abstract OpenGLES3RenderContext(NativeOpenGLRenderContext)
package lime.graphics
from NativeOpenGLRenderContext,
Available on Android, Linux, macOS, iOS, Windows
The OpenGLES3RenderContext
allows access to OpenGL ES 3.0 features when OpenGL or
OpenGL ES is the render context type of the Window
, and the current context supports
GLES3 features.
Using an OpenGL ES context on a desktop platform enables support for cross-platform code that should run on both desktop and mobile platforms (when using hardware acceleration), though support for OpenGL ES 3.0 features are more limited than GLES2.
Platforms supporting an OpenGL ES 3.0 context are compatible with the Lime
WebGLRenderContext
as well as the WebGL2RenderContext
if you would prefer to write
WebGL-style code, or support web browsers with the same code. Be aware that not all
browsers support WebGL 2, so only plain WebGL might be available.
You can convert from lime.graphics.RenderContext
, lime.graphics.OpenGLRenderContext
,
lime.graphics.opengl.GL
, and can convert to lime.graphics.OpenGLES2RenderContext
,
lime.graphics.WebGL2RenderContext
or lime.graphics.WebGLRenderContext
directly
if desired:
var gles3:OpenGLES3RenderContext = window.context;
var gles3:OpenGLES3RenderContext = gl;
var gles3:OpenGLES3RenderContext = GL;
var gles2:OpenGLES2RenderContext = gles3;
var webgl2:WebGL2RenderContext = gles3;
var webgl:WebGLRenderContext = gles3;
Variables
Methods
inline blitFramebuffer (srcX0:Int, srcY0:Int, srcX1:Int, srcY1:Int, dstX0:Int, dstY0:Int, dstX1:Int, dstY1:Int, mask:Int, filter:Int):Void
inline compressedTexImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, imageSize:Int, data:DataPointer):Void
inline compressedTexImage3D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, imageSize:Int, data:DataPointer):Void
inline compressedTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, imageSize:Int, data:DataPointer):Void
inline compressedTexSubImage3D (target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, depth:Int, format:Int, imageSize:Int, data:DataPointer):Void
inline copyBufferSubData (readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void
inline copyTexImage2D (target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void
inline copyTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void
inline copyTexSubImage3D (target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int, height:Int):Void
inline drawElementsInstanced (mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void
inline drawRangeElements (mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void
inline framebufferRenderbuffer (target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void
inline framebufferTexture2D (target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void
inline framebufferTextureLayer (target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void
genTransformFeedbacks (n:Int, ?transformFeedbacks:Array<GLTransformFeedback>):Array<GLTransformFeedback>
inline getActiveUniformBlockiv (program:GLProgram, uniformBlockIndex:Int, pname:Int, params:DataPointer):Void
inline getActiveUniformsiv (program:GLProgram, uniformIndices:Array<Int>, pname:Int, params:DataPointer):Void
inline getFramebufferAttachmentParameteriv (target:Int, attachment:Int, pname:Int, params:DataPointer):Void
inline getInternalformativ (target:Int, internalformat:Int, pname:Int, bufSize:Int, params:DataPointer):Void
inline invalidateSubFramebuffer (target:Int, attachments:Array<Int>, x:Int, y:Int, width:Int, height:Int):Void
inline readPixels (x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, data:DataPointer):Void
inline renderbufferStorageMultisample (target:Int, samples:Int, internalformat:Int, width:Int, height:Int):Void
inline shaderBinary (shaders:Array<GLShader>, binaryformat:Int, binary:DataPointer, length:Int):Void
inline texImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, data:DataPointer):Void
inline texImage3D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, format:Int, type:Int, data:DataPointer):Void
inline texStorage3D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int):Void
inline texSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, data:DataPointer):Void
inline texSubImage3D (target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, depth:Int, format:Int, type:Int, data:DataPointer):Void
inline uniformMatrix2x3fv (location:GLUniformLocation, count:Int, transpose:Bool, v:DataPointer):Void
inline uniformMatrix2x4fv (location:GLUniformLocation, count:Int, transpose:Bool, v:DataPointer):Void
inline uniformMatrix3x2fv (location:GLUniformLocation, count:Int, transpose:Bool, v:DataPointer):Void
inline uniformMatrix3x4fv (location:GLUniformLocation, count:Int, transpose:Bool, v:DataPointer):Void
inline uniformMatrix4x2fv (location:GLUniformLocation, count:Int, transpose:Bool, v:DataPointer):Void
inline uniformMatrix4x3fv (location:GLUniformLocation, count:Int, transpose:Bool, v:DataPointer):Void
inline vertexAttribPointer (indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, pointer:DataPointer):Void