| void Vertex3(float x, float y, float z) | PublicStatic | | 0x04 |
| void TexCoord3(float x, float y, float z) | PublicStatic | | 0x04 |
| void TexCoord2(float x, float y) | PublicStatic | | 0x04 |
| void ImmediateColor(float r, float g, float b, float a) | PrivateStatic | | 0x04 |
| void Color(const Color& c) | PublicStatic | | 0x10 |
| bool get_wireframe() | PublicStatic+1 flags | | 0x01 |
| void SetViewMatrix(const Matrix4x4& m) | PrivateStatic | | 0x40 |
| void set_modelview(const Matrix4x4& value) | PublicStatic+1 flags | | 0x40 |
| void PushMatrix() | PublicStatic | | 0x00 |
| void PopMatrix() | PublicStatic | | 0x00 |
| void LoadOrtho() | PublicStatic | | 0x00 |
| void LoadProjectionMatrix(const Matrix4x4& mat) | PublicStatic | | 0x40 |
| Matrix4x4 GetGPUProjectionMatrix(const Matrix4x4& proj, bool renderIntoTexture) | PublicStatic | | 0x40 |
| void GLLoadPixelMatrixScript(float left, float right, float bottom, float top) | PrivateStatic | | 0x04 |
| void LoadPixelMatrix(float left, float right, float bottom, float top) | PublicStatic | | 0x04 |
| void Begin(int mode) | PublicStatic | | 0x04 |
| void End() | PublicStatic | | 0x00 |
| void GLClear(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth) | PrivateStatic | | 0x10 |
| void Clear(bool clearDepth, bool clearColor, const Color& backgroundColor, float depth) | PublicStatic | | 0x10 |
| void Clear(bool clearDepth, bool clearColor, const Color& backgroundColor) | PublicStatic | | 0x10 |
| void Viewport(const Rect& pixelRect) | PublicStatic | | 0x10 |
| void SetViewMatrix_Injected(ref Matrix4x4& m) | PrivateStatic | | 0x40 |
| void LoadProjectionMatrix_Injected(ref Matrix4x4& mat) | PrivateStatic | | 0x40 |
| void GetGPUProjectionMatrix_Injected(ref Matrix4x4& proj, bool renderIntoTexture, ref Matrix4x4& ret) | PrivateStatic | | 0x40 |
| void GLClear_Injected(bool clearDepth, bool clearColor, ref Color& backgroundColor, float depth) | PrivateStatic | | 0x10 |
| void Viewport_Injected(ref Rect& pixelRect) | PrivateStatic | | 0x10 |