AGOpengl
Types
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class ShaderException(val str: String, val error: String, val errorInt: Int, val gl: KmlGl, val debugName: String?, val type: Int, val shaderReturnInt: Int) : RuntimeException
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Properties
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Functions
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open override fun draw(frameBuffer: AGFrameBufferBase, frameBufferInfo: AGFrameBufferInfo, vertexData: AGVertexArrayObject, program: Program, drawType: AGDrawType, vertexCount: Int, indices: AGBuffer?, indexType: AGIndexType, drawOffset: Int, blending: AGBlending, uniformBlocks: UniformBlocksBuffersRef, textureUnits: AGTextureUnits, stencilRef: AGStencilReference, stencilOpFunc: AGStencilOpFunc, colorMask: AGColorMask, depthAndFrontFace: AGDepthAndFrontFace, scissor: AGScissor, cullFace: AGCullFace, instances: Int)
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fun AG.draw(frameBuffer: AGFrameBuffer, vertexData: AGVertexArrayObject, program: Program, drawType: AGDrawType, vertexCount: Int, indices: AGBuffer? = null, indexType: AGIndexType = AGIndexType.USHORT, drawOffset: Int = 0, blending: AGBlending = AGBlending.NORMAL, uniformBlocks: UniformBlocksBuffersRef = UniformBlocksBuffersRef.EMPTY, textureUnits: AGTextureUnits = AGTextureUnits.EMPTY, stencilRef: AGStencilReference = AGStencilReference.DEFAULT, stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT, colorMask: AGColorMask = AGColorMask.ALL_ENABLED, depthAndFrontFace: AGDepthAndFrontFace = AGDepthAndFrontFace.DEFAULT, scissor: AGScissor = AGScissor.NIL, cullFace: AGCullFace = AGCullFace.NONE, instances: Int = 1)
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open override fun readToMemory(frameBuffer: AGFrameBufferBase, frameBufferInfo: AGFrameBufferInfo, x: Int, y: Int, width: Int, height: Int, data: Any, kind: AGReadKind)
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open override fun readToTexture(frameBuffer: AGFrameBufferBase, frameBufferInfo: AGFrameBufferInfo, texture: AGTexture, x: Int, y: Int, width: Int, height: Int)
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fun AG.readToTexture(frameBuffer: AGFrameBuffer, texture: AGTexture, x: Int = 0, y: Int = 0, width: Int = frameBuffer.width, height: Int = frameBuffer.height)
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fun region(scissor: AGScissor, frameBuffer: AGFrameBufferBase, frameBufferInfo: AGFrameBufferInfo): AGScissor
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fun setScissorState(scissor: AGScissor, frameBuffer: AGFrameBufferBase, frameBufferInfo: AGFrameBufferInfo)
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fun uniformsSet(uniformBlocks: UniformBlocksBuffersRef, textureUnits: AGTextureUnits, program: Program, frameBuffer: AGFrameBufferBase)
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