public static void glUniform2d(int location, double x, double y) { GetDelegateFor <glUniform2dDelegate>()(location, x, y); }
public static void glBeginQuery(uint target, uint id) { GetDelegateFor <glBeginQueryDelegate>()(target, id); }
public static void glGetQueryiv(uint target, uint pname, int[] @params) { GetDelegateFor <glGetQueryivDelegate>()(target, pname, @params); }
public static void glBeginQueryIndexed(uint target, uint index, uint id) { GetDelegateFor <glBeginQueryIndexedDelegate>()(target, index, id); }
public static void glDeleteQueries(int n, uint[] ids) { GetDelegateFor <glDeleteQueriesDelegate>()(n, ids); }
public static bool glIsTransformFeedback(uint id) { return((bool)GetDelegateFor <glIsTransformFeedbackDelegate>()(id)); }
public static void glDrawTransformFeedback(uint mode, uint id) { GetDelegateFor <glDrawTransformFeedbackDelegate>()(mode, id); }
public static int glGetSubroutineUniformLocation(uint program, uint shadertype, char[] name) { return((int)GetDelegateFor <glGetSubroutineUniformLocationDelegate>()(program, shadertype, name)); }
public static uint glGetSubroutineIndex(uint program, uint shadertype, char[] name) { return((uint)GetDelegateFor <glGetSubroutineIndexDelegate>()(program, shadertype, name)); }
public static void glUniformMatrix4x3dv(int location, int count, bool transpose, double[] value) { GetDelegateFor <glUniformMatrix4x3dvDelegate>()(location, count, transpose, value); }
public static void glGetUniformdv(uint program, int location, double[] @params) { GetDelegateFor <glGetUniformdvDelegate>()(program, location, @params); }
public static void glUniform4dv(int location, int count, double[] value) { GetDelegateFor <glUniform4dvDelegate>()(location, count, value); }
public static void glUniform4d(int location, double x, double y, double z, double w) { GetDelegateFor <glUniform4dDelegate>()(location, x, y, z, w); }
public static void glUniform3d(int location, double x, double y, double z) { GetDelegateFor <glUniform3dDelegate>()(location, x, y, z); }
public static void glBindTransformFeedback(uint target, uint id) { GetDelegateFor <glBindTransformFeedbackDelegate>()(target, id); }
public static void glGetActiveSubroutineUniformiv(uint program, uint shadertype, uint index, uint pname, int[] values) { GetDelegateFor <glGetActiveSubroutineUniformivDelegate>()(program, shadertype, index, pname, values); }
public static void glGenTransformFeedbacks(int n, uint[] ids) { GetDelegateFor <glGenTransformFeedbacksDelegate>()(n, ids); }
public static void glGetActiveSubroutineName(uint program, uint shadertype, uint index, int bufsize, int[] length, char[] name) { GetDelegateFor <glGetActiveSubroutineNameDelegate>()(program, shadertype, index, bufsize, length, name); }
public static void glResumeTransformFeedback() { GetDelegateFor <glResumeTransformFeedbackDelegate>()(); }
public static void glUniformSubroutinesuiv(uint shadertype, int count, uint[] indices) { GetDelegateFor <glUniformSubroutinesuivDelegate>()(shadertype, count, indices); }
public static void glDrawTransformFeedbackStream(uint mode, uint id, uint stream) { GetDelegateFor <glDrawTransformFeedbackStreamDelegate>()(mode, id, stream); }
public static void glGetUniformSubroutineuiv(uint shadertype, int location, uint[] @params) { GetDelegateFor <glGetUniformSubroutineuivDelegate>()(shadertype, location, @params); }
public static void glEndQueryIndexed(uint target, uint index) { GetDelegateFor <glEndQueryIndexedDelegate>()(target, index); }
public static void glGetProgramStageiv(uint program, uint shadertype, uint pname, int[] values) { GetDelegateFor <glGetProgramStageivDelegate>()(program, shadertype, pname, values); }
public static bool glIsQuery(uint id) { return((bool)GetDelegateFor <glIsQueryDelegate>()(id)); }
public static void glPatchParameteri(uint pname, int value) { GetDelegateFor <glPatchParameteriDelegate>()(pname, value); }
public static void glEndQuery(uint target) { GetDelegateFor <glEndQueryDelegate>()(target); }
public static void glPatchParameterfv(uint pname, float[] values) { GetDelegateFor <glPatchParameterfvDelegate>()(pname, values); }
public static void glGetQueryObjectuiv(uint id, uint pname, uint[] @params) { GetDelegateFor <glGetQueryObjectuivDelegate>()(id, pname, @params); }
public static void glUniform1d(int location, double x) { GetDelegateFor <glUniform1dDelegate>()(location, x); }