ActiveTexture(All)
|
ActiveTexture(TextureUnit)
|
AttachShader(Int32, Int32)
|
AttachShader(UInt32, UInt32)
|
BindAttribLocation(Int32, Int32, String)
|
BindAttribLocation(UInt32, UInt32, String)
|
BindBuffer(All, Int32)
|
BindBuffer(All, UInt32)
|
BindBuffer(BufferTarget, Int32)
|
BindBuffer(BufferTarget, UInt32)
|
BindFramebuffer(All, Int32)
|
BindFramebuffer(All, UInt32)
|
BindFramebuffer(FramebufferTarget, Int32)
|
BindFramebuffer(FramebufferTarget, UInt32)
|
BindRenderbuffer(All, Int32)
|
BindRenderbuffer(All, UInt32)
|
BindRenderbuffer(RenderbufferTarget, Int32)
|
BindRenderbuffer(RenderbufferTarget, UInt32)
|
BindTexture(All, Int32)
|
BindTexture(All, UInt32)
|
BindTexture(TextureTarget, Int32)
|
BindTexture(TextureTarget, UInt32)
|
BlendColor(Color)
|
BlendColor(Color4)
|
BlendColor(Single, Single, Single, Single)
|
BlendEquation(All)
|
BlendEquation(BlendEquationMode)
|
BlendEquationSeparate(All, All)
|
BlendEquationSeparate(BlendEquationMode, BlendEquationMode)
|
BlendFunc(All, All)
|
BlendFunc(BlendingFactorSrc, BlendingFactorDest)
|
BlendFuncSeparate(All, All, All, All)
|
BlendFuncSeparate(BlendingFactorSrc, BlendingFactorDest, BlendingFactorSrc, BlendingFactorDest)
|
BufferData(All, IntPtr, IntPtr, All)
|
BufferData(BufferTarget, IntPtr, IntPtr, BufferUsage)
|
BufferData<T2>(All, IntPtr, T2, All)
|
BufferData<T2>(All, IntPtr, T2[,,], All)
|
BufferData<T2>(All, IntPtr, T2[,], All)
|
BufferData<T2>(All, IntPtr, T2[], All)
|
BufferData<T2>(BufferTarget, IntPtr, T2, BufferUsage)
|
BufferData<T2>(BufferTarget, IntPtr, T2[,,], BufferUsage)
|
BufferData<T2>(BufferTarget, IntPtr, T2[,], BufferUsage)
|
BufferData<T2>(BufferTarget, IntPtr, T2[], BufferUsage)
|
BufferSubData(All, IntPtr, IntPtr, IntPtr)
|
BufferSubData(BufferTarget, IntPtr, IntPtr, IntPtr)
|
BufferSubData<T3>(All, IntPtr, IntPtr, T3)
|
BufferSubData<T3>(All, IntPtr, IntPtr, T3[,,])
|
BufferSubData<T3>(All, IntPtr, IntPtr, T3[,])
|
BufferSubData<T3>(All, IntPtr, IntPtr, T3[])
|
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3)
|
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3[,,])
|
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3[,])
|
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3[])
|
CheckFramebufferStatus(All)
|
CheckFramebufferStatus(FramebufferTarget)
|
Clear(ClearBufferMask)
|
Clear(Int32)
|
Clear(UInt32)
|
ClearColor(Color)
|
ClearColor(Color4)
|
ClearColor(Single, Single, Single, Single)
|
ClearDepth(Single)
|
ClearStencil(Int32)
|
ColorMask(Boolean, Boolean, Boolean, Boolean)
|
CompileShader(Int32)
|
CompileShader(UInt32)
|
CompressedTexImage2D(All, Int32, All, Int32, Int32, Int32, Int32, IntPtr)
|
CompressedTexImage2D(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, IntPtr)
|
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7)
|
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7[,,])
|
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7[,])
|
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7[])
|
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7)
|
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7[,,])
|
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7[,])
|
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7[])
|
CompressedTexSubImage2D(All, Int32, Int32, Int32, Int32, Int32, All, Int32, IntPtr)
|
CompressedTexSubImage2D(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, IntPtr)
|
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8)
|
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8[,,])
|
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8[,])
|
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8[])
|
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8)
|
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8[,,])
|
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8[,])
|
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8[])
|
CopyTexImage2D(All, Int32, All, Int32, Int32, Int32, Int32, Int32)
|
CopyTexImage2D(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, Int32)
|
CopyTexSubImage2D(All, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
CopyTexSubImage2D(TextureTarget, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
|
CreateProgram()
|
CreateShader(All)
|
CreateShader(ShaderType)
|
CullFace(All)
|
CullFace(CullFaceMode)
|
DeleteBuffers(Int32, Int32)
|
DeleteBuffers(Int32, Int32[])
|
DeleteBuffers(Int32, Int32*)
|
DeleteBuffers(Int32, UInt32)
|
DeleteBuffers(Int32, UInt32[])
|
DeleteBuffers(Int32, UInt32*)
|
DeleteFramebuffers(Int32, Int32)
|
DeleteFramebuffers(Int32, Int32[])
|
DeleteFramebuffers(Int32, Int32*)
|
DeleteFramebuffers(Int32, UInt32)
|
DeleteFramebuffers(Int32, UInt32[])
|
DeleteFramebuffers(Int32, UInt32*)
|
DeleteProgram(Int32)
|
DeleteProgram(UInt32)
|
DeleteRenderbuffers(Int32, Int32)
|
DeleteRenderbuffers(Int32, Int32[])
|
DeleteRenderbuffers(Int32, Int32*)
|
DeleteRenderbuffers(Int32, UInt32)
|
DeleteRenderbuffers(Int32, UInt32[])
|
DeleteRenderbuffers(Int32, UInt32*)
|
DeleteShader(Int32)
|
DeleteShader(UInt32)
|
DeleteTexture(Int32)
|
DeleteTexture(UInt32)
|
DeleteTextures(Int32, Int32)
|
DeleteTextures(Int32, Int32[])
|
DeleteTextures(Int32, Int32*)
|
DeleteTextures(Int32, UInt32)
|
DeleteTextures(Int32, UInt32[])
|
DeleteTextures(Int32, UInt32*)
|
DepthFunc(All)
|
DepthFunc(DepthFunction)
|
DepthMask(Boolean)
|
DepthRange(Single, Single)
|
DetachShader(Int32, Int32)
|
DetachShader(UInt32, UInt32)
|
Disable(All)
|
Disable(EnableCap)
|
DisableVertexAttribArray(Int32)
|
DisableVertexAttribArray(UInt32)
|
DrawArrays(All, Int32, Int32)
|
DrawArrays(BeginMode, Int32, Int32)
|
DrawElements(All, Int32, All, IntPtr)
|
DrawElements(BeginMode, Int32, DrawElementsType, Int32)
|
DrawElements(BeginMode, Int32, DrawElementsType, IntPtr)
|
DrawElements<T3>(All, Int32, All, T3)
|
DrawElements<T3>(All, Int32, All, T3[,,])
|
DrawElements<T3>(All, Int32, All, T3[,])
|
DrawElements<T3>(All, Int32, All, T3[])
|
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3)
|
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3[,,])
|
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3[,])
|
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3[])
|
Enable(All)
|
Enable(EnableCap)
|
EnableVertexAttribArray(Int32)
|
EnableVertexAttribArray(UInt32)
|
Finish()
|
Flush()
|
FramebufferRenderbuffer(All, All, All, Int32)
|
FramebufferRenderbuffer(All, All, All, UInt32)
|
FramebufferRenderbuffer(FramebufferTarget, FramebufferSlot, RenderbufferTarget, Int32)
|
FramebufferRenderbuffer(FramebufferTarget, FramebufferSlot, RenderbufferTarget, UInt32)
|
FramebufferTexture2D(All, All, All, Int32, Int32)
|
FramebufferTexture2D(All, All, All, UInt32, Int32)
|
FramebufferTexture2D(FramebufferTarget, FramebufferSlot, TextureTarget, Int32, Int32)
|
FramebufferTexture2D(FramebufferTarget, FramebufferSlot, TextureTarget, UInt32, Int32)
|
FrontFace(All)
|
FrontFace(FrontFaceDirection)
|
GenBuffers(Int32, Int32)
|
GenBuffers(Int32, Int32[])
|
GenBuffers(Int32, Int32*)
|
GenBuffers(Int32, UInt32)
|
GenBuffers(Int32, UInt32[])
|
GenBuffers(Int32, UInt32*)
|
GenerateMipmap(All)
|
GenerateMipmap(TextureTarget)
|
GenFramebuffers(Int32, Int32)
|
GenFramebuffers(Int32, Int32[])
|
GenFramebuffers(Int32, Int32*)
|
GenFramebuffers(Int32, UInt32)
|
GenFramebuffers(Int32, UInt32[])
|
GenFramebuffers(Int32, UInt32*)
|
GenRenderbuffers(Int32, Int32)
|
GenRenderbuffers(Int32, Int32[])
|
GenRenderbuffers(Int32, Int32*)
|
GenRenderbuffers(Int32, UInt32)
|
GenRenderbuffers(Int32, UInt32[])
|
GenRenderbuffers(Int32, UInt32*)
|
GenTexture()
|
GenTextures(Int32, Int32)
|
GenTextures(Int32, Int32[])
|
GenTextures(Int32, Int32*)
|
GenTextures(Int32, UInt32)
|
GenTextures(Int32, UInt32[])
|
GenTextures(Int32, UInt32*)
|
GetActiveAttrib(Int32, Int32, Int32, ActiveAttribType)
|
GetActiveAttrib(Int32, Int32, Int32, Int32, Int32, ActiveAttribType, StringBuilder)
|
GetActiveAttrib(Int32, Int32, Int32, Int32, Int32, All, String)
|
GetActiveAttrib(Int32, Int32, Int32, Int32[], Int32[], ActiveAttribType[], StringBuilder)
|
GetActiveAttrib(Int32, Int32, Int32, Int32[], Int32[], All[], String)
|
GetActiveAttrib(Int32, Int32, Int32, Int32*, Int32*, ActiveAttribType*, StringBuilder)
|
GetActiveAttrib(Int32, Int32, Int32, Int32*, Int32*, All*, String)
|
GetActiveAttrib(UInt32, UInt32, Int32, Int32, Int32, ActiveAttribType, StringBuilder)
|
GetActiveAttrib(UInt32, UInt32, Int32, Int32, Int32, All, String)
|
GetActiveAttrib(UInt32, UInt32, Int32, Int32[], Int32[], ActiveAttribType[], StringBuilder)
|
GetActiveAttrib(UInt32, UInt32, Int32, Int32[], Int32[], All[], String)
|
GetActiveAttrib(UInt32, UInt32, Int32, Int32*, Int32*, ActiveAttribType*, StringBuilder)
|
GetActiveAttrib(UInt32, UInt32, Int32, Int32*, Int32*, All*, String)
|
GetActiveUniform(Int32, Int32, Int32, ActiveUniformType)
|
GetActiveUniform(Int32, Int32, Int32, Int32, Int32, ActiveUniformType, StringBuilder)
|
GetActiveUniform(Int32, Int32, Int32, Int32, Int32, All, String)
|
GetActiveUniform(Int32, Int32, Int32, Int32[], Int32[], ActiveUniformType[], StringBuilder)
|
GetActiveUniform(Int32, Int32, Int32, Int32[], Int32[], All[], String)
|
GetActiveUniform(Int32, Int32, Int32, Int32*, Int32*, ActiveUniformType*, StringBuilder)
|
GetActiveUniform(Int32, Int32, Int32, Int32*, Int32*, All*, String)
|
GetActiveUniform(UInt32, UInt32, Int32, Int32, Int32, ActiveUniformType, StringBuilder)
|
GetActiveUniform(UInt32, UInt32, Int32, Int32, Int32, All, String)
|
GetActiveUniform(UInt32, UInt32, Int32, Int32[], Int32[], ActiveUniformType[], StringBuilder)
|
GetActiveUniform(UInt32, UInt32, Int32, Int32[], Int32[], All[], String)
|
GetActiveUniform(UInt32, UInt32, Int32, Int32*, Int32*, ActiveUniformType*, StringBuilder)
|
GetActiveUniform(UInt32, UInt32, Int32, Int32*, Int32*, All*, String)
|
GetAttachedShaders(Int32, Int32, Int32, Int32)
|
GetAttachedShaders(Int32, Int32, Int32[], Int32[])
|
GetAttachedShaders(Int32, Int32, Int32*, Int32*)
|
GetAttachedShaders(UInt32, Int32, Int32, UInt32)
|
GetAttachedShaders(UInt32, Int32, Int32[], UInt32[])
|
GetAttachedShaders(UInt32, Int32, Int32*, UInt32*)
|
GetAttribLocation(Int32, String)
|
GetAttribLocation(UInt32, String)
|
GetBoolean(All, Boolean)
|
GetBoolean(All, Boolean[])
|
GetBoolean(All, Boolean*)
|
GetBoolean(GetPName, Boolean)
|
GetBoolean(GetPName, Boolean[])
|
GetBoolean(GetPName, Boolean*)
|
GetBufferParameter(All, All, Int32)
|
GetBufferParameter(All, All, Int32[])
|
GetBufferParameter(All, All, Int32*)
|
GetBufferParameter(BufferTarget, BufferParameterName, Int32)
|
GetBufferParameter(BufferTarget, BufferParameterName, Int32[])
|
GetBufferParameter(BufferTarget, BufferParameterName, Int32*)
|
GetError()
|
GetErrorCode()
|
GetFloat(All, Single)
|
GetFloat(All, Single[])
|
GetFloat(All, Single*)
|
GetFloat(GetPName, Matrix4)
|
GetFloat(GetPName, Single)
|
GetFloat(GetPName, Single[])
|
GetFloat(GetPName, Single*)
|
GetFloat(GetPName, Vector2)
|
GetFloat(GetPName, Vector3)
|
GetFloat(GetPName, Vector4)
|
GetFramebufferAttachmentParameter(All, All, All, Int32)
|
GetFramebufferAttachmentParameter(All, All, All, Int32[])
|
GetFramebufferAttachmentParameter(All, All, All, Int32*)
|
GetFramebufferAttachmentParameter(FramebufferTarget, FramebufferSlot, FramebufferParameterName, Int32)
|
GetFramebufferAttachmentParameter(FramebufferTarget, FramebufferSlot, FramebufferParameterName, Int32[])
|
GetFramebufferAttachmentParameter(FramebufferTarget, FramebufferSlot, FramebufferParameterName, Int32*)
|
GetInteger(All, Int32)
|
GetInteger(All, Int32[])
|
GetInteger(All, Int32*)
|
GetInteger(GetPName, Int32)
|
GetInteger(GetPName, Int32[])
|
GetInteger(GetPName, Int32*)
|
GetProgram(Int32, All, Int32)
|
GetProgram(Int32, All, Int32[])
|
GetProgram(Int32, All, Int32*)
|
GetProgram(Int32, ProgramParameter, Int32)
|
GetProgram(Int32, ProgramParameter, Int32[])
|
GetProgram(Int32, ProgramParameter, Int32*)
|
GetProgram(UInt32, All, Int32)
|
GetProgram(UInt32, All, Int32[])
|
GetProgram(UInt32, All, Int32*)
|
GetProgram(UInt32, ProgramParameter, Int32)
|
GetProgram(UInt32, ProgramParameter, Int32[])
|
GetProgram(UInt32, ProgramParameter, Int32*)
|
GetProgramInfoLog(Int32, Int32, Int32, StringBuilder)
|
GetProgramInfoLog(Int32, Int32, Int32[], StringBuilder)
|
GetProgramInfoLog(Int32, Int32, Int32*, StringBuilder)
|
GetProgramInfoLog(Int32, String)
|
GetProgramInfoLog(Int32)
|
GetProgramInfoLog(UInt32, Int32, Int32, StringBuilder)
|
GetProgramInfoLog(UInt32, Int32, Int32[], StringBuilder)
|
GetProgramInfoLog(UInt32, Int32, Int32*, StringBuilder)
|
GetRenderbufferParameter(All, All, Int32)
|
GetRenderbufferParameter(All, All, Int32[])
|
GetRenderbufferParameter(All, All, Int32*)
|
GetRenderbufferParameter(RenderbufferTarget, RenderbufferParameterName, Int32)
|
GetRenderbufferParameter(RenderbufferTarget, RenderbufferParameterName, Int32[])
|
GetRenderbufferParameter(RenderbufferTarget, RenderbufferParameterName, Int32*)
|
GetShader(Int32, All, Int32)
|
GetShader(Int32, All, Int32[])
|
GetShader(Int32, All, Int32*)
|
GetShader(Int32, ShaderParameter, Int32)
|
GetShader(Int32, ShaderParameter, Int32[])
|
GetShader(Int32, ShaderParameter, Int32*)
|
GetShader(UInt32, All, Int32)
|
GetShader(UInt32, All, Int32[])
|
GetShader(UInt32, All, Int32*)
|
GetShader(UInt32, ShaderParameter, Int32)
|
GetShader(UInt32, ShaderParameter, Int32[])
|
GetShader(UInt32, ShaderParameter, Int32*)
|
GetShaderInfoLog(Int32, Int32, Int32, StringBuilder)
|
GetShaderInfoLog(Int32, Int32, Int32[], StringBuilder)
|
GetShaderInfoLog(Int32, Int32, Int32*, StringBuilder)
|
GetShaderInfoLog(Int32, String)
|
GetShaderInfoLog(Int32)
|
GetShaderInfoLog(UInt32, Int32, Int32, StringBuilder)
|
GetShaderInfoLog(UInt32, Int32, Int32[], StringBuilder)
|
GetShaderInfoLog(UInt32, Int32, Int32*, StringBuilder)
|
GetShaderPrecisionFormat(All, All, Int32, Int32)
|
GetShaderPrecisionFormat(All, All, Int32[], Int32[])
|
GetShaderPrecisionFormat(All, All, Int32*, Int32*)
|
GetShaderPrecisionFormat(ShaderType, ShaderPrecision, Int32, Int32)
|
GetShaderPrecisionFormat(ShaderType, ShaderPrecision, Int32[], Int32[])
|
GetShaderPrecisionFormat(ShaderType, ShaderPrecision, Int32*, Int32*)
|
GetShaderSource(Int32, Int32, Int32, StringBuilder)
|
GetShaderSource(Int32, Int32, Int32[], StringBuilder)
|
GetShaderSource(Int32, Int32, Int32*, StringBuilder)
|
GetShaderSource(UInt32, Int32, Int32, StringBuilder)
|
GetShaderSource(UInt32, Int32, Int32[], StringBuilder)
|
GetShaderSource(UInt32, Int32, Int32*, StringBuilder)
|
GetString(All)
|
GetString(StringName)
|
GetTexParameter(All, All, Int32)
|
GetTexParameter(All, All, Int32[])
|
GetTexParameter(All, All, Int32*)
|
GetTexParameter(All, All, Single)
|
GetTexParameter(All, All, Single[])
|
GetTexParameter(All, All, Single*)
|
GetTexParameter(TextureTarget, GetTextureParameter, Int32)
|
GetTexParameter(TextureTarget, GetTextureParameter, Int32[])
|
GetTexParameter(TextureTarget, GetTextureParameter, Int32*)
|
GetTexParameter(TextureTarget, GetTextureParameter, Single)
|
GetTexParameter(TextureTarget, GetTextureParameter, Single[])
|
GetTexParameter(TextureTarget, GetTextureParameter, Single*)
|
GetUniform(Int32, Int32, Int32)
|
GetUniform(Int32, Int32, Int32[])
|
GetUniform(Int32, Int32, Int32*)
|
GetUniform(Int32, Int32, Single)
|
GetUniform(Int32, Int32, Single[])
|
GetUniform(Int32, Int32, Single*)
|
GetUniform(UInt32, Int32, Int32)
|
GetUniform(UInt32, Int32, Int32[])
|
GetUniform(UInt32, Int32, Int32*)
|
GetUniform(UInt32, Int32, Single)
|
GetUniform(UInt32, Int32, Single[])
|
GetUniform(UInt32, Int32, Single*)
|
GetUniformLocation(Int32, String)
|
GetUniformLocation(UInt32, String)
|
GetVertexAttrib(Int32, All, Int32)
|
GetVertexAttrib(Int32, All, Int32[])
|
GetVertexAttrib(Int32, All, Int32*)
|
GetVertexAttrib(Int32, All, Single)
|
GetVertexAttrib(Int32, All, Single[])
|
GetVertexAttrib(Int32, All, Single*)
|
GetVertexAttrib(Int32, VertexAttribParameter, Int32)
|
GetVertexAttrib(Int32, VertexAttribParameter, Int32[])
|
GetVertexAttrib(Int32, VertexAttribParameter, Int32*)
|
GetVertexAttrib(Int32, VertexAttribParameter, Single)
|
GetVertexAttrib(Int32, VertexAttribParameter, Single[])
|
GetVertexAttrib(Int32, VertexAttribParameter, Single*)
|
GetVertexAttrib(UInt32, All, Int32)
|
GetVertexAttrib(UInt32, All, Int32[])
|
GetVertexAttrib(UInt32, All, Int32*)
|
GetVertexAttrib(UInt32, All, Single)
|
GetVertexAttrib(UInt32, All, Single[])
|
GetVertexAttrib(UInt32, All, Single*)
|
GetVertexAttrib(UInt32, VertexAttribParameter, Int32)
|
GetVertexAttrib(UInt32, VertexAttribParameter, Int32[])
|
GetVertexAttrib(UInt32, VertexAttribParameter, Int32*)
|
GetVertexAttrib(UInt32, VertexAttribParameter, Single)
|
GetVertexAttrib(UInt32, VertexAttribParameter, Single[])
|
GetVertexAttrib(UInt32, VertexAttribParameter, Single*)
|
GetVertexAttribPointer(Int32, All, IntPtr)
|
GetVertexAttribPointer(Int32, VertexAttribPointerParameter, IntPtr)
|
GetVertexAttribPointer(UInt32, All, IntPtr)
|
GetVertexAttribPointer(UInt32, VertexAttribPointerParameter, IntPtr)
|
GetVertexAttribPointer<T2>(Int32, All, T2)
|
GetVertexAttribPointer<T2>(Int32, All, T2[,,])
|
GetVertexAttribPointer<T2>(Int32, All, T2[,])
|
GetVertexAttribPointer<T2>(Int32, All, T2[])
|
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2)
|
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2[,,])
|
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2[,])
|
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2[])
|
GetVertexAttribPointer<T2>(UInt32, All, T2)
|
GetVertexAttribPointer<T2>(UInt32, All, T2[,,])
|
GetVertexAttribPointer<T2>(UInt32, All, T2[,])
|
GetVertexAttribPointer<T2>(UInt32, All, T2[])
|
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2)
|
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2[,,])
|
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2[,])
|
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2[])
|
Hint(All, All)
|
Hint(HintTarget, HintMode)
|
IsBuffer(Int32)
|
IsBuffer(UInt32)
|
IsEnabled(All)
|
IsEnabled(EnableCap)
|
IsFramebuffer(Int32)
|
IsFramebuffer(UInt32)
|
IsProgram(Int32)
|
IsProgram(UInt32)
|
IsRenderbuffer(Int32)
|
IsRenderbuffer(UInt32)
|
IsShader(Int32)
|
IsShader(UInt32)
|
IsTexture(Int32)
|
IsTexture(UInt32)
|
LineWidth(Single)
|
LinkProgram(Int32)
|
LinkProgram(UInt32)
|
PixelStore(All, Int32)
|
PixelStore(PixelStoreParameter, Int32)
|
PolygonOffset(Single, Single)
|
ReadPixels(Int32, Int32, Int32, Int32, All, All, IntPtr)
|
ReadPixels(Int32, Int32, Int32, Int32, PixelFormat, PixelType, IntPtr)
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6)
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6[,,])
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6[,])
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6[])
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6)
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6[,,])
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6[,])
|
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6[])
|
ReleaseShaderCompiler()
|
RenderbufferStorage(All, All, Int32, Int32)
|
RenderbufferStorage(RenderbufferTarget, RenderbufferInternalFormat, Int32, Int32)
|
SampleCoverage(Single, Boolean)
|
Scissor(Int32, Int32, Int32, Int32)
|
ShaderBinary(Int32, Int32, All, IntPtr, Int32)
|
ShaderBinary(Int32, Int32, ShaderBinaryFormat, IntPtr, Int32)
|
ShaderBinary(Int32, Int32[], All, IntPtr, Int32)
|
ShaderBinary(Int32, Int32[], ShaderBinaryFormat, IntPtr, Int32)
|
ShaderBinary(Int32, Int32*, All, IntPtr, Int32)
|
ShaderBinary(Int32, Int32*, ShaderBinaryFormat, IntPtr, Int32)
|
ShaderBinary(Int32, UInt32, All, IntPtr, Int32)
|
ShaderBinary(Int32, UInt32, ShaderBinaryFormat, IntPtr, Int32)
|
ShaderBinary(Int32, UInt32[], All, IntPtr, Int32)
|
ShaderBinary(Int32, UInt32[], ShaderBinaryFormat, IntPtr, Int32)
|
ShaderBinary(Int32, UInt32*, All, IntPtr, Int32)
|
ShaderBinary(Int32, UInt32*, ShaderBinaryFormat, IntPtr, Int32)
|
ShaderBinary<T3>(Int32, Int32, All, T3, Int32)
|
ShaderBinary<T3>(Int32, Int32, All, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, Int32, All, T3[,], Int32)
|
ShaderBinary<T3>(Int32, Int32, All, T3[], Int32)
|
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3, Int32)
|
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3[,], Int32)
|
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3[], Int32)
|
ShaderBinary<T3>(Int32, Int32[], All, T3, Int32)
|
ShaderBinary<T3>(Int32, Int32[], All, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, Int32[], All, T3[,], Int32)
|
ShaderBinary<T3>(Int32, Int32[], All, T3[], Int32)
|
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3, Int32)
|
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3[,], Int32)
|
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3[], Int32)
|
ShaderBinary<T3>(Int32, Int32*, All, T3, Int32)
|
ShaderBinary<T3>(Int32, Int32*, All, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, Int32*, All, T3[,], Int32)
|
ShaderBinary<T3>(Int32, Int32*, All, T3[], Int32)
|
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3, Int32)
|
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3[,], Int32)
|
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3[], Int32)
|
ShaderBinary<T3>(Int32, UInt32, All, T3, Int32)
|
ShaderBinary<T3>(Int32, UInt32, All, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, UInt32, All, T3[,], Int32)
|
ShaderBinary<T3>(Int32, UInt32, All, T3[], Int32)
|
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3, Int32)
|
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3[,], Int32)
|
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3[], Int32)
|
ShaderBinary<T3>(Int32, UInt32[], All, T3, Int32)
|
ShaderBinary<T3>(Int32, UInt32[], All, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, UInt32[], All, T3[,], Int32)
|
ShaderBinary<T3>(Int32, UInt32[], All, T3[], Int32)
|
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3, Int32)
|
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3[,], Int32)
|
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3[], Int32)
|
ShaderBinary<T3>(Int32, UInt32*, All, T3, Int32)
|
ShaderBinary<T3>(Int32, UInt32*, All, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, UInt32*, All, T3[,], Int32)
|
ShaderBinary<T3>(Int32, UInt32*, All, T3[], Int32)
|
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3, Int32)
|
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3[,,], Int32)
|
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3[,], Int32)
|
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3[], Int32)
|
ShaderSource(Int32, Int32, String[], Int32)
|
ShaderSource(Int32, Int32, String[], Int32[])
|
ShaderSource(Int32, Int32, String[], Int32*)
|
ShaderSource(Int32, String)
|
ShaderSource(UInt32, Int32, String[], Int32)
|
ShaderSource(UInt32, Int32, String[], Int32[])
|
ShaderSource(UInt32, Int32, String[], Int32*)
|
StencilFunc(All, Int32, Int32)
|
StencilFunc(All, Int32, UInt32)
|
StencilFunc(StencilFunction, Int32, Int32)
|
StencilFunc(StencilFunction, Int32, UInt32)
|
StencilFuncSeparate(All, All, Int32, Int32)
|
StencilFuncSeparate(All, All, Int32, UInt32)
|
StencilFuncSeparate(CullFaceMode, StencilFunction, Int32, Int32)
|
StencilFuncSeparate(CullFaceMode, StencilFunction, Int32, UInt32)
|
StencilMask(Int32)
|
StencilMask(UInt32)
|
StencilMaskSeparate(All, Int32)
|
StencilMaskSeparate(All, UInt32)
|
StencilMaskSeparate(CullFaceMode, Int32)
|
StencilMaskSeparate(CullFaceMode, UInt32)
|
StencilOp(All, All, All)
|
StencilOp(StencilOp, StencilOp, StencilOp)
|
StencilOpSeparate(All, All, All, All)
|
StencilOpSeparate(CullFaceMode, StencilOp, StencilOp, StencilOp)
|
TexImage2D(All, Int32, Int32, Int32, Int32, Int32, All, All, IntPtr)
|
TexImage2D(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, IntPtr)
|
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8)
|
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,,])
|
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,])
|
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[])
|
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8)
|
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8[,,])
|
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8[,])
|
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8[])
|
TexParameter(All, All, Int32)
|
TexParameter(All, All, Int32[])
|
TexParameter(All, All, Int32*)
|
TexParameter(All, All, Single)
|
TexParameter(All, All, Single[])
|
TexParameter(All, All, Single*)
|
TexParameter(TextureTarget, TextureParameterName, Int32)
|
TexParameter(TextureTarget, TextureParameterName, Int32[])
|
TexParameter(TextureTarget, TextureParameterName, Int32*)
|
TexParameter(TextureTarget, TextureParameterName, Single)
|
TexParameter(TextureTarget, TextureParameterName, Single[])
|
TexParameter(TextureTarget, TextureParameterName, Single*)
|
TexSubImage2D(All, Int32, Int32, Int32, Int32, Int32, All, All, IntPtr)
|
TexSubImage2D(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, IntPtr)
|
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8)
|
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,,])
|
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,])
|
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[])
|
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8)
|
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8[,,])
|
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8[,])
|
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8[])
|
Uniform1(Int32, Int32, Int32)
|
Uniform1(Int32, Int32, Int32[])
|
Uniform1(Int32, Int32, Int32*)
|
Uniform1(Int32, Int32, Single)
|
Uniform1(Int32, Int32, Single[])
|
Uniform1(Int32, Int32, Single*)
|
Uniform1(Int32, Int32)
|
Uniform1(Int32, Single)
|
Uniform2(Int32, Int32, Int32)
|
Uniform2(Int32, Int32, Int32[])
|
Uniform2(Int32, Int32, Int32*)
|
Uniform2(Int32, Int32, Single)
|
Uniform2(Int32, Int32, Single[])
|
Uniform2(Int32, Int32, Single*)
|
Uniform2(Int32, Single, Single)
|
Uniform2(Int32, Vector2)
|
Uniform2(Int32, Vector2)
|
Uniform3(Int32, Int32, Int32, Int32)
|
Uniform3(Int32, Int32, Int32)
|
Uniform3(Int32, Int32, Int32[])
|
Uniform3(Int32, Int32, Int32*)
|
Uniform3(Int32, Int32, Single)
|
Uniform3(Int32, Int32, Single[])
|
Uniform3(Int32, Int32, Single*)
|
Uniform3(Int32, Single, Single, Single)
|
Uniform3(Int32, Vector3)
|
Uniform3(Int32, Vector3)
|
Uniform4(Int32, Color4)
|
Uniform4(Int32, Int32, Int32, Int32, Int32)
|
Uniform4(Int32, Int32, Int32)
|
Uniform4(Int32, Int32, Int32[])
|
Uniform4(Int32, Int32, Int32*)
|
Uniform4(Int32, Int32, Single)
|
Uniform4(Int32, Int32, Single[])
|
Uniform4(Int32, Int32, Single*)
|
Uniform4(Int32, Quaternion)
|
Uniform4(Int32, Single, Single, Single, Single)
|
Uniform4(Int32, Vector4)
|
Uniform4(Int32, Vector4)
|
UniformMatrix2(Int32, Boolean, Matrix2)
|
UniformMatrix2(Int32, Int32, Boolean, Single)
|
UniformMatrix2(Int32, Int32, Boolean, Single[])
|
UniformMatrix2(Int32, Int32, Boolean, Single*)
|
UniformMatrix3(Int32, Boolean, Matrix3)
|
UniformMatrix3(Int32, Int32, Boolean, Single)
|
UniformMatrix3(Int32, Int32, Boolean, Single[])
|
UniformMatrix3(Int32, Int32, Boolean, Single*)
|
UniformMatrix4(Int32, Boolean, Matrix4)
|
UniformMatrix4(Int32, Int32, Boolean, Single)
|
UniformMatrix4(Int32, Int32, Boolean, Single[])
|
UniformMatrix4(Int32, Int32, Boolean, Single*)
|
UseProgram(Int32)
|
UseProgram(UInt32)
|
ValidateProgram(Int32)
|
ValidateProgram(UInt32)
|
VertexAttrib1(Int32, Single)
|
VertexAttrib1(Int32, Single[])
|
VertexAttrib1(Int32, Single*)
|
VertexAttrib1(UInt32, Single)
|
VertexAttrib1(UInt32, Single[])
|
VertexAttrib1(UInt32, Single*)
|
VertexAttrib2(Int32, Single, Single)
|
VertexAttrib2(Int32, Single)
|
VertexAttrib2(Int32, Single[])
|
VertexAttrib2(Int32, Single*)
|
VertexAttrib2(Int32, Vector2)
|
VertexAttrib2(Int32, Vector2)
|
VertexAttrib2(UInt32, Single, Single)
|
VertexAttrib2(UInt32, Single)
|
VertexAttrib2(UInt32, Single[])
|
VertexAttrib2(UInt32, Single*)
|
VertexAttrib3(Int32, Single, Single, Single)
|
VertexAttrib3(Int32, Single)
|
VertexAttrib3(Int32, Single[])
|
VertexAttrib3(Int32, Single*)
|
VertexAttrib3(Int32, Vector3)
|
VertexAttrib3(Int32, Vector3)
|
VertexAttrib3(UInt32, Single, Single, Single)
|
VertexAttrib3(UInt32, Single)
|
VertexAttrib3(UInt32, Single[])
|
VertexAttrib3(UInt32, Single*)
|
VertexAttrib4(Int32, Single, Single, Single, Single)
|
VertexAttrib4(Int32, Single)
|
VertexAttrib4(Int32, Single[])
|
VertexAttrib4(Int32, Single*)
|
VertexAttrib4(Int32, Vector4)
|
VertexAttrib4(Int32, Vector4)
|
VertexAttrib4(UInt32, Single, Single, Single, Single)
|
VertexAttrib4(UInt32, Single)
|
VertexAttrib4(UInt32, Single[])
|
VertexAttrib4(UInt32, Single*)
|
VertexAttribPointer(Int32, Int32, All, Boolean, Int32, IntPtr)
|
VertexAttribPointer(Int32, Int32, VertexAttribPointerType, Boolean, Int32, Int32)
|
VertexAttribPointer(Int32, Int32, VertexAttribPointerType, Boolean, Int32, IntPtr)
|
VertexAttribPointer(UInt32, Int32, All, Boolean, Int32, IntPtr)
|
VertexAttribPointer(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, Int32)
|
VertexAttribPointer(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, IntPtr)
|
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5)
|
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5[,,])
|
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5[,])
|
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5[])
|
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5)
|
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,,])
|
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,])
|
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5[])
|
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5)
|
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5[,,])
|
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5[,])
|
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5[])
|
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5)
|
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,,])
|
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,])
|
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5[])
|
Viewport(Int32, Int32, Int32, Int32)
|
Viewport(Point, Size)
|
Viewport(Rectangle)
|
Viewport(Size)
|