opengl topic

Mesa 3-D graphics library

Copyright (C) 1999-2006 Brian Paul All Rights Reserved. Copyright (C) 2009 VMware, Inc. All Rights Reserved.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Functions

glAccum(int op, double value) → void opengl
GLAPI void GLAPIENTRY glAccum( GLenum op, GLfloat value )
glActiveTexture(int texture) → void opengl
GLAPI void GLAPIENTRY glActiveTexture( GLenum texture )
glActiveTextureArb(int texture) → void opengl
GLAPI void GLAPIENTRY glActiveTextureARB(GLenum texture)
glAlphaFunc(int func, double ref) → void opengl
GLAPI void GLAPIENTRY glAlphaFunc( GLenum func, GLclampf ref )
glAreTexturesResident(int n, Pointer<Uint32> textures, Pointer<Int32> residences) int opengl
GLAPI GLboolean GLAPIENTRY glAreTexturesResident( GLsizei n, const GLuint *textures, GLboolean *residences )
glArrayElement(int i) → void opengl
GLAPI void GLAPIENTRY glArrayElement( GLint i )
glBegin(int mode) → void opengl
GLAPI void GLAPIENTRY glBegin( GLenum mode )
glBindTexture(int target, int texture) → void opengl
GLAPI void GLAPIENTRY glBindTexture( GLenum target, GLuint texture )
glBitmap(int width, int height, double xorig, double yorig, double xmove, double ymove, Pointer<Uint8> bitmap) → void opengl
GLAPI void GLAPIENTRY glBitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap )
glBlendColor(double red, double green, double blue, double alpha) → void opengl
GLAPI void GLAPIENTRY glBlendColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
glBlendEquation(int mode) → void opengl
GLAPI void GLAPIENTRY glBlendEquation( GLenum mode )
glBlendFunc(int sfactor, int dfactor) → void opengl
GLAPI void GLAPIENTRY glBlendFunc( GLenum sfactor, GLenum dfactor )
glCallList(int list) → void opengl
GLAPI void GLAPIENTRY glCallList( GLuint list )
glCallLists(int n, int type, Pointer<NativeType> lists) → void opengl
GLAPI void GLAPIENTRY glCallLists( GLsizei n, GLenum type, const GLvoid *lists )
glClear(int mask) → void opengl
GLAPI void GLAPIENTRY glClear( GLbitfield mask )
glClearAccum(double red, double green, double blue, double alpha) → void opengl
GLAPI void GLAPIENTRY glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
glClearColor(double red, double green, double blue, double alpha) → void opengl
GLAPI void GLAPIENTRY glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha )
glClearDepth(double depth) → void opengl
GLAPI void GLAPIENTRY glClearDepth( GLclampd depth )
glClearIndex(double c) → void opengl
GLAPI void GLAPIENTRY glClearIndex( GLfloat c )
glClearStencil(int s) → void opengl
GLAPI void GLAPIENTRY glClearStencil( GLint s )
glClientActiveTexture(int texture) → void opengl
GLAPI void GLAPIENTRY glClientActiveTexture( GLenum texture )
glClientActiveTextureArb(int texture) → void opengl
GLAPI void GLAPIENTRY glClientActiveTextureARB(GLenum texture)
glClipPlane(int plane, Pointer<Double> equation) → void opengl
GLAPI void GLAPIENTRY glClipPlane( GLenum plane, const GLdouble *equation )
glColor3b(int red, int green, int blue) → void opengl
GLAPI void GLAPIENTRY glColor3b( GLbyte red, GLbyte green, GLbyte blue )
glColor3bv(String v) → void opengl
GLAPI void GLAPIENTRY glColor3bv( const GLbyte *v )
glColor3d(double red, double green, double blue) → void opengl
GLAPI void GLAPIENTRY glColor3d( GLdouble red, GLdouble green, GLdouble blue )
glColor3dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glColor3dv( const GLdouble *v )
glColor3f(double red, double green, double blue) → void opengl
GLAPI void GLAPIENTRY glColor3f( GLfloat red, GLfloat green, GLfloat blue )
glColor3fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glColor3fv( const GLfloat *v )
glColor3i(int red, int green, int blue) → void opengl
GLAPI void GLAPIENTRY glColor3i( GLint red, GLint green, GLint blue )
glColor3iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glColor3iv( const GLint *v )
glColor3s(int red, int green, int blue) → void opengl
GLAPI void GLAPIENTRY glColor3s( GLshort red, GLshort green, GLshort blue )
glColor3sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glColor3sv( const GLshort *v )
glColor3ub(int red, int green, int blue) → void opengl
GLAPI void GLAPIENTRY glColor3ub( GLubyte red, GLubyte green, GLubyte blue )
glColor3ubv(Pointer<Uint8> v) → void opengl
GLAPI void GLAPIENTRY glColor3ubv( const GLubyte *v )
glColor3ui(int red, int green, int blue) → void opengl
GLAPI void GLAPIENTRY glColor3ui( GLuint red, GLuint green, GLuint blue )
glColor3uiv(Pointer<Uint32> v) → void opengl
GLAPI void GLAPIENTRY glColor3uiv( const GLuint *v )
glColor3us(int red, int green, int blue) → void opengl
GLAPI void GLAPIENTRY glColor3us( GLushort red, GLushort green, GLushort blue )
glColor3usv(Pointer<Uint16> v) → void opengl
GLAPI void GLAPIENTRY glColor3usv( const GLushort *v )
glColor4b(int red, int green, int blue, int alpha) → void opengl
GLAPI void GLAPIENTRY glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha )
glColor4bv(String v) → void opengl
GLAPI void GLAPIENTRY glColor4bv( const GLbyte *v )
glColor4d(double red, double green, double blue, double alpha) → void opengl
GLAPI void GLAPIENTRY glColor4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha )
glColor4dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glColor4dv( const GLdouble *v )
glColor4f(double red, double green, double blue, double alpha) → void opengl
GLAPI void GLAPIENTRY glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
glColor4fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glColor4fv( const GLfloat *v )
glColor4i(int red, int green, int blue, int alpha) → void opengl
GLAPI void GLAPIENTRY glColor4i( GLint red, GLint green, GLint blue, GLint alpha )
glColor4iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glColor4iv( const GLint *v )
glColor4s(int red, int green, int blue, int alpha) → void opengl
GLAPI void GLAPIENTRY glColor4s( GLshort red, GLshort green, GLshort blue, GLshort alpha )
glColor4sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glColor4sv( const GLshort *v )
glColor4ub(int red, int green, int blue, int alpha) → void opengl
GLAPI void GLAPIENTRY glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
glColor4ubv(Pointer<Uint8> v) → void opengl
GLAPI void GLAPIENTRY glColor4ubv( const GLubyte *v )
glColor4ui(int red, int green, int blue, int alpha) → void opengl
GLAPI void GLAPIENTRY glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha )
glColor4uiv(Pointer<Uint32> v) → void opengl
GLAPI void GLAPIENTRY glColor4uiv( const GLuint *v )
glColor4us(int red, int green, int blue, int alpha) → void opengl
GLAPI void GLAPIENTRY glColor4us( GLushort red, GLushort green, GLushort blue, GLushort alpha )
glColor4usv(Pointer<Uint16> v) → void opengl
GLAPI void GLAPIENTRY glColor4usv( const GLushort *v )
glColorMask(int red, int green, int blue, int alpha) → void opengl
GLAPI void GLAPIENTRY glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha )
glColorMaterial(int face, int mode) → void opengl
GLAPI void GLAPIENTRY glColorMaterial( GLenum face, GLenum mode )
glColorPointer(int size, int type, int stride, Pointer<NativeType> ptr) → void opengl
GLAPI void GLAPIENTRY glColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr )
glColorSubTable(int target, int start, int count, int format, int type, Pointer<NativeType> data) → void opengl
GLAPI void GLAPIENTRY glColorSubTable( GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data )
glColorTable(int target, int internalformat, int width, int format, int type, Pointer<NativeType> table) → void opengl
GLAPI void GLAPIENTRY glColorTable( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table )
glColorTableParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glColorTableParameterfv(GLenum target, GLenum pname, const GLfloat *params)
glColorTableParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glColorTableParameteriv(GLenum target, GLenum pname, const GLint *params)
glCompressedTexImage1D(int target, int level, int internalformat, int width, int border, int imageSize, Pointer<NativeType> data) → void opengl
GLAPI void GLAPIENTRY glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data )
glCompressedTexImage2D(int target, int level, int internalformat, int width, int height, int border, int imageSize, Pointer<NativeType> data) → void opengl
GLAPI void GLAPIENTRY glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data )
glCompressedTexImage3D(int target, int level, int internalformat, int width, int height, int depth, int border, int imageSize, Pointer<NativeType> data) → void opengl
GLAPI void GLAPIENTRY glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data )
glCompressedTexSubImage1D(int target, int level, int xoffset, int width, int format, int imageSize, Pointer<NativeType> data) → void opengl
GLAPI void GLAPIENTRY glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data )
glCompressedTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int imageSize, Pointer<NativeType> data) → void opengl
GLAPI void GLAPIENTRY glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data )
glCompressedTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int imageSize, Pointer<NativeType> data) → void opengl
GLAPI void GLAPIENTRY glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data )
glConvolutionFilter1D(int target, int internalformat, int width, int format, int type, Pointer<NativeType> image) → void opengl
GLAPI void GLAPIENTRY glConvolutionFilter1D( GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image )
glConvolutionFilter2D(int target, int internalformat, int width, int height, int format, int type, Pointer<NativeType> image) → void opengl
GLAPI void GLAPIENTRY glConvolutionFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image )
glConvolutionParameterf(int target, int pname, double params) → void opengl
GLAPI void GLAPIENTRY glConvolutionParameterf( GLenum target, GLenum pname, GLfloat params )
glConvolutionParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glConvolutionParameterfv( GLenum target, GLenum pname, const GLfloat *params )
glConvolutionParameteri(int target, int pname, int params) → void opengl
GLAPI void GLAPIENTRY glConvolutionParameteri( GLenum target, GLenum pname, GLint params )
glConvolutionParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glConvolutionParameteriv( GLenum target, GLenum pname, const GLint *params )
glCopyColorSubTable(int target, int start, int x, int y, int width) → void opengl
GLAPI void GLAPIENTRY glCopyColorSubTable( GLenum target, GLsizei start, GLint x, GLint y, GLsizei width )
glCopyColorTable(int target, int internalformat, int x, int y, int width) → void opengl
GLAPI void GLAPIENTRY glCopyColorTable( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width )
glCopyConvolutionFilter1D(int target, int internalformat, int x, int y, int width) → void opengl
GLAPI void GLAPIENTRY glCopyConvolutionFilter1D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width )
glCopyConvolutionFilter2D(int target, int internalformat, int x, int y, int width, int height) → void opengl
GLAPI void GLAPIENTRY glCopyConvolutionFilter2D( GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height)
glCopyPixels(int x, int y, int width, int height, int type) → void opengl
GLAPI void GLAPIENTRY glCopyPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum type )
glCopyTexImage1D(int target, int level, int internalformat, int x, int y, int width, int border) → void opengl
GLAPI void GLAPIENTRY glCopyTexImage1D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border )
glCopyTexImage2D(int target, int level, int internalformat, int x, int y, int width, int height, int border) → void opengl
GLAPI void GLAPIENTRY glCopyTexImage2D( GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border )
glCopyTexSubImage1D(int target, int level, int xoffset, int x, int y, int width) → void opengl
GLAPI void GLAPIENTRY glCopyTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width )
glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height) → void opengl
GLAPI void GLAPIENTRY glCopyTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height )
glCopyTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) → void opengl
GLAPI void GLAPIENTRY glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height )
glCullFace(int mode) → void opengl
GLAPI void GLAPIENTRY glCullFace( GLenum mode )
glDeleteLists(int list, int range) → void opengl
GLAPI void GLAPIENTRY glDeleteLists( GLuint list, GLsizei range )
glDeleteTextures(int n, Pointer<Uint32> textures) → void opengl
GLAPI void GLAPIENTRY glDeleteTextures( GLsizei n, const GLuint *textures)
glDepthFunc(int func) → void opengl
GLAPI void GLAPIENTRY glDepthFunc( GLenum func )
glDepthMask(int flag) → void opengl
GLAPI void GLAPIENTRY glDepthMask( GLboolean flag )
glDepthRange(double nearVal, double farVal) → void opengl
GLAPI void GLAPIENTRY glDepthRange( GLclampd near_val, GLclampd far_val )
glDisable(int cap) → void opengl
GLAPI void GLAPIENTRY glDisable( GLenum cap )
glDisableClientState(int cap) → void opengl
GLAPI void GLAPIENTRY glDisableClientState( GLenum cap )
glDrawArrays(int mode, int first, int count) → void opengl
GLAPI void GLAPIENTRY glDrawArrays( GLenum mode, GLint first, GLsizei count )
glDrawBuffer(int mode) → void opengl
GLAPI void GLAPIENTRY glDrawBuffer( GLenum mode )
glDrawElements(int mode, int count, int type, Pointer<NativeType> indices) → void opengl
GLAPI void GLAPIENTRY glDrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices )
glDrawPixels(int width, int height, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glDrawPixels( GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels )
glDrawRangeElements(int mode, int start, int end, int count, int type, Pointer<NativeType> indices) → void opengl
GLAPI void GLAPIENTRY glDrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices )
glEdgeFlag(int flag) → void opengl
GLAPI void GLAPIENTRY glEdgeFlag( GLboolean flag )
glEdgeFlagPointer(int stride, Pointer<NativeType> ptr) → void opengl
GLAPI void GLAPIENTRY glEdgeFlagPointer( GLsizei stride, const GLvoid *ptr )
glEdgeFlagv(Pointer<Int32> flag) → void opengl
GLAPI void GLAPIENTRY glEdgeFlagv( const GLboolean *flag )
glEnable(int cap) → void opengl
GLAPI void GLAPIENTRY glEnable( GLenum cap )
glEnableClientState(int cap) → void opengl
GLAPI void GLAPIENTRY glEnableClientState( GLenum cap )
glEnd() → void opengl
GLAPI void GLAPIENTRY glEnd( void )
glEndList() → void opengl
GLAPI void GLAPIENTRY glEndList( void )
glEvalCoord1d(double u) → void opengl
GLAPI void GLAPIENTRY glEvalCoord1d( GLdouble u )
glEvalCoord1dv(Pointer<Double> u) → void opengl
GLAPI void GLAPIENTRY glEvalCoord1dv( const GLdouble *u )
glEvalCoord1f(double u) → void opengl
GLAPI void GLAPIENTRY glEvalCoord1f( GLfloat u )
glEvalCoord1fv(Pointer<Float> u) → void opengl
GLAPI void GLAPIENTRY glEvalCoord1fv( const GLfloat *u )
glEvalCoord2d(double u, double v) → void opengl
GLAPI void GLAPIENTRY glEvalCoord2d( GLdouble u, GLdouble v )
glEvalCoord2dv(Pointer<Double> u) → void opengl
GLAPI void GLAPIENTRY glEvalCoord2dv( const GLdouble *u )
glEvalCoord2f(double u, double v) → void opengl
GLAPI void GLAPIENTRY glEvalCoord2f( GLfloat u, GLfloat v )
glEvalCoord2fv(Pointer<Float> u) → void opengl
GLAPI void GLAPIENTRY glEvalCoord2fv( const GLfloat *u )
glEvalMesh1(int mode, int i1, int i2) → void opengl
GLAPI void GLAPIENTRY glEvalMesh1( GLenum mode, GLint i1, GLint i2 )
glEvalMesh2(int mode, int i1, int i2, int j1, int j2) → void opengl
GLAPI void GLAPIENTRY glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 )
glEvalPoint1(int i) → void opengl
GLAPI void GLAPIENTRY glEvalPoint1( GLint i )
glEvalPoint2(int i, int j) → void opengl
GLAPI void GLAPIENTRY glEvalPoint2( GLint i, GLint j )
glFeedbackBuffer(int size, int type, Pointer<Float> buffer) → void opengl
GLAPI void GLAPIENTRY glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )
glFinish() → void opengl
GLAPI void GLAPIENTRY glFinish( void )
glFlush() → void opengl
GLAPI void GLAPIENTRY glFlush( void )
glFogf(int pname, double param) → void opengl
GLAPI void GLAPIENTRY glFogf( GLenum pname, GLfloat param )
glFogfv(int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glFogfv( GLenum pname, const GLfloat *params )
glFogi(int pname, int param) → void opengl
GLAPI void GLAPIENTRY glFogi( GLenum pname, GLint param )
glFogiv(int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glFogiv( GLenum pname, const GLint *params )
glFrontFace(int mode) → void opengl
GLAPI void GLAPIENTRY glFrontFace( GLenum mode )
glFrustum(double left, double right, double bottom, double top, double nearVal, double farVal) → void opengl
GLAPI void GLAPIENTRY glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val )
glGenLists(int range) int opengl
GLAPI GLuint GLAPIENTRY glGenLists( GLsizei range )
glGenTextures(int n, Pointer<Uint32> textures) → void opengl
GLAPI void GLAPIENTRY glGenTextures( GLsizei n, GLuint *textures )
glGetBooleanv(int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetBooleanv( GLenum pname, GLboolean *params )
glGetClipPlane(int plane, Pointer<Double> equation) → void opengl
GLAPI void GLAPIENTRY glGetClipPlane( GLenum plane, GLdouble *equation )
glGetColorTable(int target, int format, int type, Pointer<NativeType> table) → void opengl
GLAPI void GLAPIENTRY glGetColorTable( GLenum target, GLenum format, GLenum type, GLvoid *table )
glGetColorTableParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetColorTableParameterfv( GLenum target, GLenum pname, GLfloat *params )
glGetColorTableParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetColorTableParameteriv( GLenum target, GLenum pname, GLint *params )
glGetCompressedTexImage(int target, int lod, Pointer<NativeType> img) → void opengl
GLAPI void GLAPIENTRY glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img )
glGetConvolutionFilter(int target, int format, int type, Pointer<NativeType> image) → void opengl
GLAPI void GLAPIENTRY glGetConvolutionFilter( GLenum target, GLenum format, GLenum type, GLvoid *image )
glGetConvolutionParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetConvolutionParameterfv( GLenum target, GLenum pname, GLfloat *params )
glGetConvolutionParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetConvolutionParameteriv( GLenum target, GLenum pname, GLint *params )
glGetDoublev(int pname, Pointer<Double> params) → void opengl
GLAPI void GLAPIENTRY glGetDoublev( GLenum pname, GLdouble *params )
glGetError() int opengl
GLAPI GLenum GLAPIENTRY glGetError( void )
glGetFloatv(int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetFloatv( GLenum pname, GLfloat *params )
glGetHistogram(int target, int reset, int format, int type, Pointer<NativeType> values) → void opengl
GLAPI void GLAPIENTRY glGetHistogram( GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values )
glGetHistogramParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetHistogramParameterfv( GLenum target, GLenum pname, GLfloat *params )
glGetHistogramParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetHistogramParameteriv( GLenum target, GLenum pname, GLint *params )
glGetIntegerv(int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetIntegerv( GLenum pname, GLint *params )
glGetLightfv(int light, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetLightfv( GLenum light, GLenum pname, GLfloat *params )
glGetLightiv(int light, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetLightiv( GLenum light, GLenum pname, GLint *params )
glGetMapdv(int target, int query, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glGetMapdv( GLenum target, GLenum query, GLdouble *v )
glGetMapfv(int target, int query, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glGetMapfv( GLenum target, GLenum query, GLfloat *v )
glGetMapiv(int target, int query, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glGetMapiv( GLenum target, GLenum query, GLint *v )
glGetMaterialfv(int face, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
glGetMaterialiv(int face, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetMaterialiv( GLenum face, GLenum pname, GLint *params )
glGetMinmax(int target, int reset, int format, int types, Pointer<NativeType> values) → void opengl
GLAPI void GLAPIENTRY glGetMinmax( GLenum target, GLboolean reset, GLenum format, GLenum types, GLvoid *values )
glGetMinmaxParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetMinmaxParameterfv( GLenum target, GLenum pname, GLfloat *params )
glGetMinmaxParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetMinmaxParameteriv( GLenum target, GLenum pname, GLint *params )
glGetPixelMapfv(int map, Pointer<Float> values) → void opengl
GLAPI void GLAPIENTRY glGetPixelMapfv( GLenum map, GLfloat *values )
glGetPixelMapuiv(int map, Pointer<Uint32> values) → void opengl
GLAPI void GLAPIENTRY glGetPixelMapuiv( GLenum map, GLuint *values )
glGetPixelMapusv(int map, Pointer<Uint16> values) → void opengl
GLAPI void GLAPIENTRY glGetPixelMapusv( GLenum map, GLushort *values )
glGetPointerv(int pname, Pointer<Pointer<NativeType>> params) → void opengl
GLAPI void GLAPIENTRY glGetPointerv( GLenum pname, GLvoid **params )
glGetPolygonStipple(Pointer<Uint8> mask) → void opengl
GLAPI void GLAPIENTRY glGetPolygonStipple( GLubyte *mask )
glGetSeparableFilter(int target, int format, int type, Pointer<NativeType> row, Pointer<NativeType> column, Pointer<NativeType> span) → void opengl
GLAPI void GLAPIENTRY glGetSeparableFilter( GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span )
glGetString(int name) Pointer<Uint8> opengl
GLAPI const GLubyte * GLAPIENTRY glGetString( GLenum name )
glGetTexEnvfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params )
glGetTexEnviv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetTexEnviv( GLenum target, GLenum pname, GLint *params )
glGetTexGendv(int coord, int pname, Pointer<Double> params) → void opengl
GLAPI void GLAPIENTRY glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params )
glGetTexGenfv(int coord, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params )
glGetTexGeniv(int coord, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetTexGeniv( GLenum coord, GLenum pname, GLint *params )
glGetTexImage(int target, int level, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glGetTexImage( GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels )
glGetTexLevelParameterfv(int target, int level, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetTexLevelParameterfv( GLenum target, GLint level, GLenum pname, GLfloat *params )
glGetTexLevelParameteriv(int target, int level, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetTexLevelParameteriv( GLenum target, GLint level, GLenum pname, GLint *params )
glGetTexParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glGetTexParameterfv( GLenum target, GLenum pname, GLfloat *params)
glGetTexParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glGetTexParameteriv( GLenum target, GLenum pname, GLint *params )
glHint(int target, int mode) → void opengl
GLAPI void GLAPIENTRY glHint( GLenum target, GLenum mode )
glHistogram(int target, int width, int internalformat, int sink) → void opengl
GLAPI void GLAPIENTRY glHistogram( GLenum target, GLsizei width, GLenum internalformat, GLboolean sink )
glIndexd(double c) → void opengl
GLAPI void GLAPIENTRY glIndexd( GLdouble c )
glIndexdv(Pointer<Double> c) → void opengl
GLAPI void GLAPIENTRY glIndexdv( const GLdouble *c )
glIndexf(double c) → void opengl
GLAPI void GLAPIENTRY glIndexf( GLfloat c )
glIndexfv(Pointer<Float> c) → void opengl
GLAPI void GLAPIENTRY glIndexfv( const GLfloat *c )
glIndexi(int c) → void opengl
GLAPI void GLAPIENTRY glIndexi( GLint c )
glIndexiv(Pointer<Int32> c) → void opengl
GLAPI void GLAPIENTRY glIndexiv( const GLint *c )
glIndexMask(int mask) → void opengl
GLAPI void GLAPIENTRY glIndexMask( GLuint mask )
glIndexPointer(int type, int stride, Pointer<NativeType> ptr) → void opengl
GLAPI void GLAPIENTRY glIndexPointer( GLenum type, GLsizei stride, const GLvoid *ptr )
glIndexs(int c) → void opengl
GLAPI void GLAPIENTRY glIndexs( GLshort c )
glIndexsv(Pointer<Int16> c) → void opengl
GLAPI void GLAPIENTRY glIndexsv( const GLshort *c )
glIndexub(int c) → void opengl
GLAPI void GLAPIENTRY glIndexub( GLubyte c )
glIndexubv(Pointer<Uint8> c) → void opengl
GLAPI void GLAPIENTRY glIndexubv( const GLubyte *c )
glInitNames() → void opengl
GLAPI void GLAPIENTRY glInitNames( void )
glInterleavedArrays(int format, int stride, Pointer<NativeType> pointer) → void opengl
GLAPI void GLAPIENTRY glInterleavedArrays( GLenum format, GLsizei stride, const GLvoid *pointer )
glIsEnabled(int cap) int opengl
GLAPI GLboolean GLAPIENTRY glIsEnabled( GLenum cap )
glIsList(int list) int opengl
GLAPI GLboolean GLAPIENTRY glIsList( GLuint list )
glIsTexture(int texture) int opengl
GLAPI GLboolean GLAPIENTRY glIsTexture( GLuint texture )
glLightf(int light, int pname, double param) → void opengl
GLAPI void GLAPIENTRY glLightf( GLenum light, GLenum pname, GLfloat param )
glLightfv(int light, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glLightfv( GLenum light, GLenum pname, const GLfloat *params )
glLighti(int light, int pname, int param) → void opengl
GLAPI void GLAPIENTRY glLighti( GLenum light, GLenum pname, GLint param )
glLightiv(int light, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glLightiv( GLenum light, GLenum pname, const GLint *params )
glLightModelf(int pname, double param) → void opengl
GLAPI void GLAPIENTRY glLightModelf( GLenum pname, GLfloat param )
glLightModelfv(int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glLightModelfv( GLenum pname, const GLfloat *params )
glLightModeli(int pname, int param) → void opengl
GLAPI void GLAPIENTRY glLightModeli( GLenum pname, GLint param )
glLightModeliv(int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glLightModeliv( GLenum pname, const GLint *params )
glLineStipple(int factor, int pattern) → void opengl
GLAPI void GLAPIENTRY glLineStipple( GLint factor, GLushort pattern )
glLineWidth(double width) → void opengl
GLAPI void GLAPIENTRY glLineWidth( GLfloat width )
glListBase(int base) → void opengl
GLAPI void GLAPIENTRY glListBase( GLuint base )
glLoadIdentity() → void opengl
GLAPI void GLAPIENTRY glLoadIdentity( void )
glLoadMatrixd(Pointer<Double> m) → void opengl
GLAPI void GLAPIENTRY glLoadMatrixd( const GLdouble *m )
glLoadMatrixf(Pointer<Float> m) → void opengl
GLAPI void GLAPIENTRY glLoadMatrixf( const GLfloat *m )
glLoadName(int name) → void opengl
GLAPI void GLAPIENTRY glLoadName( GLuint name )
glLoadTransposeMatrixd(double m) → void opengl
GLAPI void GLAPIENTRY glLoadTransposeMatrixd( const GLdouble m[16] )
glLoadTransposeMatrixf(double m) → void opengl
GLAPI void GLAPIENTRY glLoadTransposeMatrixf( const GLfloat m[16] )
glLogicOp(int opcode) → void opengl
GLAPI void GLAPIENTRY glLogicOp( GLenum opcode )
glMap1d(int target, double u1, double u2, int stride, int order, Pointer<Double> points) → void opengl
GLAPI void GLAPIENTRY glMap1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points )
glMap1f(int target, double u1, double u2, int stride, int order, Pointer<Float> points) → void opengl
GLAPI void GLAPIENTRY glMap1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points )
glMap2d(int target, double u1, double u2, int ustride, int uorder, double v1, double v2, int vstride, int vorder, Pointer<Double> points) → void opengl
GLAPI void GLAPIENTRY glMap2d( GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points )
glMap2f(int target, double u1, double u2, int ustride, int uorder, double v1, double v2, int vstride, int vorder, Pointer<Float> points) → void opengl
GLAPI void GLAPIENTRY glMap2f( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points )
glMapGrid1d(int un, double u1, double u2) → void opengl
GLAPI void GLAPIENTRY glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
glMapGrid1f(int un, double u1, double u2) → void opengl
GLAPI void GLAPIENTRY glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
glMapGrid2d(int un, double u1, double u2, int vn, double v1, double v2) → void opengl
GLAPI void GLAPIENTRY glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2 )
glMapGrid2f(int un, double u1, double u2, int vn, double v1, double v2) → void opengl
GLAPI void GLAPIENTRY glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 )
glMaterialf(int face, int pname, double param) → void opengl
GLAPI void GLAPIENTRY glMaterialf( GLenum face, GLenum pname, GLfloat param )
glMaterialfv(int face, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glMaterialfv( GLenum face, GLenum pname, const GLfloat *params )
glMateriali(int face, int pname, int param) → void opengl
GLAPI void GLAPIENTRY glMateriali( GLenum face, GLenum pname, GLint param )
glMaterialiv(int face, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glMaterialiv( GLenum face, GLenum pname, const GLint *params )
glMatrixMode(int mode) → void opengl
GLAPI void GLAPIENTRY glMatrixMode( GLenum mode )
glMinmax(int target, int internalformat, int sink) → void opengl
GLAPI void GLAPIENTRY glMinmax( GLenum target, GLenum internalformat, GLboolean sink )
glMultiTexCoord1d(int target, double s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1d( GLenum target, GLdouble s )
glMultiTexCoord1dArb(int target, double s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1dARB(GLenum target, GLdouble s)
glMultiTexCoord1dv(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1dv( GLenum target, const GLdouble *v )
glMultiTexCoord1dvArb(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1dvARB(GLenum target, const GLdouble *v)
glMultiTexCoord1f(int target, double s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1f( GLenum target, GLfloat s )
glMultiTexCoord1fArb(int target, double s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1fARB(GLenum target, GLfloat s)
glMultiTexCoord1fv(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1fv( GLenum target, const GLfloat *v )
glMultiTexCoord1fvArb(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1fvARB(GLenum target, const GLfloat *v)
glMultiTexCoord1i(int target, int s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1i( GLenum target, GLint s )
glMultiTexCoord1iArb(int target, int s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1iARB(GLenum target, GLint s)
glMultiTexCoord1iv(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1iv( GLenum target, const GLint *v )
glMultiTexCoord1ivArb(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1ivARB(GLenum target, const GLint *v)
glMultiTexCoord1s(int target, int s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1s( GLenum target, GLshort s )
glMultiTexCoord1sArb(int target, int s) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1sARB(GLenum target, GLshort s)
glMultiTexCoord1sv(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1sv( GLenum target, const GLshort *v )
glMultiTexCoord1svArb(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord1svARB(GLenum target, const GLshort *v)
glMultiTexCoord2d(int target, double s, double t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2d( GLenum target, GLdouble s, GLdouble t )
glMultiTexCoord2dArb(int target, double s, double t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t)
glMultiTexCoord2dv(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2dv( GLenum target, const GLdouble *v )
glMultiTexCoord2dvArb(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2dvARB(GLenum target, const GLdouble *v)
glMultiTexCoord2f(int target, double s, double t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2f( GLenum target, GLfloat s, GLfloat t )
glMultiTexCoord2fArb(int target, double s, double t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t)
glMultiTexCoord2fv(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2fv( GLenum target, const GLfloat *v )
glMultiTexCoord2fvArb(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2fvARB(GLenum target, const GLfloat *v)
glMultiTexCoord2i(int target, int s, int t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2i( GLenum target, GLint s, GLint t )
glMultiTexCoord2iArb(int target, int s, int t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2iARB(GLenum target, GLint s, GLint t)
glMultiTexCoord2iv(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2iv( GLenum target, const GLint *v )
glMultiTexCoord2ivArb(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2ivARB(GLenum target, const GLint *v)
glMultiTexCoord2s(int target, int s, int t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2s( GLenum target, GLshort s, GLshort t )
glMultiTexCoord2sArb(int target, int s, int t) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t)
glMultiTexCoord2sv(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2sv( GLenum target, const GLshort *v )
glMultiTexCoord2svArb(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord2svARB(GLenum target, const GLshort *v)
glMultiTexCoord3d(int target, double s, double t, double r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3d( GLenum target, GLdouble s, GLdouble t, GLdouble r )
glMultiTexCoord3dArb(int target, double s, double t, double r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r)
glMultiTexCoord3dv(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3dv( GLenum target, const GLdouble *v )
glMultiTexCoord3dvArb(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3dvARB(GLenum target, const GLdouble *v)
glMultiTexCoord3f(int target, double s, double t, double r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3f( GLenum target, GLfloat s, GLfloat t, GLfloat r )
glMultiTexCoord3fArb(int target, double s, double t, double r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r)
glMultiTexCoord3fv(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3fv( GLenum target, const GLfloat *v )
glMultiTexCoord3fvArb(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3fvARB(GLenum target, const GLfloat *v)
glMultiTexCoord3i(int target, int s, int t, int r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3i( GLenum target, GLint s, GLint t, GLint r )
glMultiTexCoord3iArb(int target, int s, int t, int r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r)
glMultiTexCoord3iv(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3iv( GLenum target, const GLint *v )
glMultiTexCoord3ivArb(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3ivARB(GLenum target, const GLint *v)
glMultiTexCoord3s(int target, int s, int t, int r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3s( GLenum target, GLshort s, GLshort t, GLshort r )
glMultiTexCoord3sArb(int target, int s, int t, int r) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r)
glMultiTexCoord3sv(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3sv( GLenum target, const GLshort *v )
glMultiTexCoord3svArb(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord3svARB(GLenum target, const GLshort *v)
glMultiTexCoord4d(int target, double s, double t, double r, double q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4d( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q )
glMultiTexCoord4dArb(int target, double s, double t, double r, double q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
glMultiTexCoord4dv(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4dv( GLenum target, const GLdouble *v )
glMultiTexCoord4dvArb(int target, Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4dvARB(GLenum target, const GLdouble *v)
glMultiTexCoord4f(int target, double s, double t, double r, double q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4f( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q )
glMultiTexCoord4fArb(int target, double s, double t, double r, double q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
glMultiTexCoord4fv(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4fv( GLenum target, const GLfloat *v )
glMultiTexCoord4fvArb(int target, Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4fvARB(GLenum target, const GLfloat *v)
glMultiTexCoord4i(int target, int s, int t, int r, int q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4i( GLenum target, GLint s, GLint t, GLint r, GLint q )
glMultiTexCoord4iArb(int target, int s, int t, int r, int q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q)
glMultiTexCoord4iv(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4iv( GLenum target, const GLint *v )
glMultiTexCoord4ivArb(int target, Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4ivARB(GLenum target, const GLint *v)
glMultiTexCoord4s(int target, int s, int t, int r, int q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4s( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q )
glMultiTexCoord4sArb(int target, int s, int t, int r, int q) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q)
glMultiTexCoord4sv(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4sv( GLenum target, const GLshort *v )
glMultiTexCoord4svArb(int target, Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glMultiTexCoord4svARB(GLenum target, const GLshort *v)
glMultMatrixd(Pointer<Double> m) → void opengl
GLAPI void GLAPIENTRY glMultMatrixd( const GLdouble *m )
glMultMatrixf(Pointer<Float> m) → void opengl
GLAPI void GLAPIENTRY glMultMatrixf( const GLfloat *m )
glMultTransposeMatrixd(double m) → void opengl
GLAPI void GLAPIENTRY glMultTransposeMatrixd( const GLdouble m[16] )
glMultTransposeMatrixf(double m) → void opengl
GLAPI void GLAPIENTRY glMultTransposeMatrixf( const GLfloat m[16] )
glNewList(int list, int mode) → void opengl
GLAPI void GLAPIENTRY glNewList( GLuint list, GLenum mode )
glNormal3b(int nx, int ny, int nz) → void opengl
GLAPI void GLAPIENTRY glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz )
glNormal3bv(String v) → void opengl
GLAPI void GLAPIENTRY glNormal3bv( const GLbyte *v )
glNormal3d(double nx, double ny, double nz) → void opengl
GLAPI void GLAPIENTRY glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz )
glNormal3dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glNormal3dv( const GLdouble *v )
glNormal3f(double nx, double ny, double nz) → void opengl
GLAPI void GLAPIENTRY glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz )
glNormal3fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glNormal3fv( const GLfloat *v )
glNormal3i(int nx, int ny, int nz) → void opengl
GLAPI void GLAPIENTRY glNormal3i( GLint nx, GLint ny, GLint nz )
glNormal3iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glNormal3iv( const GLint *v )
glNormal3s(int nx, int ny, int nz) → void opengl
GLAPI void GLAPIENTRY glNormal3s( GLshort nx, GLshort ny, GLshort nz )
glNormal3sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glNormal3sv( const GLshort *v )
glNormalPointer(int type, int stride, Pointer<NativeType> ptr) → void opengl
GLAPI void GLAPIENTRY glNormalPointer( GLenum type, GLsizei stride, const GLvoid *ptr )
glOrtho(double left, double right, double bottom, double top, double nearVal, double farVal) → void opengl
GLAPI void GLAPIENTRY glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val )
glPassThrough(double token) → void opengl
GLAPI void GLAPIENTRY glPassThrough( GLfloat token )
glPixelMapfv(int map, int mapsize, Pointer<Float> values) → void opengl
GLAPI void GLAPIENTRY glPixelMapfv( GLenum map, GLsizei mapsize, const GLfloat *values )
glPixelMapuiv(int map, int mapsize, Pointer<Uint32> values) → void opengl
GLAPI void GLAPIENTRY glPixelMapuiv( GLenum map, GLsizei mapsize, const GLuint *values )
glPixelMapusv(int map, int mapsize, Pointer<Uint16> values) → void opengl
GLAPI void GLAPIENTRY glPixelMapusv( GLenum map, GLsizei mapsize, const GLushort *values )
glPixelStoref(int pname, double param) → void opengl
GLAPI void GLAPIENTRY glPixelStoref( GLenum pname, GLfloat param )
glPixelStorei(int pname, int param) → void opengl
GLAPI void GLAPIENTRY glPixelStorei( GLenum pname, GLint param )
glPixelTransferf(int pname, double param) → void opengl
GLAPI void GLAPIENTRY glPixelTransferf( GLenum pname, GLfloat param )
glPixelTransferi(int pname, int param) → void opengl
GLAPI void GLAPIENTRY glPixelTransferi( GLenum pname, GLint param )
glPixelZoom(double xfactor, double yfactor) → void opengl
GLAPI void GLAPIENTRY glPixelZoom( GLfloat xfactor, GLfloat yfactor )
glPointSize(double size) → void opengl
GLAPI void GLAPIENTRY glPointSize( GLfloat size )
glPolygonMode(int face, int mode) → void opengl
GLAPI void GLAPIENTRY glPolygonMode( GLenum face, GLenum mode )
glPolygonOffset(double factor, double units) → void opengl
GLAPI void GLAPIENTRY glPolygonOffset( GLfloat factor, GLfloat units )
glPolygonStipple(Pointer<Uint8> mask) → void opengl
GLAPI void GLAPIENTRY glPolygonStipple( const GLubyte *mask )
glPopAttrib() → void opengl
GLAPI void GLAPIENTRY glPopAttrib( void )
glPopClientAttrib() → void opengl
GLAPI void GLAPIENTRY glPopClientAttrib( void )
glPopMatrix() → void opengl
GLAPI void GLAPIENTRY glPopMatrix( void )
glPopName() → void opengl
GLAPI void GLAPIENTRY glPopName( void )
glPrioritizeTextures(int n, Pointer<Uint32> textures, Pointer<Float> priorities) → void opengl
GLAPI void GLAPIENTRY glPrioritizeTextures( GLsizei n, const GLuint *textures, const GLclampf *priorities )
glPushAttrib(int mask) → void opengl
GLAPI void GLAPIENTRY glPushAttrib( GLbitfield mask )
glPushClientAttrib(int mask) → void opengl
GLAPI void GLAPIENTRY glPushClientAttrib( GLbitfield mask )
glPushMatrix() → void opengl
GLAPI void GLAPIENTRY glPushMatrix( void )
glPushName(int name) → void opengl
GLAPI void GLAPIENTRY glPushName( GLuint name )
glRasterPos2d(double x, double y) → void opengl
GLAPI void GLAPIENTRY glRasterPos2d( GLdouble x, GLdouble y )
glRasterPos2dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos2dv( const GLdouble *v )
glRasterPos2f(double x, double y) → void opengl
GLAPI void GLAPIENTRY glRasterPos2f( GLfloat x, GLfloat y )
glRasterPos2fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos2fv( const GLfloat *v )
glRasterPos2i(int x, int y) → void opengl
GLAPI void GLAPIENTRY glRasterPos2i( GLint x, GLint y )
glRasterPos2iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos2iv( const GLint *v )
glRasterPos2s(int x, int y) → void opengl
GLAPI void GLAPIENTRY glRasterPos2s( GLshort x, GLshort y )
glRasterPos2sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos2sv( const GLshort *v )
glRasterPos3d(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glRasterPos3d( GLdouble x, GLdouble y, GLdouble z )
glRasterPos3dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos3dv( const GLdouble *v )
glRasterPos3f(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glRasterPos3f( GLfloat x, GLfloat y, GLfloat z )
glRasterPos3fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos3fv( const GLfloat *v )
glRasterPos3i(int x, int y, int z) → void opengl
GLAPI void GLAPIENTRY glRasterPos3i( GLint x, GLint y, GLint z )
glRasterPos3iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos3iv( const GLint *v )
glRasterPos3s(int x, int y, int z) → void opengl
GLAPI void GLAPIENTRY glRasterPos3s( GLshort x, GLshort y, GLshort z )
glRasterPos3sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos3sv( const GLshort *v )
glRasterPos4d(double x, double y, double z, double w) → void opengl
GLAPI void GLAPIENTRY glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w )
glRasterPos4dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos4dv( const GLdouble *v )
glRasterPos4f(double x, double y, double z, double w) → void opengl
GLAPI void GLAPIENTRY glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
glRasterPos4fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos4fv( const GLfloat *v )
glRasterPos4i(int x, int y, int z, int w) → void opengl
GLAPI void GLAPIENTRY glRasterPos4i( GLint x, GLint y, GLint z, GLint w )
glRasterPos4iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos4iv( const GLint *v )
glRasterPos4s(int x, int y, int z, int w) → void opengl
GLAPI void GLAPIENTRY glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w )
glRasterPos4sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glRasterPos4sv( const GLshort *v )
glReadBuffer(int mode) → void opengl
GLAPI void GLAPIENTRY glReadBuffer( GLenum mode )
glReadPixels(int x, int y, int width, int height, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glReadPixels( GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels )
glRectd(double x1, double y1, double x2, double y2) → void opengl
GLAPI void GLAPIENTRY glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 )
glRectdv(Pointer<Double> v1, Pointer<Double> v2) → void opengl
GLAPI void GLAPIENTRY glRectdv( const GLdouble *v1, const GLdouble *v2 )
glRectf(double x1, double y1, double x2, double y2) → void opengl
GLAPI void GLAPIENTRY glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
glRectfv(Pointer<Float> v1, Pointer<Float> v2) → void opengl
GLAPI void GLAPIENTRY glRectfv( const GLfloat *v1, const GLfloat *v2 )
glRecti(int x1, int y1, int x2, int y2) → void opengl
GLAPI void GLAPIENTRY glRecti( GLint x1, GLint y1, GLint x2, GLint y2 )
glRectiv(Pointer<Int32> v1, Pointer<Int32> v2) → void opengl
GLAPI void GLAPIENTRY glRectiv( const GLint *v1, const GLint *v2 )
glRects(int x1, int y1, int x2, int y2) → void opengl
GLAPI void GLAPIENTRY glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 )
glRectsv(Pointer<Int16> v1, Pointer<Int16> v2) → void opengl
GLAPI void GLAPIENTRY glRectsv( const GLshort *v1, const GLshort *v2 )
glRenderMode(int mode) int opengl
GLAPI GLint GLAPIENTRY glRenderMode( GLenum mode )
glResetHistogram(int target) → void opengl
GLAPI void GLAPIENTRY glResetHistogram( GLenum target )
glResetMinmax(int target) → void opengl
GLAPI void GLAPIENTRY glResetMinmax( GLenum target )
glRotated(double angle, double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glRotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
glRotatef(double angle, double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glRotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
glSampleCoverage(double value, int invert) → void opengl
GLAPI void GLAPIENTRY glSampleCoverage( GLclampf value, GLboolean invert )
glScaled(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glScaled( GLdouble x, GLdouble y, GLdouble z )
glScalef(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glScalef( GLfloat x, GLfloat y, GLfloat z )
glScissor(int x, int y, int width, int height) → void opengl
GLAPI void GLAPIENTRY glScissor( GLint x, GLint y, GLsizei width, GLsizei height)
glSelectBuffer(int size, Pointer<Uint32> buffer) → void opengl
GLAPI void GLAPIENTRY glSelectBuffer( GLsizei size, GLuint *buffer )
glSeparableFilter2D(int target, int internalformat, int width, int height, int format, int type, Pointer<NativeType> row, Pointer<NativeType> column) → void opengl
GLAPI void GLAPIENTRY glSeparableFilter2D( GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column )
glShadeModel(int mode) → void opengl
GLAPI void GLAPIENTRY glShadeModel( GLenum mode )
glStencilFunc(int func, int ref, int mask) → void opengl
GLAPI void GLAPIENTRY glStencilFunc( GLenum func, GLint ref, GLuint mask )
glStencilMask(int mask) → void opengl
GLAPI void GLAPIENTRY glStencilMask( GLuint mask )
glStencilOp(int fail, int zfail, int zpass) → void opengl
GLAPI void GLAPIENTRY glStencilOp( GLenum fail, GLenum zfail, GLenum zpass )
glTexCoord1d(double s) → void opengl
GLAPI void GLAPIENTRY glTexCoord1d( GLdouble s )
glTexCoord1dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord1dv( const GLdouble *v )
glTexCoord1f(double s) → void opengl
GLAPI void GLAPIENTRY glTexCoord1f( GLfloat s )
glTexCoord1fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord1fv( const GLfloat *v )
glTexCoord1i(int s) → void opengl
GLAPI void GLAPIENTRY glTexCoord1i( GLint s )
glTexCoord1iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord1iv( const GLint *v )
glTexCoord1s(int s) → void opengl
GLAPI void GLAPIENTRY glTexCoord1s( GLshort s )
glTexCoord1sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord1sv( const GLshort *v )
glTexCoord2d(double s, double t) → void opengl
GLAPI void GLAPIENTRY glTexCoord2d( GLdouble s, GLdouble t )
glTexCoord2dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord2dv( const GLdouble *v )
glTexCoord2f(double s, double t) → void opengl
GLAPI void GLAPIENTRY glTexCoord2f( GLfloat s, GLfloat t )
glTexCoord2fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord2fv( const GLfloat *v )
glTexCoord2i(int s, int t) → void opengl
GLAPI void GLAPIENTRY glTexCoord2i( GLint s, GLint t )
glTexCoord2iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord2iv( const GLint *v )
glTexCoord2s(int s, int t) → void opengl
GLAPI void GLAPIENTRY glTexCoord2s( GLshort s, GLshort t )
glTexCoord2sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord2sv( const GLshort *v )
glTexCoord3d(double s, double t, double r) → void opengl
GLAPI void GLAPIENTRY glTexCoord3d( GLdouble s, GLdouble t, GLdouble r )
glTexCoord3dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord3dv( const GLdouble *v )
glTexCoord3f(double s, double t, double r) → void opengl
GLAPI void GLAPIENTRY glTexCoord3f( GLfloat s, GLfloat t, GLfloat r )
glTexCoord3fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord3fv( const GLfloat *v )
glTexCoord3i(int s, int t, int r) → void opengl
GLAPI void GLAPIENTRY glTexCoord3i( GLint s, GLint t, GLint r )
glTexCoord3iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord3iv( const GLint *v )
glTexCoord3s(int s, int t, int r) → void opengl
GLAPI void GLAPIENTRY glTexCoord3s( GLshort s, GLshort t, GLshort r )
glTexCoord3sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord3sv( const GLshort *v )
glTexCoord4d(double s, double t, double r, double q) → void opengl
GLAPI void GLAPIENTRY glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q )
glTexCoord4dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord4dv( const GLdouble *v )
glTexCoord4f(double s, double t, double r, double q) → void opengl
GLAPI void GLAPIENTRY glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q )
glTexCoord4fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord4fv( const GLfloat *v )
glTexCoord4i(int s, int t, int r, int q) → void opengl
GLAPI void GLAPIENTRY glTexCoord4i( GLint s, GLint t, GLint r, GLint q )
glTexCoord4iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord4iv( const GLint *v )
glTexCoord4s(int s, int t, int r, int q) → void opengl
GLAPI void GLAPIENTRY glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q )
glTexCoord4sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glTexCoord4sv( const GLshort *v )
glTexCoordPointer(int size, int type, int stride, Pointer<NativeType> ptr) → void opengl
GLAPI void GLAPIENTRY glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr )
glTexEnvf(int target, int pname, double param) → void opengl
GLAPI void GLAPIENTRY glTexEnvf( GLenum target, GLenum pname, GLfloat param )
glTexEnvfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params )
glTexEnvi(int target, int pname, int param) → void opengl
GLAPI void GLAPIENTRY glTexEnvi( GLenum target, GLenum pname, GLint param )
glTexEnviv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glTexEnviv( GLenum target, GLenum pname, const GLint *params )
glTexGend(int coord, int pname, double param) → void opengl
GLAPI void GLAPIENTRY glTexGend( GLenum coord, GLenum pname, GLdouble param )
glTexGendv(int coord, int pname, Pointer<Double> params) → void opengl
GLAPI void GLAPIENTRY glTexGendv( GLenum coord, GLenum pname, const GLdouble *params )
glTexGenf(int coord, int pname, double param) → void opengl
GLAPI void GLAPIENTRY glTexGenf( GLenum coord, GLenum pname, GLfloat param )
glTexGenfv(int coord, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params )
glTexGeni(int coord, int pname, int param) → void opengl
GLAPI void GLAPIENTRY glTexGeni( GLenum coord, GLenum pname, GLint param )
glTexGeniv(int coord, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glTexGeniv( GLenum coord, GLenum pname, const GLint *params )
glTexImage1D(int target, int level, int internalFormat, int width, int border, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glTexImage1D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels )
glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glTexImage2D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels )
glTexImage3D(int target, int level, int internalFormat, int width, int height, int depth, int border, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glTexImage3D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels )
glTexParameterf(int target, int pname, double param) → void opengl
GLAPI void GLAPIENTRY glTexParameterf( GLenum target, GLenum pname, GLfloat param )
glTexParameterfv(int target, int pname, Pointer<Float> params) → void opengl
GLAPI void GLAPIENTRY glTexParameterfv( GLenum target, GLenum pname, const GLfloat *params )
glTexParameteri(int target, int pname, int param) → void opengl
GLAPI void GLAPIENTRY glTexParameteri( GLenum target, GLenum pname, GLint param )
glTexParameteriv(int target, int pname, Pointer<Int32> params) → void opengl
GLAPI void GLAPIENTRY glTexParameteriv( GLenum target, GLenum pname, const GLint *params )
glTexSubImage1D(int target, int level, int xoffset, int width, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels )
glTexSubImage2D(int target, int level, int xoffset, int yoffset, int width, int height, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels )
glTexSubImage3D(int target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, int format, int type, Pointer<NativeType> pixels) → void opengl
GLAPI void GLAPIENTRY glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
glTranslated(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glTranslated( GLdouble x, GLdouble y, GLdouble z )
glTranslatef(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glTranslatef( GLfloat x, GLfloat y, GLfloat z )
glVertex2d(double x, double y) → void opengl
GLAPI void GLAPIENTRY glVertex2d( GLdouble x, GLdouble y )
glVertex2dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glVertex2dv( const GLdouble *v )
glVertex2f(double x, double y) → void opengl
GLAPI void GLAPIENTRY glVertex2f( GLfloat x, GLfloat y )
glVertex2fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glVertex2fv( const GLfloat *v )
glVertex2i(int x, int y) → void opengl
GLAPI void GLAPIENTRY glVertex2i( GLint x, GLint y )
glVertex2iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glVertex2iv( const GLint *v )
glVertex2s(int x, int y) → void opengl
GLAPI void GLAPIENTRY glVertex2s( GLshort x, GLshort y )
glVertex2sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glVertex2sv( const GLshort *v )
glVertex3d(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glVertex3d( GLdouble x, GLdouble y, GLdouble z )
glVertex3dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glVertex3dv( const GLdouble *v )
glVertex3f(double x, double y, double z) → void opengl
GLAPI void GLAPIENTRY glVertex3f( GLfloat x, GLfloat y, GLfloat z )
glVertex3fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glVertex3fv( const GLfloat *v )
glVertex3i(int x, int y, int z) → void opengl
GLAPI void GLAPIENTRY glVertex3i( GLint x, GLint y, GLint z )
glVertex3iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glVertex3iv( const GLint *v )
glVertex3s(int x, int y, int z) → void opengl
GLAPI void GLAPIENTRY glVertex3s( GLshort x, GLshort y, GLshort z )
glVertex3sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glVertex3sv( const GLshort *v )
glVertex4d(double x, double y, double z, double w) → void opengl
GLAPI void GLAPIENTRY glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w )
glVertex4dv(Pointer<Double> v) → void opengl
GLAPI void GLAPIENTRY glVertex4dv( const GLdouble *v )
glVertex4f(double x, double y, double z, double w) → void opengl
GLAPI void GLAPIENTRY glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
glVertex4fv(Pointer<Float> v) → void opengl
GLAPI void GLAPIENTRY glVertex4fv( const GLfloat *v )
glVertex4i(int x, int y, int z, int w) → void opengl
GLAPI void GLAPIENTRY glVertex4i( GLint x, GLint y, GLint z, GLint w )
glVertex4iv(Pointer<Int32> v) → void opengl
GLAPI void GLAPIENTRY glVertex4iv( const GLint *v )
glVertex4s(int x, int y, int z, int w) → void opengl
GLAPI void GLAPIENTRY glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w )
glVertex4sv(Pointer<Int16> v) → void opengl
GLAPI void GLAPIENTRY glVertex4sv( const GLshort *v )
glVertexPointer(int size, int type, int stride, Pointer<NativeType> ptr) → void opengl
GLAPI void GLAPIENTRY glVertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr )
glViewport(int x, int y, int width, int height) → void opengl
GLAPI void GLAPIENTRY glViewport( GLint x, GLint y, GLsizei width, GLsizei height )