The QOpenGLFunctions_4_4_Core class provides all functions for OpenGL 4.4 core profile. More...
Header: | #include <QOpenGLFunctions_4_4_Core> |
qmake: | QT += gui |
Since: | Qt 5.5 |
Inherits: | QAbstractOpenGLFunctions |
QOpenGLFunctions_4_4_Core() | |
virtual | ~QOpenGLFunctions_4_4_Core() |
void | glActiveShaderProgram(GLuint pipeline, GLuint program) |
void | glActiveTexture(GLenum texture) |
void | glAttachShader(GLuint program, GLuint shader) |
void | glBeginConditionalRender(GLuint id, GLenum mode) |
void | glBeginQuery(GLenum target, GLuint id) |
void | glBeginQueryIndexed(GLenum target, GLuint index, 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 | glBindBuffersBase(GLenum target, GLuint first, GLsizei count, const GLuint *buffers) |
void | glBindBuffersRange(GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes) |
void | glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name) |
void | glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) |
void | glBindFramebuffer(GLenum target, GLuint framebuffer) |
void | glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) |
void | glBindImageTextures(GLuint first, GLsizei count, const GLuint *textures) |
void | glBindProgramPipeline(GLuint pipeline) |
void | glBindRenderbuffer(GLenum target, GLuint renderbuffer) |
void | glBindSampler(GLuint unit, GLuint sampler) |
void | glBindSamplers(GLuint first, GLsizei count, const GLuint *samplers) |
void | glBindTexture(GLenum target, GLuint texture) |
void | glBindTextures(GLuint first, GLsizei count, const GLuint *textures) |
void | glBindTransformFeedback(GLenum target, GLuint id) |
void | glBindVertexArray(GLuint array) |
void | glBindVertexBuffer(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) |
void | glBindVertexBuffers(GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides) |
void | glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
void | glBlendEquation(GLenum mode) |
void | glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) |
void | glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha) |
void | glBlendEquationi(GLuint buf, GLenum mode) |
void | glBlendFunc(GLenum sfactor, GLenum dfactor) |
void | glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) |
void | glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) |
void | glBlendFunci(GLuint buf, GLenum src, GLenum dst) |
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 void *data, GLenum usage) |
void | glBufferStorage(GLenum target, GLsizeiptr size, const void *data, GLbitfield flags) |
void | glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) |
GLenum | glCheckFramebufferStatus(GLenum target) |
void | glClampColor(GLenum target, GLenum clamp) |
void | glClear(GLbitfield mask) |
void | glClearBufferData(GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data) |
void | glClearBufferSubData(GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) |
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 | glClearDepthf(GLfloat dd) |
void | glClearStencil(GLint s) |
void | glClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, const void *data) |
void | glClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data) |
GLenum | glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) |
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 void *data) |
void | glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) |
void | glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) |
void | glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) |
void | glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) |
void | glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) |
void | glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) |
void | glCopyImageSubData(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) |
void | 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) |
GLuint | glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar *const *strings) |
void | glCullFace(GLenum mode) |
void | glDebugMessageCallback(GLDEBUGPROC callback, const void *userParam) |
void | glDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled) |
void | glDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf) |
void | glDeleteBuffers(GLsizei n, const GLuint *buffers) |
void | glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) |
void | glDeleteProgram(GLuint program) |
void | glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines) |
void | glDeleteQueries(GLsizei n, const GLuint *ids) |
void | glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) |
void | glDeleteSamplers(GLsizei count, const GLuint *samplers) |
void | glDeleteShader(GLuint shader) |
void | glDeleteSync(GLsync sync) |
void | glDeleteTextures(GLsizei n, const GLuint *textures) |
void | glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids) |
void | glDeleteVertexArrays(GLsizei n, const GLuint *arrays) |
void | glDepthFunc(GLenum func) |
void | glDepthMask(GLboolean flag) |
void | glDepthRange(int nearVal, int farVal) |
void | glDepthRangeArrayv(GLuint first, GLsizei count, const int *v) |
void | glDepthRangeIndexed(GLuint index, int n, int f) |
void | glDepthRangef(GLfloat n, GLfloat f) |
void | glDetachShader(GLuint program, GLuint shader) |
void | glDisable(GLenum cap) |
void | glDisableVertexAttribArray(GLuint index) |
void | glDisablei(GLenum target, GLuint index) |
void | glDispatchCompute(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z) |
void | glDispatchComputeIndirect(GLintptr indirect) |
void | glDrawArrays(GLenum mode, GLint first, GLsizei count) |
void | glDrawArraysIndirect(GLenum mode, const void *indirect) |
void | glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) |
void | glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) |
void | glDrawBuffer(GLenum buf) |
void | glDrawBuffers(GLsizei n, const GLenum *bufs) |
void | glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) |
void | glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex) |
void | glDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect) |
void | glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount) |
void | glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance) |
void | glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex) |
void | glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) |
void | glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) |
void | glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex) |
void | glDrawTransformFeedback(GLenum mode, GLuint id) |
void | glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount) |
void | glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream) |
void | glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) |
void | glEnable(GLenum cap) |
void | glEnableVertexAttribArray(GLuint index) |
void | glEnablei(GLenum target, GLuint index) |
void | glEndConditionalRender() |
void | glEndQuery(GLenum target) |
void | glEndQueryIndexed(GLenum target, GLuint index) |
void | glEndTransformFeedback() |
GLsync | glFenceSync(GLenum condition, GLbitfield flags) |
void | glFinish() |
void | glFlush() |
void | glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) |
void | glFramebufferParameteri(GLenum target, GLenum pname, GLint param) |
void | glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) |
void | glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) |
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 | glGenProgramPipelines(GLsizei n, GLuint *pipelines) |
void | glGenQueries(GLsizei n, GLuint *ids) |
void | glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) |
void | glGenSamplers(GLsizei count, GLuint *samplers) |
void | glGenTextures(GLsizei n, GLuint *textures) |
void | glGenTransformFeedbacks(GLsizei n, GLuint *ids) |
void | glGenVertexArrays(GLsizei n, GLuint *arrays) |
void | glGenerateMipmap(GLenum target) |
void | glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params) |
void | glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) |
void | glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) |
void | glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) |
void | glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values) |
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 *shaders) |
GLint | glGetAttribLocation(GLuint program, const GLchar *name) |
void | glGetBooleani_v(GLenum target, GLuint index, GLboolean *data) |
void | glGetBooleanv(GLenum pname, GLboolean *data) |
void | glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params) |
void | glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetBufferPointerv(GLenum target, GLenum pname, void **params) |
void | glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data) |
void | glGetCompressedTexImage(GLenum target, GLint level, void *img) |
GLuint | glGetDebugMessageLog(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog) |
void | glGetDoublei_v(GLenum target, GLuint index, int *data) |
void | glGetDoublev(GLenum pname, int *data) |
GLenum | glGetError() |
void | glGetFloati_v(GLenum target, GLuint index, GLfloat *data) |
void | glGetFloatv(GLenum pname, GLfloat *data) |
GLint | glGetFragDataIndex(GLuint program, const GLchar *name) |
GLint | glGetFragDataLocation(GLuint program, const GLchar *name) |
void | glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) |
void | glGetFramebufferParameteriv(GLenum target, GLenum pname, GLint *params) |
void | glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data) |
void | glGetInteger64v(GLenum pname, GLint64 *data) |
void | glGetIntegeri_v(GLenum target, GLuint index, GLint *data) |
void | glGetIntegerv(GLenum pname, GLint *data) |
void | glGetInternalformati64v(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint64 *params) |
void | glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params) |
void | glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val) |
void | glGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label) |
void | glGetObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label) |
void | glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) |
void | glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) |
void | glGetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint *params) |
void | glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) |
void | glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params) |
GLuint | glGetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name) |
GLint | glGetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name) |
GLint | glGetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar *name) |
void | glGetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) |
void | glGetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params) |
void | glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values) |
void | glGetProgramiv(GLuint program, GLenum pname, GLint *params) |
void | glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params) |
void | glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) |
void | glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) |
void | glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *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 | glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params) |
void | glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params) |
void | glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params) |
void | glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params) |
void | glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) |
void | glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision) |
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) |
GLuint | glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name) |
GLint | glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name) |
void | glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) |
void | glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *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 | glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params) |
void | glGetUniformdv(GLuint program, GLint location, int *params) |
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 | glGetVertexAttribLdv(GLuint index, GLenum pname, int *params) |
void | glGetVertexAttribPointerv(GLuint index, GLenum pname, void **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 | glInvalidateBufferData(GLuint buffer) |
void | glInvalidateBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr length) |
void | glInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments) |
void | glInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) |
void | glInvalidateTexImage(GLuint texture, GLint level) |
void | glInvalidateTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) |
GLboolean | glIsBuffer(GLuint buffer) |
GLboolean | glIsEnabled(GLenum cap) |
GLboolean | glIsEnabledi(GLenum target, GLuint index) |
GLboolean | glIsFramebuffer(GLuint framebuffer) |
GLboolean | glIsProgram(GLuint program) |
GLboolean | glIsProgramPipeline(GLuint pipeline) |
GLboolean | glIsQuery(GLuint id) |
GLboolean | glIsRenderbuffer(GLuint renderbuffer) |
GLboolean | glIsSampler(GLuint sampler) |
GLboolean | glIsShader(GLuint shader) |
GLboolean | glIsSync(GLsync sync) |
GLboolean | glIsTexture(GLuint texture) |
GLboolean | glIsTransformFeedback(GLuint id) |
GLboolean | glIsVertexArray(GLuint array) |
void | glLineWidth(GLfloat width) |
void | glLinkProgram(GLuint program) |
void | glLogicOp(GLenum opcode) |
void * | glMapBuffer(GLenum target, GLenum access) |
void * | glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) |
void | glMemoryBarrier(GLbitfield barriers) |
void | glMinSampleShading(GLfloat value) |
void | glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) |
void | glMultiDrawArraysIndirect(GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride) |
void | glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount) |
void | glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const *indices, GLsizei drawcount, const GLint *basevertex) |
void | glMultiDrawElementsIndirect(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride) |
void | glObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label) |
void | glObjectPtrLabel(const void *ptr, GLsizei length, const GLchar *label) |
void | glPatchParameterfv(GLenum pname, const GLfloat *values) |
void | glPatchParameteri(GLenum pname, GLint value) |
void | glPauseTransformFeedback() |
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 | glPopDebugGroup() |
void | glPrimitiveRestartIndex(GLuint index) |
void | glProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length) |
void | glProgramParameteri(GLuint program, GLenum pname, GLint value) |
void | glProgramUniform1d(GLuint program, GLint location, int v0) |
void | glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const int *value) |
void | glProgramUniform1f(GLuint program, GLint location, GLfloat v0) |
void | glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) |
void | glProgramUniform1i(GLuint program, GLint location, GLint v0) |
void | glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value) |
void | glProgramUniform1ui(GLuint program, GLint location, GLuint v0) |
void | glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) |
void | glProgramUniform2d(GLuint program, GLint location, int v0, int v1) |
void | glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const int *value) |
void | glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1) |
void | glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) |
void | glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1) |
void | glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value) |
void | glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1) |
void | glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) |
void | glProgramUniform3d(GLuint program, GLint location, int v0, int v1, int v2) |
void | glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const int *value) |
void | glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) |
void | glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) |
void | glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2) |
void | glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value) |
void | glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) |
void | glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) |
void | glProgramUniform4d(GLuint program, GLint location, int v0, int v1, int v2, int v3) |
void | glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const int *value) |
void | glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) |
void | glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) |
void | glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) |
void | glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value) |
void | glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) |
void | glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) |
void | glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glProvokingVertex(GLenum mode) |
void | glPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message) |
void | glQueryCounter(GLuint id, GLenum target) |
void | glReadBuffer(GLenum src) |
void | glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) |
void | glReleaseShaderCompiler() |
void | glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) |
void | glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) |
void | glResumeTransformFeedback() |
void | glSampleCoverage(GLfloat value, GLboolean invert) |
void | glSampleMaski(GLuint maskNumber, GLbitfield mask) |
void | glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param) |
void | glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param) |
void | glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) |
void | glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param) |
void | glSamplerParameteri(GLuint sampler, GLenum pname, GLint param) |
void | glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param) |
void | glScissor(GLint x, GLint y, GLsizei width, GLsizei height) |
void | glScissorArrayv(GLuint first, GLsizei count, const GLint *v) |
void | glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) |
void | glScissorIndexedv(GLuint index, const GLint *v) |
void | glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length) |
void | glShaderSource(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length) |
void | glShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) |
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 | glTexBufferRange(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) |
void | glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels) |
void | glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) |
void | glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) |
void | glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels) |
void | glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) |
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 | glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width) |
void | glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) |
void | glTexStorage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) |
void | glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) |
void | glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) |
void | glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) |
void | glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) |
void | glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) |
void | glTextureView(GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers) |
void | glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode) |
void | glUniform1d(GLint location, int x) |
void | glUniform1dv(GLint location, GLsizei count, const int *value) |
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 | glUniform2d(GLint location, int x, int y) |
void | glUniform2dv(GLint location, GLsizei count, const int *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 | glUniform3d(GLint location, int x, int y, int z) |
void | glUniform3dv(GLint location, GLsizei count, const int *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 | glUniform4d(GLint location, int x, int y, int z, int w) |
void | glUniform4dv(GLint location, GLsizei count, const int *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 | glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const int *value) |
void | glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
void | glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices) |
GLboolean | glUnmapBuffer(GLenum target) |
void | glUseProgram(GLuint program) |
void | glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) |
void | glValidateProgram(GLuint program) |
void | glValidateProgramPipeline(GLuint pipeline) |
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 | glVertexAttribBinding(GLuint attribindex, GLuint bindingindex) |
void | glVertexAttribDivisor(GLuint index, GLuint divisor) |
void | glVertexAttribFormat(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) |
void | glVertexAttribI1i(GLuint index, GLint x) |
void | glVertexAttribI1iv(GLuint index, const GLint *v) |
void | glVertexAttribI1ui(GLuint index, GLuint x) |
void | glVertexAttribI1uiv(GLuint index, const GLuint *v) |
void | glVertexAttribI2i(GLuint index, GLint x, GLint y) |
void | glVertexAttribI2iv(GLuint index, const GLint *v) |
void | glVertexAttribI2ui(GLuint index, GLuint x, GLuint y) |
void | glVertexAttribI2uiv(GLuint index, const GLuint *v) |
void | glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z) |
void | glVertexAttribI3iv(GLuint index, const GLint *v) |
void | glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z) |
void | glVertexAttribI3uiv(GLuint index, const GLuint *v) |
void | glVertexAttribI4bv(GLuint index, const int *v) |
void | glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) |
void | glVertexAttribI4iv(GLuint index, const GLint *v) |
void | glVertexAttribI4sv(GLuint index, const int *v) |
void | glVertexAttribI4ubv(GLuint index, const GLubyte *v) |
void | glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) |
void | glVertexAttribI4uiv(GLuint index, const GLuint *v) |
void | glVertexAttribI4usv(GLuint index, const int *v) |
void | glVertexAttribIFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) |
void | glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) |
void | glVertexAttribL1d(GLuint index, int x) |
void | glVertexAttribL1dv(GLuint index, const int *v) |
void | glVertexAttribL2d(GLuint index, int x, int y) |
void | glVertexAttribL2dv(GLuint index, const int *v) |
void | glVertexAttribL3d(GLuint index, int x, int y, int z) |
void | glVertexAttribL3dv(GLuint index, const int *v) |
void | glVertexAttribL4d(GLuint index, int x, int y, int z, int w) |
void | glVertexAttribL4dv(GLuint index, const int *v) |
void | glVertexAttribLFormat(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) |
void | glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) |
void | glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
void | glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) |
void | glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
void | glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) |
void | glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
void | glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) |
void | glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
void | glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) |
void | glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) |
void | glVertexBindingDivisor(GLuint bindingindex, GLuint divisor) |
void | glViewport(GLint x, GLint y, GLsizei width, GLsizei height) |
void | glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v) |
void | glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) |
void | glViewportIndexedfv(GLuint index, const GLfloat *v) |
void | glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) |
virtual bool | initializeOpenGLFunctions() override |
The QOpenGLFunctions_4_4_Core class provides all functions for OpenGL 4.4 core profile.
This class is a wrapper for functions from OpenGL 4.4 core profile. See reference pages on opengl.org for function documentation.
See also QAbstractOpenGLFunctions.
Default constructs an instance of QOpenGLFunctions_4_4_Core.
[virtual]
QOpenGLFunctions_4_4_Core::~QOpenGLFunctions_4_4_Core()Destroys the instance of QOpenGLFunctions_4_4_Core. The destructor is virtual.
[override virtual]
bool QOpenGLFunctions_4_4_Core::initializeOpenGLFunctions()