Clone()
|
このオブジェクトのコピーを作成して返します。
(継承元 Object)
|
Dispose()
|
OpenGL ES 3。
(継承元 Object)
|
Dispose(Boolean)
|
OpenGL ES 3。
(継承元 Object)
|
Equals(Object)
|
他のオブジェクトがこのオブジェクトと "等しい" かどうかを示します。
(継承元 Object)
|
GetHashCode()
|
オブジェクトのハッシュ コード値を返します。
(継承元 Object)
|
GlBeginQuery(Int32, Int32)
|
GlBeginTransformFeedback(Int32)
|
GlBindBufferBase(Int32, Int32, Int32)
|
GlBindBufferRange(Int32, Int32, Int32, Int32, Int32)
|
GlBindSampler(Int32, Int32)
|
GlBindTransformFeedback(Int32, Int32)
|
GlBindVertexArray(Int32)
|
GlBlitFramebuffer(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
GlClearBufferfi(Int32, Int32, Single, Int32)
|
GlClearBufferfv(Int32, Int32, FloatBuffer)
|
GlClearBufferfv(Int32, Int32, Single[], Int32)
|
GlClearBufferiv(Int32, Int32, Int32[], Int32)
|
GlClearBufferiv(Int32, Int32, IntBuffer)
|
GlClearBufferuiv(Int32, Int32, Int32[], Int32)
|
GlClearBufferuiv(Int32, Int32, IntBuffer)
|
GlClientWaitSync(Int64, Int32, Int64)
|
GlCompressedTexImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
|
GlCompressedTexImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
GlCompressedTexSubImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
|
GlCompressedTexSubImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
GlCopyBufferSubData(Int32, Int32, Int32, Int32, Int32)
|
GlCopyTexSubImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
GlDeleteQueries(Int32, Int32[], Int32)
|
GlDeleteQueries(Int32, IntBuffer)
|
GlDeleteSamplers(Int32, Int32[], Int32)
|
GlDeleteSamplers(Int32, IntBuffer)
|
GlDeleteSync(Int64)
|
GlDeleteTransformFeedbacks(Int32, Int32[], Int32)
|
GlDeleteTransformFeedbacks(Int32, IntBuffer)
|
GlDeleteVertexArrays(Int32, Int32[], Int32)
|
GlDeleteVertexArrays(Int32, IntBuffer)
|
GlDrawArraysInstanced(Int32, Int32, Int32, Int32)
|
GlDrawBuffers(Int32, Int32[], Int32)
|
GlDrawBuffers(Int32, IntBuffer)
|
GlDrawElementsInstanced(Int32, Int32, Int32, Buffer, Int32)
|
GlDrawElementsInstanced(Int32, Int32, Int32, Int32, Int32)
|
GlDrawRangeElements(Int32, Int32, Int32, Int32, Int32, Buffer)
|
GlDrawRangeElements(Int32, Int32, Int32, Int32, Int32, Int32)
|
GlEndQuery(Int32)
|
GlEndTransformFeedback()
|
GlFenceSync(Int32, Int32)
|
GlFlushMappedBufferRange(Int32, Int32, Int32)
|
GlFramebufferTextureLayer(Int32, Int32, Int32, Int32, Int32)
|
GlGenQueries(Int32, Int32[], Int32)
|
GlGenQueries(Int32, IntBuffer)
|
GlGenSamplers(Int32, Int32[], Int32)
|
GlGenSamplers(Int32, IntBuffer)
|
GlGenTransformFeedbacks(Int32, Int32[], Int32)
|
GlGenTransformFeedbacks(Int32, IntBuffer)
|
GlGenVertexArrays(Int32, Int32[], Int32)
|
GlGenVertexArrays(Int32, IntBuffer)
|
GlGetActiveUniformBlockiv(Int32, Int32, Int32, Int32[], Int32)
|
GlGetActiveUniformBlockiv(Int32, Int32, Int32, IntBuffer)
|
GlGetActiveUniformBlockName(Int32, Int32)
|
GlGetActiveUniformBlockName(Int32, Int32, Buffer, Buffer)
|
GlGetActiveUniformBlockName(Int32, Int32, Int32, Int32[], Int32, Byte[], Int32)
|
GlGetActiveUniformsiv(Int32, Int32, Int32[], Int32, Int32, Int32[], Int32)
|
GlGetActiveUniformsiv(Int32, Int32, IntBuffer, Int32, IntBuffer)
|
GlGetBufferParameteri64v(Int32, Int32, Int64[], Int32)
|
GlGetBufferParameteri64v(Int32, Int32, LongBuffer)
|
GlGetBufferPointerv(Int32, Int32)
|
java.nio.Buffer このメソッドによって返されるインスタンスは、 のjava.nio.ByteBuffer インスタンスであることが保証されます。
|
GlGetFragDataLocation(Int32, String)
|
GlGetInteger64i_v(Int32, Int32, Int64[], Int32)
|
GlGetInteger64i_v(Int32, Int32, LongBuffer)
|
GlGetInteger64v(Int32, Int64[], Int32)
|
GlGetInteger64v(Int32, LongBuffer)
|
GlGetIntegeri_v(Int32, Int32, Int32[], Int32)
|
GlGetIntegeri_v(Int32, Int32, IntBuffer)
|
GlGetInternalformativ(Int32, Int32, Int32, Int32, Int32[], Int32)
|
GlGetInternalformativ(Int32, Int32, Int32, Int32, IntBuffer)
|
GlGetProgramBinary(Int32, Int32, Int32[], Int32, Int32[], Int32, Buffer)
|
GlGetProgramBinary(Int32, Int32, IntBuffer, IntBuffer, Buffer)
|
GlGetQueryiv(Int32, Int32, Int32[], Int32)
|
GlGetQueryiv(Int32, Int32, IntBuffer)
|
GlGetQueryObjectuiv(Int32, Int32, Int32[], Int32)
|
GlGetQueryObjectuiv(Int32, Int32, IntBuffer)
|
GlGetSamplerParameterfv(Int32, Int32, FloatBuffer)
|
GlGetSamplerParameterfv(Int32, Int32, Single[], Int32)
|
GlGetSamplerParameteriv(Int32, Int32, Int32[], Int32)
|
GlGetSamplerParameteriv(Int32, Int32, IntBuffer)
|
GlGetStringi(Int32, Int32)
|
GlGetSynciv(Int64, Int32, Int32, Int32[], Int32, Int32[], Int32)
|
GlGetSynciv(Int64, Int32, Int32, IntBuffer, IntBuffer)
|
GlGetTransformFeedbackVarying(Int32, Int32, Int32, Int32[], Int32, Int32[], Int32, Int32[], Int32, Byte[], Int32)
|
GlGetTransformFeedbackVarying(Int32, Int32, Int32, IntBuffer, IntBuffer, IntBuffer, ByteBuffer)
|
OpenGL ES 3。
|
GlGetTransformFeedbackVarying(Int32, Int32, Int32, IntBuffer, IntBuffer, IntBuffer, SByte)
|
このメンバーは非推奨とされます。
|
GlGetTransformFeedbackVarying(Int32, Int32, Int32[], Int32, Int32[], Int32)
|
GlGetTransformFeedbackVarying(Int32, Int32, IntBuffer, IntBuffer)
|
GlGetUniformBlockIndex(Int32, String)
|
GlGetUniformIndices(Int32, String[], Int32[], Int32)
|
GlGetUniformIndices(Int32, String[], IntBuffer)
|
GlGetUniformuiv(Int32, Int32, Int32[], Int32)
|
GlGetUniformuiv(Int32, Int32, IntBuffer)
|
GlGetVertexAttribIiv(Int32, Int32, Int32[], Int32)
|
GlGetVertexAttribIiv(Int32, Int32, IntBuffer)
|
GlGetVertexAttribIuiv(Int32, Int32, Int32[], Int32)
|
GlGetVertexAttribIuiv(Int32, Int32, IntBuffer)
|
GlInvalidateFramebuffer(Int32, Int32, Int32[], Int32)
|
GlInvalidateFramebuffer(Int32, Int32, IntBuffer)
|
GlInvalidateSubFramebuffer(Int32, Int32, Int32[], Int32, Int32, Int32, Int32, Int32)
|
GlInvalidateSubFramebuffer(Int32, Int32, IntBuffer, Int32, Int32, Int32, Int32)
|
GlIsQuery(Int32)
|
GlIsSampler(Int32)
|
GlIsSync(Int64)
|
GlIsTransformFeedback(Int32)
|
GlIsVertexArray(Int32)
|
GlMapBufferRange(Int32, Int32, Int32, Int32)
|
java.nio.Buffer このメソッドによって返されるインスタンスは、 のjava.nio.ByteBuffer インスタンスであることが保証されます。
|
GlPauseTransformFeedback()
|
GlProgramBinary(Int32, Int32, Buffer, Int32)
|
GlProgramParameteri(Int32, Int32, Int32)
|
GlReadBuffer(Int32)
|
GlReadPixels(Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
OpenGL ES 3。
|
GlRenderbufferStorageMultisample(Int32, Int32, Int32, Int32, Int32)
|
GlResumeTransformFeedback()
|
GlSamplerParameterf(Int32, Int32, Single)
|
GlSamplerParameterfv(Int32, Int32, FloatBuffer)
|
GlSamplerParameterfv(Int32, Int32, Single[], Int32)
|
GlSamplerParameteri(Int32, Int32, Int32)
|
GlSamplerParameteriv(Int32, Int32, Int32[], Int32)
|
GlSamplerParameteriv(Int32, Int32, IntBuffer)
|
GlTexImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
|
GlTexImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
GlTexStorage2D(Int32, Int32, Int32, Int32, Int32)
|
GlTexStorage3D(Int32, Int32, Int32, Int32, Int32, Int32)
|
GlTexSubImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
|
GlTexSubImage3D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
GlTransformFeedbackVaryings(Int32, String[], Int32)
|
GlUniform1ui(Int32, Int32)
|
GlUniform1uiv(Int32, Int32, Int32[], Int32)
|
GlUniform1uiv(Int32, Int32, IntBuffer)
|
GlUniform2ui(Int32, Int32, Int32)
|
GlUniform2uiv(Int32, Int32, Int32[], Int32)
|
GlUniform2uiv(Int32, Int32, IntBuffer)
|
GlUniform3ui(Int32, Int32, Int32, Int32)
|
GlUniform3uiv(Int32, Int32, Int32[], Int32)
|
GlUniform3uiv(Int32, Int32, IntBuffer)
|
GlUniform4ui(Int32, Int32, Int32, Int32, Int32)
|
GlUniform4uiv(Int32, Int32, Int32[], Int32)
|
GlUniform4uiv(Int32, Int32, IntBuffer)
|
GlUniformBlockBinding(Int32, Int32, Int32)
|
GlUniformMatrix2x3fv(Int32, Int32, Boolean, FloatBuffer)
|
GlUniformMatrix2x3fv(Int32, Int32, Boolean, Single[], Int32)
|
GlUniformMatrix2x4fv(Int32, Int32, Boolean, FloatBuffer)
|
GlUniformMatrix2x4fv(Int32, Int32, Boolean, Single[], Int32)
|
GlUniformMatrix3x2fv(Int32, Int32, Boolean, FloatBuffer)
|
GlUniformMatrix3x2fv(Int32, Int32, Boolean, Single[], Int32)
|
GlUniformMatrix3x4fv(Int32, Int32, Boolean, FloatBuffer)
|
GlUniformMatrix3x4fv(Int32, Int32, Boolean, Single[], Int32)
|
GlUniformMatrix4x2fv(Int32, Int32, Boolean, FloatBuffer)
|
GlUniformMatrix4x2fv(Int32, Int32, Boolean, Single[], Int32)
|
GlUniformMatrix4x3fv(Int32, Int32, Boolean, FloatBuffer)
|
GlUniformMatrix4x3fv(Int32, Int32, Boolean, Single[], Int32)
|
GlUnmapBuffer(Int32)
|
GlVertexAttribDivisor(Int32, Int32)
|
GlVertexAttribI4i(Int32, Int32, Int32, Int32, Int32)
|
GlVertexAttribI4iv(Int32, Int32[], Int32)
|
GlVertexAttribI4iv(Int32, IntBuffer)
|
GlVertexAttribI4ui(Int32, Int32, Int32, Int32, Int32)
|
GlVertexAttribI4uiv(Int32, Int32[], Int32)
|
GlVertexAttribI4uiv(Int32, IntBuffer)
|
GlVertexAttribIPointer(Int32, Int32, Int32, Int32, Buffer)
|
GlVertexAttribIPointer(Int32, Int32, Int32, Int32, Int32)
|
GlWaitSync(Int64, Int32, Int64)
|
JavaFinalize()
|
オブジェクトへの参照がなくなったとガベージ コレクションが判断したときに、オブジェクトのガベージ コレクターによって呼び出されます。
(継承元 Object)
|
Notify()
|
このオブジェクトのモニターで待機している 1 つのスレッドを起動します。
(継承元 Object)
|
NotifyAll()
|
このオブジェクトのモニターで待機しているすべてのスレッドを起動します。
(継承元 Object)
|
SetHandle(IntPtr, JniHandleOwnership)
|
Handle プロパティを設定します。
(継承元 Object)
|
ToArray<T>()
|
OpenGL ES 3。
(継承元 Object)
|
ToString()
|
オブジェクトの文字列形式を返します。
(継承元 Object)
|
UnregisterFromRuntime()
|
OpenGL ES 3。
(継承元 Object)
|
Wait()
|
現在のスレッドが起動するまで待機します。通常<は、通知</em> または>< em 中断</em によって待機します>。>
(継承元 Object)
|
Wait(Int64)
|
現在のスレッドが起動するまで待機します。通常<は、通知></em> または <>em 中断</em>、または特定のリアルタイムが経過するまで待機します。
(継承元 Object)
|
Wait(Int64, Int32)
|
現在のスレッドが起動するまで待機します。通常<は、通知></em> または <>em 中断</em>、または特定のリアルタイムが経過するまで待機します。
(継承元 Object)
|