- QOpenGLFunctions_ES2()
- ~QOpenGLFunctions_ES2()
- d_ptr : QAbstractOpenGLFunctionsPrivate *
- glActiveTexture(GLenum)
- glAttachShader(GLuint, GLuint)
- glBindAttribLocation(GLuint, GLuint, const GLchar *)
- glBindBuffer(GLenum, GLuint)
- glBindFramebuffer(GLenum, GLuint)
- glBindRenderbuffer(GLenum, GLuint)
- glBindTexture(GLenum, GLuint)
- glBlendColor(GLclampf, GLclampf, GLclampf, GLclampf)
- glBlendEquation(GLenum)
- glBlendEquationSeparate(GLenum, GLenum)
- glBlendFunc(GLenum, GLenum)
- glBlendFuncSeparate(GLenum, GLenum, GLenum, GLenum)
- glBufferData(GLenum, GLsizeiptr, const GLvoid *, GLenum)
- glBufferSubData(GLenum, GLintptr, GLsizeiptr, const GLvoid *)
- glCheckFramebufferStatus(GLenum) : GLenum
- glClear(GLbitfield)
- glClearColor(GLclampf, GLclampf, GLclampf, GLclampf)
- glClearDepthf(GLclampf)
- glClearStencil(GLint)
- glColorMask(GLboolean, GLboolean, GLboolean, GLboolean)
- glCompileShader(GLuint)
- glCompressedTexImage2D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *)
- glCompressedTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *)
- glCopyTexImage2D(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint)
- glCopyTexSubImage2D(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei)
- glCreateProgram(void) : GLuint
- glCreateShader(GLenum) : GLuint
- glCullFace(GLenum)
- glDeleteBuffers(GLsizei, const GLuint *)
- glDeleteFramebuffers(GLsizei, const GLuint *)
- glDeleteProgram(GLuint)
- glDeleteRenderbuffers(GLsizei, const GLuint *)
- glDeleteShader(GLuint)
- glDeleteTextures(GLsizei, const GLuint *)
- glDepthFunc(GLenum)
- glDepthMask(GLboolean)
- glDepthRangef(GLclampf, GLclampf)
- glDetachShader(GLuint, GLuint)
- glDisable(GLenum)
- glDisableVertexAttribArray(GLuint)
- glDrawArrays(GLenum, GLint, GLsizei)
- glDrawElements(GLenum, GLsizei, GLenum, const GLvoid *)
- glEnable(GLenum)
- glEnableVertexAttribArray(GLuint)
- glFinish(void)
- glFlush(void)
- glFramebufferRenderbuffer(GLenum, GLenum, GLenum, GLuint)
- glFramebufferTexture2D(GLenum, GLenum, GLenum, GLuint, GLint)
- glFrontFace(GLenum)
- glGenBuffers(GLsizei, GLuint *)
- glGenFramebuffers(GLsizei, GLuint *)
- glGenRenderbuffers(GLsizei, GLuint *)
- glGenTextures(GLsizei, GLuint *)
- glGenerateMipmap(GLenum)
- glGetActiveAttrib(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *)
- glGetActiveUniform(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *)
- glGetAttachedShaders(GLuint, GLsizei, GLsizei *, GLuint *)
- glGetAttribLocation(GLuint, const GLchar *) : int
- glGetBooleanv(GLenum, GLboolean *)
- glGetBufferParameteriv(GLenum, GLenum, GLint *)
- glGetError(void) : GLenum
- glGetFloatv(GLenum, GLfloat *)
- glGetFramebufferAttachmentParameteriv(GLenum, GLenum, GLenum, GLint *)
- glGetIntegerv(GLenum, GLint *)
- glGetProgramInfoLog(GLuint, GLsizei, GLsizei *, GLchar *)
- glGetProgramiv(GLuint, GLenum, GLint *)
- glGetRenderbufferParameteriv(GLenum, GLenum, GLint *)
- glGetShaderInfoLog(GLuint, GLsizei, GLsizei *, GLchar *)
- glGetShaderPrecisionFormat(GLenum, GLenum, GLint *, GLint *)
- glGetShaderSource(GLuint, GLsizei, GLsizei *, GLchar *)
- glGetShaderiv(GLuint, GLenum, GLint *)
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- glGetString(GLenum) : const GLubyte *
- glGetTexParameterfv(GLenum, GLenum, GLfloat *)
- glGetTexParameteriv(GLenum, GLenum, GLint *)
- glGetUniformLocation(GLuint, const GLchar *) : int
- glGetUniformfv(GLuint, GLint, GLfloat *)
- glGetUniformiv(GLuint, GLint, GLint *)
- glGetVertexAttribPointerv(GLuint, GLenum, GLvoid **)
- glGetVertexAttribfv(GLuint, GLenum, GLfloat *)
- glGetVertexAttribiv(GLuint, GLenum, GLint *)
- glHint(GLenum, GLenum)
- glIsBuffer(GLuint) : GLboolean
- glIsEnabled(GLenum) : GLboolean
- glIsFramebuffer(GLuint) : GLboolean
- glIsProgram(GLuint) : GLboolean
- glIsRenderbuffer(GLuint) : GLboolean
- glIsShader(GLuint) : GLboolean
- glIsTexture(GLuint) : GLboolean
- glLineWidth(GLfloat)
- glLinkProgram(GLuint)
- glPixelStorei(GLenum, GLint)
- glPolygonOffset(GLfloat, GLfloat)
- glReadPixels(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *)
- glReleaseShaderCompiler(void)
- glRenderbufferStorage(GLenum, GLenum, GLsizei, GLsizei)
- glSampleCoverage(GLclampf, GLboolean)
- glScissor(GLint, GLint, GLsizei, GLsizei)
- glShaderBinary(GLsizei, const GLuint *, GLenum, const GLvoid *, GLsizei)
- glShaderSource(GLuint, GLsizei, const GLchar **, 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)
- glTexImage2D(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *)
- glTexParameterf(GLenum, GLenum, GLfloat)
- glTexParameterfv(GLenum, GLenum, const GLfloat *)
- glTexParameteri(GLenum, GLenum, GLint)
- glTexParameteriv(GLenum, GLenum, const GLint *)
- glTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)
- glUniform1f(GLint, GLfloat)
- glUniform1fv(GLint, GLsizei, const GLfloat *)
- glUniform1i(GLint, GLint)
- glUniform1iv(GLint, GLsizei, const GLint *)
- glUniform2f(GLint, GLfloat, GLfloat)
- glUniform2fv(GLint, GLsizei, const GLfloat *)
- glUniform2i(GLint, GLint, GLint)
- glUniform2iv(GLint, GLsizei, const GLint *)
- glUniform3f(GLint, GLfloat, GLfloat, GLfloat)
- glUniform3fv(GLint, GLsizei, const GLfloat *)
- glUniform3i(GLint, GLint, GLint, GLint)
- glUniform3iv(GLint, GLsizei, const GLint *)
- glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat)
- glUniform4fv(GLint, GLsizei, const GLfloat *)
- glUniform4i(GLint, GLint, GLint, GLint, GLint)
- glUniform4iv(GLint, GLsizei, const GLint *)
- glUniformMatrix2fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix3fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat *)
- glUseProgram(GLuint)
- glValidateProgram(GLuint)
- glVertexAttrib1f(GLuint, GLfloat)
- glVertexAttrib1fv(GLuint, const GLfloat *)
- glVertexAttrib2f(GLuint, GLfloat, GLfloat)
- glVertexAttrib2fv(GLuint, const GLfloat *)
- glVertexAttrib3f(GLuint, GLfloat, GLfloat, GLfloat)
- glVertexAttrib3fv(GLuint, const GLfloat *)
- glVertexAttrib4f(GLuint, GLfloat, GLfloat, GLfloat, GLfloat)
- glVertexAttrib4fv(GLuint, const GLfloat *)
- glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *)
- glViewport(GLint, GLint, GLsizei, GLsizei)
- initializeOpenGLFunctions() : bool
- owningContext() const : QOpenGLContext *
- setOwningContext(const QOpenGLContext *)
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