void glBeginConditionalRender( GLuint id, GLenum mode); void glBeginQuery( GLenum target, GLuint id); 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 colorNumber, const char * name); void glBindFragDataLocationIndexed( GLuint program, GLuint colorNumber, GLuint index, const char *name); void glBindFramebuffer( GLenum target, GLuint framebuffer); void glBindImageTexture( GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); void glBindProgramPipeline( GLuint pipeline); void glBindRenderbuffer( GLenum target, GLuint renderbuffer); void glBindSampler( GLuint unit, GLuint sampler); void glBindTexture( GLenum target, GLuint texture); void glBindTextureUnit( GLuint unit, GLuint texture); void glBindTransformFeedback( GLenum target, GLuint id); void glBindVertexArray( GLuint array); void glBindVertexBuffer( GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); void glBlendColor( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glBlendEquation( GLenum mode); void glBlendEquationi( GLuint buf, GLenum mode); void glBlendEquationSeparate( GLenum modeRGB, GLenum modeAlpha); void glBlendEquationSeparatei( GLuint buf, GLenum modeRGB, GLenum modeAlpha); void glBlendFunc( GLenum sfactor, GLenum dfactor); void glBlendFunci( GLuint buf, GLenum sfactor, GLenum dfactor); void glBlendFuncSeparate( GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBlendFuncSeparatei( GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void glBlitNamedFramebuffer( GLuint readFramebuffer, GLuint drawFramebuffer, 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);