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276 lines
20 KiB
276 lines
20 KiB
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12 years ago
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page opengl-mapping OpenGL command mapping
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@brief List of OpenGL commands corresponding to particular %Magnum API.
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@tableofcontents
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@section opengl-mapping-functions Functions
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Features mentioned in @ref opengl-unsupported are marked as *not supported*,
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empty value means that the feature is not implemented yet.
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OpenGL function | Matching API
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-------------------------------------- | ------------
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@fn_gl{ActiveShaderProgram} | |
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@fn_gl{ActiveTexture} | @ref AbstractTexture::bind()
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@fn_gl{AttachShader} | @ref AbstractShaderProgram::attachShader()
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@fn_gl{BeginConditionalRender}, `glEndConditionalRender()` | @ref SampleQuery::beginConditionalRender(), \n @ref SampleQuery::endConditionalRender()
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@fn_gl{BeginQuery}, `glEndQuery()` | @ref PrimitiveQuery::begin(), \n @ref SampleQuery::begin(), \n @ref TimeQuery::begin(), \n @ref AbstractQuery::end()
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@fn_gl{BeginQueryIndexed}, `glEndQueryIndexed()` | |
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@fn_gl{BeginTransformFeedback}, `glEndTransformFeedback()` | |
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@fn_gl{BindAttribLocation} | @ref AbstractShaderProgram::bindAttributeLocation()
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@fn_gl{BindBuffer} | not needed, handhled internally in @ref Buffer and elsewhere
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@fn_gl{BindBufferBase} | |
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@fn_gl{BindBufferRange} | |
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@fn_gl{BindBuffersBase} | |
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@fn_gl{BindBuffersRange} | |
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@fn_gl{BindFragDataLocation} | @ref AbstractShaderProgram::bindFragmentDataLocation()
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@fn_gl{BindFragDataLocationIndexed} | @ref AbstractShaderProgram::bindFragmentDataLocationIndexed()
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@fn_gl{BindFramebuffer} | @ref Framebuffer::bind()
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@fn_gl{BindImageTexture} | |
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@fn_gl{BindImageTextures} | |
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@fn_gl{BindProgramPipeline} | |
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@fn_gl{BindRenderbuffer} | not needed, handhled internally in @ref Renderbuffer
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@fn_gl{BindSampler} | |
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@fn_gl{BindSamplers} | |
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@fn_gl{BindTexture}, \n @fn_gl_extension{BindMultiTexture,EXT,direct_state_access} | @ref AbstractTexture::bind()
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@fn_gl{BindTextures} | |
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@fn_gl{BindTransformFeedback} | |
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@fn_gl{BindVertexArray} | not needed, handhled internally in @ref Mesh
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@fn_gl{BindVertexBuffer} | |
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@fn_gl{BindVertexBuffers} | |
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@fn_gl{BlendColor} | @ref Renderer::setBlendColor()
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@fn_gl{BlendEquation}, \n @fn_gl{BlendEquationSeparate} | @ref Renderer::setBlendEquation()
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@fn_gl{BlendFunc}, \n @fn_gl{BlendFuncSeparate} | @ref Renderer::setBlendFunction()
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@fn_gl{BlitFramebuffer} | @ref AbstractFramebuffer::blit()
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@fn_gl{BufferData}, \n @fn_gl_extension{NamedBufferData,EXT,direct_state_access} | @ref Buffer::setData()
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@fn_gl{BufferStorage} | |
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@fn_gl{BufferSubData}, \n @fn_gl_extension{NamedBufferSubData,EXT,direct_state_access} | @ref Buffer::setSubData()
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@fn_gl{CheckFramebufferStatus}, \n @fn_gl_extension{CheckNamedFramebufferStatus,EXT,direct_state_access} | @ref DefaultFramebuffer::checkStatus(), \n @ref Framebuffer::checkStatus()
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@fn_gl{ClampColor} | |
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@fn_gl{Clear} | @ref AbstractFramebuffer::clear()
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@fn_gl{ClearBuffer} | |
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@fn_gl{ClearBufferData} | |
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@fn_gl{ClearBufferSubData} | |
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@fn_gl{ClearColor} | @ref Renderer::setClearColor()
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@fn_gl{ClearDepth} | @ref Renderer::setClearDepth()
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@fn_gl{ClearStencil} | @ref Renderer::setClearStencil()
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@fn_gl{ClearTexImage} | |
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@fn_gl{ClearTexSubImage} | |
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@fn_gl{ClientWaitSync} | |
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@fn_gl{ColorMask} | @ref Renderer::setColorMask()
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@fn_gl{CompileShader} | @ref Shader::compile()
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@fn_gl{CompressedTexImage1D}, \n @fn_gl{CompressedTexImage2D}, \n @fn_gl{CompressedTexImage3D} | |
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@fn_gl{CompressedTexSubImage1D}, \n @fn_gl{CompressedTexSubImage2D}, \n @fn_gl{CompressedTexSubImage3D} | |
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@fn_gl{CopyBufferSubData}, \n @fn_gl_extension{NamedCopyBufferSubData,EXT,direct_state_access} | @ref Buffer::copy()
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@fn_gl{CopyImageSubData} | |
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@fn_gl{CopyTexImage1D}, \n @fn_gl{CopyTexImage2D} | |
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@fn_gl{CopyTexSubImage1D}, \n @fn_gl{CopyTexSubImage2D}, \n @fn_gl{CopyTexSubImage3D} | |
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@fn_gl{CreateProgram}, @fn_gl{DeleteProgram} | @ref AbstractShaderProgram constructor and destructor
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@fn_gl{CreateShader}, @fn_gl{DeleteShader} | @ref Shader constructor and destructor
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@fn_gl{CreateShaderProgram} | |
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@fn_gl{CullFace} | @ref Renderer::setFaceCullingMode()
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@fn_gl{DebugMessageCallback} | @ref DebugMessage::setCallback()
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@fn_gl{DebugMessageControl} | |
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@fn_gl{DebugMessageInsert}, \n @fn_gl_extension2{InsertEventMarker,EXT,debug_marker}, \n @fn_gl_extension{StringMarker,GREMEDY,string_marker} | @ref DebugMessage::insert()
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@fn_gl{DepthFunc} | @ref Renderer::setDepthFunction()
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@fn_gl{DepthMask} | @ref Renderer::setDepthMask()
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@fn_gl{DepthRange} | |
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@fn_gl{DepthRangeArray} | |
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@fn_gl{DepthRangeIndexed} | |
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@fn_gl{DetachShader} | |
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@fn_gl{DispatchCompute} | |
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@fn_gl{DispatchComputeIndirect} | |
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@fn_gl{DrawArrays}, \n @fn_gl{DrawElements}, \n @fn_gl{DrawRangeElements} | @ref Mesh::draw()
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@fn_gl{DrawArraysIndirect}, \n @fn_gl{DrawArraysInstanced}, \n @fn_gl{DrawArraysInstancedBaseInstance}, \n @fn_gl{DrawElementsBaseVertex}, \n @fn_gl{DrawElementsIndirect}, \n @fn_gl{DrawElementsInstanced}, \n @fn_gl{DrawElementsInstancedBaseInstance}, \n @fn_gl{DrawElementsInstancedBaseVertex}, \n @fn_gl{DrawElementsInstancedBaseVertexBaseInstance}, \n @fn_gl{DrawRangeElementsBaseVertex} | |
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@fn_gl{DrawBuffer}, \n @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access}, \n @fn_gl{DrawBuffers}, \n @fn_gl_extension{FramebufferDrawBuffers,EXT,direct_state_access} | @ref DefaultFramebuffer::mapForDraw(), \n @ref Framebuffer::mapForDraw()
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@fn_gl{DrawTransformFeedback}, \n @fn_gl{DrawTransformFeedbackInstanced}, \n @fn_gl{DrawTransformFeedbackStream}, \n @fn_gl{DrawTransformFeedbackStreamInstanced} | |
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@fn_gl{Enable}, `glDisable()` | @ref Renderer::setFeature()
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@fn_gl{EnableVertexAttribArray}, \n @fn_gl_extension{EnableVertexArrayAttrib,EXT,direct_state_access} \n @fn_gl2{DisableVertexAttribArray,EnableVertexAttribArray}, \n @fn_gl_extension{DisableVertexArrayAttrib,EXT,direct_state_access} | @ref Mesh::addVertexBuffer()
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@fn_gl{FenceSync}, @fn_gl{DeleteSync} | |
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@fn_gl{Finish} | @ref Renderer::finish()
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@fn_gl{Flush} | @ref Renderer::flush()
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@fn_gl{FlushMappedBufferRange}, \n @fn_gl_extension{FlushMappedNamedBufferRange,EXT,direct_state_access} | @ref Buffer::flushMappedRange()
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@fn_gl2{FramebufferParameter,FramebufferParameteri} | |
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@fn_gl{FramebufferRenderbuffer}, \n @fn_gl_extension{NamedFramebufferRenderbuffer,EXT,direct_state_access} | @ref Framebuffer::attachRenderbuffer()
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@fn_gl{FramebufferTexture} | |
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@fn_gl2{FramebufferTexture1D,FramebufferTexture}, \n @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access} | @ref Framebuffer::attachTexture1D()
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@fn_gl2{FramebufferTexture2D,FramebufferTexture}, \n @fn_gl_extension{NamedFramebufferTexture2D,EXT,direct_state_access} | @ref Framebuffer::attachTexture2D()
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@fn_gl2{FramebufferTexture3D,FramebufferTexture}, \n @fn_gl_extension{NamedFramebufferTexture3D,EXT,direct_state_access} | @ref Framebuffer::attachTexture3D()
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@fn_gl{FramebufferTextureLayer} | |
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@fn_gl{FrontFace} | @ref Renderer::setFrontFace()
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@fn_gl{GenBuffers}, @fn_gl{DeleteBuffers} | @ref Buffer constructor and destructor
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@fn_gl{GenFramebuffers}, @fn_gl{DeleteFramebuffers} | @ref Framebuffer constructor and destructor
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@fn_gl{GenProgramPipelines}, @fn_gl{DeleteProgramPipelines} | |
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@fn_gl{GenQueries}, @fn_gl{DeleteQueries} | @ref AbstractQuery constructor and destructor
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@fn_gl{GenRenderbuffers}, @fn_gl{DeleteRenderbuffers} | @ref Renderbuffer constructor and destructor
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@fn_gl{GenSamplers}, @fn_gl{DeleteSamplers} | |
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@fn_gl{GenTextures}, @fn_gl{DeleteTextures} | @ref AbstractTexture constructor and destructor
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@fn_gl{GenTransformFeedbacks}, @fn_gl{DeleteTransformFeedbacks} | |
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@fn_gl{GenVertexArrays}, @fn_gl{DeleteVertexArrays} | @ref Mesh constructor and destructor
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@fn_gl{GenerateMipmap}, \n @fn_gl_extension{GenerateTextureMipmap,EXT,direct_state_access} | @ref AbstractTexture::generateMipmap()
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@fn_gl{Get} | see table below
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@fn_gl2{GetActiveAtomicCounterBuffer,GetActiveAtomicCounterBufferiv} | not supported
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@fn_gl{GetActiveAttrib} | not supported
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@fn_gl{GetActiveSubroutineName} | not supported
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@fn_gl{GetActiveSubroutineUniform} | not supported
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@fn_gl{GetActiveSubroutineUniformName} | not supported
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@fn_gl{GetActiveUniform} | not supported
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@fn_gl{GetActiveUniformBlock} | not supported
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@fn_gl{GetActiveUniformBlockName} | not supported
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@fn_gl{GetActiveUniformName} | not supported
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@fn_gl{GetActiveUniforms} | not supported
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@fn_gl{GetAttachedShaders} | not supported
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@fn_gl{GetAttribLocation} | not supported
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@fn_gl{GetBufferParameter}, \n @fn_gl_extension{GetNamedBufferParameter,EXT,direct_state_access} | @ref Buffer::size()
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@fn_gl2{GetBufferPointer,GetBufferPointerv} | not supported
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@fn_gl{GetBufferSubData}, \n @fn_gl_extension{GetNamedBufferSubData,EXT,direct_state_access} | @ref Buffer::data(), \n @ref Buffer::subData()
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@fn_gl{GetCompressedTexImage} | |
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@fn_gl{GetDebugMessageLog} | |
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@fn_gl{GetError} | @ref Renderer::error()
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@fn_gl{GetFragDataIndex}, @fn_gl{GetFragDataLocation} | not supported
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@fn_gl{GetFramebufferAttachmentParameter} | not suppported
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@fn_gl{GetFramebufferParameter} | not supported
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@fn_gl_extension{GetGraphicsResetStatus,ARB,robustness} | @ref Renderer::graphicsResetStatus()
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@fn_gl{GetInternalformat} | |
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@fn_gl{GetMultisample} | |
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@fn_gl{GetObjectLabel}, \n @fn_gl{GetObjectPtrLabel} | not supported
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@fn_gl{GetProgram}, \n @fn_gl{GetProgramInfoLog} | @ref AbstractShaderProgram::link(), \n @ref AbstractShaderProgram::validate()
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@fn_gl{GetProgramBinary} | |
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@fn_gl{GetProgramInterface} | |
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@fn_gl{GetProgramPipeline} | |
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@fn_gl{GetProgramPipelineInfoLog} | |
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@fn_gl{GetProgramResource} | |
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@fn_gl{GetProgramResourceIndex} | |
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@fn_gl{GetProgramResourceLocation} | |
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@fn_gl{GetProgramResourceLocationIndex}| |
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@fn_gl{GetProgramResourceName} | |
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@fn_gl{GetProgramStage} | |
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@fn_gl{GetQueryIndexed} | |
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@fn_gl{GetQueryObject} | @ref AbstractQuery::result()
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@fn_gl2{GetQuery,GetQueryiv} | |
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@fn_gl{GetRenderbufferParameter} | not supported
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@fn_gl{GetSamplerParameter} | |
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@fn_gl{GetShader}, \n @fn_gl{GetShaderInfoLog} | @ref Shader::compile()
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@fn_gl{GetShaderPrecisionFormat} | |
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@fn_gl{GetShaderSource} | not supported
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@fn_gl{GetSubroutineIndex} | |
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@fn_gl{GetSubroutineUniformLocation} | |
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@fn_gl{GetSync} | |
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@fn_gl{GetTexImage}, \n @fn_gl_extension{GetTextureImage,EXT,direct_state_access}, \n @fn_gl_extension{GetnTexImage,ARB,robustness} | @ref Texture::image(), \n @ref CubeMapTexture::image(), \n @ref CubeMapTextureArray::image()
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@fn_gl{GetTexLevelParameter}, \n @fn_gl_extension{GetTextureLevelParameter,EXT,direct_state_access} | @ref Texture::imageSize(), \n @ref CubeMapTexture::imageSize(), \n @ref CubeMapTextureArray::imageSize()
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@fn_gl{GetTexParameter} | |
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@fn_gl{GetTransformFeedbackVarying} | |
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@fn_gl{GetUniform} | not supported
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@fn_gl{GetUniformBlockIndex} | |
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@fn_gl{GetUniformIndices} | |
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@fn_gl{GetUniformLocation} | @ref AbstractShaderProgram::uniformLocation()
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@fn_gl{GetUniformSubroutine} | |
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@fn_gl{GetVertexAttrib} | not supported
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@fn_gl{InvalidateBufferData} | @ref Buffer::invalidateData()
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@fn_gl{InvalidateBufferSubData} | @ref Buffer::invalidateSubData()
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@fn_gl{InvalidateFramebuffer}, \n @fn_gles_extension{DiscardFramebuffer,EXT,discard_framebuffer} | @ref DefaultFramebuffer::invalidate(), \n @ref Framebuffer::invalidate()
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@fn_gl{InvalidateSubFramebuffer}, \n @fn_gles_extension{DiscardSubFramebuffer,EXT,discard_framebuffer} | @ref DefaultFramebuffer::invalidate(), \n @ref Framebuffer::invalidate()
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@fn_gl{InvalidateTexImage} | @ref AbstractTexture::invalidateImage()
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@fn_gl{InvalidateTexSubImage} | @ref Texture::invalidateSubImage(),\n @ref CubeMapTexture::invalidateSubImage(), \n @ref CubeMapTextureArray::invalidateSubImage()
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`glIs*()` | not needed (objects are strongly typed)
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@fn_gl{IsEnabled} | not supported
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@fn_gl{LineWidth} | @ref Renderer::setLineWidth()
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@fn_gl{LinkProgram} | @ref AbstractShaderProgram::link()
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@fn_gl{LogicOp} | @ref Renderer::setLogicOperation()
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@fn_gl{MapBuffer}, `glUnmapBuffer()`, \n @fn_gl_extension{MapNamedBuffer,EXT,direct_state_access}, @fn_gl_extension{UnmapNamedBuffer,EXT,direct_state_access}, \n @fn_gl{MapBufferRange}, \n @fn_gl_extension{MapNamedBufferRange,EXT,direct_state_access} | @ref Buffer::map(), @ref Buffer::unmap()
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@fn_gl_extension{MapBufferSubData,CHROMIUM,map_sub}, @fn_gl_extension{UnmapBufferSubData,CHROMIUM,map_sub} | @ref Buffer::mapSub(), @ref Buffer::unmapSub()
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@fn_gl{MemoryBarrier} | |
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@fn_gl{MinSampleShading} | |
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@fn_gl{MultiDrawArrays}, \n @fn_gl{MultiDrawArraysIndirect}, \n @fn_gl{MultiDrawElements}, \n @fn_gl{MultiDrawElementsBaseVertex}, \n @fn_gl{MultiDrawElementsIndirect} | |
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@fn_gl{ObjectLabel}, \n @fn_gl{ObjectPtrLabel}, \n @fn_gl_extension2{LabelObject,EXT,debug_label} | @ref AbstractShaderProgram::setLabel(), \n @ref AbstractQuery::setLabel(), \n @ref AbstractTexture::setLabel(), \n @ref Buffer::setLabel(), \n @ref Framebuffer::setLabel(), \n @ref Mesh::setLabel(), \n @ref Renderbuffer::setLabel(), \n @ref Shader::setLabel()
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@fn_gl{PatchParameter} | |
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@fn_gl{PauseTransformFeedback}, @fn_gl{ResumeTransformFeedback} | |
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@fn_gl{PixelStore} | |
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@fn_gl{PointParameter} | |
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@fn_gl{PointSize} | @ref Renderer::setPointSize()
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@fn_gl{PolygonMode} | @ref Renderer::setPolygonMode()
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@fn_gl{PolygonOffset} | @ref Renderer::setPolygonOffset()
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@fn_gl{PrimitiveRestartIndex} | |
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@fn_gl{ProgramBinary} | |
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@fn_gl{ProgramParameter} | @ref AbstractShaderProgram::setRetrievableBinary(), \n @ref AbstractShaderProgram::setSeparable()
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@fn_gl{ProvokingVertex} | @ref Renderer::setProvokingVertex()
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@fn_gl{PushDebugGroup}, @fn_gl{PopDebugGroup} | |
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@fn_gl{QueryCounter} | @ref TimeQuery::timestamp()
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@fn_gl{ReadBuffer}, \n @fn_gl_extension{FramebufferReadBuffer,EXT,direct_state_access} | @ref DefaultFramebuffer::mapForRead(), \n @ref Framebuffer::mapForRead()
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@fn_gl{ReadPixels}, \n @fn_gl_extension{ReadnPixels,ARB,robustness} | @ref DefaultFramebuffer::read(), \n @ref Framebuffer::read()
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@fn_gl{ReleaseShaderCompiler} | |
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@fn_gl{RenderbufferStorage}, \n @fn_gl_extension{NamedRenderbufferStorage,EXT,direct_state_access} | @ref Renderbuffer::setStorage()
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@fn_gl{RenderbufferStorageMultisample}, \n @fn_gl_extension{NamedRenderbufferStorageMultisample,EXT,direct_state_access} | @ref Renderbuffer::setStorageMultisample()
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@fn_gl{SampleCoverage} | |
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@fn_gl{SampleMaski} | |
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@fn_gl{SamplerParameter} | |
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@fn_gl{Scissor} | @ref Renderer::setScissor()
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@fn_gl{ScissorArray} | |
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@fn_gl{ScissorIndexed} | |
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@fn_gl{ShaderBinary} | |
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@fn_gl{ShaderSource} | @ref Shader::addFile(), \n @ref Shader::addSource()
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@fn_gl{ShaderStorageBlockBinding} | |
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@fn_gl{StencilFunc}, \n @fn_gl{StencilFuncSeparate} | @ref Renderer::setStencilFunction()
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@fn_gl{StencilMask}, \n @fn_gl{StencilMaskSeparate} | @ref Renderer::setStencilMask()
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@fn_gl{StencilOp}, \n @fn_gl{StencilOpSeparate} | @ref Renderer::setStencilOperation()
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@fn_gl{TexBuffer}, \n @fn_gl_extension{TextureBuffer,EXT,direct_state_access}, \n @fn_gl{TexBufferRange}, \n @fn_gl_extension{TextureBufferRange,EXT,direct_state_access} | @ref BufferTexture::setBuffer()
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@fn_gl{TexImage1D}, \n @fn_gl_extension{TextureImage1D,EXT,direct_state_access} \n @fn_gl{TexImage2D}, \n @fn_gl_extension{TextureImage2D,EXT,direct_state_access}, \n @fn_gl{TexImage3D}, \n @fn_gl_extension{TextureImage3D,EXT,direct_state_access} | @ref Texture::setImage(), \n @ref CubeMapTexture::setImage(), \n @ref CubeMapTextureArray::setImage()
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@fn_gl{TexImage2DMultisample}, \n @fn_gl{TexImage3DMultisample} | |
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@fn_gl{TexParameter}, \n @fn_gl_extension{TextureParameter,EXT,direct_state_access} | @ref AbstractTexture::setMinificationFilter(), \n @ref AbstractTexture::setMagnificationFilter(), \n @ref AbstractTexture::setBorderColor(), \n @ref AbstractTexture::setMaxAnisotropy(), \n @ref Texture::setWrapping(), \n @ref CubeMapTexture::setWrapping(), \n @ref CubeMapTextureArray::setWrapping()
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@fn_gl{TexStorage1D}, \n @fn_gl_extension{TextureStorage1D,EXT,direct_state_access}, \n @fn_gl{TexStorage2D}, \n @fn_gl_extension{TextureStorage2D,EXT,direct_state_access}, \n @fn_gl{TexStorage3D}, \n @fn_gl_extension{TextureStorage3D,EXT,direct_state_access} | @ref Texture::setStorage(), \n @ref CubeMapTexture::setStorage(), \n @ref CubeMapTextureArray::setStorage()
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@fn_gl{TexStorage2DMultisample}, \n @fn_gl{TexStorage3DMultisample} | |
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@fn_gl{TexSubImage1D}, \n @fn_gl_extension{TextureSubImage1D,EXT,direct_state_access}, \n @fn_gl{TexSubImage2D}, \n @fn_gl_extension{TextureSubImage2D,EXT,direct_state_access}, \n @fn_gl{TexSubImage3D}, \n @fn_gl_extension{TextureSubImage3D,EXT,direct_state_access} | @ref Texture::setSubImage(), \n @ref CubeMapTexture::setSubImage(), \n @ref CubeMapTextureArray::setSubImage()
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@fn_gl{TextureView} | |
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@fn_gl{TransformFeedbackVaryings} | |
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@fn_gl{Uniform}, \n @fn_gl{ProgramUniform}, \n @fn_gl_extension{ProgramUniform,EXT,direct_state_access} | @ref AbstractShaderProgram::setUniform()
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@fn_gl{UniformBlockBinding} | |
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@fn_gl{UniformSubroutines} | |
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@fn_gl{UseProgram} | @ref AbstractShaderProgram::use()
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@fn_gl{UseProgramStages} | |
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@fn_gl{ValidateProgram} | @ref AbstractShaderProgram::validate()
|
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@fn_gl{ValidateProgramPipeline} | |
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`glVertexAttrib*()` | not supported
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@fn_gl{VertexAttribBinding} | |
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@fn_gl{VertexAttribDivisor} | |
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@fn_gl{VertexAttribFormat} | |
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@fn_gl{VertexAttribPointer}, \n @fn_gl_extension{VertexArrayVertexAttribOffset,EXT,direct_state_access} | @ref Mesh::addVertexBuffer()
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@fn_gl{VertexBindingDivisor} | |
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@fn_gl{Viewport} | @ref DefaultFramebuffer::setViewport(), \n @ref Framebuffer::setViewport()
|
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@fn_gl{ViewportArray} | |
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@fn_gl{ViewportIndexed} | |
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@fn_gl{WaitSync} | |
|
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@section opengl-mapping-limits Limit queries
|
||
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|
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@todoc Do this also.
|
||
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*/
|
||
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||
|
|
}
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