Class { #name : #OpenGL, #superclass : #DiyaFFIBase, #pools : [ 'OpenGLConstants', 'OpenGLTypes' ], #category : #'Diya-OpenGL' } { #category : #accessing } OpenGL class >> begin: mode [ ^ self ffiCall: #(void glBegin(GLenum mode)) ] { #category : #'as yet unclassified' } OpenGL class >> blendFnOn:buf sfactor: sfactor dfactor: dfactor [ ^ self ffiCall: #(void glBlendFunci( GLuint buf,GLenum sfactor,GLenum dfactor)) ] { #category : #'as yet unclassified' } OpenGL class >> blendFnWithSfactor: sfactor dfactor: dfactor [ ^ self ffiCall: #(void glBlendFunc( GLenum sfactor,GLenum dfactor)) ] { #category : #accessing } OpenGL class >> checkSymbol [ ^#glDrawArrays ] { #category : #'as yet unclassified' } OpenGL class >> clear: mask [ ^ self ffiCall: #(void glClear(GLbitfield mask)) ] { #category : #'as yet unclassified' } OpenGL class >> clearColorR: red G: green B: blue A:alpha [ ^self ffiCall: #(void glClearColor( GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)) ] { #category : #accessing } OpenGL class >> color3fR: red G: green B: blue [ ^self ffiCall: #(void glColor3f(GLfloat red,GLfloat green,GLfloat blue)) ] { #category : #'as yet unclassified' } OpenGL class >> disable: cap [ ^ self ffiCall: #(void glDisable( GLenum cap)) ] { #category : #'as yet unclassified' } OpenGL class >> drawArrays: mode first: idx count:n [ ^self ffiCall: #(void glDrawArrays(GLenum mode,GLint idx,GLsizei n)) ] { #category : #'as yet unclassified' } OpenGL class >> enable: cap [ ^ self ffiCall: #(void glEnable( GLenum cap)) ] { #category : #accessing } OpenGL class >> end [ ^ self ffiCall: #(void glEnd( void )) ] { #category : #'as yet unclassified' } OpenGL class >> getError [ ^self ffiCall: #(GLenum glGetError( void)) ] { #category : #'as yet unclassified' } OpenGL class >> getIntegerv: pname data: data [ ^self ffiCall: #(void glGetIntegerv( GLenum pname,GLint * data)) ] { #category : #'as yet unclassified' } OpenGL class >> hint:target mode:mode [ ^self ffiCall: #(void glHint( GLenum target,GLenum mode)) ] { #category : #accessing } OpenGL class >> libNames [ ^#('libGL.so.1') ] { #category : #geometry } OpenGL class >> lineWidth: width [ ^ self ffiCall: #(void glLineWidth(GLfloat width)) ] { #category : #accessing } OpenGL class >> pixelstorei: pname param: param [ ^self ffiCall: #(void glPixelStorei( GLenum pname,GLint param)) ] { #category : #accessing } OpenGL class >> vertex3fX:x Y:y Z:z [ ^self ffiCall: #(void glVertex3f( GLfloat x,GLfloat y,GLfloat z)) ] { #category : #'as yet unclassified' } OpenGL class >> viewportX: x Y:y W: width H:height [ ^ self ffiCall: #(void glViewport(GLint x,GLint y,GLsizei width,GLsizei height)) ]