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NVPresentVideoUtil (LWJGL API)
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org.lwjgl.opengl</FONT>
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Class NVPresentVideoUtil</H2>
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<PRE>
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java.lang.Object
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<IMG SRC="../../../resources/inherit.gif" ALT="extended by "><B>org.lwjgl.opengl.NVPresentVideoUtil</B>
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</PRE>
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<DL>
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<DT><PRE>public final class <B>NVPresentVideoUtil</B><DT>extends java.lang.Object</DL>
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</PRE>
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<P>
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This class exposes the platform specific functionality present in the
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NV_present_video extension.
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<P>
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<P>
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<DL>
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<DT><B>Since:</B></DT>
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<DD>20/5/2011</DD>
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<DT><B>Author:</B></DT>
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<DD>Spasi</DD>
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<CODE>static boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../org/lwjgl/opengl/NVPresentVideoUtil.html#glBindVideoDeviceNV(int, long, java.nio.IntBuffer)">glBindVideoDeviceNV</A></B>(int video_slot,
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long video_device,
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java.nio.IntBuffer attrib_list)</CODE>
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<BR>
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Binds the video output device specified to one of the context's available video output slots.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../org/lwjgl/opengl/NVPresentVideoUtil.html#glEnumerateVideoDevicesNV(java.nio.LongBuffer)">glEnumerateVideoDevicesNV</A></B>(java.nio.LongBuffer devices)</CODE>
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<BR>
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Enumerate the available video output devices.</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static boolean</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../org/lwjgl/opengl/NVPresentVideoUtil.html#glQueryContextNV(int, java.nio.IntBuffer)">glQueryContextNV</A></B>(int attrib,
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java.nio.IntBuffer value)</CODE>
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<BR>
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Queries an attribute associated with the current context.</TD>
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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<A NAME="glEnumerateVideoDevicesNV(java.nio.LongBuffer)"><!-- --></A><H3>
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glEnumerateVideoDevicesNV</H3>
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<PRE>
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public static int <B>glEnumerateVideoDevicesNV</B>(java.nio.LongBuffer devices)</PRE>
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<DL>
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<DD>Enumerate the available video output devices. This method is the cross-platform
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equivalent of glXEnumerateVideoDevicesNV and wglEnumerateVideoDevicesNV. Since they are
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not really compatible, this method works like the WGL version. That is, you first
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with an appropriately sized buffer.
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>devices</CODE> - the buffer to store devices in
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<DT><B>Returns:</B><DD>the number of available video output devices</DL>
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<A NAME="glBindVideoDeviceNV(int, long, java.nio.IntBuffer)"><!-- --></A><H3>
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glBindVideoDeviceNV</H3>
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<PRE>
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public static boolean <B>glBindVideoDeviceNV</B>(int video_slot,
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long video_device,
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java.nio.IntBuffer attrib_list)</PRE>
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<DL>
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<DD>Binds the video output device specified to one of the context's available video output slots.
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This method is the cross-platform equivalent of glXBindVideoDeviceNV and wglBindVideoDeviceNV.
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To release a video device without binding another device to the same slot, call it with
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video_device set to 0 (will use INVALID_HANDLE_VALUE on WGL).
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<P>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>video_slot</CODE> - the video slot<DD><CODE>video_device</CODE> - the video device<DD><CODE>attrib_list</CODE> - the attributes to use
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<DT><B>Returns:</B><DD>true if the binding was successful</DL>
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<A NAME="glQueryContextNV(int, java.nio.IntBuffer)"><!-- --></A><H3>
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glQueryContextNV</H3>
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<PRE>
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public static boolean <B>glQueryContextNV</B>(int attrib,
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java.nio.IntBuffer value)</PRE>
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<DL>
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<DD>Queries an attribute associated with the current context. This method is the cross-platform
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equivalent of glXQueryContext and wglQueryCurrentContextNV.
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<P>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>attrib</CODE> - the attribute to query<DD><CODE>value</CODE> - the buffer to store the value in</DL>
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