!gles_common # Functions common to both GLES 1.x and 2.0 %#include %// Return types must be single words, see GLDispatch.cpp %typedef const GLubyte* GLconstubyteptr; void glActiveTexture( GLenum texture ); void glBindBuffer(GLenum target, GLuint buffer); void glBindTexture(GLenum target, GLuint texture); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glBlendEquation( GLenum mode ); void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void glBufferData(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); void glClear(GLbitfield mask); void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void glClearStencil(GLint s); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, 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 glCopyTexImage2D(GLenum target, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glCullFace(GLenum mode); void glDeleteBuffers(GLsizei n, const GLuint *buffers); void glDeleteTextures(GLsizei n, const GLuint *textures); void glDepthFunc(GLenum func); void glDepthMask(GLboolean flag); void glDisable(GLenum cap); void glDrawArrays(GLenum mode, GLint first, GLsizei count); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices); void glEnable(GLenum cap); void glFinish(void); void glFlush(void); void glFrontFace(GLenum mode); void glGenBuffers(GLsizei n, GLuint *buffers); void glGenTextures(GLsizei n, GLuint *textures); void glGetBooleanv(GLenum pname, GLboolean *params); void glGetBufferParameteriv(GLenum buffer, GLenum parameter, GLint *value); GLenum glGetError(void); void glGetFloatv(GLenum pname, GLfloat *params); void glGetIntegerv(GLenum pname, GLint *params); GLconstubyteptr glGetString(GLenum name); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params); void glHint(GLenum target, GLenum mode); GLboolean glIsBuffer(GLuint buffer); GLboolean glIsEnabled(GLenum cap); GLboolean glIsTexture(GLuint texture); void glLineWidth(GLfloat width); void glPolygonOffset(GLfloat factor, GLfloat units); void glPixelStorei(GLenum pname, GLint param); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels); void glSampleCoverage( GLclampf value, GLboolean invert ); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glStencilFunc(GLenum func, GLint ref, GLuint mask); void glStencilMask(GLuint mask); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);