Go to the source code of this file.
◆ EGL_COMPOSITE_DEADLINE_ANDROID
| #define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431 |
◆ EGL_COMPOSITE_INTERVAL_ANDROID
| #define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432 |
◆ EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID
| #define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433 |
◆ EGL_COMPOSITION_LATCH_TIME_ANDROID
| #define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436 |
◆ EGL_DEQUEUE_READY_TIME_ANDROID
| #define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B |
◆ EGL_DISPLAY_PRESENT_TIME_ANDROID
| #define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A |
◆ EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID
| #define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439 |
◆ EGL_FIRST_COMPOSITION_START_TIME_ANDROID
| #define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437 |
◆ EGL_LAST_COMPOSITION_START_TIME_ANDROID
| #define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438 |
◆ EGL_READS_DONE_TIME_ANDROID
| #define EGL_READS_DONE_TIME_ANDROID 0x343C |
◆ EGL_RENDERING_COMPLETE_TIME_ANDROID
| #define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435 |
◆ EGL_REQUESTED_PRESENT_TIME_ANDROID
| #define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434 |
◆ EGL_TIMESTAMPS_ANDROID
| #define EGL_TIMESTAMPS_ANDROID 0x3430 |
◆ GL_BGRA
◆ GL_CLAMP
◆ GL_DEPTH_CLAMP
◆ GL_DOUBLE
◆ GL_FILL
Official OpenGL definitions
◆ GL_FRAMEBUFFER_SRGB
| #define GL_FRAMEBUFFER_SRGB 0x8DB9 |
◆ GL_GEOMETRY_SHADER
| #define GL_GEOMETRY_SHADER 0x8DD9 |
◆ GL_GEOMETRY_SHADER_BIT
| #define GL_GEOMETRY_SHADER_BIT 0x00000000 |
For the shader stage bits that don't exist just use 0
◆ GL_LINE
◆ GL_MAX_TEXTURE_BUFFER_SIZE
| #define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B |
◆ GL_POINT
◆ GL_POLYGON_OFFSET_LINE
| #define GL_POLYGON_OFFSET_LINE 0x2A02 |
◆ GL_POLYGON_OFFSET_POINT
| #define GL_POLYGON_OFFSET_POINT 0x2A01 |
◆ GL_R16
◆ GL_RGBA16
◆ GL_SAMPLER_1D
◆ GL_SAMPLER_1D_SHADOW
| #define GL_SAMPLER_1D_SHADOW 0x8B61 |
◆ GL_SAMPLES_PASSED
| #define GL_SAMPLES_PASSED 0x8914 |
◆ GL_TESS_CONTROL_SHADER_BIT
| #define GL_TESS_CONTROL_SHADER_BIT 0x00000000 |
◆ GL_TESS_EVALUATION_SHADER_BIT
| #define GL_TESS_EVALUATION_SHADER_BIT 0x00000000 |
◆ GL_TEXTURE_1D
◆ GL_TEXTURE_1D_ARRAY
| #define GL_TEXTURE_1D_ARRAY 0x8C18 |
◆ GL_TEXTURE_BUFFER
| #define GL_TEXTURE_BUFFER 0x8C2A |
◆ GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
| #define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F |
◆ GL_TEXTURE_LOD_BIAS
| #define GL_TEXTURE_LOD_BIAS 0x8501 |
◆ GL_TEXTURE_RECTANGLE
| #define GL_TEXTURE_RECTANGLE 0x84F5 |
◆ GLdouble
◆ UGL_ABGR8
◆ UGL_ANY_SAMPLES_PASSED
◆ UGL_CLAMP_TO_BORDER
◆ UGL_DRAW_FRAMEBUFFER
Unreal tokens that maps to different OpenGL tokens by platform.
◆ UGL_PLATFORM_SUPPORTS_GL3
| #define UGL_PLATFORM_SUPPORTS_GL3 0 |
◆ UGL_PLATFORM_SUPPORTS_GL4
| #define UGL_PLATFORM_SUPPORTS_GL4 0 |
◆ UGL_PLATFORM_SUPPORTS_GLES
| #define UGL_PLATFORM_SUPPORTS_GLES 1 |
◆ UGL_READ_FRAMEBUFFER
◆ UGL_SAMPLES_PASSED
◆ UGL_TIME_ELAPSED
◆ GLint64
◆ GLuint64
◆ UGLsync