Safe Haskell | None |
---|---|
Language | Haskell2010 |
- newtype TextureUnit = TextureUnit {}
- newtype AttribLocation = AttribLocation {}
- newtype UniformLocation = UniformLocation {}
- newtype Program = Program {}
- newtype Shader = Shader {
- fromShader :: GLuint
- newtype VBO = VBO {}
- newtype ElementArray = ElementArray {}
- newtype FBO = FBO {}
- newtype RBO a = RBO {}
- newtype Tex2D a = Tex2D {}
- newtype CubeMap a = CubeMap {}
- newtype VAO = VAO {}
Documentation
newtype TextureUnit Source
Enum TextureUnit Source | |
Eq TextureUnit Source | |
Integral TextureUnit Source | |
Num TextureUnit Source | |
Ord TextureUnit Source | |
Read TextureUnit Source | |
Real TextureUnit Source | |
Show TextureUnit Source | |
Storable TextureUnit Source |
newtype AttribLocation Source
Enum AttribLocation Source | |
Eq AttribLocation Source | |
Integral AttribLocation Source | |
Num AttribLocation Source | |
Ord AttribLocation Source | |
Read AttribLocation Source | |
Real AttribLocation Source | |
Show AttribLocation Source | |
Storable AttribLocation Source |
newtype UniformLocation Source
Enum UniformLocation Source | |
Eq UniformLocation Source | |
Integral UniformLocation Source | |
Num UniformLocation Source | |
Ord UniformLocation Source | |
Read UniformLocation Source | |
Real UniformLocation Source | |
Show UniformLocation Source | |
Storable UniformLocation Source |
Handle to a shader program.
Handle to a shader object.
Handle to a VBO.
newtype ElementArray Source
Handle to an element array buffer object.
A framebuffer object is an alternative rendering destination. Once an FBO is bound to framebuffer binding target, it is possible to attach images (textures or RBOs) for color, depth, or stencil rendering.
An RBO is a kind of image object used for rendering. The only thing you can do with an RBO is attach it to an FBO.
A 2D texture. A program can sample a texture if it has been bound to the appropriate texture unit.
A cubemap texture is just six 2D textures. A program can sample a cubemap texture if it has been bound to the appropriate texture unit.