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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);
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