|author||Elias Naur <email@example.com>||Tue Sep 04 11:22:49 2018 +0200|
|committer||Elias Naur <firstname.lastname@example.org>||Fri Sep 07 22:41:11 2018 +0000|
gl: add internalFormat to TexImage2D The OpenGL C function glTexImage2D has the following signature: void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * data); However, the corresponding Context.TexImage2D method in package gl does not include the internalFormat parameter, and use the format argument instead. That's ok for many texture formats; for example, RGBA textures have both format and internalFormat set to GL_RGBA. But not always. In particular, OpenGL ES 3 allows the use of sRGB encoded textures by specifying GL_SRGB8_ALPHA8 as internalFormat, but keeping GL_RGBA as format. Add the internalFormat to the Context package. This is unfortunately a breaking change, but adding a new function ("glTexImage2D2"?) to Context is too ugly for a parameter that should have been there all along. (Adding a new method to the Context interface is technically also a breaking change, but I don't expect that there are any external implementers of the interface). Change-Id: I12a45a34f604e51cb1be26aed906025ccfac533a Reviewed-on: https://go-review.googlesource.com/133155 Reviewed-by: Hyang-Ah Hana Kim <email@example.com>
The Go mobile repository holds packages and build tools for using Go on mobile platforms.
Package documentation as a starting point:
The Go Mobile project is experimental. Use this at your own risk. While we are working hard to improve it, neither Google nor the Go team can provide end-user support.
Contributions to Go are appreciated. See https://golang.org/doc/contribute.html.