List of All Members for QOpenGLExtraFunctions | Qt GUI | Qt 6.11.1
Description: The QOpenGLExtraFunctions class provides cross-platform access to the OpenGL ES 3.0, 3.1 and 3.2 API.

- Qt 6.11
- Qt GUI
- C++ Classes
- QOpenGLExtraFunctions
- Qt 6.11.1 Reference Documentation

# List of All Members for QOpenGLExtraFunctions

This is the complete list of members for QOpenGLExtraFunctions, including inherited members.

enum OpenGLFeature flags OpenGLFeatures QOpenGLExtraFunctions() QOpenGLExtraFunctions(QOpenGLContext *) glActiveShaderProgram(GLuint, GLuint) glActiveTexture(GLenum) glAttachShader(GLuint, GLuint) glBeginQuery(GLenum, GLuint) glBeginTransformFeedback(GLenum) glBindAttribLocation(GLuint, GLuint, const char *) glBindBuffer(GLenum, GLuint) glBindBufferBase(GLenum, GLuint, GLuint) glBindBufferRange(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr) glBindFramebuffer(GLenum, GLuint) glBindImageTexture(GLuint, GLuint, GLint, GLboolean, GLint, GLenum, GLenum) glBindProgramPipeline(GLuint) glBindRenderbuffer(GLenum, GLuint) glBindSampler(GLuint, GLuint) glBindTexture(GLenum, GLuint) glBindTransformFeedback(GLenum, GLuint) glBindVertexArray(GLuint) glBindVertexBuffer(GLuint, GLuint, GLintptr, GLsizei) glBlendBarrier() glBlendColor(GLclampf, GLclampf, GLclampf, GLclampf) glBlendEquation(GLenum) glBlendEquationSeparate(GLenum, GLenum) glBlendEquationSeparatei(GLuint, GLenum, GLenum) glBlendEquationi(GLuint, GLenum) glBlendFunc(GLenum, GLenum) glBlendFuncSeparate(GLenum, GLenum, GLenum, GLenum) glBlendFuncSeparatei(GLuint, GLenum, GLenum, GLenum, GLenum) glBlendFunci(GLuint, GLenum, GLenum) glBlitFramebuffer(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum) glBufferData(GLenum, qopengl_GLsizeiptr, const void *, GLenum) glBufferSubData(GLenum, qopengl_GLintptr, qopengl_GLsizeiptr, const void *) glCheckFramebufferStatus(GLenum) : GLenum glClear(GLbitfield) glClearBufferfi(GLenum, GLint, GLfloat, GLint) glClearBufferfv(GLenum, GLint, const GLfloat *) glClearBufferiv(GLenum, GLint, const GLint *) glClearBufferuiv(GLenum, GLint, const GLuint *) glClearColor(GLclampf, GLclampf, GLclampf, GLclampf) glClearDepthf(GLclampf) glClearStencil(GLint) glClientWaitSync(GLsync, GLbitfield, GLuint64) : GLenum glColorMask(GLboolean, GLboolean, GLboolean, GLboolean) glColorMaski(GLuint, GLboolean, GLboolean, GLboolean, GLboolean) glCompileShader(GLuint) glCompressedTexImage2D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void *) glCompressedTexImage3D(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const void *) glCompressedTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void *) glCompressedTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const void *) glCopyBufferSubData(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr) glCopyImageSubData(GLuint, GLenum, GLint, GLint, GLint, GLint, GLuint, GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei) glCopyTexImage2D(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint) glCopyTexSubImage2D(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) glCopyTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) glCreateProgram() : GLuint glCreateShader(GLenum) : GLuint glCreateShaderProgramv(GLenum, GLsizei, const GLchar *const *) : GLuint glCullFace(GLenum) glDebugMessageCallback(GLDEBUGPROC, const void *) glDebugMessageControl(GLenum, GLenum, GLenum, GLsizei, const GLuint *, GLboolean) glDebugMessageInsert(GLenum, GLenum, GLuint, GLenum, GLsizei, const GLchar *) glDeleteBuffers(GLsizei, const GLuint *) glDeleteFramebuffers(GLsizei, const GLuint *) glDeleteProgram(GLuint) glDeleteProgramPipelines(GLsizei, const GLuint *) glDeleteQueries(GLsizei, const GLuint *) glDeleteRenderbuffers(GLsizei, const GLuint *) glDeleteSamplers(GLsizei, const GLuint *) glDeleteShader(GLuint) glDeleteSync(GLsync) glDeleteTextures(GLsizei, const GLuint *) glDeleteTransformFeedbacks(GLsizei, const GLuint *) glDeleteVertexArrays(GLsizei, const GLuint *) glDepthFunc(GLenum) glDepthMask(GLboolean) glDepthRangef(GLclampf, GLclampf) glDetachShader(GLuint, GLuint) glDisable(GLenum) glDisableVertexAttribArray(GLuint) glDisablei(GLenum, GLuint) glDispatchCompute(GLuint, GLuint, GLuint) glDispatchComputeIndirect(GLintptr) glDrawArrays(GLenum, GLint, GLsizei) glDrawArraysIndirect(GLenum, const void *) glDrawArraysInstanced(GLenum, GLint, GLsizei, GLsizei) glDrawBuffers(GLsizei, const GLenum *) glDrawElements(GLenum, GLsizei, GLenum, const GLvoid *) glDrawElementsBaseVertex(GLenum, GLsizei, GLenum, const void *, GLint) glDrawElementsIndirect(GLenum, GLenum, const void *) glDrawElementsInstanced(GLenum, GLsizei, GLenum, const void *, GLsizei) glDrawElementsInstancedBaseVertex(GLenum, GLsizei, GLenum, const void *, GLsizei, GLint) glDrawRangeElements(GLenum, GLuint, GLuint, GLsizei, GLenum, const void *) glDrawRangeElementsBaseVertex(GLenum, GLuint, GLuint, GLsizei, GLenum, const void *, GLint) glEnable(GLenum) glEnableVertexAttribArray(GLuint) glEnablei(GLenum, GLuint) glEndQuery(GLenum) glEndTransformFeedback() glFenceSync(GLenum, GLbitfield) : GLsync glFinish() glFlush() glFlushMappedBufferRange(GLenum, GLintptr, GLsizeiptr) glFramebufferParameteri(GLenum, GLenum, GLint) glFramebufferRenderbuffer(GLenum, GLenum, GLenum, GLuint) glFramebufferTexture(GLenum, GLenum, GLuint, GLint) glFramebufferTexture2D(GLenum, GLenum, GLenum, GLuint, GLint) glFramebufferTextureLayer(GLenum, GLenum, GLuint, GLint, GLint) glFrontFace(GLenum) glGenBuffers(GLsizei, GLuint *) glGenFramebuffers(GLsizei, GLuint *) glGenProgramPipelines(GLsizei, GLuint *) glGenQueries(GLsizei, GLuint *) glGenRenderbuffers(GLsizei, GLuint *) glGenSamplers(GLsizei, GLuint *) glGenTextures(GLsizei, GLuint *) glGenTransformFeedbacks(GLsizei, GLuint *) glGenVertexArrays(GLsizei, GLuint *) glGenerateMipmap(GLenum) glGetActiveAttrib(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, char *) glGetActiveUniform(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, char *) glGetActiveUniformBlockName(GLuint, GLuint, GLsizei, GLsizei *, GLchar *) glGetActiveUniformBlockiv(GLuint, GLuint, GLenum, GLint *) glGetActiveUniformsiv(GLuint, GLsizei, const GLuint *, GLenum, GLint *) glGetAttachedShaders(GLuint, GLsizei, GLsizei *, GLuint *) glGetAttribLocation(GLuint, const char *) : GLint glGetBooleani_v(GLenum, GLuint, GLboolean *) glGetBooleanv(GLenum, GLboolean *) glGetBufferParameteri64v(GLenum, GLenum, GLint64 *) glGetBufferParameteriv(GLenum, GLenum, GLint *) glGetBufferPointerv(GLenum, GLenum, void **) glGetDebugMessageLog(GLuint, GLsizei, GLenum *, GLenum *, GLuint *, GLenum *, GLsizei *, GLchar *) : GLuint glGetError() : GLenum glGetFloatv(GLenum, GLfloat *) glGetFragDataLocation(GLuint, const GLchar *) : GLint glGetFramebufferAttachmentParameteriv(GLenum, GLenum, GLenum, GLint *) glGetFramebufferParameteriv(GLenum, GLenum, GLint *) glGetGraphicsResetStatus() : GLenum glGetInteger64i_v(GLenum, GLuint, GLint64 *) glGetInteger64v(GLenum, GLint64 *) glGetIntegeri_v(GLenum, GLuint, GLint *) glGetIntegerv(GLenum, GLint *) glGetInternalformativ(GLenum, GLenum, GLenum, GLsizei, GLint *) glGetMultisamplefv(GLenum, GLuint, GLfloat *) glGetObjectLabel(GLenum, GLuint, GLsizei, GLsizei *, GLchar *) glGetObjectPtrLabel(const void *, GLsizei, GLsizei *, GLchar *) glGetPointerv(GLenum, void **) glGetProgramBinary(GLuint, GLsizei, GLsizei *, GLenum *, void *) glGetProgramInfoLog(GLuint, GLsizei, GLsizei *, char *) glGetProgramInterfaceiv(GLuint, GLenum, GLenum, GLint *) glGetProgramPipelineInfoLog(GLuint, GLsizei, GLsizei *, GLchar *) glGetProgramPipelineiv(GLuint, GLenum, GLint *) glGetProgramResourceIndex(GLuint, GLenum, const GLchar *) : GLuint glGetProgramResourceLocation(GLuint, GLenum, const GLchar *) : GLint glGetProgramResourceName(GLuint, GLenum, GLuint, GLsizei, GLsizei *, GLchar *) glGetProgramResourceiv(GLuint, GLenum, GLuint, GLsizei, const GLenum *, GLsizei, GLsizei *, GLint *) glGetProgramiv(GLuint, GLenum, GLint *) glGetQueryObjectuiv(GLuint, GLenum, GLuint *) glGetQueryiv(GLenum, GLenum, GLint *) glGetRenderbufferParameteriv(GLenum, GLenum, GLint *) glGetSamplerParameterIiv(GLuint, GLenum, GLint *) glGetSamplerParameterIuiv(GLuint, GLenum, GLuint *) glGetSamplerParameterfv(GLuint, GLenum, GLfloat *) glGetSamplerParameteriv(GLuint, GLenum, GLint *) glGetShaderInfoLog(GLuint, GLsizei, GLsizei *, char *) glGetShaderPrecisionFormat(GLenum, GLenum, GLint *, GLint *) glGetShaderSource(GLuint, GLsizei, GLsizei *, char *) glGetShaderiv(GLuint, GLenum, GLint *) glGetString(GLenum) : const GLubyte * glGetStringi(GLenum, GLuint) : const GLubyte * glGetSynciv(GLsync, GLenum, GLsizei, GLsizei *, GLint *) glGetTexLevelParameterfv(GLenum, GLint, GLenum, GLfloat *) glGetTexLevelParameteriv(GLenum, GLint, GLenum, GLint *) glGetTexParameterIiv(GLenum, GLenum, GLint *) glGetTexParameterIuiv(GLenum, GLenum, GLuint *) glGetTexParameterfv(GLenum, GLenum, GLfloat *) glGetTexParameteriv(GLenum, GLenum, GLint *) glGetTransformFeedbackVarying(GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *) glGetUniformBlockIndex(GLuint, const GLchar *) : GLuint glGetUniformIndices(GLuint, GLsizei, const GLchar *const *, GLuint *) glGetUniformLocation(GLuint, const char *) : GLint | glGetUniformfv(GLuint, GLint, GLfloat *) glGetUniformiv(GLuint, GLint, GLint *) glGetUniformuiv(GLuint, GLint, GLuint *) glGetVertexAttribIiv(GLuint, GLenum, GLint *) glGetVertexAttribIuiv(GLuint, GLenum, GLuint *) glGetVertexAttribPointerv(GLuint, GLenum, void **) glGetVertexAttribfv(GLuint, GLenum, GLfloat *) glGetVertexAttribiv(GLuint, GLenum, GLint *) glGetnUniformfv(GLuint, GLint, GLsizei, GLfloat *) glGetnUniformiv(GLuint, GLint, GLsizei, GLint *) glGetnUniformuiv(GLuint, GLint, GLsizei, GLuint *) glHint(GLenum, GLenum) glInvalidateFramebuffer(GLenum, GLsizei, const GLenum *) glInvalidateSubFramebuffer(GLenum, GLsizei, const GLenum *, GLint, GLint, GLsizei, GLsizei) glIsBuffer(GLuint) : GLboolean glIsEnabled(GLenum) : GLboolean glIsEnabledi(GLenum, GLuint) : GLboolean glIsFramebuffer(GLuint) : GLboolean glIsProgram(GLuint) : GLboolean glIsProgramPipeline(GLuint) : GLboolean glIsQuery(GLuint) : GLboolean glIsRenderbuffer(GLuint) : GLboolean glIsSampler(GLuint) : GLboolean glIsShader(GLuint) : GLboolean glIsSync(GLsync) : GLboolean glIsTexture(GLuint) : GLboolean glIsTransformFeedback(GLuint) : GLboolean glIsVertexArray(GLuint) : GLboolean glLineWidth(GLfloat) glLinkProgram(GLuint) glMapBufferRange(GLenum, GLintptr, GLsizeiptr, GLbitfield) : void * glMemoryBarrier(GLbitfield) glMemoryBarrierByRegion(GLbitfield) glMinSampleShading(GLfloat) glObjectLabel(GLenum, GLuint, GLsizei, const GLchar *) glObjectPtrLabel(const void *, GLsizei, const GLchar *) glPatchParameteri(GLenum, GLint) glPauseTransformFeedback() glPixelStorei(GLenum, GLint) glPolygonOffset(GLfloat, GLfloat) glPopDebugGroup() glPrimitiveBoundingBox(GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat) glProgramBinary(GLuint, GLenum, const void *, GLsizei) glProgramParameteri(GLuint, GLenum, GLint) glProgramUniform1f(GLuint, GLint, GLfloat) glProgramUniform1fv(GLuint, GLint, GLsizei, const GLfloat *) glProgramUniform1i(GLuint, GLint, GLint) glProgramUniform1iv(GLuint, GLint, GLsizei, const GLint *) glProgramUniform1ui(GLuint, GLint, GLuint) glProgramUniform1uiv(GLuint, GLint, GLsizei, const GLuint *) glProgramUniform2f(GLuint, GLint, GLfloat, GLfloat) glProgramUniform2fv(GLuint, GLint, GLsizei, const GLfloat *) glProgramUniform2i(GLuint, GLint, GLint, GLint) glProgramUniform2iv(GLuint, GLint, GLsizei, const GLint *) glProgramUniform2ui(GLuint, GLint, GLuint, GLuint) glProgramUniform2uiv(GLuint, GLint, GLsizei, const GLuint *) glProgramUniform3f(GLuint, GLint, GLfloat, GLfloat, GLfloat) glProgramUniform3fv(GLuint, GLint, GLsizei, const GLfloat *) glProgramUniform3i(GLuint, GLint, GLint, GLint, GLint) glProgramUniform3iv(GLuint, GLint, GLsizei, const GLint *) glProgramUniform3ui(GLuint, GLint, GLuint, GLuint, GLuint) glProgramUniform3uiv(GLuint, GLint, GLsizei, const GLuint *) glProgramUniform4f(GLuint, GLint, GLfloat, GLfloat, GLfloat, GLfloat) glProgramUniform4fv(GLuint, GLint, GLsizei, const GLfloat *) glProgramUniform4i(GLuint, GLint, GLint, GLint, GLint, GLint) glProgramUniform4iv(GLuint, GLint, GLsizei, const GLint *) glProgramUniform4ui(GLuint, GLint, GLuint, GLuint, GLuint, GLuint) glProgramUniform4uiv(GLuint, GLint, GLsizei, const GLuint *) glProgramUniformMatrix2fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix2x3fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix2x4fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix3fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix3x2fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix3x4fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix4fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix4x2fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glProgramUniformMatrix4x3fv(GLuint, GLint, GLsizei, GLboolean, const GLfloat *) glPushDebugGroup(GLenum, GLuint, GLsizei, const GLchar *) glReadBuffer(GLenum) glReadPixels(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *) glReadnPixels(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLsizei, void *) glReleaseShaderCompiler() glRenderbufferStorage(GLenum, GLenum, GLsizei, GLsizei) glRenderbufferStorageMultisample(GLenum, GLsizei, GLenum, GLsizei, GLsizei) glResumeTransformFeedback() glSampleCoverage(GLclampf, GLboolean) glSampleMaski(GLuint, GLbitfield) glSamplerParameterIiv(GLuint, GLenum, const GLint *) glSamplerParameterIuiv(GLuint, GLenum, const GLuint *) glSamplerParameterf(GLuint, GLenum, GLfloat) glSamplerParameterfv(GLuint, GLenum, const GLfloat *) glSamplerParameteri(GLuint, GLenum, GLint) glSamplerParameteriv(GLuint, GLenum, const GLint *) glScissor(GLint, GLint, GLsizei, GLsizei) glShaderBinary(GLint, const GLuint *, GLenum, const void *, GLint) glShaderSource(GLuint, GLsizei, const char **, const GLint *) glStencilFunc(GLenum, GLint, GLuint) glStencilFuncSeparate(GLenum, GLenum, GLint, GLuint) glStencilMask(GLuint) glStencilMaskSeparate(GLenum, GLuint) glStencilOp(GLenum, GLenum, GLenum) glStencilOpSeparate(GLenum, GLenum, GLenum, GLenum) glTexBuffer(GLenum, GLenum, GLuint) glTexBufferRange(GLenum, GLenum, GLuint, GLintptr, GLsizeiptr) glTexImage2D(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *) glTexImage3D(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *) glTexParameterIiv(GLenum, GLenum, const GLint *) glTexParameterIuiv(GLenum, GLenum, const GLuint *) glTexParameterf(GLenum, GLenum, GLfloat) glTexParameterfv(GLenum, GLenum, const GLfloat *) glTexParameteri(GLenum, GLenum, GLint) glTexParameteriv(GLenum, GLenum, const GLint *) glTexStorage2D(GLenum, GLsizei, GLenum, GLsizei, GLsizei) glTexStorage2DMultisample(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLboolean) glTexStorage3D(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei) glTexStorage3DMultisample(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei, GLboolean) glTexSubImage2D(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *) glTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const void *) glTransformFeedbackVaryings(GLuint, GLsizei, const GLchar *const *, GLenum) glUniform1f(GLint, GLfloat) glUniform1fv(GLint, GLsizei, const GLfloat *) glUniform1i(GLint, GLint) glUniform1iv(GLint, GLsizei, const GLint *) glUniform1ui(GLint, GLuint) glUniform1uiv(GLint, GLsizei, const GLuint *) glUniform2f(GLint, GLfloat, GLfloat) glUniform2fv(GLint, GLsizei, const GLfloat *) glUniform2i(GLint, GLint, GLint) glUniform2iv(GLint, GLsizei, const GLint *) glUniform2ui(GLint, GLuint, GLuint) glUniform2uiv(GLint, GLsizei, const GLuint *) glUniform3f(GLint, GLfloat, GLfloat, GLfloat) glUniform3fv(GLint, GLsizei, const GLfloat *) glUniform3i(GLint, GLint, GLint, GLint) glUniform3iv(GLint, GLsizei, const GLint *) glUniform3ui(GLint, GLuint, GLuint, GLuint) glUniform3uiv(GLint, GLsizei, const GLuint *) glUniform4f(GLint, GLfloat, GLfloat, GLfloat, GLfloat) glUniform4fv(GLint, GLsizei, const GLfloat *) glUniform4i(GLint, GLint, GLint, GLint, GLint) glUniform4iv(GLint, GLsizei, const GLint *) glUniform4ui(GLint, GLuint, GLuint, GLuint, GLuint) glUniform4uiv(GLint, GLsizei, const GLuint *) glUniformBlockBinding(GLuint, GLuint, GLuint) glUniformMatrix2fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix2x3fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix2x4fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix3fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix3x2fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix3x4fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix4fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix4x2fv(GLint, GLsizei, GLboolean, const GLfloat *) glUniformMatrix4x3fv(GLint, GLsizei, GLboolean, const GLfloat *) glUnmapBuffer(GLenum) : GLboolean glUseProgram(GLuint) glUseProgramStages(GLuint, GLbitfield, GLuint) glValidateProgram(GLuint) glValidateProgramPipeline(GLuint) glVertexAttrib1f(GLuint, GLfloat) glVertexAttrib1fv(GLuint, const GLfloat *) glVertexAttrib2f(GLuint, GLfloat, GLfloat) glVertexAttrib2fv(GLuint, const GLfloat *) glVertexAttrib3f(GLuint, GLfloat, GLfloat, GLfloat) glVertexAttrib3fv(GLuint, const GLfloat *) glVertexAttrib4f(GLuint, GLfloat, GLfloat, GLfloat, GLfloat) glVertexAttrib4fv(GLuint, const GLfloat *) glVertexAttribBinding(GLuint, GLuint) glVertexAttribDivisor(GLuint, GLuint) glVertexAttribFormat(GLuint, GLint, GLenum, GLboolean, GLuint) glVertexAttribI4i(GLuint, GLint, GLint, GLint, GLint) glVertexAttribI4iv(GLuint, const GLint *) glVertexAttribI4ui(GLuint, GLuint, GLuint, GLuint, GLuint) glVertexAttribI4uiv(GLuint, const GLuint *) glVertexAttribIFormat(GLuint, GLint, GLenum, GLuint) glVertexAttribIPointer(GLuint, GLint, GLenum, GLsizei, const void *) glVertexAttribPointer(GLuint, GLint, GLenum, GLboolean, GLsizei, const void *) glVertexBindingDivisor(GLuint, GLuint) glViewport(GLint, GLint, GLsizei, GLsizei) glWaitSync(GLsync, GLbitfield, GLuint64) hasOpenGLFeature(QOpenGLFunctions::OpenGLFeature) const : bool initializeOpenGLFunctions() openGLFeatures() const : QOpenGLFunctions::OpenGLFeatures