function OpenGLGraphicsInterface() { } OpenGLGraphicsInterface.prototype.createTexture = function(texture) { Polycode.OpenGLGraphicsInterface_createTexture(this.__ptr, texture) } OpenGLGraphicsInterface.prototype.destroyTexture = function(texture) { Polycode.OpenGLGraphicsInterface_destroyTexture(this.__ptr, texture) } OpenGLGraphicsInterface.prototype.setViewport = function(x,y,width,height) { Polycode.OpenGLGraphicsInterface_setViewport(this.__ptr, x,y,width,height) } OpenGLGraphicsInterface.prototype.clearBuffers = function(clearColor,colorBuffer,depthBuffer,stencilBuffer) { Polycode.OpenGLGraphicsInterface_clearBuffers(this.__ptr, clearColor,colorBuffer,depthBuffer,stencilBuffer) } OpenGLGraphicsInterface.prototype.setParamInShader = function(shader,param,localParam) { Polycode.OpenGLGraphicsInterface_setParamInShader(this.__ptr, shader,param,localParam) } OpenGLGraphicsInterface.prototype.setAttributeInShader = function(shader,attribute,attributeBinding) { Polycode.OpenGLGraphicsInterface_setAttributeInShader(this.__ptr, shader,attribute,attributeBinding) } OpenGLGraphicsInterface.prototype.disableAttribute = function(shader,attribute) { Polycode.OpenGLGraphicsInterface_disableAttribute(this.__ptr, shader,attribute) } OpenGLGraphicsInterface.prototype.useShader = function(shader) { Polycode.OpenGLGraphicsInterface_useShader(this.__ptr, shader) } OpenGLGraphicsInterface.prototype.createProgram = function(program) { Polycode.OpenGLGraphicsInterface_createProgram(this.__ptr, program) } OpenGLGraphicsInterface.prototype.destroyProgram = function(program) { Polycode.OpenGLGraphicsInterface_destroyProgram(this.__ptr, program) } OpenGLGraphicsInterface.prototype.createVBOForVertexArray = function(array) { Polycode.OpenGLGraphicsInterface_createVBOForVertexArray(this.__ptr, array) } OpenGLGraphicsInterface.prototype.createMesh = function(mesh) { Polycode.OpenGLGraphicsInterface_createMesh(this.__ptr, mesh) } OpenGLGraphicsInterface.prototype.destroyMesh = function(mesh) { Polycode.OpenGLGraphicsInterface_destroyMesh(this.__ptr, mesh) } OpenGLGraphicsInterface.prototype.createShader = function(shader) { Polycode.OpenGLGraphicsInterface_createShader(this.__ptr, shader) } OpenGLGraphicsInterface.prototype.destroyShader = function(shader) { Polycode.OpenGLGraphicsInterface_destroyShader(this.__ptr, shader) } OpenGLGraphicsInterface.prototype.beginDrawCall = function() { Polycode.OpenGLGraphicsInterface_beginDrawCall(this.__ptr) } OpenGLGraphicsInterface.prototype.endDrawCall = function() { Polycode.OpenGLGraphicsInterface_endDrawCall(this.__ptr) } OpenGLGraphicsInterface.prototype.setBlendingMode = function(blendingMode) { Polycode.OpenGLGraphicsInterface_setBlendingMode(this.__ptr, blendingMode) } OpenGLGraphicsInterface.prototype.createRenderBuffer = function(renderBuffer) { Polycode.OpenGLGraphicsInterface_createRenderBuffer(this.__ptr, renderBuffer) } OpenGLGraphicsInterface.prototype.destroyRenderBuffer = function(renderBuffer) { Polycode.OpenGLGraphicsInterface_destroyRenderBuffer(this.__ptr, renderBuffer) } OpenGLGraphicsInterface.prototype.bindRenderBuffer = function(renderBuffer) { Polycode.OpenGLGraphicsInterface_bindRenderBuffer(this.__ptr, renderBuffer) } OpenGLGraphicsInterface.prototype.createVertexBuffer = function(dataArray) { Polycode.OpenGLGraphicsInterface_createVertexBuffer(this.__ptr, dataArray) } OpenGLGraphicsInterface.prototype.createIndexBuffer = function(dataArray) { Polycode.OpenGLGraphicsInterface_createIndexBuffer(this.__ptr, dataArray) } OpenGLGraphicsInterface.prototype.destroyBuffer = function(array) { Polycode.OpenGLGraphicsInterface_destroyBuffer(this.__ptr, array) } OpenGLGraphicsInterface.prototype.drawIndices = function(type,indexArray) { Polycode.OpenGLGraphicsInterface_drawIndices(this.__ptr, type,indexArray) } OpenGLGraphicsInterface.prototype.drawArrays = function(type,vertexCount) { Polycode.OpenGLGraphicsInterface_drawArrays(this.__ptr, type,vertexCount) } OpenGLGraphicsInterface.prototype.enableDepthTest = function(val) { Polycode.OpenGLGraphicsInterface_enableDepthTest(this.__ptr, val) } OpenGLGraphicsInterface.prototype.enableDepthWrite = function(val) { Polycode.OpenGLGraphicsInterface_enableDepthWrite(this.__ptr, val) } OpenGLGraphicsInterface.prototype.enableBackfaceCulling = function(val) { Polycode.OpenGLGraphicsInterface_enableBackfaceCulling(this.__ptr, val) } OpenGLGraphicsInterface.prototype.setLineSize = function(lineSize) { Polycode.OpenGLGraphicsInterface_setLineSize(this.__ptr, lineSize) } OpenGLGraphicsInterface.prototype.setWireframeMode = function(val) { Polycode.OpenGLGraphicsInterface_setWireframeMode(this.__ptr, val) } OpenGLGraphicsInterface.prototype.enableScissor = function(val) { Polycode.OpenGLGraphicsInterface_enableScissor(this.__ptr, val) } OpenGLGraphicsInterface.prototype.setScissorBox = function(box) { Polycode.OpenGLGraphicsInterface_setScissorBox(this.__ptr, box) }