作者:Miaqu
项目:moj
func BufferInit(target Enum, size int, usage Enum) {
defer func() {
errstr := errDrain()
log.Printf("gl.BufferInit(%v, %v, %v) %v", target, size, usage, errstr)
}()
C.glBufferData(target.c(), C.GLsizeiptr(size), nil, usage.c())
}
作者:Miaqu
项目:moj
func BufferData(target Enum, usage Enum, src []byte) {
defer func() {
errstr := errDrain()
log.Printf("gl.BufferData(%v, %v, len(%d)) %v", target, usage, len(src), errstr)
}()
C.glBufferData(target.c(), C.GLsizeiptr(len(src)), unsafe.Pointer(&src[0]), usage.c())
}
作者:extram
项目:g
// Set calls glBufferData with appropriate arguments to load the data pointed to by data into the buffer. usage is passed along verbatim. targ is used for binding and it should most likely be ARRAY_BUFFER.
func (buf *Buffer) Set(targ int, data interface{}, usage int) {
buf.Bind(targ)
p, t, ts, s := toCtype(data)
C.glBufferData(C.GLenum(targ), C.GLsizeiptr(s), p, C.GLenum(usage))
buf.t = t
buf.ts = ts
buf.Unbind(targ)
}
作者:spat
项目:gl
// BufferData uses glBufferData to allocate memory for the bound GL buffer,
// and fills it with the data in slice. slice can be either a slice or pointer.
// Behaviour is undefined if the underlying data type is or contains anything
// other than sized numeric types. (Structs and arrays are okay as long as they're
// of sized numeric types. Pointers and slices are only allowed at the topmost level.)
func BufferData(target GLenum, slice interface{}, usage GLenum) error {
data, e := sliceToUintptr(slice)
if e != nil {
return e
}
C.glBufferData(C.GLenum(target), C.GLsizeiptr(data.Size*data.Length), unsafe.Pointer(data.Ptr), C.GLenum(usage))
return nil
}
作者:remogatt
项目:egle
func BufferData(
target Enum, size SizeiPtr,
data Void, usage Enum) {
C.glBufferData(
C.GLenum(target),
C.GLsizeiptr(size),
unsafe.Pointer(data),
C.GLenum(usage))
}
作者:Congenita
项目:goandroi
func (game *game) initGL() {
log.Printf("GL_VERSION: %v GL_RENDERER: %v GL_VENDOR %v\n",
GetString(C.GL_VERSION), GetString(C.GL_RENDERER), GetString(C.GL_VENDOR))
log.Printf("GL_EXTENSIONS: %v\n", GetString(C.GL_EXTENSIONS))
C.glClearColor(0.0, 0.0, 0.0, 1.0)
C.glEnable(C.GL_CULL_FACE)
C.glEnable(C.GL_DEPTH_TEST)
game.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
posAttrib := attribLocation(game.prog, "vPosition")
game.offsetUni = uniformLocation(game.prog, "offset")
game.colorUni = uniformLocation(game.prog, "color")
C.glUseProgram(game.prog)
C.glEnableVertexAttribArray(C.GLuint(posAttrib))
vertVBO := GenBuffer()
checkGLError()
C.glBindBuffer(C.GL_ARRAY_BUFFER, vertVBO)
verts := []float32{.0, 0.5, -0.5, -0.5, 0.5, -0.5}
C.glBufferData(C.GL_ARRAY_BUFFER, C.GLsizeiptr(len(verts)*int(unsafe.Sizeof(verts[0]))), unsafe.Pointer(&verts[0]), C.GL_STATIC_DRAW)
C.glVertexAttribPointer(C.GLuint(posAttrib), 2, C.GL_FLOAT, C.GL_FALSE, 0, unsafe.Pointer(uintptr(0)))
}
作者:tanem
项目:amor
func BufferInit(target Enum, size int, usage Enum) {
C.glBufferData(target.c(), C.GLsizeiptr(size), nil, usage.c())
}
作者:tanem
项目:amor
func BufferData(target Enum, size int, src unsafe.Pointer, usage Enum) {
C.glBufferData(target.c(), C.GLsizeiptr(size), src, usage.c())
}
作者:jacksca
项目:go-gles
func BufferData(target BufferTarget, size int, usage BufferUsage) {
C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), nil, C.GLenum(usage))
}
作者:jacksca
项目:go-gles
func BufferDataf(target BufferTarget, data []float32, usage BufferUsage) {
C.glBufferData(C.GLenum(target), C.GLsizeiptr(unsafe.Sizeof(data[0])*uintptr(len(data))), unsafe.Pointer(&data[0]), C.GLenum(usage))
}
作者:nick-fedesn
项目:egle
func BufferData(target uint, size int, data Void, usage uint) {
C.glBufferData(
C.GLenum(target), C.GLsizeiptr(size),
unsafe.Pointer(data), C.GLenum(usage))
}
作者:skar
项目:GarageEngin
// Creates and initializes a buffer object's data store
func BufferData(target GLenum, size int, data interface{}, usage GLenum) {
C.glBufferData(C.GLenum(target), C.GLsizeiptr(size), ptr(data), C.GLenum(usage))
}
作者:shibukaw
项目:g
func BufferData(target Enum, src []byte, usage Enum) {
C.glBufferData(target.c(), C.GLsizeiptr(len(src)), unsafe.Pointer(&src[0]), usage.c())
}
作者:eaburn
项目:g
// BufferData creates and initializes a buffer object's data store.
func BufferData(targ BufferTarget, data interface{}, usage BufferDataUsage) {
_, sz, ptr := rawData(data)
C.glBufferData(C.GLenum(targ), C.GLsizeiptr(sz), ptr, C.GLenum(usage))
}