func GetShaderPrecisionFormat(shadertype, precisiontype uint) ( range_ int32, precision int32) { C.glGetShaderPrecisionFormat( C.GLenum(shadertype), C.GLenum(precisiontype), (*C.GLint)(&range_), (*C.GLint)(&precision)) return }
func GetShaderPrecisionFormat(shadertype, precisiontype Enum) (rangeLow, rangeHigh, precision int) { const glintSize = 4 var cRange [2]C.GLint var cPrecision C.GLint C.glGetShaderPrecisionFormat(shadertype.c(), precisiontype.c(), &cRange[0], &cPrecision) return int(cRange[0]), int(cRange[1]), int(cPrecision) }
func GetShaderPrecisionFormat( shadertype Enum, precisiontype Enum, range_ *int32, precision *int32) { C.glGetShaderPrecisionFormat( C.GLenum(shadertype), C.GLenum(precisiontype), (*C.GLint)(range_), (*C.GLint)(precision)) }
func GetShaderPrecisionFormat(shadertype, precisiontype Enum) (rangeLow, rangeHigh, precision int) { defer func() { errstr := errDrain() log.Printf("gl.GetShaderPrecisionFormat(%v, %v) (%v, %v, %v) %v", shadertype, precisiontype, rangeLow, rangeHigh, precision, errstr) }() const glintSize = 4 var cRange [2]C.GLint var cPrecision C.GLint C.glGetShaderPrecisionFormat(shadertype.c(), precisiontype.c(), &cRange[0], &cPrecision) return int(cRange[0]), int(cRange[1]), int(cPrecision) }