RingOpenGL (OpenGL 4.4) Functions ReferenceΒΆ
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
GL_TEXTURE_RECTANGLE
GL_TEXTURE_BINDING_RECTANGLE
GL_PROXY_TEXTURE_RECTANGLE
GL_MAX_RECTANGLE_TEXTURE_SIZE
GL_SAMPLER_2D_RECT
GL_SAMPLER_2D_RECT_SHADOW
GL_TEXTURE_BUFFER
GL_MAX_TEXTURE_BUFFER_SIZE
GL_TEXTURE_BINDING_BUFFER
GL_TEXTURE_BUFFER_DATA_STORE_BINDING
GL_TEXTURE_BUFFER_FORMAT
GL_SAMPLER_BUFFER
GL_INT_SAMPLER_2D_RECT
GL_INT_SAMPLER_BUFFER
GL_UNSIGNED_INT_SAMPLER_2D_RECT
GL_UNSIGNED_INT_SAMPLER_BUFFER
GL_RED_SNORM
GL_RG_SNORM
GL_RGB_SNORM
GL_RGBA_SNORM
GL_R8_SNORM
GL_RG8_SNORM
GL_RGB8_SNORM
GL_RGBA8_SNORM
GL_R16_SNORM
GL_RG16_SNORM
GL_RGB16_SNORM
GL_RGBA16_SNORM
GL_SIGNED_NORMALIZED
GL_PRIMITIVE_RESTART
GL_PRIMITIVE_RESTART_INDEX
GL_BUFFER_ACCESS_FLAGS
GL_BUFFER_MAP_LENGTH
GL_BUFFER_MAP_OFFSET
GL_CONTEXT_CORE_PROFILE_BIT
GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
GL_LINES_ADJACENCY
GL_LINE_STRIP_ADJACENCY
GL_TRIANGLES_ADJACENCY
GL_TRIANGLE_STRIP_ADJACENCY
GL_PROGRAM_POINT_SIZE
GL_GEOMETRY_VERTICES_OUT
GL_GEOMETRY_INPUT_TYPE
GL_GEOMETRY_OUTPUT_TYPE
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
GL_FRAMEBUFFER_ATTACHMENT_LAYERED
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
GL_GEOMETRY_SHADER
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS
GL_MAX_GEOMETRY_OUTPUT_VERTICES
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
GL_MAX_VERTEX_OUTPUT_COMPONENTS
GL_MAX_GEOMETRY_INPUT_COMPONENTS
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS
GL_MAX_FRAGMENT_INPUT_COMPONENTS
GL_CONTEXT_PROFILE_MASK
GL_VERTEX_ATTRIB_ARRAY_DIVISOR
GL_RGB10_A2UI
GL_SAMPLE_SHADING
GL_MIN_SAMPLE_SHADING_VALUE
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET
GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS
GL_TEXTURE_CUBE_MAP_ARRAY
GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY
GL_SAMPLER_CUBE_MAP_ARRAY
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
GL_INT_SAMPLER_CUBE_MAP_ARRAY
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY
GL_TRANSFORM_FEEDBACK_PAUSED
GL_TRANSFORM_FEEDBACK_ACTIVE
GL_COMPRESSED_RGBA_BPTC_UNORM
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
GL_COPY_READ_BUFFER_BINDING
GL_COPY_WRITE_BUFFER_BINDING
GL_NUM_SHADING_LANGUAGE_VERSIONS
GL_VERTEX_ATTRIB_ARRAY_LONG
GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED
GL_MAX_VERTEX_ATTRIB_STRIDE
GL_TEXTURE_BUFFER_BINDING
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)
void glDisableClientState(GLenum array)
void glBindVertexArray(GLuint array)
void glGenVertexArrays(GLsizei n,const GLuint * arrays)
GLenum glewInit(void)
GLboolean glewIsSupported(const char *name)
GLboolean glewGetExtension(const char *name)
const GLubyte *glewGetErrorString(GLenum error)
const GLubyte *glewGetString(GLenum name)