#GLES 2.0 Core (minus GLES 1.1 core+ext functions) glAttachShader: [void, GLuint program, GLuint shader] glBindAttribLocation: [void, GLuint program, GLuint index, const GLchar * name] glBindBuffer: [void, GLenum target, GLuint buffer] glBufferData: [void, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage] glBufferSubData: [void, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data] glCompileShader: [void, GLuint shader] glCreateProgram: [GLuint] glCreateShader: [GLuint, GLenum type] glDeleteBuffers: [void, GLsizei n, const GLuint * buffer] glDeleteProgram: [void, GLuint program] glDeleteShader: [void, GLuint shader] glDetachShader: [void, GLuint program, GLuint shader] glDisableVertexAttribArray: [void, GLuint index] glEnableVertexAttribArray: [void, GLuint index] glGenBuffers: [void, GLsizei n, GLuint * buffer] 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] glGetBufferParameteriv: [void, GLenum target, GLenum pname, GLint * params] glGetProgramInfoLog: [void, GLuint program, GLsizei bufSize, GLsizei * length, GLchar * infoLog] glGetProgramiv: [void, GLuint program, 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] 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] glIsBuffer: [GLboolean, GLuint buffer] glIsProgram: [GLboolean, GLuint program] glIsShader: [GLboolean, GLuint shader] glLinkProgram: [void, GLuint program] glReleaseShaderCompiler: [void] 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] glStencilFuncSeparate: [void, GLenum face, GLenum func, GLint ref, GLuint mask] glStencilMaskSeparate: [void, GLenum face, GLuint mask] glStencilOpSeparate: [void, GLenum face, GLenum sfail, GLenum zfail, GLenum zpass] 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] #Other function, probably in no GLES version glFogCoordf: [void, GLfloat coord] glFogCoordfv: [void, const GLfloat * coord] glFogCoordPointer: [void, GLenum type, GLsizei stride, const GLvoid * pointer]