.. index:: 
     single: RingOpenGL (OpenGL 1.2) 関数リファレンス; はじめに

========================================
RingOpenGL (OpenGL 1.2) 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
* void glAccum(GLenum op, GLfloat value)
* void glAlphaFunc(GLenum func, GLclampf ref)
* GLboolean glAreTexturesResident(GLsizei n, const GLuint \*textures, GLboolean \*residences)
* void glArrayElement(GLint i)
* void glBegin(GLenum mode)
* void glBindTexture(GLenum target, GLuint texture)
* void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte \*bitmap)
* void glBlendFunc(GLenum sfactor, GLenum dfactor)
* void glCallList(GLuint list)
* void glCallLists(GLsizei n, GLenum type, const void \*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 glClipPlane(GLenum plane, const GLdouble \*equation)
* void glColor3b(GLbyte red, GLbyte green, GLbyte blue)
* void glColor3bv(const GLbyte \*v)
* void glColor3d(GLdouble red, GLdouble green, GLdouble blue)
* void glColor3dv(const GLdouble \*v)
* void glColor3f(GLfloat red, GLfloat green, GLfloat blue)
* void glColor3fv(const GLfloat \*v)
* void glColor3i(GLint red, GLint green, GLint blue)
* void glColor3iv(const GLint \*v)
* void glColor3s(GLshort red, GLshort green, GLshort blue)
* void glColor3sv(const GLshort \*v)
* void glColor3ub(GLubyte red, GLubyte green, GLubyte blue)
* void glColor3ubv(const GLubyte \*v)
* void glColor3ui(GLuint red, GLuint green, GLuint blue)
* void glColor3uiv(const GLuint \*v)
* void glColor3us(GLushort red, GLushort green, GLushort blue)
* void glColor3usv(const GLushort \*v)
* void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
* void glColor4bv(const GLbyte \*v)
* void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
* void glColor4dv(const GLdouble \*v)
* void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
* void glColor4fv(const GLfloat \*v)
* void glColor4i(GLint red, GLint green, GLint blue, GLint alpha)
* void glColor4iv(const GLint \*v)
* void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha)
* void glColor4sv(const GLshort \*v)
* void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
* void glColor4ubv(const GLubyte \*v)
* void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha)
* void glColor4uiv(const GLuint \*v)
* void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha)
* void glColor4usv(const GLushort \*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 void \*pointer)
* 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 glCullFace(GLenum mode)
* void glDeleteLists(GLuint list, GLsizei range)
* void glDeleteTextures(GLsizei n, const GLuint \*textures)
* void glDepthFunc(GLenum func)
* void glDepthMask(GLboolean flag)
* void glDepthRange(GLclampd zNear, GLclampd zFar)
* void glDisable(GLenum cap)
* void glDisableClientState(GLenum array)
* void glDrawArrays(GLenum mode, GLint first, GLsizei count)
* void glDrawBuffer(GLenum mode)
* void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void \*indices)
* void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void \*pixels)
* void glEdgeFlag(GLboolean flag)
* void glEdgeFlagPointer(GLsizei stride, const void \*pointer)
* void glEdgeFlagv(const GLboolean \*flag)
* void glEnable(GLenum cap)
* void glEnableClientState(GLenum array)
* void glEnd(void)
* void glEndList(void)
* void glEvalCoord1d(GLdouble u)
* void glEvalCoord1dv(const GLdouble \*u)
* void glEvalCoord1f(GLfloat u)
* void glEvalCoord1fv(const GLfloat \*u)
* void glEvalCoord2d(GLdouble u, GLdouble v)
* void glEvalCoord2dv(const GLdouble \*u)
* void glEvalCoord2f(GLfloat u, GLfloat v)
* void glEvalCoord2fv(const GLfloat \*u)
* void glEvalMesh1(GLenum mode, GLint i1, GLint i2)
* void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
* 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 glFogfv(GLenum pname, const GLfloat \*params)
* void glFogi(GLenum pname, GLint param)
* void glFogiv(GLenum pname, const GLint \*params)
* void glFrontFace(GLenum mode)
* void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
* GLuint glGenLists(GLsizei range)
* void glGenTextures(GLsizei n, GLuint \*textures)
* void glGetBooleanv(GLenum pname, GLboolean \*params)
* void glGetClipPlane(GLenum plane, GLdouble \*equation)
* void glGetDoublev(GLenum pname, GLdouble \*params)
* GLenum glGetError(void)
* void glGetFloatv(GLenum pname, GLfloat \*params)
* void glGetIntegerv(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 glGetPixelMapfv(GLenum map, GLfloat \*values)
* void glGetPixelMapuiv(GLenum map, GLuint \*values)
* void glGetPixelMapusv(GLenum map, GLushort \*values)
* void glGetPointerv(GLenum pname, void* \*params)
* void glGetPolygonStipple(GLubyte \*mask)
* 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, void \*pixels)
* 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 glHint(GLenum target, GLenum mode)
* void glIndexMask(GLuint mask)
* void glIndexPointer(GLenum type, GLsizei stride, const void \*pointer)
* void glIndexd(GLdouble c)
* void glIndexdv(const GLdouble \*c)
* void glIndexf(GLfloat c)
* void glIndexfv(const GLfloat \*c)
* void glIndexi(GLint c)
* void glIndexiv(const GLint \*c)
* void glIndexs(GLshort c)
* void glIndexsv(const GLshort \*c)
* void glIndexub(GLubyte c)
* void glIndexubv(const GLubyte \*c)
* void glInitNames(void)
* void glInterleavedArrays(GLenum format, GLsizei stride, const void \*pointer)
* GLboolean glIsEnabled(GLenum cap)
* GLboolean glIsList(GLuint list)
* GLboolean glIsTexture(GLuint texture)
* void glLightModelf(GLenum pname, GLfloat param)
* void glLightModelfv(GLenum pname, const GLfloat \*params)
* void glLightModeli(GLenum pname, GLint param)
* void glLightModeliv(GLenum pname, const GLint \*params)
* void glLightf(GLenum light, GLenum pname, GLfloat param)
* void glLightfv(GLenum light, GLenum pname, const GLfloat \*params)
* void glLighti(GLenum light, GLenum pname, GLint param)
* void glLightiv(GLenum light, GLenum pname, const GLint \*params)
* void glLineStipple(GLint factor, GLushort pattern)
* void glLineWidth(GLfloat width)
* void glListBase(GLuint base)
* void glLoadIdentity(void)
* void glLoadMatrixd(const GLdouble \*m)
* void glLoadMatrixf(const GLfloat \*m)
* void glLoadName(GLuint name)
* void glLogicOp(GLenum opcode)
* void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble \*points)
* void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, 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 glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat \*points)
* 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 glMaterialfv(GLenum face, GLenum pname, const GLfloat \*params)
* void glMateriali(GLenum face, GLenum pname, GLint param)
* void glMaterialiv(GLenum face, GLenum pname, const GLint \*params)
* void glMatrixMode(GLenum mode)
* void glMultMatrixd(const GLdouble \*m)
* void glMultMatrixf(const GLfloat \*m)
* void glNewList(GLuint list, GLenum mode)
* void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz)
* void glNormal3bv(const GLbyte \*v)
* void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz)
* void glNormal3dv(const GLdouble \*v)
* void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz)
* void glNormal3fv(const GLfloat \*v)
* void glNormal3i(GLint nx, GLint ny, GLint nz)
* void glNormal3iv(const GLint \*v)
* void glNormal3s(GLshort nx, GLshort ny, GLshort nz)
* void glNormal3sv(const GLshort \*v)
* void glNormalPointer(GLenum type, GLsizei stride, const void \*pointer)
* void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar)
* 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 glPointSize(GLfloat size)
* void glPolygonMode(GLenum face, GLenum mode)
* void glPolygonOffset(GLfloat factor, GLfloat units)
* void glPolygonStipple(const GLubyte \*mask)
* void glPopAttrib(void)
* void glPopClientAttrib(void)
* void glPopMatrix(void)
* void glPopName(void)
* void glPrioritizeTextures(GLsizei n, const GLuint \*textures, const GLclampf \*priorities)
* void glPushAttrib(GLbitfield mask)
* void glPushClientAttrib(GLbitfield mask)
* void glPushMatrix(void)
* void glPushName(GLuint name)
* void glRasterPos2d(GLdouble x, GLdouble y)
* void glRasterPos2dv(const GLdouble \*v)
* void glRasterPos2f(GLfloat x, GLfloat y)
* void glRasterPos2fv(const GLfloat \*v)
* void glRasterPos2i(GLint x, GLint y)
* void glRasterPos2iv(const GLint \*v)
* void glRasterPos2s(GLshort x, GLshort y)
* void glRasterPos2sv(const GLshort \*v)
* void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z)
* void glRasterPos3dv(const GLdouble \*v)
* void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z)
* void glRasterPos3fv(const GLfloat \*v)
* void glRasterPos3i(GLint x, GLint y, GLint z)
* void glRasterPos3iv(const GLint \*v)
* void glRasterPos3s(GLshort x, GLshort y, GLshort z)
* void glRasterPos3sv(const GLshort \*v)
* void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
* void glRasterPos4dv(const GLdouble \*v)
* void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
* void glRasterPos4fv(const GLfloat \*v)
* void glRasterPos4i(GLint x, GLint y, GLint z, GLint w)
* void glRasterPos4iv(const GLint \*v)
* void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w)
* void glRasterPos4sv(const GLshort \*v)
* void glReadBuffer(GLenum mode)
* void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void \*pixels)
* void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
* void glRectdv(const GLdouble \*v1, const GLdouble \*v2)
* void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
* void glRectfv(const GLfloat \*v1, const GLfloat \*v2)
* void glRecti(GLint x1, GLint y1, GLint x2, GLint y2)
* void glRectiv(const GLint \*v1, const GLint \*v2)
* void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2)
* void glRectsv(const GLshort \*v1, const GLshort \*v2)
* GLint glRenderMode(GLenum mode)
* void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
* void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
* 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 glSelectBuffer(GLsizei size, GLuint \*buffer)
* void glShadeModel(GLenum mode)
* void glStencilFunc(GLenum func, GLint ref, GLuint mask)
* void glStencilMask(GLuint mask)
* void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
* void glTexCoord1d(GLdouble s)
* void glTexCoord1dv(const GLdouble \*v)
* void glTexCoord1f(GLfloat s)
* void glTexCoord1fv(const GLfloat \*v)
* void glTexCoord1i(GLint s)
* void glTexCoord1iv(const GLint \*v)
* void glTexCoord1s(GLshort s)
* void glTexCoord1sv(const GLshort \*v)
* void glTexCoord2d(GLdouble s, GLdouble t)
* void glTexCoord2dv(const GLdouble \*v)
* void glTexCoord2f(GLfloat s, GLfloat t)
* void glTexCoord2fv(const GLfloat \*v)
* void glTexCoord2i(GLint s, GLint t)
* void glTexCoord2iv(const GLint \*v)
* void glTexCoord2s(GLshort s, GLshort t)
* void glTexCoord2sv(const GLshort \*v)
* void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r)
* void glTexCoord3dv(const GLdouble \*v)
* void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r)
* void glTexCoord3fv(const GLfloat \*v)
* void glTexCoord3i(GLint s, GLint t, GLint r)
* void glTexCoord3iv(const GLint \*v)
* void glTexCoord3s(GLshort s, GLshort t, GLshort r)
* void glTexCoord3sv(const GLshort \*v)
* void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q)
* void glTexCoord4dv(const GLdouble \*v)
* void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
* void glTexCoord4fv(const GLfloat \*v)
* void glTexCoord4i(GLint s, GLint t, GLint r, GLint q)
* void glTexCoord4iv(const GLint \*v)
* void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q)
* void glTexCoord4sv(const GLshort \*v)
* void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void \*pointer)
* void glTexEnvf(GLenum target, GLenum pname, GLfloat param)
* void glTexEnvfv(GLenum target, GLenum pname, const GLfloat \*params)
* void glTexEnvi(GLenum target, GLenum pname, GLint param)
* void glTexEnviv(GLenum target, GLenum pname, const GLint \*params)
* void glTexGend(GLenum coord, GLenum pname, GLdouble param)
* void glTexGendv(GLenum coord, GLenum pname, const GLdouble \*params)
* void glTexGenf(GLenum coord, GLenum pname, GLfloat param)
* void glTexGenfv(GLenum coord, GLenum pname, const GLfloat \*params)
* void glTexGeni(GLenum coord, GLenum pname, GLint param)
* void glTexGeniv(GLenum coord, GLenum pname, const GLint \*params)
* void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void \*pixels)
* void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void \*pixels)
* void glTexParameterf(GLenum target, GLenum pname, GLfloat param)
* void glTexParameterfv(GLenum target, GLenum pname, const GLfloat \*params)
* void glTexParameteri(GLenum target, GLenum pname, GLint param)
* void glTexParameteriv(GLenum target, GLenum pname, const GLint \*params)
* void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void \*pixels)
* void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void \*pixels)
* void glTranslated(GLdouble x, GLdouble y, GLdouble z)
* void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
* void glVertex2d(GLdouble x, GLdouble y)
* void glVertex2dv(const GLdouble \*v)
* void glVertex2f(GLfloat x, GLfloat y)
* void glVertex2fv(const GLfloat \*v)
* void glVertex2i(GLint x, GLint y)
* void glVertex2iv(const GLint \*v)
* void glVertex2s(GLshort x, GLshort y)
* void glVertex2sv(const GLshort \*v)
* void glVertex3d(GLdouble x, GLdouble y, GLdouble z)
* void glVertex3dv(const GLdouble \*v)
* void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
* void glVertex3fv(const GLfloat \*v)
* void glVertex3i(GLint x, GLint y, GLint z)
* void glVertex3iv(const GLint \*v)
* void glVertex3s(GLshort x, GLshort y, GLshort z)
* void glVertex3sv(const GLshort \*v)
* void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
* void glVertex4dv(const GLdouble \*v)
* void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
* void glVertex4fv(const GLfloat \*v)
* void glVertex4i(GLint x, GLint y, GLint z, GLint w)
* void glVertex4iv(const GLint \*v)
* void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w)
* void glVertex4sv(const GLshort \*v)
* void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void \*pointer)
* void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
