- QOpenGLFunctions_4_0_Core()
- ~QOpenGLFunctions_4_0_Core()
- d_ptr : QAbstractOpenGLFunctionsPrivate *
- glActiveTexture(GLenum)
- glAttachShader(GLuint, GLuint)
- glBeginConditionalRender(GLuint, GLenum)
- glBeginQuery(GLenum, GLuint)
- glBeginQueryIndexed(GLenum, GLuint, GLuint)
- glBeginTransformFeedback(GLenum)
- glBindAttribLocation(GLuint, GLuint, const GLchar *)
- glBindBuffer(GLenum, GLuint)
- glBindBufferBase(GLenum, GLuint, GLuint)
- glBindBufferRange(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr)
- glBindFragDataLocation(GLuint, GLuint, const GLchar *)
- glBindFragDataLocationIndexed(GLuint, GLuint, GLuint, const GLchar *)
- glBindFramebuffer(GLenum, GLuint)
- glBindRenderbuffer(GLenum, GLuint)
- glBindSampler(GLuint, GLuint)
- glBindTexture(GLenum, GLuint)
- glBindTransformFeedback(GLenum, GLuint)
- glBindVertexArray(GLuint)
- glBlendColor(GLfloat, GLfloat, GLfloat, GLfloat)
- glBlendEquation(GLenum)
- glBlendEquationSeparate(GLenum, GLenum)
- glBlendEquationSeparatei(GLuint, GLenum, GLenum)
- glBlendEquationi(GLuint, GLenum)
- glBlendFunc(GLenum, GLenum)
- glBlendFuncSeparate(GLenum, GLenum, GLenum, GLenum)
- glBlendFuncSeparatei(GLuint, GLenum, GLenum, GLenum, GLenum)
- glBlendFunci(GLuint, GLenum, GLenum)
- glBlitFramebuffer(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum)
- glBufferData(GLenum, GLsizeiptr, const GLvoid *, GLenum)
- glBufferSubData(GLenum, GLintptr, GLsizeiptr, const GLvoid *)
- glCheckFramebufferStatus(GLenum) : GLenum
- glClampColor(GLenum, GLenum)
- glClear(GLbitfield)
- glClearBufferfi(GLenum, GLint, GLfloat, GLint)
- glClearBufferfv(GLenum, GLint, const GLfloat *)
- glClearBufferiv(GLenum, GLint, const GLint *)
- glClearBufferuiv(GLenum, GLint, const GLuint *)
- glClearColor(GLfloat, GLfloat, GLfloat, GLfloat)
- glClearDepth(GLdouble)
- glClearStencil(GLint)
- glClientWaitSync(GLsync, GLbitfield, GLuint64) : GLenum
- glColorMask(GLboolean, GLboolean, GLboolean, GLboolean)
- glColorMaski(GLuint, GLboolean, GLboolean, GLboolean, GLboolean)
- glColorP3ui(GLenum, GLuint)
- glColorP3uiv(GLenum, const GLuint *)
- glColorP4ui(GLenum, GLuint)
- glColorP4uiv(GLenum, const GLuint *)
- glCompileShader(GLuint)
- glCompressedTexImage1D(GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *)
- glCompressedTexImage2D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *)
- glCompressedTexImage3D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *)
- glCompressedTexSubImage1D(GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *)
- glCompressedTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *)
- glCompressedTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *)
- glCopyBufferSubData(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr)
- glCopyTexImage1D(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint)
- glCopyTexImage2D(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint)
- glCopyTexSubImage1D(GLenum, GLint, GLint, GLint, GLint, GLsizei)
- glCopyTexSubImage2D(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei)
- glCopyTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei)
- glCreateProgram() : GLuint
- glCreateShader(GLenum) : GLuint
- glCullFace(GLenum)
- glDeleteBuffers(GLsizei, const GLuint *)
- glDeleteFramebuffers(GLsizei, const GLuint *)
- glDeleteProgram(GLuint)
- glDeleteQueries(GLsizei, const GLuint *)
- glDeleteRenderbuffers(GLsizei, const GLuint *)
- glDeleteSamplers(GLsizei, const GLuint *)
- glDeleteShader(GLuint)
- glDeleteSync(GLsync)
- glDeleteTextures(GLsizei, const GLuint *)
- glDeleteTransformFeedbacks(GLsizei, const GLuint *)
- glDeleteVertexArrays(GLsizei, const GLuint *)
- glDepthFunc(GLenum)
- glDepthMask(GLboolean)
- glDepthRange(GLdouble, GLdouble)
- glDetachShader(GLuint, GLuint)
- glDisable(GLenum)
- glDisableVertexAttribArray(GLuint)
- glDisablei(GLenum, GLuint)
- glDrawArrays(GLenum, GLint, GLsizei)
- glDrawArraysIndirect(GLenum, const GLvoid *)
- glDrawArraysInstanced(GLenum, GLint, GLsizei, GLsizei)
- glDrawBuffer(GLenum)
- glDrawBuffers(GLsizei, const GLenum *)
- glDrawElements(GLenum, GLsizei, GLenum, const GLvoid *)
- glDrawElementsBaseVertex(GLenum, GLsizei, GLenum, const GLvoid *, GLint)
- glDrawElementsIndirect(GLenum, GLenum, const GLvoid *)
- glDrawElementsInstanced(GLenum, GLsizei, GLenum, const GLvoid *, GLsizei)
- glDrawElementsInstancedBaseVertex(GLenum, GLsizei, GLenum, const GLvoid *, GLsizei, GLint)
- glDrawRangeElements(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *)
- glDrawRangeElementsBaseVertex(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *, GLint)
- glDrawTransformFeedback(GLenum, GLuint)
- glDrawTransformFeedbackStream(GLenum, GLuint, GLuint)
- glEnable(GLenum)
- glEnableVertexAttribArray(GLuint)
- glEnablei(GLenum, GLuint)
- glEndConditionalRender()
- glEndQuery(GLenum)
- glEndQueryIndexed(GLenum, GLuint)
- glEndTransformFeedback()
- glFenceSync(GLenum, GLbitfield) : GLsync
- glFinish()
- glFlush()
- glFlushMappedBufferRange(GLenum, GLintptr, GLsizeiptr)
- glFramebufferRenderbuffer(GLenum, GLenum, GLenum, GLuint)
- glFramebufferTexture(GLenum, GLenum, GLuint, GLint)
- glFramebufferTexture1D(GLenum, GLenum, GLenum, GLuint, GLint)
- glFramebufferTexture2D(GLenum, GLenum, GLenum, GLuint, GLint)
- glFramebufferTexture3D(GLenum, GLenum, GLenum, GLuint, GLint, GLint)
- glFramebufferTextureLayer(GLenum, GLenum, GLuint, GLint, GLint)
- glFrontFace(GLenum)
- glGenBuffers(GLsizei, GLuint *)
- glGenFramebuffers(GLsizei, GLuint *)
- glGenQueries(GLsizei, GLuint *)
- glGenRenderbuffers(GLsizei, GLuint *)
- glGenSamplers(GLsizei, GLuint *)
- glGenTextures(GLsizei, GLuint *)
- glGenTransformFeedbacks(GLsizei, GLuint *)
- glGenVertexArrays(GLsizei, GLuint *)
- glGenerateMipmap(GLenum)
- glGetActiveAttrib(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *)
- glGetActiveSubroutineName(GLuint, GLenum, GLuint, GLsizei, GLsizei *, GLchar *)
- glGetActiveSubroutineUniformName(GLuint, GLenum, GLuint, GLsizei, GLsizei *, GLchar *)
- glGetActiveSubroutineUniformiv(GLuint, GLenum, GLuint, GLenum, GLint *)
- glGetActiveUniform(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *)
- glGetActiveUniformBlockName(GLuint, GLuint, GLsizei, GLsizei *, GLchar *)
- glGetActiveUniformBlockiv(GLuint, GLuint, GLenum, GLint *)
- glGetActiveUniformName(GLuint, GLuint, GLsizei, GLsizei *, GLchar *)
- glGetActiveUniformsiv(GLuint, GLsizei, const GLuint *, GLenum, GLint *)
- glGetAttachedShaders(GLuint, GLsizei, GLsizei *, GLuint *)
- glGetAttribLocation(GLuint, const GLchar *) : GLint
- glGetBooleani_v(GLenum, GLuint, GLboolean *)
- glGetBooleanv(GLenum, GLboolean *)
- glGetBufferParameteri64v(GLenum, GLenum, GLint64 *)
- glGetBufferParameteriv(GLenum, GLenum, GLint *)
- glGetBufferPointerv(GLenum, GLenum, GLvoid **)
- glGetBufferSubData(GLenum, GLintptr, GLsizeiptr, GLvoid *)
- glGetCompressedTexImage(GLenum, GLint, GLvoid *)
- glGetDoublev(GLenum, GLdouble *)
- glGetError() : GLenum
- glGetFloatv(GLenum, GLfloat *)
- glGetFragDataIndex(GLuint, const GLchar *) : GLint
- glGetFragDataLocation(GLuint, const GLchar *) : GLint
- glGetFramebufferAttachmentParameteriv(GLenum, GLenum, GLenum, GLint *)
- glGetInteger64i_v(GLenum, GLuint, GLint64 *)
- glGetInteger64v(GLenum, GLint64 *)
- glGetIntegeri_v(GLenum, GLuint, GLint *)
- glGetIntegerv(GLenum, GLint *)
- glGetMultisamplefv(GLenum, GLuint, GLfloat *)
- glGetPointerv(GLenum, GLvoid **)
- glGetProgramInfoLog(GLuint, GLsizei, GLsizei *, GLchar *)
- glGetProgramStageiv(GLuint, GLenum, GLenum, GLint *)
- glGetProgramiv(GLuint, GLenum, GLint *)
- glGetQueryIndexediv(GLenum, GLuint, GLenum, GLint *)
- glGetQueryObjecti64v(GLuint, GLenum, GLint64 *)
- glGetQueryObjectiv(GLuint, GLenum, GLint *)
- glGetQueryObjectui64v(GLuint, GLenum, GLuint64 *)
- glGetQueryObjectuiv(GLuint, GLenum, GLuint *)
- glGetQueryiv(GLenum, GLenum, GLint *)
- glGetRenderbufferParameteriv(GLenum, GLenum, GLint *)
- glGetSamplerParameterIiv(GLuint, GLenum, GLint *)
- glGetSamplerParameterIuiv(GLuint, GLenum, GLuint *)
- glGetSamplerParameterfv(GLuint, GLenum, GLfloat *)
- glGetSamplerParameteriv(GLuint, GLenum, GLint *)
- glGetShaderInfoLog(GLuint, GLsizei, GLsizei *, GLchar *)
- glGetShaderSource(GLuint, GLsizei, GLsizei *, GLchar *)
- glGetShaderiv(GLuint, GLenum, GLint *)
- glGetString(GLenum) : const GLubyte *
- glGetStringi(GLenum, GLuint) : const GLubyte *
- glGetSubroutineIndex(GLuint, GLenum, const GLchar *) : GLuint
- glGetSubroutineUniformLocation(GLuint, GLenum, const GLchar *) : GLint
- glGetSynciv(GLsync, GLenum, GLsizei, GLsizei *, GLint *)
- glGetTexImage(GLenum, GLint, GLenum, GLenum, GLvoid *)
- glGetTexLevelParameterfv(GLenum, GLint, GLenum, GLfloat *)
- glGetTexLevelParameteriv(GLenum, GLint, GLenum, GLint *)
- glGetTexParameterIiv(GLenum, GLenum, GLint *)
- glGetTexParameterIuiv(GLenum, GLenum, GLuint *)
- glGetTexParameterfv(GLenum, GLenum, GLfloat *)
- glGetTexParameteriv(GLenum, GLenum, GLint *)
- glGetTransformFeedbackVarying(GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *)
- glGetUniformBlockIndex(GLuint, const GLchar *) : GLuint
- glGetUniformIndices(GLuint, GLsizei, const GLchar * const *, GLuint *)
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- glGetUniformLocation(GLuint, const GLchar *) : GLint
- glGetUniformSubroutineuiv(GLenum, GLint, GLuint *)
- glGetUniformdv(GLuint, GLint, GLdouble *)
- glGetUniformfv(GLuint, GLint, GLfloat *)
- glGetUniformiv(GLuint, GLint, GLint *)
- glGetUniformuiv(GLuint, GLint, GLuint *)
- glGetVertexAttribIiv(GLuint, GLenum, GLint *)
- glGetVertexAttribIuiv(GLuint, GLenum, GLuint *)
- glGetVertexAttribPointerv(GLuint, GLenum, GLvoid **)
- glGetVertexAttribdv(GLuint, GLenum, GLdouble *)
- glGetVertexAttribfv(GLuint, GLenum, GLfloat *)
- glGetVertexAttribiv(GLuint, GLenum, GLint *)
- glHint(GLenum, GLenum)
- glIndexub(GLubyte)
- glIndexubv(const GLubyte *)
- glIsBuffer(GLuint) : GLboolean
- glIsEnabled(GLenum) : GLboolean
- glIsEnabledi(GLenum, GLuint) : GLboolean
- glIsFramebuffer(GLuint) : GLboolean
- glIsProgram(GLuint) : GLboolean
- glIsQuery(GLuint) : GLboolean
- glIsRenderbuffer(GLuint) : GLboolean
- glIsSampler(GLuint) : GLboolean
- glIsShader(GLuint) : GLboolean
- glIsSync(GLsync) : GLboolean
- glIsTexture(GLuint) : GLboolean
- glIsTransformFeedback(GLuint) : GLboolean
- glIsVertexArray(GLuint) : GLboolean
- glLineWidth(GLfloat)
- glLinkProgram(GLuint)
- glLogicOp(GLenum)
- glMapBuffer(GLenum, GLenum) : GLvoid *
- glMapBufferRange(GLenum, GLintptr, GLsizeiptr, GLbitfield) : GLvoid *
- glMinSampleShading(GLfloat)
- glMultiDrawArrays(GLenum, const GLint *, const GLsizei *, GLsizei)
- glMultiDrawElements(GLenum, const GLsizei *, GLenum, const GLvoid * const *, GLsizei)
- glMultiDrawElementsBaseVertex(GLenum, const GLsizei *, GLenum, const GLvoid * const *, GLsizei, const GLint *)
- glMultiTexCoordP1ui(GLenum, GLenum, GLuint)
- glMultiTexCoordP1uiv(GLenum, GLenum, const GLuint *)
- glMultiTexCoordP2ui(GLenum, GLenum, GLuint)
- glMultiTexCoordP2uiv(GLenum, GLenum, const GLuint *)
- glMultiTexCoordP3ui(GLenum, GLenum, GLuint)
- glMultiTexCoordP3uiv(GLenum, GLenum, const GLuint *)
- glMultiTexCoordP4ui(GLenum, GLenum, GLuint)
- glMultiTexCoordP4uiv(GLenum, GLenum, const GLuint *)
- glNormalP3ui(GLenum, GLuint)
- glNormalP3uiv(GLenum, const GLuint *)
- glPatchParameterfv(GLenum, const GLfloat *)
- glPatchParameteri(GLenum, GLint)
- glPauseTransformFeedback()
- glPixelStoref(GLenum, GLfloat)
- glPixelStorei(GLenum, GLint)
- glPointParameterf(GLenum, GLfloat)
- glPointParameterfv(GLenum, const GLfloat *)
- glPointParameteri(GLenum, GLint)
- glPointParameteriv(GLenum, const GLint *)
- glPointSize(GLfloat)
- glPolygonMode(GLenum, GLenum)
- glPolygonOffset(GLfloat, GLfloat)
- glPrimitiveRestartIndex(GLuint)
- glProvokingVertex(GLenum)
- glQueryCounter(GLuint, GLenum)
- glReadBuffer(GLenum)
- glReadPixels(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *)
- glRenderbufferStorage(GLenum, GLenum, GLsizei, GLsizei)
- glRenderbufferStorageMultisample(GLenum, GLsizei, GLenum, GLsizei, GLsizei)
- glResumeTransformFeedback()
- glSampleCoverage(GLfloat, GLboolean)
- glSampleMaski(GLuint, GLbitfield)
- glSamplerParameterIiv(GLuint, GLenum, const GLint *)
- glSamplerParameterIuiv(GLuint, GLenum, const GLuint *)
- glSamplerParameterf(GLuint, GLenum, GLfloat)
- glSamplerParameterfv(GLuint, GLenum, const GLfloat *)
- glSamplerParameteri(GLuint, GLenum, GLint)
- glSamplerParameteriv(GLuint, GLenum, const GLint *)
- glScissor(GLint, GLint, GLsizei, GLsizei)
- glSecondaryColorP3ui(GLenum, GLuint)
- glSecondaryColorP3uiv(GLenum, const GLuint *)
- glShaderSource(GLuint, GLsizei, const GLchar * const *, const GLint *)
- glStencilFunc(GLenum, GLint, GLuint)
- glStencilFuncSeparate(GLenum, GLenum, GLint, GLuint)
- glStencilMask(GLuint)
- glStencilMaskSeparate(GLenum, GLuint)
- glStencilOp(GLenum, GLenum, GLenum)
- glStencilOpSeparate(GLenum, GLenum, GLenum, GLenum)
- glTexBuffer(GLenum, GLenum, GLuint)
- glTexCoordP1ui(GLenum, GLuint)
- glTexCoordP1uiv(GLenum, const GLuint *)
- glTexCoordP2ui(GLenum, GLuint)
- glTexCoordP2uiv(GLenum, const GLuint *)
- glTexCoordP3ui(GLenum, GLuint)
- glTexCoordP3uiv(GLenum, const GLuint *)
- glTexCoordP4ui(GLenum, GLuint)
- glTexCoordP4uiv(GLenum, const GLuint *)
- glTexImage1D(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const GLvoid *)
- glTexImage2D(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *)
- glTexImage2DMultisample(GLenum, GLsizei, GLint, GLsizei, GLsizei, GLboolean)
- glTexImage3D(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *)
- glTexImage3DMultisample(GLenum, GLsizei, GLint, GLsizei, GLsizei, GLsizei, GLboolean)
- glTexParameterIiv(GLenum, GLenum, const GLint *)
- glTexParameterIuiv(GLenum, GLenum, const GLuint *)
- glTexParameterf(GLenum, GLenum, GLfloat)
- glTexParameterfv(GLenum, GLenum, const GLfloat *)
- glTexParameteri(GLenum, GLenum, GLint)
- glTexParameteriv(GLenum, GLenum, const GLint *)
- glTexSubImage1D(GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const GLvoid *)
- glTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)
- glTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)
- glTransformFeedbackVaryings(GLuint, GLsizei, const GLchar * const *, GLenum)
- glUniform1d(GLint, GLdouble)
- glUniform1dv(GLint, GLsizei, const GLdouble *)
- glUniform1f(GLint, GLfloat)
- glUniform1fv(GLint, GLsizei, const GLfloat *)
- glUniform1i(GLint, GLint)
- glUniform1iv(GLint, GLsizei, const GLint *)
- glUniform1ui(GLint, GLuint)
- glUniform1uiv(GLint, GLsizei, const GLuint *)
- glUniform2d(GLint, GLdouble, GLdouble)
- glUniform2dv(GLint, GLsizei, const GLdouble *)
- glUniform2f(GLint, GLfloat, GLfloat)
- glUniform2fv(GLint, GLsizei, const GLfloat *)
- glUniform2i(GLint, GLint, GLint)
- glUniform2iv(GLint, GLsizei, const GLint *)
- glUniform2ui(GLint, GLuint, GLuint)
- glUniform2uiv(GLint, GLsizei, const GLuint *)
- glUniform3d(GLint, GLdouble, GLdouble, GLdouble)
- glUniform3dv(GLint, GLsizei, const GLdouble *)
- glUniform3f(GLint, GLfloat, GLfloat, GLfloat)
- glUniform3fv(GLint, GLsizei, const GLfloat *)
- glUniform3i(GLint, GLint, GLint, GLint)
- glUniform3iv(GLint, GLsizei, const GLint *)
- glUniform3ui(GLint, GLuint, GLuint, GLuint)
- glUniform3uiv(GLint, GLsizei, const GLuint *)
- glUniform4d(GLint, GLdouble, GLdouble, GLdouble, GLdouble)
- glUniform4dv(GLint, GLsizei, const GLdouble *)
- glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat)
- glUniform4fv(GLint, GLsizei, const GLfloat *)
- glUniform4i(GLint, GLint, GLint, GLint, GLint)
- glUniform4iv(GLint, GLsizei, const GLint *)
- glUniform4ui(GLint, GLuint, GLuint, GLuint, GLuint)
- glUniform4uiv(GLint, GLsizei, const GLuint *)
- glUniformBlockBinding(GLuint, GLuint, GLuint)
- glUniformMatrix2dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix2fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix2x3dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix2x3fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix2x4dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix2x4fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix3dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix3fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix3x2dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix3x2fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix3x4dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix3x4fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix4dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix4x2dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix4x2fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix4x3dv(GLint, GLsizei, GLboolean, const GLdouble *)
- glUniformMatrix4x3fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformSubroutinesuiv(GLenum, GLsizei, const GLuint *)
- glUnmapBuffer(GLenum) : GLboolean
- glUseProgram(GLuint)
- glValidateProgram(GLuint)
- glVertexAttribDivisor(GLuint, GLuint)
- glVertexAttribIPointer(GLuint, GLint, GLenum, GLsizei, const GLvoid *)
- glVertexAttribP1ui(GLuint, GLenum, GLboolean, GLuint)
- glVertexAttribP1uiv(GLuint, GLenum, GLboolean, const GLuint *)
- glVertexAttribP2ui(GLuint, GLenum, GLboolean, GLuint)
- glVertexAttribP2uiv(GLuint, GLenum, GLboolean, const GLuint *)
- glVertexAttribP3ui(GLuint, GLenum, GLboolean, GLuint)
- glVertexAttribP3uiv(GLuint, GLenum, GLboolean, const GLuint *)
- glVertexAttribP4ui(GLuint, GLenum, GLboolean, GLuint)
- glVertexAttribP4uiv(GLuint, GLenum, GLboolean, const GLuint *)
- glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *)
- glVertexP2ui(GLenum, GLuint)
- glVertexP2uiv(GLenum, const GLuint *)
- glVertexP3ui(GLenum, GLuint)
- glVertexP3uiv(GLenum, const GLuint *)
- glVertexP4ui(GLenum, GLuint)
- glVertexP4uiv(GLenum, const GLuint *)
- glViewport(GLint, GLint, GLsizei, GLsizei)
- glWaitSync(GLsync, GLbitfield, GLuint64)
- initializeOpenGLFunctions() : bool
- owningContext() const : QOpenGLContext *
- setOwningContext(const QOpenGLContext *)
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