- QOpenGLFunctions_ES2()
- ~QOpenGLFunctions_ES2()
- d_func() : QAbstractOpenGLFunctionsPrivate *
- d_func() const : const QAbstractOpenGLFunctionsPrivate *
- d_ptr : QAbstractOpenGLFunctionsPrivate *
- glActiveTexture(GLenum )
- glAttachShader(GLuint , GLuint )
- glBindAttribLocation(GLuint , GLuint , const GLchar *)
- glBindBuffer(GLenum , GLuint )
- glBindFramebuffer(GLenum , GLuint )
- glBindRenderbuffer(GLenum , GLuint )
- glBindTexture(GLenum , GLuint )
- glBlendColor(GLclampf , GLclampf , GLclampf , GLclampf )
- glBlendEquation(GLenum )
- glBlendEquationSeparate(GLenum , GLenum )
- glBlendFunc(GLenum , GLenum )
- glBlendFuncSeparate(GLenum , GLenum , GLenum , GLenum )
- glBufferData(GLenum , GLsizeiptr , const GLvoid *, GLenum )
- glBufferSubData(GLenum , GLintptr , GLsizeiptr , const GLvoid *)
- glCheckFramebufferStatus(GLenum ) : GLenum
- glClear(GLbitfield )
- glClearColor(GLclampf , GLclampf , GLclampf , GLclampf )
- glClearDepthf(GLclampf )
- glClearStencil(GLint )
- glColorMask(GLboolean , GLboolean , GLboolean , GLboolean )
- glCompileShader(GLuint )
- glCompressedTexImage2D(GLenum , GLint , GLenum , GLsizei , GLsizei , GLint , GLsizei , const GLvoid *)
- glCompressedTexSubImage2D(GLenum , GLint , GLint , GLint , GLsizei , GLsizei , GLenum , GLsizei , const GLvoid *)
- glCopyTexImage2D(GLenum , GLint , GLenum , GLint , GLint , GLsizei , GLsizei , GLint )
- glCopyTexSubImage2D(GLenum , GLint , GLint , GLint , GLint , GLint , GLsizei , GLsizei )
- glCreateProgram() : GLuint
- glCreateShader(GLenum ) : GLuint
- glCullFace(GLenum )
- glDeleteBuffers(GLsizei , const GLuint *)
- glDeleteFramebuffers(GLsizei , const GLuint *)
- glDeleteProgram(GLuint )
- glDeleteRenderbuffers(GLsizei , const GLuint *)
- glDeleteShader(GLuint )
- glDeleteTextures(GLsizei , const GLuint *)
- glDepthFunc(GLenum )
- glDepthMask(GLboolean )
- glDepthRangef(GLclampf , GLclampf )
- glDetachShader(GLuint , GLuint )
- glDisable(GLenum )
- glDisableVertexAttribArray(GLuint )
- glDrawArrays(GLenum , GLint , GLsizei )
- glDrawElements(GLenum , GLsizei , GLenum , const GLvoid *)
- glEnable(GLenum )
- glEnableVertexAttribArray(GLuint )
- glFinish()
- glFlush()
- glFramebufferRenderbuffer(GLenum , GLenum , GLenum , GLuint )
- glFramebufferTexture2D(GLenum , GLenum , GLenum , GLuint , GLint )
- glFrontFace(GLenum )
- glGenBuffers(GLsizei , GLuint *)
- glGenFramebuffers(GLsizei , GLuint *)
- glGenRenderbuffers(GLsizei , GLuint *)
- glGenTextures(GLsizei , GLuint *)
- glGenerateMipmap(GLenum )
- glGetActiveAttrib(GLuint , GLuint , GLsizei , GLsizei *, GLint *, GLenum *, GLchar *)
- glGetActiveUniform(GLuint , GLuint , GLsizei , GLsizei *, GLint *, GLenum *, GLchar *)
- glGetAttachedShaders(GLuint , GLsizei , GLsizei *, GLuint *)
- glGetAttribLocation(GLuint , const GLchar *) : int
- glGetBooleanv(GLenum , GLboolean *)
- glGetBufferParameteriv(GLenum , GLenum , GLint *)
- glGetError() : GLenum
- glGetFloatv(GLenum , GLfloat *)
- glGetFramebufferAttachmentParameteriv(GLenum , GLenum , GLenum , GLint *)
- glGetIntegerv(GLenum , GLint *)
- glGetProgramInfoLog(GLuint , GLsizei , GLsizei *, GLchar *)
- glGetProgramiv(GLuint , GLenum , GLint *)
- glGetRenderbufferParameteriv(GLenum , GLenum , GLint *)
- glGetShaderInfoLog(GLuint , GLsizei , GLsizei *, GLchar *)
- glGetShaderPrecisionFormat(GLenum , GLenum , GLint *, GLint *)
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- glGetShaderSource(GLuint , GLsizei , GLsizei *, GLchar *)
- glGetShaderiv(GLuint , GLenum , GLint *)
- glGetString(GLenum ) : const GLubyte *
- glGetTexParameterfv(GLenum , GLenum , GLfloat *)
- glGetTexParameteriv(GLenum , GLenum , GLint *)
- glGetUniformLocation(GLuint , const GLchar *) : int
- glGetUniformfv(GLuint , GLint , GLfloat *)
- glGetUniformiv(GLuint , GLint , GLint *)
- glGetVertexAttribPointerv(GLuint , GLenum , GLvoid **)
- glGetVertexAttribfv(GLuint , GLenum , GLfloat *)
- glGetVertexAttribiv(GLuint , GLenum , GLint *)
- glHint(GLenum , GLenum )
- glIsBuffer(GLuint ) : GLboolean
- glIsEnabled(GLenum ) : GLboolean
- glIsFramebuffer(GLuint ) : GLboolean
- glIsProgram(GLuint ) : GLboolean
- glIsRenderbuffer(GLuint ) : GLboolean
- glIsShader(GLuint ) : GLboolean
- glIsTexture(GLuint ) : GLboolean
- glLineWidth(GLfloat )
- glLinkProgram(GLuint )
- glPixelStorei(GLenum , GLint )
- glPolygonOffset(GLfloat , GLfloat )
- glReadPixels(GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , GLvoid *)
- glReleaseShaderCompiler()
- glRenderbufferStorage(GLenum , GLenum , GLsizei , GLsizei )
- glSampleCoverage(GLclampf , GLboolean )
- glScissor(GLint , GLint , GLsizei , GLsizei )
- glShaderBinary(GLsizei , const GLuint *, GLenum , const GLvoid *, GLsizei )
- glShaderSource(GLuint , GLsizei , const GLchar **, const GLint *)
- glStencilFunc(GLenum , GLint , GLuint )
- glStencilFuncSeparate(GLenum , GLenum , GLint , GLuint )
- glStencilMask(GLuint )
- glStencilMaskSeparate(GLenum , GLuint )
- glStencilOp(GLenum , GLenum , GLenum )
- glStencilOpSeparate(GLenum , GLenum , GLenum , GLenum )
- glTexImage2D(GLenum , GLint , GLint , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *)
- glTexParameterf(GLenum , GLenum , GLfloat )
- glTexParameterfv(GLenum , GLenum , const GLfloat *)
- glTexParameteri(GLenum , GLenum , GLint )
- glTexParameteriv(GLenum , GLenum , const GLint *)
- glTexSubImage2D(GLenum , GLint , GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , const GLvoid *)
- glUniform1f(GLint , GLfloat )
- glUniform1fv(GLint , GLsizei , const GLfloat *)
- glUniform1i(GLint , GLint )
- glUniform1iv(GLint , GLsizei , const GLint *)
- glUniform2f(GLint , GLfloat , GLfloat )
- glUniform2fv(GLint , GLsizei , const GLfloat *)
- glUniform2i(GLint , GLint , GLint )
- glUniform2iv(GLint , GLsizei , const GLint *)
- glUniform3f(GLint , GLfloat , GLfloat , GLfloat )
- glUniform3fv(GLint , GLsizei , const GLfloat *)
- glUniform3i(GLint , GLint , GLint , GLint )
- glUniform3iv(GLint , GLsizei , const GLint *)
- glUniform4f(GLint , GLfloat , GLfloat , GLfloat , GLfloat )
- glUniform4fv(GLint , GLsizei , const GLfloat *)
- glUniform4i(GLint , GLint , GLint , GLint , GLint )
- glUniform4iv(GLint , GLsizei , const GLint *)
- glUniformMatrix2fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix3fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUniformMatrix4fv(GLint , GLsizei , GLboolean , const GLfloat *)
- glUseProgram(GLuint )
- glValidateProgram(GLuint )
- glVertexAttrib1f(GLuint , GLfloat )
- glVertexAttrib1fv(GLuint , const GLfloat *)
- glVertexAttrib2f(GLuint , GLfloat , GLfloat )
- glVertexAttrib2fv(GLuint , const GLfloat *)
- glVertexAttrib3f(GLuint , GLfloat , GLfloat , GLfloat )
- glVertexAttrib3fv(GLuint , const GLfloat *)
- glVertexAttrib4f(GLuint , GLfloat , GLfloat , GLfloat , GLfloat )
- glVertexAttrib4fv(GLuint , const GLfloat *)
- glVertexAttribPointer(GLuint , GLint , GLenum , GLboolean , GLsizei , const GLvoid *)
- glViewport(GLint , GLint , GLsizei , GLsizei )
- initializeOpenGLFunctions() : bool
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