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1.
Ring Documentation, Release
1.9 ā¢ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ā¢ GL_PROXY_TEXTURE_CUBE_MAP ā¢ GL_MAX_CUBE_MAP_TEXTURE_SIZE ā¢ GL_COMBINE ā¢ GL_COMBINE_RGB ā¢ GL_COMBINE_ALPHA ā¢ GL_RGB_SCALE ā¢ GL_ADD_SIGNED ā¢ GL_INTERPOLATE ā¢ GL_CONSTANT ā¢ GL_PRIMARY_COLOR ā¢ GL_PREVIOUS ā¢ GL_SOURCE0_RGB ā¢ GL_SOURCE1_RGB ā¢ GL_SOURCE2_RGB ā¢ GL_SOURCE0_ALPHA ā¢ GL_SOURCE1_ALPHA ā¢ GL_SOURCE2_ALPHA ā¢ GL_OPERAND0_RGB ā¢ GL_OPERAND1_RGB ā¢ GL_OPERAND2_RGB ā¢ GL_OPERAND0_ALPHA ā¢ GL_OPERAND1_ALPHA ā¢ GL_OPERAND2_ALPHA ā¢ GL_TEXTURE_COMPRESSED_IMAGE_SIZE ā¢ GL_TEXTURE_COMPRESSED ā¢ GL_NUM_COMPRESSED_TEXTURE_FORMATS ā¢ GL_COMPRESSED_TEXTURE_FORMATS ā¢ GL_DOT3_RGB ā¢ GL_DOT3_RGBA ā¢ GL_MULTISAMPLE_BIT ā¢ GL_BLEND_DST_RGB ā¢ GL_BLEND_SRC_RGB ā¢ GL_BLEND_DST_ALPHA ā¢ GL_BLEND_SRC_ALPHA ā¢ GL_POINT_SIZE_MIN 1479
2.
Ring Documentation, Release
1.9 ā¢ GL_POINT_SIZE_MAX ā¢ GL_POINT_FADE_THRESHOLD_SIZE ā¢ GL_POINT_DISTANCE_ATTENUATION ā¢ GL_GENERATE_MIPMAP ā¢ GL_GENERATE_MIPMAP_HINT ā¢ GL_DEPTH_COMPONENT16 ā¢ GL_DEPTH_COMPONENT24 ā¢ GL_DEPTH_COMPONENT32 ā¢ GL_MIRRORED_REPEAT ā¢ GL_FOG_COORDINATE_SOURCE ā¢ GL_FOG_COORDINATE ā¢ GL_FRAGMENT_DEPTH ā¢ GL_CURRENT_FOG_COORDINATE ā¢ GL_FOG_COORDINATE_ARRAY_TYPE ā¢ GL_FOG_COORDINATE_ARRAY_STRIDE ā¢ GL_FOG_COORDINATE_ARRAY_POINTER ā¢ GL_FOG_COORDINATE_ARRAY ā¢ GL_COLOR_SUM ā¢ GL_CURRENT_SECONDARY_COLOR ā¢ GL_SECONDARY_COLOR_ARRAY_SIZE ā¢ GL_SECONDARY_COLOR_ARRAY_TYPE ā¢ GL_SECONDARY_COLOR_ARRAY_STRIDE ā¢ GL_SECONDARY_COLOR_ARRAY_POINTER ā¢ GL_SECONDARY_COLOR_ARRAY ā¢ GL_MAX_TEXTURE_LOD_BIAS ā¢ GL_TEXTURE_FILTER_CONTROL ā¢ GL_TEXTURE_LOD_BIAS ā¢ GL_INCR_WRAP ā¢ GL_DECR_WRAP ā¢ GL_TEXTURE_DEPTH_SIZE ā¢ GL_DEPTH_TEXTURE_MODE ā¢ GL_TEXTURE_COMPARE_MODE ā¢ GL_TEXTURE_COMPARE_FUNC ā¢ GL_COMPARE_R_TO_TEXTURE ā¢ GL_CURRENT_FOG_COORD ā¢ GL_FOG_COORD 1480
3.
Ring Documentation, Release
1.9 ā¢ GL_FOG_COORD_ARRAY ā¢ GL_FOG_COORD_ARRAY_BUFFER_BINDING ā¢ GL_FOG_COORD_ARRAY_POINTER ā¢ GL_FOG_COORD_ARRAY_STRIDE ā¢ GL_FOG_COORD_ARRAY_TYPE ā¢ GL_FOG_COORD_SRC ā¢ GL_SRC0_ALPHA ā¢ GL_SRC0_RGB ā¢ GL_SRC1_ALPHA ā¢ GL_SRC1_RGB ā¢ GL_SRC2_ALPHA ā¢ GL_SRC2_RGB ā¢ GL_BUFFER_SIZE ā¢ GL_BUFFER_USAGE ā¢ GL_QUERY_COUNTER_BITS ā¢ GL_CURRENT_QUERY ā¢ GL_QUERY_RESULT ā¢ GL_QUERY_RESULT_AVAILABLE ā¢ GL_ARRAY_BUFFER ā¢ GL_ELEMENT_ARRAY_BUFFER ā¢ GL_ARRAY_BUFFER_BINDING ā¢ GL_ELEMENT_ARRAY_BUFFER_BINDING ā¢ GL_VERTEX_ARRAY_BUFFER_BINDING ā¢ GL_NORMAL_ARRAY_BUFFER_BINDING ā¢ GL_COLOR_ARRAY_BUFFER_BINDING ā¢ GL_INDEX_ARRAY_BUFFER_BINDING ā¢ GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING ā¢ GL_EDGE_FLAG_ARRAY_BUFFER_BINDING ā¢ GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING ā¢ GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING ā¢ GL_WEIGHT_ARRAY_BUFFER_BINDING ā¢ GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING ā¢ GL_READ_ONLY ā¢ GL_WRITE_ONLY ā¢ GL_READ_WRITE ā¢ GL_BUFFER_ACCESS 1481
4.
Ring Documentation, Release
1.9 ā¢ GL_BUFFER_MAPPED ā¢ GL_BUFFER_MAP_POINTER ā¢ GL_STREAM_DRAW ā¢ GL_STREAM_READ ā¢ GL_STREAM_COPY ā¢ GL_STATIC_DRAW ā¢ GL_STATIC_READ ā¢ GL_STATIC_COPY ā¢ GL_DYNAMIC_DRAW ā¢ GL_DYNAMIC_READ ā¢ GL_DYNAMIC_COPY ā¢ GL_SAMPLES_PASSED ā¢ GL_BLEND_EQUATION_RGB ā¢ GL_VERTEX_ATTRIB_ARRAY_ENABLED ā¢ GL_VERTEX_ATTRIB_ARRAY_SIZE ā¢ GL_VERTEX_ATTRIB_ARRAY_STRIDE ā¢ GL_VERTEX_ATTRIB_ARRAY_TYPE ā¢ GL_CURRENT_VERTEX_ATTRIB ā¢ GL_VERTEX_PROGRAM_POINT_SIZE ā¢ GL_VERTEX_PROGRAM_TWO_SIDE ā¢ GL_VERTEX_ATTRIB_ARRAY_POINTER ā¢ GL_STENCIL_BACK_FUNC ā¢ GL_STENCIL_BACK_FAIL ā¢ GL_STENCIL_BACK_PASS_DEPTH_FAIL ā¢ GL_STENCIL_BACK_PASS_DEPTH_PASS ā¢ GL_MAX_DRAW_BUFFERS ā¢ GL_DRAW_BUFFER0 ā¢ GL_DRAW_BUFFER1 ā¢ GL_DRAW_BUFFER2 ā¢ GL_DRAW_BUFFER3 ā¢ GL_DRAW_BUFFER4 ā¢ GL_DRAW_BUFFER5 ā¢ GL_DRAW_BUFFER6 ā¢ GL_DRAW_BUFFER7 ā¢ GL_DRAW_BUFFER8 ā¢ GL_DRAW_BUFFER9 1482
5.
Ring Documentation, Release
1.9 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 1483
6.
Ring Documentation, Release
1.9 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 1484
7.
Ring Documentation, Release
1.9 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) 1485
8.
Ring Documentation, Release
1.9 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) 1486
9.
Ring Documentation, Release
1.9 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) 1487
10.
Ring Documentation, Release
1.9 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) 1488
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