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MobileGL/PlannedFunctions.md
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### **1. Initialization & Query Functions**
[ ] `glGetAttribLocation`
[ ] `glGetBufferParameteriv`
[ ] `glGetError`
[ ] `glGetIntegerv`
[ ] `glGetProgramiv`
[ ] `glGetShaderiv`
[ ] `glGetString`
[ ] `glGetStringi`
[ ] `glGetTexLevelParameteriv`
[ ] `glGetUniformLocation`
---
### **2. Texture Operations**
[ ] `glActiveTexture`
[ ] `glBindTexture`
[ ] `glDeleteTextures`
[ ] `glGenTextures`
[ ] `glTexImage2D`
[ ] `glTexParameterf`
[ ] `glTexParameteri`
[ ] `glTexSubImage2D`
---
### **3. Framebuffer Operations**
[ ] `glBindFramebuffer`
[ ] `glCheckFramebufferStatus`
[ ] `glDeleteFramebuffers`
[ ] `glFramebufferTexture2D`
[ ] `glGenFramebuffers`
---
### **4. Shader & Program Management**
[ ] `glAttachShader`
[ ] `glBindAttribLocation`
[ ] `glCompileShader`
[ ] `glCreateProgram`
[ ] `glCreateShader`
[ ] `glDeleteProgram`
[ ] `glDeleteShader`
[ ] `glLinkProgram`
[ ] `glShaderSource`
[ ] `glUseProgram`
---
### **5. Buffer & Vertex Array Operations**
[ ] `glBindBuffer`
[ ] `glBindVertexArray`
[ ] `glBufferData`
[ ] `glEnableVertexAttribArray`
[ ] `glGenBuffers`
[ ] `glGenVertexArrays`
[ ] `glMapBuffer`
[ ] `glUnmapBuffer`
[ ] `glVertexAttribIPointer`
[ ] `glVertexAttribPointer`
---
### **6. State Management**
[ ] `glBlendFunc`
[ ] `glBlendFuncSeparate`
[ ] `glClear`
[ ] `glClearColor`
[ ] `glClearDepth`
[ ] `glColorMask`
[ ] `glDepthFunc`
[ ] `glDepthMask`
[ ] `glDisable`
[ ] `glEnable`
[ ] `glPixelStorei`
[ ] `glViewport`
---
### **7. Uniforms & Attributes**
[ ] `glUniform1fv`
[ ] `glUniform1i`
[ ] `glUniform1iv`
[ ] `glUniform4fv`
[ ] `glUniformMatrix4fv`
---
### **8. Drawing Commands**
[ ] `glDrawElements`