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)