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Ring Documentation, Release
1.10 • void glVertexAttrib1f(GLuint index,GLfloat v0) • void glVertexAttrib1s(GLuint index,GLshort v0) • void glVertexAttrib1d(GLuint index,GLdouble v0) • void glVertexAttrib2f(GLuint index,GLfloat v0,GLfloat v1) • void glVertexAttrib2s(GLuint index,GLshort v0,GLshort v1) • void glVertexAttrib2d(GLuint index,GLdouble v0,GLdouble v1) • void glVertexAttrib3f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2) • void glVertexAttrib3s(GLuint index,GLshort v0,GLshort v1,GLshort v2) • void glVertexAttrib3d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2) • void glVertexAttrib4f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3) • void glVertexAttrib4s(GLuint index,GLshort v0,GLshort v1,GLshort v2,GLshort v3) • void glVertexAttrib4d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3) • void glVertexAttrib4Nub(GLuint index,GLubyte v0,GLubyte v1,GLubyte v2,GLubyte v3) • void glVertexAttrib1fv(GLuint index,const GLfloat *v) • void glVertexAttrib1sv(GLuint index,const GLshort *v) • void glVertexAttrib1dv(GLuint index,const GLdouble *v) • void glVertexAttrib2fv(GLuint index,const GLfloat *v) • void glVertexAttrib2sv(GLuint index,const GLshort *v) • void glVertexAttrib2dv(GLuint index,const GLdouble *v) • void glVertexAttrib3fv(GLuint index,const GLfloat *v) • void glVertexAttrib3sv(GLuint index,const GLshort *v) • void glVertexAttrib3dv(GLuint index,const GLdouble *v) • void glVertexAttrib4fv(GLuint index,const GLfloat *v) • void glVertexAttrib4sv(GLuint index,const GLshort *v) • void glVertexAttrib4dv(GLuint index,const GLdouble *v) • void glVertexAttrib4iv(GLuint index,const GLint *v) • void glVertexAttrib4bv(GLuint index,const GLbyte *v) • void glVertexAttrib4ubv(GLuint index,const GLubyte *v) • void glVertexAttrib4usv(GLuint index,const GLushort *v) • void glVertexAttrib4uiv(GLuint index,const GLuint *v) • void glVertexAttribPointer(GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei stride,const GLvoid * pointer) • void glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) • void glViewport(GLint x,GLint y,GLsizei width,GLsizei height) • void glWindowPos2s(GLshort x,GLshort y) • void glWindowPos2i(GLint x,GLint y) 1988
2.
Ring Documentation, Release
1.10 • void glWindowPos2f(GLfloat x,GLfloat y) • void glWindowPos2d(GLdouble x,GLdouble y) • void glWindowPos3s(GLshort x,GLshort y,GLshort z) • void glWindowPos3i(GLint x,GLint y,GLint z) • void glWindowPos3f(GLfloat x,GLfloat y,GLfloat z) • void glWindowPos3d(GLdouble x,GLdouble y,GLdouble z) • void glWindowPos2sv(const GLshort * v) • void glWindowPos2iv(const GLint * v) • void glWindowPos2fv(const GLfloat * v) • void glWindowPos2dv(const GLdouble * v) • void glWindowPos3sv(const GLshort * v) • void glWindowPos3iv(const GLint * v) • void glWindowPos3fv(const GLfloat * v) • void glWindowPos3dv(const GLdouble * v) • void gluBeginCurve(GLUnurbs* nurb) • void gluBeginPolygon(GLUtesselator* tess) • void gluBeginSurface(GLUnurbs* nurb) • void gluBeginTrim(GLUnurbs* nurb) • void gluCylinder(GLUquadric* quad,GLdouble base,GLdouble top,GLdouble height,GLint slices,GLint stacks) • void gluDeleteNurbsRenderer(GLUnurbs* nurb) • void gluDeleteQuadric(GLUquadric* quad) • void gluDeleteTess(GLUtesselator* tess) • void gluDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops) • void gluEndCurve(GLUnurbs* nurb) • void gluEndPolygon(GLUtesselator* tess) • void gluEndSurface(GLUnurbs* nurb) • void gluEndTrim(GLUnurbs* nurb) • const GLubyte * gluErrorString(GLenum error) • void gluGetNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat* data) • const GLubyte * gluGetString(GLenum name) • void gluGetTessProperty(GLUtesselator* tess,GLenum which,GLdouble* data) • void gluLoadSamplingMatrices(GLUnurbs* nurb,const GLfloat * model,const GLfloat * perspective,const GLint * view) • void gluLookAt(GLdouble eyeX,GLdouble eyeY,GLdouble eyeZ,GLdouble centerX,GLdouble cen- terY,GLdouble centerZ,GLdouble upX,GLdouble upY,GLdouble upZ) • GLUnurbs *gluNewNurbsRenderer(void) • GLUquadric *gluNewQuadric(void) 1989
3.
Ring Documentation, Release
1.10 • GLUtesselator* gluNewTess(void) • void gluNextContour(GLUtesselator* tess,GLenum type) • void gluNurbsCurve(GLUnurbs* nurb,GLint knotCount,GLfloat * knots,GLint stride,GLfloat * control,GLint order,GLenum type) • void gluNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat value) • void gluNurbsSurface(GLUnurbs* nurb,GLint sKnotCount,GLfloat* sKnots,GLint tKnotCount,GLfloat* tKnots,GLint sStride,GLint tStride,GLfloat* control,GLint sOrder,GLint tOrder,GLenum type) • void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top) • void gluPartialDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops,GLdouble start,GLdouble sweep) • void gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar) • void gluPickMatrix(GLdouble x,GLdouble y,GLdouble delX,GLdouble delY,GLint * viewport) • GLint gluProject(GLdouble objX,GLdouble objY,GLdouble objZ,const GLdouble * model,const GLdouble * proj,const GLint * view,GLdouble* winX,GLdouble* winY,GLdouble* winZ) • void gluPwlCurve(GLUnurbs* nurb,GLint count,GLfloat* data,GLint stride,GLenum type) • void gluQuadricDrawStyle(GLUquadric* quad,GLenum draw) • void gluQuadricNormals(GLUquadric* quad,GLenum normal) • void gluQuadricOrientation(GLUquadric* quad,GLenum orientation) • void gluQuadricTexture(GLUquadric* quad,GLboolean texture) • GLint gluScaleImage(GLenum format,GLsizei wIn,GLsizei hIn,GLenum typeIn,const void * dataIn,GLsizei wOut,GLsizei hOut,GLenum typeOut,GLvoid* dataOut) • void gluSphere(GLUquadric* quad,GLdouble radius,GLint slices,GLint stacks) • void gluTessBeginContour(GLUtesselator* tess) • void gluTessBeginPolygon(GLUtesselator* tess,GLvoid* data) • void gluTessEndContour(GLUtesselator* tess) • void gluTessEndPolygon(GLUtesselator* tess) • void gluTessNormal(GLUtesselator* tess,GLdouble valueX,GLdouble valueY,GLdouble valueZ) • void gluTessProperty(GLUtesselator* tess,GLenum which,GLdouble data) • void gluTessVertex(GLUtesselator* tess,GLdouble * location,GLvoid* data) • GLint gluUnProject(GLdouble winX,GLdouble winY,GLdouble winZ,const GLdouble * model,const GLdou- ble * proj,const GLint * view,GLdouble* objX,GLdouble* objY,GLdouble* objZ) • void glDisable(GLenum cap) 1990
4.
CHAPTER SEVEN RINGOPENGL (OPENGL 4.6)
FUNCTIONS REFERENCE • GL_ZERO • GL_FALSE • GL_LOGIC_OP • GL_NONE • GL_TEXTURE_COMPONENTS • GL_NO_ERROR • GL_POINTS • GL_CURRENT_BIT • GL_TRUE • GL_ONE • GL_CLIENT_PIXEL_STORE_BIT • GL_LINES • GL_LINE_LOOP • GL_POINT_BIT • GL_CLIENT_VERTEX_ARRAY_BIT • GL_LINE_STRIP • GL_LINE_BIT • GL_TRIANGLES • GL_TRIANGLE_STRIP • GL_TRIANGLE_FAN • GL_QUADS • GL_QUAD_STRIP • GL_POLYGON_BIT • GL_POLYGON • GL_POLYGON_STIPPLE_BIT • GL_PIXEL_MODE_BIT • GL_LIGHTING_BIT 1991
5.
Ring Documentation, Release
1.10 • GL_FOG_BIT • GL_DEPTH_BUFFER_BIT • GL_ACCUM • GL_LOAD • GL_RETURN • GL_MULT • GL_ADD • GL_NEVER • GL_ACCUM_BUFFER_BIT • GL_LESS • GL_EQUAL • GL_LEQUAL • GL_GREATER • GL_NOTEQUAL • GL_GEQUAL • GL_ALWAYS • GL_SRC_COLOR • GL_ONE_MINUS_SRC_COLOR • GL_SRC_ALPHA • GL_ONE_MINUS_SRC_ALPHA • GL_DST_ALPHA • GL_ONE_MINUS_DST_ALPHA • GL_DST_COLOR • GL_ONE_MINUS_DST_COLOR • GL_SRC_ALPHA_SATURATE • GL_STENCIL_BUFFER_BIT • GL_FRONT_LEFT • GL_FRONT_RIGHT • GL_BACK_LEFT • GL_BACK_RIGHT • GL_FRONT • GL_BACK • GL_LEFT • GL_RIGHT • GL_FRONT_AND_BACK • GL_AUX0 1992
6.
Ring Documentation, Release
1.10 • GL_AUX1 • GL_AUX2 • GL_AUX3 • GL_INVALID_ENUM • GL_INVALID_VALUE • GL_INVALID_OPERATION • GL_STACK_OVERFLOW • GL_STACK_UNDERFLOW • GL_OUT_OF_MEMORY • GL_2D • GL_3D • GL_3D_COLOR • GL_3D_COLOR_TEXTURE • GL_4D_COLOR_TEXTURE • GL_PASS_THROUGH_TOKEN • GL_POINT_TOKEN • GL_LINE_TOKEN • GL_POLYGON_TOKEN • GL_BITMAP_TOKEN • GL_DRAW_PIXEL_TOKEN • GL_COPY_PIXEL_TOKEN • GL_LINE_RESET_TOKEN • GL_EXP • GL_VIEWPORT_BIT • GL_EXP2 • GL_CW • GL_CCW • GL_COEFF • GL_ORDER • GL_DOMAIN • GL_CURRENT_COLOR • GL_CURRENT_INDEX • GL_CURRENT_NORMAL • GL_CURRENT_TEXTURE_COORDS • GL_CURRENT_RASTER_COLOR • GL_CURRENT_RASTER_INDEX 1993
7.
Ring Documentation, Release
1.10 • GL_CURRENT_RASTER_TEXTURE_COORDS • GL_CURRENT_RASTER_POSITION • GL_CURRENT_RASTER_POSITION_VALID • GL_CURRENT_RASTER_DISTANCE • GL_POINT_SMOOTH • GL_POINT_SIZE • GL_POINT_SIZE_RANGE • GL_POINT_SIZE_GRANULARITY • GL_LINE_SMOOTH • GL_LINE_WIDTH • GL_LINE_WIDTH_RANGE • GL_LINE_WIDTH_GRANULARITY • GL_LINE_STIPPLE • GL_LINE_STIPPLE_PATTERN • GL_LINE_STIPPLE_REPEAT • GL_LIST_MODE • GL_MAX_LIST_NESTING • GL_LIST_BASE • GL_LIST_INDEX • GL_POLYGON_MODE • GL_POLYGON_SMOOTH • GL_POLYGON_STIPPLE • GL_EDGE_FLAG • GL_CULL_FACE • GL_CULL_FACE_MODE • GL_FRONT_FACE • GL_LIGHTING • GL_LIGHT_MODEL_LOCAL_VIEWER • GL_LIGHT_MODEL_TWO_SIDE • GL_LIGHT_MODEL_AMBIENT • GL_SHADE_MODEL • GL_COLOR_MATERIAL_FACE • GL_COLOR_MATERIAL_PARAMETER • GL_COLOR_MATERIAL • GL_FOG • GL_FOG_INDEX 1994
8.
Ring Documentation, Release
1.10 • GL_FOG_DENSITY • GL_FOG_START • GL_FOG_END • GL_FOG_MODE • GL_FOG_COLOR • GL_DEPTH_RANGE • GL_DEPTH_TEST • GL_DEPTH_WRITEMASK • GL_DEPTH_CLEAR_VALUE • GL_DEPTH_FUNC • GL_ACCUM_CLEAR_VALUE • GL_STENCIL_TEST • GL_STENCIL_CLEAR_VALUE • GL_STENCIL_FUNC • GL_STENCIL_VALUE_MASK • GL_STENCIL_FAIL • GL_STENCIL_PASS_DEPTH_FAIL • GL_STENCIL_PASS_DEPTH_PASS • GL_STENCIL_REF • GL_STENCIL_WRITEMASK • GL_MATRIX_MODE • GL_NORMALIZE • GL_VIEWPORT • GL_MODELVIEW_STACK_DEPTH • GL_PROJECTION_STACK_DEPTH • GL_TEXTURE_STACK_DEPTH • GL_MODELVIEW_MATRIX • GL_PROJECTION_MATRIX • GL_TEXTURE_MATRIX • GL_ATTRIB_STACK_DEPTH • GL_CLIENT_ATTRIB_STACK_DEPTH • GL_ALPHA_TEST • GL_ALPHA_TEST_FUNC • GL_ALPHA_TEST_REF • GL_DITHER • GL_BLEND_DST 1995
9.
Ring Documentation, Release
1.10 • GL_BLEND_SRC • GL_BLEND • GL_LOGIC_OP_MODE • GL_INDEX_LOGIC_OP • GL_COLOR_LOGIC_OP • GL_AUX_BUFFERS • GL_DRAW_BUFFER • GL_READ_BUFFER • GL_SCISSOR_BOX • GL_SCISSOR_TEST • GL_INDEX_CLEAR_VALUE • GL_INDEX_WRITEMASK • GL_COLOR_CLEAR_VALUE • GL_COLOR_WRITEMASK • GL_INDEX_MODE • GL_RGBA_MODE • GL_DOUBLEBUFFER • GL_STEREO • GL_RENDER_MODE • GL_PERSPECTIVE_CORRECTION_HINT • GL_POINT_SMOOTH_HINT • GL_LINE_SMOOTH_HINT • GL_POLYGON_SMOOTH_HINT • GL_FOG_HINT • GL_TEXTURE_GEN_S • GL_TEXTURE_GEN_T • GL_TEXTURE_GEN_R • GL_TEXTURE_GEN_Q • GL_PIXEL_MAP_I_TO_I • GL_PIXEL_MAP_S_TO_S • GL_PIXEL_MAP_I_TO_R • GL_PIXEL_MAP_I_TO_G • GL_PIXEL_MAP_I_TO_B • GL_PIXEL_MAP_I_TO_A • GL_PIXEL_MAP_R_TO_R • GL_PIXEL_MAP_G_TO_G 1996
10.
Ring Documentation, Release
1.10 • GL_PIXEL_MAP_B_TO_B • GL_PIXEL_MAP_A_TO_A • GL_PIXEL_MAP_I_TO_I_SIZE • GL_PIXEL_MAP_S_TO_S_SIZE • GL_PIXEL_MAP_I_TO_R_SIZE • GL_PIXEL_MAP_I_TO_G_SIZE • GL_PIXEL_MAP_I_TO_B_SIZE • GL_PIXEL_MAP_I_TO_A_SIZE • GL_PIXEL_MAP_R_TO_R_SIZE • GL_PIXEL_MAP_G_TO_G_SIZE • GL_PIXEL_MAP_B_TO_B_SIZE • GL_PIXEL_MAP_A_TO_A_SIZE • GL_UNPACK_SWAP_BYTES • GL_UNPACK_LSB_FIRST • GL_UNPACK_ROW_LENGTH • GL_UNPACK_SKIP_ROWS • GL_UNPACK_SKIP_PIXELS • GL_UNPACK_ALIGNMENT • GL_PACK_SWAP_BYTES • GL_PACK_LSB_FIRST • GL_PACK_ROW_LENGTH • GL_PACK_SKIP_ROWS • GL_PACK_SKIP_PIXELS • GL_PACK_ALIGNMENT • GL_MAP_COLOR • GL_MAP_STENCIL • GL_INDEX_SHIFT • GL_INDEX_OFFSET • GL_RED_SCALE • GL_RED_BIAS • GL_ZOOM_X • GL_ZOOM_Y • GL_GREEN_SCALE • GL_GREEN_BIAS • GL_BLUE_SCALE • GL_BLUE_BIAS 1997
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