QOpenGLFunctions_3_3_Core Class
The QOpenGLFunctions_3_3_Core class provides all functions for OpenGL 3.3 core profile. More...
| Header: | #include <QOpenGLFunctions_3_3_Core> |
| qmake: | QT += gui |
| Since: | Qt 5.1 |
| Inherits: | QAbstractOpenGLFunctions |
Public Functions
| QOpenGLFunctions_3_3_Core() | |
| ~QOpenGLFunctions_3_3_Core() | |
| void | glActiveTexture(GLenum texture) |
| void | glAttachShader(GLuint program, GLuint shader) |
| void | glBeginConditionalRender(GLuint id, GLenum mode) |
| void | glBeginQuery(GLenum target, GLuint id) |
| void | glBeginTransformFeedback(GLenum primitiveMode) |
| void | glBindAttribLocation(GLuint program, GLuint index, const GLchar * name) |
| void | glBindBuffer(GLenum target, GLuint buffer) |
| void | glBindBufferBase(GLenum target, GLuint index, GLuint buffer) |
| void | glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) |
| void | glBindFragDataLocation(GLuint program, GLuint color, const GLchar * name) |
| void | glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar * name) |
| void | glBindFramebuffer(GLenum target, GLuint framebuffer) |
| void | glBindRenderbuffer(GLenum target, GLuint renderbuffer) |
| void | glBindSampler(GLuint unit, GLuint sampler) |
| void | glBindTexture(GLenum target, GLuint texture) |
| void | glBindVertexArray(GLuint array) |
| void | glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
| void | glBlendEquation(GLenum mode) |
| void | glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) |
| void | glBlendFunc(GLenum sfactor, GLenum dfactor) |
| void | glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) |
| void | glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) |
| void | glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage) |
| void | glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data) |
| GLenum | glCheckFramebufferStatus(GLenum target) |
| void | glClampColor(GLenum target, GLenum clamp) |
| void | glClear(GLbitfield mask) |
| void | glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) |
| void | glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat * value) |
| void | glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint * value) |
| void | glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint * value) |
| void | glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
| void | glClearDepth(GLdouble depth) |
| void | glClearStencil(GLint s) |
| GLenum | glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) |
| void | glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) |
| void | glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) |
| void | glColorP3ui(GLenum type, GLuint color) |
| void | glColorP3uiv(GLenum type, const GLuint * color) |
| void | glColorP4ui(GLenum type, GLuint color) |
| void | glColorP4uiv(GLenum type, const GLuint * color) |
| void | glCompileShader(GLuint shader) |
| void | glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid * data) |
| void | glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data) |
| void | glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data) |
| void | glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid * data) |
| void | glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data) |
| void | glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data) |
| void | glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) |
| void | glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) |
| void | glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) |
| void | glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) |
| void | glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) |
| void | glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) |
| GLuint | glCreateProgram() |
| GLuint | glCreateShader(GLenum type) |
| void | glCullFace(GLenum mode) |
| void | glDeleteBuffers(GLsizei n, const GLuint * buffers) |
| void | glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers) |
| void | glDeleteProgram(GLuint program) |
| void | glDeleteQueries(GLsizei n, const GLuint * ids) |
| void | glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers) |
| void | glDeleteSamplers(GLsizei count, const GLuint * samplers) |
| void | glDeleteShader(GLuint shader) |
| void | glDeleteSync(GLsync sync) |
| void | glDeleteTextures(GLsizei n, const GLuint * textures) |
| void | glDeleteVertexArrays(GLsizei n, const GLuint * arrays) |
| void | glDepthFunc(GLenum func) |
| void | glDepthMask(GLboolean flag) |
| void | glDepthRange(GLdouble nearVal, GLdouble farVal) |
| void | glDetachShader(GLuint program, GLuint shader) |
| void | glDisable(GLenum cap) |
| void | glDisableVertexAttribArray(GLuint index) |
| void | glDisablei(GLenum target, GLuint index) |
| void | glDrawArrays(GLenum mode, GLint first, GLsizei count) |
| void | glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) |
| void | glDrawBuffer(GLenum mode) |
| void | glDrawBuffers(GLsizei n, const GLenum * bufs) |
| void | glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices) |
| void | glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLint basevertex) |
| void | glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount) |
| void | glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices, GLsizei instancecount, GLint basevertex) |
| void | glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices) |
| void | glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices, GLint basevertex) |
| void | glEnable(GLenum cap) |
| void | glEnableVertexAttribArray(GLuint index) |
| void | glEnablei(GLenum target, GLuint index) |
| void | glEndConditionalRender() |
| void | glEndQuery(GLenum target) |
| void | glEndTransformFeedback() |
| GLsync | glFenceSync(GLenum condition, GLbitfield flags) |
| void | glFinish() |
| void | glFlush() |
| void | glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) |
| void | glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) |
| void | glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) |
| void | glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) |
| void | glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) |
| void | glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) |
| void | glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) |
| void | glFrontFace(GLenum mode) |
| void | glGenBuffers(GLsizei n, GLuint * buffers) |
| void | glGenFramebuffers(GLsizei n, GLuint * framebuffers) |
| void | glGenQueries(GLsizei n, GLuint * ids) |
| void | glGenRenderbuffers(GLsizei n, GLuint * renderbuffers) |
| void | glGenSamplers(GLsizei count, GLuint * samplers) |
| void | glGenTextures(GLsizei n, GLuint * textures) |
| void | glGenVertexArrays(GLsizei n, GLuint * arrays) |
| void | glGenerateMipmap(GLenum target) |
| void | glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) |
| void | glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name) |
| void | glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformBlockName) |
| void | glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint * params) |
| void | glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei * length, GLchar * uniformName) |
| void | glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint * uniformIndices, GLenum pname, GLint * params) |
| void | glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * obj) |
| GLint | glGetAttribLocation(GLuint program, const GLchar * name) |
| void | glGetBooleani_v(GLenum target, GLuint index, GLboolean * data) |
| void | glGetBooleanv(GLenum pname, GLboolean * params) |
| void | glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 * params) |
| void | glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params) |
| void | glGetBufferPointerv(GLenum target, GLenum pname, GLvoid ** params) |
| void | glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid * data) |
| void | glGetCompressedTexImage(GLenum target, GLint level, GLvoid * img) |
| void | glGetDoublev(GLenum pname, GLdouble * params) |
| GLenum | glGetError() |
| void | glGetFloatv(GLenum pname, GLfloat * params) |
| GLint | glGetFragDataIndex(GLuint program, const GLchar * name) |
| GLint | glGetFragDataLocation(GLuint program, const GLchar * name) |
| void | glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params) |
| void | glGetInteger64i_v(GLenum target, GLuint index, GLint64 * data) |
| void | glGetInteger64v(GLenum pname, GLint64 * params) |
| void | glGetIntegeri_v(GLenum target, GLuint index, GLint * data) |
| void | glGetIntegerv(GLenum pname, GLint * params) |
| void | glGetMultisamplefv(GLenum pname, GLuint index, GLfloat * val) |
| void | glGetPointerv(GLenum pname, GLvoid ** params) |
| void | glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog) |
| void | glGetProgramiv(GLuint program, GLenum pname, GLint * params) |
| void | glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 * params) |
| void | glGetQueryObjectiv(GLuint id, GLenum pname, GLint * params) |
| void | glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 * params) |
| void | glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint * params) |
| void | glGetQueryiv(GLenum target, GLenum pname, GLint * params) |
| void | glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params) |
| void | glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint * params) |
| void | glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint * params) |
| void | glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat * params) |
| void | glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint * params) |
| void | glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog) |
| void | glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source) |
| void | glGetShaderiv(GLuint shader, GLenum pname, GLint * params) |
| const GLubyte * | glGetString(GLenum name) |
| const GLubyte * | glGetStringi(GLenum name, GLuint index) |
| void | glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei * length, GLint * values) |
| void | glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid * pixels) |
| void | glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat * params) |
| void | glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint * params) |
| void | glGetTexParameterIiv(GLenum target, GLenum pname, GLint * params) |
| void | glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint * params) |
| void | glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params) |
| void | glGetTexParameteriv(GLenum target, GLenum pname, GLint * params) |
| void | glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, GLchar * name) |
| GLuint | glGetUniformBlockIndex(GLuint program, const GLchar * uniformBlockName) |
| void | glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar * const * uniformNames, GLuint * uniformIndices) |
| GLint | glGetUniformLocation(GLuint program, const GLchar * name) |
| void | glGetUniformfv(GLuint program, GLint location, GLfloat * params) |
| void | glGetUniformiv(GLuint program, GLint location, GLint * params) |
| void | glGetUniformuiv(GLuint program, GLint location, GLuint * params) |
| void | glGetVertexAttribIiv(GLuint index, GLenum pname, GLint * params) |
| void | glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint * params) |
| void | glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid ** pointer) |
| void | glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble * params) |
| void | glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat * params) |
| void | glGetVertexAttribiv(GLuint index, GLenum pname, GLint * params) |
| void | glHint(GLenum target, GLenum mode) |
| void | glIndexub(GLubyte c) |
| void | glIndexubv(const GLubyte * c) |
| GLboolean | glIsBuffer(GLuint buffer) |
| GLboolean | glIsEnabled(GLenum cap) |
| GLboolean | glIsEnabledi(GLenum target, GLuint index) |
| GLboolean | glIsFramebuffer(GLuint framebuffer) |
| GLboolean | glIsProgram(GLuint program) |
| GLboolean | glIsQuery(GLuint id) |
| GLboolean | glIsRenderbuffer(GLuint renderbuffer) |
| GLboolean | glIsSampler(GLuint sampler) |
| GLboolean | glIsShader(GLuint shader) |
| GLboolean | glIsSync(GLsync sync) |
| GLboolean | glIsTexture(GLuint texture) |
| GLboolean | glIsVertexArray(GLuint array) |
| void | glLineWidth(GLfloat width) |
| void | glLinkProgram(GLuint program) |
| void | glLogicOp(GLenum opcode) |
| GLvoid * | glMapBuffer(GLenum target, GLenum access) |
| GLvoid * | glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) |
| void | glMultiDrawArrays(GLenum mode, const GLint * first, const GLsizei * count, GLsizei drawcount) |
| void | glMultiDrawElements(GLenum mode, const GLsizei * count, GLenum type, const GLvoid * const * indices, GLsizei drawcount) |
| void | glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei * count, GLenum type, const GLvoid * const * indices, GLsizei drawcount, const GLint * basevertex) |
| void | glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords) |
| void | glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint * coords) |
| void | glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords) |
| void | glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint * coords) |
| void | glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords) |
| void | glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint * coords) |
| void | glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords) |
| void | glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint * coords) |
| void | glNormalP3ui(GLenum type, GLuint coords) |
| void | glNormalP3uiv(GLenum type, const GLuint * coords) |
| void | glPixelStoref(GLenum pname, GLfloat param) |
| void | glPixelStorei(GLenum pname, GLint param) |
| void | glPointParameterf(GLenum pname, GLfloat param) |
| void | glPointParameterfv(GLenum pname, const GLfloat * params) |
| void | glPointParameteri(GLenum pname, GLint param) |
| void | glPointParameteriv(GLenum pname, const GLint * params) |
| void | glPointSize(GLfloat size) |
| void | glPolygonMode(GLenum face, GLenum mode) |
| void | glPolygonOffset(GLfloat factor, GLfloat units) |
| void | glPrimitiveRestartIndex(GLuint index) |
| void | glProvokingVertex(GLenum mode) |
| void | glQueryCounter(GLuint id, GLenum target) |
| void | glReadBuffer(GLenum mode) |
| void | glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels) |
| void | glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) |
| void | glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) |
| void | glSampleCoverage(GLfloat value, GLboolean invert) |
| void | glSampleMaski(GLuint index, GLbitfield mask) |
| void | glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint * param) |
| void | glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint * param) |
| void | glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) |
| void | glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat * param) |
| void | glSamplerParameteri(GLuint sampler, GLenum pname, GLint param) |
| void | glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint * param) |
| void | glScissor(GLint x, GLint y, GLsizei width, GLsizei height) |
| void | glSecondaryColorP3ui(GLenum type, GLuint color) |
| void | glSecondaryColorP3uiv(GLenum type, const GLuint * color) |
| void | glShaderSource(GLuint shader, GLsizei count, const GLchar * const * string, const GLint * length) |
| void | glStencilFunc(GLenum func, GLint ref, GLuint mask) |
| void | glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) |
| void | glStencilMask(GLuint mask) |
| void | glStencilMaskSeparate(GLenum face, GLuint mask) |
| void | glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) |
| void | glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) |
| void | glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer) |
| void | glTexCoordP1ui(GLenum type, GLuint coords) |
| void | glTexCoordP1uiv(GLenum type, const GLuint * coords) |
| void | glTexCoordP2ui(GLenum type, GLuint coords) |
| void | glTexCoordP2uiv(GLenum type, const GLuint * coords) |
| void | glTexCoordP3ui(GLenum type, GLuint coords) |
| void | glTexCoordP3uiv(GLenum type, const GLuint * coords) |
| void | glTexCoordP4ui(GLenum type, GLuint coords) |
| void | glTexCoordP4uiv(GLenum type, const GLuint * coords) |
| void | glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid * pixels) |
| void | glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels) |
| void | glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) |
| void | glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * pixels) |
| void | glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) |
| void | glTexParameterIiv(GLenum target, GLenum pname, const GLint * params) |
| void | glTexParameterIuiv(GLenum target, GLenum pname, const GLuint * params) |
| void | glTexParameterf(GLenum target, GLenum pname, GLfloat param) |
| void | glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params) |
| void | glTexParameteri(GLenum target, GLenum pname, GLint param) |
| void | glTexParameteriv(GLenum target, GLenum pname, const GLint * params) |
| void | glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid * pixels) |
| void | glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels) |
| void | glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * pixels) |
| void | glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar * const * varyings, GLenum bufferMode) |
| void | glUniform1f(GLint location, GLfloat v0) |
| void | glUniform1fv(GLint location, GLsizei count, const GLfloat * value) |
| void | glUniform1i(GLint location, GLint v0) |
| void | glUniform1iv(GLint location, GLsizei count, const GLint * value) |
| void | glUniform1ui(GLint location, GLuint v0) |
| void | glUniform1uiv(GLint location, GLsizei count, const GLuint * value) |
| void | glUniform2f(GLint location, GLfloat v0, GLfloat v1) |
| void | glUniform2fv(GLint location, GLsizei count, const GLfloat * value) |
| void | glUniform2i(GLint location, GLint v0, GLint v1) |
| void | glUniform2iv(GLint location, GLsizei count, const GLint * value) |
| void | glUniform2ui(GLint location, GLuint v0, GLuint v1) |
| void | glUniform2uiv(GLint location, GLsizei count, const GLuint * value) |
| void | glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) |
| void | glUniform3fv(GLint location, GLsizei count, const GLfloat * value) |
| void | glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) |
| void | glUniform3iv(GLint location, GLsizei count, const GLint * value) |
| void | glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) |
| void | glUniform3uiv(GLint location, GLsizei count, const GLuint * value) |
| void | glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) |
| void | glUniform4fv(GLint location, GLsizei count, const GLfloat * value) |
| void | glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) |
| void | glUniform4iv(GLint location, GLsizei count, const GLint * value) |
| void | glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) |
| void | glUniform4uiv(GLint location, GLsizei count, const GLuint * value) |
| void | glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) |
| void | glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| void | glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) |
| GLboolean | glUnmapBuffer(GLenum target) |
| void | glUseProgram(GLuint program) |
| void | glValidateProgram(GLuint program) |
| void | glVertexAttribDivisor(GLuint index, GLuint divisor) |
| void | glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) |
| void | glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
| void | glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) |
| void | glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
| void | glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) |
| void | glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
| void | glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) |
| void | glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) |
| void | glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint * value) |
| void | glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer) |
| void | glVertexP2ui(GLenum type, GLuint value) |
| void | glVertexP2uiv(GLenum type, const GLuint * value) |
| void | glVertexP3ui(GLenum type, GLuint value) |
| void | glVertexP3uiv(GLenum type, const GLuint * value) |
| void | glVertexP4ui(GLenum type, GLuint value) |
| void | glVertexP4uiv(GLenum type, const GLuint * value) |
| void | glViewport(GLint x, GLint y, GLsizei width, GLsizei height) |
| void | glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) |
Reimplemented Public Functions
| virtual bool | initializeOpenGLFunctions() |
Detailed Description
The QOpenGLFunctions_3_3_Core class provides all functions for OpenGL 3.3 core profile.
This class is a wrapper for functions from OpenGL 3.3 core profile. See reference pages on opengl.org for function documentation.
See also QAbstractOpenGLFunctions.