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This is also the first time they just stopped bothering and introduced a name that is neither in the official gl.xml nor in the google-private ANGLE-specific gl.xml. So yeah, gotta make my own gl.xml. I wonder how other people do this. Do they just type out the headers themselves? Or what's the process for this fucking trash fire these days??pull/650/head
7 changed files with 154 additions and 19 deletions
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<?xml version="1.0" encoding="UTF-8"?> |
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<registry> |
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<comment> |
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This contains signatures of functions that are in WebGL 1 but not in ES |
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and (of course) gl.xml doesn't bother adding any WebGL-specific special |
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case. |
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</comment> |
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<!-- SECTION: GL command definitions. --> |
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<commands namespace="GL"> |
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<!-- Copied from gl_angle_ext.xml with the suffix changed --> |
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<command> |
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<proto>void <name>glPolygonModeWEBGL</name></proto> |
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<param group="TriangleFace"><ptype>GLenum</ptype> <name>face</name></param> |
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<param group="PolygonMode"><ptype>GLenum</ptype> <name>mode</name></param> |
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</command> |
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</commands> |
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<!-- SECTION: extension interface definitions. --> |
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<extensions> |
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<!-- WEBGL extension interface definitions, which are basically just |
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from ANGLE's gl_angle_ext.xml with the suffix changed --> |
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<extension name="GL_WEBGL_polygon_mode" supported='gles2'> |
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<require> |
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<enum name="GL_POLYGON_MODE_WEBGL"/> |
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<enum name="GL_LINE_WEBGL"/> |
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<enum name="GL_FILL_WEBGL"/> |
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<enum name="GL_POLYGON_OFFSET_LINE_WEBGL"/> |
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<command name="glPolygonModeWEBGL"/> |
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</require> |
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</extension> |
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</extensions> |
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<!-- SECTION: GL enumerant (token) definitions. --> |
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<enums namespace="GL" vendor="ANGLE"> |
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<!-- Copied from gl_angle_ext.xml with the suffix changed --> |
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<enum value="0x0B40" name="GL_POLYGON_MODE_WEBGL" group="GetPName"/> |
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<enum value="0x1B01" name="GL_LINE_WEBGL" group="PolygonMode"/> |
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<enum value="0x1B02" name="GL_FILL_WEBGL" group="PolygonMode"/> |
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<enum value="0x2A02" name="GL_POLYGON_OFFSET_LINE_WEBGL" group="GetPName,EnableCap"/> |
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</enums> |
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</registry> |
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