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