Qt 5.6 | Qt GUI | C++ Classes | QOpenGLFunctions_3_3_Core

Qt 5.6.2 Reference Documentation

# List of All Members for QOpenGLFunctions_3_3_Core

This is the complete list of members for QOpenGLFunctions_3_3_Core, including inherited members.

QOpenGLFunctions_3_3_Core() ~QOpenGLFunctions_3_3_Core() d_ptr : QAbstractOpenGLFunctionsPrivate * glActiveTexture(GLenum ) glAttachShader(GLuint , GLuint ) glBeginConditionalRender(GLuint , GLenum ) glBeginQuery(GLenum , GLuint ) glBeginTransformFeedback(GLenum ) glBindAttribLocation(GLuint , GLuint , const GLchar *) glBindBuffer(GLenum , GLuint ) glBindBufferBase(GLenum , GLuint , GLuint ) glBindBufferRange(GLenum , GLuint , GLuint , GLintptr , GLsizeiptr ) glBindFragDataLocation(GLuint , GLuint , const GLchar *) glBindFragDataLocationIndexed(GLuint , GLuint , GLuint , const GLchar *) glBindFramebuffer(GLenum , GLuint ) glBindRenderbuffer(GLenum , GLuint ) glBindSampler(GLuint , GLuint ) glBindTexture(GLenum , GLuint ) glBindVertexArray(GLuint ) glBlendColor(GLfloat , GLfloat , GLfloat , GLfloat ) glBlendEquation(GLenum ) glBlendEquationSeparate(GLenum , GLenum ) glBlendFunc(GLenum , GLenum ) glBlendFuncSeparate(GLenum , GLenum , GLenum , GLenum ) glBlitFramebuffer(GLint , GLint , GLint , GLint , GLint , GLint , GLint , GLint , GLbitfield , GLenum ) glBufferData(GLenum , GLsizeiptr , const GLvoid *, GLenum ) glBufferSubData(GLenum , GLintptr , GLsizeiptr , const GLvoid *) glCheckFramebufferStatus(GLenum ) : GLenum glClampColor(GLenum , GLenum ) glClear(GLbitfield ) glClearBufferfi(GLenum , GLint , GLfloat , GLint ) glClearBufferfv(GLenum , GLint , const GLfloat *) glClearBufferiv(GLenum , GLint , const GLint *) glClearBufferuiv(GLenum , GLint , const GLuint *) glClearColor(GLfloat , GLfloat , GLfloat , GLfloat ) glClearDepth(GLdouble ) glClearStencil(GLint ) glClientWaitSync(GLsync , GLbitfield , GLuint64 ) : GLenum glColorMask(GLboolean , GLboolean , GLboolean , GLboolean ) glColorMaski(GLuint , GLboolean , GLboolean , GLboolean , GLboolean ) glColorP3ui(GLenum , GLuint ) glColorP3uiv(GLenum , const GLuint *) glColorP4ui(GLenum , GLuint ) glColorP4uiv(GLenum , const GLuint *) glCompileShader(GLuint ) glCompressedTexImage1D(GLenum , GLint , GLenum , GLsizei , GLint , GLsizei , const GLvoid *) glCompressedTexImage2D(GLenum , GLint , GLenum , GLsizei , GLsizei , GLint , GLsizei , const GLvoid *) glCompressedTexImage3D(GLenum , GLint , GLenum , GLsizei , GLsizei , GLsizei , GLint , GLsizei , const GLvoid *) glCompressedTexSubImage1D(GLenum , GLint , GLint , GLsizei , GLenum , GLsizei , const GLvoid *) glCompressedTexSubImage2D(GLenum , GLint , GLint , GLint , GLsizei , GLsizei , GLenum , GLsizei , const GLvoid *) glCompressedTexSubImage3D(GLenum , GLint , GLint , GLint , GLint , GLsizei , GLsizei , GLsizei , GLenum , GLsizei , const GLvoid *) glCopyBufferSubData(GLenum , GLenum , GLintptr , GLintptr , GLsizeiptr ) glCopyTexImage1D(GLenum , GLint , GLenum , GLint , GLint , GLsizei , GLint ) glCopyTexImage2D(GLenum , GLint , GLenum , GLint , GLint , GLsizei , GLsizei , GLint ) glCopyTexSubImage1D(GLenum , GLint , GLint , GLint , GLint , GLsizei ) glCopyTexSubImage2D(GLenum , GLint , GLint , GLint , GLint , GLint , GLsizei , GLsizei ) glCopyTexSubImage3D(GLenum , GLint , GLint , GLint , GLint , GLint , GLint , GLsizei , GLsizei ) glCreateProgram() : GLuint glCreateShader(GLenum ) : GLuint glCullFace(GLenum ) glDeleteBuffers(GLsizei , const GLuint *) glDeleteFramebuffers(GLsizei , const GLuint *) glDeleteProgram(GLuint ) glDeleteQueries(GLsizei , const GLuint *) glDeleteRenderbuffers(GLsizei , const GLuint *) glDeleteSamplers(GLsizei , const GLuint *) glDeleteShader(GLuint ) glDeleteSync(GLsync ) glDeleteTextures(GLsizei , const GLuint *) glDeleteVertexArrays(GLsizei , const GLuint *) glDepthFunc(GLenum ) glDepthMask(GLboolean ) glDepthRange(GLdouble , GLdouble ) glDetachShader(GLuint , GLuint ) glDisable(GLenum ) glDisableVertexAttribArray(GLuint ) glDisablei(GLenum , GLuint ) glDrawArrays(GLenum , GLint , GLsizei ) glDrawArraysInstanced(GLenum , GLint , GLsizei , GLsizei ) glDrawBuffer(GLenum ) glDrawBuffers(GLsizei , const GLenum *) glDrawElements(GLenum , GLsizei , GLenum , const GLvoid *) glDrawElementsBaseVertex(GLenum , GLsizei , GLenum , const GLvoid *, GLint ) glDrawElementsInstanced(GLenum , GLsizei , GLenum , const GLvoid *, GLsizei ) glDrawElementsInstancedBaseVertex(GLenum , GLsizei , GLenum , const GLvoid *, GLsizei , GLint ) glDrawRangeElements(GLenum , GLuint , GLuint , GLsizei , GLenum , const GLvoid *) glDrawRangeElementsBaseVertex(GLenum , GLuint , GLuint , GLsizei , GLenum , const GLvoid *, GLint ) glEnable(GLenum ) glEnableVertexAttribArray(GLuint ) glEnablei(GLenum , GLuint ) glEndConditionalRender() glEndQuery(GLenum ) glEndTransformFeedback() glFenceSync(GLenum , GLbitfield ) : GLsync glFinish() glFlush() glFlushMappedBufferRange(GLenum , GLintptr , GLsizeiptr ) glFramebufferRenderbuffer(GLenum , GLenum , GLenum , GLuint ) glFramebufferTexture(GLenum , GLenum , GLuint , GLint ) glFramebufferTexture1D(GLenum , GLenum , GLenum , GLuint , GLint ) glFramebufferTexture2D(GLenum , GLenum , GLenum , GLuint , GLint ) glFramebufferTexture3D(GLenum , GLenum , GLenum , GLuint , GLint , GLint ) glFramebufferTextureLayer(GLenum , GLenum , GLuint , GLint , GLint ) glFrontFace(GLenum ) glGenBuffers(GLsizei , GLuint *) glGenFramebuffers(GLsizei , GLuint *) glGenQueries(GLsizei , GLuint *) glGenRenderbuffers(GLsizei , GLuint *) glGenSamplers(GLsizei , GLuint *) glGenTextures(GLsizei , GLuint *) glGenVertexArrays(GLsizei , GLuint *) glGenerateMipmap(GLenum ) glGetActiveAttrib(GLuint , GLuint , GLsizei , GLsizei *, GLint *, GLenum *, GLchar *) glGetActiveUniform(GLuint , GLuint , GLsizei , GLsizei *, GLint *, GLenum *, GLchar *) glGetActiveUniformBlockName(GLuint , GLuint , GLsizei , GLsizei *, GLchar *) glGetActiveUniformBlockiv(GLuint , GLuint , GLenum , GLint *) glGetActiveUniformName(GLuint , GLuint , GLsizei , GLsizei *, GLchar *) glGetActiveUniformsiv(GLuint , GLsizei , const GLuint *, GLenum , GLint *) glGetAttachedShaders(GLuint , GLsizei , GLsizei *, GLuint *) glGetAttribLocation(GLuint , const GLchar *) : GLint glGetBooleani_v(GLenum , GLuint , GLboolean *) glGetBooleanv(GLenum , GLboolean *) glGetBufferParameteri64v(GLenum , GLenum , GLint64 *) glGetBufferParameteriv(GLenum , GLenum , GLint *) glGetBufferPointerv(GLenum , GLenum , GLvoid **) glGetBufferSubData(GLenum , GLintptr , GLsizeiptr , GLvoid *) glGetCompressedTexImage(GLenum , GLint , GLvoid *) glGetDoublev(GLenum , GLdouble *) glGetError() : GLenum glGetFloatv(GLenum , GLfloat *) glGetFragDataIndex(GLuint , const GLchar *) : GLint glGetFragDataLocation(GLuint , const GLchar *) : GLint glGetFramebufferAttachmentParameteriv(GLenum , GLenum , GLenum , GLint *) glGetInteger64i_v(GLenum , GLuint , GLint64 *) glGetInteger64v(GLenum , GLint64 *) glGetIntegeri_v(GLenum , GLuint , GLint *) glGetIntegerv(GLenum , GLint *) glGetMultisamplefv(GLenum , GLuint , GLfloat *) glGetPointerv(GLenum , GLvoid **) glGetProgramInfoLog(GLuint , GLsizei , GLsizei *, GLchar *) glGetProgramiv(GLuint , GLenum , GLint *) glGetQueryObjecti64v(GLuint , GLenum , GLint64 *) glGetQueryObjectiv(GLuint , GLenum , GLint *) glGetQueryObjectui64v(GLuint , GLenum , GLuint64 *) glGetQueryObjectuiv(GLuint , GLenum , GLuint *) glGetQueryiv(GLenum , GLenum , GLint *) glGetRenderbufferParameteriv(GLenum , GLenum , GLint *) glGetSamplerParameterIiv(GLuint , GLenum , GLint *) glGetSamplerParameterIuiv(GLuint , GLenum , GLuint *) glGetSamplerParameterfv(GLuint , GLenum , GLfloat *) glGetSamplerParameteriv(GLuint , GLenum , GLint *) glGetShaderInfoLog(GLuint , GLsizei , GLsizei *, GLchar *) glGetShaderSource(GLuint , GLsizei , GLsizei *, GLchar *) glGetShaderiv(GLuint , GLenum , GLint *) glGetString(GLenum ) : const GLubyte * glGetStringi(GLenum , GLuint ) : const GLubyte * glGetSynciv(GLsync , GLenum , GLsizei , GLsizei *, GLint *) glGetTexImage(GLenum , GLint , GLenum , GLenum , GLvoid *) glGetTexLevelParameterfv(GLenum , GLint , GLenum , GLfloat *) glGetTexLevelParameteriv(GLenum , GLint , GLenum , GLint *) glGetTexParameterIiv(GLenum , GLenum , GLint *) glGetTexParameterIuiv(GLenum , GLenum , GLuint *) glGetTexParameterfv(GLenum , GLenum , GLfloat *) | glGetTexParameteriv(GLenum , GLenum , GLint *) glGetTransformFeedbackVarying(GLuint , GLuint , GLsizei , GLsizei *, GLsizei *, GLenum *, GLchar *) glGetUniformBlockIndex(GLuint , const GLchar *) : GLuint glGetUniformIndices(GLuint , GLsizei , const GLchar * const *, GLuint *) glGetUniformLocation(GLuint , const GLchar *) : GLint glGetUniformfv(GLuint , GLint , GLfloat *) glGetUniformiv(GLuint , GLint , GLint *) glGetUniformuiv(GLuint , GLint , GLuint *) glGetVertexAttribIiv(GLuint , GLenum , GLint *) glGetVertexAttribIuiv(GLuint , GLenum , GLuint *) glGetVertexAttribPointerv(GLuint , GLenum , GLvoid **) glGetVertexAttribdv(GLuint , GLenum , GLdouble *) glGetVertexAttribfv(GLuint , GLenum , GLfloat *) glGetVertexAttribiv(GLuint , GLenum , GLint *) glHint(GLenum , GLenum ) glIndexub(GLubyte ) glIndexubv(const GLubyte *) glIsBuffer(GLuint ) : GLboolean glIsEnabled(GLenum ) : GLboolean glIsEnabledi(GLenum , GLuint ) : GLboolean glIsFramebuffer(GLuint ) : GLboolean glIsProgram(GLuint ) : GLboolean glIsQuery(GLuint ) : GLboolean glIsRenderbuffer(GLuint ) : GLboolean glIsSampler(GLuint ) : GLboolean glIsShader(GLuint ) : GLboolean glIsSync(GLsync ) : GLboolean glIsTexture(GLuint ) : GLboolean glIsVertexArray(GLuint ) : GLboolean glLineWidth(GLfloat ) glLinkProgram(GLuint ) glLogicOp(GLenum ) glMapBuffer(GLenum , GLenum ) : GLvoid * glMapBufferRange(GLenum , GLintptr , GLsizeiptr , GLbitfield ) : GLvoid * glMultiDrawArrays(GLenum , const GLint *, const GLsizei *, GLsizei ) glMultiDrawElements(GLenum , const GLsizei *, GLenum , const GLvoid * const *, GLsizei ) glMultiDrawElementsBaseVertex(GLenum , const GLsizei *, GLenum , const GLvoid * const *, GLsizei , const GLint *) glMultiTexCoordP1ui(GLenum , GLenum , GLuint ) glMultiTexCoordP1uiv(GLenum , GLenum , const GLuint *) glMultiTexCoordP2ui(GLenum , GLenum , GLuint ) glMultiTexCoordP2uiv(GLenum , GLenum , const GLuint *) glMultiTexCoordP3ui(GLenum , GLenum , GLuint ) glMultiTexCoordP3uiv(GLenum , GLenum , const GLuint *) glMultiTexCoordP4ui(GLenum , GLenum , GLuint ) glMultiTexCoordP4uiv(GLenum , GLenum , const GLuint *) glNormalP3ui(GLenum , GLuint ) glNormalP3uiv(GLenum , const GLuint *) glPixelStoref(GLenum , GLfloat ) glPixelStorei(GLenum , GLint ) glPointParameterf(GLenum , GLfloat ) glPointParameterfv(GLenum , const GLfloat *) glPointParameteri(GLenum , GLint ) glPointParameteriv(GLenum , const GLint *) glPointSize(GLfloat ) glPolygonMode(GLenum , GLenum ) glPolygonOffset(GLfloat , GLfloat ) glPrimitiveRestartIndex(GLuint ) glProvokingVertex(GLenum ) glQueryCounter(GLuint , GLenum ) glReadBuffer(GLenum ) glReadPixels(GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , GLvoid *) glRenderbufferStorage(GLenum , GLenum , GLsizei , GLsizei ) glRenderbufferStorageMultisample(GLenum , GLsizei , GLenum , GLsizei , GLsizei ) glSampleCoverage(GLfloat , GLboolean ) glSampleMaski(GLuint , GLbitfield ) glSamplerParameterIiv(GLuint , GLenum , const GLint *) glSamplerParameterIuiv(GLuint , GLenum , const GLuint *) glSamplerParameterf(GLuint , GLenum , GLfloat ) glSamplerParameterfv(GLuint , GLenum , const GLfloat *) glSamplerParameteri(GLuint , GLenum , GLint ) glSamplerParameteriv(GLuint , GLenum , const GLint *) glScissor(GLint , GLint , GLsizei , GLsizei ) glSecondaryColorP3ui(GLenum , GLuint ) glSecondaryColorP3uiv(GLenum , const GLuint *) glShaderSource(GLuint , GLsizei , const GLchar * const *, const GLint *) glStencilFunc(GLenum , GLint , GLuint ) glStencilFuncSeparate(GLenum , GLenum , GLint , GLuint ) glStencilMask(GLuint ) glStencilMaskSeparate(GLenum , GLuint ) glStencilOp(GLenum , GLenum , GLenum ) glStencilOpSeparate(GLenum , GLenum , GLenum , GLenum ) glTexBuffer(GLenum , GLenum , GLuint ) glTexCoordP1ui(GLenum , GLuint ) glTexCoordP1uiv(GLenum , const GLuint *) glTexCoordP2ui(GLenum , GLuint ) glTexCoordP2uiv(GLenum , const GLuint *) glTexCoordP3ui(GLenum , GLuint ) glTexCoordP3uiv(GLenum , const GLuint *) glTexCoordP4ui(GLenum , GLuint ) glTexCoordP4uiv(GLenum , const GLuint *) glTexImage1D(GLenum , GLint , GLint , GLsizei , GLint , GLenum , GLenum , const GLvoid *) glTexImage2D(GLenum , GLint , GLint , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *) glTexImage2DMultisample(GLenum , GLsizei , GLint , GLsizei , GLsizei , GLboolean ) glTexImage3D(GLenum , GLint , GLint , GLsizei , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *) glTexImage3DMultisample(GLenum , GLsizei , GLint , GLsizei , GLsizei , GLsizei , GLboolean ) glTexParameterIiv(GLenum , GLenum , const GLint *) glTexParameterIuiv(GLenum , GLenum , const GLuint *) glTexParameterf(GLenum , GLenum , GLfloat ) glTexParameterfv(GLenum , GLenum , const GLfloat *) glTexParameteri(GLenum , GLenum , GLint ) glTexParameteriv(GLenum , GLenum , const GLint *) glTexSubImage1D(GLenum , GLint , GLint , GLsizei , GLenum , GLenum , const GLvoid *) glTexSubImage2D(GLenum , GLint , GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , const GLvoid *) glTexSubImage3D(GLenum , GLint , GLint , GLint , GLint , GLsizei , GLsizei , GLsizei , GLenum , GLenum , const GLvoid *) glTransformFeedbackVaryings(GLuint , GLsizei , const GLchar * const *, GLenum ) glUniform1f(GLint , GLfloat ) glUniform1fv(GLint , GLsizei , const GLfloat *) glUniform1i(GLint , GLint ) glUniform1iv(GLint , GLsizei , const GLint *) glUniform1ui(GLint , GLuint ) glUniform1uiv(GLint , GLsizei , const GLuint *) glUniform2f(GLint , GLfloat , GLfloat ) glUniform2fv(GLint , GLsizei , const GLfloat *) glUniform2i(GLint , GLint , GLint ) glUniform2iv(GLint , GLsizei , const GLint *) glUniform2ui(GLint , GLuint , GLuint ) glUniform2uiv(GLint , GLsizei , const GLuint *) glUniform3f(GLint , GLfloat , GLfloat , GLfloat ) glUniform3fv(GLint , GLsizei , const GLfloat *) glUniform3i(GLint , GLint , GLint , GLint ) glUniform3iv(GLint , GLsizei , const GLint *) glUniform3ui(GLint , GLuint , GLuint , GLuint ) glUniform3uiv(GLint , GLsizei , const GLuint *) glUniform4f(GLint , GLfloat , GLfloat , GLfloat , GLfloat ) glUniform4fv(GLint , GLsizei , const GLfloat *) glUniform4i(GLint , GLint , GLint , GLint , GLint ) glUniform4iv(GLint , GLsizei , const GLint *) glUniform4ui(GLint , GLuint , GLuint , GLuint , GLuint ) glUniform4uiv(GLint , GLsizei , const GLuint *) glUniformBlockBinding(GLuint , GLuint , GLuint ) glUniformMatrix2fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix2x3fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix2x4fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix3fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix3x2fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix3x4fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix4fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix4x2fv(GLint , GLsizei , GLboolean , const GLfloat *) glUniformMatrix4x3fv(GLint , GLsizei , GLboolean , const GLfloat *) glUnmapBuffer(GLenum ) : GLboolean glUseProgram(GLuint ) glValidateProgram(GLuint ) glVertexAttribDivisor(GLuint , GLuint ) glVertexAttribIPointer(GLuint , GLint , GLenum , GLsizei , const GLvoid *) glVertexAttribP1ui(GLuint , GLenum , GLboolean , GLuint ) glVertexAttribP1uiv(GLuint , GLenum , GLboolean , const GLuint *) glVertexAttribP2ui(GLuint , GLenum , GLboolean , GLuint ) glVertexAttribP2uiv(GLuint , GLenum , GLboolean , const GLuint *) glVertexAttribP3ui(GLuint , GLenum , GLboolean , GLuint ) glVertexAttribP3uiv(GLuint , GLenum , GLboolean , const GLuint *) glVertexAttribP4ui(GLuint , GLenum , GLboolean , GLuint ) glVertexAttribP4uiv(GLuint , GLenum , GLboolean , const GLuint *) glVertexAttribPointer(GLuint , GLint , GLenum , GLboolean , GLsizei , const GLvoid *) glVertexP2ui(GLenum , GLuint ) glVertexP2uiv(GLenum , const GLuint *) glVertexP3ui(GLenum , GLuint ) glVertexP3uiv(GLenum , const GLuint *) glVertexP4ui(GLenum , GLuint ) glVertexP4uiv(GLenum , const GLuint *) glViewport(GLint , GLint , GLsizei , GLsizei ) glWaitSync(GLsync , GLbitfield , GLuint64 ) initializeOpenGLFunctions() : bool