|
QOpenGLFunctions_ES2() |
virtual |
~QOpenGLFunctions_ES2() |
void |
glActiveTexture(GLenum texture) |
void |
glAttachShader(GLuint program, GLuint shader) |
void |
glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) |
void |
glBindBuffer(GLenum target, GLuint buffer) |
void |
glBindFramebuffer(GLenum target, GLuint framebuffer) |
void |
glBindRenderbuffer(GLenum target, GLuint renderbuffer) |
void |
glBindTexture(GLenum target, GLuint texture) |
void |
glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) |
void |
glBlendEquation(GLenum mode) |
void |
glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) |
void |
glBlendFunc(GLenum sfactor, GLenum dfactor) |
void |
glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum
dstAlpha) |
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 |
glClear(GLbitfield mask) |
void |
glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) |
void |
glClearDepthf(GLclampf depth) |
void |
glClearStencil(GLint s) |
void |
glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) |
void |
glCompileShader(GLuint shader) |
void |
glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei
width, GLsizei height, GLint border, 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 |
glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint
y, GLsizei width, GLsizei height, GLint border) |
void |
glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, 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 |
glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) |
void |
glDeleteShader(GLuint shader) |
void |
glDeleteTextures(GLsizei n, const GLuint *textures) |
void |
glDepthFunc(GLenum func) |
void |
glDepthMask(GLboolean flag) |
void |
glDepthRangef(GLclampf zNear, GLclampf zFar) |
void |
glDetachShader(GLuint program, GLuint shader) |
void |
glDisable(GLenum cap) |
void |
glDisableVertexAttribArray(GLuint index) |
void |
glDrawArrays(GLenum mode, GLint first, GLsizei count) |
void |
glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) |
void |
glEnable(GLenum cap) |
void |
glEnableVertexAttribArray(GLuint index) |
void |
glFinish() |
void |
glFlush() |
void |
glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget,
GLuint renderbuffer) |
void |
glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint
texture, GLint level) |
void |
glFrontFace(GLenum mode) |
void |
glGenBuffers(GLsizei n, GLuint *buffers) |
void |
glGenFramebuffers(GLsizei n, GLuint *framebuffers) |
void |
glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) |
void |
glGenTextures(GLsizei n, GLuint *textures) |
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 |
glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei *count, GLuint
*shaders) |
int |
glGetAttribLocation(GLuint program, const GLchar *name) |
void |
glGetBooleanv(GLenum pname, GLboolean *params) |
void |
glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params) |
GLenum |
glGetError() |
void |
glGetFloatv(GLenum pname, GLfloat *params) |
void |
glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum
pname, GLint *params) |
void |
glGetIntegerv(GLenum pname, GLint *params) |
void |
glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei *length, GLchar
*infolog) |
void |
glGetProgramiv(GLuint program, GLenum pname, GLint *params) |
void |
glGetRenderbufferParameteriv(GLenum target, 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) |
void |
glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) |
void |
glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) |
int |
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 |
glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) |
void |
glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) |
void |
glHint(GLenum target, GLenum mode) |
GLboolean |
glIsBuffer(GLuint buffer) |
GLboolean |
glIsEnabled(GLenum cap) |
GLboolean |
glIsFramebuffer(GLuint framebuffer) |
GLboolean |
glIsProgram(GLuint program) |
GLboolean |
glIsRenderbuffer(GLuint renderbuffer) |
GLboolean |
glIsShader(GLuint shader) |
GLboolean |
glIsTexture(GLuint texture) |
void |
glLineWidth(GLfloat width) |
void |
glLinkProgram(GLuint program) |
void |
glPixelStorei(GLenum pname, GLint param) |
void |
glPolygonOffset(GLfloat factor, GLfloat units) |
void |
glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum
type, GLvoid *pixels) |
void |
glReleaseShaderCompiler() |
void |
glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei
height) |
void |
glSampleCoverage(GLclampf value, GLboolean invert) |
void |
glScissor(GLint x, GLint y, GLsizei width, GLsizei height) |
void |
glShaderBinary(GLsizei n, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary,
GLsizei length) |
void |
glShaderSource(GLuint shader, GLsizei count, const GLchar **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 fail, GLenum zfail, GLenum zpass) |
void |
glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei
height, 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 |
glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei
width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) |
void |
glUniform1f(GLint location, GLfloat x) |
void |
glUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
void |
glUniform1i(GLint location, GLint x) |
void |
glUniform1iv(GLint location, GLsizei count, const GLint *v) |
void |
glUniform2f(GLint location, GLfloat x, GLfloat y) |
void |
glUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
void |
glUniform2i(GLint location, GLint x, GLint y) |
void |
glUniform2iv(GLint location, GLsizei count, const GLint *v) |
void |
glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) |
void |
glUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
void |
glUniform3i(GLint location, GLint x, GLint y, GLint z) |
void |
glUniform3iv(GLint location, GLsizei count, const GLint *v) |
void |
glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
void |
glUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
void |
glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) |
void |
glUniform4iv(GLint location, GLsizei count, const GLint *v) |
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) |
void |
glUseProgram(GLuint program) |
void |
glValidateProgram(GLuint program) |
void |
glVertexAttrib1f(GLuint indx, GLfloat x) |
void |
glVertexAttrib1fv(GLuint indx, const GLfloat *values) |
void |
glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) |
void |
glVertexAttrib2fv(GLuint indx, const GLfloat *values) |
void |
glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) |
void |
glVertexAttrib3fv(GLuint indx, const GLfloat *values) |
void |
glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
void |
glVertexAttrib4fv(GLuint indx, const GLfloat *values) |
void |
glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized,
GLsizei stride, const GLvoid *ptr) |
void |
glViewport(GLint x, GLint y, GLsizei width, GLsizei height) |