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GLES20 클래스

정의

OpenGL ES 2.

[Android.Runtime.Register("android/opengl/GLES20", DoNotGenerateAcw=true)]
public class GLES20 : Java.Lang.Object
[<Android.Runtime.Register("android/opengl/GLES20", DoNotGenerateAcw=true)>]
type GLES20 = class
    inherit Object
상속
GLES20
파생
특성

설명

OpenGL ES 2.0

에 대한 Java 설명서입니다 android.opengl.GLES20.

이 페이지의 일부는 만들고 공유하며 에 설명된 용어에 따라 사용되는 작업을 기반으로 수정됩니다.

생성자

GLES20()
GLES20(IntPtr, JniHandleOwnership)

JNI 개체의 관리되는 표현을 만들 때 사용되는 생성자입니다. 런타임에서 호출합니다.

필드

GlActiveAttributeMaxLength
GlActiveAttributes
GlActiveUniformMaxLength
GlActiveUniforms
GlAliasedLineWidthRange
GlAliasedPointSizeRange
GlAlpha
GlAlphaBits
GlAlways
GlArrayBuffer
GlArrayBufferBinding
GlAttachedShaders
GlBack
GlBlend
GlBlendDstAlpha
GlBlendDstRgb
GlBlendEquationAlpha
GlBlendEquationRgb
GlBlendSrcAlpha
GlBlendSrcRgb
GlBlueBits
GlBool
GlBoolVec2
GlBoolVec3
GlBoolVec4
GlBufferSize
GlBufferUsage
GlByte
GlCcw
GlClampToEdge
GlColorAttachment0
GlColorBufferBit
GlColorClearValue
GlColorWritemask
GlCompileStatus
GlCompressedTextureFormats
GlConstantAlpha
GlConstantColor
GlCullFaceMode
GlCurrentProgram
GlCurrentVertexAttrib
GlCw
GlDecr
GlDecrWrap
GlDeleteStatus
GlDepthAttachment
GlDepthBits
GlDepthBufferBit
GlDepthClearValue
GlDepthComponent
GlDepthComponent16
GlDepthRange
GlDepthTest
GlDepthWritemask
GlDither
GlDontCare
GlDstAlpha
GlDstColor
GlDynamicDraw
GlElementArrayBuffer
GlElementArrayBufferBinding
GlEqual
GlExtensions
GlFalse
GlFastest
GlFixed
GlFloat
GlFloatMat2
GlFloatMat3
GlFloatMat4
GlFloatVec2
GlFloatVec3
GlFloatVec4
GlFragmentShader
GlFramebuffer
GlFramebufferAttachmentObjectName
GlFramebufferAttachmentObjectType
GlFramebufferAttachmentTextureCubeMapFace
GlFramebufferAttachmentTextureLevel
GlFramebufferBinding
GlFramebufferComplete
GlFramebufferIncompleteAttachment
GlFramebufferIncompleteDimensions
GlFramebufferIncompleteMissingAttachment
GlFramebufferUnsupported
GlFront
GlFrontAndBack
GlFuncAdd
GlFuncReverseSubtract
GlFuncSubtract
GlGenerateMipmapHint
GlGequal
GlGreater
GlGreenBits
GlHighFloat
GlHighInt
GlImplementationColorReadFormat
GlImplementationColorReadType
GlIncr
GlIncrWrap
GlInfoLogLength
GlInt
GlIntVec2
GlIntVec3
GlIntVec4
GlInvalidEnum
GlInvalidFramebufferOperation
GlInvalidOperation
GlInvalidValue
GlInvert
GlKeep
GlLequal
GlLess
GlLinear
GlLinearMipmapLinear
GlLinearMipmapNearest
GlLineLoop
GlLines
GlLineStrip
GlLinkStatus
GlLowFloat
GlLowInt
GlLuminance
GlLuminanceAlpha
GlMaxCombinedTextureImageUnits
GlMaxCubeMapTextureSize
GlMaxFragmentUniformVectors
GlMaxRenderbufferSize
GlMaxTextureImageUnits
GlMaxTextureSize
GlMaxVaryingVectors
GlMaxVertexAttribs
GlMaxVertexTextureImageUnits
GlMaxVertexUniformVectors
GlMaxViewportDims
GlMediumFloat
GlMediumInt
GlMirroredRepeat
GlNearest
GlNearestMipmapLinear
GlNearestMipmapNearest
GlNever
GlNicest
GlNoError
GlNone
GlNotequal
GlNumCompressedTextureFormats
GlNumShaderBinaryFormats
GlOne
GlOneMinusConstantAlpha
GlOneMinusConstantColor
GlOneMinusDstAlpha
GlOneMinusDstColor
GlOneMinusSrcAlpha
GlOneMinusSrcColor
GlOutOfMemory
GlPackAlignment
GlPoints
GlPolygonOffsetFactor
GlPolygonOffsetFill
GlPolygonOffsetUnits
GlRedBits
GlRenderbuffer
GlRenderbufferAlphaSize
GlRenderbufferBinding
GlRenderbufferBlueSize
GlRenderbufferDepthSize
GlRenderbufferGreenSize
GlRenderbufferHeight
GlRenderbufferInternalFormat
GlRenderbufferRedSize
GlRenderbufferStencilSize
GlRenderbufferWidth
GlRenderer
GlRepeat
GlReplace
GlRgb
GlRgb565
GlRgb5A1
GlRgba
GlRgba4
GlSampleAlphaToCoverage
GlSampleBuffers
GlSampleCoverageInvert
GlSampleCoverageValue
GlSampler2d
GlSamplerCube
GlSamples
GlScissorBox
GlScissorTest
GlShaderBinaryFormats
GlShaderCompiler
GlShaderSourceLength
GlShaderType
GlShadingLanguageVersion
GlShort
GlSrcAlpha
GlSrcAlphaSaturate
GlSrcColor
GlStaticDraw
GlStencilAttachment
GlStencilBackFail
GlStencilBackFunc
GlStencilBackPassDepthFail
GlStencilBackPassDepthPass
GlStencilBackRef
GlStencilBackValueMask
GlStencilBackWritemask
GlStencilBits
GlStencilBufferBit
GlStencilClearValue
GlStencilFail
GlStencilIndex
GlStencilIndex8
GlStencilPassDepthFail
GlStencilPassDepthPass
GlStencilRef
GlStencilTest
GlStencilValueMask
GlStencilWritemask
GlStreamDraw
GlSubpixelBits
GlTexture
GlTexture0
GlTexture1
GlTexture10
GlTexture11
GlTexture12
GlTexture13
GlTexture14
GlTexture15
GlTexture16
GlTexture17
GlTexture18
GlTexture19
GlTexture2
GlTexture20
GlTexture21
GlTexture22
GlTexture23
GlTexture24
GlTexture25
GlTexture26
GlTexture27
GlTexture28
GlTexture29
GlTexture2d
GlTexture3
GlTexture30
GlTexture31
GlTexture4
GlTexture5
GlTexture6
GlTexture7
GlTexture8
GlTexture9
GlTextureBinding2d
GlTextureBindingCubeMap
GlTextureCubeMap
GlTextureCubeMapNegativeX
GlTextureCubeMapNegativeY
GlTextureCubeMapNegativeZ
GlTextureCubeMapPositiveX
GlTextureCubeMapPositiveY
GlTextureCubeMapPositiveZ
GlTextureMagFilter
GlTextureMinFilter
GlTextureWrapS
GlTextureWrapT
GlTriangleFan
GlTriangles
GlTriangleStrip
GlTrue
GlUnpackAlignment
GlUnsignedByte
GlUnsignedInt
GlUnsignedShort
GlUnsignedShort4444
GlUnsignedShort5551
GlUnsignedShort565
GlValidateStatus
GlVendor
GlVersion
GlVertexAttribArrayBufferBinding
GlVertexAttribArrayEnabled
GlVertexAttribArrayNormalized
GlVertexAttribArrayPointer
GlVertexAttribArraySize
GlVertexAttribArrayStride
GlVertexAttribArrayType
GlVertexShader
GlZero

속성

Class

Object의 런타임 클래스를 반환합니다.

(다음에서 상속됨 Object)
Handle

기본 Android instance 대한 핸들입니다.

(다음에서 상속됨 Object)
JniIdentityHashCode

OpenGL ES 2.

(다음에서 상속됨 Object)
JniPeerMembers

OpenGL ES 2.

PeerReference

OpenGL ES 2.

(다음에서 상속됨 Object)
ThresholdClass

이 API는 Android용 Mono 인프라를 지원하며 코드에서 직접 사용할 수 없습니다.

ThresholdType

이 API는 Android용 Mono 인프라를 지원하며 코드에서 직접 사용할 수 없습니다.

메서드

Clone()

이 개체의 복사본을 만들고 반환합니다.

(다음에서 상속됨 Object)
Dispose()

OpenGL ES 2.

(다음에서 상속됨 Object)
Dispose(Boolean)

OpenGL ES 2.

(다음에서 상속됨 Object)
Equals(Object)

다른 개체가 이 개체와 "같음"인지 여부를 나타냅니다.

(다음에서 상속됨 Object)
GetHashCode()

개체의 해시 코드 값을 반환합니다.

(다음에서 상속됨 Object)
GlActiveTexture(Int32)
GlAttachShader(Int32, Int32)
GlBindAttribLocation(Int32, Int32, String)
GlBindBuffer(Int32, Int32)
GlBindFramebuffer(Int32, Int32)
GlBindRenderbuffer(Int32, Int32)
GlBindTexture(Int32, Int32)
GlBlendColor(Single, Single, Single, Single)
GlBlendEquation(Int32)
GlBlendEquationSeparate(Int32, Int32)
GlBlendFunc(Int32, Int32)
GlBlendFuncSeparate(Int32, Int32, Int32, Int32)
GlBufferData(Int32, Int32, Buffer, Int32)
GlBufferSubData(Int32, Int32, Int32, Buffer)
GlCheckFramebufferStatus(Int32)
GlClear(Int32)
GlClearColor(Single, Single, Single, Single)
GlClearDepthf(Single)
GlClearStencil(Int32)
GlColorMask(Boolean, Boolean, Boolean, Boolean)
GlCompileShader(Int32)
GlCompressedTexImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
GlCompressedTexSubImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
GlCopyTexImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
GlCopyTexSubImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
GlCreateProgram()
GlCreateShader(Int32)
GlCullFace(Int32)
GlDeleteBuffers(Int32, Int32[], Int32)
GlDeleteBuffers(Int32, IntBuffer)
GlDeleteFramebuffers(Int32, Int32[], Int32)
GlDeleteFramebuffers(Int32, IntBuffer)
GlDeleteProgram(Int32)
GlDeleteRenderbuffers(Int32, Int32[], Int32)
GlDeleteRenderbuffers(Int32, IntBuffer)
GlDeleteShader(Int32)
GlDeleteTextures(Int32, Int32[], Int32)
GlDeleteTextures(Int32, IntBuffer)
GlDepthFunc(Int32)
GlDepthMask(Boolean)
GlDepthRangef(Single, Single)
GlDetachShader(Int32, Int32)
GlDisable(Int32)
GlDisableVertexAttribArray(Int32)
GlDrawArrays(Int32, Int32, Int32)
GlDrawElements(Int32, Int32, Int32, Buffer)
GlDrawElements(Int32, Int32, Int32, Int32)
GlEnable(Int32)
GlEnableVertexAttribArray(Int32)
GlFinish()
GlFlush()
GlFramebufferRenderbuffer(Int32, Int32, Int32, Int32)
GlFramebufferTexture2D(Int32, Int32, Int32, Int32, Int32)
GlFrontFace(Int32)
GlGenBuffers(Int32, Int32[], Int32)
GlGenBuffers(Int32, IntBuffer)
GlGenerateMipmap(Int32)
GlGenFramebuffers(Int32, Int32[], Int32)
GlGenFramebuffers(Int32, IntBuffer)
GlGenRenderbuffers(Int32, Int32[], Int32)
GlGenRenderbuffers(Int32, IntBuffer)
GlGenTextures(Int32, Int32[], Int32)
GlGenTextures(Int32, IntBuffer)
GlGetActiveAttrib(Int32, Int32, Int32, Int32[], Int32, Int32[], Int32, Int32[], Int32, Byte[], Int32)
GlGetActiveAttrib(Int32, Int32, Int32, IntBuffer, IntBuffer, IntBuffer, SByte)
GlGetActiveAttrib(Int32, Int32, Int32[], Int32, Int32[], Int32)
GlGetActiveAttrib(Int32, Int32, IntBuffer, IntBuffer)
GlGetActiveUniform(Int32, Int32, Int32, Int32[], Int32, Int32[], Int32, Int32[], Int32, Byte[], Int32)
GlGetActiveUniform(Int32, Int32, Int32, IntBuffer, IntBuffer, IntBuffer, SByte)
GlGetActiveUniform(Int32, Int32, Int32[], Int32, Int32[], Int32)
GlGetActiveUniform(Int32, Int32, IntBuffer, IntBuffer)
GlGetAttachedShaders(Int32, Int32, Int32[], Int32, Int32[], Int32)
GlGetAttachedShaders(Int32, Int32, IntBuffer, IntBuffer)
GlGetAttribLocation(Int32, String)
GlGetBooleanv(Int32, Boolean[], Int32)
GlGetBooleanv(Int32, IntBuffer)
GlGetBufferParameteriv(Int32, Int32, Int32[], Int32)
GlGetBufferParameteriv(Int32, Int32, IntBuffer)
GlGetError()
GlGetFloatv(Int32, FloatBuffer)
GlGetFloatv(Int32, Single[], Int32)
GlGetFramebufferAttachmentParameteriv(Int32, Int32, Int32, Int32[], Int32)
GlGetFramebufferAttachmentParameteriv(Int32, Int32, Int32, IntBuffer)
GlGetIntegerv(Int32, Int32[], Int32)
GlGetIntegerv(Int32, IntBuffer)
GlGetProgramInfoLog(Int32)
GlGetProgramiv(Int32, Int32, Int32[], Int32)
GlGetProgramiv(Int32, Int32, IntBuffer)
GlGetRenderbufferParameteriv(Int32, Int32, Int32[], Int32)
GlGetRenderbufferParameteriv(Int32, Int32, IntBuffer)
GlGetShaderInfoLog(Int32)
GlGetShaderiv(Int32, Int32, Int32[], Int32)
GlGetShaderiv(Int32, Int32, IntBuffer)
GlGetShaderPrecisionFormat(Int32, Int32, Int32[], Int32, Int32[], Int32)
GlGetShaderPrecisionFormat(Int32, Int32, IntBuffer, IntBuffer)
GlGetShaderSource(Int32)
GlGetShaderSource(Int32, Int32, Int32[], Int32, Byte[], Int32)
GlGetShaderSource(Int32, Int32, IntBuffer, SByte)
GlGetString(Int32)
GlGetTexParameterfv(Int32, Int32, FloatBuffer)
GlGetTexParameterfv(Int32, Int32, Single[], Int32)
GlGetTexParameteriv(Int32, Int32, Int32[], Int32)
GlGetTexParameteriv(Int32, Int32, IntBuffer)
GlGetUniformfv(Int32, Int32, FloatBuffer)
GlGetUniformfv(Int32, Int32, Single[], Int32)
GlGetUniformiv(Int32, Int32, Int32[], Int32)
GlGetUniformiv(Int32, Int32, IntBuffer)
GlGetUniformLocation(Int32, String)
GlGetVertexAttribfv(Int32, Int32, FloatBuffer)
GlGetVertexAttribfv(Int32, Int32, Single[], Int32)
GlGetVertexAttribiv(Int32, Int32, Int32[], Int32)
GlGetVertexAttribiv(Int32, Int32, IntBuffer)
GlHint(Int32, Int32)
GlIsBuffer(Int32)
GlIsEnabled(Int32)
GlIsFramebuffer(Int32)
GlIsProgram(Int32)
GlIsRenderbuffer(Int32)
GlIsShader(Int32)
GlIsTexture(Int32)
GlLineWidth(Single)
GlLinkProgram(Int32)
GlPixelStorei(Int32, Int32)
GlPolygonOffset(Single, Single)
GlReadPixels(Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
GlReleaseShaderCompiler()
GlRenderbufferStorage(Int32, Int32, Int32, Int32)
GlSampleCoverage(Single, Boolean)
GlScissor(Int32, Int32, Int32, Int32)
GlShaderBinary(Int32, Int32[], Int32, Int32, Buffer, Int32)
GlShaderBinary(Int32, IntBuffer, Int32, Buffer, Int32)
GlShaderSource(Int32, String)
GlStencilFunc(Int32, Int32, Int32)
GlStencilFuncSeparate(Int32, Int32, Int32, Int32)
GlStencilMask(Int32)
GlStencilMaskSeparate(Int32, Int32)
GlStencilOp(Int32, Int32, Int32)
GlStencilOpSeparate(Int32, Int32, Int32, Int32)
GlTexImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
GlTexParameterf(Int32, Int32, Single)
GlTexParameterfv(Int32, Int32, FloatBuffer)
GlTexParameterfv(Int32, Int32, Single[], Int32)
GlTexParameteri(Int32, Int32, Int32)
GlTexParameteriv(Int32, Int32, Int32[], Int32)
GlTexParameteriv(Int32, Int32, IntBuffer)
GlTexSubImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
GlUniform1f(Int32, Single)
GlUniform1fv(Int32, Int32, FloatBuffer)
GlUniform1fv(Int32, Int32, Single[], Int32)
GlUniform1i(Int32, Int32)
GlUniform1iv(Int32, Int32, Int32[], Int32)
GlUniform1iv(Int32, Int32, IntBuffer)
GlUniform2f(Int32, Single, Single)
GlUniform2fv(Int32, Int32, FloatBuffer)
GlUniform2fv(Int32, Int32, Single[], Int32)
GlUniform2i(Int32, Int32, Int32)
GlUniform2iv(Int32, Int32, Int32[], Int32)
GlUniform2iv(Int32, Int32, IntBuffer)
GlUniform3f(Int32, Single, Single, Single)
GlUniform3fv(Int32, Int32, FloatBuffer)
GlUniform3fv(Int32, Int32, Single[], Int32)
GlUniform3i(Int32, Int32, Int32, Int32)
GlUniform3iv(Int32, Int32, Int32[], Int32)
GlUniform3iv(Int32, Int32, IntBuffer)
GlUniform4f(Int32, Single, Single, Single, Single)
GlUniform4fv(Int32, Int32, FloatBuffer)
GlUniform4fv(Int32, Int32, Single[], Int32)
GlUniform4i(Int32, Int32, Int32, Int32, Int32)
GlUniform4iv(Int32, Int32, Int32[], Int32)
GlUniform4iv(Int32, Int32, IntBuffer)
GlUniformMatrix2fv(Int32, Int32, Boolean, FloatBuffer)
GlUniformMatrix2fv(Int32, Int32, Boolean, Single[], Int32)
GlUniformMatrix3fv(Int32, Int32, Boolean, FloatBuffer)
GlUniformMatrix3fv(Int32, Int32, Boolean, Single[], Int32)
GlUniformMatrix4fv(Int32, Int32, Boolean, FloatBuffer)
GlUniformMatrix4fv(Int32, Int32, Boolean, Single[], Int32)
GlUseProgram(Int32)
GlValidateProgram(Int32)
GlVertexAttrib1f(Int32, Single)
GlVertexAttrib1fv(Int32, FloatBuffer)
GlVertexAttrib1fv(Int32, Single[], Int32)
GlVertexAttrib2f(Int32, Single, Single)
GlVertexAttrib2fv(Int32, FloatBuffer)
GlVertexAttrib2fv(Int32, Single[], Int32)
GlVertexAttrib3f(Int32, Single, Single, Single)
GlVertexAttrib3fv(Int32, FloatBuffer)
GlVertexAttrib3fv(Int32, Single[], Int32)
GlVertexAttrib4f(Int32, Single, Single, Single, Single)
GlVertexAttrib4fv(Int32, FloatBuffer)
GlVertexAttrib4fv(Int32, Single[], Int32)
GlVertexAttribPointer(Int32, Int32, Int32, Boolean, Int32, Buffer)
GlVertexAttribPointer(Int32, Int32, Int32, Boolean, Int32, Int32)
GlViewport(Int32, Int32, Int32, Int32)
JavaFinalize()

가비지 수집에서 개체에 대한 참조가 더 이상 없다고 판단할 때 개체의 가비지 수집기에서 호출됩니다.

(다음에서 상속됨 Object)
Notify()

이 개체의 모니터에서 대기 중인 단일 스레드를 해제합니다.

(다음에서 상속됨 Object)
NotifyAll()

이 개체의 모니터에서 대기 중인 모든 스레드를 해제합니다.

(다음에서 상속됨 Object)
SetHandle(IntPtr, JniHandleOwnership)

Handle 속성을 설정합니다.

(다음에서 상속됨 Object)
ToArray<T>()

OpenGL ES 2.

(다음에서 상속됨 Object)
ToString()

개체의 문자열 표현을 반환합니다.

(다음에서 상속됨 Object)
UnregisterFromRuntime()

OpenGL ES 2.

(다음에서 상속됨 Object)
Wait()

현재 스레드가 각성될 때까지 대기하도록 합니다. 일반적으로 <알림을<> 받>거나<<> 중단/em>합니다.

(다음에서 상속됨 Object)
Wait(Int64)

현재 스레드가 깨어날 때까지 대기하게 하며, 일반적으로 <알림을 받<>거나 중단</>em>>을 받거나 <일정량의 실시간이 경과할 때까지 대기합니다.

(다음에서 상속됨 Object)
Wait(Int64, Int32)

현재 스레드가 깨어날 때까지 대기하게 하며, 일반적으로 <알림을 받<>거나 중단</>em>>을 받거나 <일정량의 실시간이 경과할 때까지 대기합니다.

(다음에서 상속됨 Object)

명시적 인터페이스 구현

IJavaPeerable.Disposed()

OpenGL ES 2.

(다음에서 상속됨 Object)
IJavaPeerable.DisposeUnlessReferenced()

OpenGL ES 2.

(다음에서 상속됨 Object)
IJavaPeerable.Finalized()

OpenGL ES 2.

(다음에서 상속됨 Object)
IJavaPeerable.JniManagedPeerState

OpenGL ES 2.

(다음에서 상속됨 Object)
IJavaPeerable.SetJniIdentityHashCode(Int32)

OpenGL ES 2.

(다음에서 상속됨 Object)
IJavaPeerable.SetJniManagedPeerState(JniManagedPeerStates)

OpenGL ES 2.

(다음에서 상속됨 Object)
IJavaPeerable.SetPeerReference(JniObjectReference)

OpenGL ES 2.

(다음에서 상속됨 Object)

확장 메서드

JavaCast<TResult>(IJavaObject)

Android 런타임 확인 형식 변환을 수행합니다.

JavaCast<TResult>(IJavaObject)

OpenGL ES 2.

GetJniTypeName(IJavaPeerable)

OpenGL ES 2.

적용 대상