@Override public void glDrawBuffers (int n, IntBuffer bufs) { GL20.glDrawBuffers(bufs); }
@Override public void glDrawBuffers (int n, IntBuffer bufs) { GL20.glDrawBuffers(bufs); }
@Override public void glDrawBuffers (int n, IntBuffer bufs) { GL20.glDrawBuffers(bufs); }
@Override public void glDrawBuffers (int n, IntBuffer bufs) { GL20.glDrawBuffers(bufs); }
@Override public void glDrawBuffers(final IntBuffer bufs) { checkLimit(bufs); GL20.glDrawBuffers(bufs); }
@Override public void glDrawBuffers(IntBuffer bufs) { checkLimit(bufs); GL20.glDrawBuffers(bufs); }
GL20.glDrawBuffers(bufferIds);
GL20.glDrawBuffers(GL11.GL_NONE); } else { GL20.glDrawBuffers(bufferIds);
GL20.glDrawBuffers(GL11.GL_NONE); } else { GL20.glDrawBuffers(bufferIds);
@Override public void glDrawBuffers (int n, IntBuffer bufs) { GL20.glDrawBuffers(bufs); }
@Override public void glDrawBuffers (int n, IntBuffer bufs) { GL20.glDrawBuffers(bufs); }
public void setDrawBuffers(IntBuffer buffer){ glDrawBuffers(buffer); }
@Override public void glDrawBuffers(IntBuffer bufs) { checkLimit(bufs); GL20.glDrawBuffers(bufs); }
public void glDrawBuffers(IntBuffer bufs) { checkLimit(bufs); GL20.glDrawBuffers(bufs); }
GL20.glDrawBuffers(draw_buffer_mappings);
GL20.glDrawBuffers(draw_buffer_mappings);
public ParallelSplitShadowMapsFbo(){ config = new ShadowConfig(); depthMaps = new Texture2DArrayDepth32F(Constants.PSSM_SHADOWMAP_RESOLUTION, Constants.PSSM_SHADOWMAP_RESOLUTION, Constants.PSSM_SPLITS); fbo = new GLFramebuffer(); fbo.bind(); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthMaps.getHandle(), 0); glDrawBuffers(GL_NONE); fbo.checkStatus(); fbo.unbind(); }
glDrawBuffers(intBuf16); context.boundDrawBuf = 100 + fb.getNumColorBuffers();