15#ifndef QOPENGLVERSIONFUNCTIONS_4_4_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_4_4_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>
30#pragma push_macro("MemoryBarrier")
74 void glClearStencil(
GLint s);
111 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels);
119 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data);
160 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
162 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
171 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
172 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
173 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
177 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
307 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
308 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
329 void glEndConditionalRender();
336 void glEndTransformFeedback();
337 void glBeginTransformFeedback(
GLenum primitiveMode);
371 void glDeleteSync(
GLsync sync);
416 void glResumeTransformFeedback();
417 void glPauseTransformFeedback();
480 void glValidateProgramPipeline(
GLuint pipeline);
535 void glBindProgramPipeline(
GLuint pipeline);
542 void glClearDepthf(
GLfloat dd);
546 void glReleaseShaderCompiler();
567 void glPopDebugGroup();
601 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);
614 void glClearTexSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
data);
629 void glMultMatrixf(
const GLfloat *
m);
632 void glLoadMatrixf(
const GLfloat *
m);
633 void glLoadIdentity();
641 void glGetPolygonStipple(GLubyte *
mask);
664 void glEvalPoint1(
GLint i);
666 void glEvalCoord2fv(
const GLfloat *u);
668 void glEvalCoord2dv(
const GLdouble *u);
670 void glEvalCoord1fv(
const GLfloat *u);
672 void glEvalCoord1dv(
const GLdouble *u);
707 void glPolygonStipple(
const GLubyte *
mask);
727 void glVertex4sv(
const GLshort *
v);
728 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
729 void glVertex4iv(
const GLint *
v);
735 void glVertex3sv(
const GLshort *
v);
736 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
737 void glVertex3iv(
const GLint *
v);
743 void glVertex2sv(
const GLshort *
v);
744 void glVertex2s(GLshort
x, GLshort
y);
745 void glVertex2iv(
const GLint *
v);
751 void glTexCoord4sv(
const GLshort *
v);
752 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
753 void glTexCoord4iv(
const GLint *
v);
755 void glTexCoord4fv(
const GLfloat *
v);
759 void glTexCoord3sv(
const GLshort *
v);
760 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
761 void glTexCoord3iv(
const GLint *
v);
763 void glTexCoord3fv(
const GLfloat *
v);
767 void glTexCoord2sv(
const GLshort *
v);
768 void glTexCoord2s(GLshort
s, GLshort
t);
769 void glTexCoord2iv(
const GLint *
v);
771 void glTexCoord2fv(
const GLfloat *
v);
775 void glTexCoord1sv(
const GLshort *
v);
776 void glTexCoord1s(GLshort
s);
777 void glTexCoord1iv(
const GLint *
v);
778 void glTexCoord1i(
GLint s);
779 void glTexCoord1fv(
const GLfloat *
v);
783 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
784 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
791 void glRasterPos4sv(
const GLshort *
v);
792 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
793 void glRasterPos4iv(
const GLint *
v);
795 void glRasterPos4fv(
const GLfloat *
v);
799 void glRasterPos3sv(
const GLshort *
v);
800 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
801 void glRasterPos3iv(
const GLint *
v);
803 void glRasterPos3fv(
const GLfloat *
v);
807 void glRasterPos2sv(
const GLshort *
v);
808 void glRasterPos2s(GLshort
x, GLshort
y);
809 void glRasterPos2iv(
const GLint *
v);
811 void glRasterPos2fv(
const GLfloat *
v);
815 void glNormal3sv(
const GLshort *
v);
816 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
817 void glNormal3iv(
const GLint *
v);
823 void glNormal3bv(
const GLbyte *
v);
824 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
825 void glIndexsv(
const GLshort *
c);
826 void glIndexs(GLshort
c);
827 void glIndexiv(
const GLint *
c);
838 void glColor4uiv(
const GLuint *
v);
840 void glColor4ubv(
const GLubyte *
v);
842 void glColor4sv(
const GLshort *
v);
844 void glColor4iv(
const GLint *
v);
850 void glColor4bv(
const GLbyte *
v);
854 void glColor3uiv(
const GLuint *
v);
856 void glColor3ubv(
const GLubyte *
v);
857 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
858 void glColor3sv(
const GLshort *
v);
859 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
860 void glColor3iv(
const GLint *
v);
866 void glColor3bv(
const GLbyte *
v);
880 void glPopClientAttrib();
881 void glIndexubv(
const GLubyte *
c);
882 void glIndexub(GLubyte
c);
895 void glArrayElement(
GLint i);
932 void glMultTransposeMatrixd(
const GLdouble *
m);
933 void glMultTransposeMatrixf(
const GLfloat *
m);
934 void glLoadTransposeMatrixd(
const GLdouble *
m);
935 void glLoadTransposeMatrixf(
const GLfloat *
m);
937 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
945 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
971 void glWindowPos3sv(
const GLshort *
v);
972 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
973 void glWindowPos3iv(
const GLint *
v);
975 void glWindowPos3fv(
const GLfloat *
v);
979 void glWindowPos2sv(
const GLshort *
v);
980 void glWindowPos2s(GLshort
x, GLshort
y);
981 void glWindowPos2iv(
const GLint *
v);
983 void glWindowPos2fv(
const GLfloat *
v);
988 void glSecondaryColor3usv(
const GLushort *
v);
990 void glSecondaryColor3uiv(
const GLuint *
v);
992 void glSecondaryColor3ubv(
const GLubyte *
v);
993 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
994 void glSecondaryColor3sv(
const GLshort *
v);
995 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
996 void glSecondaryColor3iv(
const GLint *
v);
998 void glSecondaryColor3fv(
const GLfloat *
v);
1000 void glSecondaryColor3dv(
const GLdouble *
v);
1002 void glSecondaryColor3bv(
const GLbyte *
v);
1003 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
1103 d_1_0_Core->f.DepthRange(nearVal, farVal);
1108 return d_1_0_Core->f.IsEnabled(
cap);
1138 return d_1_0_Core->f.GetString(
name);
1153 return d_1_0_Core->f.GetError();
1173 d_1_0_Core->f.ReadBuffer(
src);
1188 d_1_0_Core->f.DepthFunc(
func);
1193 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
1203 d_1_0_Core->f.LogicOp(
opcode);
1208 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
1213 d_1_0_Core->f.Flush();
1218 d_1_0_Core->f.Finish();
1223 d_1_0_Core->f.Enable(
cap);
1228 d_1_0_Core->f.Disable(
cap);
1233 d_1_0_Core->f.DepthMask(flag);
1243 d_1_0_Core->f.StencilMask(
mask);
1248 d_1_0_Core->f.ClearDepth(
depth);
1253 d_1_0_Core->f.ClearStencil(
s);
1263 d_1_0_Core->f.Clear(
mask);
1268 d_1_0_Core->f.DrawBuffer(
buf);
1308 d_1_0_Core->f.PolygonMode(
face,
mode);
1313 d_1_0_Core->f.PointSize(
size);
1318 d_1_0_Core->f.LineWidth(
width);
1328 d_1_0_Core->f.FrontFace(
mode);
1333 d_1_0_Core->f.CullFace(
mode);
1340 return d_1_1_Core->f.IsTexture(
texture);
1350 d_1_1_Core->f.DeleteTextures(
n,
textures);
1390 d_1_1_Core->f.PolygonOffset(factor,
units);
1412 d_1_2_Core->f.BlendEquation(
mode);
1420inline void QOpenGLFunctions_4_4_Compatibility::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
pixels)
1422 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1452inline void QOpenGLFunctions_4_4_Compatibility::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *
data)
1454 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1479 d_1_3_Core->f.ActiveTexture(
texture);
1533 return d_1_5_Core->f.UnmapBuffer(
target);
1558 return d_1_5_Core->f.IsBuffer(
buffer);
1563 d_1_5_Core->f.GenBuffers(
n,
buffers);
1568 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1578 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1583 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1593 d_1_5_Core->f.EndQuery(
target);
1598 d_1_5_Core->f.BeginQuery(
target,
id);
1603 return d_1_5_Core->f.IsQuery(
id);
1608 d_1_5_Core->f.DeleteQueries(
n,
ids);
1613 d_1_5_Core->f.GenQueries(
n,
ids);
1625 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
1630 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
1635 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
1640 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
1645 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
1650 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
1655 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
1660 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
1665 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
1670 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
1675 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
1680 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
1685 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
1690 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
1695 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
1700 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
1705 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
1710 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
1715 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
1720 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
1725 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
1730 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
1735 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
1740 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
1745 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
1750 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
1755 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
1760 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
1765 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
1770 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
1775 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
1780 d_2_0_Core->f.VertexAttrib1s(
index,
x);
1785 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
1790 d_2_0_Core->f.VertexAttrib1f(
index,
x);
1795 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
1800 d_2_0_Core->f.VertexAttrib1d(
index,
x);
1805 d_2_0_Core->f.ValidateProgram(
program);
1905 d_2_0_Core->f.UseProgram(
program);
1915 d_2_0_Core->f.LinkProgram(
program);
1920 return d_2_0_Core->f.IsShader(
shader);
1925 return d_2_0_Core->f.IsProgram(
program);
1960 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1990 return d_2_0_Core->f.GetAttribLocation(
program,
name);
2010 d_2_0_Core->f.EnableVertexAttribArray(
index);
2015 d_2_0_Core->f.DisableVertexAttribArray(
index);
2025 d_2_0_Core->f.DeleteShader(
shader);
2030 d_2_0_Core->f.DeleteProgram(
program);
2035 return d_2_0_Core->f.CreateShader(
type);
2040 return d_2_0_Core->f.CreateProgram();
2045 d_2_0_Core->f.CompileShader(
shader);
2060 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
2075 d_2_0_Core->f.DrawBuffers(
n,
bufs);
2119 return d_3_0_Core->f.IsVertexArray(
array);
2124 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
2129 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
2134 d_3_0_Core->f.BindVertexArray(
array);
2164 d_3_0_Core->f.GenerateMipmap(
target);
2194 return d_3_0_Core->f.CheckFramebufferStatus(
target);
2249 return d_3_0_Core->f.GetStringi(
name,
index);
2334 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
2349 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
2354 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
2359 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
2364 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
2369 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
2374 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
2379 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
2384 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
2389 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
2394 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
2399 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
2404 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
2409 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
2414 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
2419 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
2424 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
2429 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
2434 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
2439 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
2444 d_3_0_Core->f.VertexAttribI1i(
index,
x);
2464 d_3_0_Core->f.EndConditionalRender();
2469 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
2499 d_3_0_Core->f.EndTransformFeedback();
2504 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
2534 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2581 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2603 d_3_2_Core->f.SampleMaski(maskNumber,
mask);
2643 d_3_2_Core->f.GetInteger64v(
pname,
data);
2653 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2658 d_3_2_Core->f.DeleteSync(sync);
2663 return d_3_2_Core->f.IsSync(sync);
2673 d_3_2_Core->f.ProvokingVertex(
mode);
2745 d_3_3_Core->f.GetQueryObjectui64v(
id,
pname,
params);
2750 d_3_3_Core->f.GetQueryObjecti64v(
id,
pname,
params);
2755 d_3_3_Core->f.QueryCounter(
id,
target);
2810 d_3_3_Core->f.BindSampler(unit,
sampler);
2815 return d_3_3_Core->f.IsSampler(
sampler);
2830 return d_3_3_Core->f.GetFragDataIndex(
program,
name);
2852 d_4_0_Core->f.BeginQueryIndexed(
target,
index,
id);
2857 d_4_0_Core->f.DrawTransformFeedbackStream(
mode,
id,
stream);
2862 d_4_0_Core->f.DrawTransformFeedback(
mode,
id);
2867 d_4_0_Core->f.ResumeTransformFeedback();
2872 d_4_0_Core->f.PauseTransformFeedback();
2877 return d_4_0_Core->f.IsTransformFeedback(
id);
2882 d_4_0_Core->f.GenTransformFeedbacks(
n,
ids);
2887 d_4_0_Core->f.DeleteTransformFeedbacks(
n,
ids);
2892 d_4_0_Core->f.BindTransformFeedback(
target,
id);
3052 d_4_0_Core->f.BlendFunci(
buf,
src,
dst);
3062 d_4_0_Core->f.BlendEquationi(
buf,
mode);
3067 d_4_0_Core->f.MinSampleShading(
value);
3084 d_4_1_Core->f.DepthRangeIndexed(
index,
n,
f);
3094 d_4_1_Core->f.ScissorIndexedv(
index,
v);
3109 d_4_1_Core->f.ViewportIndexedfv(
index,
v);
3114 d_4_1_Core->f.ViewportIndexedf(
index,
x,
y,
w,
h);
3134 d_4_1_Core->f.VertexAttribL4dv(
index,
v);
3139 d_4_1_Core->f.VertexAttribL3dv(
index,
v);
3144 d_4_1_Core->f.VertexAttribL2dv(
index,
v);
3149 d_4_1_Core->f.VertexAttribL1dv(
index,
v);
3154 d_4_1_Core->f.VertexAttribL4d(
index,
x,
y,
z,
w);
3159 d_4_1_Core->f.VertexAttribL3d(
index,
x,
y,
z);
3164 d_4_1_Core->f.VertexAttribL2d(
index,
x,
y);
3169 d_4_1_Core->f.VertexAttribL1d(
index,
x);
3179 d_4_1_Core->f.ValidateProgramPipeline(pipeline);
3434 d_4_1_Core->f.GetProgramPipelineiv(pipeline,
pname,
params);
3439 return d_4_1_Core->f.IsProgramPipeline(pipeline);
3444 d_4_1_Core->f.GenProgramPipelines(
n,
pipelines);
3449 d_4_1_Core->f.DeleteProgramPipelines(
n,
pipelines);
3454 d_4_1_Core->f.BindProgramPipeline(pipeline);
3464 d_4_1_Core->f.ActiveShaderProgram(pipeline,
program);
3489 d_4_1_Core->f.ClearDepthf(dd);
3494 d_4_1_Core->f.DepthRangef(
n,
f);
3509 d_4_1_Core->f.ReleaseShaderCompiler();
3541 d_4_2_Core->f.MemoryBarrier(barriers);
3598 d_4_3_Core->f.PopDebugGroup();
3613 d_4_3_Core->f.DebugMessageCallback(callback,
userParam);
3733 d_4_3_Core->f.InvalidateBufferData(
buffer);
3766inline void QOpenGLFunctions_4_4_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)
3768 d_4_3_Core->f.CopyImageSubData(
srcName,
srcTarget,
srcLevel,
srcX,
srcY,
srcZ,
dstName,
dstTarget,
dstLevel,
dstX,
dstY,
dstZ,
srcWidth,
srcHeight,
srcDepth);
3773 d_4_3_Core->f.DispatchComputeIndirect(
indirect);
3823inline void QOpenGLFunctions_4_4_Compatibility::glClearTexSubImage(
GLuint texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *
data)
3825 d_4_4_Core->f.ClearTexSubImage(
texture,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
data);
3842 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
3847 d_1_0_Deprecated->f.Translated(
x,
y,
z);
3852 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
3857 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
3862 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
3867 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
3872 d_1_0_Deprecated->f.PushMatrix();
3877 d_1_0_Deprecated->f.PopMatrix();
3887 d_1_0_Deprecated->f.MultMatrixd(
m);
3892 d_1_0_Deprecated->f.MultMatrixf(
m);
3897 d_1_0_Deprecated->f.MatrixMode(
mode);
3902 d_1_0_Deprecated->f.LoadMatrixd(
m);
3907 d_1_0_Deprecated->f.LoadMatrixf(
m);
3912 d_1_0_Deprecated->f.LoadIdentity();
3922 return d_1_0_Deprecated->f.IsList(
list);
3952 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
3957 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
3962 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
3967 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
3997 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
4002 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
4007 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
4022 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
4027 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
4032 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
4037 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
4042 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
4047 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
4052 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
4057 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
4062 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
4067 d_1_0_Deprecated->f.EvalPoint1(
i);
4072 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
4077 d_1_0_Deprecated->f.EvalCoord2fv(u);
4082 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
4087 d_1_0_Deprecated->f.EvalCoord2dv(u);
4092 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
4097 d_1_0_Deprecated->f.EvalCoord1fv(u);
4102 d_1_0_Deprecated->f.EvalCoord1f(u);
4107 d_1_0_Deprecated->f.EvalCoord1dv(u);
4112 d_1_0_Deprecated->f.EvalCoord1d(u);
4117 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
4122 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
4127 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
4132 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
4157 d_1_0_Deprecated->f.PushAttrib(
mask);
4162 d_1_0_Deprecated->f.PopAttrib();
4167 d_1_0_Deprecated->f.Accum(op,
value);
4172 d_1_0_Deprecated->f.IndexMask(
mask);
4177 d_1_0_Deprecated->f.ClearIndex(
c);
4187 d_1_0_Deprecated->f.PushName(
name);
4192 d_1_0_Deprecated->f.PopName();
4197 d_1_0_Deprecated->f.PassThrough(
token);
4202 d_1_0_Deprecated->f.LoadName(
name);
4207 d_1_0_Deprecated->f.InitNames();
4212 return d_1_0_Deprecated->f.RenderMode(
mode);
4217 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
4277 d_1_0_Deprecated->f.ShadeModel(
mode);
4282 d_1_0_Deprecated->f.PolygonStipple(
mask);
4307 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
4317 d_1_0_Deprecated->f.LightModeli(
pname,
param);
4327 d_1_0_Deprecated->f.LightModelf(
pname,
param);
4332 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
4337 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
4342 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
4347 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
4372 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
4377 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
4382 d_1_0_Deprecated->f.Vertex4sv(
v);
4387 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
4392 d_1_0_Deprecated->f.Vertex4iv(
v);
4397 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
4402 d_1_0_Deprecated->f.Vertex4fv(
v);
4407 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
4412 d_1_0_Deprecated->f.Vertex4dv(
v);
4417 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
4422 d_1_0_Deprecated->f.Vertex3sv(
v);
4427 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
4432 d_1_0_Deprecated->f.Vertex3iv(
v);
4437 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
4442 d_1_0_Deprecated->f.Vertex3fv(
v);
4447 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
4452 d_1_0_Deprecated->f.Vertex3dv(
v);
4457 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
4462 d_1_0_Deprecated->f.Vertex2sv(
v);
4467 d_1_0_Deprecated->f.Vertex2s(
x,
y);
4472 d_1_0_Deprecated->f.Vertex2iv(
v);
4477 d_1_0_Deprecated->f.Vertex2i(
x,
y);
4482 d_1_0_Deprecated->f.Vertex2fv(
v);
4487 d_1_0_Deprecated->f.Vertex2f(
x,
y);
4492 d_1_0_Deprecated->f.Vertex2dv(
v);
4497 d_1_0_Deprecated->f.Vertex2d(
x,
y);
4502 d_1_0_Deprecated->f.TexCoord4sv(
v);
4507 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
4512 d_1_0_Deprecated->f.TexCoord4iv(
v);
4517 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
4522 d_1_0_Deprecated->f.TexCoord4fv(
v);
4527 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
4532 d_1_0_Deprecated->f.TexCoord4dv(
v);
4537 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
4542 d_1_0_Deprecated->f.TexCoord3sv(
v);
4547 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
4552 d_1_0_Deprecated->f.TexCoord3iv(
v);
4557 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
4562 d_1_0_Deprecated->f.TexCoord3fv(
v);
4567 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
4572 d_1_0_Deprecated->f.TexCoord3dv(
v);
4577 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
4582 d_1_0_Deprecated->f.TexCoord2sv(
v);
4587 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
4592 d_1_0_Deprecated->f.TexCoord2iv(
v);
4597 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
4602 d_1_0_Deprecated->f.TexCoord2fv(
v);
4607 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
4612 d_1_0_Deprecated->f.TexCoord2dv(
v);
4617 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
4622 d_1_0_Deprecated->f.TexCoord1sv(
v);
4627 d_1_0_Deprecated->f.TexCoord1s(
s);
4632 d_1_0_Deprecated->f.TexCoord1iv(
v);
4637 d_1_0_Deprecated->f.TexCoord1i(
s);
4642 d_1_0_Deprecated->f.TexCoord1fv(
v);
4647 d_1_0_Deprecated->f.TexCoord1f(
s);
4652 d_1_0_Deprecated->f.TexCoord1dv(
v);
4657 d_1_0_Deprecated->f.TexCoord1d(
s);
4662 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
4667 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
4672 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
4677 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
4682 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
4687 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
4692 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
4697 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
4702 d_1_0_Deprecated->f.RasterPos4sv(
v);
4707 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
4712 d_1_0_Deprecated->f.RasterPos4iv(
v);
4717 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
4722 d_1_0_Deprecated->f.RasterPos4fv(
v);
4727 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
4732 d_1_0_Deprecated->f.RasterPos4dv(
v);
4737 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
4742 d_1_0_Deprecated->f.RasterPos3sv(
v);
4747 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
4752 d_1_0_Deprecated->f.RasterPos3iv(
v);
4757 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
4762 d_1_0_Deprecated->f.RasterPos3fv(
v);
4767 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
4772 d_1_0_Deprecated->f.RasterPos3dv(
v);
4777 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
4782 d_1_0_Deprecated->f.RasterPos2sv(
v);
4787 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
4792 d_1_0_Deprecated->f.RasterPos2iv(
v);
4797 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
4802 d_1_0_Deprecated->f.RasterPos2fv(
v);
4807 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
4812 d_1_0_Deprecated->f.RasterPos2dv(
v);
4817 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
4822 d_1_0_Deprecated->f.Normal3sv(
v);
4827 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
4832 d_1_0_Deprecated->f.Normal3iv(
v);
4837 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
4842 d_1_0_Deprecated->f.Normal3fv(
v);
4847 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
4852 d_1_0_Deprecated->f.Normal3dv(
v);
4857 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
4862 d_1_0_Deprecated->f.Normal3bv(
v);
4867 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
4872 d_1_0_Deprecated->f.Indexsv(
c);
4877 d_1_0_Deprecated->f.Indexs(
c);
4882 d_1_0_Deprecated->f.Indexiv(
c);
4887 d_1_0_Deprecated->f.Indexi(
c);
4892 d_1_0_Deprecated->f.Indexfv(
c);
4897 d_1_0_Deprecated->f.Indexf(
c);
4902 d_1_0_Deprecated->f.Indexdv(
c);
4907 d_1_0_Deprecated->f.Indexd(
c);
4912 d_1_0_Deprecated->f.End();
4917 d_1_0_Deprecated->f.EdgeFlagv(flag);
4922 d_1_0_Deprecated->f.EdgeFlag(flag);
4927 d_1_0_Deprecated->f.Color4usv(
v);
4937 d_1_0_Deprecated->f.Color4uiv(
v);
4947 d_1_0_Deprecated->f.Color4ubv(
v);
4957 d_1_0_Deprecated->f.Color4sv(
v);
4967 d_1_0_Deprecated->f.Color4iv(
v);
4977 d_1_0_Deprecated->f.Color4fv(
v);
4987 d_1_0_Deprecated->f.Color4dv(
v);
4997 d_1_0_Deprecated->f.Color4bv(
v);
5007 d_1_0_Deprecated->f.Color3usv(
v);
5017 d_1_0_Deprecated->f.Color3uiv(
v);
5027 d_1_0_Deprecated->f.Color3ubv(
v);
5037 d_1_0_Deprecated->f.Color3sv(
v);
5047 d_1_0_Deprecated->f.Color3iv(
v);
5057 d_1_0_Deprecated->f.Color3fv(
v);
5067 d_1_0_Deprecated->f.Color3dv(
v);
5077 d_1_0_Deprecated->f.Color3bv(
v);
5092 d_1_0_Deprecated->f.Begin(
mode);
5097 d_1_0_Deprecated->f.ListBase(
base);
5102 return d_1_0_Deprecated->f.GenLists(
range);
5107 d_1_0_Deprecated->f.DeleteLists(
list,
range);
5112 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
5117 d_1_0_Deprecated->f.CallList(
list);
5122 d_1_0_Deprecated->f.EndList();
5127 d_1_0_Deprecated->f.NewList(
list,
mode);
5134 d_1_1_Deprecated->f.PushClientAttrib(
mask);
5139 d_1_1_Deprecated->f.PopClientAttrib();
5144 d_1_1_Deprecated->f.Indexubv(
c);
5149 d_1_1_Deprecated->f.Indexub(
c);
5194 d_1_1_Deprecated->f.EnableClientState(
array);
5204 d_1_1_Deprecated->f.DisableClientState(
array);
5214 d_1_1_Deprecated->f.ArrayElement(
i);
5371 d_1_2_Deprecated->f.ResetHistogram(
target);
5376 d_1_2_Deprecated->f.ResetMinmax(
target);
5383 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
5388 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
5393 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
5398 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
5403 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
5408 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
5413 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
5418 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
5423 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
5428 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
5433 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
5438 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
5443 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
5448 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
5453 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
5458 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
5463 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
5468 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
5473 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
5478 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
5483 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
5488 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
5493 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
5498 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
5503 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
5508 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
5513 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
5518 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
5523 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
5528 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
5533 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
5538 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
5543 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
5548 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
5553 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
5558 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
5563 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
5570 d_1_4_Deprecated->f.WindowPos3sv(
v);
5575 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
5580 d_1_4_Deprecated->f.WindowPos3iv(
v);
5585 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
5590 d_1_4_Deprecated->f.WindowPos3fv(
v);
5595 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
5600 d_1_4_Deprecated->f.WindowPos3dv(
v);
5605 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
5610 d_1_4_Deprecated->f.WindowPos2sv(
v);
5615 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
5620 d_1_4_Deprecated->f.WindowPos2iv(
v);
5625 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
5630 d_1_4_Deprecated->f.WindowPos2fv(
v);
5635 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
5640 d_1_4_Deprecated->f.WindowPos2dv(
v);
5645 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
5655 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
5660 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
5665 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
5670 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
5675 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
5680 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
5685 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
5690 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
5695 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
5700 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
5705 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
5710 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
5715 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
5720 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
5725 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
5730 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
5740 d_1_4_Deprecated->f.FogCoorddv(
coord);
5745 d_1_4_Deprecated->f.FogCoordd(
coord);
5750 d_1_4_Deprecated->f.FogCoordfv(
coord);
5755 d_1_4_Deprecated->f.FogCoordf(
coord);
5774 d_3_3_Deprecated->f.SecondaryColorP3uiv(
type,
color);
5779 d_3_3_Deprecated->f.SecondaryColorP3ui(
type,
color);
5784 d_3_3_Deprecated->f.ColorP4uiv(
type,
color);
5789 d_3_3_Deprecated->f.ColorP4ui(
type,
color);
5794 d_3_3_Deprecated->f.ColorP3uiv(
type,
color);
5799 d_3_3_Deprecated->f.ColorP3ui(
type,
color);
5804 d_3_3_Deprecated->f.NormalP3uiv(
type,
coords);
5809 d_3_3_Deprecated->f.NormalP3ui(
type,
coords);
5854 d_3_3_Deprecated->f.TexCoordP4uiv(
type,
coords);
5859 d_3_3_Deprecated->f.TexCoordP4ui(
type,
coords);
5864 d_3_3_Deprecated->f.TexCoordP3uiv(
type,
coords);
5869 d_3_3_Deprecated->f.TexCoordP3ui(
type,
coords);
5874 d_3_3_Deprecated->f.TexCoordP2uiv(
type,
coords);
5879 d_3_3_Deprecated->f.TexCoordP2ui(
type,
coords);
5884 d_3_3_Deprecated->f.TexCoordP1uiv(
type,
coords);
5889 d_3_3_Deprecated->f.TexCoordP1ui(
type,
coords);
5894 d_3_3_Deprecated->f.VertexP4uiv(
type,
value);
5899 d_3_3_Deprecated->f.VertexP4ui(
type,
value);
5904 d_3_3_Deprecated->f.VertexP3uiv(
type,
value);
5909 d_3_3_Deprecated->f.VertexP3ui(
type,
value);
5914 d_3_3_Deprecated->f.VertexP2uiv(
type,
value);
5919 d_3_3_Deprecated->f.VertexP2ui(
type,
value);
5937#pragma pop_macro("MemoryBarrier")
virtual bool initializeOpenGLFunctions()
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glRasterPos2s(GLshort x, GLshort y)
void glPatchParameterfv(GLenum pname, const GLfloat *values)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glRasterPos2fv(const GLfloat *v)
void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glMultTransposeMatrixf(const GLfloat *m)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels)
void glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glCallList(GLuint list)
void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width)
void glTexCoord3fv(const GLfloat *v)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glClear(GLbitfield mask)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, void *image)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
GLboolean glIsList(GLuint list)
void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glPointParameterf(GLenum pname, GLfloat param)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glVertex2sv(const GLshort *v)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glActiveTexture(GLenum texture)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glTexCoord2iv(const GLint *v)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glVertex4dv(const GLdouble *v)
void glBeginTransformFeedback(GLenum primitiveMode)
void glFogCoorddv(const GLdouble *coord)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glResetMinmax(GLenum target)
void glLoadName(GLuint name)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glTexCoord1s(GLshort s)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
GLboolean glIsProgram(GLuint program)
void glBindSampler(GLuint unit, GLuint sampler)
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 glActiveShaderProgram(GLuint pipeline, GLuint program)
void glColor4iv(const GLint *v)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glVertexAttribI4ubv(GLuint index, const GLubyte *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 glLoadMatrixd(const GLdouble *m)
void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params)
GLuint glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog)
void glIndexub(GLubyte c)
void glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length)
void glSecondaryColor3fv(const GLfloat *v)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glDisablei(GLenum target, GLuint index)
GLboolean glIsProgramPipeline(GLuint pipeline)
void glClampColor(GLenum target, GLenum clamp)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex)
void glTexCoord4fv(const GLfloat *v)
void glTexCoord4sv(const GLshort *v)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name)
void glTexCoord2d(GLdouble s, GLdouble t)
void glColor4usv(const GLushort *v)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glDepthMask(GLboolean flag)
void glSecondaryColor3ubv(const GLubyte *v)
void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glVertex2d(GLdouble x, GLdouble y)
void glProgramUniform1d(GLuint program, GLint location, GLdouble v0)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glVertexP4uiv(GLenum type, const GLuint *value)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glWindowPos2i(GLint x, GLint y)
void glTexCoordP3ui(GLenum type, GLuint coords)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glDisable(GLenum cap)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glLoadTransposeMatrixd(const GLdouble *m)
void glUniform2d(GLint location, GLdouble x, GLdouble y)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glDetachShader(GLuint program, GLuint shader)
void glClientActiveTexture(GLenum texture)
void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glClearDepth(GLdouble depth)
GLuint glCreateShader(GLenum type)
void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params)
void glPushClientAttrib(GLbitfield mask)
void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glCallLists(GLsizei n, GLenum type, const void *lists)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
void glVertex2fv(const GLfloat *v)
void glScissorArrayv(GLuint first, GLsizei count, const GLint *v)
void glVertexAttribL4dv(GLuint index, const GLdouble *v)
void glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params)
void glGetFloatv(GLenum pname, GLfloat *data)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glFogCoordPointer(GLenum type, GLsizei stride, const void *pointer)
void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param)
void glTexCoord4iv(const GLint *v)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glGetColorTable(GLenum target, GLenum format, GLenum type, void *table)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glMinSampleShading(GLfloat value)
void glVertex4iv(const GLint *v)
void glPolygonStipple(const GLubyte *mask)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glFogCoordd(GLdouble coord)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glGetInteger64v(GLenum pname, GLint64 *data)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glIndexMask(GLuint mask)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
GLuint glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params)
void glAlphaFunc(GLenum func, GLfloat ref)
void glWindowPos3sv(const GLshort *v)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glTexCoord3dv(const GLdouble *v)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glLogicOp(GLenum opcode)
void glFramebufferParameteri(GLenum target, GLenum pname, GLint param)
void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y)
void glRasterPos4sv(const GLshort *v)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glDeleteSync(GLsync sync)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
void glBindTransformFeedback(GLenum target, GLuint id)
void glSecondaryColor3usv(const GLushort *v)
GLboolean glIsQuery(GLuint id)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glValidateProgramPipeline(GLuint pipeline)
void glDrawBuffer(GLenum buf)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glPointParameteriv(GLenum pname, const GLint *params)
void glIndexiv(const GLint *c)
void glVertexAttribL1d(GLuint index, GLdouble x)
void glVertexAttrib4ubv(GLuint index, const GLubyte *v)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glWindowPos3fv(const GLfloat *v)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2)
void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glHint(GLenum target, GLenum mode)
void glMultTransposeMatrixd(const GLdouble *m)
void glReleaseShaderCompiler()
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3)
void glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1)
void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glSecondaryColorP3ui(GLenum type, GLuint color)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glIndexfv(const GLfloat *c)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height)
void glIndexPointer(GLenum type, GLsizei stride, const void *pointer)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, void *row, void *column, void *span)
void glLightModeli(GLenum pname, GLint param)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glTexCoord1f(GLfloat s)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glVertexAttribDivisor(GLuint index, GLuint divisor)
void glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount)
void glColor3usv(const GLushort *v)
void glEdgeFlag(GLboolean flag)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
GLint glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name)
void glRasterPos4iv(const GLint *v)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glColor4ubv(const GLubyte *v)
void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params)
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glBlendFunci(GLuint buf, GLenum src, GLenum dst)
void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glColor4uiv(const GLuint *v)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glRasterPos3dv(const GLdouble *v)
void glWindowPos3dv(const GLdouble *v)
void glPrimitiveRestartIndex(GLuint index)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glLoadMatrixf(const GLfloat *m)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glTexCoordP1uiv(GLenum type, const GLuint *coords)
void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values)
void glGenProgramPipelines(GLsizei n, GLuint *pipelines)
void glResumeTransformFeedback()
void glInvalidateBufferData(GLuint buffer)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glSampleMaski(GLuint maskNumber, GLbitfield mask)
void glAttachShader(GLuint program, GLuint shader)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glLoadTransposeMatrixf(const GLfloat *m)
void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glLinkProgram(GLuint program)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glPatchParameteri(GLenum pname, GLint value)
void glProgramUniform1ui(GLuint program, GLint location, GLuint v0)
void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glBlendEquation(GLenum mode)
void glIndexsv(const GLshort *c)
void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v)
void glTexCoordP2uiv(GLenum type, const GLuint *coords)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
GLboolean glIsTexture(GLuint texture)
void glMateriali(GLenum face, GLenum pname, GLint param)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glEvalCoord2fv(const GLfloat *u)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
GLuint glGenLists(GLsizei range)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glColorP4uiv(GLenum type, const GLuint *color)
void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glPixelStoref(GLenum pname, GLfloat param)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glEdgeFlagv(const GLboolean *flag)
GLboolean glUnmapBuffer(GLenum target)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels)
void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
void glVertex3fv(const GLfloat *v)
void glColor3sv(const GLshort *v)
void glColorP3uiv(GLenum type, const GLuint *color)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glVertex4fv(const GLfloat *v)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels)
void glCompileShader(GLuint shader)
void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids)
void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
void glUniform1ui(GLint location, GLuint v0)
GLint glGetFragDataIndex(GLuint program, const GLchar *name)
void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glTexCoord1d(GLdouble s)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glTexCoord2sv(const GLshort *v)
void glGetUniformdv(GLuint program, GLint location, GLdouble *params)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glColor4bv(const GLbyte *v)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glWindowPos2fv(const GLfloat *v)
void glViewportIndexedfv(GLuint index, const GLfloat *v)
void glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label)
void glGenTextures(GLsizei n, GLuint *textures)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glVertex3sv(const GLshort *v)
void glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glColor3bv(const GLbyte *v)
void glEndQuery(GLenum target)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glEvalPoint2(GLint i, GLint j)
void glEvalCoord1d(GLdouble u)
void glTexCoord1fv(const GLfloat *v)
void glVertexAttribL3dv(GLuint index, const GLdouble *v)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glDepthRangef(GLfloat n, GLfloat f)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glVertexP4ui(GLenum type, GLuint value)
void glIndexd(GLdouble c)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glLightModelf(GLenum pname, GLfloat param)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexCoord2i(GLint s, GLint t)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glListBase(GLuint base)
void * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glScissorIndexedv(GLuint index, const GLint *v)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glArrayElement(GLint i)
void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params)
void glUseProgram(GLuint program)
void glRasterPos2sv(const GLshort *v)
void glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glTexCoord2f(GLfloat s, GLfloat t)
GLboolean glIsShader(GLuint shader)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data)
void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glPolygonMode(GLenum face, GLenum mode)
void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glNormal3dv(const GLdouble *v)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
const GLubyte * glGetString(GLenum name)
void glMultiTexCoord1i(GLenum target, GLint s)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
void glNewList(GLuint list, GLenum mode)
void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glSecondaryColor3iv(const GLint *v)
void glClearIndex(GLfloat c)
void glMemoryBarrier(GLbitfield barriers)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glPassThrough(GLfloat token)
void glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label)
void glPixelTransferi(GLenum pname, GLint param)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels)
void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glPauseTransformFeedback()
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGetDoublev(GLenum pname, GLdouble *data)
GLboolean glIsSync(GLsync sync)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glGetFloati_v(GLenum target, GLuint index, GLfloat *data)
void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glUniform1dv(GLint location, GLsizei count, const GLdouble *value)
void glTexCoord3sv(const GLshort *v)
void glRasterPos2d(GLdouble x, GLdouble y)
void glPixelTransferf(GLenum pname, GLfloat param)
void glUniform1f(GLint location, GLfloat v0)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
void glWindowPos2sv(const GLshort *v)
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings)
void glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z)
void glVertexAttribI1i(GLuint index, GLint x)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glTexCoordP3uiv(GLenum type, const GLuint *coords)
void glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glProvokingVertex(GLenum mode)
void glColor3iv(const GLint *v)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glWindowPos2iv(const GLint *v)
void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords)
void glColor3i(GLint red, GLint green, GLint blue)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribL2dv(GLuint index, const GLdouble *v)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glColorMaterial(GLenum face, GLenum mode)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glTexCoordP4uiv(GLenum type, const GLuint *coords)
void glCullFace(GLenum mode)
void glLighti(GLenum light, GLenum pname, GLint param)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes)
void glRasterPos4fv(const GLfloat *v)
void glBindTextures(GLuint first, GLsizei count, const GLuint *textures)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glVertex2iv(const GLint *v)
void glEnable(GLenum cap)
void glPointSize(GLfloat size)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glColor4dv(const GLdouble *v)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glRectiv(const GLint *v1, const GLint *v2)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glEvalPoint1(GLint i)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name)
void glVertex3dv(const GLdouble *v)
void glAccum(GLenum op, GLfloat value)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glVertex3i(GLint x, GLint y, GLint z)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glTexCoordP1ui(GLenum type, GLuint coords)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels)
void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value)
void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program)
void glGetBooleanv(GLenum pname, GLboolean *data)
void glDisableClientState(GLenum array)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glBlendEquationi(GLuint buf, GLenum mode)
void glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
void glInvalidateTexImage(GLuint texture, GLint level)
void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled)
void glBegin(GLenum mode)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
void glVertexP3ui(GLenum type, GLuint value)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glTexCoord3iv(const GLint *v)
void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param)
void glVertex3iv(const GLint *v)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers)
void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data)
void glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message)
void glDeleteSamplers(GLsizei count, const GLuint *samplers)
void glColor3dv(const GLdouble *v)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glNormalPointer(GLenum type, GLsizei stride, const void *pointer)
void glLineWidth(GLfloat width)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer)
void glVertexAttrib1f(GLuint index, GLfloat x)
void glDeleteLists(GLuint list, GLsizei range)
GLboolean glIsVertexArray(GLuint array)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glRasterPos3iv(const GLint *v)
void glVertexAttribBinding(GLuint attribindex, GLuint bindingindex)
void glVertexAttrib1s(GLuint index, GLshort x)
void glDepthFunc(GLenum func)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glDeleteQueries(GLsizei n, const GLuint *ids)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
GLboolean glIsTransformFeedback(GLuint id)
void glClearStencil(GLint s)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data)
void glVertex2f(GLfloat x, GLfloat y)
void glLineStipple(GLint factor, GLushort pattern)
void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glRasterPos3sv(const GLshort *v)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params)
void glNormal3bv(const GLbyte *v)
void glEvalCoord1dv(const GLdouble *u)
void glNormal3iv(const GLint *v)
void glColorP3ui(GLenum type, GLuint color)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glVertexP3uiv(GLenum type, const GLuint *value)
void * glMapBuffer(GLenum target, GLenum access)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column)
void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params)
void glColor3fv(const GLfloat *v)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
GLenum glCheckFramebufferStatus(GLenum target)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glMultiTexCoord1f(GLenum target, GLfloat s)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex)
GLboolean glIsSampler(GLuint sampler)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values)
void glProgramUniform1i(GLuint program, GLint location, GLint v0)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glTexCoord1i(GLint s)
void glTexCoord4dv(const GLdouble *v)
void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glTexCoord1iv(const GLint *v)
void glUniform3dv(GLint location, GLsizei count, const GLdouble *value)
void glUniform2dv(GLint location, GLsizei count, const GLdouble *value)
void glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers)
void glBindTexture(GLenum target, GLuint texture)
void glShadeModel(GLenum mode)
void glEnablei(GLenum target, GLuint index)
void glVertex4sv(const GLshort *v)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image)
void glFogi(GLenum pname, GLint param)
void glEnableClientState(GLenum array)
void glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glTexCoord1sv(const GLshort *v)
void glTexCoordP2ui(GLenum type, GLuint coords)
void glPushAttrib(GLbitfield mask)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glVertexBindingDivisor(GLuint bindingindex, GLuint divisor)
void glProgramParameteri(GLuint program, GLenum pname, GLint value)
void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords)
void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value)
void glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v)
void glIndexubv(const GLubyte *c)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glEvalCoord1f(GLfloat u)
void glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glVertex2s(GLshort x, GLshort y)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
GLint glRenderMode(GLenum mode)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1)
void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glRasterPos3fv(const GLfloat *v)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glDrawTransformFeedback(GLenum mode, GLuint id)
void glValidateProgram(GLuint program)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGetCompressedTexImage(GLenum target, GLint level, void *img)
void glDeleteShader(GLuint shader)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders)
void glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride)
void glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride)
void glInterleavedArrays(GLenum format, GLsizei stride, const void *pointer)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glSecondaryColorP3uiv(GLenum type, const GLuint *color)
GLboolean glIsEnabled(GLenum cap)
void glWindowPos2dv(const GLdouble *v)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glEvalCoord2dv(const GLdouble *u)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glBindProgramPipeline(GLuint pipeline)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glMultMatrixd(const GLdouble *m)
void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount)
void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount)
void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glEdgeFlagPointer(GLsizei stride, const void *pointer)
void glVertexP2uiv(GLenum type, const GLuint *value)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glReadBuffer(GLenum src)
void glQueryCounter(GLuint id, GLenum target)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glFrontFace(GLenum mode)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding)
void glFogCoordf(GLfloat coord)
void glTexCoord2s(GLshort s, GLshort t)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image)
void glColor3uiv(const GLuint *v)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values)
void glStencilMask(GLuint mask)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table)
void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value)
void glVertex2dv(const GLdouble *v)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords)
void glWindowPos2f(GLfloat x, GLfloat y)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name)
void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glSecondaryColor3uiv(const GLuint *v)
void glUniform4dv(GLint location, GLsizei count, const GLdouble *value)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glColor4sv(const GLshort *v)
void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glSecondaryColor3sv(const GLshort *v)
void glFogCoordfv(const GLfloat *coord)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glColor4fv(const GLfloat *v)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glVertexP2ui(GLenum type, GLuint value)
void glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glRasterPos2dv(const GLdouble *v)
void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, void *values)
void glDeleteProgram(GLuint program)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glRasterPos2iv(const GLint *v)
void glEndConditionalRender()
void glEndQueryIndexed(GLenum target, GLuint index)
void glProgramUniform1f(GLuint program, GLint location, GLfloat v0)
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance)
void glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glPointParameteri(GLenum pname, GLint param)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glGenSamplers(GLsizei count, GLuint *samplers)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glEvalCoord1fv(const GLfloat *u)
void glPixelStorei(GLenum pname, GLint param)
void glTexCoord2dv(const GLdouble *v)
void glGetIntegerv(GLenum pname, GLint *data)
void glGetBufferPointerv(GLenum target, GLenum pname, void **params)
void glSecondaryColor3dv(const GLdouble *v)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
void glUniform1d(GLint location, GLdouble x)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params)
void glDrawArraysIndirect(GLenum mode, const void *indirect)
void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage)
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glNormalP3uiv(GLenum type, const GLuint *coords)
void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glBindVertexArray(GLuint array)
void glFogiv(GLenum pname, const GLint *params)
void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance)
void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glBindBuffer(GLenum target, GLuint buffer)
void glTexCoord1dv(const GLdouble *v)
void glClearDepthf(GLfloat dd)
void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glEnableVertexAttribArray(GLuint index)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glFogf(GLenum pname, GLfloat param)
void glLightModeliv(GLenum pname, const GLint *params)
void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
void glTexCoordP4ui(GLenum type, GLuint coords)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glGetPolygonStipple(GLubyte *mask)
void glRasterPos2i(GLint x, GLint y)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glNormal3fv(const GLfloat *v)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords)
void glRasterPos4dv(const GLdouble *v)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glMatrixMode(GLenum mode)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glTexCoord2fv(const GLfloat *v)
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glResetHistogram(GLenum target)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glEndTransformFeedback()
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures)
void glWindowPos2s(GLshort x, GLshort y)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data)
void glMultMatrixf(const GLfloat *m)
void glPushName(GLuint name)
void glDispatchComputeIndirect(GLintptr indirect)
void glWindowPos2d(GLdouble x, GLdouble y)
void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values)
GLboolean glIsBuffer(GLuint buffer)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
GLint glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name)
void glWindowPos3iv(const GLint *v)
void glNormalP3ui(GLenum type, GLuint coords)
void glNormal3sv(const GLshort *v)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glVertexAttribL1dv(GLuint index, const GLdouble *v)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glBeginQuery(GLenum target, GLuint id)
void glUniform1i(GLint location, GLint v0)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer)
void glRasterPos2f(GLfloat x, GLfloat y)
void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glIndexdv(const GLdouble *c)
void glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers)
void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value)
void glGenQueries(GLsizei n, GLuint *ids)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glSecondaryColor3bv(const GLbyte *v)
void glVertex2i(GLint x, GLint y)
void glColorP4ui(GLenum type, GLuint color)
void glGetPointerv(GLenum pname, void **params)
void glGenTransformFeedbacks(GLsizei n, GLuint *ids)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords)
void glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
void glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glDisableVertexAttribArray(GLuint index)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glColor3ubv(const GLubyte *v)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glGenerateMipmap(GLenum target)
void glFogfv(GLenum pname, const GLfloat *params)
QMap< QString, QString > map
[6]
Combined button and popup list for selecting options.
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
static ControlElement< T > * ptr(QWidget *widget)
void(APIENTRY * GLDEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const GLvoid *userParam)
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
GLsizei GLenum GLenum GLuint GLenum * severities
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 GLenum GLenum * types
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
GLenum GLenum GLsizei const GLuint GLboolean enabled
GLsizei GLsizei GLchar * infoLog
GLenum GLenum GLenum srcAlpha
GLsizei GLenum GLenum GLuint GLenum GLsizei * lengths
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
GLuint GLsizei const GLchar * label
[43]
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 GLenum GLenum GLuint GLenum GLsizei GLchar * messageLog
GLsizei const GLenum * attachments
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint GLsizei const GLchar * message
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
GLuint GLsizei const GLuint const GLintptr * offsets
const GLuint const GLfixed * priorities
GLuint GLsizei const GLuint const GLintptr const GLsizeiptr * sizes
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
GLsizei const GLuint const GLintptr const GLsizei * strides
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