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Ring Documentation, Release 1.5.1
ā€¢ void glPushAttrib(GLbitļ¬eld mask)
ā€¢ void glPushClientAttrib(GLbitļ¬eld mask)
ā€¢ void glPushMatrix(void)
ā€¢ void glPushName(GLuint name)
ā€¢ void glPrioritizeTextures(GLsizei n,const GLuint * textures,const GLclampf * priorities)
ā€¢ void glPopMatrix(void)
ā€¢ void glRasterPos2s(GLshort x,GLshort y)
ā€¢ void glRasterPos2i(GLint x,GLint y)
ā€¢ void glRasterPos2f(GLļ¬‚oat x,GLļ¬‚oat y)
ā€¢ void glRasterPos2d(GLdouble x,GLdouble y)
ā€¢ void glRasterPos3s(GLshort x,GLshort y,GLshort z)
ā€¢ void glRasterPos3i(GLint x,GLint y,GLint z)
ā€¢ void glRasterPos3f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z)
ā€¢ void glRasterPos3d(GLdouble x,GLdouble y,GLdouble z)
ā€¢ void glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w)
ā€¢ void glRasterPos4i(GLint x,GLint y,GLint z,GLint w)
ā€¢ void glRasterPos4f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z,GLļ¬‚oat w)
ā€¢ void glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)
ā€¢ void glReadBuffer(GLenum mode)
ā€¢ void glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid * data)
ā€¢ void glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2)
ā€¢ void glRectf(GLļ¬‚oat x1,GLļ¬‚oat y1,GLļ¬‚oat x2,GLļ¬‚oat y2)
ā€¢ void glRecti(GLint x1,GLint y1,GLint x2,GLint y2)
ā€¢ void glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2)
ā€¢ void glRectdv(const GLdouble * v1,const GLdouble * v2)
ā€¢ void glRectfv(const GLļ¬‚oat * v1,const GLļ¬‚oat * v2)
ā€¢ void glRectiv(const GLint * v1,const GLint * v2)
ā€¢ void glRectsv(const GLshort * v1,const GLshort * v2)
ā€¢ GLint glRenderMode(GLenum mode)
ā€¢ void glResetHistogram(GLenum target)
ā€¢ void glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z)
ā€¢ void glRotatef(GLļ¬‚oat angle,GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z)
ā€¢ void glSampleCoverage(GLclampf value,GLboolean invert)
ā€¢ void glScaled(GLdouble x,GLdouble y,GLdouble z)
ā€¢ void glScalef(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z)
ā€¢ void glScissor(GLint x,GLint y,GLsizei width,GLsizei height)
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Ring Documentation, Release 1.5.1
ā€¢ void glSecondaryColor3b(GLbyte red,GLbyte green,GLbyte blue)
ā€¢ void glSecondaryColor3s(GLshort red,GLshort green,GLshort blue)
ā€¢ void glSecondaryColor3i(GLint red,GLint green,GLint blue)
ā€¢ void glSecondaryColor3f(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue)
ā€¢ void glSecondaryColor3d(GLdouble red,GLdouble green,GLdouble blue)
ā€¢ void glSecondaryColor3ub(GLubyte red,GLubyte green,GLubyte blue)
ā€¢ void glSecondaryColor3us(GLushort red,GLushort green,GLushort blue)
ā€¢ void glSecondaryColor3ui(GLuint red,GLuint green,GLuint blue)
ā€¢ void glSecondaryColor3bv(const GLbyte * v)
ā€¢ void glSecondaryColor3sv(const GLshort * v)
ā€¢ void glSecondaryColor3iv(const GLint * v)
ā€¢ void glSecondaryColor3fv(const GLļ¬‚oat * v)
ā€¢ void glSecondaryColor3dv(const GLdouble * v)
ā€¢ void glSecondaryColor3ubv(const GLubyte * v)
ā€¢ void glSecondaryColor3usv(const GLushort * v)
ā€¢ void glSecondaryColor3uiv(const GLuint * v)
ā€¢ void glSecondaryColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
ā€¢ void glSelectBuffer(GLsizei size,GLuint * buffer)
ā€¢ void glSeparableFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum for-
mat,GLenum type,const GLvoid * row,const GLvoid * column)
ā€¢ void glShadeModel(GLenum mode)
ā€¢ void glShaderSource(GLuint shader,GLsizei count,const GLchar **string,const GLint *length)
ā€¢ void glStencilFunc(GLenum func,GLint ref,GLuint mask)
ā€¢ void glStencilFuncSeparate(GLenum face,GLenum func,GLint ref,GLuint mask)
ā€¢ void glStencilMask(GLuint mask)
ā€¢ void glStencilMaskSeparate(GLenum face,GLuint mask)
ā€¢ void glStencilOp(GLenum sfail,GLenum dpfail,GLenum dppass)
ā€¢ void glStencilOpSeparate(GLenum face,GLenum sfail,GLenum dpfail,GLenum dppass)
ā€¢ void glTexCoord1s(GLshort s)
ā€¢ void glTexCoord1i(GLint s)
ā€¢ void glTexCoord1f(GLļ¬‚oat s)
ā€¢ void glTexCoord1d(GLdouble s)
ā€¢ void glTexCoord2s(GLshort s,GLshort t)
ā€¢ void glTexCoord2i(GLint s,GLint t)
ā€¢ void glTexCoord2f(GLļ¬‚oat s,GLļ¬‚oat t)
ā€¢ void glTexCoord2d(GLdouble s,GLdouble t)
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Ring Documentation, Release 1.5.1
ā€¢ void glTexCoord3s(GLshort s,GLshort t,GLshort r)
ā€¢ void glTexCoord3i(GLint s,GLint t,GLint r)
ā€¢ void glTexCoord3f(GLļ¬‚oat s,GLļ¬‚oat t,GLļ¬‚oat r)
ā€¢ void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r)
ā€¢ void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q)
ā€¢ void glTexCoord4i(GLint s,GLint t,GLint r,GLint q)
ā€¢ void glTexCoord4f(GLļ¬‚oat s,GLļ¬‚oat t,GLļ¬‚oat r,GLļ¬‚oat q)
ā€¢ void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q)
ā€¢ void glTexCoord1sv(const GLshort * v)
ā€¢ void glTexCoord1iv(const GLint * v)
ā€¢ void glTexCoord1fv(const GLļ¬‚oat * v)
ā€¢ void glTexCoord1dv(const GLdouble * v)
ā€¢ void glTexCoord2sv(const GLshort * v)
ā€¢ void glTexCoord2iv(const GLint * v)
ā€¢ void glTexCoord2fv(const GLļ¬‚oat * v)
ā€¢ void glTexCoord2dv(const GLdouble * v)
ā€¢ void glTexCoord3sv(const GLshort * v)
ā€¢ void glTexCoord3iv(const GLint * v)
ā€¢ void glTexCoord3fv(const GLļ¬‚oat * v)
ā€¢ void glTexCoord3dv(const GLdouble * v)
ā€¢ void glTexCoord4sv(const GLshort * v)
ā€¢ void glTexCoord4iv(const GLint * v)
ā€¢ void glTexCoord4fv(const GLļ¬‚oat * v)
ā€¢ void glTexCoord4dv(const GLdouble * v)
ā€¢ void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
ā€¢ void glTexEnvf(GLenum target,GLenum pname,GLļ¬‚oat param)
ā€¢ void glTexEnvi(GLenum target,GLenum pname,GLint param)
ā€¢ void glTexGeni(GLenum coord,GLenum pname,GLint param)
ā€¢ void glTexGenf(GLenum coord,GLenum pname,GLļ¬‚oat param)
ā€¢ void glTexGend(GLenum coord,GLenum pname,GLdouble param)
ā€¢ void glTexGeniv(GLenum coord,GLenum pname,const GLint * params)
ā€¢ void glTexGenfv(GLenum coord,GLenum pname,const GLļ¬‚oat * params)
ā€¢ void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params)
ā€¢ void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum
format,GLenum type,const GLvoid * data)
ā€¢ void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint bor-
der,GLenum format,GLenum type,const GLvoid * data)
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Ring Documentation, Release 1.5.1
ā€¢ void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei
depth,GLint border,GLenum format,GLenum type,const GLvoid * data)
ā€¢ void glTexParameterf(GLenum target,GLenum pname,GLļ¬‚oat param)
ā€¢ void glTexParameteri(GLenum target,GLenum pname,GLint param)
ā€¢ void glTexParameterfv(GLenum target,GLenum pname,const GLļ¬‚oat * params)
ā€¢ void glTexParameteriv(GLenum target,GLenum pname,const GLint * params)
ā€¢ void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum
type,const GLvoid * data)
ā€¢ void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei
height,GLenum format,GLenum type,const GLvoid * data)
ā€¢ void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei
width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data)
ā€¢ void glTranslated(GLdouble x,GLdouble y,GLdouble z)
ā€¢ void glTranslatef(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z)
ā€¢ void glUniform1f(GLint location,GLļ¬‚oat v0)
ā€¢ void glUniform2f(GLint location,GLļ¬‚oat v0,GLļ¬‚oat v1)
ā€¢ void glUniform3f(GLint location,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2)
ā€¢ void glUniform4f(GLint location,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2,GLļ¬‚oat v3)
ā€¢ void glUniform1i(GLint location,GLint v0)
ā€¢ void glUniform2i(GLint location,GLint v0,GLint v1)
ā€¢ void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2)
ā€¢ void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3)
ā€¢ void glUniform1fv(GLint location,GLsizei count,const GLļ¬‚oat *value)
ā€¢ void glUniform2fv(GLint location,GLsizei count,const GLļ¬‚oat *value)
ā€¢ void glUniform3fv(GLint location,GLsizei count,const GLļ¬‚oat *value)
ā€¢ void glUniform4fv(GLint location,GLsizei count,const GLļ¬‚oat *value)
ā€¢ void glUniform1iv(GLint location,GLsizei count,const GLint *value)
ā€¢ void glUniform2iv(GLint location,GLsizei count,const GLint *value)
ā€¢ void glUniform3iv(GLint location,GLsizei count,const GLint *value)
ā€¢ void glUniform4iv(GLint location,GLsizei count,const GLint *value)
ā€¢ void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
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Ring Documentation, Release 1.5.1
ā€¢ void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value)
ā€¢ void glUseProgram(GLuint program)
ā€¢ void glValidateProgram(GLuint program)
ā€¢ void glVertex2s(GLshort x,GLshort y)
ā€¢ void glVertex2i(GLint x,GLint y)
ā€¢ void glVertex2f(GLļ¬‚oat x,GLļ¬‚oat y)
ā€¢ void glVertex2d(GLdouble x,GLdouble y)
ā€¢ void glVertex3s(GLshort x,GLshort y,GLshort z)
ā€¢ void glVertex3i(GLint x,GLint y,GLint z)
ā€¢ void glVertex3f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z)
ā€¢ void glVertex3d(GLdouble x,GLdouble y,GLdouble z)
ā€¢ void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w)
ā€¢ void glVertex4i(GLint x,GLint y,GLint z,GLint w)
ā€¢ void glVertex4f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z,GLļ¬‚oat w)
ā€¢ void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)
ā€¢ void glVertex2sv(const GLshort * v)
ā€¢ void glVertex2iv(const GLint * v)
ā€¢ void glVertex2fv(const GLļ¬‚oat * v)
ā€¢ void glVertex2dv(const GLdouble * v)
ā€¢ void glVertex3sv(const GLshort * v)
ā€¢ void glVertex3iv(const GLint * v)
ā€¢ void glVertex3fv(const GLļ¬‚oat * v)
ā€¢ void glVertex3dv(const GLdouble * v)
ā€¢ void glVertex4sv(const GLshort * v)
ā€¢ void glVertex4iv(const GLint * v)
ā€¢ void glVertex4fv(const GLļ¬‚oat * v)
ā€¢ void glVertex4dv(const GLdouble * v)
ā€¢ void glVertexAttrib1f(GLuint index,GLļ¬‚oat v0)
ā€¢ void glVertexAttrib1s(GLuint index,GLshort v0)
ā€¢ void glVertexAttrib1d(GLuint index,GLdouble v0)
ā€¢ void glVertexAttrib2f(GLuint index,GLļ¬‚oat v0,GLļ¬‚oat v1)
ā€¢ void glVertexAttrib2s(GLuint index,GLshort v0,GLshort v1)
ā€¢ void glVertexAttrib2d(GLuint index,GLdouble v0,GLdouble v1)
ā€¢ void glVertexAttrib3f(GLuint index,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2)
ā€¢ void glVertexAttrib3s(GLuint index,GLshort v0,GLshort v1,GLshort v2)
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Ring Documentation, Release 1.5.1
ā€¢ void glVertexAttrib3d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2)
ā€¢ void glVertexAttrib4f(GLuint index,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2,GLļ¬‚oat v3)
ā€¢ void glVertexAttrib4s(GLuint index,GLshort v0,GLshort v1,GLshort v2,GLshort v3)
ā€¢ void glVertexAttrib4d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3)
ā€¢ void glVertexAttrib4Nub(GLuint index,GLubyte v0,GLubyte v1,GLubyte v2,GLubyte v3)
ā€¢ void glVertexAttrib1fv(GLuint index,const GLļ¬‚oat *v)
ā€¢ void glVertexAttrib1sv(GLuint index,const GLshort *v)
ā€¢ void glVertexAttrib1dv(GLuint index,const GLdouble *v)
ā€¢ void glVertexAttrib2fv(GLuint index,const GLļ¬‚oat *v)
ā€¢ void glVertexAttrib2sv(GLuint index,const GLshort *v)
ā€¢ void glVertexAttrib2dv(GLuint index,const GLdouble *v)
ā€¢ void glVertexAttrib3fv(GLuint index,const GLļ¬‚oat *v)
ā€¢ void glVertexAttrib3sv(GLuint index,const GLshort *v)
ā€¢ void glVertexAttrib3dv(GLuint index,const GLdouble *v)
ā€¢ void glVertexAttrib4fv(GLuint index,const GLļ¬‚oat *v)
ā€¢ void glVertexAttrib4sv(GLuint index,const GLshort *v)
ā€¢ void glVertexAttrib4dv(GLuint index,const GLdouble *v)
ā€¢ void glVertexAttrib4iv(GLuint index,const GLint *v)
ā€¢ void glVertexAttrib4bv(GLuint index,const GLbyte *v)
ā€¢ void glVertexAttrib4ubv(GLuint index,const GLubyte *v)
ā€¢ void glVertexAttrib4usv(GLuint index,const GLushort *v)
ā€¢ void glVertexAttrib4uiv(GLuint index,const GLuint *v)
ā€¢ void glVertexAttribPointer(GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei stride,const
GLvoid * pointer)
ā€¢ void glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
ā€¢ void glViewport(GLint x,GLint y,GLsizei width,GLsizei height)
ā€¢ void glWindowPos2s(GLshort x,GLshort y)
ā€¢ void glWindowPos2i(GLint x,GLint y)
ā€¢ void glWindowPos2f(GLļ¬‚oat x,GLļ¬‚oat y)
ā€¢ void glWindowPos2d(GLdouble x,GLdouble y)
ā€¢ void glWindowPos3s(GLshort x,GLshort y,GLshort z)
ā€¢ void glWindowPos3i(GLint x,GLint y,GLint z)
ā€¢ void glWindowPos3f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z)
ā€¢ void glWindowPos3d(GLdouble x,GLdouble y,GLdouble z)
ā€¢ void glWindowPos2sv(const GLshort * v)
ā€¢ void glWindowPos2iv(const GLint * v)
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Ring Documentation, Release 1.5.1
ā€¢ void glWindowPos2fv(const GLļ¬‚oat * v)
ā€¢ void glWindowPos2dv(const GLdouble * v)
ā€¢ void glWindowPos3sv(const GLshort * v)
ā€¢ void glWindowPos3iv(const GLint * v)
ā€¢ void glWindowPos3fv(const GLļ¬‚oat * v)
ā€¢ void glWindowPos3dv(const GLdouble * v)
ā€¢ void gluBeginCurve(GLUnurbs* nurb)
ā€¢ void gluBeginPolygon(GLUtesselator* tess)
ā€¢ void gluBeginSurface(GLUnurbs* nurb)
ā€¢ void gluBeginTrim(GLUnurbs* nurb)
ā€¢ void gluCylinder(GLUquadric* quad,GLdouble base,GLdouble top,GLdouble height,GLint slices,GLint stacks)
ā€¢ void gluDeleteNurbsRenderer(GLUnurbs* nurb)
ā€¢ void gluDeleteQuadric(GLUquadric* quad)
ā€¢ void gluDeleteTess(GLUtesselator* tess)
ā€¢ void gluDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops)
ā€¢ void gluEndCurve(GLUnurbs* nurb)
ā€¢ void gluEndPolygon(GLUtesselator* tess)
ā€¢ void gluEndSurface(GLUnurbs* nurb)
ā€¢ void gluEndTrim(GLUnurbs* nurb)
ā€¢ const GLubyte * gluErrorString(GLenum error)
ā€¢ void gluGetNurbsProperty(GLUnurbs* nurb,GLenum property,GLļ¬‚oat* data)
ā€¢ const GLubyte * gluGetString(GLenum name)
ā€¢ void gluGetTessProperty(GLUtesselator* tess,GLenum which,GLdouble* data)
ā€¢ void gluLoadSamplingMatrices(GLUnurbs* nurb,const GLļ¬‚oat * model,const GLļ¬‚oat * perspective,const
GLint * view)
ā€¢ void gluLookAt(GLdouble eyeX,GLdouble eyeY,GLdouble eyeZ,GLdouble centerX,GLdouble cen-
terY,GLdouble centerZ,GLdouble upX,GLdouble upY,GLdouble upZ)
ā€¢ GLUnurbs *gluNewNurbsRenderer(void)
ā€¢ GLUquadric *gluNewQuadric(void)
ā€¢ GLUtesselator* gluNewTess(void)
ā€¢ void gluNextContour(GLUtesselator* tess,GLenum type)
ā€¢ void gluNurbsCurve(GLUnurbs* nurb,GLint knotCount,GLļ¬‚oat * knots,GLint stride,GLļ¬‚oat * control,GLint
order,GLenum type)
ā€¢ void gluNurbsProperty(GLUnurbs* nurb,GLenum property,GLļ¬‚oat value)
ā€¢ void gluNurbsSurface(GLUnurbs* nurb,GLint sKnotCount,GLļ¬‚oat* sKnots,GLint tKnotCount,GLļ¬‚oat*
tKnots,GLint sStride,GLint tStride,GLļ¬‚oat* control,GLint sOrder,GLint tOrder,GLenum type)
ā€¢ void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top)
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Ring Documentation, Release 1.5.1
ā€¢ void gluPartialDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops,GLdouble
start,GLdouble sweep)
ā€¢ void gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar)
ā€¢ void gluPickMatrix(GLdouble x,GLdouble y,GLdouble delX,GLdouble delY,GLint * viewport)
ā€¢ GLint gluProject(GLdouble objX,GLdouble objY,GLdouble objZ,const GLdouble * model,const GLdouble *
proj,const GLint * view,GLdouble* winX,GLdouble* winY,GLdouble* winZ)
ā€¢ void gluPwlCurve(GLUnurbs* nurb,GLint count,GLļ¬‚oat* data,GLint stride,GLenum type)
ā€¢ void gluQuadricDrawStyle(GLUquadric* quad,GLenum draw)
ā€¢ void gluQuadricNormals(GLUquadric* quad,GLenum normal)
ā€¢ void gluQuadricOrientation(GLUquadric* quad,GLenum orientation)
ā€¢ void gluQuadricTexture(GLUquadric* quad,GLboolean texture)
ā€¢ GLint gluScaleImage(GLenum format,GLsizei wIn,GLsizei hIn,GLenum typeIn,const void * dataIn,GLsizei
wOut,GLsizei hOut,GLenum typeOut,GLvoid* dataOut)
ā€¢ void gluSphere(GLUquadric* quad,GLdouble radius,GLint slices,GLint stacks)
ā€¢ void gluTessBeginContour(GLUtesselator* tess)
ā€¢ void gluTessBeginPolygon(GLUtesselator* tess,GLvoid* data)
ā€¢ void gluTessEndContour(GLUtesselator* tess)
ā€¢ void gluTessEndPolygon(GLUtesselator* tess)
ā€¢ void gluTessNormal(GLUtesselator* tess,GLdouble valueX,GLdouble valueY,GLdouble valueZ)
ā€¢ void gluTessProperty(GLUtesselator* tess,GLenum which,GLdouble data)
ā€¢ void gluTessVertex(GLUtesselator* tess,GLdouble * location,GLvoid* data)
ā€¢ GLint gluUnProject(GLdouble winX,GLdouble winY,GLdouble winZ,const GLdouble * model,const GLdou-
ble * proj,const GLint * view,GLdouble* objX,GLdouble* objY,GLdouble* objZ)
ā€¢ void glDisable(GLenum cap)
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CHAPTER
EIGHTYTHREE
RINGOPENGL (OPENGL 3.0) FUNCTIONS REFERENCE
ā€¢ GL_ZERO
ā€¢ GL_FALSE
ā€¢ GL_LOGIC_OP
ā€¢ GL_NONE
ā€¢ GL_TEXTURE_COMPONENTS
ā€¢ GL_NO_ERROR
ā€¢ GL_POINTS
ā€¢ GL_CURRENT_BIT
ā€¢ GL_TRUE
ā€¢ GL_ONE
ā€¢ GL_CLIENT_PIXEL_STORE_BIT
ā€¢ GL_LINES
ā€¢ GL_LINE_LOOP
ā€¢ GL_POINT_BIT
ā€¢ GL_CLIENT_VERTEX_ARRAY_BIT
ā€¢ GL_LINE_STRIP
ā€¢ GL_LINE_BIT
ā€¢ GL_TRIANGLES
ā€¢ GL_TRIANGLE_STRIP
ā€¢ GL_TRIANGLE_FAN
ā€¢ GL_QUADS
ā€¢ GL_QUAD_STRIP
ā€¢ GL_POLYGON_BIT
ā€¢ GL_POLYGON
ā€¢ GL_POLYGON_STIPPLE_BIT
ā€¢ GL_PIXEL_MODE_BIT
ā€¢ GL_LIGHTING_BIT
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Ring Documentation, Release 1.5.1
ā€¢ GL_FOG_BIT
ā€¢ GL_DEPTH_BUFFER_BIT
ā€¢ GL_ACCUM
ā€¢ GL_LOAD
ā€¢ GL_RETURN
ā€¢ GL_MULT
ā€¢ GL_ADD
ā€¢ GL_NEVER
ā€¢ GL_ACCUM_BUFFER_BIT
ā€¢ GL_LESS
ā€¢ GL_EQUAL
ā€¢ GL_LEQUAL
ā€¢ GL_GREATER
ā€¢ GL_NOTEQUAL
ā€¢ GL_GEQUAL
ā€¢ GL_ALWAYS
ā€¢ GL_SRC_COLOR
ā€¢ GL_ONE_MINUS_SRC_COLOR
ā€¢ GL_SRC_ALPHA
ā€¢ GL_ONE_MINUS_SRC_ALPHA
ā€¢ GL_DST_ALPHA
ā€¢ GL_ONE_MINUS_DST_ALPHA
ā€¢ GL_DST_COLOR
ā€¢ GL_ONE_MINUS_DST_COLOR
ā€¢ GL_SRC_ALPHA_SATURATE
ā€¢ GL_STENCIL_BUFFER_BIT
ā€¢ GL_FRONT_LEFT
ā€¢ GL_FRONT_RIGHT
ā€¢ GL_BACK_LEFT
ā€¢ GL_BACK_RIGHT
ā€¢ GL_FRONT
ā€¢ GL_BACK
ā€¢ GL_LEFT
ā€¢ GL_RIGHT
ā€¢ GL_FRONT_AND_BACK
ā€¢ GL_AUX0
1034

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The Ring programming language version 1.5.1 book - Part 106 of 180

  • 1. Ring Documentation, Release 1.5.1 ā€¢ void glPushAttrib(GLbitļ¬eld mask) ā€¢ void glPushClientAttrib(GLbitļ¬eld mask) ā€¢ void glPushMatrix(void) ā€¢ void glPushName(GLuint name) ā€¢ void glPrioritizeTextures(GLsizei n,const GLuint * textures,const GLclampf * priorities) ā€¢ void glPopMatrix(void) ā€¢ void glRasterPos2s(GLshort x,GLshort y) ā€¢ void glRasterPos2i(GLint x,GLint y) ā€¢ void glRasterPos2f(GLļ¬‚oat x,GLļ¬‚oat y) ā€¢ void glRasterPos2d(GLdouble x,GLdouble y) ā€¢ void glRasterPos3s(GLshort x,GLshort y,GLshort z) ā€¢ void glRasterPos3i(GLint x,GLint y,GLint z) ā€¢ void glRasterPos3f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z) ā€¢ void glRasterPos3d(GLdouble x,GLdouble y,GLdouble z) ā€¢ void glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w) ā€¢ void glRasterPos4i(GLint x,GLint y,GLint z,GLint w) ā€¢ void glRasterPos4f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z,GLļ¬‚oat w) ā€¢ void glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w) ā€¢ void glReadBuffer(GLenum mode) ā€¢ void glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid * data) ā€¢ void glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2) ā€¢ void glRectf(GLļ¬‚oat x1,GLļ¬‚oat y1,GLļ¬‚oat x2,GLļ¬‚oat y2) ā€¢ void glRecti(GLint x1,GLint y1,GLint x2,GLint y2) ā€¢ void glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2) ā€¢ void glRectdv(const GLdouble * v1,const GLdouble * v2) ā€¢ void glRectfv(const GLļ¬‚oat * v1,const GLļ¬‚oat * v2) ā€¢ void glRectiv(const GLint * v1,const GLint * v2) ā€¢ void glRectsv(const GLshort * v1,const GLshort * v2) ā€¢ GLint glRenderMode(GLenum mode) ā€¢ void glResetHistogram(GLenum target) ā€¢ void glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z) ā€¢ void glRotatef(GLļ¬‚oat angle,GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z) ā€¢ void glSampleCoverage(GLclampf value,GLboolean invert) ā€¢ void glScaled(GLdouble x,GLdouble y,GLdouble z) ā€¢ void glScalef(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z) ā€¢ void glScissor(GLint x,GLint y,GLsizei width,GLsizei height) 1025
  • 2. Ring Documentation, Release 1.5.1 ā€¢ void glSecondaryColor3b(GLbyte red,GLbyte green,GLbyte blue) ā€¢ void glSecondaryColor3s(GLshort red,GLshort green,GLshort blue) ā€¢ void glSecondaryColor3i(GLint red,GLint green,GLint blue) ā€¢ void glSecondaryColor3f(GLļ¬‚oat red,GLļ¬‚oat green,GLļ¬‚oat blue) ā€¢ void glSecondaryColor3d(GLdouble red,GLdouble green,GLdouble blue) ā€¢ void glSecondaryColor3ub(GLubyte red,GLubyte green,GLubyte blue) ā€¢ void glSecondaryColor3us(GLushort red,GLushort green,GLushort blue) ā€¢ void glSecondaryColor3ui(GLuint red,GLuint green,GLuint blue) ā€¢ void glSecondaryColor3bv(const GLbyte * v) ā€¢ void glSecondaryColor3sv(const GLshort * v) ā€¢ void glSecondaryColor3iv(const GLint * v) ā€¢ void glSecondaryColor3fv(const GLļ¬‚oat * v) ā€¢ void glSecondaryColor3dv(const GLdouble * v) ā€¢ void glSecondaryColor3ubv(const GLubyte * v) ā€¢ void glSecondaryColor3usv(const GLushort * v) ā€¢ void glSecondaryColor3uiv(const GLuint * v) ā€¢ void glSecondaryColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) ā€¢ void glSelectBuffer(GLsizei size,GLuint * buffer) ā€¢ void glSeparableFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum for- mat,GLenum type,const GLvoid * row,const GLvoid * column) ā€¢ void glShadeModel(GLenum mode) ā€¢ void glShaderSource(GLuint shader,GLsizei count,const GLchar **string,const GLint *length) ā€¢ void glStencilFunc(GLenum func,GLint ref,GLuint mask) ā€¢ void glStencilFuncSeparate(GLenum face,GLenum func,GLint ref,GLuint mask) ā€¢ void glStencilMask(GLuint mask) ā€¢ void glStencilMaskSeparate(GLenum face,GLuint mask) ā€¢ void glStencilOp(GLenum sfail,GLenum dpfail,GLenum dppass) ā€¢ void glStencilOpSeparate(GLenum face,GLenum sfail,GLenum dpfail,GLenum dppass) ā€¢ void glTexCoord1s(GLshort s) ā€¢ void glTexCoord1i(GLint s) ā€¢ void glTexCoord1f(GLļ¬‚oat s) ā€¢ void glTexCoord1d(GLdouble s) ā€¢ void glTexCoord2s(GLshort s,GLshort t) ā€¢ void glTexCoord2i(GLint s,GLint t) ā€¢ void glTexCoord2f(GLļ¬‚oat s,GLļ¬‚oat t) ā€¢ void glTexCoord2d(GLdouble s,GLdouble t) 1026
  • 3. Ring Documentation, Release 1.5.1 ā€¢ void glTexCoord3s(GLshort s,GLshort t,GLshort r) ā€¢ void glTexCoord3i(GLint s,GLint t,GLint r) ā€¢ void glTexCoord3f(GLļ¬‚oat s,GLļ¬‚oat t,GLļ¬‚oat r) ā€¢ void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r) ā€¢ void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q) ā€¢ void glTexCoord4i(GLint s,GLint t,GLint r,GLint q) ā€¢ void glTexCoord4f(GLļ¬‚oat s,GLļ¬‚oat t,GLļ¬‚oat r,GLļ¬‚oat q) ā€¢ void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q) ā€¢ void glTexCoord1sv(const GLshort * v) ā€¢ void glTexCoord1iv(const GLint * v) ā€¢ void glTexCoord1fv(const GLļ¬‚oat * v) ā€¢ void glTexCoord1dv(const GLdouble * v) ā€¢ void glTexCoord2sv(const GLshort * v) ā€¢ void glTexCoord2iv(const GLint * v) ā€¢ void glTexCoord2fv(const GLļ¬‚oat * v) ā€¢ void glTexCoord2dv(const GLdouble * v) ā€¢ void glTexCoord3sv(const GLshort * v) ā€¢ void glTexCoord3iv(const GLint * v) ā€¢ void glTexCoord3fv(const GLļ¬‚oat * v) ā€¢ void glTexCoord3dv(const GLdouble * v) ā€¢ void glTexCoord4sv(const GLshort * v) ā€¢ void glTexCoord4iv(const GLint * v) ā€¢ void glTexCoord4fv(const GLļ¬‚oat * v) ā€¢ void glTexCoord4dv(const GLdouble * v) ā€¢ void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) ā€¢ void glTexEnvf(GLenum target,GLenum pname,GLļ¬‚oat param) ā€¢ void glTexEnvi(GLenum target,GLenum pname,GLint param) ā€¢ void glTexGeni(GLenum coord,GLenum pname,GLint param) ā€¢ void glTexGenf(GLenum coord,GLenum pname,GLļ¬‚oat param) ā€¢ void glTexGend(GLenum coord,GLenum pname,GLdouble param) ā€¢ void glTexGeniv(GLenum coord,GLenum pname,const GLint * params) ā€¢ void glTexGenfv(GLenum coord,GLenum pname,const GLļ¬‚oat * params) ā€¢ void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params) ā€¢ void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint bor- der,GLenum format,GLenum type,const GLvoid * data) 1027
  • 4. Ring Documentation, Release 1.5.1 ā€¢ void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glTexParameterf(GLenum target,GLenum pname,GLļ¬‚oat param) ā€¢ void glTexParameteri(GLenum target,GLenum pname,GLint param) ā€¢ void glTexParameterfv(GLenum target,GLenum pname,const GLļ¬‚oat * params) ā€¢ void glTexParameteriv(GLenum target,GLenum pname,const GLint * params) ā€¢ void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data) ā€¢ void glTranslated(GLdouble x,GLdouble y,GLdouble z) ā€¢ void glTranslatef(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z) ā€¢ void glUniform1f(GLint location,GLļ¬‚oat v0) ā€¢ void glUniform2f(GLint location,GLļ¬‚oat v0,GLļ¬‚oat v1) ā€¢ void glUniform3f(GLint location,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2) ā€¢ void glUniform4f(GLint location,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2,GLļ¬‚oat v3) ā€¢ void glUniform1i(GLint location,GLint v0) ā€¢ void glUniform2i(GLint location,GLint v0,GLint v1) ā€¢ void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2) ā€¢ void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3) ā€¢ void glUniform1fv(GLint location,GLsizei count,const GLļ¬‚oat *value) ā€¢ void glUniform2fv(GLint location,GLsizei count,const GLļ¬‚oat *value) ā€¢ void glUniform3fv(GLint location,GLsizei count,const GLļ¬‚oat *value) ā€¢ void glUniform4fv(GLint location,GLsizei count,const GLļ¬‚oat *value) ā€¢ void glUniform1iv(GLint location,GLsizei count,const GLint *value) ā€¢ void glUniform2iv(GLint location,GLsizei count,const GLint *value) ā€¢ void glUniform3iv(GLint location,GLsizei count,const GLint *value) ā€¢ void glUniform4iv(GLint location,GLsizei count,const GLint *value) ā€¢ void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) 1028
  • 5. Ring Documentation, Release 1.5.1 ā€¢ void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLļ¬‚oat *value) ā€¢ void glUseProgram(GLuint program) ā€¢ void glValidateProgram(GLuint program) ā€¢ void glVertex2s(GLshort x,GLshort y) ā€¢ void glVertex2i(GLint x,GLint y) ā€¢ void glVertex2f(GLļ¬‚oat x,GLļ¬‚oat y) ā€¢ void glVertex2d(GLdouble x,GLdouble y) ā€¢ void glVertex3s(GLshort x,GLshort y,GLshort z) ā€¢ void glVertex3i(GLint x,GLint y,GLint z) ā€¢ void glVertex3f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z) ā€¢ void glVertex3d(GLdouble x,GLdouble y,GLdouble z) ā€¢ void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w) ā€¢ void glVertex4i(GLint x,GLint y,GLint z,GLint w) ā€¢ void glVertex4f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z,GLļ¬‚oat w) ā€¢ void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w) ā€¢ void glVertex2sv(const GLshort * v) ā€¢ void glVertex2iv(const GLint * v) ā€¢ void glVertex2fv(const GLļ¬‚oat * v) ā€¢ void glVertex2dv(const GLdouble * v) ā€¢ void glVertex3sv(const GLshort * v) ā€¢ void glVertex3iv(const GLint * v) ā€¢ void glVertex3fv(const GLļ¬‚oat * v) ā€¢ void glVertex3dv(const GLdouble * v) ā€¢ void glVertex4sv(const GLshort * v) ā€¢ void glVertex4iv(const GLint * v) ā€¢ void glVertex4fv(const GLļ¬‚oat * v) ā€¢ void glVertex4dv(const GLdouble * v) ā€¢ void glVertexAttrib1f(GLuint index,GLļ¬‚oat v0) ā€¢ void glVertexAttrib1s(GLuint index,GLshort v0) ā€¢ void glVertexAttrib1d(GLuint index,GLdouble v0) ā€¢ void glVertexAttrib2f(GLuint index,GLļ¬‚oat v0,GLļ¬‚oat v1) ā€¢ void glVertexAttrib2s(GLuint index,GLshort v0,GLshort v1) ā€¢ void glVertexAttrib2d(GLuint index,GLdouble v0,GLdouble v1) ā€¢ void glVertexAttrib3f(GLuint index,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2) ā€¢ void glVertexAttrib3s(GLuint index,GLshort v0,GLshort v1,GLshort v2) 1029
  • 6. Ring Documentation, Release 1.5.1 ā€¢ void glVertexAttrib3d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2) ā€¢ void glVertexAttrib4f(GLuint index,GLļ¬‚oat v0,GLļ¬‚oat v1,GLļ¬‚oat v2,GLļ¬‚oat v3) ā€¢ void glVertexAttrib4s(GLuint index,GLshort v0,GLshort v1,GLshort v2,GLshort v3) ā€¢ void glVertexAttrib4d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3) ā€¢ void glVertexAttrib4Nub(GLuint index,GLubyte v0,GLubyte v1,GLubyte v2,GLubyte v3) ā€¢ void glVertexAttrib1fv(GLuint index,const GLļ¬‚oat *v) ā€¢ void glVertexAttrib1sv(GLuint index,const GLshort *v) ā€¢ void glVertexAttrib1dv(GLuint index,const GLdouble *v) ā€¢ void glVertexAttrib2fv(GLuint index,const GLļ¬‚oat *v) ā€¢ void glVertexAttrib2sv(GLuint index,const GLshort *v) ā€¢ void glVertexAttrib2dv(GLuint index,const GLdouble *v) ā€¢ void glVertexAttrib3fv(GLuint index,const GLļ¬‚oat *v) ā€¢ void glVertexAttrib3sv(GLuint index,const GLshort *v) ā€¢ void glVertexAttrib3dv(GLuint index,const GLdouble *v) ā€¢ void glVertexAttrib4fv(GLuint index,const GLļ¬‚oat *v) ā€¢ void glVertexAttrib4sv(GLuint index,const GLshort *v) ā€¢ void glVertexAttrib4dv(GLuint index,const GLdouble *v) ā€¢ void glVertexAttrib4iv(GLuint index,const GLint *v) ā€¢ void glVertexAttrib4bv(GLuint index,const GLbyte *v) ā€¢ void glVertexAttrib4ubv(GLuint index,const GLubyte *v) ā€¢ void glVertexAttrib4usv(GLuint index,const GLushort *v) ā€¢ void glVertexAttrib4uiv(GLuint index,const GLuint *v) ā€¢ void glVertexAttribPointer(GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei stride,const GLvoid * pointer) ā€¢ void glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) ā€¢ void glViewport(GLint x,GLint y,GLsizei width,GLsizei height) ā€¢ void glWindowPos2s(GLshort x,GLshort y) ā€¢ void glWindowPos2i(GLint x,GLint y) ā€¢ void glWindowPos2f(GLļ¬‚oat x,GLļ¬‚oat y) ā€¢ void glWindowPos2d(GLdouble x,GLdouble y) ā€¢ void glWindowPos3s(GLshort x,GLshort y,GLshort z) ā€¢ void glWindowPos3i(GLint x,GLint y,GLint z) ā€¢ void glWindowPos3f(GLļ¬‚oat x,GLļ¬‚oat y,GLļ¬‚oat z) ā€¢ void glWindowPos3d(GLdouble x,GLdouble y,GLdouble z) ā€¢ void glWindowPos2sv(const GLshort * v) ā€¢ void glWindowPos2iv(const GLint * v) 1030
  • 7. Ring Documentation, Release 1.5.1 ā€¢ void glWindowPos2fv(const GLļ¬‚oat * v) ā€¢ void glWindowPos2dv(const GLdouble * v) ā€¢ void glWindowPos3sv(const GLshort * v) ā€¢ void glWindowPos3iv(const GLint * v) ā€¢ void glWindowPos3fv(const GLļ¬‚oat * v) ā€¢ void glWindowPos3dv(const GLdouble * v) ā€¢ void gluBeginCurve(GLUnurbs* nurb) ā€¢ void gluBeginPolygon(GLUtesselator* tess) ā€¢ void gluBeginSurface(GLUnurbs* nurb) ā€¢ void gluBeginTrim(GLUnurbs* nurb) ā€¢ void gluCylinder(GLUquadric* quad,GLdouble base,GLdouble top,GLdouble height,GLint slices,GLint stacks) ā€¢ void gluDeleteNurbsRenderer(GLUnurbs* nurb) ā€¢ void gluDeleteQuadric(GLUquadric* quad) ā€¢ void gluDeleteTess(GLUtesselator* tess) ā€¢ void gluDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops) ā€¢ void gluEndCurve(GLUnurbs* nurb) ā€¢ void gluEndPolygon(GLUtesselator* tess) ā€¢ void gluEndSurface(GLUnurbs* nurb) ā€¢ void gluEndTrim(GLUnurbs* nurb) ā€¢ const GLubyte * gluErrorString(GLenum error) ā€¢ void gluGetNurbsProperty(GLUnurbs* nurb,GLenum property,GLļ¬‚oat* data) ā€¢ const GLubyte * gluGetString(GLenum name) ā€¢ void gluGetTessProperty(GLUtesselator* tess,GLenum which,GLdouble* data) ā€¢ void gluLoadSamplingMatrices(GLUnurbs* nurb,const GLļ¬‚oat * model,const GLļ¬‚oat * perspective,const GLint * view) ā€¢ void gluLookAt(GLdouble eyeX,GLdouble eyeY,GLdouble eyeZ,GLdouble centerX,GLdouble cen- terY,GLdouble centerZ,GLdouble upX,GLdouble upY,GLdouble upZ) ā€¢ GLUnurbs *gluNewNurbsRenderer(void) ā€¢ GLUquadric *gluNewQuadric(void) ā€¢ GLUtesselator* gluNewTess(void) ā€¢ void gluNextContour(GLUtesselator* tess,GLenum type) ā€¢ void gluNurbsCurve(GLUnurbs* nurb,GLint knotCount,GLļ¬‚oat * knots,GLint stride,GLļ¬‚oat * control,GLint order,GLenum type) ā€¢ void gluNurbsProperty(GLUnurbs* nurb,GLenum property,GLļ¬‚oat value) ā€¢ void gluNurbsSurface(GLUnurbs* nurb,GLint sKnotCount,GLļ¬‚oat* sKnots,GLint tKnotCount,GLļ¬‚oat* tKnots,GLint sStride,GLint tStride,GLļ¬‚oat* control,GLint sOrder,GLint tOrder,GLenum type) ā€¢ void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top) 1031
  • 8. Ring Documentation, Release 1.5.1 ā€¢ void gluPartialDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops,GLdouble start,GLdouble sweep) ā€¢ void gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar) ā€¢ void gluPickMatrix(GLdouble x,GLdouble y,GLdouble delX,GLdouble delY,GLint * viewport) ā€¢ GLint gluProject(GLdouble objX,GLdouble objY,GLdouble objZ,const GLdouble * model,const GLdouble * proj,const GLint * view,GLdouble* winX,GLdouble* winY,GLdouble* winZ) ā€¢ void gluPwlCurve(GLUnurbs* nurb,GLint count,GLļ¬‚oat* data,GLint stride,GLenum type) ā€¢ void gluQuadricDrawStyle(GLUquadric* quad,GLenum draw) ā€¢ void gluQuadricNormals(GLUquadric* quad,GLenum normal) ā€¢ void gluQuadricOrientation(GLUquadric* quad,GLenum orientation) ā€¢ void gluQuadricTexture(GLUquadric* quad,GLboolean texture) ā€¢ GLint gluScaleImage(GLenum format,GLsizei wIn,GLsizei hIn,GLenum typeIn,const void * dataIn,GLsizei wOut,GLsizei hOut,GLenum typeOut,GLvoid* dataOut) ā€¢ void gluSphere(GLUquadric* quad,GLdouble radius,GLint slices,GLint stacks) ā€¢ void gluTessBeginContour(GLUtesselator* tess) ā€¢ void gluTessBeginPolygon(GLUtesselator* tess,GLvoid* data) ā€¢ void gluTessEndContour(GLUtesselator* tess) ā€¢ void gluTessEndPolygon(GLUtesselator* tess) ā€¢ void gluTessNormal(GLUtesselator* tess,GLdouble valueX,GLdouble valueY,GLdouble valueZ) ā€¢ void gluTessProperty(GLUtesselator* tess,GLenum which,GLdouble data) ā€¢ void gluTessVertex(GLUtesselator* tess,GLdouble * location,GLvoid* data) ā€¢ GLint gluUnProject(GLdouble winX,GLdouble winY,GLdouble winZ,const GLdouble * model,const GLdou- ble * proj,const GLint * view,GLdouble* objX,GLdouble* objY,GLdouble* objZ) ā€¢ void glDisable(GLenum cap) 1032
  • 9. CHAPTER EIGHTYTHREE RINGOPENGL (OPENGL 3.0) FUNCTIONS REFERENCE ā€¢ GL_ZERO ā€¢ GL_FALSE ā€¢ GL_LOGIC_OP ā€¢ GL_NONE ā€¢ GL_TEXTURE_COMPONENTS ā€¢ GL_NO_ERROR ā€¢ GL_POINTS ā€¢ GL_CURRENT_BIT ā€¢ GL_TRUE ā€¢ GL_ONE ā€¢ GL_CLIENT_PIXEL_STORE_BIT ā€¢ GL_LINES ā€¢ GL_LINE_LOOP ā€¢ GL_POINT_BIT ā€¢ GL_CLIENT_VERTEX_ARRAY_BIT ā€¢ GL_LINE_STRIP ā€¢ GL_LINE_BIT ā€¢ GL_TRIANGLES ā€¢ GL_TRIANGLE_STRIP ā€¢ GL_TRIANGLE_FAN ā€¢ GL_QUADS ā€¢ GL_QUAD_STRIP ā€¢ GL_POLYGON_BIT ā€¢ GL_POLYGON ā€¢ GL_POLYGON_STIPPLE_BIT ā€¢ GL_PIXEL_MODE_BIT ā€¢ GL_LIGHTING_BIT 1033
  • 10. Ring Documentation, Release 1.5.1 ā€¢ GL_FOG_BIT ā€¢ GL_DEPTH_BUFFER_BIT ā€¢ GL_ACCUM ā€¢ GL_LOAD ā€¢ GL_RETURN ā€¢ GL_MULT ā€¢ GL_ADD ā€¢ GL_NEVER ā€¢ GL_ACCUM_BUFFER_BIT ā€¢ GL_LESS ā€¢ GL_EQUAL ā€¢ GL_LEQUAL ā€¢ GL_GREATER ā€¢ GL_NOTEQUAL ā€¢ GL_GEQUAL ā€¢ GL_ALWAYS ā€¢ GL_SRC_COLOR ā€¢ GL_ONE_MINUS_SRC_COLOR ā€¢ GL_SRC_ALPHA ā€¢ GL_ONE_MINUS_SRC_ALPHA ā€¢ GL_DST_ALPHA ā€¢ GL_ONE_MINUS_DST_ALPHA ā€¢ GL_DST_COLOR ā€¢ GL_ONE_MINUS_DST_COLOR ā€¢ GL_SRC_ALPHA_SATURATE ā€¢ GL_STENCIL_BUFFER_BIT ā€¢ GL_FRONT_LEFT ā€¢ GL_FRONT_RIGHT ā€¢ GL_BACK_LEFT ā€¢ GL_BACK_RIGHT ā€¢ GL_FRONT ā€¢ GL_BACK ā€¢ GL_LEFT ā€¢ GL_RIGHT ā€¢ GL_FRONT_AND_BACK ā€¢ GL_AUX0 1034