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