void GraphicsContext3DPrivate::vertexAttrib1f(GC3Duint index, GC3Dfloat x) { makeContextCurrent(); m_api->glVertexAttrib1f(index, x); }
void GraphicsContext3DPrivate::clearStencil(GC3Dint clearValue) { makeContextCurrent(); m_api->glClearStencil(clearValue); }
void GraphicsContext3DPrivate::compileShader(Platform3DObject shader) { makeContextCurrent(); m_api->glCompileShader(shader); }
GC3Denum GraphicsContext3DPrivate::checkFramebufferStatus(GC3Denum target) { makeContextCurrent(); return m_api->glCheckFramebufferStatus(target); }
void GraphicsContext3DPrivate::clearColor(GC3Dclampf red, GC3Dclampf green, GC3Dclampf blue, GC3Dclampf alpha) { makeContextCurrent(); m_api->glClearColor(red, green, blue, alpha); }
void GraphicsContext3DPrivate::blendFunc(GC3Denum srcFactor, GC3Denum dstFactor) { makeContextCurrent(); m_api->glBlendFunc(srcFactor, dstFactor); }
void GraphicsContext3DPrivate::bufferData(GC3Denum target, GC3Dsizeiptr size, const void* data, GC3Denum usage) { makeContextCurrent(); m_api->glBufferData(target, size, data, usage); }
void GraphicsContext3DPrivate::deleteFramebuffer(Platform3DObject framebuffer) { makeContextCurrent(); m_api->glDeleteFramebuffers(1, &framebuffer); }
void GraphicsContext3DPrivate::deleteProgram(Platform3DObject program) { makeContextCurrent(); m_api->glDeleteProgram(program); }
Platform3DObject GraphicsContext3DPrivate::createProgram() { makeContextCurrent(); return m_api->glCreateProgram(); }
Platform3DObject GraphicsContext3DPrivate::createShader(GC3Denum shaderType) { makeContextCurrent(); return m_api->glCreateShader(shaderType); }
void GraphicsContext3DPrivate::viewport(GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height) { makeContextCurrent(); m_api->glViewport(x, y, width, height); }
void GraphicsContext3DPrivate::vertexAttrib4fv(GC3Duint index, GC3Dfloat* values) { makeContextCurrent(); m_api->glVertexAttrib4fv(index, values); }
void GraphicsContext3DPrivate::vertexAttrib4f(GC3Duint index, GC3Dfloat x, GC3Dfloat y, GC3Dfloat z, GC3Dfloat w) { makeContextCurrent(); m_api->glVertexAttrib4f(index, x, y, z, w); }
void GraphicsContext3DPrivate::blendEquation(GC3Denum mode) { makeContextCurrent(); m_api->glBlendEquation(mode); }
void GraphicsContext3DPrivate::deleteRenderbuffer(Platform3DObject renderbuffer) { makeContextCurrent(); m_api->glDeleteRenderbuffers(1, &renderbuffer); }
void GraphicsContext3DPrivate::blendEquationSeparate(GC3Denum modeRGB, GC3Denum modeAlpha) { makeContextCurrent(); m_api->glBlendEquationSeparate(modeRGB, modeAlpha); }
void GraphicsContext3DPrivate::deleteTexture(Platform3DObject texture) { makeContextCurrent(); m_api->glDeleteTextures(1, &texture); }
void GraphicsContext3DPrivate::blendFuncSeparate(GC3Denum srcRGB, GC3Denum dstRGB, GC3Denum srcAlpha, GC3Denum dstAlpha) { makeContextCurrent(); m_api->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); }
void GraphicsContext3DPrivate::activeTexture(GC3Denum texture) { makeContextCurrent(); m_api->glActiveTexture(texture); }
void GraphicsContext3DPrivate::bufferSubData(GC3Denum target, GC3Dintptr offset, GC3Dsizeiptr size, const void* data) { makeContextCurrent(); m_api->glBufferSubData(target, offset, size, data); }
void GraphicsContext3DPrivate::attachShader(Platform3DObject program, Platform3DObject shader) { makeContextCurrent(); m_api->glAttachShader(program, shader); }
void GraphicsContext3DPrivate::clear(GC3Dbitfield mask) { makeContextCurrent(); m_api->glClear(mask); }
void GraphicsContext3DPrivate::bindAttribLocation(Platform3DObject program, GC3Duint index, const String& name) { makeContextCurrent(); m_api->glBindAttribLocation(program, index, name.utf8().data()); }
void GraphicsContext3DPrivate::clearDepth(GC3Dclampf depth) { makeContextCurrent(); m_api->glClearDepthf(depth); }
void GraphicsContext3DPrivate::bindRenderbuffer(GC3Denum target, Platform3DObject buffer) { makeContextCurrent(); m_api->glBindRenderbuffer(target, buffer); }
void GraphicsContext3DPrivate::colorMask(GC3Dboolean red, GC3Dboolean green, GC3Dboolean blue, GC3Dboolean alpha) { makeContextCurrent(); m_api->glColorMask(red, green, blue, alpha); }
void GraphicsContext3DPrivate::bindTexture(GC3Denum target, Platform3DObject texture) { makeContextCurrent(); m_api->glBindTexture(target, texture); m_boundTexture = texture; }
void GraphicsContext3DPrivate::copyTexImage2D(GC3Denum target, GC3Dint level, GC3Denum internalFormat, GC3Dint x, GC3Dint y, GC3Dsizei width, GC3Dsizei height, GC3Dint border) { makeContextCurrent(); m_api->glCopyTexImage2D(target, level, internalFormat, x, y, width, height, border); }
void GraphicsContext3DPrivate::uniformMatrix4fv(GC3Dint location, GC3Dsizei size, GC3Dboolean transpose, GC3Dfloat* value) { makeContextCurrent(); m_api->glUniformMatrix4fv(location, size, transpose, value); }