Inherited functions |
From class GLES31
Unit |
glActiveShaderProgram(pipeline: Int, program: Int)
|
Unit |
glBindImageTexture(unit: Int, texture: Int, level: Int, layered: Boolean, layer: Int, access: Int, format: Int)
|
Unit |
glBindProgramPipeline(pipeline: Int)
|
Unit |
glBindVertexBuffer(bindingindex: Int, buffer: Int, offset: Long, stride: Int)
|
Int |
glCreateShaderProgramv(type: Int, strings: Array<String!>!)
|
Unit |
glDeleteProgramPipelines(n: Int, pipelines: IntArray!, offset: Int)
|
Unit |
glDeleteProgramPipelines(n: Int, pipelines: IntBuffer!)
|
Unit |
glDispatchCompute(num_groups_x: Int, num_groups_y: Int, num_groups_z: Int)
|
Unit |
glDispatchComputeIndirect(indirect: Long)
|
Unit |
glDrawArraysIndirect(mode: Int, indirect: Long)
|
Unit |
glDrawElementsIndirect(mode: Int, type: Int, indirect: Long)
|
Unit |
glFramebufferParameteri(target: Int, pname: Int, param: Int)
|
Unit |
glGenProgramPipelines(n: Int, pipelines: IntArray!, offset: Int)
|
Unit |
glGenProgramPipelines(n: Int, pipelines: IntBuffer!)
|
Unit |
glGetBooleani_v(target: Int, index: Int, data: BooleanArray!, offset: Int)
|
Unit |
glGetBooleani_v(target: Int, index: Int, data: IntBuffer!)
|
Unit |
glGetFramebufferParameteriv(target: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetFramebufferParameteriv(target: Int, pname: Int, params: IntBuffer!)
|
Unit |
glGetMultisamplefv(pname: Int, index: Int, val: FloatArray!, offset: Int)
|
Unit |
glGetMultisamplefv(pname: Int, index: Int, val: FloatBuffer!)
|
Unit |
glGetProgramInterfaceiv(program: Int, programInterface: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetProgramInterfaceiv(program: Int, programInterface: Int, pname: Int, params: IntBuffer!)
|
String! |
glGetProgramPipelineInfoLog(program: Int)
|
Unit |
glGetProgramPipelineiv(pipeline: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetProgramPipelineiv(pipeline: Int, pname: Int, params: IntBuffer!)
|
Int |
glGetProgramResourceIndex(program: Int, programInterface: Int, name: String!)
|
Int |
glGetProgramResourceLocation(program: Int, programInterface: Int, name: String!)
|
String! |
glGetProgramResourceName(program: Int, programInterface: Int, index: Int)
|
Unit |
glGetProgramResourceiv(program: Int, programInterface: Int, index: Int, propCount: Int, props: IntArray!, propsOffset: Int, bufSize: Int, length: IntArray!, lengthOffset: Int, params: IntArray!, paramsOffset: Int)
|
Unit |
glGetProgramResourceiv(program: Int, programInterface: Int, index: Int, propCount: Int, props: IntBuffer!, bufSize: Int, length: IntBuffer!, params: IntBuffer!)
|
Unit |
glGetTexLevelParameterfv(target: Int, level: Int, pname: Int, params: FloatArray!, offset: Int)
|
Unit |
glGetTexLevelParameterfv(target: Int, level: Int, pname: Int, params: FloatBuffer!)
|
Unit |
glGetTexLevelParameteriv(target: Int, level: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetTexLevelParameteriv(target: Int, level: Int, pname: Int, params: IntBuffer!)
|
Boolean |
glIsProgramPipeline(pipeline: Int)
|
Unit |
glMemoryBarrier(barriers: Int)
|
Unit |
glMemoryBarrierByRegion(barriers: Int)
|
Unit |
glProgramUniform1f(program: Int, location: Int, v0: Float)
|
Unit |
glProgramUniform1fv(program: Int, location: Int, count: Int, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniform1fv(program: Int, location: Int, count: Int, value: FloatBuffer!)
|
Unit |
glProgramUniform1i(program: Int, location: Int, v0: Int)
|
Unit |
glProgramUniform1iv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform1iv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniform1ui(program: Int, location: Int, v0: Int)
|
Unit |
glProgramUniform1uiv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform1uiv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniform2f(program: Int, location: Int, v0: Float, v1: Float)
|
Unit |
glProgramUniform2fv(program: Int, location: Int, count: Int, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniform2fv(program: Int, location: Int, count: Int, value: FloatBuffer!)
|
Unit |
glProgramUniform2i(program: Int, location: Int, v0: Int, v1: Int)
|
Unit |
glProgramUniform2iv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform2iv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniform2ui(program: Int, location: Int, v0: Int, v1: Int)
|
Unit |
glProgramUniform2uiv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform2uiv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniform3f(program: Int, location: Int, v0: Float, v1: Float, v2: Float)
|
Unit |
glProgramUniform3fv(program: Int, location: Int, count: Int, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniform3fv(program: Int, location: Int, count: Int, value: FloatBuffer!)
|
Unit |
glProgramUniform3i(program: Int, location: Int, v0: Int, v1: Int, v2: Int)
|
Unit |
glProgramUniform3iv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform3iv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniform3ui(program: Int, location: Int, v0: Int, v1: Int, v2: Int)
|
Unit |
glProgramUniform3uiv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform3uiv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniform4f(program: Int, location: Int, v0: Float, v1: Float, v2: Float, v3: Float)
|
Unit |
glProgramUniform4fv(program: Int, location: Int, count: Int, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniform4fv(program: Int, location: Int, count: Int, value: FloatBuffer!)
|
Unit |
glProgramUniform4i(program: Int, location: Int, v0: Int, v1: Int, v2: Int, v3: Int)
|
Unit |
glProgramUniform4iv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform4iv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniform4ui(program: Int, location: Int, v0: Int, v1: Int, v2: Int, v3: Int)
|
Unit |
glProgramUniform4uiv(program: Int, location: Int, count: Int, value: IntArray!, offset: Int)
|
Unit |
glProgramUniform4uiv(program: Int, location: Int, count: Int, value: IntBuffer!)
|
Unit |
glProgramUniformMatrix2fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix2fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix2x3fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix2x3fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix2x4fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix2x4fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix3fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix3fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix3x2fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix3x2fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix3x4fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix3x4fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix4fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix4fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix4x2fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix4x2fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glProgramUniformMatrix4x3fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glProgramUniformMatrix4x3fv(program: Int, location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glSampleMaski(maskNumber: Int, mask: Int)
|
Unit |
glTexStorage2DMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int, fixedsamplelocations: Boolean)
|
Unit |
glUseProgramStages(pipeline: Int, stages: Int, program: Int)
|
Unit |
glValidateProgramPipeline(pipeline: Int)
|
Unit |
glVertexAttribBinding(attribindex: Int, bindingindex: Int)
|
Unit |
glVertexAttribFormat(attribindex: Int, size: Int, type: Int, normalized: Boolean, relativeoffset: Int)
|
Unit |
glVertexAttribIFormat(attribindex: Int, size: Int, type: Int, relativeoffset: Int)
|
Unit |
glVertexBindingDivisor(bindingindex: Int, divisor: Int)
|
|
From class GLES20
Unit |
glActiveTexture(texture: Int)
|
Unit |
glAttachShader(program: Int, shader: Int)
|
Unit |
glBindAttribLocation(program: Int, index: Int, name: String!)
|
Unit |
glBindBuffer(target: Int, buffer: Int)
|
Unit |
glBindFramebuffer(target: Int, framebuffer: Int)
|
Unit |
glBindRenderbuffer(target: Int, renderbuffer: Int)
|
Unit |
glBindTexture(target: Int, texture: Int)
|
Unit |
glBlendColor(red: Float, green: Float, blue: Float, alpha: Float)
|
Unit |
glBlendEquation(mode: Int)
|
Unit |
glBlendEquationSeparate(modeRGB: Int, modeAlpha: Int)
|
Unit |
glBlendFunc(sfactor: Int, dfactor: Int)
|
Unit |
glBlendFuncSeparate(srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int)
|
Unit |
glBufferData(target: Int, size: Int, data: Buffer!, usage: Int)
|
Unit |
glBufferSubData(target: Int, offset: Int, size: Int, data: Buffer!)
|
Int |
glCheckFramebufferStatus(target: Int)
|
Unit |
glClear(mask: Int)
|
Unit |
glClearColor(red: Float, green: Float, blue: Float, alpha: Float)
|
Unit |
glClearDepthf(depth: Float)
|
Unit |
glClearStencil(s: Int)
|
Unit |
glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean)
|
Unit |
glCompileShader(shader: Int)
|
Unit |
glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: Buffer!)
|
Unit |
glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: Buffer!)
|
Unit |
glCopyTexImage2D(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int)
|
Unit |
glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int)
|
Int |
glCreateProgram()
|
Int |
glCreateShader(type: Int)
|
Unit |
glCullFace(mode: Int)
|
Unit |
glDeleteBuffers(n: Int, buffers: IntArray!, offset: Int)
|
Unit |
glDeleteBuffers(n: Int, buffers: IntBuffer!)
|
Unit |
glDeleteFramebuffers(n: Int, framebuffers: IntArray!, offset: Int)
|
Unit |
glDeleteFramebuffers(n: Int, framebuffers: IntBuffer!)
|
Unit |
glDeleteProgram(program: Int)
|
Unit |
glDeleteRenderbuffers(n: Int, renderbuffers: IntArray!, offset: Int)
|
Unit |
glDeleteRenderbuffers(n: Int, renderbuffers: IntBuffer!)
|
Unit |
glDeleteShader(shader: Int)
|
Unit |
glDeleteTextures(n: Int, textures: IntArray!, offset: Int)
|
Unit |
glDeleteTextures(n: Int, textures: IntBuffer!)
|
Unit |
glDepthFunc(func: Int)
|
Unit |
glDepthMask(flag: Boolean)
|
Unit |
glDepthRangef(zNear: Float, zFar: Float)
|
Unit |
glDetachShader(program: Int, shader: Int)
|
Unit |
glDisable(cap: Int)
|
Unit |
glDisableVertexAttribArray(index: Int)
|
Unit |
glDrawArrays(mode: Int, first: Int, count: Int)
|
Unit |
glDrawElements(mode: Int, count: Int, type: Int, offset: Int)
|
Unit |
glDrawElements(mode: Int, count: Int, type: Int, indices: Buffer!)
|
Unit |
glEnable(cap: Int)
|
Unit |
glEnableVertexAttribArray(index: Int)
|
Unit |
glFinish()
|
Unit |
glFlush()
|
Unit |
glFramebufferRenderbuffer(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: Int)
|
Unit |
glFramebufferTexture2D(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int)
|
Unit |
glFrontFace(mode: Int)
|
Unit |
glGenBuffers(n: Int, buffers: IntArray!, offset: Int)
|
Unit |
glGenBuffers(n: Int, buffers: IntBuffer!)
|
Unit |
glGenFramebuffers(n: Int, framebuffers: IntArray!, offset: Int)
|
Unit |
glGenFramebuffers(n: Int, framebuffers: IntBuffer!)
|
Unit |
glGenRenderbuffers(n: Int, renderbuffers: IntArray!, offset: Int)
|
Unit |
glGenRenderbuffers(n: Int, renderbuffers: IntBuffer!)
|
Unit |
glGenTextures(n: Int, textures: IntArray!, offset: Int)
|
Unit |
glGenTextures(n: Int, textures: IntBuffer!)
|
Unit |
glGenerateMipmap(target: Int)
|
Unit |
glGetActiveAttrib(program: Int, index: Int, bufsize: Int, length: IntArray!, lengthOffset: Int, size: IntArray!, sizeOffset: Int, type: IntArray!, typeOffset: Int, name: ByteArray!, nameOffset: Int)
|
String! |
glGetActiveAttrib(program: Int, index: Int, size: IntArray!, sizeOffset: Int, type: IntArray!, typeOffset: Int)
|
String! |
glGetActiveAttrib(program: Int, index: Int, size: IntBuffer!, type: IntBuffer!)
|
Unit |
glGetActiveUniform(program: Int, index: Int, bufsize: Int, length: IntArray!, lengthOffset: Int, size: IntArray!, sizeOffset: Int, type: IntArray!, typeOffset: Int, name: ByteArray!, nameOffset: Int)
|
String! |
glGetActiveUniform(program: Int, index: Int, size: IntArray!, sizeOffset: Int, type: IntArray!, typeOffset: Int)
|
String! |
glGetActiveUniform(program: Int, index: Int, size: IntBuffer!, type: IntBuffer!)
|
Unit |
glGetAttachedShaders(program: Int, maxcount: Int, count: IntArray!, countOffset: Int, shaders: IntArray!, shadersOffset: Int)
|
Unit |
glGetAttachedShaders(program: Int, maxcount: Int, count: IntBuffer!, shaders: IntBuffer!)
|
Int |
glGetAttribLocation(program: Int, name: String!)
|
Unit |
glGetBooleanv(pname: Int, params: BooleanArray!, offset: Int)
|
Unit |
glGetBooleanv(pname: Int, params: IntBuffer!)
|
Unit |
glGetBufferParameteriv(target: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetBufferParameteriv(target: Int, pname: Int, params: IntBuffer!)
|
Int |
glGetError()
|
Unit |
glGetFloatv(pname: Int, params: FloatArray!, offset: Int)
|
Unit |
glGetFloatv(pname: Int, params: FloatBuffer!)
|
Unit |
glGetFramebufferAttachmentParameteriv(target: Int, attachment: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetFramebufferAttachmentParameteriv(target: Int, attachment: Int, pname: Int, params: IntBuffer!)
|
Unit |
glGetIntegerv(pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetIntegerv(pname: Int, params: IntBuffer!)
|
String! |
glGetProgramInfoLog(program: Int)
|
Unit |
glGetProgramiv(program: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetProgramiv(program: Int, pname: Int, params: IntBuffer!)
|
Unit |
glGetRenderbufferParameteriv(target: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetRenderbufferParameteriv(target: Int, pname: Int, params: IntBuffer!)
|
String! |
glGetShaderInfoLog(shader: Int)
|
Unit |
glGetShaderPrecisionFormat(shadertype: Int, precisiontype: Int, range: IntArray!, rangeOffset: Int, precision: IntArray!, precisionOffset: Int)
|
Unit |
glGetShaderPrecisionFormat(shadertype: Int, precisiontype: Int, range: IntBuffer!, precision: IntBuffer!)
|
String! |
glGetShaderSource(shader: Int)
|
Unit |
glGetShaderSource(shader: Int, bufsize: Int, length: IntArray!, lengthOffset: Int, source: ByteArray!, sourceOffset: Int)
|
Unit |
glGetShaderiv(shader: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetShaderiv(shader: Int, pname: Int, params: IntBuffer!)
|
String! |
glGetString(name: Int)
|
Unit |
glGetTexParameterfv(target: Int, pname: Int, params: FloatArray!, offset: Int)
|
Unit |
glGetTexParameterfv(target: Int, pname: Int, params: FloatBuffer!)
|
Unit |
glGetTexParameteriv(target: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetTexParameteriv(target: Int, pname: Int, params: IntBuffer!)
|
Int |
glGetUniformLocation(program: Int, name: String!)
|
Unit |
glGetUniformfv(program: Int, location: Int, params: FloatArray!, offset: Int)
|
Unit |
glGetUniformfv(program: Int, location: Int, params: FloatBuffer!)
|
Unit |
glGetUniformiv(program: Int, location: Int, params: IntArray!, offset: Int)
|
Unit |
glGetUniformiv(program: Int, location: Int, params: IntBuffer!)
|
Unit |
glGetVertexAttribfv(index: Int, pname: Int, params: FloatArray!, offset: Int)
|
Unit |
glGetVertexAttribfv(index: Int, pname: Int, params: FloatBuffer!)
|
Unit |
glGetVertexAttribiv(index: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetVertexAttribiv(index: Int, pname: Int, params: IntBuffer!)
|
Unit |
glHint(target: Int, mode: Int)
|
Boolean |
glIsBuffer(buffer: Int)
|
Boolean |
glIsEnabled(cap: Int)
|
Boolean |
glIsFramebuffer(framebuffer: Int)
|
Boolean |
glIsProgram(program: Int)
|
Boolean |
glIsRenderbuffer(renderbuffer: Int)
|
Boolean |
glIsShader(shader: Int)
|
Boolean |
glIsTexture(texture: Int)
|
Unit |
glLineWidth(width: Float)
|
Unit |
glLinkProgram(program: Int)
|
Unit |
glPixelStorei(pname: Int, param: Int)
|
Unit |
glPolygonOffset(factor: Float, units: Float)
|
Unit |
glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!)
|
Unit |
glReleaseShaderCompiler()
|
Unit |
glRenderbufferStorage(target: Int, internalformat: Int, width: Int, height: Int)
|
Unit |
glSampleCoverage(value: Float, invert: Boolean)
|
Unit |
glScissor(x: Int, y: Int, width: Int, height: Int)
|
Unit |
glShaderBinary(n: Int, shaders: IntArray!, offset: Int, binaryformat: Int, binary: Buffer!, length: Int)
|
Unit |
glShaderBinary(n: Int, shaders: IntBuffer!, binaryformat: Int, binary: Buffer!, length: Int)
|
Unit |
glShaderSource(shader: Int, string: String!)
|
Unit |
glStencilFunc(func: Int, ref: Int, mask: Int)
|
Unit |
glStencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int)
|
Unit |
glStencilMask(mask: Int)
|
Unit |
glStencilMaskSeparate(face: Int, mask: Int)
|
Unit |
glStencilOp(fail: Int, zfail: Int, zpass: Int)
|
Unit |
glStencilOpSeparate(face: Int, fail: Int, zfail: Int, zpass: Int)
|
Unit |
glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: Buffer!)
|
Unit |
glTexParameterf(target: Int, pname: Int, param: Float)
|
Unit |
glTexParameterfv(target: Int, pname: Int, params: FloatArray!, offset: Int)
|
Unit |
glTexParameterfv(target: Int, pname: Int, params: FloatBuffer!)
|
Unit |
glTexParameteri(target: Int, pname: Int, param: Int)
|
Unit |
glTexParameteriv(target: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glTexParameteriv(target: Int, pname: Int, params: IntBuffer!)
|
Unit |
glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: Buffer!)
|
Unit |
glUniform1f(location: Int, x: Float)
|
Unit |
glUniform1fv(location: Int, count: Int, v: FloatArray!, offset: Int)
|
Unit |
glUniform1fv(location: Int, count: Int, v: FloatBuffer!)
|
Unit |
glUniform1i(location: Int, x: Int)
|
Unit |
glUniform1iv(location: Int, count: Int, v: IntArray!, offset: Int)
|
Unit |
glUniform1iv(location: Int, count: Int, v: IntBuffer!)
|
Unit |
glUniform2f(location: Int, x: Float, y: Float)
|
Unit |
glUniform2fv(location: Int, count: Int, v: FloatArray!, offset: Int)
|
Unit |
glUniform2fv(location: Int, count: Int, v: FloatBuffer!)
|
Unit |
glUniform2i(location: Int, x: Int, y: Int)
|
Unit |
glUniform2iv(location: Int, count: Int, v: IntArray!, offset: Int)
|
Unit |
glUniform2iv(location: Int, count: Int, v: IntBuffer!)
|
Unit |
glUniform3f(location: Int, x: Float, y: Float, z: Float)
|
Unit |
glUniform3fv(location: Int, count: Int, v: FloatArray!, offset: Int)
|
Unit |
glUniform3fv(location: Int, count: Int, v: FloatBuffer!)
|
Unit |
glUniform3i(location: Int, x: Int, y: Int, z: Int)
|
Unit |
glUniform3iv(location: Int, count: Int, v: IntArray!, offset: Int)
|
Unit |
glUniform3iv(location: Int, count: Int, v: IntBuffer!)
|
Unit |
glUniform4f(location: Int, x: Float, y: Float, z: Float, w: Float)
|
Unit |
glUniform4fv(location: Int, count: Int, v: FloatArray!, offset: Int)
|
Unit |
glUniform4fv(location: Int, count: Int, v: FloatBuffer!)
|
Unit |
glUniform4i(location: Int, x: Int, y: Int, z: Int, w: Int)
|
Unit |
glUniform4iv(location: Int, count: Int, v: IntArray!, offset: Int)
|
Unit |
glUniform4iv(location: Int, count: Int, v: IntBuffer!)
|
Unit |
glUniformMatrix2fv(location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glUniformMatrix2fv(location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glUniformMatrix3fv(location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glUniformMatrix3fv(location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glUniformMatrix4fv(location: Int, count: Int, transpose: Boolean, value: FloatArray!, offset: Int)
|
Unit |
glUniformMatrix4fv(location: Int, count: Int, transpose: Boolean, value: FloatBuffer!)
|
Unit |
glUseProgram(program: Int)
|
Unit |
glValidateProgram(program: Int)
|
Unit |
glVertexAttrib1f(indx: Int, x: Float)
|
Unit |
glVertexAttrib1fv(indx: Int, values: FloatArray!, offset: Int)
|
Unit |
glVertexAttrib1fv(indx: Int, values: FloatBuffer!)
|
Unit |
glVertexAttrib2f(indx: Int, x: Float, y: Float)
|
Unit |
glVertexAttrib2fv(indx: Int, values: FloatArray!, offset: Int)
|
Unit |
glVertexAttrib2fv(indx: Int, values: FloatBuffer!)
|
Unit |
glVertexAttrib3f(indx: Int, x: Float, y: Float, z: Float)
|
Unit |
glVertexAttrib3fv(indx: Int, values: FloatArray!, offset: Int)
|
Unit |
glVertexAttrib3fv(indx: Int, values: FloatBuffer!)
|
Unit |
glVertexAttrib4f(indx: Int, x: Float, y: Float, z: Float, w: Float)
|
Unit |
glVertexAttrib4fv(indx: Int, values: FloatArray!, offset: Int)
|
Unit |
glVertexAttrib4fv(indx: Int, values: FloatBuffer!)
|
Unit |
glVertexAttribPointer(indx: Int, size: Int, type: Int, normalized: Boolean, stride: Int, offset: Int)
|
Unit |
glVertexAttribPointer(indx: Int, size: Int, type: Int, normalized: Boolean, stride: Int, ptr: Buffer!)
|
Unit |
glViewport(x: Int, y: Int, width: Int, height: Int)
|
|
From class GLES30
Unit |
glBeginQuery(target: Int, id: Int)
|
Unit |
glBeginTransformFeedback(primitiveMode: Int)
|
Unit |
glBindBufferBase(target: Int, index: Int, buffer: Int)
|
Unit |
glBindBufferRange(target: Int, index: Int, buffer: Int, offset: Int, size: Int)
|
Unit |
glBindSampler(unit: Int, sampler: Int)
|
Unit |
glBindTransformFeedback(target: Int, id: Int)
|
Unit |
glBindVertexArray(array: Int)
|
Unit |
glBlitFramebuffer(srcX0: Int, srcY0: Int, srcX1: Int, srcY1: Int, dstX0: Int, dstY0: Int, dstX1: Int, dstY1: Int, mask: Int, filter: Int)
|
Unit |
glClearBufferfi(buffer: Int, drawbuffer: Int, depth: Float, stencil: Int)
|
Unit |
glClearBufferfv(buffer: Int, drawbuffer: Int, value: FloatArray!, offset: Int)
|
Unit |
glClearBufferfv(buffer: Int, drawbuffer: Int, value: FloatBuffer!)
|
Unit |
glClearBufferiv(buffer: Int, drawbuffer: Int, value: IntArray!, offset: Int)
|
Unit |
glClearBufferiv(buffer: Int, drawbuffer: Int, value: IntBuffer!)
|
Unit |
glClearBufferuiv(buffer: Int, drawbuffer: Int, value: IntArray!, offset: Int)
|
Unit |
glClearBufferuiv(buffer: Int, drawbuffer: Int, value: IntBuffer!)
|
Int |
glClientWaitSync(sync: Long, flags: Int, timeout: Long)
|
Unit |
glCompressedTexImage3D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, imageSize: Int, offset: Int)
|
Unit |
glCompressedTexImage3D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, imageSize: Int, data: Buffer!)
|
Unit |
glCompressedTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, imageSize: Int, offset: Int)
|
Unit |
glCompressedTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, imageSize: Int, data: Buffer!)
|
Unit |
glCopyBufferSubData(readTarget: Int, writeTarget: Int, readOffset: Int, writeOffset: Int, size: Int)
|
Unit |
glCopyTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, x: Int, y: Int, width: Int, height: Int)
|
Unit |
glDeleteQueries(n: Int, ids: IntArray!, offset: Int)
|
Unit |
glDeleteQueries(n: Int, ids: IntBuffer!)
|
Unit |
glDeleteSamplers(count: Int, samplers: IntArray!, offset: Int)
|
Unit |
glDeleteSamplers(count: Int, samplers: IntBuffer!)
|
Unit |
glDeleteSync(sync: Long)
|
Unit |
glDeleteTransformFeedbacks(n: Int, ids: IntArray!, offset: Int)
|
Unit |
glDeleteTransformFeedbacks(n: Int, ids: IntBuffer!)
|
Unit |
glDeleteVertexArrays(n: Int, arrays: IntArray!, offset: Int)
|
Unit |
glDeleteVertexArrays(n: Int, arrays: IntBuffer!)
|
Unit |
glDrawArraysInstanced(mode: Int, first: Int, count: Int, instanceCount: Int)
|
Unit |
glDrawBuffers(n: Int, bufs: IntArray!, offset: Int)
|
Unit |
glDrawBuffers(n: Int, bufs: IntBuffer!)
|
Unit |
glDrawElementsInstanced(mode: Int, count: Int, type: Int, indicesOffset: Int, instanceCount: Int)
|
Unit |
glDrawElementsInstanced(mode: Int, count: Int, type: Int, indices: Buffer!, instanceCount: Int)
|
Unit |
glDrawRangeElements(mode: Int, start: Int, end: Int, count: Int, type: Int, offset: Int)
|
Unit |
glDrawRangeElements(mode: Int, start: Int, end: Int, count: Int, type: Int, indices: Buffer!)
|
Unit |
glEndQuery(target: Int)
|
Unit |
glEndTransformFeedback()
|
Long |
glFenceSync(condition: Int, flags: Int)
|
Unit |
glFlushMappedBufferRange(target: Int, offset: Int, length: Int)
|
Unit |
glFramebufferTextureLayer(target: Int, attachment: Int, texture: Int, level: Int, layer: Int)
|
Unit |
glGenQueries(n: Int, ids: IntArray!, offset: Int)
|
Unit |
glGenQueries(n: Int, ids: IntBuffer!)
|
Unit |
glGenSamplers(count: Int, samplers: IntArray!, offset: Int)
|
Unit |
glGenSamplers(count: Int, samplers: IntBuffer!)
|
Unit |
glGenTransformFeedbacks(n: Int, ids: IntArray!, offset: Int)
|
Unit |
glGenTransformFeedbacks(n: Int, ids: IntBuffer!)
|
Unit |
glGenVertexArrays(n: Int, arrays: IntArray!, offset: Int)
|
Unit |
glGenVertexArrays(n: Int, arrays: IntBuffer!)
|
String! |
glGetActiveUniformBlockName(program: Int, uniformBlockIndex: Int)
|
Unit |
glGetActiveUniformBlockName(program: Int, uniformBlockIndex: Int, bufSize: Int, length: IntArray!, lengthOffset: Int, uniformBlockName: ByteArray!, uniformBlockNameOffset: Int)
|
Unit |
glGetActiveUniformBlockName(program: Int, uniformBlockIndex: Int, length: Buffer!, uniformBlockName: Buffer!)
|
Unit |
glGetActiveUniformBlockiv(program: Int, uniformBlockIndex: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetActiveUniformBlockiv(program: Int, uniformBlockIndex: Int, pname: Int, params: IntBuffer!)
|
Unit |
glGetActiveUniformsiv(program: Int, uniformCount: Int, uniformIndices: IntArray!, uniformIndicesOffset: Int, pname: Int, params: IntArray!, paramsOffset: Int)
|
Unit |
glGetActiveUniformsiv(program: Int, uniformCount: Int, uniformIndices: IntBuffer!, pname: Int, params: IntBuffer!)
|
Unit |
glGetBufferParameteri64v(target: Int, pname: Int, params: LongBuffer!)
|
Unit |
glGetBufferParameteri64v(target: Int, pname: Int, params: LongArray!, offset: Int)
|
Buffer! |
glGetBufferPointerv(target: Int, pname: Int)
The java.nio.Buffer instance returned by this method is guaranteed to be an instance of java.nio.ByteBuffer .
|
Int |
glGetFragDataLocation(program: Int, name: String!)
|
Unit |
glGetInteger64i_v(target: Int, index: Int, data: LongBuffer!)
|
Unit |
glGetInteger64i_v(target: Int, index: Int, data: LongArray!, offset: Int)
|
Unit |
glGetInteger64v(pname: Int, params: LongBuffer!)
|
Unit |
glGetInteger64v(pname: Int, params: LongArray!, offset: Int)
|
Unit |
glGetIntegeri_v(target: Int, index: Int, data: IntArray!, offset: Int)
|
Unit |
glGetIntegeri_v(target: Int, index: Int, data: IntBuffer!)
|
Unit |
glGetInternalformativ(target: Int, internalformat: Int, pname: Int, bufSize: Int, params: IntArray!, offset: Int)
|
Unit |
glGetInternalformativ(target: Int, internalformat: Int, pname: Int, bufSize: Int, params: IntBuffer!)
|
Unit |
glGetProgramBinary(program: Int, bufSize: Int, length: IntArray!, lengthOffset: Int, binaryFormat: IntArray!, binaryFormatOffset: Int, binary: Buffer!)
|
Unit |
glGetProgramBinary(program: Int, bufSize: Int, length: IntBuffer!, binaryFormat: IntBuffer!, binary: Buffer!)
|
Unit |
glGetQueryObjectuiv(id: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetQueryObjectuiv(id: Int, pname: Int, params: IntBuffer!)
|
Unit |
glGetQueryiv(target: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetQueryiv(target: Int, pname: Int, params: IntBuffer!)
|
Unit |
glGetSamplerParameterfv(sampler: Int, pname: Int, params: FloatArray!, offset: Int)
|
Unit |
glGetSamplerParameterfv(sampler: Int, pname: Int, params: FloatBuffer!)
|
Unit |
glGetSamplerParameteriv(sampler: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetSamplerParameteriv(sampler: Int, pname: Int, params: IntBuffer!)
|
String! |
glGetStringi(name: Int, index: Int)
|
Unit |
glGetSynciv(sync: Long, pname: Int, bufSize: Int, length: IntArray!, lengthOffset: Int, values: IntArray!, valuesOffset: Int)
|
Unit |
glGetSynciv(sync: Long, pname: Int, bufSize: Int, length: IntBuffer!, values: IntBuffer!)
|
Unit |
glGetTransformFeedbackVarying(program: Int, index: Int, bufsize: Int, length: IntArray!, lengthOffset: Int, size: IntArray!, sizeOffset: Int, type: IntArray!, typeOffset: Int, name: ByteArray!, nameOffset: Int)
|
Unit |
glGetTransformFeedbackVarying(program: Int, index: Int, bufsize: Int, length: IntBuffer!, size: IntBuffer!, type: IntBuffer!, name: Byte)
|
Unit |
glGetTransformFeedbackVarying(program: Int, index: Int, bufsize: Int, length: IntBuffer!, size: IntBuffer!, type: IntBuffer!, name: ByteBuffer!)
|
String! |
glGetTransformFeedbackVarying(program: Int, index: Int, size: IntArray!, sizeOffset: Int, type: IntArray!, typeOffset: Int)
|
String! |
glGetTransformFeedbackVarying(program: Int, index: Int, size: IntBuffer!, type: IntBuffer!)
|
Int |
glGetUniformBlockIndex(program: Int, uniformBlockName: String!)
|
Unit |
glGetUniformIndices(program: Int, uniformNames: Array<String!>!, uniformIndices: IntArray!, uniformIndicesOffset: Int)
|
Unit |
glGetUniformIndices(program: Int, uniformNames: Array<String!>!, uniformIndices: IntBuffer!)
|
Unit |
glGetUniformuiv(program: Int, location: Int, params: IntArray!, offset: Int)
|
Unit |
glGetUniformuiv(program: Int, location: Int, params: IntBuffer!)
|
Unit |
glGetVertexAttribIiv(index: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetVertexAttribIiv(index: Int, pname: Int, params: IntBuffer!)
|
Unit |
glGetVertexAttribIuiv(index: Int, pname: Int, params: IntArray!, offset: Int)
|
Unit |
glGetVertexAttribIuiv(index: Int, pname: Int, params: IntBuffer!)
|
Unit |
glInvalidateFramebuffer(target: Int, numAttachments: Int, attachments: IntArray!, offset: Int)
|
Unit |
glInvalidateFramebuffer(target: Int, numAttachments: Int, attachments: IntBuffer | |