15#ifndef QOPENGLVERSIONFUNCTIONS_3_3_COMPATIBILITY_H 
   16#define QOPENGLVERSIONFUNCTIONS_3_3_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);
 
  392    void glMultMatrixf(
const GLfloat *
m);
 
  395    void glLoadMatrixf(
const GLfloat *
m);
 
  396    void glLoadIdentity();
 
  404    void glGetPolygonStipple(GLubyte *
mask);
 
  427    void glEvalPoint1(
GLint i);
 
  429    void glEvalCoord2fv(
const GLfloat *u);
 
  431    void glEvalCoord2dv(
const GLdouble *u);
 
  433    void glEvalCoord1fv(
const GLfloat *u);
 
  435    void glEvalCoord1dv(
const GLdouble *u);
 
  470    void glPolygonStipple(
const GLubyte *
mask);
 
  490    void glVertex4sv(
const GLshort *
v);
 
  491    void glVertex4s(GLshort 
x, GLshort 
y, GLshort 
z, GLshort 
w);
 
  492    void glVertex4iv(
const GLint *
v);
 
  498    void glVertex3sv(
const GLshort *
v);
 
  499    void glVertex3s(GLshort 
x, GLshort 
y, GLshort 
z);
 
  500    void glVertex3iv(
const GLint *
v);
 
  506    void glVertex2sv(
const GLshort *
v);
 
  507    void glVertex2s(GLshort 
x, GLshort 
y);
 
  508    void glVertex2iv(
const GLint *
v);
 
  514    void glTexCoord4sv(
const GLshort *
v);
 
  515    void glTexCoord4s(GLshort 
s, GLshort 
t, GLshort 
r, GLshort 
q);
 
  516    void glTexCoord4iv(
const GLint *
v);
 
  518    void glTexCoord4fv(
const GLfloat *
v);
 
  522    void glTexCoord3sv(
const GLshort *
v);
 
  523    void glTexCoord3s(GLshort 
s, GLshort 
t, GLshort 
r);
 
  524    void glTexCoord3iv(
const GLint *
v);
 
  526    void glTexCoord3fv(
const GLfloat *
v);
 
  530    void glTexCoord2sv(
const GLshort *
v);
 
  531    void glTexCoord2s(GLshort 
s, GLshort 
t);
 
  532    void glTexCoord2iv(
const GLint *
v);
 
  534    void glTexCoord2fv(
const GLfloat *
v);
 
  538    void glTexCoord1sv(
const GLshort *
v);
 
  539    void glTexCoord1s(GLshort 
s);
 
  540    void glTexCoord1iv(
const GLint *
v);
 
  541    void glTexCoord1i(
GLint s);
 
  542    void glTexCoord1fv(
const GLfloat *
v);
 
  546    void glRectsv(
const GLshort *
v1, 
const GLshort *
v2);
 
  547    void glRects(GLshort 
x1, GLshort 
y1, GLshort 
x2, GLshort 
y2);
 
  554    void glRasterPos4sv(
const GLshort *
v);
 
  555    void glRasterPos4s(GLshort 
x, GLshort 
y, GLshort 
z, GLshort 
w);
 
  556    void glRasterPos4iv(
const GLint *
v);
 
  558    void glRasterPos4fv(
const GLfloat *
v);
 
  562    void glRasterPos3sv(
const GLshort *
v);
 
  563    void glRasterPos3s(GLshort 
x, GLshort 
y, GLshort 
z);
 
  564    void glRasterPos3iv(
const GLint *
v);
 
  566    void glRasterPos3fv(
const GLfloat *
v);
 
  570    void glRasterPos2sv(
const GLshort *
v);
 
  571    void glRasterPos2s(GLshort 
x, GLshort 
y);
 
  572    void glRasterPos2iv(
const GLint *
v);
 
  574    void glRasterPos2fv(
const GLfloat *
v);
 
  578    void glNormal3sv(
const GLshort *
v);
 
  579    void glNormal3s(GLshort 
nx, GLshort 
ny, GLshort 
nz);
 
  580    void glNormal3iv(
const GLint *
v);
 
  586    void glNormal3bv(
const GLbyte *
v);
 
  587    void glNormal3b(GLbyte 
nx, GLbyte 
ny, GLbyte 
nz);
 
  588    void glIndexsv(
const GLshort *
c);
 
  589    void glIndexs(GLshort 
c);
 
  590    void glIndexiv(
const GLint *
c);
 
  601    void glColor4uiv(
const GLuint *
v);
 
  603    void glColor4ubv(
const GLubyte *
v);
 
  605    void glColor4sv(
const GLshort *
v);
 
  607    void glColor4iv(
const GLint *
v);
 
  613    void glColor4bv(
const GLbyte *
v);
 
  617    void glColor3uiv(
const GLuint *
v);
 
  619    void glColor3ubv(
const GLubyte *
v);
 
  620    void glColor3ub(GLubyte 
red, GLubyte 
green, GLubyte 
blue);
 
  621    void glColor3sv(
const GLshort *
v);
 
  622    void glColor3s(GLshort 
red, GLshort 
green, GLshort 
blue);
 
  623    void glColor3iv(
const GLint *
v);
 
  629    void glColor3bv(
const GLbyte *
v);
 
  643    void glPopClientAttrib();
 
  655    void glArrayElement(
GLint i);
 
  692    void glMultTransposeMatrixd(
const GLdouble *
m);
 
  693    void glMultTransposeMatrixf(
const GLfloat *
m);
 
  694    void glLoadTransposeMatrixd(
const GLdouble *
m);
 
  695    void glLoadTransposeMatrixf(
const GLfloat *
m);
 
  697    void glMultiTexCoord4s(
GLenum target, GLshort 
s, GLshort 
t, GLshort 
r, GLshort 
q);
 
  705    void glMultiTexCoord3s(
GLenum target, GLshort 
s, GLshort 
t, GLshort 
r);
 
  731    void glWindowPos3sv(
const GLshort *
v);
 
  732    void glWindowPos3s(GLshort 
x, GLshort 
y, GLshort 
z);
 
  733    void glWindowPos3iv(
const GLint *
v);
 
  735    void glWindowPos3fv(
const GLfloat *
v);
 
  739    void glWindowPos2sv(
const GLshort *
v);
 
  740    void glWindowPos2s(GLshort 
x, GLshort 
y);
 
  741    void glWindowPos2iv(
const GLint *
v);
 
  743    void glWindowPos2fv(
const GLfloat *
v);
 
  748    void glSecondaryColor3usv(
const GLushort *
v);
 
  750    void glSecondaryColor3uiv(
const GLuint *
v);
 
  752    void glSecondaryColor3ubv(
const GLubyte *
v);
 
  753    void glSecondaryColor3ub(GLubyte 
red, GLubyte 
green, GLubyte 
blue);
 
  754    void glSecondaryColor3sv(
const GLshort *
v);
 
  755    void glSecondaryColor3s(GLshort 
red, GLshort 
green, GLshort 
blue);
 
  756    void glSecondaryColor3iv(
const GLint *
v);
 
  758    void glSecondaryColor3fv(
const GLfloat *
v);
 
  760    void glSecondaryColor3dv(
const GLdouble *
v);
 
  762    void glSecondaryColor3bv(
const GLbyte *
v);
 
  763    void glSecondaryColor3b(GLbyte 
red, GLbyte 
green, GLbyte 
blue);
 
  775    void glVertexAttrib4ubv(
GLuint index, 
const GLubyte *
v);
 
  777    void glVertexAttrib4s(
GLuint index, GLshort 
x, GLshort 
y, GLshort 
z, GLshort 
w);
 
  786    void glVertexAttrib4Nubv(
GLuint index, 
const GLubyte *
v);
 
  787    void glVertexAttrib4Nub(
GLuint index, GLubyte 
x, GLubyte 
y, GLubyte 
z, GLubyte 
w);
 
  788    void glVertexAttrib4Nsv(
GLuint index, 
const GLshort *
v);
 
  792    void glVertexAttrib3s(
GLuint index, GLshort 
x, GLshort 
y, GLshort 
z);
 
  814    void glVertexAttribI4ubv(
GLuint index, 
const GLubyte *
v);
 
  815    void glVertexAttribI4sv(
GLuint index, 
const GLshort *
v);
 
  875    d_1_0_Core->f.DepthRange(nearVal, farVal);
 
  880    return d_1_0_Core->f.IsEnabled(
cap);
 
  910    return d_1_0_Core->f.GetString(
name);
 
  925    return d_1_0_Core->f.GetError();
 
  945    d_1_0_Core->f.ReadBuffer(
mode);
 
  960    d_1_0_Core->f.DepthFunc(
func);
 
  965    d_1_0_Core->f.StencilOp(fail, zfail, zpass);
 
  975    d_1_0_Core->f.LogicOp(
opcode);
 
  980    d_1_0_Core->f.BlendFunc(sfactor, dfactor);
 
  985    d_1_0_Core->f.Flush();
 
  990    d_1_0_Core->f.Finish();
 
  995    d_1_0_Core->f.Enable(
cap);
 
 1000    d_1_0_Core->f.Disable(
cap);
 
 1005    d_1_0_Core->f.DepthMask(flag);
 
 1015    d_1_0_Core->f.StencilMask(
mask);
 
 1020    d_1_0_Core->f.ClearDepth(
depth);
 
 1025    d_1_0_Core->f.ClearStencil(
s);
 
 1035    d_1_0_Core->f.Clear(
mask);
 
 1040    d_1_0_Core->f.DrawBuffer(
mode);
 
 1080    d_1_0_Core->f.PolygonMode(
face, 
mode);
 
 1085    d_1_0_Core->f.PointSize(
size);
 
 1090    d_1_0_Core->f.LineWidth(
width);
 
 1100    d_1_0_Core->f.FrontFace(
mode);
 
 1105    d_1_0_Core->f.CullFace(
mode);
 
 1112    d_1_1_Deprecated->f.Indexubv(
c);
 
 1117    d_1_1_Deprecated->f.Indexub(
c);
 
 1122    return d_1_1_Core->f.IsTexture(
texture);
 
 1132    d_1_1_Core->f.DeleteTextures(
n, 
textures);
 
 1172    d_1_1_Core->f.PolygonOffset(factor, 
units);
 
 1197inline void QOpenGLFunctions_3_3_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)
 
 1199    d_1_2_Core->f.TexSubImage3D(
target, 
level, 
xoffset, 
yoffset, 
zoffset, 
width, 
height, 
depth, 
format, 
type, 
pixels);
 
 1214    d_1_2_Core->f.BlendEquation(
mode);
 
 1239inline void QOpenGLFunctions_3_3_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)
 
 1241    d_1_3_Core->f.CompressedTexSubImage3D(
target, 
level, 
xoffset, 
yoffset, 
zoffset, 
width, 
height, 
depth, 
format, 
imageSize, 
data);
 
 1266    d_1_3_Core->f.ActiveTexture(
texture);
 
 1320    return d_1_5_Core->f.UnmapBuffer(
target);
 
 1345    return d_1_5_Core->f.IsBuffer(
buffer);
 
 1350    d_1_5_Core->f.GenBuffers(
n, 
buffers);
 
 1355    d_1_5_Core->f.DeleteBuffers(
n, 
buffers);
 
 1365    d_1_5_Core->f.GetQueryObjectuiv(
id, 
pname, 
params);
 
 1370    d_1_5_Core->f.GetQueryObjectiv(
id, 
pname, 
params);
 
 1380    d_1_5_Core->f.EndQuery(
target);
 
 1385    d_1_5_Core->f.BeginQuery(
target, 
id);
 
 1390    return d_1_5_Core->f.IsQuery(
id);
 
 1395    d_1_5_Core->f.DeleteQueries(
n, 
ids);
 
 1400    d_1_5_Core->f.GenQueries(
n, 
ids);
 
 1412    d_2_0_Core->f.ValidateProgram(
program);
 
 1512    d_2_0_Core->f.UseProgram(
program);
 
 1522    d_2_0_Core->f.LinkProgram(
program);
 
 1527    return d_2_0_Core->f.IsShader(
shader);
 
 1532    return d_2_0_Core->f.IsProgram(
program);
 
 1567    return d_2_0_Core->f.GetUniformLocation(
program, 
name);
 
 1597    return d_2_0_Core->f.GetAttribLocation(
program, 
name);
 
 1617    d_2_0_Core->f.EnableVertexAttribArray(
index);
 
 1622    d_2_0_Core->f.DisableVertexAttribArray(
index);
 
 1632    d_2_0_Core->f.DeleteShader(
shader);
 
 1637    d_2_0_Core->f.DeleteProgram(
program);
 
 1642    return d_2_0_Core->f.CreateShader(
type);
 
 1647    return d_2_0_Core->f.CreateProgram();
 
 1652    d_2_0_Core->f.CompileShader(
shader);
 
 1667    d_2_0_Core->f.StencilMaskSeparate(
face, 
mask);
 
 1682    d_2_0_Core->f.DrawBuffers(
n, 
bufs);
 
 1726    return d_3_0_Core->f.IsVertexArray(
array);
 
 1731    d_3_0_Core->f.GenVertexArrays(
n, 
arrays);
 
 1736    d_3_0_Core->f.DeleteVertexArrays(
n, 
arrays);
 
 1741    d_3_0_Core->f.BindVertexArray(
array);
 
 1771    d_3_0_Core->f.GenerateMipmap(
target);
 
 1801    return d_3_0_Core->f.CheckFramebufferStatus(
target);
 
 1856    return d_3_0_Core->f.GetStringi(
name, 
index);
 
 1941    return d_3_0_Core->f.GetFragDataLocation(
program, 
name);
 
 1971    d_3_0_Core->f.EndConditionalRender();
 
 1976    d_3_0_Core->f.BeginConditionalRender(
id, 
mode);
 
 2006    d_3_0_Core->f.EndTransformFeedback();
 
 2011    d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
 
 2041    d_3_0_Core->f.ColorMaski(
index, 
r, 
g, 
b, 
a);
 
 2088    d_3_1_Core->f.PrimitiveRestartIndex(
index);
 
 2145    return d_3_2_Core->f.ClientWaitSync(sync, 
flags, 
timeout);
 
 2150    d_3_2_Core->f.DeleteSync(sync);
 
 2155    return d_3_2_Core->f.IsSync(sync);
 
 2165    d_3_2_Core->f.ProvokingVertex(
mode);
 
 2247    d_3_3_Deprecated->f.SecondaryColorP3uiv(
type, 
color);
 
 2252    d_3_3_Deprecated->f.SecondaryColorP3ui(
type, 
color);
 
 2257    d_3_3_Deprecated->f.ColorP4uiv(
type, 
color);
 
 2262    d_3_3_Deprecated->f.ColorP4ui(
type, 
color);
 
 2267    d_3_3_Deprecated->f.ColorP3uiv(
type, 
color);
 
 2272    d_3_3_Deprecated->f.ColorP3ui(
type, 
color);
 
 2277    d_3_3_Deprecated->f.NormalP3uiv(
type, 
coords);
 
 2282    d_3_3_Deprecated->f.NormalP3ui(
type, 
coords);
 
 2327    d_3_3_Deprecated->f.TexCoordP4uiv(
type, 
coords);
 
 2332    d_3_3_Deprecated->f.TexCoordP4ui(
type, 
coords);
 
 2337    d_3_3_Deprecated->f.TexCoordP3uiv(
type, 
coords);
 
 2342    d_3_3_Deprecated->f.TexCoordP3ui(
type, 
coords);
 
 2347    d_3_3_Deprecated->f.TexCoordP2uiv(
type, 
coords);
 
 2352    d_3_3_Deprecated->f.TexCoordP2ui(
type, 
coords);
 
 2357    d_3_3_Deprecated->f.TexCoordP1uiv(
type, 
coords);
 
 2362    d_3_3_Deprecated->f.TexCoordP1ui(
type, 
coords);
 
 2367    d_3_3_Deprecated->f.VertexP4uiv(
type, 
value);
 
 2372    d_3_3_Deprecated->f.VertexP4ui(
type, 
value);
 
 2377    d_3_3_Deprecated->f.VertexP3uiv(
type, 
value);
 
 2382    d_3_3_Deprecated->f.VertexP3ui(
type, 
value);
 
 2387    d_3_3_Deprecated->f.VertexP2uiv(
type, 
value);
 
 2392    d_3_3_Deprecated->f.VertexP2ui(
type, 
value);
 
 2397    d_3_3_Core->f.GetQueryObjectui64v(
id, 
pname, 
params);
 
 2402    d_3_3_Core->f.GetQueryObjecti64v(
id, 
pname, 
params);
 
 2407    d_3_3_Core->f.QueryCounter(
id, 
target);
 
 2462    d_3_3_Core->f.BindSampler(unit, 
sampler);
 
 2467    return d_3_3_Core->f.IsSampler(
sampler);
 
 2482    return d_3_3_Core->f.GetFragDataIndex(
program, 
name);
 
 2499    d_1_0_Deprecated->f.Translatef(
x, 
y, 
z);
 
 2504    d_1_0_Deprecated->f.Translated(
x, 
y, 
z);
 
 2509    d_1_0_Deprecated->f.Scalef(
x, 
y, 
z);
 
 2514    d_1_0_Deprecated->f.Scaled(
x, 
y, 
z);
 
 2519    d_1_0_Deprecated->f.Rotatef(
angle, 
x, 
y, 
z);
 
 2524    d_1_0_Deprecated->f.Rotated(
angle, 
x, 
y, 
z);
 
 2529    d_1_0_Deprecated->f.PushMatrix();
 
 2534    d_1_0_Deprecated->f.PopMatrix();
 
 2544    d_1_0_Deprecated->f.MultMatrixd(
m);
 
 2549    d_1_0_Deprecated->f.MultMatrixf(
m);
 
 2554    d_1_0_Deprecated->f.MatrixMode(
mode);
 
 2559    d_1_0_Deprecated->f.LoadMatrixd(
m);
 
 2564    d_1_0_Deprecated->f.LoadMatrixf(
m);
 
 2569    d_1_0_Deprecated->f.LoadIdentity();
 
 2579    return d_1_0_Deprecated->f.IsList(
list);
 
 2609    d_1_0_Deprecated->f.GetPolygonStipple(
mask);
 
 2614    d_1_0_Deprecated->f.GetPixelMapusv(
map, 
values);
 
 2619    d_1_0_Deprecated->f.GetPixelMapuiv(
map, 
values);
 
 2624    d_1_0_Deprecated->f.GetPixelMapfv(
map, 
values);
 
 2654    d_1_0_Deprecated->f.GetLightiv(light, 
pname, 
params);
 
 2659    d_1_0_Deprecated->f.GetLightfv(light, 
pname, 
params);
 
 2664    d_1_0_Deprecated->f.GetClipPlane(plane, 
equation);
 
 2679    d_1_0_Deprecated->f.PixelMapusv(
map, mapsize, 
values);
 
 2684    d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize, 
values);
 
 2689    d_1_0_Deprecated->f.PixelMapfv(
map, mapsize, 
values);
 
 2694    d_1_0_Deprecated->f.PixelTransferi(
pname, 
param);
 
 2699    d_1_0_Deprecated->f.PixelTransferf(
pname, 
param);
 
 2704    d_1_0_Deprecated->f.PixelZoom(xfactor, 
yfactor);
 
 2709    d_1_0_Deprecated->f.AlphaFunc(
func, 
ref);
 
 2714    d_1_0_Deprecated->f.EvalPoint2(
i, 
j);
 
 2719    d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
 
 2724    d_1_0_Deprecated->f.EvalPoint1(
i);
 
 2729    d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
 
 2734    d_1_0_Deprecated->f.EvalCoord2fv(u);
 
 2739    d_1_0_Deprecated->f.EvalCoord2f(u, 
v);
 
 2744    d_1_0_Deprecated->f.EvalCoord2dv(u);
 
 2749    d_1_0_Deprecated->f.EvalCoord2d(u, 
v);
 
 2754    d_1_0_Deprecated->f.EvalCoord1fv(u);
 
 2759    d_1_0_Deprecated->f.EvalCoord1f(u);
 
 2764    d_1_0_Deprecated->f.EvalCoord1dv(u);
 
 2769    d_1_0_Deprecated->f.EvalCoord1d(u);
 
 2774    d_1_0_Deprecated->f.MapGrid2f(un, 
u1, 
u2, vn, 
v1, 
v2);
 
 2779    d_1_0_Deprecated->f.MapGrid2d(un, 
u1, 
u2, vn, 
v1, 
v2);
 
 2784    d_1_0_Deprecated->f.MapGrid1f(un, 
u1, 
u2);
 
 2789    d_1_0_Deprecated->f.MapGrid1d(un, 
u1, 
u2);
 
 2814    d_1_0_Deprecated->f.PushAttrib(
mask);
 
 2819    d_1_0_Deprecated->f.PopAttrib();
 
 2824    d_1_0_Deprecated->f.Accum(op, 
value);
 
 2829    d_1_0_Deprecated->f.IndexMask(
mask);
 
 2834    d_1_0_Deprecated->f.ClearIndex(
c);
 
 2844    d_1_0_Deprecated->f.PushName(
name);
 
 2849    d_1_0_Deprecated->f.PopName();
 
 2854    d_1_0_Deprecated->f.PassThrough(
token);
 
 2859    d_1_0_Deprecated->f.LoadName(
name);
 
 2864    d_1_0_Deprecated->f.InitNames();
 
 2869    return d_1_0_Deprecated->f.RenderMode(
mode);
 
 2874    d_1_0_Deprecated->f.SelectBuffer(
size, 
buffer);
 
 2934    d_1_0_Deprecated->f.ShadeModel(
mode);
 
 2939    d_1_0_Deprecated->f.PolygonStipple(
mask);
 
 2964    d_1_0_Deprecated->f.LineStipple(factor, 
pattern);
 
 2974    d_1_0_Deprecated->f.LightModeli(
pname, 
param);
 
 2984    d_1_0_Deprecated->f.LightModelf(
pname, 
param);
 
 2989    d_1_0_Deprecated->f.Lightiv(light, 
pname, 
params);
 
 2994    d_1_0_Deprecated->f.Lighti(light, 
pname, 
param);
 
 2999    d_1_0_Deprecated->f.Lightfv(light, 
pname, 
params);
 
 3004    d_1_0_Deprecated->f.Lightf(light, 
pname, 
param);
 
 3029    d_1_0_Deprecated->f.ColorMaterial(
face, 
mode);
 
 3034    d_1_0_Deprecated->f.ClipPlane(plane, 
equation);
 
 3039    d_1_0_Deprecated->f.Vertex4sv(
v);
 
 3044    d_1_0_Deprecated->f.Vertex4s(
x, 
y, 
z, 
w);
 
 3049    d_1_0_Deprecated->f.Vertex4iv(
v);
 
 3054    d_1_0_Deprecated->f.Vertex4i(
x, 
y, 
z, 
w);
 
 3059    d_1_0_Deprecated->f.Vertex4fv(
v);
 
 3064    d_1_0_Deprecated->f.Vertex4f(
x, 
y, 
z, 
w);
 
 3069    d_1_0_Deprecated->f.Vertex4dv(
v);
 
 3074    d_1_0_Deprecated->f.Vertex4d(
x, 
y, 
z, 
w);
 
 3079    d_1_0_Deprecated->f.Vertex3sv(
v);
 
 3084    d_1_0_Deprecated->f.Vertex3s(
x, 
y, 
z);
 
 3089    d_1_0_Deprecated->f.Vertex3iv(
v);
 
 3094    d_1_0_Deprecated->f.Vertex3i(
x, 
y, 
z);
 
 3099    d_1_0_Deprecated->f.Vertex3fv(
v);
 
 3104    d_1_0_Deprecated->f.Vertex3f(
x, 
y, 
z);
 
 3109    d_1_0_Deprecated->f.Vertex3dv(
v);
 
 3114    d_1_0_Deprecated->f.Vertex3d(
x, 
y, 
z);
 
 3119    d_1_0_Deprecated->f.Vertex2sv(
v);
 
 3124    d_1_0_Deprecated->f.Vertex2s(
x, 
y);
 
 3129    d_1_0_Deprecated->f.Vertex2iv(
v);
 
 3134    d_1_0_Deprecated->f.Vertex2i(
x, 
y);
 
 3139    d_1_0_Deprecated->f.Vertex2fv(
v);
 
 3144    d_1_0_Deprecated->f.Vertex2f(
x, 
y);
 
 3149    d_1_0_Deprecated->f.Vertex2dv(
v);
 
 3154    d_1_0_Deprecated->f.Vertex2d(
x, 
y);
 
 3159    d_1_0_Deprecated->f.TexCoord4sv(
v);
 
 3164    d_1_0_Deprecated->f.TexCoord4s(
s, 
t, 
r, 
q);
 
 3169    d_1_0_Deprecated->f.TexCoord4iv(
v);
 
 3174    d_1_0_Deprecated->f.TexCoord4i(
s, 
t, 
r, 
q);
 
 3179    d_1_0_Deprecated->f.TexCoord4fv(
v);
 
 3184    d_1_0_Deprecated->f.TexCoord4f(
s, 
t, 
r, 
q);
 
 3189    d_1_0_Deprecated->f.TexCoord4dv(
v);
 
 3194    d_1_0_Deprecated->f.TexCoord4d(
s, 
t, 
r, 
q);
 
 3199    d_1_0_Deprecated->f.TexCoord3sv(
v);
 
 3204    d_1_0_Deprecated->f.TexCoord3s(
s, 
t, 
r);
 
 3209    d_1_0_Deprecated->f.TexCoord3iv(
v);
 
 3214    d_1_0_Deprecated->f.TexCoord3i(
s, 
t, 
r);
 
 3219    d_1_0_Deprecated->f.TexCoord3fv(
v);
 
 3224    d_1_0_Deprecated->f.TexCoord3f(
s, 
t, 
r);
 
 3229    d_1_0_Deprecated->f.TexCoord3dv(
v);
 
 3234    d_1_0_Deprecated->f.TexCoord3d(
s, 
t, 
r);
 
 3239    d_1_0_Deprecated->f.TexCoord2sv(
v);
 
 3244    d_1_0_Deprecated->f.TexCoord2s(
s, 
t);
 
 3249    d_1_0_Deprecated->f.TexCoord2iv(
v);
 
 3254    d_1_0_Deprecated->f.TexCoord2i(
s, 
t);
 
 3259    d_1_0_Deprecated->f.TexCoord2fv(
v);
 
 3264    d_1_0_Deprecated->f.TexCoord2f(
s, 
t);
 
 3269    d_1_0_Deprecated->f.TexCoord2dv(
v);
 
 3274    d_1_0_Deprecated->f.TexCoord2d(
s, 
t);
 
 3279    d_1_0_Deprecated->f.TexCoord1sv(
v);
 
 3284    d_1_0_Deprecated->f.TexCoord1s(
s);
 
 3289    d_1_0_Deprecated->f.TexCoord1iv(
v);
 
 3294    d_1_0_Deprecated->f.TexCoord1i(
s);
 
 3299    d_1_0_Deprecated->f.TexCoord1fv(
v);
 
 3304    d_1_0_Deprecated->f.TexCoord1f(
s);
 
 3309    d_1_0_Deprecated->f.TexCoord1dv(
v);
 
 3314    d_1_0_Deprecated->f.TexCoord1d(
s);
 
 3319    d_1_0_Deprecated->f.Rectsv(
v1, 
v2);
 
 3324    d_1_0_Deprecated->f.Rects(
x1, 
y1, 
x2, 
y2);
 
 3329    d_1_0_Deprecated->f.Rectiv(
v1, 
v2);
 
 3334    d_1_0_Deprecated->f.Recti(
x1, 
y1, 
x2, 
y2);
 
 3339    d_1_0_Deprecated->f.Rectfv(
v1, 
v2);
 
 3344    d_1_0_Deprecated->f.Rectf(
x1, 
y1, 
x2, 
y2);
 
 3349    d_1_0_Deprecated->f.Rectdv(
v1, 
v2);
 
 3354    d_1_0_Deprecated->f.Rectd(
x1, 
y1, 
x2, 
y2);
 
 3359    d_1_0_Deprecated->f.RasterPos4sv(
v);
 
 3364    d_1_0_Deprecated->f.RasterPos4s(
x, 
y, 
z, 
w);
 
 3369    d_1_0_Deprecated->f.RasterPos4iv(
v);
 
 3374    d_1_0_Deprecated->f.RasterPos4i(
x, 
y, 
z, 
w);
 
 3379    d_1_0_Deprecated->f.RasterPos4fv(
v);
 
 3384    d_1_0_Deprecated->f.RasterPos4f(
x, 
y, 
z, 
w);
 
 3389    d_1_0_Deprecated->f.RasterPos4dv(
v);
 
 3394    d_1_0_Deprecated->f.RasterPos4d(
x, 
y, 
z, 
w);
 
 3399    d_1_0_Deprecated->f.RasterPos3sv(
v);
 
 3404    d_1_0_Deprecated->f.RasterPos3s(
x, 
y, 
z);
 
 3409    d_1_0_Deprecated->f.RasterPos3iv(
v);
 
 3414    d_1_0_Deprecated->f.RasterPos3i(
x, 
y, 
z);
 
 3419    d_1_0_Deprecated->f.RasterPos3fv(
v);
 
 3424    d_1_0_Deprecated->f.RasterPos3f(
x, 
y, 
z);
 
 3429    d_1_0_Deprecated->f.RasterPos3dv(
v);
 
 3434    d_1_0_Deprecated->f.RasterPos3d(
x, 
y, 
z);
 
 3439    d_1_0_Deprecated->f.RasterPos2sv(
v);
 
 3444    d_1_0_Deprecated->f.RasterPos2s(
x, 
y);
 
 3449    d_1_0_Deprecated->f.RasterPos2iv(
v);
 
 3454    d_1_0_Deprecated->f.RasterPos2i(
x, 
y);
 
 3459    d_1_0_Deprecated->f.RasterPos2fv(
v);
 
 3464    d_1_0_Deprecated->f.RasterPos2f(
x, 
y);
 
 3469    d_1_0_Deprecated->f.RasterPos2dv(
v);
 
 3474    d_1_0_Deprecated->f.RasterPos2d(
x, 
y);
 
 3479    d_1_0_Deprecated->f.Normal3sv(
v);
 
 3484    d_1_0_Deprecated->f.Normal3s(
nx, 
ny, 
nz);
 
 3489    d_1_0_Deprecated->f.Normal3iv(
v);
 
 3494    d_1_0_Deprecated->f.Normal3i(
nx, 
ny, 
nz);
 
 3499    d_1_0_Deprecated->f.Normal3fv(
v);
 
 3504    d_1_0_Deprecated->f.Normal3f(
nx, 
ny, 
nz);
 
 3509    d_1_0_Deprecated->f.Normal3dv(
v);
 
 3514    d_1_0_Deprecated->f.Normal3d(
nx, 
ny, 
nz);
 
 3519    d_1_0_Deprecated->f.Normal3bv(
v);
 
 3524    d_1_0_Deprecated->f.Normal3b(
nx, 
ny, 
nz);
 
 3529    d_1_0_Deprecated->f.Indexsv(
c);
 
 3534    d_1_0_Deprecated->f.Indexs(
c);
 
 3539    d_1_0_Deprecated->f.Indexiv(
c);
 
 3544    d_1_0_Deprecated->f.Indexi(
c);
 
 3549    d_1_0_Deprecated->f.Indexfv(
c);
 
 3554    d_1_0_Deprecated->f.Indexf(
c);
 
 3559    d_1_0_Deprecated->f.Indexdv(
c);
 
 3564    d_1_0_Deprecated->f.Indexd(
c);
 
 3569    d_1_0_Deprecated->f.End();
 
 3574    d_1_0_Deprecated->f.EdgeFlagv(flag);
 
 3579    d_1_0_Deprecated->f.EdgeFlag(flag);
 
 3584    d_1_0_Deprecated->f.Color4usv(
v);
 
 3594    d_1_0_Deprecated->f.Color4uiv(
v);
 
 3604    d_1_0_Deprecated->f.Color4ubv(
v);
 
 3614    d_1_0_Deprecated->f.Color4sv(
v);
 
 3624    d_1_0_Deprecated->f.Color4iv(
v);
 
 3634    d_1_0_Deprecated->f.Color4fv(
v);
 
 3644    d_1_0_Deprecated->f.Color4dv(
v);
 
 3654    d_1_0_Deprecated->f.Color4bv(
v);
 
 3664    d_1_0_Deprecated->f.Color3usv(
v);
 
 3674    d_1_0_Deprecated->f.Color3uiv(
v);
 
 3684    d_1_0_Deprecated->f.Color3ubv(
v);
 
 3694    d_1_0_Deprecated->f.Color3sv(
v);
 
 3704    d_1_0_Deprecated->f.Color3iv(
v);
 
 3714    d_1_0_Deprecated->f.Color3fv(
v);
 
 3724    d_1_0_Deprecated->f.Color3dv(
v);
 
 3734    d_1_0_Deprecated->f.Color3bv(
v);
 
 3749    d_1_0_Deprecated->f.Begin(
mode);
 
 3754    d_1_0_Deprecated->f.ListBase(
base);
 
 3759    return d_1_0_Deprecated->f.GenLists(
range);
 
 3764    d_1_0_Deprecated->f.DeleteLists(
list, 
range);
 
 3769    d_1_0_Deprecated->f.CallLists(
n, 
type, 
lists);
 
 3774    d_1_0_Deprecated->f.CallList(
list);
 
 3779    d_1_0_Deprecated->f.EndList();
 
 3784    d_1_0_Deprecated->f.NewList(
list, 
mode);
 
 3791    d_1_1_Deprecated->f.PushClientAttrib(
mask);
 
 3796    d_1_1_Deprecated->f.PopClientAttrib();
 
 3836    d_1_1_Deprecated->f.EnableClientState(
array);
 
 3846    d_1_1_Deprecated->f.DisableClientState(
array);
 
 3856    d_1_1_Deprecated->f.ArrayElement(
i);
 
 3863    d_1_2_Deprecated->f.ResetMinmax(
target);
 
 3868    d_1_2_Deprecated->f.ResetHistogram(
target);
 
 4025    d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
 
 4030    d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
 
 4035    d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
 
 4040    d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
 
 4045    d_1_3_Deprecated->f.MultiTexCoord4sv(
target, 
v);
 
 4050    d_1_3_Deprecated->f.MultiTexCoord4s(
target, 
s, 
t, 
r, 
q);
 
 4055    d_1_3_Deprecated->f.MultiTexCoord4iv(
target, 
v);
 
 4060    d_1_3_Deprecated->f.MultiTexCoord4i(
target, 
s, 
t, 
r, 
q);
 
 4065    d_1_3_Deprecated->f.MultiTexCoord4fv(
target, 
v);
 
 4070    d_1_3_Deprecated->f.MultiTexCoord4f(
target, 
s, 
t, 
r, 
q);
 
 4075    d_1_3_Deprecated->f.MultiTexCoord4dv(
target, 
v);
 
 4080    d_1_3_Deprecated->f.MultiTexCoord4d(
target, 
s, 
t, 
r, 
q);
 
 4085    d_1_3_Deprecated->f.MultiTexCoord3sv(
target, 
v);
 
 4090    d_1_3_Deprecated->f.MultiTexCoord3s(
target, 
s, 
t, 
r);
 
 4095    d_1_3_Deprecated->f.MultiTexCoord3iv(
target, 
v);
 
 4100    d_1_3_Deprecated->f.MultiTexCoord3i(
target, 
s, 
t, 
r);
 
 4105    d_1_3_Deprecated->f.MultiTexCoord3fv(
target, 
v);
 
 4110    d_1_3_Deprecated->f.MultiTexCoord3f(
target, 
s, 
t, 
r);
 
 4115    d_1_3_Deprecated->f.MultiTexCoord3dv(
target, 
v);
 
 4120    d_1_3_Deprecated->f.MultiTexCoord3d(
target, 
s, 
t, 
r);
 
 4125    d_1_3_Deprecated->f.MultiTexCoord2sv(
target, 
v);
 
 4130    d_1_3_Deprecated->f.MultiTexCoord2s(
target, 
s, 
t);
 
 4135    d_1_3_Deprecated->f.MultiTexCoord2iv(
target, 
v);
 
 4140    d_1_3_Deprecated->f.MultiTexCoord2i(
target, 
s, 
t);
 
 4145    d_1_3_Deprecated->f.MultiTexCoord2fv(
target, 
v);
 
 4150    d_1_3_Deprecated->f.MultiTexCoord2f(
target, 
s, 
t);
 
 4155    d_1_3_Deprecated->f.MultiTexCoord2dv(
target, 
v);
 
 4160    d_1_3_Deprecated->f.MultiTexCoord2d(
target, 
s, 
t);
 
 4165    d_1_3_Deprecated->f.MultiTexCoord1sv(
target, 
v);
 
 4170    d_1_3_Deprecated->f.MultiTexCoord1s(
target, 
s);
 
 4175    d_1_3_Deprecated->f.MultiTexCoord1iv(
target, 
v);
 
 4180    d_1_3_Deprecated->f.MultiTexCoord1i(
target, 
s);
 
 4185    d_1_3_Deprecated->f.MultiTexCoord1fv(
target, 
v);
 
 4190    d_1_3_Deprecated->f.MultiTexCoord1f(
target, 
s);
 
 4195    d_1_3_Deprecated->f.MultiTexCoord1dv(
target, 
v);
 
 4200    d_1_3_Deprecated->f.MultiTexCoord1d(
target, 
s);
 
 4205    d_1_3_Deprecated->f.ClientActiveTexture(
texture);
 
 4212    d_1_4_Deprecated->f.WindowPos3sv(
v);
 
 4217    d_1_4_Deprecated->f.WindowPos3s(
x, 
y, 
z);
 
 4222    d_1_4_Deprecated->f.WindowPos3iv(
v);
 
 4227    d_1_4_Deprecated->f.WindowPos3i(
x, 
y, 
z);
 
 4232    d_1_4_Deprecated->f.WindowPos3fv(
v);
 
 4237    d_1_4_Deprecated->f.WindowPos3f(
x, 
y, 
z);
 
 4242    d_1_4_Deprecated->f.WindowPos3dv(
v);
 
 4247    d_1_4_Deprecated->f.WindowPos3d(
x, 
y, 
z);
 
 4252    d_1_4_Deprecated->f.WindowPos2sv(
v);
 
 4257    d_1_4_Deprecated->f.WindowPos2s(
x, 
y);
 
 4262    d_1_4_Deprecated->f.WindowPos2iv(
v);
 
 4267    d_1_4_Deprecated->f.WindowPos2i(
x, 
y);
 
 4272    d_1_4_Deprecated->f.WindowPos2fv(
v);
 
 4277    d_1_4_Deprecated->f.WindowPos2f(
x, 
y);
 
 4282    d_1_4_Deprecated->f.WindowPos2dv(
v);
 
 4287    d_1_4_Deprecated->f.WindowPos2d(
x, 
y);
 
 4297    d_1_4_Deprecated->f.SecondaryColor3usv(
v);
 
 4302    d_1_4_Deprecated->f.SecondaryColor3us(
red, 
green, 
blue);
 
 4307    d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
 
 4312    d_1_4_Deprecated->f.SecondaryColor3ui(
red, 
green, 
blue);
 
 4317    d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
 
 4322    d_1_4_Deprecated->f.SecondaryColor3ub(
red, 
green, 
blue);
 
 4327    d_1_4_Deprecated->f.SecondaryColor3sv(
v);
 
 4332    d_1_4_Deprecated->f.SecondaryColor3s(
red, 
green, 
blue);
 
 4337    d_1_4_Deprecated->f.SecondaryColor3iv(
v);
 
 4342    d_1_4_Deprecated->f.SecondaryColor3i(
red, 
green, 
blue);
 
 4347    d_1_4_Deprecated->f.SecondaryColor3fv(
v);
 
 4352    d_1_4_Deprecated->f.SecondaryColor3f(
red, 
green, 
blue);
 
 4357    d_1_4_Deprecated->f.SecondaryColor3dv(
v);
 
 4362    d_1_4_Deprecated->f.SecondaryColor3d(
red, 
green, 
blue);
 
 4367    d_1_4_Deprecated->f.SecondaryColor3bv(
v);
 
 4372    d_1_4_Deprecated->f.SecondaryColor3b(
red, 
green, 
blue);
 
 4382    d_1_4_Deprecated->f.FogCoorddv(
coord);
 
 4387    d_1_4_Deprecated->f.FogCoordd(
coord);
 
 4392    d_1_4_Deprecated->f.FogCoordfv(
coord);
 
 4397    d_1_4_Deprecated->f.FogCoordf(
coord);
 
 4406    d_2_0_Core->f.VertexAttrib4usv(
index, 
v);
 
 4411    d_2_0_Core->f.VertexAttrib4uiv(
index, 
v);
 
 4416    d_2_0_Core->f.VertexAttrib4ubv(
index, 
v);
 
 4421    d_2_0_Core->f.VertexAttrib4sv(
index, 
v);
 
 4426    d_2_0_Core->f.VertexAttrib4s(
index, 
x, 
y, 
z, 
w);
 
 4431    d_2_0_Core->f.VertexAttrib4iv(
index, 
v);
 
 4436    d_2_0_Core->f.VertexAttrib4fv(
index, 
v);
 
 4441    d_2_0_Core->f.VertexAttrib4f(
index, 
x, 
y, 
z, 
w);
 
 4446    d_2_0_Core->f.VertexAttrib4dv(
index, 
v);
 
 4451    d_2_0_Core->f.VertexAttrib4d(
index, 
x, 
y, 
z, 
w);
 
 4456    d_2_0_Core->f.VertexAttrib4bv(
index, 
v);
 
 4461    d_2_0_Core->f.VertexAttrib4Nusv(
index, 
v);
 
 4466    d_2_0_Core->f.VertexAttrib4Nuiv(
index, 
v);
 
 4471    d_2_0_Core->f.VertexAttrib4Nubv(
index, 
v);
 
 4476    d_2_0_Core->f.VertexAttrib4Nub(
index, 
x, 
y, 
z, 
w);
 
 4481    d_2_0_Core->f.VertexAttrib4Nsv(
index, 
v);
 
 4486    d_2_0_Core->f.VertexAttrib4Niv(
index, 
v);
 
 4491    d_2_0_Core->f.VertexAttrib4Nbv(
index, 
v);
 
 4496    d_2_0_Core->f.VertexAttrib3sv(
index, 
v);
 
 4501    d_2_0_Core->f.VertexAttrib3s(
index, 
x, 
y, 
z);
 
 4506    d_2_0_Core->f.VertexAttrib3fv(
index, 
v);
 
 4511    d_2_0_Core->f.VertexAttrib3f(
index, 
x, 
y, 
z);
 
 4516    d_2_0_Core->f.VertexAttrib3dv(
index, 
v);
 
 4521    d_2_0_Core->f.VertexAttrib3d(
index, 
x, 
y, 
z);
 
 4526    d_2_0_Core->f.VertexAttrib2sv(
index, 
v);
 
 4531    d_2_0_Core->f.VertexAttrib2s(
index, 
x, 
y);
 
 4536    d_2_0_Core->f.VertexAttrib2fv(
index, 
v);
 
 4541    d_2_0_Core->f.VertexAttrib2f(
index, 
x, 
y);
 
 4546    d_2_0_Core->f.VertexAttrib2dv(
index, 
v);
 
 4551    d_2_0_Core->f.VertexAttrib2d(
index, 
x, 
y);
 
 4556    d_2_0_Core->f.VertexAttrib1sv(
index, 
v);
 
 4561    d_2_0_Core->f.VertexAttrib1s(
index, 
x);
 
 4566    d_2_0_Core->f.VertexAttrib1fv(
index, 
v);
 
 4571    d_2_0_Core->f.VertexAttrib1f(
index, 
x);
 
 4576    d_2_0_Core->f.VertexAttrib1dv(
index, 
v);
 
 4581    d_2_0_Core->f.VertexAttrib1d(
index, 
x);
 
 4590    d_3_0_Core->f.VertexAttribI4usv(
index, 
v);
 
 4595    d_3_0_Core->f.VertexAttribI4ubv(
index, 
v);
 
 4600    d_3_0_Core->f.VertexAttribI4sv(
index, 
v);
 
 4605    d_3_0_Core->f.VertexAttribI4bv(
index, 
v);
 
 4610    d_3_0_Core->f.VertexAttribI4uiv(
index, 
v);
 
 4615    d_3_0_Core->f.VertexAttribI3uiv(
index, 
v);
 
 4620    d_3_0_Core->f.VertexAttribI2uiv(
index, 
v);
 
 4625    d_3_0_Core->f.VertexAttribI1uiv(
index, 
v);
 
 4630    d_3_0_Core->f.VertexAttribI4iv(
index, 
v);
 
 4635    d_3_0_Core->f.VertexAttribI3iv(
index, 
v);
 
 4640    d_3_0_Core->f.VertexAttribI2iv(
index, 
v);
 
 4645    d_3_0_Core->f.VertexAttribI1iv(
index, 
v);
 
 4650    d_3_0_Core->f.VertexAttribI4ui(
index, 
x, 
y, 
z, 
w);
 
 4655    d_3_0_Core->f.VertexAttribI3ui(
index, 
x, 
y, 
z);
 
 4660    d_3_0_Core->f.VertexAttribI2ui(
index, 
x, 
y);
 
 4665    d_3_0_Core->f.VertexAttribI1ui(
index, 
x);
 
 4670    d_3_0_Core->f.VertexAttribI4i(
index, 
x, 
y, 
z, 
w);
 
 4675    d_3_0_Core->f.VertexAttribI3i(
index, 
x, 
y, 
z);
 
 4680    d_3_0_Core->f.VertexAttribI2i(
index, 
x, 
y);
 
 4685    d_3_0_Core->f.VertexAttribI1i(
index, 
x);
 
virtual bool initializeOpenGLFunctions()
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glColorMaterial(GLenum face, GLenum mode)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
void glClear(GLbitfield mask)
void glWindowPos2d(GLdouble x, GLdouble y)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
GLboolean glIsShader(GLuint shader)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glLineWidth(GLfloat width)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glGetPolygonStipple(GLubyte *mask)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glLinkProgram(GLuint program)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glVertex2sv(const GLshort *v)
void glFogiv(GLenum pname, const GLint *params)
void glSecondaryColor3bv(const GLbyte *v)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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 glRasterPos2f(GLfloat x, GLfloat y)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glDetachShader(GLuint program, GLuint shader)
void glAttachShader(GLuint program, GLuint shader)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glVertex2fv(const GLfloat *v)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glClampColor(GLenum target, GLenum clamp)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glRasterPos3iv(const GLint *v)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glCompileShader(GLuint shader)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glColor3uiv(const GLuint *v)
void glPixelTransferi(GLenum pname, GLint param)
void glGetDoublev(GLenum pname, GLdouble *params)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glFogi(GLenum pname, GLint param)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glListBase(GLuint base)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glFogfv(GLenum pname, const GLfloat *params)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glHint(GLenum target, GLenum mode)
void glBeginTransformFeedback(GLenum primitiveMode)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glIndexsv(const GLshort *c)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glEvalCoord2dv(const GLdouble *u)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glDisablei(GLenum target, GLuint index)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glPixelStorei(GLenum pname, GLint param)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glIndexfv(const GLfloat *c)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glCallList(GLuint list)
void glDeleteProgram(GLuint program)
void glColor4uiv(const GLuint *v)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glClearDepth(GLdouble depth)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glRasterPos2fv(const GLfloat *v)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glNormal3iv(const GLint *v)
void glColor4dv(const GLdouble *v)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glRasterPos2dv(const GLdouble *v)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glFogCoordf(GLfloat coord)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glTexCoord2iv(const GLint *v)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glColor4bv(const GLbyte *v)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glVertex2i(GLint x, GLint y)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glIndexdv(const GLdouble *c)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glSecondaryColor3iv(const GLint *v)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glColorP4uiv(GLenum type, const GLuint *color)
void glTexCoord4iv(const GLint *v)
void glEnable(GLenum cap)
void glMultMatrixf(const GLfloat *m)
void glRectiv(const GLint *v1, const GLint *v2)
void glVertex4dv(const GLdouble *v)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glTexCoord2i(GLint s, GLint t)
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glRasterPos2iv(const GLint *v)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glNormalP3ui(GLenum type, GLuint coords)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glLogicOp(GLenum opcode)
void glLoadTransposeMatrixd(const GLdouble *m)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glEndConditionalRender()
void glRasterPos3sv(const GLshort *v)
void glEvalPoint1(GLint i)
void glEnableClientState(GLenum array)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glNormal3dv(const GLdouble *v)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
void glRasterPos4sv(const GLshort *v)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glSecondaryColor3uiv(const GLuint *v)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glDisableClientState(GLenum array)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glLightModelf(GLenum pname, GLfloat param)
void glColor3us(GLushort red, GLushort green, GLushort blue)
GLboolean glIsBuffer(GLuint buffer)
void glStencilMask(GLuint mask)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
void glColor3sv(const GLshort *v)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glLighti(GLenum light, GLenum pname, GLint param)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glVertexP4ui(GLenum type, GLuint value)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glTexCoord1i(GLint s)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glColor4ubv(const GLubyte *v)
GLboolean glIsProgram(GLuint program)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glVertexAttribI1i(GLuint index, GLint x)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glPolygonStipple(const GLubyte *mask)
void glLightModeliv(GLenum pname, const GLint *params)
void glEvalCoord1fv(const GLfloat *u)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glColorP3uiv(GLenum type, const GLuint *color)
void glEvalCoord2fv(const GLfloat *u)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glColor4fv(const GLfloat *v)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glRasterPos3dv(const GLdouble *v)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glRasterPos2i(GLint x, GLint y)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glWindowPos2dv(const GLdouble *v)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glGetPointerv(GLenum pname, GLvoid **params)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glBeginQuery(GLenum target, GLuint id)
void glVertex2d(GLdouble x, GLdouble y)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glArrayElement(GLint i)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertex2f(GLfloat x, GLfloat y)
void glWindowPos3dv(const GLdouble *v)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glBegin(GLenum mode)
void glIndexMask(GLuint mask)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glWindowPos2f(GLfloat x, GLfloat y)
void glLineStipple(GLint factor, GLushort pattern)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glVertex3sv(const GLshort *v)
void glTexCoord3fv(const GLfloat *v)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glTexCoord1iv(const GLint *v)
void glEnablei(GLenum target, GLuint index)
void glVertex2s(GLshort x, GLshort y)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glAlphaFunc(GLenum func, GLfloat ref)
void glBindBuffer(GLenum target, GLuint buffer)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsList(GLuint list)
void glCullFace(GLenum mode)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glColor3i(GLint red, GLint green, GLint blue)
void glTexCoord2fv(const GLfloat *v)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glResetHistogram(GLenum target)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glPointParameteri(GLenum pname, GLint param)
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glClientActiveTexture(GLenum texture)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glEnableVertexAttribArray(GLuint index)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glPushName(GLuint name)
void glLoadMatrixf(const GLfloat *m)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glTexCoord4dv(const GLdouble *v)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glColor4sv(const GLshort *v)
void glPolygonMode(GLenum face, GLenum mode)
void glFogCoordd(GLdouble coord)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glTexCoord4sv(const GLshort *v)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glIndexd(GLdouble c)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
GLuint glGenLists(GLsizei range)
void glVertexP3ui(GLenum type, GLuint value)
void glIndexiv(const GLint *c)
void glFogCoorddv(const GLdouble *coord)
void glUniform1ui(GLint location, GLuint v0)
void glLoadName(GLuint name)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glPrimitiveRestartIndex(GLuint index)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glVertex3fv(const GLfloat *v)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glWindowPos3iv(const GLint *v)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glColor3usv(const GLushort *v)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glRasterPos4fv(const GLfloat *v)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glTexCoord3sv(const GLshort *v)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glFogf(GLenum pname, GLfloat param)
void glSecondaryColor3dv(const GLdouble *v)
void glRasterPos2d(GLdouble x, GLdouble y)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glClearStencil(GLint s)
GLboolean glIsVertexArray(GLuint array)
void glDeleteShader(GLuint shader)
void glPixelTransferf(GLenum pname, GLfloat param)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glProvokingVertex(GLenum mode)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glColor3dv(const GLdouble *v)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glGenQueries(GLsizei n, GLuint *ids)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glSecondaryColor3usv(const GLushort *v)
void glResetMinmax(GLenum target)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSecondaryColor3ubv(const GLubyte *v)
void glTexCoord2s(GLshort s, GLshort t)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
GLboolean glUnmapBuffer(GLenum target)
void glUniform1f(GLint location, GLfloat v0)
void glColor3fv(const GLfloat *v)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glPointParameterf(GLenum pname, GLfloat param)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
void glBindTexture(GLenum target, GLuint texture)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glValidateProgram(GLuint program)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glEvalCoord1d(GLdouble u)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glColor3iv(const GLint *v)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glFrontFace(GLenum mode)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetFloatv(GLenum pname, GLfloat *params)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glNormal3bv(const GLbyte *v)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glMatrixMode(GLenum mode)
void glColor4usv(const GLushort *v)
void glGetIntegerv(GLenum pname, GLint *params)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glSecondaryColor3fv(const GLfloat *v)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glPixelStoref(GLenum pname, GLfloat param)
void glFogCoordfv(const GLfloat *coord)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glTexCoord2sv(const GLshort *v)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glAccum(GLenum op, GLfloat value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glColorP4ui(GLenum type, GLuint color)
void glTexCoord1dv(const GLdouble *v)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glDisable(GLenum cap)
void glUniform1i(GLint location, GLint v0)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
GLboolean glIsTexture(GLuint texture)
void glRasterPos4dv(const GLdouble *v)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glWindowPos2i(GLint x, GLint y)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glEdgeFlagv(const GLboolean *flag)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glColorP3ui(GLenum type, GLuint color)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glDisableVertexAttribArray(GLuint index)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glMultiTexCoord1i(GLenum target, GLint s)
void glColor3ubv(const GLubyte *v)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glEvalPoint2(GLint i, GLint j)
void glDepthFunc(GLenum func)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glTexCoord3iv(const GLint *v)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glMultiTexCoord1f(GLenum target, GLfloat s)
GLboolean glIsEnabled(GLenum cap)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glWindowPos3sv(const GLshort *v)
void glBindVertexArray(GLuint array)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glPassThrough(GLfloat token)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glWindowPos2sv(const GLshort *v)
void glPointSize(GLfloat size)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glLoadTransposeMatrixf(const GLfloat *m)
void glTexCoord1f(GLfloat s)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glEndQuery(GLenum target)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glGenerateMipmap(GLenum target)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glUseProgram(GLuint program)
const GLubyte * glGetString(GLenum name)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glIndexub(GLubyte c)
void glBlendEquation(GLenum mode)
void glMultTransposeMatrixf(const GLfloat *m)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glColor3bv(const GLbyte *v)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glWindowPos2fv(const GLfloat *v)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glTexCoord3dv(const GLdouble *v)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glReadBuffer(GLenum mode)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glMultTransposeMatrixd(const GLdouble *m)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glClearIndex(GLfloat c)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertex3iv(const GLint *v)
void glDeleteLists(GLuint list, GLsizei range)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glRasterPos4iv(const GLint *v)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glMultiTexCoordP1uiv(GLenum texture, 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 glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glVertexP2ui(GLenum type, GLuint value)
void glTexCoord1fv(const GLfloat *v)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glDrawBuffer(GLenum mode)
void glVertex3i(GLint x, GLint y, GLint z)
void glEdgeFlag(GLboolean flag)
GLuint glCreateShader(GLenum type)
void glNewList(GLuint list, GLenum mode)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glTexCoord1s(GLshort s)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glTexCoord1sv(const GLshort *v)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glVertex2iv(const GLint *v)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glWindowPos2s(GLshort x, GLshort y)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertex3dv(const GLdouble *v)
void glPointParameteriv(GLenum pname, const GLint *params)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glPushClientAttrib(GLbitfield mask)
void glLoadMatrixd(const GLdouble *m)
void glRasterPos2s(GLshort x, GLshort y)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glActiveTexture(GLenum texture)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glNormal3fv(const GLfloat *v)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glRasterPos2sv(const GLshort *v)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glWindowPos3fv(const GLfloat *v)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glPushAttrib(GLbitfield mask)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glTexCoord2dv(const GLdouble *v)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glNormal3sv(const GLshort *v)
void glShadeModel(GLenum mode)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glGenTextures(GLsizei n, GLuint *textures)
void glTexCoord2f(GLfloat s, GLfloat t)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glSecondaryColor3sv(const GLshort *v)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexP3uiv(GLenum type, const GLuint *value)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glIndexubv(const GLubyte *c)
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
GLenum glCheckFramebufferStatus(GLenum target)
void glVertex2dv(const GLdouble *v)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDeleteSync(GLsync sync)
void glQueryCounter(GLuint id, GLenum target)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glTexCoord4fv(const GLfloat *v)
void glVertex4iv(const GLint *v)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glEvalCoord1f(GLfloat u)
GLboolean glIsSync(GLsync sync)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glDepthMask(GLboolean flag)
void glSampleMaski(GLuint index, GLbitfield mask)
GLint glRenderMode(GLenum mode)
void glTexCoord2d(GLdouble s, GLdouble t)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glVertex4sv(const GLshort *v)
void glLightModeli(GLenum pname, GLint param)
void glColor4iv(const GLint *v)
void glEvalCoord1dv(const GLdouble *u)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glTexCoord1d(GLdouble s)
void glWindowPos2iv(const GLint *v)
void glVertexAttrib1s(GLuint index, GLshort x)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
GLboolean glIsQuery(GLuint id)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glEndTransformFeedback()
GLboolean glIsSampler(GLuint sampler)
void glBindSampler(GLuint unit, GLuint sampler)
void glRasterPos3fv(const GLfloat *v)
void glVertex4fv(const GLfloat *v)
void glMultMatrixd(const GLdouble *m)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
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]
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
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
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 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
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
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
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
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
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const  * uniformNames