GL_2_0

Trait GL_2_0 

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pub trait GL_2_0 {
Show 95 methods // Required methods fn glGetError(&self) -> GLenum; fn glBlendEquationSeparate( &self, modeRGB: GLenum, modeAlpha: GLenum, ) -> Result<(), GLCoreError>; fn glDrawBuffers( &self, n: GLsizei, bufs: *const GLenum, ) -> Result<(), GLCoreError>; fn glStencilOpSeparate( &self, face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum, ) -> Result<(), GLCoreError>; fn glStencilFuncSeparate( &self, face: GLenum, func: GLenum, ref_: GLint, mask: GLuint, ) -> Result<(), GLCoreError>; fn glStencilMaskSeparate( &self, face: GLenum, mask: GLuint, ) -> Result<(), GLCoreError>; fn glAttachShader( &self, program: GLuint, shader: GLuint, ) -> Result<(), GLCoreError>; fn glBindAttribLocation( &self, program: GLuint, index: GLuint, name: *const GLchar, ) -> Result<(), GLCoreError>; fn glCompileShader(&self, shader: GLuint) -> Result<(), GLCoreError>; fn glCreateProgram(&self) -> Result<GLuint, GLCoreError>; fn glCreateShader(&self, type_: GLenum) -> Result<GLuint, GLCoreError>; fn glDeleteProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glDeleteShader(&self, shader: GLuint) -> Result<(), GLCoreError>; fn glDetachShader( &self, program: GLuint, shader: GLuint, ) -> Result<(), GLCoreError>; fn glDisableVertexAttribArray( &self, index: GLuint, ) -> Result<(), GLCoreError>; fn glEnableVertexAttribArray( &self, index: 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 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 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 glGetShaderSource( &self, shader: GLuint, bufSize: GLsizei, length: *mut GLsizei, source: *mut GLchar, ) -> Result<(), GLCoreError>; fn glGetUniformLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint, 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 glGetVertexAttribdv( &self, index: GLuint, pname: GLenum, params: *mut GLdouble, ) -> Result<(), 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 glIsProgram(&self, program: GLuint) -> Result<GLboolean, GLCoreError>; fn glIsShader(&self, shader: GLuint) -> Result<GLboolean, GLCoreError>; fn glLinkProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glShaderSource( &self, shader: GLuint, count: GLsizei, string_: *const *const GLchar, length: *const GLint, ) -> Result<(), GLCoreError>; fn glUseProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glUniform1f( &self, location: GLint, v0: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform2f( &self, location: GLint, v0: GLfloat, v1: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform3f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform4f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat, ) -> Result<(), GLCoreError>; fn glUniform1i(&self, location: GLint, v0: GLint) -> Result<(), GLCoreError>; fn glUniform2i( &self, location: GLint, v0: GLint, v1: GLint, ) -> Result<(), GLCoreError>; fn glUniform3i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, ) -> Result<(), GLCoreError>; fn glUniform4i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint, ) -> Result<(), GLCoreError>; fn glUniform1fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform2fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform3fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform4fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>; fn glUniform1iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>; fn glUniform2iv( &self, location: GLint, count: GLsizei, value: *const GLint, ) -> Result<(), GLCoreError>; fn glUniform3iv( &self, location: GLint, count: GLsizei, value: *const 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 glValidateProgram(&self, program: GLuint) -> Result<(), GLCoreError>; fn glVertexAttrib1d( &self, index: GLuint, x: GLdouble, ) -> Result<(), GLCoreError>; fn glVertexAttrib1dv( &self, index: GLuint, v: *const GLdouble, ) -> Result<(), GLCoreError>; fn glVertexAttrib1f( &self, index: GLuint, x: GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib1fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib1s( &self, index: GLuint, x: GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib1sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib2d( &self, index: GLuint, x: GLdouble, y: GLdouble, ) -> Result<(), GLCoreError>; fn glVertexAttrib2dv( &self, index: GLuint, v: *const GLdouble, ) -> Result<(), GLCoreError>; fn glVertexAttrib2f( &self, index: GLuint, x: GLfloat, y: GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib2fv( &self, index: GLuint, v: *const GLfloat, ) -> Result<(), GLCoreError>; fn glVertexAttrib2s( &self, index: GLuint, x: GLshort, y: GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib2sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib3d( &self, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, ) -> Result<(), GLCoreError>; fn glVertexAttrib3dv( &self, index: GLuint, v: *const GLdouble, ) -> 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 glVertexAttrib3s( &self, index: GLuint, x: GLshort, y: GLshort, z: GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib3sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib4Nbv( &self, index: GLuint, v: *const GLbyte, ) -> Result<(), GLCoreError>; fn glVertexAttrib4Niv( &self, index: GLuint, v: *const GLint, ) -> Result<(), GLCoreError>; fn glVertexAttrib4Nsv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib4Nub( &self, index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte, ) -> Result<(), GLCoreError>; fn glVertexAttrib4Nubv( &self, index: GLuint, v: *const GLubyte, ) -> Result<(), GLCoreError>; fn glVertexAttrib4Nuiv( &self, index: GLuint, v: *const GLuint, ) -> Result<(), GLCoreError>; fn glVertexAttrib4Nusv( &self, index: GLuint, v: *const GLushort, ) -> Result<(), GLCoreError>; fn glVertexAttrib4bv( &self, index: GLuint, v: *const GLbyte, ) -> Result<(), GLCoreError>; fn glVertexAttrib4d( &self, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble, ) -> Result<(), GLCoreError>; fn glVertexAttrib4dv( &self, index: GLuint, v: *const GLdouble, ) -> 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 glVertexAttrib4iv( &self, index: GLuint, v: *const GLint, ) -> Result<(), GLCoreError>; fn glVertexAttrib4s( &self, index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib4sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>; fn glVertexAttrib4ubv( &self, index: GLuint, v: *const GLubyte, ) -> Result<(), GLCoreError>; fn glVertexAttrib4uiv( &self, index: GLuint, v: *const GLuint, ) -> Result<(), GLCoreError>; fn glVertexAttrib4usv( &self, index: GLuint, v: *const GLushort, ) -> Result<(), GLCoreError>; fn glVertexAttribPointer( &self, index: GLuint, size: GLint, type_: GLenum, normalized: GLboolean, stride: GLsizei, pointer: *const c_void, ) -> Result<(), GLCoreError>; fn get_shading_language_version(&self) -> &'static str;
}
Expand description

Functions from OpenGL version 2.0

Required Methods§

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fn glGetError(&self) -> GLenum

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

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fn glDrawBuffers( &self, n: GLsizei, bufs: *const 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 glStencilFuncSeparate( &self, face: GLenum, func: GLenum, ref_: GLint, mask: GLuint, ) -> Result<(), GLCoreError>

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

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

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

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

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

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fn glGetUniformLocation( &self, program: GLuint, name: *const GLchar, ) -> Result<GLint, 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 glGetVertexAttribdv( &self, index: GLuint, pname: GLenum, params: *mut GLdouble, ) -> Result<(), 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 glIsProgram(&self, program: GLuint) -> Result<GLboolean, GLCoreError>

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

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

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

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

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fn glUniform3f( &self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, ) -> 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 glUniform1i(&self, location: GLint, v0: GLint) -> Result<(), GLCoreError>

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

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fn glUniform3i( &self, location: GLint, v0: GLint, v1: GLint, v2: GLint, ) -> 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 glUniform1fv( &self, location: GLint, count: GLsizei, value: *const GLfloat, ) -> Result<(), GLCoreError>

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

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

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

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

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

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

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fn glVertexAttrib1d( &self, index: GLuint, x: GLdouble, ) -> Result<(), GLCoreError>

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fn glVertexAttrib1dv( &self, index: GLuint, v: *const GLdouble, ) -> 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 glVertexAttrib1s(&self, index: GLuint, x: GLshort) -> Result<(), GLCoreError>

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fn glVertexAttrib1sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib2d( &self, index: GLuint, x: GLdouble, y: GLdouble, ) -> Result<(), GLCoreError>

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fn glVertexAttrib2dv( &self, index: GLuint, v: *const GLdouble, ) -> 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 glVertexAttrib2s( &self, index: GLuint, x: GLshort, y: GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib2sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib3d( &self, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, ) -> Result<(), GLCoreError>

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fn glVertexAttrib3dv( &self, index: GLuint, v: *const GLdouble, ) -> 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 glVertexAttrib3s( &self, index: GLuint, x: GLshort, y: GLshort, z: GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib3sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4Nbv( &self, index: GLuint, v: *const GLbyte, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4Niv( &self, index: GLuint, v: *const GLint, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4Nsv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4Nub( &self, index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4Nubv( &self, index: GLuint, v: *const GLubyte, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4Nuiv( &self, index: GLuint, v: *const GLuint, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4Nusv( &self, index: GLuint, v: *const GLushort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4bv( &self, index: GLuint, v: *const GLbyte, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4d( &self, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4dv( &self, index: GLuint, v: *const GLdouble, ) -> 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 glVertexAttrib4iv( &self, index: GLuint, v: *const GLint, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4s( &self, index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4sv( &self, index: GLuint, v: *const GLshort, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4ubv( &self, index: GLuint, v: *const GLubyte, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4uiv( &self, index: GLuint, v: *const GLuint, ) -> Result<(), GLCoreError>

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fn glVertexAttrib4usv( &self, index: GLuint, v: *const GLushort, ) -> 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 get_shading_language_version(&self) -> &'static str

Implementors§