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1.
Ring Documentation, Release
1.6 • void glTexCoord2s(GLshort s,GLshort t) • void glTexCoord2i(GLint s,GLint t) • void glTexCoord2f(GLfloat s,GLfloat t) • void glTexCoord2d(GLdouble s,GLdouble t) • void glTexCoord3s(GLshort s,GLshort t,GLshort r) • void glTexCoord3i(GLint s,GLint t,GLint r) • void glTexCoord3f(GLfloat s,GLfloat t,GLfloat r) • void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r) • void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q) • void glTexCoord4i(GLint s,GLint t,GLint r,GLint q) • void glTexCoord4f(GLfloat s,GLfloat t,GLfloat r,GLfloat q) • void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q) • void glTexCoord1sv(const GLshort * v) • void glTexCoord1iv(const GLint * v) • void glTexCoord1fv(const GLfloat * v) • void glTexCoord1dv(const GLdouble * v) • void glTexCoord2sv(const GLshort * v) • void glTexCoord2iv(const GLint * v) • void glTexCoord2fv(const GLfloat * v) • void glTexCoord2dv(const GLdouble * v) • void glTexCoord3sv(const GLshort * v) • void glTexCoord3iv(const GLint * v) • void glTexCoord3fv(const GLfloat * v) • void glTexCoord3dv(const GLdouble * v) • void glTexCoord4sv(const GLshort * v) • void glTexCoord4iv(const GLint * v) • void glTexCoord4fv(const GLfloat * v) • void glTexCoord4dv(const GLdouble * v) • void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) • void glTexEnvf(GLenum target,GLenum pname,GLfloat param) • void glTexEnvi(GLenum target,GLenum pname,GLint param) • void glTexGeni(GLenum coord,GLenum pname,GLint param) • void glTexGenf(GLenum coord,GLenum pname,GLfloat param) • void glTexGend(GLenum coord,GLenum pname,GLdouble param) • void glTexGeniv(GLenum coord,GLenum pname,const GLint * params) • void glTexGenfv(GLenum coord,GLenum pname,const GLfloat * params) 1473
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Ring Documentation, Release
1.6 • void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params) • void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid * data) • void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint bor- der,GLenum format,GLenum type,const GLvoid * data) • void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLenum format,GLenum type,const GLvoid * data) • void glTexParameterf(GLenum target,GLenum pname,GLfloat param) • void glTexParameteri(GLenum target,GLenum pname,GLint param) • void glTexParameterfv(GLenum target,GLenum pname,const GLfloat * params) • void glTexParameteriv(GLenum target,GLenum pname,const GLint * params) • void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid * data) • void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data) • void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data) • void glTranslated(GLdouble x,GLdouble y,GLdouble z) • void glTranslatef(GLfloat x,GLfloat y,GLfloat z) • void glUniform1f(GLint location,GLfloat v0) • void glUniform2f(GLint location,GLfloat v0,GLfloat v1) • void glUniform3f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2) • void glUniform4f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3) • void glUniform1i(GLint location,GLint v0) • void glUniform2i(GLint location,GLint v0,GLint v1) • void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2) • void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3) • void glUniform1fv(GLint location,GLsizei count,const GLfloat *value) • void glUniform2fv(GLint location,GLsizei count,const GLfloat *value) • void glUniform3fv(GLint location,GLsizei count,const GLfloat *value) • void glUniform4fv(GLint location,GLsizei count,const GLfloat *value) • void glUniform1iv(GLint location,GLsizei count,const GLint *value) • void glUniform2iv(GLint location,GLsizei count,const GLint *value) • void glUniform3iv(GLint location,GLsizei count,const GLint *value) • void glUniform4iv(GLint location,GLsizei count,const GLint *value) • void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) 1474
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Ring Documentation, Release
1.6 • void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value) • void glUseProgram(GLuint program) • void glValidateProgram(GLuint program) • void glVertex2s(GLshort x,GLshort y) • void glVertex2i(GLint x,GLint y) • void glVertex2f(GLfloat x,GLfloat y) • void glVertex2d(GLdouble x,GLdouble y) • void glVertex3s(GLshort x,GLshort y,GLshort z) • void glVertex3i(GLint x,GLint y,GLint z) • void glVertex3f(GLfloat x,GLfloat y,GLfloat z) • void glVertex3d(GLdouble x,GLdouble y,GLdouble z) • void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w) • void glVertex4i(GLint x,GLint y,GLint z,GLint w) • void glVertex4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w) • void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w) • void glVertex2sv(const GLshort * v) • void glVertex2iv(const GLint * v) • void glVertex2fv(const GLfloat * v) • void glVertex2dv(const GLdouble * v) • void glVertex3sv(const GLshort * v) • void glVertex3iv(const GLint * v) • void glVertex3fv(const GLfloat * v) • void glVertex3dv(const GLdouble * v) • void glVertex4sv(const GLshort * v) • void glVertex4iv(const GLint * v) • void glVertex4fv(const GLfloat * v) • void glVertex4dv(const GLdouble * v) • 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) 1475
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Ring Documentation, Release
1.6 • 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) • 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) 1476
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Ring Documentation, Release
1.6 • 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) • 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) 1477
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Ring Documentation, Release
1.6 • 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) 1478
7.
CHAPTER NINETYSIX RINGOPENGL (OPENGL 4.4)
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 1479
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Ring Documentation, Release
1.6 • 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 1480
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Ring Documentation, Release
1.6 • 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 1481
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Ring Documentation, Release
1.6 • 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 1482
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