- enum OpenGLFeature
- flags OpenGLFeatures
- QOpenGLExtraFunctions(QOpenGLContext *)
- QOpenGLExtraFunctions()
- glActiveShaderProgram(GLuint, GLuint)
- glActiveTexture(GLenum)
- glAttachShader(GLuint, GLuint)
- glBeginQuery(GLenum, GLuint)
- glBeginTransformFeedback(GLenum)
- glBindAttribLocation(GLuint, GLuint, const char *)
- glBindBuffer(GLenum, GLuint)
- glBindBufferBase(GLenum, GLuint, GLuint)
- glBindBufferRange(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr)
- glBindFramebuffer(GLenum, GLuint)
- glBindImageTexture(GLuint, GLuint, GLint, GLboolean, GLint, GLenum, GLenum)
- glBindProgramPipeline(GLuint)
- glBindRenderbuffer(GLenum, GLuint)
- glBindSampler(GLuint, GLuint)
- glBindTexture(GLenum, GLuint)
- glBindTransformFeedback(GLenum, GLuint)
- glBindVertexArray(GLuint)
- glBindVertexBuffer(GLuint, GLuint, GLintptr, GLsizei)
- glBlendBarrier()
- glBlendColor(GLclampf, GLclampf, GLclampf, GLclampf)
- glBlendEquation(GLenum)
- glBlendEquationSeparate(GLenum, GLenum)
- glBlendEquationSeparatei(GLuint, GLenum, GLenum)
- glBlendEquationi(GLuint, GLenum)
- glBlendFunc(GLenum, GLenum)
- glBlendFuncSeparate(GLenum, GLenum, GLenum, GLenum)
- glBlendFuncSeparatei(GLuint, GLenum, GLenum, GLenum, GLenum)
- glBlendFunci(GLuint, GLenum, GLenum)
- glBlitFramebuffer(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum)
- glBufferData(GLenum, qopengl_GLsizeiptr, const void *, GLenum)
- glBufferSubData(GLenum, qopengl_GLintptr, qopengl_GLsizeiptr, const void *)
- glCheckFramebufferStatus(GLenum) : GLenum
- glClear(GLbitfield)
- glClearBufferfi(GLenum, GLint, GLfloat, GLint)
- glClearBufferfv(GLenum, GLint, const GLfloat *)
- glClearBufferiv(GLenum, GLint, const GLint *)
- glClearBufferuiv(GLenum, GLint, const GLuint *)
- glClearColor(GLclampf, GLclampf, GLclampf, GLclampf)
- glClearDepthf(GLclampf)
- glClearStencil(GLint)
- glClientWaitSync(GLsync, GLbitfield, GLuint64) : GLenum
- glColorMask(GLboolean, GLboolean, GLboolean, GLboolean)
- glColorMaski(GLuint, GLboolean, GLboolean, GLboolean, GLboolean)
- glCompileShader(GLuint)
- glCompressedTexImage2D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void *)
- glCompressedTexImage3D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const void
*)
- glCompressedTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void
*)
- glCompressedTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum,
GLsizei, const void *)
- glCopyBufferSubData(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr)
- glCopyImageSubData(GLuint, GLenum, GLint, GLint, GLint, GLint, GLuint, GLenum, GLint, GLint, GLint, GLint,
GLsizei, GLsizei, GLsizei)
- glCopyTexImage2D(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint)
- glCopyTexSubImage2D(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei)
- glCopyTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei)
- glCreateProgram() : GLuint
- glCreateShader(GLenum) : GLuint
- glCreateShaderProgramv(GLenum, GLsizei, const GLchar *const *) : GLuint
- glCullFace(GLenum)
- glDebugMessageCallback(GLDEBUGPROC, const void *)
- glDebugMessageControl(GLenum, GLenum, GLenum, GLsizei, const GLuint *, GLboolean)
- glDebugMessageInsert(GLenum, GLenum, GLuint, GLenum, GLsizei, const GLchar *)
- glDeleteBuffers(GLsizei, const GLuint *)
- glDeleteFramebuffers(GLsizei, const GLuint *)
- glDeleteProgram(GLuint)
- glDeleteProgramPipelines(GLsizei, const GLuint *)
- glDeleteQueries(GLsizei, const GLuint *)
- glDeleteRenderbuffers(GLsizei, const GLuint *)
- glDeleteSamplers(GLsizei, const GLuint *)
- glDeleteShader(GLuint)
- glDeleteSync(GLsync)
- glDeleteTextures(GLsizei, const GLuint *)
- glDeleteTransformFeedbacks(GLsizei, const GLuint *)
- glDeleteVertexArrays(GLsizei, const GLuint *)
- glDepthFunc(GLenum)
- glDepthMask(GLboolean)
- glDepthRangef(GLclampf, GLclampf)
- glDetachShader(GLuint, GLuint)
- glDisable(GLenum)
- glDisableVertexAttribArray(GLuint)
- glDisablei(GLenum, GLuint)
- glDispatchCompute(GLuint, GLuint, GLuint)
- glDispatchComputeIndirect(GLintptr)
- glDrawArrays(GLenum, GLint, GLsizei)
- glDrawArraysIndirect(GLenum, const void *)
- glDrawArraysInstanced(GLenum, GLint, GLsizei, GLsizei)
- glDrawBuffers(GLsizei, const GLenum *)
- glDrawElements(GLenum, GLsizei, GLenum, const GLvoid *)
- glDrawElementsBaseVertex(GLenum, GLsizei, GLenum, const void *, GLint)
- glDrawElementsIndirect(GLenum, GLenum, const void *)
- glDrawElementsInstanced(GLenum, GLsizei, GLenum, const void *, GLsizei)
- glDrawElementsInstancedBaseVertex(GLenum, GLsizei, GLenum, const void *, GLsizei,
GLint)
- glDrawRangeElements(GLenum, GLuint, GLuint, GLsizei, GLenum, const void *)
- glDrawRangeElementsBaseVertex(GLenum, GLuint, GLuint, GLsizei, GLenum, const void *, GLint)
- glEnable(GLenum)
- glEnableVertexAttribArray(GLuint)
- glEnablei(GLenum, GLuint)
- glEndQuery(GLenum)
- glEndTransformFeedback()
- glFenceSync(GLenum, GLbitfield) : GLsync
- glFinish()
- glFlush()
- glFlushMappedBufferRange(GLenum, GLintptr, GLsizeiptr)
- glFramebufferParameteri(GLenum, GLenum, GLint)
- glFramebufferRenderbuffer(GLenum, GLenum, GLenum, GLuint)
- glFramebufferTexture(GLenum, GLenum, GLuint, GLint)
- glFramebufferTexture2D(GLenum, GLenum, GLenum, GLuint, GLint)
- glFramebufferTextureLayer(GLenum, GLenum, GLuint, GLint, GLint)
- glFrontFace(GLenum)
- glGenBuffers(GLsizei, GLuint *)
- glGenFramebuffers(GLsizei, GLuint *)
- glGenProgramPipelines(GLsizei, GLuint *)
- glGenQueries(GLsizei, GLuint *)
- glGenRenderbuffers(GLsizei, GLuint *)
- glGenSamplers(GLsizei, GLuint *)
- glGenTextures(GLsizei, GLuint *)
- glGenTransformFeedbacks(GLsizei, GLuint *)
- glGenVertexArrays(GLsizei, GLuint *)
- glGenerateMipmap(GLenum)
- glGetActiveAttrib(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, char *)
- glGetActiveUniform(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, char *)
- glGetActiveUniformBlockName(GLuint, GLuint, GLsizei, GLsizei *, GLchar *)
- glGetActiveUniformBlockiv(GLuint, GLuint, GLenum, GLint *)
- glGetActiveUniformsiv(GLuint, GLsizei, const GLuint *, GLenum, GLint *)
- glGetAttachedShaders(GLuint, GLsizei, GLsizei *, GLuint *)
- glGetAttribLocation(GLuint, const char *) : GLint
- glGetBooleani_v(GLenum, GLuint, GLboolean *)
- glGetBooleanv(GLenum, GLboolean *)
- glGetBufferParameteri64v(GLenum, GLenum, GLint64 *)
- glGetBufferParameteriv(GLenum, GLenum, GLint *)
- glGetBufferPointerv(GLenum, GLenum, void **)
- glGetDebugMessageLog(GLuint, GLsizei, GLenum *, GLenum *, GLuint *, GLenum *, GLsizei *, GLchar *) :
GLuint
- glGetError() : GLenum
- glGetFloatv(GLenum, GLfloat *)
- glGetFragDataLocation(GLuint, const GLchar *) : GLint
- glGetFramebufferAttachmentParameteriv(GLenum, GLenum, GLenum, GLint *)
- glGetFramebufferParameteriv(GLenum, GLenum, GLint *)
- glGetGraphicsResetStatus() : GLenum
- glGetInteger64i_v(GLenum, GLuint, GLint64 *)
- glGetInteger64v(GLenum, GLint64 *)
- glGetIntegeri_v(GLenum, GLuint, GLint *)
- glGetIntegerv(GLenum, GLint *)
- glGetInternalformativ(GLenum, GLenum, GLenum, GLsizei, GLint *)
- glGetMultisamplefv(GLenum, GLuint, GLfloat *)
- glGetObjectLabel(GLenum, GLuint, GLsizei, GLsizei *, GLchar *)
- glGetObjectPtrLabel(const void *, GLsizei, GLsizei *, GLchar *)
- glGetPointerv(GLenum, void **)
- glGetProgramBinary(GLuint, GLsizei, GLsizei *, GLenum *, void *)
- glGetProgramInfoLog(GLuint, GLsizei, GLsizei *, char *)
- glGetProgramInterfaceiv(GLuint, GLenum, GLenum, GLint *)
- glGetProgramPipelineInfoLog(GLuint, GLsizei, GLsizei *, GLchar *)
- glGetProgramPipelineiv(GLuint, GLenum, GLint *)
- glGetProgramResourceIndex(GLuint, GLenum, const GLchar *) : GLuint
- glGetProgramResourceLocation(GLuint, GLenum, const GLchar *) : GLint
- glGetProgramResourceName(GLuint, GLenum, GLuint, GLsizei, GLsizei *, GLchar *)
- glGetProgramResourceiv(GLuint, GLenum, GLuint, GLsizei, const GLenum *, GLsizei, GLsizei *, GLint
*)
- glGetProgramiv(GLuint, GLenum, GLint *)
- glGetQueryObjectuiv(GLuint, GLenum, GLuint *)
- glGetQueryiv(GLenum, GLenum, GLint *)
- glGetRenderbufferParameteriv(GLenum, GLenum, GLint *)
- glGetSamplerParameterIiv(GLuint, GLenum, GLint *)
- glGetSamplerParameterIuiv(GLuint, GLenum, GLuint *)
- glGetSamplerParameterfv(GLuint, GLenum, GLfloat *)
- glGetSamplerParameteriv(GLuint, GLenum, GLint *)
- glGetShaderInfoLog(GLuint, GLsizei, GLsizei *, char *)
- glGetShaderPrecisionFormat(GLenum, GLenum, GLint *, GLint *)
- glGetShaderSource(GLuint, GLsizei, GLsizei *, char *)
- glGetShaderiv(GLuint, GLenum, GLint *)
- glGetString(GLenum) : const GLubyte *
- glGetStringi(GLenum, GLuint) : const GLubyte *
- glGetSynciv(GLsync, GLenum, GLsizei, GLsizei *, GLint *)
- glGetTexLevelParameterfv(GLenum, GLint, GLenum, GLfloat *)
- glGetTexLevelParameteriv(GLenum, GLint, GLenum, GLint *)
- glGetTexParameterIiv(GLenum, GLenum, GLint *)
- glGetTexParameterIuiv(GLenum, GLenum, GLuint *)
- glGetTexParameterfv(GLenum, GLenum, GLfloat *)
- glGetTexParameteriv(GLenum, GLenum, GLint *)
- glGetTransformFeedbackVarying(GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar
*)
- glGetUniformBlockIndex(GLuint, const GLchar *) : GLuint
- glGetUniformIndices(GLuint, GLsizei, const GLchar *const *, GLuint *)
- glGetUniformLocation(GLuint, const char *) : GLint
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- glGetUniformfv(GLuint, GLint, GLfloat *)
- glGetUniformiv(GLuint, GLint, GLint *)
- glGetUniformuiv(GLuint, GLint, GLuint *)
- glGetVertexAttribIiv(GLuint, GLenum, GLint *)
- glGetVertexAttribIuiv(GLuint, GLenum, GLuint *)
- glGetVertexAttribPointerv(GLuint, GLenum, void **)
- glGetVertexAttribfv(GLuint, GLenum, GLfloat *)
- glGetVertexAttribiv(GLuint, GLenum, GLint *)
- glGetnUniformfv(GLuint, GLint, GLsizei, GLfloat *)
- glGetnUniformiv(GLuint, GLint, GLsizei, GLint *)
- glGetnUniformuiv(GLuint, GLint, GLsizei, GLuint *)
- glHint(GLenum, GLenum)
- glInvalidateFramebuffer(GLenum, GLsizei, const GLenum *)
- glInvalidateSubFramebuffer(GLenum, GLsizei, const GLenum *, GLint, GLint, GLsizei, GLsizei)
- glIsBuffer(GLuint) : GLboolean
- glIsEnabled(GLenum) : GLboolean
- glIsEnabledi(GLenum, GLuint) : GLboolean
- glIsFramebuffer(GLuint) : GLboolean
- glIsProgram(GLuint) : GLboolean
- glIsProgramPipeline(GLuint) : GLboolean
- glIsQuery(GLuint) : GLboolean
- glIsRenderbuffer(GLuint) : GLboolean
- glIsSampler(GLuint) : GLboolean
- glIsShader(GLuint) : GLboolean
- glIsSync(GLsync) : GLboolean
- glIsTexture(GLuint) : GLboolean
- glIsTransformFeedback(GLuint) : GLboolean
- glIsVertexArray(GLuint) : GLboolean
- glLineWidth(GLfloat)
- glLinkProgram(GLuint)
- glMapBufferRange(GLenum, GLintptr, GLsizeiptr, GLbitfield) : void *
- glMemoryBarrier(GLbitfield)
- glMemoryBarrierByRegion(GLbitfield)
- glMinSampleShading(GLfloat)
- glObjectLabel(GLenum, GLuint, GLsizei, const GLchar *)
- glObjectPtrLabel(const void *, GLsizei, const GLchar *)
- glPatchParameteri(GLenum, GLint)
- glPauseTransformFeedback()
- glPixelStorei(GLenum, GLint)
- glPolygonOffset(GLfloat, GLfloat)
- glPopDebugGroup()
- glPrimitiveBoundingBox(GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat)
- glProgramBinary(GLuint, GLenum, const void *, GLsizei)
- glProgramParameteri(GLuint, GLenum, GLint)
- glProgramUniform1f(GLuint, GLint, GLfloat)
- glProgramUniform1fv(GLuint, GLint, GLsizei, const GLfloat *)
- glProgramUniform1i(GLuint, GLint, GLint)
- glProgramUniform1iv(GLuint, GLint, GLsizei, const GLint *)
- glProgramUniform1ui(GLuint, GLint, GLuint)
- glProgramUniform1uiv(GLuint, GLint, GLsizei, const GLuint *)
- glProgramUniform2f(GLuint, GLint, GLfloat, GLfloat)
- glProgramUniform2fv(GLuint, GLint, GLsizei, const GLfloat *)
- glProgramUniform2i(GLuint, GLint, GLint, GLint)
- glProgramUniform2iv(GLuint, GLint, GLsizei, const GLint *)
- glProgramUniform2ui(GLuint, GLint, GLuint, GLuint)
- glProgramUniform2uiv(GLuint, GLint, GLsizei, const GLuint *)
- glProgramUniform3f(GLuint, GLint, GLfloat, GLfloat, GLfloat)
- glProgramUniform3fv(GLuint, GLint, GLsizei, const GLfloat *)
- glProgramUniform3i(GLuint, GLint, GLint, GLint, GLint)
- glProgramUniform3iv(GLuint, GLint, GLsizei, const GLint *)
- glProgramUniform3ui(GLuint, GLint, GLuint, GLuint, GLuint)
- glProgramUniform3uiv(GLuint, GLint, GLsizei, const GLuint *)
- glProgramUniform4f(GLuint, GLint, GLfloat, GLfloat, GLfloat, GLfloat)
- glProgramUniform4fv(GLuint, GLint, GLsizei, const GLfloat *)
- glProgramUniform4i(GLuint, GLint, GLint, GLint, GLint, GLint)
- glProgramUniform4iv(GLuint, GLint, GLsizei, const GLint *)
- glProgramUniform4ui(GLuint, GLint, GLuint, GLuint, GLuint, GLuint)
- glProgramUniform4uiv(GLuint, GLint, GLsizei, const GLuint *)
- glProgramUniformMatrix2fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix2x3fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix2x4fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix3fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix3x2fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix3x4fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix4fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix4x2fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glProgramUniformMatrix4x3fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *)
- glPushDebugGroup(GLenum, GLuint, GLsizei, const GLchar *)
- glReadBuffer(GLenum)
- glReadPixels(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *)
- glReadnPixels(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLsizei, void *)
- glReleaseShaderCompiler()
- glRenderbufferStorage(GLenum, GLenum, GLsizei, GLsizei)
- glRenderbufferStorageMultisample(GLenum, GLsizei, GLenum, GLsizei, GLsizei)
- glResumeTransformFeedback()
- glSampleCoverage(GLclampf, GLboolean)
- glSampleMaski(GLuint, GLbitfield)
- glSamplerParameterIiv(GLuint, GLenum, const GLint *)
- glSamplerParameterIuiv(GLuint, GLenum, const GLuint *)
- glSamplerParameterf(GLuint, GLenum, GLfloat)
- glSamplerParameterfv(GLuint, GLenum, const GLfloat *)
- glSamplerParameteri(GLuint, GLenum, GLint)
- glSamplerParameteriv(GLuint, GLenum, const GLint *)
- glScissor(GLint, GLint, GLsizei, GLsizei)
- glShaderBinary(GLint, const GLuint *, GLenum, const void *, GLint)
- glShaderSource(GLuint, GLsizei, const char **, const GLint *)
- glStencilFunc(GLenum, GLint, GLuint)
- glStencilFuncSeparate(GLenum, GLenum, GLint, GLuint)
- glStencilMask(GLuint)
- glStencilMaskSeparate(GLenum, GLuint)
- glStencilOp(GLenum, GLenum, GLenum)
- glStencilOpSeparate(GLenum, GLenum, GLenum, GLenum)
- glTexBuffer(GLenum, GLenum, GLuint)
- glTexBufferRange(GLenum, GLenum, GLuint, GLintptr, GLsizeiptr)
- glTexImage2D(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *)
- glTexImage3D(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *)
- glTexParameterIiv(GLenum, GLenum, const GLint *)
- glTexParameterIuiv(GLenum, GLenum, const GLuint *)
- glTexParameterf(GLenum, GLenum, GLfloat)
- glTexParameterfv(GLenum, GLenum, const GLfloat *)
- glTexParameteri(GLenum, GLenum, GLint)
- glTexParameteriv(GLenum, GLenum, const GLint *)
- glTexStorage2D(GLenum, GLsizei, GLenum, GLsizei, GLsizei)
- glTexStorage2DMultisample(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLboolean)
- glTexStorage3D(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei)
- glTexStorage3DMultisample(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean)
- glTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)
- glTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const void
*)
- glTransformFeedbackVaryings(GLuint, GLsizei, const GLchar *const *, GLenum)
- glUniform1f(GLint, GLfloat)
- glUniform1fv(GLint, GLsizei, const GLfloat *)
- glUniform1i(GLint, GLint)
- glUniform1iv(GLint, GLsizei, const GLint *)
- glUniform1ui(GLint, GLuint)
- glUniform1uiv(GLint, GLsizei, const GLuint *)
- glUniform2f(GLint, GLfloat, GLfloat)
- glUniform2fv(GLint, GLsizei, const GLfloat *)
- glUniform2i(GLint, GLint, GLint)
- glUniform2iv(GLint, GLsizei, const GLint *)
- glUniform2ui(GLint, GLuint, GLuint)
- glUniform2uiv(GLint, GLsizei, const GLuint *)
- glUniform3f(GLint, GLfloat, GLfloat, GLfloat)
- glUniform3fv(GLint, GLsizei, const GLfloat *)
- glUniform3i(GLint, GLint, GLint, GLint)
- glUniform3iv(GLint, GLsizei, const GLint *)
- glUniform3ui(GLint, GLuint, GLuint, GLuint)
- glUniform3uiv(GLint, GLsizei, const GLuint *)
- glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat)
- glUniform4fv(GLint, GLsizei, const GLfloat *)
- glUniform4i(GLint, GLint, GLint, GLint, GLint)
- glUniform4iv(GLint, GLsizei, const GLint *)
- glUniform4ui(GLint, GLuint, GLuint, GLuint, GLuint)
- glUniform4uiv(GLint, GLsizei, const GLuint *)
- glUniformBlockBinding(GLuint, GLuint, GLuint)
- glUniformMatrix2fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix2x3fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix2x4fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix3fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix3x2fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix3x4fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix4x2fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix4x3fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUnmapBuffer(GLenum) : GLboolean
- glUseProgram(GLuint)
- glUseProgramStages(GLuint, GLbitfield, GLuint)
- glValidateProgram(GLuint)
- glValidateProgramPipeline(GLuint)
- glVertexAttrib1f(GLuint, GLfloat)
- glVertexAttrib1fv(GLuint, const GLfloat *)
- glVertexAttrib2f(GLuint, GLfloat, GLfloat)
- glVertexAttrib2fv(GLuint, const GLfloat *)
- glVertexAttrib3f(GLuint, GLfloat, GLfloat, GLfloat)
- glVertexAttrib3fv(GLuint, const GLfloat *)
- glVertexAttrib4f(GLuint, GLfloat, GLfloat, GLfloat, GLfloat)
- glVertexAttrib4fv(GLuint, const GLfloat *)
- glVertexAttribBinding(GLuint, GLuint)
- glVertexAttribDivisor(GLuint, GLuint)
- glVertexAttribFormat(GLuint, GLint, GLenum, GLboolean, GLuint)
- glVertexAttribI4i(GLuint, GLint, GLint, GLint, GLint)
- glVertexAttribI4iv(GLuint, const GLint *)
- glVertexAttribI4ui(GLuint, GLuint, GLuint, GLuint, GLuint)
- glVertexAttribI4uiv(GLuint, const GLuint *)
- glVertexAttribIFormat(GLuint, GLint, GLenum, GLuint)
- glVertexAttribIPointer(GLuint, GLint, GLenum, GLsizei, const void *)
- glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const void *)
- glVertexBindingDivisor(GLuint, GLuint)
- glViewport(GLint, GLint, GLsizei, GLsizei)
- glWaitSync(GLsync, GLbitfield, GLuint64)
- hasOpenGLFeature(QOpenGLFunctions::OpenGLFeature) const : bool
- initializeOpenGLFunctions()
- openGLFeatures() const : QOpenGLFunctions::OpenGLFeatures
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