void uniform(string name, const mat4 &v)
void depth_test(bool enabled, GLenum func=GL_LEQUAL)
void del_buffer(GLuint buffer)
void attribfv(string name, GLsizei num_components, GLsizei stride, GLsizei offset)
bool read_file(const std::string &path, std::string &dest)
void blend_mode(bool enabled, GLenum src=GL_ONE, GLenum dest=GL_ONE, GLenum func=GL_FUNC_ADD)
void cull(bool enabled, GLenum front=GL_CCW, GLenum mode=GL_BACK)
void use_shader(Shader shader)
void depth_write(bool enabled)
GLuint gen_buffer(GLenum target, GLsizei size, const void *data)
void unset_attrib(string name)