cbStencilBuffer = GL_STENCIL_BUFFER_BIT,
cbColorBuffer = GL_COLOR_BUFFER_BIT);
cbStencilBuffer = GL_STENCIL_BUFFER_BIT,
cbColorBuffer = GL_COLOR_BUFFER_BIT);
twClampToEdge = GL_CLAMP_TO_EDGE,
twMirroredRepeat = GL_MIRRORED_REPEAT);
twClampToEdge = GL_CLAMP_TO_EDGE,
twMirroredRepeat = GL_MIRRORED_REPEAT);
fmRGBA = GL_RGBA,
fmLuminance = GL_LUMINANCE,
fmLuminanceAlpha = GL_LUMINANCE_ALPHA,
fmRGBA = GL_RGBA,
fmLuminance = GL_LUMINANCE,
fmLuminanceAlpha = GL_LUMINANCE_ALPHA,
ifRGBA = GL_RGBA,
ifLuminance = GL_LUMINANCE,
ifLuminanceAlpha = GL_LUMINANCE_ALPHA,
ifRGBA = GL_RGBA,
ifLuminance = GL_LUMINANCE,
ifLuminanceAlpha = GL_LUMINANCE_ALPHA,
ifDepthComponent16 = GL_DEPTH_COMPONENT16,
ifDepthComponent24 = GL_DEPTH_COMPONENT24,
ifDepthComponent16 = GL_DEPTH_COMPONENT16,
ifDepthComponent24 = GL_DEPTH_COMPONENT24,
ifDepthComponent32 = GL_DEPTH_COMPONENT32,
ifCompressedAlpha = GL_COMPRESSED_ALPHA,
ifCompressedLuminance = GL_COMPRESSED_LUMINANCE,
ifDepthComponent32 = GL_DEPTH_COMPONENT32,
ifCompressedAlpha = GL_COMPRESSED_ALPHA,
ifCompressedLuminance = GL_COMPRESSED_LUMINANCE,
ifCompressedIntensity = GL_COMPRESSED_INTENSITY,
ifCompressedRGB = GL_COMPRESSED_RGB,
ifCompressedRGBA = GL_COMPRESSED_RGBA,
ifCompressedIntensity = GL_COMPRESSED_INTENSITY,
ifCompressedRGB = GL_COMPRESSED_RGB,
ifCompressedRGBA = GL_COMPRESSED_RGBA,
ifSLuminanceAlpha = GL_SLUMINANCE_ALPHA,
ifSLuminance8Alpha8 = GL_SLUMINANCE8_ALPHA8,
ifSLuminance = GL_SLUMINANCE,
ifSLuminance8 = GL_SLUMINANCE8,
ifSLuminanceAlpha = GL_SLUMINANCE_ALPHA,
ifSLuminance8Alpha8 = GL_SLUMINANCE8_ALPHA8,
ifSLuminance = GL_SLUMINANCE,
ifSLuminance8 = GL_SLUMINANCE8,
ifStencil1 = GL_STENCIL_INDEX1,
ifStencil4 = GL_STENCIL_INDEX4,
ifStencil1 = GL_STENCIL_INDEX1,
ifStencil4 = GL_STENCIL_INDEX4,
- ifStencil8 = GL_STENCIL_INDEX8,
- ifStencil16 = GL_STENCIL_INDEX16);
+{$ENDIF}
+ ifStencil8 = GL_STENCIL_INDEX8
+{$IFNDEF OPENGL_ES}
+ , ifStencil16 = GL_STENCIL_INDEX16
+{$ENDIF}
+ );
- stVertex = GL_VERTEX_SHADER,
- stGeometry = GL_GEOMETRY_SHADER,
- stTessEvaluation = GL_TESS_EVALUATION_SHADER,
- stTessControl = GL_TESS_CONTROL_SHADER);
+ stVertex = GL_VERTEX_SHADER
+{$IFNDEF OPENGL_ES}
+ , stGeometry = GL_GEOMETRY_SHADER
+ , stTessEvaluation = GL_TESS_EVALUATION_SHADER
+ , stTessControl = GL_TESS_CONTROL_SHADER
+{$ENDIF}
+ );
procedure glcDepthFunc(const aValue: TglcDepthFunc); inline;
procedure glcBlendFunc(const aSource, aDest: TglcBlendFactor); inline; overload;
procedure glcBlendFunc(const aMode: TglcBlendMode); inline; overload;
procedure glcCheckAndRaiseError;
procedure glcDepthFunc(const aValue: TglcDepthFunc); inline;
procedure glcBlendFunc(const aSource, aDest: TglcBlendFactor); inline; overload;
procedure glcBlendFunc(const aMode: TglcBlendMode); inline; overload;
procedure glcCheckAndRaiseError;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//EOpenGL///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constructor EOpenGL.Create(const aErrorCode: GLenum);
begin
fErrorCode := aErrorCode;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//EOpenGL///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constructor EOpenGL.Create(const aErrorCode: GLenum);
begin
fErrorCode := aErrorCode;
end;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constructor EOpenGL.Create(const aMsg: String; const aErrorCode: GLenum);
begin
fErrorCode := aErrorCode;
end;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
constructor EOpenGL.Create(const aMsg: String; const aErrorCode: GLenum);
begin
fErrorCode := aErrorCode;