.. index:: single: RingOpenGL (OpenGL 1.2) Functions Reference; Introduction =========================================== RingOpenGL (OpenGL 1.2) 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 * void glAccum(GLenum op, GLfloat value) * void glAlphaFunc(GLenum func, GLclampf ref) * GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences) * void glArrayElement(GLint i) * void glBegin(GLenum mode) * void glBindTexture(GLenum target, GLuint texture) * void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap) * void glBlendFunc(GLenum sfactor, GLenum dfactor) * void glCallList(GLuint list) * void glCallLists(GLsizei n, GLenum type, const void *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 glClipPlane(GLenum plane, const GLdouble *equation) * void glColor3b(GLbyte red, GLbyte green, GLbyte blue) * void glColor3bv(const GLbyte *v) * void glColor3d(GLdouble red, GLdouble green, GLdouble blue) * void glColor3dv(const GLdouble *v) * void glColor3f(GLfloat red, GLfloat green, GLfloat blue) * void glColor3fv(const GLfloat *v) * void glColor3i(GLint red, GLint green, GLint blue) * void glColor3iv(const GLint *v) * void glColor3s(GLshort red, GLshort green, GLshort blue) * void glColor3sv(const GLshort *v) * void glColor3ub(GLubyte red, GLubyte green, GLubyte blue) * void glColor3ubv(const GLubyte *v) * void glColor3ui(GLuint red, GLuint green, GLuint blue) * void glColor3uiv(const GLuint *v) * void glColor3us(GLushort red, GLushort green, GLushort blue) * void glColor3usv(const GLushort *v) * void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) * void glColor4bv(const GLbyte *v) * void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) * void glColor4dv(const GLdouble *v) * void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) * void glColor4fv(const GLfloat *v) * void glColor4i(GLint red, GLint green, GLint blue, GLint alpha) * void glColor4iv(const GLint *v) * void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha) * void glColor4sv(const GLshort *v) * void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) * void glColor4ubv(const GLubyte *v) * void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha) * void glColor4uiv(const GLuint *v) * void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha) * void glColor4usv(const GLushort *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 void *pointer) * 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 glCullFace(GLenum mode) * void glDeleteLists(GLuint list, GLsizei range) * void glDeleteTextures(GLsizei n, const GLuint *textures) * void glDepthFunc(GLenum func) * void glDepthMask(GLboolean flag) * void glDepthRange(GLclampd zNear, GLclampd zFar) * void glDisable(GLenum cap) * void glDisableClientState(GLenum array) * void glDrawArrays(GLenum mode, GLint first, GLsizei count) * void glDrawBuffer(GLenum mode) * void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) * void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) * void glEdgeFlag(GLboolean flag) * void glEdgeFlagPointer(GLsizei stride, const void *pointer) * void glEdgeFlagv(const GLboolean *flag) * void glEnable(GLenum cap) * void glEnableClientState(GLenum array) * void glEnd(void) * void glEndList(void) * void glEvalCoord1d(GLdouble u) * void glEvalCoord1dv(const GLdouble *u) * void glEvalCoord1f(GLfloat u) * void glEvalCoord1fv(const GLfloat *u) * void glEvalCoord2d(GLdouble u, GLdouble v) * void glEvalCoord2dv(const GLdouble *u) * void glEvalCoord2f(GLfloat u, GLfloat v) * void glEvalCoord2fv(const GLfloat *u) * void glEvalMesh1(GLenum mode, GLint i1, GLint i2) * void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) * 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 glFogfv(GLenum pname, const GLfloat *params) * void glFogi(GLenum pname, GLint param) * void glFogiv(GLenum pname, const GLint *params) * void glFrontFace(GLenum mode) * void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) * GLuint glGenLists(GLsizei range) * void glGenTextures(GLsizei n, GLuint *textures) * void glGetBooleanv(GLenum pname, GLboolean *params) * void glGetClipPlane(GLenum plane, GLdouble *equation) * void glGetDoublev(GLenum pname, GLdouble *params) * GLenum glGetError(void) * void glGetFloatv(GLenum pname, GLfloat *params) * void glGetIntegerv(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 glGetPixelMapfv(GLenum map, GLfloat *values) * void glGetPixelMapuiv(GLenum map, GLuint *values) * void glGetPixelMapusv(GLenum map, GLushort *values) * void glGetPointerv(GLenum pname, void* *params) * void glGetPolygonStipple(GLubyte *mask) * 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, void *pixels) * 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 glHint(GLenum target, GLenum mode) * void glIndexMask(GLuint mask) * void glIndexPointer(GLenum type, GLsizei stride, const void *pointer) * void glIndexd(GLdouble c) * void glIndexdv(const GLdouble *c) * void glIndexf(GLfloat c) * void glIndexfv(const GLfloat *c) * void glIndexi(GLint c) * void glIndexiv(const GLint *c) * void glIndexs(GLshort c) * void glIndexsv(const GLshort *c) * void glIndexub(GLubyte c) * void glIndexubv(const GLubyte *c) * void glInitNames(void) * void glInterleavedArrays(GLenum format, GLsizei stride, const void *pointer) * GLboolean glIsEnabled(GLenum cap) * GLboolean glIsList(GLuint list) * GLboolean glIsTexture(GLuint texture) * void glLightModelf(GLenum pname, GLfloat param) * void glLightModelfv(GLenum pname, const GLfloat *params) * void glLightModeli(GLenum pname, GLint param) * void glLightModeliv(GLenum pname, const GLint *params) * void glLightf(GLenum light, GLenum pname, GLfloat param) * void glLightfv(GLenum light, GLenum pname, const GLfloat *params) * void glLighti(GLenum light, GLenum pname, GLint param) * void glLightiv(GLenum light, GLenum pname, const GLint *params) * void glLineStipple(GLint factor, GLushort pattern) * void glLineWidth(GLfloat width) * void glListBase(GLuint base) * void glLoadIdentity(void) * void glLoadMatrixd(const GLdouble *m) * void glLoadMatrixf(const GLfloat *m) * void glLoadName(GLuint name) * void glLogicOp(GLenum opcode) * void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points) * void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, 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 glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) * 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 glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) * void glMateriali(GLenum face, GLenum pname, GLint param) * void glMaterialiv(GLenum face, GLenum pname, const GLint *params) * void glMatrixMode(GLenum mode) * void glMultMatrixd(const GLdouble *m) * void glMultMatrixf(const GLfloat *m) * void glNewList(GLuint list, GLenum mode) * void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz) * void glNormal3bv(const GLbyte *v) * void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz) * void glNormal3dv(const GLdouble *v) * void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) * void glNormal3fv(const GLfloat *v) * void glNormal3i(GLint nx, GLint ny, GLint nz) * void glNormal3iv(const GLint *v) * void glNormal3s(GLshort nx, GLshort ny, GLshort nz) * void glNormal3sv(const GLshort *v) * void glNormalPointer(GLenum type, GLsizei stride, const void *pointer) * void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) * 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 glPointSize(GLfloat size) * void glPolygonMode(GLenum face, GLenum mode) * void glPolygonOffset(GLfloat factor, GLfloat units) * void glPolygonStipple(const GLubyte *mask) * void glPopAttrib(void) * void glPopClientAttrib(void) * void glPopMatrix(void) * void glPopName(void) * void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLclampf *priorities) * void glPushAttrib(GLbitfield mask) * void glPushClientAttrib(GLbitfield mask) * void glPushMatrix(void) * void glPushName(GLuint name) * void glRasterPos2d(GLdouble x, GLdouble y) * void glRasterPos2dv(const GLdouble *v) * void glRasterPos2f(GLfloat x, GLfloat y) * void glRasterPos2fv(const GLfloat *v) * void glRasterPos2i(GLint x, GLint y) * void glRasterPos2iv(const GLint *v) * void glRasterPos2s(GLshort x, GLshort y) * void glRasterPos2sv(const GLshort *v) * void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z) * void glRasterPos3dv(const GLdouble *v) * void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z) * void glRasterPos3fv(const GLfloat *v) * void glRasterPos3i(GLint x, GLint y, GLint z) * void glRasterPos3iv(const GLint *v) * void glRasterPos3s(GLshort x, GLshort y, GLshort z) * void glRasterPos3sv(const GLshort *v) * void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) * void glRasterPos4dv(const GLdouble *v) * void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) * void glRasterPos4fv(const GLfloat *v) * void glRasterPos4i(GLint x, GLint y, GLint z, GLint w) * void glRasterPos4iv(const GLint *v) * void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) * void glRasterPos4sv(const GLshort *v) * void glReadBuffer(GLenum mode) * void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) * void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) * void glRectdv(const GLdouble *v1, const GLdouble *v2) * void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) * void glRectfv(const GLfloat *v1, const GLfloat *v2) * void glRecti(GLint x1, GLint y1, GLint x2, GLint y2) * void glRectiv(const GLint *v1, const GLint *v2) * void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) * void glRectsv(const GLshort *v1, const GLshort *v2) * GLint glRenderMode(GLenum mode) * void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) * void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) * 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 glSelectBuffer(GLsizei size, GLuint *buffer) * void glShadeModel(GLenum mode) * void glStencilFunc(GLenum func, GLint ref, GLuint mask) * void glStencilMask(GLuint mask) * void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) * void glTexCoord1d(GLdouble s) * void glTexCoord1dv(const GLdouble *v) * void glTexCoord1f(GLfloat s) * void glTexCoord1fv(const GLfloat *v) * void glTexCoord1i(GLint s) * void glTexCoord1iv(const GLint *v) * void glTexCoord1s(GLshort s) * void glTexCoord1sv(const GLshort *v) * void glTexCoord2d(GLdouble s, GLdouble t) * void glTexCoord2dv(const GLdouble *v) * void glTexCoord2f(GLfloat s, GLfloat t) * void glTexCoord2fv(const GLfloat *v) * void glTexCoord2i(GLint s, GLint t) * void glTexCoord2iv(const GLint *v) * void glTexCoord2s(GLshort s, GLshort t) * void glTexCoord2sv(const GLshort *v) * void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r) * void glTexCoord3dv(const GLdouble *v) * void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r) * void glTexCoord3fv(const GLfloat *v) * void glTexCoord3i(GLint s, GLint t, GLint r) * void glTexCoord3iv(const GLint *v) * void glTexCoord3s(GLshort s, GLshort t, GLshort r) * void glTexCoord3sv(const GLshort *v) * void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q) * void glTexCoord4dv(const GLdouble *v) * void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) * void glTexCoord4fv(const GLfloat *v) * void glTexCoord4i(GLint s, GLint t, GLint r, GLint q) * void glTexCoord4iv(const GLint *v) * void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q) * void glTexCoord4sv(const GLshort *v) * void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) * void glTexEnvf(GLenum target, GLenum pname, GLfloat param) * void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params) * void glTexEnvi(GLenum target, GLenum pname, GLint param) * void glTexEnviv(GLenum target, GLenum pname, const GLint *params) * void glTexGend(GLenum coord, GLenum pname, GLdouble param) * void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params) * void glTexGenf(GLenum coord, GLenum pname, GLfloat param) * void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params) * void glTexGeni(GLenum coord, GLenum pname, GLint param) * void glTexGeniv(GLenum coord, GLenum pname, const GLint *params) * void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels) * void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) * void glTexParameterf(GLenum target, GLenum pname, GLfloat param) * void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) * void glTexParameteri(GLenum target, GLenum pname, GLint param) * void glTexParameteriv(GLenum target, GLenum pname, const GLint *params) * void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) * void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) * void glTranslated(GLdouble x, GLdouble y, GLdouble z) * void glTranslatef(GLfloat x, GLfloat y, GLfloat z) * void glVertex2d(GLdouble x, GLdouble y) * void glVertex2dv(const GLdouble *v) * void glVertex2f(GLfloat x, GLfloat y) * void glVertex2fv(const GLfloat *v) * void glVertex2i(GLint x, GLint y) * void glVertex2iv(const GLint *v) * void glVertex2s(GLshort x, GLshort y) * void glVertex2sv(const GLshort *v) * void glVertex3d(GLdouble x, GLdouble y, GLdouble z) * void glVertex3dv(const GLdouble *v) * void glVertex3f(GLfloat x, GLfloat y, GLfloat z) * void glVertex3fv(const GLfloat *v) * void glVertex3i(GLint x, GLint y, GLint z) * void glVertex3iv(const GLint *v) * void glVertex3s(GLshort x, GLshort y, GLshort z) * void glVertex3sv(const GLshort *v) * void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) * void glVertex4dv(const GLdouble *v) * void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) * void glVertex4fv(const GLfloat *v) * void glVertex4i(GLint x, GLint y, GLint z, GLint w) * void glVertex4iv(const GLint *v) * void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w) * void glVertex4sv(const GLshort *v) * void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) * void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)