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@ -91,7 +91,7 @@ OpenGL function | Matching API |
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@fn_gl{CopyTexSubImage1D}, \n `glCopyTextureSubImage1D()`, \n @fn_gl_extension{CopyTextureSubImage1D,EXT,direct_state_access}, \n @fn_gl{CopyTexSubImage2D}, \n `glCopyTextureSubImage2D()`, \n @fn_gl_extension{CopyTextureSubImage2D,EXT,direct_state_access}, \n @fn_gl{CopyTexSubImage3D}, \n `glCopyTextureSubImage3D()`, \n @fn_gl_extension{CopyTextureSubImage3D,EXT,direct_state_access} | | |
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@fn_gl{CopyTexSubImage1D}, \n `glCopyTextureSubImage1D()`, \n @fn_gl_extension{CopyTextureSubImage1D,EXT,direct_state_access}, \n @fn_gl{CopyTexSubImage2D}, \n `glCopyTextureSubImage2D()`, \n @fn_gl_extension{CopyTextureSubImage2D,EXT,direct_state_access}, \n @fn_gl{CopyTexSubImage3D}, \n `glCopyTextureSubImage3D()`, \n @fn_gl_extension{CopyTextureSubImage3D,EXT,direct_state_access} | | |
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@fn_gl{CreateProgram}, @fn_gl{DeleteProgram} | @ref AbstractShaderProgram constructor and destructor |
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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{CreateShader}, @fn_gl{DeleteShader} | @ref Shader constructor and destructor |
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@fn_gl{CreateShaderProgram} | | |
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@fn_gl{CreateShaderProgram} | | |
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@fn_gl{CullFace} | @ref Renderer::setFaceCullingMode() |
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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{DebugMessageCallback} | @ref DebugMessage::setCallback() |
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@fn_gl{DebugMessageControl} | @ref DebugMessage::setEnabled() |
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@fn_gl{DebugMessageControl} | @ref DebugMessage::setEnabled() |
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@ -277,7 +277,6 @@ OpenGL function | Matching API |
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@def_gl{BLEND}, \n @def_gl{COLOR_LOGIC_OP}, \n @def_gl{CULL_FACE}, \n @def_gl{DEBUG_OUTPUT}, \n @def_gl{DEBUG_OUTPUT_SYNCHRONOUS}, \n @def_gl{DEPTH_CLAMP}, \n @def_gl{DEPTH_TEST}, \n @def_gl{DITHER}, \n @def_gl{MULTISAMPLE}, \n @def_gl{POLYGON_OFFSET_FILL}, \n @def_gl{POLYGON_OFFSET_LINE}, \n @def_gl{POLYGON_OFFSET_POINT}, \n @def_gl{PROGRAM_POINT_SIZE}, \n @def_gl{SCISSOR}, \n @def_gl{TEXTURE_CUBE_MAP_SEAMLESS}, \n @def_gl{STENCIL_TEST} | not queryable, @ref Renderer::setFeature() setter only |
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@def_gl{BLEND}, \n @def_gl{COLOR_LOGIC_OP}, \n @def_gl{CULL_FACE}, \n @def_gl{DEBUG_OUTPUT}, \n @def_gl{DEBUG_OUTPUT_SYNCHRONOUS}, \n @def_gl{DEPTH_CLAMP}, \n @def_gl{DEPTH_TEST}, \n @def_gl{DITHER}, \n @def_gl{MULTISAMPLE}, \n @def_gl{POLYGON_OFFSET_FILL}, \n @def_gl{POLYGON_OFFSET_LINE}, \n @def_gl{POLYGON_OFFSET_POINT}, \n @def_gl{PROGRAM_POINT_SIZE}, \n @def_gl{SCISSOR}, \n @def_gl{TEXTURE_CUBE_MAP_SEAMLESS}, \n @def_gl{STENCIL_TEST} | not queryable, @ref Renderer::setFeature() setter only |
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@def_gl{COLOR_CLEAR_VALUE}, \n @def_gl{DEPTH_CLEAR_VALUE}, \n @def_gl{STENCIL_CLEAR_VALUE} | not queryable, @ref Renderer::setClearColor(), \n @ref Renderer::setClearDepth() and \n @ref Renderer::setClearStencil() setters only |
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@def_gl{COLOR_CLEAR_VALUE}, \n @def_gl{DEPTH_CLEAR_VALUE}, \n @def_gl{STENCIL_CLEAR_VALUE} | not queryable, @ref Renderer::setClearColor(), \n @ref Renderer::setClearDepth() and \n @ref Renderer::setClearStencil() setters only |
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@def_gl{COLOR_WRITEMASK}, \n @def_gl{DEPTH_WRITEMASK}, \n @def_gl{STENCIL_BACK_WRITEMASK}, \n @def_gl{STENCIL_WRITEMASK} | not queryable, @ref Renderer::setColorMask(), \n @ref Renderer::setDepthMask() and \n @ref Renderer::setStencilMask() setters only |
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@def_gl{COLOR_WRITEMASK}, \n @def_gl{DEPTH_WRITEMASK}, \n @def_gl{STENCIL_BACK_WRITEMASK}, \n @def_gl{STENCIL_WRITEMASK} | not queryable, @ref Renderer::setColorMask(), \n @ref Renderer::setDepthMask() and \n @ref Renderer::setStencilMask() setters only |
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@def_gl{COMPRESSED_TEXTURE_FORMATS} | | |
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@def_gl{CONTEXT_FLAGS} | @ref Context::flags() |
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@def_gl{CONTEXT_FLAGS} | @ref Context::flags() |
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@def_gl{CURRENT_PROGRAM} | not queryable but tracked internally |
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@def_gl{CURRENT_PROGRAM} | not queryable but tracked internally |
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@def_gl{DEBUG_GROUP_STACK_DEPTH} | | |
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@def_gl{DEBUG_GROUP_STACK_DEPTH} | | |
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@ -337,7 +336,7 @@ OpenGL function | Matching API |
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@def_gl{MAX_SERVER_WAIT_TIMEOUT} | | |
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@def_gl{MAX_SERVER_WAIT_TIMEOUT} | | |
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@def_gl{MAX_SHADER_STORAGE_BLOCK_SIZE} | @ref AbstractShaderProgram::maxShaderStorageBlockSize() |
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@def_gl{MAX_SHADER_STORAGE_BLOCK_SIZE} | @ref AbstractShaderProgram::maxShaderStorageBlockSize() |
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@def_gl{MAX_SHADER_STORAGE_BUFFER_BINDINGS} | @ref Buffer::maxShaderStorageBindings() |
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@def_gl{MAX_SHADER_STORAGE_BUFFER_BINDINGS} | @ref Buffer::maxShaderStorageBindings() |
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@def_gl{MAX_TEXTURE_BUFFER_SIZE} | | |
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@def_gl{MAX_TEXTURE_BUFFER_SIZE} | @ref BufferTexture::maxSize() |
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@def_gl_extension{MAX_TEXTURE_MAX_ANISOTROPY,EXT,texture_filter_anisotropic} | @ref Sampler::maxMaxAnisotropy() |
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@def_gl_extension{MAX_TEXTURE_MAX_ANISOTROPY,EXT,texture_filter_anisotropic} | @ref Sampler::maxMaxAnisotropy() |
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@def_gl{MAX_TEXTURE_LOD_BIAS} | @ref AbstractTexture::maxLodBias() |
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@def_gl{MAX_TEXTURE_LOD_BIAS} | @ref AbstractTexture::maxLodBias() |
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@def_gl{MAX_UNIFORM_BLOCK_SIZE} | @ref AbstractShaderProgram::maxUniformBlockSize() |
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@def_gl{MAX_UNIFORM_BLOCK_SIZE} | @ref AbstractShaderProgram::maxUniformBlockSize() |
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@ -350,7 +349,7 @@ OpenGL function | Matching API |
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@def_gl{MAX_VIEWPORT_DIMS} | @ref AbstractFramebuffer::maxViewportSize() |
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@def_gl{MAX_VIEWPORT_DIMS} | @ref AbstractFramebuffer::maxViewportSize() |
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@def_gl{MIN_MAP_BUFFER_ALIGNMENT} | @ref Buffer::minMapAlignment() |
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@def_gl{MIN_MAP_BUFFER_ALIGNMENT} | @ref Buffer::minMapAlignment() |
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@def_gl{MIN_PROGRAM_TEXEL_OFFSET}, \n @def_gl{MAX_PROGRAM_TEXEL_OFFSET} | @ref AbstractShaderProgram::minTexelOffset(), \n @ref AbstractShaderProgram::maxTexelOffset() |
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@def_gl{MIN_PROGRAM_TEXEL_OFFSET}, \n @def_gl{MAX_PROGRAM_TEXEL_OFFSET} | @ref AbstractShaderProgram::minTexelOffset(), \n @ref AbstractShaderProgram::maxTexelOffset() |
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@def_gl{NUM_COMPRESSED_TEXTURE_FORMATS} | | |
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@def_gl{NUM_COMPRESSED_TEXTURE_FORMATS}, \n @def_gl{COMPRESSED_TEXTURE_FORMATS} | | |
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@def_gl{NUM_EXTENSIONS} | @ref Context::supportedExtensions() |
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@def_gl{NUM_EXTENSIONS} | @ref Context::supportedExtensions() |
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@def_gl{NUM_PROGRAM_BINARY_FORMATS}, \n @def_gl{PROGRAM_BINARY_FORMATS} | | |
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@def_gl{NUM_PROGRAM_BINARY_FORMATS}, \n @def_gl{PROGRAM_BINARY_FORMATS} | | |
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@def_gl{NUM_SHADER_BINARY_FORMATS}, \n @def_gl{SHADER_BINARY_FORMATS} | | |
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@def_gl{NUM_SHADER_BINARY_FORMATS}, \n @def_gl{SHADER_BINARY_FORMATS} | | |
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