15#ifndef QOPENGLVERSIONFUNCTIONS_4_2_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_4_2_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>
28#pragma push_macro("MemoryBarrier")
74 void glClearStencil(
GLint s);
93 void glIndexubv(
const GLubyte *
c);
94 void glIndexub(GLubyte
c);
112 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);
122 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);
276 void glEndConditionalRender();
283 void glEndTransformFeedback();
284 void glBeginTransformFeedback(
GLenum primitiveMode);
315 void glDeleteSync(
GLsync sync);
393 void glResumeTransformFeedback();
394 void glPauseTransformFeedback();
457 void glValidateProgramPipeline(
GLuint pipeline);
512 void glBindProgramPipeline(
GLuint pipeline);
519 void glClearDepthf(
GLfloat dd);
523 void glReleaseShaderCompiler();
550 void glMultMatrixf(
const GLfloat *
m);
553 void glLoadMatrixf(
const GLfloat *
m);
554 void glLoadIdentity();
562 void glGetPolygonStipple(GLubyte *
mask);
585 void glEvalPoint1(
GLint i);
587 void glEvalCoord2fv(
const GLfloat *u);
589 void glEvalCoord2dv(
const GLdouble *u);
591 void glEvalCoord1fv(
const GLfloat *u);
593 void glEvalCoord1dv(
const GLdouble *u);
628 void glPolygonStipple(
const GLubyte *
mask);
648 void glVertex4sv(
const GLshort *
v);
649 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
650 void glVertex4iv(
const GLint *
v);
656 void glVertex3sv(
const GLshort *
v);
657 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
658 void glVertex3iv(
const GLint *
v);
664 void glVertex2sv(
const GLshort *
v);
665 void glVertex2s(GLshort
x, GLshort
y);
666 void glVertex2iv(
const GLint *
v);
672 void glTexCoord4sv(
const GLshort *
v);
673 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
674 void glTexCoord4iv(
const GLint *
v);
676 void glTexCoord4fv(
const GLfloat *
v);
680 void glTexCoord3sv(
const GLshort *
v);
681 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
682 void glTexCoord3iv(
const GLint *
v);
684 void glTexCoord3fv(
const GLfloat *
v);
688 void glTexCoord2sv(
const GLshort *
v);
689 void glTexCoord2s(GLshort
s, GLshort
t);
690 void glTexCoord2iv(
const GLint *
v);
692 void glTexCoord2fv(
const GLfloat *
v);
696 void glTexCoord1sv(
const GLshort *
v);
697 void glTexCoord1s(GLshort
s);
698 void glTexCoord1iv(
const GLint *
v);
699 void glTexCoord1i(
GLint s);
700 void glTexCoord1fv(
const GLfloat *
v);
704 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
705 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
712 void glRasterPos4sv(
const GLshort *
v);
713 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
714 void glRasterPos4iv(
const GLint *
v);
716 void glRasterPos4fv(
const GLfloat *
v);
720 void glRasterPos3sv(
const GLshort *
v);
721 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
722 void glRasterPos3iv(
const GLint *
v);
724 void glRasterPos3fv(
const GLfloat *
v);
728 void glRasterPos2sv(
const GLshort *
v);
729 void glRasterPos2s(GLshort
x, GLshort
y);
730 void glRasterPos2iv(
const GLint *
v);
732 void glRasterPos2fv(
const GLfloat *
v);
736 void glNormal3sv(
const GLshort *
v);
737 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
738 void glNormal3iv(
const GLint *
v);
744 void glNormal3bv(
const GLbyte *
v);
745 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
746 void glIndexsv(
const GLshort *
c);
747 void glIndexs(GLshort
c);
748 void glIndexiv(
const GLint *
c);
759 void glColor4uiv(
const GLuint *
v);
761 void glColor4ubv(
const GLubyte *
v);
763 void glColor4sv(
const GLshort *
v);
765 void glColor4iv(
const GLint *
v);
771 void glColor4bv(
const GLbyte *
v);
775 void glColor3uiv(
const GLuint *
v);
777 void glColor3ubv(
const GLubyte *
v);
778 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
779 void glColor3sv(
const GLshort *
v);
780 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
781 void glColor3iv(
const GLint *
v);
787 void glColor3bv(
const GLbyte *
v);
801 void glPopClientAttrib();
813 void glArrayElement(
GLint i);
850 void glMultTransposeMatrixd(
const GLdouble *
m);
851 void glMultTransposeMatrixf(
const GLfloat *
m);
852 void glLoadTransposeMatrixd(
const GLdouble *
m);
853 void glLoadTransposeMatrixf(
const GLfloat *
m);
855 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
863 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
889 void glWindowPos3sv(
const GLshort *
v);
890 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
891 void glWindowPos3iv(
const GLint *
v);
893 void glWindowPos3fv(
const GLfloat *
v);
897 void glWindowPos2sv(
const GLshort *
v);
898 void glWindowPos2s(GLshort
x, GLshort
y);
899 void glWindowPos2iv(
const GLint *
v);
901 void glWindowPos2fv(
const GLfloat *
v);
906 void glSecondaryColor3usv(
const GLushort *
v);
908 void glSecondaryColor3uiv(
const GLuint *
v);
910 void glSecondaryColor3ubv(
const GLubyte *
v);
911 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
912 void glSecondaryColor3sv(
const GLshort *
v);
913 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
914 void glSecondaryColor3iv(
const GLint *
v);
916 void glSecondaryColor3fv(
const GLfloat *
v);
918 void glSecondaryColor3dv(
const GLdouble *
v);
920 void glSecondaryColor3bv(
const GLbyte *
v);
921 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
933 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
935 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
944 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
945 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
946 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
950 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
972 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
973 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
1042 d_1_0_Core->f.DepthRange(nearVal, farVal);
1047 return d_1_0_Core->f.IsEnabled(
cap);
1077 return d_1_0_Core->f.GetString(
name);
1092 return d_1_0_Core->f.GetError();
1112 d_1_0_Core->f.ReadBuffer(
mode);
1127 d_1_0_Core->f.DepthFunc(
func);
1132 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
1142 d_1_0_Core->f.LogicOp(
opcode);
1147 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
1152 d_1_0_Core->f.Flush();
1157 d_1_0_Core->f.Finish();
1162 d_1_0_Core->f.Enable(
cap);
1167 d_1_0_Core->f.Disable(
cap);
1172 d_1_0_Core->f.DepthMask(flag);
1182 d_1_0_Core->f.StencilMask(
mask);
1187 d_1_0_Core->f.ClearDepth(
depth);
1192 d_1_0_Core->f.ClearStencil(
s);
1202 d_1_0_Core->f.Clear(
mask);
1207 d_1_0_Core->f.DrawBuffer(
mode);
1247 d_1_0_Core->f.PolygonMode(
face,
mode);
1252 d_1_0_Core->f.PointSize(
size);
1257 d_1_0_Core->f.LineWidth(
width);
1267 d_1_0_Core->f.FrontFace(
mode);
1272 d_1_0_Core->f.CullFace(
mode);
1279 d_1_1_Deprecated->f.Indexubv(
c);
1284 d_1_1_Deprecated->f.Indexub(
c);
1289 return d_1_1_Core->f.IsTexture(
texture);
1299 d_1_1_Core->f.DeleteTextures(
n,
textures);
1339 d_1_1_Core->f.PolygonOffset(factor,
units);
1364inline void QOpenGLFunctions_4_2_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)
1366 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1381 d_1_2_Core->f.BlendEquation(
mode);
1406inline void QOpenGLFunctions_4_2_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)
1408 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1433 d_1_3_Core->f.ActiveTexture(
texture);
1487 return d_1_5_Core->f.UnmapBuffer(
target);
1512 return d_1_5_Core->f.IsBuffer(
buffer);
1517 d_1_5_Core->f.GenBuffers(
n,
buffers);
1522 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1532 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1537 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1547 d_1_5_Core->f.EndQuery(
target);
1552 d_1_5_Core->f.BeginQuery(
target,
id);
1557 return d_1_5_Core->f.IsQuery(
id);
1562 d_1_5_Core->f.DeleteQueries(
n,
ids);
1567 d_1_5_Core->f.GenQueries(
n,
ids);
1579 d_2_0_Core->f.ValidateProgram(
program);
1679 d_2_0_Core->f.UseProgram(
program);
1689 d_2_0_Core->f.LinkProgram(
program);
1694 return d_2_0_Core->f.IsShader(
shader);
1699 return d_2_0_Core->f.IsProgram(
program);
1734 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1764 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1784 d_2_0_Core->f.EnableVertexAttribArray(
index);
1789 d_2_0_Core->f.DisableVertexAttribArray(
index);
1799 d_2_0_Core->f.DeleteShader(
shader);
1804 d_2_0_Core->f.DeleteProgram(
program);
1809 return d_2_0_Core->f.CreateShader(
type);
1814 return d_2_0_Core->f.CreateProgram();
1819 d_2_0_Core->f.CompileShader(
shader);
1834 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1849 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1893 return d_3_0_Core->f.IsVertexArray(
array);
1898 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1903 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1908 d_3_0_Core->f.BindVertexArray(
array);
1938 d_3_0_Core->f.GenerateMipmap(
target);
1968 return d_3_0_Core->f.CheckFramebufferStatus(
target);
2023 return d_3_0_Core->f.GetStringi(
name,
index);
2108 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2138 d_3_0_Core->f.EndConditionalRender();
2143 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2173 d_3_0_Core->f.EndTransformFeedback();
2178 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2208 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2255 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2312 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2317 d_3_2_Core->f.DeleteSync(sync);
2322 return d_3_2_Core->f.IsSync(sync);
2332 d_3_2_Core->f.ProvokingVertex(
mode);
2414 d_3_3_Deprecated->f.SecondaryColorP3uiv(
type,
color);
2419 d_3_3_Deprecated->f.SecondaryColorP3ui(
type,
color);
2424 d_3_3_Deprecated->f.ColorP4uiv(
type,
color);
2429 d_3_3_Deprecated->f.ColorP4ui(
type,
color);
2434 d_3_3_Deprecated->f.ColorP3uiv(
type,
color);
2439 d_3_3_Deprecated->f.ColorP3ui(
type,
color);
2444 d_3_3_Deprecated->f.NormalP3uiv(
type,
coords);
2449 d_3_3_Deprecated->f.NormalP3ui(
type,
coords);
2494 d_3_3_Deprecated->f.TexCoordP4uiv(
type,
coords);
2499 d_3_3_Deprecated->f.TexCoordP4ui(
type,
coords);
2504 d_3_3_Deprecated->f.TexCoordP3uiv(
type,
coords);
2509 d_3_3_Deprecated->f.TexCoordP3ui(
type,
coords);
2514 d_3_3_Deprecated->f.TexCoordP2uiv(
type,
coords);
2519 d_3_3_Deprecated->f.TexCoordP2ui(
type,
coords);
2524 d_3_3_Deprecated->f.TexCoordP1uiv(
type,
coords);
2529 d_3_3_Deprecated->f.TexCoordP1ui(
type,
coords);
2534 d_3_3_Deprecated->f.VertexP4uiv(
type,
value);
2539 d_3_3_Deprecated->f.VertexP4ui(
type,
value);
2544 d_3_3_Deprecated->f.VertexP3uiv(
type,
value);
2549 d_3_3_Deprecated->f.VertexP3ui(
type,
value);
2554 d_3_3_Deprecated->f.VertexP2uiv(
type,
value);
2559 d_3_3_Deprecated->f.VertexP2ui(
type,
value);
2564 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2569 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2574 d_3_3_Core->f.QueryCounter(
id,
target);
2629 d_3_3_Core->f.BindSampler(unit,
sampler);
2634 return d_3_3_Core->f.IsSampler(
sampler);
2649 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2676 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2681 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2686 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2691 d_4_0_Core->f.ResumeTransformFeedback();
2696 d_4_0_Core->f.PauseTransformFeedback();
2701 return d_4_0_Core->f.IsTransformFeedback(
id);
2706 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2711 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2716 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2876 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2886 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2891 d_4_0_Core->f.MinSampleShading(
value);
2908 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2918 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2933 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2938 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2958 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
2963 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
2968 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
2973 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
2978 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
2983 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
2988 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
2993 d_4_1_Core->f.VertexAttribL1d(
index,
x);
3003 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
3258 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
3263 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3268 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
3273 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3278 d_4_1_Core->f.BindProgramPipeline(pipeline);
3288 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3313 d_4_1_Core->f.ClearDepthf(dd);
3318 d_4_1_Core->f.DepthRangef(
n,
f);
3333 d_4_1_Core->f.ReleaseShaderCompiler();
3355 d_4_2_Core->f.MemoryBarrier(barriers);
3402 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
3407 d_1_0_Deprecated->f.Translated(
x,
y,
z);
3412 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
3417 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
3422 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
3427 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
3432 d_1_0_Deprecated->f.PushMatrix();
3437 d_1_0_Deprecated->f.PopMatrix();
3447 d_1_0_Deprecated->f.MultMatrixd(
m);
3452 d_1_0_Deprecated->f.MultMatrixf(
m);
3457 d_1_0_Deprecated->f.MatrixMode(
mode);
3462 d_1_0_Deprecated->f.LoadMatrixd(
m);
3467 d_1_0_Deprecated->f.LoadMatrixf(
m);
3472 d_1_0_Deprecated->f.LoadIdentity();
3482 return d_1_0_Deprecated->f.IsList(
list);
3512 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
3517 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
3522 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
3527 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
3557 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
3562 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
3567 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
3582 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
3587 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
3592 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
3597 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
3602 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
3607 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
3612 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
3617 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
3622 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
3627 d_1_0_Deprecated->f.EvalPoint1(
i);
3632 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
3637 d_1_0_Deprecated->f.EvalCoord2fv(u);
3642 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
3647 d_1_0_Deprecated->f.EvalCoord2dv(u);
3652 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
3657 d_1_0_Deprecated->f.EvalCoord1fv(u);
3662 d_1_0_Deprecated->f.EvalCoord1f(u);
3667 d_1_0_Deprecated->f.EvalCoord1dv(u);
3672 d_1_0_Deprecated->f.EvalCoord1d(u);
3677 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
3682 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
3687 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
3692 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
3717 d_1_0_Deprecated->f.PushAttrib(
mask);
3722 d_1_0_Deprecated->f.PopAttrib();
3727 d_1_0_Deprecated->f.Accum(op,
value);
3732 d_1_0_Deprecated->f.IndexMask(
mask);
3737 d_1_0_Deprecated->f.ClearIndex(
c);
3747 d_1_0_Deprecated->f.PushName(
name);
3752 d_1_0_Deprecated->f.PopName();
3757 d_1_0_Deprecated->f.PassThrough(
token);
3762 d_1_0_Deprecated->f.LoadName(
name);
3767 d_1_0_Deprecated->f.InitNames();
3772 return d_1_0_Deprecated->f.RenderMode(
mode);
3777 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
3837 d_1_0_Deprecated->f.ShadeModel(
mode);
3842 d_1_0_Deprecated->f.PolygonStipple(
mask);
3867 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
3877 d_1_0_Deprecated->f.LightModeli(
pname,
param);
3887 d_1_0_Deprecated->f.LightModelf(
pname,
param);
3892 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
3897 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
3902 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
3907 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
3932 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
3937 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
3942 d_1_0_Deprecated->f.Vertex4sv(
v);
3947 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
3952 d_1_0_Deprecated->f.Vertex4iv(
v);
3957 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
3962 d_1_0_Deprecated->f.Vertex4fv(
v);
3967 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
3972 d_1_0_Deprecated->f.Vertex4dv(
v);
3977 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
3982 d_1_0_Deprecated->f.Vertex3sv(
v);
3987 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
3992 d_1_0_Deprecated->f.Vertex3iv(
v);
3997 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
4002 d_1_0_Deprecated->f.Vertex3fv(
v);
4007 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
4012 d_1_0_Deprecated->f.Vertex3dv(
v);
4017 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
4022 d_1_0_Deprecated->f.Vertex2sv(
v);
4027 d_1_0_Deprecated->f.Vertex2s(
x,
y);
4032 d_1_0_Deprecated->f.Vertex2iv(
v);
4037 d_1_0_Deprecated->f.Vertex2i(
x,
y);
4042 d_1_0_Deprecated->f.Vertex2fv(
v);
4047 d_1_0_Deprecated->f.Vertex2f(
x,
y);
4052 d_1_0_Deprecated->f.Vertex2dv(
v);
4057 d_1_0_Deprecated->f.Vertex2d(
x,
y);
4062 d_1_0_Deprecated->f.TexCoord4sv(
v);
4067 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
4072 d_1_0_Deprecated->f.TexCoord4iv(
v);
4077 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
4082 d_1_0_Deprecated->f.TexCoord4fv(
v);
4087 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
4092 d_1_0_Deprecated->f.TexCoord4dv(
v);
4097 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
4102 d_1_0_Deprecated->f.TexCoord3sv(
v);
4107 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
4112 d_1_0_Deprecated->f.TexCoord3iv(
v);
4117 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
4122 d_1_0_Deprecated->f.TexCoord3fv(
v);
4127 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
4132 d_1_0_Deprecated->f.TexCoord3dv(
v);
4137 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
4142 d_1_0_Deprecated->f.TexCoord2sv(
v);
4147 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
4152 d_1_0_Deprecated->f.TexCoord2iv(
v);
4157 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
4162 d_1_0_Deprecated->f.TexCoord2fv(
v);
4167 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
4172 d_1_0_Deprecated->f.TexCoord2dv(
v);
4177 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
4182 d_1_0_Deprecated->f.TexCoord1sv(
v);
4187 d_1_0_Deprecated->f.TexCoord1s(
s);
4192 d_1_0_Deprecated->f.TexCoord1iv(
v);
4197 d_1_0_Deprecated->f.TexCoord1i(
s);
4202 d_1_0_Deprecated->f.TexCoord1fv(
v);
4207 d_1_0_Deprecated->f.TexCoord1f(
s);
4212 d_1_0_Deprecated->f.TexCoord1dv(
v);
4217 d_1_0_Deprecated->f.TexCoord1d(
s);
4222 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
4227 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
4232 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
4237 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
4242 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
4247 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
4252 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
4257 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
4262 d_1_0_Deprecated->f.RasterPos4sv(
v);
4267 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
4272 d_1_0_Deprecated->f.RasterPos4iv(
v);
4277 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
4282 d_1_0_Deprecated->f.RasterPos4fv(
v);
4287 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
4292 d_1_0_Deprecated->f.RasterPos4dv(
v);
4297 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
4302 d_1_0_Deprecated->f.RasterPos3sv(
v);
4307 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
4312 d_1_0_Deprecated->f.RasterPos3iv(
v);
4317 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
4322 d_1_0_Deprecated->f.RasterPos3fv(
v);
4327 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
4332 d_1_0_Deprecated->f.RasterPos3dv(
v);
4337 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
4342 d_1_0_Deprecated->f.RasterPos2sv(
v);
4347 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
4352 d_1_0_Deprecated->f.RasterPos2iv(
v);
4357 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
4362 d_1_0_Deprecated->f.RasterPos2fv(
v);
4367 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
4372 d_1_0_Deprecated->f.RasterPos2dv(
v);
4377 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
4382 d_1_0_Deprecated->f.Normal3sv(
v);
4387 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
4392 d_1_0_Deprecated->f.Normal3iv(
v);
4397 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
4402 d_1_0_Deprecated->f.Normal3fv(
v);
4407 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
4412 d_1_0_Deprecated->f.Normal3dv(
v);
4417 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
4422 d_1_0_Deprecated->f.Normal3bv(
v);
4427 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
4432 d_1_0_Deprecated->f.Indexsv(
c);
4437 d_1_0_Deprecated->f.Indexs(
c);
4442 d_1_0_Deprecated->f.Indexiv(
c);
4447 d_1_0_Deprecated->f.Indexi(
c);
4452 d_1_0_Deprecated->f.Indexfv(
c);
4457 d_1_0_Deprecated->f.Indexf(
c);
4462 d_1_0_Deprecated->f.Indexdv(
c);
4467 d_1_0_Deprecated->f.Indexd(
c);
4472 d_1_0_Deprecated->f.End();
4477 d_1_0_Deprecated->f.EdgeFlagv(flag);
4482 d_1_0_Deprecated->f.EdgeFlag(flag);
4487 d_1_0_Deprecated->f.Color4usv(
v);
4497 d_1_0_Deprecated->f.Color4uiv(
v);
4507 d_1_0_Deprecated->f.Color4ubv(
v);
4517 d_1_0_Deprecated->f.Color4sv(
v);
4527 d_1_0_Deprecated->f.Color4iv(
v);
4537 d_1_0_Deprecated->f.Color4fv(
v);
4547 d_1_0_Deprecated->f.Color4dv(
v);
4557 d_1_0_Deprecated->f.Color4bv(
v);
4567 d_1_0_Deprecated->f.Color3usv(
v);
4577 d_1_0_Deprecated->f.Color3uiv(
v);
4587 d_1_0_Deprecated->f.Color3ubv(
v);
4597 d_1_0_Deprecated->f.Color3sv(
v);
4607 d_1_0_Deprecated->f.Color3iv(
v);
4617 d_1_0_Deprecated->f.Color3fv(
v);
4627 d_1_0_Deprecated->f.Color3dv(
v);
4637 d_1_0_Deprecated->f.Color3bv(
v);
4652 d_1_0_Deprecated->f.Begin(
mode);
4657 d_1_0_Deprecated->f.ListBase(
base);
4662 return d_1_0_Deprecated->f.GenLists(
range);
4667 d_1_0_Deprecated->f.DeleteLists(
list,
range);
4672 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
4677 d_1_0_Deprecated->f.CallList(
list);
4682 d_1_0_Deprecated->f.EndList();
4687 d_1_0_Deprecated->f.NewList(
list,
mode);
4694 d_1_1_Deprecated->f.PushClientAttrib(
mask);
4699 d_1_1_Deprecated->f.PopClientAttrib();
4739 d_1_1_Deprecated->f.EnableClientState(
array);
4749 d_1_1_Deprecated->f.DisableClientState(
array);
4759 d_1_1_Deprecated->f.ArrayElement(
i);
4766 d_1_2_Deprecated->f.ResetMinmax(
target);
4771 d_1_2_Deprecated->f.ResetHistogram(
target);
4928 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
4933 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
4938 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
4943 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
4948 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
4953 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
4958 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
4963 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
4968 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
4973 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
4978 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
4983 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
4988 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
4993 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
4998 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
5003 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
5008 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
5013 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
5018 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
5023 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
5028 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
5033 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
5038 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
5043 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
5048 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
5053 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
5058 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
5063 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
5068 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
5073 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
5078 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
5083 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
5088 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
5093 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
5098 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
5103 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
5108 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
5115 d_1_4_Deprecated->f.WindowPos3sv(
v);
5120 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
5125 d_1_4_Deprecated->f.WindowPos3iv(
v);
5130 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
5135 d_1_4_Deprecated->f.WindowPos3fv(
v);
5140 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
5145 d_1_4_Deprecated->f.WindowPos3dv(
v);
5150 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
5155 d_1_4_Deprecated->f.WindowPos2sv(
v);
5160 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
5165 d_1_4_Deprecated->f.WindowPos2iv(
v);
5170 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
5175 d_1_4_Deprecated->f.WindowPos2fv(
v);
5180 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
5185 d_1_4_Deprecated->f.WindowPos2dv(
v);
5190 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
5200 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
5205 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
5210 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
5215 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
5220 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
5225 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
5230 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
5235 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
5240 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
5245 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
5250 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
5255 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
5260 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
5265 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
5270 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
5275 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
5285 d_1_4_Deprecated->f.FogCoorddv(
coord);
5290 d_1_4_Deprecated->f.FogCoordd(
coord);
5295 d_1_4_Deprecated->f.FogCoordfv(
coord);
5300 d_1_4_Deprecated->f.FogCoordf(
coord);
5309 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
5314 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
5319 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
5324 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
5329 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
5334 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
5339 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
5344 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
5349 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
5354 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
5359 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
5364 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
5369 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
5374 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
5379 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
5384 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
5389 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
5394 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
5399 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
5404 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
5409 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
5414 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
5419 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
5424 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
5429 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
5434 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
5439 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
5444 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
5449 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
5454 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
5459 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
5464 d_2_0_Core->f.VertexAttrib1s(
index,
x);
5469 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
5474 d_2_0_Core->f.VertexAttrib1f(
index,
x);
5479 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
5484 d_2_0_Core->f.VertexAttrib1d(
index,
x);
5493 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
5498 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
5503 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
5508 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
5513 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
5518 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
5523 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
5528 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
5533 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
5538 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
5543 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
5548 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
5553 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
5558 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
5563 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
5568 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
5573 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
5578 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
5583 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
5588 d_3_0_Core->f.VertexAttribI1i(
index,
x);
5608#pragma pop_macro("MemoryBarrier")
virtual bool initializeOpenGLFunctions()
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glDepthMask(GLboolean flag)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glTexCoord1d(GLdouble s)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glBindVertexArray(GLuint array)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glRasterPos4fv(const GLfloat *v)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glPointParameterf(GLenum pname, GLfloat param)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glGenQueries(GLsizei n, GLuint *ids)
void glWindowPos3fv(const GLfloat *v)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glNormal3dv(const GLdouble *v)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glLoadName(GLuint name)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glClampColor(GLenum target, GLenum clamp)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glTexCoord1iv(const GLint *v)
void glClearIndex(GLfloat c)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertex2iv(const GLint *v)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glMultTransposeMatrixd(const GLdouble *m)
void glGetFloatv(GLenum pname, GLfloat *params)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glTexCoord3fv(const GLfloat *v)
void glColorMaterial(GLenum face, GLenum mode)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glTexCoord4sv(const GLshort *v)
void glWindowPos2iv(const GLint *v)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
void glNewList(GLuint list, GLenum mode)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glDisableClientState(GLenum array)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glFogfv(GLenum pname, const GLfloat *params)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glClearStencil(GLint s)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glDisableVertexAttribArray(GLuint index)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glFrontFace(GLenum mode)
void glEnable(GLenum cap)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glColor3bv(const GLbyte *v)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glLinkProgram(GLuint program)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glDeleteSync(GLsync sync)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glSecondaryColor3bv(const GLbyte *v)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glTexCoord3sv(const GLshort *v)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glGetPolygonStipple(GLubyte *mask)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glVertex3i(GLint x, GLint y, GLint z)
void glVertexAttrib1s(GLuint index, GLshort x)
void glLoadTransposeMatrixf(const GLfloat *m)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
GLboolean glIsShader(GLuint shader)
void glDisable(GLenum cap)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glWindowPos2s(GLshort x, GLshort y)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glPatchParameteri(GLenum pname, GLint value)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glRasterPos3iv(const GLint *v)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
GLboolean glIsQuery(GLuint id)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glRasterPos3dv(const GLdouble *v)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glColor3usv(const GLushort *v)
void glLineWidth(GLfloat width)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glTexCoord1s(GLshort s)
void glFogCoordd(GLdouble coord)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glEvalCoord1f(GLfloat u)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glPixelStoref(GLenum pname, GLfloat param)
void glGenerateMipmap(GLenum target)
void glAttachShader(GLuint program, GLuint shader)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glSecondaryColor3fv(const GLfloat *v)
void glMultiTexCoord1f(GLenum target, GLfloat s)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glClientActiveTexture(GLenum texture)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexCoord2iv(const GLint *v)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glRasterPos2fv(const GLfloat *v)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glLightModelf(GLenum pname, GLfloat param)
void glRasterPos2d(GLdouble x, GLdouble y)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
void glTexCoord2fv(const GLfloat *v)
void glVertex3dv(const GLdouble *v)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glVertexAttribI1i(GLuint index, GLint x)
void glVertex2f(GLfloat x, GLfloat y)
void glPushName(GLuint name)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glNormal3bv(const GLbyte *v)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glReadBuffer(GLenum mode)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glUseProgram(GLuint program)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glTexCoord2s(GLshort s, GLshort t)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glCullFace(GLenum mode)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glBindTexture(GLenum target, GLuint texture)
void glDeleteShader(GLuint shader)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glNormalP3ui(GLenum type, GLuint coords)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertex2fv(const GLfloat *v)
void glRasterPos2i(GLint x, GLint y)
void glEvalCoord1dv(const GLdouble *u)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPointParameteriv(GLenum pname, const GLint *params)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glVertexP4ui(GLenum type, GLuint value)
GLboolean glIsProgram(GLuint program)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glColor4uiv(const GLuint *v)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glIndexfv(const GLfloat *c)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glDeleteLists(GLuint list, GLsizei range)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glPauseTransformFeedback()
void glWindowPos2f(GLfloat x, GLfloat y)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glFogiv(GLenum pname, const GLint *params)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glRasterPos4dv(const GLdouble *v)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexCoord4dv(const GLdouble *v)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
GLboolean glIsEnabled(GLenum cap)
void glLightModeliv(GLenum pname, const GLint *params)
void glVertex2s(GLshort x, GLshort y)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
const GLubyte * glGetString(GLenum name)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glVertex4iv(const GLint *v)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glResetMinmax(GLenum target)
void glEndQuery(GLenum target)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glValidateProgram(GLuint program)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glQueryCounter(GLuint id, GLenum target)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glVertex4fv(const GLfloat *v)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glPolygonStipple(const GLubyte *mask)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glUniform1i(GLint location, GLint v0)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glRasterPos2f(GLfloat x, GLfloat y)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glColor3uiv(const GLuint *v)
void glNormal3sv(const GLshort *v)
void glBegin(GLenum mode)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glColor4ubv(const GLubyte *v)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glRasterPos2dv(const GLdouble *v)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
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 glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glEnablei(GLenum target, GLuint index)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glTexCoord3dv(const GLdouble *v)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glRasterPos2sv(const GLshort *v)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexCoord1f(GLfloat s)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glTexCoord1dv(const GLdouble *v)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDepthFunc(GLenum func)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDepthRangef(GLfloat n, GLfloat f)
void glTexCoord3iv(const GLint *v)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glSecondaryColor3ubv(const GLubyte *v)
void glProvokingVertex(GLenum mode)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glAccum(GLenum op, GLfloat value)
void glSecondaryColor3dv(const GLdouble *v)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glColor4fv(const GLfloat *v)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform1d(GLint location, GLdouble x)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glPixelStorei(GLenum pname, GLint param)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glBeginQuery(GLenum target, GLuint id)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glDisablei(GLenum target, GLuint index)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glTexCoord4fv(const GLfloat *v)
void glVertex2d(GLdouble x, GLdouble y)
void glSampleMaski(GLuint index, GLbitfield mask)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
GLboolean glIsBuffer(GLuint buffer)
void glColor4bv(const GLbyte *v)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glEnableClientState(GLenum array)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glArrayElement(GLint i)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glEvalCoord2dv(const GLdouble *u)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
void glGetDoublev(GLenum pname, GLdouble *params)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glMinSampleShading(GLfloat value)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glLogicOp(GLenum opcode)
void glClear(GLbitfield mask)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glIndexub(GLubyte c)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glBindProgramPipeline(GLuint pipeline)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glColor3sv(const GLshort *v)
void glSecondaryColor3uiv(const GLuint *v)
void glIndexMask(GLuint mask)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glVertex3fv(const GLfloat *v)
void glBeginTransformFeedback(GLenum primitiveMode)
void glLoadMatrixd(const GLdouble *m)
void glMultMatrixf(const GLfloat *m)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glLoadMatrixf(const GLfloat *m)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glTexCoord1sv(const GLshort *v)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glIndexsv(const GLshort *c)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glNormal3iv(const GLint *v)
void glVertex2i(GLint x, GLint y)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glEvalCoord1d(GLdouble u)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glPixelTransferf(GLenum pname, GLfloat param)
void glEvalPoint1(GLint i)
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 glScaled(GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glVertexP2ui(GLenum type, GLuint value)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glFogf(GLenum pname, GLfloat param)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glEvalPoint2(GLint i, GLint j)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glRasterPos4iv(const GLint *v)
void glIndexd(GLdouble c)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glTexCoord2sv(const GLshort *v)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glActiveTexture(GLenum texture)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glCallList(GLuint list)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glMultiTexCoord1i(GLenum target, GLint s)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
GLboolean glUnmapBuffer(GLenum target)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glWindowPos2d(GLdouble x, GLdouble y)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexCoord1fv(const GLfloat *v)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glAlphaFunc(GLenum func, GLfloat ref)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glEndQueryIndexed(GLenum target, GLuint index)
void glEndConditionalRender()
void glColor3i(GLint red, GLint green, GLint blue)
void glVertex3iv(const GLint *v)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glIndexdv(const GLdouble *c)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glBindSampler(GLuint unit, GLuint sampler)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
GLboolean glIsVertexArray(GLuint array)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glValidateProgramPipeline(GLuint pipeline)
void glResumeTransformFeedback()
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glClearDepthf(GLfloat dd)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glIndexubv(const GLubyte *c)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glWindowPos3sv(const GLshort *v)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glGetIntegerv(GLenum pname, GLint *params)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertex4sv(const GLshort *v)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glIndexiv(const GLint *c)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
GLboolean glIsTexture(GLuint texture)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glColor3ubv(const GLubyte *v)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glRasterPos3fv(const GLfloat *v)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glMatrixMode(GLenum mode)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEvalCoord1fv(const GLfloat *u)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glColor4sv(const GLshort *v)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glBindBuffer(GLenum target, GLuint buffer)
void glVertex2sv(const GLshort *v)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glLighti(GLenum light, GLenum pname, GLint param)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glResetHistogram(GLenum target)
void glTexCoord2f(GLfloat s, GLfloat t)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glRasterPos4sv(const GLshort *v)
void glVertex3sv(const GLshort *v)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glShadeModel(GLenum mode)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glColor3dv(const GLdouble *v)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glColor4usv(const GLushort *v)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glWindowPos2i(GLint x, GLint y)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glColorP4uiv(GLenum type, const GLuint *color)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glReleaseShaderCompiler()
void glScissorIndexedv(GLuint index, const GLint *v)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glBindTransformFeedback(GLenum target, GLuint id)
void glTexCoord2d(GLdouble s, GLdouble t)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glSecondaryColor3usv(const GLushort *v)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glFogCoorddv(const GLdouble *coord)
void glListBase(GLuint base)
void glWindowPos3dv(const GLdouble *v)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glGetPointerv(GLenum pname, GLvoid **params)
void glClearDepth(GLdouble depth)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glPassThrough(GLfloat token)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glFogi(GLenum pname, GLint param)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glSecondaryColor3sv(const GLshort *v)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glLoadTransposeMatrixd(const GLdouble *m)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
GLuint glGenLists(GLsizei range)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glPushClientAttrib(GLbitfield mask)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glRasterPos3sv(const GLshort *v)
void glPrimitiveRestartIndex(GLuint index)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glPixelTransferi(GLenum pname, GLint param)
void glColorP4ui(GLenum type, GLuint color)
void glVertexP3uiv(GLenum type, const GLuint *value)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glHint(GLenum target, GLenum mode)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glColor3fv(const GLfloat *v)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColor3iv(const GLint *v)
void glBlendEquation(GLenum mode)
GLboolean glIsSync(GLsync sync)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glBlendEquationi(GLuint buf, GLenum mode)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glFogCoordf(GLfloat coord)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glLightModeli(GLenum pname, GLint param)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultMatrixd(const GLdouble *m)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glSecondaryColor3iv(const GLint *v)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glUniform1f(GLint location, GLfloat v0)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glTexCoord4iv(const GLint *v)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glPolygonMode(GLenum face, GLenum mode)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glWindowPos2fv(const GLfloat *v)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glLineStipple(GLint factor, GLushort pattern)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glMultTransposeMatrixf(const GLfloat *m)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glVertex4dv(const GLdouble *v)
void glPointParameteri(GLenum pname, GLint param)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glColor4dv(const GLdouble *v)
void glPointSize(GLfloat size)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glTexCoord1i(GLint s)
void glColor4iv(const GLint *v)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
GLint glRenderMode(GLenum mode)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glEvalCoord2fv(const GLfloat *u)
void glEdgeFlagv(const GLboolean *flag)
void glUniform1ui(GLint location, GLuint v0)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glStencilMask(GLuint mask)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGenTextures(GLsizei n, GLuint *textures)
void glRasterPos2iv(const GLint *v)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glVertexP3ui(GLenum type, GLuint value)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glRasterPos2s(GLshort x, GLshort y)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glWindowPos3iv(const GLint *v)
void glEndTransformFeedback()
void glFogCoordfv(const GLfloat *coord)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glColorP3uiv(GLenum type, const GLuint *color)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
GLuint glCreateShader(GLenum type)
void glWindowPos2dv(const GLdouble *v)
void glLightf(GLenum light, GLenum pname, GLfloat param)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
GLboolean glIsSampler(GLuint sampler)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glPushAttrib(GLbitfield mask)
GLenum glCheckFramebufferStatus(GLenum target)
void glDetachShader(GLuint program, GLuint shader)
void glEnableVertexAttribArray(GLuint index)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glNormal3i(GLint nx, GLint ny, GLint nz)
GLboolean glIsList(GLuint list)
void glCompileShader(GLuint shader)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glEdgeFlag(GLboolean flag)
void glNormal3fv(const GLfloat *v)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glWindowPos2sv(const GLshort *v)
void glMemoryBarrier(GLbitfield barriers)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertex2dv(const GLdouble *v)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glRectiv(const GLint *v1, const GLint *v2)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
GLboolean glIsTransformFeedback(GLuint id)
void glDeleteProgram(GLuint program)
void glTexCoord2dv(const GLdouble *v)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
void glDrawBuffer(GLenum mode)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glColorP3ui(GLenum type, GLuint color)
void glTexCoord2i(GLint s, GLint t)
QMap< QString, QString > map
[6]
Combined button and popup list for selecting options.
#define Q_DECL_UNUSED_MEMBER
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLsizei GLsizei GLenum void * binary
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble zFar
GLsizei const GLfloat * v
[13]
GLdouble GLdouble GLdouble GLdouble GLdouble zNear
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLint GLsizei GLsizei GLuint baseinstance
GLuint GLfloat GLfloat GLfloat GLfloat y1
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLuint GLfloat GLfloat GLfloat x1
GLsizei const GLchar ** strings
[1]
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLsizei const GLubyte GLsizei GLenum const void * coords
GLdouble GLdouble GLdouble GLdouble top
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLfloat GLfloat GLfloat GLfloat h
GLsizei GLsizei GLchar * source
GLenum GLenum GLsizei void GLsizei void * column
GLenum GLenum GLenum dfactorAlpha
GLfixed GLfixed GLint GLint GLfixed points
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
const GLuint GLboolean * residences
GLsizei const GLchar *const GLenum bufferMode
GLfixed GLfixed GLfixed y2
GLuint GLsizei GLsizei GLchar * uniformName
GLfixed GLfixed GLint ustride
const GLuint const GLfixed * priorities
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint vstride
GLsizei GLfixed GLfixed GLfixed GLfixed const GLubyte * bitmap
GLsizei GLfixed GLfixed yorig
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei GLfixed GLfixed GLfixed xmove
GLsizei const GLchar *const GLuint * uniformIndices
GLsizei GLfixed GLfixed GLfixed GLfixed ymove
const GLuint GLenum binaryformat
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint GLint vorder
const GLuint * framebuffers
GLsizei const void * pointer
GLdouble GLdouble GLdouble GLdouble q
GLenum GLenum GLsizei void * row
GLenum GLenum GLsizei void GLsizei void void * span
GLsizei GLenum GLboolean sink
GLint GLenum GLboolean normalized
GLsizei GLsizei GLuint * shaders
const GLuint * renderbuffers
GLfixed GLfixed GLint GLint uorder
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLfixed GLfixed GLint GLint order
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLenum GLenum GLsizei void * table
GLenum GLint GLint * precision
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames