15#ifndef QOPENGLVERSIONFUNCTIONS_4_3_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_4_3_COMPATIBILITY_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
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();
568 void glCopyImageSubData(
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth);
585 void glMultMatrixf(
const GLfloat *
m);
588 void glLoadMatrixf(
const GLfloat *
m);
589 void glLoadIdentity();
597 void glGetPolygonStipple(GLubyte *
mask);
620 void glEvalPoint1(
GLint i);
622 void glEvalCoord2fv(
const GLfloat *u);
624 void glEvalCoord2dv(
const GLdouble *u);
626 void glEvalCoord1fv(
const GLfloat *u);
628 void glEvalCoord1dv(
const GLdouble *u);
663 void glPolygonStipple(
const GLubyte *
mask);
683 void glVertex4sv(
const GLshort *
v);
684 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
685 void glVertex4iv(
const GLint *
v);
691 void glVertex3sv(
const GLshort *
v);
692 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
693 void glVertex3iv(
const GLint *
v);
699 void glVertex2sv(
const GLshort *
v);
700 void glVertex2s(GLshort
x, GLshort
y);
701 void glVertex2iv(
const GLint *
v);
707 void glTexCoord4sv(
const GLshort *
v);
708 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
709 void glTexCoord4iv(
const GLint *
v);
711 void glTexCoord4fv(
const GLfloat *
v);
715 void glTexCoord3sv(
const GLshort *
v);
716 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
717 void glTexCoord3iv(
const GLint *
v);
719 void glTexCoord3fv(
const GLfloat *
v);
723 void glTexCoord2sv(
const GLshort *
v);
724 void glTexCoord2s(GLshort
s, GLshort
t);
725 void glTexCoord2iv(
const GLint *
v);
727 void glTexCoord2fv(
const GLfloat *
v);
731 void glTexCoord1sv(
const GLshort *
v);
732 void glTexCoord1s(GLshort
s);
733 void glTexCoord1iv(
const GLint *
v);
734 void glTexCoord1i(
GLint s);
735 void glTexCoord1fv(
const GLfloat *
v);
739 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
740 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
747 void glRasterPos4sv(
const GLshort *
v);
748 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
749 void glRasterPos4iv(
const GLint *
v);
751 void glRasterPos4fv(
const GLfloat *
v);
755 void glRasterPos3sv(
const GLshort *
v);
756 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
757 void glRasterPos3iv(
const GLint *
v);
759 void glRasterPos3fv(
const GLfloat *
v);
763 void glRasterPos2sv(
const GLshort *
v);
764 void glRasterPos2s(GLshort
x, GLshort
y);
765 void glRasterPos2iv(
const GLint *
v);
767 void glRasterPos2fv(
const GLfloat *
v);
771 void glNormal3sv(
const GLshort *
v);
772 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
773 void glNormal3iv(
const GLint *
v);
779 void glNormal3bv(
const GLbyte *
v);
780 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
781 void glIndexsv(
const GLshort *
c);
782 void glIndexs(GLshort
c);
783 void glIndexiv(
const GLint *
c);
794 void glColor4uiv(
const GLuint *
v);
796 void glColor4ubv(
const GLubyte *
v);
798 void glColor4sv(
const GLshort *
v);
800 void glColor4iv(
const GLint *
v);
806 void glColor4bv(
const GLbyte *
v);
810 void glColor3uiv(
const GLuint *
v);
812 void glColor3ubv(
const GLubyte *
v);
813 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
814 void glColor3sv(
const GLshort *
v);
815 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
816 void glColor3iv(
const GLint *
v);
822 void glColor3bv(
const GLbyte *
v);
836 void glPopClientAttrib();
848 void glArrayElement(
GLint i);
885 void glMultTransposeMatrixd(
const GLdouble *
m);
886 void glMultTransposeMatrixf(
const GLfloat *
m);
887 void glLoadTransposeMatrixd(
const GLdouble *
m);
888 void glLoadTransposeMatrixf(
const GLfloat *
m);
890 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
898 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
924 void glWindowPos3sv(
const GLshort *
v);
925 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
926 void glWindowPos3iv(
const GLint *
v);
928 void glWindowPos3fv(
const GLfloat *
v);
932 void glWindowPos2sv(
const GLshort *
v);
933 void glWindowPos2s(GLshort
x, GLshort
y);
934 void glWindowPos2iv(
const GLint *
v);
936 void glWindowPos2fv(
const GLfloat *
v);
941 void glSecondaryColor3usv(
const GLushort *
v);
943 void glSecondaryColor3uiv(
const GLuint *
v);
945 void glSecondaryColor3ubv(
const GLubyte *
v);
946 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
947 void glSecondaryColor3sv(
const GLshort *
v);
948 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
949 void glSecondaryColor3iv(
const GLint *
v);
951 void glSecondaryColor3fv(
const GLfloat *
v);
953 void glSecondaryColor3dv(
const GLdouble *
v);
955 void glSecondaryColor3bv(
const GLbyte *
v);
956 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
968 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
970 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
979 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
980 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
981 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
985 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
1007 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
1008 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
1009 void glVertexAttribI4bv(
GLuint index,
const GLbyte *
v);
1080 d_1_0_Core->f.DepthRange(nearVal, farVal);
1085 return d_1_0_Core->f.IsEnabled(
cap);
1115 return d_1_0_Core->f.GetString(
name);
1130 return d_1_0_Core->f.GetError();
1150 d_1_0_Core->f.ReadBuffer(
mode);
1165 d_1_0_Core->f.DepthFunc(
func);
1170 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
1180 d_1_0_Core->f.LogicOp(
opcode);
1185 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
1190 d_1_0_Core->f.Flush();
1195 d_1_0_Core->f.Finish();
1200 d_1_0_Core->f.Enable(
cap);
1205 d_1_0_Core->f.Disable(
cap);
1210 d_1_0_Core->f.DepthMask(flag);
1220 d_1_0_Core->f.StencilMask(
mask);
1225 d_1_0_Core->f.ClearDepth(
depth);
1230 d_1_0_Core->f.ClearStencil(
s);
1240 d_1_0_Core->f.Clear(
mask);
1245 d_1_0_Core->f.DrawBuffer(
mode);
1285 d_1_0_Core->f.PolygonMode(
face,
mode);
1290 d_1_0_Core->f.PointSize(
size);
1295 d_1_0_Core->f.LineWidth(
width);
1305 d_1_0_Core->f.FrontFace(
mode);
1310 d_1_0_Core->f.CullFace(
mode);
1317 d_1_1_Deprecated->f.Indexubv(
c);
1322 d_1_1_Deprecated->f.Indexub(
c);
1327 return d_1_1_Core->f.IsTexture(
texture);
1337 d_1_1_Core->f.DeleteTextures(
n,
textures);
1377 d_1_1_Core->f.PolygonOffset(factor,
units);
1402inline void QOpenGLFunctions_4_3_Compatibility::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
1404 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1419 d_1_2_Core->f.BlendEquation(
mode);
1444inline void QOpenGLFunctions_4_3_Compatibility::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
1446 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1471 d_1_3_Core->f.ActiveTexture(
texture);
1525 return d_1_5_Core->f.UnmapBuffer(
target);
1550 return d_1_5_Core->f.IsBuffer(
buffer);
1555 d_1_5_Core->f.GenBuffers(
n,
buffers);
1560 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1570 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1575 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1585 d_1_5_Core->f.EndQuery(
target);
1590 d_1_5_Core->f.BeginQuery(
target,
id);
1595 return d_1_5_Core->f.IsQuery(
id);
1600 d_1_5_Core->f.DeleteQueries(
n,
ids);
1605 d_1_5_Core->f.GenQueries(
n,
ids);
1617 d_2_0_Core->f.ValidateProgram(
program);
1717 d_2_0_Core->f.UseProgram(
program);
1727 d_2_0_Core->f.LinkProgram(
program);
1732 return d_2_0_Core->f.IsShader(
shader);
1737 return d_2_0_Core->f.IsProgram(
program);
1772 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1802 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1822 d_2_0_Core->f.EnableVertexAttribArray(
index);
1827 d_2_0_Core->f.DisableVertexAttribArray(
index);
1837 d_2_0_Core->f.DeleteShader(
shader);
1842 d_2_0_Core->f.DeleteProgram(
program);
1847 return d_2_0_Core->f.CreateShader(
type);
1852 return d_2_0_Core->f.CreateProgram();
1857 d_2_0_Core->f.CompileShader(
shader);
1872 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1887 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1931 return d_3_0_Core->f.IsVertexArray(
array);
1936 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1941 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1946 d_3_0_Core->f.BindVertexArray(
array);
1976 d_3_0_Core->f.GenerateMipmap(
target);
2006 return d_3_0_Core->f.CheckFramebufferStatus(
target);
2061 return d_3_0_Core->f.GetStringi(
name,
index);
2146 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2176 d_3_0_Core->f.EndConditionalRender();
2181 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2211 d_3_0_Core->f.EndTransformFeedback();
2216 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2246 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2293 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2350 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2355 d_3_2_Core->f.DeleteSync(sync);
2360 return d_3_2_Core->f.IsSync(sync);
2370 d_3_2_Core->f.ProvokingVertex(
mode);
2452 d_3_3_Deprecated->f.SecondaryColorP3uiv(
type,
color);
2457 d_3_3_Deprecated->f.SecondaryColorP3ui(
type,
color);
2462 d_3_3_Deprecated->f.ColorP4uiv(
type,
color);
2467 d_3_3_Deprecated->f.ColorP4ui(
type,
color);
2472 d_3_3_Deprecated->f.ColorP3uiv(
type,
color);
2477 d_3_3_Deprecated->f.ColorP3ui(
type,
color);
2482 d_3_3_Deprecated->f.NormalP3uiv(
type,
coords);
2487 d_3_3_Deprecated->f.NormalP3ui(
type,
coords);
2532 d_3_3_Deprecated->f.TexCoordP4uiv(
type,
coords);
2537 d_3_3_Deprecated->f.TexCoordP4ui(
type,
coords);
2542 d_3_3_Deprecated->f.TexCoordP3uiv(
type,
coords);
2547 d_3_3_Deprecated->f.TexCoordP3ui(
type,
coords);
2552 d_3_3_Deprecated->f.TexCoordP2uiv(
type,
coords);
2557 d_3_3_Deprecated->f.TexCoordP2ui(
type,
coords);
2562 d_3_3_Deprecated->f.TexCoordP1uiv(
type,
coords);
2567 d_3_3_Deprecated->f.TexCoordP1ui(
type,
coords);
2572 d_3_3_Deprecated->f.VertexP4uiv(
type,
value);
2577 d_3_3_Deprecated->f.VertexP4ui(
type,
value);
2582 d_3_3_Deprecated->f.VertexP3uiv(
type,
value);
2587 d_3_3_Deprecated->f.VertexP3ui(
type,
value);
2592 d_3_3_Deprecated->f.VertexP2uiv(
type,
value);
2597 d_3_3_Deprecated->f.VertexP2ui(
type,
value);
2602 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2607 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2612 d_3_3_Core->f.QueryCounter(
id,
target);
2667 d_3_3_Core->f.BindSampler(unit,
sampler);
2672 return d_3_3_Core->f.IsSampler(
sampler);
2687 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2714 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2719 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2724 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2729 d_4_0_Core->f.ResumeTransformFeedback();
2734 d_4_0_Core->f.PauseTransformFeedback();
2739 return d_4_0_Core->f.IsTransformFeedback(
id);
2744 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2749 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2754 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2914 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2924 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2929 d_4_0_Core->f.MinSampleShading(
value);
2946 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
2956 d_4_1_Core->f.ScissorIndexedv(
index,
v);
2971 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
2976 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
2996 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
3001 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
3006 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
3011 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
3016 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
3021 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
3026 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
3031 d_4_1_Core->f.VertexAttribL1d(
index,
x);
3041 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
3296 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
3301 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3306 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
3311 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3316 d_4_1_Core->f.BindProgramPipeline(pipeline);
3326 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3351 d_4_1_Core->f.ClearDepthf(dd);
3356 d_4_1_Core->f.DepthRangef(
n,
f);
3371 d_4_1_Core->f.ReleaseShaderCompiler();
3393 d_4_2_Core->f.MemoryBarrier(barriers);
3510 d_4_3_Core->f.InvalidateBufferData(
buffer);
3578inline void QOpenGLFunctions_4_3_Compatibility::glCopyImageSubData(
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth)
3580 d_4_3_Core->f.CopyImageSubData(
srcName,
srcTarget,
srcLevel,
srcX,
srcY,
srcZ,
dstName,
dstTarget,
dstLevel,
dstX,
dstY,
dstZ,
srcWidth,
srcHeight,
srcDepth);
3585 d_4_3_Core->f.DispatchComputeIndirect(
indirect);
3607 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
3612 d_1_0_Deprecated->f.Translated(
x,
y,
z);
3617 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
3622 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
3627 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
3632 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
3637 d_1_0_Deprecated->f.PushMatrix();
3642 d_1_0_Deprecated->f.PopMatrix();
3652 d_1_0_Deprecated->f.MultMatrixd(
m);
3657 d_1_0_Deprecated->f.MultMatrixf(
m);
3662 d_1_0_Deprecated->f.MatrixMode(
mode);
3667 d_1_0_Deprecated->f.LoadMatrixd(
m);
3672 d_1_0_Deprecated->f.LoadMatrixf(
m);
3677 d_1_0_Deprecated->f.LoadIdentity();
3687 return d_1_0_Deprecated->f.IsList(
list);
3717 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
3722 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
3727 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
3732 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
3762 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
3767 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
3772 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
3787 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
3792 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
3797 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
3802 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
3807 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
3812 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
3817 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
3822 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
3827 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
3832 d_1_0_Deprecated->f.EvalPoint1(
i);
3837 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
3842 d_1_0_Deprecated->f.EvalCoord2fv(u);
3847 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
3852 d_1_0_Deprecated->f.EvalCoord2dv(u);
3857 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
3862 d_1_0_Deprecated->f.EvalCoord1fv(u);
3867 d_1_0_Deprecated->f.EvalCoord1f(u);
3872 d_1_0_Deprecated->f.EvalCoord1dv(u);
3877 d_1_0_Deprecated->f.EvalCoord1d(u);
3882 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
3887 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
3892 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
3897 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
3922 d_1_0_Deprecated->f.PushAttrib(
mask);
3927 d_1_0_Deprecated->f.PopAttrib();
3932 d_1_0_Deprecated->f.Accum(op,
value);
3937 d_1_0_Deprecated->f.IndexMask(
mask);
3942 d_1_0_Deprecated->f.ClearIndex(
c);
3952 d_1_0_Deprecated->f.PushName(
name);
3957 d_1_0_Deprecated->f.PopName();
3962 d_1_0_Deprecated->f.PassThrough(
token);
3967 d_1_0_Deprecated->f.LoadName(
name);
3972 d_1_0_Deprecated->f.InitNames();
3977 return d_1_0_Deprecated->f.RenderMode(
mode);
3982 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
4042 d_1_0_Deprecated->f.ShadeModel(
mode);
4047 d_1_0_Deprecated->f.PolygonStipple(
mask);
4072 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
4082 d_1_0_Deprecated->f.LightModeli(
pname,
param);
4092 d_1_0_Deprecated->f.LightModelf(
pname,
param);
4097 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
4102 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
4107 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
4112 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
4137 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
4142 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
4147 d_1_0_Deprecated->f.Vertex4sv(
v);
4152 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
4157 d_1_0_Deprecated->f.Vertex4iv(
v);
4162 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
4167 d_1_0_Deprecated->f.Vertex4fv(
v);
4172 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
4177 d_1_0_Deprecated->f.Vertex4dv(
v);
4182 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
4187 d_1_0_Deprecated->f.Vertex3sv(
v);
4192 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
4197 d_1_0_Deprecated->f.Vertex3iv(
v);
4202 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
4207 d_1_0_Deprecated->f.Vertex3fv(
v);
4212 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
4217 d_1_0_Deprecated->f.Vertex3dv(
v);
4222 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
4227 d_1_0_Deprecated->f.Vertex2sv(
v);
4232 d_1_0_Deprecated->f.Vertex2s(
x,
y);
4237 d_1_0_Deprecated->f.Vertex2iv(
v);
4242 d_1_0_Deprecated->f.Vertex2i(
x,
y);
4247 d_1_0_Deprecated->f.Vertex2fv(
v);
4252 d_1_0_Deprecated->f.Vertex2f(
x,
y);
4257 d_1_0_Deprecated->f.Vertex2dv(
v);
4262 d_1_0_Deprecated->f.Vertex2d(
x,
y);
4267 d_1_0_Deprecated->f.TexCoord4sv(
v);
4272 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
4277 d_1_0_Deprecated->f.TexCoord4iv(
v);
4282 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
4287 d_1_0_Deprecated->f.TexCoord4fv(
v);
4292 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
4297 d_1_0_Deprecated->f.TexCoord4dv(
v);
4302 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
4307 d_1_0_Deprecated->f.TexCoord3sv(
v);
4312 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
4317 d_1_0_Deprecated->f.TexCoord3iv(
v);
4322 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
4327 d_1_0_Deprecated->f.TexCoord3fv(
v);
4332 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
4337 d_1_0_Deprecated->f.TexCoord3dv(
v);
4342 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
4347 d_1_0_Deprecated->f.TexCoord2sv(
v);
4352 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
4357 d_1_0_Deprecated->f.TexCoord2iv(
v);
4362 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
4367 d_1_0_Deprecated->f.TexCoord2fv(
v);
4372 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
4377 d_1_0_Deprecated->f.TexCoord2dv(
v);
4382 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
4387 d_1_0_Deprecated->f.TexCoord1sv(
v);
4392 d_1_0_Deprecated->f.TexCoord1s(
s);
4397 d_1_0_Deprecated->f.TexCoord1iv(
v);
4402 d_1_0_Deprecated->f.TexCoord1i(
s);
4407 d_1_0_Deprecated->f.TexCoord1fv(
v);
4412 d_1_0_Deprecated->f.TexCoord1f(
s);
4417 d_1_0_Deprecated->f.TexCoord1dv(
v);
4422 d_1_0_Deprecated->f.TexCoord1d(
s);
4427 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
4432 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
4437 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
4442 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
4447 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
4452 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
4457 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
4462 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
4467 d_1_0_Deprecated->f.RasterPos4sv(
v);
4472 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
4477 d_1_0_Deprecated->f.RasterPos4iv(
v);
4482 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
4487 d_1_0_Deprecated->f.RasterPos4fv(
v);
4492 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
4497 d_1_0_Deprecated->f.RasterPos4dv(
v);
4502 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
4507 d_1_0_Deprecated->f.RasterPos3sv(
v);
4512 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
4517 d_1_0_Deprecated->f.RasterPos3iv(
v);
4522 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
4527 d_1_0_Deprecated->f.RasterPos3fv(
v);
4532 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
4537 d_1_0_Deprecated->f.RasterPos3dv(
v);
4542 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
4547 d_1_0_Deprecated->f.RasterPos2sv(
v);
4552 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
4557 d_1_0_Deprecated->f.RasterPos2iv(
v);
4562 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
4567 d_1_0_Deprecated->f.RasterPos2fv(
v);
4572 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
4577 d_1_0_Deprecated->f.RasterPos2dv(
v);
4582 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
4587 d_1_0_Deprecated->f.Normal3sv(
v);
4592 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
4597 d_1_0_Deprecated->f.Normal3iv(
v);
4602 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
4607 d_1_0_Deprecated->f.Normal3fv(
v);
4612 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
4617 d_1_0_Deprecated->f.Normal3dv(
v);
4622 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
4627 d_1_0_Deprecated->f.Normal3bv(
v);
4632 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
4637 d_1_0_Deprecated->f.Indexsv(
c);
4642 d_1_0_Deprecated->f.Indexs(
c);
4647 d_1_0_Deprecated->f.Indexiv(
c);
4652 d_1_0_Deprecated->f.Indexi(
c);
4657 d_1_0_Deprecated->f.Indexfv(
c);
4662 d_1_0_Deprecated->f.Indexf(
c);
4667 d_1_0_Deprecated->f.Indexdv(
c);
4672 d_1_0_Deprecated->f.Indexd(
c);
4677 d_1_0_Deprecated->f.End();
4682 d_1_0_Deprecated->f.EdgeFlagv(flag);
4687 d_1_0_Deprecated->f.EdgeFlag(flag);
4692 d_1_0_Deprecated->f.Color4usv(
v);
4702 d_1_0_Deprecated->f.Color4uiv(
v);
4712 d_1_0_Deprecated->f.Color4ubv(
v);
4722 d_1_0_Deprecated->f.Color4sv(
v);
4732 d_1_0_Deprecated->f.Color4iv(
v);
4742 d_1_0_Deprecated->f.Color4fv(
v);
4752 d_1_0_Deprecated->f.Color4dv(
v);
4762 d_1_0_Deprecated->f.Color4bv(
v);
4772 d_1_0_Deprecated->f.Color3usv(
v);
4782 d_1_0_Deprecated->f.Color3uiv(
v);
4792 d_1_0_Deprecated->f.Color3ubv(
v);
4802 d_1_0_Deprecated->f.Color3sv(
v);
4812 d_1_0_Deprecated->f.Color3iv(
v);
4822 d_1_0_Deprecated->f.Color3fv(
v);
4832 d_1_0_Deprecated->f.Color3dv(
v);
4842 d_1_0_Deprecated->f.Color3bv(
v);
4857 d_1_0_Deprecated->f.Begin(
mode);
4862 d_1_0_Deprecated->f.ListBase(
base);
4867 return d_1_0_Deprecated->f.GenLists(
range);
4872 d_1_0_Deprecated->f.DeleteLists(
list,
range);
4877 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
4882 d_1_0_Deprecated->f.CallList(
list);
4887 d_1_0_Deprecated->f.EndList();
4892 d_1_0_Deprecated->f.NewList(
list,
mode);
4899 d_1_1_Deprecated->f.PushClientAttrib(
mask);
4904 d_1_1_Deprecated->f.PopClientAttrib();
4944 d_1_1_Deprecated->f.EnableClientState(
array);
4954 d_1_1_Deprecated->f.DisableClientState(
array);
4964 d_1_1_Deprecated->f.ArrayElement(
i);
4971 d_1_2_Deprecated->f.ResetMinmax(
target);
4976 d_1_2_Deprecated->f.ResetHistogram(
target);
5133 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
5138 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
5143 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
5148 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
5153 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
5158 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
5163 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
5168 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
5173 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
5178 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
5183 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
5188 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
5193 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
5198 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
5203 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
5208 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
5213 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
5218 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
5223 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
5228 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
5233 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
5238 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
5243 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
5248 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
5253 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
5258 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
5263 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
5268 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
5273 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
5278 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
5283 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
5288 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
5293 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
5298 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
5303 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
5308 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
5313 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
5320 d_1_4_Deprecated->f.WindowPos3sv(
v);
5325 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
5330 d_1_4_Deprecated->f.WindowPos3iv(
v);
5335 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
5340 d_1_4_Deprecated->f.WindowPos3fv(
v);
5345 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
5350 d_1_4_Deprecated->f.WindowPos3dv(
v);
5355 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
5360 d_1_4_Deprecated->f.WindowPos2sv(
v);
5365 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
5370 d_1_4_Deprecated->f.WindowPos2iv(
v);
5375 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
5380 d_1_4_Deprecated->f.WindowPos2fv(
v);
5385 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
5390 d_1_4_Deprecated->f.WindowPos2dv(
v);
5395 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
5405 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
5410 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
5415 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
5420 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
5425 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
5430 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
5435 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
5440 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
5445 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
5450 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
5455 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
5460 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
5465 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
5470 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
5475 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
5480 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
5490 d_1_4_Deprecated->f.FogCoorddv(
coord);
5495 d_1_4_Deprecated->f.FogCoordd(
coord);
5500 d_1_4_Deprecated->f.FogCoordfv(
coord);
5505 d_1_4_Deprecated->f.FogCoordf(
coord);
5514 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
5519 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
5524 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
5529 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
5534 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
5539 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
5544 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
5549 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
5554 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
5559 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
5564 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
5569 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
5574 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
5579 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
5584 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
5589 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
5594 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
5599 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
5604 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
5609 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
5614 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
5619 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
5624 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
5629 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
5634 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
5639 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
5644 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
5649 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
5654 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
5659 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
5664 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
5669 d_2_0_Core->f.VertexAttrib1s(
index,
x);
5674 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
5679 d_2_0_Core->f.VertexAttrib1f(
index,
x);
5684 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
5689 d_2_0_Core->f.VertexAttrib1d(
index,
x);
5698 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
5703 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
5708 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
5713 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
5718 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
5723 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
5728 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
5733 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
5738 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
5743 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
5748 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
5753 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
5758 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
5763 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
5768 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
5773 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
5778 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
5783 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
5788 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
5793 d_3_0_Core->f.VertexAttribI1i(
index,
x);
5815#pragma pop_macro("MemoryBarrier")
virtual bool initializeOpenGLFunctions()
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glTexCoord3fv(const GLfloat *v)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glLighti(GLenum light, GLenum pname, GLint param)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glDepthFunc(GLenum func)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glColor3usv(const GLushort *v)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glVertexAttribI1i(GLuint index, GLint x)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glPixelTransferf(GLenum pname, GLfloat param)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
GLenum glCheckFramebufferStatus(GLenum target)
void glFogi(GLenum pname, GLint param)
void glIndexubv(const GLubyte *c)
void glUniform1d(GLint location, GLdouble x)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glColorMaterial(GLenum face, GLenum mode)
void glFogCoordfv(const GLfloat *coord)
void glTexCoord4iv(const GLint *v)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glSecondaryColor3iv(const GLint *v)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glNormal3fv(const GLfloat *v)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glColorP4ui(GLenum type, GLuint color)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetPolygonStipple(GLubyte *mask)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glTexCoord1sv(const GLshort *v)
void glLightModelf(GLenum pname, GLfloat param)
void glNewList(GLuint list, GLenum mode)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glGetPointerv(GLenum pname, GLvoid **params)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glIndexdv(const GLdouble *c)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glColor4fv(const GLfloat *v)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glTexCoord4sv(const GLshort *v)
void glRasterPos4fv(const GLfloat *v)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glVertexAttrib1s(GLuint index, GLshort x)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glValidateProgramPipeline(GLuint pipeline)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glLightModeliv(GLenum pname, const GLint *params)
void glLineWidth(GLfloat width)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glIndexsv(const GLshort *c)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glMultMatrixd(const GLdouble *m)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glRasterPos3dv(const GLdouble *v)
void glTexCoord2i(GLint s, GLint t)
void glTexCoord2dv(const GLdouble *v)
void glDisable(GLenum cap)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glBindTexture(GLenum target, GLuint texture)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glVertex3sv(const GLshort *v)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glSecondaryColor3fv(const GLfloat *v)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glDisableClientState(GLenum array)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glVertex3iv(const GLint *v)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
const GLubyte * glGetString(GLenum name)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glClearStencil(GLint s)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glPushClientAttrib(GLbitfield mask)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glResetHistogram(GLenum target)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glLightModeli(GLenum pname, GLint param)
void glLinkProgram(GLuint program)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glRasterPos2sv(const GLshort *v)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glTexCoord3sv(const GLshort *v)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glPolygonMode(GLenum face, GLenum mode)
void glTexCoord2s(GLshort s, GLshort t)
void glEndQuery(GLenum target)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glUniform1ui(GLint location, GLuint v0)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glFogCoorddv(const GLdouble *coord)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glNormal3bv(const GLbyte *v)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glWindowPos2s(GLshort x, GLshort y)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glColor3ubv(const GLubyte *v)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glEnablei(GLenum target, GLuint index)
void glIndexfv(const GLfloat *c)
void glIndexub(GLubyte c)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glVertex3i(GLint x, GLint y, GLint z)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glEvalCoord1fv(const GLfloat *u)
void glVertexP3uiv(GLenum type, const GLuint *value)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glNormalP3ui(GLenum type, GLuint coords)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glColor4bv(const GLbyte *v)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glColor4dv(const GLdouble *v)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glListBase(GLuint base)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glEnableClientState(GLenum array)
void glDepthRangef(GLfloat n, GLfloat f)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glColor4iv(const GLint *v)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glMultTransposeMatrixf(const GLfloat *m)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glTexCoord4fv(const GLfloat *v)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glLoadMatrixd(const GLdouble *m)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
void glPointParameteri(GLenum pname, GLint param)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glSecondaryColor3bv(const GLbyte *v)
void glWindowPos3iv(const GLint *v)
void glActiveShaderProgram(GLuint pipeline, GLuint program)
void glWindowPos3dv(const GLdouble *v)
GLboolean glIsShader(GLuint shader)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLboolean glIsSampler(GLuint sampler)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glLoadTransposeMatrixd(const GLdouble *m)
void glEndQueryIndexed(GLenum target, GLuint index)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glDeleteProgram(GLuint program)
void glMinSampleShading(GLfloat value)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length)
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glVertex2s(GLshort x, GLshort y)
void glRasterPos2iv(const GLint *v)
GLuint glCreateShader(GLenum type)
void glPointParameteriv(GLenum pname, const GLint *params)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glColor3dv(const GLdouble *v)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glBindBuffer(GLenum target, GLuint buffer)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glDisablei(GLenum target, GLuint index)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glEvalCoord2fv(const GLfloat *u)
void glTexCoord2f(GLfloat s, GLfloat t)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glVertex2dv(const GLdouble *v)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glAttachShader(GLuint program, GLuint shader)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glBindVertexArray(GLuint array)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glIndexd(GLdouble c)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
GLuint glGenLists(GLsizei range)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glScissorIndexedv(GLuint index, const GLint *v)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glClearIndex(GLfloat c)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glTexCoord2iv(const GLint *v)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glInvalidateTexImage(GLuint texture, GLint level)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glSecondaryColor3usv(const GLushort *v)
void glBindProgramPipeline(GLuint pipeline)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glReadBuffer(GLenum mode)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glTexCoord2d(GLdouble s, GLdouble t)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glEnable(GLenum cap)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glInvalidateBufferData(GLuint buffer)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glWindowPos2fv(const GLfloat *v)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
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 glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glEdgeFlagv(const GLboolean *flag)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexCoord2fv(const GLfloat *v)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glClampColor(GLenum target, GLenum clamp)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary)
void glDetachShader(GLuint program, GLuint shader)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glColor3fv(const GLfloat *v)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glColor3uiv(const GLuint *v)
void glMultTransposeMatrixd(const GLdouble *m)
void glColor3iv(const GLint *v)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glValidateProgram(GLuint program)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glFogCoordf(GLfloat coord)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glWindowPos3sv(const GLshort *v)
void glVertexP3ui(GLenum type, GLuint value)
void glAccum(GLenum op, GLfloat value)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBeginQuery(GLenum target, GLuint id)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
GLboolean glIsList(GLuint list)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEvalPoint1(GLint i)
void glVertex3dv(const GLdouble *v)
GLboolean glIsTexture(GLuint texture)
void glTexCoord1fv(const GLfloat *v)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glLogicOp(GLenum opcode)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glDepthMask(GLboolean flag)
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glRasterPos4sv(const GLshort *v)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glPolygonStipple(const GLubyte *mask)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glTexCoord4dv(const GLdouble *v)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glClearDepth(GLdouble depth)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glQueryCounter(GLuint id, GLenum target)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glNormal3sv(const GLshort *v)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glResumeTransformFeedback()
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glReleaseShaderCompiler()
GLboolean glIsVertexArray(GLuint array)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glRasterPos4dv(const GLdouble *v)
void glLoadMatrixf(const GLfloat *m)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEdgeFlag(GLboolean flag)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glColorP3uiv(GLenum type, const GLuint *color)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glBlendEquation(GLenum mode)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glWindowPos3fv(const GLfloat *v)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glTexCoord1d(GLdouble s)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glSecondaryColor3sv(const GLshort *v)
void glSecondaryColor3dv(const GLdouble *v)
void glGenTextures(GLsizei n, GLuint *textures)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glMultMatrixf(const GLfloat *m)
void glCallList(GLuint list)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length)
void glWindowPos2d(GLdouble x, GLdouble y)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glRasterPos2fv(const GLfloat *v)
void glBegin(GLenum mode)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glDispatchComputeIndirect(GLintptr indirect)
void glNormal3iv(const GLint *v)
void glColor4usv(const GLushort *v)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glMultiTexCoord1i(GLenum target, GLint s)
void glVertex4sv(const GLshort *v)
void glColor3bv(const GLbyte *v)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glPointParameterf(GLenum pname, GLfloat param)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glSampleCoverage(GLfloat value, GLboolean invert)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glIndexMask(GLuint mask)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glClearDepthf(GLfloat dd)
void glBindSampler(GLuint unit, GLuint sampler)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glColor3sv(const GLshort *v)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glColorP4uiv(GLenum type, const GLuint *color)
void glLineStipple(GLint factor, GLushort pattern)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glWindowPos2dv(const GLdouble *v)
void glRasterPos4iv(const GLint *v)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glPushAttrib(GLbitfield mask)
void glPrimitiveRestartIndex(GLuint index)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glRectiv(const GLint *v1, const GLint *v2)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glVertex4fv(const GLfloat *v)
void glCompileShader(GLuint shader)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glUniform1f(GLint location, GLfloat v0)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexCoord3iv(const GLint *v)
void glEndTransformFeedback()
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glProvokingVertex(GLenum mode)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glEnableVertexAttribArray(GLuint index)
void glResetMinmax(GLenum target)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glPassThrough(GLfloat token)
void glRasterPos2i(GLint x, GLint y)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glShadeModel(GLenum mode)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glMatrixMode(GLenum mode)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glRasterPos3sv(const GLshort *v)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glClientActiveTexture(GLenum texture)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glFogfv(GLenum pname, const GLfloat *params)
void glDisableVertexAttribArray(GLuint index)
void glVertex2sv(const GLshort *v)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glAlphaFunc(GLenum func, GLfloat ref)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glColor4ubv(const GLubyte *v)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glTexCoord2sv(const GLshort *v)
void glUniform1i(GLint location, GLint v0)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
GLboolean glIsQuery(GLuint id)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glWindowPos2f(GLfloat x, GLfloat y)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glFrontFace(GLenum mode)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glRasterPos2d(GLdouble x, GLdouble y)
void glWindowPos2iv(const GLint *v)
void glVertex2f(GLfloat x, GLfloat y)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glEvalCoord1f(GLfloat u)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glPauseTransformFeedback()
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glRasterPos2s(GLshort x, GLshort y)
void glVertex3fv(const GLfloat *v)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glVertexP4ui(GLenum type, GLuint value)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
void glRasterPos3iv(const GLint *v)
void glPatchParameteri(GLenum pname, GLint value)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glGetDoublev(GLenum pname, GLdouble *params)
void glMemoryBarrier(GLbitfield barriers)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glBlendEquationi(GLuint buf, GLenum mode)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glIndexiv(const GLint *c)
void glColorP3ui(GLenum type, GLuint color)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsProgram(GLuint program)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSecondaryColor3uiv(const GLuint *v)
void glGetIntegerv(GLenum pname, GLint *params)
void glArrayElement(GLint i)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glSecondaryColor3ubv(const GLubyte *v)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glPushName(GLuint name)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glHint(GLenum target, GLenum mode)
void glPointSize(GLfloat size)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glTexCoord1iv(const GLint *v)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glVertex2i(GLint x, GLint y)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
void glPixelStorei(GLenum pname, GLint param)
void glNormal3dv(const GLdouble *v)
void glGetFloatv(GLenum pname, GLfloat *params)
void glVertex2d(GLdouble x, GLdouble y)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glClear(GLbitfield mask)
void glRasterPos3fv(const GLfloat *v)
GLint glRenderMode(GLenum mode)
void glFogf(GLenum pname, GLfloat param)
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
GLboolean glIsTransformFeedback(GLuint id)
GLboolean glIsSync(GLsync sync)
void glGenQueries(GLsizei n, GLuint *ids)
GLboolean glIsBuffer(GLuint buffer)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glLoadTransposeMatrixf(const GLfloat *m)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glLoadName(GLuint name)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glGenerateMipmap(GLenum target)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glEvalPoint2(GLint i, GLint j)
void glTexCoord1s(GLshort s)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glVertex4dv(const GLdouble *v)
void glVertex2fv(const GLfloat *v)
void glDrawBuffer(GLenum mode)
void glWindowPos2sv(const GLshort *v)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glMultiTexCoord1f(GLenum target, GLfloat s)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glSampleMaski(GLuint index, GLbitfield mask)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glPixelTransferi(GLenum pname, GLint param)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glColor4uiv(const GLuint *v)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glEvalCoord1dv(const GLdouble *u)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glEvalCoord2dv(const GLdouble *u)
void glRasterPos2dv(const GLdouble *v)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glWindowPos2i(GLint x, GLint y)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glColor4sv(const GLshort *v)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glColor3i(GLint red, GLint green, GLint blue)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glTexCoord1f(GLfloat s)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glStencilMask(GLuint mask)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glEndConditionalRender()
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
GLboolean glIsEnabled(GLenum cap)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glFogiv(GLenum pname, const GLint *params)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glDeleteLists(GLuint list, GLsizei range)
void glEvalCoord1d(GLdouble u)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glTexCoord1dv(const GLdouble *v)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glDeleteShader(GLuint shader)
void glCullFace(GLenum mode)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glTexCoord1i(GLint s)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glActiveTexture(GLenum texture)
void glUseProgram(GLuint program)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glVertexP2ui(GLenum type, GLuint value)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glFogCoordd(GLdouble coord)
void glTexCoord3dv(const GLdouble *v)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glBeginTransformFeedback(GLenum primitiveMode)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertex4iv(const GLint *v)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glVertex2iv(const GLint *v)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glPixelStoref(GLenum pname, GLfloat param)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
GLboolean glUnmapBuffer(GLenum target)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glDeleteSync(GLsync sync)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glRasterPos2f(GLfloat x, GLfloat y)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glBindTransformFeedback(GLenum target, GLuint id)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
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
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint dstZ
GLenum GLuint GLenum GLuint GLuint GLuint GLuint numlayers
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
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei srcHeight
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 GLint GLint GLint GLint GLuint GLenum GLint GLint GLint dstY
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 GLuint origtexture
GLenum GLuint GLenum GLuint GLuint GLuint minlayer
GLenum GLint GLint GLint srcY
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint dstX
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
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei srcWidth
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
GLenum GLint GLint GLint GLint GLuint GLenum GLint dstLevel
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLint GLint GLint GLint GLuint GLenum dstTarget
GLenum GLintptr readOffset
GLenum GLuint GLenum GLuint GLuint numlevels
GLint GLint GLint GLint GLint GLint dstX1
GLenum GLint GLint GLint GLint srcZ
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei const GLenum * attachments
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
GLenum GLuint GLenum GLuint minlevel
GLenum GLuint GLsizei const GLenum * props
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLenum GLint GLint GLint GLint GLuint dstName
GLint GLfloat GLfloat GLfloat GLfloat v3
GLsizei GLsizei GLenum * binaryFormat
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLenum GLint GLint GLint GLint GLuint GLenum GLint GLint GLint GLint GLsizei GLsizei GLsizei srcDepth
GLenum GLuint GLsizei propCount
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
GLuint GLuint num_groups_z
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
GLint GLenum GLboolean GLuint relativeoffset
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
GLbitfield GLuint srcName
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
GLuint GLuint storageBlockBinding
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