15#ifndef QOPENGLVERSIONFUNCTIONS_3_0_H
16#define QOPENGLVERSIONFUNCTIONS_3_0_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);
297 void glMultMatrixf(
const GLfloat *
m);
300 void glLoadMatrixf(
const GLfloat *
m);
301 void glLoadIdentity();
309 void glGetPolygonStipple(GLubyte *
mask);
332 void glEvalPoint1(
GLint i);
334 void glEvalCoord2fv(
const GLfloat *u);
336 void glEvalCoord2dv(
const GLdouble *u);
338 void glEvalCoord1fv(
const GLfloat *u);
340 void glEvalCoord1dv(
const GLdouble *u);
375 void glPolygonStipple(
const GLubyte *
mask);
395 void glVertex4sv(
const GLshort *
v);
396 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
397 void glVertex4iv(
const GLint *
v);
403 void glVertex3sv(
const GLshort *
v);
404 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
405 void glVertex3iv(
const GLint *
v);
411 void glVertex2sv(
const GLshort *
v);
412 void glVertex2s(GLshort
x, GLshort
y);
413 void glVertex2iv(
const GLint *
v);
419 void glTexCoord4sv(
const GLshort *
v);
420 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
421 void glTexCoord4iv(
const GLint *
v);
423 void glTexCoord4fv(
const GLfloat *
v);
427 void glTexCoord3sv(
const GLshort *
v);
428 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
429 void glTexCoord3iv(
const GLint *
v);
431 void glTexCoord3fv(
const GLfloat *
v);
435 void glTexCoord2sv(
const GLshort *
v);
436 void glTexCoord2s(GLshort
s, GLshort
t);
437 void glTexCoord2iv(
const GLint *
v);
439 void glTexCoord2fv(
const GLfloat *
v);
443 void glTexCoord1sv(
const GLshort *
v);
444 void glTexCoord1s(GLshort
s);
445 void glTexCoord1iv(
const GLint *
v);
446 void glTexCoord1i(
GLint s);
447 void glTexCoord1fv(
const GLfloat *
v);
451 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
452 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
459 void glRasterPos4sv(
const GLshort *
v);
460 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
461 void glRasterPos4iv(
const GLint *
v);
463 void glRasterPos4fv(
const GLfloat *
v);
467 void glRasterPos3sv(
const GLshort *
v);
468 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
469 void glRasterPos3iv(
const GLint *
v);
471 void glRasterPos3fv(
const GLfloat *
v);
475 void glRasterPos2sv(
const GLshort *
v);
476 void glRasterPos2s(GLshort
x, GLshort
y);
477 void glRasterPos2iv(
const GLint *
v);
479 void glRasterPos2fv(
const GLfloat *
v);
483 void glNormal3sv(
const GLshort *
v);
484 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
485 void glNormal3iv(
const GLint *
v);
491 void glNormal3bv(
const GLbyte *
v);
492 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
493 void glIndexsv(
const GLshort *
c);
494 void glIndexs(GLshort
c);
495 void glIndexiv(
const GLint *
c);
506 void glColor4uiv(
const GLuint *
v);
508 void glColor4ubv(
const GLubyte *
v);
510 void glColor4sv(
const GLshort *
v);
512 void glColor4iv(
const GLint *
v);
518 void glColor4bv(
const GLbyte *
v);
522 void glColor3uiv(
const GLuint *
v);
524 void glColor3ubv(
const GLubyte *
v);
525 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
526 void glColor3sv(
const GLshort *
v);
527 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
528 void glColor3iv(
const GLint *
v);
534 void glColor3bv(
const GLbyte *
v);
548 void glPopClientAttrib();
560 void glArrayElement(
GLint i);
597 void glMultTransposeMatrixd(
const GLdouble *
m);
598 void glMultTransposeMatrixf(
const GLfloat *
m);
599 void glLoadTransposeMatrixd(
const GLdouble *
m);
600 void glLoadTransposeMatrixf(
const GLfloat *
m);
602 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
610 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
636 void glWindowPos3sv(
const GLshort *
v);
637 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
638 void glWindowPos3iv(
const GLint *
v);
640 void glWindowPos3fv(
const GLfloat *
v);
644 void glWindowPos2sv(
const GLshort *
v);
645 void glWindowPos2s(GLshort
x, GLshort
y);
646 void glWindowPos2iv(
const GLint *
v);
648 void glWindowPos2fv(
const GLfloat *
v);
653 void glSecondaryColor3usv(
const GLushort *
v);
655 void glSecondaryColor3uiv(
const GLuint *
v);
657 void glSecondaryColor3ubv(
const GLubyte *
v);
658 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
659 void glSecondaryColor3sv(
const GLshort *
v);
660 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
661 void glSecondaryColor3iv(
const GLint *
v);
663 void glSecondaryColor3fv(
const GLfloat *
v);
665 void glSecondaryColor3dv(
const GLdouble *
v);
667 void glSecondaryColor3bv(
const GLbyte *
v);
668 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
680 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
682 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
691 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
692 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
693 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
697 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
719 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
720 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
771 d_1_0_Core->f.DepthRange(nearVal, farVal);
776 return d_1_0_Core->f.IsEnabled(
cap);
806 return d_1_0_Core->f.GetString(
name);
821 return d_1_0_Core->f.GetError();
841 d_1_0_Core->f.ReadBuffer(
mode);
856 d_1_0_Core->f.DepthFunc(
func);
861 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
871 d_1_0_Core->f.LogicOp(
opcode);
876 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
881 d_1_0_Core->f.Flush();
886 d_1_0_Core->f.Finish();
891 d_1_0_Core->f.Enable(
cap);
896 d_1_0_Core->f.Disable(
cap);
901 d_1_0_Core->f.DepthMask(flag);
911 d_1_0_Core->f.StencilMask(
mask);
916 d_1_0_Core->f.ClearDepth(
depth);
921 d_1_0_Core->f.ClearStencil(
s);
931 d_1_0_Core->f.Clear(
mask);
936 d_1_0_Core->f.DrawBuffer(
mode);
976 d_1_0_Core->f.PolygonMode(
face,
mode);
981 d_1_0_Core->f.PointSize(
size);
986 d_1_0_Core->f.LineWidth(
width);
996 d_1_0_Core->f.FrontFace(
mode);
1001 d_1_0_Core->f.CullFace(
mode);
1008 d_1_1_Deprecated->f.Indexubv(
c);
1013 d_1_1_Deprecated->f.Indexub(
c);
1018 return d_1_1_Core->f.IsTexture(
texture);
1028 d_1_1_Core->f.DeleteTextures(
n,
textures);
1068 d_1_1_Core->f.PolygonOffset(factor,
units);
1093inline void QOpenGLFunctions_3_0::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
1095 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1110 d_1_2_Core->f.BlendEquation(
mode);
1135inline void QOpenGLFunctions_3_0::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
1137 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1162 d_1_3_Core->f.ActiveTexture(
texture);
1216 return d_1_5_Core->f.UnmapBuffer(
target);
1241 return d_1_5_Core->f.IsBuffer(
buffer);
1246 d_1_5_Core->f.GenBuffers(
n,
buffers);
1251 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1261 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1266 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1276 d_1_5_Core->f.EndQuery(
target);
1281 d_1_5_Core->f.BeginQuery(
target,
id);
1286 return d_1_5_Core->f.IsQuery(
id);
1291 d_1_5_Core->f.DeleteQueries(
n,
ids);
1296 d_1_5_Core->f.GenQueries(
n,
ids);
1308 d_2_0_Core->f.ValidateProgram(
program);
1408 d_2_0_Core->f.UseProgram(
program);
1418 d_2_0_Core->f.LinkProgram(
program);
1423 return d_2_0_Core->f.IsShader(
shader);
1428 return d_2_0_Core->f.IsProgram(
program);
1463 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1493 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1513 d_2_0_Core->f.EnableVertexAttribArray(
index);
1518 d_2_0_Core->f.DisableVertexAttribArray(
index);
1528 d_2_0_Core->f.DeleteShader(
shader);
1533 d_2_0_Core->f.DeleteProgram(
program);
1538 return d_2_0_Core->f.CreateShader(
type);
1543 return d_2_0_Core->f.CreateProgram();
1548 d_2_0_Core->f.CompileShader(
shader);
1563 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1578 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1622 return d_3_0_Core->f.IsVertexArray(
array);
1627 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1632 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1637 d_3_0_Core->f.BindVertexArray(
array);
1667 d_3_0_Core->f.GenerateMipmap(
target);
1697 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1752 return d_3_0_Core->f.GetStringi(
name,
index);
1837 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1867 d_3_0_Core->f.EndConditionalRender();
1872 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1902 d_3_0_Core->f.EndTransformFeedback();
1907 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1937 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
1944 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
1949 d_1_0_Deprecated->f.Translated(
x,
y,
z);
1954 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
1959 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
1964 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
1969 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
1974 d_1_0_Deprecated->f.PushMatrix();
1979 d_1_0_Deprecated->f.PopMatrix();
1989 d_1_0_Deprecated->f.MultMatrixd(
m);
1994 d_1_0_Deprecated->f.MultMatrixf(
m);
1999 d_1_0_Deprecated->f.MatrixMode(
mode);
2004 d_1_0_Deprecated->f.LoadMatrixd(
m);
2009 d_1_0_Deprecated->f.LoadMatrixf(
m);
2014 d_1_0_Deprecated->f.LoadIdentity();
2024 return d_1_0_Deprecated->f.IsList(
list);
2054 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
2059 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
2064 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
2069 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
2099 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
2104 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
2109 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
2124 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
2129 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
2134 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
2139 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
2144 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
2149 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
2154 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
2159 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
2164 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
2169 d_1_0_Deprecated->f.EvalPoint1(
i);
2174 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
2179 d_1_0_Deprecated->f.EvalCoord2fv(u);
2184 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
2189 d_1_0_Deprecated->f.EvalCoord2dv(u);
2194 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
2199 d_1_0_Deprecated->f.EvalCoord1fv(u);
2204 d_1_0_Deprecated->f.EvalCoord1f(u);
2209 d_1_0_Deprecated->f.EvalCoord1dv(u);
2214 d_1_0_Deprecated->f.EvalCoord1d(u);
2219 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
2224 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
2229 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
2234 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
2259 d_1_0_Deprecated->f.PushAttrib(
mask);
2264 d_1_0_Deprecated->f.PopAttrib();
2269 d_1_0_Deprecated->f.Accum(op,
value);
2274 d_1_0_Deprecated->f.IndexMask(
mask);
2279 d_1_0_Deprecated->f.ClearIndex(
c);
2289 d_1_0_Deprecated->f.PushName(
name);
2294 d_1_0_Deprecated->f.PopName();
2299 d_1_0_Deprecated->f.PassThrough(
token);
2304 d_1_0_Deprecated->f.LoadName(
name);
2309 d_1_0_Deprecated->f.InitNames();
2314 return d_1_0_Deprecated->f.RenderMode(
mode);
2319 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
2379 d_1_0_Deprecated->f.ShadeModel(
mode);
2384 d_1_0_Deprecated->f.PolygonStipple(
mask);
2409 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
2419 d_1_0_Deprecated->f.LightModeli(
pname,
param);
2429 d_1_0_Deprecated->f.LightModelf(
pname,
param);
2434 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
2439 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
2444 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
2449 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
2474 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
2479 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
2484 d_1_0_Deprecated->f.Vertex4sv(
v);
2489 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
2494 d_1_0_Deprecated->f.Vertex4iv(
v);
2499 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
2504 d_1_0_Deprecated->f.Vertex4fv(
v);
2509 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
2514 d_1_0_Deprecated->f.Vertex4dv(
v);
2519 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
2524 d_1_0_Deprecated->f.Vertex3sv(
v);
2529 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
2534 d_1_0_Deprecated->f.Vertex3iv(
v);
2539 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
2544 d_1_0_Deprecated->f.Vertex3fv(
v);
2549 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
2554 d_1_0_Deprecated->f.Vertex3dv(
v);
2559 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
2564 d_1_0_Deprecated->f.Vertex2sv(
v);
2569 d_1_0_Deprecated->f.Vertex2s(
x,
y);
2574 d_1_0_Deprecated->f.Vertex2iv(
v);
2579 d_1_0_Deprecated->f.Vertex2i(
x,
y);
2584 d_1_0_Deprecated->f.Vertex2fv(
v);
2589 d_1_0_Deprecated->f.Vertex2f(
x,
y);
2594 d_1_0_Deprecated->f.Vertex2dv(
v);
2599 d_1_0_Deprecated->f.Vertex2d(
x,
y);
2604 d_1_0_Deprecated->f.TexCoord4sv(
v);
2609 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
2614 d_1_0_Deprecated->f.TexCoord4iv(
v);
2619 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
2624 d_1_0_Deprecated->f.TexCoord4fv(
v);
2629 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
2634 d_1_0_Deprecated->f.TexCoord4dv(
v);
2639 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
2644 d_1_0_Deprecated->f.TexCoord3sv(
v);
2649 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
2654 d_1_0_Deprecated->f.TexCoord3iv(
v);
2659 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
2664 d_1_0_Deprecated->f.TexCoord3fv(
v);
2669 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
2674 d_1_0_Deprecated->f.TexCoord3dv(
v);
2679 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
2684 d_1_0_Deprecated->f.TexCoord2sv(
v);
2689 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
2694 d_1_0_Deprecated->f.TexCoord2iv(
v);
2699 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
2704 d_1_0_Deprecated->f.TexCoord2fv(
v);
2709 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
2714 d_1_0_Deprecated->f.TexCoord2dv(
v);
2719 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
2724 d_1_0_Deprecated->f.TexCoord1sv(
v);
2729 d_1_0_Deprecated->f.TexCoord1s(
s);
2734 d_1_0_Deprecated->f.TexCoord1iv(
v);
2739 d_1_0_Deprecated->f.TexCoord1i(
s);
2744 d_1_0_Deprecated->f.TexCoord1fv(
v);
2749 d_1_0_Deprecated->f.TexCoord1f(
s);
2754 d_1_0_Deprecated->f.TexCoord1dv(
v);
2759 d_1_0_Deprecated->f.TexCoord1d(
s);
2764 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
2769 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
2774 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
2779 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
2784 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
2789 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
2794 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
2799 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
2804 d_1_0_Deprecated->f.RasterPos4sv(
v);
2809 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
2814 d_1_0_Deprecated->f.RasterPos4iv(
v);
2819 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
2824 d_1_0_Deprecated->f.RasterPos4fv(
v);
2829 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
2834 d_1_0_Deprecated->f.RasterPos4dv(
v);
2839 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
2844 d_1_0_Deprecated->f.RasterPos3sv(
v);
2849 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
2854 d_1_0_Deprecated->f.RasterPos3iv(
v);
2859 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
2864 d_1_0_Deprecated->f.RasterPos3fv(
v);
2869 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
2874 d_1_0_Deprecated->f.RasterPos3dv(
v);
2879 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
2884 d_1_0_Deprecated->f.RasterPos2sv(
v);
2889 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
2894 d_1_0_Deprecated->f.RasterPos2iv(
v);
2899 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
2904 d_1_0_Deprecated->f.RasterPos2fv(
v);
2909 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
2914 d_1_0_Deprecated->f.RasterPos2dv(
v);
2919 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
2924 d_1_0_Deprecated->f.Normal3sv(
v);
2929 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
2934 d_1_0_Deprecated->f.Normal3iv(
v);
2939 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
2944 d_1_0_Deprecated->f.Normal3fv(
v);
2949 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
2954 d_1_0_Deprecated->f.Normal3dv(
v);
2959 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
2964 d_1_0_Deprecated->f.Normal3bv(
v);
2969 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
2974 d_1_0_Deprecated->f.Indexsv(
c);
2979 d_1_0_Deprecated->f.Indexs(
c);
2984 d_1_0_Deprecated->f.Indexiv(
c);
2989 d_1_0_Deprecated->f.Indexi(
c);
2994 d_1_0_Deprecated->f.Indexfv(
c);
2999 d_1_0_Deprecated->f.Indexf(
c);
3004 d_1_0_Deprecated->f.Indexdv(
c);
3009 d_1_0_Deprecated->f.Indexd(
c);
3014 d_1_0_Deprecated->f.End();
3019 d_1_0_Deprecated->f.EdgeFlagv(flag);
3024 d_1_0_Deprecated->f.EdgeFlag(flag);
3029 d_1_0_Deprecated->f.Color4usv(
v);
3039 d_1_0_Deprecated->f.Color4uiv(
v);
3049 d_1_0_Deprecated->f.Color4ubv(
v);
3059 d_1_0_Deprecated->f.Color4sv(
v);
3069 d_1_0_Deprecated->f.Color4iv(
v);
3079 d_1_0_Deprecated->f.Color4fv(
v);
3089 d_1_0_Deprecated->f.Color4dv(
v);
3099 d_1_0_Deprecated->f.Color4bv(
v);
3109 d_1_0_Deprecated->f.Color3usv(
v);
3119 d_1_0_Deprecated->f.Color3uiv(
v);
3129 d_1_0_Deprecated->f.Color3ubv(
v);
3139 d_1_0_Deprecated->f.Color3sv(
v);
3149 d_1_0_Deprecated->f.Color3iv(
v);
3159 d_1_0_Deprecated->f.Color3fv(
v);
3169 d_1_0_Deprecated->f.Color3dv(
v);
3179 d_1_0_Deprecated->f.Color3bv(
v);
3194 d_1_0_Deprecated->f.Begin(
mode);
3199 d_1_0_Deprecated->f.ListBase(
base);
3204 return d_1_0_Deprecated->f.GenLists(
range);
3209 d_1_0_Deprecated->f.DeleteLists(
list,
range);
3214 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
3219 d_1_0_Deprecated->f.CallList(
list);
3224 d_1_0_Deprecated->f.EndList();
3229 d_1_0_Deprecated->f.NewList(
list,
mode);
3236 d_1_1_Deprecated->f.PushClientAttrib(
mask);
3241 d_1_1_Deprecated->f.PopClientAttrib();
3281 d_1_1_Deprecated->f.EnableClientState(
array);
3291 d_1_1_Deprecated->f.DisableClientState(
array);
3301 d_1_1_Deprecated->f.ArrayElement(
i);
3308 d_1_2_Deprecated->f.ResetMinmax(
target);
3313 d_1_2_Deprecated->f.ResetHistogram(
target);
3470 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
3475 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
3480 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
3485 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
3490 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
3495 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
3500 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
3505 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
3510 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
3515 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
3520 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
3525 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
3530 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
3535 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
3540 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
3545 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
3550 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
3555 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
3560 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
3565 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
3570 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
3575 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
3580 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
3585 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
3590 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
3595 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
3600 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
3605 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
3610 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
3615 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
3620 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
3625 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
3630 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
3635 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
3640 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
3645 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
3650 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
3657 d_1_4_Deprecated->f.WindowPos3sv(
v);
3662 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
3667 d_1_4_Deprecated->f.WindowPos3iv(
v);
3672 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
3677 d_1_4_Deprecated->f.WindowPos3fv(
v);
3682 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
3687 d_1_4_Deprecated->f.WindowPos3dv(
v);
3692 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
3697 d_1_4_Deprecated->f.WindowPos2sv(
v);
3702 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
3707 d_1_4_Deprecated->f.WindowPos2iv(
v);
3712 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
3717 d_1_4_Deprecated->f.WindowPos2fv(
v);
3722 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
3727 d_1_4_Deprecated->f.WindowPos2dv(
v);
3732 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
3742 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
3747 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
3752 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
3757 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
3762 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
3767 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
3772 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
3777 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
3782 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
3787 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
3792 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
3797 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
3802 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
3807 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
3812 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
3817 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
3827 d_1_4_Deprecated->f.FogCoorddv(
coord);
3832 d_1_4_Deprecated->f.FogCoordd(
coord);
3837 d_1_4_Deprecated->f.FogCoordfv(
coord);
3842 d_1_4_Deprecated->f.FogCoordf(
coord);
3851 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
3856 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
3861 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
3866 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
3871 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
3876 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
3881 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
3886 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
3891 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
3896 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
3901 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
3906 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
3911 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
3916 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
3921 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
3926 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
3931 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
3936 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
3941 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
3946 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
3951 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
3956 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
3961 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
3966 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
3971 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
3976 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
3981 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
3986 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
3991 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
3996 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
4001 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
4006 d_2_0_Core->f.VertexAttrib1s(
index,
x);
4011 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
4016 d_2_0_Core->f.VertexAttrib1f(
index,
x);
4021 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
4026 d_2_0_Core->f.VertexAttrib1d(
index,
x);
4035 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
4040 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
4045 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
4050 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
4055 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
4060 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
4065 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
4070 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
4075 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
4080 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
4085 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
4090 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
4095 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
4100 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
4105 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
4110 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
4115 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
4120 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
4125 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
4130 d_3_0_Core->f.VertexAttribI1i(
index,
x);
virtual bool initializeOpenGLFunctions()
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
GLboolean glIsList(GLuint list)
void glVertex3s(GLshort x, GLshort y, GLshort z)
const GLubyte * glGetString(GLenum name)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glColor4fv(const GLfloat *v)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
GLboolean glIsProgram(GLuint program)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glGetPixelMapusv(GLenum map, GLushort *values)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glWindowPos2sv(const GLshort *v)
void glWindowPos2iv(const GLint *v)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glVertex3iv(const GLint *v)
void glGetDoublev(GLenum pname, GLdouble *params)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glEvalCoord2dv(const GLdouble *u)
void glColor4iv(const GLint *v)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glEdgeFlag(GLboolean flag)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glTexCoord2i(GLint s, GLint t)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glVertexAttribI1i(GLuint index, GLint x)
void glBeginTransformFeedback(GLenum primitiveMode)
GLboolean glIsEnabled(GLenum cap)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glDisable(GLenum cap)
void glPushName(GLuint name)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glTexCoord1s(GLshort s)
void glRasterPos2fv(const GLfloat *v)
void glCompileShader(GLuint shader)
void glBindVertexArray(GLuint array)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glWindowPos3fv(const GLfloat *v)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glColor3usv(const GLushort *v)
void glNormal3bv(const GLbyte *v)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glRasterPos2dv(const GLdouble *v)
void glAccum(GLenum op, GLfloat value)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glColor4dv(const GLdouble *v)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glSecondaryColor3ubv(const GLubyte *v)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glCallList(GLuint list)
void glColor3i(GLint red, GLint green, GLint blue)
void glWindowPos2d(GLdouble x, GLdouble y)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glColor4sv(const GLshort *v)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glMultiTexCoord1f(GLenum target, GLfloat s)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetPointerv(GLenum pname, GLvoid **params)
void glTexCoord1sv(const GLshort *v)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glTexCoord3fv(const GLfloat *v)
void glEvalCoord1fv(const GLfloat *u)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glWindowPos2dv(const GLdouble *v)
void glPointParameterf(GLenum pname, GLfloat param)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glPixelStoref(GLenum pname, GLfloat param)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glGenTextures(GLsizei n, GLuint *textures)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glLighti(GLenum light, GLenum pname, GLint param)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glValidateProgram(GLuint program)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glUniform1ui(GLint location, GLuint v0)
void glVertex2iv(const GLint *v)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glWindowPos2s(GLshort x, GLshort y)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glGetFloatv(GLenum pname, GLfloat *params)
void glClientActiveTexture(GLenum texture)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glTexCoord1d(GLdouble s)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glVertex2fv(const GLfloat *v)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glDeleteLists(GLuint list, GLsizei range)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glEndQuery(GLenum target)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glGetPolygonStipple(GLubyte *mask)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glEvalCoord1dv(const GLdouble *u)
void glColor3bv(const GLbyte *v)
void glVertex4dv(const GLdouble *v)
void glEvalPoint2(GLint i, GLint j)
void glIndexubv(const GLubyte *c)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glSecondaryColor3usv(const GLushort *v)
void glIndexdv(const GLdouble *c)
void glEndConditionalRender()
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glEnable(GLenum cap)
void glBeginQuery(GLenum target, GLuint id)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glRasterPos3iv(const GLint *v)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glHint(GLenum target, GLenum mode)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glDisableClientState(GLenum array)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glUseProgram(GLuint program)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glDetachShader(GLuint program, GLuint shader)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glPixelTransferf(GLenum pname, GLfloat param)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glLineWidth(GLfloat width)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glGetIntegerv(GLenum pname, GLint *params)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glTexCoord2d(GLdouble s, GLdouble t)
void glFogCoordfv(const GLfloat *coord)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glFogCoordf(GLfloat coord)
void glGenQueries(GLsizei n, GLuint *ids)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glIndexsv(const GLshort *c)
void glEnableVertexAttribArray(GLuint index)
void glRasterPos2s(GLshort x, GLshort y)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
GLboolean glUnmapBuffer(GLenum target)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glIndexfv(const GLfloat *c)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
GLuint glCreateShader(GLenum type)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
void glBegin(GLenum mode)
void glWindowPos3sv(const GLshort *v)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glRasterPos4iv(const GLint *v)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glNormal3dv(const GLdouble *v)
void glLinkProgram(GLuint program)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glFogfv(GLenum pname, const GLfloat *params)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glClearIndex(GLfloat c)
void glReadBuffer(GLenum mode)
void glMultTransposeMatrixd(const GLdouble *m)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glTexCoord1iv(const GLint *v)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glLoadTransposeMatrixd(const GLdouble *m)
void glLoadMatrixf(const GLfloat *m)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
void glLightModeliv(GLenum pname, const GLint *params)
void glRasterPos4fv(const GLfloat *v)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glResetMinmax(GLenum target)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glTexCoord4dv(const GLdouble *v)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glDeleteProgram(GLuint program)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glTexCoord2dv(const GLdouble *v)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glPointSize(GLfloat size)
void glLoadTransposeMatrixf(const GLfloat *m)
void glWindowPos2i(GLint x, GLint y)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glBindTexture(GLenum target, GLuint texture)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
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 glVertexAttrib1d(GLuint index, GLdouble x)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glGenerateMipmap(GLenum target)
void glColor3sv(const GLshort *v)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glVertex2d(GLdouble x, GLdouble y)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glWindowPos2fv(const GLfloat *v)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glEndTransformFeedback()
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glEnableClientState(GLenum array)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glDepthFunc(GLenum func)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glVertex4sv(const GLshort *v)
void glAttachShader(GLuint program, GLuint shader)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glEvalPoint1(GLint i)
void glTexCoord4sv(const GLshort *v)
void glTexCoord1fv(const GLfloat *v)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glEvalCoord1f(GLfloat u)
GLboolean glIsQuery(GLuint id)
void glMatrixMode(GLenum mode)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glColor3fv(const GLfloat *v)
void glColor4uiv(const GLuint *v)
void glFogiv(GLenum pname, const GLint *params)
void glRasterPos4dv(const GLdouble *v)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glVertex3dv(const GLdouble *v)
void glUniform1i(GLint location, GLint v0)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glNormal3iv(const GLint *v)
void glBindBuffer(GLenum target, GLuint buffer)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glRasterPos2iv(const GLint *v)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glRasterPos2f(GLfloat x, GLfloat y)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glMultMatrixd(const GLdouble *m)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glDrawBuffer(GLenum mode)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glTexCoord2iv(const GLint *v)
void glIndexub(GLubyte c)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glPixelStorei(GLenum pname, GLint param)
void glFogi(GLenum pname, GLint param)
void glResetHistogram(GLenum target)
void glLineStipple(GLint factor, GLushort pattern)
void glArrayElement(GLint i)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glVertexAttrib1s(GLuint index, GLshort x)
void glFogCoordd(GLdouble coord)
void glPolygonStipple(const GLubyte *mask)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glPushAttrib(GLbitfield mask)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
void glClearStencil(GLint s)
void glDisableVertexAttribArray(GLuint index)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glAlphaFunc(GLenum func, GLfloat ref)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glStencilMask(GLuint mask)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
void glVertex3i(GLint x, GLint y, GLint z)
void glEdgeFlagv(const GLboolean *flag)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glCullFace(GLenum mode)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glColor4ubv(const GLubyte *v)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glMultTransposeMatrixf(const GLfloat *m)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glRasterPos4sv(const GLshort *v)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glLogicOp(GLenum opcode)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glVertex2i(GLint x, GLint y)
void glEvalCoord2fv(const GLfloat *u)
void glColor4bv(const GLbyte *v)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glRectiv(const GLint *v1, const GLint *v2)
GLboolean glIsTexture(GLuint texture)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
GLenum glCheckFramebufferStatus(GLenum target)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glTexCoord1dv(const GLdouble *v)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glRasterPos3sv(const GLshort *v)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glVertex2s(GLshort x, GLshort y)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glVertex3sv(const GLshort *v)
void glShadeModel(GLenum mode)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glMultiTexCoord1i(GLenum target, GLint s)
void glIndexMask(GLuint mask)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glTexCoord1f(GLfloat s)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glNormal3fv(const GLfloat *v)
void glTexCoord3dv(const GLdouble *v)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
GLboolean glIsVertexArray(GLuint array)
void glVertex2sv(const GLshort *v)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glTexCoord3iv(const GLint *v)
void glNormal3sv(const GLshort *v)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glSecondaryColor3uiv(const GLuint *v)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glTexCoord1i(GLint s)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glPushClientAttrib(GLbitfield mask)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glLoadName(GLuint name)
GLboolean glIsBuffer(GLuint buffer)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glSecondaryColor3sv(const GLshort *v)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glColor3ubv(const GLubyte *v)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glColor3dv(const GLdouble *v)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glTexCoord4fv(const GLfloat *v)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glLightModelf(GLenum pname, GLfloat param)
void glPassThrough(GLfloat token)
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 glRasterPos3dv(const GLdouble *v)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glWindowPos3iv(const GLint *v)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glTexCoord4iv(const GLint *v)
void glFogf(GLenum pname, GLfloat param)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
void glDepthMask(GLboolean flag)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glTexCoord2f(GLfloat s, GLfloat t)
void glTexCoord2fv(const GLfloat *v)
void glRasterPos2d(GLdouble x, GLdouble y)
void glPointParameteriv(GLenum pname, const GLint *params)
void glIndexd(GLdouble c)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glSecondaryColor3iv(const GLint *v)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glTexCoord2sv(const GLshort *v)
void glEvalCoord1d(GLdouble u)
void glPixelTransferi(GLenum pname, GLint param)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glColor3uiv(const GLuint *v)
void glRasterPos3fv(const GLfloat *v)
void glEnablei(GLenum target, GLuint index)
void glRasterPos2i(GLint x, GLint y)
void glColorMaterial(GLenum face, GLenum mode)
void glNewList(GLuint list, GLenum mode)
GLuint glGenLists(GLsizei range)
void glTexCoord2s(GLshort s, GLshort t)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glPointParameteri(GLenum pname, GLint param)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
GLint glRenderMode(GLenum mode)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
GLboolean glIsShader(GLuint shader)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glRasterPos2sv(const GLshort *v)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glWindowPos3dv(const GLdouble *v)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glWindowPos2f(GLfloat x, GLfloat y)
void glColor4usv(const GLushort *v)
void glVertex4fv(const GLfloat *v)
void glSecondaryColor3fv(const GLfloat *v)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glActiveTexture(GLenum texture)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glVertex4iv(const GLint *v)
void glIndexiv(const GLint *c)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glVertex2f(GLfloat x, GLfloat y)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glTexCoord3sv(const GLshort *v)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glClear(GLbitfield mask)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glDeleteShader(GLuint shader)
void glListBase(GLuint base)
void glLoadMatrixd(const GLdouble *m)
void glSecondaryColor3dv(const GLdouble *v)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glColor3iv(const GLint *v)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glMultMatrixf(const GLfloat *m)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glVertex3fv(const GLfloat *v)
void glFogCoorddv(const GLdouble *coord)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glFrontFace(GLenum mode)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glBlendEquation(GLenum mode)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glUniform1f(GLint location, GLfloat v0)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glClearDepth(GLdouble depth)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glLightModeli(GLenum pname, GLint param)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glPolygonMode(GLenum face, GLenum mode)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glClampColor(GLenum target, GLenum clamp)
void glVertex2dv(const GLdouble *v)
void glSecondaryColor3bv(const GLbyte *v)
void glDisablei(GLenum target, GLuint index)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
QMap< QString, QString > map
[6]
Combined button and popup list for selecting options.
#define Q_DECL_UNUSED_MEMBER
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
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
GLdouble GLdouble GLdouble GLdouble top
GLenum GLenum GLsizei count
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)
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
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
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
const GLuint GLboolean * residences
GLsizei const GLchar *const GLenum bufferMode
GLfixed GLfixed GLfixed y2
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 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
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