15#ifndef QOPENGLVERSIONFUNCTIONS_4_0_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_4_0_COMPATIBILITY_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
68 void glClearStencil(
GLint s);
87 void glIndexubv(
const GLubyte *
c);
88 void glIndexub(GLubyte
c);
106 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels);
116 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data);
270 void glEndConditionalRender();
277 void glEndTransformFeedback();
278 void glBeginTransformFeedback(
GLenum primitiveMode);
309 void glDeleteSync(
GLsync sync);
387 void glResumeTransformFeedback();
388 void glPauseTransformFeedback();
440 void glMultMatrixf(
const GLfloat *
m);
443 void glLoadMatrixf(
const GLfloat *
m);
444 void glLoadIdentity();
452 void glGetPolygonStipple(GLubyte *
mask);
475 void glEvalPoint1(
GLint i);
477 void glEvalCoord2fv(
const GLfloat *u);
479 void glEvalCoord2dv(
const GLdouble *u);
481 void glEvalCoord1fv(
const GLfloat *u);
483 void glEvalCoord1dv(
const GLdouble *u);
518 void glPolygonStipple(
const GLubyte *
mask);
538 void glVertex4sv(
const GLshort *
v);
539 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
540 void glVertex4iv(
const GLint *
v);
546 void glVertex3sv(
const GLshort *
v);
547 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
548 void glVertex3iv(
const GLint *
v);
554 void glVertex2sv(
const GLshort *
v);
555 void glVertex2s(GLshort
x, GLshort
y);
556 void glVertex2iv(
const GLint *
v);
562 void glTexCoord4sv(
const GLshort *
v);
563 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
564 void glTexCoord4iv(
const GLint *
v);
566 void glTexCoord4fv(
const GLfloat *
v);
570 void glTexCoord3sv(
const GLshort *
v);
571 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
572 void glTexCoord3iv(
const GLint *
v);
574 void glTexCoord3fv(
const GLfloat *
v);
578 void glTexCoord2sv(
const GLshort *
v);
579 void glTexCoord2s(GLshort
s, GLshort
t);
580 void glTexCoord2iv(
const GLint *
v);
582 void glTexCoord2fv(
const GLfloat *
v);
586 void glTexCoord1sv(
const GLshort *
v);
587 void glTexCoord1s(GLshort
s);
588 void glTexCoord1iv(
const GLint *
v);
589 void glTexCoord1i(
GLint s);
590 void glTexCoord1fv(
const GLfloat *
v);
594 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
595 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
602 void glRasterPos4sv(
const GLshort *
v);
603 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
604 void glRasterPos4iv(
const GLint *
v);
606 void glRasterPos4fv(
const GLfloat *
v);
610 void glRasterPos3sv(
const GLshort *
v);
611 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
612 void glRasterPos3iv(
const GLint *
v);
614 void glRasterPos3fv(
const GLfloat *
v);
618 void glRasterPos2sv(
const GLshort *
v);
619 void glRasterPos2s(GLshort
x, GLshort
y);
620 void glRasterPos2iv(
const GLint *
v);
622 void glRasterPos2fv(
const GLfloat *
v);
626 void glNormal3sv(
const GLshort *
v);
627 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
628 void glNormal3iv(
const GLint *
v);
634 void glNormal3bv(
const GLbyte *
v);
635 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
636 void glIndexsv(
const GLshort *
c);
637 void glIndexs(GLshort
c);
638 void glIndexiv(
const GLint *
c);
649 void glColor4uiv(
const GLuint *
v);
651 void glColor4ubv(
const GLubyte *
v);
653 void glColor4sv(
const GLshort *
v);
655 void glColor4iv(
const GLint *
v);
661 void glColor4bv(
const GLbyte *
v);
665 void glColor3uiv(
const GLuint *
v);
667 void glColor3ubv(
const GLubyte *
v);
668 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
669 void glColor3sv(
const GLshort *
v);
670 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
671 void glColor3iv(
const GLint *
v);
677 void glColor3bv(
const GLbyte *
v);
691 void glPopClientAttrib();
703 void glArrayElement(
GLint i);
740 void glMultTransposeMatrixd(
const GLdouble *
m);
741 void glMultTransposeMatrixf(
const GLfloat *
m);
742 void glLoadTransposeMatrixd(
const GLdouble *
m);
743 void glLoadTransposeMatrixf(
const GLfloat *
m);
745 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
753 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
779 void glWindowPos3sv(
const GLshort *
v);
780 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
781 void glWindowPos3iv(
const GLint *
v);
783 void glWindowPos3fv(
const GLfloat *
v);
787 void glWindowPos2sv(
const GLshort *
v);
788 void glWindowPos2s(GLshort
x, GLshort
y);
789 void glWindowPos2iv(
const GLint *
v);
791 void glWindowPos2fv(
const GLfloat *
v);
796 void glSecondaryColor3usv(
const GLushort *
v);
798 void glSecondaryColor3uiv(
const GLuint *
v);
800 void glSecondaryColor3ubv(
const GLubyte *
v);
801 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
802 void glSecondaryColor3sv(
const GLshort *
v);
803 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
804 void glSecondaryColor3iv(
const GLint *
v);
806 void glSecondaryColor3fv(
const GLfloat *
v);
808 void glSecondaryColor3dv(
const GLdouble *
v);
810 void glSecondaryColor3bv(
const GLbyte *
v);
811 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
823 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
825 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
834 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
835 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
836 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
840 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
862 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
863 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
926 d_1_0_Core->f.DepthRange(nearVal, farVal);
931 return d_1_0_Core->f.IsEnabled(
cap);
961 return d_1_0_Core->f.GetString(
name);
976 return d_1_0_Core->f.GetError();
996 d_1_0_Core->f.ReadBuffer(
mode);
1011 d_1_0_Core->f.DepthFunc(
func);
1016 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
1026 d_1_0_Core->f.LogicOp(
opcode);
1031 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
1036 d_1_0_Core->f.Flush();
1041 d_1_0_Core->f.Finish();
1046 d_1_0_Core->f.Enable(
cap);
1051 d_1_0_Core->f.Disable(
cap);
1056 d_1_0_Core->f.DepthMask(flag);
1066 d_1_0_Core->f.StencilMask(
mask);
1071 d_1_0_Core->f.ClearDepth(
depth);
1076 d_1_0_Core->f.ClearStencil(
s);
1086 d_1_0_Core->f.Clear(
mask);
1091 d_1_0_Core->f.DrawBuffer(
mode);
1131 d_1_0_Core->f.PolygonMode(
face,
mode);
1136 d_1_0_Core->f.PointSize(
size);
1141 d_1_0_Core->f.LineWidth(
width);
1151 d_1_0_Core->f.FrontFace(
mode);
1156 d_1_0_Core->f.CullFace(
mode);
1163 d_1_1_Deprecated->f.Indexubv(
c);
1168 d_1_1_Deprecated->f.Indexub(
c);
1173 return d_1_1_Core->f.IsTexture(
texture);
1183 d_1_1_Core->f.DeleteTextures(
n,
textures);
1223 d_1_1_Core->f.PolygonOffset(factor,
units);
1248inline void QOpenGLFunctions_4_0_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)
1250 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1265 d_1_2_Core->f.BlendEquation(
mode);
1290inline void QOpenGLFunctions_4_0_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)
1292 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1317 d_1_3_Core->f.ActiveTexture(
texture);
1371 return d_1_5_Core->f.UnmapBuffer(
target);
1396 return d_1_5_Core->f.IsBuffer(
buffer);
1401 d_1_5_Core->f.GenBuffers(
n,
buffers);
1406 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1416 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1421 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1431 d_1_5_Core->f.EndQuery(
target);
1436 d_1_5_Core->f.BeginQuery(
target,
id);
1441 return d_1_5_Core->f.IsQuery(
id);
1446 d_1_5_Core->f.DeleteQueries(
n,
ids);
1451 d_1_5_Core->f.GenQueries(
n,
ids);
1463 d_2_0_Core->f.ValidateProgram(
program);
1563 d_2_0_Core->f.UseProgram(
program);
1573 d_2_0_Core->f.LinkProgram(
program);
1578 return d_2_0_Core->f.IsShader(
shader);
1583 return d_2_0_Core->f.IsProgram(
program);
1618 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1648 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1668 d_2_0_Core->f.EnableVertexAttribArray(
index);
1673 d_2_0_Core->f.DisableVertexAttribArray(
index);
1683 d_2_0_Core->f.DeleteShader(
shader);
1688 d_2_0_Core->f.DeleteProgram(
program);
1693 return d_2_0_Core->f.CreateShader(
type);
1698 return d_2_0_Core->f.CreateProgram();
1703 d_2_0_Core->f.CompileShader(
shader);
1718 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1733 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1777 return d_3_0_Core->f.IsVertexArray(
array);
1782 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1787 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1792 d_3_0_Core->f.BindVertexArray(
array);
1822 d_3_0_Core->f.GenerateMipmap(
target);
1852 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1907 return d_3_0_Core->f.GetStringi(
name,
index);
1992 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2022 d_3_0_Core->f.EndConditionalRender();
2027 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2057 d_3_0_Core->f.EndTransformFeedback();
2062 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2092 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2139 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2196 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2201 d_3_2_Core->f.DeleteSync(sync);
2206 return d_3_2_Core->f.IsSync(sync);
2216 d_3_2_Core->f.ProvokingVertex(
mode);
2298 d_3_3_Deprecated->f.SecondaryColorP3uiv(
type,
color);
2303 d_3_3_Deprecated->f.SecondaryColorP3ui(
type,
color);
2308 d_3_3_Deprecated->f.ColorP4uiv(
type,
color);
2313 d_3_3_Deprecated->f.ColorP4ui(
type,
color);
2318 d_3_3_Deprecated->f.ColorP3uiv(
type,
color);
2323 d_3_3_Deprecated->f.ColorP3ui(
type,
color);
2328 d_3_3_Deprecated->f.NormalP3uiv(
type,
coords);
2333 d_3_3_Deprecated->f.NormalP3ui(
type,
coords);
2378 d_3_3_Deprecated->f.TexCoordP4uiv(
type,
coords);
2383 d_3_3_Deprecated->f.TexCoordP4ui(
type,
coords);
2388 d_3_3_Deprecated->f.TexCoordP3uiv(
type,
coords);
2393 d_3_3_Deprecated->f.TexCoordP3ui(
type,
coords);
2398 d_3_3_Deprecated->f.TexCoordP2uiv(
type,
coords);
2403 d_3_3_Deprecated->f.TexCoordP2ui(
type,
coords);
2408 d_3_3_Deprecated->f.TexCoordP1uiv(
type,
coords);
2413 d_3_3_Deprecated->f.TexCoordP1ui(
type,
coords);
2418 d_3_3_Deprecated->f.VertexP4uiv(
type,
value);
2423 d_3_3_Deprecated->f.VertexP4ui(
type,
value);
2428 d_3_3_Deprecated->f.VertexP3uiv(
type,
value);
2433 d_3_3_Deprecated->f.VertexP3ui(
type,
value);
2438 d_3_3_Deprecated->f.VertexP2uiv(
type,
value);
2443 d_3_3_Deprecated->f.VertexP2ui(
type,
value);
2448 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2453 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2458 d_3_3_Core->f.QueryCounter(
id,
target);
2513 d_3_3_Core->f.BindSampler(unit,
sampler);
2518 return d_3_3_Core->f.IsSampler(
sampler);
2533 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2560 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2565 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2570 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2575 d_4_0_Core->f.ResumeTransformFeedback();
2580 d_4_0_Core->f.PauseTransformFeedback();
2585 return d_4_0_Core->f.IsTransformFeedback(
id);
2590 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2595 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2600 d_4_0_Core->f.BindTransformFeedback(
target,
id);
2760 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
2770 d_4_0_Core->f.BlendEquationi(
buf,
mode);
2775 d_4_0_Core->f.MinSampleShading(
value);
2782 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
2787 d_1_0_Deprecated->f.Translated(
x,
y,
z);
2792 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
2797 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
2802 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
2807 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
2812 d_1_0_Deprecated->f.PushMatrix();
2817 d_1_0_Deprecated->f.PopMatrix();
2827 d_1_0_Deprecated->f.MultMatrixd(
m);
2832 d_1_0_Deprecated->f.MultMatrixf(
m);
2837 d_1_0_Deprecated->f.MatrixMode(
mode);
2842 d_1_0_Deprecated->f.LoadMatrixd(
m);
2847 d_1_0_Deprecated->f.LoadMatrixf(
m);
2852 d_1_0_Deprecated->f.LoadIdentity();
2862 return d_1_0_Deprecated->f.IsList(
list);
2892 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
2897 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
2902 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
2907 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
2937 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
2942 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
2947 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
2962 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
2967 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
2972 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
2977 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
2982 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
2987 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
2992 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
2997 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
3002 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
3007 d_1_0_Deprecated->f.EvalPoint1(
i);
3012 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
3017 d_1_0_Deprecated->f.EvalCoord2fv(u);
3022 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
3027 d_1_0_Deprecated->f.EvalCoord2dv(u);
3032 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
3037 d_1_0_Deprecated->f.EvalCoord1fv(u);
3042 d_1_0_Deprecated->f.EvalCoord1f(u);
3047 d_1_0_Deprecated->f.EvalCoord1dv(u);
3052 d_1_0_Deprecated->f.EvalCoord1d(u);
3057 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
3062 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
3067 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
3072 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
3097 d_1_0_Deprecated->f.PushAttrib(
mask);
3102 d_1_0_Deprecated->f.PopAttrib();
3107 d_1_0_Deprecated->f.Accum(op,
value);
3112 d_1_0_Deprecated->f.IndexMask(
mask);
3117 d_1_0_Deprecated->f.ClearIndex(
c);
3127 d_1_0_Deprecated->f.PushName(
name);
3132 d_1_0_Deprecated->f.PopName();
3137 d_1_0_Deprecated->f.PassThrough(
token);
3142 d_1_0_Deprecated->f.LoadName(
name);
3147 d_1_0_Deprecated->f.InitNames();
3152 return d_1_0_Deprecated->f.RenderMode(
mode);
3157 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
3217 d_1_0_Deprecated->f.ShadeModel(
mode);
3222 d_1_0_Deprecated->f.PolygonStipple(
mask);
3247 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
3257 d_1_0_Deprecated->f.LightModeli(
pname,
param);
3267 d_1_0_Deprecated->f.LightModelf(
pname,
param);
3272 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
3277 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
3282 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
3287 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
3312 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
3317 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
3322 d_1_0_Deprecated->f.Vertex4sv(
v);
3327 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
3332 d_1_0_Deprecated->f.Vertex4iv(
v);
3337 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
3342 d_1_0_Deprecated->f.Vertex4fv(
v);
3347 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
3352 d_1_0_Deprecated->f.Vertex4dv(
v);
3357 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
3362 d_1_0_Deprecated->f.Vertex3sv(
v);
3367 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
3372 d_1_0_Deprecated->f.Vertex3iv(
v);
3377 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
3382 d_1_0_Deprecated->f.Vertex3fv(
v);
3387 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
3392 d_1_0_Deprecated->f.Vertex3dv(
v);
3397 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
3402 d_1_0_Deprecated->f.Vertex2sv(
v);
3407 d_1_0_Deprecated->f.Vertex2s(
x,
y);
3412 d_1_0_Deprecated->f.Vertex2iv(
v);
3417 d_1_0_Deprecated->f.Vertex2i(
x,
y);
3422 d_1_0_Deprecated->f.Vertex2fv(
v);
3427 d_1_0_Deprecated->f.Vertex2f(
x,
y);
3432 d_1_0_Deprecated->f.Vertex2dv(
v);
3437 d_1_0_Deprecated->f.Vertex2d(
x,
y);
3442 d_1_0_Deprecated->f.TexCoord4sv(
v);
3447 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
3452 d_1_0_Deprecated->f.TexCoord4iv(
v);
3457 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
3462 d_1_0_Deprecated->f.TexCoord4fv(
v);
3467 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
3472 d_1_0_Deprecated->f.TexCoord4dv(
v);
3477 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
3482 d_1_0_Deprecated->f.TexCoord3sv(
v);
3487 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
3492 d_1_0_Deprecated->f.TexCoord3iv(
v);
3497 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
3502 d_1_0_Deprecated->f.TexCoord3fv(
v);
3507 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
3512 d_1_0_Deprecated->f.TexCoord3dv(
v);
3517 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
3522 d_1_0_Deprecated->f.TexCoord2sv(
v);
3527 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
3532 d_1_0_Deprecated->f.TexCoord2iv(
v);
3537 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
3542 d_1_0_Deprecated->f.TexCoord2fv(
v);
3547 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
3552 d_1_0_Deprecated->f.TexCoord2dv(
v);
3557 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
3562 d_1_0_Deprecated->f.TexCoord1sv(
v);
3567 d_1_0_Deprecated->f.TexCoord1s(
s);
3572 d_1_0_Deprecated->f.TexCoord1iv(
v);
3577 d_1_0_Deprecated->f.TexCoord1i(
s);
3582 d_1_0_Deprecated->f.TexCoord1fv(
v);
3587 d_1_0_Deprecated->f.TexCoord1f(
s);
3592 d_1_0_Deprecated->f.TexCoord1dv(
v);
3597 d_1_0_Deprecated->f.TexCoord1d(
s);
3602 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
3607 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
3612 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
3617 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
3622 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
3627 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
3632 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
3637 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
3642 d_1_0_Deprecated->f.RasterPos4sv(
v);
3647 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
3652 d_1_0_Deprecated->f.RasterPos4iv(
v);
3657 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
3662 d_1_0_Deprecated->f.RasterPos4fv(
v);
3667 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
3672 d_1_0_Deprecated->f.RasterPos4dv(
v);
3677 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
3682 d_1_0_Deprecated->f.RasterPos3sv(
v);
3687 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
3692 d_1_0_Deprecated->f.RasterPos3iv(
v);
3697 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
3702 d_1_0_Deprecated->f.RasterPos3fv(
v);
3707 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
3712 d_1_0_Deprecated->f.RasterPos3dv(
v);
3717 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
3722 d_1_0_Deprecated->f.RasterPos2sv(
v);
3727 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
3732 d_1_0_Deprecated->f.RasterPos2iv(
v);
3737 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
3742 d_1_0_Deprecated->f.RasterPos2fv(
v);
3747 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
3752 d_1_0_Deprecated->f.RasterPos2dv(
v);
3757 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
3762 d_1_0_Deprecated->f.Normal3sv(
v);
3767 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
3772 d_1_0_Deprecated->f.Normal3iv(
v);
3777 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
3782 d_1_0_Deprecated->f.Normal3fv(
v);
3787 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
3792 d_1_0_Deprecated->f.Normal3dv(
v);
3797 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
3802 d_1_0_Deprecated->f.Normal3bv(
v);
3807 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
3812 d_1_0_Deprecated->f.Indexsv(
c);
3817 d_1_0_Deprecated->f.Indexs(
c);
3822 d_1_0_Deprecated->f.Indexiv(
c);
3827 d_1_0_Deprecated->f.Indexi(
c);
3832 d_1_0_Deprecated->f.Indexfv(
c);
3837 d_1_0_Deprecated->f.Indexf(
c);
3842 d_1_0_Deprecated->f.Indexdv(
c);
3847 d_1_0_Deprecated->f.Indexd(
c);
3852 d_1_0_Deprecated->f.End();
3857 d_1_0_Deprecated->f.EdgeFlagv(flag);
3862 d_1_0_Deprecated->f.EdgeFlag(flag);
3867 d_1_0_Deprecated->f.Color4usv(
v);
3877 d_1_0_Deprecated->f.Color4uiv(
v);
3887 d_1_0_Deprecated->f.Color4ubv(
v);
3897 d_1_0_Deprecated->f.Color4sv(
v);
3907 d_1_0_Deprecated->f.Color4iv(
v);
3917 d_1_0_Deprecated->f.Color4fv(
v);
3927 d_1_0_Deprecated->f.Color4dv(
v);
3937 d_1_0_Deprecated->f.Color4bv(
v);
3947 d_1_0_Deprecated->f.Color3usv(
v);
3957 d_1_0_Deprecated->f.Color3uiv(
v);
3967 d_1_0_Deprecated->f.Color3ubv(
v);
3977 d_1_0_Deprecated->f.Color3sv(
v);
3987 d_1_0_Deprecated->f.Color3iv(
v);
3997 d_1_0_Deprecated->f.Color3fv(
v);
4007 d_1_0_Deprecated->f.Color3dv(
v);
4017 d_1_0_Deprecated->f.Color3bv(
v);
4032 d_1_0_Deprecated->f.Begin(
mode);
4037 d_1_0_Deprecated->f.ListBase(
base);
4042 return d_1_0_Deprecated->f.GenLists(
range);
4047 d_1_0_Deprecated->f.DeleteLists(
list,
range);
4052 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
4057 d_1_0_Deprecated->f.CallList(
list);
4062 d_1_0_Deprecated->f.EndList();
4067 d_1_0_Deprecated->f.NewList(
list,
mode);
4074 d_1_1_Deprecated->f.PushClientAttrib(
mask);
4079 d_1_1_Deprecated->f.PopClientAttrib();
4119 d_1_1_Deprecated->f.EnableClientState(
array);
4129 d_1_1_Deprecated->f.DisableClientState(
array);
4139 d_1_1_Deprecated->f.ArrayElement(
i);
4146 d_1_2_Deprecated->f.ResetMinmax(
target);
4151 d_1_2_Deprecated->f.ResetHistogram(
target);
4308 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
4313 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
4318 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
4323 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
4328 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
4333 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
4338 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
4343 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
4348 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
4353 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
4358 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
4363 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
4368 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
4373 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
4378 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
4383 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
4388 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
4393 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
4398 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
4403 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
4408 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
4413 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
4418 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
4423 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
4428 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
4433 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
4438 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
4443 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
4448 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
4453 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
4458 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
4463 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
4468 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
4473 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
4478 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
4483 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
4488 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
4495 d_1_4_Deprecated->f.WindowPos3sv(
v);
4500 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
4505 d_1_4_Deprecated->f.WindowPos3iv(
v);
4510 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
4515 d_1_4_Deprecated->f.WindowPos3fv(
v);
4520 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
4525 d_1_4_Deprecated->f.WindowPos3dv(
v);
4530 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
4535 d_1_4_Deprecated->f.WindowPos2sv(
v);
4540 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
4545 d_1_4_Deprecated->f.WindowPos2iv(
v);
4550 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
4555 d_1_4_Deprecated->f.WindowPos2fv(
v);
4560 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
4565 d_1_4_Deprecated->f.WindowPos2dv(
v);
4570 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
4580 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
4585 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
4590 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
4595 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
4600 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
4605 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
4610 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
4615 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
4620 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
4625 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
4630 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
4635 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
4640 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
4645 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
4650 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
4655 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
4665 d_1_4_Deprecated->f.FogCoorddv(
coord);
4670 d_1_4_Deprecated->f.FogCoordd(
coord);
4675 d_1_4_Deprecated->f.FogCoordfv(
coord);
4680 d_1_4_Deprecated->f.FogCoordf(
coord);
4689 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
4694 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
4699 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
4704 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
4709 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
4714 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
4719 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
4724 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
4729 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
4734 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
4739 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
4744 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
4749 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
4754 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
4759 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
4764 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
4769 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
4774 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
4779 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
4784 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
4789 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
4794 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
4799 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
4804 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
4809 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
4814 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
4819 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
4824 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
4829 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
4834 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
4839 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
4844 d_2_0_Core->f.VertexAttrib1s(
index,
x);
4849 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
4854 d_2_0_Core->f.VertexAttrib1f(
index,
x);
4859 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
4864 d_2_0_Core->f.VertexAttrib1d(
index,
x);
4873 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
4878 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
4883 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
4888 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
4893 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
4898 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
4903 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
4908 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
4913 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
4918 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
4923 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
4928 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
4933 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
4938 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
4943 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
4948 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
4953 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
4958 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
4963 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
4968 d_3_0_Core->f.VertexAttribI1i(
index,
x);
virtual bool initializeOpenGLFunctions()
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glBindSampler(GLuint unit, GLuint sampler)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glBindTransformFeedback(GLenum target, GLuint id)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glColor3i(GLint red, GLint green, GLint blue)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glRasterPos2d(GLdouble x, GLdouble y)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glNormal3sv(const GLshort *v)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
void glVertex3dv(const GLdouble *v)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
GLboolean glIsVertexArray(GLuint array)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
void glPointParameteri(GLenum pname, GLint param)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
void glVertex2fv(const GLfloat *v)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glColor4ubv(const GLubyte *v)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glLinkProgram(GLuint program)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glSecondaryColor3bv(const GLbyte *v)
void glTexCoord3iv(const GLint *v)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glFogfv(GLenum pname, const GLfloat *params)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
GLboolean glIsSync(GLsync sync)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glTexCoord3dv(const GLdouble *v)
GLboolean glIsTexture(GLuint texture)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glEndQueryIndexed(GLenum target, GLuint index)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glEvalCoord1fv(const GLfloat *u)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glColor4sv(const GLshort *v)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glColorP3uiv(GLenum type, const GLuint *color)
void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
void glTexCoord2i(GLint s, GLint t)
void glEnable(GLenum cap)
void glNormal3dv(const GLdouble *v)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
GLboolean glIsEnabled(GLenum cap)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glBegin(GLenum mode)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glPushClientAttrib(GLbitfield mask)
void glPixelTransferf(GLenum pname, GLfloat param)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glEvalPoint1(GLint i)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glVertex3sv(const GLshort *v)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glResetMinmax(GLenum target)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glPatchParameteri(GLenum pname, GLint value)
void glClearDepth(GLdouble depth)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glEndConditionalRender()
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glRasterPos3iv(const GLint *v)
void glColorMaterial(GLenum face, GLenum mode)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glRasterPos2s(GLshort x, GLshort y)
void glSecondaryColor3usv(const GLushort *v)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glEvalCoord1d(GLdouble u)
void glVertex4fv(const GLfloat *v)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glSampleMaski(GLuint index, GLbitfield mask)
void glPolygonMode(GLenum face, GLenum mode)
void glEdgeFlagv(const GLboolean *flag)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glRasterPos2fv(const GLfloat *v)
void glWindowPos3iv(const GLint *v)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glTexCoord2s(GLshort s, GLshort t)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glEndQuery(GLenum target)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glTexCoord3sv(const GLshort *v)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glEndTransformFeedback()
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glFrontFace(GLenum mode)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glVertex2sv(const GLshort *v)
void glPolygonStipple(const GLubyte *mask)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
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 glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glLoadMatrixf(const GLfloat *m)
void glDisable(GLenum cap)
void glColor4dv(const GLdouble *v)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glBeginTransformFeedback(GLenum primitiveMode)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glPauseTransformFeedback()
void glColorP3ui(GLenum type, GLuint color)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glGetDoublev(GLenum pname, GLdouble *params)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glRectiv(const GLint *v1, const GLint *v2)
void glGetPixelMapuiv(GLenum map, GLuint *values)
GLboolean glIsSampler(GLuint sampler)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glMultiTexCoord1f(GLenum target, GLfloat s)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glCallList(GLuint list)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glEnableVertexAttribArray(GLuint index)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
GLboolean glIsList(GLuint list)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glQueryCounter(GLuint id, GLenum target)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glIndexsv(const GLshort *c)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glResetHistogram(GLenum target)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glSecondaryColor3dv(const GLdouble *v)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glLoadTransposeMatrixd(const GLdouble *m)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glStencilMask(GLuint mask)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glNormal3bv(const GLbyte *v)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glDeleteSync(GLsync sync)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
GLboolean glIsQuery(GLuint id)
void glWindowPos2i(GLint x, GLint y)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glClear(GLbitfield mask)
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
void glNormalP3ui(GLenum type, GLuint coords)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glBindBuffer(GLenum target, GLuint buffer)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glTexCoord1fv(const GLfloat *v)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glListBase(GLuint base)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glSecondaryColor3uiv(const GLuint *v)
void glTexCoord1f(GLfloat s)
void glTexCoord4iv(const GLint *v)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glRasterPos2iv(const GLint *v)
void glPushAttrib(GLbitfield mask)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glDepthMask(GLboolean flag)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEnablei(GLenum target, GLuint index)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glBlendEquationi(GLuint buf, GLenum mode)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glVertex2iv(const GLint *v)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glMultMatrixf(const GLfloat *m)
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glRasterPos3sv(const GLshort *v)
void glVertex3iv(const GLint *v)
void glPassThrough(GLfloat token)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glEnableClientState(GLenum array)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glTexCoord1sv(const GLshort *v)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glBlendEquation(GLenum mode)
void glVertex2f(GLfloat x, GLfloat y)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glUniform1d(GLint location, GLdouble x)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glColor3uiv(const GLuint *v)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexCoord3fv(const GLfloat *v)
void glFogCoordd(GLdouble coord)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glReadBuffer(GLenum mode)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glColor3usv(const GLushort *v)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glNewList(GLuint list, GLenum mode)
void glNormal3iv(const GLint *v)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glTexCoord4dv(const GLdouble *v)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glBindVertexArray(GLuint array)
void glShadeModel(GLenum mode)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glTexCoord1d(GLdouble s)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glColor4usv(const GLushort *v)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glIndexd(GLdouble c)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDetachShader(GLuint program, GLuint shader)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glDeleteProgram(GLuint program)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
void glLogicOp(GLenum opcode)
void glVertex4dv(const GLdouble *v)
void glRasterPos2i(GLint x, GLint y)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
GLboolean glIsShader(GLuint shader)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glBeginQuery(GLenum target, GLuint id)
void glGetFloatv(GLenum pname, GLfloat *params)
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
void glVertex2d(GLdouble x, GLdouble y)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glWindowPos2d(GLdouble x, GLdouble y)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glTexCoord2sv(const GLshort *v)
void glWindowPos2s(GLshort x, GLshort y)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glTexCoord2f(GLfloat s, GLfloat t)
void glVertex2s(GLshort x, GLshort y)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glActiveTexture(GLenum texture)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
GLuint glCreateShader(GLenum type)
void glVertexP3ui(GLenum type, GLuint value)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glLightModeli(GLenum pname, GLint param)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFogCoordf(GLfloat coord)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glBindTexture(GLenum target, GLuint texture)
void glMultMatrixd(const GLdouble *m)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
GLboolean glIsProgram(GLuint program)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glAttachShader(GLuint program, GLuint shader)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glColor3sv(const GLshort *v)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
void glLineStipple(GLint factor, GLushort pattern)
void glArrayElement(GLint i)
void glPointSize(GLfloat size)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glTexCoord4fv(const GLfloat *v)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glIndexdv(const GLdouble *c)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glMinSampleShading(GLfloat value)
void glWindowPos2iv(const GLint *v)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glCompileShader(GLuint shader)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glIndexMask(GLuint mask)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glLineWidth(GLfloat width)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glWindowPos2dv(const GLdouble *v)
void glColor3dv(const GLdouble *v)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glLighti(GLenum light, GLenum pname, GLint param)
void glNormal3fv(const GLfloat *v)
void glUniform1ui(GLint location, GLuint v0)
void glLightModeliv(GLenum pname, const GLint *params)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glPushName(GLuint name)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glFogf(GLenum pname, GLfloat param)
void glVertex2i(GLint x, GLint y)
void glColor3bv(const GLbyte *v)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glFogiv(GLenum pname, const GLint *params)
GLuint glGenLists(GLsizei range)
void glColor4iv(const GLint *v)
void glTexCoord2dv(const GLdouble *v)
void glIndexubv(const GLubyte *c)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glDisableClientState(GLenum array)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glMultiTexCoord1i(GLenum target, GLint s)
void glValidateProgram(GLuint program)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glLoadMatrixd(const GLdouble *m)
void glColor4fv(const GLfloat *v)
void glRasterPos4dv(const GLdouble *v)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glLightModelf(GLenum pname, GLfloat param)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glSecondaryColor3fv(const GLfloat *v)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glMultTransposeMatrixf(const GLfloat *m)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glFogCoordfv(const GLfloat *coord)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glRasterPos3fv(const GLfloat *v)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttribI1i(GLuint index, GLint x)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glDepthFunc(GLenum func)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
GLboolean glUnmapBuffer(GLenum target)
void glTexCoord2fv(const GLfloat *v)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glResumeTransformFeedback()
void glEvalCoord2dv(const GLdouble *u)
void glGenQueries(GLsizei n, GLuint *ids)
void glColor3ubv(const GLubyte *v)
void glTexCoord1dv(const GLdouble *v)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glWindowPos2sv(const GLshort *v)
void glVertex2dv(const GLdouble *v)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glTexCoord1i(GLint s)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGenTextures(GLsizei n, GLuint *textures)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glWindowPos2f(GLfloat x, GLfloat y)
void glAccum(GLenum op, GLfloat value)
void glFogi(GLenum pname, GLint param)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUseProgram(GLuint program)
void glDeleteShader(GLuint shader)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glPointParameterf(GLenum pname, GLfloat param)
void glPointParameteriv(GLenum pname, const GLint *params)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glWindowPos3dv(const GLdouble *v)
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glSecondaryColor3iv(const GLint *v)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glColor3iv(const GLint *v)
void glVertex3fv(const GLfloat *v)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glHint(GLenum target, GLenum mode)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
GLint glRenderMode(GLenum mode)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glPixelTransferi(GLenum pname, GLint param)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glEdgeFlag(GLboolean flag)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
GLboolean glIsBuffer(GLuint buffer)
void glRasterPos3dv(const GLdouble *v)
void glColor4bv(const GLbyte *v)
void glUniform1f(GLint location, GLfloat v0)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glDrawBuffer(GLenum mode)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glPixelStorei(GLenum pname, GLint param)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
GLenum glCheckFramebufferStatus(GLenum target)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniform2i(GLint location, GLint v0, GLint v1)
const GLubyte * glGetString(GLenum name)
void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect)
void glIndexub(GLubyte c)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glCullFace(GLenum mode)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glClearStencil(GLint s)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glPrimitiveRestartIndex(GLuint index)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEvalCoord1dv(const GLdouble *u)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glTexCoord1iv(const GLint *v)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glEvalCoord1f(GLfloat u)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glSecondaryColor3ubv(const GLubyte *v)
void glWindowPos2fv(const GLfloat *v)
void glColorP4uiv(GLenum type, const GLuint *color)
void glRasterPos2sv(const GLshort *v)
void glColorP4ui(GLenum type, GLuint color)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glGetPointerv(GLenum pname, GLvoid **params)
void glTexCoord1s(GLshort s)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glRasterPos4fv(const GLfloat *v)
void glGetPolygonStipple(GLubyte *mask)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glVertex4sv(const GLshort *v)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glVertexP4ui(GLenum type, GLuint value)
void glMatrixMode(GLenum mode)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
GLboolean glIsTransformFeedback(GLuint id)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glDisableVertexAttribArray(GLuint index)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glTexCoord2iv(const GLint *v)
void glGetIntegerv(GLenum pname, GLint *params)
void glPointParameterfv(GLenum pname, const GLfloat *params)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glTexCoord2d(GLdouble s, GLdouble t)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glClearIndex(GLfloat c)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glClampColor(GLenum target, GLenum clamp)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glEvalPoint2(GLint i, GLint j)
void glColor4uiv(const GLuint *v)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glGetInteger64v(GLenum pname, GLint64 *params)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glSecondaryColor3sv(const GLshort *v)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glClientActiveTexture(GLenum texture)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glTexCoord4sv(const GLshort *v)
void glIndexiv(const GLint *c)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glColor3fv(const GLfloat *v)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glDeleteLists(GLuint list, GLsizei range)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glFogCoorddv(const GLdouble *coord)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glVertexAttrib1s(GLuint index, GLshort x)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glAlphaFunc(GLenum func, GLfloat ref)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glRasterPos4iv(const GLint *v)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glMultTransposeMatrixd(const GLdouble *m)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glDisablei(GLenum target, GLuint index)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glVertexP2ui(GLenum type, GLuint value)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glLoadName(GLuint name)
void glUniform1i(GLint location, GLint v0)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glGenerateMipmap(GLenum target)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glPixelStoref(GLenum pname, GLfloat param)
void glEvalCoord2fv(const GLfloat *u)
void glLoadTransposeMatrixf(const GLfloat *m)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glIndexfv(const GLfloat *c)
void glWindowPos3fv(const GLfloat *v)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertexP3uiv(GLenum type, const GLuint *value)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glVertex4iv(const GLint *v)
void glRasterPos2dv(const GLdouble *v)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glProvokingVertex(GLenum mode)
void glWindowPos3sv(const GLshort *v)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glVertex3i(GLint x, GLint y, GLint z)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glRasterPos4sv(const GLshort *v)
void glRasterPos2f(GLfloat x, GLfloat y)
QMap< QString, QString > map
[6]
Combined button and popup list for selecting options.
#define Q_DECL_UNUSED_MEMBER
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble zFar
GLsizei const GLfloat * v
[13]
GLdouble GLdouble GLdouble GLdouble GLdouble zNear
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLuint GLfloat GLfloat GLfloat GLfloat y1
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLuint GLfloat GLfloat GLfloat x1
GLenum GLenum GLenum GLenum dstAlpha
GLenum GLuint GLenum GLsizei length
GLsizei const GLubyte GLsizei GLenum const void * coords
GLdouble GLdouble GLdouble GLdouble top
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLsizei GLsizei GLchar * source
GLenum GLenum GLsizei void GLsizei void * column
GLenum GLenum GLenum dfactorAlpha
GLfixed GLfixed GLint GLint GLfixed points
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
const GLuint GLboolean * residences
GLsizei const GLchar *const GLenum bufferMode
GLfixed GLfixed GLfixed y2
GLuint GLsizei GLsizei GLchar * uniformName
GLfixed GLfixed GLint ustride
const GLuint const GLfixed * priorities
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint vstride
GLsizei GLfixed GLfixed GLfixed GLfixed const GLubyte * bitmap
GLsizei GLfixed GLfixed yorig
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei GLfixed GLfixed GLfixed xmove
GLsizei const GLchar *const GLuint * uniformIndices
GLsizei GLfixed GLfixed GLfixed GLfixed ymove
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint GLint vorder
const GLuint * framebuffers
GLsizei const void * pointer
GLdouble GLdouble GLdouble GLdouble q
GLenum GLenum GLsizei void * row
GLenum GLenum GLsizei void GLsizei void void * span
GLsizei GLenum GLboolean sink
GLint GLenum GLboolean normalized
const GLuint * renderbuffers
GLfixed GLfixed GLint GLint uorder
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLfixed GLfixed GLint GLint order
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLenum GLenum GLsizei void * table
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames