- QOpenGLFunctions_3_1()
- ~QOpenGLFunctions_3_1()
- d_ptr : QAbstractOpenGLFunctionsPrivate *
- glActiveTexture(GLenum )
- glAttachShader(GLuint , GLuint )
- glBeginConditionalRender(GLuint , GLenum )
- glBeginQuery(GLenum , 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 *)
- glBindFramebuffer(GLenum , GLuint )
- glBindRenderbuffer(GLenum , GLuint )
- glBindTexture(GLenum , GLuint )
- glBindVertexArray(GLuint )
- glBlendColor(GLfloat , GLfloat , GLfloat , GLfloat )
- glBlendEquation(GLenum )
- glBlendEquationSeparate(GLenum , GLenum )
- glBlendFunc(GLenum , GLenum )
- glBlendFuncSeparate(GLenum , GLenum , 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 )
- glColorMask(GLboolean , GLboolean , GLboolean , GLboolean )
- glColorMaski(GLuint , GLboolean , GLboolean , GLboolean , GLboolean )
- 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 *)
- glDeleteShader(GLuint )
- glDeleteTextures(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 )
- glDrawArraysInstanced(GLenum , GLint , GLsizei , GLsizei )
- glDrawBuffer(GLenum )
- glDrawBuffers(GLsizei , const GLenum *)
- glDrawElements(GLenum , GLsizei , GLenum , const GLvoid *)
- glDrawElementsInstanced(GLenum , GLsizei , GLenum , const GLvoid *, GLsizei )
- glDrawRangeElements(GLenum , GLuint , GLuint , GLsizei , GLenum , const GLvoid *)
- glEnable(GLenum )
- glEnableVertexAttribArray(GLuint )
- glEnablei(GLenum , GLuint )
- glEndConditionalRender()
- glEndQuery(GLenum )
- glEndTransformFeedback()
- glFinish()
- glFlush()
- glFlushMappedBufferRange(GLenum , GLintptr , GLsizeiptr )
- glFramebufferRenderbuffer(GLenum , GLenum , GLenum , GLuint )
- 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 *)
- glGenTextures(GLsizei , GLuint *)
- glGenVertexArrays(GLsizei , GLuint *)
- glGenerateMipmap(GLenum )
- glGetActiveAttrib(GLuint , GLuint , GLsizei , GLsizei *, GLint *, GLenum *, GLchar *)
- 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 *)
- 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 *)
- glGetFragDataLocation(GLuint , const GLchar *) : GLint
- glGetFramebufferAttachmentParameteriv(GLenum , GLenum , GLenum , GLint *)
- glGetIntegeri_v(GLenum , GLuint , GLint *)
- glGetIntegerv(GLenum , GLint *)
- glGetPointerv(GLenum , GLvoid **)
- glGetProgramInfoLog(GLuint , GLsizei , GLsizei *, GLchar *)
- glGetProgramiv(GLuint , GLenum , GLint *)
- glGetQueryObjectiv(GLuint , GLenum , GLint *)
- glGetQueryObjectuiv(GLuint , GLenum , GLuint *)
- glGetQueryiv(GLenum , GLenum , GLint *)
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- glGetRenderbufferParameteriv(GLenum , 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 *
- 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 *)
- glGetUniformLocation(GLuint , const GLchar *) : GLint
- 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
- glIsShader(GLuint ) : GLboolean
- glIsTexture(GLuint ) : GLboolean
- glIsVertexArray(GLuint ) : GLboolean
- glLineWidth(GLfloat )
- glLinkProgram(GLuint )
- glLogicOp(GLenum )
- glMapBuffer(GLenum , GLenum ) : GLvoid *
- glMapBufferRange(GLenum , GLintptr , GLsizeiptr , GLbitfield ) : GLvoid *
- glMultiDrawArrays(GLenum , const GLint *, const GLsizei *, GLsizei )
- glMultiDrawElements(GLenum , const GLsizei *, GLenum , const GLvoid * const *, GLsizei )
- 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 )
- glReadBuffer(GLenum )
- glReadPixels(GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , GLvoid *)
- glRenderbufferStorage(GLenum , GLenum , GLsizei , GLsizei )
- glRenderbufferStorageMultisample(GLenum , GLsizei , GLenum , GLsizei , GLsizei )
- glSampleCoverage(GLfloat , GLboolean )
- glScissor(GLint , GLint , GLsizei , GLsizei )
- 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 )
- glTexImage1D(GLenum , GLint , GLint , GLsizei , GLint , GLenum , GLenum , const GLvoid *)
- glTexImage2D(GLenum , GLint , GLint , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *)
- glTexImage3D(GLenum , GLint , GLint , GLsizei , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *)
- 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 )
- glUniform1f(GLint , GLfloat )
- glUniform1fv(GLint , GLsizei , const GLfloat *)
- glUniform1i(GLint , GLint )
- glUniform1iv(GLint , GLsizei , const GLint *)
- glUniform1ui(GLint , GLuint )
- glUniform1uiv(GLint , GLsizei , const GLuint *)
- 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 *)
- 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 *)
- 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 )
- glUniformMatrix2fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix2x3fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix2x4fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix3fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix3x2fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix3x4fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix4fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix4x2fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix4x3fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUnmapBuffer(GLenum ) : GLboolean
- glUseProgram(GLuint )
- glValidateProgram(GLuint )
- glVertexAttribIPointer(GLuint , GLint , GLenum , GLsizei , const GLvoid *)
- glVertexAttribPointer(GLuint , GLint , GLenum , GLboolean , GLsizei , const GLvoid *)
- glViewport(GLint , GLint , GLsizei , GLsizei )
- initializeOpenGLFunctions() : bool
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