GL Class

Definition

Provides access to OpenGL ES 2.0 methods.

public sealed class GL : OpenTK.Graphics.GraphicsBindingsBase
type GL = class
    inherit GraphicsBindingsBase
Inheritance

Remarks

This class contains all OpenGL enums and functions defined in the 3.1 specification. The official .spec files can be found at: https://opengl.org/registry/.

A valid OpenGL context must be created before calling any OpenGL function.

Use the ES.Load and ES.LoadAll methods to prepare function entry points prior to use. To maintain cross-platform compatibility, this must be done for both core and extension functions. The GameWindow and the GLControl class will take care of this automatically.

You can use the ES.SupportsExtension method to check whether any given category of extension functions exists in the current OpenGL context. Keep in mind that different OpenGL contexts may support different extensions, and under different entry points. Always check if all required extensions are still supported when changing visuals or pixel formats.

You may retrieve the entry point for an OpenGL function using the ES.GetDelegate method.

See OpenGL.org/Registry

Constructors

GL()

Fields

Library

Properties

SyncRoot (Inherited from BindingsBase)

Methods

ActiveTexture(All)
ActiveTexture(TextureUnit)
AttachShader(Int32, Int32)
AttachShader(UInt32, UInt32)
BindAttribLocation(Int32, Int32, String)
BindAttribLocation(UInt32, UInt32, String)
BindBuffer(All, Int32)
BindBuffer(All, UInt32)
BindBuffer(BufferTarget, Int32)
BindBuffer(BufferTarget, UInt32)
BindFramebuffer(All, Int32)
BindFramebuffer(All, UInt32)
BindFramebuffer(FramebufferTarget, Int32)
BindFramebuffer(FramebufferTarget, UInt32)
BindRenderbuffer(All, Int32)
BindRenderbuffer(All, UInt32)
BindRenderbuffer(RenderbufferTarget, Int32)
BindRenderbuffer(RenderbufferTarget, UInt32)
BindTexture(All, Int32)
BindTexture(All, UInt32)
BindTexture(TextureTarget, Int32)
BindTexture(TextureTarget, UInt32)
BlendColor(Color)
BlendColor(Color4)
BlendColor(Single, Single, Single, Single)
BlendEquation(All)
BlendEquation(BlendEquationMode)
BlendEquationSeparate(All, All)
BlendEquationSeparate(BlendEquationMode, BlendEquationMode)
BlendFunc(All, All)
BlendFunc(BlendingFactorSrc, BlendingFactorDest)
BlendFuncSeparate(All, All, All, All)
BlendFuncSeparate(BlendingFactorSrc, BlendingFactorDest, BlendingFactorSrc, BlendingFactorDest)
BufferData(All, IntPtr, IntPtr, All)
BufferData(BufferTarget, IntPtr, IntPtr, BufferUsage)
BufferData<T2>(All, IntPtr, T2, All)
BufferData<T2>(All, IntPtr, T2[,,], All)
BufferData<T2>(All, IntPtr, T2[,], All)
BufferData<T2>(All, IntPtr, T2[], All)
BufferData<T2>(BufferTarget, IntPtr, T2, BufferUsage)
BufferData<T2>(BufferTarget, IntPtr, T2[,,], BufferUsage)
BufferData<T2>(BufferTarget, IntPtr, T2[,], BufferUsage)
BufferData<T2>(BufferTarget, IntPtr, T2[], BufferUsage)
BufferSubData(All, IntPtr, IntPtr, IntPtr)
BufferSubData(BufferTarget, IntPtr, IntPtr, IntPtr)
BufferSubData<T3>(All, IntPtr, IntPtr, T3)
BufferSubData<T3>(All, IntPtr, IntPtr, T3[,,])
BufferSubData<T3>(All, IntPtr, IntPtr, T3[,])
BufferSubData<T3>(All, IntPtr, IntPtr, T3[])
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3)
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3[,,])
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3[,])
BufferSubData<T3>(BufferTarget, IntPtr, IntPtr, T3[])
CheckFramebufferStatus(All)
CheckFramebufferStatus(FramebufferTarget)
Clear(ClearBufferMask)
Clear(Int32)
Clear(UInt32)
ClearColor(Color)
ClearColor(Color4)
ClearColor(Single, Single, Single, Single)
ClearDepth(Single)
ClearStencil(Int32)
ColorMask(Boolean, Boolean, Boolean, Boolean)
CompileShader(Int32)
CompileShader(UInt32)
CompressedTexImage2D(All, Int32, All, Int32, Int32, Int32, Int32, IntPtr)
CompressedTexImage2D(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, IntPtr)
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7)
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7[,,])
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7[,])
CompressedTexImage2D<T7>(All, Int32, All, Int32, Int32, Int32, Int32, T7[])
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7)
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7[,,])
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7[,])
CompressedTexImage2D<T7>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, T7[])
CompressedTexSubImage2D(All, Int32, Int32, Int32, Int32, Int32, All, Int32, IntPtr)
CompressedTexSubImage2D(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, IntPtr)
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8)
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8[,,])
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8[,])
CompressedTexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, Int32, T8[])
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8)
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8[,,])
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8[,])
CompressedTexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, Int32, T8[])
CopyTexImage2D(All, Int32, All, Int32, Int32, Int32, Int32, Int32)
CopyTexImage2D(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, Int32, Int32)
CopyTexSubImage2D(All, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
CopyTexSubImage2D(TextureTarget, Int32, Int32, Int32, Int32, Int32, Int32, Int32)
CreateProgram()
CreateShader(All)
CreateShader(ShaderType)
CullFace(All)
CullFace(CullFaceMode)
DeleteBuffers(Int32, Int32)
DeleteBuffers(Int32, Int32[])
DeleteBuffers(Int32, Int32*)
DeleteBuffers(Int32, UInt32)
DeleteBuffers(Int32, UInt32[])
DeleteBuffers(Int32, UInt32*)
DeleteFramebuffers(Int32, Int32)
DeleteFramebuffers(Int32, Int32[])
DeleteFramebuffers(Int32, Int32*)
DeleteFramebuffers(Int32, UInt32)
DeleteFramebuffers(Int32, UInt32[])
DeleteFramebuffers(Int32, UInt32*)
DeleteProgram(Int32)
DeleteProgram(UInt32)
DeleteRenderbuffers(Int32, Int32)
DeleteRenderbuffers(Int32, Int32[])
DeleteRenderbuffers(Int32, Int32*)
DeleteRenderbuffers(Int32, UInt32)
DeleteRenderbuffers(Int32, UInt32[])
DeleteRenderbuffers(Int32, UInt32*)
DeleteShader(Int32)
DeleteShader(UInt32)
DeleteTexture(Int32)
DeleteTexture(UInt32)
DeleteTextures(Int32, Int32)
DeleteTextures(Int32, Int32[])
DeleteTextures(Int32, Int32*)
DeleteTextures(Int32, UInt32)
DeleteTextures(Int32, UInt32[])
DeleteTextures(Int32, UInt32*)
DepthFunc(All)
DepthFunc(DepthFunction)
DepthMask(Boolean)
DepthRange(Single, Single)
DetachShader(Int32, Int32)
DetachShader(UInt32, UInt32)
Disable(All)
Disable(EnableCap)
DisableVertexAttribArray(Int32)
DisableVertexAttribArray(UInt32)
DrawArrays(All, Int32, Int32)
DrawArrays(BeginMode, Int32, Int32)
DrawElements(All, Int32, All, IntPtr)
DrawElements(BeginMode, Int32, DrawElementsType, Int32)
DrawElements(BeginMode, Int32, DrawElementsType, IntPtr)
DrawElements<T3>(All, Int32, All, T3)
DrawElements<T3>(All, Int32, All, T3[,,])
DrawElements<T3>(All, Int32, All, T3[,])
DrawElements<T3>(All, Int32, All, T3[])
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3)
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3[,,])
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3[,])
DrawElements<T3>(BeginMode, Int32, DrawElementsType, T3[])
Enable(All)
Enable(EnableCap)
EnableVertexAttribArray(Int32)
EnableVertexAttribArray(UInt32)
Finish()
Flush()
FramebufferRenderbuffer(All, All, All, Int32)
FramebufferRenderbuffer(All, All, All, UInt32)
FramebufferRenderbuffer(FramebufferTarget, FramebufferSlot, RenderbufferTarget, Int32)
FramebufferRenderbuffer(FramebufferTarget, FramebufferSlot, RenderbufferTarget, UInt32)
FramebufferTexture2D(All, All, All, Int32, Int32)
FramebufferTexture2D(All, All, All, UInt32, Int32)
FramebufferTexture2D(FramebufferTarget, FramebufferSlot, TextureTarget, Int32, Int32)
FramebufferTexture2D(FramebufferTarget, FramebufferSlot, TextureTarget, UInt32, Int32)
FrontFace(All)
FrontFace(FrontFaceDirection)
GenBuffers(Int32, Int32)
GenBuffers(Int32, Int32[])
GenBuffers(Int32, Int32*)
GenBuffers(Int32, UInt32)
GenBuffers(Int32, UInt32[])
GenBuffers(Int32, UInt32*)
GenerateMipmap(All)
GenerateMipmap(TextureTarget)
GenFramebuffers(Int32, Int32)
GenFramebuffers(Int32, Int32[])
GenFramebuffers(Int32, Int32*)
GenFramebuffers(Int32, UInt32)
GenFramebuffers(Int32, UInt32[])
GenFramebuffers(Int32, UInt32*)
GenRenderbuffers(Int32, Int32)
GenRenderbuffers(Int32, Int32[])
GenRenderbuffers(Int32, Int32*)
GenRenderbuffers(Int32, UInt32)
GenRenderbuffers(Int32, UInt32[])
GenRenderbuffers(Int32, UInt32*)
GenTexture()
GenTextures(Int32, Int32)
GenTextures(Int32, Int32[])
GenTextures(Int32, Int32*)
GenTextures(Int32, UInt32)
GenTextures(Int32, UInt32[])
GenTextures(Int32, UInt32*)
GetActiveAttrib(Int32, Int32, Int32, ActiveAttribType)
GetActiveAttrib(Int32, Int32, Int32, Int32, Int32, ActiveAttribType, StringBuilder)
GetActiveAttrib(Int32, Int32, Int32, Int32, Int32, All, String)
GetActiveAttrib(Int32, Int32, Int32, Int32[], Int32[], ActiveAttribType[], StringBuilder)
GetActiveAttrib(Int32, Int32, Int32, Int32[], Int32[], All[], String)
GetActiveAttrib(Int32, Int32, Int32, Int32*, Int32*, ActiveAttribType*, StringBuilder)
GetActiveAttrib(Int32, Int32, Int32, Int32*, Int32*, All*, String)
GetActiveAttrib(UInt32, UInt32, Int32, Int32, Int32, ActiveAttribType, StringBuilder)
GetActiveAttrib(UInt32, UInt32, Int32, Int32, Int32, All, String)
GetActiveAttrib(UInt32, UInt32, Int32, Int32[], Int32[], ActiveAttribType[], StringBuilder)
GetActiveAttrib(UInt32, UInt32, Int32, Int32[], Int32[], All[], String)
GetActiveAttrib(UInt32, UInt32, Int32, Int32*, Int32*, ActiveAttribType*, StringBuilder)
GetActiveAttrib(UInt32, UInt32, Int32, Int32*, Int32*, All*, String)
GetActiveUniform(Int32, Int32, Int32, ActiveUniformType)
GetActiveUniform(Int32, Int32, Int32, Int32, Int32, ActiveUniformType, StringBuilder)
GetActiveUniform(Int32, Int32, Int32, Int32, Int32, All, String)
GetActiveUniform(Int32, Int32, Int32, Int32[], Int32[], ActiveUniformType[], StringBuilder)
GetActiveUniform(Int32, Int32, Int32, Int32[], Int32[], All[], String)
GetActiveUniform(Int32, Int32, Int32, Int32*, Int32*, ActiveUniformType*, StringBuilder)
GetActiveUniform(Int32, Int32, Int32, Int32*, Int32*, All*, String)
GetActiveUniform(UInt32, UInt32, Int32, Int32, Int32, ActiveUniformType, StringBuilder)
GetActiveUniform(UInt32, UInt32, Int32, Int32, Int32, All, String)
GetActiveUniform(UInt32, UInt32, Int32, Int32[], Int32[], ActiveUniformType[], StringBuilder)
GetActiveUniform(UInt32, UInt32, Int32, Int32[], Int32[], All[], String)
GetActiveUniform(UInt32, UInt32, Int32, Int32*, Int32*, ActiveUniformType*, StringBuilder)
GetActiveUniform(UInt32, UInt32, Int32, Int32*, Int32*, All*, String)
GetAttachedShaders(Int32, Int32, Int32, Int32)
GetAttachedShaders(Int32, Int32, Int32[], Int32[])
GetAttachedShaders(Int32, Int32, Int32*, Int32*)
GetAttachedShaders(UInt32, Int32, Int32, UInt32)
GetAttachedShaders(UInt32, Int32, Int32[], UInt32[])
GetAttachedShaders(UInt32, Int32, Int32*, UInt32*)
GetAttribLocation(Int32, String)
GetAttribLocation(UInt32, String)
GetBoolean(All, Boolean)
GetBoolean(All, Boolean[])
GetBoolean(All, Boolean*)
GetBoolean(GetPName, Boolean)
GetBoolean(GetPName, Boolean[])
GetBoolean(GetPName, Boolean*)
GetBufferParameter(All, All, Int32)
GetBufferParameter(All, All, Int32[])
GetBufferParameter(All, All, Int32*)
GetBufferParameter(BufferTarget, BufferParameterName, Int32)
GetBufferParameter(BufferTarget, BufferParameterName, Int32[])
GetBufferParameter(BufferTarget, BufferParameterName, Int32*)
GetError()
GetErrorCode()
GetFloat(All, Single)
GetFloat(All, Single[])
GetFloat(All, Single*)
GetFloat(GetPName, Matrix4)
GetFloat(GetPName, Single)
GetFloat(GetPName, Single[])
GetFloat(GetPName, Single*)
GetFloat(GetPName, Vector2)
GetFloat(GetPName, Vector3)
GetFloat(GetPName, Vector4)
GetFramebufferAttachmentParameter(All, All, All, Int32)
GetFramebufferAttachmentParameter(All, All, All, Int32[])
GetFramebufferAttachmentParameter(All, All, All, Int32*)
GetFramebufferAttachmentParameter(FramebufferTarget, FramebufferSlot, FramebufferParameterName, Int32)
GetFramebufferAttachmentParameter(FramebufferTarget, FramebufferSlot, FramebufferParameterName, Int32[])
GetFramebufferAttachmentParameter(FramebufferTarget, FramebufferSlot, FramebufferParameterName, Int32*)
GetInteger(All, Int32)
GetInteger(All, Int32[])
GetInteger(All, Int32*)
GetInteger(GetPName, Int32)
GetInteger(GetPName, Int32[])
GetInteger(GetPName, Int32*)
GetProgram(Int32, All, Int32)
GetProgram(Int32, All, Int32[])
GetProgram(Int32, All, Int32*)
GetProgram(Int32, ProgramParameter, Int32)
GetProgram(Int32, ProgramParameter, Int32[])
GetProgram(Int32, ProgramParameter, Int32*)
GetProgram(UInt32, All, Int32)
GetProgram(UInt32, All, Int32[])
GetProgram(UInt32, All, Int32*)
GetProgram(UInt32, ProgramParameter, Int32)
GetProgram(UInt32, ProgramParameter, Int32[])
GetProgram(UInt32, ProgramParameter, Int32*)
GetProgramInfoLog(Int32, Int32, Int32, StringBuilder)
GetProgramInfoLog(Int32, Int32, Int32[], StringBuilder)
GetProgramInfoLog(Int32, Int32, Int32*, StringBuilder)
GetProgramInfoLog(Int32, String)
GetProgramInfoLog(Int32)
GetProgramInfoLog(UInt32, Int32, Int32, StringBuilder)
GetProgramInfoLog(UInt32, Int32, Int32[], StringBuilder)
GetProgramInfoLog(UInt32, Int32, Int32*, StringBuilder)
GetRenderbufferParameter(All, All, Int32)
GetRenderbufferParameter(All, All, Int32[])
GetRenderbufferParameter(All, All, Int32*)
GetRenderbufferParameter(RenderbufferTarget, RenderbufferParameterName, Int32)
GetRenderbufferParameter(RenderbufferTarget, RenderbufferParameterName, Int32[])
GetRenderbufferParameter(RenderbufferTarget, RenderbufferParameterName, Int32*)
GetShader(Int32, All, Int32)
GetShader(Int32, All, Int32[])
GetShader(Int32, All, Int32*)
GetShader(Int32, ShaderParameter, Int32)
GetShader(Int32, ShaderParameter, Int32[])
GetShader(Int32, ShaderParameter, Int32*)
GetShader(UInt32, All, Int32)
GetShader(UInt32, All, Int32[])
GetShader(UInt32, All, Int32*)
GetShader(UInt32, ShaderParameter, Int32)
GetShader(UInt32, ShaderParameter, Int32[])
GetShader(UInt32, ShaderParameter, Int32*)
GetShaderInfoLog(Int32, Int32, Int32, StringBuilder)
GetShaderInfoLog(Int32, Int32, Int32[], StringBuilder)
GetShaderInfoLog(Int32, Int32, Int32*, StringBuilder)
GetShaderInfoLog(Int32, String)
GetShaderInfoLog(Int32)
GetShaderInfoLog(UInt32, Int32, Int32, StringBuilder)
GetShaderInfoLog(UInt32, Int32, Int32[], StringBuilder)
GetShaderInfoLog(UInt32, Int32, Int32*, StringBuilder)
GetShaderPrecisionFormat(All, All, Int32, Int32)
GetShaderPrecisionFormat(All, All, Int32[], Int32[])
GetShaderPrecisionFormat(All, All, Int32*, Int32*)
GetShaderPrecisionFormat(ShaderType, ShaderPrecision, Int32, Int32)
GetShaderPrecisionFormat(ShaderType, ShaderPrecision, Int32[], Int32[])
GetShaderPrecisionFormat(ShaderType, ShaderPrecision, Int32*, Int32*)
GetShaderSource(Int32, Int32, Int32, StringBuilder)
GetShaderSource(Int32, Int32, Int32[], StringBuilder)
GetShaderSource(Int32, Int32, Int32*, StringBuilder)
GetShaderSource(UInt32, Int32, Int32, StringBuilder)
GetShaderSource(UInt32, Int32, Int32[], StringBuilder)
GetShaderSource(UInt32, Int32, Int32*, StringBuilder)
GetString(All)
GetString(StringName)
GetTexParameter(All, All, Int32)
GetTexParameter(All, All, Int32[])
GetTexParameter(All, All, Int32*)
GetTexParameter(All, All, Single)
GetTexParameter(All, All, Single[])
GetTexParameter(All, All, Single*)
GetTexParameter(TextureTarget, GetTextureParameter, Int32)
GetTexParameter(TextureTarget, GetTextureParameter, Int32[])
GetTexParameter(TextureTarget, GetTextureParameter, Int32*)
GetTexParameter(TextureTarget, GetTextureParameter, Single)
GetTexParameter(TextureTarget, GetTextureParameter, Single[])
GetTexParameter(TextureTarget, GetTextureParameter, Single*)
GetUniform(Int32, Int32, Int32)
GetUniform(Int32, Int32, Int32[])
GetUniform(Int32, Int32, Int32*)
GetUniform(Int32, Int32, Single)
GetUniform(Int32, Int32, Single[])
GetUniform(Int32, Int32, Single*)
GetUniform(UInt32, Int32, Int32)
GetUniform(UInt32, Int32, Int32[])
GetUniform(UInt32, Int32, Int32*)
GetUniform(UInt32, Int32, Single)
GetUniform(UInt32, Int32, Single[])
GetUniform(UInt32, Int32, Single*)
GetUniformLocation(Int32, String)
GetUniformLocation(UInt32, String)
GetVertexAttrib(Int32, All, Int32)
GetVertexAttrib(Int32, All, Int32[])
GetVertexAttrib(Int32, All, Int32*)
GetVertexAttrib(Int32, All, Single)
GetVertexAttrib(Int32, All, Single[])
GetVertexAttrib(Int32, All, Single*)
GetVertexAttrib(Int32, VertexAttribParameter, Int32)
GetVertexAttrib(Int32, VertexAttribParameter, Int32[])
GetVertexAttrib(Int32, VertexAttribParameter, Int32*)
GetVertexAttrib(Int32, VertexAttribParameter, Single)
GetVertexAttrib(Int32, VertexAttribParameter, Single[])
GetVertexAttrib(Int32, VertexAttribParameter, Single*)
GetVertexAttrib(UInt32, All, Int32)
GetVertexAttrib(UInt32, All, Int32[])
GetVertexAttrib(UInt32, All, Int32*)
GetVertexAttrib(UInt32, All, Single)
GetVertexAttrib(UInt32, All, Single[])
GetVertexAttrib(UInt32, All, Single*)
GetVertexAttrib(UInt32, VertexAttribParameter, Int32)
GetVertexAttrib(UInt32, VertexAttribParameter, Int32[])
GetVertexAttrib(UInt32, VertexAttribParameter, Int32*)
GetVertexAttrib(UInt32, VertexAttribParameter, Single)
GetVertexAttrib(UInt32, VertexAttribParameter, Single[])
GetVertexAttrib(UInt32, VertexAttribParameter, Single*)
GetVertexAttribPointer(Int32, All, IntPtr)
GetVertexAttribPointer(Int32, VertexAttribPointerParameter, IntPtr)
GetVertexAttribPointer(UInt32, All, IntPtr)
GetVertexAttribPointer(UInt32, VertexAttribPointerParameter, IntPtr)
GetVertexAttribPointer<T2>(Int32, All, T2)
GetVertexAttribPointer<T2>(Int32, All, T2[,,])
GetVertexAttribPointer<T2>(Int32, All, T2[,])
GetVertexAttribPointer<T2>(Int32, All, T2[])
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2)
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2[,,])
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2[,])
GetVertexAttribPointer<T2>(Int32, VertexAttribPointerParameter, T2[])
GetVertexAttribPointer<T2>(UInt32, All, T2)
GetVertexAttribPointer<T2>(UInt32, All, T2[,,])
GetVertexAttribPointer<T2>(UInt32, All, T2[,])
GetVertexAttribPointer<T2>(UInt32, All, T2[])
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2)
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2[,,])
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2[,])
GetVertexAttribPointer<T2>(UInt32, VertexAttribPointerParameter, T2[])
Hint(All, All)
Hint(HintTarget, HintMode)
IsBuffer(Int32)
IsBuffer(UInt32)
IsEnabled(All)
IsEnabled(EnableCap)
IsFramebuffer(Int32)
IsFramebuffer(UInt32)
IsProgram(Int32)
IsProgram(UInt32)
IsRenderbuffer(Int32)
IsRenderbuffer(UInt32)
IsShader(Int32)
IsShader(UInt32)
IsTexture(Int32)
IsTexture(UInt32)
LineWidth(Single)
LinkProgram(Int32)
LinkProgram(UInt32)
PixelStore(All, Int32)
PixelStore(PixelStoreParameter, Int32)
PolygonOffset(Single, Single)
ReadPixels(Int32, Int32, Int32, Int32, All, All, IntPtr)
ReadPixels(Int32, Int32, Int32, Int32, PixelFormat, PixelType, IntPtr)
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6)
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6[,,])
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6[,])
ReadPixels<T6>(Int32, Int32, Int32, Int32, All, All, T6[])
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6)
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6[,,])
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6[,])
ReadPixels<T6>(Int32, Int32, Int32, Int32, PixelFormat, PixelType, T6[])
ReleaseShaderCompiler()
RenderbufferStorage(All, All, Int32, Int32)
RenderbufferStorage(RenderbufferTarget, RenderbufferInternalFormat, Int32, Int32)
SampleCoverage(Single, Boolean)
Scissor(Int32, Int32, Int32, Int32)
ShaderBinary(Int32, Int32, All, IntPtr, Int32)
ShaderBinary(Int32, Int32, ShaderBinaryFormat, IntPtr, Int32)
ShaderBinary(Int32, Int32[], All, IntPtr, Int32)
ShaderBinary(Int32, Int32[], ShaderBinaryFormat, IntPtr, Int32)
ShaderBinary(Int32, Int32*, All, IntPtr, Int32)
ShaderBinary(Int32, Int32*, ShaderBinaryFormat, IntPtr, Int32)
ShaderBinary(Int32, UInt32, All, IntPtr, Int32)
ShaderBinary(Int32, UInt32, ShaderBinaryFormat, IntPtr, Int32)
ShaderBinary(Int32, UInt32[], All, IntPtr, Int32)
ShaderBinary(Int32, UInt32[], ShaderBinaryFormat, IntPtr, Int32)
ShaderBinary(Int32, UInt32*, All, IntPtr, Int32)
ShaderBinary(Int32, UInt32*, ShaderBinaryFormat, IntPtr, Int32)
ShaderBinary<T3>(Int32, Int32, All, T3, Int32)
ShaderBinary<T3>(Int32, Int32, All, T3[,,], Int32)
ShaderBinary<T3>(Int32, Int32, All, T3[,], Int32)
ShaderBinary<T3>(Int32, Int32, All, T3[], Int32)
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3, Int32)
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3[,,], Int32)
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3[,], Int32)
ShaderBinary<T3>(Int32, Int32, ShaderBinaryFormat, T3[], Int32)
ShaderBinary<T3>(Int32, Int32[], All, T3, Int32)
ShaderBinary<T3>(Int32, Int32[], All, T3[,,], Int32)
ShaderBinary<T3>(Int32, Int32[], All, T3[,], Int32)
ShaderBinary<T3>(Int32, Int32[], All, T3[], Int32)
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3, Int32)
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3[,,], Int32)
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3[,], Int32)
ShaderBinary<T3>(Int32, Int32[], ShaderBinaryFormat, T3[], Int32)
ShaderBinary<T3>(Int32, Int32*, All, T3, Int32)
ShaderBinary<T3>(Int32, Int32*, All, T3[,,], Int32)
ShaderBinary<T3>(Int32, Int32*, All, T3[,], Int32)
ShaderBinary<T3>(Int32, Int32*, All, T3[], Int32)
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3, Int32)
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3[,,], Int32)
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3[,], Int32)
ShaderBinary<T3>(Int32, Int32*, ShaderBinaryFormat, T3[], Int32)
ShaderBinary<T3>(Int32, UInt32, All, T3, Int32)
ShaderBinary<T3>(Int32, UInt32, All, T3[,,], Int32)
ShaderBinary<T3>(Int32, UInt32, All, T3[,], Int32)
ShaderBinary<T3>(Int32, UInt32, All, T3[], Int32)
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3, Int32)
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3[,,], Int32)
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3[,], Int32)
ShaderBinary<T3>(Int32, UInt32, ShaderBinaryFormat, T3[], Int32)
ShaderBinary<T3>(Int32, UInt32[], All, T3, Int32)
ShaderBinary<T3>(Int32, UInt32[], All, T3[,,], Int32)
ShaderBinary<T3>(Int32, UInt32[], All, T3[,], Int32)
ShaderBinary<T3>(Int32, UInt32[], All, T3[], Int32)
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3, Int32)
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3[,,], Int32)
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3[,], Int32)
ShaderBinary<T3>(Int32, UInt32[], ShaderBinaryFormat, T3[], Int32)
ShaderBinary<T3>(Int32, UInt32*, All, T3, Int32)
ShaderBinary<T3>(Int32, UInt32*, All, T3[,,], Int32)
ShaderBinary<T3>(Int32, UInt32*, All, T3[,], Int32)
ShaderBinary<T3>(Int32, UInt32*, All, T3[], Int32)
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3, Int32)
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3[,,], Int32)
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3[,], Int32)
ShaderBinary<T3>(Int32, UInt32*, ShaderBinaryFormat, T3[], Int32)
ShaderSource(Int32, Int32, String[], Int32)
ShaderSource(Int32, Int32, String[], Int32[])
ShaderSource(Int32, Int32, String[], Int32*)
ShaderSource(Int32, String)
ShaderSource(UInt32, Int32, String[], Int32)
ShaderSource(UInt32, Int32, String[], Int32[])
ShaderSource(UInt32, Int32, String[], Int32*)
StencilFunc(All, Int32, Int32)
StencilFunc(All, Int32, UInt32)
StencilFunc(StencilFunction, Int32, Int32)
StencilFunc(StencilFunction, Int32, UInt32)
StencilFuncSeparate(All, All, Int32, Int32)
StencilFuncSeparate(All, All, Int32, UInt32)
StencilFuncSeparate(CullFaceMode, StencilFunction, Int32, Int32)
StencilFuncSeparate(CullFaceMode, StencilFunction, Int32, UInt32)
StencilMask(Int32)
StencilMask(UInt32)
StencilMaskSeparate(All, Int32)
StencilMaskSeparate(All, UInt32)
StencilMaskSeparate(CullFaceMode, Int32)
StencilMaskSeparate(CullFaceMode, UInt32)
StencilOp(All, All, All)
StencilOp(StencilOp, StencilOp, StencilOp)
StencilOpSeparate(All, All, All, All)
StencilOpSeparate(CullFaceMode, StencilOp, StencilOp, StencilOp)
TexImage2D(All, Int32, Int32, Int32, Int32, Int32, All, All, IntPtr)
TexImage2D(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, IntPtr)
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8)
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,,])
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,])
TexImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[])
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8)
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8[,,])
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8[,])
TexImage2D<T8>(TextureTarget, Int32, PixelInternalFormat, Int32, Int32, Int32, PixelFormat, PixelType, T8[])
TexParameter(All, All, Int32)
TexParameter(All, All, Int32[])
TexParameter(All, All, Int32*)
TexParameter(All, All, Single)
TexParameter(All, All, Single[])
TexParameter(All, All, Single*)
TexParameter(TextureTarget, TextureParameterName, Int32)
TexParameter(TextureTarget, TextureParameterName, Int32[])
TexParameter(TextureTarget, TextureParameterName, Int32*)
TexParameter(TextureTarget, TextureParameterName, Single)
TexParameter(TextureTarget, TextureParameterName, Single[])
TexParameter(TextureTarget, TextureParameterName, Single*)
TexSubImage2D(All, Int32, Int32, Int32, Int32, Int32, All, All, IntPtr)
TexSubImage2D(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, IntPtr)
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8)
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,,])
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[,])
TexSubImage2D<T8>(All, Int32, Int32, Int32, Int32, Int32, All, All, T8[])
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8)
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8[,,])
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8[,])
TexSubImage2D<T8>(TextureTarget, Int32, Int32, Int32, Int32, Int32, PixelFormat, PixelType, T8[])
Uniform1(Int32, Int32, Int32)
Uniform1(Int32, Int32, Int32[])
Uniform1(Int32, Int32, Int32*)
Uniform1(Int32, Int32, Single)
Uniform1(Int32, Int32, Single[])
Uniform1(Int32, Int32, Single*)
Uniform1(Int32, Int32)
Uniform1(Int32, Single)
Uniform2(Int32, Int32, Int32)
Uniform2(Int32, Int32, Int32[])
Uniform2(Int32, Int32, Int32*)
Uniform2(Int32, Int32, Single)
Uniform2(Int32, Int32, Single[])
Uniform2(Int32, Int32, Single*)
Uniform2(Int32, Single, Single)
Uniform2(Int32, Vector2)
Uniform2(Int32, Vector2)
Uniform3(Int32, Int32, Int32, Int32)
Uniform3(Int32, Int32, Int32)
Uniform3(Int32, Int32, Int32[])
Uniform3(Int32, Int32, Int32*)
Uniform3(Int32, Int32, Single)
Uniform3(Int32, Int32, Single[])
Uniform3(Int32, Int32, Single*)
Uniform3(Int32, Single, Single, Single)
Uniform3(Int32, Vector3)
Uniform3(Int32, Vector3)
Uniform4(Int32, Color4)
Uniform4(Int32, Int32, Int32, Int32, Int32)
Uniform4(Int32, Int32, Int32)
Uniform4(Int32, Int32, Int32[])
Uniform4(Int32, Int32, Int32*)
Uniform4(Int32, Int32, Single)
Uniform4(Int32, Int32, Single[])
Uniform4(Int32, Int32, Single*)
Uniform4(Int32, Quaternion)
Uniform4(Int32, Single, Single, Single, Single)
Uniform4(Int32, Vector4)
Uniform4(Int32, Vector4)
UniformMatrix2(Int32, Boolean, Matrix2)
UniformMatrix2(Int32, Int32, Boolean, Single)
UniformMatrix2(Int32, Int32, Boolean, Single[])
UniformMatrix2(Int32, Int32, Boolean, Single*)
UniformMatrix3(Int32, Boolean, Matrix3)
UniformMatrix3(Int32, Int32, Boolean, Single)
UniformMatrix3(Int32, Int32, Boolean, Single[])
UniformMatrix3(Int32, Int32, Boolean, Single*)
UniformMatrix4(Int32, Boolean, Matrix4)
UniformMatrix4(Int32, Int32, Boolean, Single)
UniformMatrix4(Int32, Int32, Boolean, Single[])
UniformMatrix4(Int32, Int32, Boolean, Single*)
UseProgram(Int32)
UseProgram(UInt32)
ValidateProgram(Int32)
ValidateProgram(UInt32)
VertexAttrib1(Int32, Single)
VertexAttrib1(Int32, Single[])
VertexAttrib1(Int32, Single*)
VertexAttrib1(UInt32, Single)
VertexAttrib1(UInt32, Single[])
VertexAttrib1(UInt32, Single*)
VertexAttrib2(Int32, Single, Single)
VertexAttrib2(Int32, Single)
VertexAttrib2(Int32, Single[])
VertexAttrib2(Int32, Single*)
VertexAttrib2(Int32, Vector2)
VertexAttrib2(Int32, Vector2)
VertexAttrib2(UInt32, Single, Single)
VertexAttrib2(UInt32, Single)
VertexAttrib2(UInt32, Single[])
VertexAttrib2(UInt32, Single*)
VertexAttrib3(Int32, Single, Single, Single)
VertexAttrib3(Int32, Single)
VertexAttrib3(Int32, Single[])
VertexAttrib3(Int32, Single*)
VertexAttrib3(Int32, Vector3)
VertexAttrib3(Int32, Vector3)
VertexAttrib3(UInt32, Single, Single, Single)
VertexAttrib3(UInt32, Single)
VertexAttrib3(UInt32, Single[])
VertexAttrib3(UInt32, Single*)
VertexAttrib4(Int32, Single, Single, Single, Single)
VertexAttrib4(Int32, Single)
VertexAttrib4(Int32, Single[])
VertexAttrib4(Int32, Single*)
VertexAttrib4(Int32, Vector4)
VertexAttrib4(Int32, Vector4)
VertexAttrib4(UInt32, Single, Single, Single, Single)
VertexAttrib4(UInt32, Single)
VertexAttrib4(UInt32, Single[])
VertexAttrib4(UInt32, Single*)
VertexAttribPointer(Int32, Int32, All, Boolean, Int32, IntPtr)
VertexAttribPointer(Int32, Int32, VertexAttribPointerType, Boolean, Int32, Int32)
VertexAttribPointer(Int32, Int32, VertexAttribPointerType, Boolean, Int32, IntPtr)
VertexAttribPointer(UInt32, Int32, All, Boolean, Int32, IntPtr)
VertexAttribPointer(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, Int32)
VertexAttribPointer(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, IntPtr)
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5)
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5[,,])
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5[,])
VertexAttribPointer<T5>(Int32, Int32, All, Boolean, Int32, T5[])
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5)
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,,])
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,])
VertexAttribPointer<T5>(Int32, Int32, VertexAttribPointerType, Boolean, Int32, T5[])
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5)
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5[,,])
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5[,])
VertexAttribPointer<T5>(UInt32, Int32, All, Boolean, Int32, T5[])
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5)
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,,])
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5[,])
VertexAttribPointer<T5>(UInt32, Int32, VertexAttribPointerType, Boolean, Int32, T5[])
Viewport(Int32, Int32, Int32, Int32)
Viewport(Point, Size)
Viewport(Rectangle)
Viewport(Size)

Applies to

See also

  • <xref:OpenTK.Graphics.ES20.ES.SupportsExtension(System.String)>
  • <xref:OpenTK.Graphics.ES20.ES.GetDelegate(System.String)>
  • <xref:OpenTK.Graphics.ES20.ES.LoadAll>
  • <xref:OpenTK.Graphics.ES20.ES.Load(System.String)>