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GL20 (libgdx API)
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libgdx API
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com.badlogic.gdx.graphics
</FONT>
<BR>
Interface GL20
</H2>
<DL>
<DT><B>All Superinterfaces:
</B> <DD><A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html" title="interface in com.badlogic.gdx.graphics">GLCommon
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public interface
<B>GL20
</B><DT>extends
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html" title="interface in com.badlogic.gdx.graphics">GLCommon
</A></DL>
</PRE>
<P>
Interface wrapping all the methods of OpenGL ES 2.0
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
<A NAME="field_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ACTIVE_ATTRIBUTE_MAX_LENGTH">GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ACTIVE_ATTRIBUTES">GL_ACTIVE_ATTRIBUTES
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ACTIVE_TEXTURE">GL_ACTIVE_TEXTURE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ACTIVE_UNIFORM_MAX_LENGTH">GL_ACTIVE_UNIFORM_MAX_LENGTH
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ACTIVE_UNIFORMS">GL_ACTIVE_UNIFORMS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ALIASED_LINE_WIDTH_RANGE">GL_ALIASED_LINE_WIDTH_RANGE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ALIASED_POINT_SIZE_RANGE">GL_ALIASED_POINT_SIZE_RANGE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ALPHA">GL_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ALPHA_BITS">GL_ALPHA_BITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ALWAYS">GL_ALWAYS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ARRAY_BUFFER">GL_ARRAY_BUFFER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ARRAY_BUFFER_BINDING">GL_ARRAY_BUFFER_BINDING
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ATTACHED_SHADERS">GL_ATTACHED_SHADERS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BACK">GL_BACK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND">GL_BLEND
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_COLOR">GL_BLEND_COLOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_DST_ALPHA">GL_BLEND_DST_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_DST_RGB">GL_BLEND_DST_RGB
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_EQUATION">GL_BLEND_EQUATION
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_EQUATION_ALPHA">GL_BLEND_EQUATION_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_EQUATION_RGB">GL_BLEND_EQUATION_RGB
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_SRC_ALPHA">GL_BLEND_SRC_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLEND_SRC_RGB">GL_BLEND_SRC_RGB
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BLUE_BITS">GL_BLUE_BITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BOOL">GL_BOOL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BOOL_VEC2">GL_BOOL_VEC2
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BOOL_VEC3">GL_BOOL_VEC3
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BOOL_VEC4">GL_BOOL_VEC4
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BUFFER_SIZE">GL_BUFFER_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BUFFER_USAGE">GL_BUFFER_USAGE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_BYTE">GL_BYTE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CCW">GL_CCW
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CLAMP_TO_EDGE">GL_CLAMP_TO_EDGE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_COLOR_ATTACHMENT0">GL_COLOR_ATTACHMENT0
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_COLOR_BUFFER_BIT">GL_COLOR_BUFFER_BIT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_COLOR_CLEAR_VALUE">GL_COLOR_CLEAR_VALUE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_COLOR_WRITEMASK">GL_COLOR_WRITEMASK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_COMPILE_STATUS">GL_COMPILE_STATUS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_COMPRESSED_TEXTURE_FORMATS">GL_COMPRESSED_TEXTURE_FORMATS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CONSTANT_ALPHA">GL_CONSTANT_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CONSTANT_COLOR">GL_CONSTANT_COLOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_COVERAGE_BUFFER_BIT_NV">GL_COVERAGE_BUFFER_BIT_NV
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CULL_FACE">GL_CULL_FACE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CULL_FACE_MODE">GL_CULL_FACE_MODE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CURRENT_PROGRAM">GL_CURRENT_PROGRAM
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CURRENT_VERTEX_ATTRIB">GL_CURRENT_VERTEX_ATTRIB
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_CW">GL_CW
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DECR">GL_DECR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DECR_WRAP">GL_DECR_WRAP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DELETE_STATUS">GL_DELETE_STATUS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_ATTACHMENT">GL_DEPTH_ATTACHMENT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_BITS">GL_DEPTH_BITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_BUFFER_BIT">GL_DEPTH_BUFFER_BIT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_CLEAR_VALUE">GL_DEPTH_CLEAR_VALUE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_COMPONENT">GL_DEPTH_COMPONENT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_COMPONENT16">GL_DEPTH_COMPONENT16
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_FUNC">GL_DEPTH_FUNC
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_RANGE">GL_DEPTH_RANGE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_TEST">GL_DEPTH_TEST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DEPTH_WRITEMASK">GL_DEPTH_WRITEMASK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DITHER">GL_DITHER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DONT_CARE">GL_DONT_CARE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DST_ALPHA">GL_DST_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DST_COLOR">GL_DST_COLOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_DYNAMIC_DRAW">GL_DYNAMIC_DRAW
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ELEMENT_ARRAY_BUFFER">GL_ELEMENT_ARRAY_BUFFER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ELEMENT_ARRAY_BUFFER_BINDING">GL_ELEMENT_ARRAY_BUFFER_BINDING
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_EQUAL">GL_EQUAL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ES_VERSION_2_0">GL_ES_VERSION_2_0
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_EXTENSIONS">GL_EXTENSIONS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FALSE">GL_FALSE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FASTEST">GL_FASTEST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FIXED">GL_FIXED
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FLOAT">GL_FLOAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FLOAT_MAT2">GL_FLOAT_MAT2
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FLOAT_MAT3">GL_FLOAT_MAT3
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FLOAT_MAT4">GL_FLOAT_MAT4
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FLOAT_VEC2">GL_FLOAT_VEC2
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FLOAT_VEC3">GL_FLOAT_VEC3
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FLOAT_VEC4">GL_FLOAT_VEC4
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAGMENT_SHADER">GL_FRAGMENT_SHADER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER">GL_FRAMEBUFFER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE">GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL">GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_BINDING">GL_FRAMEBUFFER_BINDING
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_COMPLETE">GL_FRAMEBUFFER_COMPLETE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT">GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS">GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT">GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRAMEBUFFER_UNSUPPORTED">GL_FRAMEBUFFER_UNSUPPORTED
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRONT">GL_FRONT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRONT_AND_BACK">GL_FRONT_AND_BACK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FRONT_FACE">GL_FRONT_FACE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FUNC_ADD">GL_FUNC_ADD
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FUNC_REVERSE_SUBTRACT">GL_FUNC_REVERSE_SUBTRACT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_FUNC_SUBTRACT">GL_FUNC_SUBTRACT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_GENERATE_MIPMAP_HINT">GL_GENERATE_MIPMAP_HINT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_GEQUAL">GL_GEQUAL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_GREATER">GL_GREATER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_GREEN_BITS">GL_GREEN_BITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_HIGH_FLOAT">GL_HIGH_FLOAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_HIGH_INT">GL_HIGH_INT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_IMPLEMENTATION_COLOR_READ_FORMAT">GL_IMPLEMENTATION_COLOR_READ_FORMAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_IMPLEMENTATION_COLOR_READ_TYPE">GL_IMPLEMENTATION_COLOR_READ_TYPE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INCR">GL_INCR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INCR_WRAP">GL_INCR_WRAP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INFO_LOG_LENGTH">GL_INFO_LOG_LENGTH
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INT">GL_INT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INT_VEC2">GL_INT_VEC2
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INT_VEC3">GL_INT_VEC3
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INT_VEC4">GL_INT_VEC4
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INVALID_ENUM">GL_INVALID_ENUM
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INVALID_FRAMEBUFFER_OPERATION">GL_INVALID_FRAMEBUFFER_OPERATION
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INVALID_OPERATION">GL_INVALID_OPERATION
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INVALID_VALUE">GL_INVALID_VALUE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_INVERT">GL_INVERT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_KEEP">GL_KEEP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LEQUAL">GL_LEQUAL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LESS">GL_LESS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINE_LOOP">GL_LINE_LOOP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINE_STRIP">GL_LINE_STRIP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINE_WIDTH">GL_LINE_WIDTH
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINEAR">GL_LINEAR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINEAR_MIPMAP_LINEAR">GL_LINEAR_MIPMAP_LINEAR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINEAR_MIPMAP_NEAREST">GL_LINEAR_MIPMAP_NEAREST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINES">GL_LINES
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LINK_STATUS">GL_LINK_STATUS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LOW_FLOAT">GL_LOW_FLOAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LOW_INT">GL_LOW_INT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LUMINANCE">GL_LUMINANCE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_LUMINANCE_ALPHA">GL_LUMINANCE_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS">GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_CUBE_MAP_TEXTURE_SIZE">GL_MAX_CUBE_MAP_TEXTURE_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_FRAGMENT_UNIFORM_VECTORS">GL_MAX_FRAGMENT_UNIFORM_VECTORS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_RENDERBUFFER_SIZE">GL_MAX_RENDERBUFFER_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_TEXTURE_IMAGE_UNITS">GL_MAX_TEXTURE_IMAGE_UNITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_TEXTURE_SIZE">GL_MAX_TEXTURE_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_TEXTURE_UNITS">GL_MAX_TEXTURE_UNITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_VARYING_VECTORS">GL_MAX_VARYING_VECTORS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_VERTEX_ATTRIBS">GL_MAX_VERTEX_ATTRIBS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS">GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_VERTEX_UNIFORM_VECTORS">GL_MAX_VERTEX_UNIFORM_VECTORS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MAX_VIEWPORT_DIMS">GL_MAX_VIEWPORT_DIMS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MEDIUM_FLOAT">GL_MEDIUM_FLOAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MEDIUM_INT">GL_MEDIUM_INT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_MIRRORED_REPEAT">GL_MIRRORED_REPEAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NEAREST">GL_NEAREST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NEAREST_MIPMAP_LINEAR">GL_NEAREST_MIPMAP_LINEAR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NEAREST_MIPMAP_NEAREST">GL_NEAREST_MIPMAP_NEAREST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NEVER">GL_NEVER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NICEST">GL_NICEST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NO_ERROR">GL_NO_ERROR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NONE">GL_NONE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NOTEQUAL">GL_NOTEQUAL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NUM_COMPRESSED_TEXTURE_FORMATS">GL_NUM_COMPRESSED_TEXTURE_FORMATS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_NUM_SHADER_BINARY_FORMATS">GL_NUM_SHADER_BINARY_FORMATS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ONE">GL_ONE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ONE_MINUS_CONSTANT_ALPHA">GL_ONE_MINUS_CONSTANT_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ONE_MINUS_CONSTANT_COLOR">GL_ONE_MINUS_CONSTANT_COLOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ONE_MINUS_DST_ALPHA">GL_ONE_MINUS_DST_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ONE_MINUS_DST_COLOR">GL_ONE_MINUS_DST_COLOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ONE_MINUS_SRC_ALPHA">GL_ONE_MINUS_SRC_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ONE_MINUS_SRC_COLOR">GL_ONE_MINUS_SRC_COLOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_OUT_OF_MEMORY">GL_OUT_OF_MEMORY
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_PACK_ALIGNMENT">GL_PACK_ALIGNMENT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_POINTS">GL_POINTS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_POLYGON_OFFSET_FACTOR">GL_POLYGON_OFFSET_FACTOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_POLYGON_OFFSET_FILL">GL_POLYGON_OFFSET_FILL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_POLYGON_OFFSET_UNITS">GL_POLYGON_OFFSET_UNITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RED_BITS">GL_RED_BITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER">GL_RENDERBUFFER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_ALPHA_SIZE">GL_RENDERBUFFER_ALPHA_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_BINDING">GL_RENDERBUFFER_BINDING
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_BLUE_SIZE">GL_RENDERBUFFER_BLUE_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_DEPTH_SIZE">GL_RENDERBUFFER_DEPTH_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_GREEN_SIZE">GL_RENDERBUFFER_GREEN_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_HEIGHT">GL_RENDERBUFFER_HEIGHT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_INTERNAL_FORMAT">GL_RENDERBUFFER_INTERNAL_FORMAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_RED_SIZE">GL_RENDERBUFFER_RED_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_STENCIL_SIZE">GL_RENDERBUFFER_STENCIL_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERBUFFER_WIDTH">GL_RENDERBUFFER_WIDTH
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RENDERER">GL_RENDERER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_REPEAT">GL_REPEAT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_REPLACE">GL_REPLACE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RGB">GL_RGB
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RGB5_A1">GL_RGB5_A1
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RGB565">GL_RGB565
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RGBA">GL_RGBA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_RGBA4">GL_RGBA4
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLE_ALPHA_TO_COVERAGE">GL_SAMPLE_ALPHA_TO_COVERAGE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLE_BUFFERS">GL_SAMPLE_BUFFERS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLE_COVERAGE">GL_SAMPLE_COVERAGE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLE_COVERAGE_INVERT">GL_SAMPLE_COVERAGE_INVERT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLE_COVERAGE_VALUE">GL_SAMPLE_COVERAGE_VALUE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLER_2D">GL_SAMPLER_2D
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLER_CUBE">GL_SAMPLER_CUBE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SAMPLES">GL_SAMPLES
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SCISSOR_BOX">GL_SCISSOR_BOX
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SCISSOR_TEST">GL_SCISSOR_TEST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SHADER_BINARY_FORMATS">GL_SHADER_BINARY_FORMATS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SHADER_COMPILER">GL_SHADER_COMPILER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SHADER_SOURCE_LENGTH">GL_SHADER_SOURCE_LENGTH
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SHADER_TYPE">GL_SHADER_TYPE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SHADING_LANGUAGE_VERSION">GL_SHADING_LANGUAGE_VERSION
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SHORT">GL_SHORT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SRC_ALPHA">GL_SRC_ALPHA
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SRC_ALPHA_SATURATE">GL_SRC_ALPHA_SATURATE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SRC_COLOR">GL_SRC_COLOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STATIC_DRAW">GL_STATIC_DRAW
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_ATTACHMENT">GL_STENCIL_ATTACHMENT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BACK_FAIL">GL_STENCIL_BACK_FAIL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BACK_FUNC">GL_STENCIL_BACK_FUNC
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BACK_PASS_DEPTH_FAIL">GL_STENCIL_BACK_PASS_DEPTH_FAIL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BACK_PASS_DEPTH_PASS">GL_STENCIL_BACK_PASS_DEPTH_PASS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BACK_REF">GL_STENCIL_BACK_REF
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BACK_VALUE_MASK">GL_STENCIL_BACK_VALUE_MASK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BACK_WRITEMASK">GL_STENCIL_BACK_WRITEMASK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BITS">GL_STENCIL_BITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_BUFFER_BIT">GL_STENCIL_BUFFER_BIT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_CLEAR_VALUE">GL_STENCIL_CLEAR_VALUE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_FAIL">GL_STENCIL_FAIL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_FUNC">GL_STENCIL_FUNC
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_INDEX">GL_STENCIL_INDEX
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_INDEX8">GL_STENCIL_INDEX8
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_PASS_DEPTH_FAIL">GL_STENCIL_PASS_DEPTH_FAIL
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_PASS_DEPTH_PASS">GL_STENCIL_PASS_DEPTH_PASS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_REF">GL_STENCIL_REF
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_TEST">GL_STENCIL_TEST
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_VALUE_MASK">GL_STENCIL_VALUE_MASK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STENCIL_WRITEMASK">GL_STENCIL_WRITEMASK
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_STREAM_DRAW">GL_STREAM_DRAW
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_SUBPIXEL_BITS">GL_SUBPIXEL_BITS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE">GL_TEXTURE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_2D">GL_TEXTURE_2D
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_BINDING_2D">GL_TEXTURE_BINDING_2D
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_BINDING_CUBE_MAP">GL_TEXTURE_BINDING_CUBE_MAP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_CUBE_MAP">GL_TEXTURE_CUBE_MAP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_CUBE_MAP_NEGATIVE_X">GL_TEXTURE_CUBE_MAP_NEGATIVE_X
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z">GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_CUBE_MAP_POSITIVE_X">GL_TEXTURE_CUBE_MAP_POSITIVE_X
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_CUBE_MAP_POSITIVE_Y">GL_TEXTURE_CUBE_MAP_POSITIVE_Y
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_CUBE_MAP_POSITIVE_Z">GL_TEXTURE_CUBE_MAP_POSITIVE_Z
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_MAG_FILTER">GL_TEXTURE_MAG_FILTER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_MIN_FILTER">GL_TEXTURE_MIN_FILTER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_WRAP_S">GL_TEXTURE_WRAP_S
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE_WRAP_T">GL_TEXTURE_WRAP_T
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE0">GL_TEXTURE0
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE1">GL_TEXTURE1
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE10">GL_TEXTURE10
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE11">GL_TEXTURE11
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE12">GL_TEXTURE12
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE13">GL_TEXTURE13
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE14">GL_TEXTURE14
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE15">GL_TEXTURE15
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE16">GL_TEXTURE16
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE17">GL_TEXTURE17
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE18">GL_TEXTURE18
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE19">GL_TEXTURE19
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE2">GL_TEXTURE2
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE20">GL_TEXTURE20
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE21">GL_TEXTURE21
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE22">GL_TEXTURE22
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE23">GL_TEXTURE23
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE24">GL_TEXTURE24
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE25">GL_TEXTURE25
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE26">GL_TEXTURE26
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE27">GL_TEXTURE27
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE28">GL_TEXTURE28
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE29">GL_TEXTURE29
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE3">GL_TEXTURE3
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE30">GL_TEXTURE30
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE31">GL_TEXTURE31
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE4">GL_TEXTURE4
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE5">GL_TEXTURE5
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE6">GL_TEXTURE6
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE7">GL_TEXTURE7
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE8">GL_TEXTURE8
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TEXTURE9">GL_TEXTURE9
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TRIANGLE_FAN">GL_TRIANGLE_FAN
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TRIANGLE_STRIP">GL_TRIANGLE_STRIP
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TRIANGLES">GL_TRIANGLES
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_TRUE">GL_TRUE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_UNPACK_ALIGNMENT">GL_UNPACK_ALIGNMENT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_UNSIGNED_BYTE">GL_UNSIGNED_BYTE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_UNSIGNED_INT">GL_UNSIGNED_INT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_UNSIGNED_SHORT">GL_UNSIGNED_SHORT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_UNSIGNED_SHORT_4_4_4_4">GL_UNSIGNED_SHORT_4_4_4_4
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_UNSIGNED_SHORT_5_5_5_1">GL_UNSIGNED_SHORT_5_5_5_1
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_UNSIGNED_SHORT_5_6_5">GL_UNSIGNED_SHORT_5_6_5
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VALIDATE_STATUS">GL_VALIDATE_STATUS
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VENDOR">GL_VENDOR
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERSION">GL_VERSION
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING">GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_ATTRIB_ARRAY_ENABLED">GL_VERTEX_ATTRIB_ARRAY_ENABLED
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_ATTRIB_ARRAY_NORMALIZED">GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_ATTRIB_ARRAY_POINTER">GL_VERTEX_ATTRIB_ARRAY_POINTER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_ATTRIB_ARRAY_SIZE">GL_VERTEX_ATTRIB_ARRAY_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_ATTRIB_ARRAY_STRIDE">GL_VERTEX_ATTRIB_ARRAY_STRIDE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_ATTRIB_ARRAY_TYPE">GL_VERTEX_ATTRIB_ARRAY_TYPE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_PROGRAM_POINT_SIZE">GL_VERTEX_PROGRAM_POINT_SIZE
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VERTEX_SHADER">GL_VERTEX_SHADER
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_VIEWPORT">GL_VIEWPORT
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#GL_ZERO">GL_ZERO
</A></B></CODE>
<BR>
</TD>
</TR>
</TABLE>
<A NAME="fields_inherited_from_class_com.badlogic.gdx.graphics.GLCommon"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Fields inherited from interface com.badlogic.gdx.graphics.
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html" title="interface in com.badlogic.gdx.graphics">GLCommon
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#GL_GENERATE_MIPMAP">GL_GENERATE_MIPMAP
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT">GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#GL_TEXTURE_MAX_ANISOTROPY_EXT">GL_TEXTURE_MAX_ANISOTROPY_EXT
</A></CODE></TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glAttachShader(int, int)">glAttachShader
</A></B>(int
program,
int
shader)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBindAttribLocation(int, int, java.lang.String)">glBindAttribLocation
</A></B>(int
program,
int
index,
java.lang.String
name)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBindBuffer(int, int)">glBindBuffer
</A></B>(int
target,
int
buffer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBindFramebuffer(int, int)">glBindFramebuffer
</A></B>(int
target,
int
framebuffer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBindRenderbuffer(int, int)">glBindRenderbuffer
</A></B>(int
target,
int
renderbuffer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBlendColor(float, float, float, float)">glBlendColor
</A></B>(float
red,
float
green,
float
blue,
float
alpha)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBlendEquation(int)">glBlendEquation
</A></B>(int
mode)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBlendEquationSeparate(int, int)">glBlendEquationSeparate
</A></B>(int
modeRGB,
int
modeAlpha)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBlendFuncSeparate(int, int, int, int)">glBlendFuncSeparate
</A></B>(int
srcRGB,
int
dstRGB,
int
srcAlpha,
int
dstAlpha)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBufferData(int, int, java.nio.Buffer, int)">glBufferData
</A></B>(int
target,
int
size,
java.nio.Buffer
data,
int
usage)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glBufferSubData(int, int, int, java.nio.Buffer)">glBufferSubData
</A></B>(int
target,
int
offset,
int
size,
java.nio.Buffer
data)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glCheckFramebufferStatus(int)">glCheckFramebufferStatus
</A></B>(int
target)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glCompileShader(int)">glCompileShader
</A></B>(int
shader)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glCreateProgram()">glCreateProgram
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glCreateShader(int)">glCreateShader
</A></B>(int
type)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDeleteBuffers(int, java.nio.IntBuffer)">glDeleteBuffers
</A></B>(int
n,
java.nio.IntBuffer
buffers)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDeleteFramebuffers(int, java.nio.IntBuffer)">glDeleteFramebuffers
</A></B>(int
n,
java.nio.IntBuffer
framebuffers)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDeleteProgram(int)">glDeleteProgram
</A></B>(int
program)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDeleteRenderbuffers(int, java.nio.IntBuffer)">glDeleteRenderbuffers
</A></B>(int
n,
java.nio.IntBuffer
renderbuffers)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDeleteShader(int)">glDeleteShader
</A></B>(int
shader)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDetachShader(int, int)">glDetachShader
</A></B>(int
program,
int
shader)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDisableVertexAttribArray(int)">glDisableVertexAttribArray
</A></B>(int
index)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glDrawElements(int, int, int, int)">glDrawElements
</A></B>(int
mode,
int
count,
int
type,
int
indices)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glEnableVertexAttribArray(int)">glEnableVertexAttribArray
</A></B>(int
index)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glFramebufferRenderbuffer(int, int, int, int)">glFramebufferRenderbuffer
</A></B>(int
target,
int
attachment,
int
renderbuffertarget,
int
renderbuffer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glFramebufferTexture2D(int, int, int, int, int)">glFramebufferTexture2D
</A></B>(int
target,
int
attachment,
int
textarget,
int
texture,
int
level)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGenBuffers(int, java.nio.IntBuffer)">glGenBuffers
</A></B>(int
n,
java.nio.IntBuffer
buffers)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGenerateMipmap(int)">glGenerateMipmap
</A></B>(int
target)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGenFramebuffers(int, java.nio.IntBuffer)">glGenFramebuffers
</A></B>(int
n,
java.nio.IntBuffer
framebuffers)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGenRenderbuffers(int, java.nio.IntBuffer)">glGenRenderbuffers
</A></B>(int
n,
java.nio.IntBuffer
renderbuffers)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetActiveAttrib(int, int, java.nio.IntBuffer, java.nio.Buffer)">glGetActiveAttrib
</A></B>(int
program,
int
index,
java.nio.IntBuffer
size,
java.nio.Buffer
type)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetActiveUniform(int, int, java.nio.IntBuffer, java.nio.Buffer)">glGetActiveUniform
</A></B>(int
program,
int
index,
java.nio.IntBuffer
size,
java.nio.Buffer
type)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetAttachedShaders(int, int, java.nio.Buffer, java.nio.IntBuffer)">glGetAttachedShaders
</A></B>(int
program,
int
maxcount,
java.nio.Buffer
count,
java.nio.IntBuffer
shaders)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetAttribLocation(int, java.lang.String)">glGetAttribLocation
</A></B>(int
program,
java.lang.String
name)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetBooleanv(int, java.nio.Buffer)">glGetBooleanv
</A></B>(int
pname,
java.nio.Buffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetBufferParameteriv(int, int, java.nio.IntBuffer)">glGetBufferParameteriv
</A></B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetFloatv(int, java.nio.FloatBuffer)">glGetFloatv
</A></B>(int
pname,
java.nio.FloatBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetFramebufferAttachmentParameteriv(int, int, int, java.nio.IntBuffer)">glGetFramebufferAttachmentParameteriv
</A></B>(int
target,
int
attachment,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetProgramInfoLog(int)">glGetProgramInfoLog
</A></B>(int
program)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetProgramiv(int, int, java.nio.IntBuffer)">glGetProgramiv
</A></B>(int
program,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetRenderbufferParameteriv(int, int, java.nio.IntBuffer)">glGetRenderbufferParameteriv
</A></B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetShaderInfoLog(int)">glGetShaderInfoLog
</A></B>(int
shader)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetShaderiv(int, int, java.nio.IntBuffer)">glGetShaderiv
</A></B>(int
shader,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetShaderPrecisionFormat(int, int, java.nio.IntBuffer, java.nio.IntBuffer)">glGetShaderPrecisionFormat
</A></B>(int
shadertype,
int
precisiontype,
java.nio.IntBuffer
range,
java.nio.IntBuffer
precision)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetShaderSource(int, int, java.nio.Buffer, java.lang.String)">glGetShaderSource
</A></B>(int
shader,
int
bufsize,
java.nio.Buffer
length,
java.lang.String
source)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetTexParameterfv(int, int, java.nio.FloatBuffer)">glGetTexParameterfv
</A></B>(int
target,
int
pname,
java.nio.FloatBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetTexParameteriv(int, int, java.nio.IntBuffer)">glGetTexParameteriv
</A></B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetUniformfv(int, int, java.nio.FloatBuffer)">glGetUniformfv
</A></B>(int
program,
int
location,
java.nio.FloatBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetUniformiv(int, int, java.nio.IntBuffer)">glGetUniformiv
</A></B>(int
program,
int
location,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> int
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetUniformLocation(int, java.lang.String)">glGetUniformLocation
</A></B>(int
program,
java.lang.String
name)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetVertexAttribfv(int, int, java.nio.FloatBuffer)">glGetVertexAttribfv
</A></B>(int
index,
int
pname,
java.nio.FloatBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetVertexAttribiv(int, int, java.nio.IntBuffer)">glGetVertexAttribiv
</A></B>(int
index,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glGetVertexAttribPointerv(int, int, java.nio.Buffer)">glGetVertexAttribPointerv
</A></B>(int
index,
int
pname,
java.nio.Buffer
pointer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glIsBuffer(int)">glIsBuffer
</A></B>(int
buffer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glIsEnabled(int)">glIsEnabled
</A></B>(int
cap)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glIsFramebuffer(int)">glIsFramebuffer
</A></B>(int
framebuffer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glIsProgram(int)">glIsProgram
</A></B>(int
program)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glIsRenderbuffer(int)">glIsRenderbuffer
</A></B>(int
renderbuffer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glIsShader(int)">glIsShader
</A></B>(int
shader)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glIsTexture(int)">glIsTexture
</A></B>(int
texture)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glLinkProgram(int)">glLinkProgram
</A></B>(int
program)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glReleaseShaderCompiler()">glReleaseShaderCompiler
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glRenderbufferStorage(int, int, int, int)">glRenderbufferStorage
</A></B>(int
target,
int
internalformat,
int
width,
int
height)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glSampleCoverage(float, boolean)">glSampleCoverage
</A></B>(float
value,
boolean
invert)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glShaderBinary(int, java.nio.IntBuffer, int, java.nio.Buffer, int)">glShaderBinary
</A></B>(int
n,
java.nio.IntBuffer
shaders,
int
binaryformat,
java.nio.Buffer
binary,
int
length)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glShaderSource(int, java.lang.String)">glShaderSource
</A></B>(int
shader,
java.lang.String
string)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glStencilFuncSeparate(int, int, int, int)">glStencilFuncSeparate
</A></B>(int
face,
int
func,
int
ref,
int
mask)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glStencilMaskSeparate(int, int)">glStencilMaskSeparate
</A></B>(int
face,
int
mask)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glStencilOpSeparate(int, int, int, int)">glStencilOpSeparate
</A></B>(int
face,
int
fail,
int
zfail,
int
zpass)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glTexParameterfv(int, int, java.nio.FloatBuffer)">glTexParameterfv
</A></B>(int
target,
int
pname,
java.nio.FloatBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glTexParameteri(int, int, int)">glTexParameteri
</A></B>(int
target,
int
pname,
int
param)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glTexParameteriv(int, int, java.nio.IntBuffer)">glTexParameteriv
</A></B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform1f(int, float)">glUniform1f
</A></B>(int
location,
float
x)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform1fv(int, int, java.nio.FloatBuffer)">glUniform1fv
</A></B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform1i(int, int)">glUniform1i
</A></B>(int
location,
int
x)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform1iv(int, int, java.nio.IntBuffer)">glUniform1iv
</A></B>(int
location,
int
count,
java.nio.IntBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform2f(int, float, float)">glUniform2f
</A></B>(int
location,
float
x,
float
y)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform2fv(int, int, java.nio.FloatBuffer)">glUniform2fv
</A></B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform2i(int, int, int)">glUniform2i
</A></B>(int
location,
int
x,
int
y)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform2iv(int, int, java.nio.IntBuffer)">glUniform2iv
</A></B>(int
location,
int
count,
java.nio.IntBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform3f(int, float, float, float)">glUniform3f
</A></B>(int
location,
float
x,
float
y,
float
z)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform3fv(int, int, java.nio.FloatBuffer)">glUniform3fv
</A></B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform3i(int, int, int, int)">glUniform3i
</A></B>(int
location,
int
x,
int
y,
int
z)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform3iv(int, int, java.nio.IntBuffer)">glUniform3iv
</A></B>(int
location,
int
count,
java.nio.IntBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform4f(int, float, float, float, float)">glUniform4f
</A></B>(int
location,
float
x,
float
y,
float
z,
float
w)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform4fv(int, int, java.nio.FloatBuffer)">glUniform4fv
</A></B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform4i(int, int, int, int, int)">glUniform4i
</A></B>(int
location,
int
x,
int
y,
int
z,
int
w)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniform4iv(int, int, java.nio.IntBuffer)">glUniform4iv
</A></B>(int
location,
int
count,
java.nio.IntBuffer
v)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniformMatrix2fv(int, int, boolean, java.nio.FloatBuffer)">glUniformMatrix2fv
</A></B>(int
location,
int
count,
boolean
transpose,
java.nio.FloatBuffer
value)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniformMatrix3fv(int, int, boolean, java.nio.FloatBuffer)">glUniformMatrix3fv
</A></B>(int
location,
int
count,
boolean
transpose,
java.nio.FloatBuffer
value)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUniformMatrix4fv(int, int, boolean, java.nio.FloatBuffer)">glUniformMatrix4fv
</A></B>(int
location,
int
count,
boolean
transpose,
java.nio.FloatBuffer
value)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glUseProgram(int)">glUseProgram
</A></B>(int
program)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glValidateProgram(int)">glValidateProgram
</A></B>(int
program)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib1f(int, float)">glVertexAttrib1f
</A></B>(int
indx,
float
x)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib1fv(int, java.nio.FloatBuffer)">glVertexAttrib1fv
</A></B>(int
indx,
java.nio.FloatBuffer
values)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib2f(int, float, float)">glVertexAttrib2f
</A></B>(int
indx,
float
x,
float
y)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib2fv(int, java.nio.FloatBuffer)">glVertexAttrib2fv
</A></B>(int
indx,
java.nio.FloatBuffer
values)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib3f(int, float, float, float)">glVertexAttrib3f
</A></B>(int
indx,
float
x,
float
y,
float
z)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib3fv(int, java.nio.FloatBuffer)">glVertexAttrib3fv
</A></B>(int
indx,
java.nio.FloatBuffer
values)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib4f(int, float, float, float, float)">glVertexAttrib4f
</A></B>(int
indx,
float
x,
float
y,
float
z,
float
w)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttrib4fv(int, java.nio.FloatBuffer)">glVertexAttrib4fv
</A></B>(int
indx,
java.nio.FloatBuffer
values)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttribPointer(int, int, int, boolean, int, java.nio.Buffer)">glVertexAttribPointer
</A></B>(int
indx,
int
size,
int
type,
boolean
normalized,
int
stride,
java.nio.Buffer
ptr)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/graphics/GL20.html#glVertexAttribPointer(int, int, int, boolean, int, int)">glVertexAttribPointer
</A></B>(int
indx,
int
size,
int
type,
boolean
normalized,
int
stride,
int
ptr)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_com.badlogic.gdx.graphics.GLCommon"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from interface com.badlogic.gdx.graphics.
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html" title="interface in com.badlogic.gdx.graphics">GLCommon
</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glActiveTexture(int)">glActiveTexture
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glBindTexture(int, int)">glBindTexture
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glBlendFunc(int, int)">glBlendFunc
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glClear(int)">glClear
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glClearColor(float, float, float, float)">glClearColor
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glClearDepthf(float)">glClearDepthf
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glClearStencil(int)">glClearStencil
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glColorMask(boolean, boolean, boolean, boolean)">glColorMask
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glCompressedTexImage2D(int, int, int, int, int, int, int, java.nio.Buffer)">glCompressedTexImage2D
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glCompressedTexSubImage2D(int, int, int, int, int, int, int, int, java.nio.Buffer)">glCompressedTexSubImage2D
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glCopyTexImage2D(int, int, int, int, int, int, int, int)">glCopyTexImage2D
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glCopyTexSubImage2D(int, int, int, int, int, int, int, int)">glCopyTexSubImage2D
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glCullFace(int)">glCullFace
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glDeleteTextures(int, java.nio.IntBuffer)">glDeleteTextures
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glDepthFunc(int)">glDepthFunc
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glDepthMask(boolean)">glDepthMask
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glDepthRangef(float, float)">glDepthRangef
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glDisable(int)">glDisable
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glDrawArrays(int, int, int)">glDrawArrays
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glDrawElements(int, int, int, java.nio.Buffer)">glDrawElements
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glEnable(int)">glEnable
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glFinish()">glFinish
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glFlush()">glFlush
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glFrontFace(int)">glFrontFace
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glGenTextures(int, java.nio.IntBuffer)">glGenTextures
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glGetError()">glGetError
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glGetIntegerv(int, java.nio.IntBuffer)">glGetIntegerv
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glGetString(int)">glGetString
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glHint(int, int)">glHint
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glLineWidth(float)">glLineWidth
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glPixelStorei(int, int)">glPixelStorei
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glPolygonOffset(float, float)">glPolygonOffset
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glReadPixels(int, int, int, int, int, int, java.nio.Buffer)">glReadPixels
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glScissor(int, int, int, int)">glScissor
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glStencilFunc(int, int, int)">glStencilFunc
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glStencilMask(int)">glStencilMask
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glStencilOp(int, int, int)">glStencilOp
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glTexImage2D(int, int, int, int, int, int, int, int, java.nio.Buffer)">glTexImage2D
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glTexParameterf(int, int, float)">glTexParameterf
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glTexSubImage2D(int, int, int, int, int, int, int, int, java.nio.Buffer)">glTexSubImage2D
</A>,
<A HREF="../../../../com/badlogic/gdx/graphics/GLCommon.html#glViewport(int, int, int, int)">glViewport
</A></CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="GL_ES_VERSION_2_0"><!-- --></A><H3>
GL_ES_VERSION_2_0
</H3>
<PRE>
static final int
<B>GL_ES_VERSION_2_0
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ES_VERSION_2_0">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_BUFFER_BIT"><!-- --></A><H3>
GL_DEPTH_BUFFER_BIT
</H3>
<PRE>
static final int
<B>GL_DEPTH_BUFFER_BIT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_BUFFER_BIT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BUFFER_BIT"><!-- --></A><H3>
GL_STENCIL_BUFFER_BIT
</H3>
<PRE>
static final int
<B>GL_STENCIL_BUFFER_BIT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BUFFER_BIT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_COLOR_BUFFER_BIT"><!-- --></A><H3>
GL_COLOR_BUFFER_BIT
</H3>
<PRE>
static final int
<B>GL_COLOR_BUFFER_BIT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_COLOR_BUFFER_BIT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FALSE"><!-- --></A><H3>
GL_FALSE
</H3>
<PRE>
static final int
<B>GL_FALSE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FALSE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TRUE"><!-- --></A><H3>
GL_TRUE
</H3>
<PRE>
static final int
<B>GL_TRUE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TRUE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_POINTS"><!-- --></A><H3>
GL_POINTS
</H3>
<PRE>
static final int
<B>GL_POINTS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_POINTS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINES"><!-- --></A><H3>
GL_LINES
</H3>
<PRE>
static final int
<B>GL_LINES
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINES">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINE_LOOP"><!-- --></A><H3>
GL_LINE_LOOP
</H3>
<PRE>
static final int
<B>GL_LINE_LOOP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINE_LOOP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINE_STRIP"><!-- --></A><H3>
GL_LINE_STRIP
</H3>
<PRE>
static final int
<B>GL_LINE_STRIP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINE_STRIP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TRIANGLES"><!-- --></A><H3>
GL_TRIANGLES
</H3>
<PRE>
static final int
<B>GL_TRIANGLES
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TRIANGLES">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TRIANGLE_STRIP"><!-- --></A><H3>
GL_TRIANGLE_STRIP
</H3>
<PRE>
static final int
<B>GL_TRIANGLE_STRIP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TRIANGLE_STRIP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TRIANGLE_FAN"><!-- --></A><H3>
GL_TRIANGLE_FAN
</H3>
<PRE>
static final int
<B>GL_TRIANGLE_FAN
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TRIANGLE_FAN">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ZERO"><!-- --></A><H3>
GL_ZERO
</H3>
<PRE>
static final int
<B>GL_ZERO
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ZERO">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ONE"><!-- --></A><H3>
GL_ONE
</H3>
<PRE>
static final int
<B>GL_ONE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ONE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SRC_COLOR"><!-- --></A><H3>
GL_SRC_COLOR
</H3>
<PRE>
static final int
<B>GL_SRC_COLOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SRC_COLOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ONE_MINUS_SRC_COLOR"><!-- --></A><H3>
GL_ONE_MINUS_SRC_COLOR
</H3>
<PRE>
static final int
<B>GL_ONE_MINUS_SRC_COLOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ONE_MINUS_SRC_COLOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SRC_ALPHA"><!-- --></A><H3>
GL_SRC_ALPHA
</H3>
<PRE>
static final int
<B>GL_SRC_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SRC_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ONE_MINUS_SRC_ALPHA"><!-- --></A><H3>
GL_ONE_MINUS_SRC_ALPHA
</H3>
<PRE>
static final int
<B>GL_ONE_MINUS_SRC_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ONE_MINUS_SRC_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DST_ALPHA"><!-- --></A><H3>
GL_DST_ALPHA
</H3>
<PRE>
static final int
<B>GL_DST_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DST_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ONE_MINUS_DST_ALPHA"><!-- --></A><H3>
GL_ONE_MINUS_DST_ALPHA
</H3>
<PRE>
static final int
<B>GL_ONE_MINUS_DST_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ONE_MINUS_DST_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DST_COLOR"><!-- --></A><H3>
GL_DST_COLOR
</H3>
<PRE>
static final int
<B>GL_DST_COLOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DST_COLOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ONE_MINUS_DST_COLOR"><!-- --></A><H3>
GL_ONE_MINUS_DST_COLOR
</H3>
<PRE>
static final int
<B>GL_ONE_MINUS_DST_COLOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ONE_MINUS_DST_COLOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SRC_ALPHA_SATURATE"><!-- --></A><H3>
GL_SRC_ALPHA_SATURATE
</H3>
<PRE>
static final int
<B>GL_SRC_ALPHA_SATURATE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SRC_ALPHA_SATURATE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FUNC_ADD"><!-- --></A><H3>
GL_FUNC_ADD
</H3>
<PRE>
static final int
<B>GL_FUNC_ADD
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FUNC_ADD">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_EQUATION"><!-- --></A><H3>
GL_BLEND_EQUATION
</H3>
<PRE>
static final int
<B>GL_BLEND_EQUATION
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_EQUATION">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_EQUATION_RGB"><!-- --></A><H3>
GL_BLEND_EQUATION_RGB
</H3>
<PRE>
static final int
<B>GL_BLEND_EQUATION_RGB
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_EQUATION_RGB">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_EQUATION_ALPHA"><!-- --></A><H3>
GL_BLEND_EQUATION_ALPHA
</H3>
<PRE>
static final int
<B>GL_BLEND_EQUATION_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_EQUATION_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FUNC_SUBTRACT"><!-- --></A><H3>
GL_FUNC_SUBTRACT
</H3>
<PRE>
static final int
<B>GL_FUNC_SUBTRACT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FUNC_SUBTRACT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FUNC_REVERSE_SUBTRACT"><!-- --></A><H3>
GL_FUNC_REVERSE_SUBTRACT
</H3>
<PRE>
static final int
<B>GL_FUNC_REVERSE_SUBTRACT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FUNC_REVERSE_SUBTRACT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_DST_RGB"><!-- --></A><H3>
GL_BLEND_DST_RGB
</H3>
<PRE>
static final int
<B>GL_BLEND_DST_RGB
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_DST_RGB">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_SRC_RGB"><!-- --></A><H3>
GL_BLEND_SRC_RGB
</H3>
<PRE>
static final int
<B>GL_BLEND_SRC_RGB
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_SRC_RGB">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_DST_ALPHA"><!-- --></A><H3>
GL_BLEND_DST_ALPHA
</H3>
<PRE>
static final int
<B>GL_BLEND_DST_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_DST_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_SRC_ALPHA"><!-- --></A><H3>
GL_BLEND_SRC_ALPHA
</H3>
<PRE>
static final int
<B>GL_BLEND_SRC_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_SRC_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CONSTANT_COLOR"><!-- --></A><H3>
GL_CONSTANT_COLOR
</H3>
<PRE>
static final int
<B>GL_CONSTANT_COLOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CONSTANT_COLOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ONE_MINUS_CONSTANT_COLOR"><!-- --></A><H3>
GL_ONE_MINUS_CONSTANT_COLOR
</H3>
<PRE>
static final int
<B>GL_ONE_MINUS_CONSTANT_COLOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ONE_MINUS_CONSTANT_COLOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CONSTANT_ALPHA"><!-- --></A><H3>
GL_CONSTANT_ALPHA
</H3>
<PRE>
static final int
<B>GL_CONSTANT_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CONSTANT_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ONE_MINUS_CONSTANT_ALPHA"><!-- --></A><H3>
GL_ONE_MINUS_CONSTANT_ALPHA
</H3>
<PRE>
static final int
<B>GL_ONE_MINUS_CONSTANT_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ONE_MINUS_CONSTANT_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND_COLOR"><!-- --></A><H3>
GL_BLEND_COLOR
</H3>
<PRE>
static final int
<B>GL_BLEND_COLOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND_COLOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ARRAY_BUFFER"><!-- --></A><H3>
GL_ARRAY_BUFFER
</H3>
<PRE>
static final int
<B>GL_ARRAY_BUFFER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ARRAY_BUFFER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ELEMENT_ARRAY_BUFFER"><!-- --></A><H3>
GL_ELEMENT_ARRAY_BUFFER
</H3>
<PRE>
static final int
<B>GL_ELEMENT_ARRAY_BUFFER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ELEMENT_ARRAY_BUFFER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ARRAY_BUFFER_BINDING"><!-- --></A><H3>
GL_ARRAY_BUFFER_BINDING
</H3>
<PRE>
static final int
<B>GL_ARRAY_BUFFER_BINDING
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ARRAY_BUFFER_BINDING">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ELEMENT_ARRAY_BUFFER_BINDING"><!-- --></A><H3>
GL_ELEMENT_ARRAY_BUFFER_BINDING
</H3>
<PRE>
static final int
<B>GL_ELEMENT_ARRAY_BUFFER_BINDING
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ELEMENT_ARRAY_BUFFER_BINDING">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STREAM_DRAW"><!-- --></A><H3>
GL_STREAM_DRAW
</H3>
<PRE>
static final int
<B>GL_STREAM_DRAW
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STREAM_DRAW">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STATIC_DRAW"><!-- --></A><H3>
GL_STATIC_DRAW
</H3>
<PRE>
static final int
<B>GL_STATIC_DRAW
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STATIC_DRAW">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DYNAMIC_DRAW"><!-- --></A><H3>
GL_DYNAMIC_DRAW
</H3>
<PRE>
static final int
<B>GL_DYNAMIC_DRAW
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DYNAMIC_DRAW">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BUFFER_SIZE"><!-- --></A><H3>
GL_BUFFER_SIZE
</H3>
<PRE>
static final int
<B>GL_BUFFER_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BUFFER_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BUFFER_USAGE"><!-- --></A><H3>
GL_BUFFER_USAGE
</H3>
<PRE>
static final int
<B>GL_BUFFER_USAGE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BUFFER_USAGE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CURRENT_VERTEX_ATTRIB"><!-- --></A><H3>
GL_CURRENT_VERTEX_ATTRIB
</H3>
<PRE>
static final int
<B>GL_CURRENT_VERTEX_ATTRIB
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CURRENT_VERTEX_ATTRIB">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRONT"><!-- --></A><H3>
GL_FRONT
</H3>
<PRE>
static final int
<B>GL_FRONT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRONT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BACK"><!-- --></A><H3>
GL_BACK
</H3>
<PRE>
static final int
<B>GL_BACK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BACK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRONT_AND_BACK"><!-- --></A><H3>
GL_FRONT_AND_BACK
</H3>
<PRE>
static final int
<B>GL_FRONT_AND_BACK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRONT_AND_BACK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_2D"><!-- --></A><H3>
GL_TEXTURE_2D
</H3>
<PRE>
static final int
<B>GL_TEXTURE_2D
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_2D">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CULL_FACE"><!-- --></A><H3>
GL_CULL_FACE
</H3>
<PRE>
static final int
<B>GL_CULL_FACE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CULL_FACE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLEND"><!-- --></A><H3>
GL_BLEND
</H3>
<PRE>
static final int
<B>GL_BLEND
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLEND">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DITHER"><!-- --></A><H3>
GL_DITHER
</H3>
<PRE>
static final int
<B>GL_DITHER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DITHER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_TEST"><!-- --></A><H3>
GL_STENCIL_TEST
</H3>
<PRE>
static final int
<B>GL_STENCIL_TEST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_TEST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_TEST"><!-- --></A><H3>
GL_DEPTH_TEST
</H3>
<PRE>
static final int
<B>GL_DEPTH_TEST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_TEST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SCISSOR_TEST"><!-- --></A><H3>
GL_SCISSOR_TEST
</H3>
<PRE>
static final int
<B>GL_SCISSOR_TEST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SCISSOR_TEST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_POLYGON_OFFSET_FILL"><!-- --></A><H3>
GL_POLYGON_OFFSET_FILL
</H3>
<PRE>
static final int
<B>GL_POLYGON_OFFSET_FILL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_POLYGON_OFFSET_FILL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLE_ALPHA_TO_COVERAGE"><!-- --></A><H3>
GL_SAMPLE_ALPHA_TO_COVERAGE
</H3>
<PRE>
static final int
<B>GL_SAMPLE_ALPHA_TO_COVERAGE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLE_ALPHA_TO_COVERAGE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLE_COVERAGE"><!-- --></A><H3>
GL_SAMPLE_COVERAGE
</H3>
<PRE>
static final int
<B>GL_SAMPLE_COVERAGE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLE_COVERAGE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NO_ERROR"><!-- --></A><H3>
GL_NO_ERROR
</H3>
<PRE>
static final int
<B>GL_NO_ERROR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NO_ERROR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INVALID_ENUM"><!-- --></A><H3>
GL_INVALID_ENUM
</H3>
<PRE>
static final int
<B>GL_INVALID_ENUM
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INVALID_ENUM">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INVALID_VALUE"><!-- --></A><H3>
GL_INVALID_VALUE
</H3>
<PRE>
static final int
<B>GL_INVALID_VALUE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INVALID_VALUE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INVALID_OPERATION"><!-- --></A><H3>
GL_INVALID_OPERATION
</H3>
<PRE>
static final int
<B>GL_INVALID_OPERATION
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INVALID_OPERATION">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_OUT_OF_MEMORY"><!-- --></A><H3>
GL_OUT_OF_MEMORY
</H3>
<PRE>
static final int
<B>GL_OUT_OF_MEMORY
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_OUT_OF_MEMORY">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CW"><!-- --></A><H3>
GL_CW
</H3>
<PRE>
static final int
<B>GL_CW
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CW">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CCW"><!-- --></A><H3>
GL_CCW
</H3>
<PRE>
static final int
<B>GL_CCW
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CCW">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINE_WIDTH"><!-- --></A><H3>
GL_LINE_WIDTH
</H3>
<PRE>
static final int
<B>GL_LINE_WIDTH
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINE_WIDTH">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ALIASED_POINT_SIZE_RANGE"><!-- --></A><H3>
GL_ALIASED_POINT_SIZE_RANGE
</H3>
<PRE>
static final int
<B>GL_ALIASED_POINT_SIZE_RANGE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ALIASED_POINT_SIZE_RANGE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ALIASED_LINE_WIDTH_RANGE"><!-- --></A><H3>
GL_ALIASED_LINE_WIDTH_RANGE
</H3>
<PRE>
static final int
<B>GL_ALIASED_LINE_WIDTH_RANGE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ALIASED_LINE_WIDTH_RANGE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CULL_FACE_MODE"><!-- --></A><H3>
GL_CULL_FACE_MODE
</H3>
<PRE>
static final int
<B>GL_CULL_FACE_MODE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CULL_FACE_MODE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRONT_FACE"><!-- --></A><H3>
GL_FRONT_FACE
</H3>
<PRE>
static final int
<B>GL_FRONT_FACE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRONT_FACE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_RANGE"><!-- --></A><H3>
GL_DEPTH_RANGE
</H3>
<PRE>
static final int
<B>GL_DEPTH_RANGE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_RANGE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_WRITEMASK"><!-- --></A><H3>
GL_DEPTH_WRITEMASK
</H3>
<PRE>
static final int
<B>GL_DEPTH_WRITEMASK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_WRITEMASK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_CLEAR_VALUE"><!-- --></A><H3>
GL_DEPTH_CLEAR_VALUE
</H3>
<PRE>
static final int
<B>GL_DEPTH_CLEAR_VALUE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_CLEAR_VALUE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_FUNC"><!-- --></A><H3>
GL_DEPTH_FUNC
</H3>
<PRE>
static final int
<B>GL_DEPTH_FUNC
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_FUNC">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_CLEAR_VALUE"><!-- --></A><H3>
GL_STENCIL_CLEAR_VALUE
</H3>
<PRE>
static final int
<B>GL_STENCIL_CLEAR_VALUE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_CLEAR_VALUE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_FUNC"><!-- --></A><H3>
GL_STENCIL_FUNC
</H3>
<PRE>
static final int
<B>GL_STENCIL_FUNC
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_FUNC">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_FAIL"><!-- --></A><H3>
GL_STENCIL_FAIL
</H3>
<PRE>
static final int
<B>GL_STENCIL_FAIL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_FAIL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_PASS_DEPTH_FAIL"><!-- --></A><H3>
GL_STENCIL_PASS_DEPTH_FAIL
</H3>
<PRE>
static final int
<B>GL_STENCIL_PASS_DEPTH_FAIL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_PASS_DEPTH_FAIL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_PASS_DEPTH_PASS"><!-- --></A><H3>
GL_STENCIL_PASS_DEPTH_PASS
</H3>
<PRE>
static final int
<B>GL_STENCIL_PASS_DEPTH_PASS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_PASS_DEPTH_PASS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_REF"><!-- --></A><H3>
GL_STENCIL_REF
</H3>
<PRE>
static final int
<B>GL_STENCIL_REF
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_REF">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_VALUE_MASK"><!-- --></A><H3>
GL_STENCIL_VALUE_MASK
</H3>
<PRE>
static final int
<B>GL_STENCIL_VALUE_MASK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_VALUE_MASK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_WRITEMASK"><!-- --></A><H3>
GL_STENCIL_WRITEMASK
</H3>
<PRE>
static final int
<B>GL_STENCIL_WRITEMASK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_WRITEMASK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BACK_FUNC"><!-- --></A><H3>
GL_STENCIL_BACK_FUNC
</H3>
<PRE>
static final int
<B>GL_STENCIL_BACK_FUNC
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BACK_FUNC">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BACK_FAIL"><!-- --></A><H3>
GL_STENCIL_BACK_FAIL
</H3>
<PRE>
static final int
<B>GL_STENCIL_BACK_FAIL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BACK_FAIL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BACK_PASS_DEPTH_FAIL"><!-- --></A><H3>
GL_STENCIL_BACK_PASS_DEPTH_FAIL
</H3>
<PRE>
static final int
<B>GL_STENCIL_BACK_PASS_DEPTH_FAIL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BACK_PASS_DEPTH_FAIL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BACK_PASS_DEPTH_PASS"><!-- --></A><H3>
GL_STENCIL_BACK_PASS_DEPTH_PASS
</H3>
<PRE>
static final int
<B>GL_STENCIL_BACK_PASS_DEPTH_PASS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BACK_PASS_DEPTH_PASS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BACK_REF"><!-- --></A><H3>
GL_STENCIL_BACK_REF
</H3>
<PRE>
static final int
<B>GL_STENCIL_BACK_REF
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BACK_REF">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BACK_VALUE_MASK"><!-- --></A><H3>
GL_STENCIL_BACK_VALUE_MASK
</H3>
<PRE>
static final int
<B>GL_STENCIL_BACK_VALUE_MASK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BACK_VALUE_MASK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BACK_WRITEMASK"><!-- --></A><H3>
GL_STENCIL_BACK_WRITEMASK
</H3>
<PRE>
static final int
<B>GL_STENCIL_BACK_WRITEMASK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BACK_WRITEMASK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VIEWPORT"><!-- --></A><H3>
GL_VIEWPORT
</H3>
<PRE>
static final int
<B>GL_VIEWPORT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VIEWPORT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SCISSOR_BOX"><!-- --></A><H3>
GL_SCISSOR_BOX
</H3>
<PRE>
static final int
<B>GL_SCISSOR_BOX
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SCISSOR_BOX">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_COLOR_CLEAR_VALUE"><!-- --></A><H3>
GL_COLOR_CLEAR_VALUE
</H3>
<PRE>
static final int
<B>GL_COLOR_CLEAR_VALUE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_COLOR_CLEAR_VALUE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_COLOR_WRITEMASK"><!-- --></A><H3>
GL_COLOR_WRITEMASK
</H3>
<PRE>
static final int
<B>GL_COLOR_WRITEMASK
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_COLOR_WRITEMASK">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_UNPACK_ALIGNMENT"><!-- --></A><H3>
GL_UNPACK_ALIGNMENT
</H3>
<PRE>
static final int
<B>GL_UNPACK_ALIGNMENT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_UNPACK_ALIGNMENT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_PACK_ALIGNMENT"><!-- --></A><H3>
GL_PACK_ALIGNMENT
</H3>
<PRE>
static final int
<B>GL_PACK_ALIGNMENT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_PACK_ALIGNMENT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_TEXTURE_SIZE"><!-- --></A><H3>
GL_MAX_TEXTURE_SIZE
</H3>
<PRE>
static final int
<B>GL_MAX_TEXTURE_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_TEXTURE_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_TEXTURE_UNITS"><!-- --></A><H3>
GL_MAX_TEXTURE_UNITS
</H3>
<PRE>
static final int
<B>GL_MAX_TEXTURE_UNITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_TEXTURE_UNITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_VIEWPORT_DIMS"><!-- --></A><H3>
GL_MAX_VIEWPORT_DIMS
</H3>
<PRE>
static final int
<B>GL_MAX_VIEWPORT_DIMS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_VIEWPORT_DIMS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SUBPIXEL_BITS"><!-- --></A><H3>
GL_SUBPIXEL_BITS
</H3>
<PRE>
static final int
<B>GL_SUBPIXEL_BITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SUBPIXEL_BITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RED_BITS"><!-- --></A><H3>
GL_RED_BITS
</H3>
<PRE>
static final int
<B>GL_RED_BITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RED_BITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_GREEN_BITS"><!-- --></A><H3>
GL_GREEN_BITS
</H3>
<PRE>
static final int
<B>GL_GREEN_BITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_GREEN_BITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BLUE_BITS"><!-- --></A><H3>
GL_BLUE_BITS
</H3>
<PRE>
static final int
<B>GL_BLUE_BITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BLUE_BITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ALPHA_BITS"><!-- --></A><H3>
GL_ALPHA_BITS
</H3>
<PRE>
static final int
<B>GL_ALPHA_BITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ALPHA_BITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_BITS"><!-- --></A><H3>
GL_DEPTH_BITS
</H3>
<PRE>
static final int
<B>GL_DEPTH_BITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_BITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_BITS"><!-- --></A><H3>
GL_STENCIL_BITS
</H3>
<PRE>
static final int
<B>GL_STENCIL_BITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_BITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_POLYGON_OFFSET_UNITS"><!-- --></A><H3>
GL_POLYGON_OFFSET_UNITS
</H3>
<PRE>
static final int
<B>GL_POLYGON_OFFSET_UNITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_POLYGON_OFFSET_UNITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_POLYGON_OFFSET_FACTOR"><!-- --></A><H3>
GL_POLYGON_OFFSET_FACTOR
</H3>
<PRE>
static final int
<B>GL_POLYGON_OFFSET_FACTOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_POLYGON_OFFSET_FACTOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_BINDING_2D"><!-- --></A><H3>
GL_TEXTURE_BINDING_2D
</H3>
<PRE>
static final int
<B>GL_TEXTURE_BINDING_2D
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_BINDING_2D">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLE_BUFFERS"><!-- --></A><H3>
GL_SAMPLE_BUFFERS
</H3>
<PRE>
static final int
<B>GL_SAMPLE_BUFFERS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLE_BUFFERS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLES"><!-- --></A><H3>
GL_SAMPLES
</H3>
<PRE>
static final int
<B>GL_SAMPLES
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLES">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLE_COVERAGE_VALUE"><!-- --></A><H3>
GL_SAMPLE_COVERAGE_VALUE
</H3>
<PRE>
static final int
<B>GL_SAMPLE_COVERAGE_VALUE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLE_COVERAGE_VALUE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLE_COVERAGE_INVERT"><!-- --></A><H3>
GL_SAMPLE_COVERAGE_INVERT
</H3>
<PRE>
static final int
<B>GL_SAMPLE_COVERAGE_INVERT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLE_COVERAGE_INVERT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NUM_COMPRESSED_TEXTURE_FORMATS"><!-- --></A><H3>
GL_NUM_COMPRESSED_TEXTURE_FORMATS
</H3>
<PRE>
static final int
<B>GL_NUM_COMPRESSED_TEXTURE_FORMATS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NUM_COMPRESSED_TEXTURE_FORMATS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_COMPRESSED_TEXTURE_FORMATS"><!-- --></A><H3>
GL_COMPRESSED_TEXTURE_FORMATS
</H3>
<PRE>
static final int
<B>GL_COMPRESSED_TEXTURE_FORMATS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_COMPRESSED_TEXTURE_FORMATS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DONT_CARE"><!-- --></A><H3>
GL_DONT_CARE
</H3>
<PRE>
static final int
<B>GL_DONT_CARE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DONT_CARE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FASTEST"><!-- --></A><H3>
GL_FASTEST
</H3>
<PRE>
static final int
<B>GL_FASTEST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FASTEST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NICEST"><!-- --></A><H3>
GL_NICEST
</H3>
<PRE>
static final int
<B>GL_NICEST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NICEST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_GENERATE_MIPMAP_HINT"><!-- --></A><H3>
GL_GENERATE_MIPMAP_HINT
</H3>
<PRE>
static final int
<B>GL_GENERATE_MIPMAP_HINT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_GENERATE_MIPMAP_HINT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BYTE"><!-- --></A><H3>
GL_BYTE
</H3>
<PRE>
static final int
<B>GL_BYTE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BYTE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_UNSIGNED_BYTE"><!-- --></A><H3>
GL_UNSIGNED_BYTE
</H3>
<PRE>
static final int
<B>GL_UNSIGNED_BYTE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_BYTE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SHORT"><!-- --></A><H3>
GL_SHORT
</H3>
<PRE>
static final int
<B>GL_SHORT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SHORT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_UNSIGNED_SHORT"><!-- --></A><H3>
GL_UNSIGNED_SHORT
</H3>
<PRE>
static final int
<B>GL_UNSIGNED_SHORT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INT"><!-- --></A><H3>
GL_INT
</H3>
<PRE>
static final int
<B>GL_INT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_UNSIGNED_INT"><!-- --></A><H3>
GL_UNSIGNED_INT
</H3>
<PRE>
static final int
<B>GL_UNSIGNED_INT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_INT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FLOAT"><!-- --></A><H3>
GL_FLOAT
</H3>
<PRE>
static final int
<B>GL_FLOAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FLOAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FIXED"><!-- --></A><H3>
GL_FIXED
</H3>
<PRE>
static final int
<B>GL_FIXED
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FIXED">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_COMPONENT"><!-- --></A><H3>
GL_DEPTH_COMPONENT
</H3>
<PRE>
static final int
<B>GL_DEPTH_COMPONENT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_COMPONENT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ALPHA"><!-- --></A><H3>
GL_ALPHA
</H3>
<PRE>
static final int
<B>GL_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RGB"><!-- --></A><H3>
GL_RGB
</H3>
<PRE>
static final int
<B>GL_RGB
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RGB">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RGBA"><!-- --></A><H3>
GL_RGBA
</H3>
<PRE>
static final int
<B>GL_RGBA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RGBA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LUMINANCE"><!-- --></A><H3>
GL_LUMINANCE
</H3>
<PRE>
static final int
<B>GL_LUMINANCE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LUMINANCE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LUMINANCE_ALPHA"><!-- --></A><H3>
GL_LUMINANCE_ALPHA
</H3>
<PRE>
static final int
<B>GL_LUMINANCE_ALPHA
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LUMINANCE_ALPHA">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_UNSIGNED_SHORT_4_4_4_4"><!-- --></A><H3>
GL_UNSIGNED_SHORT_4_4_4_4
</H3>
<PRE>
static final int
<B>GL_UNSIGNED_SHORT_4_4_4_4
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT_4_4_4_4">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_UNSIGNED_SHORT_5_5_5_1"><!-- --></A><H3>
GL_UNSIGNED_SHORT_5_5_5_1
</H3>
<PRE>
static final int
<B>GL_UNSIGNED_SHORT_5_5_5_1
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT_5_5_5_1">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_UNSIGNED_SHORT_5_6_5"><!-- --></A><H3>
GL_UNSIGNED_SHORT_5_6_5
</H3>
<PRE>
static final int
<B>GL_UNSIGNED_SHORT_5_6_5
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_UNSIGNED_SHORT_5_6_5">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAGMENT_SHADER"><!-- --></A><H3>
GL_FRAGMENT_SHADER
</H3>
<PRE>
static final int
<B>GL_FRAGMENT_SHADER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAGMENT_SHADER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_SHADER"><!-- --></A><H3>
GL_VERTEX_SHADER
</H3>
<PRE>
static final int
<B>GL_VERTEX_SHADER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_SHADER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_VERTEX_ATTRIBS"><!-- --></A><H3>
GL_MAX_VERTEX_ATTRIBS
</H3>
<PRE>
static final int
<B>GL_MAX_VERTEX_ATTRIBS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_VERTEX_ATTRIBS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_VERTEX_UNIFORM_VECTORS"><!-- --></A><H3>
GL_MAX_VERTEX_UNIFORM_VECTORS
</H3>
<PRE>
static final int
<B>GL_MAX_VERTEX_UNIFORM_VECTORS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_VERTEX_UNIFORM_VECTORS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_VARYING_VECTORS"><!-- --></A><H3>
GL_MAX_VARYING_VECTORS
</H3>
<PRE>
static final int
<B>GL_MAX_VARYING_VECTORS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_VARYING_VECTORS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS"><!-- --></A><H3>
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
</H3>
<PRE>
static final int
<B>GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS"><!-- --></A><H3>
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
</H3>
<PRE>
static final int
<B>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_TEXTURE_IMAGE_UNITS"><!-- --></A><H3>
GL_MAX_TEXTURE_IMAGE_UNITS
</H3>
<PRE>
static final int
<B>GL_MAX_TEXTURE_IMAGE_UNITS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_TEXTURE_IMAGE_UNITS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_FRAGMENT_UNIFORM_VECTORS"><!-- --></A><H3>
GL_MAX_FRAGMENT_UNIFORM_VECTORS
</H3>
<PRE>
static final int
<B>GL_MAX_FRAGMENT_UNIFORM_VECTORS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_FRAGMENT_UNIFORM_VECTORS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SHADER_TYPE"><!-- --></A><H3>
GL_SHADER_TYPE
</H3>
<PRE>
static final int
<B>GL_SHADER_TYPE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SHADER_TYPE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DELETE_STATUS"><!-- --></A><H3>
GL_DELETE_STATUS
</H3>
<PRE>
static final int
<B>GL_DELETE_STATUS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DELETE_STATUS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINK_STATUS"><!-- --></A><H3>
GL_LINK_STATUS
</H3>
<PRE>
static final int
<B>GL_LINK_STATUS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINK_STATUS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VALIDATE_STATUS"><!-- --></A><H3>
GL_VALIDATE_STATUS
</H3>
<PRE>
static final int
<B>GL_VALIDATE_STATUS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VALIDATE_STATUS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ATTACHED_SHADERS"><!-- --></A><H3>
GL_ATTACHED_SHADERS
</H3>
<PRE>
static final int
<B>GL_ATTACHED_SHADERS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ATTACHED_SHADERS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ACTIVE_UNIFORMS"><!-- --></A><H3>
GL_ACTIVE_UNIFORMS
</H3>
<PRE>
static final int
<B>GL_ACTIVE_UNIFORMS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ACTIVE_UNIFORMS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ACTIVE_UNIFORM_MAX_LENGTH"><!-- --></A><H3>
GL_ACTIVE_UNIFORM_MAX_LENGTH
</H3>
<PRE>
static final int
<B>GL_ACTIVE_UNIFORM_MAX_LENGTH
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ACTIVE_UNIFORM_MAX_LENGTH">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ACTIVE_ATTRIBUTES"><!-- --></A><H3>
GL_ACTIVE_ATTRIBUTES
</H3>
<PRE>
static final int
<B>GL_ACTIVE_ATTRIBUTES
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ACTIVE_ATTRIBUTES">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ACTIVE_ATTRIBUTE_MAX_LENGTH"><!-- --></A><H3>
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
</H3>
<PRE>
static final int
<B>GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ACTIVE_ATTRIBUTE_MAX_LENGTH">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SHADING_LANGUAGE_VERSION"><!-- --></A><H3>
GL_SHADING_LANGUAGE_VERSION
</H3>
<PRE>
static final int
<B>GL_SHADING_LANGUAGE_VERSION
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SHADING_LANGUAGE_VERSION">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CURRENT_PROGRAM"><!-- --></A><H3>
GL_CURRENT_PROGRAM
</H3>
<PRE>
static final int
<B>GL_CURRENT_PROGRAM
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CURRENT_PROGRAM">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NEVER"><!-- --></A><H3>
GL_NEVER
</H3>
<PRE>
static final int
<B>GL_NEVER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NEVER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LESS"><!-- --></A><H3>
GL_LESS
</H3>
<PRE>
static final int
<B>GL_LESS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LESS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_EQUAL"><!-- --></A><H3>
GL_EQUAL
</H3>
<PRE>
static final int
<B>GL_EQUAL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_EQUAL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LEQUAL"><!-- --></A><H3>
GL_LEQUAL
</H3>
<PRE>
static final int
<B>GL_LEQUAL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LEQUAL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_GREATER"><!-- --></A><H3>
GL_GREATER
</H3>
<PRE>
static final int
<B>GL_GREATER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_GREATER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NOTEQUAL"><!-- --></A><H3>
GL_NOTEQUAL
</H3>
<PRE>
static final int
<B>GL_NOTEQUAL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NOTEQUAL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_GEQUAL"><!-- --></A><H3>
GL_GEQUAL
</H3>
<PRE>
static final int
<B>GL_GEQUAL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_GEQUAL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ALWAYS"><!-- --></A><H3>
GL_ALWAYS
</H3>
<PRE>
static final int
<B>GL_ALWAYS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ALWAYS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_KEEP"><!-- --></A><H3>
GL_KEEP
</H3>
<PRE>
static final int
<B>GL_KEEP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_KEEP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_REPLACE"><!-- --></A><H3>
GL_REPLACE
</H3>
<PRE>
static final int
<B>GL_REPLACE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_REPLACE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INCR"><!-- --></A><H3>
GL_INCR
</H3>
<PRE>
static final int
<B>GL_INCR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INCR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DECR"><!-- --></A><H3>
GL_DECR
</H3>
<PRE>
static final int
<B>GL_DECR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DECR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INVERT"><!-- --></A><H3>
GL_INVERT
</H3>
<PRE>
static final int
<B>GL_INVERT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INVERT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INCR_WRAP"><!-- --></A><H3>
GL_INCR_WRAP
</H3>
<PRE>
static final int
<B>GL_INCR_WRAP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INCR_WRAP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DECR_WRAP"><!-- --></A><H3>
GL_DECR_WRAP
</H3>
<PRE>
static final int
<B>GL_DECR_WRAP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DECR_WRAP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VENDOR"><!-- --></A><H3>
GL_VENDOR
</H3>
<PRE>
static final int
<B>GL_VENDOR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VENDOR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERER"><!-- --></A><H3>
GL_RENDERER
</H3>
<PRE>
static final int
<B>GL_RENDERER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERSION"><!-- --></A><H3>
GL_VERSION
</H3>
<PRE>
static final int
<B>GL_VERSION
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERSION">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_EXTENSIONS"><!-- --></A><H3>
GL_EXTENSIONS
</H3>
<PRE>
static final int
<B>GL_EXTENSIONS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_EXTENSIONS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NEAREST"><!-- --></A><H3>
GL_NEAREST
</H3>
<PRE>
static final int
<B>GL_NEAREST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NEAREST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINEAR"><!-- --></A><H3>
GL_LINEAR
</H3>
<PRE>
static final int
<B>GL_LINEAR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINEAR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NEAREST_MIPMAP_NEAREST"><!-- --></A><H3>
GL_NEAREST_MIPMAP_NEAREST
</H3>
<PRE>
static final int
<B>GL_NEAREST_MIPMAP_NEAREST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NEAREST_MIPMAP_NEAREST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINEAR_MIPMAP_NEAREST"><!-- --></A><H3>
GL_LINEAR_MIPMAP_NEAREST
</H3>
<PRE>
static final int
<B>GL_LINEAR_MIPMAP_NEAREST
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINEAR_MIPMAP_NEAREST">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NEAREST_MIPMAP_LINEAR"><!-- --></A><H3>
GL_NEAREST_MIPMAP_LINEAR
</H3>
<PRE>
static final int
<B>GL_NEAREST_MIPMAP_LINEAR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NEAREST_MIPMAP_LINEAR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LINEAR_MIPMAP_LINEAR"><!-- --></A><H3>
GL_LINEAR_MIPMAP_LINEAR
</H3>
<PRE>
static final int
<B>GL_LINEAR_MIPMAP_LINEAR
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LINEAR_MIPMAP_LINEAR">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_MAG_FILTER"><!-- --></A><H3>
GL_TEXTURE_MAG_FILTER
</H3>
<PRE>
static final int
<B>GL_TEXTURE_MAG_FILTER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_MAG_FILTER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_MIN_FILTER"><!-- --></A><H3>
GL_TEXTURE_MIN_FILTER
</H3>
<PRE>
static final int
<B>GL_TEXTURE_MIN_FILTER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_MIN_FILTER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_WRAP_S"><!-- --></A><H3>
GL_TEXTURE_WRAP_S
</H3>
<PRE>
static final int
<B>GL_TEXTURE_WRAP_S
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_WRAP_S">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_WRAP_T"><!-- --></A><H3>
GL_TEXTURE_WRAP_T
</H3>
<PRE>
static final int
<B>GL_TEXTURE_WRAP_T
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_WRAP_T">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE"><!-- --></A><H3>
GL_TEXTURE
</H3>
<PRE>
static final int
<B>GL_TEXTURE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_CUBE_MAP"><!-- --></A><H3>
GL_TEXTURE_CUBE_MAP
</H3>
<PRE>
static final int
<B>GL_TEXTURE_CUBE_MAP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_CUBE_MAP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_BINDING_CUBE_MAP"><!-- --></A><H3>
GL_TEXTURE_BINDING_CUBE_MAP
</H3>
<PRE>
static final int
<B>GL_TEXTURE_BINDING_CUBE_MAP
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_BINDING_CUBE_MAP">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_CUBE_MAP_POSITIVE_X"><!-- --></A><H3>
GL_TEXTURE_CUBE_MAP_POSITIVE_X
</H3>
<PRE>
static final int
<B>GL_TEXTURE_CUBE_MAP_POSITIVE_X
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_CUBE_MAP_NEGATIVE_X"><!-- --></A><H3>
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
</H3>
<PRE>
static final int
<B>GL_TEXTURE_CUBE_MAP_NEGATIVE_X
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_X">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_CUBE_MAP_POSITIVE_Y"><!-- --></A><H3>
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
</H3>
<PRE>
static final int
<B>GL_TEXTURE_CUBE_MAP_POSITIVE_Y
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Y">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_CUBE_MAP_NEGATIVE_Y"><!-- --></A><H3>
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
</H3>
<PRE>
static final int
<B>GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_CUBE_MAP_POSITIVE_Z"><!-- --></A><H3>
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
</H3>
<PRE>
static final int
<B>GL_TEXTURE_CUBE_MAP_POSITIVE_Z
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_Z">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE_CUBE_MAP_NEGATIVE_Z"><!-- --></A><H3>
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
</H3>
<PRE>
static final int
<B>GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_CUBE_MAP_TEXTURE_SIZE"><!-- --></A><H3>
GL_MAX_CUBE_MAP_TEXTURE_SIZE
</H3>
<PRE>
static final int
<B>GL_MAX_CUBE_MAP_TEXTURE_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE0"><!-- --></A><H3>
GL_TEXTURE0
</H3>
<PRE>
static final int
<B>GL_TEXTURE0
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE0">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE1"><!-- --></A><H3>
GL_TEXTURE1
</H3>
<PRE>
static final int
<B>GL_TEXTURE1
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE1">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE2"><!-- --></A><H3>
GL_TEXTURE2
</H3>
<PRE>
static final int
<B>GL_TEXTURE2
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE2">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE3"><!-- --></A><H3>
GL_TEXTURE3
</H3>
<PRE>
static final int
<B>GL_TEXTURE3
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE3">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE4"><!-- --></A><H3>
GL_TEXTURE4
</H3>
<PRE>
static final int
<B>GL_TEXTURE4
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE4">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE5"><!-- --></A><H3>
GL_TEXTURE5
</H3>
<PRE>
static final int
<B>GL_TEXTURE5
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE5">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE6"><!-- --></A><H3>
GL_TEXTURE6
</H3>
<PRE>
static final int
<B>GL_TEXTURE6
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE6">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE7"><!-- --></A><H3>
GL_TEXTURE7
</H3>
<PRE>
static final int
<B>GL_TEXTURE7
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE7">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE8"><!-- --></A><H3>
GL_TEXTURE8
</H3>
<PRE>
static final int
<B>GL_TEXTURE8
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE8">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE9"><!-- --></A><H3>
GL_TEXTURE9
</H3>
<PRE>
static final int
<B>GL_TEXTURE9
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE9">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE10"><!-- --></A><H3>
GL_TEXTURE10
</H3>
<PRE>
static final int
<B>GL_TEXTURE10
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE10">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE11"><!-- --></A><H3>
GL_TEXTURE11
</H3>
<PRE>
static final int
<B>GL_TEXTURE11
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE11">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE12"><!-- --></A><H3>
GL_TEXTURE12
</H3>
<PRE>
static final int
<B>GL_TEXTURE12
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE12">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE13"><!-- --></A><H3>
GL_TEXTURE13
</H3>
<PRE>
static final int
<B>GL_TEXTURE13
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE13">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE14"><!-- --></A><H3>
GL_TEXTURE14
</H3>
<PRE>
static final int
<B>GL_TEXTURE14
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE14">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE15"><!-- --></A><H3>
GL_TEXTURE15
</H3>
<PRE>
static final int
<B>GL_TEXTURE15
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE15">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE16"><!-- --></A><H3>
GL_TEXTURE16
</H3>
<PRE>
static final int
<B>GL_TEXTURE16
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE16">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE17"><!-- --></A><H3>
GL_TEXTURE17
</H3>
<PRE>
static final int
<B>GL_TEXTURE17
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE17">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE18"><!-- --></A><H3>
GL_TEXTURE18
</H3>
<PRE>
static final int
<B>GL_TEXTURE18
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE18">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE19"><!-- --></A><H3>
GL_TEXTURE19
</H3>
<PRE>
static final int
<B>GL_TEXTURE19
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE19">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE20"><!-- --></A><H3>
GL_TEXTURE20
</H3>
<PRE>
static final int
<B>GL_TEXTURE20
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE20">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE21"><!-- --></A><H3>
GL_TEXTURE21
</H3>
<PRE>
static final int
<B>GL_TEXTURE21
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE21">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE22"><!-- --></A><H3>
GL_TEXTURE22
</H3>
<PRE>
static final int
<B>GL_TEXTURE22
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE22">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE23"><!-- --></A><H3>
GL_TEXTURE23
</H3>
<PRE>
static final int
<B>GL_TEXTURE23
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE23">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE24"><!-- --></A><H3>
GL_TEXTURE24
</H3>
<PRE>
static final int
<B>GL_TEXTURE24
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE24">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE25"><!-- --></A><H3>
GL_TEXTURE25
</H3>
<PRE>
static final int
<B>GL_TEXTURE25
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE25">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE26"><!-- --></A><H3>
GL_TEXTURE26
</H3>
<PRE>
static final int
<B>GL_TEXTURE26
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE26">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE27"><!-- --></A><H3>
GL_TEXTURE27
</H3>
<PRE>
static final int
<B>GL_TEXTURE27
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE27">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE28"><!-- --></A><H3>
GL_TEXTURE28
</H3>
<PRE>
static final int
<B>GL_TEXTURE28
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE28">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE29"><!-- --></A><H3>
GL_TEXTURE29
</H3>
<PRE>
static final int
<B>GL_TEXTURE29
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE29">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE30"><!-- --></A><H3>
GL_TEXTURE30
</H3>
<PRE>
static final int
<B>GL_TEXTURE30
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE30">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_TEXTURE31"><!-- --></A><H3>
GL_TEXTURE31
</H3>
<PRE>
static final int
<B>GL_TEXTURE31
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_TEXTURE31">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_ACTIVE_TEXTURE"><!-- --></A><H3>
GL_ACTIVE_TEXTURE
</H3>
<PRE>
static final int
<B>GL_ACTIVE_TEXTURE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_ACTIVE_TEXTURE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_REPEAT"><!-- --></A><H3>
GL_REPEAT
</H3>
<PRE>
static final int
<B>GL_REPEAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_REPEAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_CLAMP_TO_EDGE"><!-- --></A><H3>
GL_CLAMP_TO_EDGE
</H3>
<PRE>
static final int
<B>GL_CLAMP_TO_EDGE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_CLAMP_TO_EDGE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MIRRORED_REPEAT"><!-- --></A><H3>
GL_MIRRORED_REPEAT
</H3>
<PRE>
static final int
<B>GL_MIRRORED_REPEAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MIRRORED_REPEAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FLOAT_VEC2"><!-- --></A><H3>
GL_FLOAT_VEC2
</H3>
<PRE>
static final int
<B>GL_FLOAT_VEC2
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FLOAT_VEC2">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FLOAT_VEC3"><!-- --></A><H3>
GL_FLOAT_VEC3
</H3>
<PRE>
static final int
<B>GL_FLOAT_VEC3
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FLOAT_VEC3">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FLOAT_VEC4"><!-- --></A><H3>
GL_FLOAT_VEC4
</H3>
<PRE>
static final int
<B>GL_FLOAT_VEC4
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FLOAT_VEC4">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INT_VEC2"><!-- --></A><H3>
GL_INT_VEC2
</H3>
<PRE>
static final int
<B>GL_INT_VEC2
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INT_VEC2">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INT_VEC3"><!-- --></A><H3>
GL_INT_VEC3
</H3>
<PRE>
static final int
<B>GL_INT_VEC3
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INT_VEC3">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INT_VEC4"><!-- --></A><H3>
GL_INT_VEC4
</H3>
<PRE>
static final int
<B>GL_INT_VEC4
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INT_VEC4">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BOOL"><!-- --></A><H3>
GL_BOOL
</H3>
<PRE>
static final int
<B>GL_BOOL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BOOL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BOOL_VEC2"><!-- --></A><H3>
GL_BOOL_VEC2
</H3>
<PRE>
static final int
<B>GL_BOOL_VEC2
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BOOL_VEC2">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BOOL_VEC3"><!-- --></A><H3>
GL_BOOL_VEC3
</H3>
<PRE>
static final int
<B>GL_BOOL_VEC3
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BOOL_VEC3">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_BOOL_VEC4"><!-- --></A><H3>
GL_BOOL_VEC4
</H3>
<PRE>
static final int
<B>GL_BOOL_VEC4
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_BOOL_VEC4">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FLOAT_MAT2"><!-- --></A><H3>
GL_FLOAT_MAT2
</H3>
<PRE>
static final int
<B>GL_FLOAT_MAT2
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FLOAT_MAT2">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FLOAT_MAT3"><!-- --></A><H3>
GL_FLOAT_MAT3
</H3>
<PRE>
static final int
<B>GL_FLOAT_MAT3
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FLOAT_MAT3">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FLOAT_MAT4"><!-- --></A><H3>
GL_FLOAT_MAT4
</H3>
<PRE>
static final int
<B>GL_FLOAT_MAT4
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FLOAT_MAT4">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLER_2D"><!-- --></A><H3>
GL_SAMPLER_2D
</H3>
<PRE>
static final int
<B>GL_SAMPLER_2D
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLER_2D">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SAMPLER_CUBE"><!-- --></A><H3>
GL_SAMPLER_CUBE
</H3>
<PRE>
static final int
<B>GL_SAMPLER_CUBE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SAMPLER_CUBE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_ATTRIB_ARRAY_ENABLED"><!-- --></A><H3>
GL_VERTEX_ATTRIB_ARRAY_ENABLED
</H3>
<PRE>
static final int
<B>GL_VERTEX_ATTRIB_ARRAY_ENABLED
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_ATTRIB_ARRAY_ENABLED">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_ATTRIB_ARRAY_SIZE"><!-- --></A><H3>
GL_VERTEX_ATTRIB_ARRAY_SIZE
</H3>
<PRE>
static final int
<B>GL_VERTEX_ATTRIB_ARRAY_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_ATTRIB_ARRAY_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_ATTRIB_ARRAY_STRIDE"><!-- --></A><H3>
GL_VERTEX_ATTRIB_ARRAY_STRIDE
</H3>
<PRE>
static final int
<B>GL_VERTEX_ATTRIB_ARRAY_STRIDE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_ATTRIB_ARRAY_STRIDE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_ATTRIB_ARRAY_TYPE"><!-- --></A><H3>
GL_VERTEX_ATTRIB_ARRAY_TYPE
</H3>
<PRE>
static final int
<B>GL_VERTEX_ATTRIB_ARRAY_TYPE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_ATTRIB_ARRAY_TYPE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_ATTRIB_ARRAY_NORMALIZED"><!-- --></A><H3>
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
</H3>
<PRE>
static final int
<B>GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_ATTRIB_ARRAY_POINTER"><!-- --></A><H3>
GL_VERTEX_ATTRIB_ARRAY_POINTER
</H3>
<PRE>
static final int
<B>GL_VERTEX_ATTRIB_ARRAY_POINTER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_ATTRIB_ARRAY_POINTER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING"><!-- --></A><H3>
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
</H3>
<PRE>
static final int
<B>GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_IMPLEMENTATION_COLOR_READ_TYPE"><!-- --></A><H3>
GL_IMPLEMENTATION_COLOR_READ_TYPE
</H3>
<PRE>
static final int
<B>GL_IMPLEMENTATION_COLOR_READ_TYPE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_IMPLEMENTATION_COLOR_READ_TYPE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_IMPLEMENTATION_COLOR_READ_FORMAT"><!-- --></A><H3>
GL_IMPLEMENTATION_COLOR_READ_FORMAT
</H3>
<PRE>
static final int
<B>GL_IMPLEMENTATION_COLOR_READ_FORMAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_IMPLEMENTATION_COLOR_READ_FORMAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_COMPILE_STATUS"><!-- --></A><H3>
GL_COMPILE_STATUS
</H3>
<PRE>
static final int
<B>GL_COMPILE_STATUS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_COMPILE_STATUS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INFO_LOG_LENGTH"><!-- --></A><H3>
GL_INFO_LOG_LENGTH
</H3>
<PRE>
static final int
<B>GL_INFO_LOG_LENGTH
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INFO_LOG_LENGTH">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SHADER_SOURCE_LENGTH"><!-- --></A><H3>
GL_SHADER_SOURCE_LENGTH
</H3>
<PRE>
static final int
<B>GL_SHADER_SOURCE_LENGTH
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SHADER_SOURCE_LENGTH">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SHADER_COMPILER"><!-- --></A><H3>
GL_SHADER_COMPILER
</H3>
<PRE>
static final int
<B>GL_SHADER_COMPILER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SHADER_COMPILER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_SHADER_BINARY_FORMATS"><!-- --></A><H3>
GL_SHADER_BINARY_FORMATS
</H3>
<PRE>
static final int
<B>GL_SHADER_BINARY_FORMATS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_SHADER_BINARY_FORMATS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NUM_SHADER_BINARY_FORMATS"><!-- --></A><H3>
GL_NUM_SHADER_BINARY_FORMATS
</H3>
<PRE>
static final int
<B>GL_NUM_SHADER_BINARY_FORMATS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NUM_SHADER_BINARY_FORMATS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LOW_FLOAT"><!-- --></A><H3>
GL_LOW_FLOAT
</H3>
<PRE>
static final int
<B>GL_LOW_FLOAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LOW_FLOAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MEDIUM_FLOAT"><!-- --></A><H3>
GL_MEDIUM_FLOAT
</H3>
<PRE>
static final int
<B>GL_MEDIUM_FLOAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MEDIUM_FLOAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_HIGH_FLOAT"><!-- --></A><H3>
GL_HIGH_FLOAT
</H3>
<PRE>
static final int
<B>GL_HIGH_FLOAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_HIGH_FLOAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_LOW_INT"><!-- --></A><H3>
GL_LOW_INT
</H3>
<PRE>
static final int
<B>GL_LOW_INT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_LOW_INT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MEDIUM_INT"><!-- --></A><H3>
GL_MEDIUM_INT
</H3>
<PRE>
static final int
<B>GL_MEDIUM_INT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MEDIUM_INT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_HIGH_INT"><!-- --></A><H3>
GL_HIGH_INT
</H3>
<PRE>
static final int
<B>GL_HIGH_INT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_HIGH_INT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER"><!-- --></A><H3>
GL_FRAMEBUFFER
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER"><!-- --></A><H3>
GL_RENDERBUFFER
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RGBA4"><!-- --></A><H3>
GL_RGBA4
</H3>
<PRE>
static final int
<B>GL_RGBA4
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RGBA4">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RGB5_A1"><!-- --></A><H3>
GL_RGB5_A1
</H3>
<PRE>
static final int
<B>GL_RGB5_A1
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RGB5_A1">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RGB565"><!-- --></A><H3>
GL_RGB565
</H3>
<PRE>
static final int
<B>GL_RGB565
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RGB565">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_COMPONENT16"><!-- --></A><H3>
GL_DEPTH_COMPONENT16
</H3>
<PRE>
static final int
<B>GL_DEPTH_COMPONENT16
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_COMPONENT16">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_INDEX"><!-- --></A><H3>
GL_STENCIL_INDEX
</H3>
<PRE>
static final int
<B>GL_STENCIL_INDEX
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_INDEX">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_INDEX8"><!-- --></A><H3>
GL_STENCIL_INDEX8
</H3>
<PRE>
static final int
<B>GL_STENCIL_INDEX8
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_INDEX8">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_WIDTH"><!-- --></A><H3>
GL_RENDERBUFFER_WIDTH
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_WIDTH
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_WIDTH">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_HEIGHT"><!-- --></A><H3>
GL_RENDERBUFFER_HEIGHT
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_HEIGHT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_HEIGHT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_INTERNAL_FORMAT"><!-- --></A><H3>
GL_RENDERBUFFER_INTERNAL_FORMAT
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_INTERNAL_FORMAT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_INTERNAL_FORMAT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_RED_SIZE"><!-- --></A><H3>
GL_RENDERBUFFER_RED_SIZE
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_RED_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_RED_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_GREEN_SIZE"><!-- --></A><H3>
GL_RENDERBUFFER_GREEN_SIZE
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_GREEN_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_GREEN_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_BLUE_SIZE"><!-- --></A><H3>
GL_RENDERBUFFER_BLUE_SIZE
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_BLUE_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_BLUE_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_ALPHA_SIZE"><!-- --></A><H3>
GL_RENDERBUFFER_ALPHA_SIZE
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_ALPHA_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_ALPHA_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_DEPTH_SIZE"><!-- --></A><H3>
GL_RENDERBUFFER_DEPTH_SIZE
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_DEPTH_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_DEPTH_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_STENCIL_SIZE"><!-- --></A><H3>
GL_RENDERBUFFER_STENCIL_SIZE
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_STENCIL_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_STENCIL_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE"><!-- --></A><H3>
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME"><!-- --></A><H3>
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL"><!-- --></A><H3>
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE"><!-- --></A><H3>
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_COLOR_ATTACHMENT0"><!-- --></A><H3>
GL_COLOR_ATTACHMENT0
</H3>
<PRE>
static final int
<B>GL_COLOR_ATTACHMENT0
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_COLOR_ATTACHMENT0">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_DEPTH_ATTACHMENT"><!-- --></A><H3>
GL_DEPTH_ATTACHMENT
</H3>
<PRE>
static final int
<B>GL_DEPTH_ATTACHMENT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_DEPTH_ATTACHMENT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_STENCIL_ATTACHMENT"><!-- --></A><H3>
GL_STENCIL_ATTACHMENT
</H3>
<PRE>
static final int
<B>GL_STENCIL_ATTACHMENT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_STENCIL_ATTACHMENT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_NONE"><!-- --></A><H3>
GL_NONE
</H3>
<PRE>
static final int
<B>GL_NONE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_NONE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_COMPLETE"><!-- --></A><H3>
GL_FRAMEBUFFER_COMPLETE
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_COMPLETE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_COMPLETE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"><!-- --></A><H3>
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"><!-- --></A><H3>
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"><!-- --></A><H3>
GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_UNSUPPORTED"><!-- --></A><H3>
GL_FRAMEBUFFER_UNSUPPORTED
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_UNSUPPORTED
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_UNSUPPORTED">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_FRAMEBUFFER_BINDING"><!-- --></A><H3>
GL_FRAMEBUFFER_BINDING
</H3>
<PRE>
static final int
<B>GL_FRAMEBUFFER_BINDING
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_FRAMEBUFFER_BINDING">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_RENDERBUFFER_BINDING"><!-- --></A><H3>
GL_RENDERBUFFER_BINDING
</H3>
<PRE>
static final int
<B>GL_RENDERBUFFER_BINDING
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_RENDERBUFFER_BINDING">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_MAX_RENDERBUFFER_SIZE"><!-- --></A><H3>
GL_MAX_RENDERBUFFER_SIZE
</H3>
<PRE>
static final int
<B>GL_MAX_RENDERBUFFER_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_MAX_RENDERBUFFER_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_INVALID_FRAMEBUFFER_OPERATION"><!-- --></A><H3>
GL_INVALID_FRAMEBUFFER_OPERATION
</H3>
<PRE>
static final int
<B>GL_INVALID_FRAMEBUFFER_OPERATION
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_INVALID_FRAMEBUFFER_OPERATION">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_VERTEX_PROGRAM_POINT_SIZE"><!-- --></A><H3>
GL_VERTEX_PROGRAM_POINT_SIZE
</H3>
<PRE>
static final int
<B>GL_VERTEX_PROGRAM_POINT_SIZE
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_VERTEX_PROGRAM_POINT_SIZE">Constant Field Values
</A></DL>
</DL>
<HR>
<A NAME="GL_COVERAGE_BUFFER_BIT_NV"><!-- --></A><H3>
GL_COVERAGE_BUFFER_BIT_NV
</H3>
<PRE>
static final int
<B>GL_COVERAGE_BUFFER_BIT_NV
</B></PRE>
<DL>
<DL>
<DT><B>See Also:
</B><DD><A HREF="../../../../constant-values.html#com.badlogic.gdx.graphics.GL20.GL_COVERAGE_BUFFER_BIT_NV">Constant Field Values
</A></DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
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<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="glAttachShader(int, int)"><!-- --></A><H3>
glAttachShader
</H3>
<PRE>
void
<B>glAttachShader
</B>(int
program,
int
shader)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBindAttribLocation(int, int, java.lang.String)"><!-- --></A><H3>
glBindAttribLocation
</H3>
<PRE>
void
<B>glBindAttribLocation
</B>(int
program,
int
index,
java.lang.String
name)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBindBuffer(int, int)"><!-- --></A><H3>
glBindBuffer
</H3>
<PRE>
void
<B>glBindBuffer
</B>(int
target,
int
buffer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBindFramebuffer(int, int)"><!-- --></A><H3>
glBindFramebuffer
</H3>
<PRE>
void
<B>glBindFramebuffer
</B>(int
target,
int
framebuffer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBindRenderbuffer(int, int)"><!-- --></A><H3>
glBindRenderbuffer
</H3>
<PRE>
void
<B>glBindRenderbuffer
</B>(int
target,
int
renderbuffer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBlendColor(float, float, float, float)"><!-- --></A><H3>
glBlendColor
</H3>
<PRE>
void
<B>glBlendColor
</B>(float
red,
float
green,
float
blue,
float
alpha)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBlendEquation(int)"><!-- --></A><H3>
glBlendEquation
</H3>
<PRE>
void
<B>glBlendEquation
</B>(int
mode)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBlendEquationSeparate(int, int)"><!-- --></A><H3>
glBlendEquationSeparate
</H3>
<PRE>
void
<B>glBlendEquationSeparate
</B>(int
modeRGB,
int
modeAlpha)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBlendFuncSeparate(int, int, int, int)"><!-- --></A><H3>
glBlendFuncSeparate
</H3>
<PRE>
void
<B>glBlendFuncSeparate
</B>(int
srcRGB,
int
dstRGB,
int
srcAlpha,
int
dstAlpha)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBufferData(int, int, java.nio.Buffer, int)"><!-- --></A><H3>
glBufferData
</H3>
<PRE>
void
<B>glBufferData
</B>(int
target,
int
size,
java.nio.Buffer
data,
int
usage)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glBufferSubData(int, int, int, java.nio.Buffer)"><!-- --></A><H3>
glBufferSubData
</H3>
<PRE>
void
<B>glBufferSubData
</B>(int
target,
int
offset,
int
size,
java.nio.Buffer
data)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glCheckFramebufferStatus(int)"><!-- --></A><H3>
glCheckFramebufferStatus
</H3>
<PRE>
int
<B>glCheckFramebufferStatus
</B>(int
target)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glCompileShader(int)"><!-- --></A><H3>
glCompileShader
</H3>
<PRE>
void
<B>glCompileShader
</B>(int
shader)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glCreateProgram()"><!-- --></A><H3>
glCreateProgram
</H3>
<PRE>
int
<B>glCreateProgram
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glCreateShader(int)"><!-- --></A><H3>
glCreateShader
</H3>
<PRE>
int
<B>glCreateShader
</B>(int
type)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDeleteBuffers(int, java.nio.IntBuffer)"><!-- --></A><H3>
glDeleteBuffers
</H3>
<PRE>
void
<B>glDeleteBuffers
</B>(int
n,
java.nio.IntBuffer
buffers)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDeleteFramebuffers(int, java.nio.IntBuffer)"><!-- --></A><H3>
glDeleteFramebuffers
</H3>
<PRE>
void
<B>glDeleteFramebuffers
</B>(int
n,
java.nio.IntBuffer
framebuffers)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDeleteProgram(int)"><!-- --></A><H3>
glDeleteProgram
</H3>
<PRE>
void
<B>glDeleteProgram
</B>(int
program)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDeleteRenderbuffers(int, java.nio.IntBuffer)"><!-- --></A><H3>
glDeleteRenderbuffers
</H3>
<PRE>
void
<B>glDeleteRenderbuffers
</B>(int
n,
java.nio.IntBuffer
renderbuffers)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDeleteShader(int)"><!-- --></A><H3>
glDeleteShader
</H3>
<PRE>
void
<B>glDeleteShader
</B>(int
shader)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDetachShader(int, int)"><!-- --></A><H3>
glDetachShader
</H3>
<PRE>
void
<B>glDetachShader
</B>(int
program,
int
shader)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDisableVertexAttribArray(int)"><!-- --></A><H3>
glDisableVertexAttribArray
</H3>
<PRE>
void
<B>glDisableVertexAttribArray
</B>(int
index)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glDrawElements(int, int, int, int)"><!-- --></A><H3>
glDrawElements
</H3>
<PRE>
void
<B>glDrawElements
</B>(int
mode,
int
count,
int
type,
int
indices)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glEnableVertexAttribArray(int)"><!-- --></A><H3>
glEnableVertexAttribArray
</H3>
<PRE>
void
<B>glEnableVertexAttribArray
</B>(int
index)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glFramebufferRenderbuffer(int, int, int, int)"><!-- --></A><H3>
glFramebufferRenderbuffer
</H3>
<PRE>
void
<B>glFramebufferRenderbuffer
</B>(int
target,
int
attachment,
int
renderbuffertarget,
int
renderbuffer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glFramebufferTexture2D(int, int, int, int, int)"><!-- --></A><H3>
glFramebufferTexture2D
</H3>
<PRE>
void
<B>glFramebufferTexture2D
</B>(int
target,
int
attachment,
int
textarget,
int
texture,
int
level)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGenBuffers(int, java.nio.IntBuffer)"><!-- --></A><H3>
glGenBuffers
</H3>
<PRE>
void
<B>glGenBuffers
</B>(int
n,
java.nio.IntBuffer
buffers)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGenerateMipmap(int)"><!-- --></A><H3>
glGenerateMipmap
</H3>
<PRE>
void
<B>glGenerateMipmap
</B>(int
target)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGenFramebuffers(int, java.nio.IntBuffer)"><!-- --></A><H3>
glGenFramebuffers
</H3>
<PRE>
void
<B>glGenFramebuffers
</B>(int
n,
java.nio.IntBuffer
framebuffers)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGenRenderbuffers(int, java.nio.IntBuffer)"><!-- --></A><H3>
glGenRenderbuffers
</H3>
<PRE>
void
<B>glGenRenderbuffers
</B>(int
n,
java.nio.IntBuffer
renderbuffers)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetActiveAttrib(int, int, java.nio.IntBuffer, java.nio.Buffer)"><!-- --></A><H3>
glGetActiveAttrib
</H3>
<PRE>
java.lang.String
<B>glGetActiveAttrib
</B>(int
program,
int
index,
java.nio.IntBuffer
size,
java.nio.Buffer
type)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetActiveUniform(int, int, java.nio.IntBuffer, java.nio.Buffer)"><!-- --></A><H3>
glGetActiveUniform
</H3>
<PRE>
java.lang.String
<B>glGetActiveUniform
</B>(int
program,
int
index,
java.nio.IntBuffer
size,
java.nio.Buffer
type)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetAttachedShaders(int, int, java.nio.Buffer, java.nio.IntBuffer)"><!-- --></A><H3>
glGetAttachedShaders
</H3>
<PRE>
void
<B>glGetAttachedShaders
</B>(int
program,
int
maxcount,
java.nio.Buffer
count,
java.nio.IntBuffer
shaders)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetAttribLocation(int, java.lang.String)"><!-- --></A><H3>
glGetAttribLocation
</H3>
<PRE>
int
<B>glGetAttribLocation
</B>(int
program,
java.lang.String
name)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetBooleanv(int, java.nio.Buffer)"><!-- --></A><H3>
glGetBooleanv
</H3>
<PRE>
void
<B>glGetBooleanv
</B>(int
pname,
java.nio.Buffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetBufferParameteriv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetBufferParameteriv
</H3>
<PRE>
void
<B>glGetBufferParameteriv
</B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetFloatv(int, java.nio.FloatBuffer)"><!-- --></A><H3>
glGetFloatv
</H3>
<PRE>
void
<B>glGetFloatv
</B>(int
pname,
java.nio.FloatBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetFramebufferAttachmentParameteriv(int, int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetFramebufferAttachmentParameteriv
</H3>
<PRE>
void
<B>glGetFramebufferAttachmentParameteriv
</B>(int
target,
int
attachment,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetProgramiv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetProgramiv
</H3>
<PRE>
void
<B>glGetProgramiv
</B>(int
program,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetProgramInfoLog(int)"><!-- --></A><H3>
glGetProgramInfoLog
</H3>
<PRE>
java.lang.String
<B>glGetProgramInfoLog
</B>(int
program)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetRenderbufferParameteriv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetRenderbufferParameteriv
</H3>
<PRE>
void
<B>glGetRenderbufferParameteriv
</B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetShaderiv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetShaderiv
</H3>
<PRE>
void
<B>glGetShaderiv
</B>(int
shader,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetShaderInfoLog(int)"><!-- --></A><H3>
glGetShaderInfoLog
</H3>
<PRE>
java.lang.String
<B>glGetShaderInfoLog
</B>(int
shader)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetShaderPrecisionFormat(int, int, java.nio.IntBuffer, java.nio.IntBuffer)"><!-- --></A><H3>
glGetShaderPrecisionFormat
</H3>
<PRE>
void
<B>glGetShaderPrecisionFormat
</B>(int
shadertype,
int
precisiontype,
java.nio.IntBuffer
range,
java.nio.IntBuffer
precision)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetShaderSource(int, int, java.nio.Buffer, java.lang.String)"><!-- --></A><H3>
glGetShaderSource
</H3>
<PRE>
void
<B>glGetShaderSource
</B>(int
shader,
int
bufsize,
java.nio.Buffer
length,
java.lang.String
source)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetTexParameterfv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glGetTexParameterfv
</H3>
<PRE>
void
<B>glGetTexParameterfv
</B>(int
target,
int
pname,
java.nio.FloatBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetTexParameteriv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetTexParameteriv
</H3>
<PRE>
void
<B>glGetTexParameteriv
</B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetUniformfv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glGetUniformfv
</H3>
<PRE>
void
<B>glGetUniformfv
</B>(int
program,
int
location,
java.nio.FloatBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetUniformiv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetUniformiv
</H3>
<PRE>
void
<B>glGetUniformiv
</B>(int
program,
int
location,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetUniformLocation(int, java.lang.String)"><!-- --></A><H3>
glGetUniformLocation
</H3>
<PRE>
int
<B>glGetUniformLocation
</B>(int
program,
java.lang.String
name)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetVertexAttribfv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glGetVertexAttribfv
</H3>
<PRE>
void
<B>glGetVertexAttribfv
</B>(int
index,
int
pname,
java.nio.FloatBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetVertexAttribiv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glGetVertexAttribiv
</H3>
<PRE>
void
<B>glGetVertexAttribiv
</B>(int
index,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glGetVertexAttribPointerv(int, int, java.nio.Buffer)"><!-- --></A><H3>
glGetVertexAttribPointerv
</H3>
<PRE>
void
<B>glGetVertexAttribPointerv
</B>(int
index,
int
pname,
java.nio.Buffer
pointer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glIsBuffer(int)"><!-- --></A><H3>
glIsBuffer
</H3>
<PRE>
boolean
<B>glIsBuffer
</B>(int
buffer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glIsEnabled(int)"><!-- --></A><H3>
glIsEnabled
</H3>
<PRE>
boolean
<B>glIsEnabled
</B>(int
cap)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glIsFramebuffer(int)"><!-- --></A><H3>
glIsFramebuffer
</H3>
<PRE>
boolean
<B>glIsFramebuffer
</B>(int
framebuffer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glIsProgram(int)"><!-- --></A><H3>
glIsProgram
</H3>
<PRE>
boolean
<B>glIsProgram
</B>(int
program)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glIsRenderbuffer(int)"><!-- --></A><H3>
glIsRenderbuffer
</H3>
<PRE>
boolean
<B>glIsRenderbuffer
</B>(int
renderbuffer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glIsShader(int)"><!-- --></A><H3>
glIsShader
</H3>
<PRE>
boolean
<B>glIsShader
</B>(int
shader)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glIsTexture(int)"><!-- --></A><H3>
glIsTexture
</H3>
<PRE>
boolean
<B>glIsTexture
</B>(int
texture)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glLinkProgram(int)"><!-- --></A><H3>
glLinkProgram
</H3>
<PRE>
void
<B>glLinkProgram
</B>(int
program)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glReleaseShaderCompiler()"><!-- --></A><H3>
glReleaseShaderCompiler
</H3>
<PRE>
void
<B>glReleaseShaderCompiler
</B>()
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glRenderbufferStorage(int, int, int, int)"><!-- --></A><H3>
glRenderbufferStorage
</H3>
<PRE>
void
<B>glRenderbufferStorage
</B>(int
target,
int
internalformat,
int
width,
int
height)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glSampleCoverage(float, boolean)"><!-- --></A><H3>
glSampleCoverage
</H3>
<PRE>
void
<B>glSampleCoverage
</B>(float
value,
boolean
invert)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glShaderBinary(int, java.nio.IntBuffer, int, java.nio.Buffer, int)"><!-- --></A><H3>
glShaderBinary
</H3>
<PRE>
void
<B>glShaderBinary
</B>(int
n,
java.nio.IntBuffer
shaders,
int
binaryformat,
java.nio.Buffer
binary,
int
length)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glShaderSource(int, java.lang.String)"><!-- --></A><H3>
glShaderSource
</H3>
<PRE>
void
<B>glShaderSource
</B>(int
shader,
java.lang.String
string)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glStencilFuncSeparate(int, int, int, int)"><!-- --></A><H3>
glStencilFuncSeparate
</H3>
<PRE>
void
<B>glStencilFuncSeparate
</B>(int
face,
int
func,
int
ref,
int
mask)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glStencilMaskSeparate(int, int)"><!-- --></A><H3>
glStencilMaskSeparate
</H3>
<PRE>
void
<B>glStencilMaskSeparate
</B>(int
face,
int
mask)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glStencilOpSeparate(int, int, int, int)"><!-- --></A><H3>
glStencilOpSeparate
</H3>
<PRE>
void
<B>glStencilOpSeparate
</B>(int
face,
int
fail,
int
zfail,
int
zpass)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glTexParameterfv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glTexParameterfv
</H3>
<PRE>
void
<B>glTexParameterfv
</B>(int
target,
int
pname,
java.nio.FloatBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glTexParameteri(int, int, int)"><!-- --></A><H3>
glTexParameteri
</H3>
<PRE>
void
<B>glTexParameteri
</B>(int
target,
int
pname,
int
param)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glTexParameteriv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glTexParameteriv
</H3>
<PRE>
void
<B>glTexParameteriv
</B>(int
target,
int
pname,
java.nio.IntBuffer
params)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform1f(int, float)"><!-- --></A><H3>
glUniform1f
</H3>
<PRE>
void
<B>glUniform1f
</B>(int
location,
float
x)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform1fv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glUniform1fv
</H3>
<PRE>
void
<B>glUniform1fv
</B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform1i(int, int)"><!-- --></A><H3>
glUniform1i
</H3>
<PRE>
void
<B>glUniform1i
</B>(int
location,
int
x)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform1iv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glUniform1iv
</H3>
<PRE>
void
<B>glUniform1iv
</B>(int
location,
int
count,
java.nio.IntBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform2f(int, float, float)"><!-- --></A><H3>
glUniform2f
</H3>
<PRE>
void
<B>glUniform2f
</B>(int
location,
float
x,
float
y)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform2fv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glUniform2fv
</H3>
<PRE>
void
<B>glUniform2fv
</B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform2i(int, int, int)"><!-- --></A><H3>
glUniform2i
</H3>
<PRE>
void
<B>glUniform2i
</B>(int
location,
int
x,
int
y)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform2iv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glUniform2iv
</H3>
<PRE>
void
<B>glUniform2iv
</B>(int
location,
int
count,
java.nio.IntBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform3f(int, float, float, float)"><!-- --></A><H3>
glUniform3f
</H3>
<PRE>
void
<B>glUniform3f
</B>(int
location,
float
x,
float
y,
float
z)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform3fv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glUniform3fv
</H3>
<PRE>
void
<B>glUniform3fv
</B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform3i(int, int, int, int)"><!-- --></A><H3>
glUniform3i
</H3>
<PRE>
void
<B>glUniform3i
</B>(int
location,
int
x,
int
y,
int
z)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform3iv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glUniform3iv
</H3>
<PRE>
void
<B>glUniform3iv
</B>(int
location,
int
count,
java.nio.IntBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform4f(int, float, float, float, float)"><!-- --></A><H3>
glUniform4f
</H3>
<PRE>
void
<B>glUniform4f
</B>(int
location,
float
x,
float
y,
float
z,
float
w)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform4fv(int, int, java.nio.FloatBuffer)"><!-- --></A><H3>
glUniform4fv
</H3>
<PRE>
void
<B>glUniform4fv
</B>(int
location,
int
count,
java.nio.FloatBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform4i(int, int, int, int, int)"><!-- --></A><H3>
glUniform4i
</H3>
<PRE>
void
<B>glUniform4i
</B>(int
location,
int
x,
int
y,
int
z,
int
w)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniform4iv(int, int, java.nio.IntBuffer)"><!-- --></A><H3>
glUniform4iv
</H3>
<PRE>
void
<B>glUniform4iv
</B>(int
location,
int
count,
java.nio.IntBuffer
v)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniformMatrix2fv(int, int, boolean, java.nio.FloatBuffer)"><!-- --></A><H3>
glUniformMatrix2fv
</H3>
<PRE>
void
<B>glUniformMatrix2fv
</B>(int
location,
int
count,
boolean
transpose,
java.nio.FloatBuffer
value)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniformMatrix3fv(int, int, boolean, java.nio.FloatBuffer)"><!-- --></A><H3>
glUniformMatrix3fv
</H3>
<PRE>
void
<B>glUniformMatrix3fv
</B>(int
location,
int
count,
boolean
transpose,
java.nio.FloatBuffer
value)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUniformMatrix4fv(int, int, boolean, java.nio.FloatBuffer)"><!-- --></A><H3>
glUniformMatrix4fv
</H3>
<PRE>
void
<B>glUniformMatrix4fv
</B>(int
location,
int
count,
boolean
transpose,
java.nio.FloatBuffer
value)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glUseProgram(int)"><!-- --></A><H3>
glUseProgram
</H3>
<PRE>
void
<B>glUseProgram
</B>(int
program)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glValidateProgram(int)"><!-- --></A><H3>
glValidateProgram
</H3>
<PRE>
void
<B>glValidateProgram
</B>(int
program)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib1f(int, float)"><!-- --></A><H3>
glVertexAttrib1f
</H3>
<PRE>
void
<B>glVertexAttrib1f
</B>(int
indx,
float
x)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib1fv(int, java.nio.FloatBuffer)"><!-- --></A><H3>
glVertexAttrib1fv
</H3>
<PRE>
void
<B>glVertexAttrib1fv
</B>(int
indx,
java.nio.FloatBuffer
values)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib2f(int, float, float)"><!-- --></A><H3>
glVertexAttrib2f
</H3>
<PRE>
void
<B>glVertexAttrib2f
</B>(int
indx,
float
x,
float
y)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib2fv(int, java.nio.FloatBuffer)"><!-- --></A><H3>
glVertexAttrib2fv
</H3>
<PRE>
void
<B>glVertexAttrib2fv
</B>(int
indx,
java.nio.FloatBuffer
values)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib3f(int, float, float, float)"><!-- --></A><H3>
glVertexAttrib3f
</H3>
<PRE>
void
<B>glVertexAttrib3f
</B>(int
indx,
float
x,
float
y,
float
z)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib3fv(int, java.nio.FloatBuffer)"><!-- --></A><H3>
glVertexAttrib3fv
</H3>
<PRE>
void
<B>glVertexAttrib3fv
</B>(int
indx,
java.nio.FloatBuffer
values)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib4f(int, float, float, float, float)"><!-- --></A><H3>
glVertexAttrib4f
</H3>
<PRE>
void
<B>glVertexAttrib4f
</B>(int
indx,
float
x,
float
y,
float
z,
float
w)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttrib4fv(int, java.nio.FloatBuffer)"><!-- --></A><H3>
glVertexAttrib4fv
</H3>
<PRE>
void
<B>glVertexAttrib4fv
</B>(int
indx,
java.nio.FloatBuffer
values)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttribPointer(int, int, int, boolean, int, java.nio.Buffer)"><!-- --></A><H3>
glVertexAttribPointer
</H3>
<PRE>
void
<B>glVertexAttribPointer
</B>(int
indx,
int
size,
int
type,
boolean
normalized,
int
stride,
java.nio.Buffer
ptr)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="glVertexAttribPointer(int, int, int, boolean, int, int)"><!-- --></A><H3>
glVertexAttribPointer
</H3>
<PRE>
void
<B>glVertexAttribPointer
</B>(int
indx,
int
size,
int
type,
boolean
normalized,
int
stride,
int
ptr)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
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