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glEndQuery( GLenum target);glBeginTransformFeedback +Transform geribildirim operasyonunu ba_lat.Yvoid glBeginTransformFeedback( GLenum primitiveMode); void glEndTransformFeedback( void);glBindAttribLocationGGenel vertex nitelii indeksi ile ismi verilen nitelii ili_kilendir. K void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name); glBindBuffer$0smi verilen tamponu hedefe bala. void glEndQuery( GLenum target);glBindBufferBase 10ndekslenmi_ tampon hedefine tampon objesi bala.Gvoid glBindBufferBase( GLenum target, GLuint index, GLuint buffer);glBindBufferRange glBindFramebuffer*0smi verilen karetamponu objesini bala. glBindRenderbuffer/0smi verilen çizdirme tamponu objesini bala. =void glBindRenderbuffer(GLenum target, GLuint renderbuffer);glBindSampler 20smi verilen örneklendiriciyi doku hedefine bala.3void glBindSampler( GLuint unit, GLuint sampler); glBindTexture30smi verilen dokuyu, dokula_t1rma hedefine bala. 3void glBindTexture(GLenum target, GLuint texture);glBindTransformFeedback &Transform geribildirim objesini bala.:void glBindTransformFeedback( GLenum target, GLuint id);glBindVertexArray Kö_e dizini objesini bala.'void glBindVertexArray( GLuint array); glBlendColorKar1_1m rengini seç. Rvoid glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);glBlendEquation+RGB ve Alpha için kar1_1m denklemini seç. #void glBlendEquation(GLenum mode); glBlendEquationSeparate5RGB ve Alpha için kar1_1m denklemini ayr1 ayr1 seç. @void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); glBlendFuncPiksel artimetiini belirt. 3void glBlendFunc(GLenum sfactor, GLenum dfactor); glBlendFuncSeparate 6RGB ve Alpha için piksel aritmetiini ayr1 ayr1 seç. \void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);glBlitFramebuffer =Okuma karetamponundan çizim karetamponuna blok pixel kopyala.²void glBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); glBufferData0Tampon objenin veri belleini yarat ve ba_lat. Xvoid glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);glBufferSubData7Tampon objenin veri belleinin alt kümesini güncelle. ^void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);CglCheckFramebufferStatus @Karetamponu objesinin, karetamponu tamamlanma durumunu getirir. /GLenum glCheckFramebufferStatus(GLenum target);glClear 2Tamponlar1 önceden belirnenen deerlere resetler. void glClear(GLbitfield mask);glClearBuffer B^u an bal1 olan çizim karetamponun bireysel tamponlar1n1 temizle.@void glClearBufferiv( GLenum buffer, GLint drawBuffer, const GLint * value); void glClearBufferuiv( GLenum buffer, GLint drawBuffer, const GLuint * value); void glClearBufferfv( GLenum buffer, GLint drawBuffer, const GLfloat * value); void glClearBufferfi( GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); glClearColor 0Renk tamponu için temizlik deerlerini belirle. Rvoid glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); glClearDepth 1Derinlik tamponu için temizlik deerini belirle. #void glClearDepthf(GLclampf depth);glClearStencil /^ablon tamponu için temizlik deerini belirle. void glClearStencil(GLint s);glClientWaitSync 9Blokla ve senkronizasyon objesinin sinyallenmesini bekle.IGLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); glColorMask -Renk tamponu yaz1m1n1 aktif veya deaktif et. Uvoid glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);glCompileShader Gölgelendirme objesini derle. $void glCompileShader(GLuint shader);glCompressedTexImage2D 60ki boyutlu s1k1_t1r1lm1_ bir doku görüntüsü belirle. «void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, Glsizei height, GLint border, GLsizei imageSize, const GLvoid * data);glCompressedTexImage3D 2S1k1_t1r1lm1_ bir üç boyutlu doku görseli belirle.µvoid glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);glCompressedTexSubImage2D 90ki boyutlu s1k1_t1r1lm1_ bir doku altgörüntüsü belirle. ·void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);glCompressedTexSubImage3D 5S1k1_t1r1lm1_ bir üç boyutlu doku altgörseli belirle.Ïvoid glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);glCopyBufferSubData ITampon objenin veri belleinin bir k1sm1n1 ba_ka bir tampon objeye bala.~void glCopyBufferSubData( GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, Glsizeiptr size);glCopyTexImage2D W0ki boyutlu s1k1_t1r1lm1_ bir doku görüntüsünü renk tamponundan pikseller ile belirle. �void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);glCopyTexSubImage2D Z0ki boyutlu s1k1_t1r1lm1_ bir doku altgörüntüsünü renk tamponundan pikseller ile belirle. ‹void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);glCopyTexSubImage3D #Üç boyutlu doku altgörseli kopyala.–void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, Glsizei height);glCreateProgram Program objesi yarat. GLuint glCreateProgram(void);glCreateShader< Gölgelendirme objesi yarat. )GLuint glCreateShader(GLenum shaderType); glCullFace IÖne veya arkaya dönük poligonlardan hangilerinin seçilecekleri belirle. void glCullFace(GLenum mode);DglDeleteBuffers $0smi verilen tampon objelerini sil. 9void glDeleteBuffers(GLsizei n, const GLuint * buffers);glDeleteFramebuffers '0smi verilen karetampon objelerini sil.Cvoid glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers);glDeleteProgram Program objesini sil. %void glDeleteProgram(GLuint program);glDeleteQueries $ismi verilen sorgulama objesini sil.4void glDeleteQueries(GLsizei n, const GLuint * ids);glDeleteRenderbuffers Çizdirme tampon objesini sil.Evoid glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);glDeleteSamplers Örneklendirici objeyi sil.:void glDeleteSamplers(GLsizei n, const GLuint * samplers);glDeleteShader Gölgelendirici objsini sil.#void glDeleteShader(GLuint shader); glDeleteSync Senkronizasyon objesini sil.void glDeleteSync(GLsync sync);glDeleteTextures Dokular1 sil.;void glDeleteTextures(GLsizei n, const GLuint * textures);glDeleteTransformFeedbacks $Transform geribildirim objesini sil.>void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);glDeleteVertexArrays Kö_e dizini objelerini sil.:void glDeleteVertexArrays(GLsizei n, onst GLuint *arrays); glDepthFunc 5Derinlik tamponu kar_1la_t1rmas1 için deeri belirle.void glDepthFunc(GLenum func); glDepthMask 1Derinlik tamponuna yazmay1 aktif veya deaktif et.!void glDepthMask(GLboolean flag);glDepthRangef ~Normalile_tirilmi_ ayg1t koordinatlar1ndan pencere koordinatlar1na kadar derinlik deerinin haritalanmas1 deerlerini belirle.7void glDepthRangef(GLclampf nearVal, GLclampf farVal);glDetachShader .Program objesinden gölgelendirici objeyi ay1r.4void glDetachShader(GLuint program, GLuint shader); glDisable 5Sunucu taraf1 GL yeteneklerini aktif veya deaktif et.void glDisable(GLenum cap);glDisableVertexAttribArray5Genel kö_e öznitelii dizisini aktif veya deaktif et.]void glEnableVertexAttribArray(GLuint index); Void glDisableVertexAttribArray(GLuint index); glDrawArraysDizide veriden ilkelleri çiz.=void glDrawArrays(GLenum mode, GLint first, GLsizei count);glDrawArraysInstanced *Dizide verilen ilkelleri birden fazla çiz.Yvoid glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, Glsizei primcount);glDrawBuffers %Çizilecek renk tamponlar1n1 belirler.4void glDrawBuffers( GLsizei n, const GLenum *bufs);glDrawElementsListede veriden nesneleri çiz.Xvoid glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);glDrawElementsInstanced *Dizide veriden nesneleri birden fazla çiz.qvoid glDrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const void * indices, Glsizei primcount);glDrawRangeElements Dizide veriden nesneleri çiz.tvoid glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);EglEnablevoid glEnable(GLenum cap);glEnableVertexAttribArray glEndQuery !void glEndQuery( GLenum target);glEndTransformFeedback (Transform geribildirim objesini durdur.."void glEndTransformFeedback(void);equal =0ki vektörün bile_en genelinde e_itlik kar1_la_t1rmas1n1 yap.mbvec equal(vec x, vec y); bvec equal(bvec x, bvec y); bvec equal(ivec x, ivec y); bvec equal(uvec x, uvec y);exp Parametrenin üssünü al.genType exp(genType x);exp2 )Parametreyi ikinin üssü olarak al. ( 2^X)genType exp2(genType x);F glFenceSync >Yeni bir senkronizasyon objesi yarat ve GL komut ak1_1na ekle.:GLsync glFenceSync( GLenum condition, GLbitfield flags);glFinish#Çal1_t1r1lan GL bitene kadar bloklavoid glFinish( void);glFlush,GL komutlar1n1 sonlu zamanda zorla çal1_t1r.void glFlush( void);glFlushMappedBufferRange 0Haritalanm1_ tamponlara modifikasyonlar1 belirt.Vvoid glFlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length);glFramebufferRenderbuffer2Karetamponu objesine çizdirme tamponu objesi ekle.tvoid glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);glFramebufferTexture2D)Karetamponu objesine doku görüntüsü ekle.qvoid glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);glFramebufferTextureLayer "Karetampona tek katman doku bala.mvoid glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, Glint layer); glFrontFace,Öne veya arkaya dönük poligonlar1 tan1mla. void glFrontFace(GLenum mode);G glGenBuffersTampon obje isimi yarat.0void glGenBuffers(GLsizei n, GLuint * buffers);glGenerateMipmap&Doku objesi için tam set mipmap yarat.void glGenerateMipmap(glGenFramebuffersKaretampon obje ismi yarat.:void glGenFramebuffers(GLsizei n, GLuint * framebuffers); glGenQueries Sorgu objesi ismi yarat.-void glGenQueries( GLsizei n, Gluint * ids);glGenRenderbuffers Çizdirme tampon obje ismi yarat.<void glGenRenderbuffers(GLsizei n, GLuint * renderbuffers);glGenSamplers Örnekleyici obje ismi yarat.2void glGenSamplers( GLsizei n,Gluint *samplers); glGenTextures Doku ismi yarat.0void glGenTextures(GLsizei n,GLuint * textures);glGenTransformFeedbacks 2Transform geribildirim objesi isimlerini rezervle.5void glGenTransformFeedbacks(GLsizei n, GLuint *ids);glGenVertexArrays Kö_e dizini obje ismi yarat.3void glGenVertexArrays( GLsizei n,Gluint *arrays);glGet3Seçilen parametrenin deer veya deerlerini döndür.mvoid glGetBooleanv( GLenum pname, GLboolean * data); void glGetFloatv( GLenum pname, GLfloat * data); void glGetIntegerv( GLenum pname, GLint * data); void glGetInteger64v( GLenum pname, GLint64 * data); void glGetIntegeri_v( GLenum target, GLuint index, GLint * data); void glGetInteger64i_v( GLenum target, GLuint index, GLint64 * data);glGetActiveAttrib.Aktif nitelik dei_keni hakk1nda bilgi döndür.†void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);glGetActiveUniform0Aktif tekbiçimli dei_ken hakk1nda bilgi döndür.‡void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);glGetActiveUniformBlockiv 6Aktif tekbiçimli dei_ken hakk1nda bilgi blou döndür.fvoid glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);glGetActiveUniformBlockName <Aktif tekbiçimli dei_ken hakk1nda bilgi blok ismini döndür.�void glGetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);glGetActiveUniformsiv kBelirtilen program objesi iç< in aktif tekbiçimli bir kaç adet dei_ken hakk1nda bilgi blok bilgisini döndür.…void glGetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);glGetAttachedShaders 9Program objesine balanm1_ gölgelendirici objeleri getir.dvoid glGetAttachedShaders( GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);glGetAttribLocation 'Nitelik dei_kenin lokasyonunu getirir.AGLint glGetAttribLocation( GLuint program, const GLchar *name);glGetBufferParameter &Tampon objenin parametrelerini döndür.�void glGetBufferParameteriv( GLenum target, GLenum value, GLint * data); void glGetBufferParameteri64v( GLenum target, GLenum value, GLint64 * data);glGetBufferParameterivKvoid glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params); glGetErrorHata bilgisini döndür.GLenum glGetError(void); glGetFragDataLocation ZRenk numaralar1n1n balananlar1n1 kullan1c1-tan1ml1 varying-out dei_kenkenlerine sorgula.BGLint glGetFragDataLocation( GLuint program, const char * name);%glGetFramebufferAttachmentParameteriv3Karetampon objesine ait bal1 parametreleri döndür.nvoid glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);glGetInternalformativ B0mplementasyona bal1 destek bilgisini, içsel biçimler için getir.xvoid glGetInternalformativ( GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);glGetProgramBinary ZProgram objesinin derlenmi_ ve linklenmi_ çal1_t1r1labilir bir sunumunu ikil olarak getir.wvoid glGetProgramBinary( GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary);glGetProgramInfoLog(Program objesinin bilgi kütüünü döndür.avoid glGetProgramInfoLog(GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);glGetProgramiv)Program objesinin parametrelerini döndür.Cvoid glGetProgramiv(GLuint program, GLenum pname, GLint *params); glGetQueryiv -Sorgu objesi hedefenin parametrelerini getir.Dvoid glGetQueryiv( GLenum target, GLenum pname, GLint * params);glGetQueryObjectuiv &Sorgu objesinin parametrelerini getir.Hvoid glGetQueryObjectuiv( GLuint id, GLenum pname, GLuint * params);glGetRenderbufferParameteriv1Çizdirme tampon objesinin parametrelerini döndür.Qvoid glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);glGetSamplerParameter 4Örneklendirici objenin parametre deerlerini döndür.¢void glGetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat * params);void glGetSamplerParameteriv( GLuint sampler, GLenum pname, GLint * params);glGetShaderInfoLog .Gölgelendirici objenin kütük bilgisini döndür.cvoid glGetShaderInfoLog( GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);glGetShaderiv ,Gölgelendirici objenin parametresini döndür.Dvoid glGetShaderiv( GLuint shader, GLenum pname, GLint *params);glGetShaderPrecisionFormat DShader derleyicisi için numarik formatta mesafe ve hassasl11 getir.rvoid glGetShaderPrecisionFormat( GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision); glGetShaderSource2Gölgelendirici objenin kaynak kod dizesini döndür.[void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); glGetString3^u anki GL balant1s1n1 aç1klayan bir string getir.)const GLubyte * glGetString(GLenum name); glGetStringi 7const GLubyte* glGetStringi(GLenum name, Gluint index); glGetSynciv /Senkronizasyon objesinin niteliklerini sorgula.fvoid glGetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);glGetTexParameter"Doku parametre deerlerini döndür.àvoid glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params); Void glGetTexParameterxv(GLenum target, GLenum pname, GLfixed * params);švoid glGetTexParameterfv( GLenum target, GLenum pname, GLfloat * params); Void glGetTexParameteriv( GLenum target, GLenum pname, GLint * params);glGetTransformFeedbackVarying MSeçilen transform geribildirimi için varying dei_kenlerinin bilgisini getir.Ÿvoid glGetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, char * name); glGetShaderivAvoid glGetShaderiv(GLuint shader, GLenum pname, GLint *params);glGetUniformBlockIndex 20simlendirilmi_ tekbiçim blounun indeksini getir.SGLuint glGetUniformBlockIndex( GLuint program, const GLchar *uniformBlockName); glGetUniformfv %Tekbiçim dei_kenin deerini getirir.âvoid glGetUniformfv( GLuint program, GLint location, GLfloat *params); void glGetUniformiv( GLuint program, GLint location, GLint *params); void glGetUniformuiv( GLuint program, GLint location, GLuint *params);glGetUniformIndices )0simlendirilmi_ tekbiçim indeksini getir.}void glGetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices); glGetUniformLocation'Tekbiçim dei_kenin lokasyonunu döndür.AGLint glGetUniformLocation(GLuint program, const GLchar *name); glGetVertexAttrib+Genel kö_e öznitelii parametresini döndür.�void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); Void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);0void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat *params); void glGetVertexAttribiv( GLuint index, GLenum pname, GLint *params); void glGetVertexAttribIiv( GLuint index, GLenum pname, GLint *params); void glGetVertexAttribIuiv( GLuint index, GLenum pname, GLuint *params);glGetVertexAttribPointerv4Genel kö_e öznitelii i_aretçisinin adresini döndür.Ovoid glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer);HglHint(0mplementasyona özel ipuçlar1n1 belirler)void glHint(GLenum target, GLenum mode);IintBitsToFloat 90nteger kodlamas1 destei kullanarak floating-point yaratJgenType intBitsToFloat( genIType x); genType uintBitsToFloat( genUType x);glInvalidateFramebuffer 1Karetamponun eklerinin içeriklerini geçersiz k1l.fvoid glInvalidateFramebuffer( GLenum target, GLsizei numAttachments, const GLenum *attachments); glInvalidateSubFramebuffer >Karetamponun eklerinin içeriklerinin bölümlerini geçersiz k1l.žvoid glInvalidateSubFramebuffer( GLenum target, GLsizei numAttachments, const GLenum *attachments, GLintx, GLinty, GLsizei width, GLsizei height);inverse Matrisin tersini hesapla.Fmat2 inverse( mat2 m); mat3 inverse( mat3 m); mat4 inverse( mat4 m); inversesqrt $Parametrenin karekökünün tersini al.!genType inversesqr< t( genType x); glIsBuffer30sim tampon objesine kar_1l1k geliyor mu karar ver.GLboolean glIsBuffer( glIsEnabled Bir yetenek aktif mi kontrol et."GLboolean glIsEnabled(GLenum cap);glIsFramebuffer70sim karetampon objesine kar_1l1k geliyor mu karar ver..GLboolean glIsFramebuffer(GLuint framebuffer); glIsProgram&GLboolean glIsProgram(GLuint program); glIsQuery 4Bir isim sorgu objesine karl1_1k geliyor mu belirle.!GLboolean glIsQuery( GLuint id);glIsRenderbuffer<0sim çizdirme tampon objesine kar_1l1k geliyor mu karar ver.0GLboolean glIsRenderbuffer(GLuint renderbuffer); glIsSampler B0sim örneklendirici tampon objesine kar_1l1k geliyor mu karar ver.#GLboolean glIsSampler( GLuint id); glIsShader90sim gölgelendirici objeye kar_1l1k geliyor mu karar ver.$GLboolean glIsShader(GLuint shader); glIsSync ;0sim senkronizasyon objeyine kar_1l1k geliyor mu karar ver."GLboolean glIsSync( GLsync sync); glIsTexture10sim doku objesine kar_1l1k geliyor mu karar ver.&GLboolean glIsTexture(GLuint texture);glIsTransformFeedback C0sim transform geribildirim objesine kar_1l1k geliyor mu karar ver.-GLboolean glIsTransformFeedback( GLuint id);glIsVertexArray 80sim kö_e dizisi objesine kar_1l1k geliyor mu karar ver.*GLboolean glIsVertexArray( GLuint array);L glLineWidth5Piksele dönü_türülmü_ çizgilerin geni_liini belirle. void glLineWidth(GLfloat width); glLinkProgramProgram objesine link ver.#void glLinkProgram(GLuint program);MglMapBufferRange 5Tampon objenin veri belleinin bir bölümünü haritala.dvoid *glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);PglPauseTransformFeedback +Transform geribildirim i_lemlerine ara ver.&void glPauseTransformFeedback( void); glPixelStoreiPiksel depolama modunu belirle./void glPixelStorei(GLenum pname, GLint param);glPolygonOffsetQDerinlik deerlerini hesaplamak için gerekli olan ölçekleri ve birimleri belirle.nvoid glPolygonOffset(GLfloat factor, GLfloat units); Void glPolygonOffsetx(GLfixed factor, GLfixed units);glProgramBinary (Program ikilli bir program objesi yükle.evoid glProgramBinary( GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);glProgramParameteri &Program objesi için parametre belirle.Ivoid glProgramParameteri( GLuint program, GLenum pname, GLint value);R glReadBuffer (Pikseller için renk tamponu kayna1 seç. void glReadBuffer( GLenum src); glReadPixels$Renktamponundan bir blok piksel oku.vvoid glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);glReleaseShaderCompiler9Gölgelendirici derleyicisinin sahip olduu kayna1 b1rak.$void glReleaseShaderCompiler( void);glRenderbufferStorage;Renderbuffer objesinin veri belleini olu_tur ve çal1_t1r. cýÿÿÿýÿÿÿƒ„…†‡ˆ‰Š‹Œ�Ž��‘’“”•–—˜™š›œ�žŸ ¡¢£¤¥¦§¨©ª«¬­®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷øùúûüýþÿ      !"#$%&'()*+,-./012345þÿÿÿþÿÿÿ8þÿÿÿ:þÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿvoid glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);!glRenderbufferStorageMultisample UÇizdirmetamponu objesi görseli için veri bellei, tür, boyut ve örnek say1s1 belirle.…void glRenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);glResumeTransformFeedback -Transform geribildirim i_lemlerine devam et..'void glResumeTransformFeedback( void);SglSampleCoverage*Çoklu örnek kapsama parametresini belirle.9void glSampleCoverage(GLclampf value, GLboolean invert);glSamplerParameter 'Örneklendirici parametrelerini belirle.Bvoid glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param); void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params); void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params); glScissorMakas kutusunu tan1mla.Cvoid glScissor(GLint x, GLint y, GLsizei width, GLsizei height);glShaderBinary1Önceden derlenmi_ gölgelendirici ikilisini yükle.svoid glShaderBinary(GLsizei n, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);glShaderSource.Gölgelendirici objenin kaynak kodunu dei_tir.hvoid glShaderSource(GLuint shader, GLsizei count, const GLchar * const *string, const GLint *length);sign 'Parametrenin i_aretini döndürür. + / -8genType sign( genType x); GenIType sign( genIType x);sin "Parametrenin sin deerini getirir.genType sin( genType x);sinh -Parametrenin hiperbolik sin deerini getirir.genType sinh( genType x); smoothstep 50ki say1 aras1nda Hermit metodu ile interpolasyon al.�genType smoothstep( genType edge0, genType edge1, genType x); genType smoothstep( float edge0, float edge1, genType x);sqrt Parametrenin karekökünü al.genType sqrt( genType x); glStencilFunc<^ablon testi için referans ve fonksiyon deerlerini belirle.:void glStencilFunc(GLenum func, GLint ref, GLuint mask);glStencilFuncSeparateJ^ablon testi için ön ve/veya arka fonksiyonu ve referans deerini belirle.Pvoid glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); glStencilMask=^ablon düzlemi için her Bit in ayr1 ayr1 yaz1m1n1 kontrol et.!void glStencilMask(GLuint mask); glStencilMaskSeparateF^ablon düzleminde ön ve/veya arka Bit yaz1l1m1n1 ayr1 ayr1 kontrol et.6void glStencilMaskSeparate(GLenum face, GLuint mask); glStencilOp"^ablon test aksiyonlar1n1 belirle.?void glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);glStencilOpSeparate2Ön ve/veya arka _ablon test aksiyonlar1n1 belirle.Uvoid glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);T glTexImage2D%2 boyutlu bir doku görüntüsü belirle.ªvoid glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * data); glTexImage3D Üç boyutlu doku görseli belirle.Ävoid glTexImage3D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data);glTexParameterDoku parametrelerini belirle.Êvoid glTexParameterf(GLenum target, GLenum pname, GLfloat param); Void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameterx(GLenum< target, GLenum pname, GLfixed param);†void glTexParameterf(GLenum target, GLenum pname, GLfloat param); Void glTexParameteri(GLenum target, GLenum pname, GLint param);.void glTexParameterf( GLenum target, GLenum pname, GLfloat param); void glTexParameteri( GLenum target, GLenum pname, GLint param); void glTexParameterfv( GLenum target, GLenum pname, const GLfloat * params); void glTexParameteriv( GLenum target, GLenum pname, const GLint * params);glTexStorage2D @0ki boyutlu doku için bütün levellerde ayn1 anda bellek belirle.rvoid glTexStorage2D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);glTexStorage3D ?Üç boyutlu doku için bütün levellerde ayn1 anda bellek belirle.ƒvoid glTexStorage3D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);glTexSubImage2D$2 boyutlu doku altgörüntüsü belirle.©void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);glTexSubImage3D $3 boyutlu doku altgörüntüsü belirle.Òvoid glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * data);glTransformFeedbackVaryings CTransform geribildirim tamponunda kay1t edilecek deerleri belirle.rvoid glTransformFeedbackVaryings( GLuint program, GLsizei count, const char ** varyings, GLenum bufferMode);U glUniformATekbiçim dei_kenin deerini _u anki program objesi için belirle.void glUniform1f(GLint location, GLfloat v0); void glUniform2f(GLint location, GLfloat v0, GLfloat v1); void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glUniform1i(GLint location, GLint v0); void glUniform2i(GLint location, GLint v0, GLint v1); void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2); void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);Æ void glUniform1f( GLint location, GLfloat v0); void glUniform2f( GLint location, GLfloat v0, GLfloat v1); void glUniform3f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glUniform4f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glUniform1i( GLint location, GLint v0); void glUniform2i( GLint location, GLint v0, GLint v1); void glUniform3i( GLint location, GLint v0, GLint v1, GLint v2); void glUniform4i( GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void glUniform1ui( GLint location, GLuint v0); void glUniform2ui( GLint location, GLuint v0, GLuint v1); void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2); void glUniform4ui( GLint location, GLint v0, GLuint v1, GLuint v2, GLuint v3); void glUniform1fv( GLint location, GLsizei count, const GLfloat *value); void glUniform2fv( GLint location, GLsizei count, const GLfloat *value); void glUniform3fv( GLint location, GLsizei count, const GLfloat *value); void glUniform4fv( GLint location, GLsizei count, const GLfloat *value); void glUniform1iv( GLint location, GLsizei count, const GLint *value); void glUniform2iv( GLint location, GLsizei count, const GLint *value); void glUniform3iv( GLint location, GLsizei count, const GLint *value); void glUniform4iv( GLint location, GLsizei count, const GLint *value); void glUniform1uiv( GLint location, GLsizei count, const GLuint *value); void glUniform2uiv( GLint location, GLsizei count, const GLuint *value); void glUniform3uiv( GLint location, GLsizei count, const GLuint *value); void glUniform4uiv( GLint location, GLsizei count, const GLuint *value); void glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);glUniformBlockBinding /Aktif tekbiçim dei_kenine balama noktas1 ata.fvoid glUniformBlockBinding( GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);glUnmapBuffer �void *glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); GLboolean glUnmapBuffer( GLenum target); glUseProgramCProgram objesini _u anki render sürecinin bir parças1 olarak yükle."void glUseProgram(GLuint program);VglValidateProgramProgram objesinin onayla.'void glValidateProgram(GLuint program);glVertexAttrib*Genel kö_e özniteliinin deerini belirle.void glVertexAttrib1f(GLuint index, GLfloat v0); void glVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1); void glVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); void glVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);Nvoid glVertexAttrib1f( GLuint index, GLfloat v0); void glVertexAttrib2f( GLuint index, GLfloat v0, GLfloat v1); void glVertexAttrib3f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); void glVertexAttrib4f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glVertexAttribI4i( GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); void glVertexAttribI4ui( GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glVertexAttrib1fv( GLuint index, const GLfloat *v); void glVertexAttrib2fv( GLuint index, const GLfloat *v); void glVertexAttrib3fv( GLuint index, const GLfloat *v); void glVertexAttrib4fv( GLuint index, const GLfloat *v); void glVertexAttribI4iv( GLuint index, const GLint *v); void glVertexAttribI4uiv( GLuint index, const GLuint *v);glVertexAttribDivisor OÖrnek çizimi s1ras1nda genel kö_e nitelii ilerlemesininin oran1n1 modifiye et.<void glVertexAttribDivisor( GLuint index, GLuint divisor);glVertexAttribPointer*Genel kö_e öznitelii veri dizisi tan1mla.void glVertexAttribPointer( GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer); void glVertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);…void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer); glViewportBak1_ aç1s1n1 tan1mla.Dvoid glViewport(GLint x, GLint y, GLsizei width, GLsizei height);W glWaitSync UGL sunucusuna belirlenen senkronizasyon objesi sinyal verene kadar bloklama emri ver.Fvoid glWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);ÿ–cc » Ì dü©ñÒMbP?_€%�Á*+‚&CGAMELAB ISTANBUL &CSayfa &Pƒ„&333333é?'333333é?(ÁlÁlð?)ÁlÁlð?¡" d‚,,333333é?333333é?U } Ä } Â#} Š } Š } Û(} �L} Š } ˆ û ÀnÀ"n@n@n@n@n@n@n@ n@ n@ n@ n@ n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@¾ý ý  ý  ý  ý  ý !ý !ý ý ý # ý $ ý $ ý % ý  ý ý  #ý $ ý $ ý % ý ý ý &ý # ¾ $$ý %ý ý ý '¾ #$ý $ ý %ý ý ý (¾ #$ý $ ý ý ý ý &)ý ) ý $ ý %ý ý ý ý ) ý ) ý $ ý %ý ý ý (¾ ))ý $ ý % ý !ý ý ("¾ ))ý $ ¾ %%ý ý &# )ý ) ý $ ý %$ý  ý ý &% )ý ) ý $ ý %&ý 'ý ý ((¾ ))ý $ ý %)ý *ý ý +ý ) ý ) ý $ ý %,ý -ý ý (.¾ ))ý $ ý %/ý 0ý ý (1¾ ))ý $ ý %2ý 3ý ý &4)ý ) ý $ ý %5ý 6ý ý &7)ý ) ý $ ý %8ý 9ý ý &:)ý ) ý $ ý %;ý <ý ý =ý # ý ) ý $ ý %>ý ?ý ý &@)ý ) ý $ ý %Aý Bý ý (C¾ #)ý $ ý %Dý Eý ý Fý # ý ) ý $ ý %Gý Hý ý Iý # ý ) ý $ ý %Jý Ký Lý &M)ý ) ý $ ý %Ný Oý Lý &Pý ) ý ) ý $ ý %Qý Rý Lý (S¾ ))ý $ ý %Tý Uý Lý &V)ý ) ý $ ý %Wý Xý Lý &Y)ý ) ý $ ý %Zý [ý Lý &\ý ) ý ) ý $ ý %]ý ^ý Lý (_¾ ))ý $ ý %`ý a n@!n@"n@#n@$n@%n@&n@'n@(n@)n@*n@+n@,n@-n@.n@/n@0n@1n@2n@3n@4n@5n@6n@7n@8n@9n@:n@;n@<n@=n@>n@?n@ý Lý &bý ) ý ) ý $ ý %cý dý !Lý !&e!)ý !) ý !$ ý !%fý !gý "Lý "&hý ") ý ") ý "$ ý "%iý "jý #Lý #(k¾ #))ý #$ ý #%lý #mý $Lý $&ný $) ý $) ý $$ ý $%oý $pý %Lý %(q¾ %))ý %$ ý %%rý %sý &Lý &(t¾ &))ý &$ ý &%uý &vý 'Lý '&wý ') ý ') ý '$ ý '%xý 'yý (Lý (&zý () ý () ý ($ ý (%{ý (|ý )Lý )(}¾ )))ý )$ ý )%~ý )ý *Lý *&€*)ý *) ý *$ ý *%�ý *‚ý +Lý +&ƒ+)ý +) ý +$ ý +%„ý +…ý ,Lý ,&†ý ,) ý ,) ý ,$ ý ,%‡ý ,ˆý -‰ý -&Šý -) ý -) ý -$ ý -%‹ý -Œý .‰ý .&�.)ý .) ý .$ ý .%Žý .�ý /‰ý /&�/)ý /) ý /$ ý /%‘ý /’ý 0‰ý 0(“¾ 0))ý 0$ ý 0%”ý 0•ý 1‰ý 1&–1)ý 1) ý 1$ ý 1%—ý 1˜ý 2‰ý 2(™¾ 2))ý 2$ ý 2%šý 2›ý 3‰ý 3&œ3)ý 3) ý 3$ ý 3%�ý 3žý 4‰ý 4(Ÿ¾ 4))ý 4$ ý 4% ý 4¡ý 5‰ý 5&¢ý 5) ý 5) ý 5$ ý 5%£ý 5¤ý 6‰ý 6(¥¾ 6))ý 6$ ý 6%¦ý 6§ý 7‰ý 7(¨¾ 7))ý 7$ ý 7%©ý 7ªý 8‰ý 8&«ý 8) ý 8) ý 8$ ý 8%¬ý 8­ý 9‰ý 9&®ý 9) ý 9) ý 9$ ý 9%¯ý 9°ý :‰ý :&±:)ý :) ý :$ ý :%²ý :³ý ;‰ý ;&´;)ý ;) ý ;$ ý ;%µý ;¶ý <‰ý <&·ý <) ý <) ý <$ ý <%¸ý <¹ý =‰ý =&º=)ý =) ý =$ ý =%»ý =¼ý >‰ý >&½ý >* ý >* ý >$ ý >%¾ý >¿ý ?‰ý ?(À¾ ?))ý ?$ ý ?%Áý ?Â@n@An@Bn@Cn@Dn@En@Fn@Gn@Hn@In@Jn@Kn@Ln@Mn@Nn@On@Pn@Qn@Rn@Sn@Tn@Un@Vn@Wn@Xn@Yn@Zn@[n@\n@]n@^n@_n@ý @‰ý @(þ @))ý @$ ý @%Äý @Åý A‰ý A&Æý A* ý A* ý A$ ý A%Çý AÈý B‰ý B(ɾ B))ý B$ ý B%Êý BËý C‰ý C(̾ C))ý C$ ý C%Íý CÎý DÏý D&Ðý D* ý D* ý D$ ý D+¸ý DÑý EÏý E&ÒE*ý E* ý E$ ý E%»ý E¼ý FÏý F(Ó¾ F))ý F$ ý F%ý FÔý GÏý G(Õ¾ G))ý G$ ý G%Öý G×ý HÏý H(ؾ H))ý H$ ý H%Ùý HÚý IÏý I(Û¾ I))ý I$ ý I%Üý IÝý JÏý J(Þ¾ J))ý J$ ý J%ßý Jàý Káý K(â¾ K))ý K$ ý K%ãý Käý Láý L&åý L* ý L* ý L$ ý L+æý Lçý Máý M&èý M* ý M* ý M$ ý M+éý Mêý Náý N(ë¾ N**ý N$ ý N,ìý N,íý Oáý O&îO*ý O* ý O$ ý O+ïý Oðý Páý P&ñP*ý P* ý P$ ý P+òý Póý Qáý Q(ô¾ Q**ý Q$ ý Q%õý Qöý Ráý R&÷R*ý R* ý R$ ý R+øý Rùý Súý S&ûý S* ý S* ý S$ ý S+üý Sýý Túý T&þT*ý T* ý T$ ý T+ÿý Tý Uúý U&U*ý U* ý U$ ý U+ý Uý Vúý V(¾ V**ý V$ ý V+ý Vý Wúý W&W*ý W* ý W$ ý W+ý W ý Xúý X( ¾ X**ý X$ ý X+ ý X ý Yúý Y( ¾ Y**ý Y$ ý Y+ý Yý Zúý Z(¾ Z**ý Z$ ý Z+ý Zý [úý [(¾ [**ý [$ ý [+ý [ý \úý \&\*ý \* ý \$ ý \+ý \ý ]úý ]&]*ý ]* ý ]$ ý ]+ý ]ý ^úý ^&^*ý ^* ý ^$ ý ^+ý ^ý _úý _(¾ _**ý _$ ý _+ ý _!`n@an@bn@cn@dn@en@fn@gn@hn@in@jn@kn@ln@mn@nn@on@pn@qn@rn@sn@tn@un@vn@wn@xn@yn@zn@{n@|n@}n@~n@n@ý `úý `("¾ `**ý `$ ý `+#ý `$ý aúý a(%¾ a**ý a$ ý a+&ý a'ý búý b((¾ b**ý b$ ý b+)ý b*ý cúý c(+¾ c**ý c$ ý c+,ý c-ý dúý d(.¾ d**ý d$ ý d+/ý d0ý eúý e&1ý e* ý e* ý e$ ý e+/ý e2ý fúý f&3ý f* ý f* ý f$ ý f+4ý f5ý gúý g(6¾ g**ý g$ ý g-7ý g8ý húý h&9h*ý h* ý h$ ý h+:ý h;ý iúý i(<¾ i**ý i$ ý i+=ý i>ý júý j(?¾ j**ý j$ ý j+@ý jAý kúý k&Bk*ý k* ý k$ ý k+Cý kDý lúý l&El*ý l* ý l$ ý l+Fý lGý múý m(H¾ m**ý m$ ý m+Iý mJý núý n(K¾ n**ý n$ ý n+Lý nMý oúý o&No*ý o* ý o$ ý o+Oý oPý púý p(Q¾ p**ý p$ ý p+Rý pSý qúý q(T¾ q**ý q$ ý q+Uý qVý rúý r(W¾ r**ý r$ ý r+Xý rYý súý s(Z¾ s**ý s$ ý s+[ý s\ý túý t&]t*ý t* ý t$ ý t+^ý t_ý uúý 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glGetTexParameteràÉêyùºÎŒ‚ªK© ¦https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glGetTexParameter.xml¸yyÐÉêyùºÎŒ‚ªK© glGetTexParameteràÉêyùºÎŒ‚ªK© ¦https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glGetTexParameter.xml¸lzzÐÉêyùºÎŒ‚ªK© glGetTransformFeedbackVarying àÉêyùºÎŒ‚ªK© öhttps://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glGetTransformFeedbackVarying.xhtml%22%20%5Ct%20%22pagedisplay¸ò{{ÐÉêyùºÎŒ‚ªK© glGetShaderivàÉêyùºÎŒ‚ªK© žhttps://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glGetShaderiv.xml¸P||ÐÉêyùºÎŒ‚ªK© glGetUniformBlockIndex àÉêyùºÎŒ‚ªK© èhttps://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glGetUniformBlockIndex.xhtml%22%20%5Ct%20%22pagedisplay¸,}}ÐÉêyùºÎŒ‚ªK© glGetUniformfv àÉêyùºÎŒ‚ªK© Ôhttps://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glGetUniform.xhtml%22%20%5Ct%20%22pagedisplay¸D~~ÐÉêyùºÎŒ‚ªK© glGetUniformIndices àÉêyùºÎŒ‚ªK© 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