glActiveTexture: [void, GLenum texture] glAttachShader: [void, GLuint program, GLuint shader] glBindAttribLocation: [void, GLuint program, GLuint index, const GLchar * name] glBindBuffer: [void, GLenum target, GLuint buffer] glBindFramebuffer: [void, GLenum target, GLuint framebuffer] glBindRenderbuffer: [void, GLenum target, GLuint renderbuffer] glBindTexture: [void, GLenum target, GLuint texture] glBlendColor: [void, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha] glBlendEquation: [void, GLenum mode] glBlendEquationSeparate: [void, GLenum modeRGB, GLenum modeA] glBlendFunc: [void, GLenum sfactor, GLenum dfactor] glBlendFuncSeparate: [void, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha] glBufferData: [void, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage] glBufferSubData: [void, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data] glCheckFramebufferStatus: [GLenum, GLenum target] glClear: [void, GLbitfield mask] glClearColor: [void, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha] glClearDepthf: [void, GLclampf depth] glClearStencil: [void, GLint s] glColorMask: [void, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha] glCompileShader: [void, GLuint shader] glCompressedTexImage2D: [void, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid * data] glCompressedTexSubImage2D: [void, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data] glCopyTexImage2D: [void, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border] glCopyTexSubImage2D: [void, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height] glCreateProgram: [GLuint] glCreateShader: [GLuint, GLenum type] glCullFace: [void, GLenum mode] glDeleteBuffers: [void, GLsizei n, const GLuint * buffer] glDeleteFramebuffers: [void, GLsizei n, const GLuint * framebuffers] glDeleteProgram: [void, GLuint program] glDeleteRenderbuffers: [void, GLsizei n, const GLuint * renderbuffers] glDeleteShader: [void, GLuint program] glDeleteTextures: [void, GLsizei n, const GLuint * textures] glDepthFunc: [void, GLenum func] glDepthMask: [void, GLboolean flag] glDepthRangef: [void, GLclampf zNear, GLclampf zFar] glDetachShader: [void, GLuint program, GLuint shader] glDisable: [void, GLenum cap] glDisableVertexAttribArray: [void, GLuint index] glDrawArrays: [void, GLenum mode, GLint first, GLsizei count] glDrawElements: [void, GLenum mode, GLsizei count, GLenum type, const GLvoid * indices] glEnable: [void, GLenum cap] glEnableVertexAttribArray: [void, GLuint index] glFinish: [void] glFlush: [void] glFramebufferRenderbuffer: [void, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer] glFramebufferTexture2D: [void, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level] glFrontFace: [void, GLenum mode] glGenBuffers: [void, GLsizei n, GLuint * buffer] glGenFramebuffers: [void, GLsizei n, GLuint * framebuffers] glGenRenderbuffers: [void, GLsizei n, GLuint * renderbuffers] glGenTextures: [void, GLsizei n, GLuint * textures] glGenerateMipmap: [void, GLenum target] glGetActiveAttrib: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name] glGetActiveUniform: [void, GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLint * size, GLenum * type, GLchar * name] glGetAttachedShaders: [void, GLuint program, GLsizei maxCount, GLsizei * count, GLuint * obj] glGetAttribLocation: [GLint, GLuint program, const GLchar * name] glGetBooleanv: [void, GLenum pname, GLboolean * params] glGetBufferParameteriv: [void, GLenum target, GLenum pname, GLint * params] glGetError: [GLenum] glGetFloatv: [void, GLenum pname, GLfloat * params] glGetFramebufferAttachmentParameteriv: [void, GLenum target, GLenum attachment, GLenum pname, GLint * params] glGetIntegerv: [void, GLenum pname, GLint * params] glGetProgramInfoLog: [void, GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog] glGetProgramiv: [void, GLuint program, GLenum pname, GLint * params] glGetRenderbufferParameteriv: [void, GLenum target, GLenum pname, GLint * params] glGetShaderInfoLog: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * infoLog] glGetShaderPrecisionFormat: [void, GLenum shadertype, GLenum precisiontype, GLint * range, GLint * precision] glGetShaderSource: [void, GLuint shader, GLsizei bufSize, GLsizei * length, GLchar * source] glGetShaderiv: [void, GLuint shader, GLenum pname, GLint * params] glGetString: [const GLubyte *, GLenum name] glGetTexParameterfv: [void, GLenum target, GLenum pname, GLfloat * params] glGetTexParameteriv: [void, GLenum target, GLenum pname, GLint * params] glGetUniformLocation: [GLint, GLuint program, const GLchar * name] glGetUniformfv: [void, GLuint program, GLint location, GLfloat * params] glGetUniformiv: [void, GLuint program, GLint location, GLint * params] glGetVertexAttribPointerv: [void, GLuint index, GLenum pname, GLvoid ** pointer] glGetVertexAttribfv: [void, GLuint index, GLenum pname, GLfloat * params] glGetVertexAttribiv: [void, GLuint index, GLenum pname, GLint * params] glHint: [void, GLenum target, GLenum mode] glIsBuffer: [GLboolean, GLuint buffer] glIsEnabled: [GLboolean, GLenum cap] glIsFramebuffer: [GLboolean, GLuint framebuffer] glIsProgram: [GLboolean, GLuint program] glIsRenderbuffer: [GLboolean, GLuint renderbuffer] glIsShader: [GLboolean, GLuint shader] glIsTexture: [GLboolean, GLuint texture] glLineWidth: [void, GLfloat width] glLinkProgram: [void, GLuint program] glPixelStorei: [void, GLenum pname, GLint param] glPolygonOffset: [void, GLfloat factor, GLfloat units] glReadPixels: [void, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels] glReleaseShaderCompiler: [void] glRenderbufferStorage: [void, GLenum target, GLenum internalformat, GLsizei width, GLsizei height] glSampleCoverage: [void, GLclampf value, GLboolean invert] glScissor: [void, GLint x, GLint y, GLsizei width, GLsizei height] glShaderBinary: [void, GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length] glShaderSource: [void, GLuint shader, GLsizei count, const GLchar * const * string, const GLint * length] glStencilFunc: [void, GLenum func, GLint ref, GLuint mask] glStencilFuncSeparate: [void, GLenum face, GLenum func, GLint ref, GLuint mask] glStencilMask: [void, GLuint mask] glStencilMaskSeparate: [void, GLenum face, GLuint mask] glStencilOp: [void, GLenum fail, GLenum zfail, GLenum zpass] glStencilOpSeparate: [void, GLenum face, GLenum sfail, GLenum zfail, GLenum zpass] glTexImage2D: [void, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * pixels] glTexParameterf: [void, GLenum target, GLenum pname, GLfloat param] glTexParameterfv: [void, GLenum target, GLenum pname, const GLfloat * params] glTexParameteri: [void, GLenum target, GLenum pname, GLint param] glTexParameteriv: [void, GLenum target, GLenum pname, const GLint * params] glTexSubImage2D: [void, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels] glUniform1f: [void, GLint location, GLfloat v0] glUniform1fv: [void, GLint location, GLsizei count, const GLfloat * value] glUniform1i: [void, GLint location, GLint v0] glUniform1iv: [void, GLint location, GLsizei count, const GLint * value] glUniform2f: [void, GLint location, GLfloat v0, GLfloat v1] glUniform2fv: [void, GLint location, GLsizei count, const GLfloat * value] glUniform2i: [void, GLint location, GLint v0, GLint v1] glUniform2iv: [void, GLint location, GLsizei count, const GLint * value] glUniform3f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2] glUniform3fv: [void, GLint location, GLsizei count, const GLfloat * value] glUniform3i: [void, GLint location, GLint v0, GLint v1, GLint v2] glUniform3iv: [void, GLint location, GLsizei count, const GLint * value] glUniform4f: [void, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3] glUniform4fv: [void, GLint location, GLsizei count, const GLfloat * value] glUniform4i: [void, GLint location, GLint v0, GLint v1, GLint v2, GLint v3] glUniform4iv: [void, GLint location, GLsizei count, const GLint * value] glUniformMatrix2fv: [void, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value] glUniformMatrix3fv: [void, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value] glUniformMatrix4fv: [void, GLint location, GLsizei count, GLboolean transpose, const GLfloat * value] glUseProgram: [void, GLuint program] glValidateProgram: [void, GLuint program] glVertexAttrib1f: [void, GLuint index, GLfloat x] glVertexAttrib1fv: [void, GLuint index, const GLfloat * v] glVertexAttrib2f: [void, GLuint index, GLfloat x, GLfloat y] glVertexAttrib2fv: [void, GLuint index, const GLfloat * v] glVertexAttrib3f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z] glVertexAttrib3fv: [void, GLuint index, const GLfloat * v] glVertexAttrib4f: [void, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w] glVertexAttrib4fv: [void, GLuint index, const GLfloat * v] glVertexAttribPointer: [void, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer] glViewport: [void, GLint x, GLint y, GLsizei width, GLsizei height]