Graphics Reference
In-Depth Information
The current value of any hint can be retrieved by calling glGetIntegerv
using the appropriate hint enumerated value.
Entity Name Queries
OpenGL ES 3.0 references numerous entities that you define—textures,
shaders, programs, vertex buffers, sampler objects, query objects, sync
objects, vertex array objects, transform feedback objects, framebuffers, and
renderbuffers—by integer names. You can determine if a name is currently
in use (and therefore a valid entity) by calling one of the following
functions:
GLboolean
glIsTexture (GLuint texture )
GLboolean
glIsShader (GLuint shader )
GLboolean
glIsProgram (GLuint program )
GLboolean
glIsBuffer (GLuint buffer )
GLboolean
glIsSampler (GLuint sampler )
GLboolean
glIsQuery (GLuint query )
GLboolean
glIsSync (GLuint sync )
GLboolean
glIsVertexArray (GLuint array )
GLboolean
glIsTransformFeedback (GLuint transform )
GLboolean
glIsRenderbuffer (GLuint renderbuffer )
GLboolean
glIsFramebuffer (GLuint framebuffer )
specify the name of the respective entity to
determine if the name is in use
texture , shader ,
program , buffer ,
sampler , query ,
sync , array ,
transform ,
renderbuffer ,
framebuffer
Nonprogrammable Operations Control
and Queries
Much of OpenGL ES 3.0's rasterization functionality, like blending or back-
face culling, is controlled by turning on and off the features you need. The
functions controlling the various operations are mentioned here.
 
 
 
 
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