void glVertexAttribIPointerData(GLuint index, GLint size, GLenum type, GLsizei stride, GLint first, const GLvoid *data)
void glVertexAttribIPointerOffset(GLuint index, GLint size, GLenum type, GLsizei stride, uintptr_t offset)
# Buffers
-void glGenBuffers(const GLuint *buffers)
-void glBindBuffer(GLenum target, GLuint buffer)
+@void glGenBuffers(const GLuint *buffers)
+@void glBindBuffer(GLenum target, GLuint buffer)
void glBufferData(GLenum target, const GLvoid *data, GLenum usage)
void glBufferSubData(GLenum target, GLsizei offset, const GLvoid *data)
void glBindBufferBase(GLenum target, GLuint index, GLuint buffer)
void glMapBuffer(GLuint buffer, const GLuint *ranges, GLvoid *data)
void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizei size)
# Textures
-void glGenTextures(const GLuint *textures)
-void glBindTexture(GLenum target, GLuint texture)
+@void glGenTextures(const GLuint *textures)
+@void glBindTexture(GLenum target, GLuint texture)
void glActiveTexture(GLenum texture)
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 glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil)
void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value)
# Renderbuffers
-void glGenRenderbuffers(const GLuint *renderbuffers)
-void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
+@void glGenRenderbuffers(const GLuint *renderbuffers)
+@void glBindRenderbuffer(GLenum target, GLuint renderbuffer)
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint ¶m)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
# Shaders
-void glCreateProgram(GLuint program)
-void glCreateShader(GLuint shader, GLenum type)
+@void glCreateProgram(GLuint program)
+@void glCreateShader(GLuint shader, GLenum type)
void glShaderSource(GLuint shader, const GLchar *string)
void glAttachShader(GLuint program, GLuint shader)
void glDetachShader(GLuint program, GLuint shader)
void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param)
# Misc
-void glDeleteObjects(const GLuint *objects)
+@void glDeleteObjects(const GLuint *objects)
void glBlendEquation(GLenum mode)
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
void glBlendFunc(GLenum sfactor, GLenum dfactor)