🍩Ring 1.12:docs

- News
- Download
- Get Help
- Contribute
- Resources
- Team
- Website
- Index

### ナビゲーション

- 次へ »
- » 前へ |
- プログラミング言語 Ring 1.12 取扱説明書 »
- RingOpenGL (OpenGL 3.0) 関数リファレンス

# RingOpenGL (OpenGL 3.0) 関数リファレンス

- GL_ZERO
- GL_FALSE
- GL_LOGIC_OP
- GL_NONE
- GL_TEXTURE_COMPONENTS
- GL_NO_ERROR
- GL_POINTS
- GL_CURRENT_BIT
- GL_TRUE
- GL_ONE
- GL_CLIENT_PIXEL_STORE_BIT
- GL_LINES
- GL_LINE_LOOP
- GL_POINT_BIT
- GL_CLIENT_VERTEX_ARRAY_BIT
- GL_LINE_STRIP
- GL_LINE_BIT
- GL_TRIANGLES
- GL_TRIANGLE_STRIP
- GL_TRIANGLE_FAN
- GL_QUADS
- GL_QUAD_STRIP
- GL_POLYGON_BIT
- GL_POLYGON
- GL_POLYGON_STIPPLE_BIT
- GL_PIXEL_MODE_BIT
- GL_LIGHTING_BIT
- GL_FOG_BIT
- GL_DEPTH_BUFFER_BIT
- GL_ACCUM
- GL_LOAD
- GL_RETURN
- GL_MULT
- GL_ADD
- GL_NEVER
- GL_ACCUM_BUFFER_BIT
- GL_LESS
- GL_EQUAL
- GL_LEQUAL
- GL_GREATER
- GL_NOTEQUAL
- GL_GEQUAL
- GL_ALWAYS
- GL_SRC_COLOR
- GL_ONE_MINUS_SRC_COLOR
- GL_SRC_ALPHA
- GL_ONE_MINUS_SRC_ALPHA
- GL_DST_ALPHA
- GL_ONE_MINUS_DST_ALPHA
- GL_DST_COLOR
- GL_ONE_MINUS_DST_COLOR
- GL_SRC_ALPHA_SATURATE
- GL_STENCIL_BUFFER_BIT
- GL_FRONT_LEFT
- GL_FRONT_RIGHT
- GL_BACK_LEFT
- GL_BACK_RIGHT
- GL_FRONT
- GL_BACK
- GL_LEFT
- GL_RIGHT
- GL_FRONT_AND_BACK
- GL_AUX0
- GL_AUX1
- GL_AUX2
- GL_AUX3
- GL_INVALID_ENUM
- GL_INVALID_VALUE
- GL_INVALID_OPERATION
- GL_STACK_OVERFLOW
- GL_STACK_UNDERFLOW
- GL_OUT_OF_MEMORY
- GL_2D
- GL_3D
- GL_3D_COLOR
- GL_3D_COLOR_TEXTURE
- GL_4D_COLOR_TEXTURE
- GL_PASS_THROUGH_TOKEN
- GL_POINT_TOKEN
- GL_LINE_TOKEN
- GL_POLYGON_TOKEN
- GL_BITMAP_TOKEN
- GL_DRAW_PIXEL_TOKEN
- GL_COPY_PIXEL_TOKEN
- GL_LINE_RESET_TOKEN
- GL_EXP
- GL_VIEWPORT_BIT
- GL_EXP2
- GL_CW
- GL_CCW
- GL_COEFF
- GL_ORDER
- GL_DOMAIN
- GL_CURRENT_COLOR
- GL_CURRENT_INDEX
- GL_CURRENT_NORMAL
- GL_CURRENT_TEXTURE_COORDS
- GL_CURRENT_RASTER_COLOR
- GL_CURRENT_RASTER_INDEX
- GL_CURRENT_RASTER_TEXTURE_COORDS
- GL_CURRENT_RASTER_POSITION
- GL_CURRENT_RASTER_POSITION_VALID
- GL_CURRENT_RASTER_DISTANCE
- GL_POINT_SMOOTH
- GL_POINT_SIZE
- GL_POINT_SIZE_RANGE
- GL_POINT_SIZE_GRANULARITY
- GL_LINE_SMOOTH
- GL_LINE_WIDTH
- GL_LINE_WIDTH_RANGE
- GL_LINE_WIDTH_GRANULARITY
- GL_LINE_STIPPLE
- GL_LINE_STIPPLE_PATTERN
- GL_LINE_STIPPLE_REPEAT
- GL_LIST_MODE
- GL_MAX_LIST_NESTING
- GL_LIST_BASE
- GL_LIST_INDEX
- GL_POLYGON_MODE
- GL_POLYGON_SMOOTH
- GL_POLYGON_STIPPLE
- GL_EDGE_FLAG
- GL_CULL_FACE
- GL_CULL_FACE_MODE
- GL_FRONT_FACE
- GL_LIGHTING
- GL_LIGHT_MODEL_LOCAL_VIEWER
- GL_LIGHT_MODEL_TWO_SIDE
- GL_LIGHT_MODEL_AMBIENT
- GL_SHADE_MODEL
- GL_COLOR_MATERIAL_FACE
- GL_COLOR_MATERIAL_PARAMETER
- GL_COLOR_MATERIAL
- GL_FOG
- GL_FOG_INDEX
- GL_FOG_DENSITY
- GL_FOG_START
- GL_FOG_END
- GL_FOG_MODE
- GL_FOG_COLOR
- GL_DEPTH_RANGE
- GL_DEPTH_TEST
- GL_DEPTH_WRITEMASK
- GL_DEPTH_CLEAR_VALUE
- GL_DEPTH_FUNC
- GL_ACCUM_CLEAR_VALUE
- GL_STENCIL_TEST
- GL_STENCIL_CLEAR_VALUE
- GL_STENCIL_FUNC
- GL_STENCIL_VALUE_MASK
- GL_STENCIL_FAIL
- GL_STENCIL_PASS_DEPTH_FAIL
- GL_STENCIL_PASS_DEPTH_PASS
- GL_STENCIL_REF
- GL_STENCIL_WRITEMASK
- GL_MATRIX_MODE
- GL_NORMALIZE
- GL_VIEWPORT
- GL_MODELVIEW_STACK_DEPTH
- GL_PROJECTION_STACK_DEPTH
- GL_TEXTURE_STACK_DEPTH
- GL_MODELVIEW_MATRIX
- GL_PROJECTION_MATRIX
- GL_TEXTURE_MATRIX
- GL_ATTRIB_STACK_DEPTH
- GL_CLIENT_ATTRIB_STACK_DEPTH
- GL_ALPHA_TEST
- GL_ALPHA_TEST_FUNC
- GL_ALPHA_TEST_REF
- GL_DITHER
- GL_BLEND_DST
- GL_BLEND_SRC
- GL_BLEND
- GL_LOGIC_OP_MODE
- GL_INDEX_LOGIC_OP
- GL_COLOR_LOGIC_OP
- GL_AUX_BUFFERS
- GL_DRAW_BUFFER
- GL_READ_BUFFER
- GL_SCISSOR_BOX
- GL_SCISSOR_TEST
- GL_INDEX_CLEAR_VALUE
- GL_INDEX_WRITEMASK
- GL_COLOR_CLEAR_VALUE
- GL_COLOR_WRITEMASK
- GL_INDEX_MODE
- GL_RGBA_MODE
- GL_DOUBLEBUFFER
- GL_STEREO
- GL_RENDER_MODE
- GL_PERSPECTIVE_CORRECTION_HINT
- GL_POINT_SMOOTH_HINT
- GL_LINE_SMOOTH_HINT
- GL_POLYGON_SMOOTH_HINT
- GL_FOG_HINT
- GL_TEXTURE_GEN_S
- GL_TEXTURE_GEN_T
- GL_TEXTURE_GEN_R
- GL_TEXTURE_GEN_Q
- GL_PIXEL_MAP_I_TO_I
- GL_PIXEL_MAP_S_TO_S
- GL_PIXEL_MAP_I_TO_R
- GL_PIXEL_MAP_I_TO_G
- GL_PIXEL_MAP_I_TO_B
- GL_PIXEL_MAP_I_TO_A
- GL_PIXEL_MAP_R_TO_R
- GL_PIXEL_MAP_G_TO_G
- GL_PIXEL_MAP_B_TO_B
- GL_PIXEL_MAP_A_TO_A
- GL_PIXEL_MAP_I_TO_I_SIZE
- GL_PIXEL_MAP_S_TO_S_SIZE
- GL_PIXEL_MAP_I_TO_R_SIZE
- GL_PIXEL_MAP_I_TO_G_SIZE
- GL_PIXEL_MAP_I_TO_B_SIZE
- GL_PIXEL_MAP_I_TO_A_SIZE
- GL_PIXEL_MAP_R_TO_R_SIZE
- GL_PIXEL_MAP_G_TO_G_SIZE
- GL_PIXEL_MAP_B_TO_B_SIZE
- GL_PIXEL_MAP_A_TO_A_SIZE
- GL_UNPACK_SWAP_BYTES
- GL_UNPACK_LSB_FIRST
- GL_UNPACK_ROW_LENGTH
- GL_UNPACK_SKIP_ROWS
- GL_UNPACK_SKIP_PIXELS
- GL_UNPACK_ALIGNMENT
- GL_PACK_SWAP_BYTES
- GL_PACK_LSB_FIRST
- GL_PACK_ROW_LENGTH
- GL_PACK_SKIP_ROWS
- GL_PACK_SKIP_PIXELS
- GL_PACK_ALIGNMENT
- GL_MAP_COLOR
- GL_MAP_STENCIL
- GL_INDEX_SHIFT
- GL_INDEX_OFFSET
- GL_RED_SCALE
- GL_RED_BIAS
- GL_ZOOM_X
- GL_ZOOM_Y
- GL_GREEN_SCALE
- GL_GREEN_BIAS
- GL_BLUE_SCALE
- GL_BLUE_BIAS
- GL_ALPHA_SCALE
- GL_ALPHA_BIAS
- GL_DEPTH_SCALE
- GL_DEPTH_BIAS
- GL_MAX_EVAL_ORDER
- GL_MAX_LIGHTS
- GL_MAX_CLIP_PLANES
- GL_MAX_TEXTURE_SIZE
- GL_MAX_PIXEL_MAP_TABLE
- GL_MAX_ATTRIB_STACK_DEPTH
- GL_MAX_MODELVIEW_STACK_DEPTH
- GL_MAX_NAME_STACK_DEPTH
- GL_MAX_PROJECTION_STACK_DEPTH
- GL_MAX_TEXTURE_STACK_DEPTH
- GL_MAX_VIEWPORT_DIMS
- GL_MAX_CLIENT_ATTRIB_STACK_DEPTH
- GL_SUBPIXEL_BITS
- GL_INDEX_BITS
- GL_RED_BITS
- GL_GREEN_BITS
- GL_BLUE_BITS
- GL_ALPHA_BITS
- GL_DEPTH_BITS
- GL_STENCIL_BITS
- GL_ACCUM_RED_BITS
- GL_ACCUM_GREEN_BITS
- GL_ACCUM_BLUE_BITS
- GL_ACCUM_ALPHA_BITS
- GL_NAME_STACK_DEPTH
- GL_AUTO_NORMAL
- GL_MAP1_COLOR_4
- GL_MAP1_INDEX
- GL_MAP1_NORMAL
- GL_MAP1_TEXTURE_COORD_1
- GL_MAP1_TEXTURE_COORD_2
- GL_MAP1_TEXTURE_COORD_3
- GL_MAP1_TEXTURE_COORD_4
- GL_MAP1_VERTEX_3
- GL_MAP1_VERTEX_4
- GL_MAP2_COLOR_4
- GL_MAP2_INDEX
- GL_MAP2_NORMAL
- GL_MAP2_TEXTURE_COORD_1
- GL_MAP2_TEXTURE_COORD_2
- GL_MAP2_TEXTURE_COORD_3
- GL_MAP2_TEXTURE_COORD_4
- GL_MAP2_VERTEX_3
- GL_MAP2_VERTEX_4
- GL_MAP1_GRID_DOMAIN
- GL_MAP1_GRID_SEGMENTS
- GL_MAP2_GRID_DOMAIN
- GL_MAP2_GRID_SEGMENTS
- GL_TEXTURE_1D
- GL_TEXTURE_2D
- GL_FEEDBACK_BUFFER_POINTER
- GL_FEEDBACK_BUFFER_SIZE
- GL_FEEDBACK_BUFFER_TYPE
- GL_SELECTION_BUFFER_POINTER
- GL_SELECTION_BUFFER_SIZE
- GL_TEXTURE_WIDTH
- GL_TRANSFORM_BIT
- GL_TEXTURE_HEIGHT
- GL_TEXTURE_INTERNAL_FORMAT
- GL_TEXTURE_BORDER_COLOR
- GL_TEXTURE_BORDER
- GL_DONT_CARE
- GL_FASTEST
- GL_NICEST
- GL_AMBIENT
- GL_DIFFUSE
- GL_SPECULAR
- GL_POSITION
- GL_SPOT_DIRECTION
- GL_SPOT_EXPONENT
- GL_SPOT_CUTOFF
- GL_CONSTANT_ATTENUATION
- GL_LINEAR_ATTENUATION
- GL_QUADRATIC_ATTENUATION
- GL_COMPILE
- GL_COMPILE_AND_EXECUTE
- GL_BYTE
- GL_UNSIGNED_BYTE
- GL_SHORT
- GL_UNSIGNED_SHORT
- GL_INT
- GL_UNSIGNED_INT
- GL_FLOAT
- GL_2_BYTES
- GL_3_BYTES
- GL_4_BYTES
- GL_DOUBLE
- GL_CLEAR
- GL_AND
- GL_AND_REVERSE
- GL_COPY
- GL_AND_INVERTED
- GL_NOOP
- GL_XOR
- GL_OR
- GL_NOR
- GL_EQUIV
- GL_INVERT
- GL_OR_REVERSE
- GL_COPY_INVERTED
- GL_OR_INVERTED
- GL_NAND
- GL_SET
- GL_EMISSION
- GL_SHININESS
- GL_AMBIENT_AND_DIFFUSE
- GL_COLOR_INDEXES
- GL_MODELVIEW
- GL_PROJECTION
- GL_TEXTURE
- GL_COLOR
- GL_DEPTH
- GL_STENCIL
- GL_COLOR_INDEX
- GL_STENCIL_INDEX
- GL_DEPTH_COMPONENT
- GL_RED
- GL_GREEN
- GL_BLUE
- GL_ALPHA
- GL_RGB
- GL_RGBA
- GL_LUMINANCE
- GL_LUMINANCE_ALPHA
- GL_BITMAP
- GL_POINT
- GL_LINE
- GL_FILL
- GL_RENDER
- GL_FEEDBACK
- GL_SELECT
- GL_FLAT
- GL_SMOOTH
- GL_KEEP
- GL_REPLACE
- GL_INCR
- GL_DECR
- GL_VENDOR
- GL_RENDERER
- GL_VERSION
- GL_EXTENSIONS
- GL_S
- GL_ENABLE_BIT
- GL_T
- GL_R
- GL_Q
- GL_MODULATE
- GL_DECAL
- GL_TEXTURE_ENV_MODE
- GL_TEXTURE_ENV_COLOR
- GL_TEXTURE_ENV
- GL_EYE_LINEAR
- GL_OBJECT_LINEAR
- GL_SPHERE_MAP
- GL_TEXTURE_GEN_MODE
- GL_OBJECT_PLANE
- GL_EYE_PLANE
- GL_NEAREST
- GL_LINEAR
- GL_NEAREST_MIPMAP_NEAREST
- GL_LINEAR_MIPMAP_NEAREST
- GL_NEAREST_MIPMAP_LINEAR
- GL_LINEAR_MIPMAP_LINEAR
- GL_TEXTURE_MAG_FILTER
- GL_TEXTURE_MIN_FILTER
- GL_TEXTURE_WRAP_S
- GL_TEXTURE_WRAP_T
- GL_CLAMP
- GL_REPEAT
- GL_POLYGON_OFFSET_UNITS
- GL_POLYGON_OFFSET_POINT
- GL_POLYGON_OFFSET_LINE
- GL_R3_G3_B2
- GL_V2F
- GL_V3F
- GL_C4UB_V2F
- GL_C4UB_V3F
- GL_C3F_V3F
- GL_N3F_V3F
- GL_C4F_N3F_V3F
- GL_T2F_V3F
- GL_T4F_V4F
- GL_T2F_C4UB_V3F
- GL_T2F_C3F_V3F
- GL_T2F_N3F_V3F
- GL_T2F_C4F_N3F_V3F
- GL_T4F_C4F_N3F_V4F
- GL_CLIP_PLANE0
- GL_CLIP_PLANE1
- GL_CLIP_PLANE2
- GL_CLIP_PLANE3
- GL_CLIP_PLANE4
- GL_CLIP_PLANE5
- GL_LIGHT0
- GL_COLOR_BUFFER_BIT
- GL_LIGHT1
- GL_LIGHT2
- GL_LIGHT3
- GL_LIGHT4
- GL_LIGHT5
- GL_LIGHT6
- GL_LIGHT7
- GL_HINT_BIT
- GL_POLYGON_OFFSET_FILL
- GL_POLYGON_OFFSET_FACTOR
- GL_ALPHA4
- GL_ALPHA8
- GL_ALPHA12
- GL_ALPHA16
- GL_LUMINANCE4
- GL_LUMINANCE8
- GL_LUMINANCE12
- GL_LUMINANCE16
- GL_LUMINANCE4_ALPHA4
- GL_LUMINANCE6_ALPHA2
- GL_LUMINANCE8_ALPHA8
- GL_LUMINANCE12_ALPHA4
- GL_LUMINANCE12_ALPHA12
- GL_LUMINANCE16_ALPHA16
- GL_INTENSITY
- GL_INTENSITY4
- GL_INTENSITY8
- GL_INTENSITY12
- GL_INTENSITY16
- GL_RGB4
- GL_RGB5
- GL_RGB8
- GL_RGB10
- GL_RGB12
- GL_RGB16
- GL_RGBA2
- GL_RGBA4
- GL_RGB5_A1
- GL_RGBA8
- GL_RGB10_A2
- GL_RGBA12
- GL_RGBA16
- GL_TEXTURE_RED_SIZE
- GL_TEXTURE_GREEN_SIZE
- GL_TEXTURE_BLUE_SIZE
- GL_TEXTURE_ALPHA_SIZE
- GL_TEXTURE_LUMINANCE_SIZE
- GL_TEXTURE_INTENSITY_SIZE
- GL_PROXY_TEXTURE_1D
- GL_PROXY_TEXTURE_2D
- GL_TEXTURE_PRIORITY
- GL_TEXTURE_RESIDENT
- GL_TEXTURE_BINDING_1D
- GL_TEXTURE_BINDING_2D
- GL_VERTEX_ARRAY
- GL_NORMAL_ARRAY
- GL_COLOR_ARRAY
- GL_INDEX_ARRAY
- GL_TEXTURE_COORD_ARRAY
- GL_EDGE_FLAG_ARRAY
- GL_VERTEX_ARRAY_SIZE
- GL_VERTEX_ARRAY_TYPE
- GL_VERTEX_ARRAY_STRIDE
- GL_NORMAL_ARRAY_TYPE
- GL_NORMAL_ARRAY_STRIDE
- GL_COLOR_ARRAY_SIZE
- GL_COLOR_ARRAY_TYPE
- GL_COLOR_ARRAY_STRIDE
- GL_INDEX_ARRAY_TYPE
- GL_INDEX_ARRAY_STRIDE
- GL_TEXTURE_COORD_ARRAY_SIZE
- GL_TEXTURE_COORD_ARRAY_TYPE
- GL_TEXTURE_COORD_ARRAY_STRIDE
- GL_EDGE_FLAG_ARRAY_STRIDE
- GL_VERTEX_ARRAY_POINTER
- GL_NORMAL_ARRAY_POINTER
- GL_COLOR_ARRAY_POINTER
- GL_INDEX_ARRAY_POINTER
- GL_TEXTURE_COORD_ARRAY_POINTER
- GL_EDGE_FLAG_ARRAY_POINTER
- GL_COLOR_INDEX1_EXT
- GL_COLOR_INDEX2_EXT
- GL_COLOR_INDEX4_EXT
- GL_COLOR_INDEX8_EXT
- GL_COLOR_INDEX12_EXT
- GL_COLOR_INDEX16_EXT
- GL_EVAL_BIT
- GL_LIST_BIT
- GL_TEXTURE_BIT
- GL_SCISSOR_BIT
- GL_ALL_ATTRIB_BITS
- GL_CLIENT_ALL_ATTRIB_BITS
- GL_SMOOTH_POINT_SIZE_RANGE
- GL_SMOOTH_POINT_SIZE_GRANULARITY
- GL_SMOOTH_LINE_WIDTH_RANGE
- GL_SMOOTH_LINE_WIDTH_GRANULARITY
- GL_UNSIGNED_BYTE_3_3_2
- GL_UNSIGNED_SHORT_4_4_4_4
- GL_UNSIGNED_SHORT_5_5_5_1
- GL_UNSIGNED_INT_8_8_8_8
- GL_UNSIGNED_INT_10_10_10_2
- GL_RESCALE_NORMAL
- GL_TEXTURE_BINDING_3D
- GL_PACK_SKIP_IMAGES
- GL_PACK_IMAGE_HEIGHT
- GL_UNPACK_SKIP_IMAGES
- GL_UNPACK_IMAGE_HEIGHT
- GL_TEXTURE_3D
- GL_PROXY_TEXTURE_3D
- GL_TEXTURE_DEPTH
- GL_TEXTURE_WRAP_R
- GL_MAX_3D_TEXTURE_SIZE
- GL_BGR
- GL_BGRA
- GL_MAX_ELEMENTS_VERTICES
- GL_MAX_ELEMENTS_INDICES
- GL_CLAMP_TO_EDGE
- GL_TEXTURE_MIN_LOD
- GL_TEXTURE_MAX_LOD
- GL_TEXTURE_BASE_LEVEL
- GL_TEXTURE_MAX_LEVEL
- GL_LIGHT_MODEL_COLOR_CONTROL
- GL_SINGLE_COLOR
- GL_SEPARATE_SPECULAR_COLOR
- GL_UNSIGNED_BYTE_2_3_3_REV
- GL_UNSIGNED_SHORT_5_6_5
- GL_UNSIGNED_SHORT_5_6_5_REV
- GL_UNSIGNED_SHORT_4_4_4_4_REV
- GL_UNSIGNED_SHORT_1_5_5_5_REV
- GL_UNSIGNED_INT_8_8_8_8_REV
- GL_ALIASED_POINT_SIZE_RANGE
- GL_ALIASED_LINE_WIDTH_RANGE
- GL_MULTISAMPLE
- GL_SAMPLE_ALPHA_TO_COVERAGE
- GL_SAMPLE_ALPHA_TO_ONE
- GL_SAMPLE_COVERAGE
- GL_SAMPLE_BUFFERS
- GL_SAMPLES
- GL_SAMPLE_COVERAGE_VALUE
- GL_SAMPLE_COVERAGE_INVERT
- GL_CLAMP_TO_BORDER
- GL_TEXTURE0
- GL_TEXTURE1
- GL_TEXTURE2
- GL_TEXTURE3
- GL_TEXTURE4
- GL_TEXTURE5
- GL_TEXTURE6
- GL_TEXTURE7
- GL_TEXTURE8
- GL_TEXTURE9
- GL_TEXTURE10
- GL_TEXTURE11
- GL_TEXTURE12
- GL_TEXTURE13
- GL_TEXTURE14
- GL_TEXTURE15
- GL_TEXTURE16
- GL_TEXTURE17
- GL_TEXTURE18
- GL_TEXTURE19
- GL_TEXTURE20
- GL_TEXTURE21
- GL_TEXTURE22
- GL_TEXTURE23
- GL_TEXTURE24
- GL_TEXTURE25
- GL_TEXTURE26
- GL_TEXTURE27
- GL_TEXTURE28
- GL_TEXTURE29
- GL_TEXTURE30
- GL_TEXTURE31
- GL_ACTIVE_TEXTURE
- GL_CLIENT_ACTIVE_TEXTURE
- GL_MAX_TEXTURE_UNITS
- GL_TRANSPOSE_MODELVIEW_MATRIX
- GL_TRANSPOSE_PROJECTION_MATRIX
- GL_TRANSPOSE_TEXTURE_MATRIX
- GL_TRANSPOSE_COLOR_MATRIX
- GL_SUBTRACT
- GL_COMPRESSED_ALPHA
- GL_COMPRESSED_LUMINANCE
- GL_COMPRESSED_LUMINANCE_ALPHA
- GL_COMPRESSED_INTENSITY
- GL_COMPRESSED_RGB
- GL_COMPRESSED_RGBA
- GL_TEXTURE_COMPRESSION_HINT
- GL_NORMAL_MAP
- GL_REFLECTION_MAP
- GL_TEXTURE_CUBE_MAP
- GL_TEXTURE_BINDING_CUBE_MAP
- GL_TEXTURE_CUBE_MAP_POSITIVE_X
- GL_TEXTURE_CUBE_MAP_NEGATIVE_X
- GL_TEXTURE_CUBE_MAP_POSITIVE_Y
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
- GL_TEXTURE_CUBE_MAP_POSITIVE_Z
- GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
- GL_PROXY_TEXTURE_CUBE_MAP
- GL_MAX_CUBE_MAP_TEXTURE_SIZE
- GL_COMBINE
- GL_COMBINE_RGB
- GL_COMBINE_ALPHA
- GL_RGB_SCALE
- GL_ADD_SIGNED
- GL_INTERPOLATE
- GL_CONSTANT
- GL_PRIMARY_COLOR
- GL_PREVIOUS
- GL_SOURCE0_RGB
- GL_SOURCE1_RGB
- GL_SOURCE2_RGB
- GL_SOURCE0_ALPHA
- GL_SOURCE1_ALPHA
- GL_SOURCE2_ALPHA
- GL_OPERAND0_RGB
- GL_OPERAND1_RGB
- GL_OPERAND2_RGB
- GL_OPERAND0_ALPHA
- GL_OPERAND1_ALPHA
- GL_OPERAND2_ALPHA
- GL_TEXTURE_COMPRESSED_IMAGE_SIZE
- GL_TEXTURE_COMPRESSED
- GL_NUM_COMPRESSED_TEXTURE_FORMATS
- GL_COMPRESSED_TEXTURE_FORMATS
- GL_DOT3_RGB
- GL_DOT3_RGBA
- GL_MULTISAMPLE_BIT
- GL_BLEND_DST_RGB
- GL_BLEND_SRC_RGB
- GL_BLEND_DST_ALPHA
- GL_BLEND_SRC_ALPHA
- GL_POINT_SIZE_MIN
- GL_POINT_SIZE_MAX
- GL_POINT_FADE_THRESHOLD_SIZE
- GL_POINT_DISTANCE_ATTENUATION
- GL_GENERATE_MIPMAP
- GL_GENERATE_MIPMAP_HINT
- GL_DEPTH_COMPONENT16
- GL_DEPTH_COMPONENT24
- GL_DEPTH_COMPONENT32
- GL_MIRRORED_REPEAT
- GL_FOG_COORDINATE_SOURCE
- GL_FOG_COORDINATE
- GL_FRAGMENT_DEPTH
- GL_CURRENT_FOG_COORDINATE
- GL_FOG_COORDINATE_ARRAY_TYPE
- GL_FOG_COORDINATE_ARRAY_STRIDE
- GL_FOG_COORDINATE_ARRAY_POINTER
- GL_FOG_COORDINATE_ARRAY
- GL_COLOR_SUM
- GL_CURRENT_SECONDARY_COLOR
- GL_SECONDARY_COLOR_ARRAY_SIZE
- GL_SECONDARY_COLOR_ARRAY_TYPE
- GL_SECONDARY_COLOR_ARRAY_STRIDE
- GL_SECONDARY_COLOR_ARRAY_POINTER
- GL_SECONDARY_COLOR_ARRAY
- GL_MAX_TEXTURE_LOD_BIAS
- GL_TEXTURE_FILTER_CONTROL
- GL_TEXTURE_LOD_BIAS
- GL_INCR_WRAP
- GL_DECR_WRAP
- GL_TEXTURE_DEPTH_SIZE
- GL_DEPTH_TEXTURE_MODE
- GL_TEXTURE_COMPARE_MODE
- GL_TEXTURE_COMPARE_FUNC
- GL_COMPARE_R_TO_TEXTURE
- GL_CURRENT_FOG_COORD
- GL_FOG_COORD
- GL_FOG_COORD_ARRAY
- GL_FOG_COORD_ARRAY_BUFFER_BINDING
- GL_FOG_COORD_ARRAY_POINTER
- GL_FOG_COORD_ARRAY_STRIDE
- GL_FOG_COORD_ARRAY_TYPE
- GL_FOG_COORD_SRC
- GL_SRC0_ALPHA
- GL_SRC0_RGB
- GL_SRC1_ALPHA
- GL_SRC1_RGB
- GL_SRC2_ALPHA
- GL_SRC2_RGB
- GL_BUFFER_SIZE
- GL_BUFFER_USAGE
- GL_QUERY_COUNTER_BITS
- GL_CURRENT_QUERY
- GL_QUERY_RESULT
- GL_QUERY_RESULT_AVAILABLE
- GL_ARRAY_BUFFER
- GL_ELEMENT_ARRAY_BUFFER
- GL_ARRAY_BUFFER_BINDING
- GL_ELEMENT_ARRAY_BUFFER_BINDING
- GL_VERTEX_ARRAY_BUFFER_BINDING
- GL_NORMAL_ARRAY_BUFFER_BINDING
- GL_COLOR_ARRAY_BUFFER_BINDING
- GL_INDEX_ARRAY_BUFFER_BINDING
- GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING
- GL_EDGE_FLAG_ARRAY_BUFFER_BINDING
- GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING
- GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
- GL_WEIGHT_ARRAY_BUFFER_BINDING
- GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
- GL_READ_ONLY
- GL_WRITE_ONLY
- GL_READ_WRITE
- GL_BUFFER_ACCESS
- GL_BUFFER_MAPPED
- GL_BUFFER_MAP_POINTER
- GL_STREAM_DRAW
- GL_STREAM_READ
- GL_STREAM_COPY
- GL_STATIC_DRAW
- GL_STATIC_READ
- GL_STATIC_COPY
- GL_DYNAMIC_DRAW
- GL_DYNAMIC_READ
- GL_DYNAMIC_COPY
- GL_SAMPLES_PASSED
- GL_BLEND_EQUATION_RGB
- GL_VERTEX_ATTRIB_ARRAY_ENABLED
- GL_VERTEX_ATTRIB_ARRAY_SIZE
- GL_VERTEX_ATTRIB_ARRAY_STRIDE
- GL_VERTEX_ATTRIB_ARRAY_TYPE
- GL_CURRENT_VERTEX_ATTRIB
- GL_VERTEX_PROGRAM_POINT_SIZE
- GL_VERTEX_PROGRAM_TWO_SIDE
- GL_VERTEX_ATTRIB_ARRAY_POINTER
- GL_STENCIL_BACK_FUNC
- GL_STENCIL_BACK_FAIL
- GL_STENCIL_BACK_PASS_DEPTH_FAIL
- GL_STENCIL_BACK_PASS_DEPTH_PASS
- GL_MAX_DRAW_BUFFERS
- GL_DRAW_BUFFER0
- GL_DRAW_BUFFER1
- GL_DRAW_BUFFER2
- GL_DRAW_BUFFER3
- GL_DRAW_BUFFER4
- GL_DRAW_BUFFER5
- GL_DRAW_BUFFER6
- GL_DRAW_BUFFER7
- GL_DRAW_BUFFER8
- GL_DRAW_BUFFER9
- GL_DRAW_BUFFER10
- GL_DRAW_BUFFER11
- GL_DRAW_BUFFER12
- GL_DRAW_BUFFER13
- GL_DRAW_BUFFER14
- GL_DRAW_BUFFER15
- GL_BLEND_EQUATION_ALPHA
- GL_POINT_SPRITE
- GL_COORD_REPLACE
- GL_MAX_VERTEX_ATTRIBS
- GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
- GL_MAX_TEXTURE_COORDS
- GL_MAX_TEXTURE_IMAGE_UNITS
- GL_FRAGMENT_SHADER
- GL_VERTEX_SHADER
- GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
- GL_MAX_VERTEX_UNIFORM_COMPONENTS
- GL_MAX_VARYING_FLOATS
- GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
- GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
- GL_SHADER_TYPE
- GL_FLOAT_VEC2
- GL_FLOAT_VEC3
- GL_FLOAT_VEC4
- GL_INT_VEC2
- GL_INT_VEC3
- GL_INT_VEC4
- GL_BOOL
- GL_BOOL_VEC2
- GL_BOOL_VEC3
- GL_BOOL_VEC4
- GL_FLOAT_MAT2
- GL_FLOAT_MAT3
- GL_FLOAT_MAT4
- GL_SAMPLER_1D
- GL_SAMPLER_2D
- GL_SAMPLER_3D
- GL_SAMPLER_CUBE
- GL_SAMPLER_1D_SHADOW
- GL_SAMPLER_2D_SHADOW
- GL_DELETE_STATUS
- GL_COMPILE_STATUS
- GL_LINK_STATUS
- GL_VALIDATE_STATUS
- GL_INFO_LOG_LENGTH
- GL_ATTACHED_SHADERS
- GL_ACTIVE_UNIFORMS
- GL_ACTIVE_UNIFORM_MAX_LENGTH
- GL_SHADER_SOURCE_LENGTH
- GL_ACTIVE_ATTRIBUTES
- GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
- GL_FRAGMENT_SHADER_DERIVATIVE_HINT
- GL_SHADING_LANGUAGE_VERSION
- GL_CURRENT_PROGRAM
- GL_POINT_SPRITE_COORD_ORIGIN
- GL_LOWER_LEFT
- GL_UPPER_LEFT
- GL_STENCIL_BACK_REF
- GL_STENCIL_BACK_VALUE_MASK
- GL_STENCIL_BACK_WRITEMASK
- GL_CURRENT_RASTER_SECONDARY_COLOR
- GL_PIXEL_PACK_BUFFER
- GL_PIXEL_UNPACK_BUFFER
- GL_PIXEL_PACK_BUFFER_BINDING
- GL_PIXEL_UNPACK_BUFFER_BINDING
- GL_FLOAT_MAT2x3
- GL_FLOAT_MAT2x4
- GL_FLOAT_MAT3x2
- GL_FLOAT_MAT3x4
- GL_FLOAT_MAT4x2
- GL_FLOAT_MAT4x3
- GL_SRGB
- GL_SRGB8
- GL_SRGB_ALPHA
- GL_SRGB8_ALPHA8
- GL_SLUMINANCE_ALPHA
- GL_SLUMINANCE8_ALPHA8
- GL_SLUMINANCE
- GL_SLUMINANCE8
- GL_COMPRESSED_SRGB
- GL_COMPRESSED_SRGB_ALPHA
- GL_COMPRESSED_SLUMINANCE
- GL_COMPRESSED_SLUMINANCE_ALPHA
- GL_CLIP_DISTANCE0
- GL_CLIP_DISTANCE1
- GL_CLIP_DISTANCE2
- GL_CLIP_DISTANCE3
- GL_CLIP_DISTANCE4
- GL_CLIP_DISTANCE5
- GL_COMPARE_REF_TO_TEXTURE
- GL_MAX_CLIP_DISTANCES
- GL_MAX_VARYING_COMPONENTS
- GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT
- GL_MAJOR_VERSION
- GL_MINOR_VERSION
- GL_NUM_EXTENSIONS
- GL_CONTEXT_FLAGS
- GL_DEPTH_BUFFER
- GL_STENCIL_BUFFER
- GL_RGBA32F
- GL_RGB32F
- GL_RGBA16F
- GL_RGB16F
- GL_VERTEX_ATTRIB_ARRAY_INTEGER
- GL_MAX_ARRAY_TEXTURE_LAYERS
- GL_MIN_PROGRAM_TEXEL_OFFSET
- GL_MAX_PROGRAM_TEXEL_OFFSET
- GL_CLAMP_VERTEX_COLOR
- GL_CLAMP_FRAGMENT_COLOR
- GL_CLAMP_READ_COLOR
- GL_FIXED_ONLY
- GL_TEXTURE_RED_TYPE
- GL_TEXTURE_GREEN_TYPE
- GL_TEXTURE_BLUE_TYPE
- GL_TEXTURE_ALPHA_TYPE
- GL_TEXTURE_LUMINANCE_TYPE
- GL_TEXTURE_INTENSITY_TYPE
- GL_TEXTURE_DEPTH_TYPE
- GL_TEXTURE_1D_ARRAY
- GL_PROXY_TEXTURE_1D_ARRAY
- GL_TEXTURE_2D_ARRAY
- GL_PROXY_TEXTURE_2D_ARRAY
- GL_TEXTURE_BINDING_1D_ARRAY
- GL_TEXTURE_BINDING_2D_ARRAY
- GL_R11F_G11F_B10F
- GL_UNSIGNED_INT_10F_11F_11F_REV
- GL_RGB9_E5
- GL_UNSIGNED_INT_5_9_9_9_REV
- GL_TEXTURE_SHARED_SIZE
- GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
- GL_TRANSFORM_FEEDBACK_BUFFER_MODE
- GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
- GL_TRANSFORM_FEEDBACK_VARYINGS
- GL_TRANSFORM_FEEDBACK_BUFFER_START
- GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
- GL_PRIMITIVES_GENERATED
- GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
- GL_RASTERIZER_DISCARD
- GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
- GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
- GL_INTERLEAVED_ATTRIBS
- GL_SEPARATE_ATTRIBS
- GL_TRANSFORM_FEEDBACK_BUFFER
- GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
- GL_RGBA32UI
- GL_RGB32UI
- GL_RGBA16UI
- GL_RGB16UI
- GL_RGBA8UI
- GL_RGB8UI
- GL_RGBA32I
- GL_RGB32I
- GL_RGBA16I
- GL_RGB16I
- GL_RGBA8I
- GL_RGB8I
- GL_RED_INTEGER
- GL_GREEN_INTEGER
- GL_BLUE_INTEGER
- GL_ALPHA_INTEGER
- GL_RGB_INTEGER
- GL_RGBA_INTEGER
- GL_BGR_INTEGER
- GL_BGRA_INTEGER
- GL_SAMPLER_1D_ARRAY
- GL_SAMPLER_2D_ARRAY
- GL_SAMPLER_1D_ARRAY_SHADOW
- GL_SAMPLER_2D_ARRAY_SHADOW
- GL_SAMPLER_CUBE_SHADOW
- GL_UNSIGNED_INT_VEC2
- GL_UNSIGNED_INT_VEC3
- GL_UNSIGNED_INT_VEC4
- GL_INT_SAMPLER_1D
- GL_INT_SAMPLER_2D
- GL_INT_SAMPLER_3D
- GL_INT_SAMPLER_CUBE
- GL_INT_SAMPLER_1D_ARRAY
- GL_INT_SAMPLER_2D_ARRAY
- GL_UNSIGNED_INT_SAMPLER_1D
- GL_UNSIGNED_INT_SAMPLER_2D
- GL_UNSIGNED_INT_SAMPLER_3D
- GL_UNSIGNED_INT_SAMPLER_CUBE
- GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
- GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
- GL_QUERY_WAIT
- GL_QUERY_NO_WAIT
- GL_QUERY_BY_REGION_WAIT
- GL_QUERY_BY_REGION_NO_WAIT
- void glAccum(GLenum op,GLfloat value)
- void glActiveTexture(GLenum texture)
- void glAlphaFunc(GLenum func,GLclampf ref)
- GLboolean glAreTexturesResident(GLsizei n,const GLuint * textures,GLboolean * residences)
- void glArrayElement(GLint i)
- void glAttachShader(GLuint program,GLuint shader)
- void glBegin(GLenum mode)
- void glBeginQuery(GLenum target,GLuint id)
- void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name)
- void glBindBuffer(GLenum target,GLuint buffer)
- void glBindTexture(GLenum target,GLuint texture)
- void glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const GLubyte * bitmap)
- void glBlendColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
- void glBlendEquation(GLenum mode)
- void glBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha)
- void glBlendFunc(GLenum sfactor,GLenum dfactor)
- void glBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)
- void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage)
- void glBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data)
- void glCallList(GLuint list)
- void glCallLists(GLsizei n,GLenum type,const GLvoid * lists)
- void glClear(GLbitfield mask)
- void glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)
- void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
- void glClearDepth(GLclampd depth)
- void glClearIndex(GLfloat c)
- void glClearStencil(GLint s)
- void glClientActiveTexture(GLenum texture)
- void glClipPlane(GLenum plane,const GLdouble * equation)
- void glColor3b(GLbyte red,GLbyte green,GLbyte blue)
- void glColor3s(GLshort red,GLshort green,GLshort blue)
- void glColor3i(GLint red,GLint green,GLint blue)
- void glColor3f(GLfloat red,GLfloat green,GLfloat blue)
- void glColor3d(GLdouble red,GLdouble green,GLdouble blue)
- void glColor3ub(GLubyte red,GLubyte green,GLubyte blue)
- void glColor3us(GLushort red,GLushort green,GLushort blue)
- void glColor3ui(GLuint red,GLuint green,GLuint blue)
- void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha)
- void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha)
- void glColor4i(GLint red,GLint green,GLint blue,GLint alpha)
- void glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)
- void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha)
- void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha)
- void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha)
- void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha)
- void glColor3bv(const GLbyte * v)
- void glColor3sv(const GLshort * v)
- void glColor3iv(const GLint * v)
- void glColor3fv(const GLfloat * v)
- void glColor3dv(const GLdouble * v)
- void glColor3ubv(const GLubyte * v)
- void glColor3usv(const GLushort * v)
- void glColor3uiv(const GLuint * v)
- void glColor4bv(const GLbyte * v)
- void glColor4sv(const GLshort * v)
- void glColor4iv(const GLint * v)
- void glColor4fv(const GLfloat * v)
- void glColor4dv(const GLdouble * v)
- void glColor4ubv(const GLubyte * v)
- void glColor4usv(const GLushort * v)
- void glColor4uiv(const GLuint * v)
- void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)
- void glColorMaterial(GLenum face,GLenum mode)
- void glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
- void glColorSubTable(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid * data)
- void glColorTable(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data)
- void glColorTableParameterfv(GLenum target,GLenum pname,const GLfloat * params)
- void glColorTableParameteriv(GLenum target,GLenum pname,const GLint * params)
- void glCompileShader(GLuint shader)
- void glCompressedTexImage1D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLint border,GLsizei imageSize,const GLvoid * data)
- void glCompressedTexImage2D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLint border,GLsizei imageSize,const GLvoid * data)
- void glCompressedTexImage3D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLsizei imageSize,const GLvoid * data)
- void glCompressedTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLsizei imageSize,const GLvoid * data)
- void glCompressedTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLsizei imageSize,const GLvoid * data)
- void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLsizei imageSize,const GLvoid * data)
- void glConvolutionFilter1D(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data)
- void glConvolutionFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)
- void glConvolutionParameterf(GLenum target,GLenum pname,GLfloat params)
- void glConvolutionParameteri(GLenum target,GLenum pname,GLint params)
- void glConvolutionParameterfv(GLenum target,GLenum pname,const GLfloat * params)
- void glConvolutionParameteriv(GLenum target,GLenum pname,const GLint * params)
- void glCopyColorSubTable(GLenum target,GLsizei start,GLint x,GLint y,GLsizei width)
- void glCopyColorTable(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
- void glCopyConvolutionFilter1D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
- void glCopyConvolutionFilter2D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height)
- void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type)
- void glCopyTexImage1D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLint border)
- void glCopyTexImage2D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border)
- void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width)
- void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height)
- void glCopyTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLint x,GLint y,GLsizei width,GLsizei height)
- GLuint glCreateProgram(void)
- GLuint glCreateShader(GLenum shaderType)
- void glCullFace(GLenum mode)
- void glDeleteBuffers(GLsizei n,const GLuint * buffers)
- void glDeleteLists(GLuint list,GLsizei range)
- void glDeleteProgram(GLuint program)
- void glDeleteQueries(GLsizei n,const GLuint * ids)
- void glDeleteShader(GLuint shader)
- void glDeleteTextures(GLsizei n,const GLuint * textures)
- void glDepthFunc(GLenum func)
- void glDepthMask(GLboolean flag)
- void glDepthRange(GLclampd nearVal,GLclampd farVal)
- void glDetachShader(GLuint program,GLuint shader)
- void glEnable(GLenum cap)
- void glEnableClientState(GLenum cap)
- void glEnableVertexAttribArray(GLuint index)
- void glDisableVertexAttribArray(GLuint index)
- void glDrawArrays(GLenum mode,GLint first,GLsizei count)
- void glDrawBuffer(GLenum mode)
- void glDrawBuffers(GLsizei n,const GLenum *bufs)
- void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices)
- void glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)
- void glDrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid * indices)
- void glEdgeFlag(GLboolean flag)
- void glEdgeFlagPointer(GLsizei stride,const GLvoid * pointer)
- void glEnd(void)
- void glEndList(void)
- void glEndQuery(GLenum target)
- void glEvalCoord1f(GLfloat u)
- void glEvalCoord1d(GLdouble u)
- void glEvalCoord2f(GLfloat u,GLfloat v)
- void glEvalCoord2d(GLdouble u,GLdouble v)
- void glEvalMesh1(GLenum mode,GLint i1,GLint i2)
- void glEvalPoint1(GLint i)
- void glEvalPoint2(GLint i,GLint j)
- void glFeedbackBuffer(GLsizei size,GLenum type,GLfloat * buffer)
- void glFinish(void)
- void glFlush(void)
- void glFogf(GLenum pname,GLfloat param)
- void glFogi(GLenum pname,GLint param)
- void glFogfv(GLenum pname,const GLfloat * params)
- void glFogiv(GLenum pname,const GLint * params)
- void glFogCoordd(GLdouble coord)
- void glFogCoordf(GLfloat coord)
- void glFogCoorddv(GLdouble * coord)
- void glFogCoordfv(GLfloat * coord)
- void glFogCoordPointer(GLenum type,GLsizei stride,GLvoid * pointer)
- void glFrontFace(GLenum mode)
- void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble farVal)
- void glGenBuffers(GLsizei n,GLuint * buffers)
- GLuint glGenLists(GLsizei range)
- void glGenQueries(GLsizei n,GLuint * ids)
- void glGenTextures(GLsizei n,GLuint * textures)
- void glGetBooleanv(GLenum pname,GLboolean * params)
- void glGetDoublev(GLenum pname,GLdouble * params)
- void glGetFloatv(GLenum pname,GLfloat * params)
- void glGetIntegerv(GLenum pname,GLint * params)
- void glGetActiveAttrib(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name)
- void glGetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name)
- void glGetAttachedShaders(GLuint program,GLsizei maxCount,GLsizei *count,GLuint *shaders)
- GLint glGetAttribLocation(GLuint program,const GLchar *name)
- void glGetBufferParameteriv(GLenum target,GLenum value,GLint * data)
- void glGetBufferPointerv(GLenum target,GLenum pname,GLvoid ** params)
- void glGetBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,GLvoid * data)
- void glGetClipPlane(GLenum plane,GLdouble * equation)
- void glGetColorTable(GLenum target,GLenum format,GLenum type,GLvoid * table)
- void glGetColorTableParameterfv(GLenum target,GLenum pname,GLfloat * params)
- void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params)
- void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img)
- void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image)
- void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLfloat * params)
- void glGetConvolutionParameteriv(GLenum target,GLenum pname,GLint * params)
- GLenum glGetError(void)
- void glGetHistogram(GLenum target,GLboolean reset,GLenum format,GLenum type,GLvoid * values)
- void glGetHistogramParameterfv(GLenum target,GLenum pname,GLfloat * params)
- void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params)
- void glGetLightfv(GLenum light,GLenum pname,GLfloat * params)
- void glGetLightiv(GLenum light,GLenum pname,GLint * params)
- void glGetMapdv(GLenum target,GLenum query,GLdouble * v)
- void glGetMapfv(GLenum target,GLenum query,GLfloat * v)
- void glGetMapiv(GLenum target,GLenum query,GLint * v)
- void glGetMaterialfv(GLenum face,GLenum pname,GLfloat * params)
- void glGetMaterialiv(GLenum face,GLenum pname,GLint * params)
- void glGetMinmax(GLenum target,GLboolean reset,GLenum format,GLenum types,GLvoid * values)
- void glGetMinmaxParameterfv(GLenum target,GLenum pname,GLfloat * params)
- void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params)
- void glGetPixelMapfv(GLenum map,GLfloat * data)
- void glGetPixelMapuiv(GLenum map,GLuint * data)
- void glGetPixelMapusv(GLenum map,GLushort * data)
- void glGetPointerv(GLenum pname,GLvoid ** params)
- void glGetPolygonStipple(GLubyte * pattern)
- void glGetProgramiv(GLuint program,GLenum pname,GLint *params)
- void glGetProgramInfoLog(GLuint program,GLsizei maxLength,GLsizei *length,GLchar *infoLog)
- void glGetQueryObjectiv(GLuint id,GLenum pname,GLint * params)
- void glGetQueryObjectuiv(GLuint id,GLenum pname,GLuint * params)
- void glGetQueryiv(GLenum target,GLenum pname,GLint * params)
- void glGetSeparableFilter(GLenum target,GLenum format,GLenum type,GLvoid * row,GLvoid * column,GLvoid * span)
- void glGetShaderiv(GLuint shader,GLenum pname,GLint *params)
- void glGetShaderInfoLog(GLuint shader,GLsizei maxLength,GLsizei *length,GLchar *infoLog)
- void glGetShaderSource(GLuint shader,GLsizei bufSize,GLsizei *length,GLchar *source)
- const GLubyte* glGetString(GLenum name)
- void glGetTexEnvfv(GLenum target,GLenum pname,GLfloat * params)
- void glGetTexEnviv(GLenum target,GLenum pname,GLint * params)
- void glGetTexGendv(GLenum coord,GLenum pname,GLdouble * params)
- void glGetTexGenfv(GLenum coord,GLenum pname,GLfloat * params)
- void glGetTexGeniv(GLenum coord,GLenum pname,GLint * params)
- void glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid * img)
- void glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLfloat * params)
- void glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint * params)
- void glGetTexParameterfv(GLenum target,GLenum pname,GLfloat * params)
- void glGetTexParameteriv(GLenum target,GLenum pname,GLint * params)
- void glGetUniformfv(GLuint program,GLint location,GLfloat *params)
- void glGetUniformiv(GLuint program,GLint location,GLint *params)
- GLint glGetUniformLocation(GLuint program,const GLchar *name)
- void glGetVertexAttribdv(GLuint index,GLenum pname,GLdouble *params)
- void glGetVertexAttribfv(GLuint index,GLenum pname,GLfloat *params)
- void glGetVertexAttribiv(GLuint index,GLenum pname,GLint *params)
- void glGetVertexAttribPointerv(GLuint index,GLenum pname,GLvoid **pointer)
- void glHint(GLenum target,GLenum mode)
- void glHistogram(GLenum target,GLsizei width,GLenum internalformat,GLboolean sink)
- void glIndexs(GLshort c)
- void glIndexi(GLint c)
- void glIndexf(GLfloat c)
- void glIndexd(GLdouble c)
- void glIndexub(GLubyte c)
- void glIndexsv(const GLshort * c)
- void glIndexiv(const GLint * c)
- void glIndexfv(const GLfloat * c)
- void glIndexdv(const GLdouble * c)
- void glIndexubv(const GLubyte * c)
- void glIndexMask(GLuint mask)
- void glIndexPointer(GLenum type,GLsizei stride,const GLvoid * pointer)
- void glInitNames(void)
- void glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid * pointer)
- GLboolean glIsBuffer(GLuint buffer)
- GLboolean glIsEnabled(GLenum cap)
- GLboolean glIsList(GLuint list)
- GLboolean glIsProgram(GLuint program)
- GLboolean glIsQuery(GLuint id)
- GLboolean glIsShader(GLuint shader)
- GLboolean glIsTexture(GLuint texture)
- void glLightf(GLenum light,GLenum pname,GLfloat param)
- void glLighti(GLenum light,GLenum pname,GLint param)
- void glLightfv(GLenum light,GLenum pname,const GLfloat * params)
- void glLightiv(GLenum light,GLenum pname,const GLint * params)
- void glLightModelf(GLenum pname,GLfloat param)
- void glLightModeli(GLenum pname,GLint param)
- void glLightModelfv(GLenum pname,const GLfloat * params)
- void glLightModeliv(GLenum pname,const GLint * params)
- void glLineStipple(GLint factor,GLushort pattern)
- void glLineWidth(GLfloat width)
- void glLinkProgram(GLuint program)
- void glListBase(GLuint base)
- void glLoadIdentity(void)
- void glLoadMatrixd(const GLdouble * m)
- void glLoadMatrixf(const GLfloat * m)
- void glLoadName(GLuint name)
- void glLoadTransposeMatrixd(const GLdouble * m)
- void glLoadTransposeMatrixf(const GLfloat * m)
- void glLogicOp(GLenum opcode)
- void glMap1f(GLenum target,GLfloat u1,GLfloat u2,GLint stride,GLint order,const GLfloat * points)
- void glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble * points)
- void glMap2f(GLenum target,GLfloat u1,GLfloat u2,GLint ustride,GLint uorder,GLfloat v1,GLfloat v2,GLint vstride,GLint vorder,const GLfloat * points)
- void glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble * points)
- void * glMapBuffer(GLenum target,GLenum access)
- void glMapGrid1d(GLint un,GLdouble u1,GLdouble u2)
- void glMapGrid1f(GLint un,GLfloat u1,GLfloat u2)
- void glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2)
- void glMapGrid2f(GLint un,GLfloat u1,GLfloat u2,GLint vn,GLfloat v1,GLfloat v2)
- void glMaterialf(GLenum face,GLenum pname,GLfloat param)
- void glMateriali(GLenum face,GLenum pname,GLint param)
- void glMatrixMode(GLenum mode)
- void glMinmax(GLenum target,GLenum internalformat,GLboolean sink)
- void glMultMatrixd(const GLdouble * m)
- void glMultMatrixf(const GLfloat * m)
- void glMultTransposeMatrixd(const GLdouble * m)
- void glMultTransposeMatrixf(const GLfloat * m)
- void glMultiDrawArrays(GLenum mode,GLint * first,GLsizei * count,GLsizei primcount)
- void glMultiDrawElements(GLenum mode,const GLsizei * count,GLenum type,const GLvoid ** indices,GLsizei primcount)
- void glMultiTexCoord1s(GLenum target,GLshort s)
- void glMultiTexCoord1i(GLenum target,GLint s)
- void glMultiTexCoord1f(GLenum target,GLfloat s)
- void glMultiTexCoord1d(GLenum target,GLdouble s)
- void glMultiTexCoord2s(GLenum target,GLshort s,GLshort t)
- void glMultiTexCoord2i(GLenum target,GLint s,GLint t)
- void glMultiTexCoord2f(GLenum target,GLfloat s,GLfloat t)
- void glMultiTexCoord2d(GLenum target,GLdouble s,GLdouble t)
- void glMultiTexCoord3s(GLenum target,GLshort s,GLshort t,GLshort r)
- void glMultiTexCoord3i(GLenum target,GLint s,GLint t,GLint r)
- void glMultiTexCoord3f(GLenum target,GLfloat s,GLfloat t,GLfloat r)
- void glMultiTexCoord3d(GLenum target,GLdouble s,GLdouble t,GLdouble r)
- void glMultiTexCoord4s(GLenum target,GLshort s,GLshort t,GLshort r,GLshort q)
- void glMultiTexCoord4i(GLenum target,GLint s,GLint t,GLint r,GLint q)
- void glMultiTexCoord4f(GLenum target,GLfloat s,GLfloat t,GLfloat r,GLfloat q)
- void glMultiTexCoord4d(GLenum target,GLdouble s,GLdouble t,GLdouble r,GLdouble q)
- void glMultiTexCoord1sv(GLenum target,const GLshort * v)
- void glMultiTexCoord1iv(GLenum target,const GLint * v)
- void glMultiTexCoord1fv(GLenum target,const GLfloat * v)
- void glMultiTexCoord1dv(GLenum target,const GLdouble * v)
- void glMultiTexCoord2sv(GLenum target,const GLshort * v)
- void glMultiTexCoord2iv(GLenum target,const GLint * v)
- void glMultiTexCoord2fv(GLenum target,const GLfloat * v)
- void glMultiTexCoord2dv(GLenum target,const GLdouble * v)
- void glMultiTexCoord3sv(GLenum target,const GLshort * v)
- void glMultiTexCoord3iv(GLenum target,const GLint * v)
- void glMultiTexCoord3fv(GLenum target,const GLfloat * v)
- void glMultiTexCoord3dv(GLenum target,const GLdouble * v)
- void glMultiTexCoord4sv(GLenum target,const GLshort * v)
- void glMultiTexCoord4iv(GLenum target,const GLint * v)
- void glMultiTexCoord4fv(GLenum target,const GLfloat * v)
- void glMultiTexCoord4dv(GLenum target,const GLdouble * v)
- void glNewList(GLuint list,GLenum mode)
- void glNormal3b(GLbyte nx,GLbyte ny,GLbyte nz)
- void glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz)
- void glNormal3f(GLfloat nx,GLfloat ny,GLfloat nz)
- void glNormal3i(GLint nx,GLint ny,GLint nz)
- void glNormal3s(GLshort nx,GLshort ny,GLshort nz)
- void glNormal3bv(const GLbyte * v)
- void glNormal3dv(const GLdouble * v)
- void glNormal3fv(const GLfloat * v)
- void glNormal3iv(const GLint * v)
- void glNormal3sv(const GLshort * v)
- void glNormalPointer(GLenum type,GLsizei stride,const GLvoid * pointer)
- void glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble farVal)
- void glPassThrough(GLfloat token)
- void glPixelMapfv(GLenum map,GLsizei mapsize,const GLfloat * values)
- void glPixelMapuiv(GLenum map,GLsizei mapsize,const GLuint * values)
- void glPixelMapusv(GLenum map,GLsizei mapsize,const GLushort * values)
- void glPixelStoref(GLenum pname,GLfloat param)
- void glPixelStorei(GLenum pname,GLint param)
- void glPixelTransferf(GLenum pname,GLfloat param)
- void glPixelTransferi(GLenum pname,GLint param)
- void glPixelZoom(GLfloat xfactor,GLfloat yfactor)
- void glPointParameterf(GLenum pname,GLfloat param)
- void glPointParameteri(GLenum pname,GLint param)
- void glPointSize(GLfloat size)
- void glPolygonMode(GLenum face,GLenum mode)
- void glPolygonOffset(GLfloat factor,GLfloat units)
- void glPolygonStipple(const GLubyte * pattern)
- void glPushAttrib(GLbitfield mask)
- void glPushClientAttrib(GLbitfield mask)
- void glPushMatrix(void)
- void glPushName(GLuint name)
- void glPrioritizeTextures(GLsizei n,const GLuint * textures,const GLclampf * priorities)
- void glPopMatrix(void)
- void glRasterPos2s(GLshort x,GLshort y)
- void glRasterPos2i(GLint x,GLint y)
- void glRasterPos2f(GLfloat x,GLfloat y)
- void glRasterPos2d(GLdouble x,GLdouble y)
- void glRasterPos3s(GLshort x,GLshort y,GLshort z)
- void glRasterPos3i(GLint x,GLint y,GLint z)
- void glRasterPos3f(GLfloat x,GLfloat y,GLfloat z)
- void glRasterPos3d(GLdouble x,GLdouble y,GLdouble z)
- void glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w)
- void glRasterPos4i(GLint x,GLint y,GLint z,GLint w)
- void glRasterPos4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w)
- void glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)
- void glReadBuffer(GLenum mode)
- void glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid * data)
- void glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2)
- void glRectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2)
- void glRecti(GLint x1,GLint y1,GLint x2,GLint y2)
- void glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2)
- void glRectdv(const GLdouble * v1,const GLdouble * v2)
- void glRectfv(const GLfloat * v1,const GLfloat * v2)
- void glRectiv(const GLint * v1,const GLint * v2)
- void glRectsv(const GLshort * v1,const GLshort * v2)
- GLint glRenderMode(GLenum mode)
- void glResetHistogram(GLenum target)
- void glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z)
- void glRotatef(GLfloat angle,GLfloat x,GLfloat y,GLfloat z)
- void glSampleCoverage(GLclampf value,GLboolean invert)
- void glScaled(GLdouble x,GLdouble y,GLdouble z)
- void glScalef(GLfloat x,GLfloat y,GLfloat z)
- void glScissor(GLint x,GLint y,GLsizei width,GLsizei height)
- void glSecondaryColor3b(GLbyte red,GLbyte green,GLbyte blue)
- void glSecondaryColor3s(GLshort red,GLshort green,GLshort blue)
- void glSecondaryColor3i(GLint red,GLint green,GLint blue)
- void glSecondaryColor3f(GLfloat red,GLfloat green,GLfloat blue)
- void glSecondaryColor3d(GLdouble red,GLdouble green,GLdouble blue)
- void glSecondaryColor3ub(GLubyte red,GLubyte green,GLubyte blue)
- void glSecondaryColor3us(GLushort red,GLushort green,GLushort blue)
- void glSecondaryColor3ui(GLuint red,GLuint green,GLuint blue)
- void glSecondaryColor3bv(const GLbyte * v)
- void glSecondaryColor3sv(const GLshort * v)
- void glSecondaryColor3iv(const GLint * v)
- void glSecondaryColor3fv(const GLfloat * v)
- void glSecondaryColor3dv(const GLdouble * v)
- void glSecondaryColor3ubv(const GLubyte * v)
- void glSecondaryColor3usv(const GLushort * v)
- void glSecondaryColor3uiv(const GLuint * v)
- void glSecondaryColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
- void glSelectBuffer(GLsizei size,GLuint * buffer)
- void glSeparableFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * row,const GLvoid * column)
- void glShadeModel(GLenum mode)
- void glShaderSource(GLuint shader,GLsizei count,const GLchar **string,const GLint *length)
- void glStencilFunc(GLenum func,GLint ref,GLuint mask)
- void glStencilFuncSeparate(GLenum face,GLenum func,GLint ref,GLuint mask)
- void glStencilMask(GLuint mask)
- void glStencilMaskSeparate(GLenum face,GLuint mask)
- void glStencilOp(GLenum sfail,GLenum dpfail,GLenum dppass)
- void glStencilOpSeparate(GLenum face,GLenum sfail,GLenum dpfail,GLenum dppass)
- void glTexCoord1s(GLshort s)
- void glTexCoord1i(GLint s)
- void glTexCoord1f(GLfloat s)
- void glTexCoord1d(GLdouble s)
- void glTexCoord2s(GLshort s,GLshort t)
- void glTexCoord2i(GLint s,GLint t)
- void glTexCoord2f(GLfloat s,GLfloat t)
- void glTexCoord2d(GLdouble s,GLdouble t)
- void glTexCoord3s(GLshort s,GLshort t,GLshort r)
- void glTexCoord3i(GLint s,GLint t,GLint r)
- void glTexCoord3f(GLfloat s,GLfloat t,GLfloat r)
- void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r)
- void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q)
- void glTexCoord4i(GLint s,GLint t,GLint r,GLint q)
- void glTexCoord4f(GLfloat s,GLfloat t,GLfloat r,GLfloat q)
- void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q)
- void glTexCoord1sv(const GLshort * v)
- void glTexCoord1iv(const GLint * v)
- void glTexCoord1fv(const GLfloat * v)
- void glTexCoord1dv(const GLdouble * v)
- void glTexCoord2sv(const GLshort * v)
- void glTexCoord2iv(const GLint * v)
- void glTexCoord2fv(const GLfloat * v)
- void glTexCoord2dv(const GLdouble * v)
- void glTexCoord3sv(const GLshort * v)
- void glTexCoord3iv(const GLint * v)
- void glTexCoord3fv(const GLfloat * v)
- void glTexCoord3dv(const GLdouble * v)
- void glTexCoord4sv(const GLshort * v)
- void glTexCoord4iv(const GLint * v)
- void glTexCoord4fv(const GLfloat * v)
- void glTexCoord4dv(const GLdouble * v)
- void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
- void glTexEnvf(GLenum target,GLenum pname,GLfloat param)
- void glTexEnvi(GLenum target,GLenum pname,GLint param)
- void glTexGeni(GLenum coord,GLenum pname,GLint param)
- void glTexGenf(GLenum coord,GLenum pname,GLfloat param)
- void glTexGend(GLenum coord,GLenum pname,GLdouble param)
- void glTexGeniv(GLenum coord,GLenum pname,const GLint * params)
- void glTexGenfv(GLenum coord,GLenum pname,const GLfloat * params)
- void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params)
- void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid * data)
- void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type,const GLvoid * data)
- void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLenum format,GLenum type,const GLvoid * data)
- void glTexParameterf(GLenum target,GLenum pname,GLfloat param)
- void glTexParameteri(GLenum target,GLenum pname,GLint param)
- void glTexParameterfv(GLenum target,GLenum pname,const GLfloat * params)
- void glTexParameteriv(GLenum target,GLenum pname,const GLint * params)
- void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid * data)
- void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)
- void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data)
- void glTranslated(GLdouble x,GLdouble y,GLdouble z)
- void glTranslatef(GLfloat x,GLfloat y,GLfloat z)
- void glUniform1f(GLint location,GLfloat v0)
- void glUniform2f(GLint location,GLfloat v0,GLfloat v1)
- void glUniform3f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2)
- void glUniform4f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3)
- void glUniform1i(GLint location,GLint v0)
- void glUniform2i(GLint location,GLint v0,GLint v1)
- void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2)
- void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3)
- void glUniform1fv(GLint location,GLsizei count,const GLfloat *value)
- void glUniform2fv(GLint location,GLsizei count,const GLfloat *value)
- void glUniform3fv(GLint location,GLsizei count,const GLfloat *value)
- void glUniform4fv(GLint location,GLsizei count,const GLfloat *value)
- void glUniform1iv(GLint location,GLsizei count,const GLint *value)
- void glUniform2iv(GLint location,GLsizei count,const GLint *value)
- void glUniform3iv(GLint location,GLsizei count,const GLint *value)
- void glUniform4iv(GLint location,GLsizei count,const GLint *value)
- void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
- void glUseProgram(GLuint program)
- void glValidateProgram(GLuint program)
- void glVertex2s(GLshort x,GLshort y)
- void glVertex2i(GLint x,GLint y)
- void glVertex2f(GLfloat x,GLfloat y)
- void glVertex2d(GLdouble x,GLdouble y)
- void glVertex3s(GLshort x,GLshort y,GLshort z)
- void glVertex3i(GLint x,GLint y,GLint z)
- void glVertex3f(GLfloat x,GLfloat y,GLfloat z)
- void glVertex3d(GLdouble x,GLdouble y,GLdouble z)
- void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w)
- void glVertex4i(GLint x,GLint y,GLint z,GLint w)
- void glVertex4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w)
- void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)
- void glVertex2sv(const GLshort * v)
- void glVertex2iv(const GLint * v)
- void glVertex2fv(const GLfloat * v)
- void glVertex2dv(const GLdouble * v)
- void glVertex3sv(const GLshort * v)
- void glVertex3iv(const GLint * v)
- void glVertex3fv(const GLfloat * v)
- void glVertex3dv(const GLdouble * v)
- void glVertex4sv(const GLshort * v)
- void glVertex4iv(const GLint * v)
- void glVertex4fv(const GLfloat * v)
- void glVertex4dv(const GLdouble * v)
- void glVertexAttrib1f(GLuint index,GLfloat v0)
- void glVertexAttrib1s(GLuint index,GLshort v0)
- void glVertexAttrib1d(GLuint index,GLdouble v0)
- void glVertexAttrib2f(GLuint index,GLfloat v0,GLfloat v1)
- void glVertexAttrib2s(GLuint index,GLshort v0,GLshort v1)
- void glVertexAttrib2d(GLuint index,GLdouble v0,GLdouble v1)
- void glVertexAttrib3f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2)
- void glVertexAttrib3s(GLuint index,GLshort v0,GLshort v1,GLshort v2)
- void glVertexAttrib3d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2)
- void glVertexAttrib4f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3)
- void glVertexAttrib4s(GLuint index,GLshort v0,GLshort v1,GLshort v2,GLshort v3)
- void glVertexAttrib4d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3)
- void glVertexAttrib4Nub(GLuint index,GLubyte v0,GLubyte v1,GLubyte v2,GLubyte v3)
- void glVertexAttrib1fv(GLuint index,const GLfloat *v)
- void glVertexAttrib1sv(GLuint index,const GLshort *v)
- void glVertexAttrib1dv(GLuint index,const GLdouble *v)
- void glVertexAttrib2fv(GLuint index,const GLfloat *v)
- void glVertexAttrib2sv(GLuint index,const GLshort *v)
- void glVertexAttrib2dv(GLuint index,const GLdouble *v)
- void glVertexAttrib3fv(GLuint index,const GLfloat *v)
- void glVertexAttrib3sv(GLuint index,const GLshort *v)
- void glVertexAttrib3dv(GLuint index,const GLdouble *v)
- void glVertexAttrib4fv(GLuint index,const GLfloat *v)
- void glVertexAttrib4sv(GLuint index,const GLshort *v)
- void glVertexAttrib4dv(GLuint index,const GLdouble *v)
- void glVertexAttrib4iv(GLuint index,const GLint *v)
- void glVertexAttrib4bv(GLuint index,const GLbyte *v)
- void glVertexAttrib4ubv(GLuint index,const GLubyte *v)
- void glVertexAttrib4usv(GLuint index,const GLushort *v)
- void glVertexAttrib4uiv(GLuint index,const GLuint *v)
- void glVertexAttribPointer(GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei stride,const GLvoid * pointer)
- void glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
- void glViewport(GLint x,GLint y,GLsizei width,GLsizei height)
- void glWindowPos2s(GLshort x,GLshort y)
- void glWindowPos2i(GLint x,GLint y)
- void glWindowPos2f(GLfloat x,GLfloat y)
- void glWindowPos2d(GLdouble x,GLdouble y)
- void glWindowPos3s(GLshort x,GLshort y,GLshort z)
- void glWindowPos3i(GLint x,GLint y,GLint z)
- void glWindowPos3f(GLfloat x,GLfloat y,GLfloat z)
- void glWindowPos3d(GLdouble x,GLdouble y,GLdouble z)
- void glWindowPos2sv(const GLshort * v)
- void glWindowPos2iv(const GLint * v)
- void glWindowPos2fv(const GLfloat * v)
- void glWindowPos2dv(const GLdouble * v)
- void glWindowPos3sv(const GLshort * v)
- void glWindowPos3iv(const GLint * v)
- void glWindowPos3fv(const GLfloat * v)
- void glWindowPos3dv(const GLdouble * v)
- void gluBeginCurve(GLUnurbs* nurb)
- void gluBeginPolygon(GLUtesselator* tess)
- void gluBeginSurface(GLUnurbs* nurb)
- void gluBeginTrim(GLUnurbs* nurb)
- void gluCylinder(GLUquadric* quad,GLdouble base,GLdouble top,GLdouble height,GLint slices,GLint stacks)
- void gluDeleteNurbsRenderer(GLUnurbs* nurb)
- void gluDeleteQuadric(GLUquadric* quad)
- void gluDeleteTess(GLUtesselator* tess)
- void gluDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops)
- void gluEndCurve(GLUnurbs* nurb)
- void gluEndPolygon(GLUtesselator* tess)
- void gluEndSurface(GLUnurbs* nurb)
- void gluEndTrim(GLUnurbs* nurb)
- const GLubyte * gluErrorString(GLenum error)
- void gluGetNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat* data)
- const GLubyte * gluGetString(GLenum name)
- void gluGetTessProperty(GLUtesselator* tess,GLenum which,GLdouble* data)
- void gluLoadSamplingMatrices(GLUnurbs* nurb,const GLfloat * model,const GLfloat * perspective,const GLint * view)
- void gluLookAt(GLdouble eyeX,GLdouble eyeY,GLdouble eyeZ,GLdouble centerX,GLdouble centerY,GLdouble centerZ,GLdouble upX,GLdouble upY,GLdouble upZ)
- GLUnurbs *gluNewNurbsRenderer(void)
- GLUquadric *gluNewQuadric(void)
- GLUtesselator* gluNewTess(void)
- void gluNextContour(GLUtesselator* tess,GLenum type)
- void gluNurbsCurve(GLUnurbs* nurb,GLint knotCount,GLfloat * knots,GLint stride,GLfloat * control,GLint order,GLenum type)
- void gluNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat value)
- void gluNurbsSurface(GLUnurbs* nurb,GLint sKnotCount,GLfloat* sKnots,GLint tKnotCount,GLfloat* tKnots,GLint sStride,GLint tStride,GLfloat* control,GLint sOrder,GLint tOrder,GLenum type)
- void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top)
- void gluPartialDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops,GLdouble start,GLdouble sweep)
- void gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar)
- void gluPickMatrix(GLdouble x,GLdouble y,GLdouble delX,GLdouble delY,GLint * viewport)
- GLint gluProject(GLdouble objX,GLdouble objY,GLdouble objZ,const GLdouble * model,const GLdouble * proj,const GLint * view,GLdouble* winX,GLdouble* winY,GLdouble* winZ)
- void gluPwlCurve(GLUnurbs* nurb,GLint count,GLfloat* data,GLint stride,GLenum type)
- void gluQuadricDrawStyle(GLUquadric* quad,GLenum draw)
- void gluQuadricNormals(GLUquadric* quad,GLenum normal)
- void gluQuadricOrientation(GLUquadric* quad,GLenum orientation)
- void gluQuadricTexture(GLUquadric* quad,GLboolean texture)
- GLint gluScaleImage(GLenum format,GLsizei wIn,GLsizei hIn,GLenum typeIn,const void * dataIn,GLsizei wOut,GLsizei hOut,GLenum typeOut,GLvoid* dataOut)
- void gluSphere(GLUquadric* quad,GLdouble radius,GLint slices,GLint stacks)
- void gluTessBeginContour(GLUtesselator* tess)
- void gluTessBeginPolygon(GLUtesselator* tess,GLvoid* data)
- void gluTessEndContour(GLUtesselator* tess)
- void gluTessEndPolygon(GLUtesselator* tess)
- void gluTessNormal(GLUtesselator* tess,GLdouble valueX,GLdouble valueY,GLdouble valueZ)
- void gluTessProperty(GLUtesselator* tess,GLenum which,GLdouble data)
- void gluTessVertex(GLUtesselator* tess,GLdouble * location,GLvoid* data)
- GLint gluUnProject(GLdouble winX,GLdouble winY,GLdouble winZ,const GLdouble * model,const GLdouble * proj,const GLint * view,GLdouble* objX,GLdouble* objY,GLdouble* objZ)
- void glDisable(GLenum cap)