Lines Matching refs:second

176  *             Bind a first half of the second buffer to transform feedback object
179 * Bind a second half of the second buffer to transform feedback object
1524 * Map second half of buffer with MapNamedBufferRange and MAP_READ_BIT
1588 * Map second half of buffer with MapNamedBufferRange and MAP_WRITE_BIT
1615 * only the second mapping.
1664 * Fetch second half of the buffer using GetNamedBufferSubData function.
2076 * ClearNamedBufferSubData. Set second data element to 1 using
2630 bool Compare(const T first, const T second);
2652 * Blit one pixel of the first framebuffer to the second framebuffer to the
2658 * Blit one pixel of the first framebuffer to the second framebuffer to the
2665 * Blit the whole first framebuffer to the second framebuffer by shrinking
2671 * Blit one pixel of the framebuffer to the second framebuffer by expanding
2676 * Check that color attachment of the second framebuffer has following
2681 * Check that depth attachment of the second framebuffer has following
2686 * Check that stencil attachment of the second framebuffer has following
3551 * Setup second framebuffer with texture color attachment. Setup storage
3574 * Blit the color content of the first framebuffer to the second with
3577 * Fetch data. Expect that second framebuffer contain following data
3742 * second one using NamedRenderbufferStorage function.
3745 * proper attachment points of the first framebuffer. Attach second
3746 * renderbuffer to proper attachment points of the second framebuffer.
3750 * second framebuffer. Fetch the data from the second framebuffer using
4046 * Bound each of the numbers to separate index. Prepare second object for
4069 * Use second program. Draw single point using transform feedback. Expect
4172 * Setup second buffer with data {4, 5}.
4176 * VertexArrayVertexBuffer function. Set second buffer object as an input
4308 * to attribute index 0. Bind second attribute to attribute index 1.
5296 * (layers). The second one with non-multisample renderbuffer storage
5304 * Prepare second GLSL program with fragment shader which passes samples of
5307 * Use the second program to draw the multisample texture into