Package-level declarations

Types

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class ApplicationEGLGL3(var program: Program, var configuration: Configuration) : Application
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class ApplicationGLFWGL3(var program: Program, var configuration: Configuration) : Application
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class ApplicationWindowGLFW(val application: ApplicationGLFWGL3, val window: Long, windowTitle: String, val windowResizable: Boolean, val windowMultisample: WindowMultisample, val windowClosable: Boolean, program: Program) : ApplicationWindow
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class ArrayCubemapGL4(val target: Int, val texture: Int, val width: Int, val layers: Int, val format: ColorFormat, val type: ColorType, levels: Int, val session: Session?) : ArrayCubemap
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class ArrayTextureGL3(val target: Int, val texture: Int, val storageMode: TextureStorageModeGL, val width: Int, val height: Int, val layers: Int, val format: ColorFormat, val type: ColorType, val levels: Int, val session: Session?) : ArrayTexture
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class AtomicCounterBufferGL42(val buffer: Int, val size: Int) : AtomicCounterBuffer
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class BufferTextureGL3(val texture: Int, val buffer: Int, val elementCount: Int, val format: ColorFormat, val type: ColorType, val session: Session?) : BufferTexture
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class BufferWriterGL3(val buffer: ByteBuffer, val elementSize: Int = 1) : BufferWriter
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class BufferWriterStd430GL3(val buffer: ByteBuffer, val elements: List<ShaderStorageElement>, val elementSize: Int = 1) : BufferWriterStd430
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class ColorBufferGL3(val target: Int, val texture: Int, val storageMode: TextureStorageModeGL, val width: Int, val height: Int, val contentScale: Double, val format: ColorFormat, val type: ColorType, val levels: Int, val multisample: BufferMultisample, val session: Session?) : ColorBuffer
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class CubemapGL3(val texture: Int, val width: Int, val type: ColorType, val format: ColorFormat, levels: Int, val session: Session?) : Cubemap
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class CubemapImageDataDds(width: Int, height: Int, format: ColorFormat, type: ColorType, mipmaps: Int, bdata: List<MPPBuffer>, bdata2: List<MPPBuffer>) : CubemapImageData
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class DepthBufferGL3(val texture: Int, val buffer: Int, val target: Int, val width: Int, val height: Int, val format: DepthFormat, val multisample: BufferMultisample, val session: Session?) : DepthBuffer
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class DrawThreadGL3(contextWindow: Long) : DrawThread
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class DriverGL3(val version: DriverVersionGL) : Driver
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DriverGL3 configuration object

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class FragmentShaderGL3(val shaderObject: Int, val name: String = "<unknown-fragment-shader>")
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class GeometryShaderGL3(val shaderObject: Int, val name: String)
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class GL3Exception(message: String) : Exception
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class ImageDataDds(width: Int, height: Int, format: ColorFormat, type: ColorType, flipV: Boolean, data: MPPBuffer?, mipmapData: List<MPPBuffer> = emptyList()) : ImageData
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class ImageDataStb(width: Int, height: Int, format: ColorFormat, type: ColorType, flipV: Boolean, data: MPPBuffer?, mipmapData: List<MPPBuffer> = emptyList()) : ImageData
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Image driver based on stbi and tinyexr

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class IndexBufferGL3(val buffer: Int, val indexCount: Int, val type: IndexType) : IndexBuffer
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open class RenderTargetGL3(val framebuffer: Int, val width: Int, val height: Int, val contentScale: Double, val multisample: BufferMultisample, val session: Session?, contextID: Long = Driver.instance.contextID) : RenderTarget
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class ShaderGL3(val programObject: Int, val name: String, vertexShader: VertexShaderGL3, tessellationControlShader: TessellationControlShaderGL3?, tessellationEvaluationShader: TessellationEvaluationShaderGL3?, geometryShader: GeometryShaderGL3?, fragmentShader: FragmentShaderGL3, val session: Session?) : Shader, ShaderUniformsGL3, ShaderBufferBindingsGL3, ShaderImageBindingsGL43
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class ShaderStorageBufferGL43(val buffer: Int, val format: ShaderStorageFormat, val session: Session? = Session.active) : ShaderStorageBuffer
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class TessellationControlShaderGL3(val shaderObject: Int, val name: String)
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class TessellationEvaluationShaderGL3(val shaderObject: Int, val name: String)
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class UniformBlockGL3(val layout: UniformBlockLayout, val blockBinding: Int, val ubo: Int, val shadowBuffer: ByteBuffer) : UniformBlock
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class VertexBufferGL3(val buffer: Int, val vertexFormat: VertexFormat, val vertexCount: Int, val session: Session?) : VertexBuffer
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class VertexShaderGL3(val shaderObject: Int, val name: String)
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class VolumeTextureGL3(val texture: Int, val storageMode: TextureStorageModeGL, val width: Int, val height: Int, val depth: Int, val format: ColorFormat, val type: ColorType, val levels: Int, val session: Session?) : VolumeTexture

Functions

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inline fun checkGLErrors(crossinline errorFunction: (Int) -> String? = { null })
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fun checkProgramInfoLog(object: Int, sourceFile: String)
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inline fun debugGLErrors(crossinline errorFunction: (Int) -> String? = { null })
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inline fun glActiveTexture(texture: Int)
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fun glAttachShader(program: Int, shader: Int)
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inline fun glBindBuffer(target: Int, buffer: Int)
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fun glBindBufferBase(target: Int, index: Int, buffer: Int)
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inline fun glBindFramebuffer(target: Int, framebuffer: Int)
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fun glBindRenderbuffer(target: Int, renderbuffer: Int)
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fun glBindTexture(target: Int, texture: Int)
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inline fun glBindVertexArray(array: Int)
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inline fun glBlendEquation(mode: Int)
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inline fun glBlendEquationi(buf: Int, mode: Int)
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inline fun glBlendEquationSeparate(modeRGB: Int, modeAlpha: Int)
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inline fun glBlendFunc(sfactor: Int, dfactor: Int)
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inline fun glBlendFunci(buf: Int, sfactor: Int, dfactor: Int)
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inline fun glBlendFuncSeparate(sfactorRGB: Int, dfactorRGB: Int, sfactorAlpha: Int, dfactorAlpha: Int)
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fun glBlitFramebuffer(srcX0: Int, srcY0: Int, srcX1: Int, srcY1: Int, dstX0: Int, dstY0: Int, dstX1: Int, dstY1: Int, mask: Int, filter: Int)
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inline fun glBufferData(target: Int, size: Long, usage: Int)
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inline fun glBufferSubData(target: Int, offset: Long, data: ByteBuffer)
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inline fun glClear(mask: Int)
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fun glClearBufferfi(buffer: Int, drawbuffer: Int, depth: Float, stencil: Int)
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fun glClearBufferfv(buffer: Int, drawbuffer: Int, value: FloatBuffer)
fun glClearBufferfv(buffer: Int, drawbuffer: Int, value: FloatArray)
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fun glClearBufferiv(buffer: Int, drawbuffer: Int, value: IntBuffer)
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inline fun glClearColor(red: Float, green: Float, blue: Float, alpha: Float)
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inline fun glClearDepth(depth: Double)
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inline fun glColorMask(red: Boolean, green: Boolean, blue: Boolean, alpha: Boolean)
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inline fun glCompileShader(shader: Int)
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fun glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, data: ByteBuffer)
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fun glCompressedTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, data: ByteBuffer)
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fun glCopyImageSubData(srcName: Int, srcTarget: Int, srcLevel: Int, srcX: Int, srcY: Int, srcZ: Int, dstName: Int, dstTarget: Int, dstLevel: Int, dstX: Int, dstY: Int, dstZ: Int, srcWidth: Int, srcHeight: Int, srcDepth: Int)
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fun glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int)
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fun glCopyTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, x: Int, y: Int, width: Int, height: Int)
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inline fun glCreateShader(type: Int): Int
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inline fun glCullFace(mode: Int)
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fun glDeleteBuffers(buffer: Int)
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fun glDeleteFramebuffers(framebuffer: Int)
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inline fun glDeleteProgram(program: Int)
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fun glDeleteTextures(texture: Int)
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inline fun glDepthFunc(func: Int)
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inline fun glDepthMask(flag: Boolean)
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inline fun glDisable(target: Int)
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fun glDrawArrays(mode: Int, first: Int, count: Int)
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inline fun glDrawArraysInstanced(mode: Int, first: Int, count: Int, primcount: Int)
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inline fun glDrawBuffers(bufs: IntArray)
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fun glDrawElements(mode: Int, count: Int, type: Int, indices: Long)
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fun glDrawElementsInstanced(mode: Int, count: Int, type: Int, indices: Long, primcount: Int)
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inline fun glEnable(target: Int)
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inline fun glEnableVertexAttribArray(index: Int)
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fun glEnumName(enum: Int): String
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inline fun glFinish()
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fun glFlush()
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fun glFramebufferRenderbuffer(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: Int)
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inline fun glFramebufferTexture(target: Int, attachment: Int, texture: Int, level: Int)
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fun glFramebufferTexture2D(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int)
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fun glFramebufferTextureLayer(target: Int, attachment: Int, texture: Int, level: Int, layer: Int)
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inline fun glGenBuffers(): Int
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fun glGenerateMipmap(target: Int)
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inline fun glGenFramebuffers(): Int
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inline fun glGenVertexArrays(arrays: IntArray)
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fun glGetActiveUniform(program: Int, index: Int, length: IntBuffer, size: IntBuffer, type: IntBuffer, name: ByteBuffer)
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fun glGetActiveUniformBlockiv(program: Int, uniformBlockIndex: Int, pname: Int, params: IntBuffer)
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fun glGetActiveUniformName(program: Int, uniformIndex: Int, bufSize: Int): String
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fun glGetActiveUniformsiv(program: Int, uniformIndices: IntBuffer, pname: Int, params: IntBuffer)
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inline fun glGetAttribLocation(program: Int, name: CharSequence): Int
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fun glGetBoolean(pname: Int): Boolean
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inline fun glGetInteger(pname: Int): Int
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inline fun glGetIntegerv(pname: Int, params: IntArray)
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fun glGetProgramiv(program: Int, pname: Int, params: IntArray)
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fun glGetShaderInfoLog(shader: Int, length: IntArray?, infoLog: ByteBuffer)
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fun glGetShaderiv(shader: Int, pname: Int, params: IntArray)
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inline fun glGetString(pname: Int): String?
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fun glGetTexLevelParameteri(target: Int, level: Int, pname: Int): Int
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fun glGetTexParameteri(target: Int, pname: Int): Int
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inline fun glGetUniformBlockIndex(program: Int, uniformBlockName: CharSequence): Int
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fun glLinkProgram(program: Int)
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fun glPixelStorei(pname: Int, param: Int)
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inline fun glProgramUniform1f(program: Int, location: Int, x: Float)
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fun glProgramUniform1fv(program: Int, location: Int, value: FloatArray)
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inline fun glProgramUniform1i(program: Int, location: Int, x: Int)
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fun glProgramUniform1iv(program: Int, location: Int, value: IntArray)
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inline fun glProgramUniform2f(program: Int, location: Int, x: Float, y: Float)
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fun glProgramUniform2fv(program: Int, location: Int, value: FloatArray)
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fun glProgramUniform2iv(program: Int, location: Int, value: IntArray)
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inline fun glProgramUniform3f(program: Int, location: Int, x: Float, y: Float, z: Float)
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fun glProgramUniform3fv(program: Int, location: Int, value: FloatArray)
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inline fun glProgramUniform3iv(program: Int, location: Int, value: IntArray)
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inline fun glProgramUniform4f(program: Int, location: Int, x: Float, y: Float, z: Float, w: Float)
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fun glProgramUniform4fv(program: Int, location: Int, value: FloatArray)
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fun glProgramUniform4iv(program: Int, location: Int, value: IntArray)
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fun glProgramUniformMatrix3fv(program: Int, location: Int, transpose: Boolean, value: FloatArray)
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fun glProgramUniformMatrix4fv(program: Int, location: Int, transpose: Boolean, value: FloatBuffer)
inline fun glProgramUniformMatrix4fv(program: Int, location: Int, transpose: Boolean, value: FloatArray)
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inline fun glReadBuffer(src: Int)
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fun glRenderbufferStorage(target: Int, internalformat: Int, width: Int, height: Int)
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fun glRenderbufferStorageMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int)
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fun glScissor(x: Int, y: Int, width: Int, height: Int)
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inline fun glShaderSource(shader: Int, string: CharSequence)
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fun glStencilFuncSeparate(face: Int, func: Int, ref: Int, mask: Int)
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fun glStencilMaskSeparate(face: Int, mask: Int)
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fun glStencilOpSeparate(face: Int, sfail: Int, dpfail: Int, dppass: Int)
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fun glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: ByteBuffer?)
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fun glTexImage2DMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int, fixedsamplelocations: Boolean)
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fun glTexImage3D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, format: Int, type: Int, pixels: ByteBuffer?)
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inline fun glTexParameterf(target: Int, pname: Int, param: Float)
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fun glTexParameteri(target: Int, pname: Int, param: Int)
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fun glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: ByteBuffer)
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fun glTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, pixels: ByteBuffer)
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inline fun glUniform1f(location: Int, v0: Float)
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fun glUniform1fv(location: Int, value: FloatArray)
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inline fun glUniform1i(location: Int, v0: Int)
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fun glUniform1iv(location: Int, value: IntArray)
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inline fun glUniform2f(location: Int, v0: Float, v1: Float)
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fun glUniform2fv(location: Int, value: FloatArray)
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fun glUniform2iv(location: Int, value: IntArray)
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inline fun glUniform3f(location: Int, v0: Float, v1: Float, v2: Float)
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fun glUniform3fv(location: Int, value: FloatArray)
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inline fun glUniform3iv(location: Int, value: IntArray)
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inline fun glUniform4f(location: Int, v0: Float, v1: Float, v2: Float, v3: Float)
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fun glUniform4fv(location: Int, value: FloatArray)
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fun glUniform4iv(location: Int, value: IntArray)
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inline fun glUniformBlockBinding(program: Int, uniformBlockIndex: Int, uniformBlockBinding: Int)
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fun glUniformMatrix3fv(location: Int, transpose: Boolean, value: FloatArray)
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fun glUniformMatrix4fv(location: Int, transpose: Boolean, value: FloatBuffer)
inline fun glUniformMatrix4fv(location: Int, transpose: Boolean, value: FloatArray)
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inline fun glUseProgram(program: Int)
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fun glVertexAttribDivisor(index: Int, divisor: Int)
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fun glVertexAttribIPointer(index: Int, size: Int, type: Int, stride: Int, pointer: Long)
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fun glVertexAttribPointer(index: Int, size: Int, type: Int, normalized: Boolean, stride: Int, pointer: Long)
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inline fun glViewport(x: Int, y: Int, w: Int, h: Int)
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Properties

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