diff --git a/doc/opengl-mapping.dox b/doc/opengl-mapping.dox index 0d1c4cac9..5ebc5dd65 100644 --- a/doc/opengl-mapping.dox +++ b/doc/opengl-mapping.dox @@ -40,7 +40,7 @@ Legend: OpenGL function | Matching API -------------------------------------- | ------------ -@fn_gl{ActiveShaderProgram} | | +@fn_gl{ActiveShaderProgram} | not needed as @fn_gl{ProgramUniform} calls are used @fn_gl{ActiveTexture} | @ref AbstractTexture::bind() @fn_gl{AttachShader} | @ref AbstractShaderProgram::attachShader() @fn_gl{BeginConditionalRender}, `glEndConditionalRender()` | @ref SampleQuery::beginConditionalRender(), \n @ref SampleQuery::endConditionalRender() @@ -49,24 +49,18 @@ OpenGL function | Matching API @fn_gl{BeginTransformFeedback}, `glEndTransformFeedback()` | | @fn_gl{BindAttribLocation} | @ref AbstractShaderProgram::bindAttributeLocation() @fn_gl{BindBuffer} | not needed, handled internally in @ref Buffer and elsewhere -@fn_gl{BindBufferBase} | | -@fn_gl{BindBufferRange} | | -@fn_gl{BindBuffersBase} | | -@fn_gl{BindBuffersRange} | | +@fn_gl{BindBufferBase}, \n @fn_gl{BindBuffersBase}, \n @fn_gl{BindBufferRange}, \n @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{BindImageTexture}, \n @fn_gl{BindImageTextures} | | @fn_gl{BindProgramPipeline} | | @fn_gl{BindRenderbuffer} | not needed, handled internally in @ref Renderbuffer -@fn_gl{BindSampler} | | -@fn_gl{BindSamplers} | | +@fn_gl{BindSampler}, \n @fn_gl{BindSamplers} | | @fn_gl{BindTexture}, \n @fn_gl{BindTextures}, \n @fn_gl_extension{BindMultiTexture,EXT,direct_state_access} | @ref AbstractTexture::bind() @fn_gl{BindTransformFeedback} | | @fn_gl{BindVertexArray} | not needed, handled internally in @ref Mesh -@fn_gl{BindVertexBuffer} | | -@fn_gl{BindVertexBuffers} | | +@fn_gl{BindVertexBuffer}, \n @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() @@ -123,11 +117,10 @@ OpenGL function | Matching API @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{FramebufferTexture} | not used, the functions below are used instead for compatibility reasons +@fn_gl2{FramebufferTexture1D,FramebufferTexture}, \n @fn_gl_extension{NamedFramebufferTexture1D,EXT,direct_state_access}, \n `glFramebufferTexture2D()`, \n `glNamedFramebufferTexture2DEXT()` | @ref Framebuffer::attachTexture() +@fn_gl2{FramebufferTexture3D,FramebufferTexture} | not used, @fn_gl{FramebufferTextureLayer} has more complete features +@fn_gl{FramebufferTextureLayer}, \n @fn_gl_extension{NamedFramebufferTextureLayer,EXT,direct_state_access} | @ref Framebuffer::attachTextureLayer() @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