void glDeleteBuffers( GLsizei n, const GLuint * buffers); void glDeleteFramebuffers( GLsizei n, GLuint *framebuffers); void glDeleteProgram( GLuint program); void glDeleteProgramPipelines( GLsizei n, const GLuint *pipelines); void glDeleteQueries( GLsizei n, const GLuint * ids); void glDeleteRenderbuffers( GLsizei n, GLuint *renderbuffers); void glDeleteSamplers( GLsizei n, 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( GLdouble nearVal, GLdouble farVal); void glDepthRangef( GLfloat nearVal, GLfloat farVal); void glDepthRangeArrayv( GLuint first, GLsizei count, const GLdouble *v); void glDepthRangeIndexed( GLuint index, GLdouble nearVal, GLdouble farVal); void glDetachShader( GLuint program, GLuint shader); void glDisable( GLenum cap); void glDisablei( GLenum cap, GLuint index); void glDisableVertexAttribArray( GLuint index); 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 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, 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 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, void *indices, GLint basevertex); void glDrawTransformFeedback( GLenum mode, GLuint id); void glDrawTransformFeedbackStream( GLenum mode, GLuint id, GLuint stream);