15#ifndef QOPENGLVERSIONFUNCTIONS_4_1_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_4_1_COMPATIBILITY_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
68 void glClearStencil(
GLint s);
87 void glIndexubv(
const GLubyte *
c);
88 void glIndexub(GLubyte
c);
106 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels);
116 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data);
270 void glEndConditionalRender();
277 void glEndTransformFeedback();
278 void glBeginTransformFeedback(
GLenum primitiveMode);
309 void glDeleteSync(
GLsync sync);
387 void glResumeTransformFeedback();
388 void glPauseTransformFeedback();
451 void glValidateProgramPipeline(
GLuint pipeline);
506 void glBindProgramPipeline(
GLuint pipeline);
513 void glClearDepthf(
GLfloat dd);
517 void glReleaseShaderCompiler();
530 void glMultMatrixf(
const GLfloat *
m);
533 void glLoadMatrixf(
const GLfloat *
m);
534 void glLoadIdentity();
542 void glGetPolygonStipple(GLubyte *
mask);
565 void glEvalPoint1(
GLint i);
567 void glEvalCoord2fv(
const GLfloat *u);
569 void glEvalCoord2dv(
const GLdouble *u);
571 void glEvalCoord1fv(
const GLfloat *u);
573 void glEvalCoord1dv(
const GLdouble *u);
608 void glPolygonStipple(
const GLubyte *
mask);
628 void glVertex4sv(
const GLshort *
v);
629 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
630 void glVertex4iv(
const GLint *
v);
636 void glVertex3sv(
const GLshort *
v);
637 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
638 void glVertex3iv(
const GLint *
v);
644 void glVertex2sv(
const GLshort *
v);
645 void glVertex2s(GLshort
x, GLshort
y);
646 void glVertex2iv(
const GLint *
v);
652 void glTexCoord4sv(
const GLshort *
v);
653 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
654 void glTexCoord4iv(
const GLint *
v);
656 void glTexCoord4fv(
const GLfloat *
v);
660 void glTexCoord3sv(
const GLshort *
v);
661 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
662 void glTexCoord3iv(
const GLint *
v);
664 void glTexCoord3fv(
const GLfloat *
v);
668 void glTexCoord2sv(
const GLshort *
v);
669 void glTexCoord2s(GLshort
s, GLshort
t);
670 void glTexCoord2iv(
const GLint *
v);
672 void glTexCoord2fv(
const GLfloat *
v);
676 void glTexCoord1sv(
const GLshort *
v);
677 void glTexCoord1s(GLshort
s);
678 void glTexCoord1iv(
const GLint *
v);
679 void glTexCoord1i(
GLint s);
680 void glTexCoord1fv(
const GLfloat *
v);
684 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
685 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
692 void glRasterPos4sv(
const GLshort *
v);
693 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
694 void glRasterPos4iv(
const GLint *
v);
696 void glRasterPos4fv(
const GLfloat *
v);
700 void glRasterPos3sv(
const GLshort *
v);
701 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
702 void glRasterPos3iv(
const GLint *
v);
704 void glRasterPos3fv(
const GLfloat *
v);
708 void glRasterPos2sv(
const GLshort *
v);
709 void glRasterPos2s(GLshort
x, GLshort
y);
710 void glRasterPos2iv(
const GLint *
v);
712 void glRasterPos2fv(
const GLfloat *
v);
716 void glNormal3sv(
const GLshort *
v);
717 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
718 void glNormal3iv(
const GLint *
v);
724 void glNormal3bv(
const GLbyte *
v);
725 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
726 void glIndexsv(
const GLshort *
c);
727 void glIndexs(GLshort
c);
728 void glIndexiv(
const GLint *
c);
739 void glColor4uiv(
const GLuint *
v);
741 void glColor4ubv(
const GLubyte *
v);
743 void glColor4sv(
const GLshort *
v);
745 void glColor4iv(
const GLint *
v);
751 void glColor4bv(
const GLbyte *
v);
755 void glColor3uiv(
const GLuint *
v);
757 void glColor3ubv(
const GLubyte *
v);
758 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
759 void glColor3sv(
const GLshort *
v);
760 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
761 void glColor3iv(
const GLint *
v);
767 void glColor3bv(
const GLbyte *
v);
781 void glPopClientAttrib();
793 void glArrayElement(
GLint i);
830 void glMultTransposeMatrixd(
const GLdouble *
m);
831 void glMultTransposeMatrixf(
const GLfloat *
m);
832 void glLoadTransposeMatrixd(
const GLdouble *
m);
833 void glLoadTransposeMatrixf(
const GLfloat *
m);
835 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
843 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
869 void glWindowPos3sv(
const GLshort *
v);
870 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
871 void glWindowPos3iv(
const GLint *
v);
873 void glWindowPos3fv(
const GLfloat *
v);
877 void glWindowPos2sv(
const GLshort *
v);
878 void glWindowPos2s(GLshort
x, GLshort
y);
879 void glWindowPos2iv(
const GLint *
v);
881 void glWindowPos2fv(
const GLfloat *
v);
886 void glSecondaryColor3usv(
const GLushort *
v);
888 void glSecondaryColor3uiv(
const GLuint *
v);
890 void glSecondaryColor3ubv(
const GLubyte *
v);
891 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
892 void glSecondaryColor3sv(
const GLshort *
v);
893 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
894 void glSecondaryColor3iv(
const GLint *
v);
896 void glSecondaryColor3fv(
const GLfloat *
v);
898 void glSecondaryColor3dv(
const GLdouble *
v);
900 void glSecondaryColor3bv(
const GLbyte *
v);
901 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
913 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
915 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
924 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
925 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
926 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
930 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
952 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
953 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
1019 d_1_0_Core->f.DepthRange(nearVal, farVal);
1024 return d_1_0_Core->f.IsEnabled(
cap);
1054 return d_1_0_Core->f.GetString(
name);
1069 return d_1_0_Core->f.GetError();
1089 d_1_0_Core->f.ReadBuffer(
mode);
1104 d_1_0_Core->f.DepthFunc(
func);
1109 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
1119 d_1_0_Core->f.LogicOp(
opcode);
1124 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
1129 d_1_0_Core->f.Flush();
1134 d_1_0_Core->f.Finish();
1139 d_1_0_Core->f.Enable(
cap);
1144 d_1_0_Core->f.Disable(
cap);
1149 d_1_0_Core->f.DepthMask(flag);
1159 d_1_0_Core->f.StencilMask(
mask);
1164 d_1_0_Core->f.ClearDepth(
depth);
1169 d_1_0_Core->f.ClearStencil(
s);
1179 d_1_0_Core->f.Clear(
mask);
1184 d_1_0_Core->f.DrawBuffer(
mode);
1224 d_1_0_Core->f.PolygonMode(
face,
mode);
1229 d_1_0_Core->f.PointSize(
size);
1234 d_1_0_Core->f.LineWidth(
width);
1244 d_1_0_Core->f.FrontFace(
mode);
1249 d_1_0_Core->f.CullFace(
mode);
1256 d_1_1_Deprecated->f.Indexubv(
c);
1261 d_1_1_Deprecated->f.Indexub(
c);
1266 return d_1_1_Core->f.IsTexture(
texture);
1276 d_1_1_Core->f.DeleteTextures(
n,
textures);
1316 d_1_1_Core->f.PolygonOffset(factor,
units);
1341inline void QOpenGLFunctions_4_1_Compatibility::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
1343 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1358 d_1_2_Core->f.BlendEquation(
mode);
1383inline void QOpenGLFunctions_4_1_Compatibility::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
1385 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1410 d_1_3_Core->f.ActiveTexture(
texture);
1464 return d_1_5_Core->f.UnmapBuffer(
target);
1489 return d_1_5_Core->f.IsBuffer(
buffer);
1494 d_1_5_Core->f.GenBuffers(
n,
buffers);
1499 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1509 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1514 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1524 d_1_5_Core->f.EndQuery(
target);
1529 d_1_5_Core->f.BeginQuery(
target,
id);
1534 return d_1_5_Core->f.IsQuery(
id);
1539 d_1_5_Core->f.DeleteQueries(
n,
ids);
1544 d_1_5_Core->f.GenQueries(
n,
ids);
1556 d_2_0_Core->f.ValidateProgram(
program);
1656 d_2_0_Core->f.UseProgram(
program);
1666 d_2_0_Core->f.LinkProgram(
program);
1671 return d_2_0_Core->f.IsShader(
shader);
1676 return d_2_0_Core->f.IsProgram(
program);
1711 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1741 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1761 d_2_0_Core->f.EnableVertexAttribArray(
index);
1766 d_2_0_Core->f.DisableVertexAttribArray(
index);
1776 d_2_0_Core->f.DeleteShader(
shader);
1781 d_2_0_Core->f.DeleteProgram(
program);
1786 return d_2_0_Core->f.CreateShader(
type);
1791 return d_2_0_Core->f.CreateProgram();
1796 d_2_0_Core->f.CompileShader(
shader);
1811 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1826 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1870 return d_3_0_Core->f.IsVertexArray(
array);
1875 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1880 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1885 d_3_0_Core->f.BindVertexArray(
array);
1915 d_3_0_Core->f.GenerateMipmap(
target);
1945 return d_3_0_Core->f.CheckFramebufferStatus(
target);
2000 return d_3_0_Core->f.GetStringi(
name,
index);
2085 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2115 d_3_0_Core->f.EndConditionalRender();
2120 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2150 d_3_0_Core->f.EndTransformFeedback();
2155 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2185 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2232 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2289 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2294 d_3_2_Core->f.DeleteSync(sync);
2299 return d_3_2_Core->f.IsSync(sync);
2309 d_3_2_Core->f.ProvokingVertex(
mode);
2391 d_3_3_Deprecated->f.SecondaryColorP3uiv(
type,
color);
2396 d_3_3_Deprecated->f.SecondaryColorP3ui(
type,
color);
2401 d_3_3_Deprecated->f.ColorP4uiv(
type,
color);
2406 d_3_3_Deprecated->f.ColorP4ui(
type,
color);
2411 d_3_3_Deprecated->f.ColorP3uiv(
type,
color);
2416 d_3_3_Deprecated->f.ColorP3ui(
type,
color);
2421 d_3_3_Deprecated->f.NormalP3uiv(
type,
coords);
2426 d_3_3_Deprecated->f.NormalP3ui(
type,
coords);
2471 d_3_3_Deprecated->f.TexCoordP4uiv(
type,
coords);
2476 d_3_3_Deprecated->f.TexCoordP4ui(
type,
coords);
2481 d_3_3_Deprecated->f.TexCoordP3uiv(
type,
coords);
2486 d_3_3_Deprecated->f.TexCoordP3ui(
type,
coords);
2491 d_3_3_Deprecated->f.TexCoordP2uiv(
type,
coords);
2496 d_3_3_Deprecated->f.TexCoordP2ui(
type,
coords);
2501 d_3_3_Deprecated->f.TexCoordP1uiv(
type,
coords);
2506 d_3_3_Deprecated->f.TexCoordP1ui(
type,
coords);
2511 d_3_3_Deprecated->f.VertexP4uiv(
type,
value);
2516 d_3_3_Deprecated->f.VertexP4ui(
type,
value);
2521 d_3_3_Deprecated->f.VertexP3uiv(
type,
value);
2526 d_3_3_Deprecated->f.VertexP3ui(
type,
value);
2531 d_3_3_Deprecated->f.VertexP2uiv(
type,
value);
2536 d_3_3_Deprecated->f.VertexP2ui(
type,
value);
2541 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2546 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2551 d_3_3_Core->f.QueryCounter(
id,
target);
2606 d_3_3_Core->f.BindSampler(unit,
sampler);
2611 return d_3_3_Core->f.IsSampler(
sampler);
2626 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2653 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2658 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2663 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2668 d_4_0_Core->f.ResumeTransformFeedback();
2673 d_4_0_Core->f.PauseTransformFeedback();
2678 return d_4_0_Core->f.IsTransformFeedback(
id);
2683 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2688 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2693 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2853 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2863 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2868 d_4_0_Core->f.MinSampleShading(
value);
2885 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2895 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2910 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2915 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2935 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
2940 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
2945 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
2950 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
2955 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
2960 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
2965 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
2970 d_4_1_Core->f.VertexAttribL1d(
index,
x);
2980 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
3235 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
3240 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3245 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
3250 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3255 d_4_1_Core->f.BindProgramPipeline(pipeline);
3265 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3290 d_4_1_Core->f.ClearDepthf(dd);
3295 d_4_1_Core->f.DepthRangef(
n,
f);
3310 d_4_1_Core->f.ReleaseShaderCompiler();
3317 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
3322 d_1_0_Deprecated->f.Translated(
x,
y,
z);
3327 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
3332 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
3337 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
3342 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
3347 d_1_0_Deprecated->f.PushMatrix();
3352 d_1_0_Deprecated->f.PopMatrix();
3362 d_1_0_Deprecated->f.MultMatrixd(
m);
3367 d_1_0_Deprecated->f.MultMatrixf(
m);
3372 d_1_0_Deprecated->f.MatrixMode(
mode);
3377 d_1_0_Deprecated->f.LoadMatrixd(
m);
3382 d_1_0_Deprecated->f.LoadMatrixf(
m);
3387 d_1_0_Deprecated->f.LoadIdentity();
3397 return d_1_0_Deprecated->f.IsList(
list);
3427 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
3432 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
3437 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
3442 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
3472 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
3477 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
3482 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
3497 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
3502 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
3507 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
3512 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
3517 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
3522 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
3527 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
3532 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
3537 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
3542 d_1_0_Deprecated->f.EvalPoint1(
i);
3547 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
3552 d_1_0_Deprecated->f.EvalCoord2fv(u);
3557 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
3562 d_1_0_Deprecated->f.EvalCoord2dv(u);
3567 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
3572 d_1_0_Deprecated->f.EvalCoord1fv(u);
3577 d_1_0_Deprecated->f.EvalCoord1f(u);
3582 d_1_0_Deprecated->f.EvalCoord1dv(u);
3587 d_1_0_Deprecated->f.EvalCoord1d(u);
3592 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
3597 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
3602 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
3607 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
3632 d_1_0_Deprecated->f.PushAttrib(
mask);
3637 d_1_0_Deprecated->f.PopAttrib();
3642 d_1_0_Deprecated->f.Accum(op,
value);
3647 d_1_0_Deprecated->f.IndexMask(
mask);
3652 d_1_0_Deprecated->f.ClearIndex(
c);
3662 d_1_0_Deprecated->f.PushName(
name);
3667 d_1_0_Deprecated->f.PopName();
3672 d_1_0_Deprecated->f.PassThrough(
token);
3677 d_1_0_Deprecated->f.LoadName(
name);
3682 d_1_0_Deprecated->f.InitNames();
3687 return d_1_0_Deprecated->f.RenderMode(
mode);
3692 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
3752 d_1_0_Deprecated->f.ShadeModel(
mode);
3757 d_1_0_Deprecated->f.PolygonStipple(
mask);
3782 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
3792 d_1_0_Deprecated->f.LightModeli(
pname,
param);
3802 d_1_0_Deprecated->f.LightModelf(
pname,
param);
3807 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
3812 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
3817 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
3822 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
3847 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
3852 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
3857 d_1_0_Deprecated->f.Vertex4sv(
v);
3862 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
3867 d_1_0_Deprecated->f.Vertex4iv(
v);
3872 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
3877 d_1_0_Deprecated->f.Vertex4fv(
v);
3882 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
3887 d_1_0_Deprecated->f.Vertex4dv(
v);
3892 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
3897 d_1_0_Deprecated->f.Vertex3sv(
v);
3902 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
3907 d_1_0_Deprecated->f.Vertex3iv(
v);
3912 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
3917 d_1_0_Deprecated->f.Vertex3fv(
v);
3922 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
3927 d_1_0_Deprecated->f.Vertex3dv(
v);
3932 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
3937 d_1_0_Deprecated->f.Vertex2sv(
v);
3942 d_1_0_Deprecated->f.Vertex2s(
x,
y);
3947 d_1_0_Deprecated->f.Vertex2iv(
v);
3952 d_1_0_Deprecated->f.Vertex2i(
x,
y);
3957 d_1_0_Deprecated->f.Vertex2fv(
v);
3962 d_1_0_Deprecated->f.Vertex2f(
x,
y);
3967 d_1_0_Deprecated->f.Vertex2dv(
v);
3972 d_1_0_Deprecated->f.Vertex2d(
x,
y);
3977 d_1_0_Deprecated->f.TexCoord4sv(
v);
3982 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
3987 d_1_0_Deprecated->f.TexCoord4iv(
v);
3992 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
3997 d_1_0_Deprecated->f.TexCoord4fv(
v);
4002 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
4007 d_1_0_Deprecated->f.TexCoord4dv(
v);
4012 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
4017 d_1_0_Deprecated->f.TexCoord3sv(
v);
4022 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
4027 d_1_0_Deprecated->f.TexCoord3iv(
v);
4032 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
4037 d_1_0_Deprecated->f.TexCoord3fv(
v);
4042 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
4047 d_1_0_Deprecated->f.TexCoord3dv(
v);
4052 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
4057 d_1_0_Deprecated->f.TexCoord2sv(
v);
4062 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
4067 d_1_0_Deprecated->f.TexCoord2iv(
v);
4072 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
4077 d_1_0_Deprecated->f.TexCoord2fv(
v);
4082 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
4087 d_1_0_Deprecated->f.TexCoord2dv(
v);
4092 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
4097 d_1_0_Deprecated->f.TexCoord1sv(
v);
4102 d_1_0_Deprecated->f.TexCoord1s(
s);
4107 d_1_0_Deprecated->f.TexCoord1iv(
v);
4112 d_1_0_Deprecated->f.TexCoord1i(
s);
4117 d_1_0_Deprecated->f.TexCoord1fv(
v);
4122 d_1_0_Deprecated->f.TexCoord1f(
s);
4127 d_1_0_Deprecated->f.TexCoord1dv(
v);
4132 d_1_0_Deprecated->f.TexCoord1d(
s);
4137 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
4142 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
4147 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
4152 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
4157 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
4162 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
4167 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
4172 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
4177 d_1_0_Deprecated->f.RasterPos4sv(
v);
4182 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
4187 d_1_0_Deprecated->f.RasterPos4iv(
v);
4192 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
4197 d_1_0_Deprecated->f.RasterPos4fv(
v);
4202 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
4207 d_1_0_Deprecated->f.RasterPos4dv(
v);
4212 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
4217 d_1_0_Deprecated->f.RasterPos3sv(
v);
4222 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
4227 d_1_0_Deprecated->f.RasterPos3iv(
v);
4232 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
4237 d_1_0_Deprecated->f.RasterPos3fv(
v);
4242 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
4247 d_1_0_Deprecated->f.RasterPos3dv(
v);
4252 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
4257 d_1_0_Deprecated->f.RasterPos2sv(
v);
4262 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
4267 d_1_0_Deprecated->f.RasterPos2iv(
v);
4272 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
4277 d_1_0_Deprecated->f.RasterPos2fv(
v);
4282 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
4287 d_1_0_Deprecated->f.RasterPos2dv(
v);
4292 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
4297 d_1_0_Deprecated->f.Normal3sv(
v);
4302 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
4307 d_1_0_Deprecated->f.Normal3iv(
v);
4312 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
4317 d_1_0_Deprecated->f.Normal3fv(
v);
4322 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
4327 d_1_0_Deprecated->f.Normal3dv(
v);
4332 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
4337 d_1_0_Deprecated->f.Normal3bv(
v);
4342 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
4347 d_1_0_Deprecated->f.Indexsv(
c);
4352 d_1_0_Deprecated->f.Indexs(
c);
4357 d_1_0_Deprecated->f.Indexiv(
c);
4362 d_1_0_Deprecated->f.Indexi(
c);
4367 d_1_0_Deprecated->f.Indexfv(
c);
4372 d_1_0_Deprecated->f.Indexf(
c);
4377 d_1_0_Deprecated->f.Indexdv(
c);
4382 d_1_0_Deprecated->f.Indexd(
c);
4387 d_1_0_Deprecated->f.End();
4392 d_1_0_Deprecated->f.EdgeFlagv(flag);
4397 d_1_0_Deprecated->f.EdgeFlag(flag);
4402 d_1_0_Deprecated->f.Color4usv(
v);
4412 d_1_0_Deprecated->f.Color4uiv(
v);
4422 d_1_0_Deprecated->f.Color4ubv(
v);
4432 d_1_0_Deprecated->f.Color4sv(
v);
4442 d_1_0_Deprecated->f.Color4iv(
v);
4452 d_1_0_Deprecated->f.Color4fv(
v);
4462 d_1_0_Deprecated->f.Color4dv(
v);
4472 d_1_0_Deprecated->f.Color4bv(
v);
4482 d_1_0_Deprecated->f.Color3usv(
v);
4492 d_1_0_Deprecated->f.Color3uiv(
v);
4502 d_1_0_Deprecated->f.Color3ubv(
v);
4512 d_1_0_Deprecated->f.Color3sv(
v);
4522 d_1_0_Deprecated->f.Color3iv(
v);
4532 d_1_0_Deprecated->f.Color3fv(
v);
4542 d_1_0_Deprecated->f.Color3dv(
v);
4552 d_1_0_Deprecated->f.Color3bv(
v);
4567 d_1_0_Deprecated->f.Begin(
mode);
4572 d_1_0_Deprecated->f.ListBase(
base);
4577 return d_1_0_Deprecated->f.GenLists(
range);
4582 d_1_0_Deprecated->f.DeleteLists(
list,
range);
4587 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
4592 d_1_0_Deprecated->f.CallList(
list);
4597 d_1_0_Deprecated->f.EndList();
4602 d_1_0_Deprecated->f.NewList(
list,
mode);
4609 d_1_1_Deprecated->f.PushClientAttrib(
mask);
4614 d_1_1_Deprecated->f.PopClientAttrib();
4654 d_1_1_Deprecated->f.EnableClientState(
array);
4664 d_1_1_Deprecated->f.DisableClientState(
array);
4674 d_1_1_Deprecated->f.ArrayElement(
i);
4681 d_1_2_Deprecated->f.ResetMinmax(
target);
4686 d_1_2_Deprecated->f.ResetHistogram(
target);
4843 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
4848 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
4853 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
4858 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
4863 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
4868 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
4873 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
4878 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
4883 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
4888 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
4893 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
4898 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
4903 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
4908 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
4913 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
4918 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
4923 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
4928 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
4933 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
4938 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
4943 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
4948 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
4953 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
4958 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
4963 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
4968 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
4973 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
4978 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
4983 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
4988 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
4993 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
4998 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
5003 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
5008 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
5013 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
5018 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
5023 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
5030 d_1_4_Deprecated->f.WindowPos3sv(
v);
5035 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
5040 d_1_4_Deprecated->f.WindowPos3iv(
v);
5045 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
5050 d_1_4_Deprecated->f.WindowPos3fv(
v);
5055 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
5060 d_1_4_Deprecated->f.WindowPos3dv(
v);
5065 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
5070 d_1_4_Deprecated->f.WindowPos2sv(
v);
5075 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
5080 d_1_4_Deprecated->f.WindowPos2iv(
v);
5085 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
5090 d_1_4_Deprecated->f.WindowPos2fv(
v);
5095 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
5100 d_1_4_Deprecated->f.WindowPos2dv(
v);
5105 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
5115 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
5120 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
5125 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
5130 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
5135 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
5140 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
5145 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
5150 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
5155 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
5160 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
5165 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
5170 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
5175 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
5180 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
5185 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
5190 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
5200 d_1_4_Deprecated->f.FogCoorddv(
coord);
5205 d_1_4_Deprecated->f.FogCoordd(
coord);
5210 d_1_4_Deprecated->f.FogCoordfv(
coord);
5215 d_1_4_Deprecated->f.FogCoordf(
coord);
5224 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
5229 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
5234 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
5239 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
5244 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
5249 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
5254 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
5259 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
5264 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
5269 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
5274 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
5279 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
5284 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
5289 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
5294 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
5299 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
5304 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
5309 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
5314 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
5319 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
5324 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
5329 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
5334 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
5339 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
5344 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
5349 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
5354 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
5359 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
5364 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
5369 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
5374 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
5379 d_2_0_Core->f.VertexAttrib1s(
index,
x);
5384 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
5389 d_2_0_Core->f.VertexAttrib1f(
index,
x);
5394 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
5399 d_2_0_Core->f.VertexAttrib1d(
index,
x);
5408 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
5413 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
5418 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
5423 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
5428 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
5433 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
5438 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
5443 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
5448 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
5453 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
5458 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
5463 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
5468 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
5473 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
5478 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
5483 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
5488 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
5493 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
5498 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
5503 d_3_0_Core->f.VertexAttribI1i(
index,
x);
virtual bool initializeOpenGLFunctions()
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSecondaryColor3usv(const GLushort *v)
void glWindowPos2iv(const GLint *v)
void glTexCoord4iv(const GLint *v)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glVertex2dv(const GLdouble *v)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glRasterPos2i(GLint x, GLint y)
void glStencilMask(GLuint mask)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glDepthRangef(GLfloat n, GLfloat f)
void glIndexMask(GLuint mask)
void glColor3sv(const GLshort *v)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glColor4usv(const GLushort *v)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glCullFace(GLenum mode)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glBindSampler(GLuint unit, GLuint sampler)
void glRasterPos3iv(const GLint *v)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glColor4fv(const GLfloat *v)
void glEdgeFlagv(const GLboolean *flag)
void glRectiv(const GLint *v1, const GLint *v2)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glMultTransposeMatrixd(const GLdouble *m)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glEvalCoord1fv(const GLfloat *u)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glTexCoord4sv(const GLshort *v)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glReleaseShaderCompiler()
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glColor3fv(const GLfloat *v)
void glVertexAttrib1s(GLuint index, GLshort x)
void glReadBuffer(GLenum mode)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsQuery(GLuint id)
void glSampleMaski(GLuint index, GLbitfield mask)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glVertex2d(GLdouble x, GLdouble y)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
GLboolean glIsEnabled(GLenum cap)
void glWindowPos2d(GLdouble x, GLdouble y)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glUseProgram(GLuint program)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glVertex2fv(const GLfloat *v)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glBegin(GLenum mode)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glVertexAttribI1i(GLuint index, GLint x)
void glPixelStorei(GLenum pname, GLint param)
void glPointParameteri(GLenum pname, GLint param)
GLenum glCheckFramebufferStatus(GLenum target)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glEndQueryIndexed(GLenum target, GLuint index)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glFogiv(GLenum pname, const GLint *params)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glTexCoord1s(GLshort s)
void glDisableClientState(GLenum array)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glLineStipple(GLint factor, GLushort pattern)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glDepthFunc(GLenum func)
void glLoadName(GLuint name)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glClearDepth(GLdouble depth)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glPixelStoref(GLenum pname, GLfloat param)
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glVertex3iv(const GLint *v)
void glColor3uiv(const GLuint *v)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glRasterPos2d(GLdouble x, GLdouble y)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glPushClientAttrib(GLbitfield mask)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glNormal3sv(const GLshort *v)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glClearStencil(GLint s)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
GLboolean glIsSync(GLsync sync)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glValidateProgramPipeline(GLuint pipeline)
void glColor3usv(const GLushort *v)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glIndexub(GLubyte c)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGenTextures(GLsizei n, GLuint *textures)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glVertex3fv(const GLfloat *v)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glWindowPos3sv(const GLshort *v)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glRasterPos2s(GLshort x, GLshort y)
void glCallList(GLuint list)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glGetDoublev(GLenum pname, GLdouble *params)
void glGenerateMipmap(GLenum target)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glSecondaryColor3sv(const GLshort *v)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glColor3bv(const GLbyte *v)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glSecondaryColor3ubv(const GLubyte *v)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos2dv(const GLdouble *v)
GLuint glCreateShader(GLenum type)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glTexCoord3fv(const GLfloat *v)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glTexCoord2i(GLint s, GLint t)
void glDeleteLists(GLuint list, GLsizei range)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEnableVertexAttribArray(GLuint index)
void glColor4iv(const GLint *v)
void glPauseTransformFeedback()
GLint glRenderMode(GLenum mode)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetIntegerv(GLenum pname, GLint *params)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glResetHistogram(GLenum target)
void glPassThrough(GLfloat token)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glEvalPoint2(GLint i, GLint j)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glIndexsv(const GLshort *c)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glUniform1ui(GLint location, GLuint v0)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glListBase(GLuint base)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glDetachShader(GLuint program, GLuint shader)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glTexCoord1fv(const GLfloat *v)
void glBindTransformFeedback(GLenum target, GLuint id)
void glVertex3sv(const GLshort *v)
void glDeleteProgram(GLuint program)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glEdgeFlag(GLboolean flag)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glTexCoord1sv(const GLshort *v)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glPointSize(GLfloat size)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glColor4bv(const GLbyte *v)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glTexCoord4fv(const GLfloat *v)
void glColorMaterial(GLenum face, GLenum mode)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glArrayElement(GLint i)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glFogCoorddv(const GLdouble *coord)
void glHint(GLenum target, GLenum mode)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glRasterPos3sv(const GLshort *v)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glEvalCoord2dv(const GLdouble *u)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glBeginQuery(GLenum target, GLuint id)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
void glDisable(GLenum cap)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glGetPointerv(GLenum pname, GLvoid **params)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glSecondaryColor3uiv(const GLuint *v)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glTexCoord2fv(const GLfloat *v)
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
void glLightModelf(GLenum pname, GLfloat param)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glBindTexture(GLenum target, GLuint texture)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glWindowPos3fv(const GLfloat *v)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glEndConditionalRender()
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
void glUniform1i(GLint location, GLint v0)
GLboolean glIsTexture(GLuint texture)
GLboolean glIsShader(GLuint shader)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glPolygonStipple(const GLubyte *mask)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glBindProgramPipeline(GLuint pipeline)
void glFogi(GLenum pname, GLint param)
void glEnable(GLenum cap)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glPushName(GLuint name)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glNormal3dv(const GLdouble *v)
void glLightModeliv(GLenum pname, const GLint *params)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glFogCoordfv(const GLfloat *coord)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glTexCoord4dv(const GLdouble *v)
void glBindBuffer(GLenum target, GLuint buffer)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glMultiTexCoord1f(GLenum target, GLfloat s)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glClearIndex(GLfloat c)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glResetMinmax(GLenum target)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glTexCoord3dv(const GLdouble *v)
void glScissorIndexedv(GLuint index, const GLint *v)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
GLboolean glIsBuffer(GLuint buffer)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glClearDepthf(GLfloat dd)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glVertexP4ui(GLenum type, GLuint value)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos2iv(const GLint *v)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glColorP4ui(GLenum type, GLuint color)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glNormal3iv(const GLint *v)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glRasterPos3fv(const GLfloat *v)
void glDeleteShader(GLuint shader)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glFogfv(GLenum pname, const GLfloat *params)
void glClientActiveTexture(GLenum texture)
const GLubyte * glGetString(GLenum name)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glGetPolygonStipple(GLubyte *mask)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glPixelTransferf(GLenum pname, GLfloat param)
void glRasterPos4iv(const GLint *v)
void glColorP4uiv(GLenum type, const GLuint *color)
void glRasterPos4dv(const GLdouble *v)
void glPointParameteriv(GLenum pname, const GLint *params)
GLboolean glIsTransformFeedback(GLuint id)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glUniform1d(GLint location, GLdouble x)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glWindowPos3iv(const GLint *v)
void glIndexd(GLdouble c)
void glDepthMask(GLboolean flag)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawBuffer(GLenum mode)
void glVertex3dv(const GLdouble *v)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glColor4uiv(const GLuint *v)
void glIndexfv(const GLfloat *c)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexCoord2s(GLshort s, GLshort t)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glMultiTexCoord1i(GLenum target, GLint s)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glEndQuery(GLenum target)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glTexCoord1iv(const GLint *v)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glPointParameterf(GLenum pname, GLfloat param)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glClampColor(GLenum target, GLenum clamp)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
GLuint glGenLists(GLsizei range)
void glTexCoord3iv(const GLint *v)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glMinSampleShading(GLfloat value)
void glWindowPos2sv(const GLshort *v)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glColor4ubv(const GLubyte *v)
void glEvalCoord1f(GLfloat u)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glNormal3fv(const GLfloat *v)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glTexCoord2d(GLdouble s, GLdouble t)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFogCoordd(GLdouble coord)
void glEvalCoord1d(GLdouble u)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glTexCoord1i(GLint s)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glEnablei(GLenum target, GLuint index)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glTexCoord1f(GLfloat s)
void glFrontFace(GLenum mode)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glBlendEquationi(GLuint buf, GLenum mode)
void glEndTransformFeedback()
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glUniform1f(GLint location, GLfloat v0)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glRasterPos3dv(const GLdouble *v)
void glVertexP3ui(GLenum type, GLuint value)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGenQueries(GLsizei n, GLuint *ids)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glMatrixMode(GLenum mode)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glVertex2sv(const GLshort *v)
void glColor3dv(const GLdouble *v)
void glLogicOp(GLenum opcode)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glVertex2s(GLshort x, GLshort y)
void glColorP3uiv(GLenum type, const GLuint *color)
void glEvalCoord1dv(const GLdouble *u)
void glResumeTransformFeedback()
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glVertexP2ui(GLenum type, GLuint value)
void glWindowPos2fv(const GLfloat *v)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
void glPrimitiveRestartIndex(GLuint index)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
GLboolean glIsProgram(GLuint program)
void glEnableClientState(GLenum array)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glEvalCoord2fv(const GLfloat *u)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glColor3iv(const GLint *v)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glLightModeli(GLenum pname, GLint param)
void glVertex3i(GLint x, GLint y, GLint z)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glFogf(GLenum pname, GLfloat param)
void glRasterPos2fv(const GLfloat *v)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glVertex4dv(const GLdouble *v)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glShadeModel(GLenum mode)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos2f(GLfloat x, GLfloat y)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glMultMatrixf(const GLfloat *m)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glSecondaryColor3fv(const GLfloat *v)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glLoadMatrixf(const GLfloat *m)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glVertex2iv(const GLint *v)
void glTexCoord2dv(const GLdouble *v)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glRasterPos4sv(const GLshort *v)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glSecondaryColor3dv(const GLdouble *v)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLboolean glIsSampler(GLuint sampler)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glVertex4iv(const GLint *v)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glLoadTransposeMatrixd(const GLdouble *m)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glMultTransposeMatrixf(const GLfloat *m)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glEvalPoint1(GLint i)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glTexCoord1d(GLdouble s)
GLboolean glUnmapBuffer(GLenum target)
void glTexCoord2f(GLfloat s, GLfloat t)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glLighti(GLenum light, GLenum pname, GLint param)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glRasterPos4fv(const GLfloat *v)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glQueryCounter(GLuint id, GLenum target)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glTexCoord3sv(const GLshort *v)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertex4sv(const GLshort *v)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glTexCoord1dv(const GLdouble *v)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
GLboolean glIsList(GLuint list)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glColor3i(GLint red, GLint green, GLint blue)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glGetFloatv(GLenum pname, GLfloat *params)
void glColor4sv(const GLshort *v)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glWindowPos2f(GLfloat x, GLfloat y)
void glVertexP3uiv(GLenum type, const GLuint *value)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glClear(GLbitfield mask)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLboolean glIsVertexArray(GLuint array)
void glProvokingVertex(GLenum mode)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glWindowPos3dv(const GLdouble *v)
void glMultMatrixd(const GLdouble *m)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glVertex2i(GLint x, GLint y)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glAccum(GLenum op, GLfloat value)
void glNewList(GLuint list, GLenum mode)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glDisableVertexAttribArray(GLuint index)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glPushAttrib(GLbitfield mask)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glSecondaryColor3bv(const GLbyte *v)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glCompileShader(GLuint shader)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
void glColorP3ui(GLenum type, GLuint color)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glVertex2f(GLfloat x, GLfloat y)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glLoadMatrixd(const GLdouble *m)
void glActiveTexture(GLenum texture)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glWindowPos2i(GLint x, GLint y)
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
void glIndexdv(const GLdouble *c)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glBeginTransformFeedback(GLenum primitiveMode)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glFogCoordf(GLfloat coord)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glWindowPos2dv(const GLdouble *v)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glPatchParameteri(GLenum pname, GLint value)
void glLoadTransposeMatrixf(const GLfloat *m)
void glDeleteSync(GLsync sync)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glAttachShader(GLuint program, GLuint shader)
void glAlphaFunc(GLenum func, GLfloat ref)
void glNormalP3ui(GLenum type, GLuint coords)
void glValidateProgram(GLuint program)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glPixelTransferi(GLenum pname, GLint param)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glColor4dv(const GLdouble *v)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glColor3ubv(const GLubyte *v)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glTexCoord2sv(const GLshort *v)
void glNormal3bv(const GLbyte *v)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glIndexiv(const GLint *c)
void glWindowPos2s(GLshort x, GLshort y)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glBlendEquation(GLenum mode)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glLineWidth(GLfloat width)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glSecondaryColor3iv(const GLint *v)
void glDisablei(GLenum target, GLuint index)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glPolygonMode(GLenum face, GLenum mode)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glLinkProgram(GLuint program)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glVertex4fv(const GLfloat *v)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glRasterPos2sv(const GLshort *v)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glBindVertexArray(GLuint array)
void glIndexubv(const GLubyte *c)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glTexCoord2iv(const GLint *v)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
QMap< QString, QString > map
[6]
Combined button and popup list for selecting options.
#define Q_DECL_UNUSED_MEMBER
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLsizei GLsizei GLenum void * binary
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble zFar
GLsizei const GLfloat * v
[13]
GLdouble GLdouble GLdouble GLdouble GLdouble zNear
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLuint GLfloat GLfloat GLfloat GLfloat y1
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLuint GLfloat GLfloat GLfloat x1
GLsizei const GLchar ** strings
[1]
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLsizei const GLubyte GLsizei GLenum const void * coords
GLdouble GLdouble GLdouble GLdouble top
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
GLenum GLenum GLsizei void GLsizei void * column
GLenum GLenum GLenum dfactorAlpha
GLfixed GLfixed GLint GLint GLfixed points
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
const GLuint GLboolean * residences
GLsizei const GLchar *const GLenum bufferMode
GLfixed GLfixed GLfixed y2
GLuint GLsizei GLsizei GLchar * uniformName
GLfixed GLfixed GLint ustride
const GLuint const GLfixed * priorities
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint vstride
GLsizei GLfixed GLfixed GLfixed GLfixed const GLubyte * bitmap
GLsizei GLfixed GLfixed yorig
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei GLfixed GLfixed GLfixed xmove
GLsizei const GLchar *const GLuint * uniformIndices
GLsizei GLfixed GLfixed GLfixed GLfixed ymove
const GLuint GLenum binaryformat
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint GLint vorder
const GLuint * framebuffers
GLsizei const void * pointer
GLdouble GLdouble GLdouble GLdouble q
GLenum GLenum GLsizei void * row
GLenum GLenum GLsizei void GLsizei void void * span
GLsizei GLenum GLboolean sink
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLfixed GLfixed GLint GLint uorder
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLfixed GLfixed GLint GLint order
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLenum GLenum GLsizei void * table
GLenum GLint GLint * precision
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames