GLenum glCheckFramebufferStatus( GLenum target); GLenum glCheckNamedFramebufferStatus( GLuint framebuffer, GLenum target); void glClampColor( GLenum target, GLenum clamp); void glClear( GLbitfield mask); void glClearBufferiv( GLenum buffer, GLint drawbuffer, const GLint * value); void glClearBufferuiv( GLenum buffer, GLint drawbuffer, const GLuint * value); void glClearBufferfv( GLenum buffer, GLint drawbuffer, const GLfloat * value); void glClearBufferfi( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void glClearStencil( GLint s); GLenum glClientWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout); void glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glColorMaski( GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); 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 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( void); GLuint glCreateShader( GLenum shaderType); GLuint glCreateShaderProgramv( GLenum type, GLsizei count, const char **strings); void glCullFace( GLenum mode);