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Ring Documentation, Release 1.8
ā€¢ GL_DRAW_BUFFER10
ā€¢ GL_DRAW_BUFFER11
ā€¢ GL_DRAW_BUFFER12
ā€¢ GL_DRAW_BUFFER13
ā€¢ GL_DRAW_BUFFER14
ā€¢ GL_DRAW_BUFFER15
ā€¢ GL_BLEND_EQUATION_ALPHA
ā€¢ GL_POINT_SPRITE
ā€¢ GL_COORD_REPLACE
ā€¢ GL_MAX_VERTEX_ATTRIBS
ā€¢ GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
ā€¢ GL_MAX_TEXTURE_COORDS
ā€¢ GL_MAX_TEXTURE_IMAGE_UNITS
ā€¢ GL_FRAGMENT_SHADER
ā€¢ GL_VERTEX_SHADER
ā€¢ GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
ā€¢ GL_MAX_VERTEX_UNIFORM_COMPONENTS
ā€¢ GL_MAX_VARYING_FLOATS
ā€¢ GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
ā€¢ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
ā€¢ GL_SHADER_TYPE
ā€¢ GL_FLOAT_VEC2
ā€¢ GL_FLOAT_VEC3
ā€¢ GL_FLOAT_VEC4
ā€¢ GL_INT_VEC2
ā€¢ GL_INT_VEC3
ā€¢ GL_INT_VEC4
ā€¢ GL_BOOL
ā€¢ GL_BOOL_VEC2
ā€¢ GL_BOOL_VEC3
ā€¢ GL_BOOL_VEC4
ā€¢ GL_FLOAT_MAT2
ā€¢ GL_FLOAT_MAT3
ā€¢ GL_FLOAT_MAT4
ā€¢ GL_SAMPLER_1D
ā€¢ GL_SAMPLER_2D
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Ring Documentation, Release 1.8
ā€¢ GL_SAMPLER_3D
ā€¢ GL_SAMPLER_CUBE
ā€¢ GL_SAMPLER_1D_SHADOW
ā€¢ GL_SAMPLER_2D_SHADOW
ā€¢ GL_DELETE_STATUS
ā€¢ GL_COMPILE_STATUS
ā€¢ GL_LINK_STATUS
ā€¢ GL_VALIDATE_STATUS
ā€¢ GL_INFO_LOG_LENGTH
ā€¢ GL_ATTACHED_SHADERS
ā€¢ GL_ACTIVE_UNIFORMS
ā€¢ GL_ACTIVE_UNIFORM_MAX_LENGTH
ā€¢ GL_SHADER_SOURCE_LENGTH
ā€¢ GL_ACTIVE_ATTRIBUTES
ā€¢ GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
ā€¢ GL_FRAGMENT_SHADER_DERIVATIVE_HINT
ā€¢ GL_SHADING_LANGUAGE_VERSION
ā€¢ GL_CURRENT_PROGRAM
ā€¢ GL_POINT_SPRITE_COORD_ORIGIN
ā€¢ GL_LOWER_LEFT
ā€¢ GL_UPPER_LEFT
ā€¢ GL_STENCIL_BACK_REF
ā€¢ GL_STENCIL_BACK_VALUE_MASK
ā€¢ GL_STENCIL_BACK_WRITEMASK
ā€¢ GL_CURRENT_RASTER_SECONDARY_COLOR
ā€¢ GL_PIXEL_PACK_BUFFER
ā€¢ GL_PIXEL_UNPACK_BUFFER
ā€¢ GL_PIXEL_PACK_BUFFER_BINDING
ā€¢ GL_PIXEL_UNPACK_BUFFER_BINDING
ā€¢ GL_FLOAT_MAT2x3
ā€¢ GL_FLOAT_MAT2x4
ā€¢ GL_FLOAT_MAT3x2
ā€¢ GL_FLOAT_MAT3x4
ā€¢ GL_FLOAT_MAT4x2
ā€¢ GL_FLOAT_MAT4x3
ā€¢ GL_SRGB
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Ring Documentation, Release 1.8
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€¢ 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)
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)
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Ring Documentation, Release 1.8
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)
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)
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Ring Documentation, Release 1.8
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)
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)
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Ring Documentation, Release 1.8
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)
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)
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Ring Documentation, Release 1.8
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)
ā€¢ void glGetActiveAttrib(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum
*type,GLchar *name)
ā€¢ void glGetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint
*size,GLenum *type,GLchar *name)
ā€¢ void glGetAttachedShaders(GLuint program,GLsizei maxCount,GLsizei *count,GLuint *shaders)
ā€¢ GLint glGetAttribLocation(GLuint program,const GLchar *name)
ā€¢ void glGetBufferParameteriv(GLenum target,GLenum value,GLint * data)
ā€¢ void glGetBufferPointerv(GLenum target,GLenum pname,GLvoid ** params)
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Ring Documentation, Release 1.8
ā€¢ void glGetBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,GLvoid * data)
ā€¢ void glGetClipPlane(GLenum plane,GLdouble * equation)
ā€¢ void glGetColorTable(GLenum target,GLenum format,GLenum type,GLvoid * table)
ā€¢ void glGetColorTableParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params)
ā€¢ void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img)
ā€¢ void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image)
ā€¢ void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetConvolutionParameteriv(GLenum target,GLenum pname,GLint * params)
ā€¢ GLenum glGetError(void)
ā€¢ void glGetHistogram(GLenum target,GLboolean reset,GLenum format,GLenum type,GLvoid * values)
ā€¢ void glGetHistogramParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params)
ā€¢ void glGetLightfv(GLenum light,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetLightiv(GLenum light,GLenum pname,GLint * params)
ā€¢ void glGetMapdv(GLenum target,GLenum query,GLdouble * v)
ā€¢ void glGetMapfv(GLenum target,GLenum query,GLļ¬‚oat * v)
ā€¢ void glGetMapiv(GLenum target,GLenum query,GLint * v)
ā€¢ void glGetMaterialfv(GLenum face,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetMaterialiv(GLenum face,GLenum pname,GLint * params)
ā€¢ void glGetMinmax(GLenum target,GLboolean reset,GLenum format,GLenum types,GLvoid * values)
ā€¢ void glGetMinmaxParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params)
ā€¢ void glGetPixelMapfv(GLenum map,GLļ¬‚oat * data)
ā€¢ void glGetPixelMapuiv(GLenum map,GLuint * data)
ā€¢ void glGetPixelMapusv(GLenum map,GLushort * data)
ā€¢ void glGetPointerv(GLenum pname,GLvoid ** params)
ā€¢ void glGetPolygonStipple(GLubyte * pattern)
ā€¢ void glGetProgramiv(GLuint program,GLenum pname,GLint *params)
ā€¢ void glGetProgramInfoLog(GLuint program,GLsizei maxLength,GLsizei *length,GLchar *infoLog)
ā€¢ void glGetQueryObjectiv(GLuint id,GLenum pname,GLint * params)
ā€¢ void glGetQueryObjectuiv(GLuint id,GLenum pname,GLuint * params)
ā€¢ void glGetQueryiv(GLenum target,GLenum pname,GLint * params)
ā€¢ void glGetSeparableFilter(GLenum target,GLenum format,GLenum type,GLvoid * row,GLvoid * col-
umn,GLvoid * span)
ā€¢ void glGetShaderiv(GLuint shader,GLenum pname,GLint *params)
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Ring Documentation, Release 1.8
ā€¢ void glGetShaderInfoLog(GLuint shader,GLsizei maxLength,GLsizei *length,GLchar *infoLog)
ā€¢ void glGetShaderSource(GLuint shader,GLsizei bufSize,GLsizei *length,GLchar *source)
ā€¢ const GLubyte* glGetString(GLenum name)
ā€¢ void glGetTexEnvfv(GLenum target,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetTexEnviv(GLenum target,GLenum pname,GLint * params)
ā€¢ void glGetTexGendv(GLenum coord,GLenum pname,GLdouble * params)
ā€¢ void glGetTexGenfv(GLenum coord,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetTexGeniv(GLenum coord,GLenum pname,GLint * params)
ā€¢ void glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid * img)
ā€¢ void glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint * params)
ā€¢ void glGetTexParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params)
ā€¢ void glGetTexParameteriv(GLenum target,GLenum pname,GLint * params)
ā€¢ void glGetUniformfv(GLuint program,GLint location,GLļ¬‚oat *params)
ā€¢ void glGetUniformiv(GLuint program,GLint location,GLint *params)
ā€¢ GLint glGetUniformLocation(GLuint program,const GLchar *name)
ā€¢ void glGetVertexAttribdv(GLuint index,GLenum pname,GLdouble *params)
ā€¢ void glGetVertexAttribfv(GLuint index,GLenum pname,GLļ¬‚oat *params)
ā€¢ void glGetVertexAttribiv(GLuint index,GLenum pname,GLint *params)
ā€¢ void glGetVertexAttribPointerv(GLuint index,GLenum pname,GLvoid **pointer)
ā€¢ void glHint(GLenum target,GLenum mode)
ā€¢ void glHistogram(GLenum target,GLsizei width,GLenum internalformat,GLboolean sink)
ā€¢ void glIndexs(GLshort c)
ā€¢ void glIndexi(GLint c)
ā€¢ void glIndexf(GLļ¬‚oat c)
ā€¢ void glIndexd(GLdouble c)
ā€¢ void glIndexub(GLubyte c)
ā€¢ void glIndexsv(const GLshort * c)
ā€¢ void glIndexiv(const GLint * c)
ā€¢ void glIndexfv(const GLļ¬‚oat * c)
ā€¢ void glIndexdv(const GLdouble * c)
ā€¢ void glIndexubv(const GLubyte * c)
ā€¢ void glIndexMask(GLuint mask)
ā€¢ void glIndexPointer(GLenum type,GLsizei stride,const GLvoid * pointer)
ā€¢ void glInitNames(void)
ā€¢ void glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid * pointer)
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ā€¢ GLboolean glIsBuffer(GLuint buffer)
ā€¢ GLboolean glIsEnabled(GLenum cap)
ā€¢ GLboolean glIsList(GLuint list)
ā€¢ GLboolean glIsProgram(GLuint program)
ā€¢ GLboolean glIsQuery(GLuint id)
ā€¢ GLboolean glIsShader(GLuint shader)
ā€¢ GLboolean glIsTexture(GLuint texture)
ā€¢ void glLightf(GLenum light,GLenum pname,GLļ¬‚oat param)
ā€¢ void glLighti(GLenum light,GLenum pname,GLint param)
ā€¢ void glLightfv(GLenum light,GLenum pname,const GLļ¬‚oat * params)
ā€¢ void glLightiv(GLenum light,GLenum pname,const GLint * params)
ā€¢ void glLightModelf(GLenum pname,GLļ¬‚oat param)
ā€¢ void glLightModeli(GLenum pname,GLint param)
ā€¢ void glLightModelfv(GLenum pname,const GLļ¬‚oat * params)
ā€¢ void glLightModeliv(GLenum pname,const GLint * params)
ā€¢ void glLineStipple(GLint factor,GLushort pattern)
ā€¢ void glLineWidth(GLļ¬‚oat width)
ā€¢ void glLinkProgram(GLuint program)
ā€¢ void glListBase(GLuint base)
ā€¢ void glLoadIdentity(void)
ā€¢ void glLoadMatrixd(const GLdouble * m)
ā€¢ void glLoadMatrixf(const GLļ¬‚oat * m)
ā€¢ void glLoadName(GLuint name)
ā€¢ void glLoadTransposeMatrixd(const GLdouble * m)
ā€¢ void glLoadTransposeMatrixf(const GLļ¬‚oat * m)
ā€¢ void glLogicOp(GLenum opcode)
ā€¢ void glMap1f(GLenum target,GLļ¬‚oat u1,GLļ¬‚oat u2,GLint stride,GLint order,const GLļ¬‚oat * points)
ā€¢ void glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble * points)
ā€¢ void glMap2f(GLenum target,GLļ¬‚oat u1,GLļ¬‚oat u2,GLint ustride,GLint uorder,GLļ¬‚oat v1,GLļ¬‚oat v2,GLint
vstride,GLint vorder,const GLļ¬‚oat * points)
ā€¢ void glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble
v2,GLint vstride,GLint vorder,const GLdouble * points)
ā€¢ void * glMapBuffer(GLenum target,GLenum access)
ā€¢ void glMapGrid1d(GLint un,GLdouble u1,GLdouble u2)
ā€¢ void glMapGrid1f(GLint un,GLļ¬‚oat u1,GLļ¬‚oat u2)
ā€¢ void glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2)
ā€¢ void glMapGrid2f(GLint un,GLļ¬‚oat u1,GLļ¬‚oat u2,GLint vn,GLļ¬‚oat v1,GLļ¬‚oat v2)
1420

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The Ring programming language version 1.8 book - Part 145 of 202

  • 1. Ring Documentation, Release 1.8 ā€¢ GL_DRAW_BUFFER10 ā€¢ GL_DRAW_BUFFER11 ā€¢ GL_DRAW_BUFFER12 ā€¢ GL_DRAW_BUFFER13 ā€¢ GL_DRAW_BUFFER14 ā€¢ GL_DRAW_BUFFER15 ā€¢ GL_BLEND_EQUATION_ALPHA ā€¢ GL_POINT_SPRITE ā€¢ GL_COORD_REPLACE ā€¢ GL_MAX_VERTEX_ATTRIBS ā€¢ GL_VERTEX_ATTRIB_ARRAY_NORMALIZED ā€¢ GL_MAX_TEXTURE_COORDS ā€¢ GL_MAX_TEXTURE_IMAGE_UNITS ā€¢ GL_FRAGMENT_SHADER ā€¢ GL_VERTEX_SHADER ā€¢ GL_MAX_FRAGMENT_UNIFORM_COMPONENTS ā€¢ GL_MAX_VERTEX_UNIFORM_COMPONENTS ā€¢ GL_MAX_VARYING_FLOATS ā€¢ GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS ā€¢ GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS ā€¢ GL_SHADER_TYPE ā€¢ GL_FLOAT_VEC2 ā€¢ GL_FLOAT_VEC3 ā€¢ GL_FLOAT_VEC4 ā€¢ GL_INT_VEC2 ā€¢ GL_INT_VEC3 ā€¢ GL_INT_VEC4 ā€¢ GL_BOOL ā€¢ GL_BOOL_VEC2 ā€¢ GL_BOOL_VEC3 ā€¢ GL_BOOL_VEC4 ā€¢ GL_FLOAT_MAT2 ā€¢ GL_FLOAT_MAT3 ā€¢ GL_FLOAT_MAT4 ā€¢ GL_SAMPLER_1D ā€¢ GL_SAMPLER_2D 1411
  • 2. Ring Documentation, Release 1.8 ā€¢ GL_SAMPLER_3D ā€¢ GL_SAMPLER_CUBE ā€¢ GL_SAMPLER_1D_SHADOW ā€¢ GL_SAMPLER_2D_SHADOW ā€¢ GL_DELETE_STATUS ā€¢ GL_COMPILE_STATUS ā€¢ GL_LINK_STATUS ā€¢ GL_VALIDATE_STATUS ā€¢ GL_INFO_LOG_LENGTH ā€¢ GL_ATTACHED_SHADERS ā€¢ GL_ACTIVE_UNIFORMS ā€¢ GL_ACTIVE_UNIFORM_MAX_LENGTH ā€¢ GL_SHADER_SOURCE_LENGTH ā€¢ GL_ACTIVE_ATTRIBUTES ā€¢ GL_ACTIVE_ATTRIBUTE_MAX_LENGTH ā€¢ GL_FRAGMENT_SHADER_DERIVATIVE_HINT ā€¢ GL_SHADING_LANGUAGE_VERSION ā€¢ GL_CURRENT_PROGRAM ā€¢ GL_POINT_SPRITE_COORD_ORIGIN ā€¢ GL_LOWER_LEFT ā€¢ GL_UPPER_LEFT ā€¢ GL_STENCIL_BACK_REF ā€¢ GL_STENCIL_BACK_VALUE_MASK ā€¢ GL_STENCIL_BACK_WRITEMASK ā€¢ GL_CURRENT_RASTER_SECONDARY_COLOR ā€¢ GL_PIXEL_PACK_BUFFER ā€¢ GL_PIXEL_UNPACK_BUFFER ā€¢ GL_PIXEL_PACK_BUFFER_BINDING ā€¢ GL_PIXEL_UNPACK_BUFFER_BINDING ā€¢ GL_FLOAT_MAT2x3 ā€¢ GL_FLOAT_MAT2x4 ā€¢ GL_FLOAT_MAT3x2 ā€¢ GL_FLOAT_MAT3x4 ā€¢ GL_FLOAT_MAT4x2 ā€¢ GL_FLOAT_MAT4x3 ā€¢ GL_SRGB 1412
  • 3. Ring Documentation, Release 1.8 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€¢ 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) 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) 1413
  • 4. Ring Documentation, Release 1.8 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) 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) 1414
  • 5. Ring Documentation, Release 1.8 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) 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) 1415
  • 6. Ring Documentation, Release 1.8 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) 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) 1416
  • 7. Ring Documentation, Release 1.8 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) ā€¢ void glGetActiveAttrib(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name) ā€¢ void glGetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name) ā€¢ void glGetAttachedShaders(GLuint program,GLsizei maxCount,GLsizei *count,GLuint *shaders) ā€¢ GLint glGetAttribLocation(GLuint program,const GLchar *name) ā€¢ void glGetBufferParameteriv(GLenum target,GLenum value,GLint * data) ā€¢ void glGetBufferPointerv(GLenum target,GLenum pname,GLvoid ** params) 1417
  • 8. Ring Documentation, Release 1.8 ā€¢ void glGetBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,GLvoid * data) ā€¢ void glGetClipPlane(GLenum plane,GLdouble * equation) ā€¢ void glGetColorTable(GLenum target,GLenum format,GLenum type,GLvoid * table) ā€¢ void glGetColorTableParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params) ā€¢ void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img) ā€¢ void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image) ā€¢ void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetConvolutionParameteriv(GLenum target,GLenum pname,GLint * params) ā€¢ GLenum glGetError(void) ā€¢ void glGetHistogram(GLenum target,GLboolean reset,GLenum format,GLenum type,GLvoid * values) ā€¢ void glGetHistogramParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params) ā€¢ void glGetLightfv(GLenum light,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetLightiv(GLenum light,GLenum pname,GLint * params) ā€¢ void glGetMapdv(GLenum target,GLenum query,GLdouble * v) ā€¢ void glGetMapfv(GLenum target,GLenum query,GLļ¬‚oat * v) ā€¢ void glGetMapiv(GLenum target,GLenum query,GLint * v) ā€¢ void glGetMaterialfv(GLenum face,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetMaterialiv(GLenum face,GLenum pname,GLint * params) ā€¢ void glGetMinmax(GLenum target,GLboolean reset,GLenum format,GLenum types,GLvoid * values) ā€¢ void glGetMinmaxParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params) ā€¢ void glGetPixelMapfv(GLenum map,GLļ¬‚oat * data) ā€¢ void glGetPixelMapuiv(GLenum map,GLuint * data) ā€¢ void glGetPixelMapusv(GLenum map,GLushort * data) ā€¢ void glGetPointerv(GLenum pname,GLvoid ** params) ā€¢ void glGetPolygonStipple(GLubyte * pattern) ā€¢ void glGetProgramiv(GLuint program,GLenum pname,GLint *params) ā€¢ void glGetProgramInfoLog(GLuint program,GLsizei maxLength,GLsizei *length,GLchar *infoLog) ā€¢ void glGetQueryObjectiv(GLuint id,GLenum pname,GLint * params) ā€¢ void glGetQueryObjectuiv(GLuint id,GLenum pname,GLuint * params) ā€¢ void glGetQueryiv(GLenum target,GLenum pname,GLint * params) ā€¢ void glGetSeparableFilter(GLenum target,GLenum format,GLenum type,GLvoid * row,GLvoid * col- umn,GLvoid * span) ā€¢ void glGetShaderiv(GLuint shader,GLenum pname,GLint *params) 1418
  • 9. Ring Documentation, Release 1.8 ā€¢ void glGetShaderInfoLog(GLuint shader,GLsizei maxLength,GLsizei *length,GLchar *infoLog) ā€¢ void glGetShaderSource(GLuint shader,GLsizei bufSize,GLsizei *length,GLchar *source) ā€¢ const GLubyte* glGetString(GLenum name) ā€¢ void glGetTexEnvfv(GLenum target,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetTexEnviv(GLenum target,GLenum pname,GLint * params) ā€¢ void glGetTexGendv(GLenum coord,GLenum pname,GLdouble * params) ā€¢ void glGetTexGenfv(GLenum coord,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetTexGeniv(GLenum coord,GLenum pname,GLint * params) ā€¢ void glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid * img) ā€¢ void glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint * params) ā€¢ void glGetTexParameterfv(GLenum target,GLenum pname,GLļ¬‚oat * params) ā€¢ void glGetTexParameteriv(GLenum target,GLenum pname,GLint * params) ā€¢ void glGetUniformfv(GLuint program,GLint location,GLļ¬‚oat *params) ā€¢ void glGetUniformiv(GLuint program,GLint location,GLint *params) ā€¢ GLint glGetUniformLocation(GLuint program,const GLchar *name) ā€¢ void glGetVertexAttribdv(GLuint index,GLenum pname,GLdouble *params) ā€¢ void glGetVertexAttribfv(GLuint index,GLenum pname,GLļ¬‚oat *params) ā€¢ void glGetVertexAttribiv(GLuint index,GLenum pname,GLint *params) ā€¢ void glGetVertexAttribPointerv(GLuint index,GLenum pname,GLvoid **pointer) ā€¢ void glHint(GLenum target,GLenum mode) ā€¢ void glHistogram(GLenum target,GLsizei width,GLenum internalformat,GLboolean sink) ā€¢ void glIndexs(GLshort c) ā€¢ void glIndexi(GLint c) ā€¢ void glIndexf(GLļ¬‚oat c) ā€¢ void glIndexd(GLdouble c) ā€¢ void glIndexub(GLubyte c) ā€¢ void glIndexsv(const GLshort * c) ā€¢ void glIndexiv(const GLint * c) ā€¢ void glIndexfv(const GLļ¬‚oat * c) ā€¢ void glIndexdv(const GLdouble * c) ā€¢ void glIndexubv(const GLubyte * c) ā€¢ void glIndexMask(GLuint mask) ā€¢ void glIndexPointer(GLenum type,GLsizei stride,const GLvoid * pointer) ā€¢ void glInitNames(void) ā€¢ void glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid * pointer) 1419
  • 10. Ring Documentation, Release 1.8 ā€¢ GLboolean glIsBuffer(GLuint buffer) ā€¢ GLboolean glIsEnabled(GLenum cap) ā€¢ GLboolean glIsList(GLuint list) ā€¢ GLboolean glIsProgram(GLuint program) ā€¢ GLboolean glIsQuery(GLuint id) ā€¢ GLboolean glIsShader(GLuint shader) ā€¢ GLboolean glIsTexture(GLuint texture) ā€¢ void glLightf(GLenum light,GLenum pname,GLļ¬‚oat param) ā€¢ void glLighti(GLenum light,GLenum pname,GLint param) ā€¢ void glLightfv(GLenum light,GLenum pname,const GLļ¬‚oat * params) ā€¢ void glLightiv(GLenum light,GLenum pname,const GLint * params) ā€¢ void glLightModelf(GLenum pname,GLļ¬‚oat param) ā€¢ void glLightModeli(GLenum pname,GLint param) ā€¢ void glLightModelfv(GLenum pname,const GLļ¬‚oat * params) ā€¢ void glLightModeliv(GLenum pname,const GLint * params) ā€¢ void glLineStipple(GLint factor,GLushort pattern) ā€¢ void glLineWidth(GLļ¬‚oat width) ā€¢ void glLinkProgram(GLuint program) ā€¢ void glListBase(GLuint base) ā€¢ void glLoadIdentity(void) ā€¢ void glLoadMatrixd(const GLdouble * m) ā€¢ void glLoadMatrixf(const GLļ¬‚oat * m) ā€¢ void glLoadName(GLuint name) ā€¢ void glLoadTransposeMatrixd(const GLdouble * m) ā€¢ void glLoadTransposeMatrixf(const GLļ¬‚oat * m) ā€¢ void glLogicOp(GLenum opcode) ā€¢ void glMap1f(GLenum target,GLļ¬‚oat u1,GLļ¬‚oat u2,GLint stride,GLint order,const GLļ¬‚oat * points) ā€¢ void glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble * points) ā€¢ void glMap2f(GLenum target,GLļ¬‚oat u1,GLļ¬‚oat u2,GLint ustride,GLint uorder,GLļ¬‚oat v1,GLļ¬‚oat v2,GLint vstride,GLint vorder,const GLļ¬‚oat * points) ā€¢ void glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble * points) ā€¢ void * glMapBuffer(GLenum target,GLenum access) ā€¢ void glMapGrid1d(GLint un,GLdouble u1,GLdouble u2) ā€¢ void glMapGrid1f(GLint un,GLļ¬‚oat u1,GLļ¬‚oat u2) ā€¢ void glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2) ā€¢ void glMapGrid2f(GLint un,GLļ¬‚oat u1,GLļ¬‚oat u2,GLint vn,GLļ¬‚oat v1,GLļ¬‚oat v2) 1420