/**************************************************************************** ** ** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ** ** This file was generated by glgen version 0.1 ** Command line was: glgen ** ** glgen is Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) ** ** This is an auto-generated file. ** Do not edit! All changes made to it will be lost. ** ****************************************************************************/ #ifndef QOPENGLVERSIONFUNCTIONS_4_2_COMPATIBILITY_H #define QOPENGLVERSIONFUNCTIONS_4_2_COMPATIBILITY_H #include #if !defined(QT_NO_OPENGL) && !defined(QT_OPENGL_ES_2) #include #include // MemoryBarrier is a macro on some architectures on Windows #ifdef Q_OS_WIN #pragma push_macro("MemoryBarrier") #undef MemoryBarrier #endif QT_BEGIN_NAMESPACE class Q_GUI_EXPORT QOpenGLFunctions_4_2_Compatibility : public QAbstractOpenGLFunctions { public: QOpenGLFunctions_4_2_Compatibility(); ~QOpenGLFunctions_4_2_Compatibility(); bool initializeOpenGLFunctions() override; // OpenGL 1.0 core functions void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); void glDepthRange(GLdouble nearVal, GLdouble farVal); GLboolean glIsEnabled(GLenum cap); void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params); void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels); const GLubyte * glGetString(GLenum name); void glGetIntegerv(GLenum pname, GLint *params); void glGetFloatv(GLenum pname, GLfloat *params); GLenum glGetError(); void glGetDoublev(GLenum pname, GLdouble *params); void glGetBooleanv(GLenum pname, GLboolean *params); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void glReadBuffer(GLenum mode); void glPixelStorei(GLenum pname, GLint param); void glPixelStoref(GLenum pname, GLfloat param); void glDepthFunc(GLenum func); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glStencilFunc(GLenum func, GLint ref, GLuint mask); void glLogicOp(GLenum opcode); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glFlush(); void glFinish(); void glEnable(GLenum cap); void glDisable(GLenum cap); void glDepthMask(GLboolean flag); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glStencilMask(GLuint mask); void glClearDepth(GLdouble depth); void glClearStencil(GLint s); void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glClear(GLbitfield mask); void glDrawBuffer(GLenum mode); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glPolygonMode(GLenum face, GLenum mode); void glPointSize(GLfloat size); void glLineWidth(GLfloat width); void glHint(GLenum target, GLenum mode); void glFrontFace(GLenum mode); void glCullFace(GLenum mode); // OpenGL 1.1 core functions void glIndexubv(const GLubyte *c); void glIndexub(GLubyte c); GLboolean glIsTexture(GLuint texture); void glGenTextures(GLsizei n, GLuint *textures); void glDeleteTextures(GLsizei n, const GLuint *textures); void glBindTexture(GLenum target, GLuint texture); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); void glPolygonOffset(GLfloat factor, GLfloat units); void glGetPointerv(GLenum pname, GLvoid* *params); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void glDrawArrays(GLenum mode, GLint first, GLsizei count); // OpenGL 1.2 core functions void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); void glBlendEquation(GLenum mode); void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); // OpenGL 1.3 core functions void glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img); void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); void glSampleCoverage(GLfloat value, GLboolean invert); void glActiveTexture(GLenum texture); // OpenGL 1.4 core functions void glPointParameteriv(GLenum pname, const GLint *params); void glPointParameteri(GLenum pname, GLint param); void glPointParameterfv(GLenum pname, const GLfloat *params); void glPointParameterf(GLenum pname, GLfloat param); void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount); void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); // OpenGL 1.5 core functions void glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params); void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params); GLboolean glUnmapBuffer(GLenum target); GLvoid* glMapBuffer(GLenum target, GLenum access); void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data); void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); GLboolean glIsBuffer(GLuint buffer); void glGenBuffers(GLsizei n, GLuint *buffers); void glDeleteBuffers(GLsizei n, const GLuint *buffers); void glBindBuffer(GLenum target, GLuint buffer); void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params); void glGetQueryiv(GLenum target, GLenum pname, GLint *params); void glEndQuery(GLenum target); void glBeginQuery(GLenum target, GLuint id); GLboolean glIsQuery(GLuint id); void glDeleteQueries(GLsizei n, const GLuint *ids); void glGenQueries(GLsizei n, GLuint *ids); // OpenGL 2.0 core functions void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); void glValidateProgram(GLuint program); void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniform4iv(GLint location, GLsizei count, const GLint *value); void glUniform3iv(GLint location, GLsizei count, const GLint *value); void glUniform2iv(GLint location, GLsizei count, const GLint *value); void glUniform1iv(GLint location, GLsizei count, const GLint *value); void glUniform4fv(GLint location, GLsizei count, const GLfloat *value); void glUniform3fv(GLint location, GLsizei count, const GLfloat *value); void glUniform2fv(GLint location, GLsizei count, const GLfloat *value); void glUniform1fv(GLint location, GLsizei count, const GLfloat *value); void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2); void glUniform2i(GLint location, GLint v0, GLint v1); void glUniform1i(GLint location, GLint v0); void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glUniform2f(GLint location, GLfloat v0, GLfloat v1); void glUniform1f(GLint location, GLfloat v0); void glUseProgram(GLuint program); void glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length); void glLinkProgram(GLuint program); GLboolean glIsShader(GLuint shader); GLboolean glIsProgram(GLuint program); void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer); void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params); void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params); void glGetUniformiv(GLuint program, GLint location, GLint *params); void glGetUniformfv(GLuint program, GLint location, GLfloat *params); GLint glGetUniformLocation(GLuint program, const GLchar *name); void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void glGetShaderiv(GLuint shader, GLenum pname, GLint *params); void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void glGetProgramiv(GLuint program, GLenum pname, GLint *params); GLint glGetAttribLocation(GLuint program, const GLchar *name); void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void glEnableVertexAttribArray(GLuint index); void glDisableVertexAttribArray(GLuint index); void glDetachShader(GLuint program, GLuint shader); void glDeleteShader(GLuint shader); void glDeleteProgram(GLuint program); GLuint glCreateShader(GLenum type); GLuint glCreateProgram(); void glCompileShader(GLuint shader); void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name); void glAttachShader(GLuint program, GLuint shader); void glStencilMaskSeparate(GLenum face, GLuint mask); void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); void glDrawBuffers(GLsizei n, const GLenum *bufs); void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); // OpenGL 2.1 core functions void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); // OpenGL 3.0 core functions GLboolean glIsVertexArray(GLuint array); void glGenVertexArrays(GLsizei n, GLuint *arrays); void glDeleteVertexArrays(GLsizei n, const GLuint *arrays); void glBindVertexArray(GLuint array); void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); GLvoid* glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void glGenerateMipmap(GLenum target); void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GLenum glCheckFramebufferStatus(GLenum target); void glGenFramebuffers(GLsizei n, GLuint *framebuffers); void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers); void glBindFramebuffer(GLenum target, GLuint framebuffer); GLboolean glIsFramebuffer(GLuint framebuffer); void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); void glBindRenderbuffer(GLenum target, GLuint renderbuffer); GLboolean glIsRenderbuffer(GLuint renderbuffer); const GLubyte * glGetStringi(GLenum name, GLuint index); void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params); void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params); void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params); void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params); void glUniform4uiv(GLint location, GLsizei count, const GLuint *value); void glUniform3uiv(GLint location, GLsizei count, const GLuint *value); void glUniform2uiv(GLint location, GLsizei count, const GLuint *value); void glUniform1uiv(GLint location, GLsizei count, const GLuint *value); void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); void glUniform2ui(GLint location, GLuint v0, GLuint v1); void glUniform1ui(GLint location, GLuint v0); GLint glGetFragDataLocation(GLuint program, const GLchar *name); void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name); void glGetUniformuiv(GLuint program, GLint location, GLuint *params); void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glEndConditionalRender(); void glBeginConditionalRender(GLuint id, GLenum mode); void glClampColor(GLenum target, GLenum clamp); void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode); void glBindBufferBase(GLenum target, GLuint index, GLuint buffer); void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); void glEndTransformFeedback(); void glBeginTransformFeedback(GLenum primitiveMode); GLboolean glIsEnabledi(GLenum target, GLuint index); void glDisablei(GLenum target, GLuint index); void glEnablei(GLenum target, GLuint index); void glGetIntegeri_v(GLenum target, GLuint index, GLint *data); void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data); void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); // OpenGL 3.1 core functions void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices); void glPrimitiveRestartIndex(GLuint index); void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer); void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount); void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); // OpenGL 3.2 core functions void glSampleMaski(GLuint index, GLbitfield mask); void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val); void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); void glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); void glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); void glGetInteger64v(GLenum pname, GLint64 *params); void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void glDeleteSync(GLsync sync); GLboolean glIsSync(GLsync sync); GLsync glFenceSync(GLenum condition, GLbitfield flags); void glProvokingVertex(GLenum mode); void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex); void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex); void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex); void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level); void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data); // OpenGL 3.3 core functions void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glSecondaryColorP3uiv(GLenum type, const GLuint *color); void glSecondaryColorP3ui(GLenum type, GLuint color); void glColorP4uiv(GLenum type, const GLuint *color); void glColorP4ui(GLenum type, GLuint color); void glColorP3uiv(GLenum type, const GLuint *color); void glColorP3ui(GLenum type, GLuint color); void glNormalP3uiv(GLenum type, const GLuint *coords); void glNormalP3ui(GLenum type, GLuint coords); void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); void glTexCoordP4uiv(GLenum type, const GLuint *coords); void glTexCoordP4ui(GLenum type, GLuint coords); void glTexCoordP3uiv(GLenum type, const GLuint *coords); void glTexCoordP3ui(GLenum type, GLuint coords); void glTexCoordP2uiv(GLenum type, const GLuint *coords); void glTexCoordP2ui(GLenum type, GLuint coords); void glTexCoordP1uiv(GLenum type, const GLuint *coords); void glTexCoordP1ui(GLenum type, GLuint coords); void glVertexP4uiv(GLenum type, const GLuint *value); void glVertexP4ui(GLenum type, GLuint value); void glVertexP3uiv(GLenum type, const GLuint *value); void glVertexP3ui(GLenum type, GLuint value); void glVertexP2uiv(GLenum type, const GLuint *value); void glVertexP2ui(GLenum type, GLuint value); void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); void glQueryCounter(GLuint id, GLenum target); void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params); void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params); void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param); void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param); void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); void glBindSampler(GLuint unit, GLuint sampler); GLboolean glIsSampler(GLuint sampler); void glDeleteSamplers(GLsizei count, const GLuint *samplers); void glGenSamplers(GLsizei count, GLuint *samplers); GLint glGetFragDataIndex(GLuint program, const GLchar *name); void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); void glVertexAttribDivisor(GLuint index, GLuint divisor); // OpenGL 4.0 core functions void glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params); void glEndQueryIndexed(GLenum target, GLuint index); void glBeginQueryIndexed(GLenum target, GLuint index, GLuint id); void glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream); void glDrawTransformFeedback(GLenum mode, GLuint id); void glResumeTransformFeedback(); void glPauseTransformFeedback(); GLboolean glIsTransformFeedback(GLuint id); void glGenTransformFeedbacks(GLsizei n, GLuint *ids); void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids); void glBindTransformFeedback(GLenum target, GLuint id); void glPatchParameterfv(GLenum pname, const GLfloat *values); void glPatchParameteri(GLenum pname, GLint value); void glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values); void glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params); void glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices); void glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); void glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); void glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); GLuint glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name); GLint glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name); void glGetUniformdv(GLuint program, GLint location, GLdouble *params); void glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glUniform4dv(GLint location, GLsizei count, const GLdouble *value); void glUniform3dv(GLint location, GLsizei count, const GLdouble *value); void glUniform2dv(GLint location, GLsizei count, const GLdouble *value); void glUniform1dv(GLint location, GLsizei count, const GLdouble *value); void glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z); void glUniform2d(GLint location, GLdouble x, GLdouble y); void glUniform1d(GLint location, GLdouble x); void glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect); void glDrawArraysIndirect(GLenum mode, const GLvoid *indirect); void glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBlendFunci(GLuint buf, GLenum src, GLenum dst); void glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha); void glBlendEquationi(GLuint buf, GLenum mode); void glMinSampleShading(GLfloat value); // OpenGL 4.1 core functions void glGetDoublei_v(GLenum target, GLuint index, GLdouble *data); void glGetFloati_v(GLenum target, GLuint index, GLfloat *data); void glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f); void glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v); void glScissorIndexedv(GLuint index, const GLint *v); void glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); void glScissorArrayv(GLuint first, GLsizei count, const GLint *v); void glViewportIndexedfv(GLuint index, const GLfloat *v); void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); void glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v); void glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params); void glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glVertexAttribL4dv(GLuint index, const GLdouble *v); void glVertexAttribL3dv(GLuint index, const GLdouble *v); void glVertexAttribL2dv(GLuint index, const GLdouble *v); void glVertexAttribL1dv(GLuint index, const GLdouble *v); void glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); void glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y); void glVertexAttribL1d(GLuint index, GLdouble x); void glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void glValidateProgramPipeline(GLuint pipeline); void glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); void glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); void glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); void glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); void glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); void glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value); void glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); void glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); void glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); void glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); void glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); void glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value); void glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2); void glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); void glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1); void glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); void glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1); void glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); void glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1); void glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value); void glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1); void glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value); void glProgramUniform1ui(GLuint program, GLint location, GLuint v0); void glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value); void glProgramUniform1d(GLuint program, GLint location, GLdouble v0); void glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value); void glProgramUniform1f(GLuint program, GLint location, GLfloat v0); void glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value); void glProgramUniform1i(GLuint program, GLint location, GLint v0); void glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params); GLboolean glIsProgramPipeline(GLuint pipeline); void glGenProgramPipelines(GLsizei n, GLuint *pipelines); void glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines); void glBindProgramPipeline(GLuint pipeline); GLuint glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings); void glActiveShaderProgram(GLuint pipeline, GLuint program); void glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program); void glProgramParameteri(GLuint program, GLenum pname, GLint value); void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length); void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); void glClearDepthf(GLfloat dd); void glDepthRangef(GLfloat n, GLfloat f); void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length); void glReleaseShaderCompiler(); // OpenGL 4.2 core functions void glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); void glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); void glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); void glMemoryBarrier(GLbitfield barriers); void glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); void glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); void glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); void glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); void glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount); void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); void glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); void glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); // OpenGL 1.0 deprecated functions void glTranslatef(GLfloat x, GLfloat y, GLfloat z); void glTranslated(GLdouble x, GLdouble y, GLdouble z); void glScalef(GLfloat x, GLfloat y, GLfloat z); void glScaled(GLdouble x, GLdouble y, GLdouble z); void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); void glPushMatrix(); void glPopMatrix(); void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void glMultMatrixd(const GLdouble *m); void glMultMatrixf(const GLfloat *m); void glMatrixMode(GLenum mode); void glLoadMatrixd(const GLdouble *m); void glLoadMatrixf(const GLfloat *m); void glLoadIdentity(); void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); GLboolean glIsList(GLuint list); void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params); void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params); void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params); void glGetTexEnviv(GLenum target, GLenum pname, GLint *params); void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params); void glGetPolygonStipple(GLubyte *mask); void glGetPixelMapusv(GLenum map, GLushort *values); void glGetPixelMapuiv(GLenum map, GLuint *values); void glGetPixelMapfv(GLenum map, GLfloat *values); void glGetMaterialiv(GLenum face, GLenum pname, GLint *params); void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params); void glGetMapiv(GLenum target, GLenum query, GLint *v); void glGetMapfv(GLenum target, GLenum query, GLfloat *v); void glGetMapdv(GLenum target, GLenum query, GLdouble *v); void glGetLightiv(GLenum light, GLenum pname, GLint *params); void glGetLightfv(GLenum light, GLenum pname, GLfloat *params); void glGetClipPlane(GLenum plane, GLdouble *equation); void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); void glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values); void glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values); void glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values); void glPixelTransferi(GLenum pname, GLint param); void glPixelTransferf(GLenum pname, GLfloat param); void glPixelZoom(GLfloat xfactor, GLfloat yfactor); void glAlphaFunc(GLenum func, GLfloat ref); void glEvalPoint2(GLint i, GLint j); void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); void glEvalPoint1(GLint i); void glEvalMesh1(GLenum mode, GLint i1, GLint i2); void glEvalCoord2fv(const GLfloat *u); void glEvalCoord2f(GLfloat u, GLfloat v); void glEvalCoord2dv(const GLdouble *u); void glEvalCoord2d(GLdouble u, GLdouble v); void glEvalCoord1fv(const GLfloat *u); void glEvalCoord1f(GLfloat u); void glEvalCoord1dv(const GLdouble *u); void glEvalCoord1d(GLdouble u); void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2); void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2); void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); void glPushAttrib(GLbitfield mask); void glPopAttrib(); void glAccum(GLenum op, GLfloat value); void glIndexMask(GLuint mask); void glClearIndex(GLfloat c); void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glPushName(GLuint name); void glPopName(); void glPassThrough(GLfloat token); void glLoadName(GLuint name); void glInitNames(); GLint glRenderMode(GLenum mode); void glSelectBuffer(GLsizei size, GLuint *buffer); void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); void glTexGeniv(GLenum coord, GLenum pname, const GLint *params); void glTexGeni(GLenum coord, GLenum pname, GLint param); void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params); void glTexGenf(GLenum coord, GLenum pname, GLfloat param); void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params); void glTexGend(GLenum coord, GLenum pname, GLdouble param); void glTexEnviv(GLenum target, GLenum pname, const GLint *params); void glTexEnvi(GLenum target, GLenum pname, GLint param); void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params); void glTexEnvf(GLenum target, GLenum pname, GLfloat param); void glShadeModel(GLenum mode); void glPolygonStipple(const GLubyte *mask); void glMaterialiv(GLenum face, GLenum pname, const GLint *params); void glMateriali(GLenum face, GLenum pname, GLint param); void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params); void glMaterialf(GLenum face, GLenum pname, GLfloat param); void glLineStipple(GLint factor, GLushort pattern); void glLightModeliv(GLenum pname, const GLint *params); void glLightModeli(GLenum pname, GLint param); void glLightModelfv(GLenum pname, const GLfloat *params); void glLightModelf(GLenum pname, GLfloat param); void glLightiv(GLenum light, GLenum pname, const GLint *params); void glLighti(GLenum light, GLenum pname, GLint param); void glLightfv(GLenum light, GLenum pname, const GLfloat *params); void glLightf(GLenum light, GLenum pname, GLfloat param); void glFogiv(GLenum pname, const GLint *params); void glFogi(GLenum pname, GLint param); void glFogfv(GLenum pname, const GLfloat *params); void glFogf(GLenum pname, GLfloat param); void glColorMaterial(GLenum face, GLenum mode); void glClipPlane(GLenum plane, const GLdouble *equation); void glVertex4sv(const GLshort *v); void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w); void glVertex4iv(const GLint *v); void glVertex4i(GLint x, GLint y, GLint z, GLint w); void glVertex4fv(const GLfloat *v); void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertex4dv(const GLdouble *v); void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glVertex3sv(const GLshort *v); void glVertex3s(GLshort x, GLshort y, GLshort z); void glVertex3iv(const GLint *v); void glVertex3i(GLint x, GLint y, GLint z); void glVertex3fv(const GLfloat *v); void glVertex3f(GLfloat x, GLfloat y, GLfloat z); void glVertex3dv(const GLdouble *v); void glVertex3d(GLdouble x, GLdouble y, GLdouble z); void glVertex2sv(const GLshort *v); void glVertex2s(GLshort x, GLshort y); void glVertex2iv(const GLint *v); void glVertex2i(GLint x, GLint y); void glVertex2fv(const GLfloat *v); void glVertex2f(GLfloat x, GLfloat y); void glVertex2dv(const GLdouble *v); void glVertex2d(GLdouble x, GLdouble y); void glTexCoord4sv(const GLshort *v); void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); void glTexCoord4iv(const GLint *v); void glTexCoord4i(GLint s, GLint t, GLint r, GLint q); void glTexCoord4fv(const GLfloat *v); void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); void glTexCoord4dv(const GLdouble *v); void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); void glTexCoord3sv(const GLshort *v); void glTexCoord3s(GLshort s, GLshort t, GLshort r); void glTexCoord3iv(const GLint *v); void glTexCoord3i(GLint s, GLint t, GLint r); void glTexCoord3fv(const GLfloat *v); void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r); void glTexCoord3dv(const GLdouble *v); void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r); void glTexCoord2sv(const GLshort *v); void glTexCoord2s(GLshort s, GLshort t); void glTexCoord2iv(const GLint *v); void glTexCoord2i(GLint s, GLint t); void glTexCoord2fv(const GLfloat *v); void glTexCoord2f(GLfloat s, GLfloat t); void glTexCoord2dv(const GLdouble *v); void glTexCoord2d(GLdouble s, GLdouble t); void glTexCoord1sv(const GLshort *v); void glTexCoord1s(GLshort s); void glTexCoord1iv(const GLint *v); void glTexCoord1i(GLint s); void glTexCoord1fv(const GLfloat *v); void glTexCoord1f(GLfloat s); void glTexCoord1dv(const GLdouble *v); void glTexCoord1d(GLdouble s); void glRectsv(const GLshort *v1, const GLshort *v2); void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); void glRectiv(const GLint *v1, const GLint *v2); void glRecti(GLint x1, GLint y1, GLint x2, GLint y2); void glRectfv(const GLfloat *v1, const GLfloat *v2); void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); void glRectdv(const GLdouble *v1, const GLdouble *v2); void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); void glRasterPos4sv(const GLshort *v); void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); void glRasterPos4iv(const GLint *v); void glRasterPos4i(GLint x, GLint y, GLint z, GLint w); void glRasterPos4fv(const GLfloat *v); void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glRasterPos4dv(const GLdouble *v); void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glRasterPos3sv(const GLshort *v); void glRasterPos3s(GLshort x, GLshort y, GLshort z); void glRasterPos3iv(const GLint *v); void glRasterPos3i(GLint x, GLint y, GLint z); void glRasterPos3fv(const GLfloat *v); void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z); void glRasterPos3dv(const GLdouble *v); void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z); void glRasterPos2sv(const GLshort *v); void glRasterPos2s(GLshort x, GLshort y); void glRasterPos2iv(const GLint *v); void glRasterPos2i(GLint x, GLint y); void glRasterPos2fv(const GLfloat *v); void glRasterPos2f(GLfloat x, GLfloat y); void glRasterPos2dv(const GLdouble *v); void glRasterPos2d(GLdouble x, GLdouble y); void glNormal3sv(const GLshort *v); void glNormal3s(GLshort nx, GLshort ny, GLshort nz); void glNormal3iv(const GLint *v); void glNormal3i(GLint nx, GLint ny, GLint nz); void glNormal3fv(const GLfloat *v); void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz); void glNormal3dv(const GLdouble *v); void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz); void glNormal3bv(const GLbyte *v); void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz); void glIndexsv(const GLshort *c); void glIndexs(GLshort c); void glIndexiv(const GLint *c); void glIndexi(GLint c); void glIndexfv(const GLfloat *c); void glIndexf(GLfloat c); void glIndexdv(const GLdouble *c); void glIndexd(GLdouble c); void glEnd(); void glEdgeFlagv(const GLboolean *flag); void glEdgeFlag(GLboolean flag); void glColor4usv(const GLushort *v); void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); void glColor4uiv(const GLuint *v); void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); void glColor4ubv(const GLubyte *v); void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void glColor4sv(const GLshort *v); void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); void glColor4iv(const GLint *v); void glColor4i(GLint red, GLint green, GLint blue, GLint alpha); void glColor4fv(const GLfloat *v); void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glColor4dv(const GLdouble *v); void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); void glColor4bv(const GLbyte *v); void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); void glColor3usv(const GLushort *v); void glColor3us(GLushort red, GLushort green, GLushort blue); void glColor3uiv(const GLuint *v); void glColor3ui(GLuint red, GLuint green, GLuint blue); void glColor3ubv(const GLubyte *v); void glColor3ub(GLubyte red, GLubyte green, GLubyte blue); void glColor3sv(const GLshort *v); void glColor3s(GLshort red, GLshort green, GLshort blue); void glColor3iv(const GLint *v); void glColor3i(GLint red, GLint green, GLint blue); void glColor3fv(const GLfloat *v); void glColor3f(GLfloat red, GLfloat green, GLfloat blue); void glColor3dv(const GLdouble *v); void glColor3d(GLdouble red, GLdouble green, GLdouble blue); void glColor3bv(const GLbyte *v); void glColor3b(GLbyte red, GLbyte green, GLbyte blue); void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); void glBegin(GLenum mode); void glListBase(GLuint base); GLuint glGenLists(GLsizei range); void glDeleteLists(GLuint list, GLsizei range); void glCallLists(GLsizei n, GLenum type, const GLvoid *lists); void glCallList(GLuint list); void glEndList(); void glNewList(GLuint list, GLenum mode); // OpenGL 1.1 deprecated functions void glPushClientAttrib(GLbitfield mask); void glPopClientAttrib(); void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer); void glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer); void glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer); void glEnableClientState(GLenum array); void glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer); void glDisableClientState(GLenum array); void glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glArrayElement(GLint i); // OpenGL 1.2 deprecated functions void glResetMinmax(GLenum target); void glResetHistogram(GLenum target); void glMinmax(GLenum target, GLenum internalformat, GLboolean sink); void glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); void glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params); void glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values); void glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params); void glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values); void glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column); void glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span); void glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params); void glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image); void glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); void glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); void glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params); void glConvolutionParameteri(GLenum target, GLenum pname, GLint params); void glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params); void glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params); void glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image); void glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image); void glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); void glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data); void glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params); void glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table); void glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); void glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params); void glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params); void glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table); // OpenGL 1.3 deprecated functions void glMultTransposeMatrixd(const GLdouble *m); void glMultTransposeMatrixf(const GLfloat *m); void glLoadTransposeMatrixd(const GLdouble *m); void glLoadTransposeMatrixf(const GLfloat *m); void glMultiTexCoord4sv(GLenum target, const GLshort *v); void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); void glMultiTexCoord4iv(GLenum target, const GLint *v); void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); void glMultiTexCoord4fv(GLenum target, const GLfloat *v); void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void glMultiTexCoord4dv(GLenum target, const GLdouble *v); void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void glMultiTexCoord3sv(GLenum target, const GLshort *v); void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); void glMultiTexCoord3iv(GLenum target, const GLint *v); void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); void glMultiTexCoord3fv(GLenum target, const GLfloat *v); void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); void glMultiTexCoord3dv(GLenum target, const GLdouble *v); void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); void glMultiTexCoord2sv(GLenum target, const GLshort *v); void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t); void glMultiTexCoord2iv(GLenum target, const GLint *v); void glMultiTexCoord2i(GLenum target, GLint s, GLint t); void glMultiTexCoord2fv(GLenum target, const GLfloat *v); void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t); void glMultiTexCoord2dv(GLenum target, const GLdouble *v); void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t); void glMultiTexCoord1sv(GLenum target, const GLshort *v); void glMultiTexCoord1s(GLenum target, GLshort s); void glMultiTexCoord1iv(GLenum target, const GLint *v); void glMultiTexCoord1i(GLenum target, GLint s); void glMultiTexCoord1fv(GLenum target, const GLfloat *v); void glMultiTexCoord1f(GLenum target, GLfloat s); void glMultiTexCoord1dv(GLenum target, const GLdouble *v); void glMultiTexCoord1d(GLenum target, GLdouble s); void glClientActiveTexture(GLenum texture); // OpenGL 1.4 deprecated functions void glWindowPos3sv(const GLshort *v); void glWindowPos3s(GLshort x, GLshort y, GLshort z); void glWindowPos3iv(const GLint *v); void glWindowPos3i(GLint x, GLint y, GLint z); void glWindowPos3fv(const GLfloat *v); void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z); void glWindowPos3dv(const GLdouble *v); void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z); void glWindowPos2sv(const GLshort *v); void glWindowPos2s(GLshort x, GLshort y); void glWindowPos2iv(const GLint *v); void glWindowPos2i(GLint x, GLint y); void glWindowPos2fv(const GLfloat *v); void glWindowPos2f(GLfloat x, GLfloat y); void glWindowPos2dv(const GLdouble *v); void glWindowPos2d(GLdouble x, GLdouble y); void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void glSecondaryColor3usv(const GLushort *v); void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue); void glSecondaryColor3uiv(const GLuint *v); void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue); void glSecondaryColor3ubv(const GLubyte *v); void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); void glSecondaryColor3sv(const GLshort *v); void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue); void glSecondaryColor3iv(const GLint *v); void glSecondaryColor3i(GLint red, GLint green, GLint blue); void glSecondaryColor3fv(const GLfloat *v); void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); void glSecondaryColor3dv(const GLdouble *v); void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); void glSecondaryColor3bv(const GLbyte *v); void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); void glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer); void glFogCoorddv(const GLdouble *coord); void glFogCoordd(GLdouble coord); void glFogCoordfv(const GLfloat *coord); void glFogCoordf(GLfloat coord); // OpenGL 1.5 deprecated functions // OpenGL 2.0 deprecated functions void glVertexAttrib4usv(GLuint index, const GLushort *v); void glVertexAttrib4uiv(GLuint index, const GLuint *v); void glVertexAttrib4ubv(GLuint index, const GLubyte *v); void glVertexAttrib4sv(GLuint index, const GLshort *v); void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); void glVertexAttrib4iv(GLuint index, const GLint *v); void glVertexAttrib4fv(GLuint index, const GLfloat *v); void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4dv(GLuint index, const GLdouble *v); void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glVertexAttrib4bv(GLuint index, const GLbyte *v); void glVertexAttrib4Nusv(GLuint index, const GLushort *v); void glVertexAttrib4Nuiv(GLuint index, const GLuint *v); void glVertexAttrib4Nubv(GLuint index, const GLubyte *v); void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); void glVertexAttrib4Nsv(GLuint index, const GLshort *v); void glVertexAttrib4Niv(GLuint index, const GLint *v); void glVertexAttrib4Nbv(GLuint index, const GLbyte *v); void glVertexAttrib3sv(GLuint index, const GLshort *v); void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z); void glVertexAttrib3fv(GLuint index, const GLfloat *v); void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3dv(GLuint index, const GLdouble *v); void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); void glVertexAttrib2sv(GLuint index, const GLshort *v); void glVertexAttrib2s(GLuint index, GLshort x, GLshort y); void glVertexAttrib2fv(GLuint index, const GLfloat *v); void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y); void glVertexAttrib2dv(GLuint index, const GLdouble *v); void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y); void glVertexAttrib1sv(GLuint index, const GLshort *v); void glVertexAttrib1s(GLuint index, GLshort x); void glVertexAttrib1fv(GLuint index, const GLfloat *v); void glVertexAttrib1f(GLuint index, GLfloat x); void glVertexAttrib1dv(GLuint index, const GLdouble *v); void glVertexAttrib1d(GLuint index, GLdouble x); // OpenGL 2.1 deprecated functions // OpenGL 3.0 deprecated functions void glVertexAttribI4usv(GLuint index, const GLushort *v); void glVertexAttribI4ubv(GLuint index, const GLubyte *v); void glVertexAttribI4sv(GLuint index, const GLshort *v); void glVertexAttribI4bv(GLuint index, const GLbyte *v); void glVertexAttribI4uiv(GLuint index, const GLuint *v); void glVertexAttribI3uiv(GLuint index, const GLuint *v); void glVertexAttribI2uiv(GLuint index, const GLuint *v); void glVertexAttribI1uiv(GLuint index, const GLuint *v); void glVertexAttribI4iv(GLuint index, const GLint *v); void glVertexAttribI3iv(GLuint index, const GLint *v); void glVertexAttribI2iv(GLuint index, const GLint *v); void glVertexAttribI1iv(GLuint index, const GLint *v); void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y); void glVertexAttribI1ui(GLuint index, GLuint x); void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); void glVertexAttribI2i(GLuint index, GLint x, GLint y); void glVertexAttribI1i(GLuint index, GLint x); // OpenGL 3.1 deprecated functions // OpenGL 3.2 deprecated functions // OpenGL 3.3 deprecated functions // OpenGL 4.0 deprecated functions // OpenGL 4.1 deprecated functions // OpenGL 4.2 deprecated functions private: friend class QOpenGLContext; static bool isContextCompatible(QOpenGLContext *context); static QOpenGLVersionProfile versionProfile(); QOpenGLFunctions_1_0_CoreBackend* d_1_0_Core; QOpenGLFunctions_1_1_CoreBackend* d_1_1_Core; QOpenGLFunctions_1_2_CoreBackend* d_1_2_Core; QOpenGLFunctions_1_3_CoreBackend* d_1_3_Core; QOpenGLFunctions_1_4_CoreBackend* d_1_4_Core; QOpenGLFunctions_1_5_CoreBackend* d_1_5_Core; QOpenGLFunctions_2_0_CoreBackend* d_2_0_Core; QOpenGLFunctions_2_1_CoreBackend* d_2_1_Core; QOpenGLFunctions_3_0_CoreBackend* d_3_0_Core; QOpenGLFunctions_3_1_CoreBackend* d_3_1_Core; QOpenGLFunctions_3_2_CoreBackend* d_3_2_Core; QOpenGLFunctions_3_3_CoreBackend* d_3_3_Core; QOpenGLFunctions_4_0_CoreBackend* d_4_0_Core; QOpenGLFunctions_4_1_CoreBackend* d_4_1_Core; QOpenGLFunctions_4_2_CoreBackend* d_4_2_Core; QOpenGLFunctions_1_0_DeprecatedBackend* d_1_0_Deprecated; QOpenGLFunctions_1_1_DeprecatedBackend* d_1_1_Deprecated; QOpenGLFunctions_1_2_DeprecatedBackend* d_1_2_Deprecated; QOpenGLFunctions_1_3_DeprecatedBackend* d_1_3_Deprecated; QOpenGLFunctions_1_4_DeprecatedBackend* d_1_4_Deprecated; void *m_reserved_2_0_Deprecated; // To maintain BC QOpenGLFunctions_3_3_DeprecatedBackend* d_3_3_Deprecated; }; // OpenGL 1.0 core functions inline void QOpenGLFunctions_4_2_Compatibility::glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { d_1_0_Core->f.Viewport(x, y, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glDepthRange(GLdouble nearVal, GLdouble farVal) { d_1_0_Core->f.DepthRange(nearVal, farVal); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsEnabled(GLenum cap) { return d_1_0_Core->f.IsEnabled(cap); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) { d_1_0_Core->f.GetTexLevelParameteriv(target, level, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) { d_1_0_Core->f.GetTexLevelParameterfv(target, level, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_0_Core->f.GetTexParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) { d_1_0_Core->f.GetTexParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) { d_1_0_Core->f.GetTexImage(target, level, format, type, pixels); } inline const GLubyte * QOpenGLFunctions_4_2_Compatibility::glGetString(GLenum name) { return d_1_0_Core->f.GetString(name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetIntegerv(GLenum pname, GLint *params) { d_1_0_Core->f.GetIntegerv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetFloatv(GLenum pname, GLfloat *params) { d_1_0_Core->f.GetFloatv(pname, params); } inline GLenum QOpenGLFunctions_4_2_Compatibility::glGetError() { return d_1_0_Core->f.GetError(); } inline void QOpenGLFunctions_4_2_Compatibility::glGetDoublev(GLenum pname, GLdouble *params) { d_1_0_Core->f.GetDoublev(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetBooleanv(GLenum pname, GLboolean *params) { d_1_0_Core->f.GetBooleanv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) { d_1_0_Core->f.ReadPixels(x, y, width, height, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glReadBuffer(GLenum mode) { d_1_0_Core->f.ReadBuffer(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelStorei(GLenum pname, GLint param) { d_1_0_Core->f.PixelStorei(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelStoref(GLenum pname, GLfloat param) { d_1_0_Core->f.PixelStoref(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glDepthFunc(GLenum func) { d_1_0_Core->f.DepthFunc(func); } inline void QOpenGLFunctions_4_2_Compatibility::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { d_1_0_Core->f.StencilOp(fail, zfail, zpass); } inline void QOpenGLFunctions_4_2_Compatibility::glStencilFunc(GLenum func, GLint ref, GLuint mask) { d_1_0_Core->f.StencilFunc(func, ref, mask); } inline void QOpenGLFunctions_4_2_Compatibility::glLogicOp(GLenum opcode) { d_1_0_Core->f.LogicOp(opcode); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendFunc(GLenum sfactor, GLenum dfactor) { d_1_0_Core->f.BlendFunc(sfactor, dfactor); } inline void QOpenGLFunctions_4_2_Compatibility::glFlush() { d_1_0_Core->f.Flush(); } inline void QOpenGLFunctions_4_2_Compatibility::glFinish() { d_1_0_Core->f.Finish(); } inline void QOpenGLFunctions_4_2_Compatibility::glEnable(GLenum cap) { d_1_0_Core->f.Enable(cap); } inline void QOpenGLFunctions_4_2_Compatibility::glDisable(GLenum cap) { d_1_0_Core->f.Disable(cap); } inline void QOpenGLFunctions_4_2_Compatibility::glDepthMask(GLboolean flag) { d_1_0_Core->f.DepthMask(flag); } inline void QOpenGLFunctions_4_2_Compatibility::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { d_1_0_Core->f.ColorMask(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glStencilMask(GLuint mask) { d_1_0_Core->f.StencilMask(mask); } inline void QOpenGLFunctions_4_2_Compatibility::glClearDepth(GLdouble depth) { d_1_0_Core->f.ClearDepth(depth); } inline void QOpenGLFunctions_4_2_Compatibility::glClearStencil(GLint s) { d_1_0_Core->f.ClearStencil(s); } inline void QOpenGLFunctions_4_2_Compatibility::glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_0_Core->f.ClearColor(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glClear(GLbitfield mask) { d_1_0_Core->f.Clear(mask); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawBuffer(GLenum mode) { d_1_0_Core->f.DrawBuffer(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_0_Core->f.TexImage2D(target, level, internalformat, width, height, border, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_0_Core->f.TexImage1D(target, level, internalformat, width, border, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glTexParameteriv(GLenum target, GLenum pname, const GLint *params) { d_1_0_Core->f.TexParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexParameteri(GLenum target, GLenum pname, GLint param) { d_1_0_Core->f.TexParameteri(target, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) { d_1_0_Core->f.TexParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterf(GLenum target, GLenum pname, GLfloat param) { d_1_0_Core->f.TexParameterf(target, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { d_1_0_Core->f.Scissor(x, y, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glPolygonMode(GLenum face, GLenum mode) { d_1_0_Core->f.PolygonMode(face, mode); } inline void QOpenGLFunctions_4_2_Compatibility::glPointSize(GLfloat size) { d_1_0_Core->f.PointSize(size); } inline void QOpenGLFunctions_4_2_Compatibility::glLineWidth(GLfloat width) { d_1_0_Core->f.LineWidth(width); } inline void QOpenGLFunctions_4_2_Compatibility::glHint(GLenum target, GLenum mode) { d_1_0_Core->f.Hint(target, mode); } inline void QOpenGLFunctions_4_2_Compatibility::glFrontFace(GLenum mode) { d_1_0_Core->f.FrontFace(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glCullFace(GLenum mode) { d_1_0_Core->f.CullFace(mode); } // OpenGL 1.1 core functions inline void QOpenGLFunctions_4_2_Compatibility::glIndexubv(const GLubyte *c) { d_1_1_Deprecated->f.Indexubv(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexub(GLubyte c) { d_1_1_Deprecated->f.Indexub(c); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsTexture(GLuint texture) { return d_1_1_Core->f.IsTexture(texture); } inline void QOpenGLFunctions_4_2_Compatibility::glGenTextures(GLsizei n, GLuint *textures) { d_1_1_Core->f.GenTextures(n, textures); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteTextures(GLsizei n, const GLuint *textures) { d_1_1_Core->f.DeleteTextures(n, textures); } inline void QOpenGLFunctions_4_2_Compatibility::glBindTexture(GLenum target, GLuint texture) { d_1_1_Core->f.BindTexture(target, texture); } inline void QOpenGLFunctions_4_2_Compatibility::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { d_1_1_Core->f.TexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels) { d_1_1_Core->f.TexSubImage1D(target, level, xoffset, width, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { d_1_1_Core->f.CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { d_1_1_Core->f.CopyTexSubImage1D(target, level, xoffset, x, y, width); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { d_1_1_Core->f.CopyTexImage2D(target, level, internalformat, x, y, width, height, border); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { d_1_1_Core->f.CopyTexImage1D(target, level, internalformat, x, y, width, border); } inline void QOpenGLFunctions_4_2_Compatibility::glPolygonOffset(GLfloat factor, GLfloat units) { d_1_1_Core->f.PolygonOffset(factor, units); } inline void QOpenGLFunctions_4_2_Compatibility::glGetPointerv(GLenum pname, GLvoid* *params) { d_1_1_Deprecated->f.GetPointerv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) { d_1_1_Core->f.DrawElements(mode, count, type, indices); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawArrays(GLenum mode, GLint first, GLsizei count) { d_1_1_Core->f.DrawArrays(mode, first, count); } // OpenGL 1.2 core functions inline void QOpenGLFunctions_4_2_Compatibility::glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { d_1_2_Core->f.CopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels) { d_1_2_Core->f.TexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { d_1_2_Core->f.TexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices) { d_1_2_Core->f.DrawRangeElements(mode, start, end, count, type, indices); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquation(GLenum mode) { d_1_2_Core->f.BlendEquation(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_2_Core->f.BlendColor(red, green, blue, alpha); } // OpenGL 1.3 core functions inline void QOpenGLFunctions_4_2_Compatibility::glGetCompressedTexImage(GLenum target, GLint level, GLvoid *img) { d_1_3_Core->f.GetCompressedTexImage(target, level, img); } inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexSubImage1D(target, level, xoffset, width, format, imageSize, data); } inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); } inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexImage1D(target, level, internalformat, width, border, imageSize, data); } inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } inline void QOpenGLFunctions_4_2_Compatibility::glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data) { d_1_3_Core->f.CompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); } inline void QOpenGLFunctions_4_2_Compatibility::glSampleCoverage(GLfloat value, GLboolean invert) { d_1_3_Core->f.SampleCoverage(value, invert); } inline void QOpenGLFunctions_4_2_Compatibility::glActiveTexture(GLenum texture) { d_1_3_Core->f.ActiveTexture(texture); } // OpenGL 1.4 core functions inline void QOpenGLFunctions_4_2_Compatibility::glPointParameteriv(GLenum pname, const GLint *params) { d_1_4_Core->f.PointParameteriv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glPointParameteri(GLenum pname, GLint param) { d_1_4_Core->f.PointParameteri(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glPointParameterfv(GLenum pname, const GLfloat *params) { d_1_4_Core->f.PointParameterfv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glPointParameterf(GLenum pname, GLfloat param) { d_1_4_Core->f.PointParameterf(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount) { d_1_4_Core->f.MultiDrawElements(mode, count, type, indices, drawcount); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount) { d_1_4_Core->f.MultiDrawArrays(mode, first, count, drawcount); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { d_1_4_Core->f.BlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); } // OpenGL 1.5 core functions inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferPointerv(GLenum target, GLenum pname, GLvoid* *params) { d_1_5_Core->f.GetBufferPointerv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_5_Core->f.GetBufferParameteriv(target, pname, params); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glUnmapBuffer(GLenum target) { return d_1_5_Core->f.UnmapBuffer(target); } inline GLvoid* QOpenGLFunctions_4_2_Compatibility::glMapBuffer(GLenum target, GLenum access) { return d_1_5_Core->f.MapBuffer(target, access); } inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data) { d_1_5_Core->f.GetBufferSubData(target, offset, size, data); } inline void QOpenGLFunctions_4_2_Compatibility::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data) { d_1_5_Core->f.BufferSubData(target, offset, size, data); } inline void QOpenGLFunctions_4_2_Compatibility::glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) { d_1_5_Core->f.BufferData(target, size, data, usage); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsBuffer(GLuint buffer) { return d_1_5_Core->f.IsBuffer(buffer); } inline void QOpenGLFunctions_4_2_Compatibility::glGenBuffers(GLsizei n, GLuint *buffers) { d_1_5_Core->f.GenBuffers(n, buffers); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteBuffers(GLsizei n, const GLuint *buffers) { d_1_5_Core->f.DeleteBuffers(n, buffers); } inline void QOpenGLFunctions_4_2_Compatibility::glBindBuffer(GLenum target, GLuint buffer) { d_1_5_Core->f.BindBuffer(target, buffer); } inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params) { d_1_5_Core->f.GetQueryObjectuiv(id, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params) { d_1_5_Core->f.GetQueryObjectiv(id, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryiv(GLenum target, GLenum pname, GLint *params) { d_1_5_Core->f.GetQueryiv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glEndQuery(GLenum target) { d_1_5_Core->f.EndQuery(target); } inline void QOpenGLFunctions_4_2_Compatibility::glBeginQuery(GLenum target, GLuint id) { d_1_5_Core->f.BeginQuery(target, id); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsQuery(GLuint id) { return d_1_5_Core->f.IsQuery(id); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteQueries(GLsizei n, const GLuint *ids) { d_1_5_Core->f.DeleteQueries(n, ids); } inline void QOpenGLFunctions_4_2_Compatibility::glGenQueries(GLsizei n, GLuint *ids) { d_1_5_Core->f.GenQueries(n, ids); } // OpenGL 2.0 core functions inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) { d_2_0_Core->f.VertexAttribPointer(index, size, type, normalized, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glValidateProgram(GLuint program) { d_2_0_Core->f.ValidateProgram(program); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->f.UniformMatrix4fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->f.UniformMatrix3fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_0_Core->f.UniformMatrix2fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform4iv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform3iv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform2iv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1iv(GLint location, GLsizei count, const GLint *value) { d_2_0_Core->f.Uniform1iv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform4fv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform3fv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform2fv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1fv(GLint location, GLsizei count, const GLfloat *value) { d_2_0_Core->f.Uniform1fv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { d_2_0_Core->f.Uniform4i(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) { d_2_0_Core->f.Uniform3i(location, v0, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2i(GLint location, GLint v0, GLint v1) { d_2_0_Core->f.Uniform2i(location, v0, v1); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1i(GLint location, GLint v0) { d_2_0_Core->f.Uniform1i(location, v0); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { d_2_0_Core->f.Uniform4f(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { d_2_0_Core->f.Uniform3f(location, v0, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2f(GLint location, GLfloat v0, GLfloat v1) { d_2_0_Core->f.Uniform2f(location, v0, v1); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1f(GLint location, GLfloat v0) { d_2_0_Core->f.Uniform1f(location, v0); } inline void QOpenGLFunctions_4_2_Compatibility::glUseProgram(GLuint program) { d_2_0_Core->f.UseProgram(program); } inline void QOpenGLFunctions_4_2_Compatibility::glShaderSource(GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) { d_2_0_Core->f.ShaderSource(shader, count, string, length); } inline void QOpenGLFunctions_4_2_Compatibility::glLinkProgram(GLuint program) { d_2_0_Core->f.LinkProgram(program); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsShader(GLuint shader) { return d_2_0_Core->f.IsShader(shader); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsProgram(GLuint program) { return d_2_0_Core->f.IsProgram(program); } inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) { d_2_0_Core->f.GetVertexAttribPointerv(index, pname, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) { d_2_0_Core->f.GetVertexAttribiv(index, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) { d_2_0_Core->f.GetVertexAttribfv(index, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) { d_2_0_Core->f.GetVertexAttribdv(index, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformiv(GLuint program, GLint location, GLint *params) { d_2_0_Core->f.GetUniformiv(program, location, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformfv(GLuint program, GLint location, GLfloat *params) { d_2_0_Core->f.GetUniformfv(program, location, params); } inline GLint QOpenGLFunctions_4_2_Compatibility::glGetUniformLocation(GLuint program, const GLchar *name) { return d_2_0_Core->f.GetUniformLocation(program, name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) { d_2_0_Core->f.GetShaderSource(shader, bufSize, length, source); } inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { d_2_0_Core->f.GetShaderInfoLog(shader, bufSize, length, infoLog); } inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderiv(GLuint shader, GLenum pname, GLint *params) { d_2_0_Core->f.GetShaderiv(shader, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { d_2_0_Core->f.GetProgramInfoLog(program, bufSize, length, infoLog); } inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramiv(GLuint program, GLenum pname, GLint *params) { d_2_0_Core->f.GetProgramiv(program, pname, params); } inline GLint QOpenGLFunctions_4_2_Compatibility::glGetAttribLocation(GLuint program, const GLchar *name) { return d_2_0_Core->f.GetAttribLocation(program, name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) { d_2_0_Core->f.GetAttachedShaders(program, maxCount, count, obj); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { d_2_0_Core->f.GetActiveUniform(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { d_2_0_Core->f.GetActiveAttrib(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_4_2_Compatibility::glEnableVertexAttribArray(GLuint index) { d_2_0_Core->f.EnableVertexAttribArray(index); } inline void QOpenGLFunctions_4_2_Compatibility::glDisableVertexAttribArray(GLuint index) { d_2_0_Core->f.DisableVertexAttribArray(index); } inline void QOpenGLFunctions_4_2_Compatibility::glDetachShader(GLuint program, GLuint shader) { d_2_0_Core->f.DetachShader(program, shader); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteShader(GLuint shader) { d_2_0_Core->f.DeleteShader(shader); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteProgram(GLuint program) { d_2_0_Core->f.DeleteProgram(program); } inline GLuint QOpenGLFunctions_4_2_Compatibility::glCreateShader(GLenum type) { return d_2_0_Core->f.CreateShader(type); } inline GLuint QOpenGLFunctions_4_2_Compatibility::glCreateProgram() { return d_2_0_Core->f.CreateProgram(); } inline void QOpenGLFunctions_4_2_Compatibility::glCompileShader(GLuint shader) { d_2_0_Core->f.CompileShader(shader); } inline void QOpenGLFunctions_4_2_Compatibility::glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) { d_2_0_Core->f.BindAttribLocation(program, index, name); } inline void QOpenGLFunctions_4_2_Compatibility::glAttachShader(GLuint program, GLuint shader) { d_2_0_Core->f.AttachShader(program, shader); } inline void QOpenGLFunctions_4_2_Compatibility::glStencilMaskSeparate(GLenum face, GLuint mask) { d_2_0_Core->f.StencilMaskSeparate(face, mask); } inline void QOpenGLFunctions_4_2_Compatibility::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { d_2_0_Core->f.StencilFuncSeparate(face, func, ref, mask); } inline void QOpenGLFunctions_4_2_Compatibility::glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { d_2_0_Core->f.StencilOpSeparate(face, sfail, dpfail, dppass); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawBuffers(GLsizei n, const GLenum *bufs) { d_2_0_Core->f.DrawBuffers(n, bufs); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { d_2_0_Core->f.BlendEquationSeparate(modeRGB, modeAlpha); } // OpenGL 2.1 core functions inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix4x3fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix3x4fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix4x2fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix2x4fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix3x2fv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_2_1_Core->f.UniformMatrix2x3fv(location, count, transpose, value); } // OpenGL 3.0 core functions inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsVertexArray(GLuint array) { return d_3_0_Core->f.IsVertexArray(array); } inline void QOpenGLFunctions_4_2_Compatibility::glGenVertexArrays(GLsizei n, GLuint *arrays) { d_3_0_Core->f.GenVertexArrays(n, arrays); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteVertexArrays(GLsizei n, const GLuint *arrays) { d_3_0_Core->f.DeleteVertexArrays(n, arrays); } inline void QOpenGLFunctions_4_2_Compatibility::glBindVertexArray(GLuint array) { d_3_0_Core->f.BindVertexArray(array); } inline void QOpenGLFunctions_4_2_Compatibility::glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) { d_3_0_Core->f.FlushMappedBufferRange(target, offset, length); } inline GLvoid* QOpenGLFunctions_4_2_Compatibility::glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { return d_3_0_Core->f.MapBufferRange(target, offset, length, access); } inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { d_3_0_Core->f.FramebufferTextureLayer(target, attachment, texture, level, layer); } inline void QOpenGLFunctions_4_2_Compatibility::glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { d_3_0_Core->f.RenderbufferStorageMultisample(target, samples, internalformat, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { d_3_0_Core->f.BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); } inline void QOpenGLFunctions_4_2_Compatibility::glGenerateMipmap(GLenum target) { d_3_0_Core->f.GenerateMipmap(target); } inline void QOpenGLFunctions_4_2_Compatibility::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params) { d_3_0_Core->f.GetFramebufferAttachmentParameteriv(target, attachment, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { d_3_0_Core->f.FramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset) { d_3_0_Core->f.FramebufferTexture3D(target, attachment, textarget, texture, level, zoffset); } inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { d_3_0_Core->f.FramebufferTexture2D(target, attachment, textarget, texture, level); } inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { d_3_0_Core->f.FramebufferTexture1D(target, attachment, textarget, texture, level); } inline GLenum QOpenGLFunctions_4_2_Compatibility::glCheckFramebufferStatus(GLenum target) { return d_3_0_Core->f.CheckFramebufferStatus(target); } inline void QOpenGLFunctions_4_2_Compatibility::glGenFramebuffers(GLsizei n, GLuint *framebuffers) { d_3_0_Core->f.GenFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) { d_3_0_Core->f.DeleteFramebuffers(n, framebuffers); } inline void QOpenGLFunctions_4_2_Compatibility::glBindFramebuffer(GLenum target, GLuint framebuffer) { d_3_0_Core->f.BindFramebuffer(target, framebuffer); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsFramebuffer(GLuint framebuffer) { return d_3_0_Core->f.IsFramebuffer(framebuffer); } inline void QOpenGLFunctions_4_2_Compatibility::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params) { d_3_0_Core->f.GetRenderbufferParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { d_3_0_Core->f.RenderbufferStorage(target, internalformat, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glGenRenderbuffers(GLsizei n, GLuint *renderbuffers) { d_3_0_Core->f.GenRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers) { d_3_0_Core->f.DeleteRenderbuffers(n, renderbuffers); } inline void QOpenGLFunctions_4_2_Compatibility::glBindRenderbuffer(GLenum target, GLuint renderbuffer) { d_3_0_Core->f.BindRenderbuffer(target, renderbuffer); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsRenderbuffer(GLuint renderbuffer) { return d_3_0_Core->f.IsRenderbuffer(renderbuffer); } inline const GLubyte * QOpenGLFunctions_4_2_Compatibility::glGetStringi(GLenum name, GLuint index) { return d_3_0_Core->f.GetStringi(name, index); } inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { d_3_0_Core->f.ClearBufferfi(buffer, drawbuffer, depth, stencil); } inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) { d_3_0_Core->f.ClearBufferfv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value) { d_3_0_Core->f.ClearBufferuiv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_4_2_Compatibility::glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) { d_3_0_Core->f.ClearBufferiv(buffer, drawbuffer, value); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params) { d_3_0_Core->f.GetTexParameterIuiv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params) { d_3_0_Core->f.GetTexParameterIiv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params) { d_3_0_Core->f.TexParameterIuiv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexParameterIiv(GLenum target, GLenum pname, const GLint *params) { d_3_0_Core->f.TexParameterIiv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform4uiv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform3uiv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform2uiv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1uiv(GLint location, GLsizei count, const GLuint *value) { d_3_0_Core->f.Uniform1uiv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { d_3_0_Core->f.Uniform4ui(location, v0, v1, v2, v3); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { d_3_0_Core->f.Uniform3ui(location, v0, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2ui(GLint location, GLuint v0, GLuint v1) { d_3_0_Core->f.Uniform2ui(location, v0, v1); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1ui(GLint location, GLuint v0) { d_3_0_Core->f.Uniform1ui(location, v0); } inline GLint QOpenGLFunctions_4_2_Compatibility::glGetFragDataLocation(GLuint program, const GLchar *name) { return d_3_0_Core->f.GetFragDataLocation(program, name); } inline void QOpenGLFunctions_4_2_Compatibility::glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name) { d_3_0_Core->f.BindFragDataLocation(program, color, name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformuiv(GLuint program, GLint location, GLuint *params) { d_3_0_Core->f.GetUniformuiv(program, location, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params) { d_3_0_Core->f.GetVertexAttribIuiv(index, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params) { d_3_0_Core->f.GetVertexAttribIiv(index, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_3_0_Core->f.VertexAttribIPointer(index, size, type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glEndConditionalRender() { d_3_0_Core->f.EndConditionalRender(); } inline void QOpenGLFunctions_4_2_Compatibility::glBeginConditionalRender(GLuint id, GLenum mode) { d_3_0_Core->f.BeginConditionalRender(id, mode); } inline void QOpenGLFunctions_4_2_Compatibility::glClampColor(GLenum target, GLenum clamp) { d_3_0_Core->f.ClampColor(target, clamp); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) { d_3_0_Core->f.GetTransformFeedbackVarying(program, index, bufSize, length, size, type, name); } inline void QOpenGLFunctions_4_2_Compatibility::glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const *varyings, GLenum bufferMode) { d_3_0_Core->f.TransformFeedbackVaryings(program, count, varyings, bufferMode); } inline void QOpenGLFunctions_4_2_Compatibility::glBindBufferBase(GLenum target, GLuint index, GLuint buffer) { d_3_0_Core->f.BindBufferBase(target, index, buffer); } inline void QOpenGLFunctions_4_2_Compatibility::glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { d_3_0_Core->f.BindBufferRange(target, index, buffer, offset, size); } inline void QOpenGLFunctions_4_2_Compatibility::glEndTransformFeedback() { d_3_0_Core->f.EndTransformFeedback(); } inline void QOpenGLFunctions_4_2_Compatibility::glBeginTransformFeedback(GLenum primitiveMode) { d_3_0_Core->f.BeginTransformFeedback(primitiveMode); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsEnabledi(GLenum target, GLuint index) { return d_3_0_Core->f.IsEnabledi(target, index); } inline void QOpenGLFunctions_4_2_Compatibility::glDisablei(GLenum target, GLuint index) { d_3_0_Core->f.Disablei(target, index); } inline void QOpenGLFunctions_4_2_Compatibility::glEnablei(GLenum target, GLuint index) { d_3_0_Core->f.Enablei(target, index); } inline void QOpenGLFunctions_4_2_Compatibility::glGetIntegeri_v(GLenum target, GLuint index, GLint *data) { d_3_0_Core->f.GetIntegeri_v(target, index, data); } inline void QOpenGLFunctions_4_2_Compatibility::glGetBooleani_v(GLenum target, GLuint index, GLboolean *data) { d_3_0_Core->f.GetBooleani_v(target, index, data); } inline void QOpenGLFunctions_4_2_Compatibility::glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) { d_3_0_Core->f.ColorMaski(index, r, g, b, a); } // OpenGL 3.1 core functions inline void QOpenGLFunctions_4_2_Compatibility::glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { d_3_1_Core->f.CopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { d_3_1_Core->f.UniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) { d_3_1_Core->f.GetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) { d_3_1_Core->f.GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); } inline GLuint QOpenGLFunctions_4_2_Compatibility::glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) { return d_3_1_Core->f.GetUniformBlockIndex(program, uniformBlockName); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) { d_3_1_Core->f.GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) { d_3_1_Core->f.GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* const *uniformNames, GLuint *uniformIndices) { d_3_1_Core->f.GetUniformIndices(program, uniformCount, uniformNames, uniformIndices); } inline void QOpenGLFunctions_4_2_Compatibility::glPrimitiveRestartIndex(GLuint index) { d_3_1_Core->f.PrimitiveRestartIndex(index); } inline void QOpenGLFunctions_4_2_Compatibility::glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer) { d_3_1_Core->f.TexBuffer(target, internalformat, buffer); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount) { d_3_1_Core->f.DrawElementsInstanced(mode, count, type, indices, instancecount); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) { d_3_1_Core->f.DrawArraysInstanced(mode, first, count, instancecount); } // OpenGL 3.2 core functions inline void QOpenGLFunctions_4_2_Compatibility::glSampleMaski(GLuint index, GLbitfield mask) { d_3_2_Core->f.SampleMaski(index, mask); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val) { d_3_2_Core->f.GetMultisamplefv(pname, index, val); } inline void QOpenGLFunctions_4_2_Compatibility::glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) { d_3_2_Core->f.TexImage3DMultisample(target, samples, internalformat, width, height, depth, fixedsamplelocations); } inline void QOpenGLFunctions_4_2_Compatibility::glTexImage2DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { d_3_2_Core->f.TexImage2DMultisample(target, samples, internalformat, width, height, fixedsamplelocations); } inline void QOpenGLFunctions_4_2_Compatibility::glGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values) { d_3_2_Core->f.GetSynciv(sync, pname, bufSize, length, values); } inline void QOpenGLFunctions_4_2_Compatibility::glGetInteger64v(GLenum pname, GLint64 *params) { d_3_2_Core->f.GetInteger64v(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { d_3_2_Core->f.WaitSync(sync, flags, timeout); } inline GLenum QOpenGLFunctions_4_2_Compatibility::glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) { return d_3_2_Core->f.ClientWaitSync(sync, flags, timeout); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteSync(GLsync sync) { d_3_2_Core->f.DeleteSync(sync); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsSync(GLsync sync) { return d_3_2_Core->f.IsSync(sync); } inline GLsync QOpenGLFunctions_4_2_Compatibility::glFenceSync(GLenum condition, GLbitfield flags) { return d_3_2_Core->f.FenceSync(condition, flags); } inline void QOpenGLFunctions_4_2_Compatibility::glProvokingVertex(GLenum mode) { d_3_2_Core->f.ProvokingVertex(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei drawcount, const GLint *basevertex) { d_3_2_Core->f.MultiDrawElementsBaseVertex(mode, count, type, indices, drawcount, basevertex); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instancecount, GLint basevertex) { d_3_2_Core->f.DrawElementsInstancedBaseVertex(mode, count, type, indices, instancecount, basevertex); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { d_3_2_Core->f.DrawRangeElementsBaseVertex(mode, start, end, count, type, indices, basevertex); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLint basevertex) { d_3_2_Core->f.DrawElementsBaseVertex(mode, count, type, indices, basevertex); } inline void QOpenGLFunctions_4_2_Compatibility::glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level) { d_3_2_Core->f.FramebufferTexture(target, attachment, texture, level); } inline void QOpenGLFunctions_4_2_Compatibility::glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params) { d_3_2_Core->f.GetBufferParameteri64v(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data) { d_3_2_Core->f.GetInteger64i_v(target, index, data); } // OpenGL 3.3 core functions inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP4uiv(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP4ui(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP3uiv(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP3ui(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP2uiv(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP2ui(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { d_3_3_Core->f.VertexAttribP1uiv(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value) { d_3_3_Core->f.VertexAttribP1ui(index, type, normalized, value); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColorP3uiv(GLenum type, const GLuint *color) { d_3_3_Deprecated->f.SecondaryColorP3uiv(type, color); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColorP3ui(GLenum type, GLuint color) { d_3_3_Deprecated->f.SecondaryColorP3ui(type, color); } inline void QOpenGLFunctions_4_2_Compatibility::glColorP4uiv(GLenum type, const GLuint *color) { d_3_3_Deprecated->f.ColorP4uiv(type, color); } inline void QOpenGLFunctions_4_2_Compatibility::glColorP4ui(GLenum type, GLuint color) { d_3_3_Deprecated->f.ColorP4ui(type, color); } inline void QOpenGLFunctions_4_2_Compatibility::glColorP3uiv(GLenum type, const GLuint *color) { d_3_3_Deprecated->f.ColorP3uiv(type, color); } inline void QOpenGLFunctions_4_2_Compatibility::glColorP3ui(GLenum type, GLuint color) { d_3_3_Deprecated->f.ColorP3ui(type, color); } inline void QOpenGLFunctions_4_2_Compatibility::glNormalP3uiv(GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.NormalP3uiv(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glNormalP3ui(GLenum type, GLuint coords) { d_3_3_Deprecated->f.NormalP3ui(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.MultiTexCoordP4uiv(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords) { d_3_3_Deprecated->f.MultiTexCoordP4ui(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.MultiTexCoordP3uiv(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords) { d_3_3_Deprecated->f.MultiTexCoordP3ui(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.MultiTexCoordP2uiv(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords) { d_3_3_Deprecated->f.MultiTexCoordP2ui(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.MultiTexCoordP1uiv(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords) { d_3_3_Deprecated->f.MultiTexCoordP1ui(texture, type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP4uiv(GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.TexCoordP4uiv(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP4ui(GLenum type, GLuint coords) { d_3_3_Deprecated->f.TexCoordP4ui(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP3uiv(GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.TexCoordP3uiv(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP3ui(GLenum type, GLuint coords) { d_3_3_Deprecated->f.TexCoordP3ui(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP2uiv(GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.TexCoordP2uiv(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP2ui(GLenum type, GLuint coords) { d_3_3_Deprecated->f.TexCoordP2ui(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP1uiv(GLenum type, const GLuint *coords) { d_3_3_Deprecated->f.TexCoordP1uiv(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordP1ui(GLenum type, GLuint coords) { d_3_3_Deprecated->f.TexCoordP1ui(type, coords); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexP4uiv(GLenum type, const GLuint *value) { d_3_3_Deprecated->f.VertexP4uiv(type, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexP4ui(GLenum type, GLuint value) { d_3_3_Deprecated->f.VertexP4ui(type, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexP3uiv(GLenum type, const GLuint *value) { d_3_3_Deprecated->f.VertexP3uiv(type, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexP3ui(GLenum type, GLuint value) { d_3_3_Deprecated->f.VertexP3ui(type, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexP2uiv(GLenum type, const GLuint *value) { d_3_3_Deprecated->f.VertexP2uiv(type, value); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexP2ui(GLenum type, GLuint value) { d_3_3_Deprecated->f.VertexP2ui(type, value); } inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params) { d_3_3_Core->f.GetQueryObjectui64v(id, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params) { d_3_3_Core->f.GetQueryObjecti64v(id, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glQueryCounter(GLuint id, GLenum target) { d_3_3_Core->f.QueryCounter(id, target); } inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params) { d_3_3_Core->f.GetSamplerParameterIuiv(sampler, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params) { d_3_3_Core->f.GetSamplerParameterfv(sampler, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params) { d_3_3_Core->f.GetSamplerParameterIiv(sampler, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params) { d_3_3_Core->f.GetSamplerParameteriv(sampler, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param) { d_3_3_Core->f.SamplerParameterIuiv(sampler, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param) { d_3_3_Core->f.SamplerParameterIiv(sampler, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param) { d_3_3_Core->f.SamplerParameterfv(sampler, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param) { d_3_3_Core->f.SamplerParameterf(sampler, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param) { d_3_3_Core->f.SamplerParameteriv(sampler, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glSamplerParameteri(GLuint sampler, GLenum pname, GLint param) { d_3_3_Core->f.SamplerParameteri(sampler, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glBindSampler(GLuint unit, GLuint sampler) { d_3_3_Core->f.BindSampler(unit, sampler); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsSampler(GLuint sampler) { return d_3_3_Core->f.IsSampler(sampler); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteSamplers(GLsizei count, const GLuint *samplers) { d_3_3_Core->f.DeleteSamplers(count, samplers); } inline void QOpenGLFunctions_4_2_Compatibility::glGenSamplers(GLsizei count, GLuint *samplers) { d_3_3_Core->f.GenSamplers(count, samplers); } inline GLint QOpenGLFunctions_4_2_Compatibility::glGetFragDataIndex(GLuint program, const GLchar *name) { return d_3_3_Core->f.GetFragDataIndex(program, name); } inline void QOpenGLFunctions_4_2_Compatibility::glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) { d_3_3_Core->f.BindFragDataLocationIndexed(program, colorNumber, index, name); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribDivisor(GLuint index, GLuint divisor) { d_3_3_Core->f.VertexAttribDivisor(index, divisor); } // OpenGL 4.0 core functions inline void QOpenGLFunctions_4_2_Compatibility::glGetQueryIndexediv(GLenum target, GLuint index, GLenum pname, GLint *params) { d_4_0_Core->f.GetQueryIndexediv(target, index, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glEndQueryIndexed(GLenum target, GLuint index) { d_4_0_Core->f.EndQueryIndexed(target, index); } inline void QOpenGLFunctions_4_2_Compatibility::glBeginQueryIndexed(GLenum target, GLuint index, GLuint id) { d_4_0_Core->f.BeginQueryIndexed(target, index, id); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedbackStream(GLenum mode, GLuint id, GLuint stream) { d_4_0_Core->f.DrawTransformFeedbackStream(mode, id, stream); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedback(GLenum mode, GLuint id) { d_4_0_Core->f.DrawTransformFeedback(mode, id); } inline void QOpenGLFunctions_4_2_Compatibility::glResumeTransformFeedback() { d_4_0_Core->f.ResumeTransformFeedback(); } inline void QOpenGLFunctions_4_2_Compatibility::glPauseTransformFeedback() { d_4_0_Core->f.PauseTransformFeedback(); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsTransformFeedback(GLuint id) { return d_4_0_Core->f.IsTransformFeedback(id); } inline void QOpenGLFunctions_4_2_Compatibility::glGenTransformFeedbacks(GLsizei n, GLuint *ids) { d_4_0_Core->f.GenTransformFeedbacks(n, ids); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids) { d_4_0_Core->f.DeleteTransformFeedbacks(n, ids); } inline void QOpenGLFunctions_4_2_Compatibility::glBindTransformFeedback(GLenum target, GLuint id) { d_4_0_Core->f.BindTransformFeedback(target, id); } inline void QOpenGLFunctions_4_2_Compatibility::glPatchParameterfv(GLenum pname, const GLfloat *values) { d_4_0_Core->f.PatchParameterfv(pname, values); } inline void QOpenGLFunctions_4_2_Compatibility::glPatchParameteri(GLenum pname, GLint value) { d_4_0_Core->f.PatchParameteri(pname, value); } inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramStageiv(GLuint program, GLenum shadertype, GLenum pname, GLint *values) { d_4_0_Core->f.GetProgramStageiv(program, shadertype, pname, values); } inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformSubroutineuiv(GLenum shadertype, GLint location, GLuint *params) { d_4_0_Core->f.GetUniformSubroutineuiv(shadertype, location, params); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformSubroutinesuiv(GLenum shadertype, GLsizei count, const GLuint *indices) { d_4_0_Core->f.UniformSubroutinesuiv(shadertype, count, indices); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveSubroutineName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) { d_4_0_Core->f.GetActiveSubroutineName(program, shadertype, index, bufsize, length, name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveSubroutineUniformName(GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name) { d_4_0_Core->f.GetActiveSubroutineUniformName(program, shadertype, index, bufsize, length, name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveSubroutineUniformiv(GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values) { d_4_0_Core->f.GetActiveSubroutineUniformiv(program, shadertype, index, pname, values); } inline GLuint QOpenGLFunctions_4_2_Compatibility::glGetSubroutineIndex(GLuint program, GLenum shadertype, const GLchar *name) { return d_4_0_Core->f.GetSubroutineIndex(program, shadertype, name); } inline GLint QOpenGLFunctions_4_2_Compatibility::glGetSubroutineUniformLocation(GLuint program, GLenum shadertype, const GLchar *name) { return d_4_0_Core->f.GetSubroutineUniformLocation(program, shadertype, name); } inline void QOpenGLFunctions_4_2_Compatibility::glGetUniformdv(GLuint program, GLint location, GLdouble *params) { d_4_0_Core->f.GetUniformdv(program, location, params); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix4x3dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix4x2dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix3x4dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix3x2dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix2x4dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix2x3dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix4dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix3dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_0_Core->f.UniformMatrix2dv(location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4dv(GLint location, GLsizei count, const GLdouble *value) { d_4_0_Core->f.Uniform4dv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3dv(GLint location, GLsizei count, const GLdouble *value) { d_4_0_Core->f.Uniform3dv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2dv(GLint location, GLsizei count, const GLdouble *value) { d_4_0_Core->f.Uniform2dv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1dv(GLint location, GLsizei count, const GLdouble *value) { d_4_0_Core->f.Uniform1dv(location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform4d(GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { d_4_0_Core->f.Uniform4d(location, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform3d(GLint location, GLdouble x, GLdouble y, GLdouble z) { d_4_0_Core->f.Uniform3d(location, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform2d(GLint location, GLdouble x, GLdouble y) { d_4_0_Core->f.Uniform2d(location, x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glUniform1d(GLint location, GLdouble x) { d_4_0_Core->f.Uniform1d(location, x); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsIndirect(GLenum mode, GLenum type, const GLvoid *indirect) { d_4_0_Core->f.DrawElementsIndirect(mode, type, indirect); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawArraysIndirect(GLenum mode, const GLvoid *indirect) { d_4_0_Core->f.DrawArraysIndirect(mode, indirect); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendFuncSeparatei(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { d_4_0_Core->f.BlendFuncSeparatei(buf, srcRGB, dstRGB, srcAlpha, dstAlpha); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendFunci(GLuint buf, GLenum src, GLenum dst) { d_4_0_Core->f.BlendFunci(buf, src, dst); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquationSeparatei(GLuint buf, GLenum modeRGB, GLenum modeAlpha) { d_4_0_Core->f.BlendEquationSeparatei(buf, modeRGB, modeAlpha); } inline void QOpenGLFunctions_4_2_Compatibility::glBlendEquationi(GLuint buf, GLenum mode) { d_4_0_Core->f.BlendEquationi(buf, mode); } inline void QOpenGLFunctions_4_2_Compatibility::glMinSampleShading(GLfloat value) { d_4_0_Core->f.MinSampleShading(value); } // OpenGL 4.1 core functions inline void QOpenGLFunctions_4_2_Compatibility::glGetDoublei_v(GLenum target, GLuint index, GLdouble *data) { d_4_1_Core->f.GetDoublei_v(target, index, data); } inline void QOpenGLFunctions_4_2_Compatibility::glGetFloati_v(GLenum target, GLuint index, GLfloat *data) { d_4_1_Core->f.GetFloati_v(target, index, data); } inline void QOpenGLFunctions_4_2_Compatibility::glDepthRangeIndexed(GLuint index, GLdouble n, GLdouble f) { d_4_1_Core->f.DepthRangeIndexed(index, n, f); } inline void QOpenGLFunctions_4_2_Compatibility::glDepthRangeArrayv(GLuint first, GLsizei count, const GLdouble *v) { d_4_1_Core->f.DepthRangeArrayv(first, count, v); } inline void QOpenGLFunctions_4_2_Compatibility::glScissorIndexedv(GLuint index, const GLint *v) { d_4_1_Core->f.ScissorIndexedv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) { d_4_1_Core->f.ScissorIndexed(index, left, bottom, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glScissorArrayv(GLuint first, GLsizei count, const GLint *v) { d_4_1_Core->f.ScissorArrayv(first, count, v); } inline void QOpenGLFunctions_4_2_Compatibility::glViewportIndexedfv(GLuint index, const GLfloat *v) { d_4_1_Core->f.ViewportIndexedfv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { d_4_1_Core->f.ViewportIndexedf(index, x, y, w, h); } inline void QOpenGLFunctions_4_2_Compatibility::glViewportArrayv(GLuint first, GLsizei count, const GLfloat *v) { d_4_1_Core->f.ViewportArrayv(first, count, v); } inline void QOpenGLFunctions_4_2_Compatibility::glGetVertexAttribLdv(GLuint index, GLenum pname, GLdouble *params) { d_4_1_Core->f.GetVertexAttribLdv(index, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribLPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_4_1_Core->f.VertexAttribLPointer(index, size, type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL4dv(GLuint index, const GLdouble *v) { d_4_1_Core->f.VertexAttribL4dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL3dv(GLuint index, const GLdouble *v) { d_4_1_Core->f.VertexAttribL3dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL2dv(GLuint index, const GLdouble *v) { d_4_1_Core->f.VertexAttribL2dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL1dv(GLuint index, const GLdouble *v) { d_4_1_Core->f.VertexAttribL1dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { d_4_1_Core->f.VertexAttribL4d(index, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) { d_4_1_Core->f.VertexAttribL3d(index, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL2d(GLuint index, GLdouble x, GLdouble y) { d_4_1_Core->f.VertexAttribL2d(index, x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribL1d(GLuint index, GLdouble x) { d_4_1_Core->f.VertexAttribL1d(index, x); } inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramPipelineInfoLog(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { d_4_1_Core->f.GetProgramPipelineInfoLog(pipeline, bufSize, length, infoLog); } inline void QOpenGLFunctions_4_2_Compatibility::glValidateProgramPipeline(GLuint pipeline) { d_4_1_Core->f.ValidateProgramPipeline(pipeline); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix4x3dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix3x4dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix4x2dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix2x4dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix3x2dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix2x3dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix4x3fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix3x4fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix4x2fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix2x4fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix3x2fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix2x3fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix4dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix3dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { d_4_1_Core->f.ProgramUniformMatrix2dv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix4fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix3fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { d_4_1_Core->f.ProgramUniformMatrix2fv(program, location, count, transpose, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { d_4_1_Core->f.ProgramUniform4uiv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { d_4_1_Core->f.ProgramUniform4ui(program, location, v0, v1, v2, v3); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble *value) { d_4_1_Core->f.ProgramUniform4dv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) { d_4_1_Core->f.ProgramUniform4d(program, location, v0, v1, v2, v3); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { d_4_1_Core->f.ProgramUniform4fv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { d_4_1_Core->f.ProgramUniform4f(program, location, v0, v1, v2, v3); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value) { d_4_1_Core->f.ProgramUniform4iv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { d_4_1_Core->f.ProgramUniform4i(program, location, v0, v1, v2, v3); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { d_4_1_Core->f.ProgramUniform3uiv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) { d_4_1_Core->f.ProgramUniform3ui(program, location, v0, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble *value) { d_4_1_Core->f.ProgramUniform3dv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) { d_4_1_Core->f.ProgramUniform3d(program, location, v0, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { d_4_1_Core->f.ProgramUniform3fv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { d_4_1_Core->f.ProgramUniform3f(program, location, v0, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value) { d_4_1_Core->f.ProgramUniform3iv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2) { d_4_1_Core->f.ProgramUniform3i(program, location, v0, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { d_4_1_Core->f.ProgramUniform2uiv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1) { d_4_1_Core->f.ProgramUniform2ui(program, location, v0, v1); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble *value) { d_4_1_Core->f.ProgramUniform2dv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1) { d_4_1_Core->f.ProgramUniform2d(program, location, v0, v1); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { d_4_1_Core->f.ProgramUniform2fv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1) { d_4_1_Core->f.ProgramUniform2f(program, location, v0, v1); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value) { d_4_1_Core->f.ProgramUniform2iv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1) { d_4_1_Core->f.ProgramUniform2i(program, location, v0, v1); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value) { d_4_1_Core->f.ProgramUniform1uiv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1ui(GLuint program, GLint location, GLuint v0) { d_4_1_Core->f.ProgramUniform1ui(program, location, v0); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble *value) { d_4_1_Core->f.ProgramUniform1dv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1d(GLuint program, GLint location, GLdouble v0) { d_4_1_Core->f.ProgramUniform1d(program, location, v0); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value) { d_4_1_Core->f.ProgramUniform1fv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1f(GLuint program, GLint location, GLfloat v0) { d_4_1_Core->f.ProgramUniform1f(program, location, v0); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value) { d_4_1_Core->f.ProgramUniform1iv(program, location, count, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramUniform1i(GLuint program, GLint location, GLint v0) { d_4_1_Core->f.ProgramUniform1i(program, location, v0); } inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params) { d_4_1_Core->f.GetProgramPipelineiv(pipeline, pname, params); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsProgramPipeline(GLuint pipeline) { return d_4_1_Core->f.IsProgramPipeline(pipeline); } inline void QOpenGLFunctions_4_2_Compatibility::glGenProgramPipelines(GLsizei n, GLuint *pipelines) { d_4_1_Core->f.GenProgramPipelines(n, pipelines); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteProgramPipelines(GLsizei n, const GLuint *pipelines) { d_4_1_Core->f.DeleteProgramPipelines(n, pipelines); } inline void QOpenGLFunctions_4_2_Compatibility::glBindProgramPipeline(GLuint pipeline) { d_4_1_Core->f.BindProgramPipeline(pipeline); } inline GLuint QOpenGLFunctions_4_2_Compatibility::glCreateShaderProgramv(GLenum type, GLsizei count, const GLchar* const *strings) { return d_4_1_Core->f.CreateShaderProgramv(type, count, strings); } inline void QOpenGLFunctions_4_2_Compatibility::glActiveShaderProgram(GLuint pipeline, GLuint program) { d_4_1_Core->f.ActiveShaderProgram(pipeline, program); } inline void QOpenGLFunctions_4_2_Compatibility::glUseProgramStages(GLuint pipeline, GLbitfield stages, GLuint program) { d_4_1_Core->f.UseProgramStages(pipeline, stages, program); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramParameteri(GLuint program, GLenum pname, GLint value) { d_4_1_Core->f.ProgramParameteri(program, pname, value); } inline void QOpenGLFunctions_4_2_Compatibility::glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length) { d_4_1_Core->f.ProgramBinary(program, binaryFormat, binary, length); } inline void QOpenGLFunctions_4_2_Compatibility::glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary) { d_4_1_Core->f.GetProgramBinary(program, bufSize, length, binaryFormat, binary); } inline void QOpenGLFunctions_4_2_Compatibility::glClearDepthf(GLfloat dd) { d_4_1_Core->f.ClearDepthf(dd); } inline void QOpenGLFunctions_4_2_Compatibility::glDepthRangef(GLfloat n, GLfloat f) { d_4_1_Core->f.DepthRangef(n, f); } inline void QOpenGLFunctions_4_2_Compatibility::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision) { d_4_1_Core->f.GetShaderPrecisionFormat(shadertype, precisiontype, range, precision); } inline void QOpenGLFunctions_4_2_Compatibility::glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length) { d_4_1_Core->f.ShaderBinary(count, shaders, binaryformat, binary, length); } inline void QOpenGLFunctions_4_2_Compatibility::glReleaseShaderCompiler() { d_4_1_Core->f.ReleaseShaderCompiler(); } // OpenGL 4.2 core functions inline void QOpenGLFunctions_4_2_Compatibility::glTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { d_4_2_Core->f.TexStorage3D(target, levels, internalformat, width, height, depth); } inline void QOpenGLFunctions_4_2_Compatibility::glTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { d_4_2_Core->f.TexStorage2D(target, levels, internalformat, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glTexStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width) { d_4_2_Core->f.TexStorage1D(target, levels, internalformat, width); } inline void QOpenGLFunctions_4_2_Compatibility::glMemoryBarrier(GLbitfield barriers) { d_4_2_Core->f.MemoryBarrier(barriers); } inline void QOpenGLFunctions_4_2_Compatibility::glBindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) { d_4_2_Core->f.BindImageTexture(unit, texture, level, layered, layer, access, format); } inline void QOpenGLFunctions_4_2_Compatibility::glGetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, GLenum pname, GLint *params) { d_4_2_Core->f.GetActiveAtomicCounterBufferiv(program, bufferIndex, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params) { d_4_2_Core->f.GetInternalformativ(target, internalformat, pname, bufSize, params); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedbackStreamInstanced(GLenum mode, GLuint id, GLuint stream, GLsizei instancecount) { d_4_2_Core->f.DrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawTransformFeedbackInstanced(GLenum mode, GLuint id, GLsizei instancecount) { d_4_2_Core->f.DrawTransformFeedbackInstanced(mode, id, instancecount); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance) { d_4_2_Core->f.DrawElementsInstancedBaseVertexBaseInstance(mode, count, type, indices, instancecount, basevertex, baseinstance); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance) { d_4_2_Core->f.DrawElementsInstancedBaseInstance(mode, count, type, indices, instancecount, baseinstance); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance) { d_4_2_Core->f.DrawArraysInstancedBaseInstance(mode, first, count, instancecount, baseinstance); } // OpenGL 1.0 deprecated functions inline void QOpenGLFunctions_4_2_Compatibility::glTranslatef(GLfloat x, GLfloat y, GLfloat z) { d_1_0_Deprecated->f.Translatef(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glTranslated(GLdouble x, GLdouble y, GLdouble z) { d_1_0_Deprecated->f.Translated(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glScalef(GLfloat x, GLfloat y, GLfloat z) { d_1_0_Deprecated->f.Scalef(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glScaled(GLdouble x, GLdouble y, GLdouble z) { d_1_0_Deprecated->f.Scaled(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { d_1_0_Deprecated->f.Rotatef(angle, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) { d_1_0_Deprecated->f.Rotated(angle, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glPushMatrix() { d_1_0_Deprecated->f.PushMatrix(); } inline void QOpenGLFunctions_4_2_Compatibility::glPopMatrix() { d_1_0_Deprecated->f.PopMatrix(); } inline void QOpenGLFunctions_4_2_Compatibility::glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { d_1_0_Deprecated->f.Ortho(left, right, bottom, top, zNear, zFar); } inline void QOpenGLFunctions_4_2_Compatibility::glMultMatrixd(const GLdouble *m) { d_1_0_Deprecated->f.MultMatrixd(m); } inline void QOpenGLFunctions_4_2_Compatibility::glMultMatrixf(const GLfloat *m) { d_1_0_Deprecated->f.MultMatrixf(m); } inline void QOpenGLFunctions_4_2_Compatibility::glMatrixMode(GLenum mode) { d_1_0_Deprecated->f.MatrixMode(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glLoadMatrixd(const GLdouble *m) { d_1_0_Deprecated->f.LoadMatrixd(m); } inline void QOpenGLFunctions_4_2_Compatibility::glLoadMatrixf(const GLfloat *m) { d_1_0_Deprecated->f.LoadMatrixf(m); } inline void QOpenGLFunctions_4_2_Compatibility::glLoadIdentity() { d_1_0_Deprecated->f.LoadIdentity(); } inline void QOpenGLFunctions_4_2_Compatibility::glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { d_1_0_Deprecated->f.Frustum(left, right, bottom, top, zNear, zFar); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glIsList(GLuint list) { return d_1_0_Deprecated->f.IsList(list); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexGeniv(GLenum coord, GLenum pname, GLint *params) { d_1_0_Deprecated->f.GetTexGeniv(coord, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params) { d_1_0_Deprecated->f.GetTexGenfv(coord, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params) { d_1_0_Deprecated->f.GetTexGendv(coord, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexEnviv(GLenum target, GLenum pname, GLint *params) { d_1_0_Deprecated->f.GetTexEnviv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params) { d_1_0_Deprecated->f.GetTexEnvfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetPolygonStipple(GLubyte *mask) { d_1_0_Deprecated->f.GetPolygonStipple(mask); } inline void QOpenGLFunctions_4_2_Compatibility::glGetPixelMapusv(GLenum map, GLushort *values) { d_1_0_Deprecated->f.GetPixelMapusv(map, values); } inline void QOpenGLFunctions_4_2_Compatibility::glGetPixelMapuiv(GLenum map, GLuint *values) { d_1_0_Deprecated->f.GetPixelMapuiv(map, values); } inline void QOpenGLFunctions_4_2_Compatibility::glGetPixelMapfv(GLenum map, GLfloat *values) { d_1_0_Deprecated->f.GetPixelMapfv(map, values); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMaterialiv(GLenum face, GLenum pname, GLint *params) { d_1_0_Deprecated->f.GetMaterialiv(face, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params) { d_1_0_Deprecated->f.GetMaterialfv(face, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMapiv(GLenum target, GLenum query, GLint *v) { d_1_0_Deprecated->f.GetMapiv(target, query, v); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMapfv(GLenum target, GLenum query, GLfloat *v) { d_1_0_Deprecated->f.GetMapfv(target, query, v); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMapdv(GLenum target, GLenum query, GLdouble *v) { d_1_0_Deprecated->f.GetMapdv(target, query, v); } inline void QOpenGLFunctions_4_2_Compatibility::glGetLightiv(GLenum light, GLenum pname, GLint *params) { d_1_0_Deprecated->f.GetLightiv(light, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetLightfv(GLenum light, GLenum pname, GLfloat *params) { d_1_0_Deprecated->f.GetLightfv(light, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetClipPlane(GLenum plane, GLdouble *equation) { d_1_0_Deprecated->f.GetClipPlane(plane, equation); } inline void QOpenGLFunctions_4_2_Compatibility::glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) { d_1_0_Deprecated->f.DrawPixels(width, height, format, type, pixels); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) { d_1_0_Deprecated->f.CopyPixels(x, y, width, height, type); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelMapusv(GLenum map, GLint mapsize, const GLushort *values) { d_1_0_Deprecated->f.PixelMapusv(map, mapsize, values); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelMapuiv(GLenum map, GLint mapsize, const GLuint *values) { d_1_0_Deprecated->f.PixelMapuiv(map, mapsize, values); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelMapfv(GLenum map, GLint mapsize, const GLfloat *values) { d_1_0_Deprecated->f.PixelMapfv(map, mapsize, values); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelTransferi(GLenum pname, GLint param) { d_1_0_Deprecated->f.PixelTransferi(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelTransferf(GLenum pname, GLfloat param) { d_1_0_Deprecated->f.PixelTransferf(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glPixelZoom(GLfloat xfactor, GLfloat yfactor) { d_1_0_Deprecated->f.PixelZoom(xfactor, yfactor); } inline void QOpenGLFunctions_4_2_Compatibility::glAlphaFunc(GLenum func, GLfloat ref) { d_1_0_Deprecated->f.AlphaFunc(func, ref); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalPoint2(GLint i, GLint j) { d_1_0_Deprecated->f.EvalPoint2(i, j); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) { d_1_0_Deprecated->f.EvalMesh2(mode, i1, i2, j1, j2); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalPoint1(GLint i) { d_1_0_Deprecated->f.EvalPoint1(i); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalMesh1(GLenum mode, GLint i1, GLint i2) { d_1_0_Deprecated->f.EvalMesh1(mode, i1, i2); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2fv(const GLfloat *u) { d_1_0_Deprecated->f.EvalCoord2fv(u); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2f(GLfloat u, GLfloat v) { d_1_0_Deprecated->f.EvalCoord2f(u, v); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2dv(const GLdouble *u) { d_1_0_Deprecated->f.EvalCoord2dv(u); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord2d(GLdouble u, GLdouble v) { d_1_0_Deprecated->f.EvalCoord2d(u, v); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1fv(const GLfloat *u) { d_1_0_Deprecated->f.EvalCoord1fv(u); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1f(GLfloat u) { d_1_0_Deprecated->f.EvalCoord1f(u); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1dv(const GLdouble *u) { d_1_0_Deprecated->f.EvalCoord1dv(u); } inline void QOpenGLFunctions_4_2_Compatibility::glEvalCoord1d(GLdouble u) { d_1_0_Deprecated->f.EvalCoord1d(u); } inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) { d_1_0_Deprecated->f.MapGrid2f(un, u1, u2, vn, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) { d_1_0_Deprecated->f.MapGrid2d(un, u1, u2, vn, v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid1f(GLint un, GLfloat u1, GLfloat u2) { d_1_0_Deprecated->f.MapGrid1f(un, u1, u2); } inline void QOpenGLFunctions_4_2_Compatibility::glMapGrid1d(GLint un, GLdouble u1, GLdouble u2) { d_1_0_Deprecated->f.MapGrid1d(un, u1, u2); } inline void QOpenGLFunctions_4_2_Compatibility::glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) { d_1_0_Deprecated->f.Map2f(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points); } inline void QOpenGLFunctions_4_2_Compatibility::glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points) { d_1_0_Deprecated->f.Map2d(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder, points); } inline void QOpenGLFunctions_4_2_Compatibility::glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points) { d_1_0_Deprecated->f.Map1f(target, u1, u2, stride, order, points); } inline void QOpenGLFunctions_4_2_Compatibility::glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points) { d_1_0_Deprecated->f.Map1d(target, u1, u2, stride, order, points); } inline void QOpenGLFunctions_4_2_Compatibility::glPushAttrib(GLbitfield mask) { d_1_0_Deprecated->f.PushAttrib(mask); } inline void QOpenGLFunctions_4_2_Compatibility::glPopAttrib() { d_1_0_Deprecated->f.PopAttrib(); } inline void QOpenGLFunctions_4_2_Compatibility::glAccum(GLenum op, GLfloat value) { d_1_0_Deprecated->f.Accum(op, value); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexMask(GLuint mask) { d_1_0_Deprecated->f.IndexMask(mask); } inline void QOpenGLFunctions_4_2_Compatibility::glClearIndex(GLfloat c) { d_1_0_Deprecated->f.ClearIndex(c); } inline void QOpenGLFunctions_4_2_Compatibility::glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_0_Deprecated->f.ClearAccum(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glPushName(GLuint name) { d_1_0_Deprecated->f.PushName(name); } inline void QOpenGLFunctions_4_2_Compatibility::glPopName() { d_1_0_Deprecated->f.PopName(); } inline void QOpenGLFunctions_4_2_Compatibility::glPassThrough(GLfloat token) { d_1_0_Deprecated->f.PassThrough(token); } inline void QOpenGLFunctions_4_2_Compatibility::glLoadName(GLuint name) { d_1_0_Deprecated->f.LoadName(name); } inline void QOpenGLFunctions_4_2_Compatibility::glInitNames() { d_1_0_Deprecated->f.InitNames(); } inline GLint QOpenGLFunctions_4_2_Compatibility::glRenderMode(GLenum mode) { return d_1_0_Deprecated->f.RenderMode(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glSelectBuffer(GLsizei size, GLuint *buffer) { d_1_0_Deprecated->f.SelectBuffer(size, buffer); } inline void QOpenGLFunctions_4_2_Compatibility::glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer) { d_1_0_Deprecated->f.FeedbackBuffer(size, type, buffer); } inline void QOpenGLFunctions_4_2_Compatibility::glTexGeniv(GLenum coord, GLenum pname, const GLint *params) { d_1_0_Deprecated->f.TexGeniv(coord, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexGeni(GLenum coord, GLenum pname, GLint param) { d_1_0_Deprecated->f.TexGeni(coord, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params) { d_1_0_Deprecated->f.TexGenfv(coord, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexGenf(GLenum coord, GLenum pname, GLfloat param) { d_1_0_Deprecated->f.TexGenf(coord, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glTexGendv(GLenum coord, GLenum pname, const GLdouble *params) { d_1_0_Deprecated->f.TexGendv(coord, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexGend(GLenum coord, GLenum pname, GLdouble param) { d_1_0_Deprecated->f.TexGend(coord, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glTexEnviv(GLenum target, GLenum pname, const GLint *params) { d_1_0_Deprecated->f.TexEnviv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexEnvi(GLenum target, GLenum pname, GLint param) { d_1_0_Deprecated->f.TexEnvi(target, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) { d_1_0_Deprecated->f.TexEnvfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glTexEnvf(GLenum target, GLenum pname, GLfloat param) { d_1_0_Deprecated->f.TexEnvf(target, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glShadeModel(GLenum mode) { d_1_0_Deprecated->f.ShadeModel(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glPolygonStipple(const GLubyte *mask) { d_1_0_Deprecated->f.PolygonStipple(mask); } inline void QOpenGLFunctions_4_2_Compatibility::glMaterialiv(GLenum face, GLenum pname, const GLint *params) { d_1_0_Deprecated->f.Materialiv(face, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glMateriali(GLenum face, GLenum pname, GLint param) { d_1_0_Deprecated->f.Materiali(face, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) { d_1_0_Deprecated->f.Materialfv(face, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glMaterialf(GLenum face, GLenum pname, GLfloat param) { d_1_0_Deprecated->f.Materialf(face, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glLineStipple(GLint factor, GLushort pattern) { d_1_0_Deprecated->f.LineStipple(factor, pattern); } inline void QOpenGLFunctions_4_2_Compatibility::glLightModeliv(GLenum pname, const GLint *params) { d_1_0_Deprecated->f.LightModeliv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glLightModeli(GLenum pname, GLint param) { d_1_0_Deprecated->f.LightModeli(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glLightModelfv(GLenum pname, const GLfloat *params) { d_1_0_Deprecated->f.LightModelfv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glLightModelf(GLenum pname, GLfloat param) { d_1_0_Deprecated->f.LightModelf(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glLightiv(GLenum light, GLenum pname, const GLint *params) { d_1_0_Deprecated->f.Lightiv(light, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glLighti(GLenum light, GLenum pname, GLint param) { d_1_0_Deprecated->f.Lighti(light, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glLightfv(GLenum light, GLenum pname, const GLfloat *params) { d_1_0_Deprecated->f.Lightfv(light, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glLightf(GLenum light, GLenum pname, GLfloat param) { d_1_0_Deprecated->f.Lightf(light, pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glFogiv(GLenum pname, const GLint *params) { d_1_0_Deprecated->f.Fogiv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glFogi(GLenum pname, GLint param) { d_1_0_Deprecated->f.Fogi(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glFogfv(GLenum pname, const GLfloat *params) { d_1_0_Deprecated->f.Fogfv(pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glFogf(GLenum pname, GLfloat param) { d_1_0_Deprecated->f.Fogf(pname, param); } inline void QOpenGLFunctions_4_2_Compatibility::glColorMaterial(GLenum face, GLenum mode) { d_1_0_Deprecated->f.ColorMaterial(face, mode); } inline void QOpenGLFunctions_4_2_Compatibility::glClipPlane(GLenum plane, const GLdouble *equation) { d_1_0_Deprecated->f.ClipPlane(plane, equation); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4sv(const GLshort *v) { d_1_0_Deprecated->f.Vertex4sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w) { d_1_0_Deprecated->f.Vertex4s(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4iv(const GLint *v) { d_1_0_Deprecated->f.Vertex4iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4i(GLint x, GLint y, GLint z, GLint w) { d_1_0_Deprecated->f.Vertex4i(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4fv(const GLfloat *v) { d_1_0_Deprecated->f.Vertex4fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { d_1_0_Deprecated->f.Vertex4f(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4dv(const GLdouble *v) { d_1_0_Deprecated->f.Vertex4dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { d_1_0_Deprecated->f.Vertex4d(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3sv(const GLshort *v) { d_1_0_Deprecated->f.Vertex3sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3s(GLshort x, GLshort y, GLshort z) { d_1_0_Deprecated->f.Vertex3s(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3iv(const GLint *v) { d_1_0_Deprecated->f.Vertex3iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3i(GLint x, GLint y, GLint z) { d_1_0_Deprecated->f.Vertex3i(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3fv(const GLfloat *v) { d_1_0_Deprecated->f.Vertex3fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3f(GLfloat x, GLfloat y, GLfloat z) { d_1_0_Deprecated->f.Vertex3f(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3dv(const GLdouble *v) { d_1_0_Deprecated->f.Vertex3dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex3d(GLdouble x, GLdouble y, GLdouble z) { d_1_0_Deprecated->f.Vertex3d(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2sv(const GLshort *v) { d_1_0_Deprecated->f.Vertex2sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2s(GLshort x, GLshort y) { d_1_0_Deprecated->f.Vertex2s(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2iv(const GLint *v) { d_1_0_Deprecated->f.Vertex2iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2i(GLint x, GLint y) { d_1_0_Deprecated->f.Vertex2i(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2fv(const GLfloat *v) { d_1_0_Deprecated->f.Vertex2fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2f(GLfloat x, GLfloat y) { d_1_0_Deprecated->f.Vertex2f(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2dv(const GLdouble *v) { d_1_0_Deprecated->f.Vertex2dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertex2d(GLdouble x, GLdouble y) { d_1_0_Deprecated->f.Vertex2d(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4sv(const GLshort *v) { d_1_0_Deprecated->f.TexCoord4sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q) { d_1_0_Deprecated->f.TexCoord4s(s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4iv(const GLint *v) { d_1_0_Deprecated->f.TexCoord4iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4i(GLint s, GLint t, GLint r, GLint q) { d_1_0_Deprecated->f.TexCoord4i(s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4fv(const GLfloat *v) { d_1_0_Deprecated->f.TexCoord4fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) { d_1_0_Deprecated->f.TexCoord4f(s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4dv(const GLdouble *v) { d_1_0_Deprecated->f.TexCoord4dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q) { d_1_0_Deprecated->f.TexCoord4d(s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3sv(const GLshort *v) { d_1_0_Deprecated->f.TexCoord3sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3s(GLshort s, GLshort t, GLshort r) { d_1_0_Deprecated->f.TexCoord3s(s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3iv(const GLint *v) { d_1_0_Deprecated->f.TexCoord3iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3i(GLint s, GLint t, GLint r) { d_1_0_Deprecated->f.TexCoord3i(s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3fv(const GLfloat *v) { d_1_0_Deprecated->f.TexCoord3fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3f(GLfloat s, GLfloat t, GLfloat r) { d_1_0_Deprecated->f.TexCoord3f(s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3dv(const GLdouble *v) { d_1_0_Deprecated->f.TexCoord3dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord3d(GLdouble s, GLdouble t, GLdouble r) { d_1_0_Deprecated->f.TexCoord3d(s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2sv(const GLshort *v) { d_1_0_Deprecated->f.TexCoord2sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2s(GLshort s, GLshort t) { d_1_0_Deprecated->f.TexCoord2s(s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2iv(const GLint *v) { d_1_0_Deprecated->f.TexCoord2iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2i(GLint s, GLint t) { d_1_0_Deprecated->f.TexCoord2i(s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2fv(const GLfloat *v) { d_1_0_Deprecated->f.TexCoord2fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2f(GLfloat s, GLfloat t) { d_1_0_Deprecated->f.TexCoord2f(s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2dv(const GLdouble *v) { d_1_0_Deprecated->f.TexCoord2dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord2d(GLdouble s, GLdouble t) { d_1_0_Deprecated->f.TexCoord2d(s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1sv(const GLshort *v) { d_1_0_Deprecated->f.TexCoord1sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1s(GLshort s) { d_1_0_Deprecated->f.TexCoord1s(s); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1iv(const GLint *v) { d_1_0_Deprecated->f.TexCoord1iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1i(GLint s) { d_1_0_Deprecated->f.TexCoord1i(s); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1fv(const GLfloat *v) { d_1_0_Deprecated->f.TexCoord1fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1f(GLfloat s) { d_1_0_Deprecated->f.TexCoord1f(s); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1dv(const GLdouble *v) { d_1_0_Deprecated->f.TexCoord1dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoord1d(GLdouble s) { d_1_0_Deprecated->f.TexCoord1d(s); } inline void QOpenGLFunctions_4_2_Compatibility::glRectsv(const GLshort *v1, const GLshort *v2) { d_1_0_Deprecated->f.Rectsv(v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) { d_1_0_Deprecated->f.Rects(x1, y1, x2, y2); } inline void QOpenGLFunctions_4_2_Compatibility::glRectiv(const GLint *v1, const GLint *v2) { d_1_0_Deprecated->f.Rectiv(v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glRecti(GLint x1, GLint y1, GLint x2, GLint y2) { d_1_0_Deprecated->f.Recti(x1, y1, x2, y2); } inline void QOpenGLFunctions_4_2_Compatibility::glRectfv(const GLfloat *v1, const GLfloat *v2) { d_1_0_Deprecated->f.Rectfv(v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { d_1_0_Deprecated->f.Rectf(x1, y1, x2, y2); } inline void QOpenGLFunctions_4_2_Compatibility::glRectdv(const GLdouble *v1, const GLdouble *v2) { d_1_0_Deprecated->f.Rectdv(v1, v2); } inline void QOpenGLFunctions_4_2_Compatibility::glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { d_1_0_Deprecated->f.Rectd(x1, y1, x2, y2); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4sv(const GLshort *v) { d_1_0_Deprecated->f.RasterPos4sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) { d_1_0_Deprecated->f.RasterPos4s(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4iv(const GLint *v) { d_1_0_Deprecated->f.RasterPos4iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4i(GLint x, GLint y, GLint z, GLint w) { d_1_0_Deprecated->f.RasterPos4i(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4fv(const GLfloat *v) { d_1_0_Deprecated->f.RasterPos4fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { d_1_0_Deprecated->f.RasterPos4f(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4dv(const GLdouble *v) { d_1_0_Deprecated->f.RasterPos4dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) { d_1_0_Deprecated->f.RasterPos4d(x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3sv(const GLshort *v) { d_1_0_Deprecated->f.RasterPos3sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3s(GLshort x, GLshort y, GLshort z) { d_1_0_Deprecated->f.RasterPos3s(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3iv(const GLint *v) { d_1_0_Deprecated->f.RasterPos3iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3i(GLint x, GLint y, GLint z) { d_1_0_Deprecated->f.RasterPos3i(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3fv(const GLfloat *v) { d_1_0_Deprecated->f.RasterPos3fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3f(GLfloat x, GLfloat y, GLfloat z) { d_1_0_Deprecated->f.RasterPos3f(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3dv(const GLdouble *v) { d_1_0_Deprecated->f.RasterPos3dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos3d(GLdouble x, GLdouble y, GLdouble z) { d_1_0_Deprecated->f.RasterPos3d(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2sv(const GLshort *v) { d_1_0_Deprecated->f.RasterPos2sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2s(GLshort x, GLshort y) { d_1_0_Deprecated->f.RasterPos2s(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2iv(const GLint *v) { d_1_0_Deprecated->f.RasterPos2iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2i(GLint x, GLint y) { d_1_0_Deprecated->f.RasterPos2i(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2fv(const GLfloat *v) { d_1_0_Deprecated->f.RasterPos2fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2f(GLfloat x, GLfloat y) { d_1_0_Deprecated->f.RasterPos2f(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2dv(const GLdouble *v) { d_1_0_Deprecated->f.RasterPos2dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glRasterPos2d(GLdouble x, GLdouble y) { d_1_0_Deprecated->f.RasterPos2d(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3sv(const GLshort *v) { d_1_0_Deprecated->f.Normal3sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3s(GLshort nx, GLshort ny, GLshort nz) { d_1_0_Deprecated->f.Normal3s(nx, ny, nz); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3iv(const GLint *v) { d_1_0_Deprecated->f.Normal3iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3i(GLint nx, GLint ny, GLint nz) { d_1_0_Deprecated->f.Normal3i(nx, ny, nz); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3fv(const GLfloat *v) { d_1_0_Deprecated->f.Normal3fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) { d_1_0_Deprecated->f.Normal3f(nx, ny, nz); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3dv(const GLdouble *v) { d_1_0_Deprecated->f.Normal3dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz) { d_1_0_Deprecated->f.Normal3d(nx, ny, nz); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3bv(const GLbyte *v) { d_1_0_Deprecated->f.Normal3bv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz) { d_1_0_Deprecated->f.Normal3b(nx, ny, nz); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexsv(const GLshort *c) { d_1_0_Deprecated->f.Indexsv(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexs(GLshort c) { d_1_0_Deprecated->f.Indexs(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexiv(const GLint *c) { d_1_0_Deprecated->f.Indexiv(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexi(GLint c) { d_1_0_Deprecated->f.Indexi(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexfv(const GLfloat *c) { d_1_0_Deprecated->f.Indexfv(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexf(GLfloat c) { d_1_0_Deprecated->f.Indexf(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexdv(const GLdouble *c) { d_1_0_Deprecated->f.Indexdv(c); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexd(GLdouble c) { d_1_0_Deprecated->f.Indexd(c); } inline void QOpenGLFunctions_4_2_Compatibility::glEnd() { d_1_0_Deprecated->f.End(); } inline void QOpenGLFunctions_4_2_Compatibility::glEdgeFlagv(const GLboolean *flag) { d_1_0_Deprecated->f.EdgeFlagv(flag); } inline void QOpenGLFunctions_4_2_Compatibility::glEdgeFlag(GLboolean flag) { d_1_0_Deprecated->f.EdgeFlag(flag); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4usv(const GLushort *v) { d_1_0_Deprecated->f.Color4usv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha) { d_1_0_Deprecated->f.Color4us(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4uiv(const GLuint *v) { d_1_0_Deprecated->f.Color4uiv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha) { d_1_0_Deprecated->f.Color4ui(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4ubv(const GLubyte *v) { d_1_0_Deprecated->f.Color4ubv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) { d_1_0_Deprecated->f.Color4ub(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4sv(const GLshort *v) { d_1_0_Deprecated->f.Color4sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha) { d_1_0_Deprecated->f.Color4s(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4iv(const GLint *v) { d_1_0_Deprecated->f.Color4iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4i(GLint red, GLint green, GLint blue, GLint alpha) { d_1_0_Deprecated->f.Color4i(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4fv(const GLfloat *v) { d_1_0_Deprecated->f.Color4fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { d_1_0_Deprecated->f.Color4f(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4dv(const GLdouble *v) { d_1_0_Deprecated->f.Color4dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) { d_1_0_Deprecated->f.Color4d(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4bv(const GLbyte *v) { d_1_0_Deprecated->f.Color4bv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) { d_1_0_Deprecated->f.Color4b(red, green, blue, alpha); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3usv(const GLushort *v) { d_1_0_Deprecated->f.Color3usv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3us(GLushort red, GLushort green, GLushort blue) { d_1_0_Deprecated->f.Color3us(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3uiv(const GLuint *v) { d_1_0_Deprecated->f.Color3uiv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3ui(GLuint red, GLuint green, GLuint blue) { d_1_0_Deprecated->f.Color3ui(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3ubv(const GLubyte *v) { d_1_0_Deprecated->f.Color3ubv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3ub(GLubyte red, GLubyte green, GLubyte blue) { d_1_0_Deprecated->f.Color3ub(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3sv(const GLshort *v) { d_1_0_Deprecated->f.Color3sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3s(GLshort red, GLshort green, GLshort blue) { d_1_0_Deprecated->f.Color3s(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3iv(const GLint *v) { d_1_0_Deprecated->f.Color3iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3i(GLint red, GLint green, GLint blue) { d_1_0_Deprecated->f.Color3i(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3fv(const GLfloat *v) { d_1_0_Deprecated->f.Color3fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3f(GLfloat red, GLfloat green, GLfloat blue) { d_1_0_Deprecated->f.Color3f(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3dv(const GLdouble *v) { d_1_0_Deprecated->f.Color3dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3d(GLdouble red, GLdouble green, GLdouble blue) { d_1_0_Deprecated->f.Color3d(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3bv(const GLbyte *v) { d_1_0_Deprecated->f.Color3bv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glColor3b(GLbyte red, GLbyte green, GLbyte blue) { d_1_0_Deprecated->f.Color3b(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap) { d_1_0_Deprecated->f.Bitmap(width, height, xorig, yorig, xmove, ymove, bitmap); } inline void QOpenGLFunctions_4_2_Compatibility::glBegin(GLenum mode) { d_1_0_Deprecated->f.Begin(mode); } inline void QOpenGLFunctions_4_2_Compatibility::glListBase(GLuint base) { d_1_0_Deprecated->f.ListBase(base); } inline GLuint QOpenGLFunctions_4_2_Compatibility::glGenLists(GLsizei range) { return d_1_0_Deprecated->f.GenLists(range); } inline void QOpenGLFunctions_4_2_Compatibility::glDeleteLists(GLuint list, GLsizei range) { d_1_0_Deprecated->f.DeleteLists(list, range); } inline void QOpenGLFunctions_4_2_Compatibility::glCallLists(GLsizei n, GLenum type, const GLvoid *lists) { d_1_0_Deprecated->f.CallLists(n, type, lists); } inline void QOpenGLFunctions_4_2_Compatibility::glCallList(GLuint list) { d_1_0_Deprecated->f.CallList(list); } inline void QOpenGLFunctions_4_2_Compatibility::glEndList() { d_1_0_Deprecated->f.EndList(); } inline void QOpenGLFunctions_4_2_Compatibility::glNewList(GLuint list, GLenum mode) { d_1_0_Deprecated->f.NewList(list, mode); } // OpenGL 1.1 deprecated functions inline void QOpenGLFunctions_4_2_Compatibility::glPushClientAttrib(GLbitfield mask) { d_1_1_Deprecated->f.PushClientAttrib(mask); } inline void QOpenGLFunctions_4_2_Compatibility::glPopClientAttrib() { d_1_1_Deprecated->f.PopClientAttrib(); } inline void QOpenGLFunctions_4_2_Compatibility::glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities) { d_1_1_Deprecated->f.PrioritizeTextures(n, textures, priorities); } inline GLboolean QOpenGLFunctions_4_2_Compatibility::glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences) { return d_1_1_Deprecated->f.AreTexturesResident(n, textures, residences); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_1_1_Deprecated->f.VertexPointer(size, type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_1_1_Deprecated->f.TexCoordPointer(size, type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer) { d_1_1_Deprecated->f.NormalPointer(type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glInterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer) { d_1_1_Deprecated->f.InterleavedArrays(format, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glIndexPointer(GLenum type, GLsizei stride, const GLvoid *pointer) { d_1_1_Deprecated->f.IndexPointer(type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glEnableClientState(GLenum array) { d_1_1_Deprecated->f.EnableClientState(array); } inline void QOpenGLFunctions_4_2_Compatibility::glEdgeFlagPointer(GLsizei stride, const GLvoid *pointer) { d_1_1_Deprecated->f.EdgeFlagPointer(stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glDisableClientState(GLenum array) { d_1_1_Deprecated->f.DisableClientState(array); } inline void QOpenGLFunctions_4_2_Compatibility::glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_1_1_Deprecated->f.ColorPointer(size, type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glArrayElement(GLint i) { d_1_1_Deprecated->f.ArrayElement(i); } // OpenGL 1.2 deprecated functions inline void QOpenGLFunctions_4_2_Compatibility::glResetMinmax(GLenum target) { d_1_2_Deprecated->f.ResetMinmax(target); } inline void QOpenGLFunctions_4_2_Compatibility::glResetHistogram(GLenum target) { d_1_2_Deprecated->f.ResetHistogram(target); } inline void QOpenGLFunctions_4_2_Compatibility::glMinmax(GLenum target, GLenum internalformat, GLboolean sink) { d_1_2_Deprecated->f.Minmax(target, internalformat, sink); } inline void QOpenGLFunctions_4_2_Compatibility::glHistogram(GLenum target, GLsizei width, GLenum internalformat, GLboolean sink) { d_1_2_Deprecated->f.Histogram(target, width, internalformat, sink); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMinmaxParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_2_Deprecated->f.GetMinmaxParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMinmaxParameterfv(GLenum target, GLenum pname, GLfloat *params) { d_1_2_Deprecated->f.GetMinmaxParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetMinmax(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values) { d_1_2_Deprecated->f.GetMinmax(target, reset, format, type, values); } inline void QOpenGLFunctions_4_2_Compatibility::glGetHistogramParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_2_Deprecated->f.GetHistogramParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetHistogramParameterfv(GLenum target, GLenum pname, GLfloat *params) { d_1_2_Deprecated->f.GetHistogramParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetHistogram(GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values) { d_1_2_Deprecated->f.GetHistogram(target, reset, format, type, values); } inline void QOpenGLFunctions_4_2_Compatibility::glSeparableFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column) { d_1_2_Deprecated->f.SeparableFilter2D(target, internalformat, width, height, format, type, row, column); } inline void QOpenGLFunctions_4_2_Compatibility::glGetSeparableFilter(GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span) { d_1_2_Deprecated->f.GetSeparableFilter(target, format, type, row, column, span); } inline void QOpenGLFunctions_4_2_Compatibility::glGetConvolutionParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_2_Deprecated->f.GetConvolutionParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetConvolutionParameterfv(GLenum target, GLenum pname, GLfloat *params) { d_1_2_Deprecated->f.GetConvolutionParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetConvolutionFilter(GLenum target, GLenum format, GLenum type, GLvoid *image) { d_1_2_Deprecated->f.GetConvolutionFilter(target, format, type, image); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyConvolutionFilter2D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height) { d_1_2_Deprecated->f.CopyConvolutionFilter2D(target, internalformat, x, y, width, height); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyConvolutionFilter1D(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) { d_1_2_Deprecated->f.CopyConvolutionFilter1D(target, internalformat, x, y, width); } inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameteriv(GLenum target, GLenum pname, const GLint *params) { d_1_2_Deprecated->f.ConvolutionParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameteri(GLenum target, GLenum pname, GLint params) { d_1_2_Deprecated->f.ConvolutionParameteri(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameterfv(GLenum target, GLenum pname, const GLfloat *params) { d_1_2_Deprecated->f.ConvolutionParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionParameterf(GLenum target, GLenum pname, GLfloat params) { d_1_2_Deprecated->f.ConvolutionParameterf(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionFilter2D(GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image) { d_1_2_Deprecated->f.ConvolutionFilter2D(target, internalformat, width, height, format, type, image); } inline void QOpenGLFunctions_4_2_Compatibility::glConvolutionFilter1D(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image) { d_1_2_Deprecated->f.ConvolutionFilter1D(target, internalformat, width, format, type, image); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyColorSubTable(GLenum target, GLsizei start, GLint x, GLint y, GLsizei width) { d_1_2_Deprecated->f.CopyColorSubTable(target, start, x, y, width); } inline void QOpenGLFunctions_4_2_Compatibility::glColorSubTable(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data) { d_1_2_Deprecated->f.ColorSubTable(target, start, count, format, type, data); } inline void QOpenGLFunctions_4_2_Compatibility::glGetColorTableParameteriv(GLenum target, GLenum pname, GLint *params) { d_1_2_Deprecated->f.GetColorTableParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetColorTableParameterfv(GLenum target, GLenum pname, GLfloat *params) { d_1_2_Deprecated->f.GetColorTableParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glGetColorTable(GLenum target, GLenum format, GLenum type, GLvoid *table) { d_1_2_Deprecated->f.GetColorTable(target, format, type, table); } inline void QOpenGLFunctions_4_2_Compatibility::glCopyColorTable(GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width) { d_1_2_Deprecated->f.CopyColorTable(target, internalformat, x, y, width); } inline void QOpenGLFunctions_4_2_Compatibility::glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params) { d_1_2_Deprecated->f.ColorTableParameteriv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params) { d_1_2_Deprecated->f.ColorTableParameterfv(target, pname, params); } inline void QOpenGLFunctions_4_2_Compatibility::glColorTable(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table) { d_1_2_Deprecated->f.ColorTable(target, internalformat, width, format, type, table); } // OpenGL 1.3 deprecated functions inline void QOpenGLFunctions_4_2_Compatibility::glMultTransposeMatrixd(const GLdouble *m) { d_1_3_Deprecated->f.MultTransposeMatrixd(m); } inline void QOpenGLFunctions_4_2_Compatibility::glMultTransposeMatrixf(const GLfloat *m) { d_1_3_Deprecated->f.MultTransposeMatrixf(m); } inline void QOpenGLFunctions_4_2_Compatibility::glLoadTransposeMatrixd(const GLdouble *m) { d_1_3_Deprecated->f.LoadTransposeMatrixd(m); } inline void QOpenGLFunctions_4_2_Compatibility::glLoadTransposeMatrixf(const GLfloat *m) { d_1_3_Deprecated->f.LoadTransposeMatrixf(m); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4sv(GLenum target, const GLshort *v) { d_1_3_Deprecated->f.MultiTexCoord4sv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) { d_1_3_Deprecated->f.MultiTexCoord4s(target, s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4iv(GLenum target, const GLint *v) { d_1_3_Deprecated->f.MultiTexCoord4iv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q) { d_1_3_Deprecated->f.MultiTexCoord4i(target, s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4fv(GLenum target, const GLfloat *v) { d_1_3_Deprecated->f.MultiTexCoord4fv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) { d_1_3_Deprecated->f.MultiTexCoord4f(target, s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4dv(GLenum target, const GLdouble *v) { d_1_3_Deprecated->f.MultiTexCoord4dv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) { d_1_3_Deprecated->f.MultiTexCoord4d(target, s, t, r, q); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3sv(GLenum target, const GLshort *v) { d_1_3_Deprecated->f.MultiTexCoord3sv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r) { d_1_3_Deprecated->f.MultiTexCoord3s(target, s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3iv(GLenum target, const GLint *v) { d_1_3_Deprecated->f.MultiTexCoord3iv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r) { d_1_3_Deprecated->f.MultiTexCoord3i(target, s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3fv(GLenum target, const GLfloat *v) { d_1_3_Deprecated->f.MultiTexCoord3fv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r) { d_1_3_Deprecated->f.MultiTexCoord3f(target, s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3dv(GLenum target, const GLdouble *v) { d_1_3_Deprecated->f.MultiTexCoord3dv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r) { d_1_3_Deprecated->f.MultiTexCoord3d(target, s, t, r); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2sv(GLenum target, const GLshort *v) { d_1_3_Deprecated->f.MultiTexCoord2sv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2s(GLenum target, GLshort s, GLshort t) { d_1_3_Deprecated->f.MultiTexCoord2s(target, s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2iv(GLenum target, const GLint *v) { d_1_3_Deprecated->f.MultiTexCoord2iv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2i(GLenum target, GLint s, GLint t) { d_1_3_Deprecated->f.MultiTexCoord2i(target, s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2fv(GLenum target, const GLfloat *v) { d_1_3_Deprecated->f.MultiTexCoord2fv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t) { d_1_3_Deprecated->f.MultiTexCoord2f(target, s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2dv(GLenum target, const GLdouble *v) { d_1_3_Deprecated->f.MultiTexCoord2dv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t) { d_1_3_Deprecated->f.MultiTexCoord2d(target, s, t); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1sv(GLenum target, const GLshort *v) { d_1_3_Deprecated->f.MultiTexCoord1sv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1s(GLenum target, GLshort s) { d_1_3_Deprecated->f.MultiTexCoord1s(target, s); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1iv(GLenum target, const GLint *v) { d_1_3_Deprecated->f.MultiTexCoord1iv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1i(GLenum target, GLint s) { d_1_3_Deprecated->f.MultiTexCoord1i(target, s); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1fv(GLenum target, const GLfloat *v) { d_1_3_Deprecated->f.MultiTexCoord1fv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1f(GLenum target, GLfloat s) { d_1_3_Deprecated->f.MultiTexCoord1f(target, s); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1dv(GLenum target, const GLdouble *v) { d_1_3_Deprecated->f.MultiTexCoord1dv(target, v); } inline void QOpenGLFunctions_4_2_Compatibility::glMultiTexCoord1d(GLenum target, GLdouble s) { d_1_3_Deprecated->f.MultiTexCoord1d(target, s); } inline void QOpenGLFunctions_4_2_Compatibility::glClientActiveTexture(GLenum texture) { d_1_3_Deprecated->f.ClientActiveTexture(texture); } // OpenGL 1.4 deprecated functions inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3sv(const GLshort *v) { d_1_4_Deprecated->f.WindowPos3sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3s(GLshort x, GLshort y, GLshort z) { d_1_4_Deprecated->f.WindowPos3s(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3iv(const GLint *v) { d_1_4_Deprecated->f.WindowPos3iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3i(GLint x, GLint y, GLint z) { d_1_4_Deprecated->f.WindowPos3i(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3fv(const GLfloat *v) { d_1_4_Deprecated->f.WindowPos3fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3f(GLfloat x, GLfloat y, GLfloat z) { d_1_4_Deprecated->f.WindowPos3f(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3dv(const GLdouble *v) { d_1_4_Deprecated->f.WindowPos3dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos3d(GLdouble x, GLdouble y, GLdouble z) { d_1_4_Deprecated->f.WindowPos3d(x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2sv(const GLshort *v) { d_1_4_Deprecated->f.WindowPos2sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2s(GLshort x, GLshort y) { d_1_4_Deprecated->f.WindowPos2s(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2iv(const GLint *v) { d_1_4_Deprecated->f.WindowPos2iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2i(GLint x, GLint y) { d_1_4_Deprecated->f.WindowPos2i(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2fv(const GLfloat *v) { d_1_4_Deprecated->f.WindowPos2fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2f(GLfloat x, GLfloat y) { d_1_4_Deprecated->f.WindowPos2f(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2dv(const GLdouble *v) { d_1_4_Deprecated->f.WindowPos2dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glWindowPos2d(GLdouble x, GLdouble y) { d_1_4_Deprecated->f.WindowPos2d(x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) { d_1_4_Deprecated->f.SecondaryColorPointer(size, type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3usv(const GLushort *v) { d_1_4_Deprecated->f.SecondaryColor3usv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3us(GLushort red, GLushort green, GLushort blue) { d_1_4_Deprecated->f.SecondaryColor3us(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3uiv(const GLuint *v) { d_1_4_Deprecated->f.SecondaryColor3uiv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue) { d_1_4_Deprecated->f.SecondaryColor3ui(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3ubv(const GLubyte *v) { d_1_4_Deprecated->f.SecondaryColor3ubv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue) { d_1_4_Deprecated->f.SecondaryColor3ub(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3sv(const GLshort *v) { d_1_4_Deprecated->f.SecondaryColor3sv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3s(GLshort red, GLshort green, GLshort blue) { d_1_4_Deprecated->f.SecondaryColor3s(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3iv(const GLint *v) { d_1_4_Deprecated->f.SecondaryColor3iv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3i(GLint red, GLint green, GLint blue) { d_1_4_Deprecated->f.SecondaryColor3i(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3fv(const GLfloat *v) { d_1_4_Deprecated->f.SecondaryColor3fv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue) { d_1_4_Deprecated->f.SecondaryColor3f(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3dv(const GLdouble *v) { d_1_4_Deprecated->f.SecondaryColor3dv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue) { d_1_4_Deprecated->f.SecondaryColor3d(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3bv(const GLbyte *v) { d_1_4_Deprecated->f.SecondaryColor3bv(v); } inline void QOpenGLFunctions_4_2_Compatibility::glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue) { d_1_4_Deprecated->f.SecondaryColor3b(red, green, blue); } inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *pointer) { d_1_4_Deprecated->f.FogCoordPointer(type, stride, pointer); } inline void QOpenGLFunctions_4_2_Compatibility::glFogCoorddv(const GLdouble *coord) { d_1_4_Deprecated->f.FogCoorddv(coord); } inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordd(GLdouble coord) { d_1_4_Deprecated->f.FogCoordd(coord); } inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordfv(const GLfloat *coord) { d_1_4_Deprecated->f.FogCoordfv(coord); } inline void QOpenGLFunctions_4_2_Compatibility::glFogCoordf(GLfloat coord) { d_1_4_Deprecated->f.FogCoordf(coord); } // OpenGL 1.5 deprecated functions // OpenGL 2.0 deprecated functions inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4usv(GLuint index, const GLushort *v) { d_2_0_Core->f.VertexAttrib4usv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4uiv(GLuint index, const GLuint *v) { d_2_0_Core->f.VertexAttrib4uiv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4ubv(GLuint index, const GLubyte *v) { d_2_0_Core->f.VertexAttrib4ubv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4sv(GLuint index, const GLshort *v) { d_2_0_Core->f.VertexAttrib4sv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) { d_2_0_Core->f.VertexAttrib4s(index, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4iv(GLuint index, const GLint *v) { d_2_0_Core->f.VertexAttrib4iv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4fv(GLuint index, const GLfloat *v) { d_2_0_Core->f.VertexAttrib4fv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { d_2_0_Core->f.VertexAttrib4f(index, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4dv(GLuint index, const GLdouble *v) { d_2_0_Core->f.VertexAttrib4dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { d_2_0_Core->f.VertexAttrib4d(index, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4bv(GLuint index, const GLbyte *v) { d_2_0_Core->f.VertexAttrib4bv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nusv(GLuint index, const GLushort *v) { d_2_0_Core->f.VertexAttrib4Nusv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nuiv(GLuint index, const GLuint *v) { d_2_0_Core->f.VertexAttrib4Nuiv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nubv(GLuint index, const GLubyte *v) { d_2_0_Core->f.VertexAttrib4Nubv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) { d_2_0_Core->f.VertexAttrib4Nub(index, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nsv(GLuint index, const GLshort *v) { d_2_0_Core->f.VertexAttrib4Nsv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Niv(GLuint index, const GLint *v) { d_2_0_Core->f.VertexAttrib4Niv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib4Nbv(GLuint index, const GLbyte *v) { d_2_0_Core->f.VertexAttrib4Nbv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3sv(GLuint index, const GLshort *v) { d_2_0_Core->f.VertexAttrib3sv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) { d_2_0_Core->f.VertexAttrib3s(index, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3fv(GLuint index, const GLfloat *v) { d_2_0_Core->f.VertexAttrib3fv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { d_2_0_Core->f.VertexAttrib3f(index, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3dv(GLuint index, const GLdouble *v) { d_2_0_Core->f.VertexAttrib3dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) { d_2_0_Core->f.VertexAttrib3d(index, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2sv(GLuint index, const GLshort *v) { d_2_0_Core->f.VertexAttrib2sv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2s(GLuint index, GLshort x, GLshort y) { d_2_0_Core->f.VertexAttrib2s(index, x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2fv(GLuint index, const GLfloat *v) { d_2_0_Core->f.VertexAttrib2fv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { d_2_0_Core->f.VertexAttrib2f(index, x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2dv(GLuint index, const GLdouble *v) { d_2_0_Core->f.VertexAttrib2dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) { d_2_0_Core->f.VertexAttrib2d(index, x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1sv(GLuint index, const GLshort *v) { d_2_0_Core->f.VertexAttrib1sv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1s(GLuint index, GLshort x) { d_2_0_Core->f.VertexAttrib1s(index, x); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1fv(GLuint index, const GLfloat *v) { d_2_0_Core->f.VertexAttrib1fv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1f(GLuint index, GLfloat x) { d_2_0_Core->f.VertexAttrib1f(index, x); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1dv(GLuint index, const GLdouble *v) { d_2_0_Core->f.VertexAttrib1dv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttrib1d(GLuint index, GLdouble x) { d_2_0_Core->f.VertexAttrib1d(index, x); } // OpenGL 2.1 deprecated functions // OpenGL 3.0 deprecated functions inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4usv(GLuint index, const GLushort *v) { d_3_0_Core->f.VertexAttribI4usv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4ubv(GLuint index, const GLubyte *v) { d_3_0_Core->f.VertexAttribI4ubv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4sv(GLuint index, const GLshort *v) { d_3_0_Core->f.VertexAttribI4sv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4bv(GLuint index, const GLbyte *v) { d_3_0_Core->f.VertexAttribI4bv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4uiv(GLuint index, const GLuint *v) { d_3_0_Core->f.VertexAttribI4uiv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3uiv(GLuint index, const GLuint *v) { d_3_0_Core->f.VertexAttribI3uiv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2uiv(GLuint index, const GLuint *v) { d_3_0_Core->f.VertexAttribI2uiv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1uiv(GLuint index, const GLuint *v) { d_3_0_Core->f.VertexAttribI1uiv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4iv(GLuint index, const GLint *v) { d_3_0_Core->f.VertexAttribI4iv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3iv(GLuint index, const GLint *v) { d_3_0_Core->f.VertexAttribI3iv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2iv(GLuint index, const GLint *v) { d_3_0_Core->f.VertexAttribI2iv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1iv(GLuint index, const GLint *v) { d_3_0_Core->f.VertexAttribI1iv(index, v); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) { d_3_0_Core->f.VertexAttribI4ui(index, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z) { d_3_0_Core->f.VertexAttribI3ui(index, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2ui(GLuint index, GLuint x, GLuint y) { d_3_0_Core->f.VertexAttribI2ui(index, x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1ui(GLuint index, GLuint x) { d_3_0_Core->f.VertexAttribI1ui(index, x); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) { d_3_0_Core->f.VertexAttribI4i(index, x, y, z, w); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z) { d_3_0_Core->f.VertexAttribI3i(index, x, y, z); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI2i(GLuint index, GLint x, GLint y) { d_3_0_Core->f.VertexAttribI2i(index, x, y); } inline void QOpenGLFunctions_4_2_Compatibility::glVertexAttribI1i(GLuint index, GLint x) { d_3_0_Core->f.VertexAttribI1i(index, x); } // OpenGL 3.1 deprecated functions // OpenGL 3.2 deprecated functions // OpenGL 3.3 deprecated functions // OpenGL 4.0 deprecated functions // OpenGL 4.1 deprecated functions // OpenGL 4.2 deprecated functions QT_END_NAMESPACE #ifdef Q_OS_WIN #pragma pop_macro("MemoryBarrier") #endif #endif // QT_NO_OPENGL && !QT_OPENGL_ES_2 #endif