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