Module: GL_VERSION_2_0
- Defined in:
- lib/opengl-definitions/versions/GL_VERSION_2_0.rb
Defined Under Namespace
Modules: Constants
Constant Summary collapse
- Functions =
{ def glAttachShader(program, shader) end => [ :void, :GLuint, :GLuint ].freeze, def glBindAttribLocation(program, index, name) end => [ :void, :GLuint, :GLuint, :string ].freeze, def glBlendEquationSeparate(modeRGB, modeAlpha) end => [ :void, :GLenum, :GLenum ].freeze, def glCompileShader(shader) end => [ :void, :GLuint ].freeze, def glCreateProgram() end => [ :GLuint ].freeze, def glCreateShader(type) end => [ :GLuint, :GLenum ].freeze, def glDeleteProgram(program) end => [ :void, :GLuint ].freeze, def glDeleteShader(shader) end => [ :void, :GLuint ].freeze, def glDetachShader(program, shader) end => [ :void, :GLuint, :GLuint ].freeze, def glDisableVertexAttribArray(index) end => [ :void, :GLuint ].freeze, def glDrawBuffers(n, bufs) end => [ :void, :GLsizei, :pointer ].freeze, def glEnableVertexAttribArray(index) end => [ :void, :GLuint ].freeze, def glGetActiveAttrib(program, index, bufSize, length, size, type, name) end => [ :void, :GLuint, :GLuint, :GLsizei, :pointer, :pointer, :pointer, :string ].freeze, def glGetActiveUniform(program, index, bufSize, length, size, type, name) end => [ :void, :GLuint, :GLuint, :GLsizei, :pointer, :pointer, :pointer, :string ].freeze, def glGetAttachedShaders(program, maxCount, count, shaders) end => [ :void, :GLuint, :GLsizei, :pointer, :pointer ].freeze, def glGetAttribLocation(program, name) end => [ :GLint, :GLuint, :string ].freeze, def glGetProgramInfoLog(program, bufSize, length, infoLog) end => [ :void, :GLuint, :GLsizei, :pointer, :string ].freeze, def glGetProgramiv(program, pname, params) end => [ :void, :GLuint, :GLenum, :pointer ].freeze, def glGetShaderInfoLog(shader, bufSize, length, infoLog) end => [ :void, :GLuint, :GLsizei, :pointer, :string ].freeze, def glGetShaderSource(shader, bufSize, length, source) end => [ :void, :GLuint, :GLsizei, :pointer, :string ].freeze, def glGetShaderiv(shader, pname, params) end => [ :void, :GLuint, :GLenum, :pointer ].freeze, def glGetUniformLocation(program, name) end => [ :GLint, :GLuint, :string ].freeze, def glGetUniformfv(program, location, params) end => [ :void, :GLuint, :GLint, :pointer ].freeze, def glGetUniformiv(program, location, params) end => [ :void, :GLuint, :GLint, :pointer ].freeze, def glGetVertexAttribPointerv(index, pname, pointer) end => [ :void, :GLuint, :GLenum, :pointer ].freeze, def glGetVertexAttribdv(index, pname, params) end => [ :void, :GLuint, :GLenum, :pointer ].freeze, def glGetVertexAttribfv(index, pname, params) end => [ :void, :GLuint, :GLenum, :pointer ].freeze, def glGetVertexAttribiv(index, pname, params) end => [ :void, :GLuint, :GLenum, :pointer ].freeze, def glIsProgram(program) end => [ :GLboolean, :GLuint ].freeze, def glIsShader(shader) end => [ :GLboolean, :GLuint ].freeze, def glLinkProgram(program) end => [ :void, :GLuint ].freeze, def glShaderSource(shader, count, string, length) end => [ :void, :GLuint, :GLsizei, :string, :pointer ].freeze, def glStencilFuncSeparate(face, func, ref, mask) end => [ :void, :GLenum, :GLenum, :GLint, :GLuint ].freeze, def glStencilMaskSeparate(face, mask) end => [ :void, :GLenum, :GLuint ].freeze, def glStencilOpSeparate(face, sfail, dpfail, dppass) end => [ :void, :GLenum, :GLenum, :GLenum, :GLenum ].freeze, def glUniform1f(location, v0) end => [ :void, :GLint, :GLfloat ].freeze, def glUniform1fv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniform1i(location, v0) end => [ :void, :GLint, :GLint ].freeze, def glUniform1iv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniform2f(location, v0, v1) end => [ :void, :GLint, :GLfloat, :GLfloat ].freeze, def glUniform2fv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniform2i(location, v0, v1) end => [ :void, :GLint, :GLint, :GLint ].freeze, def glUniform2iv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniform3f(location, v0, v1, v2) end => [ :void, :GLint, :GLfloat, :GLfloat, :GLfloat ].freeze, def glUniform3fv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniform3i(location, v0, v1, v2) end => [ :void, :GLint, :GLint, :GLint, :GLint ].freeze, def glUniform3iv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniform4f(location, v0, v1, v2, v3) end => [ :void, :GLint, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze, def glUniform4fv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniform4i(location, v0, v1, v2, v3) end => [ :void, :GLint, :GLint, :GLint, :GLint, :GLint ].freeze, def glUniform4iv(location, count, value) end => [ :void, :GLint, :GLsizei, :pointer ].freeze, def glUniformMatrix2fv(location, count, transpose, value) end => [ :void, :GLint, :GLsizei, :GLboolean, :pointer ].freeze, def glUniformMatrix3fv(location, count, transpose, value) end => [ :void, :GLint, :GLsizei, :GLboolean, :pointer ].freeze, def glUniformMatrix4fv(location, count, transpose, value) end => [ :void, :GLint, :GLsizei, :GLboolean, :pointer ].freeze, def glUseProgram(program) end => [ :void, :GLuint ].freeze, def glValidateProgram(program) end => [ :void, :GLuint ].freeze, def glVertexAttrib1d(index, x) end => [ :void, :GLuint, :GLdouble ].freeze, def glVertexAttrib1dv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib1f(index, x) end => [ :void, :GLuint, :GLfloat ].freeze, def glVertexAttrib1fv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib1s(index, x) end => [ :void, :GLuint, :GLshort ].freeze, def glVertexAttrib1sv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib2d(index, x, y) end => [ :void, :GLuint, :GLdouble, :GLdouble ].freeze, def glVertexAttrib2dv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib2f(index, x, y) end => [ :void, :GLuint, :GLfloat, :GLfloat ].freeze, def glVertexAttrib2fv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib2s(index, x, y) end => [ :void, :GLuint, :GLshort, :GLshort ].freeze, def glVertexAttrib2sv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib3d(index, x, y, z) end => [ :void, :GLuint, :GLdouble, :GLdouble, :GLdouble ].freeze, def glVertexAttrib3dv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib3f(index, x, y, z) end => [ :void, :GLuint, :GLfloat, :GLfloat, :GLfloat ].freeze, def glVertexAttrib3fv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib3s(index, x, y, z) end => [ :void, :GLuint, :GLshort, :GLshort, :GLshort ].freeze, def glVertexAttrib3sv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4Nbv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4Niv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4Nsv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4Nub(index, x, y, z, w) end => [ :void, :GLuint, :GLubyte, :GLubyte, :GLubyte, :GLubyte ].freeze, def glVertexAttrib4Nubv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4Nuiv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4Nusv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4bv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4d(index, x, y, z, w) end => [ :void, :GLuint, :GLdouble, :GLdouble, :GLdouble, :GLdouble ].freeze, def glVertexAttrib4dv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4f(index, x, y, z, w) end => [ :void, :GLuint, :GLfloat, :GLfloat, :GLfloat, :GLfloat ].freeze, def glVertexAttrib4fv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4iv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4s(index, x, y, z, w) end => [ :void, :GLuint, :GLshort, :GLshort, :GLshort, :GLshort ].freeze, def glVertexAttrib4sv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4ubv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4uiv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttrib4usv(index, v) end => [ :void, :GLuint, :pointer ].freeze, def glVertexAttribPointer(index, size, type, normalized, stride, pointer) end => [ :void, :GLuint, :GLint, :GLenum, :GLboolean, :GLsizei, :pointer ].freeze, }.freeze