OpenGL implementation capabilities. More...
Public Attributes | |
bool | Compatibility = false |
Compatibility extension (58. ARB_compatibility). | |
bool | CreateContext = false |
Create a compatible context (55. WGL_ARB_create_context, 56. GLX_ARB_create_context). | |
bool | CreateContextProfile = false |
Create a forward compatible context (74. WGL_ARB_create_context_profile, 75. XGL_ARB_create_context_profile). | |
bool | ExtendedPixelFormat = false |
Choose a window pixel format (9. WGL_ARB_pixel_format). | |
bool | FragmentShader = false |
Vertex shader extension (32. ARB_fragment_shader). | |
bool | GeometryShader = false |
Geometry shader extension (47. ARB_geometry_shader4). | |
bool | HalfFloatPixel = false |
Half float pixel extension (40. ARB_half_float_pixel). | |
int | MaxCombinedTextureImageUnits = 0 |
Maximum number og texture units usable by vertex and fragment shader. | |
int | MaxCombinedUniformBlocks = 0 |
Maximum number of combined uniform blocks. | |
int | MaxCombinedVaryingComponents = 0 |
Maximum number of combined varying components shared by vertex and fragment shader. | |
int | MaxElementsIndices = 0 |
Maximum number of drawable attribute elements. | |
int | MaxElementsVertices = 0 |
Maximum number of drawable attribute array length. | |
int | MaxFragmentInputComponents = 0 |
Maximum number of inputs for fragment shader. | |
int | MaxFragmentTextureImageUnits = 0 |
Maximum number of texture units usable by a fragment shader. | |
int | MaxFragmentUniformBlocks = 0 |
Maximum number of uniform blocks on a fragment shader. | |
int | MaxFragmentUniformComponents = 0 |
Maximum number of components for a fragment shader uniform variable. | |
int | MaxGeometryOutputVertices = 0 |
Maximum vertices outputtable by a geometry shader. | |
int | MaxGeometryTextureImageUnits = 0 |
Maximum number of texture units usable by a geometry shader. | |
int | MaxGeometryUniformComponents = 0 |
Maximum number of components for a geometry shader uniform variable. | |
int | MaxIntegerSamples = 0 |
Maximum sample bits for framebuffer attachments with integer format. | |
int | MaxSamples = 0 |
Maximum sample bits for framebuffer attachments standard format. | |
int | MaxTexture2DSize = 0 |
Maximum 2D texture extents. | |
int | MaxTexture3DSize = 0 |
Maximum 3D texture extents. | |
int | MaxTextureCubeSize = 0 |
Maximum cube map texture extents. | |
int | MaxTextureRectSize = 0 |
Maximum rectangle texture extents. | |
int | MaxUniformBlockSize = 0 |
Maximum size for an uniform block. | |
int | MaxVertexAttrib = 0 |
Maximum number of varying vertex attributes. | |
int | MaxVertexOutputsComponents = 0 |
Maximum number of outputs for vertex shader. | |
int | MaxVertexTextureImageUnits = 0 |
Maximum number of texture units usable by a vertex shader. | |
int | MaxVertexUniformBlocks = 0 |
Maximum number of uniform blocks on a vertex shader. | |
int | MaxVertexUniformComponents = 0 |
Maximum number of components for a vertex shader uniform variable. | |
int[] | MaxViewport = new int[2] { 0, 0 } |
Maximum viewport dimensions (width and height). | |
bool | Multisample = false |
Multisample rendering availability flag (5. ARB_multisample). | |
bool | OcclusionQuery = false |
Occlusion query available (29. ARB_occlusion_query). | |
bool | ShaderInclude = false |
Shading language include preprocessor directive (76. ARB_shading_language_include). | |
bool | Texture3D = false |
Texture 3D extension (6. EXT_texture3D). | |
bool | TextureCubeMap = false |
Cube map texture extension (65. ARB_texture_cube_map). | |
bool | TextureFloat = false |
Floating point texture extention (41. ARB_texture_float). | |
bool | TextureNPOT = false |
Texture Non Power Of Two extension (34. ARB_texture_non_power_of_two). | |
bool | TextureRectangle = false |
Rectangle texture extension (38. ARB_texture_rectangle). | |
bool | TextureSwizzle = false |
Texture swizzle available (84. ARB_texture_swizzle). | |
bool | TimerQuery = false |
Timer query available (85. ARB_timer_query). | |
bool | UniformBufferObject = false |
Uniform buffer object extension (57. ARB_uniform_buffer_object);. | |
bool | VertexArrayObject = false |
Vertex array (54. ARB_vertex_array_object). | |
bool | VertexShader = false |
Vertex shader extension (31. ARB_vertex_shader). |
OpenGL implementation capabilities.
bool Derm.Render.RenderContext.Capabilities.Compatibility = false |
Compatibility extension (58. ARB_compatibility).
bool Derm.Render.RenderContext.Capabilities.CreateContext = false |
Create a compatible context (55. WGL_ARB_create_context, 56. GLX_ARB_create_context).
Create a forward compatible context (74. WGL_ARB_create_context_profile, 75. XGL_ARB_create_context_profile).
Choose a window pixel format (9. WGL_ARB_pixel_format).
Vertex shader extension (32. ARB_fragment_shader).
Geometry shader extension (47. ARB_geometry_shader4).
Half float pixel extension (40. ARB_half_float_pixel).
Maximum number og texture units usable by vertex and fragment shader.
Maximum number of combined uniform blocks.
Maximum number of combined varying components shared by vertex and fragment shader.
Maximum number of drawable attribute elements.
Maximum number of drawable attribute array length.
Maximum number of inputs for fragment shader.
Maximum number of texture units usable by a fragment shader.
Maximum number of uniform blocks on a fragment shader.
Maximum number of components for a fragment shader uniform variable.
Maximum vertices outputtable by a geometry shader.
Maximum number of texture units usable by a geometry shader.
Maximum number of components for a geometry shader uniform variable.
Maximum sample bits for framebuffer attachments with integer format.
Maximum sample bits for framebuffer attachments standard format.
Maximum 2D texture extents.
Maximum 3D texture extents.
Maximum cube map texture extents.
Maximum rectangle texture extents.
Maximum size for an uniform block.
Maximum number of varying vertex attributes.
Maximum number of outputs for vertex shader.
Maximum number of texture units usable by a vertex shader.
Maximum number of uniform blocks on a vertex shader.
Maximum number of components for a vertex shader uniform variable.
int [] Derm.Render.RenderContext.Capabilities.MaxViewport = new int[2] { 0, 0 } |
Maximum viewport dimensions (width and height).
bool Derm.Render.RenderContext.Capabilities.Multisample = false |
Multisample rendering availability flag (5. ARB_multisample).
Occlusion query available (29. ARB_occlusion_query).
bool Derm.Render.RenderContext.Capabilities.ShaderInclude = false |
Shading language include preprocessor directive (76. ARB_shading_language_include).
bool Derm.Render.RenderContext.Capabilities.Texture3D = false |
Texture 3D extension (6. EXT_texture3D).
Cube map texture extension (65. ARB_texture_cube_map).
bool Derm.Render.RenderContext.Capabilities.TextureFloat = false |
Floating point texture extention (41. ARB_texture_float).
bool Derm.Render.RenderContext.Capabilities.TextureNPOT = false |
Texture Non Power Of Two extension (34. ARB_texture_non_power_of_two).
Rectangle texture extension (38. ARB_texture_rectangle).
Texture swizzle available (84. ARB_texture_swizzle).
bool Derm.Render.RenderContext.Capabilities.TimerQuery = false |
Timer query available (85. ARB_timer_query).
Uniform buffer object extension (57. ARB_uniform_buffer_object);.
Vertex array (54. ARB_vertex_array_object).
bool Derm.Render.RenderContext.Capabilities.VertexShader = false |
Vertex shader extension (31. ARB_vertex_shader).