15#ifndef QOPENGLVERSIONFUNCTIONS_3_2_COMPATIBILITY_H
16#define QOPENGLVERSIONFUNCTIONS_3_2_COMPATIBILITY_H
18#include <QtOpenGL/qtopenglglobal.h>
20#if !defined(QT_NO_OPENGL) && !QT_CONFIG(opengles2)
22#include <QtOpenGL/QOpenGLVersionProfile>
23#include <QtOpenGL/QOpenGLVersionFunctions>
24#include <QtGui/qopenglcontext.h>
68 void glClearStencil(
GLint s);
87 void glIndexubv(
const GLubyte *
c);
88 void glIndexub(GLubyte
c);
106 void glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels);
116 void glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data);
270 void glEndConditionalRender();
277 void glEndTransformFeedback();
278 void glBeginTransformFeedback(
GLenum primitiveMode);
309 void glDeleteSync(
GLsync sync);
332 void glMultMatrixf(
const GLfloat *
m);
335 void glLoadMatrixf(
const GLfloat *
m);
336 void glLoadIdentity();
344 void glGetPolygonStipple(GLubyte *
mask);
367 void glEvalPoint1(
GLint i);
369 void glEvalCoord2fv(
const GLfloat *u);
371 void glEvalCoord2dv(
const GLdouble *u);
373 void glEvalCoord1fv(
const GLfloat *u);
375 void glEvalCoord1dv(
const GLdouble *u);
410 void glPolygonStipple(
const GLubyte *
mask);
430 void glVertex4sv(
const GLshort *
v);
431 void glVertex4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
432 void glVertex4iv(
const GLint *
v);
438 void glVertex3sv(
const GLshort *
v);
439 void glVertex3s(GLshort
x, GLshort
y, GLshort
z);
440 void glVertex3iv(
const GLint *
v);
446 void glVertex2sv(
const GLshort *
v);
447 void glVertex2s(GLshort
x, GLshort
y);
448 void glVertex2iv(
const GLint *
v);
454 void glTexCoord4sv(
const GLshort *
v);
455 void glTexCoord4s(GLshort
s, GLshort
t, GLshort
r, GLshort
q);
456 void glTexCoord4iv(
const GLint *
v);
458 void glTexCoord4fv(
const GLfloat *
v);
462 void glTexCoord3sv(
const GLshort *
v);
463 void glTexCoord3s(GLshort
s, GLshort
t, GLshort
r);
464 void glTexCoord3iv(
const GLint *
v);
466 void glTexCoord3fv(
const GLfloat *
v);
470 void glTexCoord2sv(
const GLshort *
v);
471 void glTexCoord2s(GLshort
s, GLshort
t);
472 void glTexCoord2iv(
const GLint *
v);
474 void glTexCoord2fv(
const GLfloat *
v);
478 void glTexCoord1sv(
const GLshort *
v);
479 void glTexCoord1s(GLshort
s);
480 void glTexCoord1iv(
const GLint *
v);
481 void glTexCoord1i(
GLint s);
482 void glTexCoord1fv(
const GLfloat *
v);
486 void glRectsv(
const GLshort *
v1,
const GLshort *
v2);
487 void glRects(GLshort
x1, GLshort
y1, GLshort
x2, GLshort
y2);
494 void glRasterPos4sv(
const GLshort *
v);
495 void glRasterPos4s(GLshort
x, GLshort
y, GLshort
z, GLshort
w);
496 void glRasterPos4iv(
const GLint *
v);
498 void glRasterPos4fv(
const GLfloat *
v);
502 void glRasterPos3sv(
const GLshort *
v);
503 void glRasterPos3s(GLshort
x, GLshort
y, GLshort
z);
504 void glRasterPos3iv(
const GLint *
v);
506 void glRasterPos3fv(
const GLfloat *
v);
510 void glRasterPos2sv(
const GLshort *
v);
511 void glRasterPos2s(GLshort
x, GLshort
y);
512 void glRasterPos2iv(
const GLint *
v);
514 void glRasterPos2fv(
const GLfloat *
v);
518 void glNormal3sv(
const GLshort *
v);
519 void glNormal3s(GLshort
nx, GLshort
ny, GLshort
nz);
520 void glNormal3iv(
const GLint *
v);
526 void glNormal3bv(
const GLbyte *
v);
527 void glNormal3b(GLbyte
nx, GLbyte
ny, GLbyte
nz);
528 void glIndexsv(
const GLshort *
c);
529 void glIndexs(GLshort
c);
530 void glIndexiv(
const GLint *
c);
541 void glColor4uiv(
const GLuint *
v);
543 void glColor4ubv(
const GLubyte *
v);
545 void glColor4sv(
const GLshort *
v);
547 void glColor4iv(
const GLint *
v);
553 void glColor4bv(
const GLbyte *
v);
557 void glColor3uiv(
const GLuint *
v);
559 void glColor3ubv(
const GLubyte *
v);
560 void glColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
561 void glColor3sv(
const GLshort *
v);
562 void glColor3s(GLshort
red, GLshort
green, GLshort
blue);
563 void glColor3iv(
const GLint *
v);
569 void glColor3bv(
const GLbyte *
v);
583 void glPopClientAttrib();
595 void glArrayElement(
GLint i);
632 void glMultTransposeMatrixd(
const GLdouble *
m);
633 void glMultTransposeMatrixf(
const GLfloat *
m);
634 void glLoadTransposeMatrixd(
const GLdouble *
m);
635 void glLoadTransposeMatrixf(
const GLfloat *
m);
637 void glMultiTexCoord4s(
GLenum target, GLshort
s, GLshort
t, GLshort
r, GLshort
q);
645 void glMultiTexCoord3s(
GLenum target, GLshort
s, GLshort
t, GLshort
r);
671 void glWindowPos3sv(
const GLshort *
v);
672 void glWindowPos3s(GLshort
x, GLshort
y, GLshort
z);
673 void glWindowPos3iv(
const GLint *
v);
675 void glWindowPos3fv(
const GLfloat *
v);
679 void glWindowPos2sv(
const GLshort *
v);
680 void glWindowPos2s(GLshort
x, GLshort
y);
681 void glWindowPos2iv(
const GLint *
v);
683 void glWindowPos2fv(
const GLfloat *
v);
688 void glSecondaryColor3usv(
const GLushort *
v);
690 void glSecondaryColor3uiv(
const GLuint *
v);
692 void glSecondaryColor3ubv(
const GLubyte *
v);
693 void glSecondaryColor3ub(GLubyte
red, GLubyte
green, GLubyte
blue);
694 void glSecondaryColor3sv(
const GLshort *
v);
695 void glSecondaryColor3s(GLshort
red, GLshort
green, GLshort
blue);
696 void glSecondaryColor3iv(
const GLint *
v);
698 void glSecondaryColor3fv(
const GLfloat *
v);
700 void glSecondaryColor3dv(
const GLdouble *
v);
702 void glSecondaryColor3bv(
const GLbyte *
v);
703 void glSecondaryColor3b(GLbyte
red, GLbyte
green, GLbyte
blue);
715 void glVertexAttrib4ubv(
GLuint index,
const GLubyte *
v);
717 void glVertexAttrib4s(
GLuint index, GLshort
x, GLshort
y, GLshort
z, GLshort
w);
726 void glVertexAttrib4Nubv(
GLuint index,
const GLubyte *
v);
727 void glVertexAttrib4Nub(
GLuint index, GLubyte
x, GLubyte
y, GLubyte
z, GLubyte
w);
728 void glVertexAttrib4Nsv(
GLuint index,
const GLshort *
v);
732 void glVertexAttrib3s(
GLuint index, GLshort
x, GLshort
y, GLshort
z);
754 void glVertexAttribI4ubv(
GLuint index,
const GLubyte *
v);
755 void glVertexAttribI4sv(
GLuint index,
const GLshort *
v);
812 d_1_0_Core->f.DepthRange(nearVal, farVal);
817 return d_1_0_Core->f.IsEnabled(
cap);
847 return d_1_0_Core->f.GetString(
name);
862 return d_1_0_Core->f.GetError();
882 d_1_0_Core->f.ReadBuffer(
mode);
897 d_1_0_Core->f.DepthFunc(
func);
902 d_1_0_Core->f.StencilOp(fail, zfail, zpass);
912 d_1_0_Core->f.LogicOp(
opcode);
917 d_1_0_Core->f.BlendFunc(sfactor, dfactor);
922 d_1_0_Core->f.Flush();
927 d_1_0_Core->f.Finish();
932 d_1_0_Core->f.Enable(
cap);
937 d_1_0_Core->f.Disable(
cap);
942 d_1_0_Core->f.DepthMask(flag);
952 d_1_0_Core->f.StencilMask(
mask);
957 d_1_0_Core->f.ClearDepth(
depth);
962 d_1_0_Core->f.ClearStencil(
s);
972 d_1_0_Core->f.Clear(
mask);
977 d_1_0_Core->f.DrawBuffer(
mode);
1017 d_1_0_Core->f.PolygonMode(
face,
mode);
1022 d_1_0_Core->f.PointSize(
size);
1027 d_1_0_Core->f.LineWidth(
width);
1037 d_1_0_Core->f.FrontFace(
mode);
1042 d_1_0_Core->f.CullFace(
mode);
1049 d_1_1_Deprecated->f.Indexubv(
c);
1054 d_1_1_Deprecated->f.Indexub(
c);
1059 return d_1_1_Core->f.IsTexture(
texture);
1069 d_1_1_Core->f.DeleteTextures(
n,
textures);
1109 d_1_1_Core->f.PolygonOffset(factor,
units);
1134inline void QOpenGLFunctions_3_2_Compatibility::glTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const GLvoid *
pixels)
1136 d_1_2_Core->f.TexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
type,
pixels);
1151 d_1_2_Core->f.BlendEquation(
mode);
1176inline void QOpenGLFunctions_3_2_Compatibility::glCompressedTexSubImage3D(
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const GLvoid *
data)
1178 d_1_3_Core->f.CompressedTexSubImage3D(
target,
level,
xoffset,
yoffset,
zoffset,
width,
height,
depth,
format,
imageSize,
data);
1203 d_1_3_Core->f.ActiveTexture(
texture);
1257 return d_1_5_Core->f.UnmapBuffer(
target);
1282 return d_1_5_Core->f.IsBuffer(
buffer);
1287 d_1_5_Core->f.GenBuffers(
n,
buffers);
1292 d_1_5_Core->f.DeleteBuffers(
n,
buffers);
1302 d_1_5_Core->f.GetQueryObjectuiv(
id,
pname,
params);
1307 d_1_5_Core->f.GetQueryObjectiv(
id,
pname,
params);
1317 d_1_5_Core->f.EndQuery(
target);
1322 d_1_5_Core->f.BeginQuery(
target,
id);
1327 return d_1_5_Core->f.IsQuery(
id);
1332 d_1_5_Core->f.DeleteQueries(
n,
ids);
1337 d_1_5_Core->f.GenQueries(
n,
ids);
1349 d_2_0_Core->f.ValidateProgram(
program);
1449 d_2_0_Core->f.UseProgram(
program);
1459 d_2_0_Core->f.LinkProgram(
program);
1464 return d_2_0_Core->f.IsShader(
shader);
1469 return d_2_0_Core->f.IsProgram(
program);
1504 return d_2_0_Core->f.GetUniformLocation(
program,
name);
1534 return d_2_0_Core->f.GetAttribLocation(
program,
name);
1554 d_2_0_Core->f.EnableVertexAttribArray(
index);
1559 d_2_0_Core->f.DisableVertexAttribArray(
index);
1569 d_2_0_Core->f.DeleteShader(
shader);
1574 d_2_0_Core->f.DeleteProgram(
program);
1579 return d_2_0_Core->f.CreateShader(
type);
1584 return d_2_0_Core->f.CreateProgram();
1589 d_2_0_Core->f.CompileShader(
shader);
1604 d_2_0_Core->f.StencilMaskSeparate(
face,
mask);
1619 d_2_0_Core->f.DrawBuffers(
n,
bufs);
1663 return d_3_0_Core->f.IsVertexArray(
array);
1668 d_3_0_Core->f.GenVertexArrays(
n,
arrays);
1673 d_3_0_Core->f.DeleteVertexArrays(
n,
arrays);
1678 d_3_0_Core->f.BindVertexArray(
array);
1708 d_3_0_Core->f.GenerateMipmap(
target);
1738 return d_3_0_Core->f.CheckFramebufferStatus(
target);
1793 return d_3_0_Core->f.GetStringi(
name,
index);
1878 return d_3_0_Core->f.GetFragDataLocation(
program,
name);
1908 d_3_0_Core->f.EndConditionalRender();
1913 d_3_0_Core->f.BeginConditionalRender(
id,
mode);
1943 d_3_0_Core->f.EndTransformFeedback();
1948 d_3_0_Core->f.BeginTransformFeedback(primitiveMode);
1978 d_3_0_Core->f.ColorMaski(
index,
r,
g,
b,
a);
2025 d_3_1_Core->f.PrimitiveRestartIndex(
index);
2082 return d_3_2_Core->f.ClientWaitSync(sync,
flags,
timeout);
2087 d_3_2_Core->f.DeleteSync(sync);
2092 return d_3_2_Core->f.IsSync(sync);
2102 d_3_2_Core->f.ProvokingVertex(
mode);
2144 d_1_0_Deprecated->f.Translatef(
x,
y,
z);
2149 d_1_0_Deprecated->f.Translated(
x,
y,
z);
2154 d_1_0_Deprecated->f.Scalef(
x,
y,
z);
2159 d_1_0_Deprecated->f.Scaled(
x,
y,
z);
2164 d_1_0_Deprecated->f.Rotatef(
angle,
x,
y,
z);
2169 d_1_0_Deprecated->f.Rotated(
angle,
x,
y,
z);
2174 d_1_0_Deprecated->f.PushMatrix();
2179 d_1_0_Deprecated->f.PopMatrix();
2189 d_1_0_Deprecated->f.MultMatrixd(
m);
2194 d_1_0_Deprecated->f.MultMatrixf(
m);
2199 d_1_0_Deprecated->f.MatrixMode(
mode);
2204 d_1_0_Deprecated->f.LoadMatrixd(
m);
2209 d_1_0_Deprecated->f.LoadMatrixf(
m);
2214 d_1_0_Deprecated->f.LoadIdentity();
2224 return d_1_0_Deprecated->f.IsList(
list);
2254 d_1_0_Deprecated->f.GetPolygonStipple(
mask);
2259 d_1_0_Deprecated->f.GetPixelMapusv(
map,
values);
2264 d_1_0_Deprecated->f.GetPixelMapuiv(
map,
values);
2269 d_1_0_Deprecated->f.GetPixelMapfv(
map,
values);
2299 d_1_0_Deprecated->f.GetLightiv(light,
pname,
params);
2304 d_1_0_Deprecated->f.GetLightfv(light,
pname,
params);
2309 d_1_0_Deprecated->f.GetClipPlane(plane,
equation);
2324 d_1_0_Deprecated->f.PixelMapusv(
map, mapsize,
values);
2329 d_1_0_Deprecated->f.PixelMapuiv(
map, mapsize,
values);
2334 d_1_0_Deprecated->f.PixelMapfv(
map, mapsize,
values);
2339 d_1_0_Deprecated->f.PixelTransferi(
pname,
param);
2344 d_1_0_Deprecated->f.PixelTransferf(
pname,
param);
2349 d_1_0_Deprecated->f.PixelZoom(xfactor,
yfactor);
2354 d_1_0_Deprecated->f.AlphaFunc(
func,
ref);
2359 d_1_0_Deprecated->f.EvalPoint2(
i,
j);
2364 d_1_0_Deprecated->f.EvalMesh2(
mode, i1, i2, j1, j2);
2369 d_1_0_Deprecated->f.EvalPoint1(
i);
2374 d_1_0_Deprecated->f.EvalMesh1(
mode, i1, i2);
2379 d_1_0_Deprecated->f.EvalCoord2fv(u);
2384 d_1_0_Deprecated->f.EvalCoord2f(u,
v);
2389 d_1_0_Deprecated->f.EvalCoord2dv(u);
2394 d_1_0_Deprecated->f.EvalCoord2d(u,
v);
2399 d_1_0_Deprecated->f.EvalCoord1fv(u);
2404 d_1_0_Deprecated->f.EvalCoord1f(u);
2409 d_1_0_Deprecated->f.EvalCoord1dv(u);
2414 d_1_0_Deprecated->f.EvalCoord1d(u);
2419 d_1_0_Deprecated->f.MapGrid2f(un,
u1,
u2, vn,
v1,
v2);
2424 d_1_0_Deprecated->f.MapGrid2d(un,
u1,
u2, vn,
v1,
v2);
2429 d_1_0_Deprecated->f.MapGrid1f(un,
u1,
u2);
2434 d_1_0_Deprecated->f.MapGrid1d(un,
u1,
u2);
2459 d_1_0_Deprecated->f.PushAttrib(
mask);
2464 d_1_0_Deprecated->f.PopAttrib();
2469 d_1_0_Deprecated->f.Accum(op,
value);
2474 d_1_0_Deprecated->f.IndexMask(
mask);
2479 d_1_0_Deprecated->f.ClearIndex(
c);
2489 d_1_0_Deprecated->f.PushName(
name);
2494 d_1_0_Deprecated->f.PopName();
2499 d_1_0_Deprecated->f.PassThrough(
token);
2504 d_1_0_Deprecated->f.LoadName(
name);
2509 d_1_0_Deprecated->f.InitNames();
2514 return d_1_0_Deprecated->f.RenderMode(
mode);
2519 d_1_0_Deprecated->f.SelectBuffer(
size,
buffer);
2579 d_1_0_Deprecated->f.ShadeModel(
mode);
2584 d_1_0_Deprecated->f.PolygonStipple(
mask);
2609 d_1_0_Deprecated->f.LineStipple(factor,
pattern);
2619 d_1_0_Deprecated->f.LightModeli(
pname,
param);
2629 d_1_0_Deprecated->f.LightModelf(
pname,
param);
2634 d_1_0_Deprecated->f.Lightiv(light,
pname,
params);
2639 d_1_0_Deprecated->f.Lighti(light,
pname,
param);
2644 d_1_0_Deprecated->f.Lightfv(light,
pname,
params);
2649 d_1_0_Deprecated->f.Lightf(light,
pname,
param);
2674 d_1_0_Deprecated->f.ColorMaterial(
face,
mode);
2679 d_1_0_Deprecated->f.ClipPlane(plane,
equation);
2684 d_1_0_Deprecated->f.Vertex4sv(
v);
2689 d_1_0_Deprecated->f.Vertex4s(
x,
y,
z,
w);
2694 d_1_0_Deprecated->f.Vertex4iv(
v);
2699 d_1_0_Deprecated->f.Vertex4i(
x,
y,
z,
w);
2704 d_1_0_Deprecated->f.Vertex4fv(
v);
2709 d_1_0_Deprecated->f.Vertex4f(
x,
y,
z,
w);
2714 d_1_0_Deprecated->f.Vertex4dv(
v);
2719 d_1_0_Deprecated->f.Vertex4d(
x,
y,
z,
w);
2724 d_1_0_Deprecated->f.Vertex3sv(
v);
2729 d_1_0_Deprecated->f.Vertex3s(
x,
y,
z);
2734 d_1_0_Deprecated->f.Vertex3iv(
v);
2739 d_1_0_Deprecated->f.Vertex3i(
x,
y,
z);
2744 d_1_0_Deprecated->f.Vertex3fv(
v);
2749 d_1_0_Deprecated->f.Vertex3f(
x,
y,
z);
2754 d_1_0_Deprecated->f.Vertex3dv(
v);
2759 d_1_0_Deprecated->f.Vertex3d(
x,
y,
z);
2764 d_1_0_Deprecated->f.Vertex2sv(
v);
2769 d_1_0_Deprecated->f.Vertex2s(
x,
y);
2774 d_1_0_Deprecated->f.Vertex2iv(
v);
2779 d_1_0_Deprecated->f.Vertex2i(
x,
y);
2784 d_1_0_Deprecated->f.Vertex2fv(
v);
2789 d_1_0_Deprecated->f.Vertex2f(
x,
y);
2794 d_1_0_Deprecated->f.Vertex2dv(
v);
2799 d_1_0_Deprecated->f.Vertex2d(
x,
y);
2804 d_1_0_Deprecated->f.TexCoord4sv(
v);
2809 d_1_0_Deprecated->f.TexCoord4s(
s,
t,
r,
q);
2814 d_1_0_Deprecated->f.TexCoord4iv(
v);
2819 d_1_0_Deprecated->f.TexCoord4i(
s,
t,
r,
q);
2824 d_1_0_Deprecated->f.TexCoord4fv(
v);
2829 d_1_0_Deprecated->f.TexCoord4f(
s,
t,
r,
q);
2834 d_1_0_Deprecated->f.TexCoord4dv(
v);
2839 d_1_0_Deprecated->f.TexCoord4d(
s,
t,
r,
q);
2844 d_1_0_Deprecated->f.TexCoord3sv(
v);
2849 d_1_0_Deprecated->f.TexCoord3s(
s,
t,
r);
2854 d_1_0_Deprecated->f.TexCoord3iv(
v);
2859 d_1_0_Deprecated->f.TexCoord3i(
s,
t,
r);
2864 d_1_0_Deprecated->f.TexCoord3fv(
v);
2869 d_1_0_Deprecated->f.TexCoord3f(
s,
t,
r);
2874 d_1_0_Deprecated->f.TexCoord3dv(
v);
2879 d_1_0_Deprecated->f.TexCoord3d(
s,
t,
r);
2884 d_1_0_Deprecated->f.TexCoord2sv(
v);
2889 d_1_0_Deprecated->f.TexCoord2s(
s,
t);
2894 d_1_0_Deprecated->f.TexCoord2iv(
v);
2899 d_1_0_Deprecated->f.TexCoord2i(
s,
t);
2904 d_1_0_Deprecated->f.TexCoord2fv(
v);
2909 d_1_0_Deprecated->f.TexCoord2f(
s,
t);
2914 d_1_0_Deprecated->f.TexCoord2dv(
v);
2919 d_1_0_Deprecated->f.TexCoord2d(
s,
t);
2924 d_1_0_Deprecated->f.TexCoord1sv(
v);
2929 d_1_0_Deprecated->f.TexCoord1s(
s);
2934 d_1_0_Deprecated->f.TexCoord1iv(
v);
2939 d_1_0_Deprecated->f.TexCoord1i(
s);
2944 d_1_0_Deprecated->f.TexCoord1fv(
v);
2949 d_1_0_Deprecated->f.TexCoord1f(
s);
2954 d_1_0_Deprecated->f.TexCoord1dv(
v);
2959 d_1_0_Deprecated->f.TexCoord1d(
s);
2964 d_1_0_Deprecated->f.Rectsv(
v1,
v2);
2969 d_1_0_Deprecated->f.Rects(
x1,
y1,
x2,
y2);
2974 d_1_0_Deprecated->f.Rectiv(
v1,
v2);
2979 d_1_0_Deprecated->f.Recti(
x1,
y1,
x2,
y2);
2984 d_1_0_Deprecated->f.Rectfv(
v1,
v2);
2989 d_1_0_Deprecated->f.Rectf(
x1,
y1,
x2,
y2);
2994 d_1_0_Deprecated->f.Rectdv(
v1,
v2);
2999 d_1_0_Deprecated->f.Rectd(
x1,
y1,
x2,
y2);
3004 d_1_0_Deprecated->f.RasterPos4sv(
v);
3009 d_1_0_Deprecated->f.RasterPos4s(
x,
y,
z,
w);
3014 d_1_0_Deprecated->f.RasterPos4iv(
v);
3019 d_1_0_Deprecated->f.RasterPos4i(
x,
y,
z,
w);
3024 d_1_0_Deprecated->f.RasterPos4fv(
v);
3029 d_1_0_Deprecated->f.RasterPos4f(
x,
y,
z,
w);
3034 d_1_0_Deprecated->f.RasterPos4dv(
v);
3039 d_1_0_Deprecated->f.RasterPos4d(
x,
y,
z,
w);
3044 d_1_0_Deprecated->f.RasterPos3sv(
v);
3049 d_1_0_Deprecated->f.RasterPos3s(
x,
y,
z);
3054 d_1_0_Deprecated->f.RasterPos3iv(
v);
3059 d_1_0_Deprecated->f.RasterPos3i(
x,
y,
z);
3064 d_1_0_Deprecated->f.RasterPos3fv(
v);
3069 d_1_0_Deprecated->f.RasterPos3f(
x,
y,
z);
3074 d_1_0_Deprecated->f.RasterPos3dv(
v);
3079 d_1_0_Deprecated->f.RasterPos3d(
x,
y,
z);
3084 d_1_0_Deprecated->f.RasterPos2sv(
v);
3089 d_1_0_Deprecated->f.RasterPos2s(
x,
y);
3094 d_1_0_Deprecated->f.RasterPos2iv(
v);
3099 d_1_0_Deprecated->f.RasterPos2i(
x,
y);
3104 d_1_0_Deprecated->f.RasterPos2fv(
v);
3109 d_1_0_Deprecated->f.RasterPos2f(
x,
y);
3114 d_1_0_Deprecated->f.RasterPos2dv(
v);
3119 d_1_0_Deprecated->f.RasterPos2d(
x,
y);
3124 d_1_0_Deprecated->f.Normal3sv(
v);
3129 d_1_0_Deprecated->f.Normal3s(
nx,
ny,
nz);
3134 d_1_0_Deprecated->f.Normal3iv(
v);
3139 d_1_0_Deprecated->f.Normal3i(
nx,
ny,
nz);
3144 d_1_0_Deprecated->f.Normal3fv(
v);
3149 d_1_0_Deprecated->f.Normal3f(
nx,
ny,
nz);
3154 d_1_0_Deprecated->f.Normal3dv(
v);
3159 d_1_0_Deprecated->f.Normal3d(
nx,
ny,
nz);
3164 d_1_0_Deprecated->f.Normal3bv(
v);
3169 d_1_0_Deprecated->f.Normal3b(
nx,
ny,
nz);
3174 d_1_0_Deprecated->f.Indexsv(
c);
3179 d_1_0_Deprecated->f.Indexs(
c);
3184 d_1_0_Deprecated->f.Indexiv(
c);
3189 d_1_0_Deprecated->f.Indexi(
c);
3194 d_1_0_Deprecated->f.Indexfv(
c);
3199 d_1_0_Deprecated->f.Indexf(
c);
3204 d_1_0_Deprecated->f.Indexdv(
c);
3209 d_1_0_Deprecated->f.Indexd(
c);
3214 d_1_0_Deprecated->f.End();
3219 d_1_0_Deprecated->f.EdgeFlagv(flag);
3224 d_1_0_Deprecated->f.EdgeFlag(flag);
3229 d_1_0_Deprecated->f.Color4usv(
v);
3239 d_1_0_Deprecated->f.Color4uiv(
v);
3249 d_1_0_Deprecated->f.Color4ubv(
v);
3259 d_1_0_Deprecated->f.Color4sv(
v);
3269 d_1_0_Deprecated->f.Color4iv(
v);
3279 d_1_0_Deprecated->f.Color4fv(
v);
3289 d_1_0_Deprecated->f.Color4dv(
v);
3299 d_1_0_Deprecated->f.Color4bv(
v);
3309 d_1_0_Deprecated->f.Color3usv(
v);
3319 d_1_0_Deprecated->f.Color3uiv(
v);
3329 d_1_0_Deprecated->f.Color3ubv(
v);
3339 d_1_0_Deprecated->f.Color3sv(
v);
3349 d_1_0_Deprecated->f.Color3iv(
v);
3359 d_1_0_Deprecated->f.Color3fv(
v);
3369 d_1_0_Deprecated->f.Color3dv(
v);
3379 d_1_0_Deprecated->f.Color3bv(
v);
3394 d_1_0_Deprecated->f.Begin(
mode);
3399 d_1_0_Deprecated->f.ListBase(
base);
3404 return d_1_0_Deprecated->f.GenLists(
range);
3409 d_1_0_Deprecated->f.DeleteLists(
list,
range);
3414 d_1_0_Deprecated->f.CallLists(
n,
type,
lists);
3419 d_1_0_Deprecated->f.CallList(
list);
3424 d_1_0_Deprecated->f.EndList();
3429 d_1_0_Deprecated->f.NewList(
list,
mode);
3436 d_1_1_Deprecated->f.PushClientAttrib(
mask);
3441 d_1_1_Deprecated->f.PopClientAttrib();
3481 d_1_1_Deprecated->f.EnableClientState(
array);
3491 d_1_1_Deprecated->f.DisableClientState(
array);
3501 d_1_1_Deprecated->f.ArrayElement(
i);
3508 d_1_2_Deprecated->f.ResetMinmax(
target);
3513 d_1_2_Deprecated->f.ResetHistogram(
target);
3670 d_1_3_Deprecated->f.MultTransposeMatrixd(
m);
3675 d_1_3_Deprecated->f.MultTransposeMatrixf(
m);
3680 d_1_3_Deprecated->f.LoadTransposeMatrixd(
m);
3685 d_1_3_Deprecated->f.LoadTransposeMatrixf(
m);
3690 d_1_3_Deprecated->f.MultiTexCoord4sv(
target,
v);
3695 d_1_3_Deprecated->f.MultiTexCoord4s(
target,
s,
t,
r,
q);
3700 d_1_3_Deprecated->f.MultiTexCoord4iv(
target,
v);
3705 d_1_3_Deprecated->f.MultiTexCoord4i(
target,
s,
t,
r,
q);
3710 d_1_3_Deprecated->f.MultiTexCoord4fv(
target,
v);
3715 d_1_3_Deprecated->f.MultiTexCoord4f(
target,
s,
t,
r,
q);
3720 d_1_3_Deprecated->f.MultiTexCoord4dv(
target,
v);
3725 d_1_3_Deprecated->f.MultiTexCoord4d(
target,
s,
t,
r,
q);
3730 d_1_3_Deprecated->f.MultiTexCoord3sv(
target,
v);
3735 d_1_3_Deprecated->f.MultiTexCoord3s(
target,
s,
t,
r);
3740 d_1_3_Deprecated->f.MultiTexCoord3iv(
target,
v);
3745 d_1_3_Deprecated->f.MultiTexCoord3i(
target,
s,
t,
r);
3750 d_1_3_Deprecated->f.MultiTexCoord3fv(
target,
v);
3755 d_1_3_Deprecated->f.MultiTexCoord3f(
target,
s,
t,
r);
3760 d_1_3_Deprecated->f.MultiTexCoord3dv(
target,
v);
3765 d_1_3_Deprecated->f.MultiTexCoord3d(
target,
s,
t,
r);
3770 d_1_3_Deprecated->f.MultiTexCoord2sv(
target,
v);
3775 d_1_3_Deprecated->f.MultiTexCoord2s(
target,
s,
t);
3780 d_1_3_Deprecated->f.MultiTexCoord2iv(
target,
v);
3785 d_1_3_Deprecated->f.MultiTexCoord2i(
target,
s,
t);
3790 d_1_3_Deprecated->f.MultiTexCoord2fv(
target,
v);
3795 d_1_3_Deprecated->f.MultiTexCoord2f(
target,
s,
t);
3800 d_1_3_Deprecated->f.MultiTexCoord2dv(
target,
v);
3805 d_1_3_Deprecated->f.MultiTexCoord2d(
target,
s,
t);
3810 d_1_3_Deprecated->f.MultiTexCoord1sv(
target,
v);
3815 d_1_3_Deprecated->f.MultiTexCoord1s(
target,
s);
3820 d_1_3_Deprecated->f.MultiTexCoord1iv(
target,
v);
3825 d_1_3_Deprecated->f.MultiTexCoord1i(
target,
s);
3830 d_1_3_Deprecated->f.MultiTexCoord1fv(
target,
v);
3835 d_1_3_Deprecated->f.MultiTexCoord1f(
target,
s);
3840 d_1_3_Deprecated->f.MultiTexCoord1dv(
target,
v);
3845 d_1_3_Deprecated->f.MultiTexCoord1d(
target,
s);
3850 d_1_3_Deprecated->f.ClientActiveTexture(
texture);
3857 d_1_4_Deprecated->f.WindowPos3sv(
v);
3862 d_1_4_Deprecated->f.WindowPos3s(
x,
y,
z);
3867 d_1_4_Deprecated->f.WindowPos3iv(
v);
3872 d_1_4_Deprecated->f.WindowPos3i(
x,
y,
z);
3877 d_1_4_Deprecated->f.WindowPos3fv(
v);
3882 d_1_4_Deprecated->f.WindowPos3f(
x,
y,
z);
3887 d_1_4_Deprecated->f.WindowPos3dv(
v);
3892 d_1_4_Deprecated->f.WindowPos3d(
x,
y,
z);
3897 d_1_4_Deprecated->f.WindowPos2sv(
v);
3902 d_1_4_Deprecated->f.WindowPos2s(
x,
y);
3907 d_1_4_Deprecated->f.WindowPos2iv(
v);
3912 d_1_4_Deprecated->f.WindowPos2i(
x,
y);
3917 d_1_4_Deprecated->f.WindowPos2fv(
v);
3922 d_1_4_Deprecated->f.WindowPos2f(
x,
y);
3927 d_1_4_Deprecated->f.WindowPos2dv(
v);
3932 d_1_4_Deprecated->f.WindowPos2d(
x,
y);
3942 d_1_4_Deprecated->f.SecondaryColor3usv(
v);
3947 d_1_4_Deprecated->f.SecondaryColor3us(
red,
green,
blue);
3952 d_1_4_Deprecated->f.SecondaryColor3uiv(
v);
3957 d_1_4_Deprecated->f.SecondaryColor3ui(
red,
green,
blue);
3962 d_1_4_Deprecated->f.SecondaryColor3ubv(
v);
3967 d_1_4_Deprecated->f.SecondaryColor3ub(
red,
green,
blue);
3972 d_1_4_Deprecated->f.SecondaryColor3sv(
v);
3977 d_1_4_Deprecated->f.SecondaryColor3s(
red,
green,
blue);
3982 d_1_4_Deprecated->f.SecondaryColor3iv(
v);
3987 d_1_4_Deprecated->f.SecondaryColor3i(
red,
green,
blue);
3992 d_1_4_Deprecated->f.SecondaryColor3fv(
v);
3997 d_1_4_Deprecated->f.SecondaryColor3f(
red,
green,
blue);
4002 d_1_4_Deprecated->f.SecondaryColor3dv(
v);
4007 d_1_4_Deprecated->f.SecondaryColor3d(
red,
green,
blue);
4012 d_1_4_Deprecated->f.SecondaryColor3bv(
v);
4017 d_1_4_Deprecated->f.SecondaryColor3b(
red,
green,
blue);
4027 d_1_4_Deprecated->f.FogCoorddv(
coord);
4032 d_1_4_Deprecated->f.FogCoordd(
coord);
4037 d_1_4_Deprecated->f.FogCoordfv(
coord);
4042 d_1_4_Deprecated->f.FogCoordf(
coord);
4051 d_2_0_Core->f.VertexAttrib4usv(
index,
v);
4056 d_2_0_Core->f.VertexAttrib4uiv(
index,
v);
4061 d_2_0_Core->f.VertexAttrib4ubv(
index,
v);
4066 d_2_0_Core->f.VertexAttrib4sv(
index,
v);
4071 d_2_0_Core->f.VertexAttrib4s(
index,
x,
y,
z,
w);
4076 d_2_0_Core->f.VertexAttrib4iv(
index,
v);
4081 d_2_0_Core->f.VertexAttrib4fv(
index,
v);
4086 d_2_0_Core->f.VertexAttrib4f(
index,
x,
y,
z,
w);
4091 d_2_0_Core->f.VertexAttrib4dv(
index,
v);
4096 d_2_0_Core->f.VertexAttrib4d(
index,
x,
y,
z,
w);
4101 d_2_0_Core->f.VertexAttrib4bv(
index,
v);
4106 d_2_0_Core->f.VertexAttrib4Nusv(
index,
v);
4111 d_2_0_Core->f.VertexAttrib4Nuiv(
index,
v);
4116 d_2_0_Core->f.VertexAttrib4Nubv(
index,
v);
4121 d_2_0_Core->f.VertexAttrib4Nub(
index,
x,
y,
z,
w);
4126 d_2_0_Core->f.VertexAttrib4Nsv(
index,
v);
4131 d_2_0_Core->f.VertexAttrib4Niv(
index,
v);
4136 d_2_0_Core->f.VertexAttrib4Nbv(
index,
v);
4141 d_2_0_Core->f.VertexAttrib3sv(
index,
v);
4146 d_2_0_Core->f.VertexAttrib3s(
index,
x,
y,
z);
4151 d_2_0_Core->f.VertexAttrib3fv(
index,
v);
4156 d_2_0_Core->f.VertexAttrib3f(
index,
x,
y,
z);
4161 d_2_0_Core->f.VertexAttrib3dv(
index,
v);
4166 d_2_0_Core->f.VertexAttrib3d(
index,
x,
y,
z);
4171 d_2_0_Core->f.VertexAttrib2sv(
index,
v);
4176 d_2_0_Core->f.VertexAttrib2s(
index,
x,
y);
4181 d_2_0_Core->f.VertexAttrib2fv(
index,
v);
4186 d_2_0_Core->f.VertexAttrib2f(
index,
x,
y);
4191 d_2_0_Core->f.VertexAttrib2dv(
index,
v);
4196 d_2_0_Core->f.VertexAttrib2d(
index,
x,
y);
4201 d_2_0_Core->f.VertexAttrib1sv(
index,
v);
4206 d_2_0_Core->f.VertexAttrib1s(
index,
x);
4211 d_2_0_Core->f.VertexAttrib1fv(
index,
v);
4216 d_2_0_Core->f.VertexAttrib1f(
index,
x);
4221 d_2_0_Core->f.VertexAttrib1dv(
index,
v);
4226 d_2_0_Core->f.VertexAttrib1d(
index,
x);
4235 d_3_0_Core->f.VertexAttribI4usv(
index,
v);
4240 d_3_0_Core->f.VertexAttribI4ubv(
index,
v);
4245 d_3_0_Core->f.VertexAttribI4sv(
index,
v);
4250 d_3_0_Core->f.VertexAttribI4bv(
index,
v);
4255 d_3_0_Core->f.VertexAttribI4uiv(
index,
v);
4260 d_3_0_Core->f.VertexAttribI3uiv(
index,
v);
4265 d_3_0_Core->f.VertexAttribI2uiv(
index,
v);
4270 d_3_0_Core->f.VertexAttribI1uiv(
index,
v);
4275 d_3_0_Core->f.VertexAttribI4iv(
index,
v);
4280 d_3_0_Core->f.VertexAttribI3iv(
index,
v);
4285 d_3_0_Core->f.VertexAttribI2iv(
index,
v);
4290 d_3_0_Core->f.VertexAttribI1iv(
index,
v);
4295 d_3_0_Core->f.VertexAttribI4ui(
index,
x,
y,
z,
w);
4300 d_3_0_Core->f.VertexAttribI3ui(
index,
x,
y,
z);
4305 d_3_0_Core->f.VertexAttribI2ui(
index,
x,
y);
4310 d_3_0_Core->f.VertexAttribI1ui(
index,
x);
4315 d_3_0_Core->f.VertexAttribI4i(
index,
x,
y,
z,
w);
4320 d_3_0_Core->f.VertexAttribI3i(
index,
x,
y,
z);
4325 d_3_0_Core->f.VertexAttribI2i(
index,
x,
y);
4330 d_3_0_Core->f.VertexAttribI1i(
index,
x);
virtual bool initializeOpenGLFunctions()
void glVertex3iv(const GLint *v)
void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer)
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params)
void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
void glGenTextures(GLsizei n, GLuint *textures)
GLboolean glIsRenderbuffer(GLuint renderbuffer)
void glVertexAttribI4ubv(GLuint index, const GLubyte *v)
void glTexCoord1iv(const GLint *v)
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glRasterPos4fv(const GLfloat *v)
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
GLboolean glIsEnabled(GLenum cap)
void glVertex3fv(const GLfloat *v)
void glWindowPos3i(GLint x, GLint y, GLint z)
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glColor3fv(const GLfloat *v)
void glBlendFunc(GLenum sfactor, GLenum dfactor)
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue)
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glValidateProgram(GLuint program)
void glTexGend(GLenum coord, GLenum pname, GLdouble param)
void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length)
void glVertex3s(GLshort x, GLshort y, GLshort z)
void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name)
void glColor3us(GLushort red, GLushort green, GLushort blue)
void glVertex4fv(const GLfloat *v)
void glMatrixMode(GLenum mode)
void glLightModelfv(GLenum pname, const GLfloat *params)
void glMaterialiv(GLenum face, GLenum pname, const GLint *params)
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params)
void glIndexsv(const GLshort *c)
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r)
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertex2fv(const GLfloat *v)
void glMultiTexCoord2sv(GLenum target, const GLshort *v)
void glGetUniformuiv(GLuint program, GLint location, GLuint *params)
void glArrayElement(GLint i)
void glListBase(GLuint base)
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2)
void glRasterPos3iv(const GLint *v)
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value)
void glNewList(GLuint list, GLenum mode)
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source)
void glRasterPos2iv(const GLint *v)
void glLightModeli(GLenum pname, GLint param)
void glEvalCoord2d(GLdouble u, GLdouble v)
void glColor4bv(const GLbyte *v)
void glMultiTexCoord1fv(GLenum target, const GLfloat *v)
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices)
void glVertexAttrib4bv(GLuint index, const GLbyte *v)
void glWindowPos2f(GLfloat x, GLfloat y)
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName)
void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities)
void glMultiTexCoord4sv(GLenum target, const GLshort *v)
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer)
void glEndConditionalRender()
void glLighti(GLenum light, GLenum pname, GLint param)
void glTexParameteri(GLenum target, GLenum pname, GLint param)
void glMultiTexCoord1f(GLenum target, GLfloat s)
GLint glRenderMode(GLenum mode)
void glIndexMask(GLuint mask)
void glGenFramebuffers(GLsizei n, GLuint *framebuffers)
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t)
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
void glVertex3dv(const GLdouble *v)
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value)
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glVertex2d(GLdouble x, GLdouble y)
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v)
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers)
void glMultiTexCoord1sv(GLenum target, const GLshort *v)
void glVertex4sv(const GLshort *v)
void glColor4fv(const GLfloat *v)
void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params)
void glSelectBuffer(GLsizei size, GLuint *buffer)
void glDetachShader(GLuint program, GLuint shader)
void glWindowPos2sv(const GLshort *v)
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params)
GLint glGetAttribLocation(GLuint program, const GLchar *name)
void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z)
void glMultiTexCoord3iv(GLenum target, const GLint *v)
void glClear(GLbitfield mask)
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
void glUniform2i(GLint location, GLint v0, GLint v1)
void glStencilFunc(GLenum func, GLint ref, GLuint mask)
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
void glVertexAttribI4usv(GLuint index, const GLushort *v)
void glFogiv(GLenum pname, const GLint *params)
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name)
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
GLboolean glIsQuery(GLuint id)
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r)
void glVertexAttrib4dv(GLuint index, const GLdouble *v)
void glColorMaterial(GLenum face, GLenum mode)
void glEvalCoord1d(GLdouble u)
void glGetInteger64v(GLenum pname, GLint64 *params)
GLuint glGenLists(GLsizei range)
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glEvalCoord1f(GLfloat u)
void glVertexAttribI2uiv(GLuint index, const GLuint *v)
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations)
void glLoadTransposeMatrixf(const GLfloat *m)
void glTexCoord3iv(const GLint *v)
void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glWindowPos2d(GLdouble x, GLdouble y)
void glPixelStoref(GLenum pname, GLfloat param)
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap)
void glGetLightfv(GLenum light, GLenum pname, GLfloat *params)
void glVertexAttribI2i(GLuint index, GLint x, GLint y)
void glVertexAttrib4fv(GLuint index, const GLfloat *v)
void glUseProgram(GLuint program)
void glMultiTexCoord1s(GLenum target, GLshort s)
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glDrawArrays(GLenum mode, GLint first, GLsizei count)
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
void glEvalCoord2dv(const GLdouble *u)
void glVertexAttrib3sv(GLuint index, const GLshort *v)
void glIndexd(GLdouble c)
void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name)
void glDeleteQueries(GLsizei n, const GLuint *ids)
GLenum glCheckFramebufferStatus(GLenum target)
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value)
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span)
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params)
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding)
void glColor4uiv(const GLuint *v)
void glDeleteProgram(GLuint program)
void glGetLightiv(GLenum light, GLenum pname, GLint *params)
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glClipPlane(GLenum plane, const GLdouble *equation)
void glFrontFace(GLenum mode)
void glGetFloatv(GLenum pname, GLfloat *params)
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image)
void glRasterPos3fv(const GLfloat *v)
void glVertexAttribI2iv(GLuint index, const GLint *v)
void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y)
const GLubyte * glGetString(GLenum name)
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glBlendEquation(GLenum mode)
void glUniform2uiv(GLint location, GLsizei count, const GLuint *value)
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y)
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img)
void glColor4ubv(const GLubyte *v)
void glIndexfv(const GLfloat *c)
void glVertexAttrib4Nusv(GLuint index, const GLushort *v)
void glWindowPos3sv(const GLshort *v)
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column)
void glTexEnvi(GLenum target, GLenum pname, GLint param)
void glNormal3i(GLint nx, GLint ny, GLint nz)
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer)
void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink)
void glVertexAttrib1s(GLuint index, GLshort x)
void glEndTransformFeedback()
void glRasterPos2fv(const GLfloat *v)
GLvoid * glMapBuffer(GLenum target, GLenum access)
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data)
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue)
void glRasterPos2dv(const GLdouble *v)
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
void glMultiTexCoord4dv(GLenum target, const GLdouble *v)
void glIndexdv(const GLdouble *c)
void glAttachShader(GLuint program, GLuint shader)
void glMaterialf(GLenum face, GLenum pname, GLfloat param)
void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
void glGetMapfv(GLenum target, GLenum query, GLfloat *v)
void glHint(GLenum target, GLenum mode)
void glVertexAttrib1f(GLuint index, GLfloat x)
GLboolean glUnmapBuffer(GLenum target)
void glWindowPos2fv(const GLfloat *v)
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage)
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
void glLoadName(GLuint name)
void glCullFace(GLenum mode)
void glTexCoord1s(GLshort s)
void glLightModeliv(GLenum pname, const GLint *params)
void glVertex3sv(const GLshort *v)
void glNormal3iv(const GLint *v)
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params)
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values)
void glGenBuffers(GLsizei n, GLuint *buffers)
void glTexCoord2f(GLfloat s, GLfloat t)
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t)
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image)
void glLoadMatrixf(const GLfloat *m)
void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glColor4iv(const GLint *v)
void glGetPointerv(GLenum pname, GLvoid **params)
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue)
void glDrawBuffer(GLenum mode)
void glTexCoord2i(GLint s, GLint t)
void glRasterPos3s(GLshort x, GLshort y, GLshort z)
void glWindowPos3dv(const GLdouble *v)
void glMultiTexCoord3fv(GLenum target, const GLfloat *v)
void glEdgeFlag(GLboolean flag)
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values)
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout)
void glPointParameterfv(GLenum pname, const GLfloat *params)
void glVertexAttrib1dv(GLuint index, const GLdouble *v)
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2)
void glSecondaryColor3i(GLint red, GLint green, GLint blue)
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params)
void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
void glNormal3fv(const GLfloat *v)
void glVertexAttribI1uiv(GLuint index, const GLuint *v)
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex)
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params)
void glEndQuery(GLenum target)
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border)
void glVertex2s(GLshort x, GLshort y)
void glMultiTexCoord2iv(GLenum target, const GLint *v)
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glResetHistogram(GLenum target)
void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params)
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer)
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
void glWindowPos2i(GLint x, GLint y)
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
void glVertexAttrib2sv(GLuint index, const GLshort *v)
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points)
void glEvalPoint1(GLint i)
void glPushName(GLuint name)
void glPointSize(GLfloat size)
void glNormal3bv(const GLbyte *v)
void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
void glPixelZoom(GLfloat xfactor, GLfloat yfactor)
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
void glFogCoorddv(const GLdouble *coord)
void glVertexAttrib4iv(GLuint index, const GLint *v)
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
void glFogi(GLenum pname, GLint param)
void glTexCoord4fv(const GLfloat *v)
void glVertexAttrib4Niv(GLuint index, const GLint *v)
void glBindTexture(GLenum target, GLuint texture)
void glPointParameterf(GLenum pname, GLfloat param)
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
void glColor3s(GLshort red, GLshort green, GLshort blue)
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glNormal3dv(const GLdouble *v)
void glEvalCoord2fv(const GLfloat *u)
void glBeginConditionalRender(GLuint id, GLenum mode)
void glColor4sv(const GLshort *v)
void glTexCoord1dv(const GLdouble *v)
void glDeleteTextures(GLsizei n, const GLuint *textures)
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t)
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations)
void glVertexAttribI3uiv(GLuint index, const GLuint *v)
void glPolygonMode(GLenum face, GLenum mode)
void glVertexAttribI1ui(GLuint index, GLuint x)
void glColor3sv(const GLshort *v)
void glFogCoordd(GLdouble coord)
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glMultiTexCoord2dv(GLenum target, const GLdouble *v)
void glPassThrough(GLfloat token)
void glPixelTransferf(GLenum pname, GLfloat param)
GLboolean glIsProgram(GLuint program)
void glBegin(GLenum mode)
void glVertexAttribI4bv(GLuint index, const GLbyte *v)
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glMultiTexCoord1dv(GLenum target, const GLdouble *v)
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
void glSecondaryColor3bv(const GLbyte *v)
void glTexGeniv(GLenum coord, GLenum pname, const GLint *params)
void glColor3ui(GLuint red, GLuint green, GLuint blue)
GLsync glFenceSync(GLenum condition, GLbitfield flags)
void glVertexAttrib1sv(GLuint index, const GLshort *v)
void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
void glUniform4iv(GLint location, GLsizei count, const GLint *value)
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params)
void glTexCoord2s(GLshort s, GLshort t)
void glSecondaryColor3usv(const GLushort *v)
void glColor3usv(const GLushort *v)
void glGetMapdv(GLenum target, GLenum query, GLdouble *v)
void glColor3iv(const GLint *v)
void glGetClipPlane(GLenum plane, GLdouble *equation)
void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params)
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
void glGetPixelMapusv(GLenum map, GLushort *values)
void glUniform1f(GLint location, GLfloat v0)
void glBindVertexArray(GLuint array)
void glBeginTransformFeedback(GLenum primitiveMode)
void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z)
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glTexGeni(GLenum coord, GLenum pname, GLint param)
void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params)
GLuint glCreateShader(GLenum type)
void glDisableVertexAttribArray(GLuint index)
void glTexCoord3sv(const GLshort *v)
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width)
void glGetIntegeri_v(GLenum target, GLuint index, GLint *data)
void glTexEnviv(GLenum target, GLenum pname, const GLint *params)
void glSecondaryColor3fv(const GLfloat *v)
void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z)
void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data)
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params)
void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params)
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glVertexAttribI4iv(GLuint index, const GLint *v)
void glMultiTexCoord2i(GLenum target, GLint s, GLint t)
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue)
void glColor4dv(const GLdouble *v)
void glVertexAttrib3fv(GLuint index, const GLfloat *v)
void glTexCoord3i(GLint s, GLint t, GLint r)
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points)
void glMultMatrixd(const GLdouble *m)
void glColor3i(GLint red, GLint green, GLint blue)
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2)
void glPointParameteriv(GLenum pname, const GLint *params)
void glUniform3uiv(GLint location, GLsizei count, const GLuint *value)
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glStencilMask(GLuint mask)
void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glSecondaryColor3ubv(const GLubyte *v)
void glVertex2f(GLfloat x, GLfloat y)
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points)
void glEnableClientState(GLenum array)
void glDepthRange(GLdouble nearVal, GLdouble farVal)
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params)
void glFogCoordf(GLfloat coord)
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
void glUniform1ui(GLint location, GLuint v0)
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params)
void glPointParameteri(GLenum pname, GLint param)
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels)
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glTexCoord3s(GLshort s, GLshort t, GLshort r)
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params)
void glAccum(GLenum op, GLfloat value)
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params)
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer)
void glDisable(GLenum cap)
void glTexCoord2sv(const GLshort *v)
void glColor3uiv(const GLuint *v)
void glEdgeFlagv(const GLboolean *flag)
void glScaled(GLdouble x, GLdouble y, GLdouble z)
void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params)
void glDepthMask(GLboolean flag)
void glRasterPos3i(GLint x, GLint y, GLint z)
void glPushClientAttrib(GLbitfield mask)
void glDeleteBuffers(GLsizei n, const GLuint *buffers)
void glGetUniformiv(GLuint program, GLint location, GLint *params)
void glVertex4iv(const GLint *v)
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels)
void glRasterPos2f(GLfloat x, GLfloat y)
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params)
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type)
void glLightiv(GLenum light, GLenum pname, const GLint *params)
void glTexCoord2iv(const GLint *v)
void glFogCoordfv(const GLfloat *coord)
GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences)
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glVertex3i(GLint x, GLint y, GLint z)
void glColor3dv(const GLdouble *v)
void glBindFramebuffer(GLenum target, GLuint framebuffer)
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer)
void glRasterPos2s(GLshort x, GLshort y)
GLboolean glIsEnabledi(GLenum target, GLuint index)
void glVertexAttrib4usv(GLuint index, const GLushort *v)
void glGetIntegerv(GLenum pname, GLint *params)
void glPrimitiveRestartIndex(GLuint index)
void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width)
void glMultiTexCoord3sv(GLenum target, const GLshort *v)
void glUniform1uiv(GLint location, GLsizei count, const GLuint *value)
void glEvalCoord1dv(const GLdouble *u)
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data)
void glMultTransposeMatrixf(const GLfloat *m)
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glLinkProgram(GLuint program)
void glLoadMatrixd(const GLdouble *m)
void glWindowPos3fv(const GLfloat *v)
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertex2dv(const GLdouble *v)
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params)
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table)
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r)
void glVertexAttrib4uiv(GLuint index, const GLuint *v)
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data)
void glMultiTexCoord1iv(GLenum target, const GLint *v)
void glPixelTransferi(GLenum pname, GLint param)
void glGetPixelMapfv(GLenum map, GLfloat *values)
void glRasterPos3dv(const GLdouble *v)
void glTexCoord2fv(const GLfloat *v)
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params)
void glLineStipple(GLint factor, GLushort pattern)
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount)
void glVertexAttrib1fv(GLuint index, const GLfloat *v)
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v)
void glGetProgramiv(GLuint program, GLenum pname, GLint *params)
void glGetDoublev(GLenum pname, GLdouble *params)
void glGetTexEnviv(GLenum target, GLenum pname, GLint *params)
GLboolean glIsTexture(GLuint texture)
void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size)
void glDeleteShader(GLuint shader)
void glTexCoord1sv(const GLshort *v)
void glVertexAttrib2dv(GLuint index, const GLdouble *v)
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName)
GLint glGetFragDataLocation(GLuint program, const GLchar *name)
void glEvalPoint2(GLint i, GLint j)
void glLightf(GLenum light, GLenum pname, GLfloat param)
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog)
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter)
void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params)
GLboolean glIsList(GLuint list)
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values)
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
void glGetQueryiv(GLenum target, GLenum pname, GLint *params)
void glVertexAttrib3dv(GLuint index, const GLdouble *v)
void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z)
void glDisablei(GLenum target, GLuint index)
void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width)
void glMultTransposeMatrixd(const GLdouble *m)
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex)
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
void glWindowPos2iv(const GLint *v)
void glTexCoord4iv(const GLint *v)
void glResetMinmax(GLenum target)
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glFogf(GLenum pname, GLfloat param)
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data)
void glFogfv(GLenum pname, const GLfloat *params)
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data)
void glGenVertexArrays(GLsizei n, GLuint *arrays)
void glVertexAttribI1i(GLuint index, GLint x)
void glDepthFunc(GLenum func)
void glGetMapiv(GLenum target, GLenum query, GLint *v)
void glClientActiveTexture(GLenum texture)
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glClampColor(GLenum target, GLenum clamp)
void glUniform2iv(GLint location, GLsizei count, const GLint *value)
void glSecondaryColor3uiv(const GLuint *v)
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
void glTexCoord1i(GLint s)
void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
void glRectdv(const GLdouble *v1, const GLdouble *v2)
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
GLboolean glIsSync(GLsync sync)
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
void glLogicOp(GLenum opcode)
void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount)
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName)
void glReadBuffer(GLenum mode)
void glTexCoord3fv(const GLfloat *v)
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
void glEvalCoord2f(GLfloat u, GLfloat v)
void glGenerateMipmap(GLenum target)
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values)
void glRasterPos3sv(const GLshort *v)
void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data)
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
void glEvalCoord1fv(const GLfloat *u)
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2)
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
void glEnablei(GLenum target, GLuint index)
void glDisableClientState(GLenum array)
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode)
void glMultiTexCoord1d(GLenum target, GLdouble s)
void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex)
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params)
void glAlphaFunc(GLenum func, GLfloat ref)
void glClearStencil(GLint s)
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
void glTexCoord4dv(const GLdouble *v)
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values)
void glPixelStorei(GLenum pname, GLint param)
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
void glDrawBuffers(GLsizei n, const GLenum *bufs)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glRectsv(const GLshort *v1, const GLshort *v2)
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val)
void glTexCoord1d(GLdouble s)
void glVertex4dv(const GLdouble *v)
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glGetPolygonStipple(GLubyte *mask)
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data)
void glUniform2f(GLint location, GLfloat v0, GLfloat v1)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params)
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
void glNormal3sv(const GLshort *v)
void glGenQueries(GLsizei n, GLuint *ids)
void glColor3ubv(const GLubyte *v)
void glClearDepth(GLdouble depth)
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
void glTexCoord2d(GLdouble s, GLdouble t)
void glIndexubv(const GLubyte *c)
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
void glWindowPos2dv(const GLdouble *v)
void glRasterPos2sv(const GLshort *v)
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value)
void glVertexAttrib1d(GLuint index, GLdouble x)
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels)
void glLoadTransposeMatrixd(const GLdouble *m)
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value)
void glIndexub(GLubyte c)
GLboolean glIsFramebuffer(GLuint framebuffer)
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
void glDeleteLists(GLuint list, GLsizei range)
void glCallList(GLuint list)
void glSecondaryColor3dv(const GLdouble *v)
void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount)
void glTexCoord4sv(const GLshort *v)
void glRasterPos2d(GLdouble x, GLdouble y)
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer)
void glPolygonOffset(GLfloat factor, GLfloat units)
void glVertexAttrib2fv(GLuint index, const GLfloat *v)
void glGetUniformfv(GLuint program, GLint location, GLfloat *params)
void glVertex2sv(const GLshort *v)
void glLineWidth(GLfloat width)
void glBindBuffer(GLenum target, GLuint buffer)
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value)
void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glDeleteVertexArrays(GLsizei n, const GLuint *arrays)
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
void glEnableVertexAttribArray(GLuint index)
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue)
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params)
GLint glGetUniformLocation(GLuint program, const GLchar *name)
void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
void glVertex2iv(const GLint *v)
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices)
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data)
void glTranslated(GLdouble x, GLdouble y, GLdouble z)
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
void glActiveTexture(GLenum texture)
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params)
void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params)
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
void glClearIndex(GLfloat c)
void glMateriali(GLenum face, GLenum pname, GLint param)
GLboolean glIsShader(GLuint shader)
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params)
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r)
void glGetPixelMapuiv(GLenum map, GLuint *values)
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
void glIndexiv(const GLint *c)
void glColor3bv(const GLbyte *v)
void glVertexAttrib4ubv(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 glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
void glLightModelf(GLenum pname, GLfloat param)
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table)
void glMultiTexCoord3dv(GLenum target, const GLdouble *v)
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
void glUniform1iv(GLint location, GLsizei count, const GLint *value)
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data)
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
void glSecondaryColor3iv(const GLint *v)
void glPushAttrib(GLbitfield mask)
void glRasterPos4sv(const GLshort *v)
void glTexCoord2dv(const GLdouble *v)
void glTexCoord1fv(const GLfloat *v)
void glGetMaterialiv(GLenum face, GLenum pname, GLint *params)
void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer)
void glUniform4uiv(GLint location, GLsizei count, const GLuint *value)
void glDeleteSync(GLsync sync)
void glMultiTexCoord4fv(GLenum target, const GLfloat *v)
void glUniform1i(GLint location, GLint v0)
const GLubyte * glGetStringi(GLenum name, GLuint index)
void glVertexAttribI3iv(GLuint index, const GLint *v)
void glEnable(GLenum cap)
void glUniform2ui(GLint location, GLuint v0, GLuint v1)
void glMultiTexCoord2fv(GLenum target, const GLfloat *v)
GLboolean glIsBuffer(GLuint buffer)
void glShadeModel(GLenum mode)
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink)
void glTexCoord3dv(const GLdouble *v)
void glWindowPos2s(GLshort x, GLshort y)
void glMultiTexCoord4iv(GLenum target, const GLint *v)
void glMultMatrixf(const GLfloat *m)
void glStencilMaskSeparate(GLenum face, GLuint mask)
void glBeginQuery(GLenum target, GLuint id)
void glVertexAttrib4sv(GLuint index, const GLshort *v)
void glVertexAttribI4sv(GLuint index, const GLshort *v)
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image)
void glCompileShader(GLuint shader)
void glSampleCoverage(GLfloat value, GLboolean invert)
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params)
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
void glVertex4i(GLint x, GLint y, GLint z, GLint w)
void glPolygonStipple(const GLubyte *mask)
void glVertexAttrib4Nsv(GLuint index, const GLshort *v)
void glCallLists(GLsizei n, GLenum type, const GLvoid *lists)
GLvoid * glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access)
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params)
void glRasterPos4dv(const GLdouble *v)
void glWindowPos3iv(const GLint *v)
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params)
void glVertexAttribI1iv(GLuint index, const GLint *v)
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params)
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params)
void glVertexAttribI4uiv(GLuint index, const GLuint *v)
void glSecondaryColor3sv(const GLshort *v)
void glRectfv(const GLfloat *v1, const GLfloat *v2)
void glRectiv(const GLint *v1, const GLint *v2)
void glRasterPos4iv(const GLint *v)
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
void glSampleMaski(GLuint index, GLbitfield mask)
void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params)
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2)
void glVertex2i(GLint x, GLint y)
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params)
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
void glWindowPos3s(GLshort x, GLshort y, GLshort z)
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset)
void glLightfv(GLenum light, GLenum pname, const GLfloat *params)
void glProvokingVertex(GLenum mode)
void glUniform3iv(GLint location, GLsizei count, const GLint *value)
void glScalef(GLfloat x, GLfloat y, GLfloat z)
GLboolean glIsVertexArray(GLuint array)
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params)
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
void glColor4usv(const GLushort *v)
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
void glTexCoord1f(GLfloat s)
void glGetBooleanv(GLenum pname, GLboolean *params)
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v)
void glMultiTexCoord1i(GLenum target, GLint s)
void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level)
void glRasterPos2i(GLint x, GLint y)
void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
QMap< QString, QString > map
[6]
Combined button and popup list for selecting options.
#define Q_DECL_UNUSED_MEMBER
EGLOutputLayerEXT EGLint EGLAttrib value
[5]
GLsizei GLenum GLsizei GLsizei GLsizei GLboolean fixedsamplelocations
GLint GLint GLint GLint dstX0
GLint GLfloat GLfloat GLfloat v2
GLenum GLsizei GLsizei GLint * values
[15]
GLboolean GLboolean GLboolean b
typedef GLint(GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC)(GLuint program
GLdouble GLdouble GLdouble GLdouble GLdouble GLdouble zFar
GLsizei const GLfloat * v
[13]
GLdouble GLdouble GLdouble GLdouble GLdouble zNear
GLuint GLfloat GLfloat GLfloat GLfloat GLfloat z
GLint GLint GLint GLint GLint x
[0]
GLuint const GLuint * buffers
GLint GLenum GLsizei GLsizei GLsizei depth
typedef GLfloat(GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC)(GLuint path
GLenum GLuint GLint level
GLfloat GLfloat GLfloat w
[0]
GLint GLsizei GLsizei height
GLboolean GLboolean GLboolean GLboolean a
[7]
GLuint GLfloat GLfloat GLfloat GLfloat y1
GLenum GLuint GLintptr GLsizeiptr size
[1]
GLenum GLenum GLsizei const GLuint * ids
GLuint const GLuint GLuint const GLuint * textures
GLuint GLfloat GLfloat GLfloat x1
GLenum GLuint GLenum GLsizei length
GLdouble GLdouble GLdouble GLdouble top
GLenum GLenum GLsizei count
GLbitfield GLuint64 timeout
[4]
GLint GLenum GLsizei GLsizei GLsizei GLint border
GLsizei GLsizei GLchar * infoLog
const void GLsizei GLsizei stride
GLint GLint GLint yoffset
GLint GLint GLint GLint zoffset
GLint GLsizei GLboolean transpose
typedef GLsizei(GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC)(GLuint target)
GLenum GLintptr readOffset
GLint GLint GLint GLint GLint GLint dstX1
typedef GLenum(GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC)(void)
GLenum GLintptr GLintptr writeOffset
GLsizei GLenum const void GLint basevertex
GLsizei GLenum const void GLsizei instancecount
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLint GLenum internalformat
typedef GLboolean(GL_APIENTRYP PFNGLISENABLEDIOESPROC)(GLenum target
GLint GLsizei GLsizei GLenum GLenum GLsizei void * data
GLenum const GLint * param
GLenum GLuint GLintptr offset
GLint GLfloat GLfloat GLfloat GLfloat v3
GLint GLenum GLsizei GLsizei GLsizei GLint GLenum GLenum const void * pixels
GLint GLint GLint GLint GLint GLint GLint GLbitfield mask
GLint GLsizei GLsizei GLenum format
const void GLsizei drawcount
GLint GLint GLint GLint GLint dstY0
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei imageSize
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei GLenum const void * indices
GLsizei GLsizei GLchar * source
GLenum GLenum GLsizei void GLsizei void * column
GLenum GLenum GLenum dfactorAlpha
GLfixed GLfixed GLint GLint GLfixed points
const GLchar * uniformBlockName
GLenum GLenum sfactorAlpha
GLsizei const GLchar *const * varyings
const GLuint GLboolean * residences
GLsizei const GLchar *const GLenum bufferMode
GLfixed GLfixed GLfixed y2
GLuint GLsizei GLsizei GLchar * uniformName
GLfixed GLfixed GLint ustride
const GLuint const GLfixed * priorities
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint vstride
GLsizei GLfixed GLfixed GLfixed GLfixed const GLubyte * bitmap
GLsizei GLfixed GLfixed yorig
typedef GLbitfield(APIENTRYP PFNGLQUERYMATRIXXOESPROC)(GLfixed *mantissa
GLsizei GLfixed GLfixed GLfixed xmove
GLsizei const GLchar *const GLuint * uniformIndices
GLsizei GLfixed GLfixed GLfixed GLfixed ymove
GLfixed GLfixed GLint GLint GLfixed GLfixed GLint GLint vorder
const GLuint * framebuffers
GLsizei const void * pointer
GLdouble GLdouble GLdouble GLdouble q
GLenum GLenum GLsizei void * row
GLenum GLenum GLsizei void GLsizei void void * span
GLsizei GLenum GLboolean sink
GLint GLenum GLboolean normalized
const GLuint * renderbuffers
GLfixed GLfixed GLint GLint uorder
GLfloat GLfloat GLfloat alpha
GLuint GLuint uniformBlockBinding
GLenum GLenum GLenum dppass
GLint GLfloat GLint stencil
GLfixed GLfixed GLint GLint order
GLenum GLenum renderbuffertarget
typedef GLushort(APIENTRYP PFNGLGETSTAGEINDEXNVPROC)(GLenum shadertype)
GLenum GLenum GLsizei void * table
GLsizeiptr const void GLenum usage
GLsizei const GLchar *const * uniformNames