Revision: 3356
http://java-game-lib.svn.sourceforge.net/java-game-lib/?rev=3356&view=rev
Author: spasi
Date: 2010-05-28 00:08:58 +0000 (Fri, 28 May 2010)
Log Message:
-----------
Documented glDebugMessageCallbackAMD.
Modified Paths:
--------------
trunk/LWJGL/src/templates/org/lwjgl/opengl/AMD_debug_output.java
Modified: trunk/LWJGL/src/templates/org/lwjgl/opengl/AMD_debug_output.java
===================================================================
--- trunk/LWJGL/src/templates/org/lwjgl/opengl/AMD_debug_output.java 2010-05-27 22:56:29 UTC (rev 3355)
+++ trunk/LWJGL/src/templates/org/lwjgl/opengl/AMD_debug_output.java 2010-05-28 00:08:58 UTC (rev 3356)
@@ -73,6 +73,18 @@
@Alternate("glDebugMessageInsertAMD")
void glDebugMessageInsertAMD(@GLenum int category, @GLenum int severity, @GLuint int id, @Constant("buf.length()") @GLsizei int length, CharSequence buf);
+ /**
+ * The {@code AMDDebugOutputCallback.Handler} implementation passed to this method will be used for
+ * AMD_debug_output messages. If callback is null, any previously registered handler for the current
+ * thread will be unregistered and stop receiving messages.
+ * <p/>
+ * The userParam buffer will be passed to the GL, but the current implementation will ignore it and
+ * never return it to the handler. Instead, users are encouraged to use a custom callback handler
+ * implentation to store context-specific data.
+ *
+ * @param callback the callback function to use
+ * @param userParam the user-specified data
+ */
void glDebugMessageCallbackAMD(@GLpointer(value = "GLDEBUGPROCAMD", canBeNull = true) AMDDebugOutputCallback callback, @Check(canBeNull = true) @GLvoid ByteBuffer userParam);
@GLuint
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