.. index:: 
     single: RingOpenGL (OpenGL 3.1) Functions Reference; Introduction

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RingOpenGL (OpenGL 3.1) Functions Reference
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* 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
* 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)
