Example #1
0
func GetShaderPrecisionFormat(shadertype, precisiontype uint) (
	range_ int32, precision int32) {
	C.glGetShaderPrecisionFormat(
		C.GLenum(shadertype), C.GLenum(precisiontype),
		(*C.GLint)(&range_), (*C.GLint)(&precision))
	return
}
Example #2
0
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)
}
Example #3
0
func GetShaderPrecisionFormat(
	shadertype Enum, precisiontype Enum,
	range_ *int32, precision *int32) {
	C.glGetShaderPrecisionFormat(
		C.GLenum(shadertype),
		C.GLenum(precisiontype),
		(*C.GLint)(range_),
		(*C.GLint)(precision))
}
Example #4
0
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)
}