Gl.DeleteProgram
- void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
- void DrawBuffers(GLsizei n, const(GLenum)* bufs)
- void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
- void StencilFuncSeparate(GLenum face, GLenum func, GLint ref_, GLuint mask)
- void StencilMaskSeparate(GLenum face, GLuint mask)
- void AttachShader(GLuint program, GLuint shader)
- void BindAttribLocation(GLuint program, GLuint index, const(GLchar)* name)
- void CompileShader(GLuint shader)
- GLuint CreateProgram()
- GLuint CreateShader(GLenum type)
- void DeleteProgram(GLuint program)
- void DeleteShader(GLuint shader)
- void DetachShader(GLuint program, GLuint shader)
- void DisableVertexAttribArray(GLuint index)
- void EnableVertexAttribArray(GLuint index)
- void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
- void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
- void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders)
- GLint GetAttribLocation(GLuint program, const(GLchar)* name)
- void GetProgramiv(GLuint program, GLenum pname, GLint* params)
- void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog)
- void GetShaderiv(GLuint shader, GLenum pname, GLint* params)
- void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog)
- void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source)
- GLint GetUniformLocation(GLuint program, const(GLchar)* name)
- void GetUniformfv(GLuint program, GLint location, GLfloat* params)
- void GetUniformiv(GLuint program, GLint location, GLint* params)
- void GetVertexAttribdv(GLuint index, GLenum pname, GLdouble* params)
- void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
- void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
- void GetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
- GLboolean IsProgram(GLuint program)
- GLboolean IsShader(GLuint shader)
- void LinkProgram(GLuint program)
- void ShaderSource(GLuint shader, GLsizei count, const(GLchar*)* string, const(GLint)* length)
- void UseProgram(GLuint program)
- void Uniform1f(GLint location, GLfloat v0)
- void Uniform2f(GLint location, GLfloat v0, GLfloat v1)
- void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
- void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
- void Uniform1i(GLint location, GLint v0)
- void Uniform2i(GLint location, GLint v0, GLint v1)
- void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2)
- void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
- void Uniform1fv(GLint location, GLsizei count, const(GLfloat)* value)
- void Uniform2fv(GLint location, GLsizei count, const(GLfloat)* value)
- void Uniform3fv(GLint location, GLsizei count, const(GLfloat)* value)
- void Uniform4fv(GLint location, GLsizei count, const(GLfloat)* value)
- void Uniform1iv(GLint location, GLsizei count, const(GLint)* value)
- void Uniform2iv(GLint location, GLsizei count, const(GLint)* value)
- void Uniform3iv(GLint location, GLsizei count, const(GLint)* value)
- void Uniform4iv(GLint location, GLsizei count, const(GLint)* value)
- void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const(GLfloat)* value)
- void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const(GLfloat)* value)
- void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const(GLfloat)* value)
- void ValidateProgram(GLuint program)
- void VertexAttrib1d(GLuint index, GLdouble x)
- void VertexAttrib1dv(GLuint index, const(GLdouble)* v)
- void VertexAttrib1f(GLuint index, GLfloat x)
- void VertexAttrib1fv(GLuint index, const(GLfloat)* v)
- void VertexAttrib1s(GLuint index, GLshort x)
- void VertexAttrib1sv(GLuint index, const(GLshort)* v)
- void VertexAttrib2d(GLuint index, GLdouble x, GLdouble y)
- void VertexAttrib2dv(GLuint index, const(GLdouble)* v)
- void VertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
- void VertexAttrib2fv(GLuint index, const(GLfloat)* v)
- void VertexAttrib2s(GLuint index, GLshort x, GLshort y)
- void VertexAttrib2sv(GLuint index, const(GLshort)* v)
- void VertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z)
- void VertexAttrib3dv(GLuint index, const(GLdouble)* v)
- void VertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
- void VertexAttrib3fv(GLuint index, const(GLfloat)* v)
- void VertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z)
- void VertexAttrib3sv(GLuint index, const(GLshort)* v)
- void VertexAttrib4Nbv(GLuint index, const(GLbyte)* v)
- void VertexAttrib4Niv(GLuint index, const(GLint)* v)
- void VertexAttrib4Nsv(GLuint index, const(GLshort)* v)
- void VertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w)
- void VertexAttrib4Nubv(GLuint index, const(GLubyte)* v)
- void VertexAttrib4Nuiv(GLuint index, const(GLuint)* v)
- void VertexAttrib4Nusv(GLuint index, const(GLushort)* v)
- void VertexAttrib4bv(GLuint index, const(GLbyte)* v)
- void VertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
- void VertexAttrib4dv(GLuint index, const(GLdouble)* v)
- void VertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
- void VertexAttrib4fv(GLuint index, const(GLfloat)* v)
- void VertexAttrib4iv(GLuint index, const(GLint)* v)
- void VertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w)
- void VertexAttrib4sv(GLuint index, const(GLshort)* v)
- void VertexAttrib4ubv(GLuint index, const(GLubyte)* v)
- void VertexAttrib4uiv(GLuint index, const(GLuint)* v)
- void VertexAttrib4usv(GLuint index, const(GLushort)* v)
- void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const(void)* pointer)
gfx bindings opengl gl Gl
constructorsfunctions
Commands for GL_VERSION_2_0