removed commented lines since they otherwise appear as documentation

This commit is contained in:
Thomas Friedel 2018-03-22 17:47:58 +01:00
parent ff4fba4c33
commit 385a230aa6

View file

@ -793,322 +793,50 @@ type GL interface {
Ptr(data interface{}) unsafe.Pointer Ptr(data interface{}) unsafe.Pointer
PtrOffset(offset int) unsafe.Pointer PtrOffset(offset int) unsafe.Pointer
Str(str string) *uint8 Str(str string) *uint8
// GoStr(cstr *uint8) string
Strs(strs ...string) (cstrs **uint8, free func()) Strs(strs ...string) (cstrs **uint8, free func())
ActiveTexture(texture uint32) ActiveTexture(texture uint32)
AttachShader(program uint32, shader uint32) AttachShader(program uint32, shader uint32)
// BeginConditionalRender(id uint32, mode uint32)
// BeginQuery(target uint32, id uint32)
// BeginTransformFeedback(primitiveMode uint32)
// BindAttribLocation(program uint32, index uint32, name *uint8)
BindBuffer(target uint32, buffer uint32) BindBuffer(target uint32, buffer uint32)
// BindBufferBase(target uint32, index uint32, buffer uint32)
// BindBufferRange(target uint32, index uint32, buffer uint32, offset int, size int)
// BindFragDataLocation(program uint32, color uint32, name *uint8)
// BindFramebuffer(target uint32, framebuffer uint32)
// BindRenderbuffer(target uint32, renderbuffer uint32)
BindTexture(target uint32, texture uint32) BindTexture(target uint32, texture uint32)
// BindVertexArray(array uint32)
// BlendColor(red float32, green float32, blue float32, alpha float32)
// BlendEquation(mode uint32)
// BlendEquationSeparate(modeRGB uint32, modeAlpha uint32)
BlendFunc(sfactor uint32, dfactor uint32) BlendFunc(sfactor uint32, dfactor uint32)
// BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32)
// BlitFramebuffer(srcX0 int32, srcY0 int32, srcX1 int32, srcY1 int32, dstX0 int32, dstY0 int32, dstX1 int32, dstY1 int32, mask uint32, filter uint32)
BufferData(target uint32, size int, data unsafe.Pointer, usage uint32) BufferData(target uint32, size int, data unsafe.Pointer, usage uint32)
// BufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
// CheckFramebufferStatus(target uint32) uint32
// ClampColor(target uint32, clamp uint32)
Clear(mask uint32) Clear(mask uint32)
// ClearBufferfi(buffer uint32, drawbuffer int32, depth float32, stencil int32)
// ClearBufferfv(buffer uint32, drawbuffer int32, value *float32)
// ClearBufferiv(buffer uint32, drawbuffer int32, value *int32)
// ClearBufferuiv(buffer uint32, drawbuffer int32, value *uint32)
// ClearColor(red float32, green float32, blue float32, alpha float32)
// ClearDepth(depth float64)
// ClearStencil(s int32)
// ClientWaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) uint32
ColorMask(red bool, green bool, blue bool, alpha bool) ColorMask(red bool, green bool, blue bool, alpha bool)
// ColorMaski(index uint32, r bool, g bool, b bool, a bool)
CompileShader(shader uint32) CompileShader(shader uint32)
// CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer)
// CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, border int32, imageSize int32, data unsafe.Pointer)
// CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer)
// CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer)
// CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, imageSize int32, data unsafe.Pointer)
// CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, imageSize int32, data unsafe.Pointer)
// CopyBufferSubData(readTarget uint32, writeTarget uint32, readOffset int, writeOffset int, size int)
// CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, border int32)
// CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, height int32, border int32)
// CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32)
// CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, width int32, height int32)
// CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, x int32, y int32, width int32, height int32)
CreateProgram() uint32 CreateProgram() uint32
CreateShader(xtype uint32) uint32 CreateShader(xtype uint32) uint32
// CullFace(mode uint32)
// DeleteBuffers(n int32, buffers *uint32)
// DeleteFramebuffers(n int32, framebuffers *uint32)
// DeleteProgram(program uint32)
// DeleteQueries(n int32, ids *uint32)
// DeleteRenderbuffers(n int32, renderbuffers *uint32)
DeleteShader(shader uint32) DeleteShader(shader uint32)
// DeleteSync(sync unsafe.Pointer)
DeleteTextures(n int32, textures *uint32) DeleteTextures(n int32, textures *uint32)
// DeleteVertexArrays(n int32, arrays *uint32)
// DepthFunc(xfunc uint32)
// DepthMask(flag bool)
// DepthRange(near float64, far float64)
// DetachShader(program uint32, shader uint32)
// Disable(cap uint32)
DisableVertexAttribArray(index uint32) DisableVertexAttribArray(index uint32)
// Disablei(target uint32, index uint32)
DrawArrays(mode uint32, first int32, count int32) DrawArrays(mode uint32, first int32, count int32)
// DrawArraysInstanced(mode uint32, first int32, count int32, instancecount int32)
// DrawBuffer(buf uint32)
// DrawBuffers(n int32, bufs *uint32)
// DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer)
// DrawElementsBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
// DrawElementsInstanced(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32)
// DrawElementsInstancedBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32, basevertex int32)
// DrawRangeElements(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer)
// DrawRangeElementsBaseVertex(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
Enable(cap uint32) Enable(cap uint32)
EnableVertexAttribArray(index uint32) EnableVertexAttribArray(index uint32)
// Enablei(target uint32, index uint32)
// EndConditionalRender()
// EndQuery(target uint32)
// EndTransformFeedback()
// FenceSync(condition uint32, flags uint32) unsafe.Pointer
// Finish()
// Flush()
// FlushMappedBufferRange(target uint32, offset int, length int)
// FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32)
// FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32)
// FramebufferTexture1D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
// FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
// FramebufferTexture3D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32, zoffset int32)
// FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32)
// FrontFace(mode uint32)
GenBuffers(n int32, buffers *uint32) GenBuffers(n int32, buffers *uint32)
// GenFramebuffers(n int32, framebuffers *uint32)
// GenQueries(n int32, ids *uint32)
// GenRenderbuffers(n int32, renderbuffers *uint32)
GenTextures(n int32, textures *uint32) GenTextures(n int32, textures *uint32)
// GenVertexArrays(n int32, arrays *uint32)
GenerateMipmap(target uint32) GenerateMipmap(target uint32)
// GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
// GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
// GetActiveUniformBlockName(program uint32, uniformBlockIndex uint32, bufSize int32, length *int32, uniformBlockName *uint8)
// GetActiveUniformBlockiv(program uint32, uniformBlockIndex uint32, pname uint32, params *int32)
// GetActiveUniformName(program uint32, uniformIndex uint32, bufSize int32, length *int32, uniformName *uint8)
// GetActiveUniformsiv(program uint32, uniformCount int32, uniformIndices *uint32, pname uint32, params *int32)
// GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32)
GetAttribLocation(program uint32, name *uint8) int32 GetAttribLocation(program uint32, name *uint8) int32
// GetBooleani_v(target uint32, index uint32, data *bool)
// GetBooleanv(pname uint32, data *bool)
// GetBufferParameteri64v(target uint32, pname uint32, params *int64)
// GetBufferParameteriv(target uint32, pname uint32, params *int32)
// GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer)
// GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
// GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer)
// GetDoublev(pname uint32, data *float64)
GetError() uint32 GetError() uint32
// GetFloatv(pname uint32, data *float32)
// GetFragDataLocation(program uint32, name *uint8) int32
// GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32)
// GetInteger64i_v(target uint32, index uint32, data *int64)
// GetInteger64v(pname uint32, data *int64)
// GetIntegeri_v(target uint32, index uint32, data *int32)
// GetIntegerv(pname uint32, data *int32)
// GetMultisamplefv(pname uint32, index uint32, val *float32)
GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8) GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8)
GetProgramiv(program uint32, pname uint32, params *int32) GetProgramiv(program uint32, pname uint32, params *int32)
// GetQueryObjectiv(id uint32, pname uint32, params *int32)
// GetQueryObjectuiv(id uint32, pname uint32, params *uint32)
// GetQueryiv(target uint32, pname uint32, params *int32)
// GetRenderbufferParameteriv(target uint32, pname uint32, params *int32)
GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8) GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8)
// GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8)
GetShaderiv(shader uint32, pname uint32, params *int32) GetShaderiv(shader uint32, pname uint32, params *int32)
// GetString(name uint32) *uint8
// GetStringi(name uint32, index uint32) *uint8
// GetSynciv(sync unsafe.Pointer, pname uint32, bufSize int32, length *int32, values *int32)
// GetTexImage(target uint32, level int32, format uint32, xtype uint32, pixels unsafe.Pointer)
// GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32)
// GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32)
// GetTexParameterIiv(target uint32, pname uint32, params *int32)
// GetTexParameterIuiv(target uint32, pname uint32, params *uint32)
// GetTexParameterfv(target uint32, pname uint32, params *float32)
// GetTexParameteriv(target uint32, pname uint32, params *int32)
// GetTransformFeedbackVarying(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
// GetUniformBlockIndex(program uint32, uniformBlockName *uint8) uint32
// GetUniformIndices(program uint32, uniformCount int32, uniformNames **uint8, uniformIndices *uint32)
GetUniformLocation(program uint32, name *uint8) int32 GetUniformLocation(program uint32, name *uint8) int32
// GetUniformfv(program uint32, location int32, params *float32)
// GetUniformiv(program uint32, location int32, params *int32)
// GetUniformuiv(program uint32, location int32, params *uint32)
// GetVertexAttribIiv(index uint32, pname uint32, params *int32)
// GetVertexAttribIuiv(index uint32, pname uint32, params *uint32)
// GetVertexAttribPointerv(index uint32, pname uint32, pointer *unsafe.Pointer)
// GetVertexAttribdv(index uint32, pname uint32, params *float64)
// GetVertexAttribfv(index uint32, pname uint32, params *float32)
// GetVertexAttribiv(index uint32, pname uint32, params *int32)
// Hint(target uint32, mode uint32)
// IsBuffer(buffer uint32) bool
// IsEnabled(cap uint32) bool
// IsEnabledi(target uint32, index uint32) bool
// IsFramebuffer(framebuffer uint32) bool
// IsProgram(program uint32) bool
// IsQuery(id uint32) bool
// IsRenderbuffer(renderbuffer uint32) bool
// IsShader(shader uint32) bool
// IsSync(sync unsafe.Pointer) bool
// IsTexture(texture uint32) bool
// IsVertexArray(array uint32) bool
// LineWidth(width float32)
LinkProgram(program uint32) LinkProgram(program uint32)
// LogicOp(opcode uint32)
// MapBuffer(target uint32, access uint32) unsafe.Pointer
// MapBufferRange(target uint32, offset int, length int, access uint32) unsafe.Pointer
// MultiDrawArrays(mode uint32, first *int32, count *int32, drawcount int32)
// MultiDrawElements(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32)
// MultiDrawElementsBaseVertex(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32, basevertex *int32)
// PixelStoref(pname uint32, param float32)
// PixelStorei(pname uint32, param int32)
// PointParameterf(pname uint32, param float32)
// PointParameterfv(pname uint32, params *float32)
// PointParameteri(pname uint32, param int32)
// PointParameteriv(pname uint32, params *int32)
// PointSize(size float32)
// PolygonMode(face uint32, mode uint32)
// PolygonOffset(factor float32, units float32)
// PrimitiveRestartIndex(index uint32)
// ProvokingVertex(mode uint32)
// ReadBuffer(src uint32)
ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer)
// RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32)
// RenderbufferStorageMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32)
// SampleCoverage(value float32, invert bool)
// SampleMaski(maskNumber uint32, mask uint32)
// Scissor(x int32, y int32, width int32, height int32)
ShaderSource(shader uint32, count int32, xstring **uint8, length *int32) ShaderSource(shader uint32, count int32, xstring **uint8, length *int32)
StencilFunc(xfunc uint32, ref int32, mask uint32) StencilFunc(xfunc uint32, ref int32, mask uint32)
// StencilFuncSeparate(face uint32, xfunc uint32, ref int32, mask uint32)
StencilMask(mask uint32) StencilMask(mask uint32)
// StencilMaskSeparate(face uint32, mask uint32)
StencilOp(fail uint32, zfail uint32, zpass uint32) StencilOp(fail uint32, zfail uint32, zpass uint32)
// StencilOpSeparate(face uint32, sfail uint32, dpfail uint32, dppass uint32)
// TexBuffer(target uint32, internalformat uint32, buffer uint32)
TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer) TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
// TexImage2DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, fixedsamplelocations bool)
// TexImage3D(target uint32, level int32, internalformat int32, width int32, height int32, depth int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
// TexImage3DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, depth int32, fixedsamplelocations bool)
// TexParameterIiv(target uint32, pname uint32, params *int32)
// TexParameterIuiv(target uint32, pname uint32, params *uint32)
// TexParameterf(target uint32, pname uint32, param float32)
// TexParameterfv(target uint32, pname uint32, params *float32)
TexParameteri(target uint32, pname uint32, param int32) TexParameteri(target uint32, pname uint32, param int32)
// TexParameteriv(target uint32, pname uint32, params *int32)
// TexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, xtype uint32, pixels unsafe.Pointer)
TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer) TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer)
// TexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, xtype uint32, pixels unsafe.Pointer)
// TransformFeedbackVaryings(program uint32, count int32, varyings **uint8, bufferMode uint32)
Uniform1f(location int32, v0 float32) Uniform1f(location int32, v0 float32)
// Uniform1fv(location int32, count int32, value *float32)
Uniform1i(location int32, v0 int32) Uniform1i(location int32, v0 int32)
// Uniform1iv(location int32, count int32, value *int32)
// Uniform1ui(location int32, v0 uint32)
// Uniform1uiv(location int32, count int32, value *uint32)
Uniform2f(location int32, v0 float32, v1 float32) Uniform2f(location int32, v0 float32, v1 float32)
// Uniform2fv(location int32, count int32, value *float32)
// Uniform2i(location int32, v0 int32, v1 int32)
// Uniform2iv(location int32, count int32, value *int32)
// Uniform2ui(location int32, v0 uint32, v1 uint32)
// Uniform2uiv(location int32, count int32, value *uint32)
// Uniform3f(location int32, v0 float32, v1 float32, v2 float32)
// Uniform3fv(location int32, count int32, value *float32)
// Uniform3i(location int32, v0 int32, v1 int32, v2 int32)
// Uniform3iv(location int32, count int32, value *int32)
// Uniform3ui(location int32, v0 uint32, v1 uint32, v2 uint32)
// Uniform3uiv(location int32, count int32, value *uint32)
Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32) Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32)
// Uniform4fv(location int32, count int32, value *float32)
// Uniform4i(location int32, v0 int32, v1 int32, v2 int32, v3 int32)
// Uniform4iv(location int32, count int32, value *int32)
// Uniform4ui(location int32, v0 uint32, v1 uint32, v2 uint32, v3 uint32)
// Uniform4uiv(location int32, count int32, value *uint32)
// UniformBlockBinding(program uint32, uniformBlockIndex uint32, uniformBlockBinding uint32)
// UniformMatrix2fv(location int32, count int32, transpose bool, value *float32)
// UniformMatrix2x3fv(location int32, count int32, transpose bool, value *float32)
// UniformMatrix2x4fv(location int32, count int32, transpose bool, value *float32)
UniformMatrix3fv(location int32, count int32, transpose bool, value *float32) UniformMatrix3fv(location int32, count int32, transpose bool, value *float32)
// UniformMatrix3x2fv(location int32, count int32, transpose bool, value *float32)
// UniformMatrix3x4fv(location int32, count int32, transpose bool, value *float32)
// UniformMatrix4fv(location int32, count int32, transpose bool, value *float32)
// UniformMatrix4x2fv(location int32, count int32, transpose bool, value *float32)
// UniformMatrix4x3fv(location int32, count int32, transpose bool, value *float32)
// UnmapBuffer(target uint32) bool
UseProgram(program uint32) UseProgram(program uint32)
// ValidateProgram(program uint32)
// VertexAttrib1d(index uint32, x float64)
// VertexAttrib1dv(index uint32, v *float64)
// VertexAttrib1f(index uint32, x float32)
// VertexAttrib1fv(index uint32, v *float32)
// VertexAttrib1s(index uint32, x int16)
// VertexAttrib1sv(index uint32, v *int16)
// VertexAttrib2d(index uint32, x float64, y float64)
// VertexAttrib2dv(index uint32, v *float64)
// VertexAttrib2f(index uint32, x float32, y float32)
// VertexAttrib2fv(index uint32, v *float32)
// VertexAttrib2s(index uint32, x int16, y int16)
// VertexAttrib2sv(index uint32, v *int16)
// VertexAttrib3d(index uint32, x float64, y float64, z float64)
// VertexAttrib3dv(index uint32, v *float64)
// VertexAttrib3f(index uint32, x float32, y float32, z float32)
// VertexAttrib3fv(index uint32, v *float32)
// VertexAttrib3s(index uint32, x int16, y int16, z int16)
// VertexAttrib3sv(index uint32, v *int16)
// VertexAttrib4Nbv(index uint32, v *int8)
// VertexAttrib4Niv(index uint32, v *int32)
// VertexAttrib4Nsv(index uint32, v *int16)
// VertexAttrib4Nub(index uint32, x uint8, y uint8, z uint8, w uint8)
// VertexAttrib4Nubv(index uint32, v *uint8)
// VertexAttrib4Nuiv(index uint32, v *uint32)
// VertexAttrib4Nusv(index uint32, v *uint16)
// VertexAttrib4bv(index uint32, v *int8)
// VertexAttrib4d(index uint32, x float64, y float64, z float64, w float64)
// VertexAttrib4dv(index uint32, v *float64)
// VertexAttrib4f(index uint32, x float32, y float32, z float32, w float32)
// VertexAttrib4fv(index uint32, v *float32)
// VertexAttrib4iv(index uint32, v *int32)
// VertexAttrib4s(index uint32, x int16, y int16, z int16, w int16)
// VertexAttrib4sv(index uint32, v *int16)
// VertexAttrib4ubv(index uint32, v *uint8)
// VertexAttrib4uiv(index uint32, v *uint32)
// VertexAttrib4usv(index uint32, v *uint16)
// VertexAttribI1i(index uint32, x int32)
// VertexAttribI1iv(index uint32, v *int32)
// VertexAttribI1ui(index uint32, x uint32)
// VertexAttribI1uiv(index uint32, v *uint32)
// VertexAttribI2i(index uint32, x int32, y int32)
// VertexAttribI2iv(index uint32, v *int32)
// VertexAttribI2ui(index uint32, x uint32, y uint32)
// VertexAttribI2uiv(index uint32, v *uint32)
// VertexAttribI3i(index uint32, x int32, y int32, z int32)
// VertexAttribI3iv(index uint32, v *int32)
// VertexAttribI3ui(index uint32, x uint32, y uint32, z uint32)
// VertexAttribI3uiv(index uint32, v *uint32)
// VertexAttribI4bv(index uint32, v *int8)
// VertexAttribI4i(index uint32, x int32, y int32, z int32, w int32)
// VertexAttribI4iv(index uint32, v *int32)
// VertexAttribI4sv(index uint32, v *int16)
// VertexAttribI4ubv(index uint32, v *uint8)
// VertexAttribI4ui(index uint32, x uint32, y uint32, z uint32, w uint32)
// VertexAttribI4uiv(index uint32, v *uint32)
// VertexAttribI4usv(index uint32, v *uint16)
// VertexAttribIPointer(index uint32, size int32, xtype uint32, stride int32, pointer unsafe.Pointer)
VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, pointer unsafe.Pointer) VertexAttribPointer(index uint32, size int32, xtype uint32, normalized bool, stride int32, pointer unsafe.Pointer)
Viewport(x int32, y int32, width int32, height int32) Viewport(x int32, y int32, width int32, height int32)
// WaitSync(sync unsafe.Pointer, flags uint32, timeout uint64)
} }