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GLEventListener
to this drawable.
GLAutoDrawable
s to drive their display() methods in a loop.glBegin
to indicate the start of a
(triangle) primitive.
TextRenderer
into the current OpenGL drawable.
begin
callback method except that
it takes an additional reference argument.
TextRenderer
into the current OpenGL drawable, pushing the projection and
modelview matrices and some state bits and setting up a
two-dimensional orthographic projection with (0, 0) as the
lower-left coordinate and (width, height) as the upper-right
coordinate.
TextRenderer
into the current OpenGL drawable, pushing the projection and
modelview matrices and some state bits and setting up a
two-dimensional orthographic projection with (0, 0) as the
lower-left coordinate and (width, height) as the upper-right
coordinate.
GLDrawableFactory.createExternalGLDrawable()
.
Capabilities
.Capabilities
most closely matching the desired one from the
list of all supported.
Capabilities
.
combine
callback method except
that it takes an additional reference argument.
GLDrawable
implementations.Overlay.createGraphics()
was called.
makeCurrent
.
makeCurrent
.
makeCurrent
.
limit() - position()
) in the passed ByteBuffer into
a newly-allocated direct ByteBuffer.
limit() - position()
) in the passed FloatBuffer
into a newly-allocated direct FloatBuffer.
limit() - position()
) in the passed FloatBuffer
into a newly-allocated direct ByteBuffer.
limit() - position()
) in the passed IntBuffer
into a newly-allocated direct IntBuffer.
limit() - position()
) in the passed IntBuffer into
a newly-allocated direct ByteBuffer.
limit() - position()
) in the passed ShortBuffer
into a newly-allocated direct ShortBuffer.
limit() - position()
) in the passed ShortBuffer
into a newly-allocated direct ByteBuffer.
downstream
and optional arguments additionalArgs
for the constructor.pipelineClazzBaseName
as the class name's full basename, incl.
BufferedImage
with a pixel format compatible with the graphics
environment.
GLDrawable
object representing an existing
OpenGL drawable in an external (third-party) OpenGL-based
library.
Graphics2D
instance for
rendering into the overlay.
Graphics2D
instance for
rendering to the backing store of this renderer.
GL
implementation,
providing error checking after each OpenGL method call.GL
implementation,
providing error checking after each OpenGL method call.GL
implementation,
providing error checking after each OpenGL method call.GL
implementation,
providing error checking after each OpenGL method call.GL
implementation,
providing error checking after each OpenGL method call.GL
implementation,
providing error checking after each OpenGL method call.GL
implementation,
providing error checking after each OpenGL method call.CapabilitiesChooser
interface, which provides consistent visual
selection behavior across platforms.GLCapabilitiesChooser
interface, which provides consistent visual
selection behavior across platforms.display(..)
for all
registered GLEventListener
s.
glEdgeFlag
.
edgeFlage
callback method
except that it takes an additional reference argument.
glEnd
.
TextRenderer
.
end
callback method except that it
takes an additional reference argument.
TextRenderer
.
error
callback method except that
it takes an additional reference argument.
FixedFuncImpl
, implementing the interface
GL2ES1
GLCapabilities
corresponding to the chosen
OpenGL capabilities (pixel format / visual / GLProfile) for this drawable.AbstractGraphicsDevice
interface.
GL
pipeline object this GLAutoDrawable uses.
GLProfile
for this drawable.
Image
being rendered into.
AbstractGraphicsConfiguration
into a
NativeWindow
which can be operated upon by a custom
toolkit, e.g.
Dimension
object.
setSmoothing
.
GLBase.setSwapInterval(int)
.
GL2GL3
implemented interface.GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_AMD_compressed_3DC_texture
GL_AMD_compressed_3DC_texture
GL_EXT_422_pixels
GL_EXT_422_pixels
GL_EXT_422_pixels
GL_EXT_422_pixels
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_abgr
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_2_0
GL_VERSION_2_0
GL_EXT_stencil_two_side
GL_VERSION_1_3
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_VERSION_2_0
GL_VERSION_2_0
GL_ARB_vertex_blend
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_0
GL_VERSION_1_1
GL_NV_fence
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_VERSION_1_1
GL_VERSION_1_1
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_VERSION_1_0
GL_VERSION_1_0
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_VERSION_3_0
GL_INGR_color_clamp
GL_INGR_color_clamp
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_sync
GL_VERSION_1_0
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_VERSION_1_5
GL_VERSION_1_5
GL_EXT_compiled_vertex_array
GL_EXT_compiled_vertex_array
GL_AMD_compressed_ATC_texture
GL_AMD_compressed_ATC_texture
GL_AMD_compressed_ATC_texture
GL_VERSION_2_0
GL_EXT_light_texture
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_pixel_transform
GL_VERSION_1_0
GL_VERSION_1_0
GL_PGI_misc_hints
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_3_0
GL_VERSION_1_2
GL_VERSION_3_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_imaging
GL_VERSION_1_4
GL_VERSION_1_4
GL_ARB_imaging
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_3_0
GL_INGR_color_clamp
GL_INGR_color_clamp
GL_VERSION_1_0
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_APPLE_flush_buffer_range
GL_VERSION_1_5, GL_OES_mapbuffer
GL_VERSION_1_5, GL_OES_mapbuffer
GL_APPLE_flush_buffer_range
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_0
GL_EXT_Cg_shader
GL_EXT_Cg_shader
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_1_3
GL_VERSION_1_2
GL_VERSION_3_0
GL_VERSION_1_3
GL_VERSION_1_1
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_clip_volume_hint
GL_EXT_cmyka
GL_EXT_cmyka
GL_VERSION_1_0
GL_VERSION_1_0
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_VERSION_1_5
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_VERSION_1_0
GL_ATI_pixel_format_float
GL_VERSION_1_0
GL_APPLE_float_pixels
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_1_4
GL_ARB_vertex_program
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_4
GL_EXT_texture_array
GL_VERSION_3_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_2_0
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_latc
GL_VERSION_3_0
GL_ARB_texture_compression_rgtc
GL_VERSION_3_0
GL_ARB_texture_compression_rgtc
GL_VERSION_1_3
GL_EXT_texture_compression_s3tc
GL_VERSION_1_3
GL_EXT_texture_compression_s3tc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_latc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_compression_rgtc
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_1_3
GL_ARB_sync
GL_PGI_misc_hints
GL_NV_texture_shader
GL_VERSION_1_3
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_3_0
GL_VERSION_3_0
GL_AMD_vertex_shader_tessellator
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_2_0, GL_OES_point_sprite
GL_VERSION_1_0
GL_ARB_copy_buffer
GL_ARB_copy_buffer
GL_EXT_pixel_transform
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_texture_shader
GL_NV_texture_shader
GL_EXT_cull_vertex
GL_EXT_cull_vertex
GL_EXT_cull_vertex
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_5
GL_VERSION_1_4
GL_VERSION_1_0
GL_ARB_vertex_program
GL_ARB_matrix_palette
GL_ARB_vertex_program
GL_VERSION_1_0
GL_NV_occlusion_query
GL_OES_matrix_palette
GL_VERSION_2_0
GL_VERSION_1_5
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_2_1
GL_VERSION_1_0
GL_VERSION_1_4
GL_VERSION_1_0
GL_VERSION_2_0
GL_ARB_vertex_program
GL_EXT_vertex_shader
GL_EXT_vertex_weighting
GL_ARB_vertex_blend
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_4
GL_VERSION_2_0
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_ARB_depth_buffer_float
GL_ARB_framebuffer_object
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_depth_bounds_test
GL_EXT_depth_bounds_test
GL_VERSION_3_0
GL_VERSION_1_0
GL_ARB_depth_clamp
GL_NV_depth_clamp
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_4
GL_ARB_depth_buffer_float
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_NV_copy_depth_to_color
GL_NV_copy_depth_to_color
GL_VERSION_1_0
GL_VERSION_1_4
GL_VERSION_1_0
GL_AMD_vertex_shader_tessellator
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_1_3
GL_NV_texture_shader3
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader3
GL_NV_texture_shader
GL_NV_texture_shader3
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_VERSION_1_0
GL_APPLE_fence
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_5
GL_VERSION_1_1
GL_VERSION_1_1
GL_PGI_vertex_hints
GL_VERSION_1_5
GL_VERSION_1_5
GL_NV_texgen_emboss
GL_NV_texgen_emboss
GL_NV_texgen_emboss
GL_VERSION_1_0
GL_VERSION_1_0
GL_OES_compressed_ETC1_RGB8_texture
GL_NV_evaluators
GL_VERSION_1_0
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_NV_evaluators
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_fog_distance
GL_NV_fog_distance
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_APPLE_fence
GL_NV_fence
GL_NV_fence
GL_VERSION_1_0
GL_ARB_provoking_vertex
GL_ES_VERSION_2_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_ARB_depth_buffer_float
GL_NV_float_buffer
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_1
GL_VERSION_2_1
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_NV_float_buffer
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_5
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_0
GL_NV_fog_distance
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_texture_shader3
GL_OML_subsample
GL_OML_subsample
GL_EXT_light_texture
GL_VERSION_1_4
GL_EXT_light_texture
GL_EXT_light_texture
GL_ARB_fragment_program
GL_NV_parameter_buffer_object
GL_VERSION_2_0
GL_VERSION_2_0
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_geometry_shader4
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object, GL_EXT_geometry_shader4
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ES_VERSION_2_0
GL_ARB_framebuffer_object
GL_ES_VERSION_2_0
GL_ARB_geometry_shader4
GL_ARB_geometry_shader4
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_PGI_misc_hints
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_1_4
GL_VERSION_1_4
GL_ARB_geometry_shader4
GL_ARB_geometry_shader4
GL_NV_geometry_program4
GL_NV_parameter_buffer_object
GL_ARB_geometry_shader4
GL_ARB_geometry_shader4
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_3_0
GL_INGR_color_clamp
GL_INGR_color_clamp
GL_VERSION_1_0
GL_APPLE_float_pixels
GL_ARB_half_float_vertex, GL_OES_texture_half_float
GL_OES_vertex_half_float
GL_NV_texture_shader
GL_NV_texture_shader
GL_ES_VERSION_2_0
GL_ES_VERSION_2_0
GL_NV_texture_shader
GL_NV_texture_shader3
GL_NV_texture_shader
GL_VERSION_1_0
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ES_VERSION_2_0
GL_ES_VERSION_2_0
GL_VERSION_1_0
GL_VERSION_1_4
GL_ARB_framebuffer_object
GL_VERSION_1_1
GL_VERSION_1_5
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_PGI_vertex_hints
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_index_material
GL_EXT_index_material
GL_EXT_index_material
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_index_func
GL_EXT_index_func
GL_EXT_index_func
GL_VERSION_1_0
GL_VERSION_2_0
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_ARB_texture_multisample
GL_ARB_texture_multisample
GL_EXT_gpu_shader4
GL_VERSION_3_0
GL_EXT_gpu_shader4
GL_AMD_vertex_shader_tessellator
GL_VERSION_3_0
GL_NV_explicit_multisample
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_VERSION_1_1
GL_VERSION_1_1
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_OML_interlace
GL_INGR_interlace_read
GL_OML_interlace
GL_VERSION_3_0
GL_VERSION_1_3
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_ARB_uniform_buffer_object
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_REND_screen_coordinates
GL_EXT_index_array_formats
GL_EXT_index_array_formats
GL_EXT_index_array_formats
GL_EXT_index_array_formats
GL_VERSION_1_0
GL_KTX_buffer_region
GL_KTX_buffer_region
GL_KTX_buffer_region
GL_KTX_buffer_region
GL_ARB_provoking_vertex
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_1_0
GL_APPLE_specular_vector
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_geometry_shader4
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_geometry_shader4
GL_VERSION_2_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_ES_VERSION_2_0
GL_ES_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_VERSION_1_0
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_ARB_texture_float
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_EXT_texture_integer
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_EXT_texture_integer
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_EXT_texture_integer
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_3_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_evaluators
GL_NV_evaluators
GL_VERSION_1_0
GL_ARB_map_buffer_range
GL_ARB_map_buffer_range
GL_ARB_map_buffer_range
GL_ARB_map_buffer_range
GL_VERSION_1_0
GL_NV_evaluators
GL_ARB_map_buffer_range
GL_ARB_map_buffer_range
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_EXT_vertex_shader
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_ARB_imaging
GL_VERSION_1_2
GL_VERSION_3_0, GL_EXT_texture_array
GL_VERSION_1_0
GL_EXT_bindable_uniform
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_ARB_imaging
GL_ARB_texture_multisample
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_VERSION_2_0
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_1_3
GL_ARB_texture_multisample
GL_VERSION_2_0
GL_ATI_draw_buffers
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_0
GL_EXT_bindable_uniform
GL_ARB_uniform_buffer_object
GL_VERSION_2_0
GL_ES_VERSION_2_0
GL_EXT_bindable_uniform
GL_ARB_geometry_shader4
GL_ARB_geometry_shader4
GL_ARB_geometry_shader4
GL_ARB_uniform_buffer_object
GL_ARB_geometry_shader4
GL_ARB_geometry_shader4
GL_ARB_texture_multisample
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_evaluators
GL_ARB_matrix_palette
GL_VERSION_1_0
GL_NV_framebuffer_multisample_coverage
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_OES_matrix_palette
GL_VERSION_1_0
GL_EXT_pixel_transform
GL_ATI_pn_triangles
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_NV_gpu_program4
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_NV_gpu_program4
GL_NV_gpu_program4
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_fragment_program
GL_NV_geometry_program4
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object
GL_ARB_vertex_program
GL_NV_gpu_program4
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_fragment_program
GL_VERSION_3_0
GL_NV_gpu_program4
GL_NV_geometry_program4
GL_VERSION_1_0
GL_NV_evaluators
GL_EXT_texture_rectangle
GL_ARB_texture_rectangle
GL_NV_framebuffer_multisample_coverage
GL_NV_framebuffer_multisample_coverage
GL_ARB_framebuffer_object
GL_ARB_texture_multisample
GL_NV_explicit_multisample
GL_ARB_framebuffer_object
GL_ARB_sync
GL_NV_light_max_exponent
GL_NV_light_max_exponent
GL_ARB_texture_buffer_object
GL_VERSION_2_0
GL_ARB_fragment_program
GL_VERSION_2_0
GL_ARB_fragment_program
GL_VERSION_1_4
GL_EXT_texture_filter_anisotropic
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_VERSION_3_0
GL_VERSION_2_0
GL_ES_VERSION_2_0
GL_APPLE_vertex_array_range
GL_NV_vertex_array_range
GL_VERSION_2_0
GL_ARB_vertex_program
GL_EXT_bindable_uniform
GL_PGI_vertex_hints
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_VERSION_2_0
GL_ARB_uniform_buffer_object
GL_VERSION_2_0
GL_ES_VERSION_2_0
GL_OES_matrix_palette
GL_ARB_geometry_shader4
GL_VERSION_1_0
GL_ES_VERSION_2_0
GL_ES_VERSION_2_0
GL_ARB_imaging
GL_APPLE_pixel_buffer
GL_VERSION_3_0
GL_NV_gpu_program4
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_3_0
GL_EXT_texture_mirror_clamp
GL_EXT_texture_mirror_clamp
GL_EXT_texture_mirror_clamp
GL_VERSION_1_4
GL_ARB_vertex_blend
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_ARB_vertex_blend
GL_OES_matrix_get
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_3
GL_NV_framebuffer_multisample_coverage
GL_NV_multisample_filter_hint
GL_EXT_vertex_shader
GL_VERSION_1_1
GL_VERSION_1_0
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_5
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_PGI_vertex_hints
GL_VERSION_1_3, GL_OES_texture_cube_map
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_3_0
GL_ES_VERSION_2_0
GL_ARB_shader_objects
GL_ARB_shader_objects
GL_ARB_shader_objects
GL_ARB_shader_objects
GL_ARB_shader_objects
GL_ARB_shader_objects
GL_VERSION_1_0
GL_ARB_shader_objects
GL_VERSION_1_0
GL_ARB_shader_objects
GL_ARB_shader_objects
GL_ARB_sync
GL_ARB_shader_objects
GL_ARB_shader_objects
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader3
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_EXT_cmyka
GL_VERSION_1_2
GL_VERSION_1_0
GL_OML_resample
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_OES_compressed_paletted_texture
GL_NV_texture_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_texture_perturb_normal
GL_NV_occlusion_query
GL_NV_occlusion_query
GL_NV_occlusion_query
GL_EXT_pixel_transform
GL_EXT_pixel_transform
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_pixel_transform
GL_VERSION_1_0
GL_VERSION_2_1
GL_VERSION_2_1
GL_EXT_pixel_buffer_object
GL_EXT_pixel_buffer_object
GL_EXT_pixel_transform
GL_EXT_pixel_transform
GL_EXT_pixel_transform
GL_VERSION_2_1
GL_VERSION_2_1
GL_EXT_pixel_buffer_object
GL_EXT_pixel_buffer_object
GL_ES_VERSION_2_0
GL_ATI_pn_triangles
GL_ATI_pn_triangles
GL_ATI_pn_triangles
GL_ATI_pn_triangles
GL_ATI_pn_triangles
GL_ATI_pn_triangles
GL_ATI_pn_triangles
GL_ATI_pn_triangles
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_4
GL_OES_point_size_array
GL_OES_point_size_array
GL_OES_point_size_array
GL_OES_point_size_array
GL_OES_point_size_array
GL_VERSION_1_0
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_2_0, GL_OES_point_sprite
GL_VERSION_2_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_PGI_misc_hints
GL_VERSION_1_3
GL_NV_texture_shader
GL_VERSION_1_3
GL_NV_primitive_restart
GL_NV_primitive_restart
GL_VERSION_3_0
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_NV_gpu_program4
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_EXT_direct_state_access
GL_EXT_direct_state_access
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_fragment_program
GL_ARB_shader_objects
GL_ARB_vertex_program
GL_ARB_geometry_shader4
GL_NV_gpu_program4
GL_ARB_vertex_program
GL_ARB_vertex_program
GL_ARB_fragment_program
GL_ARB_fragment_program
GL_ARB_vertex_program
GL_OES_matrix_get
GL_VERSION_1_0
GL_ARB_provoking_vertex
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_ARB_imaging
GL_VERSION_1_1
GL_VERSION_3_0
GL_VERSION_1_1
GL_VERSION_3_0
GL_ARB_texture_multisample
GL_ARB_texture_multisample
GL_VERSION_1_2
GL_VERSION_1_3
GL_EXT_texture_rectangle
GL_ARB_texture_rectangle
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_provoking_vertex
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_1_5
GL_VERSION_3_0
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_3_0
GL_VERSION_1_0
GL_VERSION_3_0, GL_EXT_packed_float
GL_ARB_texture_rg
GL_VERSION_3_1
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_VERSION_1_1
GL_ARB_texture_rg
GL_VERSION_3_1
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_VERSION_3_0
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_VERSION_1_5
GL_NV_pixel_data_range
GL_NV_pixel_data_range
GL_NV_pixel_data_range
GL_VERSION_1_5
GL_PGI_misc_hints
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_3_0
GL_INGR_color_clamp
GL_INGR_color_clamp
GL_VERSION_1_0
GL_VERSION_3_1
GL_ARB_imaging
GL_VERSION_1_3, GL_OES_texture_cube_map
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_NV_framebuffer_multisample_coverage
GL_NV_framebuffer_multisample_coverage
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_imaging
GL_OML_resample
GL_OML_resample
GL_OML_resample
GL_OML_resample
GL_VERSION_1_2
GL_VERSION_1_0
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_VERSION_3_1
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_VERSION_3_1
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_ARB_texture_rg
GL_VERSION_3_1
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_3_1
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_1_1
GL_S3_s3tc
GL_VERSION_1_1
GL_ES_VERSION_2_0
GL_VERSION_1_1
GL_VERSION_1_1, GL_OES_rgb8_rgba8
GL_VERSION_3_1
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_VERSION_3_0
GL_S3_s3tc
GL_VERSION_1_3
GL_VERSION_3_1
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_3_1
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_1_1
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_1_1
GL_S3_s3tc
GL_VERSION_1_1, GL_OES_rgb8_rgba8
GL_VERSION_3_1
GL_VERSION_3_0
GL_VERSION_3_0
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_APPLE_float_pixels
GL_ATI_texture_float
GL_ARB_color_buffer_float
GL_VERSION_3_0
GL_EXT_texture_integer
GL_VERSION_1_0
GL_S3_s3tc
GL_EXT_packed_float
GL_VERSION_3_1
GL_NV_texture_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_ARB_texture_multisample
GL_NV_explicit_multisample
GL_ARB_texture_multisample
GL_NV_explicit_multisample
GL_ARB_texture_multisample
GL_NV_explicit_multisample
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_3_0, GL_EXT_gpu_shader4
GL_VERSION_3_0
GL_ARB_texture_multisample
GL_ARB_texture_multisample
GL_VERSION_3_1
GL_ARB_shader_objects
GL_VERSION_3_1
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_2_0
GL_ARB_shader_objects
GL_EXT_gpu_shader4
GL_AMD_vertex_shader_tessellator
GL_VERSION_2_0
GL_ARB_shader_objects
GL_VERSION_3_0
GL_NV_explicit_multisample
GL_VERSION_1_3
GL_VERSION_1_5
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_REND_screen_coordinates
GL_VERSION_1_4
GL_VERSION_1_5
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_imaging
GL_VERSION_3_0
GL_VERSION_1_2
GL_VERSION_1_0
GL_ES_VERSION_2_0
GL_ES_VERSION_2_0
GL_NV_texture_shader
GL_ARB_shader_objects
GL_NV_texture_shader
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_2_0
GL_ARB_shading_language_100
GL_EXT_light_texture
GL_EXT_shared_texture_palette
GL_VERSION_1_0
GL_ARB_sync
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader3
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_3_1
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_2
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_0
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_2_1
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_2_0
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_EXT_stencil_clear_tag
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_ARB_framebuffer_object
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_stencil_clear_tag
GL_VERSION_1_0
GL_EXT_stencil_two_side
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_APPLE_vertex_array_range
GL_APPLE_vertex_array_range
GL_APPLE_vertex_array_range
GL_VERSION_1_5
GL_VERSION_1_5
GL_VERSION_1_5
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_PGI_misc_hints
GL_VERSION_1_0
GL_VERSION_1_3
GL_ARB_sync
GL_ARB_sync
GL_ARB_sync
GL_ARB_sync
GL_ARB_sync
GL_ARB_sync
GL_VERSION_1_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_EXT_index_array_formats
GL_EXT_index_array_formats
GL_EXT_index_array_formats
GL_EXT_index_array_formats
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_ARB_imaging
GL_AMD_vertex_shader_tessellator
GL_AMD_vertex_shader_tessellator
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_VERSION_3_0, GL_EXT_texture_array
GL_ARB_texture_multisample
GL_ARB_texture_multisample
GL_VERSION_1_2
GL_VERSION_1_0
GL_VERSION_3_0
GL_EXT_light_texture
GL_VERSION_1_2
GL_VERSION_1_1
GL_VERSION_3_0
GL_VERSION_1_1
GL_VERSION_3_0, GL_EXT_texture_array
GL_ARB_texture_multisample
GL_ARB_texture_multisample
GL_VERSION_1_2
GL_ARB_texture_buffer_object
GL_VERSION_1_3
GL_EXT_texture_rectangle
GL_ARB_texture_rectangle
GL_NV_explicit_multisample
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_NV_texture_shader
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object
GL_ARB_shadow_ambient
GL_VERSION_1_4
GL_VERSION_1_4
GL_VERSION_1_0
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_SUNX_constant_data
GL_VERSION_1_5
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_1
GL_OES_draw_texture
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_3
GL_ARB_seamless_cube_map
GL_VERSION_1_2
GL_VERSION_1_4
GL_VERSION_3_0
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_4
GL_ARB_texture_multisample
GL_NV_float_buffer
GL_VERSION_1_0, GL_OES_texture_cube_map
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_OES_texture_cube_map
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_NV_texture_shader
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_1_1
GL_EXT_light_texture
GL_NV_texture_shader
GL_VERSION_1_4
GL_VERSION_1_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_NV_texture_shader
GL_EXT_light_texture
GL_EXT_light_texture
GL_OES_matrix_get
GL_EXT_texture_filter_anisotropic
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_0
GL_VERSION_1_2
GL_APPLE_texture_range
GL_EXT_texture_perturb_normal
GL_VERSION_1_1
GL_APPLE_texture_range
GL_APPLE_texture_range
GL_EXT_texture_rectangle
GL_ARB_texture_rectangle
GL_VERSION_1_0
GL_VERSION_3_0
GL_NV_explicit_multisample
GL_NV_explicit_multisample
GL_VERSION_1_1
GL_ARB_texture_multisample
GL_NV_texture_shader
GL_VERSION_3_0
GL_VERSION_1_0
GL_ARB_framebuffer_object
GL_APPLE_texture_range
GL_EXT_texture_swizzle
GL_EXT_texture_swizzle
GL_EXT_texture_swizzle
GL_EXT_texture_swizzle
GL_EXT_texture_swizzle
GL_NV_texture_expand_normal
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_timer_query
GL_ARB_sync
GL_ARB_sync
GL_VERSION_1_0
GL_NV_transform_feedback2
GL_VERSION_3_0
GL_NV_transform_feedback2
GL_VERSION_3_0
GL_VERSION_3_0
GL_NV_transform_feedback2
GL_VERSION_3_0
GL_VERSION_3_0
GL_NV_transform_feedback2
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_APPLE_transform_hint
GL_VERSION_1_3
GL_ARB_vertex_program
GL_VERSION_1_3
GL_EXT_direct_state_access
GL_VERSION_1_3
GL_VERSION_1_3
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_geometry_shader4
GL_VERSION_1_0
GL_ARB_geometry_shader4
GL_VERSION_1_0
GL_ATI_pixel_format_float
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_EXT_bindable_uniform
GL_EXT_bindable_uniform
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_ARB_uniform_buffer_object
GL_VERSION_1_0
GL_APPLE_client_storage
GL_EXT_cmyka
GL_SUNX_constant_data
GL_VERSION_1_2
GL_VERSION_1_0
GL_OML_resample
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_1_0
GL_VERSION_1_0
GL_VERSION_1_0
GL_ARB_sync
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_3_0, GL_EXT_packed_float
GL_ARB_framebuffer_object
GL_VERSION_1_2
GL_VERSION_3_0
GL_VERSION_1_2
GL_VERSION_1_2
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_ARB_texture_multisample
GL_ARB_texture_multisample
GL_EXT_gpu_shader4
GL_VERSION_3_0
GL_EXT_gpu_shader4
GL_AMD_vertex_shader_tessellator
GL_VERSION_3_0
GL_NV_explicit_multisample
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_3_0
GL_VERSION_1_0
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_2
GL_VERSION_1_2
GL_APPLE_ycbcr_422
GL_APPLE_ycbcr_422
GL_VERSION_2_0
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_2_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_ARB_vertex_array_object
GL_VERSION_1_5
GL_VERSION_1_1
GL_APPLE_vertex_array_range
GL_APPLE_vertex_array_range
GL_NV_vertex_array_range
GL_NV_vertex_array_range
GL_APPLE_vertex_array_range
GL_NV_vertex_array_range
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_VERSION_1_1
GL_APPLE_vertex_array_range
GL_VERSION_1_1
GL_VERSION_1_1
GL_VERSION_1_5
GL_VERSION_2_0
GL_ARB_vertex_program
GL_VERSION_3_0
GL_VERSION_2_0
GL_ARB_vertex_program
GL_VERSION_2_0
GL_ARB_vertex_program
GL_VERSION_2_0
GL_ARB_vertex_program
GL_VERSION_2_0
GL_ARB_vertex_program
GL_VERSION_2_0
GL_ARB_vertex_program
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_APPLE_vertex_program_evaluators
GL_ARB_vertex_blend
GL_PGI_vertex_hints
GL_PGI_vertex_hints
GL_ARB_vertex_program
GL_NV_parameter_buffer_object
GL_VERSION_2_0
GL_ARB_vertex_program
GL_VERSION_2_0
GL_ARB_vertex_program
GL_VERSION_2_0
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_EXT_vertex_weighting
GL_NV_texture_shader
GL_NV_texture_shader
GL_VERSION_1_0
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_ARB_sync
GL_OES_matrix_palette
GL_VERSION_1_5, GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_OES_matrix_palette
GL_ARB_vertex_blend
GL_PGI_misc_hints
GL_NV_pixel_data_range
GL_NV_pixel_data_range
GL_NV_pixel_data_range
GL_EXT_vertex_shader
GL_EXT_vertex_shader
GL_APPLE_ycbcr_422
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_EXT_vertex_shader
GL_VERSION_1_0
GL_VERSION_1_0
void glAccum(GLenum op, GLfloat value);
void glActiveStencilFaceEXT(GLenum mode);
GL_EXT_stencil_two_side
void glActiveTexture(GLenum texture);
wglAllocateMemoryNV
/
glXAllocateMemoryNV
extension.
void glAlphaFunc(GLenum func, GLclampf ref);
void glAlphaFuncx(GLenum func, GLclampx ref);
GL_VERSION_ES_CL_CM
void glApplyTextureEXT(GLenum mode);
GL_EXT_light_texture
GLboolean glAreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences);
GLboolean glAreTexturesResident(GLsizei n, const GLuint * textures, GLboolean * residences);
void glArrayElement(GLint i);
void glAttachObjectARB(GLhandleARB target, GLhandleARB id);
GL_ARB_shader_objects
void glAttachShader(GLuint program, GLuint shader);
GLDrawable
which supplies
an event based mechanism (GLEventListener
) for performing
OpenGL rendering. void glBegin(GLenum mode);
void glBeginConditionalRender(GLuint target, GLenum id);
GL_VERSION_3_0
void glBeginOcclusionQueryNV(GLuint mode);
GL_NV_occlusion_query
void glBeginQuery(GLenum target, GLuint id);
GL_VERSION_1_5
void glBeginTransformFeedback(GLenum mode);
GL_VERSION_3_0
void glBeginVertexShaderEXT(void);
GL_EXT_vertex_shader
void glBindAttribLocation(GLuint program, GLuint index, const char * name);
void glBindBuffer(GLenum target, GLuint buffer);
void glBindBufferBase(GLenum red, GLuint green, GLuint blue);
GL_VERSION_3_0
void glBindBufferOffsetEXT(GLenum target, GLuint attachment, GLuint texture, ptrdiff_t level);
GL_EXT_transform_feedback
void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, ptrdiff_t offset, ptrdiff_t size);
GL_VERSION_3_0
void glBindFragDataLocation(GLuint program, GLuint index, const GLchar * name);
GL_VERSION_3_0
void glBindFramebuffer(GLenum target, GLuint framebuffer);
GLuint glBindLightParameterEXT(GLenum light, GLenum value);
GL_EXT_vertex_shader
GLuint glBindMaterialParameterEXT(GLenum light, GLenum value);
GL_EXT_vertex_shader
void glBindMultiTextureEXT(GLenum red, GLenum green, GLuint blue);
GL_EXT_direct_state_access
GLuint glBindParameterEXT(GLenum type);
GL_EXT_vertex_shader
void glBindProgramARB(GLenum target, GLuint id);
GL_ARB_vertex_program
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
GLuint glBindTexGenParameterEXT(GLenum unit, GLenum coord, GLenum value);
GL_EXT_vertex_shader
void glBindTexture(GLenum target, GLuint texture);
GLuint glBindTextureUnitParameterEXT(GLenum light, GLenum value);
GL_EXT_vertex_shader
void glBindVertexArray(GLuint mode);
GL_ARB_vertex_array_object
void glBindVertexShaderEXT(GLuint mode);
GL_EXT_vertex_shader
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);
GL_VERSION_1_0
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);
GL_VERSION_1_0
void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte * bitmap);
GL_VERSION_1_0
void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glBlendEquation(GLenum mode);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void glBlendFuncSeparateINGR(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GL_INGR_blend_func_separate
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
GL_ARB_framebuffer_object
void glBufferData(GLenum target, GLsizeiptr size, const void * data, GLenum usage);
void glBufferParameteriAPPLE(GLenum target, GLenum pname, GLint params);
GL_APPLE_flush_buffer_range
GLuint glBufferRegionEnabled(GLvoid);
GL_KTX_buffer_region
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void * data);
void glCallList(GLuint list);
void glCallLists(GLsizei n, GLenum type, const GLvoid * lists);
GLDrawable
using GLDrawableFactory
,
an instance of this class is passed,
describing the desired capabilities that a rendering context
must support, such as the OpenGL profile, color depth and whether stereo is enabled.GLDrawable
s are then reflected by their own
GLCapabilites instance, which can be queried with GLDrawable#getGLCapabilities()
.GLCapabilities
. GLenum glCheckFramebufferStatus(GLenum target);
GLenum glCheckNamedFramebufferStatusEXT(GLuint light, GLenum value);
GL_EXT_direct_state_access
void glClampColor(GLenum target, GLenum id);
GL_VERSION_3_0
void glClear(GLbitfield mask);
void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
GL_VERSION_3_0
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value);
GL_VERSION_3_0
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value);
GL_VERSION_3_0
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value);
GL_VERSION_3_0
void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value);
GL_VERSION_3_0
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value);
GL_VERSION_3_0
void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value);
GL_VERSION_3_0
void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void glClearColorIiEXT(GLint red, GLint green, GLint blue, GLint alpha);
GL_EXT_texture_integer
void glClearColorIuiEXT(GLuint red, GLuint green, GLuint blue, GLuint alpha);
GL_EXT_texture_integer
void glClearColorx(GLclampx red, GLclampx green, GLclampx blue, GLclampx alpha);
GL_VERSION_ES_CL_CM
void glClearDepthf(GLclampf depth);
void glClearDepthx(GLclampx depth);
GL_VERSION_ES_CL_CM
void glClearIndex(GLfloat c);
void glClearStencil(GLint s);
void glClientActiveTexture(GLenum texture);
void glClientAttribDefaultEXT(GLbitfield mode);
GL_EXT_direct_state_access
GLenum glClientWaitSync(GLsync sync, GLbitfield flags, uint64_t timeout);
GL_ARB_sync
void glClipPlane(GLenum plane, const GLdouble * equation);
void glClipPlane(GLenum plane, const GLdouble * equation);
void glClipPlanef(GLenum plane, const GLfloat * equation);
GL_VERSION_ES_CM
void glClipPlanef(GLenum plane, const GLfloat * equation);
GL_VERSION_ES_CM
void glClipPlanex(GLenum plane, const GLfixed * equation);
GL_VERSION_ES_CL_CM
void glClipPlanex(GLenum plane, const GLfixed * equation);
GL_VERSION_ES_CL_CM
void glColor3b(GLbyte red, GLbyte green, GLbyte blue);
void glColor3bv(const GLbyte * v);
void glColor3bv(const GLbyte * v);
void glColor3d(GLdouble red, GLdouble green, GLdouble blue);
void glColor3dv(const GLdouble * v);
void glColor3dv(const GLdouble * v);
void glColor3f(GLfloat red, GLfloat green, GLfloat blue);
void glColor3fv(const GLfloat * v);
void glColor3fv(const GLfloat * v);
void glColor3hNV(GLhalfNV red, GLhalfNV green, GLhalfNV blue);
GL_NV_half_float
void glColor3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glColor3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glColor3i(GLint red, GLint green, GLint blue);
void glColor3iv(const GLint * v);
void glColor3iv(const GLint * v);
void glColor3s(GLshort red, GLshort green, GLshort blue);
void glColor3sv(const GLshort * v);
void glColor3sv(const GLshort * v);
void glColor3ub(GLubyte red, GLubyte green, GLubyte blue);
void glColor3ubv(const GLubyte * v);
void glColor3ubv(const GLubyte * v);
void glColor3ui(GLuint red, GLuint green, GLuint blue);
void glColor3uiv(const GLuint * v);
void glColor3uiv(const GLuint * v);
void glColor3us(GLushort red, GLushort green, GLushort blue);
void glColor3usv(const GLushort * v);
void glColor3usv(const GLushort * v);
void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
void glColor4bv(const GLbyte * v);
void glColor4bv(const GLbyte * v);
void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
void glColor4dv(const GLdouble * v);
void glColor4dv(const GLdouble * v);
void glColor4fv(const GLfloat * v);
void glColor4fv(const GLfloat * v);
void glColor4hNV(GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
GL_NV_half_float
void glColor4hvNV(const GLhalfNV * v);
GL_NV_half_float
void glColor4hvNV(const GLhalfNV * v);
GL_NV_half_float
void glColor4i(GLint red, GLint green, GLint blue, GLint alpha);
void glColor4iv(const GLint * v);
void glColor4iv(const GLint * v);
void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha);
void glColor4sv(const GLshort * v);
void glColor4sv(const GLshort * v);
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
void glColor4ubv(const GLubyte * v);
void glColor4ubv(const GLubyte * v);
void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha);
void glColor4uiv(const GLuint * v);
void glColor4uiv(const GLuint * v);
void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha);
void glColor4usv(const GLushort * v);
void glColor4usv(const GLushort * v);
void glColor4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha);
GL_VERSION_ES_CL_CM
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glColorMaski(GLuint index, GLboolean x, GLboolean y, GLboolean z, GLboolean w);
GL_VERSION_3_0
void glColorMaskIndexedEXT(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a);
GL_EXT_draw_buffers2
void glColorMaterial(GLenum face, GLenum mode);
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid * data);
GL_VERSION_1_2
void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid * data);
GL_VERSION_1_2
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table);
GL_VERSION_1_2
void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table);
GL_VERSION_1_2
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat * params);
GL_VERSION_1_2
void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat * params);
GL_VERSION_1_2
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint * params);
GL_VERSION_1_2
void glColorTableParameteriv(GLenum target, GLenum pname, const GLint * params);
GL_VERSION_1_2
void glCompileShader(GLuint shader);
void glCompileShaderARB(GLhandleARB mode);
GL_ARB_shader_objects
void glCompressedMultiTexImage1DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedMultiTexImage2DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedMultiTexImage3DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedMultiTexSubImage1DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedMultiTexSubImage2DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedMultiTexSubImage3DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data);
GL_VERSION_1_3
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data);
GL_VERSION_1_3
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data);
GL_VERSION_1_3
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void * data);
GL_VERSION_1_3
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);
GL_VERSION_1_3
void glCompressedTextureImage1DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedTextureImage3DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedTextureSubImage1DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glCompressedTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * bits);
GL_EXT_direct_state_access
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table);
GL_VERSION_1_2
void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid * table);
GL_VERSION_1_2
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * image);
GL_VERSION_1_2
void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * image);
GL_VERSION_1_2
void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params);
GL_VERSION_1_2
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat * params);
GL_VERSION_1_2
void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat * params);
GL_VERSION_1_2
void glConvolutionParameteri(GLenum target, GLenum pname, GLint params);
GL_VERSION_1_2
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint * params);
GL_VERSION_1_2
void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint * params);
GL_VERSION_1_2
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, ptrdiff_t readOffset, ptrdiff_t writeOffset, ptrdiff_t size);
GL_ARB_copy_buffer
void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
GL_VERSION_1_2
void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
GL_VERSION_1_2
void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
GL_VERSION_1_2
void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
GL_VERSION_1_2
void glCopyMultiTexImage1DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
GL_EXT_direct_state_access
void glCopyMultiTexImage2DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_EXT_direct_state_access
void glCopyMultiTexSubImage1DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
GL_EXT_direct_state_access
void glCopyMultiTexSubImage2DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_EXT_direct_state_access
void glCopyMultiTexSubImage3DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_EXT_direct_state_access
void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
GL_VERSION_1_1
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);
GL_VERSION_1_1
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);
GL_VERSION_1_2
void glCopyTextureImage1DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
GL_EXT_direct_state_access
void glCopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
GL_EXT_direct_state_access
void glCopyTextureSubImage1DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
GL_EXT_direct_state_access
void glCopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_EXT_direct_state_access
void glCopyTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_EXT_direct_state_access
GLuint glCreateProgram(void);
GLhandleARB glCreateProgramObjectARB(void);
GL_ARB_shader_objects
GLuint glCreateShader(GLenum type);
GLhandleARB glCreateShaderObjectARB(GLenum type);
GL_ARB_shader_objects
void glCullFace(GLenum mode);
void glCullParameterdvEXT(GLenum pname, GLdouble * params);
GL_EXT_cull_vertex
void glCullParameterdvEXT(GLenum pname, GLdouble * params);
GL_EXT_cull_vertex
void glCullParameterfvEXT(GLenum pname, GLfloat * params);
GL_EXT_cull_vertex
void glCullParameterfvEXT(GLenum pname, GLfloat * params);
GL_EXT_cull_vertex
void glCurrentPaletteMatrixOES(GLuint matrixpaletteindex);
GL_OES_matrix_palette
void glDeleteBufferRegion(GLuint mode);
GL_KTX_buffer_region
void glDeleteBuffers(GLsizei n, const GLuint * buffers);
void glDeleteBuffers(GLsizei n, const GLuint * buffers);
void glDeleteFencesAPPLE(GLsizei n, const GLuint * ids);
GL_APPLE_fence
void glDeleteFencesAPPLE(GLsizei n, const GLuint * ids);
GL_APPLE_fence
void glDeleteFencesNV(GLsizei n, const GLuint * ids);
GL_NV_fence
void glDeleteFencesNV(GLsizei n, const GLuint * ids);
GL_NV_fence
void glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers);
void glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers);
void glDeleteLists(GLuint list, GLsizei range);
void glDeleteObjectARB(GLhandleARB mode);
GL_ARB_shader_objects
void glDeleteOcclusionQueriesNV(GLsizei n, const GLuint * ids);
GL_NV_occlusion_query
void glDeleteOcclusionQueriesNV(GLsizei n, const GLuint * ids);
GL_NV_occlusion_query
void glDeleteProgram(GLuint program);
void glDeleteProgramsARB(GLsizei n, const GLuint * ids);
GL_ARB_vertex_program
void glDeleteProgramsARB(GLsizei n, const GLuint * ids);
GL_ARB_vertex_program
void glDeleteQueries(GLsizei n, const GLuint * ids);
GL_VERSION_1_5
void glDeleteQueries(GLsizei n, const GLuint * ids);
GL_VERSION_1_5
void glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);
void glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);
void glDeleteShader(GLuint shader);
void glDeleteSync(GLsync sync);
GL_ARB_sync
void glDeleteTextures(GLsizei n, const GLuint * textures);
void glDeleteTextures(GLsizei n, const GLuint * textures);
void glDeleteVertexArrays(GLsizei n, const GLuint * ids);
GL_ARB_vertex_array_object
void glDeleteVertexArrays(GLsizei n, const GLuint * ids);
GL_ARB_vertex_array_object
void glDeleteVertexShaderEXT(GLuint mode);
GL_EXT_vertex_shader
void glDepthBoundsEXT(GLclampd x, GLclampd y);
GL_EXT_depth_bounds_test
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRangef(GLclampf zNear, GLclampf zFar);
void glDepthRangex(GLclampx zNear, GLclampx zFar);
GL_VERSION_ES_CL_CM
void glDetachObjectARB(GLhandleARB target, GLhandleARB id);
GL_ARB_shader_objects
void glDetachShader(GLuint program, GLuint shader);
void glDisable(GLenum cap);
void glDisableClientStateIndexedEXT(GLenum target, GLuint id);
GL_EXT_direct_state_access
void glDisablei(GLenum target, GLuint id);
GL_VERSION_3_0
void glDisableIndexedEXT(GLenum target, GLuint index);
GL_EXT_draw_buffers2
void glDisableVariantClientStateEXT(GLuint mode);
GL_EXT_vertex_shader
void glDisableVertexAttribAPPLE(GLuint index, GLenum pname);
GL_APPLE_vertex_program_evaluators
void glDisableVertexAttribArray(GLuint index);
void glDisableVertexAttribArrayARB(GLuint mode);
GL_ARB_vertex_program
GLDrawable
s. void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawArraysInstancedARB(GLenum target, GLint s, GLsizei t, GLsizei r);
GL_ARB_draw_instanced
void glDrawBuffer(GLenum mode);
GL_VERSION_1_0
void glDrawBufferRegion(GLuint region, GLint x, GLint y, GLsizei width, GLsizei height, GLint xDest, GLint yDest);
GL_KTX_buffer_region
void glDrawBuffers(GLsizei n, const GLenum * ids);
GL_VERSION_2_0
void glDrawBuffers(GLsizei n, const GLenum * ids);
GL_VERSION_2_0
void glDrawBuffersATI(GLsizei n, const GLenum * ids);
GL_ATI_draw_buffers
void glDrawBuffersATI(GLsizei n, const GLenum * ids);
GL_ATI_draw_buffers
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void * indices);
GL_VERSION_1_1
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void * indices);
GL_VERSION_1_1
void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, GLvoid * indices, GLint basevertex);
GL_ARB_draw_elements_base_vertex
void glDrawElementsInstancedARB(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei primcount);
GL_ARB_draw_instanced
void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei primcount, GLint basevertex);
GL_ARB_draw_elements_base_vertex
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_0
void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_0
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);
GL_VERSION_1_2
void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);
GL_VERSION_1_2
void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, GLvoid * indices, GLint basevertex);
GL_ARB_draw_elements_base_vertex
void glDrawTexfOES(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height);
GL_OES_draw_texture
void glDrawTexfvOES(const GLfloat * coords);
GL_OES_draw_texture
void glDrawTexfvOES(const GLfloat * coords);
GL_OES_draw_texture
void glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height);
GL_OES_draw_texture
void glDrawTexivOES(const GLint * coords);
GL_OES_draw_texture
void glDrawTexivOES(const GLint * coords);
GL_OES_draw_texture
void glDrawTexsOES(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height);
GL_OES_draw_texture
void glDrawTexsvOES(const GLshort * coords);
GL_OES_draw_texture
void glDrawTexsvOES(const GLshort * coords);
GL_OES_draw_texture
void glDrawTexxOES(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height);
GL_OES_draw_texture
void glDrawTexxvOES(const GLfixed * coords);
GL_OES_draw_texture
void glDrawTexxvOES(const GLfixed * coords);
GL_OES_draw_texture
void glEdgeFlag(GLboolean flag);
void glEdgeFlagPointer(GLsizei stride, const GLvoid * ptr);
GL_VERSION_1_1
void glEdgeFlagPointer(GLsizei stride, const GLvoid * ptr);
GL_VERSION_1_1
void glEdgeFlagv(const GLboolean * flag);
void glEdgeFlagv(const GLboolean * flag);
void glEGLImageTargetRenderbufferStorageOES(GLenum target, GLeglImageOES image);
GL_OES_EGL_image
void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
GL_OES_EGL_image
void glEGLImageTargetTexture2DOES(GLenum target, GLeglImageOES image);
GL_OES_EGL_image
void glEnable(GLenum cap);
void glEnableClientStateIndexedEXT(GLenum target, GLuint id);
GL_EXT_direct_state_access
void glEnablei(GLenum target, GLuint id);
GL_VERSION_3_0
void glEnableIndexedEXT(GLenum target, GLuint index);
GL_EXT_draw_buffers2
void glEnableVariantClientStateEXT(GLuint mode);
GL_EXT_vertex_shader
void glEnableVertexAttribAPPLE(GLuint index, GLenum pname);
GL_APPLE_vertex_program_evaluators
void glEnableVertexAttribArray(GLuint index);
void glEnableVertexAttribArrayARB(GLuint mode);
GL_ARB_vertex_program
void glEnd(void);
void glEndConditionalRender(void);
GL_VERSION_3_0
void glEndList(void);
void glEndOcclusionQueryNV(void);
GL_NV_occlusion_query
void glEndQuery(GLenum mode);
GL_VERSION_1_5
void glEndTransformFeedback(void);
GL_VERSION_3_0
void glEndVertexShaderEXT(void);
GL_EXT_vertex_shader
void glEvalCoord1d(GLdouble u);
void glEvalCoord1dv(const GLdouble * u);
void glEvalCoord1dv(const GLdouble * u);
void glEvalCoord1f(GLfloat u);
void glEvalCoord1fv(const GLfloat * u);
void glEvalCoord1fv(const GLfloat * u);
void glEvalCoord2d(GLdouble u, GLdouble v);
void glEvalCoord2dv(const GLdouble * u);
void glEvalCoord2dv(const GLdouble * u);
void glEvalCoord2f(GLfloat u, GLfloat v);
void glEvalCoord2fv(const GLfloat * u);
void glEvalCoord2fv(const GLfloat * u);
void glEvalMapsNV(GLenum target, GLenum id);
GL_NV_evaluators
void glEvalMesh1(GLenum mode, GLint i1, GLint i2);
void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
void glEvalPoint1(GLint i);
void glEvalPoint2(GLint i, GLint j);
GLAutoDrawable
.RuntimeException
. void glExtractComponentEXT(GLuint red, GLuint green, GLuint blue);
GL_EXT_vertex_shader
void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat * buffer);
GLsync glFenceSync(GLenum condition, GLbitfield flags);
GL_ARB_sync
void glFinish(void);
void glFinishFenceAPPLE(GLuint mode);
GL_APPLE_fence
void glFinishFenceNV(GLuint mode);
GL_NV_fence
void glFinishObjectAPPLE(GLenum target, GLint s);
GL_APPLE_fence
void glFinishRenderAPPLE(void);
GL_APPLE_flush_render
void glFinishTextureSUNX(void);
GL_SUNX_constant_data
void glFlush(void);
void glFlushMappedBufferRange(GLenum target, ptrdiff_t s, ptrdiff_t t);
GL_ARB_map_buffer_range
void glFlushPixelDataRangeNV(GLenum mode);
GL_NV_pixel_data_range
void glFlushRenderAPPLE(void);
GL_APPLE_flush_render
void glFlushVertexArrayRangeAPPLE(GLsizei length, GLvoid * pointer);
GL_APPLE_vertex_array_range
void glFlushVertexArrayRangeNV(void);
GL_NV_vertex_array_range
void glFogCoordd(GLdouble coord);
GL_VERSION_1_4
void glFogCoorddv(const GLdouble * m);
GL_VERSION_1_4
void glFogCoorddv(const GLdouble * m);
GL_VERSION_1_4
void glFogCoordf(GLfloat coord);
GL_VERSION_1_4
void glFogCoordfv(const GLfloat * m);
GL_VERSION_1_4
void glFogCoordfv(const GLfloat * m);
GL_VERSION_1_4
void glFogCoordhNV(GLhalfNV factor);
GL_NV_half_float
void glFogCoordhvNV(const GLhalfNV * v);
GL_NV_half_float
void glFogCoordhvNV(const GLhalfNV * v);
GL_NV_half_float
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer);
GL_VERSION_1_4
void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid * pointer);
GL_VERSION_1_4
void glFogf(GLenum pname, GLfloat param);
void glFogfv(GLenum pname, const GLfloat * params);
void glFogfv(GLenum pname, const GLfloat * params);
void glFogi(GLenum pname, GLint param);
void glFogiv(GLenum pname, const GLint * params);
void glFogiv(GLenum pname, const GLint * params);
void glFogx(GLenum pname, GLfixed param);
GL_VERSION_ES_CL_CM
void glFogxv(GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glFogxv(GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glFramebufferDrawBufferEXT(GLuint target, GLenum id);
GL_EXT_direct_state_access
void glFramebufferDrawBuffersEXT(GLuint buffer, GLsizei drawbuffer, const GLenum * value);
GL_EXT_direct_state_access
void glFramebufferDrawBuffersEXT(GLuint buffer, GLsizei drawbuffer, const GLenum * value);
GL_EXT_direct_state_access
void glFramebufferReadBufferEXT(GLuint target, GLenum id);
GL_EXT_direct_state_access
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTextureARB(GLenum target, GLenum attachment, GLuint texture, GLint level);
GL_ARB_geometry_shader4
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_ARB_framebuffer_object
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
GL_ARB_framebuffer_object
void glFramebufferTextureFaceARB(GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face);
GL_ARB_geometry_shader4
void glFramebufferTextureLayer(GLenum target, GLenum index, GLuint buffer, GLint offset, GLint size);
GL_ARB_framebuffer_object
void glFrontFace(GLenum mode);
void glFrustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
GL_VERSION_ES_CL_CM
void glGenBuffers(GLsizei n, GLuint * buffers);
void glGenBuffers(GLsizei n, GLuint * buffers);
void glGenerateMipmap(GLenum target);
void glGenerateMultiTexMipmapEXT(GLenum target, GLenum id);
GL_EXT_direct_state_access
void glGenerateTextureMipmapEXT(GLuint target, GLenum id);
GL_EXT_direct_state_access
void glGenFencesAPPLE(GLsizei n, GLuint * ids);
GL_APPLE_fence
void glGenFencesAPPLE(GLsizei n, GLuint * ids);
GL_APPLE_fence
void glGenFencesNV(GLsizei n, GLuint * ids);
GL_NV_fence
void glGenFencesNV(GLsizei n, GLuint * ids);
GL_NV_fence
void glGenFramebuffers(GLsizei n, GLuint * framebuffers);
void glGenFramebuffers(GLsizei n, GLuint * framebuffers);
GLuint glGenLists(GLsizei range);
void glGenOcclusionQueriesNV(GLsizei n, GLuint * ids);
GL_NV_occlusion_query
void glGenOcclusionQueriesNV(GLsizei n, GLuint * ids);
GL_NV_occlusion_query
void glGenProgramsARB(GLsizei n, GLuint * ids);
GL_ARB_vertex_program
void glGenProgramsARB(GLsizei n, GLuint * ids);
GL_ARB_vertex_program
void glGenQueries(GLsizei n, GLuint * ids);
GL_VERSION_1_5
void glGenQueries(GLsizei n, GLuint * ids);
GL_VERSION_1_5
void glGenRenderbuffers(GLsizei n, GLuint * renderbuffers);
void glGenRenderbuffers(GLsizei n, GLuint * renderbuffers);
GLuint glGenSymbolsEXT(GLenum datatype, GLenum storagetype, GLenum range, GLuint components);
GL_EXT_vertex_shader
void glGenTextures(GLsizei n, GLuint * textures);
void glGenTextures(GLsizei n, GLuint * textures);
void glGenVertexArrays(GLsizei n, GLuint * ids);
GL_ARB_vertex_array_object
void glGenVertexArrays(GLsizei n, GLuint * ids);
GL_ARB_vertex_array_object
GLuint glGenVertexShadersEXT(GLuint type);
GL_EXT_vertex_shader
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei * length, GLint * size, GLenum * type, char * name);
void glGetActiveUniformARB(GLhandleARB program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name);
GL_ARB_shader_objects
void glGetActiveUniformARB(GLhandleARB program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name);
GL_ARB_shader_objects
void glGetActiveUniformBlockiv(GLuint target, GLuint attachment, GLenum pname, GLint * params);
GL_ARB_uniform_buffer_object
void glGetActiveUniformBlockiv(GLuint target, GLuint attachment, GLenum pname, GLint * params);
GL_ARB_uniform_buffer_object
void glGetActiveUniformBlockName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);
GL_ARB_uniform_buffer_object
void glGetActiveUniformBlockName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);
GL_ARB_uniform_buffer_object
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);
GL_ARB_uniform_buffer_object
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName);
GL_ARB_uniform_buffer_object
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);
GL_ARB_uniform_buffer_object
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params);
GL_ARB_uniform_buffer_object
void glGetAttachedObjectsARB(GLhandleARB program, GLsizei maxCount, GLsizei * count, GLhandleARB * obj);
GL_ARB_shader_objects
void glGetAttachedObjectsARB(GLhandleARB program, GLsizei maxCount, GLsizei * count, GLhandleARB * obj);
GL_ARB_shader_objects
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders);
void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders);
int glGetAttribLocation(GLuint program, const char * name);
void glGetBooleani_v(GLenum target, GLuint index, GLboolean * data);
GL_VERSION_3_0
void glGetBooleani_v(GLenum target, GLuint index, GLboolean * data);
GL_VERSION_3_0
void glGetBooleanIndexedvEXT(GLenum target, GLuint index, GLboolean * data);
GL_EXT_draw_buffers2
void glGetBooleanIndexedvEXT(GLenum target, GLuint index, GLboolean * data);
GL_EXT_draw_buffers2
void glGetBooleanv(GLenum pname, GLboolean * params);
void glGetBooleanv(GLenum pname, GLboolean * params);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params);
void glGetBufferSubData(GLenum target, ptrdiff_t offset, ptrdiff_t size, GLvoid * data);
GL_VERSION_1_5
void glGetClipPlane(GLenum plane, GLdouble * equation);
void glGetClipPlane(GLenum plane, GLdouble * equation);
void glGetClipPlanef(GLenum pname, GLfloat * eqn);
GL_VERSION_ES_CM
void glGetClipPlanef(GLenum pname, GLfloat * eqn);
GL_VERSION_ES_CM
void glGetClipPlanex(GLenum pname, GLfixed * eqn);
GL_VERSION_ES_CL_CM
void glGetClipPlanex(GLenum pname, GLfixed * eqn);
GL_VERSION_ES_CL_CM
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid * table);
GL_VERSION_1_2
void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid * table);
GL_VERSION_1_2
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetCompressedMultiTexImageEXT(GLenum texture, GLenum target, GLint lod, GLvoid * img);
GL_EXT_direct_state_access
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid * img);
GL_VERSION_1_3
void glGetCompressedTexImage(GLenum target, GLint level, GLvoid * img);
GL_VERSION_1_3
void glGetCompressedTextureImageEXT(GLuint texture, GLenum target, GLint lod, GLvoid * img);
GL_EXT_direct_state_access
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid * table);
GL_VERSION_1_2
void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid * table);
GL_VERSION_1_2
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetDoubleIndexedvEXT(GLenum index, GLuint pname, GLdouble * params);
GL_EXT_direct_state_access
void glGetDoubleIndexedvEXT(GLenum index, GLuint pname, GLdouble * params);
GL_EXT_direct_state_access
void glGetDoublev(GLenum pname, GLdouble * params);
GL_VERSION_1_0
void glGetDoublev(GLenum pname, GLdouble * params);
GL_VERSION_1_0
GLenum glGetError(void);
void glGetFenceivNV(GLuint target, GLenum pname, GLint * params);
GL_NV_fence
void glGetFenceivNV(GLuint target, GLenum pname, GLint * params);
GL_NV_fence
void glGetFixedv(GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetFixedv(GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetFloatIndexedvEXT(GLenum target, GLuint pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetFloatIndexedvEXT(GLenum target, GLuint pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetFloatv(GLenum pname, GLfloat * params);
void glGetFloatv(GLenum pname, GLfloat * params);
GLint glGetFragDataLocation(GLuint program, const GLchar * name);
GL_VERSION_3_0
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);
void glGetFramebufferParameterivEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetFramebufferParameterivEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_direct_state_access
GLhandleARB glGetHandleARB(GLenum type);
GL_ARB_shader_objects
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values);
GL_VERSION_1_2
void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values);
GL_VERSION_1_2
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetInfoLogARB(GLhandleARB program, GLsizei bufSize, GLsizei * length, GLcharARB * infoLog);
GL_ARB_shader_objects
void glGetInfoLogARB(GLhandleARB program, GLsizei bufSize, GLsizei * length, GLcharARB * infoLog);
GL_ARB_shader_objects
void glGetInteger64v(GLenum pname, int64_t * params);
GL_ARB_sync
void glGetInteger64v(GLenum pname, int64_t * params);
GL_ARB_sync
void glGetIntegeri_v(GLenum target, GLuint pname, GLint * params);
GL_VERSION_3_0
void glGetIntegeri_v(GLenum target, GLuint pname, GLint * params);
GL_VERSION_3_0
void glGetIntegerIndexedvEXT(GLenum target, GLuint index, GLint * data);
GL_EXT_draw_buffers2
void glGetIntegerIndexedvEXT(GLenum target, GLuint index, GLint * data);
GL_EXT_draw_buffers2
void glGetIntegerv(GLenum pname, GLint * params);
void glGetIntegerv(GLenum pname, GLint * params);
void glGetInvariantBooleanvEXT(GLuint target, GLenum index, GLboolean * data);
GL_EXT_vertex_shader
void glGetInvariantBooleanvEXT(GLuint target, GLenum index, GLboolean * data);
GL_EXT_vertex_shader
void glGetInvariantFloatvEXT(GLuint target, GLenum pname, GLfloat * params);
GL_EXT_vertex_shader
void glGetInvariantFloatvEXT(GLuint target, GLenum pname, GLfloat * params);
GL_EXT_vertex_shader
void glGetInvariantIntegervEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_vertex_shader
void glGetInvariantIntegervEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_vertex_shader
void glGetLightfv(GLenum light, GLenum pname, GLfloat * params);
void glGetLightfv(GLenum light, GLenum pname, GLfloat * params);
void glGetLightiv(GLenum light, GLenum pname, GLint * params);
void glGetLightiv(GLenum light, GLenum pname, GLint * params);
void glGetLightxv(GLenum light, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetLightxv(GLenum light, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetLocalConstantBooleanvEXT(GLuint target, GLenum index, GLboolean * data);
GL_EXT_vertex_shader
void glGetLocalConstantBooleanvEXT(GLuint target, GLenum index, GLboolean * data);
GL_EXT_vertex_shader
void glGetLocalConstantFloatvEXT(GLuint target, GLenum pname, GLfloat * params);
GL_EXT_vertex_shader
void glGetLocalConstantFloatvEXT(GLuint target, GLenum pname, GLfloat * params);
GL_EXT_vertex_shader
void glGetLocalConstantIntegervEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_vertex_shader
void glGetLocalConstantIntegervEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_vertex_shader
void glGetMapAttribParameterfvNV(GLenum stage, GLuint portion, GLenum pname, GLfloat * params);
GL_NV_evaluators
void glGetMapAttribParameterfvNV(GLenum stage, GLuint portion, GLenum pname, GLfloat * params);
GL_NV_evaluators
void glGetMapAttribParameterivNV(GLenum target, GLuint attachment, GLenum pname, GLint * params);
GL_NV_evaluators
void glGetMapAttribParameterivNV(GLenum target, GLuint attachment, GLenum pname, GLint * params);
GL_NV_evaluators
void glGetMapControlPointsNV(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, GLvoid * points);
GL_NV_evaluators
void glGetMapdv(GLenum target, GLenum query, GLdouble * v);
void glGetMapdv(GLenum target, GLenum query, GLdouble * v);
void glGetMapfv(GLenum target, GLenum query, GLfloat * v);
void glGetMapfv(GLenum target, GLenum query, GLfloat * v);
void glGetMapiv(GLenum target, GLenum query, GLint * v);
void glGetMapiv(GLenum target, GLenum query, GLint * v);
void glGetMapParameterfvNV(GLenum target, GLenum pname, GLfloat * params);
GL_NV_evaluators
void glGetMapParameterfvNV(GLenum target, GLenum pname, GLfloat * params);
GL_NV_evaluators
void glGetMapParameterivNV(GLenum target, GLenum pname, GLint * params);
GL_NV_evaluators
void glGetMapParameterivNV(GLenum target, GLenum pname, GLint * params);
GL_NV_evaluators
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params);
void glGetMaterialfv(GLenum face, GLenum pname, GLfloat * params);
void glGetMaterialiv(GLenum face, GLenum pname, GLint * params);
void glGetMaterialiv(GLenum face, GLenum pname, GLint * params);
void glGetMaterialxv(GLenum face, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetMaterialxv(GLenum face, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values);
GL_VERSION_1_2
void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid * values);
GL_VERSION_1_2
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat * params);
GL_VERSION_1_2
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_2
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat * val);
GL_ARB_texture_multisample
void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat * val);
GL_ARB_texture_multisample
void glGetMultiTexEnvfvEXT(GLenum stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexEnvfvEXT(GLenum stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexEnvivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexEnvivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexGendvEXT(GLenum target, GLenum index, GLenum pname, GLdouble * params);
GL_EXT_direct_state_access
void glGetMultiTexGendvEXT(GLenum target, GLenum index, GLenum pname, GLdouble * params);
GL_EXT_direct_state_access
void glGetMultiTexGenfvEXT(GLenum stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexGenfvEXT(GLenum stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexGenivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexGenivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexImageEXT(GLenum texture, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);
GL_EXT_direct_state_access
void glGetMultiTexLevelParameterfvEXT(GLenum texture, GLenum target, GLint level, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexLevelParameterfvEXT(GLenum texture, GLenum target, GLint level, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexLevelParameterivEXT(GLenum texture, GLenum target, GLint level, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexLevelParameterivEXT(GLenum texture, GLenum target, GLint level, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterfvEXT(GLenum stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterfvEXT(GLenum stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterIivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterIivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterIuivEXT(GLenum program, GLenum target, GLenum index, GLuint * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterIuivEXT(GLenum program, GLenum target, GLenum index, GLuint * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetMultiTexParameterivEXT(GLenum target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedBufferParameterivEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedBufferParameterivEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedBufferSubDataEXT(GLuint target, ptrdiff_t offset, ptrdiff_t size, GLvoid * data);
GL_EXT_direct_state_access
void glGetNamedFramebufferAttachmentParameterivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedFramebufferAttachmentParameterivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedProgramivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedProgramivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterdvEXT(GLuint target, GLenum index, GLuint pname, GLdouble * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterdvEXT(GLuint target, GLenum index, GLuint pname, GLdouble * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterfvEXT(GLuint stage, GLenum portion, GLuint pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterfvEXT(GLuint stage, GLenum portion, GLuint pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterIivEXT(GLuint target, GLenum attachment, GLuint pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterIivEXT(GLuint target, GLenum attachment, GLuint pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterIuivEXT(GLuint program, GLenum target, GLuint index, GLuint * params);
GL_EXT_direct_state_access
void glGetNamedProgramLocalParameterIuivEXT(GLuint program, GLenum target, GLuint index, GLuint * params);
GL_EXT_direct_state_access
void glGetNamedProgramStringEXT(GLuint target, GLenum format, GLenum type, GLvoid * table);
GL_EXT_direct_state_access
void glGetNamedRenderbufferParameterivEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetNamedRenderbufferParameterivEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetObjectParameterfvARB(GLhandleARB target, GLenum pname, GLfloat * params);
GL_ARB_shader_objects
void glGetObjectParameterfvARB(GLhandleARB target, GLenum pname, GLfloat * params);
GL_ARB_shader_objects
void glGetObjectParameterivARB(GLhandleARB target, GLenum pname, GLint * params);
GL_ARB_shader_objects
void glGetObjectParameterivARB(GLhandleARB target, GLenum pname, GLint * params);
GL_ARB_shader_objects
void glGetOcclusionQueryivNV(GLuint target, GLenum pname, GLint * params);
GL_NV_occlusion_query
void glGetOcclusionQueryivNV(GLuint target, GLenum pname, GLint * params);
GL_NV_occlusion_query
void glGetOcclusionQueryuivNV(GLuint id, GLenum pname, GLuint * params);
GL_NV_occlusion_query
void glGetOcclusionQueryuivNV(GLuint id, GLenum pname, GLuint * params);
GL_NV_occlusion_query
void glGetPixelMapfv(GLenum map, GLfloat * values);
GL_VERSION_1_0
void glGetPixelMapfv(GLenum map, GLfloat * values);
GL_VERSION_1_0
void glGetPixelMapfv(GLenum map, GLfloat * values);
GL_VERSION_1_0
void glGetPixelMapuiv(GLenum map, GLuint * values);
GL_VERSION_1_0
void glGetPixelMapuiv(GLenum map, GLuint * values);
GL_VERSION_1_0
void glGetPixelMapuiv(GLenum map, GLuint * values);
GL_VERSION_1_0
void glGetPixelMapusv(GLenum map, GLushort * values);
GL_VERSION_1_0
void glGetPixelMapusv(GLenum map, GLushort * values);
GL_VERSION_1_0
void glGetPixelMapusv(GLenum map, GLushort * values);
GL_VERSION_1_0
void glGetPolygonStipple(GLubyte * mask);
GL_VERSION_1_0
void glGetPolygonStipple(GLubyte * mask);
GL_VERSION_1_0
void glGetPolygonStipple(GLubyte * mask);
GL_VERSION_1_0
void glGetProgramEnvParameterdvARB(GLenum index, GLuint pname, GLdouble * params);
GL_ARB_vertex_program
void glGetProgramEnvParameterdvARB(GLenum index, GLuint pname, GLdouble * params);
GL_ARB_vertex_program
void glGetProgramEnvParameterfvARB(GLenum target, GLuint pname, GLfloat * params);
GL_ARB_vertex_program
void glGetProgramEnvParameterfvARB(GLenum target, GLuint pname, GLfloat * params);
GL_ARB_vertex_program
void glGetProgramEnvParameterIivNV(GLenum target, GLuint index, GLint * params);
GL_NV_gpu_program4
void glGetProgramEnvParameterIivNV(GLenum target, GLuint index, GLint * params);
GL_NV_gpu_program4
void glGetProgramEnvParameterIuivNV(GLenum target, GLuint index, GLuint * params);
GL_NV_gpu_program4
void glGetProgramEnvParameterIuivNV(GLenum target, GLuint index, GLuint * params);
GL_NV_gpu_program4
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetProgramiv(GLuint program, GLenum pname, GLint * params);
void glGetProgramiv(GLuint program, GLenum pname, GLint * params);
void glGetProgramivARB(GLenum target, GLenum pname, GLint * params);
GL_ARB_vertex_program
void glGetProgramivARB(GLenum target, GLenum pname, GLint * params);
GL_ARB_vertex_program
void glGetProgramLocalParameterdvARB(GLenum index, GLuint pname, GLdouble * params);
GL_ARB_vertex_program
void glGetProgramLocalParameterdvARB(GLenum index, GLuint pname, GLdouble * params);
GL_ARB_vertex_program
void glGetProgramLocalParameterfvARB(GLenum target, GLuint pname, GLfloat * params);
GL_ARB_vertex_program
void glGetProgramLocalParameterfvARB(GLenum target, GLuint pname, GLfloat * params);
GL_ARB_vertex_program
void glGetProgramLocalParameterIivNV(GLenum target, GLuint index, GLint * params);
GL_NV_gpu_program4
void glGetProgramLocalParameterIivNV(GLenum target, GLuint index, GLint * params);
GL_NV_gpu_program4
void glGetProgramLocalParameterIuivNV(GLenum target, GLuint index, GLuint * params);
GL_NV_gpu_program4
void glGetProgramLocalParameterIuivNV(GLenum target, GLuint index, GLuint * params);
GL_NV_gpu_program4
void glGetProgramStringARB(GLenum target, GLenum pname, GLvoid * string);
GL_ARB_vertex_program
void glGetQueryiv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_5
void glGetQueryiv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_1_5
void glGetQueryObjecti64vEXT(GLuint id, GLenum pname, int64_t * params);
GL_EXT_timer_query
void glGetQueryObjecti64vEXT(GLuint id, GLenum pname, int64_t * params);
GL_EXT_timer_query
void glGetQueryObjectiv(GLuint target, GLenum pname, GLint * params);
GL_VERSION_1_5
void glGetQueryObjectiv(GLuint target, GLenum pname, GLint * params);
GL_VERSION_1_5
void glGetQueryObjectui64vEXT(GLuint id, GLenum pname, uint64_t * params);
GL_EXT_timer_query
void glGetQueryObjectui64vEXT(GLuint id, GLenum pname, uint64_t * params);
GL_EXT_timer_query
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params);
GL_VERSION_1_5
void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params);
GL_VERSION_1_5
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid * row, GLvoid * column, GLvoid * span);
GL_VERSION_1_2
void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid * row, GLvoid * column, GLvoid * span);
GL_VERSION_1_2
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei * length, char * infolog);
void glGetShaderiv(GLuint shader, GLenum pname, GLint * params);
void glGetShaderiv(GLuint shader, GLenum pname, GLint * params);
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision);
GL_ES_VERSION_2_0
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision);
GL_ES_VERSION_2_0
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei * length, char * source);
void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei * length, char * source);
void glGetShaderSourceARB(GLhandleARB program, GLsizei bufSize, GLsizei * length, GLcharARB * infoLog);
GL_ARB_shader_objects
void glGetShaderSourceARB(GLhandleARB program, GLsizei bufSize, GLsizei * length, GLcharARB * infoLog);
GL_ARB_shader_objects
const GLubyte * glGetString(GLenum name);
const GLubyte * glGetStringi(GLenum name, GLuint index);
GL_VERSION_3_0
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values);
GL_ARB_sync
void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values);
GL_ARB_sync
void glGetTexEnvfv(GLenum tenv, GLenum pname, GLfloat * params);
void glGetTexEnvfv(GLenum tenv, GLenum pname, GLfloat * params);
void glGetTexEnviv(GLenum tenv, GLenum pname, GLint * params);
void glGetTexEnviv(GLenum tenv, GLenum pname, GLint * params);
void glGetTexEnvxv(GLenum tenv, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetTexEnvxv(GLenum tenv, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble * params);
void glGetTexGendv(GLenum coord, GLenum pname, GLdouble * params);
void glGetTexGenfvOES(GLenum coord, GLenum pname, GLfloat * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glGetTexGenfvOES(GLenum coord, GLenum pname, GLfloat * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glGetTexGenivOES(GLenum coord, GLenum pname, GLint * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glGetTexGenivOES(GLenum coord, GLenum pname, GLint * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glGetTexGenxvOES(GLenum coord, GLenum pname, GLfixed * params);
GL_OES_texture_cube_map
void glGetTexGenxvOES(GLenum coord, GLenum pname, GLfixed * params);
GL_OES_texture_cube_map
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);
GL_VERSION_1_0
void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);
GL_VERSION_1_0
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);
GL_VERSION_1_0
void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params);
GL_VERSION_1_0
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);
GL_VERSION_1_0
void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params);
GL_VERSION_1_0
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params);
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_3_0
void glGetTexParameterIiv(GLenum target, GLenum pname, GLint * params);
GL_VERSION_3_0
void glGetTexParameterIuiv(GLenum id, GLenum pname, GLuint * params);
GL_VERSION_3_0
void glGetTexParameterIuiv(GLenum id, GLenum pname, GLuint * params);
GL_VERSION_3_0
void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params);
void glGetTexParameterxv(GLenum target, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetTexParameterxv(GLenum target, GLenum pname, GLfixed * params);
GL_VERSION_ES_CL_CM
void glGetTextureImageEXT(GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels);
GL_EXT_direct_state_access
void glGetTextureLevelParameterfvEXT(GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetTextureLevelParameterfvEXT(GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetTextureLevelParameterivEXT(GLuint texture, GLenum target, GLint level, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetTextureLevelParameterivEXT(GLuint texture, GLenum target, GLint level, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetTextureParameterfvEXT(GLuint stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetTextureParameterfvEXT(GLuint stage, GLenum portion, GLenum pname, GLfloat * params);
GL_EXT_direct_state_access
void glGetTextureParameterIivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetTextureParameterIivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetTextureParameterIuivEXT(GLuint program, GLenum target, GLenum index, GLuint * params);
GL_EXT_direct_state_access
void glGetTextureParameterIuivEXT(GLuint program, GLenum target, GLenum index, GLuint * params);
GL_EXT_direct_state_access
void glGetTextureParameterivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetTextureParameterivEXT(GLuint target, GLenum attachment, GLenum pname, GLint * params);
GL_EXT_direct_state_access
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);
GL_VERSION_3_0
void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name);
GL_VERSION_3_0
GLuint glGetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName);
GL_ARB_uniform_buffer_object
GLint glGetUniformBufferSizeEXT(GLuint program, GLint location);
GL_EXT_bindable_uniform
void glGetUniformfv(GLuint program, GLint location, GLfloat * params);
void glGetUniformfv(GLuint program, GLint location, GLfloat * params);
void glGetUniformfvARB(GLhandleARB program, GLint location, GLfloat * params);
GL_ARB_shader_objects
void glGetUniformfvARB(GLhandleARB program, GLint location, GLfloat * params);
GL_ARB_shader_objects
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar * * uniformNames, GLuint * uniformIndices);
GL_ARB_uniform_buffer_object
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar * * uniformNames, GLuint * uniformIndices);
GL_ARB_uniform_buffer_object
void glGetUniformiv(GLuint program, GLint location, GLint * params);
void glGetUniformiv(GLuint program, GLint location, GLint * params);
void glGetUniformivARB(GLhandleARB program, GLint location, GLint * params);
GL_ARB_shader_objects
void glGetUniformivARB(GLhandleARB program, GLint location, GLint * params);
GL_ARB_shader_objects
int glGetUniformLocation(GLuint program, const char * name);
GLint glGetUniformLocationARB(GLhandleARB program, const GLcharARB * name);
GL_ARB_shader_objects
ptrdiff_t glGetUniformOffsetEXT(GLuint program, GLint location);
GL_EXT_bindable_uniform
void glGetUniformuiv(GLuint program, GLint location, GLuint * params);
GL_VERSION_3_0
void glGetUniformuiv(GLuint program, GLint location, GLuint * params);
GL_VERSION_3_0
void glGetVariantBooleanvEXT(GLuint target, GLenum index, GLboolean * data);
GL_EXT_vertex_shader
void glGetVariantBooleanvEXT(GLuint target, GLenum index, GLboolean * data);
GL_EXT_vertex_shader
void glGetVariantFloatvEXT(GLuint target, GLenum pname, GLfloat * params);
GL_EXT_vertex_shader
void glGetVariantFloatvEXT(GLuint target, GLenum pname, GLfloat * params);
GL_EXT_vertex_shader
void glGetVariantIntegervEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_vertex_shader
void glGetVariantIntegervEXT(GLuint target, GLenum pname, GLint * params);
GL_EXT_vertex_shader
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params);
GL_VERSION_2_0
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params);
GL_VERSION_2_0
void glGetVertexAttribdvARB(GLuint index, GLenum pname, GLdouble * params);
GL_ARB_vertex_program
void glGetVertexAttribdvARB(GLuint index, GLenum pname, GLdouble * params);
GL_ARB_vertex_program
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params);
void glGetVertexAttribfvARB(GLuint target, GLenum pname, GLfloat * params);
GL_ARB_vertex_program
void glGetVertexAttribfvARB(GLuint target, GLenum pname, GLfloat * params);
GL_ARB_vertex_program
void glGetVertexAttribIiv(GLuint target, GLenum pname, GLint * params);
GL_VERSION_3_0
void glGetVertexAttribIiv(GLuint target, GLenum pname, GLint * params);
GL_VERSION_3_0
void glGetVertexAttribIuiv(GLuint id, GLenum pname, GLuint * params);
GL_VERSION_3_0
void glGetVertexAttribIuiv(GLuint id, GLenum pname, GLuint * params);
GL_VERSION_3_0
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params);
void glGetVertexAttribivARB(GLuint target, GLenum pname, GLint * params);
GL_ARB_vertex_program
void glGetVertexAttribivARB(GLuint target, GLenum pname, GLint * params);
GL_ARB_vertex_program
void glHint(GLenum target, GLenum mode);
void glHintPGI(GLenum target, GLint s);
GL_PGI_misc_hints
void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
GL_VERSION_1_2
void glIndexd(GLdouble c);
void glIndexdv(const GLdouble * c);
void glIndexdv(const GLdouble * c);
void glIndexf(GLfloat c);
void glIndexFuncEXT(GLenum target, GLclampf s);
GL_EXT_index_func
void glIndexfv(const GLfloat * c);
void glIndexfv(const GLfloat * c);
void glIndexi(GLint c);
void glIndexiv(const GLint * c);
void glIndexiv(const GLint * c);
void glIndexMask(GLuint mask);
void glIndexMaterialEXT(GLenum target, GLenum id);
GL_EXT_index_material
void glIndexPointer(GLenum type, GLsizei stride, const GLvoid * ptr);
void glIndexs(GLshort c);
void glIndexsv(const GLshort * c);
void glIndexsv(const GLshort * c);
void glIndexub(GLubyte c);
void glIndexubv(const GLubyte * c);
void glIndexubv(const GLubyte * c);
void glInitNames(void);
void glInsertComponentEXT(GLuint red, GLuint green, GLuint blue);
GL_EXT_vertex_shader
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer);
GL_VERSION_1_1
void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid * pointer);
GL_VERSION_1_1
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsEnabledi(GLenum target, GLuint index);
GL_VERSION_3_0
GLboolean glIsEnabledIndexedEXT(GLenum target, GLuint index);
GL_EXT_draw_buffers2
GLboolean glIsFenceAPPLE(GLuint id);
GL_APPLE_fence
GLboolean glIsFenceNV(GLuint id);
GL_NV_fence
GLboolean glIsFramebuffer(GLuint framebuffer);
GLboolean glIsList(GLuint list);
GLboolean glIsOcclusionQueryNV(GLuint id);
GL_NV_occlusion_query
GLboolean glIsProgram(GLuint program);
GLboolean glIsProgramARB(GLuint id);
GL_ARB_vertex_program
GLboolean glIsQuery(GLuint id);
GL_VERSION_1_5
GLboolean glIsRenderbuffer(GLuint renderbuffer);
GLboolean glIsShader(GLuint shader);
GLboolean glIsSync(GLsync sync);
GL_ARB_sync
GLboolean glIsTexture(GLuint texture);
GLboolean glIsVariantEnabledEXT(GLuint target, GLenum index);
GL_EXT_vertex_shader
GLboolean glIsVertexArray(GLuint id);
GL_ARB_vertex_array_object
GLboolean glIsVertexAttribEnabledAPPLE(GLuint index, GLenum pname);
GL_APPLE_vertex_program_evaluators
void glLightf(GLenum light, GLenum pname, GLfloat param);
void glLighti(GLenum light, GLenum pname, GLint param);
void glLightiv(GLenum light, GLenum pname, const GLint * params);
void glLightiv(GLenum light, GLenum pname, const GLint * params);
void glLightModelf(GLenum pname, GLfloat param);
void glLightModelfv(GLenum pname, const GLfloat * params);
void glLightModelfv(GLenum pname, const GLfloat * params);
void glLightModeli(GLenum pname, GLint param);
void glLightModeliv(GLenum pname, const GLint * params);
void glLightModeliv(GLenum pname, const GLint * params);
void glLightModelx(GLenum pname, GLfixed param);
GL_VERSION_ES_CL_CM
void glLightModelxv(GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glLightModelxv(GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glLightx(GLenum light, GLenum pname, GLfixed param);
GL_VERSION_ES_CL_CM
void glLightxv(GLenum light, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glLightxv(GLenum light, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glLineStipple(GLint factor, GLushort pattern);
void glLineWidth(GLfloat width);
void glLineWidthx(GLfixed width);
GL_VERSION_ES_CL_CM
void glLinkProgram(GLuint program);
void glLinkProgramARB(GLhandleARB mode);
GL_ARB_shader_objects
void glListBase(GLuint base);
void glLoadMatrixd(const GLdouble * m);
void glLoadMatrixd(const GLdouble * m);
void glLoadMatrixx(const GLfixed * m);
GL_VERSION_ES_CL_CM
void glLoadMatrixx(const GLfixed * m);
GL_VERSION_ES_CL_CM
void glLoadName(GLuint name);
void glLoadPaletteFromModelViewMatrixOES(void);
GL_OES_matrix_palette
void glLoadTransposeMatrixd(const GLdouble * m);
GL_VERSION_1_3
void glLoadTransposeMatrixd(const GLdouble * m);
GL_VERSION_1_3
void glLoadTransposeMatrixf(const GLfloat * m);
GL_VERSION_1_3
void glLoadTransposeMatrixf(const GLfloat * m);
GL_VERSION_1_3
void glLockArraysEXT(GLint x, GLsizei y);
GL_EXT_compiled_vertex_array
void glLogicOp(GLenum opcode);
void glLogicOp(GLenum opcode);
GL_VERSION_1_0
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);
void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);
void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);
void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);
void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);
GLeglImageOES glMapBufferOES(GLenum target, GLenum access);
GLvoid * glMapBufferRange(GLenum target, ptrdiff_t offset, ptrdiff_t length, GLbitfield access);
GL_ARB_map_buffer_range
void glMapControlPointsNV(GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const GLvoid * points);
GL_NV_evaluators
void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2);
void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2);
void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);
void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);
GLvoid * glMapNamedBufferEXT(GLuint target, GLenum access);
GL_EXT_direct_state_access
void glMapParameterfvNV(GLenum target, GLenum pname, const GLfloat * params);
GL_NV_evaluators
void glMapParameterfvNV(GLenum target, GLenum pname, const GLfloat * params);
GL_NV_evaluators
void glMapParameterivNV(GLenum target, GLenum pname, const GLint * params);
GL_NV_evaluators
void glMapParameterivNV(GLenum target, GLenum pname, const GLint * params);
GL_NV_evaluators
void glMapVertexAttrib1dAPPLE(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);
GL_APPLE_vertex_program_evaluators
void glMapVertexAttrib1dAPPLE(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble * points);
GL_APPLE_vertex_program_evaluators
void glMapVertexAttrib1fAPPLE(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);
GL_APPLE_vertex_program_evaluators
void glMapVertexAttrib1fAPPLE(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat * points);
GL_APPLE_vertex_program_evaluators
void glMapVertexAttrib2dAPPLE(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);
GL_APPLE_vertex_program_evaluators
void glMapVertexAttrib2dAPPLE(GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble * points);
GL_APPLE_vertex_program_evaluators
void glMapVertexAttrib2fAPPLE(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);
GL_APPLE_vertex_program_evaluators
void glMapVertexAttrib2fAPPLE(GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat * points);
GL_APPLE_vertex_program_evaluators
void glMateriali(GLenum face, GLenum pname, GLint param);
void glMaterialiv(GLenum face, GLenum pname, const GLint * params);
void glMaterialiv(GLenum face, GLenum pname, const GLint * params);
void glMaterialx(GLenum face, GLenum pname, GLfixed param);
GL_VERSION_ES_CL_CM
void glMaterialxv(GLenum face, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glMaterialxv(GLenum face, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glMatrixFrustumEXT(GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GL_EXT_direct_state_access
void glMatrixIndexPointerOES(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_OES_matrix_palette
void glMatrixIndexubvARB(GLint size, const GLubyte * weights);
GL_ARB_matrix_palette
void glMatrixIndexubvARB(GLint size, const GLubyte * weights);
GL_ARB_matrix_palette
void glMatrixIndexuivARB(GLint n, const GLuint * ids);
GL_ARB_matrix_palette
void glMatrixIndexuivARB(GLint n, const GLuint * ids);
GL_ARB_matrix_palette
void glMatrixIndexusvARB(GLint size, const GLushort * weights);
GL_ARB_matrix_palette
void glMatrixIndexusvARB(GLint size, const GLushort * weights);
GL_ARB_matrix_palette
void glMatrixLoaddEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixLoaddEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixLoadfEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixLoadfEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixLoadIdentityEXT(GLenum mode);
GL_EXT_direct_state_access
void glMatrixLoadTransposedEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixLoadTransposedEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixLoadTransposefEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixLoadTransposefEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixMultdEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixMultdEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixMultfEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixMultfEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixMultTransposedEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixMultTransposedEXT(GLenum target, const GLdouble * v);
GL_EXT_direct_state_access
void glMatrixMultTransposefEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixMultTransposefEXT(GLenum target, const GLfloat * v);
GL_EXT_direct_state_access
void glMatrixOrthoEXT(GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GL_EXT_direct_state_access
void glMatrixPopEXT(GLenum mode);
GL_EXT_direct_state_access
void glMatrixPushEXT(GLenum mode);
GL_EXT_direct_state_access
void glMatrixRotatedEXT(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
GL_EXT_direct_state_access
void glMatrixRotatefEXT(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
GL_EXT_direct_state_access
void glMatrixScaledEXT(GLenum target, GLdouble s, GLdouble t, GLdouble r);
GL_EXT_direct_state_access
void glMatrixScalefEXT(GLenum target, GLfloat s, GLfloat t, GLfloat r);
GL_EXT_direct_state_access
void glMatrixTranslatedEXT(GLenum target, GLdouble s, GLdouble t, GLdouble r);
GL_EXT_direct_state_access
void glMatrixTranslatefEXT(GLenum target, GLfloat s, GLfloat t, GLfloat r);
GL_EXT_direct_state_access
void glMinmax(GLenum target, GLenum internalformat, GLboolean sink);
GL_VERSION_1_2
void glMultiDrawArrays(GLenum mode, GLint * first, GLsizei * count, GLsizei primcount);
GL_VERSION_1_4
void glMultiDrawArrays(GLenum mode, GLint * first, GLsizei * count, GLsizei primcount);
GL_VERSION_1_4
void glMultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid * * indices, GLsizei primcount);
GL_VERSION_1_4
void glMultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid * * indices, GLsizei primcount);
GL_VERSION_1_4
void glMultiTexBufferEXT(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLuint dfactorAlpha);
GL_EXT_direct_state_access
void glMultiTexCoord1d(GLenum target, GLdouble s);
GL_VERSION_1_3
void glMultiTexCoord1dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord1dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord1f(GLenum target, GLfloat s);
GL_VERSION_1_3
void glMultiTexCoord1fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord1fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord1hNV(GLenum target, GLhalfNV s);
GL_NV_half_float
void glMultiTexCoord1hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord1hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord1i(GLenum target, GLint s);
GL_VERSION_1_3
void glMultiTexCoord1iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord1iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord1s(GLenum target, GLshort s);
GL_VERSION_1_3
void glMultiTexCoord1sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord1sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t);
GL_VERSION_1_3
void glMultiTexCoord2dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord2dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t);
GL_VERSION_1_3
void glMultiTexCoord2fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord2fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord2hNV(GLenum target, GLhalfNV s, GLhalfNV t);
GL_NV_half_float
void glMultiTexCoord2hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord2hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord2i(GLenum target, GLint s, GLint t);
GL_VERSION_1_3
void glMultiTexCoord2iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord2iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t);
GL_VERSION_1_3
void glMultiTexCoord2sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord2sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r);
GL_VERSION_1_3
void glMultiTexCoord3dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord3dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r);
GL_VERSION_1_3
void glMultiTexCoord3fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord3fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord3hNV(GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r);
GL_NV_half_float
void glMultiTexCoord3hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord3hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r);
GL_VERSION_1_3
void glMultiTexCoord3iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord3iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r);
GL_VERSION_1_3
void glMultiTexCoord3sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord3sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
GL_VERSION_1_3
void glMultiTexCoord4dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord4dv(GLenum target, const GLdouble * v);
GL_VERSION_1_3
void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void glMultiTexCoord4fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord4fv(GLenum target, const GLfloat * v);
GL_VERSION_1_3
void glMultiTexCoord4hNV(GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
GL_NV_half_float
void glMultiTexCoord4hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord4hvNV(GLenum index, const GLhalfNV * v);
GL_NV_half_float
void glMultiTexCoord4i(GLenum target, GLint start, GLint x, GLint y, GLint width);
GL_VERSION_1_3
void glMultiTexCoord4iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord4iv(GLenum target, const GLint * v);
GL_VERSION_1_3
void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
GL_VERSION_1_3
void glMultiTexCoord4sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord4sv(GLenum target, const GLshort * v);
GL_VERSION_1_3
void glMultiTexCoord4x(GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q);
GL_VERSION_ES_CL_CM
void glMultiTexCoordPointerEXT(GLenum index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_EXT_direct_state_access
void glMultiTexEnvfEXT(GLenum texture, GLenum target, GLenum pname, GLfloat param);
GL_EXT_direct_state_access
void glMultiTexEnvfvEXT(GLenum target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glMultiTexEnvfvEXT(GLenum target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glMultiTexEnviEXT(GLenum target, GLenum attachment, GLenum texture, GLint level);
GL_EXT_direct_state_access
void glMultiTexEnvivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexEnvivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexGendEXT(GLenum texunit, GLenum coord, GLenum pname, GLdouble param);
GL_EXT_direct_state_access
void glMultiTexGendvEXT(GLenum target, GLenum index, GLenum count, const GLdouble * v);
GL_EXT_direct_state_access
void glMultiTexGendvEXT(GLenum target, GLenum index, GLenum count, const GLdouble * v);
GL_EXT_direct_state_access
void glMultiTexGenfEXT(GLenum texture, GLenum target, GLenum pname, GLfloat param);
GL_EXT_direct_state_access
void glMultiTexGenfvEXT(GLenum target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glMultiTexGenfvEXT(GLenum target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glMultiTexGeniEXT(GLenum target, GLenum attachment, GLenum texture, GLint level);
GL_EXT_direct_state_access
void glMultiTexGenivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexGenivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexImage1DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glMultiTexImage2DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glMultiTexImage3DEXT(GLenum texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glMultiTexParameterfEXT(GLenum texture, GLenum target, GLenum pname, GLfloat param);
GL_EXT_direct_state_access
void glMultiTexParameterfvEXT(GLenum target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glMultiTexParameterfvEXT(GLenum target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glMultiTexParameteriEXT(GLenum target, GLenum attachment, GLenum texture, GLint level);
GL_EXT_direct_state_access
void glMultiTexParameterIivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexParameterIivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexParameterIuivEXT(GLenum program, GLenum target, GLenum index, const GLuint * params);
GL_EXT_direct_state_access
void glMultiTexParameterIuivEXT(GLenum program, GLenum target, GLenum index, const GLuint * params);
GL_EXT_direct_state_access
void glMultiTexParameterivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexParameterivEXT(GLenum texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glMultiTexRenderbufferEXT(GLenum red, GLenum green, GLuint blue);
GL_EXT_direct_state_access
void glMultiTexSubImage1DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glMultiTexSubImage2DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glMultiTexSubImage3DEXT(GLenum texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glMultMatrixd(const GLdouble * m);
void glMultMatrixd(const GLdouble * m);
void glMultMatrixx(const GLfixed * m);
GL_VERSION_ES_CL_CM
void glMultMatrixx(const GLfixed * m);
GL_VERSION_ES_CL_CM
void glMultTransposeMatrixd(const GLdouble * m);
GL_VERSION_1_3
void glMultTransposeMatrixd(const GLdouble * m);
GL_VERSION_1_3
void glMultTransposeMatrixf(const GLfloat * m);
GL_VERSION_1_3
void glMultTransposeMatrixf(const GLfloat * m);
GL_VERSION_1_3
void glNamedBufferDataEXT(GLuint target, ptrdiff_t size, const GLvoid * data, GLenum usage);
GL_EXT_direct_state_access
void glNamedBufferSubDataEXT(GLuint target, ptrdiff_t offset, ptrdiff_t size, const GLvoid * data);
GL_EXT_direct_state_access
void glNamedFramebufferRenderbufferEXT(GLuint sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLuint dfactorAlpha);
GL_EXT_direct_state_access
void glNamedFramebufferTexture1DEXT(GLuint target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_EXT_direct_state_access
void glNamedFramebufferTexture2DEXT(GLuint target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
GL_EXT_direct_state_access
void glNamedFramebufferTexture3DEXT(GLuint target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
GL_EXT_direct_state_access
void glNamedFramebufferTextureEXT(GLuint target, GLenum attachment, GLuint texture, GLint level);
GL_EXT_direct_state_access
void glNamedFramebufferTextureFaceEXT(GLuint target, GLenum attachment, GLuint texture, GLint level, GLenum face);
GL_EXT_direct_state_access
void glNamedFramebufferTextureLayerEXT(GLuint target, GLenum index, GLuint buffer, GLint offset, GLint size);
GL_EXT_direct_state_access
void glNamedProgramLocalParameter4dEXT(GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
GL_EXT_direct_state_access
void glNamedProgramLocalParameter4dvEXT(GLuint target, GLenum index, GLuint count, const GLdouble * v);
GL_EXT_direct_state_access
void glNamedProgramLocalParameter4dvEXT(GLuint target, GLenum index, GLuint count, const GLdouble * v);
GL_EXT_direct_state_access
void glNamedProgramLocalParameter4fEXT(GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_EXT_direct_state_access
void glNamedProgramLocalParameter4fvEXT(GLuint target, GLenum index, GLuint count, const GLfloat * v);
GL_EXT_direct_state_access
void glNamedProgramLocalParameter4fvEXT(GLuint target, GLenum index, GLuint count, const GLfloat * v);
GL_EXT_direct_state_access
void glNamedProgramLocalParameterI4iEXT(GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
GL_EXT_direct_state_access
void glNamedProgramLocalParameterI4ivEXT(GLuint texture, GLenum target, GLuint pname, const GLint * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParameterI4ivEXT(GLuint texture, GLenum target, GLuint pname, const GLint * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParameterI4uiEXT(GLuint op, GLenum dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
GL_EXT_direct_state_access
void glNamedProgramLocalParameterI4uivEXT(GLuint program, GLenum target, GLuint index, const GLuint * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParameterI4uivEXT(GLuint program, GLenum target, GLuint index, const GLuint * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParameters4fvEXT(GLuint target, GLenum buffer, GLuint index, GLsizei count, const GLfloat * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParameters4fvEXT(GLuint target, GLenum buffer, GLuint index, GLsizei count, const GLfloat * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParametersI4ivEXT(GLuint target, GLenum buffer, GLuint index, GLsizei count, const GLint * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParametersI4ivEXT(GLuint target, GLenum buffer, GLuint index, GLsizei count, const GLint * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParametersI4uivEXT(GLuint target, GLenum buffer, GLuint index, GLsizei count, const GLuint * params);
GL_EXT_direct_state_access
void glNamedProgramLocalParametersI4uivEXT(GLuint target, GLenum buffer, GLuint index, GLsizei count, const GLuint * params);
GL_EXT_direct_state_access
void glNamedProgramStringEXT(GLuint program, GLenum target, GLenum format, GLsizei len, const GLvoid * string);
GL_EXT_direct_state_access
void glNamedRenderbufferStorageEXT(GLuint target, GLenum internalformat, GLsizei width, GLsizei height);
GL_EXT_direct_state_access
void glNamedRenderbufferStorageMultisampleCoverageEXT(GLuint target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
GL_EXT_direct_state_access
void glNamedRenderbufferStorageMultisampleEXT(GLuint target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
GL_EXT_direct_state_access
GLuint glNewBufferRegion(GLenum type);
GL_KTX_buffer_region
void glNewList(GLuint list, GLenum mode);
void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz);
void glNormal3bv(const GLbyte * v);
void glNormal3bv(const GLbyte * v);
void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz);
void glNormal3dv(const GLdouble * v);
void glNormal3dv(const GLdouble * v);
void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz);
void glNormal3fv(const GLfloat * v);
void glNormal3fv(const GLfloat * v);
void glNormal3hNV(GLhalfNV red, GLhalfNV green, GLhalfNV blue);
GL_NV_half_float
void glNormal3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glNormal3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glNormal3i(GLint nx, GLint ny, GLint nz);
void glNormal3iv(const GLint * v);
void glNormal3iv(const GLint * v);
void glNormal3s(GLshort nx, GLshort ny, GLshort nz);
void glNormal3sv(const GLshort * v);
void glNormal3sv(const GLshort * v);
void glNormal3x(GLfixed nx, GLfixed ny, GLfixed nz);
GL_VERSION_ES_CL_CM
void glOrthox(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
GL_VERSION_ES_CL_CM
void glPassThrough(GLfloat token);
void glPixelDataRangeNV(GLenum target, GLsizei level, GLvoid * img);
GL_NV_pixel_data_range
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat * values);
GL_VERSION_1_0
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat * values);
GL_VERSION_1_0
void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat * values);
GL_VERSION_1_0
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint * values);
GL_VERSION_1_0
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint * values);
GL_VERSION_1_0
void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint * values);
GL_VERSION_1_0
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort * values);
GL_VERSION_1_0
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort * values);
GL_VERSION_1_0
void glPixelMapusv(GLenum map, GLint mapsize, const GLushort * values);
GL_VERSION_1_0
void glPixelStoref(GLenum pname, GLfloat param);
GL_VERSION_1_0
void glPixelStorei(GLenum pname, GLint param);
void glPixelTransferf(GLenum pname, GLfloat param);
void glPixelTransferi(GLenum pname, GLint param);
void glPixelTransformParameterfEXT(GLenum target, GLenum pname, GLfloat params);
GL_EXT_pixel_transform
void glPixelTransformParameterfvEXT(GLenum target, GLenum pname, const GLfloat * params);
GL_EXT_pixel_transform
void glPixelTransformParameterfvEXT(GLenum target, GLenum pname, const GLfloat * params);
GL_EXT_pixel_transform
void glPixelTransformParameteriEXT(GLenum target, GLenum pname, GLint params);
GL_EXT_pixel_transform
void glPixelTransformParameterivEXT(GLenum target, GLenum pname, const GLint * params);
GL_EXT_pixel_transform
void glPixelTransformParameterivEXT(GLenum target, GLenum pname, const GLint * params);
GL_EXT_pixel_transform
void glPixelZoom(GLfloat xfactor, GLfloat yfactor);
void glPNTrianglesfATI(GLenum target, GLfloat s);
GL_ATI_pn_triangles
void glPNTrianglesiATI(GLenum target, GLint s);
GL_ATI_pn_triangles
void glPointParameterf(GLenum pname, GLfloat param);
void glPointParameterf(GLenum target, GLfloat s);
GL_VERSION_1_4
void glPointParameterfv(GLenum pname, const GLfloat * params);
void glPointParameterfv(GLenum pname, const GLfloat * params);
void glPointParameterfv(GLenum target, const GLfloat * v);
GL_VERSION_1_4
void glPointParameterfv(GLenum target, const GLfloat * v);
GL_VERSION_1_4
void glPointParameteri(GLenum target, GLint s);
GL_VERSION_1_4
void glPointParameteriv(GLenum target, const GLint * v);
GL_VERSION_1_4
void glPointParameteriv(GLenum target, const GLint * v);
GL_VERSION_1_4
void glPointParameterx(GLenum pname, GLfixed param);
GL_VERSION_ES_CL_CM
void glPointParameterxv(GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glPointParameterxv(GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glPointSize(GLfloat size);
void glPointSize(GLfloat size);
GL_VERSION_1_0
void glPointSizePointerOES(GLenum type, GLsizei stride, const GLvoid * pointer);
GL_OES_point_size_array
void glPointSizex(GLfixed size);
GL_VERSION_ES_CL_CM
void glPolygonMode(GLenum face, GLenum mode);
GL_VERSION_1_0
void glPolygonOffset(GLfloat factor, GLfloat units);
void glPolygonOffsetx(GLfixed factor, GLfixed units);
GL_VERSION_ES_CL_CM
void glPolygonStipple(const GLubyte * mask);
GL_VERSION_1_0
void glPolygonStipple(const GLubyte * mask);
GL_VERSION_1_0
void glPolygonStipple(const GLubyte * mask);
GL_VERSION_1_0
void glPopAttrib(void);
void glPopClientAttrib(void);
void glPopName(void);
void glPrimitiveRestartNV(void);
GL_NV_primitive_restart
void glPrimitiveRestartIndexNV(GLuint mode);
GL_NV_primitive_restart
void glPrioritizeTextures(GLsizei n, const GLuint * textures, const GLclampf * priorities);
void glPrioritizeTextures(GLsizei n, const GLuint * textures, const GLclampf * priorities);
void glProgramBufferParametersfvNV(GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat * params);
GL_NV_parameter_buffer_object
void glProgramBufferParametersfvNV(GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat * params);
GL_NV_parameter_buffer_object
void glProgramBufferParametersIivNV(GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint * params);
GL_NV_parameter_buffer_object
void glProgramBufferParametersIivNV(GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint * params);
GL_NV_parameter_buffer_object
void glProgramBufferParametersIuivNV(GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint * params);
GL_NV_parameter_buffer_object
void glProgramBufferParametersIuivNV(GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint * params);
GL_NV_parameter_buffer_object
void glProgramEnvParameter4dARB(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
GL_ARB_vertex_program
void glProgramEnvParameter4dvARB(GLenum target, GLuint index, const GLdouble * params);
GL_ARB_vertex_program
void glProgramEnvParameter4dvARB(GLenum target, GLuint index, const GLdouble * params);
GL_ARB_vertex_program
void glProgramEnvParameter4fARB(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_ARB_vertex_program
void glProgramEnvParameter4fvARB(GLenum target, GLuint pname, const GLfloat * params);
GL_ARB_vertex_program
void glProgramEnvParameter4fvARB(GLenum target, GLuint pname, const GLfloat * params);
GL_ARB_vertex_program
void glProgramEnvParameterI4iNV(GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
GL_NV_gpu_program4
void glProgramEnvParameterI4ivNV(GLenum target, GLuint index, const GLint * params);
GL_NV_gpu_program4
void glProgramEnvParameterI4ivNV(GLenum target, GLuint index, const GLint * params);
GL_NV_gpu_program4
void glProgramEnvParameterI4uiNV(GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
GL_NV_gpu_program4
void glProgramEnvParameterI4uivNV(GLenum target, GLuint index, const GLuint * params);
GL_NV_gpu_program4
void glProgramEnvParameterI4uivNV(GLenum target, GLuint index, const GLuint * params);
GL_NV_gpu_program4
void glProgramEnvParameters4fvEXT(GLenum target, GLuint filter, GLsizei n, const GLfloat * weights);
GL_EXT_gpu_program_parameters
void glProgramEnvParameters4fvEXT(GLenum target, GLuint filter, GLsizei n, const GLfloat * weights);
GL_EXT_gpu_program_parameters
void glProgramEnvParametersI4ivNV(GLenum target, GLuint index, GLsizei count, const GLint * params);
GL_NV_gpu_program4
void glProgramEnvParametersI4ivNV(GLenum target, GLuint index, GLsizei count, const GLint * params);
GL_NV_gpu_program4
void glProgramEnvParametersI4uivNV(GLenum target, GLuint index, GLsizei count, const GLuint * params);
GL_NV_gpu_program4
void glProgramEnvParametersI4uivNV(GLenum target, GLuint index, GLsizei count, const GLuint * params);
GL_NV_gpu_program4
void glProgramLocalParameter4dARB(GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
GL_ARB_vertex_program
void glProgramLocalParameter4dvARB(GLenum target, GLuint index, const GLdouble * params);
GL_ARB_vertex_program
void glProgramLocalParameter4dvARB(GLenum target, GLuint index, const GLdouble * params);
GL_ARB_vertex_program
void glProgramLocalParameter4fARB(GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
GL_ARB_vertex_program
void glProgramLocalParameter4fvARB(GLenum target, GLuint pname, const GLfloat * params);
GL_ARB_vertex_program
void glProgramLocalParameter4fvARB(GLenum target, GLuint pname, const GLfloat * params);
GL_ARB_vertex_program
void glProgramLocalParameterI4iNV(GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w);
GL_NV_gpu_program4
void glProgramLocalParameterI4ivNV(GLenum target, GLuint index, const GLint * params);
GL_NV_gpu_program4
void glProgramLocalParameterI4ivNV(GLenum target, GLuint index, const GLint * params);
GL_NV_gpu_program4
void glProgramLocalParameterI4uiNV(GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
GL_NV_gpu_program4
void glProgramLocalParameterI4uivNV(GLenum target, GLuint index, const GLuint * params);
GL_NV_gpu_program4
void glProgramLocalParameterI4uivNV(GLenum target, GLuint index, const GLuint * params);
GL_NV_gpu_program4
void glProgramLocalParameters4fvEXT(GLenum target, GLuint filter, GLsizei n, const GLfloat * weights);
GL_EXT_gpu_program_parameters
void glProgramLocalParameters4fvEXT(GLenum target, GLuint filter, GLsizei n, const GLfloat * weights);
GL_EXT_gpu_program_parameters
void glProgramLocalParametersI4ivNV(GLenum target, GLuint index, GLsizei count, const GLint * params);
GL_NV_gpu_program4
void glProgramLocalParametersI4ivNV(GLenum target, GLuint index, GLsizei count, const GLint * params);
GL_NV_gpu_program4
void glProgramLocalParametersI4uivNV(GLenum target, GLuint index, GLsizei count, const GLuint * params);
GL_NV_gpu_program4
void glProgramLocalParametersI4uivNV(GLenum target, GLuint index, GLsizei count, const GLuint * params);
GL_NV_gpu_program4
void glProgramParameteriARB(GLuint target, GLenum pname, GLint params);
GL_ARB_geometry_shader4
void glProgramStringARB(GLenum target, GLenum format, GLsizei len, const GLvoid * string);
GL_ARB_vertex_program
void glProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0);
GL_EXT_direct_state_access
void glProgramUniform1fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform1fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform1iEXT(GLuint target, GLint s, GLint t);
GL_EXT_direct_state_access
void glProgramUniform1ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform1ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform1uiEXT(GLuint program, GLint location, GLuint buffer);
GL_EXT_direct_state_access
void glProgramUniform1uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniform1uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniform2fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1);
GL_EXT_direct_state_access
void glProgramUniform2fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform2fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform2iEXT(GLuint target, GLint s, GLint t, GLint r);
GL_EXT_direct_state_access
void glProgramUniform2ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform2ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform2uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1);
GL_EXT_direct_state_access
void glProgramUniform2uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniform2uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniform3fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
GL_EXT_direct_state_access
void glProgramUniform3fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform3fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform3iEXT(GLuint target, GLint start, GLint x, GLint y, GLint width);
GL_EXT_direct_state_access
void glProgramUniform3ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform3ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform3uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
GL_EXT_direct_state_access
void glProgramUniform3uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniform3uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniform4fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
GL_EXT_direct_state_access
void glProgramUniform4fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform4fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniform4iEXT(GLuint target, GLint level, GLint xoffset, GLint x, GLint y, GLint width);
GL_EXT_direct_state_access
void glProgramUniform4ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform4ivEXT(GLuint program, GLint location, GLsizei count, const GLint * value);
GL_EXT_direct_state_access
void glProgramUniform4uiEXT(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
GL_EXT_direct_state_access
void glProgramUniform4uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniform4uivEXT(GLuint program, GLint location, GLsizei count, const GLuint * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix2fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix2fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix2x3fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix2x3fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix2x4fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix2x4fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix3fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix3fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix3x2fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix3x2fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix3x4fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix3x4fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix4fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix4fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix4x2fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix4x2fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix4x3fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramUniformMatrix4x3fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_EXT_direct_state_access
void glProgramVertexLimitNV(GLenum target, GLint limit);
GL_NV_geometry_program4
void glProvokingVertex(GLenum mode);
GL_ARB_provoking_vertex
void glPushAttrib(GLbitfield mask);
void glPushClientAttrib(GLbitfield mask);
void glPushClientAttribDefaultEXT(GLbitfield mode);
GL_EXT_direct_state_access
void glPushName(GLuint name);
GLbitfield glQueryMatrixxOES(GLfixed * mantissa, GLint * exponent);
GL_OES_query_matrix
GLbitfield glQueryMatrixxOES(GLfixed * mantissa, GLint * exponent);
GL_OES_query_matrix
void glRasterPos2d(GLdouble x, GLdouble y);
void glRasterPos2dv(const GLdouble * v);
void glRasterPos2dv(const GLdouble * v);
void glRasterPos2f(GLfloat x, GLfloat y);
void glRasterPos2fv(const GLfloat * v);
void glRasterPos2fv(const GLfloat * v);
void glRasterPos2i(GLint x, GLint y);
void glRasterPos2iv(const GLint * v);
void glRasterPos2iv(const GLint * v);
void glRasterPos2s(GLshort x, GLshort y);
void glRasterPos2sv(const GLshort * v);
void glRasterPos2sv(const GLshort * v);
void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z);
void glRasterPos3dv(const GLdouble * v);
void glRasterPos3dv(const GLdouble * v);
void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z);
void glRasterPos3fv(const GLfloat * v);
void glRasterPos3fv(const GLfloat * v);
void glRasterPos3i(GLint x, GLint y, GLint z);
void glRasterPos3iv(const GLint * v);
void glRasterPos3iv(const GLint * v);
void glRasterPos3s(GLshort x, GLshort y, GLshort z);
void glRasterPos3sv(const GLshort * v);
void glRasterPos3sv(const GLshort * v);
void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void glRasterPos4dv(const GLdouble * v);
void glRasterPos4dv(const GLdouble * v);
void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glRasterPos4fv(const GLfloat * v);
void glRasterPos4fv(const GLfloat * v);
void glRasterPos4i(GLint x, GLint y, GLint z, GLint w);
void glRasterPos4iv(const GLint * v);
void glRasterPos4iv(const GLint * v);
void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w);
void glRasterPos4sv(const GLshort * v);
void glRasterPos4sv(const GLshort * v);
void glReadBuffer(GLenum mode);
GL_VERSION_1_0
void glReadBufferRegion(GLuint target, GLint start, GLint x, GLsizei y, GLsizei width);
GL_KTX_buffer_region
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLeglImageOES pixels);
GL_VERSION_1_0
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLeglImageOES pixels);
GL_VERSION_1_0
void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
void glRectdv(const GLdouble * v1, const GLdouble * v2);
void glRectdv(const GLdouble * v1, const GLdouble * v2);
void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
void glRectfv(const GLfloat * v1, const GLfloat * v2);
void glRectfv(const GLfloat * v1, const GLfloat * v2);
void glRecti(GLint x1, GLint y1, GLint x2, GLint y2);
void glRectiv(const GLint * v1, const GLint * v2);
void glRectiv(const GLint * v1, const GLint * v2);
void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2);
void glRectsv(const GLshort * v1, const GLshort * v2);
void glRectsv(const GLshort * v1, const GLshort * v2);
void glReleaseShaderCompiler(void);
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
GL_ARB_framebuffer_object
void glRenderbufferStorageMultisampleCoverageNV(GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height);
GL_NV_framebuffer_multisample_coverage
GLint glRenderMode(GLenum mode);
void glResetHistogram(GLenum mode);
GL_VERSION_1_2
void glResetMinmax(GLenum mode);
GL_VERSION_1_2
void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
void glRotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z);
GL_VERSION_ES_CL_CM
void glSampleCoverage(GLclampf value, GLboolean invert);
void glSampleCoveragex(GLclampx value, GLboolean invert);
GL_VERSION_ES_CL_CM
void glSampleMaski(GLuint index, GLbitfield mask);
GL_ARB_texture_multisample
void glScaled(GLdouble x, GLdouble y, GLdouble z);
void glScalex(GLfixed x, GLfixed y, GLfixed z);
GL_VERSION_ES_CL_CM
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue);
GL_VERSION_1_4
void glSecondaryColor3bv(const GLbyte * v);
GL_VERSION_1_4
void glSecondaryColor3bv(const GLbyte * v);
GL_VERSION_1_4
void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue);
GL_VERSION_1_4
void glSecondaryColor3dv(const GLdouble * m);
GL_VERSION_1_4
void glSecondaryColor3dv(const GLdouble * m);
GL_VERSION_1_4
void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue);
GL_VERSION_1_4
void glSecondaryColor3fv(const GLfloat * m);
GL_VERSION_1_4
void glSecondaryColor3fv(const GLfloat * m);
GL_VERSION_1_4
void glSecondaryColor3hNV(GLhalfNV red, GLhalfNV green, GLhalfNV blue);
GL_NV_half_float
void glSecondaryColor3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glSecondaryColor3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glSecondaryColor3i(GLint red, GLint green, GLint blue);
GL_VERSION_1_4
void glSecondaryColor3iv(const GLint * v);
GL_VERSION_1_4
void glSecondaryColor3iv(const GLint * v);
GL_VERSION_1_4
void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue);
GL_VERSION_1_4
void glSecondaryColor3sv(const GLshort * v);
GL_VERSION_1_4
void glSecondaryColor3sv(const GLshort * v);
GL_VERSION_1_4
void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue);
GL_VERSION_1_4
void glSecondaryColor3ubv(const GLubyte * v);
GL_VERSION_1_4
void glSecondaryColor3ubv(const GLubyte * v);
GL_VERSION_1_4
void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue);
GL_VERSION_1_4
void glSecondaryColor3uiv(const GLuint * v);
GL_VERSION_1_4
void glSecondaryColor3uiv(const GLuint * v);
GL_VERSION_1_4
void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue);
GL_VERSION_1_4
void glSecondaryColor3usv(const GLushort * v);
GL_VERSION_1_4
void glSecondaryColor3usv(const GLushort * v);
GL_VERSION_1_4
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_VERSION_1_4
void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_VERSION_1_4
void glSelectBuffer(GLsizei size, GLuint * buffer);
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * row, const GLvoid * column);
GL_VERSION_1_2
void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * row, const GLvoid * column);
GL_VERSION_1_2
void glSetFenceAPPLE(GLuint mode);
GL_APPLE_fence
void glSetFenceNV(GLuint target, GLenum id);
GL_NV_fence
void glSetInvariantEXT(GLuint id, GLenum type, const GLvoid * addr);
GL_EXT_vertex_shader
void glSetLocalConstantEXT(GLuint id, GLenum type, const GLvoid * addr);
GL_EXT_vertex_shader
void glShaderBinary(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length);
void glShaderBinary(GLint n, const GLuint * shaders, GLenum binaryformat, const void * binary, GLint length);
void glShaderOp1EXT(GLenum red, GLuint green, GLuint blue);
GL_EXT_vertex_shader
void glShaderOp2EXT(GLenum sfactorRGB, GLuint dfactorRGB, GLuint sfactorAlpha, GLuint dfactorAlpha);
GL_EXT_vertex_shader
void glShaderOp3EXT(GLenum index, GLuint x, GLuint y, GLuint z, GLuint w);
GL_EXT_vertex_shader
void glShaderSource(GLuint shader, GLsizei count, const char * * string, const GLint * length);
void glShaderSource(GLuint shader, GLsizei count, const char * * string, const GLint * length);
void glShaderSourceARB(GLhandleARB shader, GLsizei count, const GLcharARB * * string, const GLint * length);
GL_ARB_shader_objects
void glShaderSourceARB(GLhandleARB shader, GLsizei count, const GLcharARB * * string, const GLint * length);
GL_ARB_shader_objects
void glStencilClearTagEXT(GLsizei location, GLuint v0);
GL_EXT_stencil_clear_tag
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 fail, GLenum zfail, GLenum zpass);
void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void glStringMarkerGREMEDY(GLsizei length, const GLvoid * pointer);
GL_GREMEDY_string_marker
void glSwapAPPLE(void);
GL_APPLE_flush_render
void glSwizzleEXT(GLuint stage, GLuint portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
GL_EXT_vertex_shader
void glTessellationFactorAMD(GLfloat factor);
GL_AMD_vertex_shader_tessellator
void glTessellationModeAMD(GLenum mode);
GL_AMD_vertex_shader_tessellator
GLboolean glTestFenceAPPLE(GLuint id);
GL_APPLE_fence
GLboolean glTestFenceNV(GLuint id);
GL_NV_fence
GLboolean glTestObjectAPPLE(GLenum target, GLuint index);
GL_APPLE_fence
void glTexBufferARB(GLenum red, GLenum green, GLuint blue);
GL_ARB_texture_buffer_object
void glTexCoord1d(GLdouble s);
void glTexCoord1dv(const GLdouble * v);
void glTexCoord1dv(const GLdouble * v);
void glTexCoord1f(GLfloat s);
void glTexCoord1fv(const GLfloat * v);
void glTexCoord1fv(const GLfloat * v);
void glTexCoord1hNV(GLhalfNV factor);
GL_NV_half_float
void glTexCoord1hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord1hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord1i(GLint s);
void glTexCoord1iv(const GLint * v);
void glTexCoord1iv(const GLint * v);
void glTexCoord1s(GLshort s);
void glTexCoord1sv(const GLshort * v);
void glTexCoord1sv(const GLshort * v);
void glTexCoord2d(GLdouble s, GLdouble t);
void glTexCoord2dv(const GLdouble * v);
void glTexCoord2dv(const GLdouble * v);
void glTexCoord2f(GLfloat s, GLfloat t);
void glTexCoord2fv(const GLfloat * v);
void glTexCoord2fv(const GLfloat * v);
void glTexCoord2hNV(GLhalfNV x, GLhalfNV y);
GL_NV_half_float
void glTexCoord2hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord2hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord2i(GLint s, GLint t);
void glTexCoord2iv(const GLint * v);
void glTexCoord2iv(const GLint * v);
void glTexCoord2s(GLshort s, GLshort t);
void glTexCoord2sv(const GLshort * v);
void glTexCoord2sv(const GLshort * v);
void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r);
void glTexCoord3dv(const GLdouble * v);
void glTexCoord3dv(const GLdouble * v);
void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r);
void glTexCoord3fv(const GLfloat * v);
void glTexCoord3fv(const GLfloat * v);
void glTexCoord3hNV(GLhalfNV red, GLhalfNV green, GLhalfNV blue);
GL_NV_half_float
void glTexCoord3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord3i(GLint s, GLint t, GLint r);
void glTexCoord3iv(const GLint * v);
void glTexCoord3iv(const GLint * v);
void glTexCoord3s(GLshort s, GLshort t, GLshort r);
void glTexCoord3sv(const GLshort * v);
void glTexCoord3sv(const GLshort * v);
void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q);
void glTexCoord4dv(const GLdouble * v);
void glTexCoord4dv(const GLdouble * v);
void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void glTexCoord4fv(const GLfloat * v);
void glTexCoord4fv(const GLfloat * v);
void glTexCoord4hNV(GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
GL_NV_half_float
void glTexCoord4hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord4hvNV(const GLhalfNV * v);
GL_NV_half_float
void glTexCoord4i(GLint s, GLint t, GLint r, GLint q);
void glTexCoord4iv(const GLint * v);
void glTexCoord4iv(const GLint * v);
void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q);
void glTexCoord4sv(const GLshort * v);
void glTexCoord4sv(const GLshort * v);
void glTexEnvf(GLenum target, GLenum pname, GLfloat param);
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat * params);
void glTexEnvfv(GLenum target, GLenum pname, const GLfloat * params);
void glTexEnvi(GLenum target, GLenum pname, GLint param);
void glTexEnviv(GLenum target, GLenum pname, const GLint * params);
void glTexEnviv(GLenum target, GLenum pname, const GLint * params);
void glTexEnvx(GLenum target, GLenum pname, GLfixed param);
GL_VERSION_ES_CL_CM
void glTexEnvxv(GLenum target, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glTexEnvxv(GLenum target, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glTexGend(GLenum coord, GLenum pname, GLdouble param);
void glTexGendv(GLenum coord, GLenum pname, const GLdouble * params);
void glTexGendv(GLenum coord, GLenum pname, const GLdouble * params);
void glTexGenfOES(GLenum coord, GLenum pname, GLfloat param);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glTexGenfvOES(GLenum coord, GLenum pname, const GLfloat * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glTexGenfvOES(GLenum coord, GLenum pname, const GLfloat * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glTexGeniOES(GLenum coord, GLenum pname, GLint param);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glTexGenivOES(GLenum coord, GLenum pname, const GLint * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glTexGenivOES(GLenum coord, GLenum pname, const GLint * params);
GL_VERSION_1_0, GL_OES_texture_cube_map
void glTexGenxOES(GLenum coord, GLenum pname, GLfixed param);
GL_OES_texture_cube_map
void glTexGenxvOES(GLenum coord, GLenum pname, const GLfixed * params);
GL_OES_texture_cube_map
void glTexGenxvOES(GLenum coord, GLenum pname, const GLfixed * params);
GL_OES_texture_cube_map
void glTexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_0
void glTexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_0
void glTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels);
GL_VERSION_1_0
void glTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void * pixels);
GL_VERSION_1_0
void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
GL_ARB_texture_multisample
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_2
void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_2
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
GL_ARB_texture_multisample
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameterIiv(GLenum target, GLenum pname, const GLint * params);
GL_VERSION_3_0
void glTexParameterIiv(GLenum target, GLenum pname, const GLint * params);
GL_VERSION_3_0
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint * params);
GL_VERSION_3_0
void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint * params);
GL_VERSION_3_0
void glTexParameteriv(GLenum target, GLenum pname, const GLint * params);
void glTexParameteriv(GLenum target, GLenum pname, const GLint * params);
void glTexParameterx(GLenum target, GLenum pname, GLfixed param);
GL_VERSION_ES_CL_CM
void glTexParameterxv(GLenum target, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glTexParameterxv(GLenum target, GLenum pname, const GLfixed * params);
GL_VERSION_ES_CL_CM
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_1
void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_1
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels);
GL_VERSION_1_1
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * pixels);
GL_VERSION_1_1
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_2
void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);
GL_VERSION_1_2
void glTextureBufferEXT(GLuint sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLuint dfactorAlpha);
GL_EXT_direct_state_access
void glTextureImage1DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glTextureImage3DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glTextureLightEXT(GLenum mode);
GL_EXT_light_texture
void glTextureMaterialEXT(GLenum target, GLenum id);
GL_EXT_light_texture
void glTextureNormalEXT(GLenum mode);
GL_EXT_texture_perturb_normal
void glTextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param);
GL_EXT_direct_state_access
void glTextureParameterfvEXT(GLuint target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glTextureParameterfvEXT(GLuint target, GLenum index, GLenum count, const GLfloat * v);
GL_EXT_direct_state_access
void glTextureParameteriEXT(GLuint target, GLenum attachment, GLenum texture, GLint level);
GL_EXT_direct_state_access
void glTextureParameterIivEXT(GLuint texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glTextureParameterIivEXT(GLuint texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glTextureParameterIuivEXT(GLuint program, GLenum target, GLenum index, const GLuint * params);
GL_EXT_direct_state_access
void glTextureParameterIuivEXT(GLuint program, GLenum target, GLenum index, const GLuint * params);
GL_EXT_direct_state_access
void glTextureParameterivEXT(GLuint texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glTextureParameterivEXT(GLuint texture, GLenum target, GLenum pname, const GLint * params);
GL_EXT_direct_state_access
void glTextureRangeAPPLE(GLenum target, GLsizei length, const GLvoid * pointer);
GL_APPLE_texture_range
void glTextureRenderbufferEXT(GLuint red, GLenum green, GLuint blue);
GL_EXT_direct_state_access
void glTextureSubImage1DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glTextureSubImage3DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels);
GL_EXT_direct_state_access
void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar * * locations, GLenum bufferMode);
GL_VERSION_3_0
void glTranslated(GLdouble x, GLdouble y, GLdouble z);
void glTranslatex(GLfixed x, GLfixed y, GLfixed z);
GL_VERSION_ES_CL_CM
gluEndPolygon
delimit the definition of a nonconvex polygon.
GLint gluBuild1DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data);
GLint gluBuild1DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data);
GLU_VERSION_1_X
GLint gluBuild1DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, const void * data);
GLint gluBuild1DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLenum format, GLenum type, const void * data);
GLU_VERSION_1_X
GLint gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data);
GLint gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data);
GLU_VERSION_1_X
GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * data);
GLint gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void * data);
GLU_VERSION_1_X
GLint gluBuild3DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data);
GLint gluBuild3DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLint level, GLint base, GLint max, const void * data);
GLU_VERSION_1_X
GLint gluBuild3DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data);
GLint gluBuild3DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void * data);
GLU_VERSION_1_X
gluNewTess
).
gluBeginPolygon
delimit the definition of a nonconvex polygon.
void glUniform1f(GLint location, GLfloat x);
void glUniform1fARB(GLint location, GLfloat v0);
GL_ARB_shader_objects
void glUniform1fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform1fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform1fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform1fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform1i(GLint location, GLint x);
void glUniform1iARB(GLint x, GLint y);
GL_ARB_shader_objects
void glUniform1iv(GLint location, GLsizei count, const GLint * v);
void glUniform1iv(GLint location, GLsizei count, const GLint * v);
void glUniform1ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform1ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform1ui(GLint location, GLuint v0);
GL_VERSION_3_0
void glUniform1uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniform1uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniform2f(GLint location, GLfloat x, GLfloat y);
void glUniform2fARB(GLint location, GLfloat v0, GLfloat v1);
GL_ARB_shader_objects
void glUniform2fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform2fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform2fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform2fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform2i(GLint location, GLint x, GLint y);
void glUniform2iARB(GLint red, GLint green, GLint blue);
GL_ARB_shader_objects
void glUniform2iv(GLint location, GLsizei count, const GLint * v);
void glUniform2iv(GLint location, GLsizei count, const GLint * v);
void glUniform2ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform2ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform2ui(GLint location, GLuint v0, GLuint v1);
GL_VERSION_3_0
void glUniform2uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniform2uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void glUniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
GL_ARB_shader_objects
void glUniform3fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform3fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform3fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform3fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform3i(GLint location, GLint x, GLint y, GLint z);
void glUniform3iARB(GLint location, GLint v0, GLint v1, GLint v2);
GL_ARB_shader_objects
void glUniform3iv(GLint location, GLsizei count, const GLint * v);
void glUniform3iv(GLint location, GLsizei count, const GLint * v);
void glUniform3ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform3ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
GL_VERSION_3_0
void glUniform3uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniform3uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glUniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
GL_ARB_shader_objects
void glUniform4fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform4fv(GLint location, GLsizei count, const GLfloat * v);
void glUniform4fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform4fvARB(GLint location, GLsizei count, const GLfloat * value);
GL_ARB_shader_objects
void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void glUniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
GL_ARB_shader_objects
void glUniform4iv(GLint location, GLsizei count, const GLint * v);
void glUniform4iv(GLint location, GLsizei count, const GLint * v);
void glUniform4ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform4ivARB(GLint location, GLsizei count, const GLint * value);
GL_ARB_shader_objects
void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
GL_VERSION_3_0
void glUniform4uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniform4uiv(GLint location, GLsizei count, const GLuint * value);
GL_VERSION_3_0
void glUniformBlockBinding(GLuint fail, GLuint zfail, GLuint zpass);
GL_ARB_uniform_buffer_object
void glUniformBufferEXT(GLuint program, GLint location, GLuint buffer);
GL_EXT_bindable_uniform
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_ARB_shader_objects
void glUniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_ARB_shader_objects
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_ARB_shader_objects
void glUniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_ARB_shader_objects
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
void glUniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_ARB_shader_objects
void glUniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_ARB_shader_objects
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value);
GL_VERSION_2_1
void glUnlockArraysEXT(void);
GL_EXT_compiled_vertex_array
GLboolean glUnmapBufferOES(GLenum target);
GL_VERSION_1_5, GL_OES_mapbuffer
GLboolean glUnmapNamedBufferEXT(GLuint id);
GL_EXT_direct_state_access
GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ);
GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ);
GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ);
GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ);
GLint gluProject(GLdouble objX, GLdouble objY, GLdouble objZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * winX, GLdouble * winY, GLdouble * winZ);
GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, const void * dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid * dataOut);
GLint gluScaleImage(GLenum format, GLsizei wIn, GLsizei hIn, GLenum typeIn, const void * dataIn, GLsizei wOut, GLsizei hOut, GLenum typeOut, GLvoid * dataOut);
GLU_VERSION_1_X
on
is true
.
void glUseProgram(GLuint program);
void glUseProgramObjectARB(GLhandleARB mode);
GL_ARB_shader_objects
gluTessEndContour
delimit
the definition of a polygon contour.
gluTessEndPolygon
delimit
the definition of a convex, concave or self-intersecting polygon.
GLUtessellatorCallback
with empty callback methods.gluTessBeginContour
delimit the definition of a polygon contour.
gluTessBeginPolygon
delimit the definition of a convex, concave or self-intersecting polygon.
GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ);
GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ);
GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ);
GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ);
GLint gluUnProject(GLdouble winX, GLdouble winY, GLdouble winZ, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble * objX, GLdouble * objY, GLdouble * objZ);
GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW);
GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW);
GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW);
GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW);
GLint gluUnProject4(GLdouble winX, GLdouble winY, GLdouble winZ, GLdouble clipW, const GLdouble * model, const GLdouble * proj, const GLint * view, GLdouble nearVal, GLdouble farVal, GLdouble * objX, GLdouble * objY, GLdouble * objZ, GLdouble * objW);
void glValidateProgram(GLuint program);
void glValidateProgramARB(GLhandleARB mode);
GL_ARB_shader_objects
void glVariantbvEXT(GLuint index, const GLbyte * v);
GL_EXT_vertex_shader
void glVariantbvEXT(GLuint index, const GLbyte * v);
GL_EXT_vertex_shader
void glVariantdvEXT(GLuint target, const GLdouble * v);
GL_EXT_vertex_shader
void glVariantdvEXT(GLuint target, const GLdouble * v);
GL_EXT_vertex_shader
void glVariantfvEXT(GLuint target, const GLfloat * v);
GL_EXT_vertex_shader
void glVariantfvEXT(GLuint target, const GLfloat * v);
GL_EXT_vertex_shader
void glVariantivEXT(GLuint target, const GLint * v);
GL_EXT_vertex_shader
void glVariantivEXT(GLuint target, const GLint * v);
GL_EXT_vertex_shader
void glVariantPointerEXT(GLuint id, GLenum type, GLuint stride, const GLvoid * addr);
GL_EXT_vertex_shader
void glVariantPointerEXT(GLuint id, GLenum type, GLuint stride, const GLvoid * addr);
GL_EXT_vertex_shader
void glVariantsvEXT(GLuint target, const GLshort * v);
GL_EXT_vertex_shader
void glVariantsvEXT(GLuint target, const GLshort * v);
GL_EXT_vertex_shader
void glVariantubvEXT(GLuint index, const GLubyte * v);
GL_EXT_vertex_shader
void glVariantubvEXT(GLuint index, const GLubyte * v);
GL_EXT_vertex_shader
void glVariantuivEXT(GLuint index, const GLuint * v);
GL_EXT_vertex_shader
void glVariantuivEXT(GLuint index, const GLuint * v);
GL_EXT_vertex_shader
void glVariantusvEXT(GLuint index, const GLushort * v);
GL_EXT_vertex_shader
void glVariantusvEXT(GLuint index, const GLushort * v);
GL_EXT_vertex_shader
void glVertex2d(GLdouble x, GLdouble y);
void glVertex2dv(const GLdouble * v);
void glVertex2dv(const GLdouble * v);
void glVertex2f(GLfloat x, GLfloat y);
void glVertex2fv(const GLfloat * v);
void glVertex2fv(const GLfloat * v);
void glVertex2hNV(GLhalfNV x, GLhalfNV y);
GL_NV_half_float
void glVertex2hvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertex2hvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertex2i(GLint x, GLint y);
void glVertex2iv(const GLint * v);
void glVertex2iv(const GLint * v);
void glVertex2s(GLshort x, GLshort y);
void glVertex2sv(const GLshort * v);
void glVertex2sv(const GLshort * v);
void glVertex3d(GLdouble x, GLdouble y, GLdouble z);
void glVertex3dv(const GLdouble * v);
void glVertex3dv(const GLdouble * v);
void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
void glVertex3fv(const GLfloat * v);
void glVertex3fv(const GLfloat * v);
void glVertex3hNV(GLhalfNV red, GLhalfNV green, GLhalfNV blue);
GL_NV_half_float
void glVertex3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertex3hvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertex3i(GLint x, GLint y, GLint z);
void glVertex3iv(const GLint * v);
void glVertex3iv(const GLint * v);
void glVertex3s(GLshort x, GLshort y, GLshort z);
void glVertex3sv(const GLshort * v);
void glVertex3sv(const GLshort * v);
void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void glVertex4dv(const GLdouble * v);
void glVertex4dv(const GLdouble * v);
void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertex4fv(const GLfloat * v);
void glVertex4fv(const GLfloat * v);
void glVertex4hNV(GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
GL_NV_half_float
void glVertex4hvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertex4hvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertex4i(GLint x, GLint y, GLint z, GLint w);
void glVertex4iv(const GLint * v);
void glVertex4iv(const GLint * v);
void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w);
void glVertex4sv(const GLshort * v);
void glVertex4sv(const GLshort * v);
void glVertexArrayParameteriAPPLE(GLenum target, GLint s);
GL_APPLE_vertex_array_range
void glVertexArrayRangeAPPLE(GLsizei length, GLvoid * pointer);
GL_APPLE_vertex_array_range
void glVertexArrayRangeNV(GLsizei length, const GLvoid * pointer);
GL_NV_vertex_array_range
void glVertexAttrib1d(GLuint target, GLdouble s);
GL_VERSION_2_0
void glVertexAttrib1dARB(GLuint target, GLdouble s);
GL_ARB_vertex_program
void glVertexAttrib1dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib1dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib1dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib1dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib1f(GLuint indx, GLfloat x);
void glVertexAttrib1fARB(GLuint target, GLfloat s);
GL_ARB_vertex_program
void glVertexAttrib1fv(GLuint indx, const GLfloat * values);
void glVertexAttrib1fv(GLuint indx, const GLfloat * values);
void glVertexAttrib1fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib1fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib1hNV(GLuint target, GLhalfNV s);
GL_NV_half_float
void glVertexAttrib1hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib1hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib1s(GLuint target, GLshort s);
GL_VERSION_2_0
void glVertexAttrib1sARB(GLuint target, GLshort s);
GL_ARB_vertex_program
void glVertexAttrib1sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib1sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib1svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib1svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib2d(GLuint target, GLdouble s, GLdouble t);
GL_VERSION_2_0
void glVertexAttrib2dARB(GLuint target, GLdouble s, GLdouble t);
GL_ARB_vertex_program
void glVertexAttrib2dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib2dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib2dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib2dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
void glVertexAttrib2fARB(GLuint target, GLfloat s, GLfloat t);
GL_ARB_vertex_program
void glVertexAttrib2fv(GLuint indx, const GLfloat * values);
void glVertexAttrib2fv(GLuint indx, const GLfloat * values);
void glVertexAttrib2fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib2fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib2hNV(GLuint target, GLhalfNV s, GLhalfNV t);
GL_NV_half_float
void glVertexAttrib2hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib2hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib2s(GLuint target, GLshort s, GLshort t);
GL_VERSION_2_0
void glVertexAttrib2sARB(GLuint target, GLshort s, GLshort t);
GL_ARB_vertex_program
void glVertexAttrib2sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib2sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib2svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib2svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib3d(GLuint target, GLdouble s, GLdouble t, GLdouble r);
GL_VERSION_2_0
void glVertexAttrib3dARB(GLuint target, GLdouble s, GLdouble t, GLdouble r);
GL_ARB_vertex_program
void glVertexAttrib3dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib3dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib3dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib3dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fARB(GLuint target, GLfloat s, GLfloat t, GLfloat r);
GL_ARB_vertex_program
void glVertexAttrib3fv(GLuint indx, const GLfloat * values);
void glVertexAttrib3fv(GLuint indx, const GLfloat * values);
void glVertexAttrib3fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib3fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib3hNV(GLuint target, GLhalfNV s, GLhalfNV t, GLhalfNV r);
GL_NV_half_float
void glVertexAttrib3hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib3hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib3s(GLuint target, GLshort s, GLshort t, GLshort r);
GL_VERSION_2_0
void glVertexAttrib3sARB(GLuint target, GLshort s, GLshort t, GLshort r);
GL_ARB_vertex_program
void glVertexAttrib3sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib3sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib3svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib3svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib4bv(GLuint index, const GLbyte * v);
GL_VERSION_2_0
void glVertexAttrib4bv(GLuint index, const GLbyte * v);
GL_VERSION_2_0
void glVertexAttrib4bvARB(GLuint index, const GLbyte * v);
GL_ARB_vertex_program
void glVertexAttrib4bvARB(GLuint index, const GLbyte * v);
GL_ARB_vertex_program
void glVertexAttrib4d(GLuint target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
GL_VERSION_2_0
void glVertexAttrib4dARB(GLuint target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
GL_ARB_vertex_program
void glVertexAttrib4dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib4dv(GLuint target, const GLdouble * v);
GL_VERSION_2_0
void glVertexAttrib4dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib4dvARB(GLuint target, const GLdouble * v);
GL_ARB_vertex_program
void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fARB(GLuint target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
GL_ARB_vertex_program
void glVertexAttrib4fv(GLuint indx, const GLfloat * values);
void glVertexAttrib4fv(GLuint indx, const GLfloat * values);
void glVertexAttrib4fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib4fvARB(GLuint target, const GLfloat * v);
GL_ARB_vertex_program
void glVertexAttrib4hNV(GLuint target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
GL_NV_half_float
void glVertexAttrib4hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib4hvNV(GLuint index, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttrib4iv(GLuint target, const GLint * v);
GL_VERSION_2_0
void glVertexAttrib4iv(GLuint target, const GLint * v);
GL_VERSION_2_0
void glVertexAttrib4ivARB(GLuint target, const GLint * v);
GL_ARB_vertex_program
void glVertexAttrib4ivARB(GLuint target, const GLint * v);
GL_ARB_vertex_program
void glVertexAttrib4Nbv(GLuint index, const GLbyte * v);
GL_VERSION_2_0
void glVertexAttrib4Nbv(GLuint index, const GLbyte * v);
GL_VERSION_2_0
void glVertexAttrib4NbvARB(GLuint index, const GLbyte * v);
GL_ARB_vertex_program
void glVertexAttrib4NbvARB(GLuint index, const GLbyte * v);
GL_ARB_vertex_program
void glVertexAttrib4Niv(GLuint target, const GLint * v);
GL_VERSION_2_0
void glVertexAttrib4Niv(GLuint target, const GLint * v);
GL_VERSION_2_0
void glVertexAttrib4NivARB(GLuint target, const GLint * v);
GL_ARB_vertex_program
void glVertexAttrib4NivARB(GLuint target, const GLint * v);
GL_ARB_vertex_program
void glVertexAttrib4Nsv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib4Nsv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib4NsvARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib4NsvARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
GL_VERSION_2_0
void glVertexAttrib4NubARB(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
GL_ARB_vertex_program
void glVertexAttrib4Nubv(GLuint index, const GLubyte * v);
GL_VERSION_2_0
void glVertexAttrib4Nubv(GLuint index, const GLubyte * v);
GL_VERSION_2_0
void glVertexAttrib4NubvARB(GLuint index, const GLubyte * v);
GL_ARB_vertex_program
void glVertexAttrib4NubvARB(GLuint index, const GLubyte * v);
GL_ARB_vertex_program
void glVertexAttrib4Nuiv(GLuint index, const GLuint * v);
GL_VERSION_2_0
void glVertexAttrib4Nuiv(GLuint index, const GLuint * v);
GL_VERSION_2_0
void glVertexAttrib4NuivARB(GLuint index, const GLuint * v);
GL_ARB_vertex_program
void glVertexAttrib4NuivARB(GLuint index, const GLuint * v);
GL_ARB_vertex_program
void glVertexAttrib4Nusv(GLuint index, const GLushort * v);
GL_VERSION_2_0
void glVertexAttrib4Nusv(GLuint index, const GLushort * v);
GL_VERSION_2_0
void glVertexAttrib4NusvARB(GLuint index, const GLushort * v);
GL_ARB_vertex_program
void glVertexAttrib4NusvARB(GLuint index, const GLushort * v);
GL_ARB_vertex_program
void glVertexAttrib4s(GLuint target, GLshort s, GLshort t, GLshort r, GLshort q);
GL_VERSION_2_0
void glVertexAttrib4sARB(GLuint target, GLshort s, GLshort t, GLshort r, GLshort q);
GL_ARB_vertex_program
void glVertexAttrib4sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib4sv(GLuint target, const GLshort * v);
GL_VERSION_2_0
void glVertexAttrib4svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib4svARB(GLuint target, const GLshort * v);
GL_ARB_vertex_program
void glVertexAttrib4ubv(GLuint index, const GLubyte * v);
GL_VERSION_2_0
void glVertexAttrib4ubv(GLuint index, const GLubyte * v);
GL_VERSION_2_0
void glVertexAttrib4ubvARB(GLuint index, const GLubyte * v);
GL_ARB_vertex_program
void glVertexAttrib4ubvARB(GLuint index, const GLubyte * v);
GL_ARB_vertex_program
void glVertexAttrib4uiv(GLuint index, const GLuint * v);
GL_VERSION_2_0
void glVertexAttrib4uiv(GLuint index, const GLuint * v);
GL_VERSION_2_0
void glVertexAttrib4uivARB(GLuint index, const GLuint * v);
GL_ARB_vertex_program
void glVertexAttrib4uivARB(GLuint index, const GLuint * v);
GL_ARB_vertex_program
void glVertexAttrib4usv(GLuint index, const GLushort * v);
GL_VERSION_2_0
void glVertexAttrib4usv(GLuint index, const GLushort * v);
GL_VERSION_2_0
void glVertexAttrib4usvARB(GLuint index, const GLushort * v);
GL_ARB_vertex_program
void glVertexAttrib4usvARB(GLuint index, const GLushort * v);
GL_ARB_vertex_program
void glVertexAttribDivisor(GLuint target, GLuint id);
GL_ARB_instanced_arrays
void glVertexAttribI1i(GLuint target, GLint s);
GL_VERSION_3_0
void glVertexAttribI1iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI1iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI1ui(GLuint target, GLuint id);
GL_VERSION_3_0
void glVertexAttribI1uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI1uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI2i(GLuint target, GLint s, GLint t);
GL_VERSION_3_0
void glVertexAttribI2iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI2iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI2ui(GLuint red, GLuint green, GLuint blue);
GL_VERSION_3_0
void glVertexAttribI2uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI2uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI3i(GLuint target, GLint s, GLint t, GLint r);
GL_VERSION_3_0
void glVertexAttribI3iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI3iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI3ui(GLuint sfactorRGB, GLuint dfactorRGB, GLuint sfactorAlpha, GLuint dfactorAlpha);
GL_VERSION_3_0
void glVertexAttribI3uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI3uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI4bv(GLuint index, const GLbyte * v);
GL_VERSION_3_0
void glVertexAttribI4bv(GLuint index, const GLbyte * v);
GL_VERSION_3_0
void glVertexAttribI4i(GLuint target, GLint start, GLint x, GLint y, GLint width);
GL_VERSION_3_0
void glVertexAttribI4iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI4iv(GLuint target, const GLint * v);
GL_VERSION_3_0
void glVertexAttribI4sv(GLuint target, const GLshort * v);
GL_VERSION_3_0
void glVertexAttribI4sv(GLuint target, const GLshort * v);
GL_VERSION_3_0
void glVertexAttribI4ubv(GLuint index, const GLubyte * v);
GL_VERSION_3_0
void glVertexAttribI4ubv(GLuint index, const GLubyte * v);
GL_VERSION_3_0
void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
GL_VERSION_3_0
void glVertexAttribI4uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI4uiv(GLuint index, const GLuint * v);
GL_VERSION_3_0
void glVertexAttribI4usv(GLuint index, const GLushort * v);
GL_VERSION_3_0
void glVertexAttribI4usv(GLuint index, const GLushort * v);
GL_VERSION_3_0
void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_VERSION_3_0
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * ptr);
GL_VERSION_2_0
void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void * ptr);
GL_VERSION_2_0
void glVertexAttribPointerARB(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);
GL_ARB_vertex_program
void glVertexAttribPointerARB(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);
GL_ARB_vertex_program
void glVertexAttribs1hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttribs1hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttribs2hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttribs2hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttribs3hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttribs3hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttribs4hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexAttribs4hvNV(GLuint index, GLsizei n, const GLhalfNV * v);
GL_NV_half_float
void glVertexBlendARB(GLint count);
GL_ARB_vertex_blend
void glVertexWeightfEXT(GLfloat coord);
GL_EXT_vertex_weighting
void glVertexWeightfvEXT(const GLfloat * m);
GL_EXT_vertex_weighting
void glVertexWeightfvEXT(const GLfloat * m);
GL_EXT_vertex_weighting
void glVertexWeighthNV(GLhalfNV factor);
GL_NV_half_float
void glVertexWeighthvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertexWeighthvNV(const GLhalfNV * v);
GL_NV_half_float
void glVertexWeightPointerEXT(GLsizei size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_EXT_vertex_weighting
void glVertexWeightPointerEXT(GLsizei size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_EXT_vertex_weighting
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
void glWaitSync(GLsync sync, GLbitfield flags, uint64_t timeout);
GL_ARB_sync
void glWeightbvARB(GLint size, const GLbyte * weights);
GL_ARB_vertex_blend
void glWeightbvARB(GLint size, const GLbyte * weights);
GL_ARB_vertex_blend
void glWeightdvARB(GLint size, const GLdouble * weights);
GL_ARB_vertex_blend
void glWeightdvARB(GLint size, const GLdouble * weights);
GL_ARB_vertex_blend
void glWeightfvARB(GLint size, const GLfloat * weights);
GL_ARB_vertex_blend
void glWeightfvARB(GLint size, const GLfloat * weights);
GL_ARB_vertex_blend
void glWeightivARB(GLint size, const GLint * weights);
GL_ARB_vertex_blend
void glWeightivARB(GLint size, const GLint * weights);
GL_ARB_vertex_blend
void glWeightPointerOES(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);
GL_OES_matrix_palette
void glWeightsvARB(GLint size, const GLshort * weights);
GL_ARB_vertex_blend
void glWeightsvARB(GLint size, const GLshort * weights);
GL_ARB_vertex_blend
void glWeightubvARB(GLint size, const GLubyte * weights);
GL_ARB_vertex_blend
void glWeightubvARB(GLint size, const GLubyte * weights);
GL_ARB_vertex_blend
void glWeightuivARB(GLint n, const GLuint * ids);
GL_ARB_vertex_blend
void glWeightuivARB(GLint n, const GLuint * ids);
GL_ARB_vertex_blend
void glWeightusvARB(GLint size, const GLushort * weights);
GL_ARB_vertex_blend
void glWeightusvARB(GLint size, const GLushort * weights);
GL_ARB_vertex_blend
Window
which is customized for OpenGL
use, and which implements the GLAutoDrawable
interface. void glWindowPos2d(GLdouble x, GLdouble y);
GL_VERSION_1_4
void glWindowPos2dv(const GLdouble * m);
GL_VERSION_1_4
void glWindowPos2dv(const GLdouble * m);
GL_VERSION_1_4
void glWindowPos2f(GLfloat x, GLfloat y);
GL_VERSION_1_4
void glWindowPos2fv(const GLfloat * m);
GL_VERSION_1_4
void glWindowPos2fv(const GLfloat * m);
GL_VERSION_1_4
void glWindowPos2i(GLint x, GLint y);
GL_VERSION_1_4
void glWindowPos2iv(const GLint * v);
GL_VERSION_1_4
void glWindowPos2iv(const GLint * v);
GL_VERSION_1_4
void glWindowPos2s(GLshort x, GLshort y);
GL_VERSION_1_4
void glWindowPos2sv(const GLshort * v);
GL_VERSION_1_4
void glWindowPos2sv(const GLshort * v);
GL_VERSION_1_4
void glWindowPos3d(GLdouble red, GLdouble green, GLdouble blue);
GL_VERSION_1_4
void glWindowPos3dv(const GLdouble * m);
GL_VERSION_1_4
void glWindowPos3dv(const GLdouble * m);
GL_VERSION_1_4
void glWindowPos3f(GLfloat red, GLfloat green, GLfloat blue);
GL_VERSION_1_4
void glWindowPos3fv(const GLfloat * m);
GL_VERSION_1_4
void glWindowPos3fv(const GLfloat * m);
GL_VERSION_1_4
void glWindowPos3i(GLint red, GLint green, GLint blue);
GL_VERSION_1_4
void glWindowPos3iv(const GLint * v);
GL_VERSION_1_4
void glWindowPos3iv(const GLint * v);
GL_VERSION_1_4
void glWindowPos3s(GLshort red, GLshort green, GLshort blue);
GL_VERSION_1_4
void glWindowPos3sv(const GLshort * v);
GL_VERSION_1_4
void glWindowPos3sv(const GLshort * v);
GL_VERSION_1_4
void glWriteMaskEXT(GLuint stage, GLuint portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
GL_EXT_vertex_shader
Insets
object with the
specified top, left, bottom, and right insets.
setTexRectEnabled
.
NativeWindow.lockSurface()
if the surface is locked, and is unchanged.
NativeWindow.lockSurface()
if the surface is locked, but has changed.
NativeWindow.lockSurface()
if the surface is not ready to be locked.
RuntimeException
.NativeWindow
interface,
which provides a platform-independent mechanism of accessing the
information required to perform operations like
hardware-accelerated rendering using the OpenGL API.GLEventListener
from this drawable.
setDisplayGamma
was called the first time.
GLDrawableHelper.reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int)
to be
called on all registered GLEventListener
s.
GLDrawableHelper.reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int)
to be
called on all registered GLEventListener
s.
Display.pumpMessages()
Display.Action.run(Display)
on all Display's
bound to the current thread.
GLContext.getCurrent()
and has no other side-effects.
GL
pipeline object this GLAutoDrawable uses.
x+insets.left,y+insets.top
.
Animator.setIgnoreExceptions(boolean)
), to print the
exceptions' stack traces for diagnostic information.
width+insets.left+insets.right, height+insets.top+insets.bottom
setOpaque
(false) has been called), indicates whether the
application should preserve the OpenGL color buffer
(GL_COLOR_BUFFER_BIT) for correct rendering of the GLJPanel and
underlying widgets which may show through portions of the
GLJPanel with alpha values less than 1.
Texture
using the Java 2D
APIs.GL
implementation,
providing tracing information to a user-specified PrintStream
before and after each OpenGL method call.GL
implementation,
providing tracing information to a user-specified PrintStream
before and after each OpenGL method call.GL
implementation,
providing tracing information to a user-specified PrintStream
before and after each OpenGL method call.GL
implementation,
providing tracing information to a user-specified PrintStream
before and after each OpenGL method call.GL
implementation,
providing tracing information to a user-specified PrintStream
before and after each OpenGL method call.GL
implementation,
providing tracing information to a user-specified PrintStream
before and after each OpenGL method call.GL
implementation,
providing tracing information to a user-specified PrintStream
before and after each OpenGL method call.NativeWindow.getWindowHandle()
,
or the surface handle, see NativeWindow.lockSurface()
update
in class java.awt.Component
begin
and end
callback methods.
vertex
callback method except
that it takes an additional reference argument.
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