The QOpenGLFunctions_3_1 class provides all functions for OpenGL 3.1 specification. More...
Header: | #include <QOpenGLFunctions_3_1> |
qmake: | QT += gui |
Since: | Qt 5.1 |
Inherits: | QAbstractOpenGLFunctions |
QOpenGLFunctions_3_1() | |
virtual | ~QOpenGLFunctions_3_1() |
void | glActiveTexture(GLenum texture) |
void | glAttachShader(GLuint program, GLuint shader) |
void | glBeginConditionalRender(GLuint id, GLenum mode) |
void | glBeginQuery(GLenum target, GLuint id) |
void | glBeginTransformFeedback(GLenum primitiveMode) |
void | glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) |
void | glBindBuffer(GLenum target, GLuint buffer) |
void | glBindBufferBase(GLenum target, GLuint index, GLuint buffer) |
void | glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) |
void | glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name) |
void | glBindFramebuffer(GLenum target, GLuint framebuffer) |
void | glBindRenderbuffer(GLenum target, GLuint renderbuffer) |
void | glBindTexture(GLenum target, GLuint texture) |
void | glBindVertexArray(GLuint array) |
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 | glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) |
void | glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) |
void | glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) |
GLenum | glCheckFramebufferStatus(GLenum target) |
void | glClampColor(GLenum target, GLenum clamp) |
void | glClear(GLbitfield mask) |
void | glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) |
void | glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) |
void | glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) |
void | glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value) |
void | glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
void | glClearDepth(int depth) |
void | glClearStencil(GLint s) |
void | glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) |
void | glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) |
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 | glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) |
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 | glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) |
void | glDeleteProgram(GLuint program) |
void | glDeleteQueries(GLsizei n, const GLuint *ids) |
void | glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) |
void | glDeleteShader(GLuint shader) |
void | glDeleteTextures(GLsizei n, const GLuint *textures) |
void | glDeleteVertexArrays(GLsizei n, const GLuint *arrays) |
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 | glDisableVertexAttribArray(GLuint index) |
void | glDisablei(GLenum target, GLuint index) |
void | glDrawArrays(GLenum mode, GLint first, GLsizei count) |
void | glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) |
void | glDrawBuffer(GLenum mode) |
void | glDrawBuffers(GLsizei n, const GLenum *bufs) |
void | glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) |
void | glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount) |
void | glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) |
void | glEnable(GLenum cap) |
void | glEnableVertexAttribArray(GLuint index) |
void | glEnablei(GLenum target, GLuint index) |
void | glEndConditionalRender() |
void | glEndQuery(GLenum target) |
void | glEndTransformFeedback() |
void | glFinish() |
void | glFlush() |
void | glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) |
void | glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) |
void | glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) |
void | glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) |
void | glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) |
void | glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) |
void | glFrontFace(GLenum mode) |
void | glGenBuffers(GLsizei n, GLuint *buffers) |
void | glGenFramebuffers(GLsizei n, GLuint *framebuffers) |
void | glGenQueries(GLsizei n, GLuint *ids) |
void | glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) |
void | glGenTextures(GLsizei n, GLuint *textures) |
void | glGenVertexArrays(GLsizei n, GLuint *arrays) |
void | glGenerateMipmap(GLenum target) |
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 | glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) |
void | glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) |
void | glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) |
void | glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) |
void | glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) |
GLint | glGetAttribLocation(GLuint program, const GLchar *name) |
void | glGetBooleani_v(GLenum target, GLuint index, GLboolean *data) |
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 | glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img) |
void | glGetDoublev(GLenum pname, int *params) |
GLenum | glGetError() |
void | glGetFloatv(GLenum pname, GLfloat *params) |
GLint | glGetFragDataLocation(GLuint program, const GLchar *name) |
void | glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) |
void | glGetIntegeri_v(GLenum target, GLuint index, GLint *data) |
void | glGetIntegerv(GLenum pname, GLint *params) |
void | glGetPointerv(GLenum pname, GLvoid **params) |
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 | glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) |
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) |
const GLubyte * | glGetStringi(GLenum name, GLuint index) |
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 | glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params) |
void | glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params) |
void | glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) |
void | glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) |
GLuint | glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) |
void | glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices) |
GLint | glGetUniformLocation(GLuint program, const GLchar *name) |
void | glGetUniformfv(GLuint program, GLint location, GLfloat *params) |
void | glGetUniformiv(GLuint program, GLint location, GLint *params) |
void | glGetUniformuiv(GLuint program, GLint location, GLuint *params) |
void | glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params) |
void | glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *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 | glIndexub(GLubyte c) |
void | glIndexubv(const GLubyte *c) |
GLboolean | glIsBuffer(GLuint buffer) |
GLboolean | glIsEnabled(GLenum cap) |
GLboolean | glIsEnabledi(GLenum target, GLuint index) |
GLboolean | glIsFramebuffer(GLuint framebuffer) |
GLboolean | glIsProgram(GLuint program) |
GLboolean | glIsQuery(GLuint id) |
GLboolean | glIsRenderbuffer(GLuint renderbuffer) |
GLboolean | glIsShader(GLuint shader) |
GLboolean | glIsTexture(GLuint texture) |
GLboolean | glIsVertexArray(GLuint array) |
void | glLineWidth(GLfloat width) |
void | glLinkProgram(GLuint program) |
void | glLogicOp(GLenum opcode) |
GLvoid * | glMapBuffer(GLenum target, GLenum access) |
GLvoid * | glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) |
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 | glPixelStoref(GLenum pname, GLfloat param) |
void | glPixelStorei(GLenum pname, GLint param) |
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 | glPrimitiveRestartIndex(GLuint index) |
void | glReadBuffer(GLenum mode) |
void | glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) |
void | glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) |
void | glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) |
void | glSampleCoverage(GLfloat value, GLboolean invert) |
void | glScissor(GLint x, GLint y, GLsizei width, GLsizei height) |
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 | glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer) |
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 | glTexParameterIiv(GLenum target, GLenum pname, const GLint *params) |
void | glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params) |
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 | glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode) |
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 | glUniform1ui(GLint location, GLuint v0) |
void | glUniform1uiv(GLint location, GLsizei count, const GLuint *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 | glUniform2ui(GLint location, GLuint v0, GLuint v1) |
void | glUniform2uiv(GLint location, GLsizei count, const GLuint *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 | glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) |
void | glUniform3uiv(GLint location, GLsizei count, const GLuint *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 | glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) |
void | glUniform4uiv(GLint location, GLsizei count, const GLuint *value) |
void | glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) |
void | glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
GLboolean | glUnmapBuffer(GLenum target) |
void | glUseProgram(GLuint program) |
void | glValidateProgram(GLuint program) |
void | glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) |
void | glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) |
void | glViewport(GLint x, GLint y, GLsizei width, GLsizei height) |
virtual bool | initializeOpenGLFunctions() override |
The QOpenGLFunctions_3_1 class provides all functions for OpenGL 3.1 specification.
This class is a wrapper for functions from OpenGL 3.1 specification. See reference pages on opengl.org for function documentation.
See also QAbstractOpenGLFunctions.
Default constructs an instance of QOpenGLFunctions_3_1.
[virtual]
QOpenGLFunctions_3_1::~QOpenGLFunctions_3_1()Destroys the instance of QOpenGLFunctions_3_1. The destructor is virtual.
[override virtual]
bool QOpenGLFunctions_3_1::initializeOpenGLFunctions()