Clone()
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Crea y devuelve una copia de este objeto.
(Heredado de Object)
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Dispose()
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OpenGL ES 2.
(Heredado de Object)
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Dispose(Boolean)
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OpenGL ES 2.
(Heredado de Object)
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Equals(Object)
|
Indica si algún otro objeto es "igual a" este.
(Heredado de Object)
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GetHashCode()
|
Devuelve un valor de código hash del objeto.
(Heredado de Object)
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GlActiveTexture(Int32)
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GlAttachShader(Int32, Int32)
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GlBindAttribLocation(Int32, Int32, String)
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GlBindBuffer(Int32, Int32)
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GlBindFramebuffer(Int32, Int32)
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GlBindRenderbuffer(Int32, Int32)
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GlBindTexture(Int32, Int32)
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GlBlendColor(Single, Single, Single, Single)
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GlBlendEquation(Int32)
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GlBlendEquationSeparate(Int32, Int32)
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GlBlendFunc(Int32, Int32)
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GlBlendFuncSeparate(Int32, Int32, Int32, Int32)
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GlBufferData(Int32, Int32, Buffer, Int32)
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GlBufferSubData(Int32, Int32, Int32, Buffer)
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GlCheckFramebufferStatus(Int32)
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GlClear(Int32)
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GlClearColor(Single, Single, Single, Single)
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GlClearDepthf(Single)
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GlClearStencil(Int32)
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GlColorMask(Boolean, Boolean, Boolean, Boolean)
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GlCompileShader(Int32)
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GlCompressedTexImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
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GlCompressedTexSubImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32, Buffer)
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GlCopyTexImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
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GlCopyTexSubImage2D(Int32, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
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GlCreateProgram()
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GlCreateShader(Int32)
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GlCullFace(Int32)
|
GlDeleteBuffers(Int32, Int32[], Int32)
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GlDeleteBuffers(Int32, IntBuffer)
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GlDeleteFramebuffers(Int32, Int32[], Int32)
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GlDeleteFramebuffers(Int32, IntBuffer)
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GlDeleteProgram(Int32)
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GlDeleteRenderbuffers(Int32, Int32[], Int32)
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GlDeleteRenderbuffers(Int32, IntBuffer)
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GlDeleteShader(Int32)
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GlDeleteTextures(Int32, Int32[], Int32)
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GlDeleteTextures(Int32, IntBuffer)
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GlDepthFunc(Int32)
|
GlDepthMask(Boolean)
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GlDepthRangef(Single, Single)
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GlDetachShader(Int32, Int32)
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GlDisable(Int32)
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GlDisableVertexAttribArray(Int32)
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GlDrawArrays(Int32, Int32, Int32)
|
GlDrawElements(Int32, Int32, Int32, Buffer)
|
GlDrawElements(Int32, Int32, Int32, Int32)
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GlEnable(Int32)
|
GlEnableVertexAttribArray(Int32)
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GlFinish()
|
GlFlush()
|
GlFramebufferRenderbuffer(Int32, Int32, Int32, Int32)
|
GlFramebufferTexture2D(Int32, Int32, Int32, Int32, Int32)
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GlFrontFace(Int32)
|
GlGenBuffers(Int32, Int32[], Int32)
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GlGenBuffers(Int32, IntBuffer)
|
GlGenerateMipmap(Int32)
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GlGenFramebuffers(Int32, Int32[], Int32)
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GlGenFramebuffers(Int32, IntBuffer)
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GlGenRenderbuffers(Int32, Int32[], Int32)
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GlGenRenderbuffers(Int32, IntBuffer)
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GlGenTextures(Int32, Int32[], Int32)
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GlGenTextures(Int32, IntBuffer)
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GlGetActiveAttrib(Int32, Int32, Int32, Int32[], Int32, Int32[], Int32, Int32[], Int32, Byte[], Int32)
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GlGetActiveAttrib(Int32, Int32, Int32, IntBuffer, IntBuffer, IntBuffer, SByte)
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GlGetActiveAttrib(Int32, Int32, Int32[], Int32, Int32[], Int32)
|
GlGetActiveAttrib(Int32, Int32, IntBuffer, IntBuffer)
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GlGetActiveUniform(Int32, Int32, Int32, Int32[], Int32, Int32[], Int32, Int32[], Int32, Byte[], Int32)
|
GlGetActiveUniform(Int32, Int32, Int32, IntBuffer, IntBuffer, IntBuffer, SByte)
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GlGetActiveUniform(Int32, Int32, Int32[], Int32, Int32[], Int32)
|
GlGetActiveUniform(Int32, Int32, IntBuffer, IntBuffer)
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GlGetAttachedShaders(Int32, Int32, Int32[], Int32, Int32[], Int32)
|
GlGetAttachedShaders(Int32, Int32, IntBuffer, IntBuffer)
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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)
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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)
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GlShaderBinary(Int32, Int32[], Int32, Int32, Buffer, Int32)
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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)
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GlUniform1f(Int32, Single)
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GlUniform1fv(Int32, Int32, FloatBuffer)
|
GlUniform1fv(Int32, Int32, Single[], Int32)
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GlUniform1i(Int32, Int32)
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GlUniform1iv(Int32, Int32, Int32[], Int32)
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GlUniform1iv(Int32, Int32, IntBuffer)
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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()
|
Lo llama el recolector de elementos no utilizados en un objeto cuando la recolección de elementos no utilizados determina que no hay más referencias al objeto .
(Heredado de Object)
|
Notify()
|
Activa un único subproceso que está esperando en el monitor de este objeto.
(Heredado de Object)
|
NotifyAll()
|
Activa todos los subprocesos que están esperando en el monitor de este objeto.
(Heredado de Object)
|
SetHandle(IntPtr, JniHandleOwnership)
|
Establece la propiedad Handle.
(Heredado de Object)
|
ToArray<T>()
|
OpenGL ES 2.
(Heredado de Object)
|
ToString()
|
Devuelve una representación de cadena del objeto.
(Heredado de Object)
|
UnregisterFromRuntime()
|
OpenGL ES 2.
(Heredado de Object)
|
Wait()
|
Hace que el subproceso actual espere hasta que se despierta, normalmente por ser em notificado/em> o <em>interrumpido</em>.<><
(Heredado de Object)
|
Wait(Int64)
|
Hace que el subproceso actual espere hasta que se despierte, normalmente por ser <em>notificado</em> o <em>interrumpido</em>, o hasta que haya transcurrido una cierta cantidad de tiempo real.
(Heredado de Object)
|
Wait(Int64, Int32)
|
Hace que el subproceso actual espere hasta que se despierte, normalmente por ser <em>notificado</em> o <em>interrumpido</em>, o hasta que haya transcurrido una cierta cantidad de tiempo real.
(Heredado de Object)
|