OpenGL20Device ClassDelta Engine Documentation
OpenGL based graphics device
Inheritance Hierarchy

System Object
  DeltaEngine.Graphics Device
    DeltaEngine.Graphics.BaseOpenGL20 OpenGL20Device
      DeltaEngine.Graphics.ES20 ES20Device
      DeltaEngine.Graphics.GLFW3 GLFW3Device
      DeltaEngine.Graphics.OpenGL OpenGLDevice
      DeltaEngine.Graphics.OpenTK20 OpenTK20Device

Namespace: DeltaEngine.Graphics.BaseOpenGL20
Assembly: DeltaEngine.Graphics.BaseOpenGL20 (in DeltaEngine.Graphics.BaseOpenGL20.dll) Version: 1.1.1.0 (1.1.1)
Syntax

public abstract class OpenGL20Device : Device

The OpenGL20Device type exposes the following members.

Constructors

  NameDescription
Protected methodOpenGL20Device
Initializes a new instance of the OpenGL20Device class
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Methods

  NameDescription
Public methodBindIndexBuffer
Public methodBindTexture
Public methodBindVertexBuffer
Public methodClear (Inherited from Device.)
Public methodCreateCircularBuffer (Overrides Device CreateCircularBuffer(ShaderWithFormat, BlendMode, VerticesMode).)
Public methodCreateIndexBuffer
Public methodCreateVertexBuffer
Public methodDefineVertexAttributeWithBytes
Public methodDefineVertexAttributeWithFloats
Public methodDeleteBuffer
Public methodDeleteShaderProgram
Public methodDeleteTexture
Protected methodDisableCulling (Overrides Device DisableCulling .)
Public methodDisableDepthTest (Inherited from Device.)
Public methodDispose (Inherited from Device.)
Public methodDrawLines
Public methodDrawTriangles
Protected methodEnableClockwiseBackfaceCulling (Overrides Device EnableClockwiseBackfaceCulling .)
Public methodEnableDepthTest (Inherited from Device.)
Public methodFillTexture
Fill existing texture with Rgba 32bit data (oqaue or alpha). 24bit and Bgr are not supported here for performance reasons.
Public methodGenerateTexture
Public methodGetShaderAttributeLocation
Public methodGetShaderUniformLocation
Public methodLoadIndices
Public methodLoadTextureInNativePlatformFormat(Int32, Int32, IntPtr, Boolean)
Load texture from native Bgra data coming from the Bitmap load function. On most platforms the native format is Rgba (just Windows uses Brga) and we want to avoid any conversion so the data stays in its native format unless not supported (ES needs Rgba even on Windows).
Public methodLoadTextureInNativePlatformFormat(Int32, Int32,  Byte , CompressedTextureFormat, Int32)
Public methodLoadVertexData T 
Protected methodNativeDisableCulling
Protected methodNativeEnableCulling
Protected methodOnFullscreenChanged (Inherited from Device.)
Public methodPresent (Inherited from Device.)
Public methodReadPixels
Public methodSet2DMode (Inherited from Device.)
Public methodSet3DMode (Inherited from Device.)
Public methodSetBlendMode (Inherited from Device.)
Public methodSetModelViewProjectionMatrixFor2D (Inherited from Device.)
Public methodSetTextureSamplerState
Public methodSetUniformValue(Int32, Matrix)
Public methodSetUniformValue(Int32, Vector3D)
Public methodSetUniformValue(Int32, Int32)
Public methodSetUniformValue(Int32, Single)
Public methodSetUniformValue(Int32, Single, Single, Single, Single)
Public methodSetUniformValues
Public methodSetViewport (Inherited from Device.)
Public methodUseShaderProgram
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Fields

  NameDescription
Public fieldStatic memberInvalidHandle
Protected fieldwindow (Inherited from Device.)
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Properties

  NameDescription
Public propertyCameraInvertedViewMatrix (Inherited from Device.)
Public propertyCameraProjectionMatrix (Inherited from Device.)
Public propertyCameraViewMatrix (Inherited from Device.)
Public propertyCullingMode (Inherited from Device.)
Public propertyCurrentlyUsedShader (Inherited from Device.)
Public propertyModelViewProjectionMatrix (Inherited from Device.)
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Events

  NameDescription
Public eventOnSet3DMode (Inherited from Device.)
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See Also