void bind_texture_2d(OpenglStates *states, const Uniform &uniform, const Texture2d &texture)
void bind_texture_cubemap(OpenglStates *states, const Uniform &uniform, const TextureCubemap &texture)
A (inclusive) range between two values.
"render to texture" feature
A "cache" for the current open gl state.
A helper class to change both the opengl state and the cache.
StateChanger(OpenglStates *s)
StateChanger & depth_func(Compare new_state)
StateChanger & blending(bool new_state)
StateChanger & cull_face(bool new_state)
StateChanger & cull_face_mode(CullFace new_state)
StateChanger & render_mode(RenderMode new_state)
StateChanger & stencil_func(Compare func, i32 ref, u32 mask)
StateChanger & depth_mask(bool new_state)
StateChanger & activate_texture(int new_texture)
StateChanger & stencil_op(StencilAction stencil_fail, StencilAction depth_fail, StencilAction pass)
StateChanger & bind_texture_cubemap(int slot, unsigned int texture)
StateChanger & bind_texture_2d(int slot, unsigned int texture)
StateChanger & stencil_test(bool new_state)
StateChanger & stencil_mask(u32 new_state)
Set a bitmask that is ANDed with the stencil value about to be written to the buffer.
StateChanger & blend_mode(Blend src, Blend dst)
StateChanger & depth_test(bool new_state)