.. index:: single: RingOpenGL (OpenGL 4.0) Functions Reference; Introduction =========================================== RingOpenGL (OpenGL 4.0) Functions Reference =========================================== * 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 * 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)