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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
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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
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
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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
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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
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
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)
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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)
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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)
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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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The Ring programming language version 1.9 book - Part 152 of 210

  • 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