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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);
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