The QOpenGLFunctions_2_0 class provides all functions for OpenGL 2.0 specification. More...
Header: | #include <QOpenGLFunctions_2_0> |
qmake: | QT += gui |
Since: | Qt 5.1 |
Inherits: | QAbstractOpenGLFunctions |
QOpenGLFunctions_2_0() | |
virtual | ~QOpenGLFunctions_2_0() |
void | glAccum(GLenum op, GLfloat value) |
void | glActiveTexture(GLenum texture) |
void | glAlphaFunc(GLenum func, GLfloat ref) |
GLboolean | glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences) |
void | glArrayElement(GLint i) |
void | glAttachShader(GLuint program, GLuint shader) |
void | glBegin(GLenum mode) |
void | glBeginQuery(GLenum target, GLuint id) |
void | glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) |
void | glBindBuffer(GLenum target, GLuint buffer) |
void | glBindTexture(GLenum target, GLuint texture) |
void | glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap) |
void | glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
void | glBlendEquation(GLenum mode) |
void | glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) |
void | glBlendFunc(GLenum sfactor, GLenum dfactor) |
void | glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) |
void | glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) |
void | glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) |
void | glCallList(GLuint list) |
void | glCallLists(GLsizei n, GLenum type, const GLvoid *lists) |
void | glClear(GLbitfield mask) |
void | glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
void | glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
void | glClearDepth(int depth) |
void | glClearIndex(GLfloat c) |
void | glClearStencil(GLint s) |
void | glClientActiveTexture(GLenum texture) |
void | glClipPlane(GLenum plane, const int *equation) |
void | glColor3b(int red, int green, int blue) |
void | glColor3bv(const int *v) |
void | glColor3d(int red, int green, int blue) |
void | glColor3dv(const int *v) |
void | glColor3f(GLfloat red, GLfloat green, GLfloat blue) |
void | glColor3fv(const GLfloat *v) |
void | glColor3i(GLint red, GLint green, GLint blue) |
void | glColor3iv(const GLint *v) |
void | glColor3s(int red, int green, int blue) |
void | glColor3sv(const int *v) |
void | glColor3ub(GLubyte red, GLubyte green, GLubyte blue) |
void | glColor3ubv(const GLubyte *v) |
void | glColor3ui(GLuint red, GLuint green, GLuint blue) |
void | glColor3uiv(const GLuint *v) |
void | glColor3us(int red, int green, int blue) |
void | glColor3usv(const int *v) |
void | glColor4b(int red, int green, int blue, int alpha) |
void | glColor4bv(const int *v) |
void | glColor4d(int red, int green, int blue, int alpha) |
void | glColor4dv(const int *v) |
void | glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
void | glColor4fv(const GLfloat *v) |
void | glColor4i(GLint red, GLint green, GLint blue, GLint alpha) |
void | glColor4iv(const GLint *v) |
void | glColor4s(int red, int green, int blue, int alpha) |
void | glColor4sv(const int *v) |
void | glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) |
void | glColor4ubv(const GLubyte *v) |
void | glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha) |
void | glColor4uiv(const GLuint *v) |
void | glColor4us(int red, int green, int blue, int alpha) |
void | glColor4usv(const int *v) |
void | glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) |
void | glColorMaterial(GLenum face, GLenum mode) |
void | glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data) |
void | glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table) |
void | glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params) |
void | glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params) |
void | glCompileShader(GLuint shader) |
void | glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data) |
void | glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) |
void | glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) |
void | glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data) |
void | glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) |
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 | glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image) |
void | glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image) |
void | glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params) |
void | glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params) |
void | glConvolutionParameteri(GLenum target, GLenum pname, GLint params) |
void | glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params) |
void | glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width) |
void | glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) |
void | glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) |
void | glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height) |
void | glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) |
void | glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) |
void | glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) |
void | glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) |
void | glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) |
void | glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) |
GLuint | glCreateProgram() |
GLuint | glCreateShader(GLenum type) |
void | glCullFace(GLenum mode) |
void | glDeleteBuffers(GLsizei n, const GLuint *buffers) |
void | glDeleteLists(GLuint list, GLsizei range) |
void | glDeleteProgram(GLuint program) |
void | glDeleteQueries(GLsizei n, const GLuint *ids) |
void | glDeleteShader(GLuint shader) |
void | glDeleteTextures(GLsizei n, const GLuint *textures) |
void | glDepthFunc(GLenum func) |
void | glDepthMask(GLboolean flag) |
void | glDepthRange(int nearVal, int farVal) |
void | glDetachShader(GLuint program, GLuint shader) |
void | glDisable(GLenum cap) |
void | glDisableClientState(GLenum array) |
void | glDisableVertexAttribArray(GLuint index) |
void | glDrawArrays(GLenum mode, GLint first, GLsizei count) |
void | glDrawBuffer(GLenum mode) |
void | glDrawBuffers(GLsizei n, const GLenum *bufs) |
void | glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) |
void | glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) |
void | glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) |
void | glEdgeFlag(GLboolean flag) |
void | glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer) |
void | glEdgeFlagv(const GLboolean *flag) |
void | glEnable(GLenum cap) |
void | glEnableClientState(GLenum array) |
void | glEnableVertexAttribArray(GLuint index) |
void | glEnd() |
void | glEndList() |
void | glEndQuery(GLenum target) |
void | glEvalCoord1d(int u) |
void | glEvalCoord1dv(const int *u) |
void | glEvalCoord1f(GLfloat u) |
void | glEvalCoord1fv(const GLfloat *u) |
void | glEvalCoord2d(int u, int v) |
void | glEvalCoord2dv(const int *u) |
void | glEvalCoord2f(GLfloat u, GLfloat v) |
void | glEvalCoord2fv(const GLfloat *u) |
void | glEvalMesh1(GLenum mode, GLint i1, GLint i2) |
void | glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) |
void | glEvalPoint1(GLint i) |
void | glEvalPoint2(GLint i, GLint j) |
void | glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer) |
void | glFinish() |
void | glFlush() |
void | glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glFogCoordd(int coord) |
void | glFogCoorddv(const int *coord) |
void | glFogCoordf(GLfloat coord) |
void | glFogCoordfv(const GLfloat *coord) |
void | glFogf(GLenum pname, GLfloat param) |
void | glFogfv(GLenum pname, const GLfloat *params) |
void | glFogi(GLenum pname, GLint param) |
void | glFogiv(GLenum pname, const GLint *params) |
void | glFrontFace(GLenum mode) |
void | glFrustum(int left, int right, int bottom, int top, int zNear, int zFar) |
void | glGenBuffers(GLsizei n, GLuint *buffers) |
GLuint | glGenLists(GLsizei range) |
void | glGenQueries(GLsizei n, GLuint *ids) |
void | glGenTextures(GLsizei n, GLuint *textures) |
void | glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) |
void | glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) |
void | glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) |
GLint | glGetAttribLocation(GLuint program, const GLchar *name) |
void | glGetBooleanv(GLenum pname, GLboolean *params) |
void | glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetBufferPointerv(GLenum target, GLenum pname, GLvoid **params) |
void | glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) |
void | glGetClipPlane(GLenum plane, int *equation) |
void | glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table) |
void | glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params) |
void | glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img) |
void | glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image) |
void | glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params) |
void | glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetDoublev(GLenum pname, int *params) |
GLenum | glGetError() |
void | glGetFloatv(GLenum pname, GLfloat *params) |
void | glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values) |
void | glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params) |
void | glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetIntegerv(GLenum pname, GLint *params) |
void | glGetLightfv(GLenum light, GLenum pname, GLfloat *params) |
void | glGetLightiv(GLenum light, GLenum pname, GLint *params) |
void | glGetMapdv(GLenum target, GLenum query, int *v) |
void | glGetMapfv(GLenum target, GLenum query, GLfloat *v) |
void | glGetMapiv(GLenum target, GLenum query, GLint *v) |
void | glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params) |
void | glGetMaterialiv(GLenum face, GLenum pname, GLint *params) |
void | glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values) |
void | glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params) |
void | glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetPixelMapfv(GLenum map, GLfloat *values) |
void | glGetPixelMapuiv(GLenum map, GLuint *values) |
void | glGetPixelMapusv(GLenum map, int *values) |
void | glGetPointerv(GLenum pname, GLvoid **params) |
void | glGetPolygonStipple(GLubyte *mask) |
void | glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) |
void | glGetProgramiv(GLuint program, GLenum pname, GLint *params) |
void | glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) |
void | glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) |
void | glGetQueryiv(GLenum target, GLenum pname, GLint *params) |
void | glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span) |
void | glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) |
void | glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) |
void | glGetShaderiv(GLuint shader, GLenum pname, GLint *params) |
const GLubyte * | glGetString(GLenum name) |
void | glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params) |
void | glGetTexEnviv(GLenum target, GLenum pname, GLint *params) |
void | glGetTexGendv(GLenum coord, GLenum pname, int *params) |
void | glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params) |
void | glGetTexGeniv(GLenum coord, GLenum pname, GLint *params) |
void | glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) |
void | glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) |
void | glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) |
void | glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) |
void | glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) |
GLint | glGetUniformLocation(GLuint program, const GLchar *name) |
void | glGetUniformfv(GLuint program, GLint location, GLfloat *params) |
void | glGetUniformiv(GLuint program, GLint location, GLint *params) |
void | glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer) |
void | glGetVertexAttribdv(GLuint index, GLenum pname, int *params) |
void | glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) |
void | glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) |
void | glHint(GLenum target, GLenum mode) |
void | glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink) |
void | glIndexMask(GLuint mask) |
void | glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glIndexd(int c) |
void | glIndexdv(const int *c) |
void | glIndexf(GLfloat c) |
void | glIndexfv(const GLfloat *c) |
void | glIndexi(GLint c) |
void | glIndexiv(const GLint *c) |
void | glIndexs(int c) |
void | glIndexsv(const int *c) |
void | glIndexub(GLubyte c) |
void | glIndexubv(const GLubyte *c) |
void | glInitNames() |
void | glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer) |
GLboolean | glIsBuffer(GLuint buffer) |
GLboolean | glIsEnabled(GLenum cap) |
GLboolean | glIsList(GLuint list) |
GLboolean | glIsProgram(GLuint program) |
GLboolean | glIsQuery(GLuint id) |
GLboolean | glIsShader(GLuint shader) |
GLboolean | glIsTexture(GLuint texture) |
void | glLightModelf(GLenum pname, GLfloat param) |
void | glLightModelfv(GLenum pname, const GLfloat *params) |
void | glLightModeli(GLenum pname, GLint param) |
void | glLightModeliv(GLenum pname, const GLint *params) |
void | glLightf(GLenum light, GLenum pname, GLfloat param) |
void | glLightfv(GLenum light, GLenum pname, const GLfloat *params) |
void | glLighti(GLenum light, GLenum pname, GLint param) |
void | glLightiv(GLenum light, GLenum pname, const GLint *params) |
void | glLineStipple(GLint factor, int pattern) |
void | glLineWidth(GLfloat width) |
void | glLinkProgram(GLuint program) |
void | glListBase(GLuint base) |
void | glLoadIdentity() |
void | glLoadMatrixd(const int *m) |
void | glLoadMatrixf(const GLfloat *m) |
void | glLoadName(GLuint name) |
void | glLoadTransposeMatrixd(const int *m) |
void | glLoadTransposeMatrixf(const GLfloat *m) |
void | glLogicOp(GLenum opcode) |
void | glMap1d(GLenum target, int u1, int u2, GLint stride, GLint order, const int *points) |
void | glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points) |
void | glMap2d(GLenum target, int u1, int u2, GLint ustride, GLint uorder, int v1, int v2, GLint vstride, GLint vorder, const int *points) |
void | glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) |
GLvoid * | glMapBuffer(GLenum target, GLenum access) |
void | glMapGrid1d(GLint un, int u1, int u2) |
void | glMapGrid1f(GLint un, GLfloat u1, GLfloat u2) |
void | glMapGrid2d(GLint un, int u1, int u2, GLint vn, int v1, int v2) |
void | glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) |
void | glMaterialf(GLenum face, GLenum pname, GLfloat param) |
void | glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) |
void | glMateriali(GLenum face, GLenum pname, GLint param) |
void | glMaterialiv(GLenum face, GLenum pname, const GLint *params) |
void | glMatrixMode(GLenum mode) |
void | glMinmax(GLenum target, GLenum internalformat, GLboolean sink) |
void | glMultMatrixd(const int *m) |
void | glMultMatrixf(const GLfloat *m) |
void | glMultTransposeMatrixd(const int *m) |
void | glMultTransposeMatrixf(const GLfloat *m) |
void | glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) |
void | glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount) |
void | glMultiTexCoord1d(GLenum target, int s) |
void | glMultiTexCoord1dv(GLenum target, const int *v) |
void | glMultiTexCoord1f(GLenum target, GLfloat s) |
void | glMultiTexCoord1fv(GLenum target, const GLfloat *v) |
void | glMultiTexCoord1i(GLenum target, GLint s) |
void | glMultiTexCoord1iv(GLenum target, const GLint *v) |
void | glMultiTexCoord1s(GLenum target, int s) |
void | glMultiTexCoord1sv(GLenum target, const int *v) |
void | glMultiTexCoord2d(GLenum target, int s, int t) |
void | glMultiTexCoord2dv(GLenum target, const int *v) |
void | glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) |
void | glMultiTexCoord2fv(GLenum target, const GLfloat *v) |
void | glMultiTexCoord2i(GLenum target, GLint s, GLint t) |
void | glMultiTexCoord2iv(GLenum target, const GLint *v) |
void | glMultiTexCoord2s(GLenum target, int s, int t) |
void | glMultiTexCoord2sv(GLenum target, const int *v) |
void | glMultiTexCoord3d(GLenum target, int s, int t, int r) |
void | glMultiTexCoord3dv(GLenum target, const int *v) |
void | glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) |
void | glMultiTexCoord3fv(GLenum target, const GLfloat *v) |
void | glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r) |
void | glMultiTexCoord3iv(GLenum target, const GLint *v) |
void | glMultiTexCoord3s(GLenum target, int s, int t, int r) |
void | glMultiTexCoord3sv(GLenum target, const int *v) |
void | glMultiTexCoord4d(GLenum target, int s, int t, int r, int q) |
void | glMultiTexCoord4dv(GLenum target, const int *v) |
void | glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) |
void | glMultiTexCoord4fv(GLenum target, const GLfloat *v) |
void | glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q) |
void | glMultiTexCoord4iv(GLenum target, const GLint *v) |
void | glMultiTexCoord4s(GLenum target, int s, int t, int r, int q) |
void | glMultiTexCoord4sv(GLenum target, const int *v) |
void | glNewList(GLuint list, GLenum mode) |
void | glNormal3b(int nx, int ny, int nz) |
void | glNormal3bv(const int *v) |
void | glNormal3d(int nx, int ny, int nz) |
void | glNormal3dv(const int *v) |
void | glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) |
void | glNormal3fv(const GLfloat *v) |
void | glNormal3i(GLint nx, GLint ny, GLint nz) |
void | glNormal3iv(const GLint *v) |
void | glNormal3s(int nx, int ny, int nz) |
void | glNormal3sv(const int *v) |
void | glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glOrtho(int left, int right, int bottom, int top, int zNear, int zFar) |
void | glPassThrough(GLfloat token) |
void | glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values) |
void | glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values) |
void | glPixelMapusv(GLenum map, GLint mapsize, const int *values) |
void | glPixelStoref(GLenum pname, GLfloat param) |
void | glPixelStorei(GLenum pname, GLint param) |
void | glPixelTransferf(GLenum pname, GLfloat param) |
void | glPixelTransferi(GLenum pname, GLint param) |
void | glPixelZoom(GLfloat xfactor, GLfloat yfactor) |
void | glPointParameterf(GLenum pname, GLfloat param) |
void | glPointParameterfv(GLenum pname, const GLfloat *params) |
void | glPointParameteri(GLenum pname, GLint param) |
void | glPointParameteriv(GLenum pname, const GLint *params) |
void | glPointSize(GLfloat size) |
void | glPolygonMode(GLenum face, GLenum mode) |
void | glPolygonOffset(GLfloat factor, GLfloat units) |
void | glPolygonStipple(const GLubyte *mask) |
void | glPopAttrib() |
void | glPopClientAttrib() |
void | glPopMatrix() |
void | glPopName() |
void | glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities) |
void | glPushAttrib(GLbitfield mask) |
void | glPushClientAttrib(GLbitfield mask) |
void | glPushMatrix() |
void | glPushName(GLuint name) |
void | glRasterPos2d(int x, int y) |
void | glRasterPos2dv(const int *v) |
void | glRasterPos2f(GLfloat x, GLfloat y) |
void | glRasterPos2fv(const GLfloat *v) |
void | glRasterPos2i(GLint x, GLint y) |
void | glRasterPos2iv(const GLint *v) |
void | glRasterPos2s(int x, int y) |
void | glRasterPos2sv(const int *v) |
void | glRasterPos3d(int x, int y, int z) |
void | glRasterPos3dv(const int *v) |
void | glRasterPos3f(GLfloat x, GLfloat y, GLfloat z) |
void | glRasterPos3fv(const GLfloat *v) |
void | glRasterPos3i(GLint x, GLint y, GLint z) |
void | glRasterPos3iv(const GLint *v) |
void | glRasterPos3s(int x, int y, int z) |
void | glRasterPos3sv(const int *v) |
void | glRasterPos4d(int x, int y, int z, int w) |
void | glRasterPos4dv(const int *v) |
void | glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
void | glRasterPos4fv(const GLfloat *v) |
void | glRasterPos4i(GLint x, GLint y, GLint z, GLint w) |
void | glRasterPos4iv(const GLint *v) |
void | glRasterPos4s(int x, int y, int z, int w) |
void | glRasterPos4sv(const int *v) |
void | glReadBuffer(GLenum mode) |
void | glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) |
void | glRectd(int x1, int y1, int x2, int y2) |
void | glRectdv(const int *v1, const int *v2) |
void | glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) |
void | glRectfv(const GLfloat *v1, const GLfloat *v2) |
void | glRecti(GLint x1, GLint y1, GLint x2, GLint y2) |
void | glRectiv(const GLint *v1, const GLint *v2) |
void | glRects(int x1, int y1, int x2, int y2) |
void | glRectsv(const int *v1, const int *v2) |
GLint | glRenderMode(GLenum mode) |
void | glResetHistogram(GLenum target) |
void | glResetMinmax(GLenum target) |
void | glRotated(int angle, int x, int y, int z) |
void | glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) |
void | glSampleCoverage(GLfloat value, GLboolean invert) |
void | glScaled(int x, int y, int z) |
void | glScalef(GLfloat x, GLfloat y, GLfloat z) |
void | glScissor(GLint x, GLint y, GLsizei width, GLsizei height) |
void | glSecondaryColor3b(int red, int green, int blue) |
void | glSecondaryColor3bv(const int *v) |
void | glSecondaryColor3d(int red, int green, int blue) |
void | glSecondaryColor3dv(const int *v) |
void | glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue) |
void | glSecondaryColor3fv(const GLfloat *v) |
void | glSecondaryColor3i(GLint red, GLint green, GLint blue) |
void | glSecondaryColor3iv(const GLint *v) |
void | glSecondaryColor3s(int red, int green, int blue) |
void | glSecondaryColor3sv(const int *v) |
void | glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue) |
void | glSecondaryColor3ubv(const GLubyte *v) |
void | glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue) |
void | glSecondaryColor3uiv(const GLuint *v) |
void | glSecondaryColor3us(int red, int green, int blue) |
void | glSecondaryColor3usv(const int *v) |
void | glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glSelectBuffer(GLsizei size, GLuint *buffer) |
void | glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column) |
void | glShadeModel(GLenum mode) |
void | glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length) |
void | glStencilFunc(GLenum func, GLint ref, GLuint mask) |
void | glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) |
void | glStencilMask(GLuint mask) |
void | glStencilMaskSeparate(GLenum face, GLuint mask) |
void | glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) |
void | glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) |
void | glTexCoord1d(int s) |
void | glTexCoord1dv(const int *v) |
void | glTexCoord1f(GLfloat s) |
void | glTexCoord1fv(const GLfloat *v) |
void | glTexCoord1i(GLint s) |
void | glTexCoord1iv(const GLint *v) |
void | glTexCoord1s(int s) |
void | glTexCoord1sv(const int *v) |
void | glTexCoord2d(int s, int t) |
void | glTexCoord2dv(const int *v) |
void | glTexCoord2f(GLfloat s, GLfloat t) |
void | glTexCoord2fv(const GLfloat *v) |
void | glTexCoord2i(GLint s, GLint t) |
void | glTexCoord2iv(const GLint *v) |
void | glTexCoord2s(int s, int t) |
void | glTexCoord2sv(const int *v) |
void | glTexCoord3d(int s, int t, int r) |
void | glTexCoord3dv(const int *v) |
void | glTexCoord3f(GLfloat s, GLfloat t, GLfloat r) |
void | glTexCoord3fv(const GLfloat *v) |
void | glTexCoord3i(GLint s, GLint t, GLint r) |
void | glTexCoord3iv(const GLint *v) |
void | glTexCoord3s(int s, int t, int r) |
void | glTexCoord3sv(const int *v) |
void | glTexCoord4d(int s, int t, int r, int q) |
void | glTexCoord4dv(const int *v) |
void | glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) |
void | glTexCoord4fv(const GLfloat *v) |
void | glTexCoord4i(GLint s, GLint t, GLint r, GLint q) |
void | glTexCoord4iv(const GLint *v) |
void | glTexCoord4s(int s, int t, int r, int q) |
void | glTexCoord4sv(const int *v) |
void | glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glTexEnvf(GLenum target, GLenum pname, GLfloat param) |
void | glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) |
void | glTexEnvi(GLenum target, GLenum pname, GLint param) |
void | glTexEnviv(GLenum target, GLenum pname, const GLint *params) |
void | glTexGend(GLenum coord, GLenum pname, int param) |
void | glTexGendv(GLenum coord, GLenum pname, const int *params) |
void | glTexGenf(GLenum coord, GLenum pname, GLfloat param) |
void | glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params) |
void | glTexGeni(GLenum coord, GLenum pname, GLint param) |
void | glTexGeniv(GLenum coord, GLenum pname, const GLint *params) |
void | glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels) |
void | glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) |
void | glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) |
void | glTexParameterf(GLenum target, GLenum pname, GLfloat param) |
void | glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) |
void | glTexParameteri(GLenum target, GLenum pname, GLint param) |
void | glTexParameteriv(GLenum target, GLenum pname, const GLint *params) |
void | glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels) |
void | glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) |
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 | glTranslated(int x, int y, int z) |
void | glTranslatef(GLfloat x, GLfloat y, GLfloat z) |
void | glUniform1f(GLint location, GLfloat v0) |
void | glUniform1fv(GLint location, GLsizei count, const GLfloat *value) |
void | glUniform1i(GLint location, GLint v0) |
void | glUniform1iv(GLint location, GLsizei count, const GLint *value) |
void | glUniform2f(GLint location, GLfloat v0, GLfloat v1) |
void | glUniform2fv(GLint location, GLsizei count, const GLfloat *value) |
void | glUniform2i(GLint location, GLint v0, GLint v1) |
void | glUniform2iv(GLint location, GLsizei count, const GLint *value) |
void | glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) |
void | glUniform3fv(GLint location, GLsizei count, const GLfloat *value) |
void | glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) |
void | glUniform3iv(GLint location, GLsizei count, const GLint *value) |
void | glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) |
void | glUniform4fv(GLint location, GLsizei count, const GLfloat *value) |
void | glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) |
void | glUniform4iv(GLint location, GLsizei count, const GLint *value) |
void | glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
GLboolean | glUnmapBuffer(GLenum target) |
void | glUseProgram(GLuint program) |
void | glValidateProgram(GLuint program) |
void | glVertex2d(int x, int y) |
void | glVertex2dv(const int *v) |
void | glVertex2f(GLfloat x, GLfloat y) |
void | glVertex2fv(const GLfloat *v) |
void | glVertex2i(GLint x, GLint y) |
void | glVertex2iv(const GLint *v) |
void | glVertex2s(int x, int y) |
void | glVertex2sv(const int *v) |
void | glVertex3d(int x, int y, int z) |
void | glVertex3dv(const int *v) |
void | glVertex3f(GLfloat x, GLfloat y, GLfloat z) |
void | glVertex3fv(const GLfloat *v) |
void | glVertex3i(GLint x, GLint y, GLint z) |
void | glVertex3iv(const GLint *v) |
void | glVertex3s(int x, int y, int z) |
void | glVertex3sv(const int *v) |
void | glVertex4d(int x, int y, int z, int w) |
void | glVertex4dv(const int *v) |
void | glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
void | glVertex4fv(const GLfloat *v) |
void | glVertex4i(GLint x, GLint y, GLint z, GLint w) |
void | glVertex4iv(const GLint *v) |
void | glVertex4s(int x, int y, int z, int w) |
void | glVertex4sv(const int *v) |
void | glVertexAttrib1d(GLuint index, int x) |
void | glVertexAttrib1dv(GLuint index, const int *v) |
void | glVertexAttrib1f(GLuint index, GLfloat x) |
void | glVertexAttrib1fv(GLuint index, const GLfloat *v) |
void | glVertexAttrib1s(GLuint index, int x) |
void | glVertexAttrib1sv(GLuint index, const int *v) |
void | glVertexAttrib2d(GLuint index, int x, int y) |
void | glVertexAttrib2dv(GLuint index, const int *v) |
void | glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) |
void | glVertexAttrib2fv(GLuint index, const GLfloat *v) |
void | glVertexAttrib2s(GLuint index, int x, int y) |
void | glVertexAttrib2sv(GLuint index, const int *v) |
void | glVertexAttrib3d(GLuint index, int x, int y, int z) |
void | glVertexAttrib3dv(GLuint index, const int *v) |
void | glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) |
void | glVertexAttrib3fv(GLuint index, const GLfloat *v) |
void | glVertexAttrib3s(GLuint index, int x, int y, int z) |
void | glVertexAttrib3sv(GLuint index, const int *v) |
void | glVertexAttrib4Nbv(GLuint index, const int *v) |
void | glVertexAttrib4Niv(GLuint index, const GLint *v) |
void | glVertexAttrib4Nsv(GLuint index, const int *v) |
void | glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) |
void | glVertexAttrib4Nubv(GLuint index, const GLubyte *v) |
void | glVertexAttrib4Nuiv(GLuint index, const GLuint *v) |
void | glVertexAttrib4Nusv(GLuint index, const int *v) |
void | glVertexAttrib4bv(GLuint index, const int *v) |
void | glVertexAttrib4d(GLuint index, int x, int y, int z, int w) |
void | glVertexAttrib4dv(GLuint index, const int *v) |
void | glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
void | glVertexAttrib4fv(GLuint index, const GLfloat *v) |
void | glVertexAttrib4iv(GLuint index, const GLint *v) |
void | glVertexAttrib4s(GLuint index, int x, int y, int z, int w) |
void | glVertexAttrib4sv(GLuint index, const int *v) |
void | glVertexAttrib4ubv(GLuint index, const GLubyte *v) |
void | glVertexAttrib4uiv(GLuint index, const GLuint *v) |
void | glVertexAttrib4usv(GLuint index, const int *v) |
void | glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) |
void | glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glViewport(GLint x, GLint y, GLsizei width, GLsizei height) |
void | glWindowPos2d(int x, int y) |
void | glWindowPos2dv(const int *v) |
void | glWindowPos2f(GLfloat x, GLfloat y) |
void | glWindowPos2fv(const GLfloat *v) |
void | glWindowPos2i(GLint x, GLint y) |
void | glWindowPos2iv(const GLint *v) |
void | glWindowPos2s(int x, int y) |
void | glWindowPos2sv(const int *v) |
void | glWindowPos3d(int x, int y, int z) |
void | glWindowPos3dv(const int *v) |
void | glWindowPos3f(GLfloat x, GLfloat y, GLfloat z) |
void | glWindowPos3fv(const GLfloat *v) |
void | glWindowPos3i(GLint x, GLint y, GLint z) |
void | glWindowPos3iv(const GLint *v) |
void | glWindowPos3s(int x, int y, int z) |
void | glWindowPos3sv(const int *v) |
virtual bool | initializeOpenGLFunctions() override |
The QOpenGLFunctions_2_0 class provides all functions for OpenGL 2.0 specification.
This class is a wrapper for functions from OpenGL 2.0 specification. See reference pages on opengl.org for function documentation.
See also QAbstractOpenGLFunctions.
Default constructs an instance of QOpenGLFunctions_2_0.
[virtual]
QOpenGLFunctions_2_0::~QOpenGLFunctions_2_0()Destroys the instance of QOpenGLFunctions_2_0. The destructor is virtual.
[override virtual]
bool QOpenGLFunctions_2_0::initializeOpenGLFunctions()