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void glSampleCoverage( GLfloat value, GLboolean invert);
void glSampleMaski( GLuint maskNumber, GLbitfield mask);
void glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param);
void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param);
void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params);
void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params);
void glSamplerParameterIiv( GLuint sampler, GLenum pname, const GLint *params);
void glSamplerParameterIuiv( GLuint sampler, GLenum pname, const GLuint *params);
void glScissor( GLint x, GLint y, GLsizei width, GLsizei height);
void glScissorArrayv( GLuint first, GLsizei count, const GLint *v);
void glScissorIndexed( GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
void glScissorIndexedv( GLuint index, const GLint *v);
void glShaderBinary( GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length);
void glShaderSource( GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
void glStencilFunc( GLenum func, GLint ref, GLuint mask);
void glStencilFuncSeparate( GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMask( GLuint mask);
void glStencilMaskSeparate( GLenum face, GLuint mask);
void glStencilOp( GLenum sfail, GLenum dpfail, GLenum dppass);
void glStencilOpSeparate( GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
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