DirectGL

Functions

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open external override fun glActiveTexture(texture: GLenum)
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open external override fun glAttachShader(program: GLuint, shader: GLuint)
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open external override fun glBindAttribLocation(program: GLuint, index: GLuint, name: String)
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open external override fun glBindBuffer(target: GLenum, buffer: GLuint)
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open external override fun glBindBufferRange(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr)
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open external override fun glBindFramebuffer(target: GLenum, framebuffer: GLuint)
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open external override fun glBindRenderbuffer(target: GLenum, renderbuffer: GLuint)
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open external override fun glBindTexture(target: GLenum, texture: GLuint)
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open external override fun glBindVertexArray(array: GLuint)
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open external override fun glBlendColor(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat)
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open external override fun glBlendEquation(mode: GLenum)
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open external override fun glBlendEquationSeparate(modeRGB: GLenum, modeAlpha: GLenum)
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open external override fun glBlendFunc(sfactor: GLenum, dfactor: GLenum)
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open external override fun glBlendFuncSeparate(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum)
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open external override fun glBufferData(target: GLenum, size: GLsizeiptr, data: VoidPtr, usage: GLenum)
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open external override fun glBufferSubData(target: GLenum, offset: GLintptr, size: GLsizeiptr, data: VoidPtr)
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open external override fun glCheckFramebufferStatus(target: GLenum): GLenum
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open external override fun glClear(mask: GLbitfield)
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open external override fun glClearColor(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat)
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open external override fun glClearDepth(d: GLdouble)
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open external override fun glClearStencil(s: GLint)
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open external override fun glColorMask(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean)
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open external override fun glCompileShader(shader: GLuint)
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open external override fun glCompressedTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: VoidPtr)
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open external override fun glCompressedTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: VoidPtr)
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open external override fun glCopyTexImage2D(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint)
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open external override fun glCopyTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external override fun glCreateProgram(): GLuint
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open external override fun glCreateShader(type: GLenum): GLuint
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open external override fun glCullFace(mode: GLenum)
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open external override fun glDeleteBuffers(n: GLsizei, items: IntPtr)
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open external override fun glDeleteFramebuffers(n: GLsizei, items: IntPtr)
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open external override fun glDeleteProgram(program: GLuint)
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open external override fun glDeleteRenderbuffers(n: GLsizei, items: IntPtr)
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open external override fun glDeleteShader(shader: GLuint)
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open external override fun glDeleteTextures(n: GLsizei, items: IntPtr)
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open external override fun glDeleteVertexArrays(n: GLsizei, items: IntPtr)
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open external override fun glDepthFunc(func: GLenum)
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open external override fun glDepthMask(flag: GLboolean)
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open external override fun glDepthRange(n: GLdouble, f: GLdouble)
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open external override fun glDetachShader(program: GLuint, shader: GLuint)
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open external override fun glDisable(cap: GLenum)
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open external override fun glDisableVertexAttribArray(index: GLuint)
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open external override fun glDrawArrays(mode: GLenum, first: GLint, count: GLsizei)
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open external override fun glDrawArraysInstanced(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei)
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open external override fun glDrawElements(mode: GLenum, count: GLsizei, type: GLenum, indices: IntSize)
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open external override fun glDrawElementsInstanced(mode: GLenum, count: GLsizei, type: GLenum, indices: IntSize, instancecount: GLsizei)
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open external override fun glEnable(cap: GLenum)
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open external override fun glEnableVertexAttribArray(index: GLuint)
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open external override fun glFinish()
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open external override fun glFlush()
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open external override fun glFramebufferRenderbuffer(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint)
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open external override fun glFramebufferTexture2D(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint)
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open external override fun glFrontFace(mode: GLenum)
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open external override fun glGenBuffers(n: GLsizei, buffers: IntPtr)
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open external override fun glGenerateMipmap(target: GLenum)
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open external override fun glGenFramebuffers(n: GLsizei, framebuffers: IntPtr)
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open external override fun glGenRenderbuffers(n: GLsizei, renderbuffers: IntPtr)
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open external override fun glGenTextures(n: GLsizei, textures: IntPtr)
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open external override fun glGenVertexArrays(n: GLsizei, buffers: IntPtr)
external fun glGenVertexArrays(n: Int, out: IntArray)
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open external override fun glGetActiveAttrib(program: GLuint, index: GLuint, bufSize: GLsizei, length: IntPtr, size: IntPtr, type: IntPtr, name: VoidPtr)
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open external override fun glGetActiveUniform(program: GLuint, index: GLuint, bufSize: GLsizei, length: IntPtr, size: IntPtr, type: IntPtr, name: VoidPtr)
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open external override fun glGetAttachedShaders(program: GLuint, maxCount: GLsizei, count: IntPtr, shaders: IntPtr)
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open external override fun glGetAttribLocation(program: GLuint, name: String): Int
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open external override fun glGetBooleanv(pname: GLenum, data: VoidPtr)
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open external override fun glGetBufferParameteriv(target: GLenum, pname: GLenum, params: IntPtr)
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open external override fun glGetError(): GLenum
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open external override fun glGetFloatv(pname: GLenum, data: FloatPtr)
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open external override fun glGetFramebufferAttachmentParameteriv(target: GLenum, attachment: GLenum, pname: GLenum, params: IntPtr)
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open external override fun glGetIntegerv(pname: GLenum, data: IntPtr)
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open external override fun glGetProgramInfoLog(program: GLuint, bufSize: GLsizei, length: IntPtr, infoLog: VoidPtr)
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open external override fun glGetProgramiv(program: GLuint, pname: GLenum, params: IntPtr)
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open external override fun glGetRenderbufferParameteriv(target: GLenum, pname: GLenum, params: IntPtr)
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open external override fun glGetShaderInfoLog(shader: GLuint, bufSize: GLsizei, length: IntPtr, infoLog: VoidPtr)
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open external override fun glGetShaderiv(shader: GLuint, pname: GLenum, params: IntPtr)
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open external override fun glGetShaderPrecisionFormat(shadertype: GLenum, precisiontype: GLenum, range: IntPtr, precision: IntPtr)
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open external override fun glGetShaderSource(shader: GLuint, bufSize: GLsizei, length: IntPtr, source: VoidPtr)
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open external override fun glGetString(name: GLenum): String?
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open external override fun glGetStringi(name: GLenum, i: GLuint): String?
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open external override fun glGetTexParameterfv(target: GLenum, pname: GLenum, params: FloatPtr)
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open external override fun glGetTexParameteriv(target: GLenum, pname: GLenum, params: IntPtr)
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open external override fun glGetUniformBlockIndex(program: GLuint, uniformBlockName: String): Int
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open external override fun glGetUniformfv(program: GLuint, location: GLint, params: FloatPtr)
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open external override fun glGetUniformiv(program: GLuint, location: GLint, params: IntPtr)
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open external override fun glGetUniformLocation(program: GLuint, name: String): Int
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open external override fun glGetVertexAttribfv(index: GLuint, pname: GLenum, params: FloatPtr)
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open external override fun glGetVertexAttribiv(index: GLuint, pname: GLenum, params: IntPtr)
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open external override fun glHint(target: GLenum, mode: GLenum)
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open external override fun glIsBuffer(buffer: GLuint): GLboolean
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open external override fun glIsEnabled(cap: GLenum): GLboolean
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open external override fun glIsFramebuffer(framebuffer: GLuint): GLboolean
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open external override fun glIsProgram(program: GLuint): GLboolean
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open external override fun glIsRenderbuffer(renderbuffer: GLuint): GLboolean
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open external override fun glIsShader(shader: GLuint): GLboolean
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open external override fun glIsTexture(texture: GLuint): GLboolean
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open external override fun glLineWidth(width: GLfloat)
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open external override fun glLinkProgram(program: GLuint)
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open external override fun glPixelStorei(pname: GLenum, param: GLint)
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open external override fun glPolygonOffset(factor: GLfloat, units: GLfloat)
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open external override fun glReadPixels(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: VoidPtr)
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open external override fun glReleaseShaderCompiler()
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open external override fun glRenderbufferStorage(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open external override fun glRenderbufferStorageMultisample(target: GLenum, samples: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei)
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open external override fun glSampleCoverage(value: GLfloat, invert: GLboolean)
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open external override fun glScissor(x: GLint, y: GLint, width: GLsizei, height: GLsizei)
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open external override fun glShaderBinary(count: GLsizei, shaders: IntPtr, binaryformat: GLenum, binary: VoidPtr, length: GLsizei)
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external fun glShaderSource(shader: GLuint, count: GLsizei, strings: Pointer, length: IntArray?)
open override fun glShaderSource(shader: GLuint, count: GLsizei, string: Array<String>, length: IntArray?)
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open external override fun glStencilFunc(func: GLenum, ref: GLint, mask: GLuint)
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open external override fun glStencilFuncSeparate(face: GLenum, func: GLenum, ref: GLint, mask: GLuint)
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open external override fun glStencilMask(mask: GLuint)
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open external override fun glStencilMaskSeparate(face: GLenum, mask: GLuint)
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open external override fun glStencilOp(fail: GLenum, zfail: GLenum, zpass: GLenum)
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open external override fun glStencilOpSeparate(face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum)
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open external override fun glTexImage2D(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: VoidPtr?)
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open external override fun glTexParameterf(target: GLenum, pname: GLenum, param: GLfloat)
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open external override fun glTexParameterfv(target: GLenum, pname: GLenum, params: FloatPtr)
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open external override fun glTexParameteri(target: GLenum, pname: GLenum, param: GLint)
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open external override fun glTexParameteriv(target: GLenum, pname: GLenum, params: IntPtr)
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open external override fun glTexSubImage2D(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: VoidPtr)
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open external override fun glUniform1f(location: GLint, v0: GLfloat)
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open external override fun glUniform1fv(location: GLint, count: GLsizei, value: FloatPtr)
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open external override fun glUniform1i(location: GLint, v0: GLint)
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open external override fun glUniform1iv(location: GLint, count: GLsizei, value: IntPtr)
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open external override fun glUniform2f(location: GLint, v0: GLfloat, v1: GLfloat)
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open external override fun glUniform2fv(location: GLint, count: GLsizei, value: FloatPtr)
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open external override fun glUniform2i(location: GLint, v0: GLint, v1: GLint)
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open external override fun glUniform2iv(location: GLint, count: GLsizei, value: IntPtr)
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open external override fun glUniform3f(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat)
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open external override fun glUniform3fv(location: GLint, count: GLsizei, value: FloatPtr)
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open external override fun glUniform3i(location: GLint, v0: GLint, v1: GLint, v2: GLint)
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open external override fun glUniform3iv(location: GLint, count: GLsizei, value: IntPtr)
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open external override fun glUniform4f(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat)
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open external override fun glUniform4fv(location: GLint, count: GLsizei, value: FloatPtr)
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open external override fun glUniform4i(location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint)
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open external override fun glUniform4iv(location: GLint, count: GLsizei, value: IntPtr)
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open external override fun glUniformBlockBinding(program: GLuint, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint)
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open external override fun glUniformMatrix2fv(location: GLint, count: GLsizei, transpose: GLboolean, value: FloatPtr)
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open external override fun glUniformMatrix3fv(location: GLint, count: GLsizei, transpose: GLboolean, value: FloatPtr)
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open external override fun glUniformMatrix4fv(location: GLint, count: GLsizei, transpose: GLboolean, value: FloatPtr)
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open external override fun glUseProgram(program: GLuint)
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open external override fun glValidateProgram(program: GLuint)
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open external override fun glVertexAttrib1f(index: GLuint, x: GLfloat)
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open external override fun glVertexAttrib1fv(index: GLuint, v: FloatPtr)
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open external override fun glVertexAttrib2f(index: GLuint, x: GLfloat, y: GLfloat)
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open external override fun glVertexAttrib2fv(index: GLuint, v: FloatPtr)
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open external override fun glVertexAttrib3f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat)
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open external override fun glVertexAttrib3fv(index: GLuint, v: FloatPtr)
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open external override fun glVertexAttrib4f(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat)
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open external override fun glVertexAttrib4fv(index: GLuint, v: FloatPtr)
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open external override fun glVertexAttribDivisor(index: GLuint, divisor: GLuint)
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open external override fun glVertexAttribPointer(index: GLuint, size: GLint, type: GLenum, normalized: GLboolean, stride: GLsizei, pointer: IntSize)
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open external override fun glViewport(x: GLint, y: GLint, width: GLsizei, height: GLsizei)