Clone()
|
Cria e retorna uma cópia desse objeto.
(Herdado de Object)
|
Dispose()
|
OpenGL ES 2.
(Herdado de Object)
|
Dispose(Boolean)
|
OpenGL ES 2.
(Herdado de Object)
|
Equals(Object)
|
Indica se algum outro objeto é "igual" a este.
(Herdado de Object)
|
GetHashCode()
|
Retorna um valor de código hash para o objeto.
(Herdado de 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()
|
Chamado pelo coletor de lixo em um objeto quando a coleta de lixo determina que não há mais referências ao objeto.
(Herdado de Object)
|
Notify()
|
Ativa um único thread que está aguardando no monitor deste objeto.
(Herdado de Object)
|
NotifyAll()
|
Ativa todos os threads que estão aguardando no monitor deste objeto.
(Herdado de Object)
|
SetHandle(IntPtr, JniHandleOwnership)
|
Define a propriedade Handle.
(Herdado de Object)
|
ToArray<T>()
|
OpenGL ES 2.
(Herdado de Object)
|
ToString()
|
Retorna uma representação de cadeia de caracteres do objeto.
(Herdado de Object)
|
UnregisterFromRuntime()
|
OpenGL ES 2.
(Herdado de Object)
|
Wait()
|
Faz com que o thread atual aguarde até que ele seja ativado, normalmente sendo <em notificado</em> ou <em>interrompido</em>>.
(Herdado de Object)
|
Wait(Int64)
|
Faz com que o thread atual aguarde até que ele seja despertado, normalmente sendo <em>notificado</em> ou <em interrompido</em>, ou até que>uma certa quantidade de tempo real tenha decorrido.
(Herdado de Object)
|
Wait(Int64, Int32)
|
Faz com que o thread atual aguarde até que ele seja despertado, normalmente sendo <em>notificado</em> ou <em interrompido</em>, ou até que>uma certa quantidade de tempo real tenha decorrido.
(Herdado de Object)
|