removed commented lines since they otherwise appear as documentation
This commit is contained in:
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1 changed files with 0 additions and 272 deletions
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@ -793,322 +793,50 @@ type GL interface {
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Ptr(data interface{}) unsafe.Pointer
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Ptr(data interface{}) unsafe.Pointer
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PtrOffset(offset int) unsafe.Pointer
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PtrOffset(offset int) unsafe.Pointer
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Str(str string) *uint8
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Str(str string) *uint8
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// GoStr(cstr *uint8) string
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Strs(strs ...string) (cstrs **uint8, free func())
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Strs(strs ...string) (cstrs **uint8, free func())
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ActiveTexture(texture uint32)
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ActiveTexture(texture uint32)
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AttachShader(program uint32, shader uint32)
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AttachShader(program uint32, shader uint32)
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// BeginConditionalRender(id uint32, mode uint32)
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// BeginQuery(target uint32, id uint32)
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// BeginTransformFeedback(primitiveMode uint32)
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// BindAttribLocation(program uint32, index uint32, name *uint8)
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BindBuffer(target uint32, buffer uint32)
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BindBuffer(target uint32, buffer uint32)
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// BindBufferBase(target uint32, index uint32, buffer uint32)
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// BindBufferRange(target uint32, index uint32, buffer uint32, offset int, size int)
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// BindFragDataLocation(program uint32, color uint32, name *uint8)
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// BindFramebuffer(target uint32, framebuffer uint32)
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// BindRenderbuffer(target uint32, renderbuffer uint32)
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BindTexture(target uint32, texture uint32)
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BindTexture(target uint32, texture uint32)
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// BindVertexArray(array uint32)
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// BlendColor(red float32, green float32, blue float32, alpha float32)
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// BlendEquation(mode uint32)
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// BlendEquationSeparate(modeRGB uint32, modeAlpha uint32)
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BlendFunc(sfactor uint32, dfactor uint32)
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BlendFunc(sfactor uint32, dfactor uint32)
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// BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32)
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// BlitFramebuffer(srcX0 int32, srcY0 int32, srcX1 int32, srcY1 int32, dstX0 int32, dstY0 int32, dstX1 int32, dstY1 int32, mask uint32, filter uint32)
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BufferData(target uint32, size int, data unsafe.Pointer, usage uint32)
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BufferData(target uint32, size int, data unsafe.Pointer, usage uint32)
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// BufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
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// CheckFramebufferStatus(target uint32) uint32
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// ClampColor(target uint32, clamp uint32)
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Clear(mask uint32)
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Clear(mask uint32)
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// ClearBufferfi(buffer uint32, drawbuffer int32, depth float32, stencil int32)
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// ClearBufferfv(buffer uint32, drawbuffer int32, value *float32)
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// ClearBufferiv(buffer uint32, drawbuffer int32, value *int32)
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// ClearBufferuiv(buffer uint32, drawbuffer int32, value *uint32)
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// ClearColor(red float32, green float32, blue float32, alpha float32)
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// ClearDepth(depth float64)
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// ClearStencil(s int32)
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// ClientWaitSync(sync unsafe.Pointer, flags uint32, timeout uint64) uint32
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ColorMask(red bool, green bool, blue bool, alpha bool)
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ColorMask(red bool, green bool, blue bool, alpha bool)
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// ColorMaski(index uint32, r bool, g bool, b bool, a bool)
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CompileShader(shader uint32)
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CompileShader(shader uint32)
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// CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, imageSize int32, data unsafe.Pointer)
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// CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, border int32, imageSize int32, data unsafe.Pointer)
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// CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, depth int32, border int32, imageSize int32, data unsafe.Pointer)
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// CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, imageSize int32, data unsafe.Pointer)
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// CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, imageSize int32, data unsafe.Pointer)
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// CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, imageSize int32, data unsafe.Pointer)
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// CopyBufferSubData(readTarget uint32, writeTarget uint32, readOffset int, writeOffset int, size int)
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// CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, border int32)
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// CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, width int32, height int32, border int32)
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// CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32)
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// CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, width int32, height int32)
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// CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, x int32, y int32, width int32, height int32)
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CreateProgram() uint32
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CreateProgram() uint32
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CreateShader(xtype uint32) uint32
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CreateShader(xtype uint32) uint32
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// CullFace(mode uint32)
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// DeleteBuffers(n int32, buffers *uint32)
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// DeleteFramebuffers(n int32, framebuffers *uint32)
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// DeleteProgram(program uint32)
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// DeleteQueries(n int32, ids *uint32)
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// DeleteRenderbuffers(n int32, renderbuffers *uint32)
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DeleteShader(shader uint32)
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DeleteShader(shader uint32)
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// DeleteSync(sync unsafe.Pointer)
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DeleteTextures(n int32, textures *uint32)
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DeleteTextures(n int32, textures *uint32)
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// DeleteVertexArrays(n int32, arrays *uint32)
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// DepthFunc(xfunc uint32)
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// DepthMask(flag bool)
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// DepthRange(near float64, far float64)
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// DetachShader(program uint32, shader uint32)
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// Disable(cap uint32)
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DisableVertexAttribArray(index uint32)
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DisableVertexAttribArray(index uint32)
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// Disablei(target uint32, index uint32)
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DrawArrays(mode uint32, first int32, count int32)
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DrawArrays(mode uint32, first int32, count int32)
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// DrawArraysInstanced(mode uint32, first int32, count int32, instancecount int32)
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// DrawBuffer(buf uint32)
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// DrawBuffers(n int32, bufs *uint32)
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// DrawElements(mode uint32, count int32, xtype uint32, indices unsafe.Pointer)
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// DrawElementsBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
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// DrawElementsInstanced(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32)
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// DrawElementsInstancedBaseVertex(mode uint32, count int32, xtype uint32, indices unsafe.Pointer, instancecount int32, basevertex int32)
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// DrawRangeElements(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer)
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// DrawRangeElementsBaseVertex(mode uint32, start uint32, end uint32, count int32, xtype uint32, indices unsafe.Pointer, basevertex int32)
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Enable(cap uint32)
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Enable(cap uint32)
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EnableVertexAttribArray(index uint32)
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EnableVertexAttribArray(index uint32)
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// Enablei(target uint32, index uint32)
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// EndConditionalRender()
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// EndQuery(target uint32)
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// EndTransformFeedback()
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// FenceSync(condition uint32, flags uint32) unsafe.Pointer
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// Finish()
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// Flush()
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// FlushMappedBufferRange(target uint32, offset int, length int)
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// FramebufferRenderbuffer(target uint32, attachment uint32, renderbuffertarget uint32, renderbuffer uint32)
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// FramebufferTexture(target uint32, attachment uint32, texture uint32, level int32)
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// FramebufferTexture1D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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// FramebufferTexture2D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32)
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// FramebufferTexture3D(target uint32, attachment uint32, textarget uint32, texture uint32, level int32, zoffset int32)
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// FramebufferTextureLayer(target uint32, attachment uint32, texture uint32, level int32, layer int32)
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// FrontFace(mode uint32)
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GenBuffers(n int32, buffers *uint32)
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GenBuffers(n int32, buffers *uint32)
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// GenFramebuffers(n int32, framebuffers *uint32)
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// GenQueries(n int32, ids *uint32)
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// GenRenderbuffers(n int32, renderbuffers *uint32)
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GenTextures(n int32, textures *uint32)
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GenTextures(n int32, textures *uint32)
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// GenVertexArrays(n int32, arrays *uint32)
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GenerateMipmap(target uint32)
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GenerateMipmap(target uint32)
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// GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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// GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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// GetActiveUniformBlockName(program uint32, uniformBlockIndex uint32, bufSize int32, length *int32, uniformBlockName *uint8)
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// GetActiveUniformBlockiv(program uint32, uniformBlockIndex uint32, pname uint32, params *int32)
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// GetActiveUniformName(program uint32, uniformIndex uint32, bufSize int32, length *int32, uniformName *uint8)
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// GetActiveUniformsiv(program uint32, uniformCount int32, uniformIndices *uint32, pname uint32, params *int32)
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// GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32)
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GetAttribLocation(program uint32, name *uint8) int32
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GetAttribLocation(program uint32, name *uint8) int32
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// GetBooleani_v(target uint32, index uint32, data *bool)
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// GetBooleanv(pname uint32, data *bool)
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// GetBufferParameteri64v(target uint32, pname uint32, params *int64)
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// GetBufferParameteriv(target uint32, pname uint32, params *int32)
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// GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer)
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// GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
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// GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer)
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// GetDoublev(pname uint32, data *float64)
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GetError() uint32
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GetError() uint32
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// GetFloatv(pname uint32, data *float32)
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// GetFragDataLocation(program uint32, name *uint8) int32
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// GetFramebufferAttachmentParameteriv(target uint32, attachment uint32, pname uint32, params *int32)
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// GetInteger64i_v(target uint32, index uint32, data *int64)
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// GetInteger64v(pname uint32, data *int64)
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// GetIntegeri_v(target uint32, index uint32, data *int32)
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// GetIntegerv(pname uint32, data *int32)
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// GetMultisamplefv(pname uint32, index uint32, val *float32)
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GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8)
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GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *uint8)
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GetProgramiv(program uint32, pname uint32, params *int32)
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GetProgramiv(program uint32, pname uint32, params *int32)
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// GetQueryObjectiv(id uint32, pname uint32, params *int32)
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// GetQueryObjectuiv(id uint32, pname uint32, params *uint32)
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// GetQueryiv(target uint32, pname uint32, params *int32)
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// GetRenderbufferParameteriv(target uint32, pname uint32, params *int32)
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GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8)
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GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *uint8)
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// GetShaderSource(shader uint32, bufSize int32, length *int32, source *uint8)
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GetShaderiv(shader uint32, pname uint32, params *int32)
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GetShaderiv(shader uint32, pname uint32, params *int32)
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// GetString(name uint32) *uint8
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// GetStringi(name uint32, index uint32) *uint8
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// GetSynciv(sync unsafe.Pointer, pname uint32, bufSize int32, length *int32, values *int32)
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// GetTexImage(target uint32, level int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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// GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32)
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// GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32)
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// GetTexParameterIiv(target uint32, pname uint32, params *int32)
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// GetTexParameterIuiv(target uint32, pname uint32, params *uint32)
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// GetTexParameterfv(target uint32, pname uint32, params *float32)
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// GetTexParameteriv(target uint32, pname uint32, params *int32)
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// GetTransformFeedbackVarying(program uint32, index uint32, bufSize int32, length *int32, size *int32, xtype *uint32, name *uint8)
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// GetUniformBlockIndex(program uint32, uniformBlockName *uint8) uint32
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// GetUniformIndices(program uint32, uniformCount int32, uniformNames **uint8, uniformIndices *uint32)
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GetUniformLocation(program uint32, name *uint8) int32
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GetUniformLocation(program uint32, name *uint8) int32
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// GetUniformfv(program uint32, location int32, params *float32)
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// GetUniformiv(program uint32, location int32, params *int32)
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// GetUniformuiv(program uint32, location int32, params *uint32)
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// GetVertexAttribIiv(index uint32, pname uint32, params *int32)
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// GetVertexAttribIuiv(index uint32, pname uint32, params *uint32)
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// GetVertexAttribPointerv(index uint32, pname uint32, pointer *unsafe.Pointer)
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// GetVertexAttribdv(index uint32, pname uint32, params *float64)
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// GetVertexAttribfv(index uint32, pname uint32, params *float32)
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// GetVertexAttribiv(index uint32, pname uint32, params *int32)
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// Hint(target uint32, mode uint32)
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// IsBuffer(buffer uint32) bool
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// IsEnabled(cap uint32) bool
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// IsEnabledi(target uint32, index uint32) bool
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// IsFramebuffer(framebuffer uint32) bool
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// IsProgram(program uint32) bool
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// IsQuery(id uint32) bool
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// IsRenderbuffer(renderbuffer uint32) bool
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// IsShader(shader uint32) bool
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// IsSync(sync unsafe.Pointer) bool
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// IsTexture(texture uint32) bool
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// IsVertexArray(array uint32) bool
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// LineWidth(width float32)
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LinkProgram(program uint32)
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LinkProgram(program uint32)
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// LogicOp(opcode uint32)
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// MapBuffer(target uint32, access uint32) unsafe.Pointer
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// MapBufferRange(target uint32, offset int, length int, access uint32) unsafe.Pointer
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// MultiDrawArrays(mode uint32, first *int32, count *int32, drawcount int32)
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// MultiDrawElements(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32)
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// MultiDrawElementsBaseVertex(mode uint32, count *int32, xtype uint32, indices *unsafe.Pointer, drawcount int32, basevertex *int32)
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// PixelStoref(pname uint32, param float32)
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// PixelStorei(pname uint32, param int32)
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// PointParameterf(pname uint32, param float32)
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// PointParameterfv(pname uint32, params *float32)
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// PointParameteri(pname uint32, param int32)
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// PointParameteriv(pname uint32, params *int32)
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// PointSize(size float32)
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// PolygonMode(face uint32, mode uint32)
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// PolygonOffset(factor float32, units float32)
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// PrimitiveRestartIndex(index uint32)
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// ProvokingVertex(mode uint32)
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// ReadBuffer(src uint32)
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ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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ReadPixels(x int32, y int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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// RenderbufferStorage(target uint32, internalformat uint32, width int32, height int32)
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// RenderbufferStorageMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32)
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// SampleCoverage(value float32, invert bool)
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// SampleMaski(maskNumber uint32, mask uint32)
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// Scissor(x int32, y int32, width int32, height int32)
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ShaderSource(shader uint32, count int32, xstring **uint8, length *int32)
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ShaderSource(shader uint32, count int32, xstring **uint8, length *int32)
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StencilFunc(xfunc uint32, ref int32, mask uint32)
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StencilFunc(xfunc uint32, ref int32, mask uint32)
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// StencilFuncSeparate(face uint32, xfunc uint32, ref int32, mask uint32)
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StencilMask(mask uint32)
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StencilMask(mask uint32)
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// StencilMaskSeparate(face uint32, mask uint32)
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StencilOp(fail uint32, zfail uint32, zpass uint32)
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StencilOp(fail uint32, zfail uint32, zpass uint32)
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// StencilOpSeparate(face uint32, sfail uint32, dpfail uint32, dppass uint32)
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// TexBuffer(target uint32, internalformat uint32, buffer uint32)
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TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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// TexImage2DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, fixedsamplelocations bool)
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// TexImage3D(target uint32, level int32, internalformat int32, width int32, height int32, depth int32, border int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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// TexImage3DMultisample(target uint32, samples int32, internalformat uint32, width int32, height int32, depth int32, fixedsamplelocations bool)
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// TexParameterIiv(target uint32, pname uint32, params *int32)
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// TexParameterIuiv(target uint32, pname uint32, params *uint32)
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// TexParameterf(target uint32, pname uint32, param float32)
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// TexParameterfv(target uint32, pname uint32, params *float32)
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TexParameteri(target uint32, pname uint32, param int32)
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TexParameteri(target uint32, pname uint32, param int32)
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// TexParameteriv(target uint32, pname uint32, params *int32)
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// TexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, height int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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// TexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, width int32, height int32, depth int32, format uint32, xtype uint32, pixels unsafe.Pointer)
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// TransformFeedbackVaryings(program uint32, count int32, varyings **uint8, bufferMode uint32)
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Uniform1f(location int32, v0 float32)
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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)
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue