glDepthRange and glPolygonOffset.
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@@ -983,6 +983,8 @@ static void defineGlobals() {
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assignGlobalInt( GL_DEPTH_TEST, "GL_DEPTH_TEST" ); // If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See glDepthFunc and glDepthRangef
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assignGlobalInt( GL_DITHER, "GL_DITHER" ); // If enabled, dither color components or indices before they are written to the color buffer
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assignGlobalInt( GL_POLYGON_OFFSET_FILL, "GL_POLYGON_OFFSET_FILL" ); // If enabled, an offset is added to depth values of a polygon's fragments produced by rasterization. See glPolygonOffset
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assignGlobalInt( GL_POLYGON_OFFSET_LINE, "GL_POLYGON_OFFSET_LINE" );
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assignGlobalInt( GL_POLYGON_OFFSET_POINT, "GL_POLYGON_OFFSET_POINT" );
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assignGlobalInt( GL_SAMPLE_ALPHA_TO_COVERAGE, "GL_SAMPLE_ALPHA_TO_COVERAGE" ); // If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value
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assignGlobalInt( GL_SAMPLE_COVERAGE, "GL_SAMPLE_COVERAGE" ); // If enabled, the fragment's coverage is ANDed with the temporary coverage value. If GL_SAMPLE_COVERAGE_INVERT is set to GL_TRUE, invert the coverage value. See glSampleCoverage
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assignGlobalInt( GL_SCISSOR_TEST, "GL_SCISSOR_TEST" ); // If enabled, discard fragments that are outside the scissor rectangle. See glScissor
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@@ -2323,8 +2325,10 @@ void luaRegister() {
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/* Frame Buffers. */
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assingGlobalFunction( "glBlitFramebuffer", lglBlitFramebuffer );
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/* State Management. */
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assingGlobalFunction( "glDepthRange", lglDepthRange );
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assingGlobalFunction( "glEnable", lglEnable );
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assingGlobalFunction( "glDisable", lglDisable );
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assingGlobalFunction( "glPolygonOffset", lglPolygonOffset );
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assingGlobalFunction( "glStencilFunc", lglStencilFunc );
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assingGlobalFunction( "glStencilFuncSeparate", lglStencilFuncSeparate );
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assingGlobalFunction( "glStencilMask", lglStencilMask );
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