INNER CODE UNIT · C
load
Fewnity/Xenity-Engine · Xenity_Engine/Source/gl.c:1568
static void glad_gl_load_GL_VERSION_2_0( GLADuserptrloadfunc load, void* userptr) {
if(!GLAD_GL_VERSION_2_0) return;
glad_glAttachShader = (PFNGLATTACHSHADERPROC) load(userptr, "glAttachShader");
glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) load(userptr, "glBindAttribLocation");
glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) load(userptr, "glBlendEquationSeparate");
glad_glCompileShader = (PFNGLCOMPILESHADERPROC) load(userptr, "glCompileShader");
glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC) load(userptr, "glCreateProgram");
glad_glCreateShader = (PFNGLCREATESHADERPROC) load(userptr, "glCreateShader");
glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC) load(userptr, "glDeleteProgram");
glad_glDeleteShader = (PFNGLDELETESHADERPROC) load(userptr, "glDeleteShader");
glad_glDetachShader = (PFNGLDETACHSHADERPROC) load(userptr, "glDetachShader");
glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) load(userptr, "glDisableVertexAttribArray");
glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC) load(userptr, "glDrawBuffers");
glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) load(userptr, "glEnableVertexAttribArray");
glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) load(userptr, "glGetActiveAttrib");
glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) load(userptr, "glGetActiveUniform");
glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) load(userptr, "glGetAttachedShaders");
glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) load(userptr, "glGetAttribLocation");