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.
op
Specifies the accumulation buffer operation.
Symbolic constants
GL_ACCUM
,
GL_LOAD
,
GL_ADD
,
GL_MULT
,
and
GL_RETURN
are accepted.
value
Specifies 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.
func
Specifies 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
.
ref
Specifies 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.
i
Specifies 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).
mode
Specifies 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.
target
Specifies the target to which the texture is bound.
Must be either
GL_TEXTURE_1D
or
GL_TEXTURE_2D
.
texture
Specifies 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
sfactor
Specifies 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
.
dfactor
Specifies 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.
list
Specifies 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.
mask
Bitwise 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].
red
Specify 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].
red
Specify 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].
depth
Specifies 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.
c
Specifies 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.
s
Specifies 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.
red
Specify new red, green, and blue values for the current color.
alpha
Specifies 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.
red
Specify 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.
face
Specifies 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
.
mode
Specifies 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
.
x
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
width
Specify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative.
type
Specifies 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.
target
Specifies the target texture.
Must be GL_TEXTURE_1D
.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
internalFormat
Specifies 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
.
x
Specify the window coordinates of the left corner of the row of pixels to be copied.
width
Specifies 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.
border
Specifies 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.
target
Specifies the target texture.
Must be GL_TEXTURE_2D
.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
internalFormat
Specifies 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
.
x
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
width
Specifies the width of the texture image. Must be 0 or 2**n ~+~ 2*border for some integer n.
height
Specifies the height of the texture image. Must be 0 or 2**m ~+~ 2*border for some integer m.
border
Specifies 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.
target
Specifies the target texture.
Must be GL_TEXTURE_1D
.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
xoffset
Specifies the texel offset within the texture array.
x
Specify the window coordinates of the left corner of the row of pixels to be copied.
width
Specifies 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.
target
Specifies the target texture.
Must be GL_TEXTURE_2D
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
xoffset
Specifies a texel offset in the x direction within the texture array.
yoffset
Specifies a texel offset in the y direction within the texture array.
x
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
width
Specifies the width of the texture subimage.
height
Specifies 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
.
mode
Specifies 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.
list
Specifies the integer name of the first display list to delete.
range
Specifies 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.
func
Specifies 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.
flag
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.
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.
zNear
Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
zFar
Specifies 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_PLANE i
| 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_LIGHT i
| 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 .
|
cap
Specifies a symbolic constant indicating a GL capability.
cap
Specifies 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 .
|
cap
Specifies 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.
cap
Specifies 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.
mode
Specifies 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.
first
Specifies the starting index in the enabled arrays.
count
Specifies 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.
mode
Specifies 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
.
width
Specify the dimensions of the pixel rectangle to be written into the frame buffer.
format
Specifies 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.
type
Specifies 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.
pixels
Specifies 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
.
flag
Specifies the current edge flag value,
either GL_TRUE
or GL_FALSE
. The initial value is GL_TRUE
.
flag
Specifies 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_PLANE i
| 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_LIGHT i
| 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 .
|
cap
Specifies a symbolic constant indicating a GL capability.
cap
Specifies 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 .
|
cap
Specifies 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.
cap
Specifies 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).
mode
Specifies 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.
list
Specifies the display-list name.
mode
Specifies 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.
u
Specifies a value that is the domain coordinate u to the basis function
defined in a previous glMap1
or glMap2
command.
v
Specifies a value that is the domain coordinate v to the basis function
defined in a previous glMap2
command.
u
Specifies 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
i
Specifies the integer value for grid domain variable i.
j
Specifies 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
pname
Specifies a single-valued fog parameter.
GL_FOG_MODE
,
GL_FOG_DENSITY
,
GL_FOG_START
,
GL_FOG_END
,
and
GL_FOG_INDEX
are accepted.
param
Specifies the value that pname will be set to.
pname
Specifies a fog parameter.
GL_FOG_MODE
,
GL_FOG_DENSITY
,
GL_FOG_START
,
GL_FOG_END
,
GL_FOG_INDEX
,
and
GL_FOG_COLOR
are accepted.
params
Specifies 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.
mode
Specifies 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.
left
Specify the coordinates for the left and right vertical clipping planes.
bottom
Specify the coordinates for the bottom and top horizontal clipping planes.
zNear
Specify 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.
range
Specifies 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.
name
Specifies 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.
|
target
Specifies 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.
mode
Specifies 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.
c
Specifies the new value for the current color index.
c
Specifies 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.
mask
Specifies 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_PLANE
i 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_LIGHT
i 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
cap
Specifies 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.
list
Specifies 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
.
texture
Specifies 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_LIGHT
i,
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_LIGHT
i.
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. |
light
Specifies 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_LIGHT
i
where 0 \(<= i < GL_MAX_LIGHTS
.
pname
Specifies 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.
param
Specifies the value that parameter pname of light source light will be set to.
light
Specifies 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_LIGHT
i
where 0 \(<= i < GL_MAX_LIGHTS
.
pname
Specifies 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.
params
Specifies 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.
pname
Specifies a single-valued lighting model parameter.
GL_LIGHT_MODEL_LOCAL_VIEWER
and
GL_LIGHT_MODEL_TWO_SIDE
are accepted.
param
Specifies the value that param will be set to.
pname
Specifies a lighting model parameter.
GL_LIGHT_MODEL_AMBIENT
,
GL_LIGHT_MODEL_LOCAL_VIEWER
, and
GL_LIGHT_MODEL_TWO_SIDE
are accepted.
params
Specifies 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.
factor
Specifies 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.
pattern
Specifies 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
.
width
Specifies 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.
base
Specifies 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.
m
Specifies 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.
name
Specifies 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.
opcode
Specifies 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.
|
face
Specifies which face or faces are being updated.
Must be one of
GL_FRONT
,
GL_BACK
, or
GL_FRONT_AND_BACK
.
pname
Specifies the single-valued material parameter of the face or faces
that is being updated.
Must be GL_SHININESS
.
param
Specifies the value that parameter GL_SHININESS
will be set to.
face
Specifies which face or faces are being updated.
Must be one of
GL_FRONT
,
GL_BACK
, or
GL_FRONT_AND_BACK
.
pname
Specifies 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
.
params
Specifies 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
.
mode
Specifies 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.
m
Points 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.
list
Specifies the display-list name.
mode
Specifies 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.
nx
Specify 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).
v
Specifies 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.
left
Specify the coordinates for the left and right vertical clipping planes.
bottom
Specify the coordinates for the bottom and top horizontal clipping planes.
zNear
Specify 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.
token
Specifies 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.
xfactor
Specify 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
.
size
Specifies 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.
|
face
Specifies 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.
mode
Specifies 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.
factor
Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.
units
Is 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_LIGHT
i 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.
mask
Specifies 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.
mask
Specifies 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.
name
Specifies 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_LIGHT
i 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.
mask
Specifies 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.
mask
Specifies 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.
name
Specifies 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.
x
Specify the x, y, z, and w object coordinates (if present) for the raster position.
v
Specifies 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.
mode
Specifies 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.
mode
Specifies 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.
angle
Specifies the angle of rotation, in degrees.
x
Specify 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.
x
Specify 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.
x
Specify the lower left corner of the scissor box. Initially (0, 0).
width
Specify 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.
mode
Specifies 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. |
func
Specifies 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
.
ref
Specifies 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.
mask
Specifies 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.
mask
Specifies 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.
fail
Specifies 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
.
zfail
Specifies 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
.
zpass
Specifies 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).
s
Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.
v
Specifies 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).
target
Specifies a texture environment.
Must be GL_TEXTURE_ENV
.
pname
Specifies the symbolic name of a single-valued texture environment parameter.
Must be GL_TEXTURE_ENV_MODE
.
param
Specifies a single symbolic constant, one of GL_MODULATE
,
GL_DECAL
, GL_BLEND
, or GL_REPLACE
.
target
Specifies a texture environment.
Must be GL_TEXTURE_ENV
.
pname
Specifies the symbolic name of a texture environment parameter.
Accepted values are GL_TEXTURE_ENV_MODE
and GL_TEXTURE_ENV_COLOR
.
params
Specifies 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).
coord
Specifies a texture coordinate.
Must be one of GL_S
, GL_T
, GL_R
, or GL_Q
.
pname
Specifies the symbolic name of the texture-coordinate generation function.
Must be GL_TEXTURE_GEN_MODE
.
param
Specifies a single-valued texture generation parameter,
one of GL_OBJECT_LINEAR
, GL_EYE_LINEAR
, or GL_SPHERE_MAP
.
coord
Specifies a texture coordinate.
Must be one of GL_S
, GL_T
, GL_R
, or GL_Q
.
pname
Specifies 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
.
params
Specifies 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.
target
Specifies the target texture.
Must be GL_TEXTURE_2D
or GL_PROXY_TEXTURE_2D
.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
internalformat
Specifies 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
.
width
Specifies 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.
height
Specifies 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.
border
Specifies the width of the border. Must be either 0 or 1.
format
Specifies 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
.
type
Specifies 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
.
pixels
Specifies 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.
|
target
Specifies the target texture,
which must be either GL_TEXTURE_1D
or GL_TEXTURE_2D
.
pname
Specifies 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
.
param
Specifies the value of pname.
target
Specifies the target texture,
which must be either GL_TEXTURE_1D
or GL_TEXTURE_2D
.
pname
Specifies 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
.
params
Specifies 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.
target
Specifies the target texture.
Must be GL_TEXTURE_2D
.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
xoffset
Specifies a texel offset in the x direction within the texture array.
yoffset
Specifies a texel offset in the y direction within the texture array.
width
Specifies the width of the texture subimage.
height
Specifies the height of the texture subimage.
format
Specifies 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
.
type
Specifies 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
.
pixels
Specifies 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.
x
Specify 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.
x
Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.
v
Specifies 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
.
x
Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
width
Specify 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.
viewport
The 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
.
l
Id 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.
how
A 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 w
xh
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
.
_alpha
The alpha mode the texture is operating in.
| RGB |
| RGBA |
| ALPHA |
| LUM |
| LUM+ALPHA |
_mode
The mode the texture is operating in. Autoselected wrt _alpha
if 0
.
debug_text
A 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.
imgs
If 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 |
flags
If 1
, the texture will be mipmapped.
If bit 1 (2
) is set, texture will not be wrapped but clamped.
width
height
The 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
.
imgs
Image data mapping to feed GL.glTexImage2D
or
GL.glTexSubImage2D
.
imode
Internal format to feed GL.glTexImage2D
, or UNDEFINED for
partial images.
dx
dy
Xoffs, 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.
data
Besides 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
f
Function 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.
text
The text to write.
h
The font height
roi
The region, if supplied, to restrict writing to.
align
The 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
)