RingOpenGL (OpenGL 2.1) 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

  • 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)