ActiveTexture(texture) return void param texture TextureUnit in value AttachShader(program, shader) return void param program UInt32 in value param shader UInt32 in value BindAttribLocation(program, index, name) return void param program UInt32 in value param index UInt32 in value param name Char in array [] BindBuffer(target, buffer) return void param target BufferTarget in value param buffer UInt32 in value BindFramebuffer(target, framebuffer) return void param target FramebufferTarget in value param framebuffer UInt32 in value BindRenderbuffer(target, renderbuffer) return void param target RenderbufferTarget in value param renderbuffer UInt32 in value BindTexture(target, texture) return void param target TextureTarget in value param texture Texture in value BlendColor(red, green, blue, alpha) return void param red ClampedColorF in value param green ClampedColorF in value param blue ClampedColorF in value param alpha ClampedColorF in value BlendEquation(mode) return void param mode BlendEquationMode in value BlendEquationSeparate(modeRGB, modeAlpha) return void param modeRGB BlendEquationMode in value param modeAlpha BlendEquationMode in value BlendFunc(sfactor, dfactor) return void param sfactor BlendingFactorSrc in value param dfactor BlendingFactorDest in value BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha) return void param sfactorRGB BlendFuncSeparateParameter in value param dfactorRGB BlendFuncSeparateParameter in value param sfactorAlpha BlendFuncSeparateParameter in value param dfactorAlpha BlendFuncSeparateParameter in value BufferData(target, size, data, usage) return void param target BufferTarget in value param size BufferSize in value param data ConstVoid in array [size] param usage BufferUsage in value BufferSubData(target, offset, size, data) return void param target BufferTarget in value param offset BufferOffset in value param size BufferSize in value param data ConstVoid in array [size] CheckFramebufferStatus(target) return GLenum param target FramebufferTarget in value Clear(mask) return void param mask ClearBufferMask in value ClearColor(red, green, blue, alpha) return void param red ClampedColorF in value param green ClampedColorF in value param blue ClampedColorF in value param alpha ClampedColorF in value ClearDepthf(depth) return void param depth ClampedFloat32 in value ClearStencil(s) return void param s StencilValue in value ColorMask(red, green, blue, alpha) return void param red Boolean in value param green Boolean in value param blue Boolean in value param alpha Boolean in value CompileShader(shader) return void param shader UInt32 in value CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data) return void param target TextureTarget in value param level CheckedInt32 in value param internalformat PixelInternalFormat in value param width SizeI in value param height SizeI in value param border CheckedInt32 in value param imageSize SizeI in value param data CompressedTexture in array [imageSize] CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data) return void param target TextureTarget in value param level CheckedInt32 in value param xoffset CheckedInt32 in value param yoffset CheckedInt32 in value param width SizeI in value param height SizeI in value param format PixelFormat in value param imageSize SizeI in value param data CompressedTexture in array [imageSize] CopyTexImage2D(target, level, internalformat, x, y, width, height, border) return void param target TextureTarget in value param level CheckedInt32 in value param internalformat PixelInternalFormat in value param x WinCoord in value param y WinCoord in value param width SizeI in value param height SizeI in value param border CheckedInt32 in value CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height) return void param target TextureTarget in value param level CheckedInt32 in value param xoffset CheckedInt32 in value param yoffset CheckedInt32 in value param x WinCoord in value param y WinCoord in value param width SizeI in value param height SizeI in value CreateProgram() return UInt32 CreateShader(type) return UInt32 param type GLenum in value CullFace(mode) return void param mode CullFaceMode in value DeleteBuffers(n, buffers) return void param n SizeI in value param buffers ConstUInt32 in array [n] DeleteFramebuffers(n, framebuffers) return void param n SizeI in value param framebuffers UInt32 in array [n] DeleteProgram(program) return void param program UInt32 in value DeleteRenderbuffers(n, renderbuffers) return void param n SizeI in value param renderbuffers UInt32 in array [n] DeleteShader(shader) return void param shader UInt32 in value DeleteTextures(n, textures) return void param n SizeI in value param textures Texture in array [n] DepthFunc(func) return void param func DepthFunction in value DepthMask(flag) return void param flag Boolean in value DepthRangef(near, far) return void param near ClampedFloat32 in value param far ClampedFloat32 in value DetachShader(program, shader) return void param program UInt32 in value param shader UInt32 in value Disable(cap) return void param cap EnableCap in value DisableVertexAttribArray(index) return void param index UInt32 in value DrawArrays(mode, first, count) return void param mode BeginMode in value param first Int32 in value param count SizeI in value DrawElements(mode, count, type, indices) return void param mode BeginMode in value param count SizeI in value param type DrawElementsType in value param indices Void in array [COMPSIZE(count/type)] Enable(cap) return void param cap EnableCap in value EnableVertexAttribArray(index) return void param index UInt32 in value Finish() return void Flush() return void FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer) return void param target FramebufferTarget in value param attachment FramebufferAttachment in value param renderbuffertarget RenderbufferTarget in value param renderbuffer UInt32 in value FramebufferTexture2D(target, attachment, textarget, texture, level) return void param target FramebufferTarget in value param attachment FramebufferAttachment in value param textarget GLenum in value param texture UInt32 in value param level Int32 in value FrontFace(mode) return void param mode FrontFaceDirection in value GenBuffers(n, buffers) return void param n SizeI in value param buffers UInt32 out array [n] GenerateMipmap(target) return void param target GLenum in value GenFramebuffers(n, framebuffers) return void param n SizeI in value param framebuffers UInt32 out array [n] GenRenderbuffers(n, renderbuffers) return void param n SizeI in value param renderbuffers UInt32 out array [n] GenTextures(n, textures) return void param n SizeI in value param textures Texture out array [n] GetActiveAttrib(program, index, bufSize, length, size, type, name) return void param program UInt32 in value param index UInt32 in value param bufSize SizeI in value param length SizeI out array [1] param size Int32 out array [1] param type GLenum out array [1] param name Char out array [] GetActiveUniform(program, index, bufSize, length, size, type, name) return void param program UInt32 in value param index UInt32 in value param bufSize SizeI in value param length SizeI out array [1] param size Int32 out array [1] param type GLenum out array [1] param name Char out array [] GetAttachedShaders(program, maxCount, count, obj) return void param program UInt32 in value param maxCount SizeI in value param count SizeI out array [1] param obj UInt32 out array [count] GetAttribLocation(program, name) return Int32 param program UInt32 in value param name Char in array [] GetBooleanv(pname, params) return void param pname GetPName in value param params Boolean out array [COMPSIZE(pname)] GetBufferParameteriv(target, pname, params) return void param target BufferTarget in value param pname BufferPName in value param params Int32 out array [COMPSIZE(pname)] GetError() return ErrorCode GetFloatv(pname, params) return void param pname GetPName in value param params Float32 out array [COMPSIZE(pname)] GetFramebufferAttachmentParameteriv(target, attachment, pname, params) return void param target FramebufferTarget in value param attachment FramebufferAttachment in value param pname GLenum in value param params Int32 out array [COMPSIZE(pname)] GetIntegerv(pname, params) return void param pname GetPName in value param params Int32 out array [COMPSIZE(pname)] GetProgramiv(program, pname, params) return void param program UInt32 in value param pname GLenum in value param params Int32 out array [pname] GetProgramInfoLog(program, bufSize, length, infoLog) return void param program UInt32 in value param bufSize SizeI in value param length SizeI out array [1] param infoLog Char out array [length] GetRenderbufferParameteriv(target, pname, params) return void param target RenderbufferTarget in value param pname GLenum in value param params Int32 out array [COMPSIZE(pname)] GetShaderiv(shader, pname, params) return void param shader UInt32 in value param pname GLenum in value param params Int32 out array [pname] GetShaderInfoLog(shader, bufSize, length, infoLog) return void param shader UInt32 in value param bufSize SizeI in value param length SizeI out array [1] param infoLog Char out array [length] #GetShaderPrecisionFormat GetShaderSource(shader, bufSize, length, source) return void param shader UInt32 in value param bufSize SizeI in value param length SizeI out array [1] param source Char out array [length] GetString(name) return String param name StringName in value GetTexParameterfv(target, pname, params) return void param target TextureTarget in value param pname GetTextureParameter in value param params Float32 out array [COMPSIZE(pname)] GetTexParameteriv(target, pname, params) return void param target TextureTarget in value param pname GetTextureParameter in value param params Int32 out array [COMPSIZE(pname)] GetUniformfv(program, location, params) return void param program UInt32 in value param location Int32 in value param params Float32 out array [location] GetUniformiv(program, location, params) return void param program UInt32 in value param location Int32 in value param params Int32 out array [location] GetUniformLocation(program, name) return Int32 param program UInt32 in value param name Char in array [] GetVertexAttribfv(index, pname, params) return void param index UInt32 in value param pname VertexAttribPropertyARB in value param params Float32 out array [4] GetVertexAttribiv(index, pname, params) return void param index UInt32 in value param pname VertexAttribPropertyARB in value param params Int32 out array [4] GetVertexAttribPointerv(index, pname, pointer) return void param index UInt32 in value param pname VertexAttribPointerPropertyARB in value param pointer VoidPointer out array [1] Hint(target, mode) return void param target HintTarget in value param mode HintMode in value IsBuffer(buffer) return Boolean param buffer UInt32 in value IsEnabled(cap) return Boolean param cap EnableCap in value IsFramebuffer(framebuffer) return Boolean param framebuffer UInt32 in value IsProgram(program) return Boolean param program UInt32 in value IsRenderbuffer(renderbuffer) return Boolean param renderbuffer UInt32 in value IsShader(shader) return Boolean param shader UInt32 in value IsTexture(texture) return Boolean param texture Texture in value LineWidth(width) return void param width CheckedFloat32 in value LinkProgram(program) return void param program UInt32 in value PixelStorei(pname, param) return void param pname PixelStoreParameter in value param param CheckedInt32 in value PolygonOffset(factor, units) return void param factor Float32 in value param units Float32 in value ReadPixels(x, y, width, height, format, type, pixels) return void param x WinCoord in value param y WinCoord in value param width SizeI in value param height SizeI in value param format PixelFormat in value param type PixelType in value param pixels Void out array [COMPSIZE(format/type/width/height)] #ReleaseShaderCompiler RenderbufferStorage(target, internalformat, width, height) return void param target RenderbufferTarget in value param internalformat GLenum in value param width SizeI in value param height SizeI in value SampleCoverage(value, invert) return void param value ClampedFloat32 in value param invert Boolean in value Scissor(x, y, width, height) return void param x WinCoord in value param y WinCoord in value param width SizeI in value param height SizeI in value #ShaderBinary ShaderSource(shader, count, string, length) return void param shader UInt32 in value param count SizeI in value param string CharPointer in array [count] param length Int32 in array [1] StencilFunc(func, ref, mask) return void param func StencilFunction in value param ref ClampedStencilValue in value param mask MaskedStencilValue in value StencilFuncSeparate(frontfunc, backfunc, ref, mask) return void param frontfunc StencilFunction in value param backfunc StencilFunction in value param ref ClampedStencilValue in value param mask MaskedStencilValue in value StencilMask(mask) return void param mask MaskedStencilValue in value StencilMaskSeparate(face, mask) return void param face StencilFaceDirection in value param mask MaskedStencilValue in value StencilOp(fail, zfail, zpass) return void param fail StencilOp in value param zfail StencilOp in value param zpass StencilOp in value StencilOpSeparate(face, sfail, dpfail, dppass) return void param face StencilFaceDirection in value param sfail StencilOp in value param dpfail StencilOp in value param dppass StencilOp in value TexImage2D(target, level, internalformat, width, height, border, format, type, pixels) return void param target TextureTarget in value param level CheckedInt32 in value param internalformat TextureComponentCount in value param width SizeI in value param height SizeI in value param border CheckedInt32 in value param format PixelFormat in value param type PixelType in value param pixels Void in array [COMPSIZE(format/type/width/height)] TexParameterf(target, pname, param) return void param target TextureTarget in value param pname TextureParameterName in value param param CheckedFloat32 in value TexParameterfv(target, pname, params) return void param target TextureTarget in value param pname TextureParameterName in value param params CheckedFloat32 in array [COMPSIZE(pname)] TexParameteri(target, pname, param) return void param target TextureTarget in value param pname TextureParameterName in value param param CheckedInt32 in value TexParameteriv(target, pname, params) return void param target TextureTarget in value param pname TextureParameterName in value param params CheckedInt32 in array [COMPSIZE(pname)] TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels) return void param target TextureTarget in value param level CheckedInt32 in value param xoffset CheckedInt32 in value param yoffset CheckedInt32 in value param width SizeI in value param height SizeI in value param format PixelFormat in value param type PixelType in value param pixels Void in array [COMPSIZE(format/type/width/height)] Uniform1f(location, v0) return void param location Int32 in value param v0 Float32 in value Uniform1fv(location, count, value) return void param location Int32 in value param count SizeI in value param value Float32 in array [count] Uniform1i(location, v0) return void param location Int32 in value param v0 Int32 in value Uniform1iv(location, count, value) return void param location Int32 in value param count SizeI in value param value Int32 in array [count] Uniform2f(location, v0, v1) return void param location Int32 in value param v0 Float32 in value param v1 Float32 in value Uniform2fv(location, count, value) return void param location Int32 in value param count SizeI in value param value Float32 in array [count] Uniform2i(location, v0, v1) return void param location Int32 in value param v0 Int32 in value param v1 Int32 in value Uniform2iv(location, count, value) return void param location Int32 in value param count SizeI in value param value Int32 in array [count] Uniform3f(location, v0, v1, v2) return void param location Int32 in value param v0 Float32 in value param v1 Float32 in value param v2 Float32 in value Uniform3fv(location, count, value) return void param location Int32 in value param count SizeI in value param value Float32 in array [count] Uniform3i(location, v0, v1, v2) return void param location Int32 in value param v0 Int32 in value param v1 Int32 in value param v2 Int32 in value Uniform3iv(location, count, value) return void param location Int32 in value param count SizeI in value param value Int32 in array [count] Uniform4f(location, v0, v1, v2, v3) return void param location Int32 in value param v0 Float32 in value param v1 Float32 in value param v2 Float32 in value param v3 Float32 in value Uniform4fv(location, count, value) return void param location Int32 in value param count SizeI in value param value Float32 in array [count] Uniform4i(location, v0, v1, v2, v3) return void param location Int32 in value param v0 Int32 in value param v1 Int32 in value param v2 Int32 in value param v3 Int32 in value Uniform4iv(location, count, value) return void param location Int32 in value param count SizeI in value param value Int32 in array [count] UniformMatrix2fv(location, count, transpose, value) return void param location Int32 in value param count SizeI in value param transpose Boolean in value param value Float32 in array [count] UniformMatrix3fv(location, count, transpose, value) return void param location Int32 in value param count SizeI in value param transpose Boolean in value param value Float32 in array [count] UniformMatrix4fv(location, count, transpose, value) return void param location Int32 in value param count SizeI in value param transpose Boolean in value param value Float32 in array [count] UseProgram(program) return void param program UInt32 in value ValidateProgram(program) return void param program UInt32 in value VertexAttrib1f(index, x) return void param index UInt32 in value param x Float32 in value VertexAttrib1fv(index, v) return void param index UInt32 in value param v Float32 in array [1] VertexAttrib2f(index, x, y) return void param index UInt32 in value param x Float32 in value param y Float32 in value VertexAttrib2fv(index, v) return void param index UInt32 in value param v Float32 in array [2] VertexAttrib3f(index, x, y, z) return void param index UInt32 in value param x Float32 in value param y Float32 in value param z Float32 in value VertexAttrib3fv(index, v) return void param index UInt32 in value param v Float32 in array [3] VertexAttrib4f(index, x, y, z, w) return void param index UInt32 in value param x Float32 in value param y Float32 in value param z Float32 in value param w Float32 in value VertexAttrib4fv(index, v) return void param index UInt32 in value param v Float32 in array [4] VertexAttribPointer(index, size, type, normalized, stride, pointer) return void param index UInt32 in value param size Int32 in value param type VertexAttribPointerTypeARB in value param normalized Boolean in value param stride SizeI in value param pointer Void in array [COMPSIZE(size/type/stride)] retained Viewport(x, y, width, height) return void param x WinCoord in value param y WinCoord in value param width SizeI in value param height SizeI in value