ES_GL_2_0

Trait ES_GL_2_0 

Source
pub trait ES_GL_2_0 {
Show 142 methods // Required methods fn glActiveTexture(&self, texture: GLenum) -> Result<(), GLCoreError>; fn glAttachShader( &self, program: GLuint, shader: GLuint, ) -> Result<(), GLCoreError>; fn glBindAttribLocation( &self, program: GLuint, index: GLuint, name: *const GLchar, ) -> Result<(), GLCoreError>; fn glBindBuffer( &self, target: GLenum, buffer: GLuint, ) -> Result<(), GLCoreError>; fn glBindFramebuffer( &self, target: GLenum, framebuffer: GLuint, ) -> Result<(), GLCoreError>; fn glBindRenderbuffer( &self, target: GLenum, renderbuffer: GLuint, ) -> Result<(), GLCoreError>; fn glBindTexture( &self, target: GLenum, texture: GLuint, ) -> Result<(), GLCoreError>; fn glBlendColor( &self, red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat, ) -> Result<(), GLCoreError>; fn glBlendEquation(&self, mode: GLenum) -> Result<(), GLCoreError>; fn glBlendEquationSeparate( &self, modeRGB: GLenum, modeAlpha: GLenum, ) -> Result<(), GLCoreError>; fn glBlendFunc( &self, sfactor: GLenum, dfactor: GLenum, ) -> Result<(), GLCoreError>; fn glBlendFuncSeparate( &self, sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum, ) -> Result<(), GLCoreError>; fn glBufferData( &self, target: GLenum, size: GLsizeiptr, data: *const c_void, usage: GLenum, ) -> Result<(), GLCoreError>; fn glBufferSubData( &self, target: GLenum, offset: GLintptr, size: GLsizeiptr, data: *const c_void, ) -> Result<(), GLCoreError>; fn glCheckFramebufferStatus( &self, target: GLenum, ) -> Result<GLenum, GLCoreError>; fn glClear(&self, mask: GLbitfield) -> Result<(), GLCoreError>; fn glClearColor( &self, red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat, ) -> Result<(), GLCoreError>; fn glClearDepthf(&self, d: GLfloat) -> Result<(), GLCoreError>; fn glClearStencil(&self, s: GLint) -> Result<(), GLCoreError>; fn glColorMask( &self, red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean, ) -> Result<(), GLCoreError>; fn glCompileShader(&self, shader: GLuint) -> Result<(), GLCoreError>; fn glCompressedTexImage2D( &self, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: *const c_void, ) -> Result<(), GLCoreError>; fn glCompressedTexSubImage2D( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: *const c_void, ) -> Result<(), GLCoreError>; fn glCopyTexImage2D( &self, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint, ) -> Result<(), GLCoreError>; fn glCopyTexSubImage2D( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>; fn glCreateProgram(&self) -> Result<GLuint, GLCoreError>; fn glCreateShader(&self, type_: GLenum) -> Result<GLuint, GLCoreError>; fn glCullFace(&self, mode: GLenum) -> Result<(), GLCoreError>; fn glDeleteBuffers( &self, n: GLsizei, buffers: *const GLuint, ) -> Result<(), GLCoreError>; fn glDeleteFramebuffers( &self, n: GLsizei, framebuffers: *const GLuint, ) -> Result<(), GLCoreError>; fn glDeleteProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glDeleteRenderbuffers( &self, n: GLsizei, renderbuffers: *const GLuint, ) -> Result<(), GLCoreError>; fn glDeleteShader(&self, shader: GLuint) -> Result<(), GLCoreError>; fn glDeleteTextures( &self, n: GLsizei, textures: *const GLuint, ) -> Result<(), GLCoreError>; fn glDepthFunc(&self, func: GLenum) -> Result<(), GLCoreError>; fn glDepthMask(&self, flag: GLboolean) -> Result<(), GLCoreError>; fn glDepthRangef(&self, n: GLfloat, f: GLfloat) -> Result<(), GLCoreError>; fn glDetachShader( &self, program: GLuint, shader: GLuint, ) -> Result<(), GLCoreError>; fn glDisable(&self, cap: GLenum) -> Result<(), GLCoreError>; fn glDisableVertexAttribArray( &self, index: GLuint, ) -> Result<(), GLCoreError>; fn glDrawArrays( &self, mode: GLenum, first: GLint, count: GLsizei, ) -> Result<(), GLCoreError>; fn glDrawElements( &self, mode: GLenum, count: GLsizei, type_: GLenum, indices: *const c_void, ) -> Result<(), GLCoreError>; fn glEnable(&self, cap: GLenum) -> Result<(), GLCoreError>; fn glEnableVertexAttribArray( &self, index: GLuint, ) -> Result<(), GLCoreError>; fn glFinish(&self) -> Result<(), GLCoreError>; fn glFlush(&self) -> Result<(), GLCoreError>; fn glFramebufferRenderbuffer( &self, target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint, ) -> Result<(), GLCoreError>; fn glFramebufferTexture2D( &self, target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, ) -> Result<(), GLCoreError>; fn glFrontFace(&self, mode: GLenum) -> Result<(), GLCoreError>; fn glGenBuffers( &self, n: GLsizei, buffers: *mut GLuint, ) -> Result<(), GLCoreError>; fn glGenerateMipmap(&self, target: GLenum) -> Result<(), GLCoreError>; fn glGenFramebuffers( &self, n: GLsizei, framebuffers: *mut GLuint, ) -> Result<(), GLCoreError>; fn glGenRenderbuffers( &self, n: GLsizei, renderbuffers: *mut GLuint, ) -> Result<(), GLCoreError>; fn glGenTextures( &self, n: GLsizei, textures: *mut GLuint, ) -> Result<(), GLCoreError>; fn glGetActiveAttrib( &self, program: GLuint, index: GLuint, bufSize: GLsizei, length: *mut GLsizei, size: *mut GLint, type_: *mut GLenum, name: *mut GLchar, ) -> Result<(), GLCoreError>; fn glGetActiveUniform( &self, program: GLuint, index: GLuint, bufSize: GLsizei, length: *mut GLsizei, size: *mut GLint, type_: *mut GLenum, name: *mut GLchar, ) -> Result<(), GLCoreError>; fn glGetAttachedShaders( &self, program: GLuint, maxCount: GLsizei, count: *mut GLsizei, shaders: *mut GLuint, ) -> Result<(), GLCoreError>; fn glGetAttribLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint, GLCoreError>; fn glGetBooleanv( &self, pname: GLenum, data: *mut GLboolean, ) -> Result<(), GLCoreError>; fn glGetBufferParameteriv( &self, target: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetError(&self) -> GLenum; fn glGetFloatv( &self, pname: GLenum, data: *mut GLfloat, ) -> Result<(), GLCoreError>; fn glGetFramebufferAttachmentParameteriv( &self, target: GLenum, attachment: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetIntegerv( &self, pname: GLenum, data: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetProgramiv( &self, program: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetProgramInfoLog( &self, program: GLuint, bufSize: GLsizei, length: *mut GLsizei, infoLog: *mut GLchar, ) -> Result<(), GLCoreError>; fn glGetRenderbufferParameteriv( &self, target: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetShaderiv( &self, shader: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetShaderInfoLog( &self, shader: GLuint, bufSize: GLsizei, length: *mut GLsizei, infoLog: *mut GLchar, ) -> Result<(), GLCoreError>; fn glGetShaderPrecisionFormat( &self, shadertype: GLenum, precisiontype: GLenum, range: *mut GLint, precision: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetShaderSource( &self, shader: GLuint, bufSize: GLsizei, length: *mut GLsizei, source: *mut GLchar, ) -> Result<(), GLCoreError>; fn glGetString(&self, name: GLenum) -> Result<&'static str, GLCoreError>; fn glGetTexParameterfv( &self, target: GLenum, pname: GLenum, params: *mut GLfloat, ) -> Result<(), GLCoreError>; fn glGetTexParameteriv( &self, target: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetUniformfv( &self, program: GLuint, location: GLint, params: *mut GLfloat, ) -> Result<(), GLCoreError>; fn glGetUniformiv( &self, program: GLuint, location: GLint, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetUniformLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint, GLCoreError>; fn glGetVertexAttribfv( &self, index: GLuint, pname: GLenum, params: *mut GLfloat, ) -> Result<(), GLCoreError>; fn glGetVertexAttribiv( &self, index: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>; fn glGetVertexAttribPointerv( &self, index: GLuint, pname: GLenum, pointer: *mut *mut c_void, ) -> Result<(), GLCoreError>; fn glHint(&self, target: GLenum, mode: GLenum) -> Result<(), GLCoreError>; fn glIsBuffer(&self, buffer: GLuint) -> Result<GLboolean, GLCoreError>; fn glIsEnabled(&self, cap: GLenum) -> Result<GLboolean, GLCoreError>; fn glIsFramebuffer( &self, framebuffer: GLuint, ) -> Result<GLboolean, GLCoreError>; fn glIsProgram(&self, program: GLuint) -> Result<GLboolean, GLCoreError>; fn glIsRenderbuffer( &self, renderbuffer: GLuint, ) -> Result<GLboolean, GLCoreError>; fn glIsShader(&self, shader: GLuint) -> Result<GLboolean, GLCoreError>; fn glIsTexture(&self, texture: GLuint) -> Result<GLboolean, GLCoreError>; fn glLineWidth(&self, width: GLfloat) -> Result<(), GLCoreError>; fn glLinkProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glPixelStorei( &self, pname: GLenum, param: GLint, ) -> Result<(), GLCoreError>; fn glPolygonOffset( &self, factor: GLfloat, units: GLfloat, ) -> Result<(), GLCoreError>; fn glReadPixels( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type_: GLenum, pixels: *mut c_void, ) -> Result<(), GLCoreError>; fn glReleaseShaderCompiler(&self) -> Result<(), GLCoreError>; fn glRenderbufferStorage( &self, target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>; fn glSampleCoverage( &self, value: GLfloat, invert: GLboolean, ) -> Result<(), GLCoreError>; fn glScissor( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>; fn glShaderBinary( &self, count: GLsizei, shaders: *const GLuint, binaryformat: GLenum, binary: *const c_void, length: GLsizei, ) -> Result<(), GLCoreError>; fn glShaderSource( &self, shader: GLuint, count: GLsizei, string_: *const *const GLchar, length: *const GLint, ) -> Result<(), GLCoreError>; fn glStencilFunc( &self, func: GLenum, ref_: GLint, mask: GLuint, ) -> Result<(), GLCoreError>; fn glStencilFuncSeparate( &self, face: GLenum, func: GLenum, ref_: GLint, mask: GLuint, ) -> Result<(), GLCoreError>; fn glStencilMask(&self, mask: GLuint) -> Result<(), GLCoreError>; fn glStencilMaskSeparate( &self, face: GLenum, mask: GLuint, ) -> Result<(), GLCoreError>; fn glStencilOp( &self, fail: GLenum, zfail: GLenum, zpass: GLenum, ) -> Result<(), GLCoreError>; fn glStencilOpSeparate( &self, face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum, ) -> Result<(), GLCoreError>; fn glTexImage2D( &self, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type_: GLenum, pixels: *const c_void, ) -> Result<(), GLCoreError>; fn glTexParameterf( &self, target: GLenum, pname: GLenum, param: GLfloat, ) -> Result<(), GLCoreError>; fn glTexParameterfv( &self, target: GLenum, pname: GLenum, params: *const GLfloat, ) -> Result<(), GLCoreError>; fn glTexParameteri( &self, target: GLenum, pname: GLenum, param: GLint, ) -> Result<(), GLCoreError>; fn glTexParameteriv( &self, target: GLenum, pname: GLenum, params: *const GLint, ) -> Result<(), GLCoreError>; fn glTexSubImage2D( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type_: GLenum, pixels: *const c_void, ) -> Result<(), GLCoreError>; fn glUniform1f( &self, location: GLint, v0: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform1fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform1i(&self, location: GLint, v0: GLint) -> Result<(), GLCoreError>; fn glUniform1iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>; fn glUniform2f( &self, location: GLint, v0: GLfloat, v1: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform2fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform2i( &self, location: GLint, v0: GLint, v1: GLint, ) -> Result<(), GLCoreError>; fn glUniform2iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>; fn glUniform3f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform3fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform3i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, ) -> Result<(), GLCoreError>; fn glUniform3iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>; fn glUniform4f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform4fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform4i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint, ) -> Result<(), GLCoreError>; fn glUniform4iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>; fn glUniformMatrix2fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniformMatrix3fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniformMatrix4fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUseProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glValidateProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glVertexAttrib1f( &self, index: GLuint, x: GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib1fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib2f( &self, index: GLuint, x: GLfloat, y: GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib2fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib3f( &self, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib3fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib4f( &self, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib4fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttribPointer( &self, index: GLuint, size: GLint, type_: GLenum, normalized: GLboolean, stride: GLsizei, pointer: *const c_void, ) -> Result<(), GLCoreError>; fn glViewport( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>;
}
Expand description

Functions from OpenGL ES version 2.0

Required Methods§

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fn glActiveTexture(&self, texture: GLenum) -> Result<(), GLCoreError>

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fn glAttachShader( &self, program: GLuint, shader: GLuint, ) -> Result<(), GLCoreError>

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fn glBindAttribLocation( &self, program: GLuint, index: GLuint, name: *const GLchar, ) -> Result<(), GLCoreError>

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fn glBindBuffer( &self, target: GLenum, buffer: GLuint, ) -> Result<(), GLCoreError>

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fn glBindFramebuffer( &self, target: GLenum, framebuffer: GLuint, ) -> Result<(), GLCoreError>

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fn glBindRenderbuffer( &self, target: GLenum, renderbuffer: GLuint, ) -> Result<(), GLCoreError>

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fn glBindTexture( &self, target: GLenum, texture: GLuint, ) -> Result<(), GLCoreError>

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fn glBlendColor( &self, red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat, ) -> Result<(), GLCoreError>

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fn glBlendEquation(&self, mode: GLenum) -> Result<(), GLCoreError>

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fn glBlendEquationSeparate( &self, modeRGB: GLenum, modeAlpha: GLenum, ) -> Result<(), GLCoreError>

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fn glBlendFunc( &self, sfactor: GLenum, dfactor: GLenum, ) -> Result<(), GLCoreError>

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fn glBlendFuncSeparate( &self, sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum, ) -> Result<(), GLCoreError>

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fn glBufferData( &self, target: GLenum, size: GLsizeiptr, data: *const c_void, usage: GLenum, ) -> Result<(), GLCoreError>

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fn glBufferSubData( &self, target: GLenum, offset: GLintptr, size: GLsizeiptr, data: *const c_void, ) -> Result<(), GLCoreError>

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fn glCheckFramebufferStatus( &self, target: GLenum, ) -> Result<GLenum, GLCoreError>

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fn glClear(&self, mask: GLbitfield) -> Result<(), GLCoreError>

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fn glClearColor( &self, red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat, ) -> Result<(), GLCoreError>

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fn glClearDepthf(&self, d: GLfloat) -> Result<(), GLCoreError>

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fn glClearStencil(&self, s: GLint) -> Result<(), GLCoreError>

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fn glColorMask( &self, red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean, ) -> Result<(), GLCoreError>

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fn glCompileShader(&self, shader: GLuint) -> Result<(), GLCoreError>

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fn glCompressedTexImage2D( &self, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: *const c_void, ) -> Result<(), GLCoreError>

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fn glCompressedTexSubImage2D( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: *const c_void, ) -> Result<(), GLCoreError>

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fn glCopyTexImage2D( &self, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint, ) -> Result<(), GLCoreError>

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fn glCopyTexSubImage2D( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>

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fn glCreateProgram(&self) -> Result<GLuint, GLCoreError>

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fn glCreateShader(&self, type_: GLenum) -> Result<GLuint, GLCoreError>

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fn glCullFace(&self, mode: GLenum) -> Result<(), GLCoreError>

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fn glDeleteBuffers( &self, n: GLsizei, buffers: *const GLuint, ) -> Result<(), GLCoreError>

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fn glDeleteFramebuffers( &self, n: GLsizei, framebuffers: *const GLuint, ) -> Result<(), GLCoreError>

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fn glDeleteProgram(&self, program: GLuint) -> Result<(), GLCoreError>

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fn glDeleteRenderbuffers( &self, n: GLsizei, renderbuffers: *const GLuint, ) -> Result<(), GLCoreError>

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fn glDeleteShader(&self, shader: GLuint) -> Result<(), GLCoreError>

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fn glDeleteTextures( &self, n: GLsizei, textures: *const GLuint, ) -> Result<(), GLCoreError>

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fn glDepthFunc(&self, func: GLenum) -> Result<(), GLCoreError>

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fn glDepthMask(&self, flag: GLboolean) -> Result<(), GLCoreError>

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fn glDepthRangef(&self, n: GLfloat, f: GLfloat) -> Result<(), GLCoreError>

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fn glDetachShader( &self, program: GLuint, shader: GLuint, ) -> Result<(), GLCoreError>

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fn glDisable(&self, cap: GLenum) -> Result<(), GLCoreError>

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fn glDisableVertexAttribArray(&self, index: GLuint) -> Result<(), GLCoreError>

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fn glDrawArrays( &self, mode: GLenum, first: GLint, count: GLsizei, ) -> Result<(), GLCoreError>

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fn glDrawElements( &self, mode: GLenum, count: GLsizei, type_: GLenum, indices: *const c_void, ) -> Result<(), GLCoreError>

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fn glEnable(&self, cap: GLenum) -> Result<(), GLCoreError>

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fn glEnableVertexAttribArray(&self, index: GLuint) -> Result<(), GLCoreError>

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fn glFinish(&self) -> Result<(), GLCoreError>

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fn glFlush(&self) -> Result<(), GLCoreError>

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fn glFramebufferRenderbuffer( &self, target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint, ) -> Result<(), GLCoreError>

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fn glFramebufferTexture2D( &self, target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, ) -> Result<(), GLCoreError>

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fn glFrontFace(&self, mode: GLenum) -> Result<(), GLCoreError>

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fn glGenBuffers( &self, n: GLsizei, buffers: *mut GLuint, ) -> Result<(), GLCoreError>

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fn glGenerateMipmap(&self, target: GLenum) -> Result<(), GLCoreError>

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fn glGenFramebuffers( &self, n: GLsizei, framebuffers: *mut GLuint, ) -> Result<(), GLCoreError>

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fn glGenRenderbuffers( &self, n: GLsizei, renderbuffers: *mut GLuint, ) -> Result<(), GLCoreError>

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fn glGenTextures( &self, n: GLsizei, textures: *mut GLuint, ) -> Result<(), GLCoreError>

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fn glGetActiveAttrib( &self, program: GLuint, index: GLuint, bufSize: GLsizei, length: *mut GLsizei, size: *mut GLint, type_: *mut GLenum, name: *mut GLchar, ) -> Result<(), GLCoreError>

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fn glGetActiveUniform( &self, program: GLuint, index: GLuint, bufSize: GLsizei, length: *mut GLsizei, size: *mut GLint, type_: *mut GLenum, name: *mut GLchar, ) -> Result<(), GLCoreError>

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fn glGetAttachedShaders( &self, program: GLuint, maxCount: GLsizei, count: *mut GLsizei, shaders: *mut GLuint, ) -> Result<(), GLCoreError>

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fn glGetAttribLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint, GLCoreError>

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fn glGetBooleanv( &self, pname: GLenum, data: *mut GLboolean, ) -> Result<(), GLCoreError>

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fn glGetBufferParameteriv( &self, target: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetError(&self) -> GLenum

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fn glGetFloatv( &self, pname: GLenum, data: *mut GLfloat, ) -> Result<(), GLCoreError>

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fn glGetFramebufferAttachmentParameteriv( &self, target: GLenum, attachment: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetIntegerv( &self, pname: GLenum, data: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetProgramiv( &self, program: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetProgramInfoLog( &self, program: GLuint, bufSize: GLsizei, length: *mut GLsizei, infoLog: *mut GLchar, ) -> Result<(), GLCoreError>

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fn glGetRenderbufferParameteriv( &self, target: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetShaderiv( &self, shader: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetShaderInfoLog( &self, shader: GLuint, bufSize: GLsizei, length: *mut GLsizei, infoLog: *mut GLchar, ) -> Result<(), GLCoreError>

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fn glGetShaderPrecisionFormat( &self, shadertype: GLenum, precisiontype: GLenum, range: *mut GLint, precision: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetShaderSource( &self, shader: GLuint, bufSize: GLsizei, length: *mut GLsizei, source: *mut GLchar, ) -> Result<(), GLCoreError>

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fn glGetString(&self, name: GLenum) -> Result<&'static str, GLCoreError>

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fn glGetTexParameterfv( &self, target: GLenum, pname: GLenum, params: *mut GLfloat, ) -> Result<(), GLCoreError>

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fn glGetTexParameteriv( &self, target: GLenum, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetUniformfv( &self, program: GLuint, location: GLint, params: *mut GLfloat, ) -> Result<(), GLCoreError>

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fn glGetUniformiv( &self, program: GLuint, location: GLint, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetUniformLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint, GLCoreError>

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fn glGetVertexAttribfv( &self, index: GLuint, pname: GLenum, params: *mut GLfloat, ) -> Result<(), GLCoreError>

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fn glGetVertexAttribiv( &self, index: GLuint, pname: GLenum, params: *mut GLint, ) -> Result<(), GLCoreError>

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fn glGetVertexAttribPointerv( &self, index: GLuint, pname: GLenum, pointer: *mut *mut c_void, ) -> Result<(), GLCoreError>

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fn glHint(&self, target: GLenum, mode: GLenum) -> Result<(), GLCoreError>

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fn glIsBuffer(&self, buffer: GLuint) -> Result<GLboolean, GLCoreError>

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fn glIsEnabled(&self, cap: GLenum) -> Result<GLboolean, GLCoreError>

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fn glIsFramebuffer(&self, framebuffer: GLuint) -> Result<GLboolean, GLCoreError>

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fn glIsProgram(&self, program: GLuint) -> Result<GLboolean, GLCoreError>

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fn glIsRenderbuffer( &self, renderbuffer: GLuint, ) -> Result<GLboolean, GLCoreError>

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fn glIsShader(&self, shader: GLuint) -> Result<GLboolean, GLCoreError>

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fn glIsTexture(&self, texture: GLuint) -> Result<GLboolean, GLCoreError>

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fn glLineWidth(&self, width: GLfloat) -> Result<(), GLCoreError>

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fn glLinkProgram(&self, program: GLuint) -> Result<(), GLCoreError>

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fn glPixelStorei(&self, pname: GLenum, param: GLint) -> Result<(), GLCoreError>

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fn glPolygonOffset( &self, factor: GLfloat, units: GLfloat, ) -> Result<(), GLCoreError>

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fn glReadPixels( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, type_: GLenum, pixels: *mut c_void, ) -> Result<(), GLCoreError>

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fn glReleaseShaderCompiler(&self) -> Result<(), GLCoreError>

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fn glRenderbufferStorage( &self, target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>

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fn glSampleCoverage( &self, value: GLfloat, invert: GLboolean, ) -> Result<(), GLCoreError>

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fn glScissor( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>

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fn glShaderBinary( &self, count: GLsizei, shaders: *const GLuint, binaryformat: GLenum, binary: *const c_void, length: GLsizei, ) -> Result<(), GLCoreError>

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fn glShaderSource( &self, shader: GLuint, count: GLsizei, string_: *const *const GLchar, length: *const GLint, ) -> Result<(), GLCoreError>

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fn glStencilFunc( &self, func: GLenum, ref_: GLint, mask: GLuint, ) -> Result<(), GLCoreError>

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fn glStencilFuncSeparate( &self, face: GLenum, func: GLenum, ref_: GLint, mask: GLuint, ) -> Result<(), GLCoreError>

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fn glStencilMask(&self, mask: GLuint) -> Result<(), GLCoreError>

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fn glStencilMaskSeparate( &self, face: GLenum, mask: GLuint, ) -> Result<(), GLCoreError>

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fn glStencilOp( &self, fail: GLenum, zfail: GLenum, zpass: GLenum, ) -> Result<(), GLCoreError>

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fn glStencilOpSeparate( &self, face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum, ) -> Result<(), GLCoreError>

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fn glTexImage2D( &self, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type_: GLenum, pixels: *const c_void, ) -> Result<(), GLCoreError>

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fn glTexParameterf( &self, target: GLenum, pname: GLenum, param: GLfloat, ) -> Result<(), GLCoreError>

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fn glTexParameterfv( &self, target: GLenum, pname: GLenum, params: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glTexParameteri( &self, target: GLenum, pname: GLenum, param: GLint, ) -> Result<(), GLCoreError>

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fn glTexParameteriv( &self, target: GLenum, pname: GLenum, params: *const GLint, ) -> Result<(), GLCoreError>

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fn glTexSubImage2D( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type_: GLenum, pixels: *const c_void, ) -> Result<(), GLCoreError>

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fn glUniform1f(&self, location: GLint, v0: GLfloat) -> Result<(), GLCoreError>

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fn glUniform1fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glUniform1i(&self, location: GLint, v0: GLint) -> Result<(), GLCoreError>

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fn glUniform1iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>

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fn glUniform2f( &self, location: GLint, v0: GLfloat, v1: GLfloat, ) -> Result<(), GLCoreError>

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fn glUniform2fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glUniform2i( &self, location: GLint, v0: GLint, v1: GLint, ) -> Result<(), GLCoreError>

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fn glUniform2iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>

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fn glUniform3f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, ) -> Result<(), GLCoreError>

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fn glUniform3fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glUniform3i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, ) -> Result<(), GLCoreError>

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fn glUniform3iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>

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fn glUniform4f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat, ) -> Result<(), GLCoreError>

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fn glUniform4fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glUniform4i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint, ) -> Result<(), GLCoreError>

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fn glUniform4iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>

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fn glUniformMatrix2fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glUniformMatrix3fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glUniformMatrix4fv( &self, location: GLint, count: GLsizei, transpose: GLboolean, value: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glUseProgram(&self, program: GLuint) -> Result<(), GLCoreError>

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fn glValidateProgram(&self, program: GLuint) -> Result<(), GLCoreError>

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fn glVertexAttrib1f(&self, index: GLuint, x: GLfloat) -> Result<(), GLCoreError>

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fn glVertexAttrib1fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glVertexAttrib2f( &self, index: GLuint, x: GLfloat, y: GLfloat, ) -> Result<(), GLCoreError>

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fn glVertexAttrib2fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glVertexAttrib3f( &self, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, ) -> Result<(), GLCoreError>

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fn glVertexAttrib3fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4f( &self, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>

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fn glVertexAttribPointer( &self, index: GLuint, size: GLint, type_: GLenum, normalized: GLboolean, stride: GLsizei, pointer: *const c_void, ) -> Result<(), GLCoreError>

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fn glViewport( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, ) -> Result<(), GLCoreError>

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