Uses of Class
de.grogra.glsl.OpenGLState
Packages that use OpenGLState
Package
Description
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Uses of OpenGLState in de.grogra.glsl
Methods in de.grogra.glsl that return OpenGLStateModifier and TypeMethodDescriptionGLSLDisplay.getCurrentGLState()Returns the OpenGLState associated with the current GLContext.Methods in de.grogra.glsl with parameters of type OpenGLStateModifier and TypeMethodDescriptionvoidGLSLFBOManager.deleteAll(OpenGLState glState, boolean javaonly) Deletes all associated FBOs and Renderbuffers.voidGLSLFBOManager.resize(GLSLDisplay disp, OpenGLState glState) Resizes FBO.protected voidGLSLFBOManager.setupFBO(OpenGLState glState) Setup FBO for the first renderpass. -
Uses of OpenGLState in de.grogra.glsl.light
Methods in de.grogra.glsl.light with parameters of type OpenGLStateModifier and TypeMethodDescriptionvoidProcessLightingPass.DrawLights(GLSLDisplay disp, OpenGLState glState) Iterate through all found lights, processing each by calling processLight on it.protected voidLightingProcessPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidRenderToSkyCubePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidShadowMapGenerationPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) voidLightingProcessPass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidRenderToSkyCubePass.process(GLSLDisplay disp, OpenGLState glState, Object data) protected voidLightingProcessPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidRenderToSkyCubePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidShadowMapGenerationPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidLightingProcessPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidRenderToSkyCubePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidShadowMapGenerationPass.render(GLSLDisplay disp, OpenGLState glState, Object data) voidLightShaderConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) -
Uses of OpenGLState in de.grogra.glsl.light.shadow
Methods in de.grogra.glsl.light.shadow with parameters of type OpenGLStateModifier and TypeMethodDescriptionvoidShadowMapCollection.cleanUp(OpenGLState glState, boolean javaonly) voidGLSLShadowMap.delete(OpenGLState glState, boolean javaonly) voidGLSLShadowCube.fill(GLSLDisplay disp, OpenGLState glState) abstract voidGLSLShadowMap.fill(GLSLDisplay disp, OpenGLState glState) voidGLSLShadowParallel.fill(GLSLDisplay disp, OpenGLState glState) voidGLSLShadowPerspective.fill(GLSLDisplay disp, OpenGLState glState) voidShadowMapCollection.removeUnused(OpenGLState glState) protected voidGLSLShadowMap.renderCachedScene(GLSLDisplay disp, OpenGLState glState, Matrix4d round) voidGLSLShadowCube.setupTextureMatrices(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) abstract voidGLSLShadowMap.setupTextureMatrices(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) voidGLSLShadowParallel.setupTextureMatrices(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) voidGLSLShadowPerspective.setupTextureMatrices(OpenGLState glState, Matrix4d ViewToWorld, LightPos light) -
Uses of OpenGLState in de.grogra.glsl.material
Methods in de.grogra.glsl.material with parameters of type OpenGLStateModifier and TypeMethodDescriptionvoidMaterialConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) voidSkyMaterialConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) -
Uses of OpenGLState in de.grogra.glsl.renderable
Methods in de.grogra.glsl.renderable with parameters of type OpenGLStateModifier and TypeMethodDescriptionvoidGLSLPlane.activateShader(OpenGLState glState, GLSLDisplay disp, Shader shader, boolean depthonly) voidGLSLRenderable.activateShader(OpenGLState glState, GLSLDisplay disp, Shader shader, boolean depthonly) voidGLSLBox.draw(OpenGLState glState, RenderState rs) voidGLSLCone.draw(OpenGLState glState, RenderState rs) voidGLSLCylinder.draw(OpenGLState glState, RenderState rs) voidGLSLFrustum.draw(OpenGLState glState, RenderState rs) voidGLSLNullRenderable.draw(OpenGLState glState, RenderState rs) voidGLSLNumericLabel.draw(OpenGLState glState, RenderState rs) voidGLSLNURBSCurve.draw(OpenGLState glState, RenderState rs) voidGLSLPlane.draw(OpenGLState glState, RenderState rs) voidGLSLPolygonizable.draw(OpenGLState glState, RenderState rs) abstract voidGLSLRenderable.draw(OpenGLState glState, RenderState rs) voidGLSLSphere.draw(OpenGLState glState, RenderState rs) voidGLSLTextLabelBase.draw(OpenGLState glState, RenderState rs) voidGLSLBox.drawAlt(OpenGLState glState, GLSLDisplay rs) voidGLSLPlane.drawAlt(OpenGLState glState, GLSLDisplay rs) voidGLSLPolygonizable.drawAlt(OpenGLState glState, GLSLDisplay rs) voidGLSLRenderable.drawAlt(OpenGLState glState, GLSLDisplay rs) GLSLPlane.findShader(OpenGLState glState, GLSLDisplay disp, Shader shader) GLSLRenderable.findShader(OpenGLState glState, GLSLDisplay disp, Shader shader) voidRenderableCollection.removeUnused(OpenGLState glState) -
Uses of OpenGLState in de.grogra.glsl.renderable.vbo
Methods in de.grogra.glsl.renderable.vbo with parameters of type OpenGLStateConstructors in de.grogra.glsl.renderable.vbo with parameters of type OpenGLState -
Uses of OpenGLState in de.grogra.glsl.renderpass
Methods in de.grogra.glsl.renderpass with parameters of type OpenGLStateModifier and TypeMethodDescriptionstatic voidRenderPass.drawPrjQuad(OpenGLState glState, Camera c) static voidRenderPass.drawPrjQuad(OpenGLState glState, Camera c, float x, float y, float width, float height) static voidRenderPass.drawPrjQuad(OpenGLState glState, Camera c, float x, float y, float width, float height, double angle) Draw a fullscreen Quad (only useful in orthogonal mode)static voidRenderPass.drawPrjQuadParallel(OpenGLState glState, Camera c, float x, float y, float width, float height, double projectionWidth) Draw a fullscreen Quad (only useful in orthogonal mode)protected voidCachedRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidReduceImagePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract voidRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToneMappingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.loadTexture(OpenGLState glState) protected voidExtractSucessiveLayerPass.loadTexture(OpenGLState glState) protected voidToneMappingPass.pickColors(GLSLDisplay disp, OpenGLState glState) voidCachedRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidCacheScenePass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidExtractLayerPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidToolRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidEdgeFilteringPass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidFullRenderPass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidPresentDebugImagePass.process(GLSLDisplay disp, OpenGLState glState, Object data) voidRenderPass.process(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidReduceImagePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract voidRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToneMappingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractSucessiveLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidReduceImagePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected abstract voidRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToneMappingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.renderStencil(OpenGLState glState, Camera c, int x, int y) voidRenderPass.resetMatrix(OpenGLState glState, int count) voidRenderPass.setMatrix(OpenGLState glState, int where, Matrix4d which) static voidRenderPass.ViewOrtho(OpenGLState glState) static voidRenderPass.ViewOrtho(OpenGLState glState, int width, int height) construct an orthogranal view matrix for easing full screen quad drawingstatic voidRenderPass.ViewPerspective(OpenGLState glState) change view matrix back to default -
Uses of OpenGLState in de.grogra.glsl.renderpass.nostencil
Methods in de.grogra.glsl.renderpass.nostencil with parameters of type OpenGLStateModifier and TypeMethodDescriptionvoidProcessLightingPass.DrawLights(GLSLDisplay disp, OpenGLState glState) Iterate through all found lights, processing each by calling processLight on it.protected voidCachedRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.epilogue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.loadTexture(OpenGLState glState) protected voidExtractSucessiveLayerPass.loadTexture(OpenGLState glState) voidCachedRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidCacheScenePass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidExtractLayerPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidToolRenderPass.postDrawCallback(Drawable dr, OpenGLState glState, GLSLDisplay disp) voidEdgeFilteringPass.process(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.prologue(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCachedRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCacheScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidCopyFloatTexturePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDepthPeelingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawSkyPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidDrawTranspBackgroundPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidEdgeFilteringPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidExtractSucessiveLayerPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidFullQualityRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPrepareAlphaPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPreprocessPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentDebugImagePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidPresentScenePass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidProcessLightingPass.render(GLSLDisplay disp, OpenGLState glState, Object data) protected voidToolRenderPass.render(GLSLDisplay disp, OpenGLState glState, Object data) -
Uses of OpenGLState in de.grogra.glsl.utility
Methods in de.grogra.glsl.utility with parameters of type OpenGLStateModifier and TypeMethodDescriptionvoidDrawable.activateGLSLShader(OpenGLState glState, GLSLDisplay disp) voidDrawable.activateGLSLShader(OpenGLState glState, GLSLDisplay disp, boolean depthonly) voidDrawable.activateGLSLShader(OpenGLState glState, GLSLDisplay disp, boolean depthonly, boolean discard) voidGLSLShader.activateShader(OpenGLState glState, GLSLDisplay disp, Object data) Only public method.voidFrameBufferObject.attachDepthOnly(OpenGLState glState, FBOAttachment att) voidFrameBufferObject.attachDepthStencil(OpenGLState glState, FBOAttachment att) voidFrameBufferObject.attachDrawBuffer(OpenGLState glState, FBOAttachment att, int where) voidFrameBufferObject.attachStencilOnly(OpenGLState glState, FBOAttachment att) voidFBOAttachment.attachToFbo(OpenGLState glState, int where) voidRenderBuffer.attachToFbo(OpenGLState glState, int ATTACHMENT_POINT) voidTextureRenderTarget.attachToFbo(OpenGLState glState, int ATTACHMENT_POINT) voidFrameBufferObject.bind(OpenGLState glState) voidFrameBufferObject.bindAllAttachmentsAsTextures(OpenGLState glState) voidFrameBufferObject.bindAllAttachmentsAsTextures(OpenGLState glState, int upTo) voidFrameBufferObject.bindAllAttachmentsAsTextures(OpenGLState glState, int upTo, int offset) Binds all 4 DrawBuffer-Attachments as Textures to Units 0 to 3 only works if at least 4 Textures are attached.voidFrameBufferObject.bindAttachmentAsTexture(OpenGLState glState, int which, int where) Binds an Attachments as Texture to UnitwherevoidTextureRenderTarget.bindTo(OpenGLState glState, int targetTexNo) voidGLSLOpenGLObject.cleanup(OpenGLState glState, boolean javaOnly) voidGLSLShader.cleanup(OpenGLState glState, boolean javaonly) voidGLSLTexture.cleanup(OpenGLState glState, boolean javaOnly) voidVertexBufferObject.cleanup(OpenGLState glState, boolean javaOnly) voidFBOAttachment.create(OpenGLState glState, int FORMAT) voidFrameBufferObject.create(OpenGLState glState) voidRenderBuffer.create(OpenGLState glState, int FORMAT) voidTextureRenderTarget.create(OpenGLState glState, int FORMAT) voidTextureRenderTarget.create(OpenGLState glState, int FORMAT, int type) voidFBOAttachment.delete(OpenGLState glState, boolean javaonly) voidFrameBufferObject.delete(OpenGLState glState, boolean javaonly) voidRenderBuffer.delete(OpenGLState glState, boolean javaonly) voidTextureRenderTarget.delete(OpenGLState glState, boolean javaonly) voidCachedShaderCollection.deleteAll(OpenGLState glState, boolean javaonly) Remove all compiled Shaders fromshaderCacheandshaderMap.voidFrameBufferObject.deleteAttachments(OpenGLState glState, boolean javaonly) protected voidDrawable.draw(GLSLDisplay disp, OpenGLState glState) voidVertexBufferObject.draw(OpenGLState glState) voidFrameBufferObject.drawBuffer(OpenGLState glState, int which) Sets this FBO as active and sets Attachmentwhich as current drawBuffervoidFrameBufferObject.drawBuffers(OpenGLState glState, int upTo) voidFrameBufferObject.drawBuffers(OpenGLState glState, int upTo, int offset) Sets this FBO as active and sets Attachments 0 up toupTo as current drawBuffersvoidCachedShaderCollection.findAndActivateShader(OpenGLState glState, GLSLDisplay disp, ShaderConfiguration sc, Shader s) Will obtain and activate a GLSLShader to emulate the input shaders behavior.CachedShaderCollection.findShader(OpenGLState glState, GLSLDisplay disp, ShaderConfiguration sc, Shader s) Will obtain a GLSLShader to emulate the input shaders behavior.CachedShaderCollection.getCacheEntry(OpenGLState glState, GLSLDisplay disp, ShaderConfiguration sc, Object s) Retrieve the cached entry for a Configuration/Object-Pair.booleanFrameBufferObject.isComplete(OpenGLState glState) booleanRenderBuffer.isOkay(OpenGLState glState) voidDrawable.rebuildVolumeData(OpenGLState glState) voidCachedShaderCollection.removeUnusedShaders(OpenGLState glState) Removes unused GLSLShaders fromshaderCachevoidFBOAttachment.resize(OpenGLState glState) voidRenderBuffer.resize(OpenGLState glState) voidTextureRenderTarget.resize(OpenGLState glState) voidFrameBufferObject.resizeAttachments(OpenGLState glState) Only resizes color attachmentsvoidShaderConfiguration.set(OpenGLState glState, GLSLDisplay disp, Object obj) Constructors in de.grogra.glsl.utility with parameters of type OpenGLStateModifierConstructorDescriptionGLSLShader(OpenGLState glState) VertexBufferObject(OpenGLState glState)