packages feed

OpenGL 2.6.0.1 → 2.8.0.0

raw patch · 67 files changed

+590/−88 lines, 67 filesdep −ObjectNamedep −StateVardep −Tensordep ~OpenGLRawdep ~basePVP ok

version bump matches the API change (PVP)

Dependencies removed: ObjectName, StateVar, Tensor

Dependency ranges changed: OpenGLRaw, base

API changes (from Hackage documentation)

- Graphics.Rendering.OpenGL.GL.FramebufferObjects: ColorAttachment :: !GLuint -> FramebufferObjectAttachment
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: Complete :: FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: DefaultFramebufferAttachment :: AttachmentObjectType
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: DepthAttachment :: FramebufferObjectAttachment
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: DepthStencilAttachment :: FramebufferObjectAttachment
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: DrawFramebuffer :: FramebufferTarget
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: Framebuffer :: FramebufferTarget
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: FramebufferObject :: GLuint -> FramebufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: IncompleteDrawBuffer :: FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: IncompleteMissingAttachment :: FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: IncompleteMultiSample :: FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: IncompleteReadBuffer :: FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: ReadFramebuffer :: FramebufferTarget
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: Renderbuffer :: RenderbufferTarget
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: RenderbufferAttachment :: AttachmentObjectType
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: RenderbufferObject :: GLuint -> RenderbufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: RenderbufferSize :: !GLsizei -> !GLsizei -> RenderbufferSize
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: Samples :: GLsizei -> Samples
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: StencilAttachment :: FramebufferObjectAttachment
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: TextureAttachment :: AttachmentObjectType
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: Undefined :: FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: Unsupported :: FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentAlphaSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentBlueSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentDepthSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentGreenSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentObject :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar (Maybe (Either RenderbufferObject TextureObject))
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentObjectType :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar (Maybe AttachmentObjectType)
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentRedSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentStencilSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentTextureCubeMapTarget :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar CubeMapTarget
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentTextureLayer :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: attachmentTextureLevel :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar Level
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: bindFramebuffer :: FramebufferTarget -> StateVar FramebufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: bindRenderbuffer :: RenderbufferTarget -> StateVar RenderbufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: class Show a => FramebufferAttachment a
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data AttachmentObjectType
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data FramebufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data FramebufferObjectAttachment
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data FramebufferTarget
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data RenderbufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data RenderbufferSize
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: data RenderbufferTarget
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: defaultFramebufferObject :: FramebufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: fboaFromBufferMode :: BufferMode -> Maybe FramebufferObjectAttachment
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: fboaToBufferMode :: FramebufferObjectAttachment -> Maybe BufferMode
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: framebufferRenderbuffer :: FramebufferTarget -> FramebufferObjectAttachment -> RenderbufferTarget -> RenderbufferObject -> IO ()
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: framebufferStatus :: FramebufferTarget -> GettableStateVar FramebufferStatus
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: framebufferTexture1D :: FramebufferTarget -> FramebufferObjectAttachment -> TextureObject -> Level -> IO ()
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: framebufferTexture2D :: FramebufferTarget -> FramebufferObjectAttachment -> Maybe CubeMapTarget -> TextureObject -> Level -> IO ()
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: framebufferTexture3D :: FramebufferTarget -> FramebufferObjectAttachment -> TextureObject -> Level -> GLint -> IO ()
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: framebufferTextureLayer :: FramebufferTarget -> FramebufferObjectAttachment -> TextureObject -> Level -> GLint -> IO ()
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: getFBAParameteriv :: FramebufferAttachment fba => FramebufferTarget -> fba -> (GLint -> a) -> GLenum -> IO a
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: getRBParameteriv :: RenderbufferTarget -> (GLint -> a) -> GLenum -> IO a
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: marshalAttachment :: FramebufferAttachment a => a -> Maybe GLenum
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: marshalFramebufferTarget :: FramebufferTarget -> GLenum
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: marshalRenderbufferTarget :: RenderbufferTarget -> GLenum
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: maxColorAttachments :: GLenum
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: newtype Samples
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: noRenderbufferObject :: RenderbufferObject
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferAlphaSize :: RenderbufferTarget -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferBlueSize :: RenderbufferTarget -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferDepthSize :: RenderbufferTarget -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferGreenSize :: RenderbufferTarget -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferHeight :: RenderbufferTarget -> GettableStateVar GLsizei
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferInternalFormat :: RenderbufferTarget -> GettableStateVar PixelInternalFormat
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferRedSize :: RenderbufferTarget -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferSamples :: RenderbufferTarget -> GettableStateVar Samples
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferStencilSize :: RenderbufferTarget -> GettableStateVar GLint
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferStorage :: RenderbufferTarget -> PixelInternalFormat -> RenderbufferSize -> IO ()
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferStorageMultiSample :: RenderbufferTarget -> Samples -> PixelInternalFormat -> RenderbufferSize -> IO ()
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: renderbufferWidth :: RenderbufferTarget -> GettableStateVar GLsizei
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: unmarshalAttachment :: FramebufferAttachment a => GLenum -> a
- Graphics.Rendering.OpenGL.GL.FramebufferObjects: unmarshalAttachmentSafe :: FramebufferAttachment a => GLenum -> Maybe a
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: ConstantAlpha :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: ConstantColor :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: DstAlpha :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: DstColor :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: One :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: OneMinusConstantAlpha :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: OneMinusConstantColor :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: OneMinusDstAlpha :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: OneMinusDstColor :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: OneMinusSrcAlpha :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: OneMinusSrcColor :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: SrcAlpha :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: SrcAlphaSaturate :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: SrcColor :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: Zero :: BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: data BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: instance Eq BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: instance Ord BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: instance Show BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: marshalBlendingFactor :: BlendingFactor -> GLenum
+ Graphics.Rendering.OpenGL.GL.BlendingFactor: unmarshalBlendingFactor :: GLenum -> BlendingFactor
+ Graphics.Rendering.OpenGL.GL.BufferMode: AuxBuffer :: GLsizei -> BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: BackBuffers :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: BackLeftBuffer :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: BackRightBuffer :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: FBOColorAttachment :: GLsizei -> BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: FrontAndBackBuffers :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: FrontBuffers :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: FrontLeftBuffer :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: FrontRightBuffer :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: LeftBuffers :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: NoBuffers :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: RightBuffers :: BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: data BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: instance Eq BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: instance Ord BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: instance Show BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: marshalBufferMode :: BufferMode -> Maybe GLenum
+ Graphics.Rendering.OpenGL.GL.BufferMode: maxColorAttachments :: GLenum
+ Graphics.Rendering.OpenGL.GL.BufferMode: unmarshalBufferMode :: GLenum -> BufferMode
+ Graphics.Rendering.OpenGL.GL.BufferMode: unmarshalBufferModeSafe :: GLenum -> Maybe BufferMode
+ Graphics.Rendering.OpenGL.GL.Capability: BlendI :: IndexedEnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapAlphaTest :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapAutoNormal :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapBlend :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapClipPlane :: GLsizei -> EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapColorArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapColorLogicOp :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapColorMaterial :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapColorSum :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapColorTable :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapConvolution1D :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapConvolution2D :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapCullFace :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapDepthBoundsTest :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapDepthClamp :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapDepthTest :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapDither :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapEdgeFlagArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapFog :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapFogCoordArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapHistogram :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapIndexArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapIndexLogicOp :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapLight :: GLsizei -> EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapLighting :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapLineSmooth :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapLineStipple :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1Color4 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1Index :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1Normal :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1TextureCoord1 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1TextureCoord2 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1TextureCoord3 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1TextureCoord4 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1Vertex3 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap1Vertex4 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2Color4 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2Index :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2Normal :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2TextureCoord1 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2TextureCoord2 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2TextureCoord3 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2TextureCoord4 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2Vertex3 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMap2Vertex4 :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMatrixIndexArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMatrixPalette :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMinmax :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapMultisample :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapNormalArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapNormalize :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPointSmooth :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPointSprite :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPolygonOffsetFill :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPolygonOffsetLine :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPolygonOffsetPoint :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPolygonSmooth :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPolygonStipple :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPostColorMatrixColorTable :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPostConvolutionColorTable :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapPrimitiveRestart :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapRasterPositionUnclipped :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapRasterizerDiscard :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapRescaleNormal :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapSampleAlphaToCoverage :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapSampleAlphaToOne :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapSampleCoverage :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapScissorTest :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapSecondaryColorArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapSeparable2D :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapSharedTexturePalette :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapStencilTest :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapStencilTestTwoSide :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTexture1D :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTexture2D :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTexture3D :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureColorTable :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureCoordArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureCubeMap :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureGenQ :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureGenR :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureGenS :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureGenT :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapTextureRectangle :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapVertexArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapVertexBlend :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapVertexProgramPointSize :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapVertexProgramTwoSide :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapWeightArray :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: CapWeightSumUnity :: EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: Disabled :: Capability
+ Graphics.Rendering.OpenGL.GL.Capability: Enabled :: Capability
+ Graphics.Rendering.OpenGL.GL.Capability: data Capability
+ Graphics.Rendering.OpenGL.GL.Capability: data EnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: data IndexedEnableCap
+ Graphics.Rendering.OpenGL.GL.Capability: instance Eq Capability
+ Graphics.Rendering.OpenGL.GL.Capability: instance Ord Capability
+ Graphics.Rendering.OpenGL.GL.Capability: instance Show Capability
+ Graphics.Rendering.OpenGL.GL.Capability: makeCapability :: EnableCap -> StateVar Capability
+ Graphics.Rendering.OpenGL.GL.Capability: makeIndexedCapability :: (a -> GLuint) -> IndexedEnableCap -> a -> StateVar Capability
+ Graphics.Rendering.OpenGL.GL.Capability: makeStateVarMaybe :: IO EnableCap -> IO a -> (a -> IO ()) -> StateVar (Maybe a)
+ Graphics.Rendering.OpenGL.GL.Capability: marshalCapability :: Capability -> GLboolean
+ Graphics.Rendering.OpenGL.GL.Capability: unmarshalCapability :: GLboolean -> Capability
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Always :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Equal :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Gequal :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Greater :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Lequal :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Less :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Never :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: Notequal :: ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: data ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: instance Eq ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: instance Ord ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: instance Show ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: marshalComparisonFunction :: ComparisonFunction -> GLenum
+ Graphics.Rendering.OpenGL.GL.ComparisonFunction: unmarshalComparisonFunction :: GLenum -> ComparisonFunction
+ Graphics.Rendering.OpenGL.GL.ControlPoint: class ControlPoint c
+ Graphics.Rendering.OpenGL.GL.ControlPoint: enableCap1 :: (ControlPoint c, Domain d) => c d -> EnableCap
+ Graphics.Rendering.OpenGL.GL.ControlPoint: enableCap2 :: (ControlPoint c, Domain d) => c d -> EnableCap
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint Color4
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint Index1
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint Normal3
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint TexCoord1
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint TexCoord2
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint TexCoord3
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint TexCoord4
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint Vertex3
+ Graphics.Rendering.OpenGL.GL.ControlPoint: instance ControlPoint Vertex4
+ Graphics.Rendering.OpenGL.GL.ControlPoint: map1Target :: (ControlPoint c, Domain d) => c d -> GLenum
+ Graphics.Rendering.OpenGL.GL.ControlPoint: map2Target :: (ControlPoint c, Domain d) => c d -> GLenum
+ Graphics.Rendering.OpenGL.GL.ControlPoint: numComponents :: (ControlPoint c, Domain d) => c d -> Stride
+ Graphics.Rendering.OpenGL.GL.ControlPoint: peekControlPoint :: (ControlPoint c, Domain d) => Ptr (c d) -> IO (c d)
+ Graphics.Rendering.OpenGL.GL.ControlPoint: pokeControlPoint :: (ControlPoint c, Domain d) => Ptr (c d) -> (c d) -> IO ()
+ Graphics.Rendering.OpenGL.GL.DataType: Bitmap :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: Byte :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: Double :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: Float :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: Float32UnsignedInt248Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: FourBytes :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: HalfFloat :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: Int :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: Short :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: TFloat :: DataTypeType
+ Graphics.Rendering.OpenGL.GL.DataType: TInt :: DataTypeType
+ Graphics.Rendering.OpenGL.GL.DataType: TNone :: DataTypeType
+ Graphics.Rendering.OpenGL.GL.DataType: TSignedNormalized :: DataTypeType
+ Graphics.Rendering.OpenGL.GL.DataType: TUnsignedInt :: DataTypeType
+ Graphics.Rendering.OpenGL.GL.DataType: TUnsignedNormalized :: DataTypeType
+ Graphics.Rendering.OpenGL.GL.DataType: ThreeBytes :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: TwoBytes :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedByte :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedByte233Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedByte332 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt1010102 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt10f11f11fRev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt2101010Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt248 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt5999Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt8888 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedInt8888Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort1555Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort4444 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort4444Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort5551 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort565 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort565Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort88 :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: UnsignedShort88Rev :: DataType
+ Graphics.Rendering.OpenGL.GL.DataType: data DataType
+ Graphics.Rendering.OpenGL.GL.DataType: data DataTypeType
+ Graphics.Rendering.OpenGL.GL.DataType: instance Eq DataType
+ Graphics.Rendering.OpenGL.GL.DataType: instance Ord DataType
+ Graphics.Rendering.OpenGL.GL.DataType: instance Show DataType
+ Graphics.Rendering.OpenGL.GL.DataType: marshalDataType :: DataType -> GLenum
+ Graphics.Rendering.OpenGL.GL.DataType: marshalDataTypeType :: DataTypeType -> GLenum
+ Graphics.Rendering.OpenGL.GL.DataType: unmarshalDataType :: GLenum -> DataType
+ Graphics.Rendering.OpenGL.GL.DataType: unmarshalDataTypeType :: GLenum -> DataTypeType
+ Graphics.Rendering.OpenGL.GL.Domain: class Storable d => Domain d
+ Graphics.Rendering.OpenGL.GL.Domain: evalCoord1 :: Domain d => d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: evalCoord1v :: Domain d => Ptr d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: evalCoord2 :: Domain d => (d, d) -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: evalCoord2v :: Domain d => Ptr d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: get2 :: (Domain d, GetPName2F p) => (d -> d -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.Domain: get4 :: (Domain d, GetPName4F p) => (d -> d -> d -> d -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.Domain: glGetMapv :: Domain d => GLenum -> GLenum -> Ptr d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: glMap1 :: Domain d => GLenum -> d -> d -> GLint -> GLint -> Ptr d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: glMap2 :: Domain d => GLenum -> d -> d -> GLint -> GLint -> d -> d -> GLint -> GLint -> Ptr d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: glMapGrid1 :: Domain d => GLint -> d -> d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: glMapGrid2 :: Domain d => GLint -> d -> d -> GLint -> d -> d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Domain: instance Domain GLdouble
+ Graphics.Rendering.OpenGL.GL.Domain: instance Domain GLfloat
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: BeginsBoundaryEdge :: EdgeFlag
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: BeginsInteriorEdge :: EdgeFlag
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: data EdgeFlag
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: instance Eq EdgeFlag
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: instance Ord EdgeFlag
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: instance Show EdgeFlag
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: marshalEdgeFlag :: EdgeFlag -> GLboolean
+ Graphics.Rendering.OpenGL.GL.EdgeFlag: unmarshalEdgeFlag :: GLboolean -> EdgeFlag
+ Graphics.Rendering.OpenGL.GL.Exception: bracket :: IO a -> (a -> IO b) -> (a -> IO c) -> IO c
+ Graphics.Rendering.OpenGL.GL.Exception: bracket_ :: IO a -> IO b -> IO c -> IO c
+ Graphics.Rendering.OpenGL.GL.Exception: finallyRet :: IO a -> IO b -> IO (a, b)
+ Graphics.Rendering.OpenGL.GL.Exception: unsafeBracket_ :: IO a -> IO b -> IO c -> IO c
+ Graphics.Rendering.OpenGL.GL.Face: Back :: Face
+ Graphics.Rendering.OpenGL.GL.Face: Front :: Face
+ Graphics.Rendering.OpenGL.GL.Face: FrontAndBack :: Face
+ Graphics.Rendering.OpenGL.GL.Face: data Face
+ Graphics.Rendering.OpenGL.GL.Face: instance Eq Face
+ Graphics.Rendering.OpenGL.GL.Face: instance Ord Face
+ Graphics.Rendering.OpenGL.GL.Face: instance Show Face
+ Graphics.Rendering.OpenGL.GL.Face: marshalFace :: Face -> GLenum
+ Graphics.Rendering.OpenGL.GL.Face: unmarshalFace :: GLenum -> Face
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: ColorAttachment :: !GLuint -> FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: DepthAttachment :: FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: DepthStencilAttachment :: FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: StencilAttachment :: FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: class Show a => FramebufferAttachment a
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: data FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: fboaFromBufferMode :: BufferMode -> Maybe FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: fboaToBufferMode :: FramebufferObjectAttachment -> Maybe BufferMode
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: framebufferRenderbuffer :: FramebufferTarget -> FramebufferObjectAttachment -> RenderbufferTarget -> RenderbufferObject -> IO ()
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: framebufferTexture1D :: FramebufferTarget -> FramebufferObjectAttachment -> TextureObject -> Level -> IO ()
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: framebufferTexture2D :: FramebufferTarget -> FramebufferObjectAttachment -> Maybe CubeMapTarget -> TextureObject -> Level -> IO ()
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: framebufferTexture3D :: FramebufferTarget -> FramebufferObjectAttachment -> TextureObject -> Level -> GLint -> IO ()
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: framebufferTextureLayer :: FramebufferTarget -> FramebufferObjectAttachment -> TextureObject -> Level -> GLint -> IO ()
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: getFBAParameteriv :: FramebufferAttachment fba => FramebufferTarget -> fba -> (GLint -> a) -> GLenum -> IO a
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: instance Eq FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: instance FramebufferAttachment BufferMode
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: instance FramebufferAttachment FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: instance Show FramebufferObjectAttachment
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: marshalAttachment :: FramebufferAttachment a => a -> Maybe GLenum
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: maxColorAttachments :: GLenum
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: unmarshalAttachment :: FramebufferAttachment a => GLenum -> a
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Attachments: unmarshalAttachmentSafe :: FramebufferAttachment a => GLenum -> Maybe a
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: Complete :: FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: DrawFramebuffer :: FramebufferTarget
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: Framebuffer :: FramebufferTarget
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: FramebufferObject :: GLuint -> FramebufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: IncompleteDrawBuffer :: FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: IncompleteMissingAttachment :: FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: IncompleteMultiSample :: FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: IncompleteReadBuffer :: FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: ReadFramebuffer :: FramebufferTarget
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: Undefined :: FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: Unsupported :: FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: bindFramebuffer :: FramebufferTarget -> StateVar FramebufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: data FramebufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: data FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: data FramebufferTarget
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: defaultFramebufferObject :: FramebufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: framebufferStatus :: FramebufferTarget -> GettableStateVar FramebufferStatus
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: instance ObjectName FramebufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.FramebufferObjects: marshalFramebufferTarget :: FramebufferTarget -> GLenum
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: DefaultFramebufferAttachment :: AttachmentObjectType
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: RenderbufferAttachment :: AttachmentObjectType
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: TextureAttachment :: AttachmentObjectType
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentAlphaSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentBlueSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentDepthSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentGreenSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentObject :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar (Maybe (Either RenderbufferObject TextureObject))
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentObjectType :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar (Maybe AttachmentObjectType)
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentRedSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentStencilSize :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentTextureCubeMapTarget :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentTextureLayer :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: attachmentTextureLevel :: FramebufferAttachment fba => FramebufferTarget -> fba -> GettableStateVar Level
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: data AttachmentObjectType
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferAlphaSize :: RenderbufferTarget -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferBlueSize :: RenderbufferTarget -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferDepthSize :: RenderbufferTarget -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferGreenSize :: RenderbufferTarget -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferHeight :: RenderbufferTarget -> GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferInternalFormat :: RenderbufferTarget -> GettableStateVar PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferRedSize :: RenderbufferTarget -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferSamples :: RenderbufferTarget -> GettableStateVar Samples
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferStencilSize :: RenderbufferTarget -> GettableStateVar GLint
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.Queries: renderbufferWidth :: RenderbufferTarget -> GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: Renderbuffer :: RenderbufferTarget
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: RenderbufferObject :: GLuint -> RenderbufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: RenderbufferSize :: !GLsizei -> !GLsizei -> RenderbufferSize
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: Samples :: GLsizei -> Samples
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: bindRenderbuffer :: RenderbufferTarget -> StateVar RenderbufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: data RenderbufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: data RenderbufferSize
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: data RenderbufferTarget
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: getRBParameteriv :: RenderbufferTarget -> (GLint -> a) -> GLenum -> IO a
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: instance ObjectName RenderbufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: marshalRenderbufferTarget :: RenderbufferTarget -> GLenum
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: newtype Samples
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: noRenderbufferObject :: RenderbufferObject
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: renderbufferStorage :: RenderbufferTarget -> PixelInternalFormat -> RenderbufferSize -> IO ()
+ Graphics.Rendering.OpenGL.GL.FramebufferObjects.RenderbufferObjects: renderbufferStorageMultiSample :: RenderbufferTarget -> Samples -> PixelInternalFormat -> RenderbufferSize -> IO ()
+ Graphics.Rendering.OpenGL.GL.GLboolean: marshalGLboolean :: Num a => Bool -> a
+ Graphics.Rendering.OpenGL.GL.GLboolean: unmarshalGLboolean :: (Eq a, Num a) => a -> Bool
+ Graphics.Rendering.OpenGL.GL.GLstring: peekGLstringLen :: GLStringLen -> IO String
+ Graphics.Rendering.OpenGL.GL.GLstring: stringQuery :: GettableStateVar GLsizei -> (GLsizei -> Ptr GLsizei -> Ptr GLchar -> IO ()) -> GettableStateVar String
+ Graphics.Rendering.OpenGL.GL.GLstring: withGLString :: String -> (Ptr GLchar -> IO a) -> IO a
+ Graphics.Rendering.OpenGL.GL.GLstring: withGLStringLen :: String -> (GLStringLen -> IO a) -> IO a
+ Graphics.Rendering.OpenGL.GL.IOState: IOState :: (Ptr s -> IO (a, Ptr s)) -> IOState s a
+ Graphics.Rendering.OpenGL.GL.IOState: evalIOState :: IOState s a -> Ptr s -> IO a
+ Graphics.Rendering.OpenGL.GL.IOState: getIOState :: IOState s (Ptr s)
+ Graphics.Rendering.OpenGL.GL.IOState: instance Functor (IOState s)
+ Graphics.Rendering.OpenGL.GL.IOState: instance Monad (IOState s)
+ Graphics.Rendering.OpenGL.GL.IOState: nTimes :: Integral a => a -> IOState b c -> IOState b [c]
+ Graphics.Rendering.OpenGL.GL.IOState: newtype IOState s a
+ Graphics.Rendering.OpenGL.GL.IOState: peekIOState :: Storable a => IOState a a
+ Graphics.Rendering.OpenGL.GL.IOState: runIOState :: IOState s a -> Ptr s -> IO (a, Ptr s)
+ Graphics.Rendering.OpenGL.GL.ObjectName: class ObjectName a
+ Graphics.Rendering.OpenGL.GL.ObjectName: deleteObjectNames :: ObjectName a => [a] -> IO ()
+ Graphics.Rendering.OpenGL.GL.ObjectName: genObjectNames :: ObjectName a => Int -> IO [a]
+ Graphics.Rendering.OpenGL.GL.ObjectName: isObjectName :: ObjectName a => a -> IO Bool
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek1 :: Storable a => (a -> b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek1M :: Storable a => (a -> IO b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek2 :: Storable a => (a -> a -> b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek2M :: Storable a => (a -> a -> IO b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek3 :: Storable a => (a -> a -> a -> b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek3M :: Storable a => (a -> a -> a -> IO b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek4 :: Storable a => (a -> a -> a -> a -> b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: peek4M :: Storable a => (a -> a -> a -> a -> IO b) -> Ptr a -> IO b
+ Graphics.Rendering.OpenGL.GL.PeekPoke: poke1 :: Storable a => Ptr a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.PeekPoke: poke2 :: Storable a => Ptr a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.PeekPoke: poke3 :: Storable a => Ptr a -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.PeekPoke: poke4 :: Storable a => Ptr a -> a -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.PixelData: PixelData :: PixelFormat -> DataType -> (Ptr a) -> PixelData a
+ Graphics.Rendering.OpenGL.GL.PixelData: data PixelData a
+ Graphics.Rendering.OpenGL.GL.PixelData: instance Eq (PixelData a)
+ Graphics.Rendering.OpenGL.GL.PixelData: instance Ord (PixelData a)
+ Graphics.Rendering.OpenGL.GL.PixelData: instance Show (PixelData a)
+ Graphics.Rendering.OpenGL.GL.PixelData: withPixelData :: PixelData a -> (GLenum -> GLenum -> Ptr a -> b) -> b
+ Graphics.Rendering.OpenGL.GL.PixelFormat: ABGR :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: Alpha :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: AlphaInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: BGR :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: BGRA :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: BGRAInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: BGRInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: Blue :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: BlueInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: CMYK :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: CMYKA :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: ColorIndex :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: DepthComponent :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: DepthStencil :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: FourTwoTwo :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: FourTwoTwoAverage :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: FourTwoTwoRev :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: FourTwoTwoRevAverage :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: Green :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: GreenInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: Luminance :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: LuminanceAlpha :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: RG :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: RGB :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: RGBA :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: RGBAInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: RGBInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: RGInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: Red :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: RedInteger :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: StencilIndex :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: YCBCR422 :: PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: data PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: instance Eq PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: instance Ord PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: instance Show PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelFormat: marshalPixelFormat :: PixelFormat -> GLenum
+ Graphics.Rendering.OpenGL.GL.PixelFormat: unmarshalPixelFormat :: GLenum -> PixelFormat
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Reset: NoReset :: Reset
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Reset: Reset :: Reset
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Reset: data Reset
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Reset: instance Eq Reset
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Reset: instance Ord Reset
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Reset: instance Show Reset
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Reset: marshalReset :: Reset -> GLboolean
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: PassThrough :: Sink
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: Sink :: Sink
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: data Sink
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: instance Eq Sink
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: instance Ord Sink
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: instance Show Sink
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: marshalSink :: Sink -> GLboolean
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.Sink: unmarshalSink :: GLint -> Sink
+ Graphics.Rendering.OpenGL.GL.PointParameter: PointDistanceAttenuation :: PointParameter
+ Graphics.Rendering.OpenGL.GL.PointParameter: PointFadeThresholdSize :: PointParameter
+ Graphics.Rendering.OpenGL.GL.PointParameter: PointSizeMax :: PointParameter
+ Graphics.Rendering.OpenGL.GL.PointParameter: PointSizeMin :: PointParameter
+ Graphics.Rendering.OpenGL.GL.PointParameter: data PointParameter
+ Graphics.Rendering.OpenGL.GL.PointParameter: pointParameterf :: PointParameter -> GLfloat -> IO ()
+ Graphics.Rendering.OpenGL.GL.PointParameter: pointParameterfv :: PointParameter -> Ptr GLfloat -> IO ()
+ Graphics.Rendering.OpenGL.GL.PolygonMode: Fill :: PolygonMode
+ Graphics.Rendering.OpenGL.GL.PolygonMode: Line :: PolygonMode
+ Graphics.Rendering.OpenGL.GL.PolygonMode: Point :: PolygonMode
+ Graphics.Rendering.OpenGL.GL.PolygonMode: data PolygonMode
+ Graphics.Rendering.OpenGL.GL.PolygonMode: instance Eq PolygonMode
+ Graphics.Rendering.OpenGL.GL.PolygonMode: instance Ord PolygonMode
+ Graphics.Rendering.OpenGL.GL.PolygonMode: instance Show PolygonMode
+ Graphics.Rendering.OpenGL.GL.PolygonMode: marshalPolygonMode :: PolygonMode -> GLenum
+ Graphics.Rendering.OpenGL.GL.PolygonMode: unmarshalPolygonMode :: GLenum -> PolygonMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: LineLoop :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: LineStrip :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: Lines :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: Points :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: Polygon :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: QuadStrip :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: Quads :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: TriangleFan :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: TriangleStrip :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: Triangles :: PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: data PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: instance Eq PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: instance Ord PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: instance Show PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: marshalPrimitiveMode :: PrimitiveMode -> GLenum
+ Graphics.Rendering.OpenGL.GL.PrimitiveMode: unmarshalPrimitiveMode :: GLenum -> PrimitiveMode
+ Graphics.Rendering.OpenGL.GL.QueryUtils: lightIndexToEnum :: GLsizei -> Maybe GLenum
+ Graphics.Rendering.OpenGL.GL.QueryUtils: maybeNullPtr :: b -> (Ptr a -> b) -> Ptr a -> b
+ Graphics.Rendering.OpenGL.GL.QueryUtils: modelviewEnumToIndex :: GLenum -> Maybe GLsizei
+ Graphics.Rendering.OpenGL.GL.QueryUtils: modelviewIndexToEnum :: GLsizei -> Maybe GLenum
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAccumAlphaBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAccumBlueBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAccumClearValue :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAccumGreenBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAccumRedBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetActiveStencilFace :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetActiveTexture :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAliasedLineWidthRange :: PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAliasedPointSizeRange :: PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAlphaBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAlphaBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAlphaScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAlphaTestFunc :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAlphaTestRef :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetArrayElementLockCount :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetArrayElementLockFirst :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetAuxBuffers :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendColor :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendDst :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendDstAlpha :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendDstRGB :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendEquation :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendEquationAlpha :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendSrc :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendSrcAlpha :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlendSrcRGB :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlueBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlueBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetBlueScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetClientActiveTexture :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetClipPlane :: GLsizei -> PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorArraySize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorArrayType :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorClearValue :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorMaterialFace :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorMaterialParameter :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorMatrix :: PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorMatrixStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetColorWritemask :: PName4ISemiIndexed
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCompressedTextureFormats :: PNameNI
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetContextProfileMask :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCopyReadBuffer :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCopyWriteBuffer :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCullFaceMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentColor :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentFogCoord :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentIndex :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentMatrixStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentNormal :: PName3F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentProgram :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentRasterColor :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentRasterDistance :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentRasterIndex :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentRasterPosition :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentRasterPositionValid :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentRasterSecondaryColor :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentRasterTextureCoords :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentSecondaryColor :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetCurrentTextureCoords :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthBounds :: PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthClearValue :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthFunc :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthRange :: PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDepthWritemask :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDoublebuffer :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDrawBuffer :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDrawBufferN :: GLsizei -> PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetDrawFramebufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetEdgeFlag :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetEdgeFlagArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetEdgeFlagArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetElementArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogColor :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogCoordArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogCoordArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogCoordArrayType :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogCoordSrc :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogDensity :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogDistanceMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogEnd :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogIndex :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFogStart :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFragmentColorClamp :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFramebufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetFrontFace :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetGenerateMipmapHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetGreenBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetGreenBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetGreenScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetIndexArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetIndexArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetIndexArrayType :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetIndexClearValue :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetIndexOffset :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetIndexShift :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetIndexWritemask :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLightModelAmbient :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLightModelColorControl :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLightModelLocalViewer :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLightModelTwoSide :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLineSmoothHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLineStipplePattern :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLineStippleRepeat :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLineWidth :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetListBase :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetListIndex :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetListMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetLogicOpMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMap1GridDomain :: PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMap1GridSegments :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMap2GridDomain :: PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMap2GridSegments :: PName2I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMapColor :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMapStencil :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMatrixMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMatrixPalette :: PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMax3DTextureSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxClipPlanes :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxColorMatrixStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxCombinedTextureImageUnits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxCubeMapTextureSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxDrawBuffers :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxElementsIndices :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxElementsVertices :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxEvalOrder :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxFragmentUniformComponents :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxLights :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxListNesting :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxMatrixPaletteStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxModelviewStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxNameStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxPixelMapTable :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxProjectionStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxRectangleTextureSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxShininess :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxSpotExponent :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTextureCoords :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTextureImageUnits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTextureLODBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTextureMaxAnisotropy :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTextureSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTextureStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTextureUnits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTransformFeedbackInterleavedComponents :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTransformFeedbackSeparateAttribs :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxTransformFeedbackSeparateComponents :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxVaryingFloats :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxVertexAttribs :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxVertexTextureImageUnits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxVertexUniformComponents :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetMaxViewportDims :: PName2I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetModelviewMatrix :: PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetModelviewStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetNameStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetNormalArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetNormalArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetNormalArrayType :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetNumCompressedTextureFormats :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackAlignment :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackCMYKHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackImageHeight :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackLSBFirst :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackRowLength :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackSkipImages :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackSkipPixels :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackSkipRows :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPackSwapBytes :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPerspectiveCorrectionHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapAToASize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapBToBSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapGToGSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapIToASize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapIToBSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapIToGSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapIToISize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapIToRSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapRToRSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelMapSToSSize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelPackBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPixelUnpackBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPointDistanceAttenuation :: PName3F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPointFadeThresholdSize :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPointSize :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPointSizeMax :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPointSizeMin :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPointSmoothHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPolygonMode :: PName2I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPolygonOffsetFactor :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPolygonOffsetUnits :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPolygonSmoothHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixAlphaBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixAlphaScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixBlueBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixBlueScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixGreenBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixGreenScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixRedBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostColorMatrixRedScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionAlphaBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionAlphaScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionBlueBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionBlueScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionGreenBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionGreenScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionRedBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPostConvolutionRedScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPrimitiveRestartIndex :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPrimitiveRestartIndexNV :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetPrimitiveRestartNV :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetProjectionMatrix :: PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetProjectionStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetRGBAMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetRGBASignedComponents :: PName4I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetReadBuffer :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetReadColorClamp :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetReadFramebufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetRedBias :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetRedBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetRedScale :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetRenderMode :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetRenderbufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSampleBuffers :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSampleCoverageInvert :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSampleCoverageValue :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSamples :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetScissorBox :: PName4I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSecondaryColorArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSecondaryColorArraySize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSecondaryColorArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSecondaryColorArrayType :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetShadeModel :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSmoothLineWidthGranularity :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSmoothLineWidthRange :: PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSmoothPointSizeGranularity :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSmoothPointSizeRange :: PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilClearValue :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilFail :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilFunc :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilPassDepthFail :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilPassDepthPass :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilRef :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilValueMask :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStencilWritemask :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetStereo :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetSubpixelBits :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureBinding1D :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureBinding2D :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureBinding3D :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureBindingCubeMap :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureBindingRectangle :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureCompressionHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureCoordArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureCoordArraySize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureCoordArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureCoordArrayType :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureMatrix :: PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTextureStackDepth :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTransformFeedbackBuffer :: IPName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTransformFeedbackBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTransformFeedbackBufferSize :: IPName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetTransformFeedbackBufferStart :: IPName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackAlignment :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackCMYKHint :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackImageHeight :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackLSBFirst :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackRowLength :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackSkipImages :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackSkipPixels :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackSkipRows :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetUnpackSwapBytes :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetVertexArrayBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetVertexArrayBufferBinding :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetVertexArraySize :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetVertexArrayStride :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetVertexArrayType :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetVertexColorClamp :: PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetViewport :: PName4I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetZoomX :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: GetZoomY :: PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetIPName1I p where getBoolean1i = get1i getBooleaniv getInteger1i = get1i getIntegeriv getEnum1i = get1i getIntegeriv getSizei1i = get1i getIntegeriv
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetIPName4I p where getBoolean4i = get4i getBooleaniv getInteger4i = get4i getIntegeriv getEnum4i = get4i getIntegeriv getSizei4i = get4i getIntegeriv
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName1F p where getFloat1 = get1 getFloatv getClampf1 = get1 getFloatv getDouble1 = get1 getDoublev getClampd1 = get1 getDoublev
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName1I p where getBoolean1 = get1 getBooleanv getInteger1 = get1 getIntegerv getEnum1 = get1 getIntegerv getSizei1 = get1 getIntegerv
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName2F p where getFloat2 = get2 getFloatv getClampf2 = get2 getFloatv getDouble2 = get2 getDoublev getClampd2 = get2 getDoublev
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName2I p where getBoolean2 = get2 getBooleanv getInteger2 = get2 getIntegerv getEnum2 = get2 getIntegerv getSizei2 = get2 getIntegerv
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName3F p where getFloat3 = get3 getFloatv getClampf3 = get3 getFloatv getDouble3 = get3 getDoublev getClampd3 = get3 getDoublev
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName3I p where getBoolean3 = get3 getBooleanv getInteger3 = get3 getIntegerv getEnum3 = get3 getIntegerv getSizei3 = get3 getIntegerv
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName4F p where getFloat4 = get4 getFloatv getClampf4 = get4 getFloatv getDouble4 = get4 getDoublev getClampd4 = get4 getDoublev
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPName4I p where getBoolean4 = get4 getBooleanv getInteger4 = get4 getIntegerv getEnum4 = get4 getIntegerv getSizei4 = get4 getIntegerv
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPNameMatrix p where getMatrixf = getFloatv getMatrixd = getDoublev
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: class GetPName p => GetPNameNI p where getIntegerN f p n = allocaArray n $ \ buf -> do { getIntegerv p buf; (map f) `fmap` peekArray n buf }
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: clipPlaneIndexToEnum :: GLsizei -> Maybe GLenum
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data IPName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName2I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName3F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName4I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PName4ISemiIndexed
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: data PNameNI
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getBoolean1 :: GetPName1I p => (GLboolean -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getBoolean1i :: GetIPName1I p => (GLboolean -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getBoolean2 :: GetPName2I p => (GLboolean -> GLboolean -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getBoolean3 :: GetPName3I p => (GLboolean -> GLboolean -> GLboolean -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getBoolean4 :: GetPName4I p => (GLboolean -> GLboolean -> GLboolean -> GLboolean -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getBoolean4i :: GetIPName4I p => (GLboolean -> GLboolean -> GLboolean -> GLboolean -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampd1 :: GetPName1F p => (GLclampd -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampd2 :: GetPName2F p => (GLclampd -> GLclampd -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampd3 :: GetPName3F p => (GLclampd -> GLclampd -> GLclampd -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampd4 :: GetPName4F p => (GLclampd -> GLclampd -> GLclampd -> GLclampd -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampf1 :: GetPName1F p => (GLclampf -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampf2 :: GetPName2F p => (GLclampf -> GLclampf -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampf3 :: GetPName3F p => (GLclampf -> GLclampf -> GLclampf -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getClampf4 :: GetPName4F p => (GLclampf -> GLclampf -> GLclampf -> GLclampf -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getDouble1 :: GetPName1F p => (GLdouble -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getDouble2 :: GetPName2F p => (GLdouble -> GLdouble -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getDouble3 :: GetPName3F p => (GLdouble -> GLdouble -> GLdouble -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getDouble4 :: GetPName4F p => (GLdouble -> GLdouble -> GLdouble -> GLdouble -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getEnum1 :: GetPName1I p => (GLenum -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getEnum1i :: GetIPName1I p => (GLenum -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getEnum2 :: GetPName2I p => (GLenum -> GLenum -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getEnum3 :: GetPName3I p => (GLenum -> GLenum -> GLenum -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getEnum4 :: GetPName4I p => (GLenum -> GLenum -> GLenum -> GLenum -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getEnum4i :: GetIPName4I p => (GLenum -> GLenum -> GLenum -> GLenum -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getFloat1 :: GetPName1F p => (GLfloat -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getFloat2 :: GetPName2F p => (GLfloat -> GLfloat -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getFloat3 :: GetPName3F p => (GLfloat -> GLfloat -> GLfloat -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getFloat4 :: GetPName4F p => (GLfloat -> GLfloat -> GLfloat -> GLfloat -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getInteger1 :: GetPName1I p => (GLint -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getInteger1i :: GetIPName1I p => (GLint -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getInteger2 :: GetPName2I p => (GLint -> GLint -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getInteger3 :: GetPName3I p => (GLint -> GLint -> GLint -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getInteger4 :: GetPName4I p => (GLint -> GLint -> GLint -> GLint -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getInteger4i :: GetIPName4I p => (GLint -> GLint -> GLint -> GLint -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getIntegerN :: GetPNameNI p => (GLint -> a) -> p -> Int -> IO [a]
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getMatrixd :: GetPNameMatrix p => p -> Ptr GLdouble -> IO ()
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getMatrixf :: GetPNameMatrix p => p -> Ptr GLfloat -> IO ()
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getSizei1 :: GetPName1I p => (GLsizei -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getSizei1i :: GetIPName1I p => (GLsizei -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getSizei2 :: GetPName2I p => (GLsizei -> GLsizei -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getSizei3 :: GetPName3I p => (GLsizei -> GLsizei -> GLsizei -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getSizei4 :: GetPName4I p => (GLsizei -> GLsizei -> GLsizei -> GLsizei -> a) -> p -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: getSizei4i :: GetIPName4I p => (GLsizei -> GLsizei -> GLsizei -> GLsizei -> a) -> p -> GLuint -> IO a
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetIPName1I IPName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetIPName4I PName4ISemiIndexed
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName IPName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName2I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName3F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName4I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PName4ISemiIndexed
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName PNameNI
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName1F PName1F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName1I PName1I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName2F PName2F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName2I PName2I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName3F PName3F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName4F PName4F
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName4I PName4I
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPName4I PName4ISemiIndexed
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPNameMatrix PNameMatrix
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: instance GetPNameNI PNameNI
+ Graphics.Rendering.OpenGL.GL.QueryUtils.PName: marshalGetPName :: GetPName p => p -> Maybe GLenum
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: AttribLocation :: GLuint -> AttribLocation
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetCurrentVertexAttrib :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetVertexAttribArrayBufferBinding :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetVertexAttribArrayEnabled :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetVertexAttribArrayInteger :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetVertexAttribArrayNormalized :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetVertexAttribArraySize :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetVertexAttribArrayStride :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: GetVertexAttribArrayType :: GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: VertexAttribArrayPointer :: GetVertexAttribPointerPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: data GetVertexAttribPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: data GetVertexAttribPointerPName
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: getVertexAttribBoolean1 :: (GLboolean -> b) -> AttribLocation -> GetVertexAttribPName -> IO b
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: getVertexAttribEnum1 :: (GLenum -> b) -> AttribLocation -> GetVertexAttribPName -> IO b
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: getVertexAttribFloat4 :: (GLfloat -> GLfloat -> GLfloat -> GLfloat -> b) -> AttribLocation -> GetVertexAttribPName -> IO b
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: getVertexAttribIInteger4 :: (GLint -> GLint -> GLint -> GLint -> b) -> AttribLocation -> GetVertexAttribPName -> IO b
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: getVertexAttribInteger1 :: (GLint -> b) -> AttribLocation -> GetVertexAttribPName -> IO b
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: getVertexAttribIuInteger4 :: (GLuint -> GLuint -> GLuint -> GLuint -> b) -> AttribLocation -> GetVertexAttribPName -> IO b
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: getVertexAttribPointer :: AttribLocation -> GetVertexAttribPointerPName -> IO (Ptr a)
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: instance Eq AttribLocation
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: instance Ord AttribLocation
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: instance Show AttribLocation
+ Graphics.Rendering.OpenGL.GL.QueryUtils.VertexAttrib: newtype AttribLocation
+ Graphics.Rendering.OpenGL.GL.RenderMode: Feedback :: RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: Render :: RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: Select :: RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: data RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: instance Eq RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: instance Ord RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: instance Show RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: renderMode :: GettableStateVar RenderMode
+ Graphics.Rendering.OpenGL.GL.RenderMode: withRenderMode :: RenderMode -> IO a -> IO (a, GLint)
+ Graphics.Rendering.OpenGL.GL.Shaders.Attribs: activeAttribs :: Program -> GettableStateVar [(GLint, VariableType, String)]
+ Graphics.Rendering.OpenGL.GL.Shaders.Attribs: attribLocation :: Program -> String -> StateVar AttribLocation
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxCombinedTextureImageUnits :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxFragmentUniformComponents :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxTextureCoords :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxTextureImageUnits :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxVaryingFloats :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxVertexAttribs :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxVertexTextureImageUnits :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Limits: maxVertexUniformComponents :: GettableStateVar GLsizei
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: ActiveAttributeMaxLength :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: ActiveAttributes :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: ActiveUniformMaxLength :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: ActiveUniforms :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: AttachedShaders :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: LinkStatus :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: Program :: GLuint -> Program
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: ProgramDeleteStatus :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: ProgramInfoLogLength :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: TransformFeedbackBufferMode :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: TransformFeedbackVaryingMaxLength :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: TransformFeedbackVaryings :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: ValidateStatus :: GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: attachedShaders :: Program -> StateVar ([VertexShader], [FragmentShader])
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: bindFragDataLocation :: Program -> String -> SettableStateVar DrawBufferIndex
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: currentProgram :: StateVar (Maybe Program)
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: data GetProgramPName
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: getCurrentProgram :: IO Program
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: getFragDataLocation :: Program -> String -> IO (Maybe DrawBufferIndex)
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: instance Eq Program
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: instance ObjectName Program
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: instance Ord Program
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: instance Show Program
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: linkProgram :: Program -> IO ()
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: linkStatus :: Program -> GettableStateVar Bool
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: newtype Program
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: programDeleteStatus :: Program -> GettableStateVar Bool
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: programID :: Program -> GLuint
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: programInfoLog :: Program -> GettableStateVar String
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: programVar :: (GLint -> a) -> GetProgramPName -> Program -> GettableStateVar a
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: validateProgram :: Program -> IO ()
+ Graphics.Rendering.OpenGL.GL.Shaders.Program: validateStatus :: Program -> GettableStateVar Bool
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: FragmentShader :: GLuint -> FragmentShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: VertexShader :: GLuint -> VertexShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: class (Eq s, Ord s, Show s, ObjectName s) => Shader s
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: compileShader :: Shader s => s -> IO ()
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: compileStatus :: Shader s => s -> GettableStateVar Bool
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: fragmentShaderID :: FragmentShader -> GLuint
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Eq FragmentShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Eq VertexShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance ObjectName FragmentShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance ObjectName VertexShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Ord FragmentShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Ord VertexShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Shader FragmentShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Shader VertexShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Show FragmentShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: instance Show VertexShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: makeShader :: Shader s => GLuint -> s
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: newtype FragmentShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: newtype VertexShader
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: shaderDeleteStatus :: Shader s => s -> GettableStateVar Bool
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: shaderID :: Shader s => s -> GLuint
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: shaderInfoLog :: Shader s => s -> GettableStateVar String
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: shaderSource :: Shader s => s -> StateVar [String]
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: shaderType :: Shader s => s -> GLenum
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: shaderTypeEnum :: Shader s => s -> GettableStateVar GLenum
+ Graphics.Rendering.OpenGL.GL.Shaders.Shaders: vertexShaderID :: VertexShader -> GLuint
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: activeUniforms :: Program -> GettableStateVar [(GLint, VariableType, String)]
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: class Uniform a
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: class Storable a => UniformComponent a
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: data UniformLocation
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance Eq UniformLocation
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance Ord UniformLocation
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance Show UniformLocation
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance Uniform TextureUnit
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent GLfloat
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent GLint
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent GLuint
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (Color3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (Color4 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (Index1 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: instance UniformComponent a => Uniform (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: uniform :: Uniform a => UniformLocation -> StateVar a
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: uniformLocation :: Program -> String -> GettableStateVar UniformLocation
+ Graphics.Rendering.OpenGL.GL.Shaders.Uniform: uniformv :: Uniform a => UniformLocation -> GLsizei -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Bool :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: BoolVec2 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: BoolVec3 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: BoolVec4 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Float' :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat2 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat2x3 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat2x4 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat3 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat3x2 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat3x4 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat4 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat4x2 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatMat4x3 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatVec2 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatVec3 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: FloatVec4 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Int' :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntSampler1D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntSampler1DArray :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntSampler2D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntSampler2DArray :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntSampler3D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntSamplerCube :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntVec2 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntVec3 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: IntVec4 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler1D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler1DArray :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler1DArrayShadow :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler1DShadow :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler2D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler2DArray :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler2DArrayShadow :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler2DRect :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler2DRectShadow :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler2DShadow :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: Sampler3D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: SamplerCube :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: SamplerCubeShadow :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedInt' :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntSampler1D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntSampler1DArray :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntSampler2D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntSampler2DArray :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntSampler3D :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntSamplerCube :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntVec2 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntVec3 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: UnsignedIntVec4 :: VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: activeVars :: (Program -> GettableStateVar GLuint) -> (Program -> GettableStateVar GLsizei) -> (GLuint -> GLuint -> GLsizei -> Ptr GLsizei -> Ptr GLint -> Ptr GLenum -> Ptr GLchar -> IO ()) -> Program -> GettableStateVar [(GLint, VariableType, String)]
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: data VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: instance Eq VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: instance Ord VariableType
+ Graphics.Rendering.OpenGL.GL.Shaders.Variables: instance Show VariableType
+ Graphics.Rendering.OpenGL.GL.StateVar: ($=!) :: HasSetter s => s a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.StateVar: ($=) :: HasSetter s => s a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.StateVar: ($~!) :: (HasGetter v, HasSetter v) => v a -> (a -> a) -> IO ()
+ Graphics.Rendering.OpenGL.GL.StateVar: ($~) :: (HasGetter v, HasSetter v) => v a -> (a -> a) -> IO ()
+ Graphics.Rendering.OpenGL.GL.StateVar: class HasGetter g
+ Graphics.Rendering.OpenGL.GL.StateVar: class HasSetter s
+ Graphics.Rendering.OpenGL.GL.StateVar: data GettableStateVar a
+ Graphics.Rendering.OpenGL.GL.StateVar: data SettableStateVar a
+ Graphics.Rendering.OpenGL.GL.StateVar: data StateVar a
+ Graphics.Rendering.OpenGL.GL.StateVar: get :: HasGetter g => g a -> IO a
+ Graphics.Rendering.OpenGL.GL.StateVar: instance HasGetter GettableStateVar
+ Graphics.Rendering.OpenGL.GL.StateVar: instance HasGetter IORef
+ Graphics.Rendering.OpenGL.GL.StateVar: instance HasGetter StateVar
+ Graphics.Rendering.OpenGL.GL.StateVar: instance HasSetter IORef
+ Graphics.Rendering.OpenGL.GL.StateVar: instance HasSetter SettableStateVar
+ Graphics.Rendering.OpenGL.GL.StateVar: instance HasSetter StateVar
+ Graphics.Rendering.OpenGL.GL.StateVar: makeGettableStateVar :: IO a -> GettableStateVar a
+ Graphics.Rendering.OpenGL.GL.StateVar: makeSettableStateVar :: (a -> IO ()) -> SettableStateVar a
+ Graphics.Rendering.OpenGL.GL.StateVar: makeStateVar :: IO a -> (a -> IO ()) -> StateVar a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vector1 :: a -> Vector1 a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vector2 :: !a -> !a -> Vector2 a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vector3 :: !a -> !a -> !a -> Vector3 a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vector4 :: !a -> !a -> !a -> !a -> Vector4 a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vertex1 :: a -> Vertex1 a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vertex2 :: !a -> !a -> Vertex2 a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vertex3 :: !a -> !a -> !a -> Vertex3 a
+ Graphics.Rendering.OpenGL.GL.Tensor: Vertex4 :: !a -> !a -> !a -> !a -> Vertex4 a
+ Graphics.Rendering.OpenGL.GL.Tensor: data Vector2 a
+ Graphics.Rendering.OpenGL.GL.Tensor: data Vector3 a
+ Graphics.Rendering.OpenGL.GL.Tensor: data Vector4 a
+ Graphics.Rendering.OpenGL.GL.Tensor: data Vertex2 a
+ Graphics.Rendering.OpenGL.GL.Tensor: data Vertex3 a
+ Graphics.Rendering.OpenGL.GL.Tensor: data Vertex4 a
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vector1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vector2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vector3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vector4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vertex1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vertex2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vertex3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Applicative Vertex4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Bounded a => Bounded (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Eq a => Eq (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vector1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vector2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vector3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vector4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vertex1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vertex2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vertex3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Foldable Vertex4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vector1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vector2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vector3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vector4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vertex1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vertex2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vertex3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Functor Vertex4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ix a => Ix (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Ord a => Ord (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Read a => Read (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Show a => Show (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Storable a => Storable (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vector1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vector2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vector3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vector4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vertex1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vertex2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vertex3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Traversable Vertex4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable a => Typeable (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vector1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vector2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vector3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vector4
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vertex1
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vertex2
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vertex3
+ Graphics.Rendering.OpenGL.GL.Tensor: instance Typeable1 Vertex4
+ Graphics.Rendering.OpenGL.GL.Tensor: newtype Vector1 a
+ Graphics.Rendering.OpenGL.GL.Tensor: newtype Vertex1 a
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Alpha' :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Alpha12 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Alpha16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Alpha4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Alpha8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedAlpha :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedIntensity :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedLuminance :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedLuminanceAlpha :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedRG :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedRGB :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedRGBA :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedRG_RGTC2 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedRed :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedRedRGTC1 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedSLuminance :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedSLuminanceAlpha :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedSRGB :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedSRGBAlpha :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedSignedRG_RGTC2 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: CompressedSignedRedRGTC1 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Depth32fStencil8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: DepthComponent' :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: DepthComponent16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: DepthComponent24 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: DepthComponent32 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: DepthComponent32f :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Intensity :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Intensity12 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Intensity16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Intensity4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Intensity8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance' :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance12 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance12Alpha12 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance12Alpha4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance16Alpha16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance4Alpha4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance6Alpha2 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: Luminance8Alpha8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: LuminanceAlpha' :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R11fG11fB10f :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R16F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R16I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R16UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R32F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R32I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R32UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R3G3B2 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R8I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: R8UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG16F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG16I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG16UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG32F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG32I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG32UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG8I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RG8UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB' :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB10 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB10A2 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB12 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB16F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB16I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB16UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB32F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB32I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB32UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB5 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB5A1 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB8I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB8UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGB9E5 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA' :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA12 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA16F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA16I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA16UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA2 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA32F :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA32I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA32UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA8I :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: RGBA8UI :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SLuminance :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SLuminance8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SLuminance8Alpha8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SLuminanceAlpha :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SRGB :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SRGB8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SRGB8Alpha8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: SRGBAlpha :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: StencilIndex1 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: StencilIndex16 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: StencilIndex4 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: StencilIndex8 :: PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: data PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: instance Eq PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: instance Ord PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: instance Show PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: marshalPixelInternalFormat :: PixelInternalFormat -> GLint
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: marshalPixelInternalFormat' :: PixelInternalFormat -> GLenum
+ Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat: unmarshalPixelInternalFormat :: GLint -> PixelInternalFormat
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: DepthTextureMode :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: GenerateMipmap :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureBaseLevel :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureBorderColor :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureCompare :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureCompareFailValue :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureCompareFunc :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureCompareMode :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureCompareOperator :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureLODBias :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureMagFilter :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureMaxAnisotropy :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureMaxLOD :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureMaxLevel :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureMinFilter :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureMinLOD :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TexturePriority :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureResident :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureWrapR :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureWrapS :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: TextureWrapT :: TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: combineTexParams :: (TextureTarget -> StateVar a) -> (TextureTarget -> StateVar b) -> (TextureTarget -> StateVar (a, b))
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: combineTexParamsMaybe :: (TextureTarget -> StateVar Capability) -> (TextureTarget -> StateVar a) -> (TextureTarget -> StateVar (Maybe a))
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: data TexParameter
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: getTexParameteri :: (GLint -> a) -> TextureTarget -> TexParameter -> IO a
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: texParamC4f :: TexParameter -> TextureTarget -> StateVar (Color4 GLfloat)
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: texParamf :: (GLfloat -> a) -> (a -> GLfloat) -> TexParameter -> TextureTarget -> StateVar a
+ Graphics.Rendering.OpenGL.GL.Texturing.TexParameter: texParami :: (GLint -> a) -> (a -> GLint) -> TexParameter -> TextureTarget -> StateVar a
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: Texture1D :: TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: Texture2D :: TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: Texture3D :: TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureCubeMap :: TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureCubeMapNegativeX :: CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureCubeMapNegativeY :: CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureCubeMapNegativeZ :: CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureCubeMapPositiveX :: CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureCubeMapPositiveY :: CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureCubeMapPositiveZ :: CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: TextureRectangle :: TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: data CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: data TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: instance Eq CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: instance Eq TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: instance Ord CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: instance Ord TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: instance Show CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: instance Show TextureTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: marshalCubeMapTarget :: CubeMapTarget -> GLenum
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: marshalProxyTextureTarget :: Proxy -> TextureTarget -> GLenum
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: marshalTextureTarget :: TextureTarget -> GLenum
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget: unmarshalCubeMapTarget :: GLenum -> CubeMapTarget
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: TextureUnit :: GLuint -> TextureUnit
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: instance Eq TextureUnit
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: instance Ord TextureUnit
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: instance Show TextureUnit
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: instance Storable TextureUnit
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: marshalTextureUnit :: TextureUnit -> GLenum
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: newtype TextureUnit
+ Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit: unmarshalTextureUnit :: GLenum -> TextureUnit
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: Color3 :: !a -> !a -> !a -> Color3 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: Color4 :: !a -> !a -> !a -> !a -> Color4 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: FogCoord1 :: a -> FogCoord1 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: Index1 :: a -> Index1 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: Normal3 :: !a -> !a -> !a -> Normal3 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: TexCoord1 :: a -> TexCoord1 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: TexCoord2 :: !a -> !a -> TexCoord2 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: TexCoord3 :: !a -> !a -> !a -> TexCoord3 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: TexCoord4 :: !a -> !a -> !a -> !a -> TexCoord4 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: data Color3 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: data Color4 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: data Normal3 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: data TexCoord2 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: data TexCoord3 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: data TexCoord4 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative Color3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative Color4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative FogCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative Index1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative Normal3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative TexCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative TexCoord2
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative TexCoord3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Applicative TexCoord4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Bounded a => Bounded (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Eq a => Eq (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable Color3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable Color4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable FogCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable Index1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable Normal3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable TexCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable TexCoord2
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable TexCoord3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Foldable TexCoord4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor Color3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor Color4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor FogCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor Index1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor Normal3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor TexCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor TexCoord2
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor TexCoord3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Functor TexCoord4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ix a => Ix (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Ord a => Ord (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Read a => Read (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Show a => Show (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Storable a => Storable (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable Color3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable Color4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable FogCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable Index1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable Normal3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable TexCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable TexCoord2
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable TexCoord3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Traversable TexCoord4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 Color3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 Color4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 FogCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 Index1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 Normal3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 TexCoord1
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 TexCoord2
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 TexCoord3
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: instance Typeable1 TexCoord4
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: newtype FogCoord1 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: newtype Index1 a
+ Graphics.Rendering.OpenGL.GL.VertexAttributes: newtype TexCoord1 a
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: Error :: ErrorCategory -> String -> Error
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: InvalidEnum :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: InvalidFramebufferOperation :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: InvalidOperation :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: InvalidValue :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: NURBSError :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: OutOfMemory :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: StackOverflow :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: StackUnderflow :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: TableTooLarge :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: TesselatorError :: ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: data Error
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: data ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: getErrors :: IO [Error]
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: instance Eq Error
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: instance Eq ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: instance Ord Error
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: instance Ord ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: instance Show Error
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: instance Show ErrorCategory
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: recordErrorCode :: GLenum -> IO ()
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: recordInvalidEnum :: IO ()
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: recordInvalidValue :: IO ()
+ Graphics.Rendering.OpenGL.GLU.ErrorsInternal: recordOutOfMemory :: IO ()

Files

Graphics/Rendering/OpenGL/GL.hs view
@@ -58,8 +58,8 @@ --   module Graphics.Rendering.OpenGL.GL.QueryObjects,     -- * State and State Requests-   module Data.StateVar,-   module Data.Tensor,+   module Graphics.Rendering.OpenGL.GL.StateVar,+   module Graphics.Rendering.OpenGL.GL.Tensor,    module Graphics.Rendering.OpenGL.GL.StringQueries,    module Graphics.Rendering.OpenGL.GL.SavingState ) where@@ -106,7 +106,7 @@ -- is exported through PerFragment for backwards compatibility reasons --import Graphics.Rendering.OpenGL.GL.QueryObjects -import Data.StateVar-import Data.Tensor+import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.StringQueries import Graphics.Rendering.OpenGL.GL.SavingState
Graphics/Rendering/OpenGL/GL/Antialiasing.hs view
@@ -17,7 +17,7 @@    sampleBuffers, samples, multisample, subpixelBits ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.Core31
Graphics/Rendering/OpenGL/GL/BeginEnd.hs view
@@ -23,7 +23,7 @@    edgeFlag ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.EdgeFlag import Graphics.Rendering.OpenGL.GL.Exception import Graphics.Rendering.OpenGL.GL.PrimitiveMode
Graphics/Rendering/OpenGL/GL/Bitmaps.hs view
@@ -16,11 +16,11 @@    bitmap ) where -import Data.Tensor import Foreign.Ptr import Graphics.Rendering.OpenGL.Raw.Core31 import Graphics.Rendering.OpenGL.Raw.ARB.Compatibility ( glBitmap ) import Graphics.Rendering.OpenGL.GL.CoordTrans+import Graphics.Rendering.OpenGL.GL.Tensor  -------------------------------------------------------------------------------- 
Graphics/Rendering/OpenGL/GL/BufferObjects.hs view
@@ -15,7 +15,7 @@  module Graphics.Rendering.OpenGL.GL.BufferObjects (    -- * Object Names-   module Data.ObjectName,+   module Graphics.Rendering.OpenGL.GL.ObjectName,     -- * Buffer Objects    BufferObject(BufferObject),@@ -44,17 +44,17 @@    indexedBufferStart, indexedBufferSize ) where -import Data.ObjectName import Data.List(foldl1') import Data.Bits((.|.)) import Data.Maybe -import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable +import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.ObjectName import Graphics.Rendering.OpenGL.GL.Exception import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.PeekPoke
Graphics/Rendering/OpenGL/GL/Capability.hs view
@@ -21,7 +21,7 @@    IndexedEnableCap(..), makeIndexedCapability, ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.GLU.ErrorsInternal
Graphics/Rendering/OpenGL/GL/Clipping.hs view
@@ -16,9 +16,9 @@    ClipPlaneName(..), clipPlane, maxClipPlanes ) where -import Data.StateVar import Foreign.Marshal.Utils import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.CoordTrans import Graphics.Rendering.OpenGL.GL.QueryUtils
Graphics/Rendering/OpenGL/GL/ColorSum.hs view
@@ -16,7 +16,7 @@    colorSum ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability  --------------------------------------------------------------------------------
Graphics/Rendering/OpenGL/GL/Colors.hs view
@@ -44,13 +44,13 @@ ) where  import Control.Monad-import Data.StateVar-import Data.Tensor import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Marshal.Utils import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.Face import Graphics.Rendering.OpenGL.GL.PeekPoke
Graphics/Rendering/OpenGL/GL/ControlPoint.hs view
@@ -17,9 +17,9 @@    ControlPoint(..) ) where -import Data.Tensor import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.Domain import Graphics.Rendering.OpenGL.GL.VertexArrays
Graphics/Rendering/OpenGL/GL/CoordTrans.hs view
@@ -36,14 +36,14 @@    Plane(..), TextureCoordName(..), TextureGenMode(..), textureGenMode ) where -import Data.StateVar-import Data.Tensor import Foreign.ForeignPtr import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Marshal.Utils import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.Exception import Graphics.Rendering.OpenGL.GL.PeekPoke
Graphics/Rendering/OpenGL/GL/DisplayLists.hs view
@@ -25,9 +25,9 @@    genLists, deleteLists, isList, ) where -import Data.ObjectName-import Data.StateVar import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.DataType import Graphics.Rendering.OpenGL.GL.Exception import Graphics.Rendering.OpenGL.GL.GLboolean
Graphics/Rendering/OpenGL/GL/Evaluators.hs view
@@ -46,12 +46,12 @@  import Control.Monad import Data.List-import Data.StateVar import Foreign.ForeignPtr import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.ControlPoint import Graphics.Rendering.OpenGL.GL.Domain
Graphics/Rendering/OpenGL/GL/Feedback.hs view
@@ -18,11 +18,11 @@ ) where  import Control.Monad-import Data.StateVar-import Data.Tensor import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.IOState import Graphics.Rendering.OpenGL.GL.RenderMode import Graphics.Rendering.OpenGL.GL.VertexSpec
Graphics/Rendering/OpenGL/GL/Fog.hs view
@@ -20,9 +20,9 @@    FogDistanceMode(..), fogDistanceMode ) where -import Data.StateVar import Foreign.Marshal.Utils import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.GL.VertexSpec
Graphics/Rendering/OpenGL/GL/Framebuffer.hs view
@@ -35,8 +35,8 @@ import Control.Monad import Data.List import Data.Maybe-import Data.StateVar import Foreign.Marshal.Array+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.BufferMode import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.Face
Graphics/Rendering/OpenGL/GL/FramebufferObjects/FramebufferObjects.hs view
@@ -22,11 +22,11 @@    FramebufferStatus(..), framebufferStatus, ) where -import Data.ObjectName-import Data.StateVar import Foreign.Marshal import Graphics.Rendering.OpenGL.Raw.Core31 +import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.QueryUtils 
Graphics/Rendering/OpenGL/GL/FramebufferObjects/Queries.hs view
@@ -27,9 +27,9 @@    renderbufferAlphaSize, renderbufferDepthSize, renderbufferStencilSize, ) where -import Data.StateVar import Graphics.Rendering.OpenGL.Raw.Core31 +import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Texturing.Objects(TextureObject(..)) import Graphics.Rendering.OpenGL.GL.Texturing.PixelInternalFormat import Graphics.Rendering.OpenGL.GL.Texturing.Specification(Level)
Graphics/Rendering/OpenGL/GL/FramebufferObjects/RenderbufferObjects.hs view
@@ -25,11 +25,11 @@    getRBParameteriv, ) where -import Data.ObjectName-import Data.StateVar import Foreign.Marshal import Graphics.Rendering.OpenGL.Raw.Core31 +import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.GL.QueryUtils
Graphics/Rendering/OpenGL/GL/GLstring.hs view
@@ -17,12 +17,13 @@     stringQuery ) where -import Data.StateVar import Foreign.C.String import Foreign.Marshal.Array import Foreign.Ptr  import Graphics.Rendering.OpenGL.Raw.Core31++import Graphics.Rendering.OpenGL.GL.StateVar  ----------------------------------------------------------------------------- 
Graphics/Rendering/OpenGL/GL/Hints.hs view
@@ -16,7 +16,7 @@    HintTarget(..), HintMode(..), hint ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.ARB.Compatibility (    gl_FOG_HINT, gl_GENERATE_MIPMAP_HINT, gl_PERSPECTIVE_CORRECTION_HINT,
Graphics/Rendering/OpenGL/GL/LineSegments.hs view
@@ -28,7 +28,7 @@ ) where  import Control.Monad-import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.ARB.Compatibility ( glLineStipple )
+ Graphics/Rendering/OpenGL/GL/ObjectName.hs view
@@ -0,0 +1,31 @@+--------------------------------------------------------------------------------+-- |+-- Module      :  Graphics.Rendering.OpenGL.GL.ObjectName+-- Copyright   :  (c) Sven Panne 2009+-- License     :  BSD-style (see the file LICENSE)+-- +-- Maintainer  :  sven.panne@aedion.de+-- Stability   :  stable+-- Portability :  portable+--+-- Object names are explicitly handled identifiers for API objects, e.g. a+-- texture object name in OpenGL or a buffer object name in OpenAL.+--+--------------------------------------------------------------------------------++module Graphics.Rendering.OpenGL.GL.ObjectName ( ObjectName(..) ) where++-- | An 'ObjectName' is an explicitly handled identifier for API objects, e.g. a+-- texture object name in OpenGL or a buffer object name in OpenAL.++class ObjectName a where+   -- | Generate a given number of object names, which are guaranteed to be+   -- unused. By generating the names, they become used.+   genObjectNames :: Int -> IO [a]++   -- | Make the given object names available again, declaring them as unused.+   deleteObjectNames:: [a] -> IO ()++   -- | Test if the given object name is currently in use, i.e. test if it has+   -- been generated, but not been deleted so far.+   isObjectName :: a -> IO Bool
Graphics/Rendering/OpenGL/GL/PerFragment.hs view
@@ -48,7 +48,7 @@ ) where  import Control.Monad-import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.BlendingFactor import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.ComparisonFunction
Graphics/Rendering/OpenGL/GL/PixelRectangles/ColorTable.hs view
@@ -21,11 +21,11 @@    colorTableRGBASizes, colorTableLuminanceSize, colorTableIntesitySize, ) where -import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Utils import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.CoordTrans import Graphics.Rendering.OpenGL.GL.PeekPoke
Graphics/Rendering/OpenGL/GL/PixelRectangles/Convolution.hs view
@@ -25,11 +25,11 @@    convolutionFilterScale, convolutionFilterBias, ) where -import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Utils import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.CoordTrans import Graphics.Rendering.OpenGL.GL.PeekPoke
Graphics/Rendering/OpenGL/GL/PixelRectangles/Histogram.hs view
@@ -18,8 +18,8 @@    histogramRGBASizes, histogramLuminanceSize ) where -import Data.StateVar import Foreign.Marshal.Alloc+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.GL.PixelData
Graphics/Rendering/OpenGL/GL/PixelRectangles/Minmax.hs view
@@ -17,8 +17,8 @@    minmax, getMinmax, resetMinmax ) where -import Data.StateVar import Foreign.Marshal.Alloc+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.GL.PixelData
Graphics/Rendering/OpenGL/GL/PixelRectangles/PixelMap.hs view
@@ -21,11 +21,11 @@ ) where  import Data.List-import Data.StateVar import Foreign.ForeignPtr import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.GL.VertexSpec import Graphics.Rendering.OpenGL.Raw.ARB.Compatibility (
Graphics/Rendering/OpenGL/GL/PixelRectangles/PixelStorage.hs view
@@ -18,7 +18,7 @@    skipPixels, rowAlignment, imageHeight, skipImages ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.Core31
Graphics/Rendering/OpenGL/GL/PixelRectangles/PixelTransfer.hs view
@@ -19,7 +19,7 @@    rgbaScale, rgbaBias ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.GL.VertexSpec
Graphics/Rendering/OpenGL/GL/PixelRectangles/Rasterization.hs view
@@ -18,7 +18,7 @@ ) where  import Control.Monad-import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.CoordTrans import Graphics.Rendering.OpenGL.GL.PixelData import Graphics.Rendering.OpenGL.GL.PixelFormat
Graphics/Rendering/OpenGL/GL/PixellikeObject.hs view
@@ -17,8 +17,8 @@   PixellikeObjectTarget(pixellikeObjTarParam), ) where -import Data.StateVar import Foreign.Marshal.Alloc+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.Raw.Core31 
Graphics/Rendering/OpenGL/GL/Points.hs view
@@ -33,8 +33,8 @@ ) where  import Control.Monad-import Data.StateVar import Foreign.Marshal.Array+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.PointParameter import Graphics.Rendering.OpenGL.GL.QueryUtils
Graphics/Rendering/OpenGL/GL/Polygons.hs view
@@ -20,10 +20,10 @@ ) where  import Control.Monad-import Data.StateVar import Foreign.ForeignPtr import Foreign.Marshal.Array import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.Face import Graphics.Rendering.OpenGL.GL.PixelRectangles
Graphics/Rendering/OpenGL/GL/QueryObjects.hs view
@@ -26,10 +26,10 @@ beginConditionalRender, endConditionalRender, withConditionalRender ) where -import Data.ObjectName-import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Array+import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Exception import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.PeekPoke
Graphics/Rendering/OpenGL/GL/RasterPos.hs view
@@ -23,9 +23,9 @@    rasterPositionUnclipped ) where -import Data.StateVar-import Data.Tensor import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.QueryUtils
Graphics/Rendering/OpenGL/GL/ReadCopyPixels.hs view
@@ -24,7 +24,7 @@    BlitFramebufferMask(..), blitFramebuffer ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.BufferMode import Graphics.Rendering.OpenGL.GL.CoordTrans import Graphics.Rendering.OpenGL.GL.PixelData
Graphics/Rendering/OpenGL/GL/Rectangles.hs view
@@ -18,8 +18,8 @@    Rect(..) ) where -import Data.Tensor import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.Raw.ARB.Compatibility (    glRectd, glRectdv, glRectf, glRectfv, glRecti, glRectiv, glRects, glRectsv ) import Graphics.Rendering.OpenGL.Raw.Core31
Graphics/Rendering/OpenGL/GL/RenderMode.hs view
@@ -17,7 +17,7 @@    RenderMode(..), withRenderMode, renderMode ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Exception import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.ARB.Compatibility (
Graphics/Rendering/OpenGL/GL/Selection.hs view
@@ -18,9 +18,9 @@    RenderMode(..), renderMode ) where -import Data.StateVar import Foreign.Marshal.Array import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Exception import Graphics.Rendering.OpenGL.GL.IOState import Graphics.Rendering.OpenGL.GL.QueryUtils
Graphics/Rendering/OpenGL/GL/Shaders/Attribs.hs view
@@ -19,7 +19,7 @@ import Graphics.Rendering.OpenGL.GL.GLstring  -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.Core31 
Graphics/Rendering/OpenGL/GL/Shaders/Limits.hs view
@@ -18,7 +18,7 @@    maxFragmentUniformComponents, maxVertexAttribs, maxVaryingFloats ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.Core31 
Graphics/Rendering/OpenGL/GL/Shaders/Program.hs view
@@ -28,11 +28,11 @@ import Control.Monad import Data.List import Data.Maybe (fromMaybe)-import Data.ObjectName-import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Framebuffer import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.GLstring
Graphics/Rendering/OpenGL/GL/Shaders/Shaders.hs view
@@ -26,11 +26,11 @@ import Control.Monad import Control.Monad.Fix import Data.List-import Data.ObjectName-import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Marshal.Utils+import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.GLstring import Graphics.Rendering.OpenGL.GL.PeekPoke
Graphics/Rendering/OpenGL/GL/Shaders/Uniform.hs view
@@ -20,11 +20,11 @@    UniformComponent, ) where -import Data.StateVar-import Data.Tensor import Foreign.Marshal.Alloc import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.GLstring import Graphics.Rendering.OpenGL.GL.VertexSpec import Graphics.Rendering.OpenGL.Raw.Core31
Graphics/Rendering/OpenGL/GL/Shaders/Variables.hs view
@@ -20,13 +20,13 @@ import Graphics.Rendering.OpenGL.GL.GLstring  import Control.Monad-import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable import Graphics.Rendering.OpenGL.Raw.Core31 +import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Shaders.Program  -- Table 2.9 of the OpenGL 3.1 spec: OpenGL Shading Language type tokens
+ Graphics/Rendering/OpenGL/GL/StateVar.hs view
@@ -0,0 +1,145 @@+--------------------------------------------------------------------------------+-- |+-- Module      :  Graphics.Rendering.OpenGL.GL.StateVar+-- Copyright   :  (c) Sven Panne 2009+-- License     :  BSD-style (see the file LICENSE)+-- +-- Maintainer  :  sven.panne@aedion.de+-- Stability   :  stable+-- Portability :  portable+--+-- State variables are references in the IO monad, like 'IORef's or parts of+-- the OpenGL state. Note that state variables are not neccessarily writable or+-- readable, they may come in read-only or write-only flavours, too. As a very+-- simple example for a state variable, consider an explicitly allocated memory+-- buffer. This buffer can easily be converted into a 'StateVar':+--+-- @+-- makeStateVarFromPtr :: Storable a => Ptr a -> StateVar a+-- makeStateVarFromPtr p = makeStateVar (peek p) (poke p)+-- @+--+-- The example below puts 11 into a state variable (i.e. into the buffer),+-- increments the contents of the state variable by 22, and finally prints the+-- resulting content:+--+-- @+--   do p <- malloc :: IO (Ptr Int)+--      let v = makeStateVarFromPtr p+--      v $= 11+--      v $~ (+ 22)+--      x <- get v+--      print x+-- @+--+-- 'IORef's are state variables, too, so an example with them looks extremely+-- similiar:+--+-- @+--   do v <- newIORef (0 :: Int)+--      v $= 11+--      v $~ (+ 22)+--      x <- get v+--      print x+-- @+--------------------------------------------------------------------------------++module Graphics.Rendering.OpenGL.GL.StateVar (+   -- * Readable State Variables+   HasGetter(..),+   GettableStateVar, makeGettableStateVar,+   -- * Writable State Variables+   HasSetter(..),+   SettableStateVar, makeSettableStateVar,+   -- * General State Variables+   StateVar, makeStateVar,+   -- * Utility Functions+   ($~), ($=!), ($~!)+) where++import Data.IORef ( IORef, readIORef, writeIORef )++--------------------------------------------------------------------------------++infixr 2 $=++--------------------------------------------------------------------------------++-- | The class of all readable state variables.+class HasGetter g where+   -- | Read the value of a state variable.+   get :: g a -> IO a++instance HasGetter IORef where+   get = readIORef++-- | A concrete implementation of a read-only state variable, carrying an IO+-- action to read the value.+newtype GettableStateVar a = GettableStateVar (IO a)++instance HasGetter GettableStateVar where+   get (GettableStateVar g) = g++-- | Construct a 'GettableStateVar' from an IO action.+makeGettableStateVar :: IO a -> GettableStateVar a+makeGettableStateVar = GettableStateVar++--------------------------------------------------------------------------------++-- | The class of all writable state variables.+class HasSetter s where+   -- | Write a new value into a state variable.+   ($=) :: s a -> a -> IO ()++instance HasSetter IORef where+   ($=) = writeIORef++-- | A concrete implementation of a write-only state variable, carrying an IO+-- action to write the new value.+newtype SettableStateVar a = SettableStateVar (a -> IO ())++instance HasSetter SettableStateVar where+   ($=) (SettableStateVar s) a = s a++-- | Construct a 'SettableStateVar' from an IO action.+makeSettableStateVar :: (a -> IO ()) -> SettableStateVar a+makeSettableStateVar = SettableStateVar++--------------------------------------------------------------------------------++-- | A concrete implementation of a readable and writable state variable,+-- carrying one IO action to read the value and another IO action to write the+-- new value.+data StateVar a =+   StateVar (GettableStateVar a) (SettableStateVar a)++instance HasGetter StateVar where+   get (StateVar g _) = get g++instance HasSetter StateVar where+   ($=) (StateVar _ s) a = s $= a++-- | Construct a 'StateVar' from two IO actions, one for reading and one for+-- writing.+makeStateVar :: IO a -> (a -> IO ()) -> StateVar a+makeStateVar g s = StateVar (makeGettableStateVar g) (makeSettableStateVar s)++--------------------------------------------------------------------------------++-- | A modificator convenience function, transforming the contents of a state+-- variable with a given funtion.++($~) :: (HasGetter v, HasSetter v) => v a -> (a -> a) -> IO ()+v $~ f = do+   x <- get v+   v $= f x++-- | A variant of '$=' which is strict in the value to be set.+($=!) :: HasSetter s => s a -> a -> IO ()+v $=! x = x `seq` v $= x++-- | A variant of '$~' which is strict in the transformed value.+($~!) :: (HasGetter v, HasSetter v) => v a -> (a -> a) -> IO ()+v $~! f = do+   x <- get v+   v $=! f x
Graphics/Rendering/OpenGL/GL/StringQueries.hs view
@@ -20,9 +20,9 @@  import Data.Bits import Data.Char-import Data.StateVar import Foreign.C.String import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.Core32 
+ Graphics/Rendering/OpenGL/GL/Tensor.hs view
@@ -0,0 +1,323 @@+{-# LANGUAGE DeriveDataTypeable #-}+--------------------------------------------------------------------------------+-- |+-- Module      :  Graphics.Rendering.OpenGL.GL.Tensor+-- Copyright   :  (c) Sven Panne 2009+-- License     :  BSD-style (see the file LICENSE)+-- +-- Maintainer  :  sven.panne@aedion.de+-- Stability   :  stable+-- Portability :  portable+--+-- This package contains tensor data types and their instances for some basic+-- type classes.+--+--------------------------------------------------------------------------------++module Graphics.Rendering.OpenGL.GL.Tensor (+   Vertex1(..), Vertex2(..), Vertex3(..), Vertex4(..),+   Vector1(..), Vector2(..), Vector3(..), Vector4(..)+) where++import Control.Applicative+import Control.Monad+import Data.Foldable+import Data.Ix+import Data.Traversable+import Data.Typeable+import Foreign.Marshal.Array+import Foreign.Ptr+import Foreign.Storable++--------------------------------------------------------------------------------++-- | A vertex with /y/=0, /z/=0 and /w/=1.+newtype Vertex1 a = Vertex1 a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vertex1 where+   fmap f (Vertex1 x) = Vertex1 (f x)++instance Applicative Vertex1 where+   pure a = Vertex1 a+   Vertex1 f <*> Vertex1 x = Vertex1 (f x)++instance Foldable Vertex1 where+   foldr f a (Vertex1 x) = x `f ` a+   foldl f a (Vertex1 x) = a `f` x+   foldr1 _ (Vertex1 x) = x+   foldl1 _ (Vertex1 x) = x++instance Traversable Vertex1 where+   traverse f (Vertex1 x) = pure Vertex1 <*> f x+   sequenceA (Vertex1 x) =  pure Vertex1 <*> x+   mapM f (Vertex1 x) = return Vertex1 `ap` f x+   sequence (Vertex1 x) = return Vertex1 `ap` x++instance Typeable a => Typeable (Vertex1 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vertex1 a) where+   sizeOf    ~(Vertex1 s) = sizeOf s+   alignment ~(Vertex1 s) = alignment s+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++-- | A vertex with /z/=0 and /w/=1.+data Vertex2 a = Vertex2 !a !a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vertex2 where+   fmap f (Vertex2 x y) = Vertex2 (f x) (f y)++instance Applicative Vertex2 where+   pure a = Vertex2 a a+   Vertex2 f g <*> Vertex2 x y = Vertex2 (f x) (g y)++instance Foldable Vertex2 where+   foldr f a (Vertex2 x y) = x `f ` (y `f` a)+   foldl f a (Vertex2 x y) = (a `f` x) `f` y+   foldr1 f (Vertex2 x y) = x `f` y+   foldl1 f (Vertex2 x y) = x `f` y++instance Traversable Vertex2 where+   traverse f (Vertex2 x y) = pure Vertex2 <*> f x <*> f y+   sequenceA (Vertex2 x y) =  pure Vertex2 <*> x <*> y+   mapM f (Vertex2 x y) = return Vertex2 `ap` f x `ap` f y+   sequence (Vertex2 x y) = return Vertex2 `ap` x `ap` y++instance Typeable a => Typeable (Vertex2 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vertex2 a) where+   sizeOf ~(Vertex2 x _) = 2 * sizeOf x+   alignment ~(Vertex2 x _) = alignment x+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++-- | A vertex with /w/=1.+data Vertex3 a = Vertex3 !a !a !a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vertex3 where+   fmap f (Vertex3 x y z) = Vertex3 (f x) (f y) (f z)++instance Applicative Vertex3 where+   pure a = Vertex3 a a a+   Vertex3 f g h <*> Vertex3 x y z = Vertex3 (f x) (g y) (h z)++instance Foldable Vertex3 where+   foldr f a (Vertex3 x y z) = x `f ` (y `f` (z `f` a))+   foldl f a (Vertex3 x y z) = ((a `f` x) `f` y) `f` z+   foldr1 f (Vertex3 x y z) = x `f` (y `f` z)+   foldl1 f (Vertex3 x y z) = (x `f` y) `f` z++instance Traversable Vertex3 where+   traverse f (Vertex3 x y z) = pure Vertex3 <*> f x <*> f y <*> f z+   sequenceA (Vertex3 x y z) =  pure Vertex3 <*> x <*> y <*> z+   mapM f (Vertex3 x y z) = return Vertex3 `ap` f x `ap` f y `ap` f z+   sequence (Vertex3 x y z) = return Vertex3 `ap` x `ap` y `ap` z++instance Typeable a => Typeable (Vertex3 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vertex3 a) where+   sizeOf ~(Vertex3 x _ _) = 3 * sizeOf x+   alignment ~(Vertex3 x _ _) = alignment x+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++-- | A fully-fledged four-dimensional vertex.+data Vertex4 a = Vertex4 !a !a !a !a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vertex4 where+   fmap f (Vertex4 x y z w) = Vertex4 (f x) (f y) (f z) (f w)++instance Applicative Vertex4 where+   pure a = Vertex4 a a a a+   Vertex4 f g h i <*> Vertex4 x y z w = Vertex4 (f x) (g y) (h z) (i w)++instance Foldable Vertex4 where+   foldr f a (Vertex4 x y z w) = x `f ` (y `f` (z `f` (w `f` a)))+   foldl f a (Vertex4 x y z w) = (((a `f` x) `f` y) `f` z) `f` w+   foldr1 f (Vertex4 x y z w) = x `f` (y `f` (z `f` w))+   foldl1 f (Vertex4 x y z w) = ((x `f` y) `f` z) `f` w++instance Traversable Vertex4 where+   traverse f (Vertex4 x y z w) = pure Vertex4 <*> f x <*> f y <*> f z <*> f w+   sequenceA (Vertex4 x y z w) =  pure Vertex4 <*> x <*> y <*> z <*> w+   mapM f (Vertex4 x y z w) = return Vertex4 `ap` f x `ap` f y `ap` f z `ap` f w+   sequence (Vertex4 x y z w) = return Vertex4 `ap` x `ap` y `ap` z `ap` w++instance Typeable a => Typeable (Vertex4 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vertex4 a) where+   sizeOf ~(Vertex4 x _ _ _) = 4 * sizeOf x+   alignment ~(Vertex4 x _ _ _) = alignment x+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++-- | A one-dimensional vector.+newtype Vector1 a = Vector1 a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vector1 where+   fmap f (Vector1 x) = Vector1 (f x)++instance Applicative Vector1 where+   pure a = Vector1 a+   Vector1 f <*> Vector1 x = Vector1 (f x)++instance Foldable Vector1 where+   foldr f a (Vector1 x) = x `f ` a+   foldl f a (Vector1 x) = a `f` x+   foldr1 _ (Vector1 x) = x+   foldl1 _ (Vector1 x) = x++instance Traversable Vector1 where+   traverse f (Vector1 x) = pure Vector1 <*> f x+   sequenceA (Vector1 x) =  pure Vector1 <*> x+   mapM f (Vector1 x) = return Vector1 `ap` f x+   sequence (Vector1 x) = return Vector1 `ap` x++instance Typeable a => Typeable (Vector1 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vector1 a) where+   sizeOf    ~(Vector1 s) = sizeOf s+   alignment ~(Vector1 s) = alignment s+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++-- | A two-dimensional vector.+data Vector2 a = Vector2 !a !a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vector2 where+   fmap f (Vector2 x y) = Vector2 (f x) (f y)++instance Applicative Vector2 where+   pure a = Vector2 a a+   Vector2 f g <*> Vector2 x y = Vector2 (f x) (g y)++instance Foldable Vector2 where+   foldr f a (Vector2 x y) = x `f ` (y `f` a)+   foldl f a (Vector2 x y) = (a `f` x) `f` y+   foldr1 f (Vector2 x y) = x `f` y+   foldl1 f (Vector2 x y) = x `f` y++instance Traversable Vector2 where+   traverse f (Vector2 x y) = pure Vector2 <*> f x <*> f y+   sequenceA (Vector2 x y) =  pure Vector2 <*> x <*> y+   mapM f (Vector2 x y) = return Vector2 `ap` f x `ap` f y+   sequence (Vector2 x y) = return Vector2 `ap` x `ap` y++instance Typeable a => Typeable (Vector2 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vector2 a) where+   sizeOf ~(Vector2 x _) = 2 * sizeOf x+   alignment ~(Vector2 x _) = alignment x+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++-- | A three-dimensional vector.+data Vector3 a = Vector3 !a !a !a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vector3 where+   fmap f (Vector3 x y z) = Vector3 (f x) (f y) (f z)++instance Applicative Vector3 where+   pure a = Vector3 a a a+   Vector3 f g h <*> Vector3 x y z = Vector3 (f x) (g y) (h z)++instance Foldable Vector3 where+   foldr f a (Vector3 x y z) = x `f ` (y `f` (z `f` a))+   foldl f a (Vector3 x y z) = ((a `f` x) `f` y) `f` z+   foldr1 f (Vector3 x y z) = x `f` (y `f` z)+   foldl1 f (Vector3 x y z) = (x `f` y) `f` z++instance Traversable Vector3 where+   traverse f (Vector3 x y z) = pure Vector3 <*> f x <*> f y <*> f z+   sequenceA (Vector3 x y z) =  pure Vector3 <*> x <*> y <*> z+   mapM f (Vector3 x y z) = return Vector3 `ap` f x `ap` f y `ap` f z+   sequence (Vector3 x y z) = return Vector3 `ap` x `ap` y `ap` z++instance Typeable a => Typeable (Vector3 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vector3 a) where+   sizeOf ~(Vector3 x _ _) = 3 * sizeOf x+   alignment ~(Vector3 x _ _) = alignment x+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++-- | A four-dimensional vector.+data Vector4 a = Vector4 !a !a !a !a+   deriving (Eq, Ord, Ix, Bounded, Show, Read, Typeable)++instance Functor Vector4 where+   fmap f (Vector4 x y z w) = Vector4 (f x) (f y) (f z) (f w)++instance Applicative Vector4 where+   pure a = Vector4 a a a a+   Vector4 f g h i <*> Vector4 x y z w = Vector4 (f x) (g y) (h z) (i w)++instance Foldable Vector4 where+   foldr f a (Vector4 x y z w) = x `f ` (y `f` (z `f` (w `f` a)))+   foldl f a (Vector4 x y z w) = (((a `f` x) `f` y) `f` z) `f` w+   foldr1 f (Vector4 x y z w) = x `f` (y `f` (z `f` w))+   foldl1 f (Vector4 x y z w) = ((x `f` y) `f` z) `f` w++instance Traversable Vector4 where+   traverse f (Vector4 x y z w) = pure Vector4 <*> f x <*> f y <*> f z <*> f w+   sequenceA (Vector4 x y z w) =  pure Vector4 <*> x <*> y <*> z <*> w+   mapM f (Vector4 x y z w) = return Vector4 `ap` f x `ap` f y `ap` f z `ap` f w+   sequence (Vector4 x y z w) = return Vector4 `ap` x `ap` y `ap` z `ap` w++instance Typeable a => Typeable (Vector4 a) where+   typeOf = typeOfDefault++instance Storable a => Storable (Vector4 a) where+   sizeOf ~(Vector4 x _ _ _) = 4 * sizeOf x+   alignment ~(Vector4 x _ _ _) = alignment x+   peek = peekApplicativeTraversable+   poke = pokeFoldable++--------------------------------------------------------------------------------++peekApplicativeTraversable :: (Applicative t, Traversable t, Storable a) => Ptr (t a) -> IO (t a)+peekApplicativeTraversable = Data.Traversable.mapM peek . addresses++addresses :: (Applicative t, Traversable t, Storable a) => Ptr (t a) -> t (Ptr a)+addresses = snd . mapAccumL nextPtr 0 . pure . castPtr++nextPtr :: Storable a => Int -> Ptr a -> (Int, Ptr a)+nextPtr offset ptr = (offset + 1, advancePtr ptr offset)++--------------------------------------------------------------------------------++pokeFoldable :: (Foldable t, Storable a) => Ptr (t a) -> t a -> IO ()+pokeFoldable ptr xs = foldlM pokeAndAdvance (castPtr ptr) xs >> return ()++pokeAndAdvance :: Storable a => Ptr a -> a -> IO (Ptr a)+pokeAndAdvance ptr value = do+   poke ptr value+   return $ ptr `plusPtr` sizeOf value
Graphics/Rendering/OpenGL/GL/Texturing/Application.hs view
@@ -17,7 +17,7 @@    texture ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.Texturing.Specification 
Graphics/Rendering/OpenGL/GL/Texturing/Environments.hs view
@@ -22,11 +22,11 @@ ) where  import Control.Monad-import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Utils import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.BlendingFactor import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.GL.Texturing.Parameters
Graphics/Rendering/OpenGL/GL/Texturing/Objects.hs view
@@ -21,9 +21,9 @@  import Data.List import Data.Maybe (fromMaybe)-import Data.ObjectName-import Data.StateVar import Foreign.Marshal.Array+import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.GL.Texturing.TexParameter
Graphics/Rendering/OpenGL/GL/Texturing/Parameters.hs view
@@ -23,7 +23,7 @@    textureCompareFailValue, TextureCompareOperator(..), textureCompareOperator ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.ComparisonFunction import Graphics.Rendering.OpenGL.GL.CoordTrans
Graphics/Rendering/OpenGL/GL/Texturing/Queries.hs view
@@ -20,8 +20,8 @@ ) where  import Control.Monad-import Data.StateVar import Foreign.Marshal.Alloc+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.GL.PixelRectangles
Graphics/Rendering/OpenGL/GL/Texturing/Specification.hs view
@@ -40,8 +40,8 @@   maxTextureSize ) where -import Data.StateVar import Foreign.Ptr+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.CoordTrans import Graphics.Rendering.OpenGL.GL.PixelData import Graphics.Rendering.OpenGL.GL.PixelRectangles
Graphics/Rendering/OpenGL/GL/Texturing/TexParameter.hs view
@@ -19,11 +19,11 @@ ) where  import Control.Monad-import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Utils import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.GL.Texturing.TextureTarget
Graphics/Rendering/OpenGL/GL/TransformFeedback.hs view
@@ -31,12 +31,12 @@    maxTransformFeedbackSeparateComponents ) where -import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Storable  import Graphics.Rendering.OpenGL.Raw.Core32+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.DataType import Graphics.Rendering.OpenGL.GL.GLstring import Graphics.Rendering.OpenGL.GL.PrimitiveMode
Graphics/Rendering/OpenGL/GL/VertexArrayObjects.hs view
@@ -17,10 +17,10 @@    bindVertexArrayObject ) where -import Data.ObjectName-import Data.StateVar import Foreign.Marshal.Array +import Graphics.Rendering.OpenGL.GL.ObjectName+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.Core31
Graphics/Rendering/OpenGL/GL/VertexArrays.hs view
@@ -35,10 +35,10 @@    vertexAttribPointer, vertexAttribArray, ) where -import Data.StateVar import Foreign.Marshal.Alloc import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.DataType import Graphics.Rendering.OpenGL.GL.GLboolean
Graphics/Rendering/OpenGL/GL/VertexSpec.hs view
@@ -58,11 +58,11 @@    TextureUnit(..), maxTextureUnit ) where -import Data.StateVar-import Data.Tensor import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable+import Graphics.Rendering.OpenGL.GL.StateVar+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GL.PeekPoke import Graphics.Rendering.OpenGL.GL.QueryUtils
Graphics/Rendering/OpenGL/GLU/Errors.hs view
@@ -18,7 +18,7 @@    Error(..), ErrorCategory(..), errors ) where -import Data.StateVar+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GLU.ErrorsInternal  --------------------------------------------------------------------------------
Graphics/Rendering/OpenGL/GLU/Initialization.hs view
@@ -16,10 +16,10 @@    gluVersion, gluExtensions ) where -import Data.StateVar import Foreign.C.String import Foreign.Ptr import Graphics.Rendering.GLU.Raw+import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.QueryUtils import Graphics.Rendering.OpenGL.Raw.Core31 
Graphics/Rendering/OpenGL/GLU/Matrix.hs view
@@ -17,12 +17,12 @@    project, unProject, unProject4 ) where -import Data.Tensor import Foreign.Marshal.Alloc import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable import Graphics.Rendering.GLU.Raw+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.CoordTrans import Graphics.Rendering.OpenGL.GL.GLboolean import Graphics.Rendering.OpenGL.GLU.ErrorsInternal
Graphics/Rendering/OpenGL/GLU/NURBS.hs view
@@ -31,7 +31,6 @@ ) where  import Control.Monad-import Data.Tensor import Foreign.Marshal.Array import Foreign.Ptr import Foreign.Storable@@ -39,6 +38,7 @@    NURBSBeginCallback, NURBSVertexCallback, NURBSNormalCallback,    NURBSColorCallback, NURBSEndCallback ) import Graphics.Rendering.OpenGL.Raw.Core31+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.Capability import Graphics.Rendering.OpenGL.GL.ControlPoint import Graphics.Rendering.OpenGL.GL.CoordTrans
Graphics/Rendering/OpenGL/GLU/Tessellation.hs view
@@ -38,7 +38,6 @@ import Control.Monad ( foldM_, unless ) import Data.IORef ( newIORef, readIORef, writeIORef, modifyIORef ) import Data.Maybe ( fromJust, fromMaybe )-import Data.Tensor import Foreign.Marshal.Alloc ( allocaBytes ) import Foreign.Marshal.Array ( peekArray, pokeArray ) import Foreign.Marshal.Pool ( Pool, withPool, pooledNew )@@ -46,6 +45,7 @@ import Foreign.Storable ( Storable(..) ) import Graphics.Rendering.GLU.Raw import Graphics.Rendering.OpenGL.Raw.Core31+import Graphics.Rendering.OpenGL.GL.Tensor import Graphics.Rendering.OpenGL.GL.EdgeFlag ( unmarshalEdgeFlag ) import Graphics.Rendering.OpenGL.GL.Exception ( bracket ) import Graphics.Rendering.OpenGL.GL.GLboolean ( marshalGLboolean )
OpenGL.cabal view
@@ -1,8 +1,8 @@ name: OpenGL-version: 2.6.0.1+version: 2.8.0.0 license: BSD3 license-file: LICENSE-maintainer: Jason Dagit <dagitj@gmail.com>, Sven Panne <sven.panne@aedion.de>+maintainer: Jason Dagit <dagitj@gmail.com> bug-reports: https://github.com/haskell-opengl/OpenGL/issues homepage: http://www.haskell.org/haskellwiki/Opengl category: Graphics@@ -39,6 +39,7 @@    Graphics.Rendering.OpenGL.GL.Hints,    Graphics.Rendering.OpenGL.GL,    Graphics.Rendering.OpenGL.GL.LineSegments,+   Graphics.Rendering.OpenGL.GL.ObjectName,    Graphics.Rendering.OpenGL.GL.PerFragment,    Graphics.Rendering.OpenGL.GL.PixellikeObject,    Graphics.Rendering.OpenGL.GL.PixelRectangles.ColorTable,@@ -59,7 +60,9 @@    Graphics.Rendering.OpenGL.GL.SavingState,    Graphics.Rendering.OpenGL.GL.Selection,    Graphics.Rendering.OpenGL.GL.Shaders,+   Graphics.Rendering.OpenGL.GL.StateVar,    Graphics.Rendering.OpenGL.GL.StringQueries,+   Graphics.Rendering.OpenGL.GL.Tensor,    Graphics.Rendering.OpenGL.GL.Texturing.Application,    Graphics.Rendering.OpenGL.GL.Texturing.Environments,    Graphics.Rendering.OpenGL.GL.Texturing,@@ -79,8 +82,7 @@    Graphics.Rendering.OpenGL.GL.VertexArrays,    Graphics.Rendering.OpenGL.GL.VertexArrayObjects,    Graphics.Rendering.OpenGL.GL.VertexSpec,-   Graphics.Rendering.OpenGL-  other-modules:+   Graphics.Rendering.OpenGL,    Graphics.Rendering.OpenGL.GL.BlendingFactor,    Graphics.Rendering.OpenGL.GL.BufferMode,    Graphics.Rendering.OpenGL.GL.Capability,@@ -122,9 +124,9 @@    Graphics.Rendering.OpenGL.GL.Texturing.TextureUnit,    Graphics.Rendering.OpenGL.GL.VertexAttributes,    Graphics.Rendering.OpenGL.GLU.ErrorsInternal-  ghc-options: -Wall+  ghc-options: -Wall -O2   build-depends:-   base >= 3 && < 5, OpenGLRaw >= 1.3.0.0, GLURaw >= 1.1.0.0, StateVar == 1.0.*, ObjectName == 1.0.*, Tensor == 1.0.*+   base >= 3 && < 5, OpenGLRaw >= 1.3.0.0, GLURaw >= 1.1.0.0  source-repository head   type:     git