Not implemented OpenGL methods:
| glAreTexturesResident | 
| glBitmap | 
| glBlendColorEXT | 
| glCallLists | 
| glColorPointer | 
| glDeleteTextures | 
| glDrawElements | 
| glEdgeFlagPointer | 
| glEdgeFlagv | 
| glEvalMesh | 
| glFeedbackBuffer | 
| glGenTextures | 
| glGetBooleanv | 
| glGetClipPlane | 
| glGetDoublev | 
| glGetFloatv | 
| glGetIntegerv | 
| glGetLight | 
| glGetMap | 
| glGetMaterial | 
| glGetPixelMap | 
| glGetPointerv | 
| glGetPolygonStipple | 
| glGetTexEnv | 
| glGetTexGen | 
| glGetTexImage | 
| glGetTexLevelParameter | 
| glGetTexParameter | 
| glIndexPointer | 
| glInterleavedArrays | 
| glMap1 | 
| glMap2 | 
| glMapGrid | 
| glNormalPointer | 
| glPixelMap | 
| glPixelStore | 
| glPixelTransfer | 
| glPolygonStipple | 
| glPrioritizeTextures | 
| glReadPixels | 
| glRect | 
| glSelectBuffer | 
| glTexCoordPointer | 
| glTexImage1D | 
| glTexSubImage1D | 
| glVertexPointer | 
constant int GL.GL_2D
Used in glFeedbackBuffer
constant int GL.GL_2_BYTES
Used in glCallLists
constant int GL.GL_3D
Used in glFeedbackBuffer
constant int GL.GL_3D_COLOR
Used in glFeedbackBuffer
constant int GL.GL_3D_COLOR_TEXTURE
Used in glFeedbackBuffer
constant int GL.GL_3_BYTES
Used in glCallLists
constant int GL.GL_4D_COLOR_TEXTURE
Used in glFeedbackBuffer
constant int GL.GL_4_BYTES
Used in glCallLists
constant int GL.GL_ABGR_EXT
constant int GL.GL_ACCUM
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glAccum, glGetDoublev and glClear
constant int GL.GL_ACCUM_ALPHA_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glAccum and glGetDoublev
constant int GL.GL_ACCUM_BLUE_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glAccum and glGetDoublev
constant int GL.GL_ACCUM_BUFFER_BIT
Used in glPopAttrib, glPushAttrib and glClear
constant int GL.GL_ACCUM_CLEAR_VALUE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_ACCUM_GREEN_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glAccum and glGetDoublev
constant int GL.GL_ACCUM_RED_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glAccum and glGetDoublev
constant int GL.GL_ADD
Used in glAccum
constant int GL.GL_ALL_ATTRIB_BITS
Used in glPopAttrib and glPushAttrib
constant int GL.GL_ALPHA
Used in glIsEnabled, glTexEnv, glGetIntegerv, glDrawPixels, glDisable, glCopyTexImage1D, glTexSubImage2D, glPopAttrib, glEnable, glPixelTransfer, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glAlphaFunc, glReadPixels, glCopyTexImage2D, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_ALPHA12
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_ALPHA16
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_ALPHA4
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_ALPHA8
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_ALPHA_BIAS
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_ALPHA_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_ALPHA_SCALE
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_ALPHA_TEST
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glAlphaFunc
constant int GL.GL_ALPHA_TEST_FUNC
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_ALPHA_TEST_REF
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_ALWAYS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev, glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_AMBIENT
Used in glGetIntegerv, glColorMaterial, glGetLight, glGetBooleanv, glGetFloatv, glMaterial, glGetDoublev, glLight and glGetMaterial
constant int GL.GL_AMBIENT_AND_DIFFUSE
Used in glGetIntegerv, glColorMaterial, glGetBooleanv, glGetFloatv, glMaterial and glGetDoublev
constant int GL.GL_AND
Used in glLogicOp
constant int GL.GL_AND_INVERTED
Used in glLogicOp
constant int GL.GL_AND_REVERSE
Used in glLogicOp
constant int GL.GL_ATTRIB_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_AUTO_NORMAL
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glEvalCoord
constant int GL.GL_AUX0
Used in glReadBuffer
constant int GL.GL_AUX1
constant int GL.GL_AUX2
constant int GL.GL_AUX3
Used in glReadBuffer
constant int GL.GL_AUX_BUFFERS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glReadBuffer, glGetDoublev and glDrawBuffer
constant int GL.GL_AVERAGE_EXT
constant int GL.GL_BACK
Used in glGetIntegerv, glColorMaterial, glCullFace, glPolygonMode, glGetBooleanv, glGetFloatv, glReadBuffer, glMaterial, glGetDoublev, glDrawBuffer and glGetMaterial
constant int GL.GL_BACK_LEFT
Used in glReadBuffer and glDrawBuffer
constant int GL.GL_BACK_RIGHT
Used in glReadBuffer and glDrawBuffer
constant int GL.GL_BGR
constant int GL.GL_BGRA
constant int GL.GL_BITMAP
Used in glDrawPixels, glTexSubImage2D, glGetTexImage, glReadPixels, glTexImage2D, glFeedbackBuffer, glGetPolygonStipple, glBitmap, glTexSubImage1D, glTexImage1D and glPolygonStipple
constant int GL.GL_BITMAP_TOKEN
Used in glFeedbackBuffer
constant int GL.GL_BLEND
Used in glIsEnabled, glTexEnv, glGetIntegerv, glBlendColorEXT, glBlendFunc, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_BLEND_COLOR_EXT
Used in glGetIntegerv, glBlendColorEXT, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_BLEND_DST
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_BLEND_EQUATION_EXT
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_BLEND_SRC
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_BLUE
Used in glGetIntegerv, glDrawPixels, glTexSubImage2D, glPopAttrib, glPixelTransfer, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_BLUE_BIAS
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_BLUE_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_BLUE_SCALE
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_BYTE
Used in glDrawPixels, glColorPointer, glTexSubImage2D, glNormalPointer, glGetTexImage, glCallLists, glReadPixels, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_C3F_V3F
Used in glInterleavedArrays
constant int GL.GL_C4F_N3F_V3F
Used in glInterleavedArrays
constant int GL.GL_C4UB_V2F
Used in glInterleavedArrays
constant int GL.GL_C4UB_V3F
Used in glInterleavedArrays
constant int GL.GL_CCW
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glFrontFace
constant int GL.GL_CLAMP
Used in glTexParameter
constant int GL.GL_CLEAR
Used in glLogicOp
constant int GL.GL_CLIENT_ALL_ATTRIB_BITS
Used in glPopClientAttrib and glPushClientAttrib
constant int GL.GL_CLIENT_ATTRIB_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_CLIENT_PIXEL_STORE_BIT
Used in glPopClientAttrib and glPushClientAttrib
constant int GL.GL_CLIENT_VERTEX_ARRAY_BIT
Used in glPopClientAttrib and glPushClientAttrib
constant int GL.GL_CLIP_PLANE0
constant int GL.GL_CLIP_PLANE1
constant int GL.GL_CLIP_PLANE2
constant int GL.GL_CLIP_PLANE3
constant int GL.GL_CLIP_PLANE4
constant int GL.GL_CLIP_PLANE5
constant int GL.GL_COEFF
Used in glGetMap
constant int GL.GL_COLOR
Used in glIsEnabled, glGetIntegerv, glDrawElements, glDrawArrays, glColorMaterial, glDrawPixels, glDisable, glColorPointer, glTexSubImage2D, glPopAttrib, glEnable, glEnableClientState, glGetPointerv, glPixelTransfer, glLogicOp, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glMaterial, glGetDoublev, glReadPixels, glTexImage2D, glGetPolygonStipple, glBitmap, glCopyPixels, glLightModel, glDisableClientState, glTexSubImage1D, glTexImage1D, glGetMaterial, glClear and glPolygonStipple
constant int GL.GL_COLOR_ARRAY
Used in glIsEnabled, glGetIntegerv, glDrawElements, glDrawArrays, glColorPointer, glEnableClientState, glGetPointerv, glGetBooleanv, glGetFloatv, glGetDoublev and glDisableClientState
constant int GL.GL_COLOR_ARRAY_POINTER
Used in glGetPointerv
constant int GL.GL_COLOR_ARRAY_SIZE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_ARRAY_STRIDE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_ARRAY_TYPE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_BUFFER_BIT
Used in glPopAttrib, glPushAttrib and glClear
constant int GL.GL_COLOR_CLEAR_VALUE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_INDEX
Used in glDrawPixels, glTexSubImage2D, glPixelTransfer, glGetTexImage, glMaterial, glReadPixels, glTexImage2D, glGetPolygonStipple, glBitmap, glLightModel, glTexSubImage1D, glTexImage1D, glGetMaterial and glPolygonStipple
constant int GL.GL_COLOR_INDEXES
Used in glMaterial, glLightModel and glGetMaterial
constant int GL.GL_COLOR_LOGIC_OP
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glLogicOp, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_MATERIAL
Used in glIsEnabled, glGetIntegerv, glColorMaterial, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_MATERIAL_FACE
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_MATERIAL_PARAMETER
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_COLOR_TABLE_ALPHA_SIZE_SGI
constant int GL.GL_COLOR_TABLE_BIAS_SGI
constant int GL.GL_COLOR_TABLE_BLUE_SIZE_SGI
constant int GL.GL_COLOR_TABLE_FORMAT_SGI
constant int GL.GL_COLOR_TABLE_GREEN_SIZE_SGI
constant int GL.GL_COLOR_TABLE_INTENSITY_SIZE_SGI
constant int GL.GL_COLOR_TABLE_LUMINANCE_SIZE_SGI
constant int GL.GL_COLOR_TABLE_RED_SIZE_SGI
constant int GL.GL_COLOR_TABLE_SCALE_SGI
constant int GL.GL_COLOR_TABLE_SGI
constant int GL.GL_COLOR_TABLE_WIDTH_SGI
constant int GL.GL_COLOR_WRITEMASK
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_COMPILE
Used in glNewList and glEndList
constant int GL.GL_COMPILE_AND_EXECUTE
Used in glNewList and glEndList
constant int GL.GL_COMPRESSED_GEOM_ACCELERATED_SUNX
constant int GL.GL_COMPRESSED_GEOM_VERSION_SUNX
constant int GL.GL_CONSTANT_ALPHA_EXT
constant int GL.GL_CONSTANT_ATTENUATION
Used in glGetLight and glLight
constant int GL.GL_CONSTANT_BORDER_HP
constant int GL.GL_CONSTANT_COLOR_EXT
constant int GL.GL_CONVOLUTION_1D_EXT
constant int GL.GL_CONVOLUTION_2D_EXT
constant int GL.GL_CONVOLUTION_BORDER_COLOR_HP
constant int GL.GL_CONVOLUTION_BORDER_MODE_EXT
constant int GL.GL_CONVOLUTION_FILTER_BIAS_EXT
constant int GL.GL_CONVOLUTION_FILTER_SCALE_EXT
constant int GL.GL_CONVOLUTION_FORMAT_EXT
constant int GL.GL_CONVOLUTION_HEIGHT_EXT
constant int GL.GL_CONVOLUTION_WIDTH_EXT
constant int GL.GL_COPY
Used in glGetIntegerv, glLogicOp, glGetBooleanv, glGetFloatv, glGetDoublev and glFeedbackBuffer
constant int GL.GL_COPY_INVERTED
Used in glLogicOp
constant int GL.GL_COPY_PIXEL_TOKEN
Used in glFeedbackBuffer
constant int GL.GL_CUBIC_EXT
constant int GL.GL_CULL_FACE
Used in glIsEnabled, glGetIntegerv, glCullFace, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glFrontFace
constant int GL.GL_CULL_FACE_MODE
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_CURRENT_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_CURRENT_COLOR
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_INDEX
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_NORMAL
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_CURRENT_RASTER_COLOR
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_RASTER_DISTANCE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_RASTER_INDEX
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_RASTER_POSITION
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_RASTER_POSITION_VALID
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_RASTER_TEXTURE_COORDS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CURRENT_TEXTURE_COORDS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glRasterPos
constant int GL.GL_CW
Used in glFrontFace
constant int GL.GL_DECAL
Used in glTexEnv
constant int GL.GL_DECR
Used in glStencilOp
constant int GL.GL_DEPTH
Used in glIsEnabled, glGetIntegerv, glDrawPixels, glDisable, glPopAttrib, glEnable, glPixelTransfer, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D, glCopyPixels, glDepthFunc, glTexImage1D and glClear
constant int GL.GL_DEPTH_BIAS
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels and glCopyPixels
constant int GL.GL_DEPTH_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_DEPTH_BUFFER_BIT
Used in glPopAttrib, glPushAttrib and glClear
constant int GL.GL_DEPTH_CLEAR_VALUE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_DEPTH_COMPONENT
Used in glDrawPixels, glGetTexImage, glReadPixels, glTexImage2D and glTexImage1D
constant int GL.GL_DEPTH_FUNC
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_DEPTH_RANGE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_DEPTH_SCALE
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels and glCopyPixels
constant int GL.GL_DEPTH_TEST
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glDepthFunc
constant int GL.GL_DEPTH_WRITEMASK
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_DIFFUSE
Used in glColorMaterial, glGetLight, glMaterial, glLight and glGetMaterial
constant int GL.GL_DITHER
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_DOMAIN
Used in glGetMap
constant int GL.GL_DONT_CARE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_DOUBLE
Used in glGetIntegerv, glVertexPointer, glColorPointer, glNormalPointer, glGetBooleanv, glGetFloatv, glGetDoublev, glTexCoordPointer and glIndexPointer
constant int GL.GL_DOUBLEBUFFER
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_DRAW_BUFFER
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_DRAW_PIXEL_TOKEN
Used in glFeedbackBuffer
constant int GL.GL_DST_ALPHA
Used in glBlendFunc
constant int GL.GL_DST_COLOR
Used in glBlendFunc
constant int GL.GL_EDGE_FLAG
Used in glIsEnabled, glGetIntegerv, glPopAttrib, glEnableClientState, glGetPointerv, glGetBooleanv, glPushAttrib, glGetFloatv, glEdgeFlagPointer, glGetDoublev and glDisableClientState
constant int GL.GL_EDGE_FLAG_ARRAY
Used in glIsEnabled, glGetIntegerv, glEnableClientState, glGetPointerv, glGetBooleanv, glGetFloatv, glEdgeFlagPointer, glGetDoublev and glDisableClientState
constant int GL.GL_EDGE_FLAG_ARRAY_POINTER
Used in glGetPointerv
constant int GL.GL_EDGE_FLAG_ARRAY_STRIDE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_EMISSION
Used in glColorMaterial, glMaterial and glGetMaterial
constant int GL.GL_ENABLE_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_EQUAL
Used in glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_EQUIV
Used in glLogicOp
constant int GL.GL_EVAL_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_EXP
Used in glFog, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_EXP2
Used in glFog
constant int GL.GL_EXTENSIONS
Used in glGetString
constant int GL.GL_EXT_abgr
constant int GL.GL_EXT_blend_color
constant int GL.GL_EXT_blend_minmax
constant int GL.GL_EXT_blend_subtract
constant int GL.GL_EXT_convolution
constant int GL.GL_EXT_histogram
constant int GL.GL_EXT_pixel_transform
constant int GL.GL_EXT_rescale_normal
constant int GL.GL_EXT_texture3D
constant int GL.GL_EYE_LINEAR
Used in glGetTexGen and glTexGen
constant int GL.GL_EYE_PLANE
Used in glGetTexGen and glTexGen
constant int GL.GL_FALSE
Used in glIsEnabled, glDepthMask, glIsList, glAreTexturesResident, glGetIntegerv, glIsTexture, glDisable, glEdgeFlag, glEnable, glColorMask, glGetBooleanv, glGetFloatv, glGetDoublev and glEdgeFlagv
constant int GL.GL_FASTEST
Used in glHint
constant int GL.GL_FEEDBACK
Used in glRenderMode, glPassThrough, glGetPointerv and glFeedbackBuffer
constant int GL.GL_FEEDBACK_BUFFER_POINTER
Used in glGetPointerv
constant int GL.GL_FEEDBACK_BUFFER_SIZE
constant int GL.GL_FEEDBACK_BUFFER_TYPE
constant int GL.GL_FILL
Used in glGetIntegerv, glDisable, glEnable, glPolygonMode, glGetBooleanv, glGetFloatv, glGetDoublev and glEvalMesh
constant int GL.GL_FLAT
Used in glShadeModel
constant int GL.GL_FLOAT
Used in glGetIntegerv, glDrawPixels, glVertexPointer, glColorPointer, glTexSubImage2D, glNormalPointer, glGetBooleanv, glGetTexImage, glGetFloatv, glGetDoublev, glCallLists, glReadPixels, glTexImage2D, glTexCoordPointer, glIndexPointer, glTexSubImage1D and glTexImage1D
constant int GL.GL_FOG
Used in glIsEnabled, glFog, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_FOG_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_FOG_COLOR
Used in glFog, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_FOG_DENSITY
Used in glFog, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_FOG_END
Used in glFog, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_FOG_HINT
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_FOG_INDEX
Used in glFog, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_FOG_MODE
Used in glFog, glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_FOG_START
Used in glFog, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_FRONT
Used in glGetIntegerv, glColorMaterial, glCullFace, glPopAttrib, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glReadBuffer, glMaterial, glGetDoublev, glDrawBuffer and glGetMaterial
constant int GL.GL_FRONT_AND_BACK
Used in glGetIntegerv, glColorMaterial, glCullFace, glPolygonMode, glGetBooleanv, glGetFloatv, glMaterial, glGetDoublev and glDrawBuffer
constant int GL.GL_FRONT_FACE
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_FRONT_LEFT
Used in glReadBuffer and glDrawBuffer
constant int GL.GL_FRONT_RIGHT
Used in glReadBuffer and glDrawBuffer
constant int GL.GL_FUNC_ADD_EXT
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_FUNC_REVERSE_SUBTRACT_EXT
constant int GL.GL_FUNC_SUBTRACT_EXT
constant int GL.GL_GEQUAL
Used in glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_GREATER
Used in glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_GREEN
Used in glGetIntegerv, glDrawPixels, glTexSubImage2D, glPopAttrib, glPixelTransfer, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_GREEN_BIAS
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_GREEN_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_GREEN_SCALE
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_HINT_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_HISTOGRAM_ALPHA_SIZE_EXT
constant int GL.GL_HISTOGRAM_BLUE_SIZE_EXT
constant int GL.GL_HISTOGRAM_EXT
constant int GL.GL_HISTOGRAM_FORMAT_EXT
constant int GL.GL_HISTOGRAM_GREEN_SIZE_EXT
constant int GL.GL_HISTOGRAM_LUMINANCE_SIZE_EXT
constant int GL.GL_HISTOGRAM_RED_SIZE_EXT
constant int GL.GL_HISTOGRAM_SINK_EXT
constant int GL.GL_HISTOGRAM_WIDTH_EXT
constant int GL.GL_HP_convolution_border_modes
constant int GL.GL_HP_occlusion_test
constant int GL.GL_IGNORE_BORDER_HP
constant int GL.GL_INCR
Used in glStencilOp
constant int GL.GL_INDEX_ARRAY
Used in glIsEnabled, glGetIntegerv, glEnableClientState, glGetPointerv, glGetBooleanv, glGetFloatv, glGetDoublev, glIndexPointer and glDisableClientState
constant int GL.GL_INDEX_ARRAY_POINTER
Used in glGetPointerv
constant int GL.GL_INDEX_ARRAY_STRIDE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_INDEX_ARRAY_TYPE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_INDEX_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_INDEX_CLEAR_VALUE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_INDEX_LOGIC_OP
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glLogicOp, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_INDEX_MODE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_INDEX_OFFSET
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D, glCopyPixels and glTexImage1D
constant int GL.GL_INDEX_SHIFT
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D, glCopyPixels and glTexImage1D
constant int GL.GL_INDEX_WRITEMASK
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_INT
Used in glTexEnv, glDrawPixels, glVertexPointer, glColorPointer, glCopyTexImage1D, glTexSubImage2D, glNormalPointer, glGetTexImage, glCallLists, glReadPixels, glCopyTexImage2D, glTexImage2D, glTexCoordPointer, glIndexPointer, glTexSubImage1D and glTexImage1D
constant int GL.GL_INTENSITY
Used in glTexEnv, glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_INTENSITY12
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_INTENSITY16
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_INTENSITY4
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_INTENSITY8
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_INVALID_ENUM
Used in glMatrixMode, glPixelStore, glIsEnabled, glGetTexLevelParameter, glFog, glTexEnv, glMap1, glRenderMode, glGetTexGen, glGetIntegerv, glEnd, glDrawElements, glDrawArrays, glCopyTexSubImage2D, glColorMaterial, glBindTexture, glGetClipPlane, glCullFace, glGetError, glClipPlane, glDrawPixels, glBlendFunc, glVertexPointer, glGetLight, glDisable, glMap2, glColorPointer, glCopyTexImage1D, glGetPixelMap, glTexSubImage2D, glNormalPointer, glEnable, glEnableClientState, glGetPointerv, glPixelTransfer, glPolygonMode, glGetTexParameter, glLogicOp, glGetBooleanv, glGetTexImage, glPixelMap, glGetFloatv, glGetMap, glAccum, glReadBuffer, glMaterial, glEdgeFlagPointer, glGetDoublev, glCallLists, glInterleavedArrays, glAlphaFunc, glShadeModel, glNewList, glReadPixels, glCopyTexImage2D, glTexImage2D, glGetTexEnv, glFeedbackBuffer, glEndList, glBegin, glLight, glStencilOp, glTexCoordPointer, glCopyPixels, glDepthFunc, glLightModel, glIndexPointer, glGetString, glTexParameter, glDisableClientState, glTexSubImage1D, glDrawBuffer, glHint, glTexImage1D, glStencilFunc, glGetMaterial, glCopyTexSubImage1D, glFrontFace, glEvalMesh and glTexGen
constant int GL.GL_INVALID_OPERATION
Used in glPolygonOffset, glPushMatrix, glMatrixMode, glLoadName, glPixelStore, glIsEnabled, glGetTexLevelParameter, glGenTextures, glFog, glTexEnv, glClearColor, glMap1, glPrioritizeTextures, glDepthMask, glPushName, glRenderMode, glMultMatrix, glIsList, glFrustum, glDepthRange, glAreTexturesResident, glDeleteTextures, glGetTexGen, glGetIntegerv, glEnd, glIsTexture, glDrawElements, glGenLists, glBlendColorEXT, glViewport, glDrawArrays, glCopyTexSubImage2D, glColorMaterial, glBindTexture, glGetClipPlane, glFinish, glCullFace, glGetError, glStencilMask, glClipPlane, glDrawPixels, glBlendFunc, glSelectBuffer, glGetLight, glInitNames, glPassThrough, glDisable, glMap2, glLineStipple, glCopyTexImage1D, glGetPixelMap, glTexSubImage2D, glPopAttrib, glEnable, glListBase, glColorMask, glPixelTransfer, glPolygonMode, glGetTexParameter, glPopName, glLogicOp, glIndexMask, glGetBooleanv, glGetTexImage, glPixelMap, glTranslate, glPushAttrib, glGetFloatv, glGetMap, glAccum, glReadBuffer, glGetDoublev, glClearDepth, glRasterPos, glAlphaFunc, glShadeModel, glNewList, glReadPixels, glCopyTexImage2D, glRect, glTexImage2D, glGetTexEnv, glClearIndex, glFeedbackBuffer, glRotate, glEndList, glBegin, glLight, glGetPolygonStipple, glStencilOp, glClearStencil, glBitmap, glScale, glCopyPixels, glFlush, glOrtho, glDepthFunc, glMapGrid, glLightModel, glGetString, glTexParameter, glScissor, glTexSubImage1D, glLoadIdentity, glPixelZoom, glDrawBuffer, glLineWidth, glHint, glTexImage1D, glStencilFunc, glGetMaterial, glClear, glCopyTexSubImage1D, glPopMatrix, glPointSize, glPolygonStipple, glFrontFace, glLoadMatrix, glEvalMesh, glTexGen, glClearAccum and glDeleteLists
constant int GL.GL_INVALID_VALUE
Used in glPixelStore, glGetTexLevelParameter, glGenTextures, glFog, glMap1, glPrioritizeTextures, glFrustum, glAreTexturesResident, glDeleteTextures, glDrawElements, glGenLists, glViewport, glDrawArrays, glCopyTexSubImage2D, glGetError, glDrawPixels, glVertexPointer, glSelectBuffer, glMap2, glColorPointer, glCopyTexImage1D, glTexSubImage2D, glNormalPointer, glGetTexImage, glPixelMap, glMaterial, glCallLists, glInterleavedArrays, glNewList, glReadPixels, glCopyTexImage2D, glTexImage2D, glFeedbackBuffer, glEndList, glLight, glBitmap, glTexCoordPointer, glCopyPixels, glMapGrid, glIndexPointer, glScissor, glTexSubImage1D, glLineWidth, glTexImage1D, glClear, glCopyTexSubImage1D, glPointSize and glDeleteLists
constant int GL.GL_INVERT
Used in glLogicOp and glStencilOp
constant int GL.GL_KEEP
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glStencilOp
constant int GL.GL_LARGE_SUNX
constant int GL.GL_LEFT
Used in glReadBuffer and glDrawBuffer
constant int GL.GL_LEQUAL
Used in glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_LESS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev, glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_LIGHT0
Used in glGetLight and glLight
constant int GL.GL_LIGHT1
constant int GL.GL_LIGHT2
constant int GL.GL_LIGHT3
constant int GL.GL_LIGHT4
constant int GL.GL_LIGHT5
constant int GL.GL_LIGHT6
constant int GL.GL_LIGHT7
constant int GL.GL_LIGHTING
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glLight
constant int GL.GL_LIGHTING_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_LIGHT_MODEL_AMBIENT
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glLightModel
constant int GL.GL_LIGHT_MODEL_LOCAL_VIEWER
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glLightModel
constant int GL.GL_LIGHT_MODEL_TWO_SIDE
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glLightModel
constant int GL.GL_LINE
Used in glIsEnabled, glFog, glGetIntegerv, glEnd, glDrawElements, glDrawArrays, glGetLight, glDisable, glLineStipple, glEdgeFlag, glPopAttrib, glEnable, glPolygonMode, glGetTexParameter, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glFeedbackBuffer, glBegin, glLight, glTexParameter, glLineWidth, glHint, glEdgeFlagv and glEvalMesh
constant int GL.GL_LINEAR
Used in glFog, glGetLight, glGetTexParameter, glLight and glTexParameter
constant int GL.GL_LINEAR_ATTENUATION
Used in glGetLight and glLight
constant int GL.GL_LINEAR_MIPMAP_LINEAR
Used in glTexParameter
constant int GL.GL_LINEAR_MIPMAP_NEAREST
Used in glTexParameter
constant int GL.GL_LINES
Used in glEnd, glDrawElements, glDrawArrays, glLineStipple, glBegin and glEvalMesh
constant int GL.GL_LINE_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_LINE_LOOP
Used in glEnd, glDrawElements, glDrawArrays and glBegin
constant int GL.GL_LINE_RESET_TOKEN
Used in glFeedbackBuffer
constant int GL.GL_LINE_SMOOTH
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glLineWidth and glHint
constant int GL.GL_LINE_SMOOTH_HINT
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_LINE_STIPPLE
Used in glIsEnabled, glGetIntegerv, glDisable, glLineStipple, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_LINE_STIPPLE_PATTERN
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_LINE_STIPPLE_REPEAT
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_LINE_STRIP
Used in glEnd, glDrawElements, glDrawArrays, glBegin and glEvalMesh
constant int GL.GL_LINE_TOKEN
Used in glFeedbackBuffer
constant int GL.GL_LINE_WIDTH
Used in glGetIntegerv, glPolygonMode, glGetBooleanv, glGetFloatv, glGetDoublev and glLineWidth
constant int GL.GL_LINE_WIDTH_GRANULARITY
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glLineWidth
constant int GL.GL_LINE_WIDTH_RANGE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glLineWidth
constant int GL.GL_LIST_BASE
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_LIST_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_LIST_INDEX
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_LIST_MODE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_LOAD
Used in glAccum
constant int GL.GL_LOGIC_OP
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_LOGIC_OP_MODE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_LUMINANCE
Used in glTexEnv, glDrawPixels, glCopyTexImage1D, glTexSubImage2D, glGetTexImage, glReadPixels, glCopyTexImage2D, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_LUMINANCE12
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE12_ALPHA12
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE12_ALPHA4
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE16
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE16_ALPHA16
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE4
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE4_ALPHA4
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE6_ALPHA2
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE8
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE8_ALPHA8
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_LUMINANCE_ALPHA
Used in glDrawPixels, glCopyTexImage1D, glTexSubImage2D, glGetTexImage, glReadPixels, glCopyTexImage2D, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_MAP1_COLOR_4
Used in glIsEnabled, glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_GRID_DOMAIN
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAP1_GRID_SEGMENTS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAP1_INDEX
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_NORMAL
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_TEXTURE_COORD_1
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_TEXTURE_COORD_2
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_TEXTURE_COORD_3
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_TEXTURE_COORD_4
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_VERTEX_3
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP1_VERTEX_4
Used in glMap1, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_COLOR_4
Used in glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_GRID_DOMAIN
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAP2_GRID_SEGMENTS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAP2_INDEX
Used in glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_NORMAL
Used in glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_TEXTURE_COORD_1
Used in glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_TEXTURE_COORD_2
Used in glIsEnabled, glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_TEXTURE_COORD_3
Used in glIsEnabled, glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_TEXTURE_COORD_4
Used in glIsEnabled, glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_VERTEX_3
Used in glIsEnabled, glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP2_VERTEX_4
Used in glIsEnabled, glGetIntegerv, glDisable, glMap2, glEnable, glGetBooleanv, glGetFloatv, glGetMap, glGetDoublev and glEvalCoord
constant int GL.GL_MAP_COLOR
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels and glCopyPixels
constant int GL.GL_MAP_STENCIL
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels and glCopyPixels
constant int GL.GL_MATRIX_MODE
Used in glMatrixMode, glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_3D_TEXTURE_SIZE_EXT
constant int GL.GL_MAX_ATTRIB_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_CLIP_PLANES
Used in glGetIntegerv, glGetClipPlane, glClipPlane, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_CONVOLUTION_HEIGHT_EXT
constant int GL.GL_MAX_CONVOLUTION_WIDTH_EXT
constant int GL.GL_MAX_EVAL_ORDER
Used in glMap1, glGetIntegerv, glMap2, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_EXT
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_LIGHTS
Used in glGetIntegerv, glGetLight, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glLight
constant int GL.GL_MAX_LIST_NESTING
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_MODELVIEW_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_NAME_STACK_DEPTH
Used in glPushName, glGetIntegerv, glPopName, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_PIXEL_MAP_TABLE
Used in glGetIntegerv, glGetBooleanv, glPixelMap, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT
constant int GL.GL_MAX_PROJECTION_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_TEXTURE_SIZE
Used in glGetTexLevelParameter, glGetIntegerv, glCopyTexSubImage2D, glCopyTexImage1D, glTexSubImage2D, glGetBooleanv, glGetTexImage, glGetFloatv, glGetDoublev, glCopyTexImage2D, glTexImage2D, glTexSubImage1D, glTexImage1D and glCopyTexSubImage1D
constant int GL.GL_MAX_TEXTURE_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MAX_VIEWPORT_DIMS
Used in glGetIntegerv, glViewport, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MINMAX_EXT
constant int GL.GL_MINMAX_FORMAT_EXT
constant int GL.GL_MINMAX_SINK_EXT
constant int GL.GL_MIN_EXT
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MODELVIEW
Used in glPushMatrix, glMatrixMode, glGetIntegerv, glGetBooleanv, glTranslate, glGetFloatv, glGetDoublev, glRotate, glScale and glPopMatrix
constant int GL.GL_MODELVIEW_MATRIX
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MODELVIEW_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_MODULATE
Used in glTexEnv and glGetTexEnv
constant int GL.GL_MULT
Used in glAccum
constant int GL.GL_N3F_V3F
Used in glInterleavedArrays
constant int GL.GL_NAME_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_NAND
Used in glLogicOp
constant int GL.GL_NEAREST
Used in glGetTexParameter and glTexParameter
constant int GL.GL_NEAREST_MIPMAP_LINEAR
Used in glGetTexParameter and glTexParameter
constant int GL.GL_NEAREST_MIPMAP_NEAREST
Used in glTexParameter
constant int GL.GL_NEVER
Used in glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_NICEST
Used in glHint
constant int GL.GL_NONE
Used in glDrawBuffer
constant int GL.GL_NOOP
Used in glLogicOp
constant int GL.GL_NOR
Used in glIsEnabled, glGetIntegerv, glDisable, glNormalPointer, glPopAttrib, glEnable, glEnableClientState, glGetPointerv, glLogicOp, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glNormal and glDisableClientState
constant int GL.GL_NORMALIZE
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glNormal
constant int GL.GL_NORMAL_ARRAY
Used in glIsEnabled, glGetIntegerv, glNormalPointer, glEnableClientState, glGetPointerv, glGetBooleanv, glGetFloatv, glGetDoublev and glDisableClientState
constant int GL.GL_NORMAL_ARRAY_POINTER
Used in glGetPointerv
constant int GL.GL_NORMAL_ARRAY_STRIDE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_NORMAL_ARRAY_TYPE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_NOTEQUAL
Used in glAlphaFunc, glDepthFunc and glStencilFunc
constant int GL.GL_NO_ERROR
Used in glGetError
constant int GL.GL_OBJECT_LINEAR
Used in glTexGen
constant int GL.GL_OBJECT_PLANE
Used in glGetTexGen and glTexGen
constant int GL.GL_OCCLUSION_RESULT_HP
constant int GL.GL_OCCLUSION_TEST_HP
constant int GL.GL_ONE
Used in glGetIntegerv, glBlendFunc, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_ONE_MINUS_CONSTANT_ALPHA_EXT
constant int GL.GL_ONE_MINUS_CONSTANT_COLOR_EXT
constant int GL.GL_ONE_MINUS_DST_ALPHA
Used in glBlendFunc
constant int GL.GL_ONE_MINUS_DST_COLOR
Used in glBlendFunc
constant int GL.GL_ONE_MINUS_SRC_ALPHA
Used in glBlendFunc
constant int GL.GL_ONE_MINUS_SRC_COLOR
Used in glBlendFunc
constant int GL.GL_OR
Used in glLogicOp and glGetMap
constant int GL.GL_ORDER
Used in glGetMap
constant int GL.GL_OR_INVERTED
Used in glLogicOp
constant int GL.GL_OR_REVERSE
Used in glLogicOp
constant int GL.GL_OUT_OF_MEMORY
Used in glGetError, glNewList and glEndList
constant int GL.GL_PACK_ALIGNMENT
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetTexImage, glGetFloatv and glGetDoublev
constant int GL.GL_PACK_IMAGE_HEIGHT_EXT
constant int GL.GL_PACK_LSB_FIRST
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glReadPixels
constant int GL.GL_PACK_ROW_LENGTH
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PACK_SKIP_IMAGES_EXT
constant int GL.GL_PACK_SKIP_PIXELS
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PACK_SKIP_ROWS
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PACK_SWAP_BYTES
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glReadPixels
constant int GL.GL_PASS_THROUGH_TOKEN
Used in glPassThrough and glFeedbackBuffer
constant int GL.GL_PERSPECTIVE_CORRECTION_HINT
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_PIXEL_CUBIC_WEIGHT_EXT
constant int GL.GL_PIXEL_MAG_FILTER_EXT
constant int GL.GL_PIXEL_MAP_A_TO_A
Used in glGetIntegerv, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_A_TO_A_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_B_TO_B
Used in glGetIntegerv, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_B_TO_B_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_G_TO_G
Used in glGetIntegerv, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_G_TO_G_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_I_TO_A
Used in glGetIntegerv, glDrawPixels, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D and glTexImage1D
constant int GL.GL_PIXEL_MAP_I_TO_A_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_I_TO_B
Used in glGetIntegerv, glDrawPixels, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D and glTexImage1D
constant int GL.GL_PIXEL_MAP_I_TO_B_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_I_TO_G
Used in glGetIntegerv, glDrawPixels, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D and glTexImage1D
constant int GL.GL_PIXEL_MAP_I_TO_G_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_I_TO_I
Used in glGetIntegerv, glDrawPixels, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv, glGetDoublev, glReadPixels and glCopyPixels
constant int GL.GL_PIXEL_MAP_I_TO_I_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_I_TO_R
Used in glGetIntegerv, glDrawPixels, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D and glTexImage1D
constant int GL.GL_PIXEL_MAP_I_TO_R_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_R_TO_R
Used in glGetIntegerv, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_R_TO_R_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MAP_S_TO_S
Used in glGetIntegerv, glDrawPixels, glGetPixelMap, glPixelTransfer, glGetBooleanv, glPixelMap, glGetFloatv, glGetDoublev, glReadPixels and glCopyPixels
constant int GL.GL_PIXEL_MAP_S_TO_S_SIZE
Used in glGetIntegerv, glPixelTransfer, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PIXEL_MIN_FILTER_EXT
constant int GL.GL_PIXEL_MODE_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_PIXEL_TRANSFORM_2D_EXT
constant int GL.GL_PIXEL_TRANSFORM_2D_MATRIX_EXT
constant int GL.GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT
constant int GL.GL_PIXEL_TRANSFORM_COLOR_TABLE_EXT
constant int GL.GL_POINT
Used in glIsEnabled, glGetIntegerv, glEnd, glDrawElements, glDrawArrays, glDisable, glEdgeFlag, glPopAttrib, glEnable, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glFeedbackBuffer, glBegin, glHint, glEdgeFlagv, glPointSize and glEvalMesh
constant int GL.GL_POINTS
Used in glEnd, glDrawElements, glDrawArrays, glBegin and glEvalMesh
constant int GL.GL_POINT_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_POINT_SIZE
Used in glGetIntegerv, glPolygonMode, glGetBooleanv, glGetFloatv, glGetDoublev and glPointSize
constant int GL.GL_POINT_SIZE_GRANULARITY
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glPointSize
constant int GL.GL_POINT_SIZE_RANGE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glPointSize
constant int GL.GL_POINT_SMOOTH
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glHint and glPointSize
constant int GL.GL_POINT_SMOOTH_HINT
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_POINT_TOKEN
Used in glFeedbackBuffer
constant int GL.GL_POLYGON
Used in glPolygonOffset, glIsEnabled, glGetIntegerv, glEnd, glDrawElements, glDrawArrays, glDisable, glEdgeFlag, glPopAttrib, glEnable, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glRect, glFeedbackBuffer, glBegin, glHint, glEdgeFlagv and glPolygonStipple
constant int GL.GL_POLYGON_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_POLYGON_MODE
Used in glGetIntegerv, glEdgeFlag, glPopAttrib, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glEdgeFlagv
constant int GL.GL_POLYGON_OFFSET_FACTOR
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_POLYGON_OFFSET_FILL
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_POLYGON_OFFSET_LINE
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_POLYGON_OFFSET_POINT
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_POLYGON_OFFSET_UNITS
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_POLYGON_SMOOTH
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_POLYGON_SMOOTH_HINT
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glHint
constant int GL.GL_POLYGON_STIPPLE
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glPolygonMode, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glPolygonStipple
constant int GL.GL_POLYGON_STIPPLE_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_POLYGON_TOKEN
Used in glFeedbackBuffer
constant int GL.GL_POSITION
Used in glGetLight and glLight
constant int GL.GL_POST_CONVOLUTION_ALPHA_BIAS_EXT
constant int GL.GL_POST_CONVOLUTION_ALPHA_SCALE_EXT
constant int GL.GL_POST_CONVOLUTION_BLUE_BIAS_EXT
constant int GL.GL_POST_CONVOLUTION_BLUE_SCALE_EXT
constant int GL.GL_POST_CONVOLUTION_COLOR_TABLE_SGI
constant int GL.GL_POST_CONVOLUTION_GREEN_BIAS_EXT
constant int GL.GL_POST_CONVOLUTION_GREEN_SCALE_EXT
constant int GL.GL_POST_CONVOLUTION_RED_BIAS_EXT
constant int GL.GL_POST_CONVOLUTION_RED_SCALE_EXT
constant int GL.GL_PROJECTION
Used in glPushMatrix, glMatrixMode, glFrustum, glGetIntegerv, glGetBooleanv, glTranslate, glGetFloatv, glGetDoublev, glRotate, glScale, glOrtho and glPopMatrix
constant int GL.GL_PROJECTION_MATRIX
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PROJECTION_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_PROXY_COLOR_TABLE_SGI
constant int GL.GL_PROXY_HISTOGRAM_EXT
constant int GL.GL_PROXY_PIXEL_TRANSFORM_COLOR_TABLE_EXT
constant int GL.GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI
constant int GL.GL_PROXY_TEXTURE_1D
Used in glGetTexLevelParameter, glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev, glNewList, glEndList and glTexImage1D
constant int GL.GL_PROXY_TEXTURE_2D
Used in glGetTexLevelParameter, glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev, glNewList, glTexImage2D and glEndList
constant int GL.GL_PROXY_TEXTURE_3D_EXT
constant int GL.GL_PROXY_TEXTURE_COLOR_TABLE_SGI
constant int GL.GL_Q
Used in glGetTexGen, glEnd, glDrawElements, glDrawArrays, glGetLight, glBegin, glLight, glEvalMesh and glTexGen
constant int GL.GL_QUADRATIC_ATTENUATION
Used in glGetLight and glLight
constant int GL.GL_QUADS
Used in glEnd, glDrawElements, glDrawArrays and glBegin
constant int GL.GL_QUAD_STRIP
Used in glEnd, glDrawElements, glDrawArrays, glBegin and glEvalMesh
constant int GL.GL_R
Used in glPixelStore, glTexEnv, glRenderMode, glGetTexGen, glGetIntegerv, glCopyTexSubImage2D, glDrawPixels, glCopyTexImage1D, glTexSubImage2D, glPopAttrib, glPixelTransfer, glGetTexParameter, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glAccum, glReadBuffer, glGetDoublev, glReadPixels, glCopyTexImage2D, glTexImage2D, glStencilOp, glGetString, glTexParameter, glTexSubImage1D, glDrawBuffer, glTexImage1D, glCopyTexSubImage1D and glTexGen
constant int GL.GL_R3_G3_B2
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_READ_BUFFER
Used in glGetIntegerv, glCopyTexSubImage2D, glCopyTexImage1D, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glCopyTexImage2D and glCopyTexSubImage1D
constant int GL.GL_RED
Used in glGetIntegerv, glDrawPixels, glTexSubImage2D, glPopAttrib, glPixelTransfer, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_REDUCE_EXT
constant int GL.GL_RED_BIAS
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_RED_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_RED_SCALE
Used in glGetIntegerv, glPopAttrib, glPixelTransfer, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_RENDER
Used in glRenderMode, glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glGetString
constant int GL.GL_RENDERER
Used in glGetString
constant int GL.GL_RENDER_MODE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_REPEAT
Used in glGetTexParameter and glTexParameter
constant int GL.GL_REPLACE
Used in glTexEnv and glStencilOp
constant int GL.GL_REPLICATE_BORDER_HP
constant int GL.GL_RESCALE_NORMAL_EXT
constant int GL.GL_RETURN
Used in glAccum
constant int GL.GL_RGB
Used in glPixelStore, glTexEnv, glGetIntegerv, glDrawPixels, glCopyTexImage1D, glTexSubImage2D, glGetBooleanv, glGetTexImage, glGetFloatv, glGetDoublev, glReadPixels, glCopyTexImage2D, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_RGB10
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGB10_A2
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGB12
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGB16
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGB4
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGB5
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGB5_A1
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGB8
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGBA
Used in glTexEnv, glGetIntegerv, glDrawPixels, glCopyTexImage1D, glTexSubImage2D, glGetBooleanv, glGetTexImage, glGetFloatv, glGetDoublev, glReadPixels, glCopyTexImage2D, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_RGBA12
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGBA16
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGBA2
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGBA4
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGBA8
Used in glCopyTexImage1D, glCopyTexImage2D, glTexImage2D and glTexImage1D
constant int GL.GL_RGBA_MODE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_RIGHT
Used in glReadBuffer and glDrawBuffer
constant int GL.GL_S
Used in glPushMatrix, glLoadName, glIsEnabled, glPushName, glRenderMode, glGetTexGen, glGetIntegerv, glColorMaterial, glGetError, glDrawPixels, glBlendFunc, glVertexPointer, glSelectBuffer, glGetLight, glInitNames, glDisable, glColorPointer, glTexSubImage2D, glNormalPointer, glPopAttrib, glEnable, glGetPointerv, glPopName, glLogicOp, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glMaterial, glGetDoublev, glCallLists, glShadeModel, glReadPixels, glTexImage2D, glLight, glPopClientAttrib, glStencilOp, glTexCoordPointer, glCopyPixels, glIndexPointer, glPushClientAttrib, glScissor, glTexSubImage1D, glTexImage1D, glStencilFunc, glGetMaterial, glClear, glPopMatrix and glTexGen
constant int GL.GL_SCISSOR_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_SCISSOR_BOX
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_SCISSOR_TEST
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glScissor
constant int GL.GL_SELECT
Used in glLoadName, glPushName, glRenderMode, glSelectBuffer, glInitNames, glGetPointerv and glPopName
constant int GL.GL_SELECTION_BUFFER_POINTER
Used in glGetPointerv
constant int GL.GL_SELECTION_BUFFER_SIZE
constant int GL.GL_SEPARABLE_2D_EXT
constant int GL.GL_SET
Used in glLogicOp
constant int GL.GL_SGI_color_table
constant int GL.GL_SGI_texture_color_table
constant int GL.GL_SHADE_MODEL
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_SHININESS
Used in glMaterial and glGetMaterial
constant int GL.GL_SHORT
Used in glDrawPixels, glVertexPointer, glColorPointer, glTexSubImage2D, glNormalPointer, glGetTexImage, glCallLists, glReadPixels, glTexImage2D, glTexCoordPointer, glIndexPointer, glTexSubImage1D and glTexImage1D
constant int GL.GL_SMOOTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glShadeModel
constant int GL.GL_SPECULAR
Used in glColorMaterial, glGetLight, glMaterial, glLight and glGetMaterial
constant int GL.GL_SPHERE_MAP
Used in glTexGen
constant int GL.GL_SPOT_CUTOFF
Used in glGetLight and glLight
constant int GL.GL_SPOT_DIRECTION
Used in glGetLight and glLight
constant int GL.GL_SPOT_EXPONENT
Used in glGetLight and glLight
constant int GL.GL_SRC_ALPHA
Used in glBlendFunc
constant int GL.GL_SRC_ALPHA_SATURATE
Used in glBlendFunc
constant int GL.GL_SRC_COLOR
Used in glBlendFunc
constant int GL.GL_STACK_OVERFLOW
Used in glPushMatrix, glPushName, glGetError, glPopAttrib, glPopName, glPushAttrib, glPopClientAttrib, glPushClientAttrib and glPopMatrix
constant int GL.GL_STACK_UNDERFLOW
Used in glPushMatrix, glPushName, glGetError, glPopAttrib, glPopName, glPushAttrib, glPopClientAttrib, glPushClientAttrib and glPopMatrix
constant int GL.GL_STENCIL
Used in glIsEnabled, glGetIntegerv, glDrawPixels, glDisable, glPopAttrib, glEnable, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glReadPixels, glTexImage2D, glStencilOp, glCopyPixels, glTexImage1D, glStencilFunc and glClear
constant int GL.GL_STENCIL_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glStencilOp
constant int GL.GL_STENCIL_BUFFER_BIT
Used in glPopAttrib, glPushAttrib and glClear
constant int GL.GL_STENCIL_CLEAR_VALUE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STENCIL_FAIL
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STENCIL_FUNC
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STENCIL_INDEX
Used in glDrawPixels, glGetTexImage, glReadPixels, glTexImage2D and glTexImage1D
constant int GL.GL_STENCIL_PASS_DEPTH_FAIL
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STENCIL_PASS_DEPTH_PASS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STENCIL_REF
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STENCIL_TEST
Used in glIsEnabled, glGetIntegerv, glDisable, glPopAttrib, glEnable, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev, glStencilOp and glStencilFunc
constant int GL.GL_STENCIL_VALUE_MASK
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STENCIL_WRITEMASK
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_STEREO
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_SUBPIXEL_BITS
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_SUNX_geometry_compression
constant int GL.GL_SUNX_surface_hint
constant int GL.GL_SUN_convolution_border_modes
constant int GL.GL_SUN_multi_draw_arrays
constant int GL.GL_SURFACE_SIZE_HINT_SUNX
constant int GL.GL_T
Used in glPushMatrix, glMatrixMode, glIsEnabled, glGetTexLevelParameter, glTexEnv, glIsList, glAreTexturesResident, glGetTexGen, glGetIntegerv, glEnd, glIsTexture, glDrawElements, glDrawArrays, glCopyTexSubImage2D, glBindTexture, glDisable, glCopyTexImage1D, glTexSubImage2D, glEdgeFlag, glPopAttrib, glEnable, glColorMask, glEnableClientState, glGetPointerv, glGetTexParameter, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glInterleavedArrays, glReadPixels, glCopyTexImage2D, glTexImage2D, glGetTexEnv, glBegin, glTexCoordPointer, glTexParameter, glDisableClientState, glTexSubImage1D, glEdgeFlagv, glTexImage1D, glCopyTexSubImage1D, glPopMatrix and glTexGen
constant int GL.GL_T2F_C3F_V3F
Used in glInterleavedArrays
constant int GL.GL_T2F_C4F_N3F_V3F
Used in glInterleavedArrays
constant int GL.GL_T2F_C4UB_V3F
Used in glInterleavedArrays
constant int GL.GL_T2F_N3F_V3F
Used in glInterleavedArrays
constant int GL.GL_T2F_V3F
Used in glInterleavedArrays
constant int GL.GL_T4F_C4F_N3F_V4F
Used in glInterleavedArrays
constant int GL.GL_T4F_V4F
Used in glInterleavedArrays
constant int GL.GL_TABLE_TOO_LARGE_EXT
constant int GL.GL_TEXTURE
Used in glPushMatrix, glMatrixMode, glIsEnabled, glGetTexLevelParameter, glTexEnv, glAreTexturesResident, glGetTexGen, glGetIntegerv, glCopyTexSubImage2D, glBindTexture, glDisable, glCopyTexImage1D, glTexSubImage2D, glPopAttrib, glEnable, glEnableClientState, glGetPointerv, glGetTexParameter, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glCopyTexImage2D, glTexImage2D, glGetTexEnv, glTexCoordPointer, glTexParameter, glDisableClientState, glTexSubImage1D, glTexImage1D, glCopyTexSubImage1D, glPopMatrix and glTexGen
constant int GL.GL_TEXTURE_1D
Used in glIsEnabled, glGetTexLevelParameter, glGetIntegerv, glBindTexture, glDisable, glCopyTexImage1D, glPopAttrib, glEnable, glGetTexParameter, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glTexParameter, glTexSubImage1D, glTexImage1D and glCopyTexSubImage1D
constant int GL.GL_TEXTURE_2D
Used in glIsEnabled, glGetTexLevelParameter, glGetIntegerv, glCopyTexSubImage2D, glBindTexture, glDisable, glTexSubImage2D, glPopAttrib, glEnable, glGetTexParameter, glGetBooleanv, glGetTexImage, glPushAttrib, glGetFloatv, glGetDoublev, glCopyTexImage2D, glTexImage2D and glTexParameter
constant int GL.GL_TEXTURE_3D_EXT
constant int GL.GL_TEXTURE_ALPHA_SIZE
Used in glGetTexLevelParameter
constant int GL.GL_TEXTURE_BINDING_1D
constant int GL.GL_TEXTURE_BINDING_2D
constant int GL.GL_TEXTURE_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_TEXTURE_BLUE_SIZE
Used in glGetTexLevelParameter
constant int GL.GL_TEXTURE_BORDER
Used in glGetTexLevelParameter, glCopyTexSubImage2D, glGetTexParameter, glTexParameter, glTexSubImage1D and glCopyTexSubImage1D
constant int GL.GL_TEXTURE_BORDER_COLOR
Used in glGetTexParameter and glTexParameter
constant int GL.GL_TEXTURE_COLOR_TABLE_SGI
constant int GL.GL_TEXTURE_COMPONENTS
constant int GL.GL_TEXTURE_COORD_ARRAY
Used in glIsEnabled, glGetIntegerv, glEnableClientState, glGetPointerv, glGetBooleanv, glGetFloatv, glGetDoublev, glTexCoordPointer and glDisableClientState
constant int GL.GL_TEXTURE_COORD_ARRAY_POINTER
Used in glGetPointerv
constant int GL.GL_TEXTURE_COORD_ARRAY_SIZE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_TEXTURE_COORD_ARRAY_STRIDE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_TEXTURE_COORD_ARRAY_TYPE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_TEXTURE_DEPTH_EXT
constant int GL.GL_TEXTURE_ENV
Used in glTexEnv and glGetTexEnv
constant int GL.GL_TEXTURE_ENV_COLOR
Used in glTexEnv and glGetTexEnv
constant int GL.GL_TEXTURE_ENV_MODE
Used in glTexEnv and glGetTexEnv
constant int GL.GL_TEXTURE_GEN_MODE
Used in glGetTexGen, glPopAttrib, glPushAttrib and glTexGen
constant int GL.GL_TEXTURE_GEN_Q
Used in glIsEnabled, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetDoublev and glTexGen
constant int GL.GL_TEXTURE_GEN_R
Used in glIsEnabled, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetDoublev and glTexGen
constant int GL.GL_TEXTURE_GEN_S
Used in glIsEnabled, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetDoublev and glTexGen
constant int GL.GL_TEXTURE_GEN_T
Used in glIsEnabled, glGetIntegerv, glDisable, glEnable, glGetBooleanv, glGetFloatv, glGetDoublev and glTexGen
constant int GL.GL_TEXTURE_GREEN_SIZE
Used in glGetTexLevelParameter
constant int GL.GL_TEXTURE_HEIGHT
Used in glGetTexLevelParameter, glCopyTexSubImage2D and glTexSubImage2D
constant int GL.GL_TEXTURE_INTENSITY_SIZE
Used in glGetTexLevelParameter
constant int GL.GL_TEXTURE_INTERNAL_FORMAT
Used in glGetTexLevelParameter
constant int GL.GL_TEXTURE_LUMINANCE_SIZE
Used in glGetTexLevelParameter
constant int GL.GL_TEXTURE_MAG_FILTER
Used in glGetTexParameter and glTexParameter
constant int GL.GL_TEXTURE_MATRIX
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_TEXTURE_MIN_FILTER
Used in glGetTexParameter and glTexParameter
constant int GL.GL_TEXTURE_PRIORITY
Used in glGetTexParameter and glTexParameter
constant int GL.GL_TEXTURE_RED_SIZE
Used in glGetTexLevelParameter
constant int GL.GL_TEXTURE_RESIDENT
Used in glAreTexturesResident and glGetTexParameter
constant int GL.GL_TEXTURE_STACK_DEPTH
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_TEXTURE_WIDTH
Used in glGetTexLevelParameter, glCopyTexSubImage2D, glTexSubImage2D, glTexSubImage1D and glCopyTexSubImage1D
constant int GL.GL_TEXTURE_WRAP_R_EXT
constant int GL.GL_TEXTURE_WRAP_S
Used in glGetTexParameter and glTexParameter
constant int GL.GL_TEXTURE_WRAP_T
Used in glGetTexParameter and glTexParameter
constant int GL.GL_TRANSFORM_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_TRIANGLES
Used in glEnd, glDrawElements, glDrawArrays and glBegin
constant int GL.GL_TRIANGLE_FAN
Used in glEnd, glDrawElements, glDrawArrays and glBegin
constant int GL.GL_TRIANGLE_STRIP
Used in glEnd, glDrawElements, glDrawArrays and glBegin
constant int GL.GL_TRUE
Used in glIsEnabled, glIsList, glAreTexturesResident, glGetIntegerv, glIsTexture, glDisable, glEdgeFlag, glEnable, glColorMask, glGetTexParameter, glGetBooleanv, glGetFloatv, glGetDoublev, glReadPixels and glEdgeFlagv
constant int GL.GL_UNPACK_ALIGNMENT
Used in glPixelStore, glGetIntegerv, glDrawPixels, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_UNPACK_IMAGE_HEIGHT_EXT
constant int GL.GL_UNPACK_LSB_FIRST
Used in glPixelStore, glGetIntegerv, glDrawPixels, glGetBooleanv, glGetFloatv, glGetDoublev, glTexImage2D, glTexImage1D and glPolygonStipple
constant int GL.GL_UNPACK_ROW_LENGTH
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_UNPACK_SKIP_IMAGES_EXT
constant int GL.GL_UNPACK_SKIP_PIXELS
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_UNPACK_SKIP_ROWS
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_UNPACK_SWAP_BYTES
Used in glPixelStore, glGetIntegerv, glGetBooleanv, glGetFloatv, glGetDoublev and glPolygonStipple
constant int GL.GL_UNSIGNED_BYTE
Used in glDrawElements, glDrawPixels, glColorPointer, glTexSubImage2D, glGetTexImage, glCallLists, glReadPixels, glTexImage2D, glIndexPointer, glTexSubImage1D and glTexImage1D
constant int GL.GL_UNSIGNED_INT
Used in glDrawElements, glDrawPixels, glColorPointer, glTexSubImage2D, glGetTexImage, glCallLists, glReadPixels, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_UNSIGNED_INT_8_8_8_8
constant int GL.GL_UNSIGNED_INT_8_8_8_8_REV
constant int GL.GL_UNSIGNED_SHORT
Used in glDrawElements, glDrawPixels, glColorPointer, glTexSubImage2D, glGetTexImage, glCallLists, glReadPixels, glTexImage2D, glTexSubImage1D and glTexImage1D
constant int GL.GL_V2F
Used in glInterleavedArrays
constant int GL.GL_V3F
Used in glInterleavedArrays
constant int GL.GL_VENDOR
Used in glGetString
constant int GL.GL_VERSION
Used in glGetString
constant int GL.GL_VERSION_1_1
constant int GL.GL_VERTEX_ARRAY
Used in glIsEnabled, glArrayElement, glGetIntegerv, glDrawElements, glDrawArrays, glVertexPointer, glEnableClientState, glGetPointerv, glGetBooleanv, glGetFloatv, glGetDoublev and glDisableClientState
constant int GL.GL_VERTEX_ARRAY_POINTER
Used in glGetPointerv
constant int GL.GL_VERTEX_ARRAY_SIZE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_VERTEX_ARRAY_STRIDE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_VERTEX_ARRAY_TYPE
Used in glGetIntegerv, glGetBooleanv, glGetFloatv and glGetDoublev
constant int GL.GL_VIEWPORT
Used in glGetIntegerv, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv and glGetDoublev
constant int GL.GL_VIEWPORT_BIT
Used in glPopAttrib and glPushAttrib
constant int GL.GL_WRAP_BORDER_SUN
constant int GL.GL_XOR
Used in glLogicOp
constant int GL.GL_ZERO
Used in glGetIntegerv, glBlendFunc, glGetBooleanv, glGetFloatv, glGetDoublev and glStencilOp
constant int GL.GL_ZOOM_X
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glCopyPixels
constant int GL.GL_ZOOM_Y
Used in glGetIntegerv, glDrawPixels, glPopAttrib, glGetBooleanv, glPushAttrib, glGetFloatv, glGetDoublev and glCopyPixels
void glAccum(int op, float value)
The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and polygons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices.
Each pixel in the accumulation buffer consists of
red, green, blue, and alpha values.
The number of bits per component in the accumulation buffer
depends on the implementation. You can examine this number
by calling glGetIntegerv four times,
with arguments GL_ACCUM_RED_BITS,
GL_ACCUM_GREEN_BITS,
GL_ACCUM_BLUE_BITS,
and GL_ACCUM_ALPHA_BITS.
Regardless of the number of bits per component,
the range of values stored by each component is [-1, 1].
The accumulation buffer pixels are mapped one-to-one with frame buffer pixels.
glAccum operates on the accumulation buffer.
The first argument, op,
is a symbolic constant that selects an accumulation buffer operation.
The second argument, value,
is a floating-point value to be used in that operation.
Five operations are specified:
GL_ACCUM, GL_LOAD, GL_ADD,
GL_MULT, and GL_RETURN.
All accumulation buffer operations are limited
to the area of the current scissor box and applied identically to
the red, green, blue, and alpha components of each pixel.
If a glAccum operation results in a value outside the range [-1, 1],
the contents of an accumulation buffer pixel component are undefined.
The operations are as follows:
GL_ACCUM
 | Obtains R, G, B, and A values
from the buffer currently selected for reading (see glReadBuffer).
Each component value is divided by 2n1,
where n is the number of bits allocated to each color component
in the currently selected buffer.
The result is a floating-point value in the range [0, 1],
which is multiplied by value and added to the corresponding pixel component
in the accumulation buffer,
thereby updating the accumulation buffer.
 | 
GL_LOAD
 | Similar to GL_ACCUM,
except that the current value in the accumulation buffer is not used
in the calculation of the new value.
That is, the R, G, B, and A values from the currently selected buffer
are divided by  2n1,
multiplied by value,
and then stored in the corresponding accumulation buffer cell,
overwriting the current value.
 | 
GL_ADD
 | Adds value to each R, G, B, and A in the accumulation buffer. | 
GL_MULT
 | Multiplies each R, G, B, and A in the accumulation buffer by value and returns the scaled component to its corresponding accumulation buffer location. | 
GL_RETURN
 | Transfers accumulation buffer values to the color buffer or buffers currently selected for writing. Each R, G, B, and A component is multiplied by value, then multiplied by 2n1, clamped to the range [0, 2n1 ], and stored in the corresponding display buffer cell. The only fragment operations that are applied to this transfer are pixel ownership, scissor, dithering, and color writemasks. | 
To clear the accumulation buffer, call glClearAccum with R, G, B,
and A values to set it to, then call glClear with the
accumulation buffer enabled.
opSpecifies the accumulation buffer operation.
Symbolic constants
GL_ACCUM,
GL_LOAD,
GL_ADD,
GL_MULT,
and
GL_RETURN are accepted.
valueSpecifies a floating-point value used in the accumulation buffer operation. op determines how value is used.
GL_INVALID_ENUM is generated if op is not an accepted value.
GL_INVALID_OPERATION is generated if there is no accumulation buffer.
GL_INVALID_OPERATION is generated if glAccum
is executed between the execution of
glBegin and the corresponding execution of glEnd.
void glAlphaFunc(int func, float ref)
The alpha test discards fragments depending on the outcome of a comparison
between an incoming fragment's alpha value and a constant reference value.
glAlphaFunc specifies the reference value and the comparison function.
The comparison is performed only if alpha testing is enabled. By
default, it is not enabled.
(See
glEnable and glDisable of GL_ALPHA_TEST.)
func and ref specify the conditions under which the pixel is drawn. The incoming alpha value is compared to ref using the function specified by func. If the value passes the comparison, the incoming fragment is drawn if it also passes subsequent stencil and depth buffer tests. If the value fails the comparison, no change is made to the frame buffer at that pixel location. The comparison functions are as follows:
GL_NEVER
 | Never passes. | 
GL_LESS
 | Passes if the incoming alpha value is less than the reference value. | 
GL_EQUAL
 | Passes if the incoming alpha value is equal to the reference value. | 
GL_LEQUAL
 | Passes if the incoming alpha value is less than or equal to the reference value. | 
GL_GREATER
 | Passes if the incoming alpha value is greater than the reference value. | 
GL_NOTEQUAL
 | Passes if the incoming alpha value is not equal to the reference value. | 
GL_GEQUAL
 | Passes if the incoming alpha value is greater than or equal to the reference value. | 
GL_ALWAYS
 | Always passes (initial value). | 
glAlphaFunc operates on all pixel write operations,
including those resulting from the scan conversion of points,
lines,
polygons,
and bitmaps,
and from pixel draw and copy operations.
glAlphaFunc does not affect screen clear operations.
funcSpecifies the alpha comparison function.
Symbolic constants
GL_NEVER,
GL_LESS,
GL_EQUAL,
GL_LEQUAL,
GL_GREATER,
GL_NOTEQUAL,
GL_GEQUAL, and
GL_ALWAYS are accepted. The initial value is GL_ALWAYS.
refSpecifies the reference value that incoming alpha values are compared to. This value is clamped to the range 0 through 1, where 0 represents the lowest possible alpha value and 1 the highest possible value. The initial reference value is 0.
GL_INVALID_ENUM is generated if func is not an accepted value.
GL_INVALID_OPERATION is generated if glAlphaFunc
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glArrayElement(int i)
glArrayElement commands are used within glBegin/glEnd pairs to
specify vertex and attribute data for point, line, and polygon
primitives. If GL_VERTEX_ARRAY is enabled when glArrayElement is called, a
single vertex is drawn, using
vertex and attribute data taken from location i of the enabled
arrays. If GL_VERTEX_ARRAY is not enabled, no drawing occurs but
the attributes corresponding to the enabled arrays are modified.
Use glArrayElement to construct primitives by indexing vertex data, rather than
by streaming through arrays of data in first-to-last order. Because
each call specifies only a single vertex, it is possible to explicitly
specify per-primitive attributes such as a single normal per
individual triangle.
Changes made to array data between the execution of glBegin and the
corresponding execution of glEnd may affect calls to glArrayElement that are made
within the same glBegin/glEnd period in non-sequential ways.
That is, a call to
glArrayElement that precedes a change to array data may
access the changed data, and a call that follows a change to array data
may access original data.
iSpecifies an index into the enabled vertex data arrays.
void glBegin(int mode)
glBegin and glEnd delimit the vertices that define a primitive or
a group of like primitives.
glBegin accepts a single argument that specifies in which of ten ways the
vertices are interpreted.
Taking n as an integer count starting at one,
and N as the total number of vertices specified,
the interpretations are as follows:
GL_POINTS
 | Treats each vertex as a single point. Vertex n defines point n. N points are drawn. | 
GL_LINES
 | Treats each pair of vertices as an independent line segment. Vertices 2n-1 and 2n define line n. N/2 lines are drawn. | 
GL_LINE_STRIP
 | Draws a connected group of line segments from the first vertex to the last. Vertices n and n+1 define line n. N-1 lines are drawn. | 
GL_LINE_LOOP
 | Draws a connected group of line segments from the first vertex to the last, then back to the first. Vertices n and n+1 define line n. The last line, however, is defined by vertices N and 1. N lines are drawn. | 
GL_TRIANGLES
 | Treats each triplet of vertices as an independent triangle. Vertices 3n-2, 3n-1, and 3n define triangle n. N/3 triangles are drawn. | 
GL_TRIANGLE_STRIP
 | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. For odd n, vertices n, n+1, and n+2 define triangle n. For even n, vertices n+1, n, and n+2 define triangle n. N-2 triangles are drawn. | 
GL_TRIANGLE_FAN
 | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. Vertices 1, n+1, and n+2 define triangle n. N-2 triangles are drawn. | 
GL_QUADS
 | Treats each group of four vertices as an independent quadrilateral. Vertices 4n-3, 4n-2, 4n-1, and 4n define quadrilateral n. N/4 quadrilaterals are drawn. | 
GL_QUAD_STRIP
 | Draws a connected group of quadrilaterals. One quadrilateral is defined for each pair of vertices presented after the first pair. Vertices 2n-1, 2n, 2n+2, and 2n+1 define quadrilateral n. N/2-1 quadrilaterals are drawn. Note that the order in which vertices are used to construct a quadrilateral from strip data is different from that used with independent data. | 
GL_POLYGON
 | Draws a single, convex polygon. Vertices 1 through N define this polygon. | 
Only a subset of GL commands can be used between glBegin and glEnd.
The commands are
glVertex,
glColor,
glIndex,
glNormal,
glTexCoord,
glEvalCoord,
glEvalPoint,
glArrayElement,
glMaterial, and
glEdgeFlag.
Also,
it is acceptable to use
glCallList or
glCallLists to execute
display lists that include only the preceding commands.
If any other GL command is executed between glBegin and glEnd,
the error flag is set and the command is ignored.
Regardless of the value chosen for mode,
there is no limit to the number of vertices that can be defined
between glBegin and glEnd.
Lines,
triangles,
quadrilaterals,
and polygons that are incompletely specified are not drawn.
Incomplete specification results when either too few vertices are
provided to specify even a single primitive or when an incorrect multiple
of vertices is specified. The incomplete primitive is ignored; the rest are drawn.
The minimum specification of vertices
for each primitive is as follows:
1 for a point,
2 for a line,
3 for a triangle,
4 for a quadrilateral,
and 3 for a polygon.
Modes that require a certain multiple of vertices are
GL_LINES (2),
GL_TRIANGLES (3),
GL_QUADS (4),
and GL_QUAD_STRIP (2).
modeSpecifies the primitive or primitives that will be created from vertices
presented between glBegin and the subsequent glEnd.
Ten symbolic constants are accepted:
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_LINE_LOOP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_QUADS,
GL_QUAD_STRIP, and
GL_POLYGON.
GL_INVALID_ENUM is generated if mode is set to an unaccepted value.
GL_INVALID_OPERATION is generated if glBegin is executed between a
glBegin
and the corresponding execution of glEnd.
GL_INVALID_OPERATION is generated if glEnd is executed without being
preceded by a glBegin.
GL_INVALID_OPERATION is generated if a command other than
glVertex,
glColor,
glIndex,
glNormal,
glTexCoord,
glEvalCoord,
glEvalPoint,
glArrayElement,
glMaterial,
glEdgeFlag,
glCallList, or
glCallLists is executed between
the execution of glBegin and the corresponding
execution glEnd.
Execution of
glEnableClientState,
glDisableClientState,
glEdgeFlagPointer,
glTexCoordPointer,
glColorPointer,
glIndexPointer,
glNormalPointer,
glVertexPointer,
glInterleavedArrays, or
glPixelStore is not allowed after a call to glBegin and before
the corresponding call to glEnd,
but an error may or may not be generated.
void glBindTexture(int target, int texture)
glBindTexture lets you create or use a named texture. Calling glBindTexture with
target set to
GL_TEXTURE_1D or GL_TEXTURE_2D and texture set to the name
of the newtexture binds the texture name to the target.
When a texture is bound to a target, the previous binding for that
target is automatically broken.
Texture names are unsigned integers. The value zero is reserved to
represent the default texture for each texture target.
Texture names and the corresponding texture contents are local to
the shared display-list space (see glXCreateContext) of the current
GL rendering context;
two rendering contexts share texture names only if they
also share display lists.
You may use glGenTextures to generate a set of new texture names.
When a texture is first bound, it assumes the dimensionality of its
target:  A texture first bound to GL_TEXTURE_1D becomes
1-dimensional and a texture first bound to GL_TEXTURE_2D becomes
2-dimensional. The state of a 1-dimensional texture
immediately after it is first bound is equivalent to the state of the
default GL_TEXTURE_1D at GL initialization, and similarly for
2-dimensional textures.
While a texture is bound, GL operations on the target to which it is bound affect the bound texture, and queries of the target to which it is bound return state from the bound texture. If texture mapping of the dimensionality of the target to which a texture is bound is active, the bound texture is used. In effect, the texture targets become aliases for the textures currently bound to them, and the texture name zero refers to the default textures that were bound to them at initialization.
A texture binding created with glBindTexture remains active until a different
texture is bound to the same target, or until the bound texture is
deleted with glDeleteTextures.
Once created, a named texture may be re-bound to the target of the
matching dimensionality as often as needed.
It is usually much faster to use glBindTexture to bind an existing named
texture to one of the texture targets than it is to reload the texture image
using glTexImage1D or glTexImage2D.
For additional control over performance, use
glPrioritizeTextures.
glBindTexture is included in display lists.
targetSpecifies the target to which the texture is bound.
Must be either
GL_TEXTURE_1D or
GL_TEXTURE_2D.
textureSpecifies the name of a texture.
GL_INVALID_ENUM is generated if target is not one of the allowable
values.
GL_INVALID_OPERATION is generated if texture has a dimensionality
which doesn't match that of target.
GL_INVALID_OPERATION is generated if glBindTexture is executed
between the execution of glBegin and the corresponding
execution of glEnd.
void glBlendFunc(int sfactor, int dfactor)
In RGBA mode, pixels can be drawn using a function that blends
the incoming (source) RGBA values with the RGBA values
that are already in the frame buffer (the destination values).
Blending is initially disabled.
Use glEnable and glDisable with argument GL_BLEND
to enable and disable blending.
glBlendFunc defines the operation of blending when it is enabled.
sfactor specifies which of nine methods is used to scale the
source color components.
dfactor specifies which of eight methods is used to scale the
destination color components.
The eleven possible methods are described in the following table.
Each method defines four scale factors,
one each for red, green, blue, and alpha.
In the table and in subsequent equations, source and destination color components are referred to as (R sub s , G sub s , B sub s , A sub s ) and (R sub d , G sub d , B sub d , A sub d ). They are understood to have integer values between 0 and (k sub R , k sub G , k sub B , k sub A ), where
.RS .ce k sub c ~=~ 2 sup m sub c - 1 .RE
and (m sub R , m sub G , m sub B , m sub A ) is the number of red, green, blue, and alpha bitplanes.
Source and destination scale factors are referred to as (s sub R , s sub G , s sub B , s sub A ) and (d sub R , d sub G , d sub B , d sub A ). The scale factors described in the table, denoted (f sub R , f sub G , f sub B , f sub A ), represent either source or destination factors. All scale factors have range [0,1].
.TS
center box ;
ci | ci
c | c .
parameter	(f sub R , ~~ f sub G , ~~ f sub B , ~~ f sub A )
=
GL_ZERO	(0, ~0, ~0, ~0 )
GL_ONE	(1, ~1, ~1, ~1 )
GL_SRC_COLOR	(R sub s / k sub R , ~G sub s / k sub G , ~B sub s / k sub B , ~A sub s / k sub A )
GL_ONE_MINUS_SRC_COLOR	(1, ~1, ~1, ~1 ) ~-~ (R sub s / k sub R , ~G sub s / k sub G , ~B sub s / k sub B , ~A sub s / k sub A )
GL_DST_COLOR	(R sub d / k sub R , ~G sub d / k sub G , ~B sub d / k sub B , ~A sub d / k sub A )
GL_ONE_MINUS_DST_COLOR	(1, ~1, ~1, ~1 ) ~-~ (R sub d / k sub R , ~G sub d / k sub G , ~B sub d / k sub B , ~A sub d / k sub A )
GL_SRC_ALPHA	(A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A )
GL_ONE_MINUS_SRC_ALPHA	(1, ~1, ~1, ~1 ) ~-~ (A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A )
GL_DST_ALPHA	(A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A )
GL_ONE_MINUS_DST_ALPHA	(1, ~1, ~1, ~1 ) ~-~ (A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A )
GL_SRC_ALPHA_SATURATE	(i, ~i, ~i, ~1 )
.TE
.sp
In the table,
.RS .nf
i ~=~ min (A sub s , ~k sub A - A sub d ) ~/~ k sub A .fi .RE
To determine the blended RGBA values of a pixel when drawing in RGBA mode, the system uses the following equations:
.RS .nf
R sub d ~=~ min ( k sub R , ~~ R sub s s sub R + R sub d d sub R ) G sub d ~=~ min ( k sub G , ~~ G sub s s sub G + G sub d d sub G ) B sub d ~=~ min ( k sub B , ~~ B sub s s sub B + B sub d d sub B ) A sub d ~=~ min ( k sub A , ~~ A sub s s sub A + A sub d d sub A ) .fi .RE
Despite the apparent precision of the above equations,
blending arithmetic is not exactly specified,
because blending operates with imprecise integer color values.
However,
a blend factor that should be equal to 1
is guaranteed not to modify its multiplicand,
and a blend factor equal to 0 reduces its multiplicand to 0.
For example,
when sfactor is GL_SRC_ALPHA,
dfactor is GL_ONE_MINUS_SRC_ALPHA,
and A sub s is equal to k sub A,
the equations reduce to simple replacement:
.RS .nf
R sub d ~=~ R sub s G sub d ~=~ G sub s B sub d ~=~ B sub s A sub d ~=~ A sub s .fi .RE
sfactorSpecifies how the red, green, blue,
and alpha source blending factors are computed.
Nine symbolic constants are accepted:
GL_ZERO,
GL_ONE,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA, and
GL_SRC_ALPHA_SATURATE. The initial value is GL_ONE.
dfactorSpecifies how the red, green, blue,
and alpha destination blending factors are computed.
Eight symbolic constants are accepted:
GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA, and
GL_ONE_MINUS_DST_ALPHA. The initial value is GL_ZERO.
GL_INVALID_ENUM is generated if either sfactor or dfactor is not an
accepted value.
GL_INVALID_OPERATION is generated if glBlendFunc
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glCallList(int list)
glCallList causes the named display list to be executed.
The commands saved in the display list are executed in order,
just as if they were called without using a display list.
If list has not been defined as a display list,
glCallList is ignored.
glCallList can appear inside a display list.
To avoid the possibility of infinite recursion resulting from display lists
calling one another,
a limit is placed on the nesting level of display
lists during display-list execution.
This limit is at least 64, and it depends on the implementation.
GL state is not saved and restored across a call to glCallList.
Thus,
changes made to GL state during the execution of a display list
remain after execution of the display list is completed.
Use glPushAttrib,
glPopAttrib,
glPushMatrix,
and glPopMatrix to preserve GL state across glCallList calls.
listSpecifies the integer name of the display list to be executed.
void glClear(int mask)
glClear sets the bitplane area of the window to values previously selected
by glClearColor, glClearIndex, glClearDepth,
glClearStencil, and glClearAccum.
Multiple color buffers can be cleared simultaneously by selecting
more than one buffer at a time using glDrawBuffer.
The pixel ownership test,
the scissor test,
dithering, and the buffer writemasks affect the operation of glClear.
The scissor box bounds the cleared region.
Alpha function,
blend function,
logical operation,
stenciling,
texture mapping,
and depth-buffering are ignored by glClear.
glClear takes a single argument that is the bitwise OR of several
values indicating which buffer is to be cleared.
The values are as follows:
GL_COLOR_BUFFER_BIT
 | Indicates the buffers currently enabled for color writing. | 
GL_DEPTH_BUFFER_BIT
 | Indicates the depth buffer. | 
GL_ACCUM_BUFFER_BIT
 | Indicates the accumulation buffer. | 
GL_STENCIL_BUFFER_BIT
 | Indicates the stencil buffer. | 
The value to which each buffer is cleared depends on the setting of the clear value for that buffer.
maskBitwise OR of masks that indicate the buffers to be cleared.
The four masks are
GL_COLOR_BUFFER_BIT,
GL_DEPTH_BUFFER_BIT,
GL_ACCUM_BUFFER_BIT, and
GL_STENCIL_BUFFER_BIT.
GL_INVALID_VALUE is generated if any bit other than the four defined
bits is set in mask.
GL_INVALID_OPERATION is generated if glClear
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glClearAccum(float|array(float) red, float|void green, float|void blue, float|void alpha)
glClearAccum specifies the red, green, blue, and alpha values used by glClear
to clear the accumulation buffer.
Values specified by glClearAccum are clamped to the
range [-1,1].
redSpecify the red, green, blue, and alpha values used when the accumulation buffer is cleared. The initial values are all 0.
GL_INVALID_OPERATION is generated if glClearAccum
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glClearColor(float|array(float) red, float|void green, float|void blue, float|void alpha)
glClearColor specifies the red,
green,
blue,
and alpha values used by glClear to clear the color buffers.
Values specified by glClearColor are clamped to the range [0,1].
redSpecify the red, green, blue, and alpha values used when the color buffers are cleared. The initial values are all 0.
GL_INVALID_OPERATION is generated if glClearColor
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glClearDepth(float depth)
glClearDepth specifies the depth value used by glClear to clear the depth buffer.
Values specified by glClearDepth are clamped to the range [0,1].
depthSpecifies the depth value used when the depth buffer is cleared. The initial value is 1.
GL_INVALID_OPERATION is generated if glClearDepth
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glClearIndex(float c)
glClearIndex specifies the index used by glClear
to clear the color index buffers.
c is not clamped.
Rather,
c is converted to a fixed-point value with unspecified precision
to the right of the binary point.
The integer part of this value is then masked with 2 sup m -1,
where m is the number of bits in a color index stored in the frame buffer.
cSpecifies the index used when the color index buffers are cleared. The initial value is 0.
GL_INVALID_OPERATION is generated if glClearIndex
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glClearStencil(int s)
glClearStencil specifies the index used by glClear to clear the stencil buffer.
s is masked with 2 sup m - 1,
where m is the number of bits in the stencil buffer.
sSpecifies the index used when the stencil buffer is cleared. The initial value is 0.
GL_INVALID_OPERATION is generated if glClearStencil
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glColor(float|int red, float|int green, float|int blue, float|int|void alpha)
void glColor(array(float|int) rgb)
The GL stores both a current single-valued color index and a current four-valued RGBA color. If no alpha value has been give, 1.0 (full intensity) is implied.
Current color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Floating-point values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer.
redSpecify new red, green, and blue values for the current color.
alphaSpecifies a new alpha value for the current color.
void glColorMask(int red, int green, int blue, int alpha)
glColorMask specifies whether the individual color components in the frame buffer
can or cannot be written.
If red is GL_FALSE,
for example,
no change is made to the red component of any pixel in any of the
color buffers,
regardless of the drawing operation attempted.
Changes to individual bits of components cannot be controlled. Rather, changes are either enabled or disabled for entire color components.
redSpecify whether red, green, blue, and alpha can or cannot be written
into the frame buffer.
The initial values are all GL_TRUE,
indicating that the color components can be written.
GL_INVALID_OPERATION is generated if glColorMask
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glColorMaterial(int face, int mode)
glColorMaterial specifies which material parameters track the current color.
When GL_COLOR_MATERIAL is enabled,
the material parameter or parameters specified by mode,
of the material or materials specified by face,
track the current color at all times.
To enable and disable GL_COLOR_MATERIAL, call
glEnable and glDisable with argument GL_COLOR_MATERIAL.
GL_COLOR_MATERIAL is initially disabled.
faceSpecifies whether front,
back,
or both front and back material parameters should track the current color.
Accepted values are
GL_FRONT,
GL_BACK,
and GL_FRONT_AND_BACK.
The initial value is GL_FRONT_AND_BACK.
modeSpecifies which of several material parameters track the current color.
Accepted values are
GL_EMISSION,
GL_AMBIENT,
GL_DIFFUSE,
GL_SPECULAR,
and GL_AMBIENT_AND_DIFFUSE.
The initial value is GL_AMBIENT_AND_DIFFUSE.
GL_INVALID_ENUM is generated if face or mode is not an
accepted value.
GL_INVALID_OPERATION is generated if glColorMaterial is executed between
the execution of glBegin and the corresponding execution of glEnd.
void glCopyPixels(int x, int y, int width, int height, int type)
glCopyPixels copies a screen-aligned rectangle of pixels
from the specified frame buffer location to a region relative to the
current raster position.
Its operation is well defined only if the entire pixel source region
is within the exposed portion of the window.
Results of copies from outside the window,
or from regions of the window that are not exposed,
are hardware dependent and undefined.
x and y specify the window coordinates of the lower left corner of the rectangular region to be copied. width and height specify the dimensions of the rectangular region to be copied. Both width and height must not be negative.
Several parameters control the processing of the pixel data
while it is being copied.
These parameters are set with three commands:
glPixelTransfer,
glPixelMap, and
glPixelZoom.
This reference page describes the effects on glCopyPixels of most,
but not all, of the parameters specified by these three commands.
glCopyPixels copies values from each pixel with the lower left-hand corner at
(x + i, y + j) for 0\(<=i<width  and 0\(<=j<height.
This pixel is said to be the ith pixel in the jth row.
Pixels are copied in row order from the lowest to the highest row,
left to right in each row.
type specifies whether color, depth, or stencil data is to be copied. The details of the transfer for each data type are as follows:
GL_COLOR
 | Indices or RGBA colors are read from the buffer currently specified as the
read source buffer (see glReadBuffer).
If the GL is in color index mode,
each index that is read from this buffer is converted
to a fixed-point format with an unspecified
number of bits to the right of the binary point.
Each index is then shifted left by GL_INDEX_SHIFT bits,
and added to GL_INDEX_OFFSET.
If GL_INDEX_SHIFT is negative,
the shift is to the right.
In either case, zero bits fill otherwise unspecified bit locations in the
result.
If GL_MAP_COLOR is true,
the index is replaced with the value that it references in lookup table
GL_PIXEL_MAP_I_TO_I.
Whether the lookup replacement of the index is done or not,
the integer part of the index is then ANDed with 2 sup b -1,
where b is the number of bits in a color index buffer.
If the GL is in RGBA mode,
the red, green, blue, and alpha components of each pixel that is read
are converted to an internal floating-point format with unspecified
precision.
The conversion maps the largest representable component value to 1.0,
and component value 0 to 0.0.
The resulting floating-point color values are then multiplied
by GL_c_SCALE and added to GL_c_BIAS,
where c is RED, GREEN, BLUE, and ALPHA
for the respective color components.
The results are clamped to the range [0,1].
If GL_MAP_COLOR is true,
each color component is scaled by the size of lookup table
GL_PIXEL_MAP_c_TO_c,
then replaced by the value that it references in that table.
c is R, G, B, or A.
The GL then converts the resulting indices or RGBA colors to fragments
by attaching the current raster position z coordinate and
texture coordinates to each pixel,
then assigning window coordinates
(x sub r + i , y sub r + j),
where (x sub r , y sub r) is the current raster position,
and the pixel was the ith pixel in the jth row.
These pixel fragments are then treated just like the fragments generated by
rasterizing points, lines, or polygons.
Texture mapping,
fog,
and all the fragment operations are applied before the fragments are written
to the frame buffer.
 | 
GL_DEPTH
 | Depth values are read from the depth buffer and
converted directly to an internal floating-point format
with unspecified precision.
The resulting floating-point depth value is then multiplied
by GL_DEPTH_SCALE and added to GL_DEPTH_BIAS.
The result is clamped to the range [0,1].
The GL then converts the resulting depth components to fragments
by attaching the current raster position color or color index and
texture coordinates to each pixel,
then assigning window coordinates
(x sub r + i , y sub r + j),
where (x sub r , y sub r) is the current raster position,
and the pixel was the ith pixel in the jth row.
These pixel fragments are then treated just like the fragments generated by
rasterizing points, lines, or polygons.
Texture mapping,
fog,
and all the fragment operations are applied before the fragments are written
to the frame buffer.
 | 
GL_STENCIL
 | Stencil indices are read from the stencil buffer and
converted to an internal fixed-point format
with an unspecified number of bits to the right of the binary point.
Each fixed-point index is then shifted left by GL_INDEX_SHIFT bits,
and added to GL_INDEX_OFFSET.
If GL_INDEX_SHIFT is negative,
the shift is to the right.
In either case, zero bits fill otherwise unspecified bit locations in the
result.
If GL_MAP_STENCIL is true,
the index is replaced with the value that it references in lookup table
GL_PIXEL_MAP_S_TO_S.
Whether the lookup replacement of the index is done or not,
the integer part of the index is then ANDed with 2 sup b -1,
where b is the number of bits in the stencil buffer.
The resulting stencil indices are then written to the stencil buffer
such that the index read from the ith location of the jth row
is written to location
(x sub r + i , y sub r + j),
where (x sub r , y sub r) is the current raster position.
Only the pixel ownership test,
the scissor test,
and the stencil writemask affect these write operations.
 | 
The rasterization described thus far assumes pixel zoom factors of 1.0. If
glPixelZoom is used to change the x and y pixel zoom factors,
pixels are converted to fragments as follows.
If (x sub r, y sub r) is the current raster position,
and a given pixel is in the ith location in the jth row of the source
pixel rectangle,
then fragments are generated for pixels whose centers are in the rectangle
with corners at
.ce (x sub r + zoom sub x i, y sub r + zoom sub y j) .sp .5 .ce and .sp .5 .ce (x sub r + zoom sub x (i + 1), y sub r + zoom sub y ( j + 1 ))
where zoom sub x is the value of GL_ZOOM_X and
zoom sub y is the value of GL_ZOOM_Y.
xSpecify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
widthSpecify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative.
typeSpecifies whether color values,
depth values,
or stencil values are to be copied.
Symbolic constants
GL_COLOR,
GL_DEPTH,
and GL_STENCIL are accepted.
GL_INVALID_ENUM is generated if type is not an accepted value.
GL_INVALID_VALUE is generated if either width or height is negative.
GL_INVALID_OPERATION is generated if type is GL_DEPTH
and there is no depth buffer.
GL_INVALID_OPERATION is generated if type is GL_STENCIL
and there is no stencil buffer.
GL_INVALID_OPERATION is generated if glCopyPixels
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glCopyTexImage1D(int target, int level, int internalFormat, int x, int y, int width, int border)
glCopyTexImage1D defines a one-dimensional texture image with pixels from the current
GL_READ_BUFFER.
The screen-aligned pixel row with left corner at ("x", "y") and with a length of "width"~+~2~*~"border" defines the texture array at the mipmap level specified by level. internalFormat specifies the internal format of the texture array.
The pixels in the row are processed exactly as if
glCopyPixels had been called, but the process stops just before
final conversion.
At this point all pixel component values are clamped to the range [0,\ 1]
and then converted to the texture's internal format for storage in the texel
array.
Pixel ordering is such that lower x screen coordinates correspond to lower texture coordinates.
If any of the pixels within the specified row of the current
GL_READ_BUFFER are outside the window associated with the current
rendering context, then the values obtained for those pixels are undefined.
targetSpecifies the target texture.
Must be GL_TEXTURE_1D.
levelSpecifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
internalFormatSpecifies the internal format of the texture.
Must be one of the following symbolic constants:
GL_ALPHA,
GL_ALPHA4,
GL_ALPHA8,
GL_ALPHA12,
GL_ALPHA16,
GL_LUMINANCE,
GL_LUMINANCE4,
GL_LUMINANCE8,
GL_LUMINANCE12,
GL_LUMINANCE16,
GL_LUMINANCE_ALPHA,
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_RGB,
GL_R3_G3_B2,
GL_RGB4,
GL_RGB5,
GL_RGB8,
GL_RGB10,
GL_RGB12,
GL_RGB16,
GL_RGBA,
GL_RGBA2,
GL_RGBA4,
GL_RGB5_A1,
GL_RGBA8,
GL_RGB10_A2,
GL_RGBA12, or
GL_RGBA16.
xSpecify the window coordinates of the left corner of the row of pixels to be copied.
widthSpecifies the width of the texture image. Must be 0 or 2**n ~+~ 2*border for some integer n. The height of the texture image is 1.
borderSpecifies the width of the border. Must be either 0 or 1.
GL_INVALID_ENUM is generated if target is not one of the
allowable values.
GL_INVALID_VALUE is generated if level is less than 0.
.P
GL_INVALID_VALUE may be generated if level is greater
than log sub 2 max,
where max is the returned value of GL_MAX_TEXTURE_SIZE.
.P
GL_INVALID_VALUE is generated if internalFormat is not an
allowable value.
GL_INVALID_VALUE is generated if width is less than 0
or greater than
2 + GL_MAX_TEXTURE_SIZE,
or if it cannot be represented as 2 ** n ~+~ 2~*~("border")
for some integer value of n.
GL_INVALID_VALUE is generated if border is not 0 or 1.
GL_INVALID_OPERATION is generated if glCopyTexImage1D
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glCopyTexImage2D(int target, int level, int internalFormat, int x, int y, int width, int height, int border)
glCopyTexImage2D defines a two-dimensional texture image with pixels from the current
GL_READ_BUFFER.
The screen-aligned pixel rectangle with lower left corner at (x, y) and with a width of width~+~2~*~border and a height of height~+~2~*~border defines the texture array at the mipmap level specified by level. internalFormat specifies the internal format of the texture array.
The pixels in the rectangle are processed exactly as if
glCopyPixels had been called, but the process stops just before
final conversion.
At this point all pixel component values are clamped to the range [0,1]
and then converted to the texture's internal format for storage in the texel
array.
Pixel ordering is such that lower x and y screen coordinates correspond to lower s and t texture coordinates.
If any of the pixels within the specified rectangle of the current
GL_READ_BUFFER are outside the window associated with the current
rendering context, then the values obtained for those pixels are undefined.
targetSpecifies the target texture.
Must be GL_TEXTURE_2D.
levelSpecifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
internalFormatSpecifies the internal format of the texture.
Must be one of the following symbolic constants:
GL_ALPHA,
GL_ALPHA4,
GL_ALPHA8,
GL_ALPHA12,
GL_ALPHA16,
GL_LUMINANCE,
GL_LUMINANCE4,
GL_LUMINANCE8,
GL_LUMINANCE12,
GL_LUMINANCE16,
GL_LUMINANCE_ALPHA,
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_RGB,
GL_R3_G3_B2,
GL_RGB4,
GL_RGB5,
GL_RGB8,
GL_RGB10,
GL_RGB12,
GL_RGB16,
GL_RGBA,
GL_RGBA2,
GL_RGBA4,
GL_RGB5_A1,
GL_RGBA8,
GL_RGB10_A2,
GL_RGBA12, or
GL_RGBA16.
xSpecify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
widthSpecifies the width of the texture image. Must be 0 or 2**n ~+~ 2*border for some integer n.
heightSpecifies the height of the texture image. Must be 0 or 2**m ~+~ 2*border for some integer m.
borderSpecifies the width of the border. Must be either 0 or 1.
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_2D.
GL_INVALID_VALUE is generated if level is less than 0.
.P
GL_INVALID_VALUE may be generated if level is greater
than log sub 2 max,
where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if width or height is less than 0,
greater than 2~+~GL_MAX_TEXTURE_SIZE, or if width or height cannot be
represented as 2**k ~+~ 2~*~border for some integer
k.
GL_INVALID_VALUE is generated if border is not 0 or 1.
GL_INVALID_VALUE is generated if internalFormat is not one of the
allowable values.
GL_INVALID_OPERATION is generated if glCopyTexImage2D is executed
between the execution of glBegin and the corresponding
execution of glEnd.
void glCopyTexSubImage1D(int target, int level, int xoffset, int x, int y, int width)
glCopyTexSubImage1D replaces a portion of a one-dimensional
texture image with pixels from the current GL_READ_BUFFER (rather
than from main memory, as is the case for glTexSubImage1D).
The screen-aligned pixel row with left corner at (x,\ y), and with length width replaces the portion of the texture array with x indices xoffset through "xoffset" ~+~ "width" ~-~ 1, inclusive. The destination in the texture array may not include any texels outside the texture array as it was originally specified.
The pixels in the row are processed exactly as if
glCopyPixels had been called, but the process stops just before
final conversion.
At this point all pixel component values are clamped to the range [0,\ 1]
and then converted to the texture's internal format for storage in the texel
array.
It is not an error to specify a subtexture with zero width, but
such a specification has no effect.
If any of the pixels within the specified row of the current
GL_READ_BUFFER are outside the read window associated with the current
rendering context, then the values obtained for those pixels are undefined.
No change is made to the internalformat, width, or border parameters of the specified texture array or to texel values outside the specified subregion.
targetSpecifies the target texture.
Must be GL_TEXTURE_1D.
levelSpecifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
xoffsetSpecifies the texel offset within the texture array.
xSpecify the window coordinates of the left corner of the row of pixels to be copied.
widthSpecifies the width of the texture subimage.
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_1D.
GL_INVALID_OPERATION is generated if the texture array has not
been defined by a previous glTexImage1D or glCopyTexImage1D operation.
GL_INVALID_VALUE is generated if level is less than 0.
.P
GL_INVALID_VALUE may be generated if level>log sub 2 max,
where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if y ~<~ ~-b
or if width ~<~ ~-b, where b
is the border width of the texture array.
GL_INVALID_VALUE is generated if "xoffset" ~<~ ~-b, or
("xoffset"~+~"width") ~>~ (w-b),
where w is the GL_TEXTURE_WIDTH, and b is the GL_TEXTURE_BORDER
of the texture image being modified.
Note that w includes twice the border width.
void glCopyTexSubImage2D(int target, int level, int xoffset, int yoffset, int x, int y, int width, int height)
glCopyTexSubImage2D replaces a rectangular portion of a two-dimensional
texture image with pixels from the current GL_READ_BUFFER (rather
than from main memory, as is the case for glTexSubImage2D).
The screen-aligned pixel rectangle with lower left corner at (x,\ y) and with width width and height height replaces the portion of the texture array with x indices xoffset through xoffset~+~width~-~1, inclusive, and y indices yoffset through yoffset~+~height~-~1, inclusive, at the mipmap level specified by level.
The pixels in the rectangle are processed exactly as if
glCopyPixels had been called, but the process stops just before
final conversion.
At this point, all pixel component values are clamped to the range [0,\ 1]
and then converted to the texture's internal format for storage in the texel
array.
The destination rectangle in the texture array may not include any texels outside the texture array as it was originally specified. It is not an error to specify a subtexture with zero width or height, but such a specification has no effect.
If any of the pixels within the specified rectangle of the current
GL_READ_BUFFER are outside the read window associated with the current
rendering context, then the values obtained for those pixels are undefined.
No change is made to the internalformat, width, height, or border parameters of the specified texture array or to texel values outside the specified subregion.
targetSpecifies the target texture.
Must be GL_TEXTURE_2D
levelSpecifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
xoffsetSpecifies a texel offset in the x direction within the texture array.
yoffsetSpecifies a texel offset in the y direction within the texture array.
xSpecify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
widthSpecifies the width of the texture subimage.
heightSpecifies the height of the texture subimage.
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_2D.
GL_INVALID_OPERATION is generated if the texture array has not
been defined by a previous glTexImage2D or glCopyTexImage2D operation.
GL_INVALID_VALUE is generated if level is less than 0.
.P
GL_INVALID_VALUE may be generated if level is greater
than log sub 2 max,
where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if x ~<~ ~-b or if
y ~<~ ~-b,
where b is the border width of the texture array.
GL_INVALID_VALUE is generated if "xoffset" ~<~ -b,
(xoffset~+~width)~>~(w ~-~b),
yoffset~<~ ~-b, or
(yoffset~+~height)~>~(h ~-~b),
where w is the GL_TEXTURE_WIDTH,
h is the  GL_TEXTURE_HEIGHT,
and b is the GL_TEXTURE_BORDER
of the texture image being modified.
Note that w and h
include twice the border width.
GL_INVALID_OPERATION is generated if glCopyTexSubImage2D is executed
between the execution of glBegin and the corresponding
execution of glEnd.
void glCullFace(int mode)
glCullFace specifies whether front- or back-facing facets are culled
(as specified by mode) when facet culling is enabled. Facet
culling is initially disabled.
To enable and disable facet culling, call the
glEnable and glDisable commands
with the argument GL_CULL_FACE.
Facets include triangles,
quadrilaterals,
polygons,
and rectangles.
glFrontFace specifies which of the clockwise and counterclockwise facets
are front-facing and back-facing.
See glFrontFace.
modeSpecifies whether front- or back-facing facets are candidates for culling.
Symbolic constants
GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK are accepted.
The initial value is GL_BACK.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_OPERATION is generated if glCullFace
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glDeleteLists(int list, int range)
glDeleteLists causes a contiguous group of display lists to be deleted.
list is the name of the first display list to be deleted,
and range is the number of display lists to delete.
All display lists \fId\fP with list \(<= \fId\fP \(<= list + range - 1
are deleted.
All storage locations allocated to the specified display lists are freed, and the names are available for reuse at a later time. Names within the range that do not have an associated display list are ignored. If range is 0, nothing happens.
listSpecifies the integer name of the first display list to delete.
rangeSpecifies the number of display lists to delete.
GL_INVALID_VALUE is generated if range is negative.
GL_INVALID_OPERATION is generated if glDeleteLists
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glDepthFunc(int func)
glDepthFunc specifies the function used to compare each incoming pixel depth value
with the depth value present in the depth buffer.
The comparison is performed only if depth testing is enabled.
(See glEnable and glDisable of GL_DEPTH_TEST.)
func specifies the conditions under which the pixel will be drawn. The comparison functions are as follows:
GL_NEVER
 | Never passes. | 
GL_LESS
 | Passes if the incoming depth value is less than the stored depth value. | 
GL_EQUAL
 | Passes if the incoming depth value is equal to the stored depth value. | 
GL_LEQUAL
 | Passes if the incoming depth value is less than or equal to the stored depth value. | 
GL_GREATER
 | Passes if the incoming depth value is greater than the stored depth value. | 
GL_NOTEQUAL
 | Passes if the incoming depth value is not equal to the stored depth value. | 
GL_GEQUAL
 | Passes if the incoming depth value is greater than or equal to the stored depth value. | 
GL_ALWAYS
 | Always passes. | 
The initial value of func is GL_LESS.
Initially, depth testing is disabled.
.NOTES
Even if the depth buffer exists and the depth mask is non-zero, the
depth buffer is not updated if the depth test is disabled.
funcSpecifies the depth comparison function.
Symbolic constants
GL_NEVER,
GL_LESS,
GL_EQUAL,
GL_LEQUAL,
GL_GREATER,
GL_NOTEQUAL,
GL_GEQUAL, and
GL_ALWAYS are accepted.
The initial value is GL_LESS.
GL_INVALID_ENUM is generated if func is not an accepted value.
GL_INVALID_OPERATION is generated if glDepthFunc
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glDepthMask(int flag)
glDepthMask specifies whether the depth buffer is enabled for writing.
If flag is GL_FALSE,
depth buffer writing is disabled.
Otherwise, it is enabled.
Initially, depth buffer writing is enabled.
flagSpecifies whether the depth buffer is enabled for writing.
If flag is GL_FALSE,
depth buffer writing is disabled.
Otherwise, it is enabled.
Initially, depth buffer writing is enabled.
GL_INVALID_OPERATION is generated if glDepthMask
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glDepthRange(float zNear, float zFar)
After clipping and division by w,
depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes.
glDepthRange specifies a linear mapping of the normalized depth coordinates
in this range to window depth coordinates.
Regardless of the actual depth buffer implementation,
window coordinate depth values are treated as though they range
from 0 through 1 (like color components).
Thus,
the values accepted by glDepthRange are both clamped to this range
before they are accepted.
The setting of (0,1) maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.
zNearSpecifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
zFarSpecifies the mapping of the far clipping plane to window coordinates. The initial value is 1.
GL_INVALID_OPERATION is generated if glDepthRange
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glDisable(int cap)
glEnable and glDisable enable and disable various capabilities.
Use glIsEnabled or glGet to determine the current setting
of any capability. The initial value for each capability with the
exception of GL_DITHER is GL_FALSE. The initial value for
GL_DITHER is GL_TRUE.
Both glEnable and glDisable take a single argument, cap,
which can assume one of the following values:
GL_ALPHA_TEST
 | If enabled,
do alpha testing. See
glAlphaFunc.
 | 
GL_AUTO_NORMAL
 | If enabled,
generate normal vectors when either
GL_MAP2_VERTEX_3 or
GL_MAP2_VERTEX_4 is used to generate vertices.
See glMap2.
 | 
GL_BLEND
 | If enabled,
blend the incoming RGBA color values with the values in the color
buffers. See glBlendFunc.
 | 
GL_CLIP_PLANEi
 | If enabled,
clip geometry against user-defined clipping plane i.
See glClipPlane.
 | 
GL_COLOR_LOGIC_OP
 | If enabled,
apply the currently selected logical operation to the incoming RGBA
color and color buffer values. See glLogicOp.
 | 
GL_COLOR_MATERIAL
 | If enabled,
have one or more material parameters track the current color.
See glColorMaterial.
 | 
GL_CULL_FACE
 | If enabled,
cull polygons based on their winding in window coordinates.
See glCullFace.
 | 
GL_DEPTH_TEST
 | If enabled,
do depth comparisons and update the depth buffer. Note that even if
the depth buffer exists and the depth mask is non-zero, the
depth buffer is not updated if the depth test is disabled. See
glDepthFunc and
glDepthRange.
 | 
GL_DITHER
 | If enabled, dither color components or indices before they are written to the color buffer. | 
GL_FOG
 | If enabled,
blend a fog color into the posttexturing color.
See glFog.
 | 
GL_INDEX_LOGIC_OP
 | If enabled,
apply the currently selected logical operation to the incoming index and color
buffer indices. See
glLogicOp.
 | 
GL_LIGHTi
 | If enabled,
include light i in the evaluation of the lighting
equation. See glLightModel and glLight.
 | 
GL_LIGHTING
 | If enabled,
use the current lighting parameters to compute the vertex color or index.
Otherwise, simply associate the current color or index with each
vertex. See
glMaterial, glLightModel, and glLight.
 | 
GL_LINE_SMOOTH
 | If enabled,
draw lines with correct filtering.
Otherwise,
draw aliased lines.
See glLineWidth.
 | 
GL_LINE_STIPPLE
 | If enabled,
use the current line stipple pattern when drawing lines. See
glLineStipple.
 | 
GL_MAP1_COLOR_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate RGBA values.
See glMap1.
 | 
GL_MAP1_INDEX
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate color indices.
See glMap1.
 | 
GL_MAP1_NORMAL
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate normals.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_1
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s
texture coordinates.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_2
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s and
t texture coordinates.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s,
t, and
r texture coordinates.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s,
t,
r, and
q texture coordinates.
See glMap1.
 | 
GL_MAP1_VERTEX_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
x, y, and z vertex coordinates.
See glMap1.
 | 
GL_MAP1_VERTEX_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
homogeneous
x,
y,
z, and
w vertex coordinates.
See glMap1.
 | 
GL_MAP2_COLOR_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate RGBA values.
See glMap2.
 | 
GL_MAP2_INDEX
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate color indices.
See glMap2.
 | 
GL_MAP2_NORMAL
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate normals.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_1
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s
texture coordinates.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_2
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s and
t texture coordinates.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s,
t, and
r texture coordinates.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s,
t,
r, and
q texture coordinates.
See glMap2.
 | 
GL_MAP2_VERTEX_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
x, y, and z vertex coordinates.
See glMap2.
 | 
GL_MAP2_VERTEX_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
homogeneous
x,
y,
z, and
w vertex coordinates.
See glMap2.
 | 
GL_NORMALIZE
 | If enabled,
normal vectors specified with glNormal are scaled to unit length
after transformation. See glNormal.
 | 
GL_POINT_SMOOTH
 | If enabled,
draw points with proper filtering.
Otherwise,
draw aliased points.
See glPointSize.
 | 
GL_POLYGON_OFFSET_FILL
 | If enabled, and if the polygon is rendered in
GL_FILL mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed. See
glPolygonOffset.
 | 
GL_POLYGON_OFFSET_LINE
 | If enabled, and if the polygon is rendered in
GL_LINE mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed. See glPolygonOffset.
 | 
GL_POLYGON_OFFSET_POINT
 | If enabled, an offset is added to depth values of a polygon's fragments
before the depth comparison is performed, if the polygon is rendered in
GL_POINT mode. See
glPolygonOffset.
 | 
GL_POLYGON_SMOOTH
 | If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct anti-aliased polygons, an alpha buffer is needed and the polygons must be sorted front to back. | 
GL_POLYGON_STIPPLE
 | If enabled,
use the current polygon stipple pattern when rendering
polygons. See glPolygonStipple.
 | 
GL_SCISSOR_TEST
 | If enabled,
discard fragments that are outside the scissor rectangle.
See glScissor.
 | 
GL_STENCIL_TEST
 | If enabled,
do stencil testing and update the stencil buffer.
See glStencilFunc and glStencilOp.
 | 
GL_TEXTURE_1D
 | If enabled,
one-dimensional texturing is performed
(unless two-dimensional texturing is also enabled). See glTexImage1D.
 | 
GL_TEXTURE_2D
 | If enabled,
two-dimensional texturing is performed. See glTexImage2D.
 | 
GL_TEXTURE_GEN_Q
 | If enabled,
the q texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current q texture coordinate is used.
See glTexGen.
 | 
GL_TEXTURE_GEN_R
 | If enabled,
the r texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current r texture coordinate is used.
See glTexGen.
 | 
GL_TEXTURE_GEN_S
 | If enabled,
the s texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current s texture coordinate is used.
See glTexGen.
 | 
GL_TEXTURE_GEN_T
 | If enabled,
the t texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current t texture coordinate is used.
See glTexGen.
 | 
capSpecifies a symbolic constant indicating a GL capability.
capSpecifies a symbolic constant indicating a GL capability.
GL_INVALID_ENUM is generated if cap is not one of the values
listed previously.
GL_INVALID_OPERATION is generated if glEnable or glDisable
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glDisableClientState(int cap)
glEnableClientState and glDisableClientState
enable or disable individual client-side capabilities. By default, all
client-side capabilities are disabled.
Both
glEnableClientState and glDisableClientState take a
single argument, cap, which can assume one of the following
values:
GL_COLOR_ARRAY
 | If enabled, the color array is enabled for writing and used during
rendering when glDrawArrays or
glDrawElement is called. See
glColorPointer.
 | 
GL_EDGE_FLAG_ARRAY
 | If enabled, the edge flag array is enabled for writing and used during
rendering when glDrawArrays or glDrawElements is called. See
glEdgeFlagPointer.
 | 
GL_INDEX_ARRAY
 | If enabled, the index array is enabled for writing and used during
rendering when glDrawArrays or
glDrawElements is called. See
glIndexPointer.
 | 
GL_NORMAL_ARRAY
 | If enabled, the normal array is enabled for writing and used during
rendering when glDrawArrays or glDrawElements is called. See
glNormalPointer.
 | 
GL_TEXTURE_COORD_ARRAY
 | If enabled, the texture coordinate array is enabled for writing and
used for rendering when glDrawArrays or glDrawElements is
called. See glTexCoordPointer.
 | 
GL_VERTEX_ARRAY
 | If enabled, the vertex array is enabled for writing and used during
rendering when glDrawArrays or
glDrawElements is called. See
glVertexPointer.
 | 
capSpecifies the capability to enable.
Symbolic constants
GL_COLOR_ARRAY,
GL_EDGE_FLAG_ARRAY,
GL_INDEX_ARRAY,
GL_NORMAL_ARRAY,
GL_TEXTURE_COORD_ARRAY, and
GL_VERTEX_ARRAY
are accepted.
capSpecifies the capability to disable.
GL_INVALID_ENUM is generated if cap is not an accepted value.
glEnableClientState is not allowed between the execution of glBegin and the
corresponding glEnd, but an error may or may not be generated. If
no error is generated, the behavior is undefined.
void glDrawArrays(int mode, int first, int count)
glDrawArrays specifies multiple geometric primitives
with very few subroutine calls. Instead of calling a GL procedure
to pass each individual vertex, normal, texture coordinate, edge
flag, or color, you can prespecify
separate arrays of vertexes, normals, and colors and use them to
construct a sequence of primitives with a single
call to glDrawArrays.
When glDrawArrays is called, it uses count sequential elements from each
enabled array to construct a sequence of geometric primitives,
beginning with element first. mode specifies what kind of
primitives are constructed, and how the array elements
construct those primitives. If GL_VERTEX_ARRAY is not enabled, no
geometric primitives are generated.
Vertex attributes that are modified by glDrawArrays have an
unspecified value after glDrawArrays returns. For example, if
GL_COLOR_ARRAY is enabled, the value of the current color is
undefined after glDrawArrays executes. Attributes that aren't
modified remain well defined.
modeSpecifies what kind of primitives to render.
Symbolic constants
GL_POINTS,
GL_LINE_STRIP,
GL_LINE_LOOP,
GL_LINES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_TRIANGLES,
GL_QUAD_STRIP,
GL_QUADS,
and GL_POLYGON are accepted.
firstSpecifies the starting index in the enabled arrays.
countSpecifies the number of indices to be rendered.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_VALUE is generated if count is negative.
GL_INVALID_OPERATION is generated if glDrawArrays is executed between
the execution of glBegin and the corresponding glEnd.
void glDrawBuffer(int mode)
When colors are written to the frame buffer,
they are written into the color buffers specified by glDrawBuffer.
The specifications are as follows:
GL_NONE
 | No color buffers are written. | 
GL_FRONT_LEFT
 | Only the front left color buffer is written. | 
GL_FRONT_RIGHT
 | Only the front right color buffer is written. | 
GL_BACK_LEFT
 | Only the back left color buffer is written. | 
GL_BACK_RIGHT
 | Only the back right color buffer is written. | 
GL_FRONT
 | Only the front left and front right color buffers are written. If there is no front right color buffer, only the front left color buffer is written. | 
GL_BACK
 | Only the back left and back right color buffers are written. If there is no back right color buffer, only the back left color buffer is written. | 
GL_LEFT
 | Only the front left and back left color buffers are written. If there is no back left color buffer, only the front left color buffer is written. | 
GL_RIGHT
 | Only the front right and back right color buffers are written. If there is no back right color buffer, only the front right color buffer is written. | 
GL_FRONT_AND_BACK
 | All the front and back color buffers (front left, front right, back left, back right) are written. If there are no back color buffers, only the front left and front right color buffers are written. If there are no right color buffers, only the front left and back left color buffers are written. If there are no right or back color buffers, only the front left color buffer is written. | 
| GL_AUXi | Only auxiliary color buffer i is written. | 
If more than one color buffer is selected for drawing, then blending or logical operations are computed and applied independently for each color buffer and can produce different results in each buffer.
Monoscopic contexts include only .I left buffers, and stereoscopic contexts include both .I left and .I right buffers. Likewise, single-buffered contexts include only .I front buffers, and double-buffered contexts include both .I front and .I back buffers. The context is selected at GL initialization.
modeSpecifies up to four color buffers to be drawn into.
Symbolic constants
GL_NONE,
GL_FRONT_LEFT,
GL_FRONT_RIGHT,
GL_BACK_LEFT,
GL_BACK_RIGHT,
GL_FRONT,
GL_BACK,
GL_LEFT,
GL_RIGHT,
GL_FRONT_AND_BACK, and
GL_AUXi,
where i is between 0 and ``GL_AUX_BUFFERS'' -1,
are accepted (GL_AUX_BUFFERS is not the upper limit; use glGet
to query the number of available aux buffers.)
The initial value is GL_FRONT for single-buffered contexts,
and GL_BACK for double-buffered contexts.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_OPERATION is generated if none of the buffers indicated
by mode exists.
GL_INVALID_OPERATION is generated if glDrawBuffer
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glDrawPixels(object|mapping(string:object) width, object|mapping(string:object) height, object|mapping(string:object) format, object|mapping(string:object) type, array(object|mapping(string:object)) pixels)
glDrawPixels reads pixel data from memory and writes it into the frame buffer
relative to the current raster position.
Use glRasterPos to set the current raster position; use
glGet with argument GL_CURRENT_RASTER_POSITION
to query the raster position.
Several parameters define the encoding of pixel data in memory
and control the processing of the pixel data
before it is placed in the frame buffer.
These parameters are set with four commands:
glPixelStore,
glPixelTransfer,
glPixelMap, and glPixelZoom.
This reference page describes the effects on glDrawPixels of many,
but not all, of the parameters specified by these four commands.
Data is read from pixels as a sequence of signed or unsigned bytes,
signed or unsigned shorts,
signed or unsigned integers,
or single-precision floating-point values,
depending on type.
Each of these bytes, shorts, integers, or floating-point values is
interpreted as one color or depth component,
or one index,
depending on format.
Indices are always treated individually.
Color components are treated as groups of one,
two,
three,
or four values,
again based on format.
Both individual indices and groups of components are
referred to as pixels.
If type is GL_BITMAP,
the data must be unsigned bytes,
and format must be either GL_COLOR_INDEX or GL_STENCIL_INDEX.
Each unsigned byte is treated as eight 1-bit pixels,
with bit ordering determined by
GL_UNPACK_LSB_FIRST (see glPixelStore).
widthtimesheight pixels are read from memory,
starting at location pixels.
By default, these pixels are taken from adjacent memory locations,
except that after all width pixels are read,
the read pointer is advanced to the next four-byte boundary.
The four-byte row alignment is specified by glPixelStore with
argument GL_UNPACK_ALIGNMENT,
and it can be set to one, two, four, or eight bytes.
Other pixel store parameters specify different read pointer advancements,
both before the first pixel is read
and after all width pixels are read.
See the
glPixelStore reference page for details on these options.
The widthtimesheight pixels that are read from memory are
each operated on in the same way,
based on the values of several parameters specified by glPixelTransfer
and glPixelMap.
The details of these operations,
as well as the target buffer into which the pixels are drawn,
are specific to the format of the pixels,
as specified by format.
format can assume one of eleven symbolic values:
GL_COLOR_INDEX
 | Each pixel is a single value,
a color index.
It is converted to fixed-point format,
with an unspecified number of bits to the right of the binary point,
regardless of the memory data type.
Floating-point values convert to true fixed-point values.
Signed and unsigned integer data is converted with all fraction bits
set to 0.
Bitmap data convert to either 0 or 1.
Each fixed-point index is then shifted left by GL_INDEX_SHIFT bits
and added to GL_INDEX_OFFSET.
If GL_INDEX_SHIFT is negative,
the shift is to the right.
In either case, zero bits fill otherwise unspecified bit locations in the
result.
If the GL is in RGBA mode,
the resulting index is converted to an RGBA pixel
with the help of the GL_PIXEL_MAP_I_TO_R,
GL_PIXEL_MAP_I_TO_G,
GL_PIXEL_MAP_I_TO_B,
and GL_PIXEL_MAP_I_TO_A tables.
If the GL is in color index mode,
and if GL_MAP_COLOR is true,
the index is replaced with the value that it references in lookup table
GL_PIXEL_MAP_I_TO_I.
Whether the lookup replacement of the index is done or not,
the integer part of the index is then ANDed with 2 sup b -1,
where b is the number of bits in a color index buffer.
The GL then converts the resulting indices or RGBA colors to fragments
by attaching the current raster position z coordinate and
texture coordinates to each pixel,
then assigning x and y window coordinates to the nth fragment such that
.sp
.RS
.ce
x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width"
.sp
.ce
y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf
.ce 0
.sp
.RE
where (x sub r , y sub r) is the current raster position.
These pixel fragments are then treated just like the fragments generated by
rasterizing points, lines, or polygons.
Texture mapping,
fog,
and all the fragment operations are applied before the fragments are written
to the frame buffer.
 | 
GL_STENCIL_INDEX
 | Each pixel is a single value,
a stencil index.
It is converted to fixed-point format,
with an unspecified number of bits to the right of the binary point,
regardless of the memory data type.
Floating-point values convert to true fixed-point values.
Signed and unsigned integer data is converted with all fraction bits
set to 0.
Bitmap data convert to either 0 or 1.
Each fixed-point index is then shifted left by GL_INDEX_SHIFT bits,
and added to GL_INDEX_OFFSET.
If GL_INDEX_SHIFT is negative,
the shift is to the right.
In either case, zero bits fill otherwise unspecified bit locations in the
result.
If GL_MAP_STENCIL is true,
the index is replaced with the value that it references in lookup table
GL_PIXEL_MAP_S_TO_S.
Whether the lookup replacement of the index is done or not,
the integer part of the index is then ANDed with 2 sup b -1,
where b is the number of bits in the stencil buffer.
The resulting stencil indices are then written to the stencil buffer
such that the nth index is written to location
 | 
.RS .ce x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width" .sp .ce y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf .fi .sp .RE
where (x sub r , y sub r) is the current raster position. Only the pixel ownership test, the scissor test, and the stencil writemask affect these write operations.
GL_DEPTH_COMPONENT
 | Each pixel is a single-depth component.
Floating-point data is converted directly to an internal floating-point
format with unspecified precision.
Signed integer data is mapped linearly to the internal floating-point
format such that the most positive representable integer value maps to 1.0,
and the most negative representable value maps to -1.0.
Unsigned integer data is mapped similarly:
the largest integer value maps to 1.0,
and 0 maps to 0.0.
The resulting floating-point depth value is then multiplied by
by GL_DEPTH_SCALE and added to GL_DEPTH_BIAS.
The result is clamped to the range [0,1].
The GL then converts the resulting depth components to fragments
by attaching the current raster position color or color index and
texture coordinates to each pixel,
then assigning x and y window coordinates to the nth fragment such that
 | 
.RS .ce x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width" .sp .ce y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf .ce 0 .sp .RE
where (x sub r , y sub r) is the current raster position. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer.
GL_RGBA
 | Each pixel is a four-component group: for GL_RGBA, the red
component is first, followed by green, followed by blue, followed by
alpha.
Floating-point values are converted directly to an internal floating-point
format with unspecified precision.
Signed integer values are mapped linearly to the internal floating-point
format such that the most positive representable integer value maps to 1.0,
and the most negative representable value maps to -1.0. (Note that
this mapping does not convert 0 precisely to 0.0.)
Unsigned integer data is mapped similarly:
the largest integer value maps to 1.0,
and 0 maps to 0.0.
The resulting floating-point color values are then multiplied
by GL_c_SCALE and added to GL_c_BIAS,
where c is RED, GREEN, BLUE, and ALPHA
for the respective color components.
The results are clamped to the range [0,1].
If GL_MAP_COLOR is true,
each color component is scaled by the size of lookup table
GL_PIXEL_MAP_c_TO_c,
then replaced by the value that it references in that table.
c is R, G, B, or A respectively.
The GL then converts the resulting RGBA colors to fragments
by attaching the current raster position z coordinate and
texture coordinates to each pixel,
then assigning x and y window coordinates to the nth fragment such that
 | 
.RS .ce x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width" .sp .ce y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf .ce 0 .sp .RE
where (x sub r , y sub r) is the current raster position. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer.
GL_RED
 | Each pixel is a single red component. This component is converted to the internal floating-point format in the same way the red component of an RGBA pixel is. It is then converted to an RGBA pixel with green and blue set to 0, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel. | 
GL_GREEN
 | Each pixel is a single green component. This component is converted to the internal floating-point format in the same way the green component of an RGBA pixel is. It is then converted to an RGBA pixel with red and blue set to 0, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel. | 
GL_BLUE
 | Each pixel is a single blue component. This component is converted to the internal floating-point format in the same way the blue component of an RGBA pixel is. It is then converted to an RGBA pixel with red and green set to 0, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel. | 
GL_ALPHA
 | Each pixel is a single alpha component. This component is converted to the internal floating-point format in the same way the alpha component of an RGBA pixel is. It is then converted to an RGBA pixel with red, green, and blue set to 0. After this conversion, the pixel is treated as if it had been read as an RGBA pixel. | 
GL_RGB
 | Each pixel is a three-component group: red first, followed by green, followed by blue. Each component is converted to the internal floating-point format in the same way the red, green, and blue components of an RGBA pixel are. The color triple is converted to an RGBA pixel with alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel. | 
GL_LUMINANCE
 | Each pixel is a single luminance component. This component is converted to the internal floating-point format in the same way the red component of an RGBA pixel is. It is then converted to an RGBA pixel with red, green, and blue set to the converted luminance value, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel. | 
GL_LUMINANCE_ALPHA
 | Each pixel is a two-component group: luminance first, followed by alpha. The two components are converted to the internal floating-point format in the same way the red component of an RGBA pixel is. They are then converted to an RGBA pixel with red, green, and blue set to the converted luminance value, and alpha set to the converted alpha value. After this conversion, the pixel is treated as if it had been read as an RGBA pixel. | 
The following table summarizes the meaning of the valid constants for the type parameter: .sp 2 .TS center box ; ci | ci c | c . type corresponding type = GL_UNSIGNED_BYTE unsigned 8-bit integer GL_BYTE signed 8-bit integer GL_BITMAP single bits in unsigned 8-bit integers GL_UNSIGNED_SHORT unsigned 16-bit integer GL_SHORT signed 16-bit integer GL_UNSIGNED_INT unsigned 32-bit integer GL_INT 32-bit integer GL_FLOAT single-precision floating-point .TE .sp
The rasterization described so far assumes pixel zoom factors of 1. If
glPixelZoom is used to change the x and y pixel zoom factors,
pixels are converted to fragments as follows.
If (x sub r, y sub r) is the current raster position,
and a given pixel is in the nth column and mth row
of the pixel rectangle,
then fragments are generated for pixels whose centers are in the rectangle
with corners at
.sp
.RS
.ce
(x sub r + zoom sub x n, y sub r + zoom sub y m)
.sp
.ce
(x sub r + zoom sub x (n + 1), y sub r + zoom sub y ( m + 1 ))
.ce 0
.sp
.RE
where zoom sub x is the value of GL_ZOOM_X and
zoom sub y is the value of GL_ZOOM_Y.
widthSpecify the dimensions of the pixel rectangle to be written into the frame buffer.
formatSpecifies the format of the pixel data.
Symbolic constants
GL_COLOR_INDEX,
GL_STENCIL_INDEX,
GL_DEPTH_COMPONENT,
GL_RGBA,
GL_RED,
GL_GREEN,
GL_BLUE,
GL_ALPHA,
GL_RGB,
GL_LUMINANCE, and
GL_LUMINANCE_ALPHA are accepted.
typeSpecifies the data type for pixels.
Symbolic constants
GL_UNSIGNED_BYTE,
GL_BYTE,
GL_BITMAP,
GL_UNSIGNED_SHORT,
GL_SHORT,
GL_UNSIGNED_INT,
GL_INT, and
GL_FLOAT are accepted.
pixelsSpecifies a pointer to the pixel data.
GL_INVALID_VALUE is generated if either width or height is negative.
GL_INVALID_ENUM is generated if format or type is not one of
the accepted values.
GL_INVALID_OPERATION is generated if format is
GL_RED,
GL_GREEN,
GL_BLUE,
GL_ALPHA,
GL_RGB,
GL_RGBA,
GL_LUMINANCE,
or
GL_LUMINANCE_ALPHA,
and the GL is in color index mode.
GL_INVALID_ENUM is generated if type is GL_BITMAP and
format is not either GL_COLOR_INDEX or GL_STENCIL_INDEX.
GL_INVALID_OPERATION is generated if format is GL_STENCIL_INDEX
and there is no stencil buffer.
GL_INVALID_OPERATION is generated if glDrawPixels
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glEdgeFlag(int flag)
Each vertex of a polygon,
separate triangle,
or separate quadrilateral specified between a glBegin/glEnd pair
is marked as the start of either a boundary or nonboundary edge.
If the current edge flag is true when the vertex is specified,
the vertex is marked as the start of a boundary edge.
Otherwise, the vertex is marked as the start of a nonboundary edge.
glEdgeFlag sets the edge flag bit to GL_TRUE if flag is GL_TRUE,
and to GL_FALSE otherwise.
The vertices of connected triangles and connected quadrilaterals are always marked as boundary, regardless of the value of the edge flag.
Boundary and nonboundary edge flags on vertices are significant only if
GL_POLYGON_MODE is set to GL_POINT or GL_LINE.
See glPolygonMode.
flagSpecifies the current edge flag value,
either GL_TRUE or GL_FALSE. The initial value is GL_TRUE.
flagSpecifies a pointer to an array that contains a single boolean element, which replaces the current edge flag value.
void glEnable(int cap)
glEnable and glDisable enable and disable various capabilities.
Use glIsEnabled or glGet to determine the current setting
of any capability. The initial value for each capability with the
exception of GL_DITHER is GL_FALSE. The initial value for
GL_DITHER is GL_TRUE.
Both glEnable and glDisable take a single argument, cap,
which can assume one of the following values:
GL_ALPHA_TEST
 | If enabled,
do alpha testing. See
glAlphaFunc.
 | 
GL_AUTO_NORMAL
 | If enabled,
generate normal vectors when either
GL_MAP2_VERTEX_3 or
GL_MAP2_VERTEX_4 is used to generate vertices.
See glMap2.
 | 
GL_BLEND
 | If enabled,
blend the incoming RGBA color values with the values in the color
buffers. See glBlendFunc.
 | 
GL_CLIP_PLANEi
 | If enabled,
clip geometry against user-defined clipping plane i.
See glClipPlane.
 | 
GL_COLOR_LOGIC_OP
 | If enabled,
apply the currently selected logical operation to the incoming RGBA
color and color buffer values. See glLogicOp.
 | 
GL_COLOR_MATERIAL
 | If enabled,
have one or more material parameters track the current color.
See glColorMaterial.
 | 
GL_CULL_FACE
 | If enabled,
cull polygons based on their winding in window coordinates.
See glCullFace.
 | 
GL_DEPTH_TEST
 | If enabled,
do depth comparisons and update the depth buffer. Note that even if
the depth buffer exists and the depth mask is non-zero, the
depth buffer is not updated if the depth test is disabled. See
glDepthFunc and
glDepthRange.
 | 
GL_DITHER
 | If enabled, dither color components or indices before they are written to the color buffer. | 
GL_FOG
 | If enabled,
blend a fog color into the posttexturing color.
See glFog.
 | 
GL_INDEX_LOGIC_OP
 | If enabled,
apply the currently selected logical operation to the incoming index and color
buffer indices. See
glLogicOp.
 | 
GL_LIGHTi
 | If enabled,
include light i in the evaluation of the lighting
equation. See glLightModel and glLight.
 | 
GL_LIGHTING
 | If enabled,
use the current lighting parameters to compute the vertex color or index.
Otherwise, simply associate the current color or index with each
vertex. See
glMaterial, glLightModel, and glLight.
 | 
GL_LINE_SMOOTH
 | If enabled,
draw lines with correct filtering.
Otherwise,
draw aliased lines.
See glLineWidth.
 | 
GL_LINE_STIPPLE
 | If enabled,
use the current line stipple pattern when drawing lines. See
glLineStipple.
 | 
GL_MAP1_COLOR_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate RGBA values.
See glMap1.
 | 
GL_MAP1_INDEX
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate color indices.
See glMap1.
 | 
GL_MAP1_NORMAL
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate normals.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_1
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s
texture coordinates.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_2
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s and
t texture coordinates.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s,
t, and
r texture coordinates.
See glMap1.
 | 
GL_MAP1_TEXTURE_COORD_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
s,
t,
r, and
q texture coordinates.
See glMap1.
 | 
GL_MAP1_VERTEX_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
x, y, and z vertex coordinates.
See glMap1.
 | 
GL_MAP1_VERTEX_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh1, and
glEvalPoint generate
homogeneous
x,
y,
z, and
w vertex coordinates.
See glMap1.
 | 
GL_MAP2_COLOR_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate RGBA values.
See glMap2.
 | 
GL_MAP2_INDEX
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate color indices.
See glMap2.
 | 
GL_MAP2_NORMAL
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate normals.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_1
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s
texture coordinates.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_2
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s and
t texture coordinates.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s,
t, and
r texture coordinates.
See glMap2.
 | 
GL_MAP2_TEXTURE_COORD_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
s,
t,
r, and
q texture coordinates.
See glMap2.
 | 
GL_MAP2_VERTEX_3
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
x, y, and z vertex coordinates.
See glMap2.
 | 
GL_MAP2_VERTEX_4
 | If enabled,
calls to
glEvalCoord,
glEvalMesh2, and
glEvalPoint generate
homogeneous
x,
y,
z, and
w vertex coordinates.
See glMap2.
 | 
GL_NORMALIZE
 | If enabled,
normal vectors specified with glNormal are scaled to unit length
after transformation. See glNormal.
 | 
GL_POINT_SMOOTH
 | If enabled,
draw points with proper filtering.
Otherwise,
draw aliased points.
See glPointSize.
 | 
GL_POLYGON_OFFSET_FILL
 | If enabled, and if the polygon is rendered in
GL_FILL mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed. See
glPolygonOffset.
 | 
GL_POLYGON_OFFSET_LINE
 | If enabled, and if the polygon is rendered in
GL_LINE mode, an offset is added to depth values of a polygon's
fragments before the depth comparison is performed. See glPolygonOffset.
 | 
GL_POLYGON_OFFSET_POINT
 | If enabled, an offset is added to depth values of a polygon's fragments
before the depth comparison is performed, if the polygon is rendered in
GL_POINT mode. See
glPolygonOffset.
 | 
GL_POLYGON_SMOOTH
 | If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct anti-aliased polygons, an alpha buffer is needed and the polygons must be sorted front to back. | 
GL_POLYGON_STIPPLE
 | If enabled,
use the current polygon stipple pattern when rendering
polygons. See glPolygonStipple.
 | 
GL_SCISSOR_TEST
 | If enabled,
discard fragments that are outside the scissor rectangle.
See glScissor.
 | 
GL_STENCIL_TEST
 | If enabled,
do stencil testing and update the stencil buffer.
See glStencilFunc and glStencilOp.
 | 
GL_TEXTURE_1D
 | If enabled,
one-dimensional texturing is performed
(unless two-dimensional texturing is also enabled). See glTexImage1D.
 | 
GL_TEXTURE_2D
 | If enabled,
two-dimensional texturing is performed. See glTexImage2D.
 | 
GL_TEXTURE_GEN_Q
 | If enabled,
the q texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current q texture coordinate is used.
See glTexGen.
 | 
GL_TEXTURE_GEN_R
 | If enabled,
the r texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current r texture coordinate is used.
See glTexGen.
 | 
GL_TEXTURE_GEN_S
 | If enabled,
the s texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current s texture coordinate is used.
See glTexGen.
 | 
GL_TEXTURE_GEN_T
 | If enabled,
the t texture coordinate is computed using
the texture generation function defined with glTexGen.
Otherwise, the current t texture coordinate is used.
See glTexGen.
 | 
capSpecifies a symbolic constant indicating a GL capability.
capSpecifies a symbolic constant indicating a GL capability.
GL_INVALID_ENUM is generated if cap is not one of the values
listed previously.
GL_INVALID_OPERATION is generated if glEnable or glDisable
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glEnableClientState(int cap)
glEnableClientState and glDisableClientState
enable or disable individual client-side capabilities. By default, all
client-side capabilities are disabled.
Both
glEnableClientState and glDisableClientState take a
single argument, cap, which can assume one of the following
values:
GL_COLOR_ARRAY
 | If enabled, the color array is enabled for writing and used during
rendering when glDrawArrays or
glDrawElement is called. See
glColorPointer.
 | 
GL_EDGE_FLAG_ARRAY
 | If enabled, the edge flag array is enabled for writing and used during
rendering when glDrawArrays or glDrawElements is called. See
glEdgeFlagPointer.
 | 
GL_INDEX_ARRAY
 | If enabled, the index array is enabled for writing and used during
rendering when glDrawArrays or
glDrawElements is called. See
glIndexPointer.
 | 
GL_NORMAL_ARRAY
 | If enabled, the normal array is enabled for writing and used during
rendering when glDrawArrays or glDrawElements is called. See
glNormalPointer.
 | 
GL_TEXTURE_COORD_ARRAY
 | If enabled, the texture coordinate array is enabled for writing and
used for rendering when glDrawArrays or glDrawElements is
called. See glTexCoordPointer.
 | 
GL_VERTEX_ARRAY
 | If enabled, the vertex array is enabled for writing and used during
rendering when glDrawArrays or
glDrawElements is called. See
glVertexPointer.
 | 
capSpecifies the capability to enable.
Symbolic constants
GL_COLOR_ARRAY,
GL_EDGE_FLAG_ARRAY,
GL_INDEX_ARRAY,
GL_NORMAL_ARRAY,
GL_TEXTURE_COORD_ARRAY, and
GL_VERTEX_ARRAY
are accepted.
capSpecifies the capability to disable.
GL_INVALID_ENUM is generated if cap is not an accepted value.
glEnableClientState is not allowed between the execution of glBegin and the
corresponding glEnd, but an error may or may not be generated. If
no error is generated, the behavior is undefined.
void glEnd()
glBegin and glEnd delimit the vertices that define a primitive or
a group of like primitives.
glBegin accepts a single argument that specifies in which of ten ways the
vertices are interpreted.
Taking n as an integer count starting at one,
and N as the total number of vertices specified,
the interpretations are as follows:
GL_POINTS
 | Treats each vertex as a single point. Vertex n defines point n. N points are drawn. | 
GL_LINES
 | Treats each pair of vertices as an independent line segment. Vertices 2n-1 and 2n define line n. N/2 lines are drawn. | 
GL_LINE_STRIP
 | Draws a connected group of line segments from the first vertex to the last. Vertices n and n+1 define line n. N-1 lines are drawn. | 
GL_LINE_LOOP
 | Draws a connected group of line segments from the first vertex to the last, then back to the first. Vertices n and n+1 define line n. The last line, however, is defined by vertices N and 1. N lines are drawn. | 
GL_TRIANGLES
 | Treats each triplet of vertices as an independent triangle. Vertices 3n-2, 3n-1, and 3n define triangle n. N/3 triangles are drawn. | 
GL_TRIANGLE_STRIP
 | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. For odd n, vertices n, n+1, and n+2 define triangle n. For even n, vertices n+1, n, and n+2 define triangle n. N-2 triangles are drawn. | 
GL_TRIANGLE_FAN
 | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. Vertices 1, n+1, and n+2 define triangle n. N-2 triangles are drawn. | 
GL_QUADS
 | Treats each group of four vertices as an independent quadrilateral. Vertices 4n-3, 4n-2, 4n-1, and 4n define quadrilateral n. N/4 quadrilaterals are drawn. | 
GL_QUAD_STRIP
 | Draws a connected group of quadrilaterals. One quadrilateral is defined for each pair of vertices presented after the first pair. Vertices 2n-1, 2n, 2n+2, and 2n+1 define quadrilateral n. N/2-1 quadrilaterals are drawn. Note that the order in which vertices are used to construct a quadrilateral from strip data is different from that used with independent data. | 
GL_POLYGON
 | Draws a single, convex polygon. Vertices 1 through N define this polygon. | 
Only a subset of GL commands can be used between glBegin and glEnd.
The commands are
glVertex,
glColor,
glIndex,
glNormal,
glTexCoord,
glEvalCoord,
glEvalPoint,
glArrayElement,
glMaterial, and
glEdgeFlag.
Also,
it is acceptable to use
glCallList or
glCallLists to execute
display lists that include only the preceding commands.
If any other GL command is executed between glBegin and glEnd,
the error flag is set and the command is ignored.
Regardless of the value chosen for mode,
there is no limit to the number of vertices that can be defined
between glBegin and glEnd.
Lines,
triangles,
quadrilaterals,
and polygons that are incompletely specified are not drawn.
Incomplete specification results when either too few vertices are
provided to specify even a single primitive or when an incorrect multiple
of vertices is specified. The incomplete primitive is ignored; the rest are drawn.
The minimum specification of vertices
for each primitive is as follows:
1 for a point,
2 for a line,
3 for a triangle,
4 for a quadrilateral,
and 3 for a polygon.
Modes that require a certain multiple of vertices are
GL_LINES (2),
GL_TRIANGLES (3),
GL_QUADS (4),
and GL_QUAD_STRIP (2).
modeSpecifies the primitive or primitives that will be created from vertices
presented between glBegin and the subsequent glEnd.
Ten symbolic constants are accepted:
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_LINE_LOOP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_QUADS,
GL_QUAD_STRIP, and
GL_POLYGON.
GL_INVALID_ENUM is generated if mode is set to an unaccepted value.
GL_INVALID_OPERATION is generated if glBegin is executed between a
glBegin
and the corresponding execution of glEnd.
GL_INVALID_OPERATION is generated if glEnd is executed without being
preceded by a glBegin.
GL_INVALID_OPERATION is generated if a command other than
glVertex,
glColor,
glIndex,
glNormal,
glTexCoord,
glEvalCoord,
glEvalPoint,
glArrayElement,
glMaterial,
glEdgeFlag,
glCallList, or
glCallLists is executed between
the execution of glBegin and the corresponding
execution glEnd.
Execution of
glEnableClientState,
glDisableClientState,
glEdgeFlagPointer,
glTexCoordPointer,
glColorPointer,
glIndexPointer,
glNormalPointer,
glVertexPointer,
glInterleavedArrays, or
glPixelStore is not allowed after a call to glBegin and before
the corresponding call to glEnd,
but an error may or may not be generated.
void glEndList()
Display lists are groups of GL commands that have been stored
for subsequent execution.
Display lists are created with glNewList.
All subsequent commands are placed in the display list,
in the order issued,
until glEndList is called.
glNewList has two arguments.
The first argument,
list,
is a positive integer that becomes the unique name for the display list.
Names can be created and reserved with glGenLists
and tested for uniqueness with glIsList.
The second argument,
mode,
is a symbolic constant that can assume one of two values:
GL_COMPILE
 | Commands are merely compiled. | 
GL_COMPILE_AND_EXECUTE
 | Commands are executed as they are compiled into the display list. | 
Certain commands are not compiled into the display list
but are executed immediately,
regardless of the display-list mode.
These commands are
glColorPointer,
glDeleteLists,
glDisableClientState,
glEdgeFlagPointer,
glEnableClientState,
glFeedbackBuffer,
glFinish,
glFlush,
glGenLists,
glIndexPointer,
glInterleavedArrays,
glIsEnabled,
glIsList,
glNormalPointer,
glPopClientAttrib,
glPixelStore,
glPushClientAttrib,
glReadPixels,
glRenderMode,
glSelectBuffer,
glTexCoordPointer,
glVertexPointer,
and all of the glGet commands.
Similarly,
glTexImage2D and glTexImage1D
are executed immediately and not compiled into the display list when their
first argument is GL_PROXY_TEXTURE_2D or
GL_PROXY_TEXTURE_1D, respectively.
When glEndList is encountered,
the display-list definition is completed by associating the list
with the unique name list
(specified in the glNewList command).
If a display list with name list already exists,
it is replaced only when glEndList is called.
listSpecifies the display-list name.
modeSpecifies the compilation mode,
which can be
GL_COMPILE or
GL_COMPILE_AND_EXECUTE.
GL_INVALID_VALUE is generated if list is 0.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_OPERATION is generated if glEndList is called
without a preceding glNewList,
or if glNewList is called while a display list is being defined.
GL_INVALID_OPERATION is generated if glNewList or glEndList
is executed between the execution of glBegin
and the corresponding execution of glEnd.
GL_OUT_OF_MEMORY is generated if there is insufficient memory to
compile the display list. If the GL version is 1.1 or greater, no
change is made to the previous contents of the display list, if any,
and no other change is made to the GL state. (It is as if no attempt
had been made to create the new display list.)
void glEvalCoord(float|int|array(float|int) u, float|int|void v)
glEvalCoord evaluates enabled one-dimensional maps at argument
u or two-dimensional maps using two domain values,
u and v.
To define a map, call glMap1 and glMap2; to enable and
disable it, call glEnable and glDisable.
When one of the glEvalCoord commands is issued,
all currently enabled maps of the indicated dimension are evaluated.
Then,
for each enabled map,
it is as if the corresponding GL command had been issued with the
computed value.
That is,
if GL_MAP1_INDEX or
GL_MAP2_INDEX is enabled,
a glIndex command is simulated.
If GL_MAP1_COLOR_4 or
GL_MAP2_COLOR_4 is enabled,
a glColor command is simulated.
If GL_MAP1_NORMAL or GL_MAP2_NORMAL is enabled,
a normal vector is produced,
and if any of
GL_MAP1_TEXTURE_COORD_1,
GL_MAP1_TEXTURE_COORD_2,
GL_MAP1_TEXTURE_COORD_3,
GL_MAP1_TEXTURE_COORD_4,
GL_MAP2_TEXTURE_COORD_1,
GL_MAP2_TEXTURE_COORD_2,
GL_MAP2_TEXTURE_COORD_3, or
GL_MAP2_TEXTURE_COORD_4 is enabled, then an appropriate glTexCoord command is simulated.
For color,
color index,
normal,
and texture coordinates the GL uses evaluated values instead of current values for those evaluations
that are enabled,
and current values otherwise,
However,
the evaluated values do not update the current values.
Thus, if glVertex commands are interspersed with glEvalCoord
commands, the color,
normal,
and texture coordinates associated with the glVertex commands are not
affected by the values generated by the glEvalCoord commands,
but only by the most recent
glColor,
glIndex,
glNormal, and
glTexCoord commands.
No commands are issued for maps that are not enabled.
If more than one texture evaluation is enabled for a particular dimension
(for example, GL_MAP2_TEXTURE_COORD_1 and
GL_MAP2_TEXTURE_COORD_2),
then only the evaluation of the map that produces the larger
number of coordinates
(in this case, GL_MAP2_TEXTURE_COORD_2)
is carried out.
GL_MAP1_VERTEX_4 overrides GL_MAP1_VERTEX_3,
and
GL_MAP2_VERTEX_4 overrides GL_MAP2_VERTEX_3,
in the same manner.
If neither a three- nor a four-component vertex map is enabled for the
specified dimension,
the glEvalCoord command is ignored.
If you have enabled automatic normal generation,
by calling glEnable with argument GL_AUTO_NORMAL,
glEvalCoord generates surface normals analytically,
regardless of the contents or enabling of the GL_MAP2_NORMAL map.
Let
.sp
.nf
    Pp   Pp
m = -- X --
    Pu   Pv
.sp
.fi
Then the generated normal n is
n = m over ~ over { || m || }
.sp
If automatic normal generation is disabled,
the corresponding normal map GL_MAP2_NORMAL,
if enabled,
is used to produce a normal.
If neither automatic normal generation nor a normal map is enabled,
no normal is generated for
glEvalCoord commands.
uSpecifies a value that is the domain coordinate u to the basis function
defined in a previous glMap1 or glMap2 command.
vSpecifies a value that is the domain coordinate v to the basis function
defined in a previous glMap2 command.
uSpecifies a pointer to an array containing either one or two domain coordinates. The first coordinate is u. The second coordinate is v.
void glEvalPoint(int|array(int) i, int|void j)
glMapGrid and glEvalMesh are used in tandem to efficiently
generate and evaluate a series of evenly spaced map domain values.
glEvalPoint can be used to evaluate a single grid point in the same gridspace
that is traversed by glEvalMesh.
Calling glEvalPoint is equivalent to calling
.nf
glEvalCoord1(i . DELTA u + u ); 1 where
DELTA u = (u - u ) / n 2 1
and n, u , and u 1 2
.fi
are the arguments to the most recent glMapGrid1 command.
The one absolute numeric requirement is that if i~=~n,
then the value computed from
.nf
i . DELTA u + u  is exactly u .
               1             2
.fi
In the two-dimensional case,
glEvalPoint,
let
.nf
DELTA u = (u  - u )/n
            2    1
DELTA v = (v - v )/m 2 1
where n, u , u , m, v , and v 1 2 1 2
.fi
are the arguments to the most recent glMapGrid2 command.
Then the glEvalPoint command is equivalent to calling
.nf
glEvalCoord2(i . DELTA u + u , j . DELTA v + v ); 1 1
.fi The only absolute numeric requirements are that if i~=~n, then the value computed from .nf
i . DELTA u + u is exactly u , 1 2 .fi and if j~=~m, then the value computed from .nf
j cdot DELTA v + v is exactly v . 1 2
iSpecifies the integer value for grid domain variable i.
jSpecifies the integer value for grid domain variable j
(glEvalPoint only).
void glFinish()
glFinish does not return until the effects of all previously
called GL commands are complete.
Such effects include all changes to GL state,
all changes to connection state,
and all changes to the frame buffer contents.
GL_INVALID_OPERATION is generated if glFinish is executed between
the execution of glBegin
and the corresponding execution of glEnd.
void glFlush()
Different GL implementations buffer commands in several different locations,
including network buffers and the graphics accelerator itself.
glFlush empties all of these buffers,
causing all issued commands to be executed as quickly as
they are accepted by the actual rendering engine.
Though this execution may not be completed in any particular
time period,
it does complete in finite time.
Because any GL program might be executed over a network,
or on an accelerator that buffers commands,
all programs should call glFlush whenever they count on having
all of their previously issued commands completed.
For example,
call glFlush before waiting for user input that depends on
the generated image.
GL_INVALID_OPERATION is generated if glFlush
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glFog(int pname, float|int|array(float|int) param)
Fog is initially disabled.
While enabled, fog affects rasterized geometry,
bitmaps, and pixel blocks, but not buffer clear operations. To enable
and disable fog, call glEnable and glDisable with argument
GL_FOG.
glFog assigns the value or values in params to the fog parameter
specified by pname.
The following values are accepted for pname:
GL_FOG_MODE
 | params is a single integer or floating-point value that specifies
the equation to be used to compute the fog blend factor, f.
Three symbolic constants are accepted:
GL_LINEAR,
GL_EXP,
and GL_EXP2.
The equations corresponding to these symbolic constants are defined below.
The initial fog mode is GL_EXP.
 | 
GL_FOG_DENSITY
 | params is a single integer or floating-point value that specifies density, the fog density used in both exponential fog equations. Only nonnegative densities are accepted. The initial fog density is 1. | 
GL_FOG_START
 | params is a single integer or floating-point value that specifies start, the near distance used in the linear fog equation. The initial near distance is 0. | 
GL_FOG_END
 | params is a single integer or floating-point value that specifies end, the far distance used in the linear fog equation. The initial far distance is 1. | 
GL_FOG_INDEX
 | params is a single integer or floating-point value that specifies i sub f, the fog color index. The initial fog index is 0. | 
GL_FOG_COLOR
 | params contains four integer or floating-point values that specify C sub f, the fog color. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. After conversion, all color components are clamped to the range [0,1]. The initial fog color is (0, 0, 0, 0). | 
Fog blends a fog color with each rasterized pixel fragment's posttexturing
color using a blending factor f.
Factor f is computed in one of three ways,
depending on the fog mode.
Let z be the distance in eye coordinates from the origin to the fragment
being fogged.
The equation for GL_LINEAR fog is
.ce
.EQ f ~=~ {end ~-~ z} over {end ~-~ start} .EN
.RE
The equation for GL_EXP fog is
.ce
.EQ f ~=~ e ** (-(density ~cdot~ z)) .EN
The equation for GL_EXP2 fog is
.ce
.EQ f ~=~ e ** (-(density ~cdot~ z) ** 2) .EN
Regardless of the fog mode, f is clamped to the range [0,1] after it is computed. Then, if the GL is in RGBA color mode, the fragment's color C sub r is replaced by .sp .ce .EQ {C sub r} prime ~=~ f C sub r + (1 - f) C sub f .EN
In color index mode, the fragment's color index i sub r is replaced by .sp .ce .EQ {i sub r} prime ~=~ i sub r + (1 - f) i sub f .EN
pnameSpecifies a single-valued fog parameter.
GL_FOG_MODE,
GL_FOG_DENSITY,
GL_FOG_START,
GL_FOG_END,
and
GL_FOG_INDEX
are accepted.
paramSpecifies the value that pname will be set to.
pnameSpecifies a fog parameter.
GL_FOG_MODE,
GL_FOG_DENSITY,
GL_FOG_START,
GL_FOG_END,
GL_FOG_INDEX,
and
GL_FOG_COLOR
are accepted.
paramsSpecifies the value or values to be assigned to pname.
GL_FOG_COLOR requires an array of four values.
All other parameters accept an array containing only a single value.
GL_INVALID_ENUM is generated if pname is not an accepted value,
or if pname is GL_FOG_MODE and params is not an accepted value.
GL_INVALID_VALUE is generated if pname is GL_FOG_DENSITY,
and params is negative.
GL_INVALID_OPERATION is generated if glFog
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glFrontFace(int mode)
In a scene composed entirely of opaque closed surfaces,
back-facing polygons are never visible.
Eliminating these invisible polygons has the obvious benefit
of speeding up the rendering of the image.
To enable and disable elimination of back-facing polygons, call glEnable
and glDisable with argument GL_CULL_FACE.
The projection of a polygon to window coordinates is said to have
clockwise winding if an imaginary object following the path
from its first vertex,
its second vertex,
and so on,
to its last vertex,
and finally back to its first vertex,
moves in a clockwise direction about the interior of the polygon.
The polygon's winding is said to be counterclockwise if the imaginary
object following the same path moves in a counterclockwise direction
about the interior of the polygon.
glFrontFace specifies whether polygons with clockwise winding in window coordinates,
or counterclockwise winding in window coordinates,
are taken to be front-facing.
Passing GL_CCW to mode selects counterclockwise polygons as
front-facing;
GL_CW selects clockwise polygons as front-facing.
By default, counterclockwise polygons are taken to be front-facing.
modeSpecifies the orientation of front-facing polygons.
GL_CW and GL_CCW are accepted.
The initial value is GL_CCW.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_OPERATION is generated if glFrontFace
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glFrustum(float left, float right, float bottom, float top, float zNear, float zFar)
glFrustum describes a perspective matrix that produces a perspective projection.
The current matrix (see glMatrixMode) is multiplied by this matrix
and the result replaces the current matrix, as if
glMultMatrix were called with the following matrix
as its argument:
.sp 5 .ce .EQ down 130 {left ( ~~ matrix { ccol { {{2 ~ "zNear"} over {"right" - "left"}} above 0 above 0 above 0 } ccol { 0 above {{2 ~ "zNear"} over {"top" - "bottom"}} ~ above 0 above 0 } ccol { A ~~~~ above B ~~~~ above C ~~~~ above -1 ~~~~} ccol { 0 above 0 above D above 0} } ~~~ right )} .EN .sp .ce .EQ down 130 {A ~=~ {"right" + "left"} over {"right" - "left"}} .EN .sp .ce .EQ down 130 {B ~=~ {"top" + "bottom"} over {"top" - "bottom"}} .EN .sp .ce .EQ down 130 {C ~=~ -{{"zFar" + "zNear"} over {"zFar" - "zNear"}}} .EN .sp .ce .EQ down 130 {D ~=~ -{{2 ~ "zFar" ~ "zNear"} over {"zFar" - "zNear"}}} .EN .sp
Typically, the matrix mode is GL_PROJECTION, and
(left, bottom, -zNear) and (right, top,  -zNear)
specify the points on the near clipping plane that are mapped
to the lower left and upper right corners of the window,
assuming that the eye is located at (0, 0, 0).
-zFar specifies the location of the far clipping plane.
Both zNear and zFar must be positive.
Use glPushMatrix and glPopMatrix to save and restore
the current matrix stack.
leftSpecify the coordinates for the left and right vertical clipping planes.
bottomSpecify the coordinates for the bottom and top horizontal clipping planes.
zNearSpecify the distances to the near and far depth clipping planes. Both distances must be positive.
GL_INVALID_VALUE is generated if zNear or zFar is not positive.
GL_INVALID_OPERATION is generated if glFrustum
is executed between the execution of glBegin
and the corresponding execution of glEnd.
int glGenLists(int range)
glGenLists has one argument, range.
It returns an integer n such that range contiguous
empty display lists,
named n, n+1, ..., n+range -1,
are created.
If range is 0,
if there is no group of range contiguous names available,
or if any error is generated,
no display lists are generated,
and 0 is returned.
rangeSpecifies the number of contiguous empty display lists to be generated.
GL_INVALID_VALUE is generated if range is negative.
GL_INVALID_OPERATION is generated if glGenLists
is executed between the execution of glBegin
and the corresponding execution of glEnd.
int glGetError()
glGetError returns the value of the error flag.
Each detectable error is assigned a numeric code and symbolic name.
When an error occurs,
the error flag is set to the appropriate error code value.
No other errors are recorded until glGetError is called,
the error code is returned,
and the flag is reset to GL_NO_ERROR.
If a call to glGetError returns GL_NO_ERROR,
there has been no detectable error since the last call to glGetError,
or since the GL was initialized.
To allow for distributed implementations,
there may be several error flags.
If any single error flag has recorded an error,
the value of that flag is returned
and that flag is reset to GL_NO_ERROR
when glGetError is called.
If more than one flag has recorded an error,
glGetError returns and clears an arbitrary error flag value.
Thus, glGetError should always be called in a loop,
until it returns GL_NO_ERROR,
if all error flags are to be reset.
Initially, all error flags are set to GL_NO_ERROR.
The following errors are currently defined:
GL_NO_ERROR
 | No error has been recorded. The value of this symbolic constant is guaranteed to be 0. | 
GL_INVALID_ENUM
 | An unacceptable value is specified for an enumerated argument. The offending command is ignored, and has no other side effect than to set the error flag. | 
GL_INVALID_VALUE
 | A numeric argument is out of range. The offending command is ignored, and has no other side effect than to set the error flag. | 
GL_INVALID_OPERATION
 | The specified operation is not allowed in the current state. The offending command is ignored, and has no other side effect than to set the error flag. | 
GL_STACK_OVERFLOW
 | This command would cause a stack overflow. The offending command is ignored, and has no other side effect than to set the error flag. | 
GL_STACK_UNDERFLOW
 | This command would cause a stack underflow. The offending command is ignored, and has no other side effect than to set the error flag. | 
GL_OUT_OF_MEMORY
 | There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of the error flags, after this error is recorded. | 
When an error flag is set,
results of a GL operation are undefined only if GL_OUT_OF_MEMORY
has occurred.
In all other cases,
the command generating the error is ignored and has no effect on the GL state
or frame buffer contents.
If the generating command returns a value, it returns 0.
If glGetError itself generates an error, it returns 0.
GL_INVALID_OPERATION is generated if glGetError
is executed between the execution of glBegin
and the corresponding execution of glEnd.
In this case glGetError returns 0.
string glGetString(int name)
glGetString returns a pointer to a static string
describing some aspect of the current GL connection.
name can be one of the following:
GL_VENDOR
 | Returns the company responsible for this GL implementation. This name does not change from release to release. | 
GL_RENDERER
 | Returns the name of the renderer. This name is typically specific to a particular configuration of a hardware platform. It does not change from release to release. | 
GL_VERSION
 | Returns a version or release number. | 
GL_EXTENSIONS
 | Returns a space-separated list of supported extensions to GL. | 
Because the GL does not include queries for the performance
characteristics of an implementation, some applications are written to
recognize known platforms and modify their GL usage based on known
performance characteristics of these platforms.
Strings GL_VENDOR and GL_RENDERER together uniquely specify
a platform. They do not change from release to release and should be used
by platform-recognition algorithms.
Some applications want to make use of features that
are not part of the standard GL. These features
may be implemented as extensions to the standard GL.
The GL_EXTENSIONS string is a space-separated
list of supported GL extensions.
(Extension names never contain a space character.)
The GL_VERSION string begins with a version number.
The version number uses one
of these forms:
major_number.minor_number
major_number.minor_number.release_number
Vendor-specific information may follow the version number. Its format depends on the implementation, but a space always separates the version number and the vendor-specific information.
All strings are null-terminated.
nameSpecifies a symbolic constant, one of
GL_VENDOR, GL_RENDERER, GL_VERSION, or GL_EXTENSIONS.
GL_INVALID_ENUM is generated if name is not an accepted value.
GL_INVALID_OPERATION is generated if glGetString
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glHint(int target, int mode)
Certain aspects of GL behavior,
when there is room for interpretation,
can be controlled with hints.
A hint is specified with two arguments.
target is a symbolic
constant indicating the behavior to be controlled,
and mode is another symbolic constant indicating the desired
behavior. The initial value for each target is GL_DONT_CARE.
mode can be one of the following:
GL_FASTEST
 | The most efficient option should be chosen. | 
GL_NICEST
 | The most correct, or highest quality, option should be chosen. | 
GL_DONT_CARE
 | No preference. | 
Though the implementation aspects that can be hinted are well defined, the interpretation of the hints depends on the implementation. The hint aspects that can be specified with target, along with suggested semantics, are as follows:
GL_FOG_HINT
 | Indicates the accuracy of fog calculation.
If per-pixel fog calculation is not efficiently supported
by the GL implementation,
hinting GL_DONT_CARE or GL_FASTEST can result in per-vertex
calculation of fog effects.
 | 
GL_LINE_SMOOTH_HINT
 | Indicates the sampling quality of antialiased lines.
If a larger filter function is applied, hinting GL_NICEST can
result in more pixel fragments being generated during rasterization,
 | 
GL_PERSPECTIVE_CORRECTION_HINT
 | Indicates the quality of color and texture coordinate interpolation.
If perspective-corrected parameter interpolation is not efficiently supported
by the GL implementation,
hinting GL_DONT_CARE or GL_FASTEST can result in simple linear
interpolation of colors and/or texture coordinates.
 | 
GL_POINT_SMOOTH_HINT
 | Indicates the sampling quality of antialiased points.
If a larger filter function is applied, hinting GL_NICEST can
result in more pixel fragments being generated during rasterization,
 | 
GL_POLYGON_SMOOTH_HINT
 | Indicates the sampling quality of antialiased polygons.
Hinting GL_NICEST can result in more pixel fragments being generated
during rasterization,
if a larger filter function is applied.
 | 
targetSpecifies a symbolic constant indicating the behavior to be controlled.
GL_FOG_HINT,
GL_LINE_SMOOTH_HINT,
GL_PERSPECTIVE_CORRECTION_HINT,
GL_POINT_SMOOTH_HINT, and
GL_POLYGON_SMOOTH_HINT are accepted.
modeSpecifies a symbolic constant indicating the desired behavior.
GL_FASTEST,
GL_NICEST, and
GL_DONT_CARE are accepted.
GL_INVALID_ENUM is generated if either target or mode is not
an accepted value.
GL_INVALID_OPERATION is generated if glHint
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glIndex(float|int c)
glIndex updates the current (single-valued) color index.
It takes one argument, the new value for the current color index.
The current index is stored as a floating-point value. Integer values are converted directly to floating-point values, with no special mapping. The initial value is 1.
Index values outside the representable range of the color index buffer are not clamped. However, before an index is dithered (if enabled) and written to the frame buffer, it is converted to fixed-point format. Any bits in the integer portion of the resulting fixed-point value that do not correspond to bits in the frame buffer are masked out.
cSpecifies the new value for the current color index.
cSpecifies a pointer to a one-element array that contains the new value for the current color index.
void glIndexMask(int mask)
glIndexMask controls the writing of individual bits in the color index buffers.
The least significant n bits of mask,
where n is the number of bits in a color index buffer,
specify a mask.
Where a 1 (one) appears in the mask,
it's possible to write to the corresponding bit in the color index
buffer (or buffers).
Where a 0 (zero) appears,
the corresponding bit is write-protected.
This mask is used only in color index mode,
and it affects only the buffers currently selected for writing
(see glDrawBuffer).
Initially, all bits are enabled for writing.
maskSpecifies a bit mask to enable and disable the writing of individual bits in the color index buffers. Initially, the mask is all 1's.
GL_INVALID_OPERATION is generated if glIndexMask
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glInitNames()
The name stack is used during selection mode to allow sets of rendering
commands to be uniquely identified.
It consists of an ordered set of unsigned integers.
glInitNames causes the name stack to be initialized to its default empty state.
The name stack is always empty while the render mode is not GL_SELECT.
Calls to glInitNames while the render mode is not GL_SELECT are ignored.
GL_INVALID_OPERATION is generated if glInitNames
is executed between the execution of glBegin and the corresponding execution of
glEnd.
int glIsEnabled(int cap)
glIsEnabled returns GL_TRUE if cap is an enabled capability
and returns GL_FALSE otherwise.
Initially all capabilities except GL_DITHER are disabled;
GL_DITHER is initially enabled.
The following capabilities are accepted for cap:
.TS lb lb l l l. Constant See _
GL_ALPHA_TEST	glAlphaFunc
GL_AUTO_NORMAL	glEvalCoord
GL_BLEND	glBlendFunc, glLogicOp
GL_CLIP_PLANEi	glClipPlane
GL_COLOR_ARRAY	glColorPointer
GL_COLOR_LOGIC_OP	glLogicOp
GL_COLOR_MATERIAL	glColorMaterial
GL_CULL_FACE	glCullFace
GL_DEPTH_TEST	glDepthFunc, glDepthRange
GL_DITHER	glEnable
GL_EDGE_FLAG_ARRAY	glEdgeFlagPointer
GL_FOG	glFog
GL_INDEX_ARRAY	glIndexPointer
GL_INDEX_LOGIC_OP	glLogicOp
GL_LIGHTi	glLightModel, glLight
GL_LIGHTING	glMaterial, glLightModel, glLight
GL_LINE_SMOOTH	glLineWidth
GL_LINE_STIPPLE	glLineStipple
GL_MAP1_COLOR_4	glMap1, glMap2
GL_MAP2_TEXTURE_COORD_2	glMap2
GL_MAP2_TEXTURE_COORD_3	glMap2
GL_MAP2_TEXTURE_COORD_4	glMap2
GL_MAP2_VERTEX_3	glMap2
GL_MAP2_VERTEX_4	glMap2
GL_NORMAL_ARRAY	glNormalPointer
GL_NORMALIZE	glNormal
GL_POINT_SMOOTH	glPointSize
GL_POLYGON_SMOOTH	glPolygonMode
GL_POLYGON_OFFSET_FILL 	glPolygonOffset
GL_POLYGON_OFFSET_LINE 	glPolygonOffset
GL_POLYGON_OFFSET_POINT 	glPolygonOffset
GL_POLYGON_STIPPLE	glPolygonStipple
GL_SCISSOR_TEST	glScissor
GL_STENCIL_TEST	glStencilFunc, glStencilOp
GL_TEXTURE_1D	glTexImage1D
GL_TEXTURE_2D	glTexImage2D
GL_TEXTURE_COORD_ARRAY	glTexCoordPointer
GL_TEXTURE_GEN_Q	glTexGen
GL_TEXTURE_GEN_R	glTexGen
GL_TEXTURE_GEN_S	glTexGen
GL_TEXTURE_GEN_T	glTexGen
GL_VERTEX_ARRAY	glVertexPointer
.TE
capSpecifies a symbolic constant indicating a GL capability.
GL_INVALID_ENUM is generated if cap is not an accepted value.
GL_INVALID_OPERATION is generated if glIsEnabled
is executed between the execution of glBegin
and the corresponding execution of glEnd.
int glIsList(int list)
glIsList returns GL_TRUE if list is the name
of a display list and returns GL_FALSE otherwise.
listSpecifies a potential display-list name.
GL_INVALID_OPERATION is generated if glIsList
is executed between the execution of
glBegin
and the corresponding execution of glEnd.
int glIsTexture(int texture)
glIsTexture returns GL_TRUE if texture is currently the name of a texture.
If texture is zero, or is a non-zero value that is not currently the
name of a texture, or if an error occurs, glIsTexture returns GL_FALSE.
textureSpecifies a value that may be the name of a texture.
GL_INVALID_OPERATION is generated if glIsTexture is executed
between the execution of glBegin and the corresponding
execution of glEnd.
void glLight(int light, int pname, float|int|array(float|int) param)
glLight sets the values of individual light source parameters.
light names the light and is a symbolic name of the form GL_LIGHTi,
where 0 \(<= i < GL_MAX_LIGHTS.
pname specifies one of ten light source parameters,
again by symbolic name.
params is either a single value or a pointer to an array that contains
the new values.
To enable and disable lighting calculation, call glEnable
and glDisable with argument GL_LIGHTING. Lighting is
initially disabled.
When it is enabled,
light sources that are enabled contribute to the lighting calculation.
Light source i is enabled and disabled using glEnable and
glDisable with argument GL_LIGHTi.
The ten light parameters are as follows:
GL_AMBIENT
 | params contains four integer or floating-point values that specify the ambient RGBA intensity of the light. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient light intensity is (0, 0, 0, 1). | 
GL_DIFFUSE
 | params contains four integer or floating-point values that specify
the diffuse RGBA intensity of the light.
Integer values are mapped linearly such that the most positive representable
value maps to 1.0,
and the most negative representable value maps to -1.0.
Floating-point values are mapped directly.
Neither integer nor floating-point values are clamped.
The initial value
for GL_LIGHT0 is (1, 1, 1, 1); for other lights, the
initial value is (0, 0, 0, 0).
 | 
GL_SPECULAR
 | params contains four integer or floating-point values that specify
the specular RGBA intensity of the light.
Integer values are mapped linearly such that the most positive representable
value maps to 1.0,
and the most negative representable value maps to -1.0.
Floating-point values are mapped directly.
Neither integer nor floating-point values are clamped.
The initial value
for GL_LIGHT0 is (1, 1, 1, 1); for other lights, the
initial value is (0, 0, 0, 0).
 | 
GL_POSITION
 | params contains four integer or floating-point values that specify
the position of the light in homogeneous object coordinates.
Both integer and floating-point values are mapped directly.
Neither integer nor floating-point values are clamped.
The position is transformed by the modelview matrix when
glLight is called (just as if it were a point),
and it is stored in eye coordinates.
If the w component of the position is 0,
the light is treated as a directional source.
Diffuse and specular lighting calculations take the light's direction,
but not its actual position,
into account,
and attenuation is disabled.
Otherwise,
diffuse and specular lighting calculations are based on the actual location
of the light in eye coordinates,
and attenuation is enabled.
The initial position is (0, 0, 1, 0);
thus, the initial light source is directional,
parallel to, and in the direction of the -z axis.
 | 
GL_SPOT_DIRECTION
 | params contains three integer or floating-point values that specify
the direction of the light in homogeneous object coordinates.
Both integer and floating-point values are mapped directly.
Neither integer nor floating-point values are clamped.
The spot direction is transformed by the inverse of the modelview matrix when
glLight is called (just as if it were a normal),
and it is stored in eye coordinates.
It is significant only when GL_SPOT_CUTOFF is not 180,
which it is initially.
The initial direction is (0, 0, -1).
 | 
GL_SPOT_EXPONENT
 | params is a single integer or floating-point value that specifies
the intensity distribution of the light.
Integer and floating-point values are mapped directly.
Only values in the range [0,128] are accepted.
Effective light intensity is attenuated by the cosine of the angle between
the direction of the light and the direction from the light to the vertex
being lighted,
raised to the power of the spot exponent.
Thus, higher spot exponents result in a more focused light source,
regardless of the spot cutoff angle (see GL_SPOT_CUTOFF, next paragraph).
The initial spot exponent is 0,
resulting in uniform light distribution.
 | 
GL_SPOT_CUTOFF
 | params is a single integer or floating-point value that specifies the maximum spread angle of a light source. Integer and floating-point values are mapped directly. Only values in the range [0,90] and the special value 180 are accepted. If the angle between the direction of the light and the direction from the light to the vertex being lighted is greater than the spot cutoff angle, the light is completely masked. Otherwise, its intensity is controlled by the spot exponent and the attenuation factors. The initial spot cutoff is 180, resulting in uniform light distribution. | 
GL_CONSTANT_ATTENUATION
 | |
GL_LINEAR_ATTENUATION 
 | |
GL_QUADRATIC_ATTENUATION
 | params is a single integer or floating-point value that specifies one of the three light attenuation factors. Integer and floating-point values are mapped directly. Only nonnegative values are accepted. If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant factor, the linear factor times the distance between the light and the vertex being lighted, and the quadratic factor times the square of the same distance. The initial attenuation factors are (1, 0, 0), resulting in no attenuation. | 
lightSpecifies a light.
The number of lights depends on the implementation,
but at least eight lights are supported.
They are identified by symbolic names of the form GL_LIGHTi
where 0 \(<=  i  < GL_MAX_LIGHTS.
pnameSpecifies a single-valued light source parameter for light.
GL_SPOT_EXPONENT,
GL_SPOT_CUTOFF,
GL_CONSTANT_ATTENUATION,
GL_LINEAR_ATTENUATION, and
GL_QUADRATIC_ATTENUATION are accepted.
paramSpecifies the value that parameter pname of light source light will be set to.
lightSpecifies a light.
The number of lights depends on the implementation, but
at least eight lights are supported.
They are identified by symbolic names of the form GL_LIGHTi
where 0 \(<=  i  < GL_MAX_LIGHTS.
pnameSpecifies a light source parameter for light.
GL_AMBIENT,
GL_DIFFUSE,
GL_SPECULAR,
GL_POSITION,
GL_SPOT_CUTOFF,
GL_SPOT_DIRECTION,
GL_SPOT_EXPONENT,
GL_CONSTANT_ATTENUATION,
GL_LINEAR_ATTENUATION, and
GL_QUADRATIC_ATTENUATION are accepted.
paramsSpecifies a pointer to the value or values that parameter pname of light source light will be set to.
GL_INVALID_ENUM is generated if either light or pname
is not an accepted value.
GL_INVALID_VALUE is generated if a spot exponent value is specified
outside the range [0,128],
or if spot cutoff is specified outside the range [0,90] (except for the
special value 180),
or if a negative attenuation factor is specified.
GL_INVALID_OPERATION is generated if glLight is executed between
the execution of
glBegin and the corresponding execution of glEnd.
void glLightModel(int pname, float|int|array(float|int) param)
glLightModel sets the lighting model parameter.
pname names a parameter and params gives the new value.
There are three lighting model parameters:
GL_LIGHT_MODEL_AMBIENT
 | params contains four integer or floating-point values that specify the ambient RGBA intensity of the entire scene. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient scene intensity is (0.2, 0.2, 0.2, 1.0). | 
GL_LIGHT_MODEL_LOCAL_VIEWER
 | params is a single integer or floating-point value that specifies how specular reflection angles are computed. If params is 0 (or 0.0), specular reflection angles take the view direction to be parallel to and in the direction of the -z axis, regardless of the location of the vertex in eye coordinates. Otherwise, specular reflections are computed from the origin of the eye coordinate system. The initial value is 0. | 
GL_LIGHT_MODEL_TWO_SIDE
 | params is a single integer or floating-point value that specifies whether one- or two-sided lighting calculations are done for polygons. It has no effect on the lighting calculations for points, lines, or bitmaps. If params is 0 (or 0.0), one-sided lighting is specified, and only the front material parameters are used in the lighting equation. Otherwise, two-sided lighting is specified. In this case, vertices of back-facing polygons are lighted using the back material parameters, and have their normals reversed before the lighting equation is evaluated. Vertices of front-facing polygons are always lighted using the front material parameters, with no change to their normals. The initial value is 0. | 
In RGBA mode, the lighted color of a vertex is the sum of the material emission intensity, the product of the material ambient reflectance and the lighting model full-scene ambient intensity, and the contribution of each enabled light source. Each light source contributes the sum of three terms: ambient, diffuse, and specular. The ambient light source contribution is the product of the material ambient reflectance and the light's ambient intensity. The diffuse light source contribution is the product of the material diffuse reflectance, the light's diffuse intensity, and the dot product of the vertex's normal with the normalized vector from the vertex to the light source. The specular light source contribution is the product of the material specular reflectance, the light's specular intensity, and the dot product of the normalized vertex-to-eye and vertex-to-light vectors, raised to the power of the shininess of the material. All three light source contributions are attenuated equally based on the distance from the vertex to the light source and on light source direction, spread exponent, and spread cutoff angle. All dot products are replaced with 0 if they evaluate to a negative value.
The alpha component of the resulting lighted color is set to the alpha value of the material diffuse reflectance.
In color index mode,
the value of the lighted index of a vertex ranges from the ambient
to the specular values passed to glMaterial using GL_COLOR_INDEXES.
Diffuse and specular coefficients,
computed with a (.30, .59, .11) weighting of the lights' colors,
the shininess of the material,
and the same reflection and attenuation equations as in the RGBA case,
determine how much above ambient the resulting index is.
pnameSpecifies a single-valued lighting model parameter.
GL_LIGHT_MODEL_LOCAL_VIEWER and
GL_LIGHT_MODEL_TWO_SIDE are accepted.
paramSpecifies the value that param will be set to.
pnameSpecifies a lighting model parameter.
GL_LIGHT_MODEL_AMBIENT,
GL_LIGHT_MODEL_LOCAL_VIEWER, and
GL_LIGHT_MODEL_TWO_SIDE are accepted.
paramsSpecifies a pointer to the value or values that params will be set to.
GL_INVALID_ENUM is generated if pname is not an accepted value.
GL_INVALID_OPERATION is generated if glLightModel is executed between
the execution of glBegin and the corresponding execution of glEnd.
void glLineStipple(int factor, int pattern)
Line stippling masks out certain fragments produced by rasterization; those fragments will not be drawn. The masking is achieved by using three parameters: the 16-bit line stipple pattern pattern, the repeat count factor, and an integer stipple counter s.
Counter s is reset to 0 whenever glBegin is called,
and before each line segment of a glBegin(GL_LINES)/glEnd
sequence is generated.
It is incremented after each fragment of a unit width aliased line segment is generated,
or after each i fragments of an i width line segment are generated.
The i fragments associated with count s are masked out if
.sp
.ce
pattern bit (s ~/~ "factor") ~roman mod~ 16
.sp
is 0, otherwise these fragments are sent to the frame buffer.
Bit zero of pattern is the least significant bit.
Antialiased lines are treated as a sequence of 1 times width rectangles for purposes of stippling. Whether rectagle s is rasterized or not depends on the fragment rule described for aliased lines, counting rectangles rather than groups of fragments.
To enable and disable line stippling, call glEnable and glDisable
with argument GL_LINE_STIPPLE.
When enabled,
the line stipple pattern is applied as described above.
When disabled,
it is as if the pattern were all 1's.
Initially, line stippling is disabled.
factorSpecifies a multiplier for each bit in the line stipple pattern. If factor is 3, for example, each bit in the pattern is used three times before the next bit in the pattern is used. factor is clamped to the range [1, 256] and defaults to 1.
patternSpecifies a 16-bit integer whose bit pattern determines which fragments of a line will be drawn when the line is rasterized. Bit zero is used first; the default pattern is all 1's.
GL_INVALID_OPERATION is generated if glLineStipple
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glLineWidth(float width)
glLineWidth specifies the rasterized width of both aliased and antialiased
lines.
Using a line width other than 1 has different effects,
depending on whether line antialiasing is enabled.
To enable and disable line antialiasing, call
glEnable and glDisable
with argument GL_LINE_SMOOTH. Line antialiasing is initially
disabled.
If line antialiasing is disabled, the actual width is determined by rounding the supplied width to the nearest integer. (If the rounding results in the value 0, it is as if the line width were 1.) If .nf | DELTA x | >= | DELTA y |, .fi i pixels are filled in each column that is rasterized, where i is the rounded value of width. Otherwise, i pixels are filled in each row that is rasterized.
If antialiasing is enabled, line rasterization produces a fragment for each pixel square that intersects the region lying within the rectangle having width equal to the current line width, length equal to the actual length of the line, and centered on the mathematical line segment. The coverage value for each fragment is the window coordinate area of the intersection of the rectangular region with the corresponding pixel square. This value is saved and used in the final rasterization step.
Not all widths can be supported when line antialiasing is enabled.
If an unsupported width is requested,
the nearest supported width is used.
Only width 1 is guaranteed to be supported;
others depend on the implementation.
To query the range of supported widths and the size difference between
supported widths within the range, call
glGet with arguments
GL_LINE_WIDTH_RANGE and
GL_LINE_WIDTH_GRANULARITY.
widthSpecifies the width of rasterized lines. The initial value is 1.
GL_INVALID_VALUE is generated if width is less than or equal to 0.
GL_INVALID_OPERATION is generated if glLineWidth
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glListBase(int base)
glCallLists specifies an array of offsets.
Display-list names are generated by adding base to each offset.
Names that reference valid display lists are executed;
the others are ignored.
baseSpecifies an integer offset that will be added to glCallLists
offsets to generate display-list names.
The initial value is 0.
GL_INVALID_OPERATION is generated if glListBase
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glLoadIdentity()
glLoadIdentity replaces the current matrix with the identity matrix.
It is semantically equivalent to calling glLoadMatrix
with the identity matrix
.ce
.EQ left ( down 20 { ~ matrix { ccol { 1 above 0 above 0 above 0~ } ccol { 0 above 1 above 0 above 0~ } ccol { 0 above 0 above 1 above 0~ } ccol { 0 above 0 above 0 above 1 } } } ~~ right ) .EN
but in some cases it is more efficient.
GL_INVALID_OPERATION is generated if glLoadIdentity
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glLoadMatrix(array(array(float|int)) m)
glLoadMatrix replaces the current matrix with the one whose elements are specified by
m.
The current matrix is the projection matrix,
modelview matrix,
or texture matrix,
depending on the current matrix mode
(see glMatrixMode).
The current matrix, M, defines a transformation of coordinates. For instance, assume M refers to the modelview matrix. If v ~=~ (v[0], v[1], v[2], v[3]) is the set of object coordinates of a vertex, and m points to an array of 16 single- or double-precision floating-point values m[0], m[1],. . .,m[15], then the modelview transformation M(v) does the following:
.ce .EQ down 130 {M(v) ~ = ~ {{ left ( matrix { ccol { ~m[0] above m[1] above m[2] above m[3] ~} ccol { ~m[4] above m[5] above m[6] above m[7] ~} ccol { ~m[8] above m[9] above m[10] above m[11] ~} ccol { ~m[12]~ above m[13]~ above m[14]~ above m[15]~} } right ) } ~~ times ~~ {left ( matrix { ccol { ~v[0]~ above ~v[1]~ above ~v[2]~ above ~v[3]~ } } right )} }} .EN
.sp
Where 'times' denotes matrix multiplication.
Projection and texture transformations are similarly defined.
mSpecifies a pointer to 16 consecutive values, which are used as the elements of a 4 times 4 column-major matrix.
GL_INVALID_OPERATION is generated if glLoadMatrix
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glLoadName(int name)
The name stack is used during selection mode to allow sets of rendering
commands to be uniquely identified.
It consists of an ordered set of unsigned integers.
glLoadName causes name to replace the value on the top of the name stack,
which is initially empty.
The name stack is always empty while the render mode is not GL_SELECT.
Calls to glLoadName while the render mode is not GL_SELECT are ignored.
nameSpecifies a name that will replace the top value on the name stack.
GL_INVALID_OPERATION is generated if glLoadName is called while the
name stack is empty.
GL_INVALID_OPERATION is generated if glLoadName is executed between
the execution of glBegin and the corresponding execution of glEnd.
void glLogicOp(int opcode)
glLogicOp specifies a logical operation that,
when enabled,
is applied between the incoming color index or RGBA color
and the color index or RGBA color at the corresponding location in the
frame buffer.
To enable or disable the logical operation, call
glEnable and glDisable
using the symbolic constant GL_COLOR_LOGIC_OP for RGBA mode or
GL_INDEX_LOGIC_OP for color index mode. The initial value is
disabled for both operations.
.ne
.TS
center box ;
ci | ci
c | c .
opcode	resulting value
=
GL_CLEAR	0
GL_SET	1
GL_COPY	s
GL_COPY_INVERTED	~s
GL_NOOP	d
GL_INVERT	~d
GL_AND	s & d
GL_NAND	~(s & d)
GL_OR	s | d
GL_NOR	~(s | d)
GL_XOR	s ^ d
GL_EQUIV	~(s ^ d)
GL_AND_REVERSE	s & ~d
GL_AND_INVERTED	~s & d
GL_OR_REVERSE	s | ~d
GL_OR_INVERTED	~s | d
.TE
opcode is a symbolic constant chosen from the list above. In the explanation of the logical operations, s represents the incoming color index and d represents the index in the frame buffer. Standard C-language operators are used. As these bitwise operators suggest, the logical operation is applied independently to each bit pair of the source and destination indices or colors.
opcodeSpecifies a symbolic constant that selects a logical operation.
The following symbols are accepted:
GL_CLEAR,
GL_SET,
GL_COPY,
GL_COPY_INVERTED,
GL_NOOP,
GL_INVERT,
GL_AND,
GL_NAND,
GL_OR,
GL_NOR,
GL_XOR,
GL_EQUIV,
GL_AND_REVERSE,
GL_AND_INVERTED,
GL_OR_REVERSE, and
GL_OR_INVERTED. The initial value is GL_COPY.
GL_INVALID_ENUM is generated if opcode is not an accepted value.
GL_INVALID_OPERATION is generated if glLogicOp
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glMaterial(int face, int pname, float|int|array(float|int) param)
glMaterial assigns values to material parameters.
There are two matched sets of material parameters.
One,
the front-facing set,
is used to shade points,
lines,
bitmaps,
and all polygons
(when two-sided lighting is disabled),
or just front-facing polygons
(when two-sided lighting is enabled).
The other set,
back-facing,
is used to shade back-facing polygons only when two-sided lighting is enabled.
Refer to the glLightModel reference page for details concerning one- and
two-sided lighting calculations.
glMaterial takes three arguments.
The first,
face,
specifies whether the
GL_FRONT materials, the
GL_BACK materials, or both
GL_FRONT_AND_BACK materials will be modified.
The second,
pname,
specifies which of several parameters in one or both sets will be modified.
The third,
params,
specifies what value or values will be assigned to the specified parameter.
Material parameters are used in the lighting equation that is optionally
applied to each vertex.
The equation is discussed in the glLightModel reference page.
The parameters that can be specified using glMaterial,
and their interpretations by the lighting equation, are as follows:
GL_AMBIENT
 | params contains four integer or floating-point values that specify the ambient RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient reflectance for both front- and back-facing materials is (0.2, 0.2, 0.2, 1.0). | 
GL_DIFFUSE
 | params contains four integer or floating-point values that specify the diffuse RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial diffuse reflectance for both front- and back-facing materials is (0.8, 0.8, 0.8, 1.0). | 
GL_SPECULAR
 | params contains four integer or floating-point values that specify the specular RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial specular reflectance for both front- and back-facing materials is (0, 0, 0, 1). | 
GL_EMISSION
 | params contains four integer or floating-point values that specify the RGBA emitted light intensity of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial emission intensity for both front- and back-facing materials is (0, 0, 0, 1). | 
GL_SHININESS
 | params is a single integer or floating-point value that specifies the RGBA specular exponent of the material. Integer and floating-point values are mapped directly. Only values in the range [0,128] are accepted. The initial specular exponent for both front- and back-facing materials is 0. | 
GL_AMBIENT_AND_DIFFUSE
 | Equivalent to calling glMaterial twice with the same parameter values,
once with GL_AMBIENT and once with GL_DIFFUSE.
 | 
GL_COLOR_INDEXES
 | params contains three integer or floating-point values specifying
the color indices for ambient,
diffuse,
and specular lighting.
These three values,
and GL_SHININESS,
are the only material values used by the color index mode lighting equation.
Refer to the glLightModel reference page for a discussion
of color index lighting.
 | 
faceSpecifies which face or faces are being updated.
Must be one of
GL_FRONT,
GL_BACK, or
GL_FRONT_AND_BACK.
pnameSpecifies the single-valued material parameter of the face or faces
that is being updated.
Must be GL_SHININESS.
paramSpecifies the value that parameter GL_SHININESS will be set to.
faceSpecifies which face or faces are being updated.
Must be one of
GL_FRONT,
GL_BACK, or
GL_FRONT_AND_BACK.
pnameSpecifies the material parameter of the face or faces that is being updated.
Must be one of
GL_AMBIENT,
GL_DIFFUSE,
GL_SPECULAR,
GL_EMISSION,
GL_SHININESS,
GL_AMBIENT_AND_DIFFUSE,  or
GL_COLOR_INDEXES.
paramsSpecifies a pointer to the value or values that pname will be set to.
GL_INVALID_ENUM is generated if either face or pname is not
an accepted value.
GL_INVALID_VALUE is generated if a specular exponent outside the range
[0,128] is specified.
void glMatrixMode(int mode)
glMatrixMode sets the current matrix mode.
mode can assume one of three values:
GL_MODELVIEW
 | Applies subsequent matrix operations to the modelview matrix stack. | 
GL_PROJECTION
 | Applies subsequent matrix operations to the projection matrix stack. | 
GL_TEXTURE
 | Applies subsequent matrix operations to the texture matrix stack. | 
To find out which matrix stack is currently the target of all matrix
operations, call glGet with argument GL_MATRIX_MODE. The initial
value is GL_MODELVIEW.
modeSpecifies which matrix stack is the target
for subsequent matrix operations.
Three values are accepted:
GL_MODELVIEW,
GL_PROJECTION, and
GL_TEXTURE.
The initial value is GL_MODELVIEW.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_OPERATION is generated if glMatrixMode
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glMultMatrix(array(array(float|int)) m)
glMultMatrix multiplies the current matrix with the one specified using m, and
replaces the current matrix with the product.
The current matrix is determined by the current matrix mode (see glMatrixMode). It is either the projection matrix,
modelview matrix,
or the texture matrix.
mPoints to 16 consecutive values that are used as the elements of a 4 times 4 column-major matrix.
GL_INVALID_OPERATION is generated if glMultMatrix
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glNewList(int list, int mode)
Display lists are groups of GL commands that have been stored
for subsequent execution.
Display lists are created with glNewList.
All subsequent commands are placed in the display list,
in the order issued,
until glEndList is called.
glNewList has two arguments.
The first argument,
list,
is a positive integer that becomes the unique name for the display list.
Names can be created and reserved with glGenLists
and tested for uniqueness with glIsList.
The second argument,
mode,
is a symbolic constant that can assume one of two values:
GL_COMPILE
 | Commands are merely compiled. | 
GL_COMPILE_AND_EXECUTE
 | Commands are executed as they are compiled into the display list. | 
Certain commands are not compiled into the display list
but are executed immediately,
regardless of the display-list mode.
These commands are
glColorPointer,
glDeleteLists,
glDisableClientState,
glEdgeFlagPointer,
glEnableClientState,
glFeedbackBuffer,
glFinish,
glFlush,
glGenLists,
glIndexPointer,
glInterleavedArrays,
glIsEnabled,
glIsList,
glNormalPointer,
glPopClientAttrib,
glPixelStore,
glPushClientAttrib,
glReadPixels,
glRenderMode,
glSelectBuffer,
glTexCoordPointer,
glVertexPointer,
and all of the glGet commands.
Similarly,
glTexImage2D and glTexImage1D
are executed immediately and not compiled into the display list when their
first argument is GL_PROXY_TEXTURE_2D or
GL_PROXY_TEXTURE_1D, respectively.
When glEndList is encountered,
the display-list definition is completed by associating the list
with the unique name list
(specified in the glNewList command).
If a display list with name list already exists,
it is replaced only when glEndList is called.
listSpecifies the display-list name.
modeSpecifies the compilation mode,
which can be
GL_COMPILE or
GL_COMPILE_AND_EXECUTE.
GL_INVALID_VALUE is generated if list is 0.
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_OPERATION is generated if glEndList is called
without a preceding glNewList,
or if glNewList is called while a display list is being defined.
GL_INVALID_OPERATION is generated if glNewList or glEndList
is executed between the execution of glBegin
and the corresponding execution of glEnd.
GL_OUT_OF_MEMORY is generated if there is insufficient memory to
compile the display list. If the GL version is 1.1 or greater, no
change is made to the previous contents of the display list, if any,
and no other change is made to the GL state. (It is as if no attempt
had been made to create the new display list.)
void glNormal(float|int|array(float|int) nx, float|int|void ny, float|int|void nz)
The current normal is set to the given coordinates
whenever glNormal is issued.
Byte, short, or integer arguments are converted to floating-point
format with a linear mapping that maps the most positive representable integer
value to 1.0,
and the most negative representable integer value to -1.0.
Normals specified with glNormal need not have unit length.
If normalization is enabled,
then normals specified with glNormal are normalized after transformation.
To enable and disable normalization, call glEnable and glDisable
with the argument GL_NORMALIZE.
Normalization is initially disabled.
nxSpecify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).
vSpecifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal.
void glOrtho(float left, float right, float bottom, float top, float zNear, float zFar)
glOrtho describes a transformation that produces a parallel projection.
The current matrix (see glMatrixMode) is multiplied by this matrix
and the result replaces the current matrix, as if
glMultMatrix were called with the following matrix
as its argument:
.sp
.ce
.EQ
left (  matrix {
   ccol { {2 over {"right" - "left"}} above 0 above 0 above 0 }
   ccol { 0 above {2 over {"top" - "bottom"}} above 0 above 0 }
   ccol { 0 above 0 above {-2 over {"zFar" - "zNear"}}  above 0 }
   ccol { {t sub x}~ above {t sub y}~ above {t sub z}~ above 1~ }
} right )
.EN
where .ce .EQ t sub x ~=~ -{{"right" + "left"} over {"right" - "left"}} .EN
.ce .EQ t sub y ~=~ -{{"top" + "bottom"} over {"top" - "bottom"}} .EN
.ce .EQ t sub z ~=~ -{{"zFar" + "zNear"} over {"zFar" - "zNear"}} .EN
.RE
Typically, the matrix mode is GL_PROJECTION, and
(left, bottom,  -zNear) and (right, top,  -zNear)
specify the points on the near clipping plane that are mapped
to the lower left and upper right corners of the window,
respectively,
assuming that the eye is located at (0, 0, 0).
-zFar specifies the location of the far clipping plane.
Both zNear and zFar can be either positive or negative.
Use glPushMatrix and glPopMatrix to save and restore
the current matrix stack.
leftSpecify the coordinates for the left and right vertical clipping planes.
bottomSpecify the coordinates for the bottom and top horizontal clipping planes.
zNearSpecify the distances to the nearer and farther depth clipping planes. These values are negative if the plane is to be behind the viewer.
GL_INVALID_OPERATION is generated if glOrtho
is executed between the execution of
glBegin
and the corresponding execution of glEnd.
void glPassThrough(float token)
Feedback is a GL render mode.
The mode is selected by calling
glRenderMode with GL_FEEDBACK.
When the GL is in feedback mode,
no pixels are produced by rasterization.
Instead,
information about primitives that would have been rasterized
is fed back to the application using the GL.
See the glFeedbackBuffer reference page for a description of the
feedback buffer and the values in it.
glPassThrough inserts a user-defined marker in the feedback buffer
when it is executed in feedback mode.
token is returned as if it were a primitive;
it is indicated with its own unique identifying value:
GL_PASS_THROUGH_TOKEN.
The order of glPassThrough commands with respect to the specification
of graphics primitives is maintained.
tokenSpecifies a marker value to be placed in the feedback buffer
following a GL_PASS_THROUGH_TOKEN.
GL_INVALID_OPERATION is generated if glPassThrough is executed between
the execution of glBegin and the corresponding execution of glEnd.
void glPixelZoom(float xfactor, float yfactor)
glPixelZoom specifies values for the x and y zoom factors.
During the execution of glDrawPixels or glCopyPixels,
if (xr , yr ) is the current raster position,
and a given element is in the mth row and nth column of the pixel rectangle,
then pixels whose centers are in the rectangle with corners at
.sp
.ce
(xr ~+~ n cdot "xfactor", yr ~+~ m cdot "yfactor")
.sp
.ce
(xr ~+~ (n+1) cdot "xfactor", yr ~+~ (m+1) cdot "yfactor")
.sp
are candidates for replacement.
Any pixel whose center lies on the bottom or left edge of this rectangular
region is also modified.
Pixel zoom factors are not limited to positive values. Negative zoom factors reflect the resulting image about the current raster position.
xfactorSpecify the x and y zoom factors for pixel write operations.
GL_INVALID_OPERATION is generated if glPixelZoom
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glPointSize(float size)
glPointSize specifies the rasterized diameter of both aliased and antialiased
points.
Using a point size other than 1 has different effects,
depending on whether point antialiasing is enabled.
To enable and disable point antialiasing, call
glEnable and glDisable
with argument GL_POINT_SMOOTH. Point antialiasing is initially disabled.
If point antialiasing is disabled, the actual size is determined by rounding the supplied size to the nearest integer. (If the rounding results in the value 0, it is as if the point size were 1.) If the rounded size is odd, then the center point ( x , y ) of the pixel fragment that represents the point is computed as .sp .ce ( \(lf ~ x sub w ~ \(rf ~+~ .5 , \(lf ~ y sub w ~ \(rf ~+~ .5 ) .sp where w subscripts indicate window coordinates. All pixels that lie within the square grid of the rounded size centered at ( x , y ) make up the fragment. If the size is even, the center point is .sp .ce ( \(lf ~ x sub w ~+~ .5 ~ \(rf, \(lf ~ y sub w ~+~ .5 ~ \(rf ) .sp and the rasterized fragment's centers are the half-integer window coordinates within the square of the rounded size centered at ( x , y ). All pixel fragments produced in rasterizing a nonantialiased point are assigned the same associated data, that of the vertex corresponding to the point.
If antialiasing is enabled, then point rasterization produces a fragment for each pixel square that intersects the region lying within the circle having diameter equal to the current point size and centered at the point's ( x sub w , y sub w ). The coverage value for each fragment is the window coordinate area of the intersection of the circular region with the corresponding pixel square. This value is saved and used in the final rasterization step. The data associated with each fragment is the data associated with the point being rasterized.
Not all sizes are supported when point antialiasing is enabled.
If an unsupported size is requested,
the nearest supported size is used.
Only size 1 is guaranteed to be supported;
others depend on the implementation.
To query the range of supported sizes and the size difference between
supported sizes within the range, call
glGet with arguments
GL_POINT_SIZE_RANGE and
GL_POINT_SIZE_GRANULARITY.
sizeSpecifies the diameter of rasterized points. The initial value is 1.
GL_INVALID_VALUE is generated if size is less than or equal to 0.
GL_INVALID_OPERATION is generated if glPointSize
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glPolygonMode(int face, int mode)
glPolygonMode controls the interpretation of polygons for rasterization.
face describes which polygons mode applies to:
front-facing polygons (GL_FRONT),
back-facing polygons (GL_BACK),
or both (GL_FRONT_AND_BACK).
The polygon mode affects only the final rasterization of polygons.
In particular,
a polygon's vertices are lit and
the polygon is clipped and possibly culled before these modes are applied.
Three modes are defined and can be specified in mode:
GL_POINT
 | Polygon vertices that are marked as the start of a boundary edge
are drawn as points.
Point attributes such as
GL_POINT_SIZE and
GL_POINT_SMOOTH control
the rasterization of the points.
Polygon rasterization attributes other than GL_POLYGON_MODE have no effect.
 | 
GL_LINE
 | Boundary edges of the polygon are drawn as line segments.
They are treated as connected line segments for line stippling;
the line stipple counter and pattern are not reset between segments
(see glLineStipple).
Line attributes such as
GL_LINE_WIDTH and
GL_LINE_SMOOTH control
the rasterization of the lines.
Polygon rasterization attributes other than GL_POLYGON_MODE have no effect.
 | 
GL_FILL
 | The interior of the polygon is filled.
Polygon attributes such as
GL_POLYGON_STIPPLE and
GL_POLYGON_SMOOTH control the rasterization of the polygon.
 | 
faceSpecifies the polygons that mode applies to.
Must be
GL_FRONT for front-facing polygons,
GL_BACK for back-facing polygons,
or GL_FRONT_AND_BACK for front- and back-facing polygons.
modeSpecifies how polygons will be rasterized.
Accepted values are
GL_POINT,
GL_LINE, and
GL_FILL.
The initial value is GL_FILL for both front- and back-facing polygons.
GL_INVALID_ENUM is generated if either face or mode is not
an accepted value.
GL_INVALID_OPERATION is generated if glPolygonMode
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glPolygonOffset(float factor, float units)
When GL_POLYGON_OFFSET is enabled, each
fragment's depth value will be offset after it is interpolated
from the depth values of the appropriate vertices.
The value of the offset is "factor" ~*~ DZ ~~+~~ r ~*~ "units",
where DZ~ is a measurement of the change in depth relative to the screen
area of the polygon, and r is the smallest value that is guaranteed to
produce a resolvable offset for a given implementation.
The offset is added before the depth test is performed and before
the value is written into the depth buffer.
glPolygonOffset is useful for rendering hidden-line images, for applying decals
to surfaces, and for rendering solids with highlighted edges.
factorSpecifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.
unitsIs multiplied by an implementation-specific value to create a constant depth offset. The initial value is 0.
GL_INVALID_OPERATION is generated if glPolygonOffset is executed
between the execution of glBegin and the corresponding
execution of glEnd.
void glPopAttrib()
glPushAttrib takes one argument,
a mask that indicates which groups of state variables
to save on the attribute stack.
Symbolic constants are used to set bits in the mask.
mask
is typically constructed by ORing several of these constants together.
The special mask
GL_ALL_ATTRIB_BITS
can be used to save all stackable states.
The symbolic mask constants and their associated GL state are as follows (the second column lists which attributes are saved):
.TS
;
l l .
GL_ACCUM_BUFFER_BIT	Accumulation buffer clear value
GL_COLOR_BUFFER_BIT	GL_ALPHA_TEST enable bit
	Alpha test function and reference value
	GL_BLEND enable bit
	Blending source and destination functions
	Constant blend color
	Blending equation
	GL_DITHER enable bit
	GL_DRAW_BUFFER setting
	GL_COLOR_LOGIC_OP enable bit
	GL_INDEX_LOGIC_OP enable bit
	Logic op function
	Color mode and index mode clear values
	Color mode and index mode writemasks
GL_CURRENT_BIT	Current RGBA color
	Current color index
	Current normal vector
	Current texture coordinates
	Current raster position
	GL_CURRENT_RASTER_POSITION_VALID flag
	RGBA color associated with current raster position
	Color index associated with current raster position
	Texture coordinates associated with current raster position
	GL_EDGE_FLAG flag
GL_DEPTH_BUFFER_BIT	GL_DEPTH_TEST enable bit
	Depth buffer test function
	Depth buffer clear value
	GL_DEPTH_WRITEMASK enable bit
GL_ENABLE_BIT	GL_ALPHA_TEST flag
	GL_AUTO_NORMAL flag
	GL_BLEND flag
	Enable bits for the user-definable clipping planes
	GL_COLOR_MATERIAL
	GL_CULL_FACE flag
	GL_DEPTH_TEST flag
	GL_DITHER flag
	GL_FOG flag
	GL_LIGHTi where 0\ <= i<GL_MAX_LIGHTS
	GL_LIGHTING flag
	GL_LINE_SMOOTH flag
	GL_LINE_STIPPLE flag
	GL_COLOR_LOGIC_OP flag
	GL_INDEX_LOGIC_OP flag
	GL_MAP1_x where x is a map type
	GL_MAP2_x where x is a map type
	GL_NORMALIZE flag
	GL_POINT_SMOOTH flag
	GL_POLYGON_OFFSET_LINE flag
	GL_POLYGON_OFFSET_FILL flag
	GL_POLYGON_OFFSET_POINT flag
	GL_POLYGON_SMOOTH flag
	GL_POLYGON_STIPPLE flag
	GL_SCISSOR_TEST flag
	GL_STENCIL_TEST flag
	GL_TEXTURE_1D flag
	GL_TEXTURE_2D flag
	Flags GL_TEXTURE_GEN_x where x is S, T, R, or Q
GL_EVAL_BIT	GL_MAP1_x enable bits, where x is a map type
	GL_MAP2_x enable bits, where x is a map type
	1D grid endpoints and divisions
	2D grid endpoints and divisions
	GL_AUTO_NORMAL enable bit
GL_FOG_BIT	GL_FOG enable bit
	Fog color
	Fog density
	Linear fog start
	Linear fog end
	Fog index
	GL_FOG_MODE value
GL_HINT_BIT	GL_PERSPECTIVE_CORRECTION_HINT setting
	GL_POINT_SMOOTH_HINT setting
	GL_LINE_SMOOTH_HINT setting
	GL_POLYGON_SMOOTH_HINT setting
	GL_FOG_HINT setting
GL_LIGHTING_BIT	GL_COLOR_MATERIAL enable bit
	GL_COLOR_MATERIAL_FACE value
	Color material parameters that are tracking the current color
	Ambient scene color
	GL_LIGHT_MODEL_LOCAL_VIEWER value
	GL_LIGHT_MODEL_TWO_SIDE setting
	GL_LIGHTING enable bit
	Enable bit for each light
	Ambient, diffuse, and specular intensity for each light
	Direction, position, exponent, and cutoff angle for each light
	Constant, linear, and quadratic attenuation factors for each light
	Ambient, diffuse, specular, and emissive color for each material
	Ambient, diffuse, and specular color indices for each material
	Specular exponent for each material
	GL_SHADE_MODEL setting
GL_LINE_BIT	GL_LINE_SMOOTH flag
	GL_LINE_STIPPLE enable bit
	Line stipple pattern and repeat counter
	Line width
GL_LIST_BIT	GL_LIST_BASE setting
GL_PIXEL_MODE_BIT	GL_RED_BIAS and GL_RED_SCALE settings
	GL_GREEN_BIAS and GL_GREEN_SCALE values
	GL_BLUE_BIAS and GL_BLUE_SCALE
	GL_ALPHA_BIAS and GL_ALPHA_SCALE
	GL_DEPTH_BIAS and GL_DEPTH_SCALE
	GL_INDEX_OFFSET and GL_INDEX_SHIFT values
	GL_MAP_COLOR and GL_MAP_STENCIL flags
	GL_ZOOM_X and GL_ZOOM_Y factors
	GL_READ_BUFFER setting
GL_POINT_BIT	GL_POINT_SMOOTH flag
	Point size
GL_POLYGON_BIT	GL_CULL_FACE enable bit
	GL_CULL_FACE_MODE value
	GL_FRONT_FACE indicator
	GL_POLYGON_MODE setting
	GL_POLYGON_SMOOTH flag
	GL_POLYGON_STIPPLE enable bit
	GL_POLYGON_OFFSET_FILL flag
	GL_POLYGON_OFFSET_LINE flag
	GL_POLYGON_OFFSET_POINT flag
	GL_POLYGON_OFFSET_FACTOR
	GL_POLYGON_OFFSET_UNITS
GL_POLYGON_STIPPLE_BIT	Polygon stipple image
GL_SCISSOR_BIT	GL_SCISSOR_TEST flag
	Scissor box
GL_STENCIL_BUFFER_BIT	GL_STENCIL_TEST enable bit
	Stencil function and reference value
	Stencil value mask
	Stencil fail, pass, and depth buffer pass actions
	Stencil buffer clear value
	Stencil buffer writemask
GL_TEXTURE_BIT	Enable bits for the four texture coordinates
	Border color for each texture image
	Minification function for each texture image
	Magnification function for each texture image
	Texture coordinates and wrap mode for each texture image
	Color and mode for each texture environment
	Enable bits GL_TEXTURE_GEN_x, x is S, T, R, and Q
	GL_TEXTURE_GEN_MODE setting for S, T, R, and Q
	glTexGen plane equations for S, T, R, and Q
	Current texture bindings (for example, GL_TEXTURE_2D_BINDING)
GL_TRANSFORM_BIT	Coefficients of the six clipping planes
	Enable bits for the user-definable clipping planes
	GL_MATRIX_MODE value
	GL_NORMALIZE flag
GL_VIEWPORT_BIT	Depth range (near and far)
	Viewport origin and extent
.TE
glPopAttrib restores the values of the state variables saved with the last
glPushAttrib command.
Those not saved are left unchanged.
It is an error to push attributes onto a full stack, or to pop attributes off an empty stack. In either case, the error flag is set and no other change is made to GL state.
Initially, the attribute stack is empty.
maskSpecifies a mask that indicates which attributes to save. Values for mask are listed below.
GL_STACK_OVERFLOW is generated if glPushAttrib is called while
the attribute stack is full.
GL_STACK_UNDERFLOW is generated if glPopAttrib is called while
the attribute stack is empty.
GL_INVALID_OPERATION is generated if glPushAttrib or glPopAttrib
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glPopClientAttrib()
glPushClientAttrib takes one argument,
a mask that indicates which groups of client-state variables
to save on the client attribute stack.
Symbolic constants are used to set bits in the mask.
mask
is typically constructed by OR'ing several of these constants together.
The special mask
GL_CLIENT_ALL_ATTRIB_BITS
can be used to save all stackable client state.
The symbolic mask constants and their associated GL client state are as follows (the second column lists which attributes are saved):
GL_CLIENT_PIXEL_STORE_BIT	Pixel storage modes
GL_CLIENT_VERTEX_ARRAY_BIT	Vertex arrays (and enables)
glPopClientAttrib restores the values of the client-state variables
saved with the last glPushClientAttrib.
Those not saved are left unchanged.
It is an error to push attributes onto a full client attribute stack, or to pop attributes off an empty stack. In either case, the error flag is set, and no other change is made to GL state.
Initially, the client attribute stack is empty.
maskSpecifies a mask that indicates which attributes to save. Values for mask are listed below.
GL_STACK_OVERFLOW is generated if glPushClientAttrib is called while
the attribute stack is full.
GL_STACK_UNDERFLOW is generated if glPopClientAttrib is called while
the attribute stack is empty.
void glPopMatrix()
There is a stack of matrices for each of the matrix modes.
In GL_MODELVIEW mode,
the stack depth is at least 32.
In the other two modes,
GL_PROJECTION and GL_TEXTURE,
the depth is at least 2.
The current matrix in any mode is the matrix on the top of the stack
for that mode.
glPushMatrix pushes the current matrix stack down by one,
duplicating the current matrix.
That is,
after a glPushMatrix call,
the matrix on top of the stack is identical to the one below it.
glPopMatrix pops the current matrix stack,
replacing the current matrix with the one below it on the stack.
Initially, each of the stacks contains one matrix, an identity matrix.
It is an error to push a full matrix stack, or to pop a matrix stack that contains only a single matrix. In either case, the error flag is set and no other change is made to GL state.
GL_STACK_OVERFLOW is generated if glPushMatrix is called while
the current matrix stack is full.
GL_STACK_UNDERFLOW is generated if glPopMatrix is called while
the current matrix stack contains only a single matrix.
GL_INVALID_OPERATION is generated if glPushMatrix or glPopMatrix
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glPopName()
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.
glPushName causes name to be pushed onto the name stack.
glPopName pops one name off the top of the stack.
The maximum name stack depth is implementation-dependent; call
GL_MAX_NAME_STACK_DEPTH to find out the value for a particular
implementation. It is an
error to push a name onto a full stack,
or to pop a name off an empty stack.
It is also an error to manipulate the name stack between the execution of
glBegin and the corresponding execution of glEnd.
In any of these cases, the error flag is set and no other change is
made to GL state.
The name stack is always empty while the render mode is not GL_SELECT.
Calls to glPushName or glPopName while the render mode is not
GL_SELECT are ignored.
nameSpecifies a name that will be pushed onto the name stack.
GL_STACK_OVERFLOW is generated if glPushName is called while the
name stack is full.
GL_STACK_UNDERFLOW is generated if glPopName is called while the
name stack is empty.
GL_INVALID_OPERATION is generated if glPushName or glPopName
is executed between a call to glBegin and the corresponding call to
glEnd.
void glPushAttrib(int mask)
glPushAttrib takes one argument,
a mask that indicates which groups of state variables
to save on the attribute stack.
Symbolic constants are used to set bits in the mask.
mask
is typically constructed by ORing several of these constants together.
The special mask
GL_ALL_ATTRIB_BITS
can be used to save all stackable states.
The symbolic mask constants and their associated GL state are as follows (the second column lists which attributes are saved):
.TS
;
l l .
GL_ACCUM_BUFFER_BIT	Accumulation buffer clear value
GL_COLOR_BUFFER_BIT	GL_ALPHA_TEST enable bit
	Alpha test function and reference value
	GL_BLEND enable bit
	Blending source and destination functions
	Constant blend color
	Blending equation
	GL_DITHER enable bit
	GL_DRAW_BUFFER setting
	GL_COLOR_LOGIC_OP enable bit
	GL_INDEX_LOGIC_OP enable bit
	Logic op function
	Color mode and index mode clear values
	Color mode and index mode writemasks
GL_CURRENT_BIT	Current RGBA color
	Current color index
	Current normal vector
	Current texture coordinates
	Current raster position
	GL_CURRENT_RASTER_POSITION_VALID flag
	RGBA color associated with current raster position
	Color index associated with current raster position
	Texture coordinates associated with current raster position
	GL_EDGE_FLAG flag
GL_DEPTH_BUFFER_BIT	GL_DEPTH_TEST enable bit
	Depth buffer test function
	Depth buffer clear value
	GL_DEPTH_WRITEMASK enable bit
GL_ENABLE_BIT	GL_ALPHA_TEST flag
	GL_AUTO_NORMAL flag
	GL_BLEND flag
	Enable bits for the user-definable clipping planes
	GL_COLOR_MATERIAL
	GL_CULL_FACE flag
	GL_DEPTH_TEST flag
	GL_DITHER flag
	GL_FOG flag
	GL_LIGHTi where 0\ <= i<GL_MAX_LIGHTS
	GL_LIGHTING flag
	GL_LINE_SMOOTH flag
	GL_LINE_STIPPLE flag
	GL_COLOR_LOGIC_OP flag
	GL_INDEX_LOGIC_OP flag
	GL_MAP1_x where x is a map type
	GL_MAP2_x where x is a map type
	GL_NORMALIZE flag
	GL_POINT_SMOOTH flag
	GL_POLYGON_OFFSET_LINE flag
	GL_POLYGON_OFFSET_FILL flag
	GL_POLYGON_OFFSET_POINT flag
	GL_POLYGON_SMOOTH flag
	GL_POLYGON_STIPPLE flag
	GL_SCISSOR_TEST flag
	GL_STENCIL_TEST flag
	GL_TEXTURE_1D flag
	GL_TEXTURE_2D flag
	Flags GL_TEXTURE_GEN_x where x is S, T, R, or Q
GL_EVAL_BIT	GL_MAP1_x enable bits, where x is a map type
	GL_MAP2_x enable bits, where x is a map type
	1D grid endpoints and divisions
	2D grid endpoints and divisions
	GL_AUTO_NORMAL enable bit
GL_FOG_BIT	GL_FOG enable bit
	Fog color
	Fog density
	Linear fog start
	Linear fog end
	Fog index
	GL_FOG_MODE value
GL_HINT_BIT	GL_PERSPECTIVE_CORRECTION_HINT setting
	GL_POINT_SMOOTH_HINT setting
	GL_LINE_SMOOTH_HINT setting
	GL_POLYGON_SMOOTH_HINT setting
	GL_FOG_HINT setting
GL_LIGHTING_BIT	GL_COLOR_MATERIAL enable bit
	GL_COLOR_MATERIAL_FACE value
	Color material parameters that are tracking the current color
	Ambient scene color
	GL_LIGHT_MODEL_LOCAL_VIEWER value
	GL_LIGHT_MODEL_TWO_SIDE setting
	GL_LIGHTING enable bit
	Enable bit for each light
	Ambient, diffuse, and specular intensity for each light
	Direction, position, exponent, and cutoff angle for each light
	Constant, linear, and quadratic attenuation factors for each light
	Ambient, diffuse, specular, and emissive color for each material
	Ambient, diffuse, and specular color indices for each material
	Specular exponent for each material
	GL_SHADE_MODEL setting
GL_LINE_BIT	GL_LINE_SMOOTH flag
	GL_LINE_STIPPLE enable bit
	Line stipple pattern and repeat counter
	Line width
GL_LIST_BIT	GL_LIST_BASE setting
GL_PIXEL_MODE_BIT	GL_RED_BIAS and GL_RED_SCALE settings
	GL_GREEN_BIAS and GL_GREEN_SCALE values
	GL_BLUE_BIAS and GL_BLUE_SCALE
	GL_ALPHA_BIAS and GL_ALPHA_SCALE
	GL_DEPTH_BIAS and GL_DEPTH_SCALE
	GL_INDEX_OFFSET and GL_INDEX_SHIFT values
	GL_MAP_COLOR and GL_MAP_STENCIL flags
	GL_ZOOM_X and GL_ZOOM_Y factors
	GL_READ_BUFFER setting
GL_POINT_BIT	GL_POINT_SMOOTH flag
	Point size
GL_POLYGON_BIT	GL_CULL_FACE enable bit
	GL_CULL_FACE_MODE value
	GL_FRONT_FACE indicator
	GL_POLYGON_MODE setting
	GL_POLYGON_SMOOTH flag
	GL_POLYGON_STIPPLE enable bit
	GL_POLYGON_OFFSET_FILL flag
	GL_POLYGON_OFFSET_LINE flag
	GL_POLYGON_OFFSET_POINT flag
	GL_POLYGON_OFFSET_FACTOR
	GL_POLYGON_OFFSET_UNITS
GL_POLYGON_STIPPLE_BIT	Polygon stipple image
GL_SCISSOR_BIT	GL_SCISSOR_TEST flag
	Scissor box
GL_STENCIL_BUFFER_BIT	GL_STENCIL_TEST enable bit
	Stencil function and reference value
	Stencil value mask
	Stencil fail, pass, and depth buffer pass actions
	Stencil buffer clear value
	Stencil buffer writemask
GL_TEXTURE_BIT	Enable bits for the four texture coordinates
	Border color for each texture image
	Minification function for each texture image
	Magnification function for each texture image
	Texture coordinates and wrap mode for each texture image
	Color and mode for each texture environment
	Enable bits GL_TEXTURE_GEN_x, x is S, T, R, and Q
	GL_TEXTURE_GEN_MODE setting for S, T, R, and Q
	glTexGen plane equations for S, T, R, and Q
	Current texture bindings (for example, GL_TEXTURE_2D_BINDING)
GL_TRANSFORM_BIT	Coefficients of the six clipping planes
	Enable bits for the user-definable clipping planes
	GL_MATRIX_MODE value
	GL_NORMALIZE flag
GL_VIEWPORT_BIT	Depth range (near and far)
	Viewport origin and extent
.TE
glPopAttrib restores the values of the state variables saved with the last
glPushAttrib command.
Those not saved are left unchanged.
It is an error to push attributes onto a full stack, or to pop attributes off an empty stack. In either case, the error flag is set and no other change is made to GL state.
Initially, the attribute stack is empty.
maskSpecifies a mask that indicates which attributes to save. Values for mask are listed below.
GL_STACK_OVERFLOW is generated if glPushAttrib is called while
the attribute stack is full.
GL_STACK_UNDERFLOW is generated if glPopAttrib is called while
the attribute stack is empty.
GL_INVALID_OPERATION is generated if glPushAttrib or glPopAttrib
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glPushClientAttrib(int mask)
glPushClientAttrib takes one argument,
a mask that indicates which groups of client-state variables
to save on the client attribute stack.
Symbolic constants are used to set bits in the mask.
mask
is typically constructed by OR'ing several of these constants together.
The special mask
GL_CLIENT_ALL_ATTRIB_BITS
can be used to save all stackable client state.
The symbolic mask constants and their associated GL client state are as follows (the second column lists which attributes are saved):
GL_CLIENT_PIXEL_STORE_BIT	Pixel storage modes
GL_CLIENT_VERTEX_ARRAY_BIT	Vertex arrays (and enables)
glPopClientAttrib restores the values of the client-state variables
saved with the last glPushClientAttrib.
Those not saved are left unchanged.
It is an error to push attributes onto a full client attribute stack, or to pop attributes off an empty stack. In either case, the error flag is set, and no other change is made to GL state.
Initially, the client attribute stack is empty.
maskSpecifies a mask that indicates which attributes to save. Values for mask are listed below.
GL_STACK_OVERFLOW is generated if glPushClientAttrib is called while
the attribute stack is full.
GL_STACK_UNDERFLOW is generated if glPopClientAttrib is called while
the attribute stack is empty.
void glPushMatrix()
There is a stack of matrices for each of the matrix modes.
In GL_MODELVIEW mode,
the stack depth is at least 32.
In the other two modes,
GL_PROJECTION and GL_TEXTURE,
the depth is at least 2.
The current matrix in any mode is the matrix on the top of the stack
for that mode.
glPushMatrix pushes the current matrix stack down by one,
duplicating the current matrix.
That is,
after a glPushMatrix call,
the matrix on top of the stack is identical to the one below it.
glPopMatrix pops the current matrix stack,
replacing the current matrix with the one below it on the stack.
Initially, each of the stacks contains one matrix, an identity matrix.
It is an error to push a full matrix stack, or to pop a matrix stack that contains only a single matrix. In either case, the error flag is set and no other change is made to GL state.
GL_STACK_OVERFLOW is generated if glPushMatrix is called while
the current matrix stack is full.
GL_STACK_UNDERFLOW is generated if glPopMatrix is called while
the current matrix stack contains only a single matrix.
GL_INVALID_OPERATION is generated if glPushMatrix or glPopMatrix
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glPushName(int name)
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.
glPushName causes name to be pushed onto the name stack.
glPopName pops one name off the top of the stack.
The maximum name stack depth is implementation-dependent; call
GL_MAX_NAME_STACK_DEPTH to find out the value for a particular
implementation. It is an
error to push a name onto a full stack,
or to pop a name off an empty stack.
It is also an error to manipulate the name stack between the execution of
glBegin and the corresponding execution of glEnd.
In any of these cases, the error flag is set and no other change is
made to GL state.
The name stack is always empty while the render mode is not GL_SELECT.
Calls to glPushName or glPopName while the render mode is not
GL_SELECT are ignored.
nameSpecifies a name that will be pushed onto the name stack.
GL_STACK_OVERFLOW is generated if glPushName is called while the
name stack is full.
GL_STACK_UNDERFLOW is generated if glPopName is called while the
name stack is empty.
GL_INVALID_OPERATION is generated if glPushName or glPopName
is executed between a call to glBegin and the corresponding call to
glEnd.
void glRasterPos(float|int x, float|int y, float|int|void z, float|int|void w)
void glRasterPos(array(float|int) pos)
The GL maintains a 3D position in window coordinates.
This position,
called the raster position,
is used to position pixel and bitmap write operations. It is
maintained with subpixel accuracy.
See glBitmap, glDrawPixels, and glCopyPixels.
The current raster position consists of three window coordinates (x, y, z), a clip coordinate value (w), an eye coordinate distance, a valid bit, and associated color data and texture coordinates. The w coordinate is a clip coordinate, because w is not projected to window coordinates. The variable z defaults to 0 and w defaults to 1.
The object coordinates presented by glRasterPos are treated just like those
of a glVertex command:
They are transformed by the current modelview and projection matrices
and passed to the clipping stage.
If the vertex is not culled,
then it is projected and scaled to window coordinates,
which become the new current raster position,
and the GL_CURRENT_RASTER_POSITION_VALID flag is set.
If the vertex
.I is
culled,
then the valid bit is cleared and the current raster position
and associated color and texture coordinates are undefined.
The current raster position also includes some associated color data
and texture coordinates.
If lighting is enabled,
then GL_CURRENT_RASTER_COLOR
(in RGBA mode)
or GL_CURRENT_RASTER_INDEX
(in color index mode)
is set to the color produced by the lighting calculation
(see glLight, glLightModel, and
glShadeModel).
If lighting is disabled,
current color
(in RGBA mode, state variable GL_CURRENT_COLOR)
or color index
(in color index mode, state variable GL_CURRENT_INDEX)
is used to update the current raster color.
Likewise,
GL_CURRENT_RASTER_TEXTURE_COORDS is updated as a function
of GL_CURRENT_TEXTURE_COORDS,
based on the texture matrix and the texture generation functions
(see glTexGen).
Finally,
the distance from the origin of the eye coordinate system to the
vertex as transformed by only the modelview matrix replaces
GL_CURRENT_RASTER_DISTANCE.
Initially, the current raster position is (0, 0, 0, 1),
the current raster distance is 0,
the valid bit is set,
the associated RGBA color is (1, 1, 1, 1),
the associated color index is 1,
and the associated texture coordinates are (0, 0, 0, 1).
In RGBA mode,
GL_CURRENT_RASTER_INDEX is always 1;
in color index mode,
the current raster RGBA color always maintains its initial value.
xSpecify the x, y, z, and w object coordinates (if present) for the raster position.
vSpecifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.
GL_INVALID_OPERATION is generated if glRasterPos
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glReadBuffer(int mode)
glReadBuffer specifies a color buffer as the source for subsequent
glReadPixels, glCopyTexImage1D, glCopyTexImage2D,
glCopyTexSubImage1D, glCopyTexSubImage2D, and
glCopyPixels commands.
mode accepts one of twelve or more predefined values.
(GL_AUX0 through GL_AUX3 are always defined.)
In a fully configured system,
GL_FRONT,
GL_LEFT, and
GL_FRONT_LEFT all name the front left buffer,
GL_FRONT_RIGHT and
GL_RIGHT name the front right buffer, and
GL_BACK_LEFT and
GL_BACK name the back left buffer.
Nonstereo double-buffered configurations have only a front left and a
back left buffer.
Single-buffered configurations have a front left and a front right
buffer if stereo, and only a front left buffer if nonstereo.
It is an error to specify a nonexistent buffer to glReadBuffer.
mode is initially GL_FRONT in single-buffered configurations,
and GL_BACK in double-buffered configurations.
modeSpecifies a color buffer.
Accepted values are
GL_FRONT_LEFT,
GL_FRONT_RIGHT,
GL_BACK_LEFT,
GL_BACK_RIGHT,
GL_FRONT,
GL_BACK,
GL_LEFT,
GL_RIGHT, and
GL_AUXi,
where i is between 0 and GL_AUX_BUFFERS -1.
GL_INVALID_ENUM is generated if mode is not one of the twelve
(or more) accepted values.
GL_INVALID_OPERATION is generated if mode specifies a buffer
that does not exist.
GL_INVALID_OPERATION is generated if glReadBuffer
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glRenderMode(int mode)
glRenderMode sets the rasterization mode.
It takes one argument,
mode,
which can assume one of three predefined values:
GL_RENDER
 | Render mode. Primitives are rasterized, producing pixel fragments, which are written into the frame buffer. This is the normal mode and also the default mode. | 
GL_SELECT
 | Selection mode.
No pixel fragments are produced,
and no change to the frame buffer contents is made.
Instead,
a record of the names of primitives that would have been drawn
if the render mode had been GL_RENDER is returned in a select buffer,
which must be created (see glSelectBuffer) before selection mode
is entered.
 | 
GL_FEEDBACK
 | Feedback mode.
No pixel fragments are produced,
and no change to the frame buffer contents is made.
Instead,
the coordinates and attributes of vertices that would have been drawn
if the render mode had been GL_RENDER is returned in a feedback buffer,
which must be created (see glFeedbackBuffer) before feedback mode
is entered.
 | 
The return value of glRenderMode is determined by the render mode at the time
glRenderMode is called,
rather than by mode.
The values returned for the three render modes are as follows:
GL_RENDER
 | 0. | 
GL_SELECT
 | The number of hit records transferred to the select buffer. | 
GL_FEEDBACK
 | The number of values (not vertices) transferred to the feedback buffer. | 
See the glSelectBuffer and glFeedbackBuffer reference pages for
more details concerning selection and feedback operation.
modeSpecifies the rasterization mode.
Three values are accepted:
GL_RENDER,
GL_SELECT, and
GL_FEEDBACK.
The initial value is GL_RENDER.
GL_INVALID_ENUM is generated if mode is not one of the three
accepted values.
GL_INVALID_OPERATION is generated if glSelectBuffer is called
while the render mode is GL_SELECT,
or if glRenderMode is called with argument GL_SELECT before
glSelectBuffer is called at least once.
GL_INVALID_OPERATION is generated if glFeedbackBuffer is called
while the render mode is GL_FEEDBACK,
or if glRenderMode is called with argument GL_FEEDBACK before
glFeedbackBuffer is called at least once.
GL_INVALID_OPERATION is generated if glRenderMode
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glRotate(float|int|array(float|int) angle, float|int|void x, float|int|void y, float|int|void z)
glRotate produces a rotation of angle degrees around
the vector ("x", "y", "z").
The current matrix (see glMatrixMode) is multiplied by a rotation
matrix with the product
replacing the current matrix, as if glMultMatrix were called
with the following matrix as its argument:
.ce .EQ left ( ~ down 20 matrix { ccol { "x" "x" (1 - c)+ c above "y" "x" (1 - c)+ "z" s above "x" "z" (1 - c)-"y" s above ~0 } ccol {"x" "y" (1 - c)-"z" s above "y" "y" (1 - c)+ c above "y" "z" (1 - c)+ "x" s above ~0 } ccol { "x" "z" (1 - c)+ "y" s above "y" "z" (1 - c)- "x" s above "z" "z" (1 - c) + c above ~0 } ccol { ~0 above ~0 above ~0 above ~1} } ~~ right ) .EN
.sp Where c ~=~ cos("angle"), s ~=~ sine("angle"), and ||(~"x", "y", "z"~)|| ~=~ 1 (if not, the GL will normalize this vector). .sp .sp
If the matrix mode is either GL_MODELVIEW or GL_PROJECTION,
all objects drawn after glRotate is called are rotated.
Use glPushMatrix and glPopMatrix to save and restore
the unrotated coordinate system.
angleSpecifies the angle of rotation, in degrees.
xSpecify the x, y, and z coordinates of a vector, respectively.
GL_INVALID_OPERATION is generated if glRotate
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glScale(float|int|array(float|int) x, float|int|void y, float|int|void z)
glScale produces a nonuniform scaling along the x, y, and
z axes.
The three parameters indicate the desired scale factor along
each of the three axes.
The current matrix
(see glMatrixMode)
is multiplied by this scale matrix,
and the product replaces the current matrix
as if glScale were called with the following matrix
as its argument:
.ce
.EQ
left ( ~ down 20 matrix {
   ccol { ~"x" above ~0 above ~0 above ~0 }
   ccol { ~0 above ~"y" above ~0 above ~0 }
   ccol { ~0 above ~0 above ~"z" above ~0 }
   ccol { ~0 above ~0 above ~0 above ~1}
} ~~ right )
.EN
.sp
If the matrix mode is either GL_MODELVIEW or GL_PROJECTION,
all objects drawn after glScale is called are scaled.
Use glPushMatrix and glPopMatrix to save and restore
the unscaled coordinate system.
xSpecify scale factors along the x, y, and z axes, respectively.
GL_INVALID_OPERATION is generated if glScale
is executed between the execution of
glBegin
and the corresponding execution of glEnd.
void glScissor(int x, int y, int width, int height)
glScissor defines a rectangle, called the scissor box,
in window coordinates.
The first two arguments,
x and y,
specify the lower left corner of the box.
width and height specify the width and height of the box.
To enable and disable the scissor test, call
glEnable and glDisable with argument
GL_SCISSOR_TEST. The test is initially disabled.
While the test is enabled, only pixels that lie within the scissor box
can be modified by drawing commands.
Window coordinates have integer values at the shared corners of
frame buffer pixels.
\f7glScissor(0,0,1,1)\fP allows modification of only the lower left
pixel in the window, and \f7glScissor(0,0,0,0)\fP doesn't allow
modification of any pixels in the window.
When the scissor test is disabled, it is as though the scissor box includes the entire window.
xSpecify the lower left corner of the scissor box. Initially (0, 0).
widthSpecify the width and height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
GL_INVALID_VALUE is generated if either width or height is negative.
GL_INVALID_OPERATION is generated if glScissor
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glShadeModel(int mode)
GL primitives can have either flat or smooth shading. Smooth shading, the default, causes the computed colors of vertices to be interpolated as the primitive is rasterized, typically assigning different colors to each resulting pixel fragment. Flat shading selects the computed color of just one vertex and assigns it to all the pixel fragments generated by rasterizing a single primitive. In either case, the computed color of a vertex is the result of lighting if lighting is enabled, or it is the current color at the time the vertex was specified if lighting is disabled.
Flat and smooth shading are indistinguishable for points.
Starting when glBegin is issued and counting vertices and
primitives from 1, the GL gives each flat-shaded line segment i the
computed color of vertex i + 1, its second vertex.
Counting similarly from 1,
the GL gives each flat-shaded polygon the computed color of the vertex listed
in the following table.
This is the last vertex to specify the polygon in all cases except single
polygons,
where the first vertex specifies the flat-shaded color.
.sp
.TS
center box;
l | c .
primitive type of polygon i	vertex
=
Single polygon ( i == 1 )	1
Triangle strip	i + 2
Triangle fan	i + 2
Independent triangle	 3 i
Quad strip	2 i + 2
Independent quad 	 4 i
.TE
.sp
Flat and smooth shading are specified by glShadeModel with mode set to
GL_FLAT and GL_SMOOTH, respectively.
modeSpecifies a symbolic value representing a shading technique.
Accepted values are GL_FLAT and GL_SMOOTH.
The initial value is GL_SMOOTH.
GL_INVALID_ENUM is generated if mode is any value other than
GL_FLAT or GL_SMOOTH.
GL_INVALID_OPERATION is generated if glShadeModel
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glStencilFunc(int func, int ref, int mask)
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome
of a comparison between the reference value
and the value in the stencil buffer.
To enable and disable the test, call glEnable and glDisable
with argument GL_STENCIL_TEST.
To specify actions based on the outcome of the stencil test, call
glStencilOp.
func is a symbolic constant that determines the stencil comparison function.
It accepts one of eight values,
shown in the following list.
ref is an integer reference value that is used in the stencil comparison.
It is clamped to the range [0,2 sup n - 1],
where n is the number of bitplanes in the stencil buffer.
mask is bitwise ANDed with both the reference value
and the stored stencil value,
with the ANDed values participating in the comparison.
.P
If stencil represents the value stored in the corresponding
stencil buffer location,
the following list shows the effect of each comparison function
that can be specified by func.
Only if the comparison succeeds is the pixel passed through
to the next stage in the rasterization process
(see glStencilOp).
All tests treat stencil values as unsigned integers in the range
[0,2 sup n - 1],
where n is the number of bitplanes in the stencil buffer.
The following values are accepted by func:
GL_NEVER
 | Always fails. | 
GL_LESS
 | Passes if ( ref & mask ) < ( stencil & mask ). | 
GL_LEQUAL
 | Passes if ( ref & mask ) \(<= ( stencil & mask ). | 
GL_GREATER
 | Passes if ( ref & mask ) > ( stencil & mask ). | 
GL_GEQUAL
 | Passes if ( ref & mask ) \(>= ( stencil & mask ). | 
GL_EQUAL
 | Passes if ( ref & mask ) = ( stencil & mask ). | 
GL_NOTEQUAL
 | Passes if ( ref & mask ) \(!= ( stencil & mask ). | 
GL_ALWAYS
 | Always passes. | 
funcSpecifies the test function.
Eight tokens are valid:
GL_NEVER,
GL_LESS,
GL_LEQUAL,
GL_GREATER,
GL_GEQUAL,
GL_EQUAL,
GL_NOTEQUAL, and
GL_ALWAYS. The initial value is GL_ALWAYS.
refSpecifies the reference value for the stencil test. ref is clamped to the range [0,2 sup n - 1], where n is the number of bitplanes in the stencil buffer. The initial value is 0.
maskSpecifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1's.
GL_INVALID_ENUM is generated if func is not one of the eight
accepted values.
GL_INVALID_OPERATION is generated if glStencilFunc
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glStencilMask(int mask)
glStencilMask controls the writing of individual bits in the stencil planes.
The least significant n bits of mask,
where n is the number of bits in the stencil buffer,
specify a mask.
Where a 1 appears in the mask,
it's possible to write to the corresponding bit in the stencil buffer.
Where a 0 appears,
the corresponding bit is write-protected.
Initially, all bits are enabled for writing.
maskSpecifies a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1's.
GL_INVALID_OPERATION is generated if glStencilMask
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glStencilOp(int fail, int zfail, int zpass)
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome
of a comparison between the value in the stencil buffer and a
reference value. To enable and disable the test, call glEnable
and glDisable with argument
GL_STENCIL_TEST; to control it, call glStencilFunc.
glStencilOp takes three arguments that indicate what happens
to the stored stencil value while stenciling is enabled.
If the stencil test fails,
no change is made to the pixel's color or depth buffers,
and fail specifies what happens to the stencil buffer contents.
The following six actions are possible.
GL_KEEP
 | Keeps the current value. | 
GL_ZERO
 | Sets the stencil buffer value to 0. | 
GL_REPLACE
 | Sets the stencil buffer value to ref,
as specified by glStencilFunc.
 | 
GL_INCR
 | Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. | 
GL_DECR
 | Decrements the current stencil buffer value. Clamps to 0. | 
GL_INVERT
 | Bitwise inverts the current stencil buffer value. | 
Stencil buffer values are treated as unsigned integers.
When incremented and decremented,
values are clamped to 0 and 2 sup n - 1,
where n is the value returned by querying GL_STENCIL_BITS.
The other two arguments to glStencilOp specify stencil buffer actions
that depend on whether subsequent depth buffer tests succeed (zpass)
or fail (zfail) (see
glDepthFunc).
The actions are specified using the same six symbolic constants as fail.
Note that zfail is ignored when there is no depth buffer,
or when the depth buffer is not enabled.
In these cases, fail and zpass specify stencil action when the
stencil test fails and passes,
respectively.
failSpecifies the action to take when the stencil test fails.
Six symbolic constants are accepted:
GL_KEEP,
GL_ZERO,
GL_REPLACE,
GL_INCR,
GL_DECR, and
GL_INVERT. The initial value is GL_KEEP.
zfailSpecifies the stencil action when the stencil test passes,
but the depth test fails.
zfail accepts the same symbolic constants as fail. The initial value
is GL_KEEP.
zpassSpecifies the stencil action when both the stencil test and the depth
test pass, or when the stencil test passes and either there is no
depth buffer or depth testing is not enabled.
zpass accepts the same symbolic constants as fail. The initial value
is GL_KEEP.
GL_INVALID_ENUM is generated if fail,
zfail, or zpass is any value other than the six defined constant values.
GL_INVALID_OPERATION is generated if glStencilOp
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glTexCoord(float|int|array(float|int) s, float|int|void t, float|int|void r, float|int|void q)
glTexCoord specifies texture coordinates in
one,
two,
three, or
four dimensions.
glTexCoord1 sets the current texture coordinates to
(s, 0, 0, 1);
a call to
glTexCoord2 sets them to
(s, t, 0, 1).
Similarly, glTexCoord3 specifies the texture coordinates as
(s, t, r, 1), and
glTexCoord4 defines all four components explicitly as
(s, t, r, q).
The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, and q are (0, 0, 0, 1).
sSpecify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.
vSpecifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.
void glTexEnv(int target, int pname, float|int|array(float|int) param)
A texture environment specifies how texture values are interpreted
when a fragment is textured.
target must be GL_TEXTURE_ENV.
pname can be either GL_TEXTURE_ENV_MODE or GL_TEXTURE_ENV_COLOR.
If pname is GL_TEXTURE_ENV_MODE,
then params is (or points to) the symbolic name of a texture function.
Four texture functions may be specified:
GL_MODULATE,
GL_DECAL,
GL_BLEND, and
GL_REPLACE.
A texture function acts on the fragment to be textured using
the texture image value that applies to the fragment
(see glTexParameter)
and produces an RGBA color for that fragment.
The following table shows how the RGBA color is produced for each
of the three texture functions that can be chosen.
C is a triple of color values (RGB) and A is the associated alpha value.
RGBA values extracted from a texture image are in the range [0,1].
The subscript f refers to the incoming fragment,
the subscript t to the texture image,
the subscript c to the texture environment color,
and subscript v indicates a value produced by the texture function.
A texture image can have up to four components per texture element
(see glTexImage1D, glTexImage2D, glCopyTexImage1D, and
glCopyTexImage2D).
In a one-component image,
L sub t indicates that single component.
A two-component image uses L sub t and A sub t.
A three-component image has only a color value, C sub t.
A four-component image has both a color value C sub t
and an alpha value A sub t.
.ne
.TS
center box tab(:) ;
ci || ci s s s
ci || c c c c
c || c | c | c | c.
Base internal:Texture functions
format:GL_MODULATE:GL_DECAL:GL_BLEND:GL_REPLACE
=
GL_ALPHA:C sub v = C sub f:undefined:C sub v =  C sub f:C sub v = C sub f
\^ :A sub v = A sub f A sub t:\^:A sub v = A sub f:A sub v = A sub t
_
GL_LUMINANCE:C sub v = L sub t C sub f:undefined:C sub v = ( 1 - L sub t ) C sub f:C sub v = L sub t
1: : :+ L sub t C sub c:
: : : :
: A sub v = A sub f:\^: A sub v = A sub f:A sub v = A sub f
_
GL_LUMINANCE:C sub v = L sub t C sub f:undefined:C sub v = ( 1 - L sub t ) C sub f :C sub v = L sub t
\_ALPHA: : : + L sub t C sub c
2: : : :
:A sub v = A sub t A sub f:\^:A sub v = A sub t A sub f:A sub v = A sub t
_
GL_INTENSITY:C sub v = C sub f I sub t:undefined:C sub v = ( 1 - I sub t ) C sub f :C sub v = I sub t
: : :+ I sub t C sub c
: : : :
\^ :A sub v = A sub f I sub t:\^:A sub v = ( 1 - I sub t ) A sub f :A sub v = I sub t
: : :+ I sub t A sub c:
_
GL_RGB:C sub v = C sub t C sub f:C sub v = C sub t:C sub v = (1 - C sub t) C sub f :C sub v = C sub t
3: : : + C sub t C sub c
: : : :
:A sub v = A sub f:A sub v = A sub f:A sub v = A sub f:A sub v = A sub f
_
GL_RGBA:C sub v = C sub t C sub f:C sub v = ( 1 - A sub t ) C sub f :C sub v = (1 - C sub t) C sub f :C sub v = C sub t
4: :+ A sub t C sub t: + C sub t C sub c
: : : :
:A sub v = A sub t A sub f:A sub v = A sub f:A sub v = A sub t A sub f:A sub v = A sub t
.TE
.sp
If pname is GL_TEXTURE_ENV_COLOR,
params is a pointer to an array that holds an RGBA color consisting of four
values.
Integer color components are interpreted linearly such that the most
positive integer maps to 1.0,
and the most negative integer maps to -1.0.
The values are clamped to the range [0,1] when they are specified.
C sub c takes these four values.
GL_TEXTURE_ENV_MODE defaults to GL_MODULATE and
GL_TEXTURE_ENV_COLOR defaults to (0, 0, 0, 0).
targetSpecifies a texture environment.
Must be GL_TEXTURE_ENV.
pnameSpecifies the symbolic name of a single-valued texture environment parameter.
Must be GL_TEXTURE_ENV_MODE.
paramSpecifies a single symbolic constant, one of GL_MODULATE,
GL_DECAL, GL_BLEND, or GL_REPLACE.
targetSpecifies a texture environment.
Must be GL_TEXTURE_ENV.
pnameSpecifies the symbolic name of a texture environment parameter.
Accepted values are GL_TEXTURE_ENV_MODE and GL_TEXTURE_ENV_COLOR.
paramsSpecifies a pointer to a parameter array that contains either a single symbolic constant or an RGBA color.
GL_INVALID_ENUM is generated when target or pname is not
one of the accepted defined values,
or when params should have a defined constant value
(based on the value of pname)
and does not.
GL_INVALID_OPERATION is generated if glTexEnv
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glTexGen(int coord, int pname, float|int|array(float|int) param)
glTexGen selects a texture-coordinate generation function
or supplies coefficients for one of the functions.
coord names one of the (s, t, r, q) texture
coordinates; it must be one of the symbols
GL_S,
GL_T,
GL_R, or
GL_Q.
pname must be one of three symbolic constants:
GL_TEXTURE_GEN_MODE,
GL_OBJECT_PLANE, or
GL_EYE_PLANE.
If pname is GL_TEXTURE_GEN_MODE,
then params chooses a mode,
one of
GL_OBJECT_LINEAR,
GL_EYE_LINEAR, or
GL_SPHERE_MAP.
If pname is either GL_OBJECT_PLANE or GL_EYE_PLANE,
params contains coefficients for the corresponding
texture generation function.
.P
If the texture generation function is GL_OBJECT_LINEAR,
the function
.ce g = p sub 1 x sub o + p sub 2 y sub o + p sub 3 z sub o + p sub 4 w sub o
is used, where g is the value computed for the coordinate named in coord,
p sub 1,
p sub 2,
p sub 3,
and
p sub 4 are the four values supplied in params, and
x sub o,
y sub o,
z sub o, and
w sub o are the object coordinates of the vertex.
This function can be used, for example, to texture-map terrain using sea level
as a reference plane
(defined by p sub 1, p sub 2, p sub 3, and p sub 4).
The altitude of a terrain vertex is computed by the GL_OBJECT_LINEAR
coordinate generation function as its distance from sea level;
that altitude can then be used to index the texture image to map white snow
onto peaks and green grass onto foothills.
If the texture generation function is GL_EYE_LINEAR, the function
.ce g = {p sub 1} sup prime ~x sub e + {p sub 2} sup prime ~y sub e + {p sub 3} sup prime ~z sub e + {p sub 4} sup prime ~w sub e
is used, where
.ce $( {p sub 1} sup prime ~~{p sub 2} sup prime~~{p sub 3} sup prime~~ {{p sub 4}sup prime}) = ( p sub 1~~ p sub 2~~ p sub 3~~ p sub 4 ) ~M sup -1$
and
x sub e,
y sub e,
z sub e, and
w sub e are the eye coordinates of the vertex,
p sub 1,
p sub 2,
p sub 3,
and
p sub 4 are the values supplied in params, and
M is the modelview matrix when glTexGen is invoked.
If M is poorly conditioned or singular,
texture coordinates generated by the resulting function may be inaccurate
or undefined.
Note that the values in params define a reference plane in eye coordinates. The modelview matrix that is applied to them may not be the same one in effect when the polygon vertices are transformed. This function establishes a field of texture coordinates that can produce dynamic contour lines on moving objects.
If pname is GL_SPHERE_MAP and coord is either
GL_S or
GL_T,
s and t texture coordinates are generated as follows.
Let u be the unit vector pointing from the origin to the polygon vertex
(in eye coordinates).
Let n sup prime be the current normal,
after transformation to eye coordinates.
Let
.ce f ~=~ ( f sub x~~f sub y~~f sub z ) sup T be the reflection vector such that
.ce f ~=~ u ~-~ 2 n sup prime n sup prime sup T u
Finally, let m ~=~ 2 sqrt { f sub x sup {~2} + f sub y sup {~2} + (f sub z + 1 ) sup 2}. Then the values assigned to the s and t texture coordinates are
.ce 1 s ~=~ f sub x over m ~+~ 1 over 2 .sp .ce 1 t ~=~ f sub y over m ~+~ 1 over 2
To enable or disable a texture-coordinate generation function, call
glEnable or glDisable
with one of the symbolic texture-coordinate names
(GL_TEXTURE_GEN_S,
GL_TEXTURE_GEN_T,
GL_TEXTURE_GEN_R, or
GL_TEXTURE_GEN_Q) as the argument.
When enabled,
the specified texture coordinate is computed
according to the generating function associated with that coordinate.
When disabled,
subsequent vertices take the specified texture coordinate
from the current set of texture coordinates. Initially, all texture
generation functions are set to GL_EYE_LINEAR and are disabled.
Both s plane equations are (1, 0, 0, 0),
both t plane equations are (0, 1, 0, 0),
and all r and q plane equations are (0, 0, 0, 0).
coordSpecifies a texture coordinate.
Must be one of GL_S, GL_T, GL_R, or GL_Q.
pnameSpecifies the symbolic name of the texture-coordinate generation function.
Must be GL_TEXTURE_GEN_MODE.
paramSpecifies a single-valued texture generation parameter,
one of GL_OBJECT_LINEAR, GL_EYE_LINEAR, or GL_SPHERE_MAP.
coordSpecifies a texture coordinate.
Must be one of GL_S, GL_T, GL_R, or GL_Q.
pnameSpecifies the symbolic name of the texture-coordinate generation function
or function parameters.
Must be
GL_TEXTURE_GEN_MODE,
GL_OBJECT_PLANE, or
GL_EYE_PLANE.
paramsSpecifies a pointer to an array of texture generation parameters.
If pname is GL_TEXTURE_GEN_MODE,
then the array must contain a single symbolic constant,
one of
GL_OBJECT_LINEAR,
GL_EYE_LINEAR, or
GL_SPHERE_MAP.
Otherwise,
params holds the coefficients for the texture-coordinate generation function
specified by pname.
GL_INVALID_ENUM is generated when coord or pname is not an
accepted defined value,
or when pname is GL_TEXTURE_GEN_MODE and params is not an
accepted defined value.
GL_INVALID_ENUM is generated when pname is GL_TEXTURE_GEN_MODE,
params is GL_SPHERE_MAP,
and coord is either GL_R or GL_Q.
GL_INVALID_OPERATION is generated if glTexGen
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glTexImage2D(int target, int level, int internalformat, object|mapping(string:object) width, object|mapping(string:object) height, int border, object|mapping(string:object) format, object|mapping(string:object) type, array(object|mapping(string:object)) pixels)
Texturing maps a portion of a specified texture image
onto each graphical primitive for which texturing is enabled.
To enable and disable two-dimensional texturing, call glEnable
and glDisable with argument GL_TEXTURE_2D.
To define texture images, call glTexImage2D.
The arguments describe the parameters of the texture image,
such as height,
width,
width of the border,
level-of-detail number
(see glTexParameter),
and number of color components provided.
The last three arguments describe how the image is represented in memory;
they are identical to the pixel formats used for glDrawPixels.
If target is GL_PROXY_TEXTURE_2D, no data is read from pixels, but
all of the texture image state is recalculated, checked for
consistency, and checked
against the implementation's capabilities. If the implementation cannot
handle a texture of the requested texture size, it sets
all of the image state to 0,
but does not generate an error (see glGetError). To query for an
entire mipmap array, use an image array level greater than or equal to
1.
.P
If target is GL_TEXTURE_2D,
data is read from pixels as a sequence of signed or unsigned bytes,
shorts,
or longs,
or single-precision floating-point values,
depending on type.
These values are grouped into sets of one,
two,
three,
or four values,
depending on format,
to form elements.
If type is GL_BITMAP,
the data is considered as a string of unsigned bytes (and
format must be GL_COLOR_INDEX).
Each data byte is treated as eight 1-bit elements,
with bit ordering determined by GL_UNPACK_LSB_FIRST
(see glPixelStore).
The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image.
format determines the composition of each element in pixels. It can assume one of nine symbolic values:
GL_COLOR_INDEX
 | Each element is a single value,
a color index.
The GL converts it to fixed point
(with an unspecified number of zero bits to the right of the binary point),
shifted left or right depending on the value and sign of GL_INDEX_SHIFT,
and added to GL_INDEX_OFFSET
(see
glPixelTransfer).
The resulting index is converted to a set of color components
using the
GL_PIXEL_MAP_I_TO_R,
GL_PIXEL_MAP_I_TO_G,
GL_PIXEL_MAP_I_TO_B, and
GL_PIXEL_MAP_I_TO_A tables,
and clamped to the range [0,1].
 | 
GL_RED
 | Each element is a single red component.
The GL converts it to floating point and assembles it into an RGBA element
by attaching 0 for green and blue, and 1 for alpha.
Each component is then multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see glPixelTransfer).
 | 
GL_GREEN
 | Each element is a single green component.
The GL converts it to floating point and assembles it into an RGBA element
by attaching 0 for red and blue, and 1 for alpha.
Each component is then multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see glPixelTransfer).
 | 
GL_BLUE
 | Each element is a single blue component.
The GL converts it to floating point and assembles it into an RGBA element
by attaching 0 for red and green, and 1 for alpha.
Each component is then multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see glPixelTransfer).
 | 
GL_ALPHA
 | Each element is a single alpha component.
The GL converts it to floating point and assembles it into an RGBA element
by attaching 0 for red, green, and blue.
Each component is then multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see glPixelTransfer).
 | 
GL_RGB
 | Each element is an RGB triple.
The GL converts it to floating point and assembles it into an RGBA element
by attaching 1 for alpha.
Each component is then multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see
glPixelTransfer).
 | 
GL_RGBA
 | Each element contains all four components.
Each component is multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see glPixelTransfer).
 | 
GL_LUMINANCE
 | Each element is a single luminance value.
The GL converts it to floating point,
then assembles it into an RGBA element by replicating the luminance value
three times for red, green, and blue and attaching 1 for alpha.
Each component is then multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see glPixelTransfer).
 | 
GL_LUMINANCE_ALPHA
 | Each element is a luminance/alpha pair.
The GL converts it to floating point,
then assembles it into an RGBA element by replicating the luminance value
three times for red, green, and blue.
Each component is then multiplied by the signed scale factor GL_c_SCALE,
added to the signed bias GL_c_BIAS,
and clamped to the range [0,1]
(see
glPixelTransfer).
 | 
Refer to the glDrawPixels reference page for a description of
the acceptable values for the type parameter.
If an application wants to store the texture at a certain
resolution or in a certain format, it can request the resolution
and format with internalformat. The GL will choose an internal
representation that closely approximates that requested by internalformat, but
it may not match exactly.
(The representations specified by GL_LUMINANCE,
GL_LUMINANCE_ALPHA, GL_RGB,
and GL_RGBA must match exactly. The numeric values 1, 2, 3, and 4
may also be used to specify the above representations.)
Use the GL_PROXY_TEXTURE_2D target to try out a resolution and
format. The implementation will
update and recompute its best match for the requested storage resolution
and format. To then query this state, call
glGetTexLevelParameter.
If the texture cannot be accommodated, texture state is set to 0.
A one-component texture image uses only the red component of the RGBA color extracted from pixels. A two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components.
targetSpecifies the target texture.
Must be GL_TEXTURE_2D or GL_PROXY_TEXTURE_2D.
levelSpecifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
internalformatSpecifies the number of color components in the texture.
Must be 1, 2, 3, or 4, or one of the following symbolic constants:
GL_ALPHA,
GL_ALPHA4,
GL_ALPHA8,
GL_ALPHA12,
GL_ALPHA16,
GL_LUMINANCE,
GL_LUMINANCE4,
GL_LUMINANCE8,
GL_LUMINANCE12,
GL_LUMINANCE16,
GL_LUMINANCE_ALPHA,
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_R3_G3_B2,
GL_RGB,
GL_RGB4,
GL_RGB5,
GL_RGB8,
GL_RGB10,
GL_RGB12,
GL_RGB16,
GL_RGBA,
GL_RGBA2,
GL_RGBA4,
GL_RGB5_A1,
GL_RGBA8,
GL_RGB10_A2,
GL_RGBA12, or
GL_RGBA16.
widthSpecifies the width of the texture image. Must be 2 sup n + 2 ( "border" ) for some integer n. All implementations support texture images that are at least 64 texels wide.
heightSpecifies the height of the texture image. Must be 2 sup m + 2 ( "border" ) for some integer m. All implementations support texture images that are at least 64 texels high.
borderSpecifies the width of the border. Must be either 0 or 1.
formatSpecifies the format of the pixel data.
The following symbolic values are accepted:
GL_COLOR_INDEX,
GL_RED,
GL_GREEN,
GL_BLUE,
GL_ALPHA,
GL_RGB,
GL_RGBA,
GL_LUMINANCE, and
GL_LUMINANCE_ALPHA.
typeSpecifies the data type of the pixel data.
The following symbolic values are accepted:
GL_UNSIGNED_BYTE,
GL_BYTE,
GL_BITMAP,
GL_UNSIGNED_SHORT,
GL_SHORT,
GL_UNSIGNED_INT,
GL_INT, and
GL_FLOAT.
pixelsSpecifies a pointer to the image data in memory.
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_2D
or GL_PROXY_TEXTURE_2D.
GL_INVALID_ENUM is generated if format is not an accepted
format constant.
Format constants other than GL_STENCIL_INDEX and GL_DEPTH_COMPONENT
are accepted.
GL_INVALID_ENUM is generated if type is not a type constant.
GL_INVALID_ENUM is generated if type is GL_BITMAP and
format is not GL_COLOR_INDEX.
GL_INVALID_VALUE is generated if level is less than 0.
.P
.P
GL_INVALID_VALUE may be generated if level is greater than $log
sub 2$max,
where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if internalformat is not 1, 2, 3, 4, or one of the
accepted resolution and format symbolic constants.
GL_INVALID_VALUE is generated if width or height is less than 0
or greater than 2 + GL_MAX_TEXTURE_SIZE,
or if either cannot be represented as 2 sup k + 2("border") for some
integer value of k.
GL_INVALID_VALUE is generated if border is not 0 or 1.
GL_INVALID_OPERATION is generated if glTexImage2D
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glTexParameter(int target, int pname, float|int|array(float|int) param)
Texture mapping is a technique that applies an image onto an object's surface as if the image were a decal or cellophane shrink-wrap. The image is created in texture space, with an (s, t) coordinate system. A texture is a one- or two-dimensional image and a set of parameters that determine how samples are derived from the image.
glTexParameter assigns the value or values in params to the texture parameter
specified as pname.
target defines the target texture,
either GL_TEXTURE_1D or GL_TEXTURE_2D.
The following symbols are accepted in pname:
GL_TEXTURE_MIN_FILTER
 | The texture minifying function is used whenever the pixel being textured
maps to an area greater than one texture element.
There are six defined minifying functions.
Two of them use the nearest one or nearest four texture elements
to compute the texture value.
The other four use mipmaps.
A mipmap is an ordered set of arrays representing the same image
at progressively lower resolutions.
If the texture has dimensions 2 sup n times 2 sup m, there are
 bold max ( n, m ) + 1  mipmaps.
The first mipmap is the original texture,
with dimensions 2 sup n times 2 sup m.
Each subsequent mipmap has dimensions 2 sup { k - 1 } times 2 sup { l - 1 },
where 2 sup k times 2 sup l are the dimensions of the previous mipmap,
until either k = 0 or l=0.
At that point,
subsequent mipmaps have dimension  1 times 2 sup { l - 1 }
or  2 sup { k - 1} times 1  until the final mipmap,
which has dimension 1 times 1.
To define the mipmaps, call glTexImage1D, glTexImage2D,
glCopyTexImage1D, or glCopyTexImage2D
with the level argument indicating the order of the mipmaps.
Level 0 is the original texture;
level  bold max ( n, m )  is the final 1 times 1 mipmap.
params supplies a function for minifying the texture as one of the following:
.RS 10
 | 
GL_NEAREST
 | Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured. | 
GL_LINEAR
 | Returns the weighted average of the four texture elements
that are closest to the center of the pixel being textured.
These can include border texture elements,
depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T,
and on the exact mapping.
 | 
GL_NEAREST_MIPMAP_NEAREST
 | Chooses the mipmap that most closely matches the size of the pixel
being textured and uses the GL_NEAREST criterion
(the texture element nearest to the center of the pixel)
to produce a texture value.
 | 
GL_LINEAR_MIPMAP_NEAREST
 | Chooses the mipmap that most closely matches the size of the pixel
being textured and uses the GL_LINEAR criterion
(a weighted average of the four texture elements that are closest
to the center of the pixel)
to produce a texture value.
 | 
GL_NEAREST_MIPMAP_LINEAR
 | Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the GL_NEAREST criterion
(the texture element nearest to the center of the pixel)
to produce a texture value from each mipmap.
The final texture value is a weighted average of those two values.
 | 
GL_LINEAR_MIPMAP_LINEAR
 | Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the GL_LINEAR criterion
(a weighted average of the four texture elements that are closest
to the center of the pixel)
to produce a texture value from each mipmap.
The final texture value is a weighted average of those two values.
.RE
As more texture elements are sampled in the minification process,
fewer aliasing artifacts will be apparent.
While the GL_NEAREST and GL_LINEAR minification functions can be
faster than the other four,
they sample only one or four texture elements to determine the texture value
of the pixel being rendered and can produce moire patterns
or ragged transitions.
The initial value of GL_TEXTURE_MIN_FILTER is
GL_NEAREST_MIPMAP_LINEAR.
 | 
GL_TEXTURE_MAG_FILTER
 | The texture magnification function is used when the pixel being textured
maps to an area less than or equal to one texture element.
It sets the texture magnification function to either GL_NEAREST
or GL_LINEAR (see below). GL_NEAREST is generally faster
than GL_LINEAR,
but it can produce textured images with sharper edges
because the transition between texture elements is not as smooth.
The initial value of GL_TEXTURE_MAG_FILTER is GL_LINEAR.
.RS 10
 | 
GL_NEAREST
 | Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured. | 
GL_LINEAR
 | Returns the weighted average of the four texture elements
that are closest to the center of the pixel being textured.
These can include border texture elements,
depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T,
and on the exact mapping.
 | 
.RE
GL_TEXTURE_WRAP_S
 | Sets the wrap parameter for texture coordinate s to either
GL_CLAMP or GL_REPEAT.
GL_CLAMP causes s coordinates to be clamped to the range [0,1]
and is useful for preventing wrapping artifacts when mapping
a single image onto an object.
GL_REPEAT causes the integer part of the s coordinate to be ignored;
the GL uses only the fractional part,
thereby creating a repeating pattern.
Border texture elements are accessed only if wrapping is set to GL_CLAMP.
Initially, GL_TEXTURE_WRAP_S is set to GL_REPEAT.
 | 
GL_TEXTURE_WRAP_T
 | Sets the wrap parameter for texture coordinate t to either
GL_CLAMP or GL_REPEAT.
See the discussion under GL_TEXTURE_WRAP_S.
Initially, GL_TEXTURE_WRAP_T is set to GL_REPEAT.
 | 
GL_TEXTURE_BORDER_COLOR
 | Sets a border color. params contains four values that comprise the RGBA color of the texture border. Integer color components are interpreted linearly such that the most positive integer maps to 1.0, and the most negative integer maps to -1.0. The values are clamped to the range [0,1] when they are specified. Initially, the border color is (0, 0, 0, 0). | 
GL_TEXTURE_PRIORITY
 | Specifies the texture residence priority of the currently bound texture.
Permissible values are in the range [0,\ 1].
See glPrioritizeTextures and glBindTexture for more information.
 | 
targetSpecifies the target texture,
which must be either GL_TEXTURE_1D or GL_TEXTURE_2D.
pnameSpecifies the symbolic name of a single-valued texture parameter.
pname can be one of the following:
GL_TEXTURE_MIN_FILTER,
GL_TEXTURE_MAG_FILTER,
GL_TEXTURE_WRAP_S,
GL_TEXTURE_WRAP_T, or
GL_TEXTURE_PRIORITY.
paramSpecifies the value of pname.
targetSpecifies the target texture,
which must be either GL_TEXTURE_1D or GL_TEXTURE_2D.
pnameSpecifies the symbolic name of a texture parameter.
pname can be one of the following:
GL_TEXTURE_MIN_FILTER,
GL_TEXTURE_MAG_FILTER,
GL_TEXTURE_WRAP_S,
GL_TEXTURE_WRAP_T,
GL_TEXTURE_BORDER_COLOR, or
GL_TEXTURE_PRIORITY.
paramsSpecifies a pointer to an array where the value or values of pname are stored.
GL_INVALID_ENUM is generated if target or pname is not
one of the accepted defined values.
GL_INVALID_ENUM is generated if params should have a defined
constant value (based on the value of pname) and does not.
GL_INVALID_OPERATION is generated if glTexParameter
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glTexSubImage2D(int target, int level, int xoffset, int yoffset, object|mapping(string:object) width, object|mapping(string:object) height, object|mapping(string:object) format, object|mapping(string:object) type, array(object|mapping(string:object)) pixels)
Texturing maps a portion of a specified texture image
onto each graphical primitive for which texturing is enabled.
To enable and disable two-dimensional texturing, call glEnable
and glDisable with argument GL_TEXTURE_2D.
glTexSubImage2D redefines a contiguous subregion of an existing two-dimensional
texture image.
The texels referenced by pixels replace the portion of the
existing texture array with x indices xoffset and "xoffset"~+~"width"~-~1,
inclusive,
and y indices yoffset and "yoffset"~+~"height"~-~1, inclusive.
This region may not include any texels outside the range of the
texture array as it was originally specified.
It is not an error to specify a subtexture with zero width or height, but
such a specification has no effect.
targetSpecifies the target texture.
Must be GL_TEXTURE_2D.
levelSpecifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
xoffsetSpecifies a texel offset in the x direction within the texture array.
yoffsetSpecifies a texel offset in the y direction within the texture array.
widthSpecifies the width of the texture subimage.
heightSpecifies the height of the texture subimage.
formatSpecifies the format of the pixel data.
The following symbolic values are accepted:
GL_COLOR_INDEX,
GL_RED,
GL_GREEN,
GL_BLUE,
GL_ALPHA,
GL_RGB,
GL_RGBA,
GL_LUMINANCE, and
GL_LUMINANCE_ALPHA.
typeSpecifies the data type of the pixel data.
The following symbolic values are accepted:
GL_UNSIGNED_BYTE,
GL_BYTE,
GL_BITMAP,
GL_UNSIGNED_SHORT,
GL_SHORT,
GL_UNSIGNED_INT,
GL_INT, and
GL_FLOAT.
pixelsSpecifies a pointer to the image data in memory.
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_2D.
GL_INVALID_OPERATION is generated if the texture array has not
been defined by a previous glTexImage2D operation.
GL_INVALID_VALUE is generated if level is less than 0.
.P
P
GL_INVALID_VALUE may be generated if level is greater
than log sub 2max,
where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if "xoffset" ~<~ ~-b,
("xoffset"~+~"width") ~>~ (w~-~b),
"yoffset" ~<~ ~-b, or ("yoffset" ~+~ "height") ~>~ (h~-~b).
Where w is the GL_TEXTURE_WIDTH,
h is the GL_TEXTURE_HEIGHT, and b is the border width
of the texture image being modified.
Note that w and h include twice the border width.
GL_INVALID_VALUE is generated if width or height is less than 0.
GL_INVALID_ENUM is generated if format is not an accepted
format constant.
GL_INVALID_ENUM is generated if type is not a type constant.
GL_INVALID_ENUM is generated if type is GL_BITMAP and
format is not GL_COLOR_INDEX.
GL_INVALID_OPERATION is generated if glTexSubImage2D is executed
between the execution of glBegin and the corresponding
execution of glEnd.
void glTranslate(float|int|array(float|int) x, float|int|void y, float|int|void z)
glTranslate produces a translation by
("x","y","z").
The current matrix
(see
glMatrixMode)
is multiplied by this translation matrix,
with the product replacing the current matrix, as if
glMultMatrix were called with the following matrix
for its argument:
.sp
.ce
.EQ
left (  ~ down 20 matrix {
   ccol { 1~~ above 0~~ above 0~~ above 0~~ }
   ccol { 0~~ above 1~~ above 0~~ above 0~~ }
   ccol { 0~~ above 0~~ above 1~~ above 0~~ }
   ccol { "x"~ above "y"~ above "z"~ above 1}
} ~~right )
.EN
.sp
.RE
If the matrix mode is either GL_MODELVIEW or GL_PROJECTION,
all objects drawn after a call to glTranslate are translated.
Use glPushMatrix and
glPopMatrix to save and restore
the untranslated coordinate system.
xSpecify the x, y, and z coordinates of a translation vector.
GL_INVALID_OPERATION is generated if glTranslate
is executed between the execution of glBegin
and the corresponding execution of glEnd.
void glVertex(float|int|array(float|int) x, float|int|void y, float|int|void z, float|int|void w)
glVertex commands are used within glBegin/glEnd pairs to specify
point, line, and polygon vertices.
The current color,
normal,
and texture coordinates are associated with the vertex when glVertex is called.
When only x and y are specified, z defaults to 0 and w defaults to 1. When x, y, and z are specified, w defaults to 1.
xSpecify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.
vSpecifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.
void glViewport(int x, int y, int width, int height)
glViewport specifies the affine transformation of x and y from
normalized device coordinates to window coordinates.
Let (x sub nd, y sub nd) be normalized device coordinates.
Then the window coordinates (x sub w, y sub w) are computed as follows:
.sp
.ce
.EQ
x sub w ~=~ ( x sub nd + 1 ) left ( "width" over 2 right ) ~+~ "x"
.EN
.sp
.ce
.EQ
y sub w ~=~ ( y sub nd + 1 ) left ( "height" over 2 right ) ~+~ "y"
.EN
.RE
Viewport width and height are silently clamped
to a range that depends on the implementation.
To query this range, call glGet with argument
GL_MAX_VIEWPORT_DIMS.
xSpecify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
widthSpecify the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
GL_INVALID_VALUE is generated if either width or height is negative.
GL_INVALID_OPERATION is generated if glViewport
is executed between the execution of glBegin
and the corresponding execution of glEnd.
This module contains various utilities that greatly simplifies working with GLSL and some other extensions such as vertex buffers and render buffers.
void add_shader_define(string x)
Add a preprocessing define that will be used for all shader compilations from now forward.
void add_shader_path(string x)
Adds a directory to the list of directories where shaders can be found.
void clear_shader_defines()
Remove all preprocessing defines.
GLSLProgram get_program(string filename)
Convenice function to compile and cache a GLSLProgram
void set_shader_ext(string x)
Set the extension added to all shader filerequests. The default is to never add an extension, which means that the full filename has to be specified.
This class keeps track of all state related to a GLSL program, such as the shaders (vertex and pixel), the uniform variables and any vertex buffer objects or textures.
void add_texture(string name, int|object type_or_texture, int|void id)
Adds a texture to the list of textures used by the shader. If this function is used the allocation of texture units is done automatically by this class.
 There are really two variants of this function: If
 type_or_texture is an integer, the id indicates the
 texture object ID (as given by glGenTextures), and
 type_or_texture indicates the texture type (GL_TEXTURE_2D
 etc).
 If type_or_texture is an object, it's assumed that there is
 a texture_type member variable (indicating the texture type,
 such as GL_TEXTURE_2D) and a use method that will bind the
 texture to the currently active texture unit.
 The GLUE.Texture class meets these requirements. The
 RenderBuffer objects does not, however.
 A RenderBuffer can be added as an texture by calling
 add_texture( name, buffer->texture_type, buffer->texture )
There are currently no checks done to ensure that you don't use more textures than there are texture units on your graphics card.
void add_vertex_buffer(VertexBuffer vbo)
Add all vertex attributes defined in the VertexBuffer vbo.
 This is equivalent to calling vertex_pointer once for each
 attribute (with the difference that stride, size and offset
 are calculated automatically for you)
int compile_file(string file_name)
Compile the shader source found in file_name. If filename is
 relative, the paths added by add_shader_path will be
 searched. If -1 is returned, no file was compiled.
 This function is usually called from the create method, but
 if no filename is passed there you can call this function (or
 the compile_string function) to specify the source.
The file is compiled twice, once with VERTEX_SHADER defined, the other time with FRAGMENT_SHADER defined.
The functions vertex_main and fragment_main are special, in that when the vertex shader is compiled vertex_main is renamed to main and fragment_main is totally removed from the source. When the fragment shader is compiled it's the other way around.
int compile_string(string code, string path)
Compile the given string as a pixel/vertex shader. The string is compiled twice, once with VERTEX_SHADER defined, the other time with FRAGMENT_SHADER defined.
The functions vertex_main and fragment_main are special, in that when the vertex shader is compiled vertex_main is renamed to main and fragment_main is totally removed from the source. When the fragment shader is compiled it's the other way around.
This is done to make it easier to develop shaders, it's generally speaking more convenient to have them in one file that it is to have them in two.
GL.GLSLUtils.GLSLProgram GL.GLSLUtils.GLSLProgram(string|void name)
Create a new GLSL shader. If name is specified, it
 indicates a filename passed to compile_file.
void disable()
Disable this program. This will also disable all extra texture units that were needed to render with it, if any, and unbind the vertex pointer attributes, if any.
void draw(function(:void) x, mixed ...  args)
Call the function x(@args) with this program activated.
This will bind all texture units to their correct textures, set up any vertex pointers that have been defined, and set uniforms to their value.
Once the function has been called, all texture units except the default one will be disabled, and the vertex array pointers will be reset.
void set(string name, mixed ...  to)
Set the uniform variable name to the value to (one or
 more floats or integers). The value will remain in effect
 until the next time this function is called (even if another
 program is used in between)
void use()
Enable the program, setting all uniform variables to their
 values as set by set, enabling the required number of
 texture units and binding the correct textures, as given by
 add_texture and finally initializing any vertex pointers
 set using vertex_pointer or add_vertex_buffer.
void vertex(string name, mixed ...  to)
Set the vertex attribute name to to. to is one or
 more floats or integers.
The attibute will have this value for all new glVertex calls until this function is called again.
void vertex_pointer(string name, int ptr, int size, int type, bool normalize, int stride, int offset)
Add a single vertex attribute pointer. This is usually used in combination with glDrawArrays to quickly draw a lot of primitives.
 name is the name of the vertex type variable in the program.
 ptr is the vertex buffer ID.
 size is the size of the attribute (a vec3 has size 3, as an example)
 type is the type, usually GL_FLOAT (actually, anything else
 requires extensions not currently supported by this class)
 If normalize is true, the value will be clamped between 0.0 and 1.0.
 stride is the distance between two attributes of this type
 in the buffer, and offset is the offset from the start of
 the buffer to the first attribute.
A rendering buffer. This is usually used to do offscreeen-rendering with higher precision, or full-screen special effects such as blur etc. This class is not present if there is no FramebufferTexture2DEXT extention available. To my knowledge all cards with GLSL support also support this feature.
bool GL.GLSLUtils.RenderBuffer.mipmaps
bool GL.GLSLUtils.RenderBuffer.alpha
Does the RenderBuffer has mipmaps and alpha channel?
int GL.GLSLUtils.RenderBuffer.db
The object ID of the depth buffer object, if any. Otherwise -1
int GL.GLSLUtils.RenderBuffer.fbo
The object ID of the FBO object
int GL.GLSLUtils.RenderBuffer.internal_format
int GL.GLSLUtils.RenderBuffer.format
The format of the texture object
int GL.GLSLUtils.RenderBuffer.width
int GL.GLSLUtils.RenderBuffer.height
Width and height, in pixels, of the buffer
int GL.GLSLUtils.RenderBuffer.texture
The object ID of the texture object.
int GL.GLSLUtils.RenderBuffer.texture_type
The type of the texture, GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE_ARB typically.
void box(float x, float y, float w, float h)
Draw the buffer using a GL_QUADS at x,y sized w,h. This function knows about GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE_ARB texture coordinates, but not any other ones.
GL.GLSLUtils.RenderBuffer GL.GLSLUtils.RenderBuffer(int w, int h, int type, bool depth, bool mipmap, bool alpha, int|void internal_format, int|void format)
Create a new render buffer, with the size given by w and
 h, the texture target will be type (generally speaking
 GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE_ARB, the latter is
 needed if the size is not a power of two. This is not checked
 by the create function)
 depth mipmap and alpha specifies if the corresponding
 extra buffers should be created.
 mipmap is not supported for GL_TEXTURE_RECTANGLE_ARB
 If w or h is 0, the actual texture creation is postponed
 until resize is called. The buffer will not be valid before
 it has a size.
 If internal_format and format are specified they are used to
 override the defaults (GL_RGB[A]16F_ARB and GL_RGB[A]
 respectively)
 Setting these also makes the buffer ignore the alpha paramenter.
 The mipmap parameter depends on the existance of the
 glGenerateMipmapEXT extension.
void disable()
Restore the viewport and bind the screen as the active rendering buffer.
void draw(function(:void) f, mixed ...  args)
Convenience function that binds the buffer as the currently
 active destination buffer, then calls f and finally binds
 the default framebuffer (generally speaking the screen) as the
 active buffer again.
 This is equivalent to use followed by f(args)
 followed by disable
This function is usually what is used to draw into a RenderBuffer.
void draw_texture(function(:void) f)
Bind the buffer to the currently active texture unit, then call the specified function.
bool resize(int w, int h)
Resize the buffer to a new size. Returns true if a new texture was created.
array(float) size()
Width and height, suitable for texture coordinates, of the buffer. For GL_TEXTURE_2D this is always 1.0 x 1.0. For GL_TEXTURE_RECTANGLE_ARB it's the pixel sizes (as floats)
This function knows about GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE_ARB texture coordinates, but not any other ones.
void use()
Set the viewport to the size of the texture, and set this buffer as the currently active destination framebuffer.
disable() must be called (exactly once) once you are done drawing into this buffer, or OpenGL will run out of attribute stack space eventually since the current viewport is pused to it.
 draw will do the use() / disable() handling for you.
This class defines a vertex buffer. This is a chunk of memory defining vertex attributes for future drawing. Any number of vertex buffers (up to a hardware specific limit) can be added to any GLSLProgram.
Vertex buffers are generally speaking stored on the graphic card for fast access, making it possible to draw huge amounts of primitives without using all available CPU->GPU memory bandwidth.
 Normal usage of this class is to create it, then call add_[type]
 for each vertex attribute (add_float, add_vec2 etc) defined
 in your program, then call set_size or set_data to set the
 size of the buffer, add the VertexBuffer to any relevant
 GLSLProgram instances, and then optionally call pwrite,
 vertex or stream_vertex() to update the data.
 The add_* functions can not be called once the VertexBuffer has
 been added to a GLSLProgram. set_size, set_data or recalc
 must be called before the VertexBuffer is added to a
 GLSLProgram.
int GL.GLSLUtils.VertexBuffer.current_size
The maximum offset ever written using stream
int GL.GLSLUtils.VertexBuffer.id
The vertexbuffer id (the object id passed to glBindBuffer).
int GL.GLSLUtils.VertexBuffer.offset
The index of the last vertex that was written using stream
int GL.GLSLUtils.VertexBuffer.size
The total size of the VertexBuffer, counted in vertices
int GL.GLSLUtils.VertexBuffer.stride
The size of a single vertex, in bytes
int GL.GLSLUtils.VertexBuffer.vertex_size
The size of a single vertex, in floats
void add_alias(string name, string name2, int|void size)
Add name as an alias for name2. As an example
 add_alias( "normal", "pos") will make the vertex attribute
 normal have the same value as pos without using additional
 storage.
The size can be smaller than the size for the original attribute, but never larger. If no size is given they will have the same size.
void add_attribute(string name, int type, bool normalize, int size)
Add a generic attribute named name, of the type type
 (eg, GL_FLOAT), normalized or not of size size.
 As an example add_vec2(name) is an alias for add_attribute(
 name, GL_FLOAT, GL_FALSE, 2 )
void add_float(string name)
Add a float attribute named name.
void add_vec2(string name)
Add a vec2 attribute named name.
void add_vec3(string name)
Add a vec3 attribute named name.
void add_vec4(string name)
Add a vec4 attribute named name.
array(array(string|int|bool)) attributes()
Method used by GLSLProgram to get a list of the attributes.
GL.GLSLUtils.VertexBuffer GL.GLSLUtils.VertexBuffer(int draw_mode)
Create a new vertex buffer, draw_mode is a usage hint.
GL_STREAM_DRAW: Draw multiple times, updating the data ocassionally GL_STATIC_DRAW: Set the data once, then draw multiple times GL_DYNAMIC_DRAW: Draw and update all the time
The mode is only a hint, it does not really affect the functionality of the buffer.
void pwrite(int offset, array(float) data)
Write data at the byteoffset offset. The size of a
 vertex is given by the stride member variable in this
 class.
 It's usually more convenient to use the vertex or stream
 methods when updating data.
void recalc()
Recalculate the offsets for all attributes. Normally called automatically from set_data and set_size.
void set_data(array(float) data)
Set the data to an array of floating point numbers. The attributes are always ordered in the array according to the order the various add_* functions were called. Note that add_alias does not add a new attribute, only an alias for an existing one.
void set_size(int size)
Set the size of the VertexBuffer. The size is given in
 stride increments. That is, it defines the number of
 complete vertexes that can be generated from this buffer, not
 the number of floats or bytes in it.
 set_size will remove all the data that was previously
 present in the buffer.
void stream(array(float) data)
Append the data to the current object. Once the end of the
 buffer has been reached, start over from the beginning. This
 is useful for particle systems of various kinds, where each
 vertex (or every few vertices) indicate a separate particle
 that evolves over time using a GLSLProgram, and there is no
 need to send the whole list to the graphic card each frame.
When calling glDrawArrays using this kind of VertexBuffer, use the current_size member variable, it indicates the last fully written vertice.
void vertex(int vertex, array(float) data)
Give data starting at the given vertex. Any number of vertices up to the full size of the VertexBuffer can be written from this point onwards.
string GL.GLSLUtils.VertexBuffer.Attribute.name
int GL.GLSLUtils.VertexBuffer.Attribute.type
bool GL.GLSLUtils.VertexBuffer.Attribute.normalize
int GL.GLSLUtils.VertexBuffer.Attribute.size
int GL.GLSLUtils.VertexBuffer.Attribute.offset
protected  local  void __create__(string name, int type, bool normalize, int size, int offset)
GL.GLSLUtils.VertexBuffer.Attribute GL.GLSLUtils.VertexBuffer.Attribute(string name, int type, bool normalize, int size, int offset)
A very basic vector class. Use vec2 / vec3 or vec4
A vector class somewhat similar to a GLSL vec2.
inherit vec : vec
A vector class somewhat similar to a GLSL vec3.
inherit vec : vec
A vector class somewhat similar to a GLSL vec4.
inherit vec : vec
The GL Utilities module is a partial implementation of the GLU library. This module only contains functions that someone at some point actually needed to get his work done. If you need a GLU function that isn't in here, copy the C code from the GLU library (Mesa was used last time), tweak it so that it compiles as Pike code and then check it in into git.
void gluLookAt(float eyex, float eyey, float eyez, float centerx, float centery, float centerz, float upx, float upy, float upz)
void gluLookAt(Math.Matrix eye, Math.Matrix center, Math.Matrix up)
gluLookAt creates a viewing matrix derived from an eye point,
 a reference point indicating the center of the scene, and an
 up vector. The matrix maps the reference point to the negative
 z axis and the eye point to the origin, so that, when a typical
 projection matrix is used, the center of the scene maps to the
 center of the viewport. Similarly, the direction described by the
 up vector projected onto the viewing plane is mapped to the positive
 y axis so that it points upward in the viewport. The up vector must
 not be parallel to the line of sight from the eye to the reference
 point.
The matrix generated by gluLookAt postmultiplies the current matrix.
The relation between the matrix objects and the float values are
Math.Matrix eye = Math.Matrix( ({ eyex, eyey, eyez }) );
GL.glFrustum, gluPerspective
void gluOrtho2D(float left, float right, float bottom, float top)
gluOrtho2D sets up a two-dimensional orthographic viewing region. This is equivalent to calling
glOrtho(left, right, bottom, top, -1.0, 1.0);The GLU manual says glOrtho(a,b,c,d, 0, 1).
GL.glOrtho, gluPerspective
void gluPerspective(float fovy, float aspect, float zNear, float zFar)
gluPerspective specifies a viewing frustum into the world coordinate system. In general, the aspect ratio in gluPerspective should match the aspect ratio of the associated viewport. For example, aspect = 2.0 means the viewer's angle of view is twice as wide in x as it is in y. If the viewport is twice as wide as it is tall, it displays the image without distortion.
 The matrix generated by gluPerspective is multipled by the current
 matrix, just as if GL.glMultMatrix were called with the generated
 matrix. To load the perspective matrix onto the current matrix stack
 instead, precede the call to gluPerspective with a call to
 GL.glLoadIdentity.
void gluPickMatrix(float x, float y, float width, float height, array(int) viewport)
gluPickMatrix creates a projection matrix that can be used to
 restrict drawing to a small region of the viewport. This is
 typically useful to determine what objects are being drawn
 near the cursor. Use gluPickMatrix to restrict drawing to a
 small region around the cursor. Then, enter selection mode
 (with GL.glRenderMode and rerender the scene. All primitives
 that would have been drawn near the cursor are identified and
 stored in the selection buffer.
 The matrix created by gluPickMatrix is multiplied by the current
 matrix just as if GL.glMultMatrix is called with the generated
 matrix. To effectively use the generated pick matrix for picking,
 first call GL.glLoadIdentity to load an identity matrix onto
 the perspective matrix stack. Then call gluPickMatrix, and
 finally, call a command (such as gluPerspective) to multiply
 the perspective matrix by the pick matrix.
When using gluPickMatrix to pick NURBS, be careful to turn off the NURBS property GLU_AUTO_LOAD_MATRIX. If GLU_AUTO_LOAD_MATRIX is not turned off, then any NURBS surface rendered is subdivided differently with the pick matrix than the way it was subdivided without the pick matrix.
viewportThe viewport is an array with four integers.
Does the NURB remark apply?
GL.glGet, gluLoadIdentity, gluMultMatrix, gluRenderMode,
   gluPerspective
array(float)|zero gluProject(float objx, float objy, float objz, array(float) model, array(float) proj, array(int) viewport)
gluProject transforms the specified object coordinates into window
 coordinates using model, proj, and viewport. The result is
 returned in a three valued array.
GL Universal Environment
void PushPop(function(:void) f)
Performs function f between GL.glPushMatrix and
 GL.glPopMatrix calls.
PushPop() { GL.glTranslate( 0.01, -0.9, 0.0 ); write_text( "Press esc to quit" ); };
void add_reinit_callback(function(void:void) f)
Add a callback that will be called every time the resolution is about to change.
remove_reinit_callback
int allocate_light()
Allocate a hardwareaccelerated lightsource from OpenGL.
an id which may be added to the GL.GL_LIGHT0 constant.
free_light
mapping(string:mixed) debug_stuff()
Returns some internal states for debug purposes. The actual content may change.
void draw_box(float x0, float y0, float x1, float y1, array(Image.Color.Color)|Image.Color.Color c, void|array(float)|float a)
Draw a box at the specified coordinates. c is either a single
 color, in which case it will be used for all corners, or an array
 of four colors, which will be used for each corner.
 a is similar to c, but is the alpha values for each coordinate.
void draw_line(float x0, float y0, float x1, float y1, Image.Color.Color c, void|float a)
void draw_line(float x0, float y0, float z0, float x1, float y1, float z1, Image.Color.Color c, void|float a)
void draw_obox(float x0, float y0, float x1, float y1, array(Image.Color.Color)|Image.Color.Color c, void|array(float)|float a)
Draw a box outline around the specified coordinates. c is
 either a single color, in which case it will be used for all
 corners, or an array of four colors, which will be used for each
 corner.
 a is similar to c, but is the alpha values for each coordinate.
void draw_polygon(array(float) coords, Image.Color.Color c, float a)
void free_light(int l)
Call this function to free a lightsource that has been allocated with
 allocate_light.
lId which has been allocated using allocate_light.
allocate_light
array(List) get_all_lists()
Returns all defined lists. Only available on Windows.
array(BaseTexture) get_all_textures()
Returns a list of all current textures.
float get_aspect()
Returns the screen aspect.
set_aspect
int get_depth()
Returns the current color depth.
set_depth
array(string) get_drivers()
Returns the name of the available drivers.
init
int get_gl_flags()
Returns the GL flags currently used.
set_gl_flags
bool get_screen_mode()
Returns 1 if in fullscreen mode, otherwise 0.
toggle_fullscreen
int get_texture_mem_usage()
Returns the number of bytes used by the textures.
bool has_extension(string ext)
Checks if the GL extension ext is currently supported.
void hide_cursor()
Hide the mouse cursor.
void init(mapping(string:mixed)|void options)
Initializes GLUE and loads a driver from a list of drivers. If a driver fails to load or initialize, the next driver is tried.
driver_names not listed in the result from get_drivers
 will cause an error to be thrown.
options | The name of a driver or a list of drivers to try, in given
       order. If no driver name is given, the list given by
         | 
 | This callback is called with a   | 
 | This callback is called with the aspect whenever the drawing area is resized, either by an event or explicitly by the program.  | 
 | Set fullscreen/window mode. 1 is fullscreen, 0 is window. Defaults to fullscreen.  | 
 | Sets the resolution of the drawing area. Defaults to ({ 800, 600 }).  | 
 | Sets the aspect of the drawing area. Defaults to 1.333333 (4:3).  | 
 | Sets the color depth of the drawing area. Defaults to 32.  | 
 | Sets the window title to this string.  | 
 | Sets the icon title to this string.  | 
 | Use GL_NEAREST_MIMAP_NEAREST instead of GL_LINEAR_MIPMAP_LINEAR, which also is the default.  | 
 | The rotation in z-axis of the drawing field.  | 
 | Mirroring in x and/or y axis.  | 
get_drivers
BaseTexture make_rect_texture(mapping|Image.Image image, string|void name)
Create a texture with the specified image as contents.  Will try
 to use the TEXTURE_RECTANGLE_NV extension if available, otherwise
 normal textures will be used (like make_texture).
make_texture
BaseTexture make_texture(mapping|Image.Image image, string|void name)
Create a texture.  Mainly here for symetry with make_rect_texture
Texture, make_rect_texture
void mirror_screen(string how)
Mirrors the screen in x and/or y axis. Useful e.g. when drawing for backlight projection.
howA string that contains the mirror axis, e.g. "x" or
 "xy".
bool only_dynlists()
Returns 1 if all defined lists are DynList lists.
int(0..) pushpop_depth()
Returns the PushPop depth, i.e. the number of pushes awaiting corresponding pops.
void remove_reinit_callback(function(void:void) f)
Removes a reinitialization callback.
add_reinit_callback
void set_aspect(float asp)
void set_aspect(int w, int h)
Set the aspect of the draw area. Does nothing if the provided aspect is equal to the one currently used.
get_aspect
void set_depth(int _depth)
Sets the color depth.
get_depth
void set_gl_flags(int _gl_flags)
Sets the GL flags.
get_gl_flags
void set_resolution(int w, int h)
Sets the resolution to wxh pixels.
xsize, ysize
void set_screen_rotation(float deg)
Rotates the drawing area deg degrees. Useful e.g. when drawing
 for tilted monitors.
void show_cursor()
Show the mouse cursor.
void swap_buffers()
Swap the drawing buffer and the viewing buffer.
void toggle_fullscreen(void|bool _fullscreen)
Toggles between fullscreen and window mode. If a screen mode is provided, that mode will be assumed.
get_screen_mode
int xsize()
int ysize()
Returns the screen width/height.
set_resolution
A mixin class with a dwim create function.
GLUE.BaseDWIM GLUE.BaseDWIM(mixed ...  args)
This create function has the following heuristic:
If a mapping is encountered, the following information will be attempted to be extracted.
 | The texture image.  | 
 | The image dimensions. If not provided, the dimensions of the
       | 
 | |
 | |
 | |
 | The alpha mode.  | 
 | Should the texture be mipmapped or not.  | 
 | Should the texture be clamped or not.  | 
 | The texture mode.  | 
 | The debug name associated with this texture.  | 
If an object is encountered in the argument list, the first object will be used as texture image and the second as texture alpha.
If a string is encountered in the argument list, it will be used as debug name associated with this texture.
Once all mappings, strings and objects are removed from the argument list, the remaining integers will be interpreted as width, height, alpha, mipmap and mode, unless there is only one argument. In that case it will be interpreted as the alpha mode.
The texture base class. Using e.g. Texture might be more
 convenient.
string GLUE.BaseTexture.debug
A string to identify the texture.
float GLUE.BaseTexture.width_u
float GLUE.BaseTexture.height_u
Utilization in percent.
int GLUE.BaseTexture.i_width
int GLUE.BaseTexture.i_height
Image dimensions
int GLUE.BaseTexture.t_width
int GLUE.BaseTexture.t_height
Texture dimensions
int GLUE.BaseTexture.texture_type
The texture type, e.g. GL.GL_TEXTURE_2D.
protected  void _destruct()
Properly deallocates the texture.
int sizeof( GLUE.BaseTexture arg )
Returns the size of memory allocated by the texture.
bool res = GLUE.BaseTexture() > x
Textures can be sorted according to texture id.
void clear()
Clears the texture.
void construct(int width, int height, int _alpha, mapping|void imgs, int(2bit)|void flags, int|void _mode, string|void debug_text)
Construct a new texture. Processes _alpha, _mode and
 debug_text and calls resize.
_alphaThe alpha mode the texture is operating in.
 | RGB  | 
 | RGBA  | 
 | ALPHA  | 
 | LUM  | 
 | LUM+ALPHA  | 
_modeThe mode the texture is operating in. Autoselected wrt _alpha
 if 0.
debug_textA string that can be used to identify this texture.
void coords(float x, float y)
Sets the texture coordinates to x*width,y*height.
GLUE.BaseTexture GLUE.BaseTexture(mixed ...  args)
Calls construct with args.
void create_texture(mapping|void imgs, int(2bit)|void flags, int|void width, int|void height)
Actually creates the texture.
imgsIf zero, a black texture with the dimensions width *
 height will be generated. Otherwise imgs should be a
 mapping as follows.
 | The actual image to be used as texture. It will be
     cropped/padded to meet the dimensions given in   | 
 | Optional image to be used as alpha channel, depending on the
     alpha value given to   | 
flagsIf 1, the texture will be mipmapped.
   If bit 1 (2) is set, texture will not be wrapped but clamped.
widthheightThe dimensions of the texture. If omitted the dimensions of
   the images in imgs will be used.
resize
void draw(float x, float y, float z, float w, float h)
Draw the texture at x,y,z with dimensions w*h.
void draw_region(float x, float y, float z, float w, float h, float s0, float q0, float ss, float qs)
Draw texture region s0,q0 - ss,qs at x,y,z
 with dimensions w*h.
int get_id()
Returns the id of this texture.
void make_mipmap(mapping imgs, int|void imode, int|void dx, int|void dy)
Renders a mipmap of the image/partial image imgs.
imgsImage data mapping to feed GL.glTexImage2D or
   GL.glTexSubImage2D.
imodeInternal format to feed GL.glTexImage2D, or UNDEFINED for
   partial images.
dxdyXoffs, yoffs to feed GL.glTexSubImage2D for partial images.
create_texture
void paste(zero|Image.Image i, Image.Image a, int x, int y)
Paste the image i with alpha channel a at coordinates x
 and y in the current texture.
void resize(int width, int height, mapping|void imgs, int(2bit)|void flags, bool|void nocreate)
Resizes/creates a texture to meet the dimensions width and
 height. If nocreate isn't given, create_texture is
 called to actually perform the resize/creation.
construct
void set_image_data(Image.Image|mapping(string:mixed) data, bool|void no_resize)
Set the contents (and size) of the texture from the supplied
 data. The data is identical to what would normally be sent as
 the last argument to glTex[Sub]Image2D() or an Image.Image object.
 If no_resize is specified, it is assumed that the data will
 fit in the texture, otherwise the parts that extend beyond it
 will be discarded.
dataBesides being an Image.Image object, data can be either of
 two types of mappins. First it can be a mapping with Image data.
 | Texture image data.  | 
 | Optional alpha channel.  | 
 | Optional luminance channel.  | 
Second it can be a mapping pointing out a shared memory segment.
 | The shared memory segment.  | 
 | The width and height of the memory segment.  | 
 | |
 | The format of the memory segment, e.g.   | 
 | The low level format of the memory segment, e.g.
       | 
void use()
Use the generated texture (GL.glBindTexture).
A displaylist that is generated on demand.
On Windows lists needs to be regenerated when the video driver
 mode is changed. Thus the DynList is to prefer over List, since
 regeneration is done automatically upon video mode change.
inherit List : List
void call()
Call the displaylist, ie draw it.
GLUE.DynList GLUE.DynList(function(:void)|void f)
Create a new DynList object and optionally set a function that can generate the displaylist
fFunction which contains the GL commands that generates the displaylist.
void init()
Generates the displaylist, ie calls the function set in
 set_generator. Called only when the display list needs to
 be generated.
void modeswitch()
Called by videodriver when a video mode change occurs.
void set_generator(function(:void) _generator)
Sets a function which can generate a displaylist. Hint: Use implicit lambda...
A font.
GLUE.Font GLUE.Font(Image.Fonts.Font font, float|void scale_width, float|void scale_spacing)
array(int|BaseTexture|Region) get_character(int c)
Returns the advance (in pixels), the texture and the texture coordinates for the specified character, or 0 if it's nonprintable.
If the font->write call fails, the backtrace will be written to stderr.
array(float) text_extents(string text, float h)
Get the width and height of the area that the string text in
 size h would cover.
array(List|float) write(string text, float h, void|float|Region roi, string|void align)
Create a display list that writes text.
textThe text to write.
hThe font height
roiThe region, if supplied, to restrict writing to.
alignThe text justification; "left" (default), "center" or "right".
array(float) write_now(string text, float h, void|float|Region roi, string|void align)
Write the text in size [h], possibly restricted by region roi.
 Return the width and height of the resulting text area. If roi is
 a float, Region(0.0, 0.0, roi, 10000.0) will be used.
A character to draw.
inherit Region : Region
Region GLUE.Font.Character.pos
Character position in texture txt.
Region GLUE.Font.Character.slice
Slice of character to be shown.
BaseTexture GLUE.Font.Character.txt
Texture holding the character.
void draw()
Draw the character using the texture txt with the
 texture-coordinates indicated in pos, possible cropped with
 slice.
void set_data(Region _pos, BaseTexture _txt, void|Region _slice)
Set character to be region _slice of region _pos of
 texture _txt.
object GLUE.Font.GAH.q
string GLUE.Font.GAH.text
float GLUE.Font.GAH.h
float|object GLUE.Font.GAH.roi
string|void GLUE.Font.GAH.align
protected  local  void __create__(object q, string text, float h, float|object roi, string|void align)
GLUE.Font.GAH GLUE.Font.GAH(object q, string text, float h, float|object roi, string|void align)
A display list abstraction. Automatically allocates a display list id upon creation and correctly deallocate it upon destruction.
DynList
protected  void _destruct()
Deletes this list and frees the list id from the id pool.
bool res = GLUE.List() > x
List objects can be sorted according to list id.
get_id
void begin(bool|void run)
Start defining the list. If run is provided, the list will
 be executed as it is compiled (GL.GL_COMPILE_AND_EXECUTE).
end, compile
void call()
Execute the commands in the list.
void compile(function(:void) f)
Compile a list be executing the list code f. Exceptions in
 f will be thrown after GL.glEndList has been called.
begin
GLUE.List GLUE.List(void|function(:void) f)
When creating a new list, the list code can be compiled upon
 creation by supplying a function f that performs the GL
 operations.
call
List list = List() { // GL code };
void end()
Finish the list definition.
begin, compile
int get_id()
Returns this lists' id.
Convenience version of the RectangleTexture class.
inherit BaseDWIM : BaseDWIM
Convenience methods
inherit RectangleTexture : RectangleTexture
Texture base
Uses the NVidia RECT texture extension for non-power-of-two textures.
inherit BaseTexture : BaseTexture
A rectangle. Used by the text routines to avoid drawing outside the current region.
constant int GLUE.Region.is_region
All region objects have this constant.
float GLUE.Region.x
float GLUE.Region.y
float GLUE.Region.w
float GLUE.Region.h
protected  local  void __create__(float x, float y, float w, float h)
Region res = GLUE.Region() & R
Creates a new region with the intersection of this region and R.
GLUE.Region GLUE.Region(float x, float y, float w, float h)
bool inside(Region R)
Returns 1 if the region R is fully inside this region.
void move(float xp, float yp)
Move the region xp units right and yp units down.
bool outside(Region R)
Returns 1 if the region R is fully outside this region.
void resize(float xs, float ys)
Make the region xs units wider and ys units higher.
A mesh of squares.
GLUE.SquareMesh GLUE.SquareMesh(function(float, float:Math.Matrix) calculator)
The calculator will be called for each corner and should
 return a 1x3 matrix describing the coordinates for the given
 spot om the surface.
void draw()
Draw the mesh.
void recalculate()
Recalculate the mesh.
void set_lighting(bool do_lighting)
Indicate whether or not lighting is used. If it is, the normals of each vertex will be calculated as well as the coordinates.
void set_size(int x, int y)
Set the size of the mesh
void set_texture(BaseTexture tex)
Set a texture to be mapped on the mesh.
Math.Matrix surface_normal(int x, int y)
Return the normal for the surface at coordinates x,y. Used internally.
Convenience version of the Texture class.
inherit BaseDWIM : BaseDWIM
Convenience methods
inherit BaseTexture : BaseTexture
Texture base
GLUE Event abstraction.
constant int GLUE.Events.BACKSPACE
constant int GLUE.Events.DELETE
constant int GLUE.Events.TAB
constant int GLUE.Events.F1
constant GLUE.Events.F2
constant GLUE.Events.F3
constant GLUE.Events.F4
constant GLUE.Events.F5
constant GLUE.Events.F6
constant GLUE.Events.F7
constant GLUE.Events.F8
constant GLUE.Events.F9
constant GLUE.Events.F10
constant GLUE.Events.F11
constant GLUE.Events.F12
constant int GLUE.Events.ESCAPE
constant int GLUE.Events.UP
constant int GLUE.Events.DOWN
constant int GLUE.Events.LEFT
constant int GLUE.Events.RIGHT
constant int GLUE.Events.PGUP
constant int GLUE.Events.PGDWN
constant int GLUE.Events.ENTER
constant int GLUE.Events.SPACE
constant int GLUE.Events.HOME
constant int GLUE.Events.END
constant int GLUE.Events.PAUSE
constant int GLUE.Events.INSERT
constant int GLUE.Events.SCROLL_LOCK
constant int GLUE.Events.SYS_REQ
constant int GLUE.Events.PRINT_SCRN
constant int GLUE.Events.CAPSLOCK
constant int GLUE.Events.MENU
constant int GLUE.Events.NUMLOCK
constant int GLUE.Events.A
constant int GLUE.Events.B
constant int GLUE.Events.C
constant int GLUE.Events.D
constant int GLUE.Events.E
constant int GLUE.Events.F
constant int GLUE.Events.G
constant int GLUE.Events.H
constant int GLUE.Events.I
constant int GLUE.Events.J
constant int GLUE.Events.K
constant int GLUE.Events.L
constant int GLUE.Events.M
constant int GLUE.Events.N
constant int GLUE.Events.O
constant int GLUE.Events.P
constant int GLUE.Events.Q
constant int GLUE.Events.R
constant int GLUE.Events.S
constant int GLUE.Events.T
constant int GLUE.Events.U
constant int GLUE.Events.V
constant int GLUE.Events.W
constant int GLUE.Events.X
constant int GLUE.Events.Y
constant int GLUE.Events.Z
Numeric constant representing a key.
constant int GLUE.Events.BUTTON_1
constant int GLUE.Events.BUTTON_2
constant int GLUE.Events.BUTTON_3
constant int GLUE.Events.BUTTON_4
constant int GLUE.Events.BUTTON_5
Numeric constant representing a mouse button.
constant int GLUE.Events.EXIT
Numeric constant representing an exit event.
constant GLUE.Events.KNOWN_MODIFIERS
Integer constant with the union of all known modifiers, i.e.
 _SHFT | _CTRL | _ALT.
constant int GLUE.Events.LSHIFT
constant int GLUE.Events.RSHIFT
constant int GLUE.Events.LCTRL
constant int GLUE.Events.RCTRL
constant int GLUE.Events.LALT
constant int GLUE.Events.RALT
Numeric constant representing a modifier key.
constant GLUE.Events.MODIFIERS
Mapping that maps a modifier key to any of the symbolic modifiers
 _SHFT, _CTRL and _ALT.
constant int GLUE.Events.MOUSE_UP
constant int GLUE.Events.MOUSE_DOWN
constant int GLUE.Events.MOUSE_LEFT
constant int GLUE.Events.MOUSE_RIGHT
constant int GLUE.Events.MOUSE_ABS
Numeric constant representing a mouse movement.
constant int GLUE.Events._ALT
Integer constant representing alternate.
constant int GLUE.Events._CTRL
Integer constant representing control.
constant int GLUE.Events._SHFT
Integer constant representing shift.
constant GLUE.Events.key_names
Mapping that maps key identifiers with a printable name, e.g.
 LSHIFT to "Left shift".
Event ALT(int|Event X)
array(Event) ALT(array(int|Event) X)
Adds the _ALT modifier to an Event, key or array of Events
 and/or keys.
Event CTRL(int|Event X)
array(Event) CTRL(array(int|Event) X)
Adds the _CTRL modifier to an Event, key or array of Events
 and/or keys.
Event SHFT(int|Event X)
array(Event) SHFT(array(int|Event) X)
Adds the _SHFT modifier to an Event, key or array of Events
 and/or keys.
bool is_modifier(int k)
Returns 1 if the key code k is a modifier key, e.g.
 LSHIFT or RSHIFT.
Contains an event.
bool GLUE.Events.Event.press
Press event or release event.
float GLUE.Events.Event.pressure
The pressure of the key stroke. A value between 0.0 and 1.0. Unknown values are represented as 0.
GLUE.Events.Event GLUE.Events.Event(int|void _key, bool|void _press, string|void _data, int|void _modifiers, float|void pressure)
this_program dup()
Returns a copy of this Event object.
constant GLUT.GLUT_ACCUM
constant GLUT.GLUT_ACTIVE_ALT
constant GLUT.GLUT_ACTIVE_CTRL
constant GLUT.GLUT_ACTIVE_SHIFT
constant GLUT.GLUT_ALPHA
constant GLUT.GLUT_BLUE
constant GLUT.GLUT_CURSOR_BOTTOM_LEFT_CORNER
constant GLUT.GLUT_CURSOR_BOTTOM_RIGHT_CORNER
constant GLUT.GLUT_CURSOR_BOTTOM_SIDE
constant GLUT.GLUT_CURSOR_CROSSHAIR
constant GLUT.GLUT_CURSOR_CYCLE
constant GLUT.GLUT_CURSOR_DESTROY
constant GLUT.GLUT_CURSOR_FULL_CROSSHAIR
constant GLUT.GLUT_CURSOR_HELP
constant GLUT.GLUT_CURSOR_INFO
constant GLUT.GLUT_CURSOR_INHERIT
constant GLUT.GLUT_CURSOR_LEFT_ARROW
constant GLUT.GLUT_CURSOR_LEFT_RIGHT
constant GLUT.GLUT_CURSOR_LEFT_SIDE
constant GLUT.GLUT_CURSOR_NONE
constant GLUT.GLUT_CURSOR_RIGHT_ARROW
constant GLUT.GLUT_CURSOR_RIGHT_SIDE
constant GLUT.GLUT_CURSOR_SPRAY
constant GLUT.GLUT_CURSOR_TEXT
constant GLUT.GLUT_CURSOR_TOP_LEFT_CORNER
constant GLUT.GLUT_CURSOR_TOP_RIGHT_CORNER
constant GLUT.GLUT_CURSOR_TOP_SIDE
constant GLUT.GLUT_CURSOR_UP_DOWN
constant GLUT.GLUT_CURSOR_WAIT
constant GLUT.GLUT_DEPTH
constant GLUT.GLUT_DEVICE_IGNORE_KEY_REPEAT
constant GLUT.GLUT_DEVICE_KEY_REPEAT
constant GLUT.GLUT_DISPLAY_MODE_POSSIBLE
constant GLUT.GLUT_DOUBLE
constant GLUT.GLUT_DOWN
constant GLUT.GLUT_ELAPSED_TIME
constant GLUT.GLUT_ENTERED
constant GLUT.GLUT_FULLY_COVERED
constant GLUT.GLUT_FULLY_RETAINED
constant GLUT.GLUT_GAME_MODE_ACTIVE
constant GLUT.GLUT_GAME_MODE_DISPLAY_CHANGED
constant GLUT.GLUT_GAME_MODE_HEIGHT
constant GLUT.GLUT_GAME_MODE_PIXEL_DEPTH
constant GLUT.GLUT_GAME_MODE_POSSIBLE
constant GLUT.GLUT_GAME_MODE_REFRESH_RATE
constant GLUT.GLUT_GAME_MODE_WIDTH
constant GLUT.GLUT_GREEN
constant GLUT.GLUT_HAS_DIAL_AND_BUTTON_BOX
constant GLUT.GLUT_HAS_JOYSTICK
constant GLUT.GLUT_HAS_KEYBOARD
constant GLUT.GLUT_HAS_MOUSE
constant GLUT.GLUT_HAS_OVERLAY
constant GLUT.GLUT_HAS_SPACEBALL
constant GLUT.GLUT_HAS_TABLET
constant GLUT.GLUT_HIDDEN
constant GLUT.GLUT_INDEX
constant GLUT.GLUT_INIT_DISPLAY_MODE
constant GLUT.GLUT_INIT_WINDOW_HEIGHT
constant GLUT.GLUT_INIT_WINDOW_WIDTH
constant GLUT.GLUT_INIT_WINDOW_X
constant GLUT.GLUT_INIT_WINDOW_Y
constant GLUT.GLUT_JOYSTICK_AXES
constant GLUT.GLUT_JOYSTICK_BUTTONS
constant GLUT.GLUT_JOYSTICK_BUTTON_A
constant GLUT.GLUT_JOYSTICK_BUTTON_B
constant GLUT.GLUT_JOYSTICK_BUTTON_C
constant GLUT.GLUT_JOYSTICK_BUTTON_D
constant GLUT.GLUT_JOYSTICK_POLL_RATE
constant GLUT.GLUT_KEY_DOWN
constant GLUT.GLUT_KEY_END
constant GLUT.GLUT_KEY_F1
constant GLUT.GLUT_KEY_F10
constant GLUT.GLUT_KEY_F11
constant GLUT.GLUT_KEY_F12
constant GLUT.GLUT_KEY_F2
constant GLUT.GLUT_KEY_F3
constant GLUT.GLUT_KEY_F4
constant GLUT.GLUT_KEY_F5
constant GLUT.GLUT_KEY_F6
constant GLUT.GLUT_KEY_F7
constant GLUT.GLUT_KEY_F8
constant GLUT.GLUT_KEY_F9
constant GLUT.GLUT_KEY_HOME
constant GLUT.GLUT_KEY_INSERT
constant GLUT.GLUT_KEY_LEFT
constant GLUT.GLUT_KEY_PAGE_DOWN
constant GLUT.GLUT_KEY_PAGE_UP
constant GLUT.GLUT_KEY_REPEAT_DEFAULT
constant GLUT.GLUT_KEY_REPEAT_OFF
constant GLUT.GLUT_KEY_REPEAT_ON
constant GLUT.GLUT_KEY_RIGHT
constant GLUT.GLUT_KEY_UP
constant GLUT.GLUT_LAYER_IN_USE
constant GLUT.GLUT_LEFT
constant GLUT.GLUT_LEFT_BUTTON
constant GLUT.GLUT_LUMINANCE
constant GLUT.GLUT_MENU_IN_USE
constant GLUT.GLUT_MENU_NOT_IN_USE
constant GLUT.GLUT_MENU_NUM_ITEMS
constant GLUT.GLUT_MIDDLE_BUTTON
constant GLUT.GLUT_MULTISAMPLE
constant GLUT.GLUT_NORMAL
constant GLUT.GLUT_NORMAL_DAMAGED
constant GLUT.GLUT_NOT_VISIBLE
constant GLUT.GLUT_NUM_BUTTON_BOX_BUTTONS
constant GLUT.GLUT_NUM_DIALS
constant GLUT.GLUT_NUM_MOUSE_BUTTONS
constant GLUT.GLUT_NUM_SPACEBALL_BUTTONS
constant GLUT.GLUT_NUM_TABLET_BUTTONS
constant GLUT.GLUT_OVERLAY
constant GLUT.GLUT_OVERLAY_DAMAGED
constant GLUT.GLUT_OVERLAY_POSSIBLE
constant GLUT.GLUT_OWNS_JOYSTICK
constant GLUT.GLUT_PARTIALLY_RETAINED
constant GLUT.GLUT_RED
constant GLUT.GLUT_RGB
constant GLUT.GLUT_RGBA
constant GLUT.GLUT_RIGHT_BUTTON
constant GLUT.GLUT_SCREEN_HEIGHT
constant GLUT.GLUT_SCREEN_HEIGHT_MM
constant GLUT.GLUT_SCREEN_WIDTH
constant GLUT.GLUT_SCREEN_WIDTH_MM
constant GLUT.GLUT_SINGLE
constant GLUT.GLUT_STENCIL
constant GLUT.GLUT_STEREO
constant GLUT.GLUT_TRANSPARENT_INDEX
constant GLUT.GLUT_UP
constant GLUT.GLUT_VIDEO_RESIZE_HEIGHT
constant GLUT.GLUT_VIDEO_RESIZE_HEIGHT_DELTA
constant GLUT.GLUT_VIDEO_RESIZE_IN_USE
constant GLUT.GLUT_VIDEO_RESIZE_POSSIBLE
constant GLUT.GLUT_VIDEO_RESIZE_WIDTH
constant GLUT.GLUT_VIDEO_RESIZE_WIDTH_DELTA
constant GLUT.GLUT_VIDEO_RESIZE_X
constant GLUT.GLUT_VIDEO_RESIZE_X_DELTA
constant GLUT.GLUT_VIDEO_RESIZE_Y
constant GLUT.GLUT_VIDEO_RESIZE_Y_DELTA
constant GLUT.GLUT_VISIBLE
constant GLUT.GLUT_WINDOW_ACCUM_ALPHA_SIZE
constant GLUT.GLUT_WINDOW_ACCUM_BLUE_SIZE
constant GLUT.GLUT_WINDOW_ACCUM_GREEN_SIZE
constant GLUT.GLUT_WINDOW_ACCUM_RED_SIZE
constant GLUT.GLUT_WINDOW_ALPHA_SIZE
constant GLUT.GLUT_WINDOW_BLUE_SIZE
constant GLUT.GLUT_WINDOW_BUFFER_SIZE
constant GLUT.GLUT_WINDOW_COLORMAP_SIZE
constant GLUT.GLUT_WINDOW_CURSOR
constant GLUT.GLUT_WINDOW_DEPTH_SIZE
constant GLUT.GLUT_WINDOW_DOUBLEBUFFER
constant GLUT.GLUT_WINDOW_FORMAT_ID
constant GLUT.GLUT_WINDOW_GREEN_SIZE
constant GLUT.GLUT_WINDOW_HEIGHT
constant GLUT.GLUT_WINDOW_NUM_CHILDREN
constant GLUT.GLUT_WINDOW_NUM_SAMPLES
constant GLUT.GLUT_WINDOW_PARENT
constant GLUT.GLUT_WINDOW_RED_SIZE
constant GLUT.GLUT_WINDOW_RGBA
constant GLUT.GLUT_WINDOW_STENCIL_SIZE
constant GLUT.GLUT_WINDOW_STEREO
constant GLUT.GLUT_WINDOW_WIDTH
constant GLUT.GLUT_WINDOW_X
constant GLUT.GLUT_WINDOW_Y
void glutAddMenuEntry(string, int)
void glutAddSubMenu(string, int)
void glutAttachMenu(int)
void glutButtonBoxFunc(function(:void))
void glutChangeToMenuEntry(int, string, int)
void glutChangeToSubMenu(int, string, int)
void glutCopyColormap(int)
int glutCreateMenu(function(:void))
int glutCreateSubWindow(int, int, int, int, int)
int glutCreateWindow(string)
void glutDestroyMenu(int)
void glutDestroyWindow(int)
void glutDetachMenu(int)
int glutDeviceGet(int)
void glutDialsFunc(function(:void))
void glutDisplayFunc(function(:void))
int glutEnterGameMode()
void glutEntryFunc(function(:void))
void glutEstablishOverlay()
int glutExtensionSupported(string)
void glutForceJoystickFunc()
void glutFullScreen()
int glutGameModeGet(int)
void glutGameModeString(string)
int glutGet(int)
float glutGetColor(int, int)
int glutGetMenu()
int glutGetModifiers()
int glutGetWindow()
void glutHideOverlay()
void glutHideWindow()
void glutIconifyWindow()
void glutIdleFunc(function(:void))
void glutIgnoreKeyRepeat(int)
void glutInitDisplayMode(int)
void glutInitDisplayString(string)
void glutInitWindowPosition(int, int)
void glutInitWindowSize(int, int)
void glutJoystickFunc(function(:void), int)
void glutKeyboardFunc(function(:void))
void glutKeyboardUpFunc(function(:void))
int glutLayerGet(int)
void glutLeaveGameMode()
void glutMainLoop()
void glutMenuStateFunc(function(:void))
void glutMenuStatusFunc(function(:void))
void glutMotionFunc(function(:void))
void glutMouseFunc(function(:void))
void glutOverlayDisplayFunc(function(:void))
void glutPassiveMotionFunc(function(:void))
void glutPopWindow()
void glutPositionWindow(int, int)
void glutPostOverlayRedisplay()
void glutPostRedisplay()
void glutPostWindowOverlayRedisplay(int)
void glutPostWindowRedisplay(int)
void glutPushWindow()
void glutRemoveMenuItem(int)
void glutRemoveOverlay()
void glutReportErrors()
void glutReshapeFunc(function(:void))
void glutReshapeWindow(int, int)
void glutSetColor(int, float, float, float)
void glutSetCursor(int)
void glutSetIconTitle(string)
void glutSetKeyRepeat(int)
void glutSetMenu(int)
void glutSetWindow(int)
void glutSetWindowTitle(string)
void glutSetupVideoResizing()
void glutShowOverlay()
void glutShowWindow()
void glutSolidCone(float, float, int, int)
void glutSolidCube(float)
void glutSolidDodecahedron()
void glutSolidIcosahedron()
void glutSolidOctahedron()
void glutSolidSphere(float, int, int)
void glutSolidTeapot(float)
void glutSolidTetrahedron()
void glutSolidTorus(float, float, int, int)
void glutSpaceballButtonFunc(function(:void))
void glutSpaceballMotionFunc(function(:void))
void glutSpaceballRotateFunc(function(:void))
void glutSpecialFunc(function(:void))
void glutSpecialUpFunc(function(:void))
void glutStopVideoResizing()
void glutSwapBuffers()
void glutTabletButtonFunc(function(:void))
void glutTabletMotionFunc(function(:void))
void glutTimerFunc(int, function(:void), int)
void glutUseLayer(int)
void glutVideoPan(int, int, int, int)
void glutVideoResize(int, int, int, int)
int glutVideoResizeGet(int)
void glutVisibilityFunc(function(:void))
void glutWarpPointer(int, int)
void glutWindowStatusFunc(function(:void))
void glutWireCone(float, float, int, int)
void glutWireCube(float)
void glutWireDodecahedron()
void glutWireIcosahedron()
void glutWireOctahedron()
void glutWireSphere(float, int, int)
void glutWireTeapot(float)
void glutWireTetrahedron()
void glutWireTorus(float, float, int, int)
Low-level functions needed to do 'modern' OpenGL rendering.
 You probably want to start by looking at the GLSLUtils module,
 or the examples included in the module.
constant GLSL.GLSL_FLOAT_SIZE
constant GLSL.GL_ALPHA16F_ARB
constant GLSL.GL_ALPHA32F_ARB
constant GLSL.GL_ARRAY_BUFFER
constant GLSL.GL_ARRAY_BUFFER_BINDING
constant GLSL.GL_COLOR_ARRAY
constant GLSL.GL_COLOR_ARRAY_BUFFER_BINDING
constant GLSL.GL_COLOR_ATTACHMENT0_EXT
constant GLSL.GL_COLOR_ATTACHMENT1_EXT
constant GLSL.GL_COLOR_ATTACHMENT2_EXT
constant GLSL.GL_COLOR_ATTACHMENT3_EXT
constant GLSL.GL_COLOR_ATTACHMENT4_EXT
constant GLSL.GL_DEPTH_ATTACHMENT_EXT
constant GLSL.GL_DEPTH_CLAMP_NV
constant GLSL.GL_DEPTH_COMPONENT
constant GLSL.GL_DEPTH_COMPONENT16
constant GLSL.GL_DEPTH_COMPONENT24
constant GLSL.GL_DEPTH_COMPONENT32
constant GLSL.GL_DRAW_FRAMEBUFFER_EXT
constant GLSL.GL_DYNAMIC_COPY
constant GLSL.GL_DYNAMIC_DRAW
constant GLSL.GL_DYNAMIC_READ
constant GLSL.GL_EDGE_FLAG_ARRAY
constant GLSL.GL_EDGE_FLAG_ARRAY_BUFFER_BINDING
constant GLSL.GL_ELEMENT_ARRAY_BUFFER
constant GLSL.GL_ELEMENT_ARRAY_BUFFER_BINDING
constant GLSL.GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
constant GLSL.GL_FRAGMENT_SHADER
constant GLSL.GL_FRAMEBUFFER_COMPLETE_EXT
constant GLSL.GL_FRAMEBUFFER_EXT
constant GLSL.GL_GENERATE_MIPMAP
constant GLSL.GL_GENERATE_MIPMAP_HINT
constant GLSL.GL_INDEX_ARRAY
constant GLSL.GL_INDEX_ARRAY_BUFFER_BINDING
constant GLSL.GL_INTENSITY16F_ARB
constant GLSL.GL_INTENSITY32F_ARB
constant GLSL.GL_LUMINANCE16F_ARB
constant GLSL.GL_LUMINANCE32F_ARB
constant GLSL.GL_LUMINANCE8_EXT
constant GLSL.GL_LUMINANCE_ALPHA16F_ARB
constant GLSL.GL_LUMINANCE_ALPHA32F_ARB
constant GLSL.GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB
constant GLSL.GL_NORMAL_ARRAY
constant GLSL.GL_NORMAL_ARRAY_BUFFER_BINDING
constant GLSL.GL_POINT_SPRITE
constant GLSL.GL_READ_FRAMEBUFFER_EXT
constant GLSL.GL_RGB16F_ARB
constant GLSL.GL_RGB32F_ARB
constant GLSL.GL_RGBA16F_ARB
constant GLSL.GL_RGBA32F_ARB
constant GLSL.GL_SECONDARY_COLOR_ARRAY
constant GLSL.GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING
constant GLSL.GL_STATIC_COPY
constant GLSL.GL_STATIC_DRAW
constant GLSL.GL_STATIC_READ
constant GLSL.GL_STREAM_COPY
constant GLSL.GL_STREAM_DRAW
constant GLSL.GL_STREAM_READ
constant GLSL.GL_TEXTURE_COORD_ARRAY
constant GLSL.GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING
constant GLSL.GL_TEXTURE_RECTANGLE_ARB
constant GLSL.GL_VERTEX_ARRAY
constant GLSL.GL_VERTEX_ARRAY_BUFFER_BINDING
constant GLSL.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
constant GLSL.GL_VERTEX_PROGRAM_POINT_SIZE
constant GLSL.GL_VERTEX_SHADER
constant GLSL.GL_WEIGHT_ARRAY_BUFFER_BINDING
void glActiveTexture(int texture_unit)
void glAttachShader(int program, int shader)
void glBindBuffer(int target, int buffer)
void glBindFramebufferEXT(int which, int fbo)
void glBindRenderbufferEXT(int renderbuffer)
void glBufferData(int target, System.Memory data, int usage)
void glBufferData(int target, array(float) data, int usage)
void glBufferData(int target, int size, int usage)
void glBufferData(int target, int offset, System.Memory data)
void glBufferData(int target, int offset, System.Memory data, int data_start, int data_len)
void glBufferData(int target, int offset, array(float) data)
int glCheckFramebufferStatusEXT()
void glColorPointer(int size, int type, int stride, int offset)
void glCompileShader(int shader)
int glCreateProgram()
int glCreateShader(int type)
void glDisableClientState(int state)
void glDisableVertexAttribArray(int index)
void glDrawArrays(int mode, int first, int count)
void glEdgeFlagPointer(int stride, int offset)
void glEnableClientState(int state)
void glEnableVertexAttribArray(int index)
void glFogCoordPointer(int type, int stride, int offset)
void glFramebufferRenderbufferEXT(int attachment, int renderbuffer_object)
void glFramebufferTexture2DEXT(int attachment, int type, int texture, int mipmap)
array(int) glGenBuffers(int num)
array(int) glGenFramebuffersEXT(int num)
array(int) glGenRenderbuffersEXT(int num)
int glGenerateMipmapEXT(int target)
int glGetAttribLocation(int progra, string name)
void glVertexAttrib(int location, float value)
void glVertexAttrib(int location, float v1, float v2)
void glVertexAttrib(int location, float v1, float v2, float v3)
void glVertexAttrib(int location, float v1, float v2, float v3, float v4)
void glGetUniformLocation(int program, string uniform)
bool glIsBuffer(int id)
void glLinkProgram(int program)
void glMultiTexCoord(int texture_unit, float x)
void glMultiTexCoord(int texture_unit, float x, float y)
void glMultiTexCoord(int texture_unit, float x, float y, float z)
void glNormalPointer(int type, int stride, int offset)
void glRenderbufferStorageET(int type, int width, int height)
void glSecondaryColorPointer(int size, int type, int stride, int offset)
void glShaderSource(int shader, string source)
void glTexCoordPointer(int size, int type, int stride, int offset)
int glTexImage2DNoImage(int target, int level, int internal, int width, int height, int border, int format, int type)
This is used by the framebuffer code on the pikelevel.
void glUseProgram(int program)
void glVertexAttribPointer(int index, int size, int type, bool normalize, int stride, System.Memory data)
void glVertexAttribPointer(int index, int size, int type, bool normalize, int stride, int offset)
void glVertexPointer(int size, int type, int stride, int offset)