GLenum__GLuint, "", ""); I_Method2(void, glAttachShader, IN, GLuint, program, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glAttachShader__GLuint__GLuint, "", ""); I_Method3(void, glBindAttribLocation, IN, GLuint, program, IN, GLuint, index, IN, const GLchar *, name, Properties::NON_VIRTUAL, __void__glBindAttribLocation__GLuint__GLuint__C5_GLchar_P1, "", ""); I_Method1(void, glCompileShader, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glCompileShader__GLuint, "", ""); I_Method0(GLuint, glCreateProgram, Properties::NON_VIRTUAL, __GLuint__glCreateProgram, "", ""); I_Method1(GLuint, glCreateShader, IN, GLenum, type, Properties::NON_VIRTUAL, __GLuint__glCreateShader__GLenum, "", ""); I_Method1(void, glDeleteProgram, IN, GLuint, program, Properties::NON_VIRTUAL, __void__glDeleteProgram__GLuint, "", ""); I_Method1(void, glDeleteShader, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glDeleteShader__GLuint, "", ""); I_Method2(void, glDetachShader, IN, GLuint, program, IN, GLuint, shader, Properties::NON_VIRTUAL, __void__glDetachShader__GLuint__GLuint, "", ""); I_Method1(void, glDisableVertexAttribArray, IN, GLuint, index, Properties::NON_VIRTUAL, __void__glDisableVertexAttribArray__GLuint, "", ""); I_Method1(void, glEnableVertexAttribArray, IN, GLuint, index, Properties::NON_VIRTUAL, __void__glEnableVertexAttribArray__GLuint, "", ""); I_Method7(void, glGetActiveAttrib, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name, Properties::NON_VIRTUAL, __void__glGetActiveAttrib__GLuint__GLuint__GLsizei__GLsizei_P1__GLint_P1__GLenum_P1__GLchar_P1, "", ""); I_Method7(void, glGetActiveUniform, IN, GLuint, program, IN, GLuint, index, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLint *, size, IN, GLenum *, type, IN, GLchar *, name, Properties::NON_VIRTUAL, __void__glGetActiveUniform__GLuint__GLuint__GLsizei__GLsizei_P1__GLint_P1__GLenum_P1__GLchar_P1, "", ""); I_Method4(void, glGetAttachedShaders, IN, GLuint, program, IN, GLsizei, maxCount, IN, GLsizei *, count, IN, GLuint *, obj, Properties::NON_VIRTUAL, __void__glGetAttachedShaders__GLuint__GLsizei__GLsizei_P1__GLuint_P1, "", ""); I_Method2(GLint, glGetAttribLocation, IN, GLuint, program, IN, const GLchar *, name, Properties::NON_VIRTUAL, __GLint__glGetAttribLocation__GLuint__C5_GLchar_P1, "", ""); I_Method3(void, glGetProgramiv, IN, GLuint, program, IN, GLenum, pname, IN, GLint *, params, Properties::NON_VIRTUAL, __void__glGetProgramiv__GLuint__GLenum__GLint_P1, "", ""); I_Method4(void, glGetProgramInfoLog, IN, GLuint, program, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog, Properties::NON_VIRTUAL, __void__glGetProgramInfoLog__GLuint__GLsizei__GLsizei_P1__GLchar_P1, "", ""); I_Method3(void, glGetShaderiv, IN, GLuint, shader, IN, GLenum, pname, IN, GLint *, params, Properties::NON_VIRTUAL, __void__glGetShaderiv__GLuint__GLenum__GLint_P1, "", ""); I_Method4(void, glGetShaderInfoLog, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, infoLog, Properties::NON_VIRTUAL, __void__glGetShaderInfoLog__GLuint__GLsizei__GLsizei_P1__GLchar_P1, "", ""); I_Method4(void, glGetShaderSource, IN, GLuint, shader, IN, GLsizei, bufSize, IN, GLsizei *, length, IN, GLchar *, source, Properties::NON_VIRTUAL, __void__glGetShaderSource__GLuint__GLsizei__GLsizei_P1__GLchar_P1, "", ""); I_Method2(GLint, glGetUniformLocation, IN, GLuint, program, IN, const GLchar *, name, Properties::NON_VIRTUAL, __GLint__glGetUniformLocation__GLuint__C5_GLchar_P1, "", ""); I_Method3(void, glGetUniformfv, IN, GLuint, program, IN, GLint, location, IN, GLfloat *, params, Properties::NON_VIRTUAL, __void__glGetUniformfv__GLuint__GLint__GLfloat_P1, "", ""); I_Method3(void, glGetUniformiv, IN, GLuint, program, IN, GLint, location, IN, GLint *, params, Properties::NON_VIRTUAL, __void__glGetUniformiv__GLuint__GLint__GLint_P1, "", ""); I_Method3(void, glGetVertexAttribdv, IN, GLuint, index, IN, GLenum, pname, IN, GLdouble *, params, Properties::NON_VIRTUAL, __void__glGetVertexAttribdv__GLuint__GLenum__GLdouble_P1, "", ""); I_Method3(void, glGetVertexAttribfv, IN, GLuint, index, IN, GLenum, pname, IN, GLfloat *, params, Properties::NON_VIRTUAL, __void__glGetVertexAttribfv__GLuint__GLenum__GLfloat_P1, "", ""); I_Method3(void, glGetVertexAttribiv, IN, GLuint, index, IN, GLenum, pname, IN, GLint *, params, Properties::NON_VIRTUAL, __void__glGetVertexAttribiv__GLuint__GLenum__GLint_P1, "", ""); I_Method3(void, glGetVertexAttribPointerv, IN, GLuint, index, IN, GLenum, pname, IN, GLvoid **, pointer, Properties::NON_VIRTUAL, __void__glGetVertexAttribPointerv__GLuint__GLenum__GLvoid_P1P1, "", ""); I_Method1(GLboolean, glIsProgram, IN, GLuint, program, Properties::NON_VIRTUAL, __GLboolean__glIsProgram__GLuint, "", ""); I_Method1(GLboolean, glIsShader, IN, GLuint, shader, Properties::NON_VIRTUAL, __GLboolean__glIsShader__GLuint, "", ""); I_Method1(void, glLinkProgram, IN, GLuint, program, Properties::NON_VIRTUAL, __void__glLinkProgram__GLuint, "", ""); I_Method4(void, glShaderSource, IN, GLuint, shader, IN, GLsizei, count, IN, const GLchar **, string, IN, const GLint *, length, Properties::NON_VIRTUAL, __void__glShaderSource__GLuint__GLsizei__C5_GLchar_P1P1__C5_GLint_P1, "", ""); I_Method1(void, glUseProgram, IN, GLuint, program, Properties::NON_VIRTUAL, __void__glUseProgram__GLuint, "", ""); I_Method2(void, glUniform1f, IN, GLint, location, IN, GLfloat, v0, Properties::NON_VIRTUAL, __void__glUniform1f__GLint__GLfloat, "", ""); I_Method3(void, glUniform2f, IN, GLint, location, IN, GLfloat, v0, IN, GLfloat, v1, Properties::NON_VIRTUAL, __void__glUniform2f__GLint__GLfloat__GLfloat, "", ""); I_Method4(void, glUniform3f, IN, GLint, location, IN, GLfloat, v0, IN, GLfloat, v1, IN, GLfloat, v2, Properties::NON_VIRTUAL, __void__glUniform3f__GLint__GLfloat__GLfloat__GLfloat, "", ""); I_Method5(void, glUniform4f, IN, GLint, location, IN, GLfloat, v0, IN, GLfloat, v1, IN, GLfloat, v2, IN, GLfloat, v3, Properties::NON_VIRTUAL, __void__glUniform4f__GLint__GLfloat__GLfloat__GLfloat__GLfloat, "", ""); I_Method2(void, glUniform1i, IN, GLint, location, IN, GLint, v0, Properties::NON_VIRTUAL, __void__glUniform1i__GLint__GLint, "", ""); I_Method3(void, glUniform2i, IN, GLint, location, IN, GLint, v0, IN, GLint, v1, Properties::NON_VIRTUAL, __void__glUniform2i__GLint__GLint__GLint, "", ""); I_Method4(void, glUniform3i, IN, GLint, location, IN, GLint, v0, IN, GLint, v1, IN, GLint, v2, Properties::NON_VIRTUAL, __void__glUniform3i__GLint__GLint__GLint__GLint, "", ""); I_Method5(void, glUniform4i, IN, GLint, location, IN, GLint, v0, IN, GLint, v1, IN, GLint, v2, IN, GLint, v3, Properties::NON_VIRTUAL, __void__glUniform4i__GLint__GLint__GLint__GLint__GLint, "", ""); I_Method3(void, glUniform1fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniform1fv__GLint__GLsizei__C5_GLfloat_P1, "", ""); I_Method3(void, glUniform2fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniform2fv__GLint__GLsizei__C5_GLfloat_P1, "", ""); I_Method3(void, glUniform3fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniform3fv__GLint__GLsizei__C5_GLfloat_P1, "", ""); I_Method3(void, glUniform4fv, IN, GLint, location, IN, GLsizei, count, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniform4fv__GLint__GLsizei__C5_GLfloat_P1, "", ""); I_Method3(void, glUniform1iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value, Properties::NON_VIRTUAL, __void__glUniform1iv__GLint__GLsizei__C5_GLint_P1, "", ""); I_Method3(void, glUniform2iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value, Properties::NON_VIRTUAL, __void__glUniform2iv__GLint__GLsizei__C5_GLint_P1, "", ""); I_Method3(void, glUniform3iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value, Properties::NON_VIRTUAL, __void__glUniform3iv__GLint__GLsizei__C5_GLint_P1, "", ""); I_Method3(void, glUniform4iv, IN, GLint, location, IN, GLsizei, count, IN, const GLint *, value, Properties::NON_VIRTUAL, __void__glUniform4iv__GLint__GLsizei__C5_GLint_P1, "", ""); I_Method4(void, glUniformMatrix2fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix2fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method4(void, glUniformMatrix3fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix3fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method4(void, glUniformMatrix4fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix4fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method1(void, glValidateProgram, IN, GLuint, program, Properties::NON_VIRTUAL, __void__glValidateProgram__GLuint, "", ""); I_Method2(void, glVertexAttrib1d, IN, GLuint, index, IN, GLdouble, x, Properties::NON_VIRTUAL, __void__glVertexAttrib1d__GLuint__GLdouble, "", ""); I_Method2(void, glVertexAttrib1dv, IN, GLuint, index, IN, const GLdouble *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib1dv__GLuint__C5_GLdouble_P1, "", ""); I_Method2(void, glVertexAttrib1f, IN, GLuint, index, IN, GLfloat, x, Properties::NON_VIRTUAL, __void__glVertexAttrib1f__GLuint__GLfloat, "", ""); I_Method2(void, glVertexAttrib1fv, IN, GLuint, index, IN, const GLfloat *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib1fv__GLuint__C5_GLfloat_P1, "", ""); I_Method2(void, glVertexAttrib1s, IN, GLuint, index, IN, GLshort, x, Properties::NON_VIRTUAL, __void__glVertexAttrib1s__GLuint__GLshort, "", ""); I_Method2(void, glVertexAttrib1sv, IN, GLuint, index, IN, const GLshort *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib1sv__GLuint__C5_GLshort_P1, "", ""); I_Method3(void, glVertexAttrib2d, IN, GLuint, index, IN, GLdouble, x, IN, GLdouble, y, Properties::NON_VIRTUAL, __void__glVertexAttrib2d__GLuint__GLdouble__GLdouble, "", ""); I_Method2(void, glVertexAttrib2dv, IN, GLuint, index, IN, const GLdouble *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib2dv__GLuint__C5_GLdouble_P1, "", ""); I_Method3(void, glVertexAttrib2f, IN, GLuint, index, IN, GLfloat, x, IN, GLfloat, y, Properties::NON_VIRTUAL, __void__glVertexAttrib2f__GLuint__GLfloat__GLfloat, "", ""); I_Method2(void, glVertexAttrib2fv, IN, GLuint, index, IN, const GLfloat *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib2fv__GLuint__C5_GLfloat_P1, "", ""); I_Method3(void, glVertexAttrib2s, IN, GLuint, index, IN, GLshort, x, IN, GLshort, y, Properties::NON_VIRTUAL, __void__glVertexAttrib2s__GLuint__GLshort__GLshort, "", ""); I_Method2(void, glVertexAttrib2sv, IN, GLuint, index, IN, const GLshort *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib2sv__GLuint__C5_GLshort_P1, "", ""); I_Method4(void, glVertexAttrib3d, IN, GLuint, index, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, Properties::NON_VIRTUAL, __void__glVertexAttrib3d__GLuint__GLdouble__GLdouble__GLdouble, "", ""); I_Method2(void, glVertexAttrib3dv, IN, GLuint, index, IN, const GLdouble *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib3dv__GLuint__C5_GLdouble_P1, "", ""); I_Method4(void, glVertexAttrib3f, IN, GLuint, index, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, Properties::NON_VIRTUAL, __void__glVertexAttrib3f__GLuint__GLfloat__GLfloat__GLfloat, "", ""); I_Method2(void, glVertexAttrib3fv, IN, GLuint, index, IN, const GLfloat *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib3fv__GLuint__C5_GLfloat_P1, "", ""); I_Method4(void, glVertexAttrib3s, IN, GLuint, index, IN, GLshort, x, IN, GLshort, y, IN, GLshort, z, Properties::NON_VIRTUAL, __void__glVertexAttrib3s__GLuint__GLshort__GLshort__GLshort, "", ""); I_Method2(void, glVertexAttrib3sv, IN, GLuint, index, IN, const GLshort *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib3sv__GLuint__C5_GLshort_P1, "", ""); I_Method2(void, glVertexAttrib4Nbv, IN, GLuint, index, IN, const GLbyte *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4Nbv__GLuint__C5_GLbyte_P1, "", ""); I_Method2(void, glVertexAttrib4Niv, IN, GLuint, index, IN, const GLint *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4Niv__GLuint__C5_GLint_P1, "", ""); I_Method2(void, glVertexAttrib4Nsv, IN, GLuint, index, IN, const GLshort *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4Nsv__GLuint__C5_GLshort_P1, "", ""); I_Method5(void, glVertexAttrib4Nub, IN, GLuint, index, IN, GLubyte, x, IN, GLubyte, y, IN, GLubyte, z, IN, GLubyte, w, Properties::NON_VIRTUAL, __void__glVertexAttrib4Nub__GLuint__GLubyte__GLubyte__GLubyte__GLubyte, "", ""); I_Method2(void, glVertexAttrib4Nubv, IN, GLuint, index, IN, const GLubyte *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4Nubv__GLuint__C5_GLubyte_P1, "", ""); I_Method2(void, glVertexAttrib4Nuiv, IN, GLuint, index, IN, const GLuint *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4Nuiv__GLuint__C5_GLuint_P1, "", ""); I_Method2(void, glVertexAttrib4Nusv, IN, GLuint, index, IN, const GLushort *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4Nusv__GLuint__C5_GLushort_P1, "", ""); I_Method2(void, glVertexAttrib4bv, IN, GLuint, index, IN, const GLbyte *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4bv__GLuint__C5_GLbyte_P1, "", ""); I_Method5(void, glVertexAttrib4d, IN, GLuint, index, IN, GLdouble, x, IN, GLdouble, y, IN, GLdouble, z, IN, GLdouble, w, Properties::NON_VIRTUAL, __void__glVertexAttrib4d__GLuint__GLdouble__GLdouble__GLdouble__GLdouble, "", ""); I_Method2(void, glVertexAttrib4dv, IN, GLuint, index, IN, const GLdouble *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4dv__GLuint__C5_GLdouble_P1, "", ""); I_Method5(void, glVertexAttrib4f, IN, GLuint, index, IN, GLfloat, x, IN, GLfloat, y, IN, GLfloat, z, IN, GLfloat, w, Properties::NON_VIRTUAL, __void__glVertexAttrib4f__GLuint__GLfloat__GLfloat__GLfloat__GLfloat, "", ""); I_Method2(void, glVertexAttrib4fv, IN, GLuint, index, IN, const GLfloat *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4fv__GLuint__C5_GLfloat_P1, "", ""); I_Method2(void, glVertexAttrib4iv, IN, GLuint, index, IN, const GLint *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4iv__GLuint__C5_GLint_P1, "", ""); I_Method5(void, glVertexAttrib4s, IN, GLuint, index, IN, GLshort, x, IN, GLshort, y, IN, GLshort, z, IN, GLshort, w, Properties::NON_VIRTUAL, __void__glVertexAttrib4s__GLuint__GLshort__GLshort__GLshort__GLshort, "", ""); I_Method2(void, glVertexAttrib4sv, IN, GLuint, index, IN, const GLshort *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4sv__GLuint__C5_GLshort_P1, "", ""); I_Method2(void, glVertexAttrib4ubv, IN, GLuint, index, IN, const GLubyte *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4ubv__GLuint__C5_GLubyte_P1, "", ""); I_Method2(void, glVertexAttrib4uiv, IN, GLuint, index, IN, const GLuint *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4uiv__GLuint__C5_GLuint_P1, "", ""); I_Method2(void, glVertexAttrib4usv, IN, GLuint, index, IN, const GLushort *, v, Properties::NON_VIRTUAL, __void__glVertexAttrib4usv__GLuint__C5_GLushort_P1, "", ""); I_Method6(void, glVertexAttribPointer, IN, GLuint, index, IN, GLint, size, IN, GLenum, type, IN, GLboolean, normalized, IN, GLsizei, stride, IN, const GLvoid *, pointer, Properties::NON_VIRTUAL, __void__glVertexAttribPointer__GLuint__GLint__GLenum__GLboolean__GLsizei__C5_GLvoid_P1, "", ""); I_Method0(GLuint, getCurrentProgram, Properties::NON_VIRTUAL, __GLuint__getCurrentProgram, "", ""); I_Method2(bool, getProgramInfoLog, IN, GLuint, program, IN, std::string &, result, Properties::NON_VIRTUAL, __bool__getProgramInfoLog__GLuint__std_string_R1, "", ""); I_Method2(bool, getShaderInfoLog, IN, GLuint, shader, IN, std::string &, result, Properties::NON_VIRTUAL, __bool__getShaderInfoLog__GLuint__std_string_R1, "", ""); I_Method2(bool, getAttribLocation, IN, const char *, attribName, IN, GLuint &, slot, Properties::NON_VIRTUAL, __bool__getAttribLocation__C5_char_P1__GLuint_R1, "", ""); I_Method2(bool, getFragDataLocation, IN, const char *, fragDataName, IN, GLuint &, slot, Properties::NON_VIRTUAL, __bool__getFragDataLocation__C5_char_P1__GLuint_R1, "", ""); I_Method4(void, glUniformMatrix2x3fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix2x3fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method4(void, glUniformMatrix3x2fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix3x2fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method4(void, glUniformMatrix2x4fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix2x4fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method4(void, glUniformMatrix4x2fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix4x2fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method4(void, glUniformMatrix3x4fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix3x4fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method4(void, glUniformMatrix4x3fv, IN, GLint, location, IN, GLsizei, count, IN, GLboolean, transpose, IN, const GLfloat *, value, Properties::NON_VIRTUAL, __void__glUniformMatrix4x3fv__GLint__GLsizei__GLboolean__C5_GLfloat_P1, "", ""); I_Method3(void, glProgramParameteri, IN, GLuint, program, IN, GLenum, pname, IN, GLint, value, Properties::NON_VIRTUAL, __void__glProgramParameteri__GLuint__GLenum__GLint, "", ""); I_Method4(void, glFramebufferTexture, IN, GLenum, target, IN, GLenum, attachment, IN, GLuint, texture, IN, GLint, level, Properties::NON_VIRTUAL, __void__glFramebufferTexture__GLenum__GLenum__GLuint__GLint, "", ""); I_Method5(void, glFramebufferTextureLayer, IN, GLenum, target, IN, GLenum, attachment, IN, GLuint, texture, IN, GLint, level, IN, GLint, layer, Properties::NON_VIRTUAL, __void__glFramebufferTextureLayer__GLenum__GLenum__GLuint__GLint__GLint, "", ""); I_Method5(void, glFramebufferTextureFace, IN, GLenum, target, IN, GLenum, attachment, IN, GLuint, texture, IN, GLint, level, IN, GLenum, face, Properties::NON_VIRTUAL, __void__glFramebufferTextureFace__GLenum__GLenum__GLuint__GLint__GLenum, "", ""); I_Method3(void, glGetUniformuiv, IN, GLuint, program, IN, GLint, location, IN, GLuint *, params, Properties::NON_VIRTUAL, __void__glGetUniformuiv__GLuint__GLint__GLuint_P1, "", ""); I_Method3(void, glBindFragDataLocation, IN, GLuint, program, IN, GLuint, color, IN, const GLchar *, name, Properties::NON_VIRTUAL, __void__glBindFragDataLocation__GLuint__GLuint__C5_GLchar_P1, "", ""); I_Method2(GLint, glGetFragDataLocation, IN, GLuint, program, IN, const GLchar *, name, Properties::NON_VIRTUAL, __GLint__glGetFragDataLocation__GLuint__C5_GLchar_P1, "", ""); I_Method2(void, glUniform1ui, IN, GLint, location, IN, GLuint, v0, Properties::NON_VIRTUAL, __void__glUniform1ui__GLint__GLuint, "", ""); I_Method3(void, glUniform2ui, IN, GLint, location, IN, GLuint, v0, IN, GLuint, v1, Properties::NON_VIRTUAL, __void__glUniform2ui__GLint__GLuint__GLuint, "", ""); I_Method4(void, glUniform3ui, IN, GLint, location, IN, GLuint, v0, IN, GLuint, v1, IN, GLuint, v2, Properties::NON_VIRTUAL, __void__glUniform3ui__GLint__GLuint__GLuint__GLuint, "", ""); I_Method5(void, glUniform4ui, IN, GLint, location, IN, GLuint, v0, IN, GLuint, v1, IN, GLuint, v2, IN, GLuint, v3, Properties::NON_VIRTUAL, __void__glUniform4ui__GLint__GLuint__GLuint__GLuint__GLuint, "", ""); I_Method3(void, glUniform1uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value, Properties::NON_VIRTUAL, __void__glUniform1uiv__GLint__GLsizei__C5_GLuint_P1, "", ""); I_Method3(void, glUniform2uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value, Properties::NON_VIRTUAL, __void__glUniform2uiv__GLint__GLsizei__C5_GLuint_P1, "", ""); I_Method3(void, glUniform3uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value, Properties::NON_VIRTUAL, __void__glUniform3uiv__GLint__GLsizei__C5_GLuint_P1, "", ""); I_Method3(void, glUniform4uiv, IN, GLint, location, IN, GLsizei, count, IN, const GLuint *, value, Properties::NON_VIRTUAL, __void__glUniform4uiv__GLint__GLsizei__C5_GLuint_P1, "", ""); I_StaticMethod2(osg::GL2Extensions *, Get, IN, unsigned int, contextID, IN, bool, createIfNotInitalized, __GL2Extensions_P1__Get__unsigned_int__bool_S, "Function to call to get the extension of a specified context. ", "If the Exentsion object for that context has not yet been created then and the 'createIfNotInitalized' flag been set to false then returns NULL. If 'createIfNotInitalized' is true then the Extensions object is automatically created. However, in this case the extension object only be created with the graphics context associated with ContextID.. "); I_StaticMethod2(void, Set, IN, unsigned int, contextID, IN, osg::GL2Extensions *, extensions, __void__Set__unsigned_int__GL2Extensions_P1_S, "allows users to override the extensions across graphics contexts. ", "typically used when you have different extensions supported across graphics pipes but need to ensure that they all use the same low common denominator extensions. "); I_SimpleProperty(GLuint, CurrentProgram, __GLuint__getCurrentProgram, 0); I_SimpleProperty(bool, FragmentShaderSupported, 0, __void__setFragmentShaderSupported__bool); I_SimpleProperty(bool, GeometryShader4Supported, 0, __void__setGeometryShader4Supported__bool); I_SimpleProperty(float, GlVersion, __float__getGlVersion, 0); I_SimpleProperty(bool, GpuShader4Supported, 0, __void__setGpuShader4Supported__bool); I_SimpleProperty(bool, Language100Supported, 0, __void__setLanguage100Supported__bool); I_SimpleProperty(float, LanguageVersion, __float__getLanguageVersion, 0); I_SimpleProperty(bool, ShaderObjectsSupported, 0, __void__setShaderObjectsSupported__bool); I_SimpleProperty(bool, VertexShaderSupported, 0, __void__setVertexShaderSupported__bool); END_REFLECTOR