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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);