public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, (IntBuffer)count, shaders); }
public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, (IntBuffer)count, shaders); }
public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, (IntBuffer)count, shaders); }
public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, (IntBuffer)count, shaders); }
@Override public void glGetAttachedShaders(int program, int maxcount, IntBuffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, count, shaders); }
@Override public void glGetAttachedShaders(int program, int maxcount, IntBuffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, count, shaders); }
@Override public void glGetAttachedShaders(int program, int maxcount, IntBuffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, count, shaders); }
@Override public void glGetAttachedShaders(int program, int maxcount, IntBuffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, count, shaders); }
public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, (IntBuffer)count, shaders); }
public void glGetAttachedShaders (int program, int maxcount, Buffer count, IntBuffer shaders) { GL20.glGetAttachedShaders(program, (IntBuffer)count, shaders); }