Added some more WebGL functions to gl_functions.js. Made the test_app render something more interesting. Added a bool return from App_UpdateAndRender which allows it to request that the application loop ends.
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@@ -109,12 +109,21 @@
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"void jsGlAttachShader(GlId programId, GlId shaderId)",
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"void jsGlBindBuffer(GlEnum bufferType, GlId bufferId)",
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"void jsGlBindVertexArray(GlId vaoId)",
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"void jsGlBlendFunc(GlEnum srcFactor, GlEnum dstFactor)",
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"void jsGlBlendFuncSeparate(GlEnum srcRGB, GlEnum dstRGB, GlEnum srcAlpha, GlEnum dstAlpha)",
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"void jsGlBufferData(GlEnum bufferType, u32 dataLength, const void* dataPntr, GlEnum usageHint)",
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"void jsGlClear(int bufferBits)",
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"void jsGlClearColor(r32 rValue, r32 gValue, r32 bValue, r32 aValue)",
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"void jsGlCompileShader(GlId shaderId)",
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"void jsGlDeleteBuffer(GlId bufferId)",
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"void jsGlDeleteProgram(GlId programId)",
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"void jsGlDeleteShader(GlId shaderId)",
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"void jsGlDepthFunc(GlEnum depthFunc)",
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"void jsGlDisable(GlEnum capability)",
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"void jsGlDrawArrays(GlEnum geometryType, int startIndex, int count)",
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"void jsGlEnable(GlEnum capability)",
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"void jsGlEnableVertexAttribArray(GlEnum location)",
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"void jsGlFrontFace(GlEnum cullMode)",
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"void jsGlLinkProgram(GlId programId)",
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"void jsGlShaderSource(GlId shaderId, int sourceLength, const char* sourcePntr)",
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"void jsGlUniform1f(int location, r32 value)",
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