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use eglGetProcAddress instead of linking directly
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#include "webgl.h" | ||
void WebGLRenderingContext::initPointers(){ | ||
glDrawArraysInstanced=reinterpret_cast<PFNGLDRAWARRAYSINSTANCEDPROC>(eglGetProcAddress("glDrawArraysInstanced")); | ||
glDrawElementsInstanced=reinterpret_cast<PFNGLDRAWELEMENTSINSTANCEDPROC>(eglGetProcAddress("glDrawElementsInstanced")); | ||
glVertexAttribDivisor=reinterpret_cast<PFNGLVERTEXATTRIBDIVISORPROC>(eglGetProcAddress("glVertexAttribDivisor")); | ||
glUniform1f=reinterpret_cast<PFNGLUNIFORM1FPROC>(eglGetProcAddress("glUniform1f")); | ||
glUniform2f=reinterpret_cast<PFNGLUNIFORM2FPROC>(eglGetProcAddress("glUniform2f")); | ||
glUniform3f=reinterpret_cast<PFNGLUNIFORM3FPROC>(eglGetProcAddress("glUniform3f")); | ||
glUniform4f=reinterpret_cast<PFNGLUNIFORM4FPROC>(eglGetProcAddress("glUniform4f")); | ||
glUniform1i=reinterpret_cast<PFNGLUNIFORM1IPROC>(eglGetProcAddress("glUniform1i")); | ||
glUniform2i=reinterpret_cast<PFNGLUNIFORM2IPROC>(eglGetProcAddress("glUniform2i")); | ||
glUniform3i=reinterpret_cast<PFNGLUNIFORM3IPROC>(eglGetProcAddress("glUniform3i")); | ||
glUniform4i=reinterpret_cast<PFNGLUNIFORM4IPROC>(eglGetProcAddress("glUniform4i")); | ||
glPixelStorei=reinterpret_cast<PFNGLPIXELSTOREIPROC>(eglGetProcAddress("glPixelStorei")); | ||
glBindAttribLocation=reinterpret_cast<PFNGLBINDATTRIBLOCATIONPROC>(eglGetProcAddress("glBindAttribLocation")); | ||
glDrawArrays=reinterpret_cast<PFNGLDRAWARRAYSPROC>(eglGetProcAddress("glDrawArrays")); | ||
glUniformMatrix2fv=reinterpret_cast<PFNGLUNIFORMMATRIX2FVPROC>(eglGetProcAddress("glUniformMatrix2fv")); | ||
glUniformMatrix3fv=reinterpret_cast<PFNGLUNIFORMMATRIX3FVPROC>(eglGetProcAddress("glUniformMatrix3fv")); | ||
glUniformMatrix4fv=reinterpret_cast<PFNGLUNIFORMMATRIX4FVPROC>(eglGetProcAddress("glUniformMatrix4fv")); | ||
glGenerateMipmap=reinterpret_cast<PFNGLGENERATEMIPMAPPROC>(eglGetProcAddress("glGenerateMipmap")); | ||
glGetAttribLocation=reinterpret_cast<PFNGLGETATTRIBLOCATIONPROC>(eglGetProcAddress("glGetAttribLocation")); | ||
glDepthFunc=reinterpret_cast<PFNGLDEPTHFUNCPROC>(eglGetProcAddress("glDepthFunc")); | ||
glViewport=reinterpret_cast<PFNGLVIEWPORTPROC>(eglGetProcAddress("glViewport")); | ||
glCreateShader=reinterpret_cast<PFNGLCREATESHADERPROC>(eglGetProcAddress("glCreateShader")); | ||
glShaderSource=reinterpret_cast<PFNGLSHADERSOURCEPROC>(eglGetProcAddress("glShaderSource")); | ||
glCompileShader=reinterpret_cast<PFNGLCOMPILESHADERPROC>(eglGetProcAddress("glCompileShader")); | ||
glGetShaderInfoLog=reinterpret_cast<PFNGLGETSHADERINFOLOGPROC>(eglGetProcAddress("glGetShaderInfoLog")); | ||
glCreateProgram=reinterpret_cast<PFNGLCREATEPROGRAMPROC>(eglGetProcAddress("glCreateProgram")); | ||
glAttachShader=reinterpret_cast<PFNGLATTACHSHADERPROC>(eglGetProcAddress("glAttachShader")); | ||
glLinkProgram=reinterpret_cast<PFNGLLINKPROGRAMPROC>(eglGetProcAddress("glLinkProgram")); | ||
glGetUniformLocation=reinterpret_cast<PFNGLGETUNIFORMLOCATIONPROC>(eglGetProcAddress("glGetUniformLocation")); | ||
glClearColor=reinterpret_cast<PFNGLCLEARCOLORPROC>(eglGetProcAddress("glClearColor")); | ||
glClearDepthf=reinterpret_cast<PFNGLCLEARDEPTHFPROC>(eglGetProcAddress("glClearDepthf")); | ||
glDisable=reinterpret_cast<PFNGLDISABLEPROC>(eglGetProcAddress("glDisable")); | ||
glEnable=reinterpret_cast<PFNGLENABLEPROC>(eglGetProcAddress("glEnable")); | ||
glGenTextures=reinterpret_cast<PFNGLGENTEXTURESPROC>(eglGetProcAddress("glGenTextures")); | ||
glBindTexture=reinterpret_cast<PFNGLBINDTEXTUREPROC>(eglGetProcAddress("glBindTexture")); | ||
glTexImage2D=reinterpret_cast<PFNGLTEXIMAGE2DPROC>(eglGetProcAddress("glTexImage2D")); | ||
glTexParameteri=reinterpret_cast<PFNGLTEXPARAMETERIPROC>(eglGetProcAddress("glTexParameteri")); | ||
glTexParameterf=reinterpret_cast<PFNGLTEXPARAMETERFPROC>(eglGetProcAddress("glTexParameterf")); | ||
glClear=reinterpret_cast<PFNGLCLEARPROC>(eglGetProcAddress("glClear")); | ||
glUseProgram=reinterpret_cast<PFNGLUSEPROGRAMPROC>(eglGetProcAddress("glUseProgram")); | ||
glGenBuffers=reinterpret_cast<PFNGLGENBUFFERSPROC>(eglGetProcAddress("glGenBuffers")); | ||
glBindBuffer=reinterpret_cast<PFNGLBINDBUFFERPROC>(eglGetProcAddress("glBindBuffer")); | ||
glGenFramebuffers=reinterpret_cast<PFNGLGENFRAMEBUFFERSPROC>(eglGetProcAddress("glGenFramebuffers")); | ||
glBindFramebuffer=reinterpret_cast<PFNGLBINDFRAMEBUFFERPROC>(eglGetProcAddress("glBindFramebuffer")); | ||
glFramebufferTexture2D=reinterpret_cast<PFNGLFRAMEBUFFERTEXTURE2DPROC>(eglGetProcAddress("glFramebufferTexture2D")); | ||
glBufferData=reinterpret_cast<PFNGLBUFFERDATAPROC>(eglGetProcAddress("glBufferData")); | ||
glBufferSubData=reinterpret_cast<PFNGLBUFFERSUBDATAPROC>(eglGetProcAddress("glBufferSubData")); | ||
glBlendEquation=reinterpret_cast<PFNGLBLENDEQUATIONPROC>(eglGetProcAddress("glBlendEquation")); | ||
glBlendFunc=reinterpret_cast<PFNGLBLENDFUNCPROC>(eglGetProcAddress("glBlendFunc")); | ||
glEnableVertexAttribArray=reinterpret_cast<PFNGLENABLEVERTEXATTRIBARRAYPROC>(eglGetProcAddress("glEnableVertexAttribArray")); | ||
glVertexAttribPointer=reinterpret_cast<PFNGLVERTEXATTRIBPOINTERPROC>(eglGetProcAddress("glVertexAttribPointer")); | ||
glActiveTexture=reinterpret_cast<PFNGLACTIVETEXTUREPROC>(eglGetProcAddress("glActiveTexture")); | ||
glDrawElements=reinterpret_cast<PFNGLDRAWELEMENTSPROC>(eglGetProcAddress("glDrawElements")); | ||
glFlush=reinterpret_cast<PFNGLFLUSHPROC>(eglGetProcAddress("glFlush")); | ||
glFinish=reinterpret_cast<PFNGLFINISHPROC>(eglGetProcAddress("glFinish")); | ||
glVertexAttrib1f=reinterpret_cast<PFNGLVERTEXATTRIB1FPROC>(eglGetProcAddress("glVertexAttrib1f")); | ||
glVertexAttrib2f=reinterpret_cast<PFNGLVERTEXATTRIB2FPROC>(eglGetProcAddress("glVertexAttrib2f")); | ||
glVertexAttrib3f=reinterpret_cast<PFNGLVERTEXATTRIB3FPROC>(eglGetProcAddress("glVertexAttrib3f")); | ||
glVertexAttrib4f=reinterpret_cast<PFNGLVERTEXATTRIB4FPROC>(eglGetProcAddress("glVertexAttrib4f")); | ||
glBlendColor=reinterpret_cast<PFNGLBLENDCOLORPROC>(eglGetProcAddress("glBlendColor")); | ||
glBlendEquationSeparate=reinterpret_cast<PFNGLBLENDEQUATIONSEPARATEPROC>(eglGetProcAddress("glBlendEquationSeparate")); | ||
glBlendFuncSeparate=reinterpret_cast<PFNGLBLENDFUNCSEPARATEPROC>(eglGetProcAddress("glBlendFuncSeparate")); | ||
glClearStencil=reinterpret_cast<PFNGLCLEARSTENCILPROC>(eglGetProcAddress("glClearStencil")); | ||
glColorMask=reinterpret_cast<PFNGLCOLORMASKPROC>(eglGetProcAddress("glColorMask")); | ||
glCopyTexImage2D=reinterpret_cast<PFNGLCOPYTEXIMAGE2DPROC>(eglGetProcAddress("glCopyTexImage2D")); | ||
glCopyTexSubImage2D=reinterpret_cast<PFNGLCOPYTEXSUBIMAGE2DPROC>(eglGetProcAddress("glCopyTexSubImage2D")); | ||
glCullFace=reinterpret_cast<PFNGLCULLFACEPROC>(eglGetProcAddress("glCullFace")); | ||
glDepthMask=reinterpret_cast<PFNGLDEPTHMASKPROC>(eglGetProcAddress("glDepthMask")); | ||
glDepthRangef=reinterpret_cast<PFNGLDEPTHRANGEFPROC>(eglGetProcAddress("glDepthRangef")); | ||
glHint=reinterpret_cast<PFNGLHINTPROC>(eglGetProcAddress("glHint")); | ||
glIsEnabled=reinterpret_cast<PFNGLISENABLEDPROC>(eglGetProcAddress("glIsEnabled")); | ||
glLineWidth=reinterpret_cast<PFNGLLINEWIDTHPROC>(eglGetProcAddress("glLineWidth")); | ||
glPolygonOffset=reinterpret_cast<PFNGLPOLYGONOFFSETPROC>(eglGetProcAddress("glPolygonOffset")); | ||
glGetShaderPrecisionFormat=reinterpret_cast<PFNGLGETSHADERPRECISIONFORMATPROC>(eglGetProcAddress("glGetShaderPrecisionFormat")); | ||
glStencilFunc=reinterpret_cast<PFNGLSTENCILFUNCPROC>(eglGetProcAddress("glStencilFunc")); | ||
glStencilFuncSeparate=reinterpret_cast<PFNGLSTENCILFUNCSEPARATEPROC>(eglGetProcAddress("glStencilFuncSeparate")); | ||
glStencilMask=reinterpret_cast<PFNGLSTENCILMASKPROC>(eglGetProcAddress("glStencilMask")); | ||
glStencilMaskSeparate=reinterpret_cast<PFNGLSTENCILMASKSEPARATEPROC>(eglGetProcAddress("glStencilMaskSeparate")); | ||
glStencilOp=reinterpret_cast<PFNGLSTENCILOPPROC>(eglGetProcAddress("glStencilOp")); | ||
glStencilOpSeparate=reinterpret_cast<PFNGLSTENCILOPSEPARATEPROC>(eglGetProcAddress("glStencilOpSeparate")); | ||
glScissor=reinterpret_cast<PFNGLSCISSORPROC>(eglGetProcAddress("glScissor")); | ||
glBindRenderbuffer=reinterpret_cast<PFNGLBINDRENDERBUFFERPROC>(eglGetProcAddress("glBindRenderbuffer")); | ||
glGenRenderbuffers=reinterpret_cast<PFNGLGENRENDERBUFFERSPROC>(eglGetProcAddress("glGenRenderbuffers")); | ||
glFramebufferRenderbuffer=reinterpret_cast<PFNGLFRAMEBUFFERRENDERBUFFERPROC>(eglGetProcAddress("glFramebufferRenderbuffer")); | ||
glDeleteBuffers=reinterpret_cast<PFNGLDELETEBUFFERSPROC>(eglGetProcAddress("glDeleteBuffers")); | ||
glDeleteFramebuffers=reinterpret_cast<PFNGLDELETEFRAMEBUFFERSPROC>(eglGetProcAddress("glDeleteFramebuffers")); | ||
glDeleteProgram=reinterpret_cast<PFNGLDELETEPROGRAMPROC>(eglGetProcAddress("glDeleteProgram")); | ||
glDeleteRenderbuffers=reinterpret_cast<PFNGLDELETERENDERBUFFERSPROC>(eglGetProcAddress("glDeleteRenderbuffers")); | ||
glDeleteShader=reinterpret_cast<PFNGLDELETESHADERPROC>(eglGetProcAddress("glDeleteShader")); | ||
glDeleteTextures=reinterpret_cast<PFNGLDELETETEXTURESPROC>(eglGetProcAddress("glDeleteTextures")); | ||
glDetachShader=reinterpret_cast<PFNGLDETACHSHADERPROC>(eglGetProcAddress("glDetachShader")); | ||
glDisableVertexAttribArray=reinterpret_cast<PFNGLDISABLEVERTEXATTRIBARRAYPROC>(eglGetProcAddress("glDisableVertexAttribArray")); | ||
glIsBuffer=reinterpret_cast<PFNGLISBUFFERPROC>(eglGetProcAddress("glIsBuffer")); | ||
glIsFramebuffer=reinterpret_cast<PFNGLISFRAMEBUFFERPROC>(eglGetProcAddress("glIsFramebuffer")); | ||
glIsProgram=reinterpret_cast<PFNGLISPROGRAMPROC>(eglGetProcAddress("glIsProgram")); | ||
glIsRenderbuffer=reinterpret_cast<PFNGLISRENDERBUFFERPROC>(eglGetProcAddress("glIsRenderbuffer")); | ||
glIsShader=reinterpret_cast<PFNGLISSHADERPROC>(eglGetProcAddress("glIsShader")); | ||
glIsTexture=reinterpret_cast<PFNGLISTEXTUREPROC>(eglGetProcAddress("glIsTexture")); | ||
glRenderbufferStorage=reinterpret_cast<PFNGLRENDERBUFFERSTORAGEPROC>(eglGetProcAddress("glRenderbufferStorage")); | ||
glGetShaderSource=reinterpret_cast<PFNGLGETSHADERSOURCEPROC>(eglGetProcAddress("glGetShaderSource")); | ||
glValidateProgram=reinterpret_cast<PFNGLVALIDATEPROGRAMPROC>(eglGetProcAddress("glValidateProgram")); | ||
glTexSubImage2D=reinterpret_cast<PFNGLTEXSUBIMAGE2DPROC>(eglGetProcAddress("glTexSubImage2D")); | ||
glReadPixels=reinterpret_cast<PFNGLREADPIXELSPROC>(eglGetProcAddress("glReadPixels")); | ||
glGetActiveAttrib=reinterpret_cast<PFNGLGETACTIVEATTRIBPROC>(eglGetProcAddress("glGetActiveAttrib")); | ||
glGetActiveUniform=reinterpret_cast<PFNGLGETACTIVEUNIFORMPROC>(eglGetProcAddress("glGetActiveUniform")); | ||
glGetAttachedShaders=reinterpret_cast<PFNGLGETATTACHEDSHADERSPROC>(eglGetProcAddress("glGetAttachedShaders")); | ||
glGetProgramInfoLog=reinterpret_cast<PFNGLGETPROGRAMINFOLOGPROC>(eglGetProcAddress("glGetProgramInfoLog")); | ||
glGetRenderbufferParameteriv=reinterpret_cast<PFNGLGETRENDERBUFFERPARAMETERIVPROC>(eglGetProcAddress("glGetRenderbufferParameteriv")); | ||
glCheckFramebufferStatus=reinterpret_cast<PFNGLCHECKFRAMEBUFFERSTATUSPROC>(eglGetProcAddress("glCheckFramebufferStatus")); | ||
glFrontFace=reinterpret_cast<PFNGLFRONTFACEPROC>(eglGetProcAddress("glFrontFace")); | ||
glSampleCoverage=reinterpret_cast<PFNGLSAMPLECOVERAGEPROC>(eglGetProcAddress("glSampleCoverage")); | ||
glGetUniformiv=reinterpret_cast<PFNGLGETUNIFORMIVPROC>(eglGetProcAddress("glGetUniformiv")); | ||
glGetUniformfv=reinterpret_cast<PFNGLGETUNIFORMFVPROC>(eglGetProcAddress("glGetUniformfv")); | ||
glGetVertexAttribiv=reinterpret_cast<PFNGLGETVERTEXATTRIBIVPROC>(eglGetProcAddress("glGetVertexAttribiv")); | ||
glGetVertexAttribfv=reinterpret_cast<PFNGLGETVERTEXATTRIBFVPROC>(eglGetProcAddress("glGetVertexAttribfv")); | ||
glGetFramebufferAttachmentParameteriv=reinterpret_cast<PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC>(eglGetProcAddress("glGetFramebufferAttachmentParameteriv")); | ||
glGetBufferParameteriv=reinterpret_cast<PFNGLGETBUFFERPARAMETERIVPROC>(eglGetProcAddress("glGetBufferParameteriv")); | ||
glGetFloatv=reinterpret_cast<PFNGLGETFLOATVPROC>(eglGetProcAddress("glGetFloatv")); | ||
glGetIntegerv=reinterpret_cast<PFNGLGETINTEGERVPROC>(eglGetProcAddress("glGetIntegerv")); | ||
glGetBooleanv=reinterpret_cast<PFNGLGETBOOLEANVPROC>(eglGetProcAddress("glGetBooleanv")); | ||
glGetProgramiv=reinterpret_cast<PFNGLGETPROGRAMIVPROC>(eglGetProcAddress("glGetProgramiv")); | ||
glGetTexParameteriv=reinterpret_cast<PFNGLGETTEXPARAMETERIVPROC>(eglGetProcAddress("glGetTexParameteriv")); | ||
glGetShaderiv=reinterpret_cast<PFNGLGETSHADERIVPROC>(eglGetProcAddress("glGetShaderiv")); | ||
glGetVertexAttribPointerv=reinterpret_cast<PFNGLGETVERTEXATTRIBPOINTERVPROC>(eglGetProcAddress("glGetVertexAttribPointerv")); | ||
glGetString=reinterpret_cast<PFNGLGETSTRINGPROC>(eglGetProcAddress("glGetString")); | ||
glGetError=reinterpret_cast<PFNGLGETERRORPROC>(eglGetProcAddress("glGetError")); | ||
} |
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PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced; | ||
PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced; | ||
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor; | ||
PFNGLUNIFORM1FPROC glUniform1f; | ||
PFNGLUNIFORM2FPROC glUniform2f; | ||
PFNGLUNIFORM3FPROC glUniform3f; | ||
PFNGLUNIFORM4FPROC glUniform4f; | ||
PFNGLUNIFORM1IPROC glUniform1i; | ||
PFNGLUNIFORM2IPROC glUniform2i; | ||
PFNGLUNIFORM3IPROC glUniform3i; | ||
PFNGLUNIFORM4IPROC glUniform4i; | ||
PFNGLPIXELSTOREIPROC glPixelStorei; | ||
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation; | ||
PFNGLDRAWARRAYSPROC glDrawArrays; | ||
PFNGLUNIFORMMATRIX2FVPROC glUniformMatrix2fv; | ||
PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv; | ||
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; | ||
PFNGLGENERATEMIPMAPPROC glGenerateMipmap; | ||
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; | ||
PFNGLDEPTHFUNCPROC glDepthFunc; | ||
PFNGLVIEWPORTPROC glViewport; | ||
PFNGLCREATESHADERPROC glCreateShader; | ||
PFNGLSHADERSOURCEPROC glShaderSource; | ||
PFNGLCOMPILESHADERPROC glCompileShader; | ||
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; | ||
PFNGLCREATEPROGRAMPROC glCreateProgram; | ||
PFNGLATTACHSHADERPROC glAttachShader; | ||
PFNGLLINKPROGRAMPROC glLinkProgram; | ||
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; | ||
PFNGLCLEARCOLORPROC glClearColor; | ||
PFNGLCLEARDEPTHFPROC glClearDepthf; | ||
PFNGLDISABLEPROC glDisable; | ||
PFNGLENABLEPROC glEnable; | ||
PFNGLGENTEXTURESPROC glGenTextures; | ||
PFNGLBINDTEXTUREPROC glBindTexture; | ||
PFNGLTEXIMAGE2DPROC glTexImage2D; | ||
PFNGLTEXPARAMETERIPROC glTexParameteri; | ||
PFNGLTEXPARAMETERFPROC glTexParameterf; | ||
PFNGLCLEARPROC glClear; | ||
PFNGLUSEPROGRAMPROC glUseProgram; | ||
PFNGLGENBUFFERSPROC glGenBuffers; | ||
PFNGLBINDBUFFERPROC glBindBuffer; | ||
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; | ||
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; | ||
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; | ||
PFNGLBUFFERDATAPROC glBufferData; | ||
PFNGLBUFFERSUBDATAPROC glBufferSubData; | ||
PFNGLBLENDEQUATIONPROC glBlendEquation; | ||
PFNGLBLENDFUNCPROC glBlendFunc; | ||
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; | ||
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; | ||
PFNGLACTIVETEXTUREPROC glActiveTexture; | ||
PFNGLDRAWELEMENTSPROC glDrawElements; | ||
PFNGLFLUSHPROC glFlush; | ||
PFNGLFINISHPROC glFinish; | ||
PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f; | ||
PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f; | ||
PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f; | ||
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f; | ||
PFNGLBLENDCOLORPROC glBlendColor; | ||
PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate; | ||
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate; | ||
PFNGLCLEARSTENCILPROC glClearStencil; | ||
PFNGLCOLORMASKPROC glColorMask; | ||
PFNGLCOPYTEXIMAGE2DPROC glCopyTexImage2D; | ||
PFNGLCOPYTEXSUBIMAGE2DPROC glCopyTexSubImage2D; | ||
PFNGLCULLFACEPROC glCullFace; | ||
PFNGLDEPTHMASKPROC glDepthMask; | ||
PFNGLDEPTHRANGEFPROC glDepthRangef; | ||
PFNGLHINTPROC glHint; | ||
PFNGLISENABLEDPROC glIsEnabled; | ||
PFNGLLINEWIDTHPROC glLineWidth; | ||
PFNGLPOLYGONOFFSETPROC glPolygonOffset; | ||
PFNGLGETSHADERPRECISIONFORMATPROC glGetShaderPrecisionFormat; | ||
PFNGLSTENCILFUNCPROC glStencilFunc; | ||
PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate; | ||
PFNGLSTENCILMASKPROC glStencilMask; | ||
PFNGLSTENCILMASKSEPARATEPROC glStencilMaskSeparate; | ||
PFNGLSTENCILOPPROC glStencilOp; | ||
PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate; | ||
PFNGLSCISSORPROC glScissor; | ||
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer; | ||
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers; | ||
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer; | ||
PFNGLDELETEBUFFERSPROC glDeleteBuffers; | ||
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; | ||
PFNGLDELETEPROGRAMPROC glDeleteProgram; | ||
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers; | ||
PFNGLDELETESHADERPROC glDeleteShader; | ||
PFNGLDELETETEXTURESPROC glDeleteTextures; | ||
PFNGLDETACHSHADERPROC glDetachShader; | ||
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; | ||
PFNGLISBUFFERPROC glIsBuffer; | ||
PFNGLISFRAMEBUFFERPROC glIsFramebuffer; | ||
PFNGLISPROGRAMPROC glIsProgram; | ||
PFNGLISRENDERBUFFERPROC glIsRenderbuffer; | ||
PFNGLISSHADERPROC glIsShader; | ||
PFNGLISTEXTUREPROC glIsTexture; | ||
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage; | ||
PFNGLGETSHADERSOURCEPROC glGetShaderSource; | ||
PFNGLVALIDATEPROGRAMPROC glValidateProgram; | ||
PFNGLTEXSUBIMAGE2DPROC glTexSubImage2D; | ||
PFNGLREADPIXELSPROC glReadPixels; | ||
PFNGLGETACTIVEATTRIBPROC glGetActiveAttrib; | ||
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform; | ||
PFNGLGETATTACHEDSHADERSPROC glGetAttachedShaders; | ||
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; | ||
PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv; | ||
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; | ||
PFNGLFRONTFACEPROC glFrontFace; | ||
PFNGLSAMPLECOVERAGEPROC glSampleCoverage; | ||
PFNGLGETUNIFORMIVPROC glGetUniformiv; | ||
PFNGLGETUNIFORMFVPROC glGetUniformfv; | ||
PFNGLGETVERTEXATTRIBIVPROC glGetVertexAttribiv; | ||
PFNGLGETVERTEXATTRIBFVPROC glGetVertexAttribfv; | ||
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv; | ||
PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv; | ||
PFNGLGETFLOATVPROC glGetFloatv; | ||
PFNGLGETINTEGERVPROC glGetIntegerv; | ||
PFNGLGETBOOLEANVPROC glGetBooleanv; | ||
PFNGLGETPROGRAMIVPROC glGetProgramiv; | ||
PFNGLGETTEXPARAMETERIVPROC glGetTexParameteriv; | ||
PFNGLGETSHADERIVPROC glGetShaderiv; | ||
PFNGLGETVERTEXATTRIBPOINTERVPROC glGetVertexAttribPointerv; | ||
PFNGLGETSTRINGPROC glGetString; | ||
PFNGLGETERRORPROC glGetError; |
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