Similar to the FrameBuffer Object
this buffer stores the z-depth of the rendered objects
A GLSL fragment shader
The frame buffer object architecture (FBO) is an extension to OpenGL for doing flexible off-screen rendering, including rendering to a texture
Base class for all types of GLSL shaders
Thrown when a GLSL Shader
couldn't be compiled
A ShaderProgramme
combines several Shaders into one executeable Program on the GPU
represents a GLSL shader uniform variable
Holds an OpenGL texture
A Vertex Buffer Object (VBO) is an OpenGL extension that provides methods for uploading data (vertex, normal vector, color, etc) to the video device for non-immediate-mode rendering
A GLSL vertex shader
Companion object to class FragmentShader
Companion object to Texture
Provides usage constants for the VertexBuffer
class
Companion object to class VertexShader