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Ring Documentation, Release 1.6
ā€¢ GL_SRGB8
ā€¢ GL_SRGB_ALPHA
ā€¢ GL_SRGB8_ALPHA8
ā€¢ GL_SLUMINANCE_ALPHA
ā€¢ GL_SLUMINANCE8_ALPHA8
ā€¢ GL_SLUMINANCE
ā€¢ GL_SLUMINANCE8
ā€¢ GL_COMPRESSED_SRGB
ā€¢ GL_COMPRESSED_SRGB_ALPHA
ā€¢ GL_COMPRESSED_SLUMINANCE
ā€¢ GL_COMPRESSED_SLUMINANCE_ALPHA
ā€¢ GL_CLIP_DISTANCE0
ā€¢ GL_CLIP_DISTANCE1
ā€¢ GL_CLIP_DISTANCE2
ā€¢ GL_CLIP_DISTANCE3
ā€¢ GL_CLIP_DISTANCE4
ā€¢ GL_CLIP_DISTANCE5
ā€¢ GL_COMPARE_REF_TO_TEXTURE
ā€¢ GL_MAX_CLIP_DISTANCES
ā€¢ GL_MAX_VARYING_COMPONENTS
ā€¢ GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT
ā€¢ GL_MAJOR_VERSION
ā€¢ GL_MINOR_VERSION
ā€¢ GL_NUM_EXTENSIONS
ā€¢ GL_CONTEXT_FLAGS
ā€¢ GL_DEPTH_BUFFER
ā€¢ GL_STENCIL_BUFFER
ā€¢ GL_RGBA32F
ā€¢ GL_RGB32F
ā€¢ GL_RGBA16F
ā€¢ GL_RGB16F
ā€¢ GL_VERTEX_ATTRIB_ARRAY_INTEGER
ā€¢ GL_MAX_ARRAY_TEXTURE_LAYERS
ā€¢ GL_MIN_PROGRAM_TEXEL_OFFSET
ā€¢ GL_MAX_PROGRAM_TEXEL_OFFSET
ā€¢ GL_CLAMP_VERTEX_COLOR
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Ring Documentation, Release 1.6
ā€¢ GL_CLAMP_FRAGMENT_COLOR
ā€¢ GL_CLAMP_READ_COLOR
ā€¢ GL_FIXED_ONLY
ā€¢ GL_TEXTURE_RED_TYPE
ā€¢ GL_TEXTURE_GREEN_TYPE
ā€¢ GL_TEXTURE_BLUE_TYPE
ā€¢ GL_TEXTURE_ALPHA_TYPE
ā€¢ GL_TEXTURE_LUMINANCE_TYPE
ā€¢ GL_TEXTURE_INTENSITY_TYPE
ā€¢ GL_TEXTURE_DEPTH_TYPE
ā€¢ GL_TEXTURE_1D_ARRAY
ā€¢ GL_PROXY_TEXTURE_1D_ARRAY
ā€¢ GL_TEXTURE_2D_ARRAY
ā€¢ GL_PROXY_TEXTURE_2D_ARRAY
ā€¢ GL_TEXTURE_BINDING_1D_ARRAY
ā€¢ GL_TEXTURE_BINDING_2D_ARRAY
ā€¢ GL_R11F_G11F_B10F
ā€¢ GL_UNSIGNED_INT_10F_11F_11F_REV
ā€¢ GL_RGB9_E5
ā€¢ GL_UNSIGNED_INT_5_9_9_9_REV
ā€¢ GL_TEXTURE_SHARED_SIZE
ā€¢ GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_MODE
ā€¢ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
ā€¢ GL_TRANSFORM_FEEDBACK_VARYINGS
ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_START
ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
ā€¢ GL_PRIMITIVES_GENERATED
ā€¢ GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
ā€¢ GL_RASTERIZER_DISCARD
ā€¢ GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
ā€¢ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
ā€¢ GL_INTERLEAVED_ATTRIBS
ā€¢ GL_SEPARATE_ATTRIBS
ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER
ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
1504
Ring Documentation, Release 1.6
ā€¢ GL_RGBA32UI
ā€¢ GL_RGB32UI
ā€¢ GL_RGBA16UI
ā€¢ GL_RGB16UI
ā€¢ GL_RGBA8UI
ā€¢ GL_RGB8UI
ā€¢ GL_RGBA32I
ā€¢ GL_RGB32I
ā€¢ GL_RGBA16I
ā€¢ GL_RGB16I
ā€¢ GL_RGBA8I
ā€¢ GL_RGB8I
ā€¢ GL_RED_INTEGER
ā€¢ GL_GREEN_INTEGER
ā€¢ GL_BLUE_INTEGER
ā€¢ GL_ALPHA_INTEGER
ā€¢ GL_RGB_INTEGER
ā€¢ GL_RGBA_INTEGER
ā€¢ GL_BGR_INTEGER
ā€¢ GL_BGRA_INTEGER
ā€¢ GL_SAMPLER_1D_ARRAY
ā€¢ GL_SAMPLER_2D_ARRAY
ā€¢ GL_SAMPLER_1D_ARRAY_SHADOW
ā€¢ GL_SAMPLER_2D_ARRAY_SHADOW
ā€¢ GL_SAMPLER_CUBE_SHADOW
ā€¢ GL_UNSIGNED_INT_VEC2
ā€¢ GL_UNSIGNED_INT_VEC3
ā€¢ GL_UNSIGNED_INT_VEC4
ā€¢ GL_INT_SAMPLER_1D
ā€¢ GL_INT_SAMPLER_2D
ā€¢ GL_INT_SAMPLER_3D
ā€¢ GL_INT_SAMPLER_CUBE
ā€¢ GL_INT_SAMPLER_1D_ARRAY
ā€¢ GL_INT_SAMPLER_2D_ARRAY
ā€¢ GL_UNSIGNED_INT_SAMPLER_1D
ā€¢ GL_UNSIGNED_INT_SAMPLER_2D
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Ring Documentation, Release 1.6
ā€¢ GL_UNSIGNED_INT_SAMPLER_3D
ā€¢ GL_UNSIGNED_INT_SAMPLER_CUBE
ā€¢ GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
ā€¢ GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
ā€¢ GL_QUERY_WAIT
ā€¢ GL_QUERY_NO_WAIT
ā€¢ GL_QUERY_BY_REGION_WAIT
ā€¢ GL_QUERY_BY_REGION_NO_WAIT
ā€¢ GL_TEXTURE_RECTANGLE
ā€¢ GL_TEXTURE_BINDING_RECTANGLE
ā€¢ GL_PROXY_TEXTURE_RECTANGLE
ā€¢ GL_MAX_RECTANGLE_TEXTURE_SIZE
ā€¢ GL_SAMPLER_2D_RECT
ā€¢ GL_SAMPLER_2D_RECT_SHADOW
ā€¢ GL_TEXTURE_BUFFER
ā€¢ GL_MAX_TEXTURE_BUFFER_SIZE
ā€¢ GL_TEXTURE_BINDING_BUFFER
ā€¢ GL_TEXTURE_BUFFER_DATA_STORE_BINDING
ā€¢ GL_TEXTURE_BUFFER_FORMAT
ā€¢ GL_SAMPLER_BUFFER
ā€¢ GL_INT_SAMPLER_2D_RECT
ā€¢ GL_INT_SAMPLER_BUFFER
ā€¢ GL_UNSIGNED_INT_SAMPLER_2D_RECT
ā€¢ GL_UNSIGNED_INT_SAMPLER_BUFFER
ā€¢ GL_RED_SNORM
ā€¢ GL_RG_SNORM
ā€¢ GL_RGB_SNORM
ā€¢ GL_RGBA_SNORM
ā€¢ GL_R8_SNORM
ā€¢ GL_RG8_SNORM
ā€¢ GL_RGB8_SNORM
ā€¢ GL_RGBA8_SNORM
ā€¢ GL_R16_SNORM
ā€¢ GL_RG16_SNORM
ā€¢ GL_RGB16_SNORM
ā€¢ GL_RGBA16_SNORM
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Ring Documentation, Release 1.6
ā€¢ GL_SIGNED_NORMALIZED
ā€¢ GL_PRIMITIVE_RESTART
ā€¢ GL_PRIMITIVE_RESTART_INDEX
ā€¢ GL_BUFFER_ACCESS_FLAGS
ā€¢ GL_BUFFER_MAP_LENGTH
ā€¢ GL_BUFFER_MAP_OFFSET
ā€¢ GL_CONTEXT_CORE_PROFILE_BIT
ā€¢ GL_CONTEXT_COMPATIBILITY_PROFILE_BIT
ā€¢ GL_LINES_ADJACENCY
ā€¢ GL_LINE_STRIP_ADJACENCY
ā€¢ GL_TRIANGLES_ADJACENCY
ā€¢ GL_TRIANGLE_STRIP_ADJACENCY
ā€¢ GL_PROGRAM_POINT_SIZE
ā€¢ GL_GEOMETRY_VERTICES_OUT
ā€¢ GL_GEOMETRY_INPUT_TYPE
ā€¢ GL_GEOMETRY_OUTPUT_TYPE
ā€¢ GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
ā€¢ GL_FRAMEBUFFER_ATTACHMENT_LAYERED
ā€¢ GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
ā€¢ GL_GEOMETRY_SHADER
ā€¢ GL_MAX_GEOMETRY_UNIFORM_COMPONENTS
ā€¢ GL_MAX_GEOMETRY_OUTPUT_VERTICES
ā€¢ GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
ā€¢ GL_MAX_VERTEX_OUTPUT_COMPONENTS
ā€¢ GL_MAX_GEOMETRY_INPUT_COMPONENTS
ā€¢ GL_MAX_GEOMETRY_OUTPUT_COMPONENTS
ā€¢ GL_MAX_FRAGMENT_INPUT_COMPONENTS
ā€¢ GL_CONTEXT_PROFILE_MASK
ā€¢ GL_VERTEX_ATTRIB_ARRAY_DIVISOR
ā€¢ GL_RGB10_A2UI
ā€¢ GL_SAMPLE_SHADING
ā€¢ GL_MIN_SAMPLE_SHADING_VALUE
ā€¢ GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET
ā€¢ GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET
ā€¢ GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS
ā€¢ GL_TEXTURE_CUBE_MAP_ARRAY
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Ring Documentation, Release 1.6
ā€¢ GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
ā€¢ GL_PROXY_TEXTURE_CUBE_MAP_ARRAY
ā€¢ GL_SAMPLER_CUBE_MAP_ARRAY
ā€¢ GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
ā€¢ GL_INT_SAMPLER_CUBE_MAP_ARRAY
ā€¢ GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY
ā€¢ GL_TRANSFORM_FEEDBACK_PAUSED
ā€¢ GL_TRANSFORM_FEEDBACK_ACTIVE
ā€¢ GL_COMPRESSED_RGBA_BPTC_UNORM
ā€¢ GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM
ā€¢ GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT
ā€¢ GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
ā€¢ GL_COPY_READ_BUFFER_BINDING
ā€¢ GL_COPY_WRITE_BUFFER_BINDING
ā€¢ GL_NUM_SHADING_LANGUAGE_VERSIONS
ā€¢ GL_VERTEX_ATTRIB_ARRAY_LONG
ā€¢ GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED
ā€¢ GL_MAX_VERTEX_ATTRIB_STRIDE
ā€¢ GL_TEXTURE_BUFFER_BINDING
ā€¢ void glAccum(GLenum op,GLļ¬‚oat value)
ā€¢ void glActiveTexture(GLenum texture)
ā€¢ void glAlphaFunc(GLenum func,GLclampf ref)
ā€¢ GLboolean glAreTexturesResident(GLsizei n,const GLuint * textures,GLboolean * residences)
ā€¢ void glArrayElement(GLint i)
ā€¢ void glAttachShader(GLuint program,GLuint shader)
ā€¢ void glBegin(GLenum mode)
ā€¢ void glBeginQuery(GLenum target,GLuint id)
ā€¢ void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name)
ā€¢ void glBindBuffer(GLenum target,GLuint buffer)
ā€¢ void glBindTexture(GLenum target,GLuint texture)
ā€¢ void glBitmap(GLsizei width,GLsizei height,GLļ¬‚oat xorig,GLļ¬‚oat yorig,GLļ¬‚oat xmove,GLļ¬‚oat ymove,const
GLubyte * bitmap)
ā€¢ void glBlendColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
ā€¢ void glBlendEquation(GLenum mode)
ā€¢ void glBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha)
ā€¢ void glBlendFunc(GLenum sfactor,GLenum dfactor)
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Ring Documentation, Release 1.6
ā€¢ void glBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)
ā€¢ void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage)
ā€¢ void glBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data)
ā€¢ void glCallList(GLuint list)
ā€¢ void glCallLists(GLsizei n,GLenum type,const GLvoid * lists)
ā€¢ void glClear(GLbitļ¬eld mask)
ā€¢ void glClearAccum(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue,GLļ¬‚oat alpha)
ā€¢ void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
ā€¢ void glClearDepth(GLclampd depth)
ā€¢ void glClearIndex(GLļ¬‚oat c)
ā€¢ void glClearStencil(GLint s)
ā€¢ void glClientActiveTexture(GLenum texture)
ā€¢ void glClipPlane(GLenum plane,const GLdouble * equation)
ā€¢ void glColor3b(GLbyte red,GLbyte green,GLbyte blue)
ā€¢ void glColor3s(GLshort red,GLshort green,GLshort blue)
ā€¢ void glColor3i(GLint red,GLint green,GLint blue)
ā€¢ void glColor3f(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue)
ā€¢ void glColor3d(GLdouble red,GLdouble green,GLdouble blue)
ā€¢ void glColor3ub(GLubyte red,GLubyte green,GLubyte blue)
ā€¢ void glColor3us(GLushort red,GLushort green,GLushort blue)
ā€¢ void glColor3ui(GLuint red,GLuint green,GLuint blue)
ā€¢ void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha)
ā€¢ void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha)
ā€¢ void glColor4i(GLint red,GLint green,GLint blue,GLint alpha)
ā€¢ void glColor4f(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue,GLļ¬‚oat alpha)
ā€¢ void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha)
ā€¢ void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha)
ā€¢ void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha)
ā€¢ void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha)
ā€¢ void glColor3bv(const GLbyte * v)
ā€¢ void glColor3sv(const GLshort * v)
ā€¢ void glColor3iv(const GLint * v)
ā€¢ void glColor3fv(const GLļ¬‚oat * v)
ā€¢ void glColor3dv(const GLdouble * v)
ā€¢ void glColor3ubv(const GLubyte * v)
ā€¢ void glColor3usv(const GLushort * v)
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Ring Documentation, Release 1.6
ā€¢ void glColor3uiv(const GLuint * v)
ā€¢ void glColor4bv(const GLbyte * v)
ā€¢ void glColor4sv(const GLshort * v)
ā€¢ void glColor4iv(const GLint * v)
ā€¢ void glColor4fv(const GLļ¬‚oat * v)
ā€¢ void glColor4dv(const GLdouble * v)
ā€¢ void glColor4ubv(const GLubyte * v)
ā€¢ void glColor4usv(const GLushort * v)
ā€¢ void glColor4uiv(const GLuint * v)
ā€¢ void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)
ā€¢ void glColorMaterial(GLenum face,GLenum mode)
ā€¢ void glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
ā€¢ void glColorSubTable(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid
* data)
ā€¢ void glColorTable(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const
GLvoid * data)
ā€¢ void glColorTableParameterfv(GLenum target,GLenum pname,const GLļ¬‚oat * params)
ā€¢ void glColorTableParameteriv(GLenum target,GLenum pname,const GLint * params)
ā€¢ void glCompileShader(GLuint shader)
ā€¢ void glCompressedTexImage1D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLint bor-
der,GLsizei imageSize,const GLvoid * data)
ā€¢ void glCompressedTexImage2D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei
height,GLint border,GLsizei imageSize,const GLvoid * data)
ā€¢ void glCompressedTexImage3D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei
height,GLsizei depth,GLint border,GLsizei imageSize,const GLvoid * data)
ā€¢ void glCompressedTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum for-
mat,GLsizei imageSize,const GLvoid * data)
ā€¢ void glCompressedTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei
width,GLsizei height,GLenum format,GLsizei imageSize,const GLvoid * data)
ā€¢ void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoff-
set,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLsizei imageSize,const GLvoid * data)
ā€¢ void glConvolutionFilter1D(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum
type,const GLvoid * data)
ā€¢ void glConvolutionFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum
format,GLenum type,const GLvoid * data)
ā€¢ void glConvolutionParameterf(GLenum target,GLenum pname,GLļ¬‚oat params)
ā€¢ void glConvolutionParameteri(GLenum target,GLenum pname,GLint params)
ā€¢ void glConvolutionParameterfv(GLenum target,GLenum pname,const GLļ¬‚oat * params)
ā€¢ void glConvolutionParameteriv(GLenum target,GLenum pname,const GLint * params)
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Ring Documentation, Release 1.6
ā€¢ void glCopyColorSubTable(GLenum target,GLsizei start,GLint x,GLint y,GLsizei width)
ā€¢ void glCopyColorTable(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
ā€¢ void glCopyConvolutionFilter1D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
ā€¢ void glCopyConvolutionFilter2D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLsizei height)
ā€¢ void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type)
ā€¢ void glCopyTexImage1D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLint border)
ā€¢ void glCopyTexImage2D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLsizei height,GLint border)
ā€¢ void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width)
ā€¢ void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei
width,GLsizei height)
ā€¢ void glCopyTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLint
x,GLint y,GLsizei width,GLsizei height)
ā€¢ GLuint glCreateProgram(void)
ā€¢ GLuint glCreateShader(GLenum shaderType)
ā€¢ void glCullFace(GLenum mode)
ā€¢ void glDeleteBuffers(GLsizei n,const GLuint * buffers)
ā€¢ void glDeleteLists(GLuint list,GLsizei range)
ā€¢ void glDeleteProgram(GLuint program)
ā€¢ void glDeleteQueries(GLsizei n,const GLuint * ids)
ā€¢ void glDeleteShader(GLuint shader)
ā€¢ void glDeleteTextures(GLsizei n,const GLuint * textures)
ā€¢ void glDepthFunc(GLenum func)
ā€¢ void glDepthMask(GLboolean ļ¬‚ag)
ā€¢ void glDepthRange(GLclampd nearVal,GLclampd farVal)
ā€¢ void glDetachShader(GLuint program,GLuint shader)
ā€¢ void glEnable(GLenum cap)
ā€¢ void glEnableClientState(GLenum cap)
ā€¢ void glEnableVertexAttribArray(GLuint index)
ā€¢ void glDisableVertexAttribArray(GLuint index)
ā€¢ void glDrawArrays(GLenum mode,GLint ļ¬rst,GLsizei count)
ā€¢ void glDrawBuffer(GLenum mode)
ā€¢ void glDrawBuffers(GLsizei n,const GLenum *bufs)
ā€¢ void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices)
ā€¢ void glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)
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Ring Documentation, Release 1.6
ā€¢ void glDrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const
GLvoid * indices)
ā€¢ void glEdgeFlag(GLboolean ļ¬‚ag)
ā€¢ void glEdgeFlagPointer(GLsizei stride,const GLvoid * pointer)
ā€¢ void glEnd(void)
ā€¢ void glEndList(void)
ā€¢ void glEndQuery(GLenum target)
ā€¢ void glEvalCoord1f(GLļ¬‚oat u)
ā€¢ void glEvalCoord1d(GLdouble u)
ā€¢ void glEvalCoord2f(GLļ¬‚oat u,GLļ¬‚oat v)
ā€¢ void glEvalCoord2d(GLdouble u,GLdouble v)
ā€¢ void glEvalMesh1(GLenum mode,GLint i1,GLint i2)
ā€¢ void glEvalPoint1(GLint i)
ā€¢ void glEvalPoint2(GLint i,GLint j)
ā€¢ void glFeedbackBuffer(GLsizei size,GLenum type,GLļ¬‚oat * buffer)
ā€¢ void glFinish(void)
ā€¢ void glFlush(void)
ā€¢ void glFogf(GLenum pname,GLļ¬‚oat param)
ā€¢ void glFogi(GLenum pname,GLint param)
ā€¢ void glFogfv(GLenum pname,const GLļ¬‚oat * params)
ā€¢ void glFogiv(GLenum pname,const GLint * params)
ā€¢ void glFogCoordd(GLdouble coord)
ā€¢ void glFogCoordf(GLļ¬‚oat coord)
ā€¢ void glFogCoorddv(GLdouble * coord)
ā€¢ void glFogCoordfv(GLļ¬‚oat * coord)
ā€¢ void glFogCoordPointer(GLenum type,GLsizei stride,GLvoid * pointer)
ā€¢ void glFrontFace(GLenum mode)
ā€¢ void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble
farVal)
ā€¢ void glGenBuffers(GLsizei n,GLuint * buffers)
ā€¢ GLuint glGenLists(GLsizei range)
ā€¢ void glGenQueries(GLsizei n,GLuint * ids)
ā€¢ void glGenTextures(GLsizei n,GLuint * textures)
ā€¢ void glGetBooleanv(GLenum pname,GLboolean * params)
ā€¢ void glGetDoublev(GLenum pname,GLdouble * params)
ā€¢ void glGetFloatv(GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetIntegerv(GLenum pname,GLint * params)
1512

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The Ring programming language version 1.6 book - Part 154 of 189

  • 1. Ring Documentation, Release 1.6 ā€¢ GL_SRGB8 ā€¢ GL_SRGB_ALPHA ā€¢ GL_SRGB8_ALPHA8 ā€¢ GL_SLUMINANCE_ALPHA ā€¢ GL_SLUMINANCE8_ALPHA8 ā€¢ GL_SLUMINANCE ā€¢ GL_SLUMINANCE8 ā€¢ GL_COMPRESSED_SRGB ā€¢ GL_COMPRESSED_SRGB_ALPHA ā€¢ GL_COMPRESSED_SLUMINANCE ā€¢ GL_COMPRESSED_SLUMINANCE_ALPHA ā€¢ GL_CLIP_DISTANCE0 ā€¢ GL_CLIP_DISTANCE1 ā€¢ GL_CLIP_DISTANCE2 ā€¢ GL_CLIP_DISTANCE3 ā€¢ GL_CLIP_DISTANCE4 ā€¢ GL_CLIP_DISTANCE5 ā€¢ GL_COMPARE_REF_TO_TEXTURE ā€¢ GL_MAX_CLIP_DISTANCES ā€¢ GL_MAX_VARYING_COMPONENTS ā€¢ GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT ā€¢ GL_MAJOR_VERSION ā€¢ GL_MINOR_VERSION ā€¢ GL_NUM_EXTENSIONS ā€¢ GL_CONTEXT_FLAGS ā€¢ GL_DEPTH_BUFFER ā€¢ GL_STENCIL_BUFFER ā€¢ GL_RGBA32F ā€¢ GL_RGB32F ā€¢ GL_RGBA16F ā€¢ GL_RGB16F ā€¢ GL_VERTEX_ATTRIB_ARRAY_INTEGER ā€¢ GL_MAX_ARRAY_TEXTURE_LAYERS ā€¢ GL_MIN_PROGRAM_TEXEL_OFFSET ā€¢ GL_MAX_PROGRAM_TEXEL_OFFSET ā€¢ GL_CLAMP_VERTEX_COLOR 1503
  • 2. Ring Documentation, Release 1.6 ā€¢ GL_CLAMP_FRAGMENT_COLOR ā€¢ GL_CLAMP_READ_COLOR ā€¢ GL_FIXED_ONLY ā€¢ GL_TEXTURE_RED_TYPE ā€¢ GL_TEXTURE_GREEN_TYPE ā€¢ GL_TEXTURE_BLUE_TYPE ā€¢ GL_TEXTURE_ALPHA_TYPE ā€¢ GL_TEXTURE_LUMINANCE_TYPE ā€¢ GL_TEXTURE_INTENSITY_TYPE ā€¢ GL_TEXTURE_DEPTH_TYPE ā€¢ GL_TEXTURE_1D_ARRAY ā€¢ GL_PROXY_TEXTURE_1D_ARRAY ā€¢ GL_TEXTURE_2D_ARRAY ā€¢ GL_PROXY_TEXTURE_2D_ARRAY ā€¢ GL_TEXTURE_BINDING_1D_ARRAY ā€¢ GL_TEXTURE_BINDING_2D_ARRAY ā€¢ GL_R11F_G11F_B10F ā€¢ GL_UNSIGNED_INT_10F_11F_11F_REV ā€¢ GL_RGB9_E5 ā€¢ GL_UNSIGNED_INT_5_9_9_9_REV ā€¢ GL_TEXTURE_SHARED_SIZE ā€¢ GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_MODE ā€¢ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS ā€¢ GL_TRANSFORM_FEEDBACK_VARYINGS ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_START ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_SIZE ā€¢ GL_PRIMITIVES_GENERATED ā€¢ GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN ā€¢ GL_RASTERIZER_DISCARD ā€¢ GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS ā€¢ GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS ā€¢ GL_INTERLEAVED_ATTRIBS ā€¢ GL_SEPARATE_ATTRIBS ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER ā€¢ GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 1504
  • 3. Ring Documentation, Release 1.6 ā€¢ GL_RGBA32UI ā€¢ GL_RGB32UI ā€¢ GL_RGBA16UI ā€¢ GL_RGB16UI ā€¢ GL_RGBA8UI ā€¢ GL_RGB8UI ā€¢ GL_RGBA32I ā€¢ GL_RGB32I ā€¢ GL_RGBA16I ā€¢ GL_RGB16I ā€¢ GL_RGBA8I ā€¢ GL_RGB8I ā€¢ GL_RED_INTEGER ā€¢ GL_GREEN_INTEGER ā€¢ GL_BLUE_INTEGER ā€¢ GL_ALPHA_INTEGER ā€¢ GL_RGB_INTEGER ā€¢ GL_RGBA_INTEGER ā€¢ GL_BGR_INTEGER ā€¢ GL_BGRA_INTEGER ā€¢ GL_SAMPLER_1D_ARRAY ā€¢ GL_SAMPLER_2D_ARRAY ā€¢ GL_SAMPLER_1D_ARRAY_SHADOW ā€¢ GL_SAMPLER_2D_ARRAY_SHADOW ā€¢ GL_SAMPLER_CUBE_SHADOW ā€¢ GL_UNSIGNED_INT_VEC2 ā€¢ GL_UNSIGNED_INT_VEC3 ā€¢ GL_UNSIGNED_INT_VEC4 ā€¢ GL_INT_SAMPLER_1D ā€¢ GL_INT_SAMPLER_2D ā€¢ GL_INT_SAMPLER_3D ā€¢ GL_INT_SAMPLER_CUBE ā€¢ GL_INT_SAMPLER_1D_ARRAY ā€¢ GL_INT_SAMPLER_2D_ARRAY ā€¢ GL_UNSIGNED_INT_SAMPLER_1D ā€¢ GL_UNSIGNED_INT_SAMPLER_2D 1505
  • 4. Ring Documentation, Release 1.6 ā€¢ GL_UNSIGNED_INT_SAMPLER_3D ā€¢ GL_UNSIGNED_INT_SAMPLER_CUBE ā€¢ GL_UNSIGNED_INT_SAMPLER_1D_ARRAY ā€¢ GL_UNSIGNED_INT_SAMPLER_2D_ARRAY ā€¢ GL_QUERY_WAIT ā€¢ GL_QUERY_NO_WAIT ā€¢ GL_QUERY_BY_REGION_WAIT ā€¢ GL_QUERY_BY_REGION_NO_WAIT ā€¢ GL_TEXTURE_RECTANGLE ā€¢ GL_TEXTURE_BINDING_RECTANGLE ā€¢ GL_PROXY_TEXTURE_RECTANGLE ā€¢ GL_MAX_RECTANGLE_TEXTURE_SIZE ā€¢ GL_SAMPLER_2D_RECT ā€¢ GL_SAMPLER_2D_RECT_SHADOW ā€¢ GL_TEXTURE_BUFFER ā€¢ GL_MAX_TEXTURE_BUFFER_SIZE ā€¢ GL_TEXTURE_BINDING_BUFFER ā€¢ GL_TEXTURE_BUFFER_DATA_STORE_BINDING ā€¢ GL_TEXTURE_BUFFER_FORMAT ā€¢ GL_SAMPLER_BUFFER ā€¢ GL_INT_SAMPLER_2D_RECT ā€¢ GL_INT_SAMPLER_BUFFER ā€¢ GL_UNSIGNED_INT_SAMPLER_2D_RECT ā€¢ GL_UNSIGNED_INT_SAMPLER_BUFFER ā€¢ GL_RED_SNORM ā€¢ GL_RG_SNORM ā€¢ GL_RGB_SNORM ā€¢ GL_RGBA_SNORM ā€¢ GL_R8_SNORM ā€¢ GL_RG8_SNORM ā€¢ GL_RGB8_SNORM ā€¢ GL_RGBA8_SNORM ā€¢ GL_R16_SNORM ā€¢ GL_RG16_SNORM ā€¢ GL_RGB16_SNORM ā€¢ GL_RGBA16_SNORM 1506
  • 5. Ring Documentation, Release 1.6 ā€¢ GL_SIGNED_NORMALIZED ā€¢ GL_PRIMITIVE_RESTART ā€¢ GL_PRIMITIVE_RESTART_INDEX ā€¢ GL_BUFFER_ACCESS_FLAGS ā€¢ GL_BUFFER_MAP_LENGTH ā€¢ GL_BUFFER_MAP_OFFSET ā€¢ GL_CONTEXT_CORE_PROFILE_BIT ā€¢ GL_CONTEXT_COMPATIBILITY_PROFILE_BIT ā€¢ GL_LINES_ADJACENCY ā€¢ GL_LINE_STRIP_ADJACENCY ā€¢ GL_TRIANGLES_ADJACENCY ā€¢ GL_TRIANGLE_STRIP_ADJACENCY ā€¢ GL_PROGRAM_POINT_SIZE ā€¢ GL_GEOMETRY_VERTICES_OUT ā€¢ GL_GEOMETRY_INPUT_TYPE ā€¢ GL_GEOMETRY_OUTPUT_TYPE ā€¢ GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS ā€¢ GL_FRAMEBUFFER_ATTACHMENT_LAYERED ā€¢ GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS ā€¢ GL_GEOMETRY_SHADER ā€¢ GL_MAX_GEOMETRY_UNIFORM_COMPONENTS ā€¢ GL_MAX_GEOMETRY_OUTPUT_VERTICES ā€¢ GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS ā€¢ GL_MAX_VERTEX_OUTPUT_COMPONENTS ā€¢ GL_MAX_GEOMETRY_INPUT_COMPONENTS ā€¢ GL_MAX_GEOMETRY_OUTPUT_COMPONENTS ā€¢ GL_MAX_FRAGMENT_INPUT_COMPONENTS ā€¢ GL_CONTEXT_PROFILE_MASK ā€¢ GL_VERTEX_ATTRIB_ARRAY_DIVISOR ā€¢ GL_RGB10_A2UI ā€¢ GL_SAMPLE_SHADING ā€¢ GL_MIN_SAMPLE_SHADING_VALUE ā€¢ GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET ā€¢ GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET ā€¢ GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS ā€¢ GL_TEXTURE_CUBE_MAP_ARRAY 1507
  • 6. Ring Documentation, Release 1.6 ā€¢ GL_TEXTURE_BINDING_CUBE_MAP_ARRAY ā€¢ GL_PROXY_TEXTURE_CUBE_MAP_ARRAY ā€¢ GL_SAMPLER_CUBE_MAP_ARRAY ā€¢ GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW ā€¢ GL_INT_SAMPLER_CUBE_MAP_ARRAY ā€¢ GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY ā€¢ GL_TRANSFORM_FEEDBACK_PAUSED ā€¢ GL_TRANSFORM_FEEDBACK_ACTIVE ā€¢ GL_COMPRESSED_RGBA_BPTC_UNORM ā€¢ GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM ā€¢ GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT ā€¢ GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT ā€¢ GL_COPY_READ_BUFFER_BINDING ā€¢ GL_COPY_WRITE_BUFFER_BINDING ā€¢ GL_NUM_SHADING_LANGUAGE_VERSIONS ā€¢ GL_VERTEX_ATTRIB_ARRAY_LONG ā€¢ GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED ā€¢ GL_MAX_VERTEX_ATTRIB_STRIDE ā€¢ GL_TEXTURE_BUFFER_BINDING ā€¢ void glAccum(GLenum op,GLļ¬‚oat value) ā€¢ void glActiveTexture(GLenum texture) ā€¢ void glAlphaFunc(GLenum func,GLclampf ref) ā€¢ GLboolean glAreTexturesResident(GLsizei n,const GLuint * textures,GLboolean * residences) ā€¢ void glArrayElement(GLint i) ā€¢ void glAttachShader(GLuint program,GLuint shader) ā€¢ void glBegin(GLenum mode) ā€¢ void glBeginQuery(GLenum target,GLuint id) ā€¢ void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name) ā€¢ void glBindBuffer(GLenum target,GLuint buffer) ā€¢ void glBindTexture(GLenum target,GLuint texture) ā€¢ void glBitmap(GLsizei width,GLsizei height,GLļ¬‚oat xorig,GLļ¬‚oat yorig,GLļ¬‚oat xmove,GLļ¬‚oat ymove,const GLubyte * bitmap) ā€¢ void glBlendColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha) ā€¢ void glBlendEquation(GLenum mode) ā€¢ void glBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha) ā€¢ void glBlendFunc(GLenum sfactor,GLenum dfactor) 1508
  • 7. Ring Documentation, Release 1.6 ā€¢ void glBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha) ā€¢ void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage) ā€¢ void glBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data) ā€¢ void glCallList(GLuint list) ā€¢ void glCallLists(GLsizei n,GLenum type,const GLvoid * lists) ā€¢ void glClear(GLbitļ¬eld mask) ā€¢ void glClearAccum(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue,GLļ¬‚oat alpha) ā€¢ void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha) ā€¢ void glClearDepth(GLclampd depth) ā€¢ void glClearIndex(GLļ¬‚oat c) ā€¢ void glClearStencil(GLint s) ā€¢ void glClientActiveTexture(GLenum texture) ā€¢ void glClipPlane(GLenum plane,const GLdouble * equation) ā€¢ void glColor3b(GLbyte red,GLbyte green,GLbyte blue) ā€¢ void glColor3s(GLshort red,GLshort green,GLshort blue) ā€¢ void glColor3i(GLint red,GLint green,GLint blue) ā€¢ void glColor3f(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue) ā€¢ void glColor3d(GLdouble red,GLdouble green,GLdouble blue) ā€¢ void glColor3ub(GLubyte red,GLubyte green,GLubyte blue) ā€¢ void glColor3us(GLushort red,GLushort green,GLushort blue) ā€¢ void glColor3ui(GLuint red,GLuint green,GLuint blue) ā€¢ void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha) ā€¢ void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha) ā€¢ void glColor4i(GLint red,GLint green,GLint blue,GLint alpha) ā€¢ void glColor4f(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue,GLļ¬‚oat alpha) ā€¢ void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha) ā€¢ void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha) ā€¢ void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha) ā€¢ void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha) ā€¢ void glColor3bv(const GLbyte * v) ā€¢ void glColor3sv(const GLshort * v) ā€¢ void glColor3iv(const GLint * v) ā€¢ void glColor3fv(const GLļ¬‚oat * v) ā€¢ void glColor3dv(const GLdouble * v) ā€¢ void glColor3ubv(const GLubyte * v) ā€¢ void glColor3usv(const GLushort * v) 1509
  • 8. Ring Documentation, Release 1.6 ā€¢ void glColor3uiv(const GLuint * v) ā€¢ void glColor4bv(const GLbyte * v) ā€¢ void glColor4sv(const GLshort * v) ā€¢ void glColor4iv(const GLint * v) ā€¢ void glColor4fv(const GLļ¬‚oat * v) ā€¢ void glColor4dv(const GLdouble * v) ā€¢ void glColor4ubv(const GLubyte * v) ā€¢ void glColor4usv(const GLushort * v) ā€¢ void glColor4uiv(const GLuint * v) ā€¢ void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha) ā€¢ void glColorMaterial(GLenum face,GLenum mode) ā€¢ void glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) ā€¢ void glColorSubTable(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glColorTable(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glColorTableParameterfv(GLenum target,GLenum pname,const GLļ¬‚oat * params) ā€¢ void glColorTableParameteriv(GLenum target,GLenum pname,const GLint * params) ā€¢ void glCompileShader(GLuint shader) ā€¢ void glCompressedTexImage1D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLint bor- der,GLsizei imageSize,const GLvoid * data) ā€¢ void glCompressedTexImage2D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLint border,GLsizei imageSize,const GLvoid * data) ā€¢ void glCompressedTexImage3D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLsizei imageSize,const GLvoid * data) ā€¢ void glCompressedTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum for- mat,GLsizei imageSize,const GLvoid * data) ā€¢ void glCompressedTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLsizei imageSize,const GLvoid * data) ā€¢ void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoff- set,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLsizei imageSize,const GLvoid * data) ā€¢ void glConvolutionFilter1D(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glConvolutionFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glConvolutionParameterf(GLenum target,GLenum pname,GLļ¬‚oat params) ā€¢ void glConvolutionParameteri(GLenum target,GLenum pname,GLint params) ā€¢ void glConvolutionParameterfv(GLenum target,GLenum pname,const GLļ¬‚oat * params) ā€¢ void glConvolutionParameteriv(GLenum target,GLenum pname,const GLint * params) 1510
  • 9. Ring Documentation, Release 1.6 ā€¢ void glCopyColorSubTable(GLenum target,GLsizei start,GLint x,GLint y,GLsizei width) ā€¢ void glCopyColorTable(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width) ā€¢ void glCopyConvolutionFilter1D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width) ā€¢ void glCopyConvolutionFilter2D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height) ā€¢ void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type) ā€¢ void glCopyTexImage1D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLint border) ā€¢ void glCopyTexImage2D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border) ā€¢ void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width) ā€¢ void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height) ā€¢ void glCopyTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLint x,GLint y,GLsizei width,GLsizei height) ā€¢ GLuint glCreateProgram(void) ā€¢ GLuint glCreateShader(GLenum shaderType) ā€¢ void glCullFace(GLenum mode) ā€¢ void glDeleteBuffers(GLsizei n,const GLuint * buffers) ā€¢ void glDeleteLists(GLuint list,GLsizei range) ā€¢ void glDeleteProgram(GLuint program) ā€¢ void glDeleteQueries(GLsizei n,const GLuint * ids) ā€¢ void glDeleteShader(GLuint shader) ā€¢ void glDeleteTextures(GLsizei n,const GLuint * textures) ā€¢ void glDepthFunc(GLenum func) ā€¢ void glDepthMask(GLboolean ļ¬‚ag) ā€¢ void glDepthRange(GLclampd nearVal,GLclampd farVal) ā€¢ void glDetachShader(GLuint program,GLuint shader) ā€¢ void glEnable(GLenum cap) ā€¢ void glEnableClientState(GLenum cap) ā€¢ void glEnableVertexAttribArray(GLuint index) ā€¢ void glDisableVertexAttribArray(GLuint index) ā€¢ void glDrawArrays(GLenum mode,GLint ļ¬rst,GLsizei count) ā€¢ void glDrawBuffer(GLenum mode) ā€¢ void glDrawBuffers(GLsizei n,const GLenum *bufs) ā€¢ void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices) ā€¢ void glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data) 1511
  • 10. Ring Documentation, Release 1.6 ā€¢ void glDrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid * indices) ā€¢ void glEdgeFlag(GLboolean ļ¬‚ag) ā€¢ void glEdgeFlagPointer(GLsizei stride,const GLvoid * pointer) ā€¢ void glEnd(void) ā€¢ void glEndList(void) ā€¢ void glEndQuery(GLenum target) ā€¢ void glEvalCoord1f(GLļ¬‚oat u) ā€¢ void glEvalCoord1d(GLdouble u) ā€¢ void glEvalCoord2f(GLļ¬‚oat u,GLļ¬‚oat v) ā€¢ void glEvalCoord2d(GLdouble u,GLdouble v) ā€¢ void glEvalMesh1(GLenum mode,GLint i1,GLint i2) ā€¢ void glEvalPoint1(GLint i) ā€¢ void glEvalPoint2(GLint i,GLint j) ā€¢ void glFeedbackBuffer(GLsizei size,GLenum type,GLļ¬‚oat * buffer) ā€¢ void glFinish(void) ā€¢ void glFlush(void) ā€¢ void glFogf(GLenum pname,GLļ¬‚oat param) ā€¢ void glFogi(GLenum pname,GLint param) ā€¢ void glFogfv(GLenum pname,const GLļ¬‚oat * params) ā€¢ void glFogiv(GLenum pname,const GLint * params) ā€¢ void glFogCoordd(GLdouble coord) ā€¢ void glFogCoordf(GLļ¬‚oat coord) ā€¢ void glFogCoorddv(GLdouble * coord) ā€¢ void glFogCoordfv(GLļ¬‚oat * coord) ā€¢ void glFogCoordPointer(GLenum type,GLsizei stride,GLvoid * pointer) ā€¢ void glFrontFace(GLenum mode) ā€¢ void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble farVal) ā€¢ void glGenBuffers(GLsizei n,GLuint * buffers) ā€¢ GLuint glGenLists(GLsizei range) ā€¢ void glGenQueries(GLsizei n,GLuint * ids) ā€¢ void glGenTextures(GLsizei n,GLuint * textures) ā€¢ void glGetBooleanv(GLenum pname,GLboolean * params) ā€¢ void glGetDoublev(GLenum pname,GLdouble * params) ā€¢ void glGetFloatv(GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetIntegerv(GLenum pname,GLint * params) 1512