gl
Module
Module Summary
Description
DATA TYPES
- clamp() = float()
-
0.0..1.0
- enum() = non_neg_integer()
-
See wx/include/gl.hrl
- matrix() = matrix12() | matrix16()
- matrix12() = {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}
- matrix16() = {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}
- mem() = binary() | tuple()
-
Memory block
- offset() = non_neg_integer()
-
Offset in memory block
Exports
Types
Specify the clear value for the color index buffers
gl:clearIndex specifies the index used by gl:clear/1 to clear the color index buffers. C is not clamped. Rather, C is converted to a fixed-point value with unspecified precision to the right of the binary point. The integer part of this value is then masked with 2 m-1, where m is the number of bits in a color index stored in the frame buffer.
See external documentation.
clearColor(Red, Green, Blue, Alpha) -> ok
Specify clear values for the color buffers
gl:clearColor specifies the red, green, blue, and alpha values used by gl:clear/1 to clear the color buffers. Values specified by gl:clearColor are clamped to the range [0 1].
See external documentation.
Types
Clear buffers to preset values
gl:clear sets the bitplane area of the window to values previously selected by gl:clearColor , gl:clearDepth, and gl:clearStencil. Multiple color buffers can be cleared simultaneously by selecting more than one buffer at a time using gl:drawBuffer/1 .
See external documentation.
Types
Control the writing of individual bits in the color index buffers
gl:indexMask controls the writing of individual bits in the color index buffers. The least significant n bits of Mask , where n is the number of bits in a color index buffer, specify a mask. Where a 1 (one) appears in the mask, it's possible to write to the corresponding bit in the color index buffer (or buffers). Where a 0 (zero) appears, the corresponding bit is write-protected.
See external documentation.
colorMask(Red, Green, Blue, Alpha) -> ok
Types
Enable and disable writing of frame buffer color components
gl:colorMask and gl:colorMaski specify whether the individual color components in the frame buffer can or cannot be written. gl:colorMaski sets the mask for a specific draw buffer, whereas gl:colorMask sets the mask for all draw buffers. If Red is ?GL_FALSE, for example, no change is made to the red component of any pixel in any of the color buffers, regardless of the drawing operation attempted.
See external documentation.
Specify the alpha test function
The alpha test discards fragments depending on the outcome of a comparison between an incoming fragment's alpha value and a constant reference value. gl:alphaFunc specifies the reference value and the comparison function. The comparison is performed only if alpha testing is enabled. By default, it is not enabled. (See gl:enable/1 and gl:enable/1 of ?GL_ALPHA_TEST.)
See external documentation.
blendFunc(Sfactor, Dfactor) -> ok
Specify pixel arithmetic
Pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values). Blending is initially disabled. Use gl:enable/1 and gl:enable/1 with argument ?GL_BLEND to enable and disable blending.
See external documentation.
Types
Specify a logical pixel operation for rendering
gl:logicOp specifies a logical operation that, when enabled, is applied between the incoming RGBA color and the RGBA color at the corresponding location in the frame buffer. To enable or disable the logical operation, call gl:enable/1 and gl:enable/1 using the symbolic constant ?GL_COLOR_LOGIC_OP. The initial value is disabled.
See external documentation.
Types
Specify whether front- or back-facing facets can be culled
gl:cullFace specifies whether front- or back-facing facets are culled (as specified by mode) when facet culling is enabled. Facet culling is initially disabled. To enable and disable facet culling, call the gl:enable/1 and gl:enable/1 commands with the argument ?GL_CULL_FACE. Facets include triangles, quadrilaterals, polygons, and rectangles.
See external documentation.
Types
Define front- and back-facing polygons
In a scene composed entirely of opaque closed surfaces, back-facing polygons are never visible. Eliminating these invisible polygons has the obvious benefit of speeding up the rendering of the image. To enable and disable elimination of back-facing polygons, call gl:enable/1 and gl:enable/1 with argument ?GL_CULL_FACE.
See external documentation.
Types
Specify the diameter of rasterized points
gl:pointSize specifies the rasterized diameter of points. If point size mode is disabled (see gl:enable/1 with parameter ?GL_PROGRAM_POINT_SIZE), this value will be used to rasterize points. Otherwise, the value written to the shading language built-in variable gl_PointSize will be used.
See external documentation.
Types
Specify the width of rasterized lines
gl:lineWidth specifies the rasterized width of both aliased and antialiased lines. Using a line width other than 1 has different effects, depending on whether line antialiasing is enabled. To enable and disable line antialiasing, call gl:enable/1 and gl:enable/1 with argument ?GL_LINE_SMOOTH. Line antialiasing is initially disabled.
See external documentation.
lineStipple(Factor, Pattern) -> ok
Types
Specify the line stipple pattern
Line stippling masks out certain fragments produced by rasterization; those fragments will not be drawn. The masking is achieved by using three parameters: the 16-bit line stipple pattern Pattern , the repeat count Factor , and an integer stipple counter s.
See external documentation.
Select a polygon rasterization mode
gl:polygonMode controls the interpretation of polygons for rasterization. Face describes which polygons Mode applies to: both front and back-facing polygons (?GL_FRONT_AND_BACK ). The polygon mode affects only the final rasterization of polygons. In particular, a polygon's vertices are lit and the polygon is clipped and possibly culled before these modes are applied.
See external documentation.
polygonOffset(Factor, Units) -> ok
Types
Set the scale and units used to calculate depth values
When ?GL_POLYGON_OFFSET_FILL, ?GL_POLYGON_OFFSET_LINE, or ?GL_POLYGON_OFFSET_POINT is enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The value of the offset is factor×DZ+r×units, where DZ is a measurement of the change in depth relative to the screen area of the polygon, and r is the smallest value that is guaranteed to produce a resolvable offset for a given implementation. The offset is added before the depth test is performed and before the value is written into the depth buffer.
See external documentation.
Types
Set the polygon stippling pattern
Polygon stippling, like line stippling (see gl:lineStipple/2 ), masks out certain fragments produced by rasterization, creating a pattern. Stippling is independent of polygon antialiasing.
See external documentation.
getPolygonStipple() -> binary()
Return the polygon stipple pattern
gl:getPolygonStipple returns to Pattern a 32×32 polygon stipple pattern. The pattern is packed into memory as if gl:readPixels/7 with both height and width of 32, type of ?GL_BITMAP, and format of ?GL_COLOR_INDEX were called, and the stipple pattern were stored in an internal 32×32 color index buffer. Unlike gl:readPixels/7 , however, pixel transfer operations (shift, offset, pixel map) are not applied to the returned stipple image.
See external documentation.
Types
Flag edges as either boundary or nonboundary
Each vertex of a polygon, separate triangle, or separate quadrilateral specified between a gl:'begin'/1 / gl:'begin'/1 pair is marked as the start of either a boundary or nonboundary edge. If the current edge flag is true when the vertex is specified, the vertex is marked as the start of a boundary edge. Otherwise, the vertex is marked as the start of a nonboundary edge. gl:edgeFlag sets the edge flag bit to ?GL_TRUE if Flag is ?GL_TRUE and to ?GL_FALSE otherwise.
See external documentation.
Types
Equivalent to edgeFlag(Flag).
scissor(X, Y, Width, Height) -> ok
Types
Define the scissor box
gl:scissor defines a rectangle, called the scissor box, in window coordinates. The first two arguments, X and Y , specify the lower left corner of the box. Width and Height specify the width and height of the box.
See external documentation.
clipPlane(Plane, Equation) -> ok
Specify a plane against which all geometry is clipped
Geometry is always clipped against the boundaries of a six-plane frustum in x, y , and z. gl:clipPlane allows the specification of additional planes, not necessarily perpendicular to the x, y, or z axis, against which all geometry is clipped. To determine the maximum number of additional clipping planes, call gl:getBooleanv/1 with argument ?GL_MAX_CLIP_PLANES. All implementations support at least six such clipping planes. Because the resulting clipping region is the intersection of the defined half-spaces, it is always convex.
See external documentation.
getClipPlane(Plane) -> {float(), float(), float(), float()}
Types
Return the coefficients of the specified clipping plane
gl:getClipPlane returns in Equation the four coefficients of the plane equation for Plane .
See external documentation.
Types
Specify which color buffers are to be drawn into
When colors are written to the frame buffer, they are written into the color buffers specified by gl:drawBuffer. The specifications are as follows:
See external documentation.
Types
Select a color buffer source for pixels
gl:readBuffer specifies a color buffer as the source for subsequent gl:readPixels/7 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , and gl:copyTexSubImage3D/9 commands. Mode accepts one of twelve or more predefined values. In a fully configured system, ?GL_FRONT, ?GL_LEFT, and ?GL_FRONT_LEFT all name the front left buffer, ?GL_FRONT_RIGHT and ?GL_RIGHT name the front right buffer, and ?GL_BACK_LEFT and ?GL_BACK name the back left buffer. Further more, the constants ?GL_COLOR_ATTACHMENTi may be used to indicate the ith color attachment where i ranges from zero to the value of ?GL_MAX_COLOR_ATTACHMENTS minus one.
See external documentation.
Types
Enable or disable server-side GL capabilities
gl:enable and gl:enable/1 enable and disable various capabilities. Use gl:isEnabled/1 or gl:getBooleanv/1 to determine the current setting of any capability. The initial value for each capability with the exception of ?GL_DITHER and ?GL_MULTISAMPLE is ?GL_FALSE. The initial value for ?GL_DITHER and ?GL_MULTISAMPLE is ?GL_TRUE.
See external documentation.
Types
See enable/1
Types
Test whether a capability is enabled
gl:isEnabled returns ?GL_TRUE if Cap is an enabled capability and returns ?GL_FALSE otherwise. Boolean states that are indexed may be tested with gl:isEnabledi . For gl:isEnabledi, Index specifies the index of the capability to test. Index must be between zero and the count of indexed capabilities for Cap . Initially all capabilities except ?GL_DITHER are disabled; ?GL_DITHER is initially enabled.
See external documentation.
Types
Enable or disable client-side capability
gl:enableClientState and gl:enableClientState/1 enable or disable individual client-side capabilities. By default, all client-side capabilities are disabled. Both gl:enableClientState and gl:enableClientState/1 take a single argument, Cap , which can assume one of the following values:
See external documentation.
Types
Types
Return the value or values of a selected parameter
These four commands return values for simple state variables in GL. Pname is a symbolic constant indicating the state variable to be returned, and Params is a pointer to an array of the indicated type in which to place the returned data.
See external documentation.
getDoublev(Pname) -> [float()]
Types
See getBooleanv/1
Types
See getBooleanv/1
getIntegerv(Pname) -> [integer()]
Types
See getBooleanv/1
Types
Push and pop the server attribute stack
gl:pushAttrib takes one argument, a mask that indicates which groups of state variables to save on the attribute stack. Symbolic constants are used to set bits in the mask. Mask is typically constructed by specifying the bitwise-or of several of these constants together. The special mask ?GL_ALL_ATTRIB_BITS can be used to save all stackable states.
See external documentation.
See pushAttrib/1
Types
Push and pop the client attribute stack
gl:pushClientAttrib takes one argument, a mask that indicates which groups of client-state variables to save on the client attribute stack. Symbolic constants are used to set bits in the mask. Mask is typically constructed by specifying the bitwise-or of several of these constants together. The special mask ?GL_CLIENT_ALL_ATTRIB_BITS can be used to save all stackable client state.
See external documentation.
Types
Set rasterization mode
gl:renderMode sets the rasterization mode. It takes one argument, Mode , which can assume one of three predefined values:
See external documentation.
getError() -> enum()
Return error information
gl:getError returns the value of the error flag. Each detectable error is assigned a numeric code and symbolic name. When an error occurs, the error flag is set to the appropriate error code value. No other errors are recorded until gl:getError is called, the error code is returned, and the flag is reset to ?GL_NO_ERROR. If a call to gl:getError returns ?GL_NO_ERROR, there has been no detectable error since the last call to gl:getError , or since the GL was initialized.
See external documentation.
Types
Return a string describing the current GL connection
gl:getString returns a pointer to a static string describing some aspect of the current GL connection. Name can be one of the following:
See external documentation.
Block until all GL execution is complete
gl:finish does not return until the effects of all previously called GL commands are complete. Such effects include all changes to GL state, all changes to connection state, and all changes to the frame buffer contents.
See external documentation.
Force execution of GL commands in finite time
Different GL implementations buffer commands in several different locations, including network buffers and the graphics accelerator itself. gl:flush empties all of these buffers, causing all issued commands to be executed as quickly as they are accepted by the actual rendering engine. Though this execution may not be completed in any particular time period, it does complete in finite time.
See external documentation.
Specify implementation-specific hints
Certain aspects of GL behavior, when there is room for interpretation, can be controlled with hints. A hint is specified with two arguments. Target is a symbolic constant indicating the behavior to be controlled, and Mode is another symbolic constant indicating the desired behavior. The initial value for each Target is ?GL_DONT_CARE . Mode can be one of the following:
See external documentation.
Types
Specify the clear value for the depth buffer
gl:clearDepth specifies the depth value used by gl:clear/1 to clear the depth buffer. Values specified by gl:clearDepth are clamped to the range [0 1].
See external documentation.
Types
Specify the value used for depth buffer comparisons
gl:depthFunc specifies the function used to compare each incoming pixel depth value with the depth value present in the depth buffer. The comparison is performed only if depth testing is enabled. (See gl:enable/1 and gl:enable/1 of ?GL_DEPTH_TEST .)
See external documentation.
Types
Enable or disable writing into the depth buffer
gl:depthMask specifies whether the depth buffer is enabled for writing. If Flag is ?GL_FALSE, depth buffer writing is disabled. Otherwise, it is enabled. Initially, depth buffer writing is enabled.
See external documentation.
depthRange(Near_val, Far_val) -> ok
Specify mapping of depth values from normalized device coordinates to window coordinates
After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. gl:depthRange specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). Thus, the values accepted by gl:depthRange are both clamped to this range before they are accepted.
See external documentation.
clearAccum(Red, Green, Blue, Alpha) -> ok
Types
Specify clear values for the accumulation buffer
gl:clearAccum specifies the red, green, blue, and alpha values used by gl:clear/1 to clear the accumulation buffer.
See external documentation.
Operate on the accumulation buffer
The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and polygons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices.
See external documentation.
Types
Specify which matrix is the current matrix
gl:matrixMode sets the current matrix mode. Mode can assume one of four values:
See external documentation.
ortho(Left, Right, Bottom, Top, Near_val, Far_val) -> ok
Types
Multiply the current matrix with an orthographic matrix
gl:ortho describes a transformation that produces a parallel projection. The current matrix (see gl:matrixMode/1 ) is multiplied by this matrix and the result replaces the current matrix, as if gl:multMatrixd/1 were called with the following matrix as its argument:
See external documentation.
frustum(Left, Right, Bottom, Top, Near_val, Far_val) -> ok
Types
Multiply the current matrix by a perspective matrix
gl:frustum describes a perspective matrix that produces a perspective projection. The current matrix (see gl:matrixMode/1 ) is multiplied by this matrix and the result replaces the current matrix, as if gl:multMatrixd/1 were called with the following matrix as its argument:
See external documentation.
viewport(X, Y, Width, Height) -> ok
Types
Set the viewport
gl:viewport specifies the affine transformation of x and y from normalized device coordinates to window coordinates. Let (x nd y nd) be normalized device coordinates. Then the window coordinates (x w y w) are computed as follows:
See external documentation.
Push and pop the current matrix stack
There is a stack of matrices for each of the matrix modes. In ?GL_MODELVIEW mode, the stack depth is at least 32. In the other modes, ?GL_COLOR, ?GL_PROJECTION , and ?GL_TEXTURE, the depth is at least 2. The current matrix in any mode is the matrix on the top of the stack for that mode.
See external documentation.
See pushMatrix/0
Replace the current matrix with the identity matrix
gl:loadIdentity replaces the current matrix with the identity matrix. It is semantically equivalent to calling gl:loadMatrixd/1 with the identity matrix
See external documentation.
Types
Replace the current matrix with the specified matrix
gl:loadMatrix replaces the current matrix with the one whose elements are specified by M . The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see gl:matrixMode/1 ).
See external documentation.
Types
See loadMatrixd/1
Types
Multiply the current matrix with the specified matrix
gl:multMatrix multiplies the current matrix with the one specified using M , and replaces the current matrix with the product.
See external documentation.
Types
See multMatrixd/1
Types
Multiply the current matrix by a rotation matrix
gl:rotate produces a rotation of Angle degrees around the vector (x y z). The current matrix (see gl:matrixMode/1 ) is multiplied by a rotation matrix with the product replacing the current matrix, as if gl:multMatrixd/1 were called with the following matrix as its argument:
See external documentation.
Types
See rotated/4
Types
Multiply the current matrix by a general scaling matrix
gl:scale produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of the three axes.
See external documentation.
Types
See scaled/3
Types
Multiply the current matrix by a translation matrix
gl:translate produces a translation by (x y z). The current matrix (see gl:matrixMode/1 ) is multiplied by this translation matrix, with the product replacing the current matrix, as if gl:multMatrixd/1 were called with the following matrix for its argument:
See external documentation.
Types
See translated/3
Types
Determine if a name corresponds to a display list
gl:isList returns ?GL_TRUE if List is the name of a display list and returns ?GL_FALSE if it is not, or if an error occurs.
See external documentation.
deleteLists(List, Range) -> ok
Types
Delete a contiguous group of display lists
gl:deleteLists causes a contiguous group of display lists to be deleted. List is the name of the first display list to be deleted, and Range is the number of display lists to delete. All display lists d with list<= d<= list+range-1 are deleted.
See external documentation.
Types
Generate a contiguous set of empty display lists
gl:genLists has one argument, Range . It returns an integer n such that Range contiguous empty display lists, named n, n+1, ..., n+range-1, are created. If Range is 0, if there is no group of Range contiguous names available, or if any error is generated, no display lists are generated, and 0 is returned.
See external documentation.
Create or replace a display list
Display lists are groups of GL commands that have been stored for subsequent execution. Display lists are created with gl:newList. All subsequent commands are placed in the display list, in the order issued, until gl:endList/0 is called.
See external documentation.
Types
Execute a display list
gl:callList causes the named display list to be executed. The commands saved in the display list are executed in order, just as if they were called without using a display list. If List has not been defined as a display list, gl:callList is ignored.
See external documentation.
Types
Execute a list of display lists
gl:callLists causes each display list in the list of names passed as Lists to be executed. As a result, the commands saved in each display list are executed in order, just as if they were called without using a display list. Names of display lists that have not been defined are ignored.
See external documentation.
Types
set the display-list base for
gl:callLists/1 specifies an array of offsets. Display-list names are generated by adding Base to each offset. Names that reference valid display lists are executed; the others are ignored.
See external documentation.
Types
Delimit the vertices of a primitive or a group of like primitives
gl:'begin' and gl:'begin'/1 delimit the vertices that define a primitive or a group of like primitives. gl:'begin' accepts a single argument that specifies in which of ten ways the vertices are interpreted. Taking n as an integer count starting at one, and N as the total number of vertices specified, the interpretations are as follows:
See external documentation.
See 'begin'/1
Types
Specify a vertex
gl:vertex commands are used within gl:'begin'/1 / gl:'begin'/1 pairs to specify point, line, and polygon vertices. The current color, normal, texture coordinates, and fog coordinate are associated with the vertex when gl:vertex is called.
See external documentation.
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
See vertex2d/2
Types
Equivalent to vertex2d(X, Y).
Types
Equivalent to vertex2f(X, Y).
Types
Equivalent to vertex2i(X, Y).
Types
Equivalent to vertex2s(X, Y).
Types
Equivalent to vertex3d(X, Y, Z).
Types
Equivalent to vertex3f(X, Y, Z).
Types
Equivalent to vertex3i(X, Y, Z).
Types
Equivalent to vertex3s(X, Y, Z).
Types
Equivalent to vertex4d(X, Y, Z, W).
Types
Equivalent to vertex4f(X, Y, Z, W).
Types
Equivalent to vertex4i(X, Y, Z, W).
Types
Equivalent to vertex4s(X, Y, Z, W).
Types
Set the current normal vector
The current normal is set to the given coordinates whenever gl:normal is issued. Byte, short, or integer arguments are converted to floating-point format with a linear mapping that maps the most positive representable integer value to 1.0 and the most negative representable integer value to -1.0.
See external documentation.
Types
See normal3b/3
Types
See normal3b/3
Types
See normal3b/3
Types
See normal3b/3
Types
Equivalent to normal3b(Nx, Ny, Nz).
Types
Equivalent to normal3d(Nx, Ny, Nz).
Types
Equivalent to normal3f(Nx, Ny, Nz).
Types
Equivalent to normal3i(Nx, Ny, Nz).
Types
Equivalent to normal3s(Nx, Ny, Nz).
Types
Set the current color index
gl:index updates the current (single-valued) color index. It takes one argument, the new value for the current color index.
See external documentation.
Types
See indexd/1
Types
See indexd/1
Types
See indexd/1
Types
See indexd/1
Types
Equivalent to indexd(C).
Types
Equivalent to indexf(C).
Types
Equivalent to indexi(C).
Types
Equivalent to indexs(C).
Types
Equivalent to indexub(C).
color3b(Red, Green, Blue) -> ok
Types
Set the current color
The GL stores both a current single-valued color index and a current four-valued RGBA color. gl:color sets a new four-valued RGBA color. gl:color has two major variants: gl:color3 and gl:color4. gl:color3 variants specify new red, green, and blue values explicitly and set the current alpha value to 1.0 (full intensity) implicitly. gl:color4 variants specify all four color components explicitly.
See external documentation.
color3d(Red, Green, Blue) -> ok
Types
See color3b/3
color3f(Red, Green, Blue) -> ok
Types
See color3b/3
color3i(Red, Green, Blue) -> ok
Types
See color3b/3
color3s(Red, Green, Blue) -> ok
Types
See color3b/3
color3ub(Red, Green, Blue) -> ok
Types
See color3b/3
color3ui(Red, Green, Blue) -> ok
Types
See color3b/3
color3us(Red, Green, Blue) -> ok
Types
See color3b/3
color4b(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
color4d(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
color4f(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
color4i(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
color4s(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
color4ub(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
color4ui(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
color4us(Red, Green, Blue, Alpha) -> ok
Types
See color3b/3
Types
Equivalent to color3b(Red, Green, Blue).
Types
Equivalent to color3d(Red, Green, Blue).
Types
Equivalent to color3f(Red, Green, Blue).
Types
Equivalent to color3i(Red, Green, Blue).
Types
Equivalent to color3s(Red, Green, Blue).
Types
Equivalent to color3ub(Red, Green, Blue).
Types
Equivalent to color3ui(Red, Green, Blue).
Types
Equivalent to color3us(Red, Green, Blue).
Types
Equivalent to color4b(Red, Green, Blue, Alpha).
Types
Equivalent to color4d(Red, Green, Blue, Alpha).
Types
Equivalent to color4f(Red, Green, Blue, Alpha).
Types
Equivalent to color4i(Red, Green, Blue, Alpha).
Types
Equivalent to color4s(Red, Green, Blue, Alpha).
Types
Equivalent to color4ub(Red, Green, Blue, Alpha).
Types
Equivalent to color4ui(Red, Green, Blue, Alpha).
Types
Equivalent to color4us(Red, Green, Blue, Alpha).
Types
Set the current texture coordinates
gl:texCoord specifies texture coordinates in one, two, three, or four dimensions. gl:texCoord1 sets the current texture coordinates to (s 0 0 1); a call to gl:texCoord2 sets them to (s t 0 1). Similarly, gl:texCoord3 specifies the texture coordinates as (s t r 1), and gl:texCoord4 defines all four components explicitly as (s t r q).
See external documentation.
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
See texCoord1d/1
Types
Equivalent to texCoord1d(S).
Types
Equivalent to texCoord1f(S).
Types
Equivalent to texCoord1i(S).
Types
Equivalent to texCoord1s(S).
Types
Equivalent to texCoord2d(S, T).
Types
Equivalent to texCoord2f(S, T).
Types
Equivalent to texCoord2i(S, T).
Types
Equivalent to texCoord2s(S, T).
Types
Equivalent to texCoord3d(S, T, R).
Types
Equivalent to texCoord3f(S, T, R).
Types
Equivalent to texCoord3i(S, T, R).
Types
Equivalent to texCoord3s(S, T, R).
Types
Equivalent to texCoord4d(S, T, R, Q).
Types
Equivalent to texCoord4f(S, T, R, Q).
Types
Equivalent to texCoord4i(S, T, R, Q).
Types
Equivalent to texCoord4s(S, T, R, Q).
Types
Specify the raster position for pixel operations
The GL maintains a 3D position in window coordinates. This position, called the raster position, is used to position pixel and bitmap write operations. It is maintained with subpixel accuracy. See gl:bitmap/7 , gl:drawPixels/5 , and gl:copyPixels/5 .
See external documentation.
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
See rasterPos2d/2
Types
Equivalent to rasterPos2d(X, Y).
Types
Equivalent to rasterPos2f(X, Y).
Types
Equivalent to rasterPos2i(X, Y).
Types
Equivalent to rasterPos2s(X, Y).
Types
Equivalent to rasterPos3d(X, Y, Z).
Types
Equivalent to rasterPos3f(X, Y, Z).
Types
Equivalent to rasterPos3i(X, Y, Z).
Types
Equivalent to rasterPos3s(X, Y, Z).
Types
Equivalent to rasterPos4d(X, Y, Z, W).
Types
Equivalent to rasterPos4f(X, Y, Z, W).
Types
Equivalent to rasterPos4i(X, Y, Z, W).
Types
Equivalent to rasterPos4s(X, Y, Z, W).
Types
Draw a rectangle
gl:rect supports efficient specification of rectangles as two corner points. Each rectangle command takes four arguments, organized either as two consecutive pairs of (x y) coordinates or as two pointers to arrays, each containing an (x y) pair. The resulting rectangle is defined in the z=0 plane.
See external documentation.
Types
See rectd/4
Types
See rectd/4
Types
See rectd/4
Types
See rectd/4
Types
See rectd/4
Types
See rectd/4
Types
See rectd/4
vertexPointer(Size, Type, Stride, Ptr) -> ok
Define an array of vertex data
gl:vertexPointer specifies the location and data format of an array of vertex coordinates to use when rendering. Size specifies the number of coordinates per vertex, and must be 2, 3, or 4. Type specifies the data type of each coordinate, and Stride specifies the byte stride from one vertex to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see gl:interleavedArrays/3 .)
See external documentation.
normalPointer(Type, Stride, Ptr) -> ok
Define an array of normals
gl:normalPointer specifies the location and data format of an array of normals to use when rendering. Type specifies the data type of each normal coordinate, and Stride specifies the byte stride from one normal to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see gl:interleavedArrays/3 .)
See external documentation.
colorPointer(Size, Type, Stride, Ptr) -> ok
Define an array of colors
gl:colorPointer specifies the location and data format of an array of color components to use when rendering. Size specifies the number of components per color, and must be 3 or 4. Type specifies the data type of each color component, and Stride specifies the byte stride from one color to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see gl:interleavedArrays/3 .)
See external documentation.
indexPointer(Type, Stride, Ptr) -> ok
Define an array of color indexes
gl:indexPointer specifies the location and data format of an array of color indexes to use when rendering. Type specifies the data type of each color index and Stride specifies the byte stride from one color index to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays.
See external documentation.
texCoordPointer(Size, Type, Stride, Ptr) -> ok
Define an array of texture coordinates
gl:texCoordPointer specifies the location and data format of an array of texture coordinates to use when rendering. Size specifies the number of coordinates per texture coordinate set, and must be 1, 2, 3, or 4. Type specifies the data type of each texture coordinate, and Stride specifies the byte stride from one texture coordinate set to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see gl:interleavedArrays/3 .)
See external documentation.
edgeFlagPointer(Stride, Ptr) -> ok
Define an array of edge flags
gl:edgeFlagPointer specifies the location and data format of an array of boolean edge flags to use when rendering. Stride specifies the byte stride from one edge flag to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays.
See external documentation.
Types
Render a vertex using the specified vertex array element
gl:arrayElement commands are used within gl:'begin'/1 / gl:'begin'/1 pairs to specify vertex and attribute data for point, line, and polygon primitives. If ?GL_VERTEX_ARRAY is enabled when gl:arrayElement is called, a single vertex is drawn, using vertex and attribute data taken from location I of the enabled arrays. If ?GL_VERTEX_ARRAY is not enabled, no drawing occurs but the attributes corresponding to the enabled arrays are modified.
See external documentation.
drawArrays(Mode, First, Count) -> ok
Render primitives from array data
gl:drawArrays specifies multiple geometric primitives with very few subroutine calls. Instead of calling a GL procedure to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals, and colors and use them to construct a sequence of primitives with a single call to gl:drawArrays .
See external documentation.
drawElements(Mode, Count, Type, Indices) -> ok
Render primitives from array data
gl:drawElements specifies multiple geometric primitives with very few subroutine calls. Instead of calling a GL function to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals, and so on, and use them to construct a sequence of primitives with a single call to gl:drawElements .
See external documentation.
interleavedArrays(Format, Stride, Pointer) -> ok
Simultaneously specify and enable several interleaved arrays
gl:interleavedArrays lets you specify and enable individual color, normal, texture and vertex arrays whose elements are part of a larger aggregate array element. For some implementations, this is more efficient than specifying the arrays separately.
See external documentation.
Types
Select flat or smooth shading
GL primitives can have either flat or smooth shading. Smooth shading, the default, causes the computed colors of vertices to be interpolated as the primitive is rasterized, typically assigning different colors to each resulting pixel fragment. Flat shading selects the computed color of just one vertex and assigns it to all the pixel fragments generated by rasterizing a single primitive. In either case, the computed color of a vertex is the result of lighting if lighting is enabled, or it is the current color at the time the vertex was specified if lighting is disabled.
See external documentation.
lightf(Light, Pname, Param) -> ok
Set light source parameters
gl:light sets the values of individual light source parameters. Light names the light and is a symbolic name of the form ?GL_LIGHT i, where i ranges from 0 to the value of ?GL_MAX_LIGHTS - 1. Pname specifies one of ten light source parameters, again by symbolic name. Params is either a single value or a pointer to an array that contains the new values.
See external documentation.
lighti(Light, Pname, Param) -> ok
See lightf/3
lightfv(Light, Pname, Params) -> ok
See lightf/3
lightiv(Light, Pname, Params) -> ok
See lightf/3
getLightfv(Light, Pname) -> {float(), float(), float(), float()}
Return light source parameter values
gl:getLight returns in Params the value or values of a light source parameter. Light names the light and is a symbolic name of the form ?GL_LIGHT i where i ranges from 0 to the value of ?GL_MAX_LIGHTS - 1. ?GL_MAX_LIGHTS is an implementation dependent constant that is greater than or equal to eight. Pname specifies one of ten light source parameters, again by symbolic name.
See external documentation.
getLightiv(Light, Pname) -> {integer(), integer(), integer(), integer()}
See getLightfv/2
lightModelf(Pname, Param) -> ok
Set the lighting model parameters
gl:lightModel sets the lighting model parameter. Pname names a parameter and Params gives the new value. There are three lighting model parameters:
See external documentation.
lightModeli(Pname, Param) -> ok
See lightModelf/2
lightModelfv(Pname, Params) -> ok
See lightModelf/2
lightModeliv(Pname, Params) -> ok
See lightModelf/2
materialf(Face, Pname, Param) -> ok
Specify material parameters for the lighting model
gl:material assigns values to material parameters. There are two matched sets of material parameters. One, the front-facing set, is used to shade points, lines, bitmaps, and all polygons (when two-sided lighting is disabled), or just front-facing polygons (when two-sided lighting is enabled). The other set, back-facing, is used to shade back-facing polygons only when two-sided lighting is enabled. Refer to the gl:lightModelf/2 reference page for details concerning one- and two-sided lighting calculations.
See external documentation.
materiali(Face, Pname, Param) -> ok
See materialf/3
materialfv(Face, Pname, Params) -> ok
See materialf/3
materialiv(Face, Pname, Params) -> ok
See materialf/3
getMaterialfv(Face, Pname) -> {float(), float(), float(), float()}
Return material parameters
gl:getMaterial returns in Params the value or values of parameter Pname of material Face . Six parameters are defined:
See external documentation.
getMaterialiv(Face, Pname) -> {integer(), integer(), integer(), integer()}
See getMaterialfv/2
colorMaterial(Face, Mode) -> ok
Cause a material color to track the current color
gl:colorMaterial specifies which material parameters track the current color. When ?GL_COLOR_MATERIAL is enabled, the material parameter or parameters specified by Mode , of the material or materials specified by Face , track the current color at all times.
See external documentation.
pixelZoom(Xfactor, Yfactor) -> ok
Types
Specify the pixel zoom factors
gl:pixelZoom specifies values for the x and y zoom factors. During the execution of gl:drawPixels/5 or gl:copyPixels/5 , if ( xr, yr) is the current raster position, and a given element is in the mth row and nth column of the pixel rectangle, then pixels whose centers are in the rectangle with corners at
See external documentation.
pixelStoref(Pname, Param) -> ok
Set pixel storage modes
gl:pixelStore sets pixel storage modes that affect the operation of subsequent gl:readPixels/7 as well as the unpacking of texture patterns (see gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , gl:texSubImage1D/7 ), gl:compressedTexImage1D/7 , gl:compressedTexImage2D/8 , gl:compressedTexImage3D/9 , gl:compressedTexSubImage1D/7 , gl:compressedTexSubImage2D/9 or gl:compressedTexSubImage1D/7 .
See external documentation.
pixelStorei(Pname, Param) -> ok
See pixelStoref/2
pixelTransferf(Pname, Param) -> ok
Set pixel transfer modes
gl:pixelTransfer sets pixel transfer modes that affect the operation of subsequent gl:copyPixels/5 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 , gl:drawPixels/5 , gl:readPixels/7 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7 commands. Additionally, if the ARB_imaging subset is supported, the routines gl:colorTable/6 , gl:colorSubTable/6 , gl:convolutionFilter1D/6 , gl:convolutionFilter2D/7 , gl:histogram/4 , gl:minmax/3 , and gl:separableFilter2D/8 are also affected. The algorithms that are specified by pixel transfer modes operate on pixels after they are read from the frame buffer ( gl:copyPixels/5 gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 , and gl:readPixels/7 ), or unpacked from client memory ( gl:drawPixels/5 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7 ). Pixel transfer operations happen in the same order, and in the same manner, regardless of the command that resulted in the pixel operation. Pixel storage modes (see gl:pixelStoref/2 ) control the unpacking of pixels being read from client memory and the packing of pixels being written back into client memory.
See external documentation.
pixelTransferi(Pname, Param) -> ok
See pixelTransferf/2
pixelMapfv(Map, Mapsize, Values) -> ok
Set up pixel transfer maps
gl:pixelMap sets up translation tables, or maps, used by gl:copyPixels/5 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 , gl:drawPixels/5 , gl:readPixels/7 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7 . Additionally, if the ARB_imaging subset is supported, the routines gl:colorTable/6 , gl:colorSubTable/6 , gl:convolutionFilter1D/6 , gl:convolutionFilter2D/7 , gl:histogram/4 , gl:minmax/3 , and gl:separableFilter2D/8 . Use of these maps is described completely in the gl:pixelTransferf/2 reference page, and partly in the reference pages for the pixel and texture image commands. Only the specification of the maps is described in this reference page.
See external documentation.
pixelMapuiv(Map, Mapsize, Values) -> ok
See pixelMapfv/3
pixelMapusv(Map, Mapsize, Values) -> ok
See pixelMapfv/3
getPixelMapfv(Map, Values) -> ok
Return the specified pixel map
See the gl:pixelMapfv/3 reference page for a description of the acceptable values for the Map parameter. gl:getPixelMap returns in Data the contents of the pixel map specified in Map . Pixel maps are used during the execution of gl:readPixels/7 , gl:drawPixels/5 , gl:copyPixels/5 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , and gl:copyTexSubImage3D/9 . to map color indices, stencil indices, color components, and depth components to other values.
See external documentation.
getPixelMapuiv(Map, Values) -> ok
See getPixelMapfv/2
getPixelMapusv(Map, Values) -> ok
See getPixelMapfv/2
bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok
Types
Draw a bitmap
A bitmap is a binary image. When drawn, the bitmap is positioned relative to the current raster position, and frame buffer pixels corresponding to 1's in the bitmap are written using the current raster color or index. Frame buffer pixels corresponding to 0's in the bitmap are not modified.
See external documentation.
readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok
Types
Read a block of pixels from the frame buffer
gl:readPixels returns pixel data from the frame buffer, starting with the pixel whose lower left corner is at location ( X , Y ), into client memory starting at location Data . Several parameters control the processing of the pixel data before it is placed into client memory. These parameters are set with gl:pixelStoref/2 . This reference page describes the effects on gl:readPixels of most, but not all of the parameters specified by these three commands.
See external documentation.
drawPixels(Width, Height, Format, Type, Pixels) -> ok
Write a block of pixels to the frame buffer
gl:drawPixels reads pixel data from memory and writes it into the frame buffer relative to the current raster position, provided that the raster position is valid. Use gl:rasterPos2d/2 or gl:windowPos2d/2 to set the current raster position; use gl:getBooleanv/1 with argument ?GL_CURRENT_RASTER_POSITION_VALID to determine if the specified raster position is valid, and gl:getBooleanv/1 with argument ?GL_CURRENT_RASTER_POSITION to query the raster position.
See external documentation.
copyPixels(X, Y, Width, Height, Type) -> ok
Copy pixels in the frame buffer
gl:copyPixels copies a screen-aligned rectangle of pixels from the specified frame buffer location to a region relative to the current raster position. Its operation is well defined only if the entire pixel source region is within the exposed portion of the window. Results of copies from outside the window, or from regions of the window that are not exposed, are hardware dependent and undefined.
See external documentation.
stencilFunc(Func, Ref, Mask) -> ok
Set front and back function and reference value for stencil testing
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. Stencil planes are first drawn into using GL drawing primitives, then geometry and images are rendered using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
See external documentation.
Types
Control the front and back writing of individual bits in the stencil planes
gl:stencilMask controls the writing of individual bits in the stencil planes. The least significant n bits of Mask , where n is the number of bits in the stencil buffer, specify a mask. Where a 1 appears in the mask, it's possible to write to the corresponding bit in the stencil buffer. Where a 0 appears, the corresponding bit is write-protected. Initially, all bits are enabled for writing.
See external documentation.
stencilOp(Fail, Zfail, Zpass) -> ok
Set front and back stencil test actions
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
See external documentation.
Types
Specify the clear value for the stencil buffer
gl:clearStencil specifies the index used by gl:clear/1 to clear the stencil buffer. S is masked with 2 m-1, where m is the number of bits in the stencil buffer.
See external documentation.
texGend(Coord, Pname, Param) -> ok
Control the generation of texture coordinates
gl:texGen selects a texture-coordinate generation function or supplies coefficients for one of the functions. Coord names one of the (s, t, r, q ) texture coordinates; it must be one of the symbols ?GL_S, ?GL_T, ?GL_R , or ?GL_Q. Pname must be one of three symbolic constants: ?GL_TEXTURE_GEN_MODE , ?GL_OBJECT_PLANE, or ?GL_EYE_PLANE. If Pname is ?GL_TEXTURE_GEN_MODE , then Params chooses a mode, one of ?GL_OBJECT_LINEAR, ?GL_EYE_LINEAR , ?GL_SPHERE_MAP, ?GL_NORMAL_MAP, or ?GL_REFLECTION_MAP. If Pname is either ?GL_OBJECT_PLANE or ?GL_EYE_PLANE, Params contains coefficients for the corresponding texture generation function.
See external documentation.
texGenf(Coord, Pname, Param) -> ok
See texGend/3
texGeni(Coord, Pname, Param) -> ok
See texGend/3
texGendv(Coord, Pname, Params) -> ok
See texGend/3
texGenfv(Coord, Pname, Params) -> ok
See texGend/3
texGeniv(Coord, Pname, Params) -> ok
See texGend/3
getTexGendv(Coord, Pname) -> {float(), float(), float(), float()}
Return texture coordinate generation parameters
gl:getTexGen returns in Params selected parameters of a texture coordinate generation function that was specified using gl:texGend/3 . Coord names one of the (s, t, r, q) texture coordinates, using the symbolic constant ?GL_S, ?GL_T, ?GL_R, or ?GL_Q.
See external documentation.
getTexGenfv(Coord, Pname) -> {float(), float(), float(), float()}
See getTexGendv/2
getTexGeniv(Coord, Pname) -> {integer(), integer(), integer(), integer()}
See getTexGendv/2
texEnvf(Target, Pname, Param) -> ok
texEnvi(Target, Pname, Param) -> ok
texEnvfv(Target, Pname, Params) -> ok
Set texture environment parameters
A texture environment specifies how texture values are interpreted when a fragment is textured. When Target is ?GL_TEXTURE_FILTER_CONTROL, Pname must be ?GL_TEXTURE_LOD_BIAS . When Target is ?GL_TEXTURE_ENV, Pname can be ?GL_TEXTURE_ENV_MODE , ?GL_TEXTURE_ENV_COLOR, ?GL_COMBINE_RGB, ?GL_COMBINE_ALPHA, ?GL_RGB_SCALE , ?GL_ALPHA_SCALE, ?GL_SRC0_RGB, ?GL_SRC1_RGB, ?GL_SRC2_RGB, ?GL_SRC0_ALPHA , ?GL_SRC1_ALPHA, or ?GL_SRC2_ALPHA.
See external documentation.
texEnviv(Target, Pname, Params) -> ok
See texEnvfv/3
getTexEnvfv(Target, Pname) -> {float(), float(), float(), float()}
Return texture environment parameters
gl:getTexEnv returns in Params selected values of a texture environment that was specified with gl:texEnvfv/3 . Target specifies a texture environment.
See external documentation.
getTexEnviv(Target, Pname) -> {integer(), integer(), integer(), integer()}
See getTexEnvfv/2
texParameterf(Target, Pname, Param) -> ok
Set texture parameters
gl:texParameter assigns the value or values in Params to the texture parameter specified as Pname . Target defines the target texture, either ?GL_TEXTURE_1D , ?GL_TEXTURE_2D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE , or ?GL_TEXTURE_3D. The following symbols are accepted in Pname :
See external documentation.
texParameteri(Target, Pname, Param) -> ok
See texParameterf/3
texParameterfv(Target, Pname, Params) -> ok
See texParameterf/3
texParameteriv(Target, Pname, Params) -> ok
See texParameterf/3
getTexParameterfv(Target, Pname) -> {float(), float(), float(), float()}
Return texture parameter values
gl:getTexParameter returns in Params the value or values of the texture parameter specified as Pname . Target defines the target texture. ?GL_TEXTURE_1D, ?GL_TEXTURE_2D, ?GL_TEXTURE_3D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY , ?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_CUBE_MAP, ?GL_TEXTURE_CUBE_MAP_ARRAY specify one-, two-, or three-dimensional, one-dimensional array, two-dimensional array, rectangle, cube-mapped or cube-mapped array texturing, respectively. Pname accepts the same symbols as gl:texParameterf/3 , with the same interpretations:
See external documentation.
getTexParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()}
getTexLevelParameterfv(Target, Level, Pname) -> {float()}
Return texture parameter values for a specific level of detail
gl:getTexLevelParameter returns in Params texture parameter values for a specific level-of-detail value, specified as Level . Target defines the target texture, either ?GL_TEXTURE_1D, ?GL_TEXTURE_2D, ?GL_TEXTURE_3D, ?GL_PROXY_TEXTURE_1D , ?GL_PROXY_TEXTURE_2D, ?GL_PROXY_TEXTURE_3D, ?GL_TEXTURE_CUBE_MAP_POSITIVE_X , ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y , ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or ?GL_PROXY_TEXTURE_CUBE_MAP .
See external documentation.
getTexLevelParameteriv(Target, Level, Pname) -> {integer()}
texImage1D(Target, Level, InternalFormat, Width, Border, Format, Type, Pixels) -> ok
Types
Specify a one-dimensional texture image
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable one-dimensional texturing, call gl:enable/1 and gl:enable/1 with argument ?GL_TEXTURE_1D.
See external documentation.
texImage2D(Target, Level, InternalFormat, Width, Height, Border, Format, Type, Pixels) -> ok
Types
Specify a two-dimensional texture image
Texturing allows elements of an image array to be read by shaders.
See external documentation.
getTexImage(Target, Level, Format, Type, Pixels) -> ok
Return a texture image
gl:getTexImage returns a texture image into Img . Target specifies whether the desired texture image is one specified by gl:texImage1D/8 (?GL_TEXTURE_1D ), gl:texImage2D/9 (?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_2D or any of ?GL_TEXTURE_CUBE_MAP_*), or gl:texImage3D/10 (?GL_TEXTURE_2D_ARRAY , ?GL_TEXTURE_3D). Level specifies the level-of-detail number of the desired image. Format and Type specify the format and type of the desired image array. See the reference page for gl:texImage1D/8 for a description of the acceptable values for the Format and Type parameters, respectively.
See external documentation.
Types
Generate texture names
gl:genTextures returns N texture names in Textures . There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genTextures.
See external documentation.
deleteTextures(Textures) -> ok
Types
Delete named textures
gl:deleteTextures deletes N textures named by the elements of the array Textures . After a texture is deleted, it has no contents or dimensionality, and its name is free for reuse (for example by gl:genTextures/1 ). If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture).
See external documentation.
bindTexture(Target, Texture) -> ok
Bind a named texture to a texturing target
gl:bindTexture lets you create or use a named texture. Calling gl:bindTexture with Target set to ?GL_TEXTURE_1D, ?GL_TEXTURE_2D, ?GL_TEXTURE_3D , or ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE , ?GL_TEXTURE_CUBE_MAP, ?GL_TEXTURE_2D_MULTISAMPLE or ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY and Texture set to the name of the new texture binds the texture name to the target. When a texture is bound to a target, the previous binding for that target is automatically broken.
See external documentation.
prioritizeTextures(Textures, Priorities) -> ok
Set texture residence priority
gl:prioritizeTextures assigns the N texture priorities given in Priorities to the N textures named in Textures .
See external documentation.
areTexturesResident(Textures) -> {0 | 1, Residences::[0 | 1]}
Types
Determine if textures are loaded in texture memory
GL establishes a working set of textures that are resident in texture memory. These textures can be bound to a texture target much more efficiently than textures that are not resident.
See external documentation.
Types
Determine if a name corresponds to a texture
gl:isTexture returns ?GL_TRUE if Texture is currently the name of a texture. If Texture is zero, or is a non-zero value that is not currently the name of a texture, or if an error occurs, gl:isTexture returns ?GL_FALSE.
See external documentation.
texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) -> ok
Types
texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, Type, Pixels) -> ok
Types
copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border) -> ok
Types
Copy pixels into a 1D texture image
gl:copyTexImage1D defines a one-dimensional texture image with pixels from the current ?GL_READ_BUFFER.
See external documentation.
copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height, Border) -> ok
Types
Copy pixels into a 2D texture image
gl:copyTexImage2D defines a two-dimensional texture image, or cube-map texture image with pixels from the current ?GL_READ_BUFFER.
See external documentation.
copyTexSubImage1D(Target, Level, Xoffset, X, Y, Width) -> ok
Types
Copy a one-dimensional texture subimage
gl:copyTexSubImage1D replaces a portion of a one-dimensional texture image with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:texSubImage1D/7 ).
See external documentation.
copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width, Height) -> ok
Types
Copy a two-dimensional texture subimage
gl:copyTexSubImage2D replaces a rectangular portion of a two-dimensional texture image or cube-map texture image with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:texSubImage1D/7 ).
See external documentation.
map1d(Target, U1, U2, Stride, Order, Points) -> ok
Types
map1f(Target, U1, U2, Stride, Order, Points) -> ok
Types
map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok
Types
map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok
Types
getMapdv(Target, Query, V) -> ok
Return evaluator parameters
gl:map1d/6 and gl:map1d/6 define evaluators. gl:getMap returns evaluator parameters. Target chooses a map, Query selects a specific parameter, and V points to storage where the values will be returned.
See external documentation.
getMapfv(Target, Query, V) -> ok
See getMapdv/3
getMapiv(Target, Query, V) -> ok
See getMapdv/3
Types
Evaluate enabled one- and two-dimensional maps
gl:evalCoord1 evaluates enabled one-dimensional maps at argument U . gl:evalCoord2 does the same for two-dimensional maps using two domain values, U and V . To define a map, call gl:map1d/6 and gl:map1d/6 ; to enable and disable it, call gl:enable/1 and gl:enable/1 .
See external documentation.
Types
See evalCoord1d/1
Types
Equivalent to evalCoord1d(U).
Types
Equivalent to evalCoord1f(U).
Types
See evalCoord1d/1
Types
See evalCoord1d/1
Types
Equivalent to evalCoord2d(U, V).
Types
Equivalent to evalCoord2f(U, V).
Types
Define a one- or two-dimensional mesh
gl:mapGrid and gl:evalMesh1/3 are used together to efficiently generate and evaluate a series of evenly-spaced map domain values. gl:evalMesh1/3 steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by gl:map1d/6 and gl:map1d/6 .
See external documentation.
Types
See mapGrid1d/3
mapGrid2d(Un, U1, U2, Vn, V1, V2) -> ok
Types
See mapGrid1d/3
mapGrid2f(Un, U1, U2, Vn, V1, V2) -> ok
Types
See mapGrid1d/3
Types
Generate and evaluate a single point in a mesh
gl:mapGrid1d/3 and gl:evalMesh1/3 are used in tandem to efficiently generate and evaluate a series of evenly spaced map domain values. gl:evalPoint can be used to evaluate a single grid point in the same gridspace that is traversed by gl:evalMesh1/3 . Calling gl:evalPoint1 is equivalent to calling glEvalCoord1( i.Δ u+u 1 ); where Δ u=(u 2-u 1)/n
See external documentation.
Types
See evalPoint1/1
Compute a one- or two-dimensional grid of points or lines
gl:mapGrid1d/3 and gl:evalMesh are used in tandem to efficiently generate and evaluate a series of evenly-spaced map domain values. gl:evalMesh steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by gl:map1d/6 and gl:map1d/6 . Mode determines whether the resulting vertices are connected as points, lines, or filled polygons.
See external documentation.
evalMesh2(Mode, I1, I2, J1, J2) -> ok
See evalMesh1/3
Specify fog parameters
Fog is initially disabled. While enabled, fog affects rasterized geometry, bitmaps, and pixel blocks, but not buffer clear operations. To enable and disable fog, call gl:enable/1 and gl:enable/1 with argument ?GL_FOG.
See external documentation.
See fogf/2
See fogf/2
See fogf/2
feedbackBuffer(Size, Type, Buffer) -> ok
Controls feedback mode
The gl:feedbackBuffer function controls feedback. Feedback, like selection, is a GL mode. The mode is selected by calling gl:renderMode/1 with ?GL_FEEDBACK. When the GL is in feedback mode, no pixels are produced by rasterization. Instead, information about primitives that would have been rasterized is fed back to the application using the GL.
See external documentation.
Types
selectBuffer(Size, Buffer) -> ok
Establish a buffer for selection mode values
gl:selectBuffer has two arguments: Buffer is a pointer to an array of unsigned integers, and Size indicates the size of the array. Buffer returns values from the name stack (see gl:initNames/0 , gl:loadName/1 , gl:pushName/1 ) when the rendering mode is ?GL_SELECT (see gl:renderMode/1 ). gl:selectBuffer must be issued before selection mode is enabled, and it must not be issued while the rendering mode is ?GL_SELECT.
See external documentation.
Initialize the name stack
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers. gl:initNames causes the name stack to be initialized to its default empty state.
See external documentation.
Types
Load a name onto the name stack
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.
See external documentation.
Types
Push and pop the name stack
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.
See external documentation.
See pushName/1
blendColor(Red, Green, Blue, Alpha) -> ok
Set the blend color
The ?GL_BLEND_COLOR may be used to calculate the source and destination blending factors. The color components are clamped to the range [0 1] before being stored. See gl:blendFunc/2 for a complete description of the blending operations. Initially the ?GL_BLEND_COLOR is set to (0, 0, 0, 0).
See external documentation.
Types
Specify the equation used for both the RGB blend equation and the Alpha blend equation
The blend equations determine how a new pixel (the ''source'' color) is combined with a pixel already in the framebuffer (the ''destination'' color). This function sets both the RGB blend equation and the alpha blend equation to a single equation. gl:blendEquationi specifies the blend equation for a single draw buffer whereas gl:blendEquation sets the blend equation for all draw buffers.
See external documentation.
drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok
Render primitives from array data
gl:drawRangeElements is a restricted form of gl:drawElements/4 . Mode , Start , End , and Count match the corresponding arguments to gl:drawElements/4 , with the additional constraint that all values in the arrays Count must lie between Start and End , inclusive.
See external documentation.
texImage3D(Target, Level, InternalFormat, Width, Height, Depth, Border, Format, Type, Pixels) -> ok
Types
Specify a three-dimensional texture image
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable three-dimensional texturing, call gl:enable/1 and gl:enable/1 with argument ?GL_TEXTURE_3D.
See external documentation.
texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, Type, Pixels) -> ok
Types
copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y, Width, Height) -> ok
Types
Copy a three-dimensional texture subimage
gl:copyTexSubImage3D replaces a rectangular portion of a three-dimensional texture image with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:texSubImage1D/7 ).
See external documentation.
colorTable(Target, Internalformat, Width, Format, Type, Table) -> ok
Define a color lookup table
gl:colorTable may be used in two ways: to test the actual size and color resolution of a lookup table given a particular set of parameters, or to load the contents of a color lookup table. Use the targets ?GL_PROXY_* for the first case and the other targets for the second case.
See external documentation.
colorTableParameterfv(Target, Pname, Params) -> ok
Set color lookup table parameters
gl:colorTableParameter is used to specify the scale factors and bias terms applied to color components when they are loaded into a color table. Target indicates which color table the scale and bias terms apply to; it must be set to ?GL_COLOR_TABLE, ?GL_POST_CONVOLUTION_COLOR_TABLE , or ?GL_POST_COLOR_MATRIX_COLOR_TABLE.
See external documentation.
colorTableParameteriv(Target, Pname, Params) -> ok
copyColorTable(Target, Internalformat, X, Y, Width) -> ok
Copy pixels into a color table
gl:copyColorTable loads a color table with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:colorTable/6 ).
See external documentation.
getColorTable(Target, Format, Type, Table) -> ok
Retrieve contents of a color lookup table
gl:getColorTable returns in Table the contents of the color table specified by Target . No pixel transfer operations are performed, but pixel storage modes that are applicable to gl:readPixels/7 are performed.
See external documentation.
getColorTableParameterfv(Target, Pname) -> {float(), float(), float(), float()}
Get color lookup table parameters
Returns parameters specific to color table Target .
See external documentation.
getColorTableParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()}
colorSubTable(Target, Start, Count, Format, Type, Data) -> ok
Respecify a portion of a color table
gl:colorSubTable is used to respecify a contiguous portion of a color table previously defined using gl:colorTable/6 . The pixels referenced by Data replace the portion of the existing table from indices Start to start+count-1, inclusive. This region may not include any entries outside the range of the color table as it was originally specified. It is not an error to specify a subtexture with width of 0, but such a specification has no effect.
See external documentation.
copyColorSubTable(Target, Start, X, Y, Width) -> ok
Respecify a portion of a color table
gl:copyColorSubTable is used to respecify a contiguous portion of a color table previously defined using gl:colorTable/6 . The pixels copied from the framebuffer replace the portion of the existing table from indices Start to start+x-1, inclusive. This region may not include any entries outside the range of the color table, as was originally specified. It is not an error to specify a subtexture with width of 0, but such a specification has no effect.
See external documentation.
convolutionFilter1D(Target, Internalformat, Width, Format, Type, Image) -> ok
Define a one-dimensional convolution filter
gl:convolutionFilter1D builds a one-dimensional convolution filter kernel from an array of pixels.
See external documentation.
convolutionFilter2D(Target, Internalformat, Width, Height, Format, Type, Image) -> ok
Types
Define a two-dimensional convolution filter
gl:convolutionFilter2D builds a two-dimensional convolution filter kernel from an array of pixels.
See external documentation.
convolutionParameterf(Target, Pname, Params) -> ok
Set convolution parameters
gl:convolutionParameter sets the value of a convolution parameter.
See external documentation.
convolutionParameterfv(Target::enum(), Pname::enum(), Params) -> ok
Types
Equivalent to convolutionParameterf(Target, Pname, Params).
convolutionParameteri(Target, Pname, Params) -> ok
convolutionParameteriv(Target::enum(), Pname::enum(), Params) -> ok
Types
Equivalent to convolutionParameteri(Target, Pname, Params).
copyConvolutionFilter1D(Target, Internalformat, X, Y, Width) -> ok
Copy pixels into a one-dimensional convolution filter
gl:copyConvolutionFilter1D defines a one-dimensional convolution filter kernel with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:convolutionFilter1D/6 ).
See external documentation.
copyConvolutionFilter2D(Target, Internalformat, X, Y, Width, Height) -> ok
Types
Copy pixels into a two-dimensional convolution filter
gl:copyConvolutionFilter2D defines a two-dimensional convolution filter kernel with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:convolutionFilter2D/7 ).
See external documentation.
getConvolutionFilter(Target, Format, Type, Image) -> ok
Get current 1D or 2D convolution filter kernel
gl:getConvolutionFilter returns the current 1D or 2D convolution filter kernel as an image. The one- or two-dimensional image is placed in Image according to the specifications in Format and Type . No pixel transfer operations are performed on this image, but the relevant pixel storage modes are applied.
See external documentation.
getConvolutionParameterfv(Target, Pname) -> {float(), float(), float(), float()}
Get convolution parameters
gl:getConvolutionParameter retrieves convolution parameters. Target determines which convolution filter is queried. Pname determines which parameter is returned:
See external documentation.
getConvolutionParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()}
separableFilter2D(Target, Internalformat, Width, Height, Format, Type, Row, Column) -> ok
Types
Define a separable two-dimensional convolution filter
gl:separableFilter2D builds a two-dimensional separable convolution filter kernel from two arrays of pixels.
See external documentation.
getHistogram(Target, Reset, Format, Type, Values) -> ok
Get histogram table
gl:getHistogram returns the current histogram table as a one-dimensional image with the same width as the histogram. No pixel transfer operations are performed on this image, but pixel storage modes that are applicable to 1D images are honored.
See external documentation.
getHistogramParameterfv(Target, Pname) -> {float()}
Get histogram parameters
gl:getHistogramParameter is used to query parameter values for the current histogram or for a proxy. The histogram state information may be queried by calling gl:getHistogramParameter with a Target of ?GL_HISTOGRAM (to obtain information for the current histogram table) or ?GL_PROXY_HISTOGRAM (to obtain information from the most recent proxy request) and one of the following values for the Pname argument:
See external documentation.
getHistogramParameteriv(Target, Pname) -> {integer()}
getMinmax(Target, Reset, Format, Types, Values) -> ok
Get minimum and maximum pixel values
gl:getMinmax returns the accumulated minimum and maximum pixel values (computed on a per-component basis) in a one-dimensional image of width 2. The first set of return values are the minima, and the second set of return values are the maxima. The format of the return values is determined by Format , and their type is determined by Types .
See external documentation.
getMinmaxParameterfv(Target, Pname) -> {float()}
Get minmax parameters
gl:getMinmaxParameter retrieves parameters for the current minmax table by setting Pname to one of the following values:
See external documentation.
getMinmaxParameteriv(Target, Pname) -> {integer()}
histogram(Target, Width, Internalformat, Sink) -> ok
Define histogram table
When ?GL_HISTOGRAM is enabled, RGBA color components are converted to histogram table indices by clamping to the range [0,1], multiplying by the width of the histogram table, and rounding to the nearest integer. The table entries selected by the RGBA indices are then incremented. (If the internal format of the histogram table includes luminance, then the index derived from the R color component determines the luminance table entry to be incremented.) If a histogram table entry is incremented beyond its maximum value, then its value becomes undefined. (This is not an error.)
See external documentation.
minmax(Target, Internalformat, Sink) -> ok
Define minmax table
When ?GL_MINMAX is enabled, the RGBA components of incoming pixels are compared to the minimum and maximum values for each component, which are stored in the two-element minmax table. (The first element stores the minima, and the second element stores the maxima.) If a pixel component is greater than the corresponding component in the maximum element, then the maximum element is updated with the pixel component value. If a pixel component is less than the corresponding component in the minimum element, then the minimum element is updated with the pixel component value. (In both cases, if the internal format of the minmax table includes luminance, then the R color component of incoming pixels is used for comparison.) The contents of the minmax table may be retrieved at a later time by calling gl:getMinmax/5 . The minmax operation is enabled or disabled by calling gl:enable/1 or gl:enable/1 , respectively, with an argument of ?GL_MINMAX .
See external documentation.
Types
Reset histogram table entries to zero
gl:resetHistogram resets all the elements of the current histogram table to zero.
See external documentation.
Types
Reset minmax table entries to initial values
gl:resetMinmax resets the elements of the current minmax table to their initial values: the maximum element receives the minimum possible component values, and the minimum element receives the maximum possible component values.
See external documentation.
Types
Select active texture unit
gl:activeTexture selects which texture unit subsequent texture state calls will affect. The number of texture units an implementation supports is implementation dependent, but must be at least 80.
See external documentation.
sampleCoverage(Value, Invert) -> ok
Specify multisample coverage parameters
Multisampling samples a pixel multiple times at various implementation-dependent subpixel locations to generate antialiasing effects. Multisampling transparently antialiases points, lines, polygons, and images if it is enabled.
See external documentation.
compressedTexImage3D(Target, Level, Internalformat, Width, Height, Depth, Border, ImageSize, Data) -> ok
Types
Specify a three-dimensional texture image in a compressed format
Texturing allows elements of an image array to be read by shaders.
See external documentation.
compressedTexImage2D(Target, Level, Internalformat, Width, Height, Border, ImageSize, Data) -> ok
Types
Specify a two-dimensional texture image in a compressed format
Texturing allows elements of an image array to be read by shaders.
See external documentation.
compressedTexImage1D(Target, Level, Internalformat, Width, Border, ImageSize, Data) -> ok
Types
Specify a one-dimensional texture image in a compressed format
Texturing allows elements of an image array to be read by shaders.
See external documentation.
compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, ImageSize, Data) -> ok
Types
Specify a three-dimensional texture subimage in a compressed format
Texturing allows elements of an image array to be read by shaders.
See external documentation.
compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, ImageSize, Data) -> ok
Types
Specify a two-dimensional texture subimage in a compressed format
Texturing allows elements of an image array to be read by shaders.
See external documentation.
compressedTexSubImage1D(Target, Level, Xoffset, Width, Format, ImageSize, Data) -> ok
Types
Specify a one-dimensional texture subimage in a compressed format
Texturing allows elements of an image array to be read by shaders.
See external documentation.
getCompressedTexImage(Target, Lod, Img) -> ok
Return a compressed texture image
gl:getCompressedTexImage returns the compressed texture image associated with Target and Lod into Img . Img should be an array of ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE bytes. Target specifies whether the desired texture image was one specified by gl:texImage1D/8 (?GL_TEXTURE_1D), gl:texImage2D/9 (?GL_TEXTURE_2D or any of ?GL_TEXTURE_CUBE_MAP_* ), or gl:texImage3D/10 (?GL_TEXTURE_3D). Lod specifies the level-of-detail number of the desired image.
See external documentation.
clientActiveTexture(Texture) -> ok
Types
Select active texture unit
gl:clientActiveTexture selects the vertex array client state parameters to be modified by gl:texCoordPointer/4 , and enabled or disabled with gl:enableClientState/1 or gl:enableClientState/1 , respectively, when called with a parameter of ?GL_TEXTURE_COORD_ARRAY .
See external documentation.
multiTexCoord1d(Target, S) -> ok
Set the current texture coordinates
gl:multiTexCoord specifies texture coordinates in one, two, three, or four dimensions. gl:multiTexCoord1 sets the current texture coordinates to (s 0 0 1); a call to gl:multiTexCoord2 sets them to (s t 0 1). Similarly, gl:multiTexCoord3 specifies the texture coordinates as (s t r 1), and gl:multiTexCoord4 defines all four components explicitly as (s t r q).
See external documentation.
multiTexCoord1dv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord1d(Target, S).
multiTexCoord1f(Target, S) -> ok
multiTexCoord1fv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord1f(Target, S).
multiTexCoord1i(Target, S) -> ok
multiTexCoord1iv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord1i(Target, S).
multiTexCoord1s(Target, S) -> ok
multiTexCoord1sv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord1s(Target, S).
multiTexCoord2d(Target, S, T) -> ok
multiTexCoord2dv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord2d(Target, S, T).
multiTexCoord2f(Target, S, T) -> ok
multiTexCoord2fv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord2f(Target, S, T).
multiTexCoord2i(Target, S, T) -> ok
multiTexCoord2iv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord2i(Target, S, T).
multiTexCoord2s(Target, S, T) -> ok
multiTexCoord2sv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord2s(Target, S, T).
multiTexCoord3d(Target, S, T, R) -> ok
multiTexCoord3dv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord3d(Target, S, T, R).
multiTexCoord3f(Target, S, T, R) -> ok
multiTexCoord3fv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord3f(Target, S, T, R).
multiTexCoord3i(Target, S, T, R) -> ok
multiTexCoord3iv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord3i(Target, S, T, R).
multiTexCoord3s(Target, S, T, R) -> ok
multiTexCoord3sv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord3s(Target, S, T, R).
multiTexCoord4d(Target, S, T, R, Q) -> ok
multiTexCoord4dv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord4d(Target, S, T, R, Q).
multiTexCoord4f(Target, S, T, R, Q) -> ok
multiTexCoord4fv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord4f(Target, S, T, R, Q).
multiTexCoord4i(Target, S, T, R, Q) -> ok
multiTexCoord4iv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord4i(Target, S, T, R, Q).
multiTexCoord4s(Target, S, T, R, Q) -> ok
multiTexCoord4sv(Target::enum(), V) -> ok
Types
Equivalent to multiTexCoord4s(Target, S, T, R, Q).
Types
Replace the current matrix with the specified row-major ordered matrix
gl:loadTransposeMatrix replaces the current matrix with the one whose elements are specified by M . The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see gl:matrixMode/1 ).
See external documentation.
Types
Types
Multiply the current matrix with the specified row-major ordered matrix
gl:multTransposeMatrix multiplies the current matrix with the one specified using M , and replaces the current matrix with the product.
See external documentation.
Types
blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha, DfactorAlpha) -> ok
Specify pixel arithmetic for RGB and alpha components separately
Pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values). Blending is initially disabled. Use gl:enable/1 and gl:enable/1 with argument ?GL_BLEND to enable and disable blending.
See external documentation.
multiDrawArrays(Mode, First, Count) -> ok
Render multiple sets of primitives from array data
gl:multiDrawArrays specifies multiple sets of geometric primitives with very few subroutine calls. Instead of calling a GL procedure to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals, and colors and use them to construct a sequence of primitives with a single call to gl:multiDrawArrays.
See external documentation.
pointParameterf(Pname, Param) -> ok
pointParameterfv(Pname, Params) -> ok
pointParameteri(Pname, Param) -> ok
pointParameteriv(Pname, Params) -> ok
Types
Set the current fog coordinates
gl:fogCoord specifies the fog coordinate that is associated with each vertex and the current raster position. The value specified is interpolated and used in computing the fog color (see gl:fogf/2 ).
See external documentation.
Types
Equivalent to fogCoordf(Coord).
Types
See fogCoordf/1
Types
Equivalent to fogCoordd(Coord).
fogCoordPointer(Type, Stride, Pointer) -> ok
Define an array of fog coordinates
gl:fogCoordPointer specifies the location and data format of an array of fog coordinates to use when rendering. Type specifies the data type of each fog coordinate, and Stride specifies the byte stride from one fog coordinate to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays.
See external documentation.
secondaryColor3b(Red, Green, Blue) -> ok
Types
Set the current secondary color
The GL stores both a primary four-valued RGBA color and a secondary four-valued RGBA color (where alpha is always set to 0.0) that is associated with every vertex.
See external documentation.
Types
Equivalent to secondaryColor3b(Red, Green, Blue).
secondaryColor3d(Red, Green, Blue) -> ok
Types
Types
Equivalent to secondaryColor3d(Red, Green, Blue).
secondaryColor3f(Red, Green, Blue) -> ok
Types
Types
Equivalent to secondaryColor3f(Red, Green, Blue).
secondaryColor3i(Red, Green, Blue) -> ok
Types
Types
Equivalent to secondaryColor3i(Red, Green, Blue).
secondaryColor3s(Red, Green, Blue) -> ok
Types
Types
Equivalent to secondaryColor3s(Red, Green, Blue).
secondaryColor3ub(Red, Green, Blue) -> ok
Types
Types
Equivalent to secondaryColor3ub(Red, Green, Blue).
secondaryColor3ui(Red, Green, Blue) -> ok
Types
Types
Equivalent to secondaryColor3ui(Red, Green, Blue).
secondaryColor3us(Red, Green, Blue) -> ok
Types
Types
Equivalent to secondaryColor3us(Red, Green, Blue).
secondaryColorPointer(Size, Type, Stride, Pointer) -> ok
Define an array of secondary colors
gl:secondaryColorPointer specifies the location and data format of an array of color components to use when rendering. Size specifies the number of components per color, and must be 3. Type specifies the data type of each color component, and Stride specifies the byte stride from one color to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays.
See external documentation.
Types
Specify the raster position in window coordinates for pixel operations
The GL maintains a 3D position in window coordinates. This position, called the raster position, is used to position pixel and bitmap write operations. It is maintained with subpixel accuracy. See gl:bitmap/7 , gl:drawPixels/5 , and gl:copyPixels/5 .
See external documentation.
Types
Equivalent to windowPos2d(X, Y).
Types
See windowPos2d/2
Types
Equivalent to windowPos2f(X, Y).
Types
See windowPos2d/2
Types
Equivalent to windowPos2i(X, Y).
Types
See windowPos2d/2
Types
Equivalent to windowPos2s(X, Y).
Types
See windowPos2d/2
Types
Equivalent to windowPos3d(X, Y, Z).
Types
See windowPos2d/2
Types
Equivalent to windowPos3f(X, Y, Z).
Types
See windowPos2d/2
Types
Equivalent to windowPos3i(X, Y, Z).
Types
See windowPos2d/2
Types
Equivalent to windowPos3s(X, Y, Z).
Types
Generate query object names
gl:genQueries returns N query object names in Ids . There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genQueries.
See external documentation.
Types
Delete named query objects
gl:deleteQueries deletes N query objects named by the elements of the array Ids . After a query object is deleted, it has no contents, and its name is free for reuse (for example by gl:genQueries/1 ).
See external documentation.
Types
Determine if a name corresponds to a query object
gl:isQuery returns ?GL_TRUE if Id is currently the name of a query object. If Id is zero, or is a non-zero value that is not currently the name of a query object, or if an error occurs, gl:isQuery returns ?GL_FALSE.
See external documentation.
Delimit the boundaries of a query object
gl:beginQuery and gl:beginQuery/2 delimit the boundaries of a query object. Query must be a name previously returned from a call to gl:genQueries/1 . If a query object with name Id does not yet exist it is created with the type determined by Target . Target must be one of ?GL_SAMPLES_PASSED, ?GL_ANY_SAMPLES_PASSED, ?GL_PRIMITIVES_GENERATED , ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or ?GL_TIME_ELAPSED. The behavior of the query object depends on its type and is as follows.
See external documentation.
Types
See beginQuery/2
getQueryiv(Target, Pname) -> integer()
getQueryObjectiv(Id, Pname) -> integer()
Return parameters of a query object
gl:getQueryObject returns in Params a selected parameter of the query object specified by Id .
See external documentation.
getQueryObjectuiv(Id, Pname) -> integer()
bindBuffer(Target, Buffer) -> ok
Bind a named buffer object
gl:bindBuffer binds a buffer object to the specified buffer binding point. Calling gl:bindBuffer with Target set to one of the accepted symbolic constants and Buffer set to the name of a buffer object binds that buffer object name to the target. If no buffer object with name Buffer exists, one is created with that name. When a buffer object is bound to a target, the previous binding for that target is automatically broken.
See external documentation.
Types
Delete named buffer objects
gl:deleteBuffers deletes N buffer objects named by the elements of the array Buffers . After a buffer object is deleted, it has no contents, and its name is free for reuse (for example by gl:genBuffers/1 ). If a buffer object that is currently bound is deleted, the binding reverts to 0 (the absence of any buffer object).
See external documentation.
Types
Generate buffer object names
gl:genBuffers returns N buffer object names in Buffers . There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genBuffers .
See external documentation.
Types
Determine if a name corresponds to a buffer object
gl:isBuffer returns ?GL_TRUE if Buffer is currently the name of a buffer object. If Buffer is zero, or is a non-zero value that is not currently the name of a buffer object, or if an error occurs, gl:isBuffer returns ?GL_FALSE .
See external documentation.
bufferData(Target, Size, Data, Usage) -> ok
Creates and initializes a buffer object's data store
gl:bufferData creates a new data store for the buffer object currently bound to Target . Any pre-existing data store is deleted. The new data store is created with the specified Size in bytes and Usage . If Data is not ?NULL, the data store is initialized with data from this pointer. In its initial state, the new data store is not mapped, it has a ?NULL mapped pointer, and its mapped access is ?GL_READ_WRITE .
See external documentation.
bufferSubData(Target, Offset, Size, Data) -> ok
Updates a subset of a buffer object's data store
gl:bufferSubData redefines some or all of the data store for the buffer object currently bound to Target . Data starting at byte offset Offset and extending for Size bytes is copied to the data store from the memory pointed to by Data . An error is thrown if Offset and Size together define a range beyond the bounds of the buffer object's data store.
See external documentation.
getBufferSubData(Target, Offset, Size, Data) -> ok
Returns a subset of a buffer object's data store
gl:getBufferSubData returns some or all of the data from the buffer object currently bound to Target . Data starting at byte offset Offset and extending for Size bytes is copied from the data store to the memory pointed to by Data . An error is thrown if the buffer object is currently mapped, or if Offset and Size together define a range beyond the bounds of the buffer object's data store.
See external documentation.
getBufferParameteriv(Target, Pname) -> integer()
Return parameters of a buffer object
gl:getBufferParameteriv returns in Data a selected parameter of the buffer object specified by Target .
See external documentation.
blendEquationSeparate(ModeRGB, ModeAlpha) -> ok
Set the RGB blend equation and the alpha blend equation separately
The blend equations determines how a new pixel (the ''source'' color) is combined with a pixel already in the framebuffer (the ''destination'' color). These functions specifie one blend equation for the RGB-color components and one blend equation for the alpha component. gl:blendEquationSeparatei specifies the blend equations for a single draw buffer whereas gl:blendEquationSeparate sets the blend equations for all draw buffers.
See external documentation.
Types
Specifies a list of color buffers to be drawn into
gl:drawBuffers defines an array of buffers into which outputs from the fragment shader data will be written. If a fragment shader writes a value to one or more user defined output variables, then the value of each variable will be written into the buffer specified at a location within Bufs corresponding to the location assigned to that user defined output. The draw buffer used for user defined outputs assigned to locations greater than or equal to N is implicitly set to ?GL_NONE and any data written to such an output is discarded.
See external documentation.
stencilOpSeparate(Face, Sfail, Dpfail, Dppass) -> ok
Set front and/or back stencil test actions
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
See external documentation.
stencilFuncSeparate(Face, Func, Ref, Mask) -> ok
Set front and/or back function and reference value for stencil testing
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
See external documentation.
stencilMaskSeparate(Face, Mask) -> ok
Control the front and/or back writing of individual bits in the stencil planes
gl:stencilMaskSeparate controls the writing of individual bits in the stencil planes. The least significant n bits of Mask , where n is the number of bits in the stencil buffer, specify a mask. Where a 1 appears in the mask, it's possible to write to the corresponding bit in the stencil buffer. Where a 0 appears, the corresponding bit is write-protected. Initially, all bits are enabled for writing.
See external documentation.
attachShader(Program, Shader) -> ok
Types
Attaches a shader object to a program object
In order to create a complete shader program, there must be a way to specify the list of things that will be linked together. Program objects provide this mechanism. Shaders that are to be linked together in a program object must first be attached to that program object. gl:attachShader attaches the shader object specified by Shader to the program object specified by Program . This indicates that Shader will be included in link operations that will be performed on Program .
See external documentation.
bindAttribLocation(Program, Index, Name) -> ok
Types
Associates a generic vertex attribute index with a named attribute variable
gl:bindAttribLocation is used to associate a user-defined attribute variable in the program object specified by Program with a generic vertex attribute index. The name of the user-defined attribute variable is passed as a null terminated string in Name . The generic vertex attribute index to be bound to this variable is specified by Index . When Program is made part of current state, values provided via the generic vertex attribute Index will modify the value of the user-defined attribute variable specified by Name .
See external documentation.
Types
Compiles a shader object
gl:compileShader compiles the source code strings that have been stored in the shader object specified by Shader .
See external documentation.
Creates a program object
gl:createProgram creates an empty program object and returns a non-zero value by which it can be referenced. A program object is an object to which shader objects can be attached. This provides a mechanism to specify the shader objects that will be linked to create a program. It also provides a means for checking the compatibility of the shaders that will be used to create a program (for instance, checking the compatibility between a vertex shader and a fragment shader). When no longer needed as part of a program object, shader objects can be detached.
See external documentation.
createShader(Type) -> integer()
Types
Creates a shader object
gl:createShader creates an empty shader object and returns a non-zero value by which it can be referenced. A shader object is used to maintain the source code strings that define a shader. ShaderType indicates the type of shader to be created. Five types of shader are supported. A shader of type ?GL_VERTEX_SHADER is a shader that is intended to run on the programmable vertex processor. A shader of type ?GL_TESS_CONTROL_SHADER is a shader that is intended to run on the programmable tessellation processor in the control stage. A shader of type ?GL_TESS_EVALUATION_SHADER is a shader that is intended to run on the programmable tessellation processor in the evaluation stage. A shader of type ?GL_GEOMETRY_SHADER is a shader that is intended to run on the programmable geometry processor. A shader of type ?GL_FRAGMENT_SHADER is a shader that is intended to run on the programmable fragment processor.
See external documentation.
Types
Deletes a program object
gl:deleteProgram frees the memory and invalidates the name associated with the program object specified by Program. This command effectively undoes the effects of a call to gl:createProgram/0 .
See external documentation.
Types
Deletes a shader object
gl:deleteShader frees the memory and invalidates the name associated with the shader object specified by Shader . This command effectively undoes the effects of a call to gl:createShader/1 .
See external documentation.
detachShader(Program, Shader) -> ok
Types
Detaches a shader object from a program object to which it is attached
gl:detachShader detaches the shader object specified by Shader from the program object specified by Program . This command can be used to undo the effect of the command gl:attachShader/2 .
See external documentation.
disableVertexAttribArray(Index) -> ok
Types
Enable or disable a generic vertex attribute array
gl:enableVertexAttribArray enables the generic vertex attribute array specified by Index . gl:disableVertexAttribArray disables the generic vertex attribute array specified by Index . By default, all client-side capabilities are disabled, including all generic vertex attribute arrays. If enabled, the values in the generic vertex attribute array will be accessed and used for rendering when calls are made to vertex array commands such as gl:drawArrays/3 , gl:drawElements/4 , gl:drawRangeElements/6 , see glMultiDrawElements , or gl:multiDrawArrays/3 .
See external documentation.
enableVertexAttribArray(Index) -> ok
Types
getActiveAttrib(Program, Index, BufSize) -> {Size::integer(), Type::enum(), Name::string()}
Types
Returns information about an active attribute variable for the specified program object
gl:getActiveAttrib returns information about an active attribute variable in the program object specified by Program . The number of active attributes can be obtained by calling gl:getProgramiv/2 with the value ?GL_ACTIVE_ATTRIBUTES. A value of 0 for Index selects the first active attribute variable. Permissible values for Index range from 0 to the number of active attribute variables minus 1.
See external documentation.
getActiveUniform(Program, Index, BufSize) -> {Size::integer(), Type::enum(), Name::string()}
Types
Returns information about an active uniform variable for the specified program object
gl:getActiveUniform returns information about an active uniform variable in the program object specified by Program . The number of active uniform variables can be obtained by calling gl:getProgramiv/2 with the value ?GL_ACTIVE_UNIFORMS. A value of 0 for Index selects the first active uniform variable. Permissible values for Index range from 0 to the number of active uniform variables minus 1.
See external documentation.
getAttachedShaders(Program, MaxCount) -> [integer()]
Types
Returns the handles of the shader objects attached to a program object
gl:getAttachedShaders returns the names of the shader objects attached to Program . The names of shader objects that are attached to Program will be returned in Shaders. The actual number of shader names written into Shaders is returned in Count. If no shader objects are attached to Program , Count is set to 0. The maximum number of shader names that may be returned in Shaders is specified by MaxCount .
See external documentation.
getAttribLocation(Program, Name) -> integer()
Types
Returns the location of an attribute variable
gl:getAttribLocation queries the previously linked program object specified by Program for the attribute variable specified by Name and returns the index of the generic vertex attribute that is bound to that attribute variable. If Name is a matrix attribute variable, the index of the first column of the matrix is returned. If the named attribute variable is not an active attribute in the specified program object or if Name starts with the reserved prefix "gl_", a value of -1 is returned.
See external documentation.
getProgramiv(Program, Pname) -> integer()
Returns a parameter from a program object
gl:getProgram returns in Params the value of a parameter for a specific program object. The following parameters are defined:
See external documentation.
getProgramInfoLog(Program, BufSize) -> string()
Types
Returns the information log for a program object
gl:getProgramInfoLog returns the information log for the specified program object. The information log for a program object is modified when the program object is linked or validated. The string that is returned will be null terminated.
See external documentation.
getShaderiv(Shader, Pname) -> integer()
Returns a parameter from a shader object
gl:getShader returns in Params the value of a parameter for a specific shader object. The following parameters are defined:
See external documentation.
getShaderInfoLog(Shader, BufSize) -> string()
Types
Returns the information log for a shader object
gl:getShaderInfoLog returns the information log for the specified shader object. The information log for a shader object is modified when the shader is compiled. The string that is returned will be null terminated.
See external documentation.
getShaderSource(Shader, BufSize) -> string()
Types
Returns the source code string from a shader object
gl:getShaderSource returns the concatenation of the source code strings from the shader object specified by Shader . The source code strings for a shader object are the result of a previous call to gl:shaderSource/2 . The string returned by the function will be null terminated.
See external documentation.
getUniformLocation(Program, Name) -> integer()
Types
Returns the location of a uniform variable
gl:getUniformLocation returns an integer that represents the location of a specific uniform variable within a program object. Name must be a null terminated string that contains no white space. Name must be an active uniform variable name in Program that is not a structure, an array of structures, or a subcomponent of a vector or a matrix. This function returns -1 if Name does not correspond to an active uniform variable in Program , if Name starts with the reserved prefix "gl_", or if Name is associated with an atomic counter or a named uniform block.
See external documentation.
getUniformfv(Program, Location) -> matrix()
Types
Returns the value of a uniform variable
gl:getUniform returns in Params the value(s) of the specified uniform variable. The type of the uniform variable specified by Location determines the number of values returned. If the uniform variable is defined in the shader as a boolean, int, or float, a single value will be returned. If it is defined as a vec2, ivec2, or bvec2, two values will be returned. If it is defined as a vec3, ivec3, or bvec3, three values will be returned, and so on. To query values stored in uniform variables declared as arrays, call gl:getUniform for each element of the array. To query values stored in uniform variables declared as structures, call gl:getUniform for each field in the structure. The values for uniform variables declared as a matrix will be returned in column major order.
See external documentation.
getUniformiv(Program, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
Types
See getUniformfv/2
getVertexAttribdv(Index, Pname) -> {float(), float(), float(), float()}
Return a generic vertex attribute parameter
gl:getVertexAttrib returns in Params the value of a generic vertex attribute parameter. The generic vertex attribute to be queried is specified by Index , and the parameter to be queried is specified by Pname .
See external documentation.
getVertexAttribfv(Index, Pname) -> {float(), float(), float(), float()}
getVertexAttribiv(Index, Pname) -> {integer(), integer(), integer(), integer()}
Types
Determines if a name corresponds to a program object
gl:isProgram returns ?GL_TRUE if Program is the name of a program object previously created with gl:createProgram/0 and not yet deleted with gl:deleteProgram/1 . If Program is zero or a non-zero value that is not the name of a program object, or if an error occurs, gl:isProgram returns ?GL_FALSE.
See external documentation.
Types
Determines if a name corresponds to a shader object
gl:isShader returns ?GL_TRUE if Shader is the name of a shader object previously created with gl:createShader/1 and not yet deleted with gl:deleteShader/1 . If Shader is zero or a non-zero value that is not the name of a shader object, or if an error occurs, gl:isShader returns ?GL_FALSE.
See external documentation.
Types
Links a program object
gl:linkProgram links the program object specified by Program . If any shader objects of type ?GL_VERTEX_SHADER are attached to Program , they will be used to create an executable that will run on the programmable vertex processor. If any shader objects of type ?GL_GEOMETRY_SHADER are attached to Program , they will be used to create an executable that will run on the programmable geometry processor. If any shader objects of type ?GL_FRAGMENT_SHADER are attached to Program , they will be used to create an executable that will run on the programmable fragment processor.
See external documentation.
shaderSource(Shader, String) -> ok
Types
Replaces the source code in a shader object
gl:shaderSource sets the source code in Shader to the source code in the array of strings specified by String . Any source code previously stored in the shader object is completely replaced. The number of strings in the array is specified by Count . If Length is ?NULL, each string is assumed to be null terminated. If Length is a value other than ?NULL, it points to an array containing a string length for each of the corresponding elements of String . Each element in the Length array may contain the length of the corresponding string (the null character is not counted as part of the string length) or a value less than 0 to indicate that the string is null terminated. The source code strings are not scanned or parsed at this time; they are simply copied into the specified shader object.
See external documentation.
Types
Installs a program object as part of current rendering state
gl:useProgram installs the program object specified by Program as part of current rendering state. One or more executables are created in a program object by successfully attaching shader objects to it with gl:attachShader/2 , successfully compiling the shader objects with gl:compileShader/1 , and successfully linking the program object with gl:linkProgram/1 .
See external documentation.
Types
Specify the value of a uniform variable for the current program object
gl:uniform modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by Location , which should be a value returned by gl:getUniformLocation/2 . gl:uniform operates on the program object that was made part of current state by calling gl:useProgram/1 .
See external documentation.
uniform2f(Location, V0, V1) -> ok
Types
See uniform1f/2
uniform3f(Location, V0, V1, V2) -> ok
Types
See uniform1f/2
uniform4f(Location, V0, V1, V2, V3) -> ok
Types
See uniform1f/2
Types
See uniform1f/2
uniform2i(Location, V0, V1) -> ok
Types
See uniform1f/2
uniform3i(Location, V0, V1, V2) -> ok
Types
See uniform1f/2
uniform4i(Location, V0, V1, V2, V3) -> ok
Types
See uniform1f/2
uniform1fv(Location, Value) -> ok
Types
See uniform1f/2
uniform2fv(Location, Value) -> ok
Types
See uniform1f/2
uniform3fv(Location, Value) -> ok
Types
See uniform1f/2
uniform4fv(Location, Value) -> ok
Types
See uniform1f/2
uniform1iv(Location, Value) -> ok
Types
See uniform1f/2
uniform2iv(Location, Value) -> ok
Types
See uniform1f/2
uniform3iv(Location, Value) -> ok
Types
See uniform1f/2
uniform4iv(Location, Value) -> ok
Types
See uniform1f/2
uniformMatrix2fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix3fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix4fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
validateProgram(Program) -> ok
Types
Validates a program object
gl:validateProgram checks to see whether the executables contained in Program can execute given the current OpenGL state. The information generated by the validation process will be stored in Program 's information log. The validation information may consist of an empty string, or it may be a string containing information about how the current program object interacts with the rest of current OpenGL state. This provides a way for OpenGL implementers to convey more information about why the current program is inefficient, suboptimal, failing to execute, and so on.
See external documentation.
vertexAttrib1d(Index, X) -> ok
Types
Specifies the value of a generic vertex attribute
The gl:vertexAttrib family of entry points allows an application to pass generic vertex attributes in numbered locations.
See external documentation.
vertexAttrib1dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib1d(Index, X).
vertexAttrib1f(Index, X) -> ok
Types
See vertexAttrib1d/2
vertexAttrib1fv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib1f(Index, X).
vertexAttrib1s(Index, X) -> ok
Types
See vertexAttrib1d/2
vertexAttrib1sv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib1s(Index, X).
vertexAttrib2d(Index, X, Y) -> ok
Types
See vertexAttrib1d/2
vertexAttrib2dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib2d(Index, X, Y).
vertexAttrib2f(Index, X, Y) -> ok
Types
See vertexAttrib1d/2
vertexAttrib2fv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib2f(Index, X, Y).
vertexAttrib2s(Index, X, Y) -> ok
Types
See vertexAttrib1d/2
vertexAttrib2sv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib2s(Index, X, Y).
vertexAttrib3d(Index, X, Y, Z) -> ok
Types
See vertexAttrib1d/2
vertexAttrib3dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib3d(Index, X, Y, Z).
vertexAttrib3f(Index, X, Y, Z) -> ok
Types
See vertexAttrib1d/2
vertexAttrib3fv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib3f(Index, X, Y, Z).
vertexAttrib3s(Index, X, Y, Z) -> ok
Types
See vertexAttrib1d/2
vertexAttrib3sv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib3s(Index, X, Y, Z).
vertexAttrib4Nbv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4Niv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4Nsv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4Nub(Index, X, Y, Z, W) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4Nubv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib4Nub(Index, X, Y, Z, W).
vertexAttrib4Nuiv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4Nusv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4bv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4d(Index, X, Y, Z, W) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib4d(Index, X, Y, Z, W).
vertexAttrib4f(Index, X, Y, Z, W) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4fv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib4f(Index, X, Y, Z, W).
vertexAttrib4iv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4s(Index, X, Y, Z, W) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4sv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttrib4s(Index, X, Y, Z, W).
vertexAttrib4ubv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4uiv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttrib4usv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer) -> ok
Define an array of generic vertex attribute data
gl:vertexAttribPointer, gl:vertexAttribIPointer and gl:vertexAttribLPointer specify the location and data format of the array of generic vertex attributes at index Index to use when rendering. Size specifies the number of components per attribute and must be 1, 2, 3, 4, or ?GL_BGRA. Type specifies the data type of each component, and Stride specifies the byte stride from one attribute to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays.
See external documentation.
uniformMatrix2x3fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix3x2fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix2x4fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix4x2fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix3x4fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix4x3fv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
colorMaski(Index, R, G, B, A) -> ok
Types
getBooleani_v(Target, Index) -> [0 | 1]
See getBooleanv/1
getIntegeri_v(Target, Index) -> [integer()]
See getBooleanv/1
See enable/1
isEnabledi(Target, Index) -> 0 | 1
beginTransformFeedback(PrimitiveMode) -> ok
Types
Start transform feedback operation
Transform feedback mode captures the values of varying variables written by the vertex shader (or, if active, the geometry shader). Transform feedback is said to be active after a call to gl:beginTransformFeedback until a subsequent call to gl:beginTransformFeedback/1 . Transform feedback commands must be paired.
See external documentation.
bindBufferRange(Target, Index, Buffer, Offset, Size) -> ok
Bind a range within a buffer object to an indexed buffer target
gl:bindBufferRange binds a range the buffer object Buffer represented by Offset and Size to the binding point at index Index of the array of targets specified by Target . Each Target represents an indexed array of buffer binding points, as well as a single general binding point that can be used by other buffer manipulation functions such as gl:bindBuffer/2 or see glMapBuffer. In addition to binding a range of Buffer to the indexed buffer binding target, gl:bindBufferBase also binds the range to the generic buffer binding point specified by Target .
See external documentation.
bindBufferBase(Target, Index, Buffer) -> ok
Bind a buffer object to an indexed buffer target
gl:bindBufferBase binds the buffer object Buffer to the binding point at index Index of the array of targets specified by Target . Each Target represents an indexed array of buffer binding points, as well as a single general binding point that can be used by other buffer manipulation functions such as gl:bindBuffer/2 or see glMapBuffer. In addition to binding Buffer to the indexed buffer binding target, gl:bindBufferBase also binds Buffer to the generic buffer binding point specified by Target .
See external documentation.
transformFeedbackVaryings(Program, Varyings, BufferMode) -> ok
Specify values to record in transform feedback buffers
The names of the vertex or geometry shader outputs to be recorded in transform feedback mode are specified using gl:transformFeedbackVaryings. When a geometry shader is active, transform feedback records the values of selected geometry shader output variables from the emitted vertices. Otherwise, the values of the selected vertex shader outputs are recorded.
See external documentation.
getTransformFeedbackVarying(Program, Index, BufSize) -> {Size::integer(), Type::enum(), Name::string()}
Types
Retrieve information about varying variables selected for transform feedback
Information about the set of varying variables in a linked program that will be captured during transform feedback may be retrieved by calling gl:getTransformFeedbackVarying. gl:getTransformFeedbackVarying provides information about the varying variable selected by Index . An Index of 0 selects the first varying variable specified in the Varyings array passed to gl:transformFeedbackVaryings/3 , and an Index of ?GL_TRANSFORM_FEEDBACK_VARYINGS-1 selects the last such variable.
See external documentation.
clampColor(Target, Clamp) -> ok
specify whether data read via
gl:readPixels/7 should be clamped
gl:clampColor controls color clamping that is performed during gl:readPixels/7 . Target must be ?GL_CLAMP_READ_COLOR. If Clamp is ?GL_TRUE, read color clamping is enabled; if Clamp is ?GL_FALSE, read color clamping is disabled. If Clamp is ?GL_FIXED_ONLY, read color clamping is enabled only if the selected read buffer has fixed point components and disabled otherwise.
See external documentation.
beginConditionalRender(Id, Mode) -> ok
Start conditional rendering
Conditional rendering is started using gl:beginConditionalRender and ended using gl:endConditionalRender . During conditional rendering, all vertex array commands, as well as gl:clear/1 and gl:clearBufferiv/3 have no effect if the (?GL_SAMPLES_PASSED) result of the query object Id is zero, or if the (?GL_ANY_SAMPLES_PASSED) result is ?GL_FALSE . The results of commands setting the current vertex state, such as gl:vertexAttrib1d/2 are undefined. If the (?GL_SAMPLES_PASSED) result is non-zero or if the (?GL_ANY_SAMPLES_PASSED ) result is ?GL_TRUE, such commands are not discarded. The Id parameter to gl:beginConditionalRender must be the name of a query object previously returned from a call to gl:genQueries/1 . Mode specifies how the results of the query object are to be interpreted. If Mode is ?GL_QUERY_WAIT, the GL waits for the results of the query to be available and then uses the results to determine if subsequent rendering commands are discarded. If Mode is ?GL_QUERY_NO_WAIT, the GL may choose to unconditionally execute the subsequent rendering commands without waiting for the query to complete.
See external documentation.
vertexAttribIPointer(Index, Size, Type, Stride, Pointer) -> ok
getVertexAttribIiv(Index, Pname) -> {integer(), integer(), integer(), integer()}
getVertexAttribIuiv(Index, Pname) -> {integer(), integer(), integer(), integer()}
vertexAttribI1i(Index, X) -> ok
Types
See vertexAttrib1d/2
vertexAttribI2i(Index, X, Y) -> ok
Types
See vertexAttrib1d/2
vertexAttribI3i(Index, X, Y, Z) -> ok
Types
See vertexAttrib1d/2
vertexAttribI4i(Index, X, Y, Z, W) -> ok
Types
See vertexAttrib1d/2
vertexAttribI1ui(Index, X) -> ok
Types
See vertexAttrib1d/2
vertexAttribI2ui(Index, X, Y) -> ok
Types
See vertexAttrib1d/2
vertexAttribI3ui(Index, X, Y, Z) -> ok
Types
See vertexAttrib1d/2
vertexAttribI4ui(Index, X, Y, Z, W) -> ok
Types
See vertexAttrib1d/2
vertexAttribI1iv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI1i(Index, X).
vertexAttribI2iv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI2i(Index, X, Y).
vertexAttribI3iv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI3i(Index, X, Y, Z).
vertexAttribI4iv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI4i(Index, X, Y, Z, W).
vertexAttribI1uiv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI1ui(Index, X).
vertexAttribI2uiv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI2ui(Index, X, Y).
vertexAttribI3uiv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI3ui(Index, X, Y, Z).
vertexAttribI4uiv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribI4ui(Index, X, Y, Z, W).
vertexAttribI4bv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttribI4sv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttribI4ubv(Index, V) -> ok
Types
See vertexAttrib1d/2
vertexAttribI4usv(Index, V) -> ok
Types
See vertexAttrib1d/2
getUniformuiv(Program, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
Types
See getUniformfv/2
bindFragDataLocation(Program, Color, Name) -> ok
Types
Bind a user-defined varying out variable to a fragment shader color number
gl:bindFragDataLocation explicitly specifies the binding of the user-defined varying out variable Name to fragment shader color number ColorNumber for program Program . If Name was bound previously, its assigned binding is replaced with ColorNumber . Name must be a null-terminated string. ColorNumber must be less than ?GL_MAX_DRAW_BUFFERS .
See external documentation.
getFragDataLocation(Program, Name) -> integer()
Types
Query the bindings of color numbers to user-defined varying out variables
gl:getFragDataLocation retrieves the assigned color number binding for the user-defined varying out variable Name for program Program . Program must have previously been linked. Name must be a null-terminated string. If Name is not the name of an active user-defined varying out fragment shader variable within Program , -1 will be returned.
See external documentation.
uniform1ui(Location, V0) -> ok
Types
See uniform1f/2
uniform2ui(Location, V0, V1) -> ok
Types
See uniform1f/2
uniform3ui(Location, V0, V1, V2) -> ok
Types
See uniform1f/2
uniform4ui(Location, V0, V1, V2, V3) -> ok
Types
See uniform1f/2
uniform1uiv(Location, Value) -> ok
Types
See uniform1f/2
uniform2uiv(Location, Value) -> ok
Types
See uniform1f/2
uniform3uiv(Location, Value) -> ok
Types
See uniform1f/2
uniform4uiv(Location, Value) -> ok
Types
See uniform1f/2
texParameterIiv(Target, Pname, Params) -> ok
See texParameterf/3
texParameterIuiv(Target, Pname, Params) -> ok
getTexParameterIiv(Target, Pname) -> {integer(), integer(), integer(), integer()}
getTexParameterIuiv(Target, Pname) -> {integer(), integer(), integer(), integer()}
clearBufferiv(Buffer, Drawbuffer, Value) -> ok
Clear individual buffers of the currently bound draw framebuffer
gl:clearBuffer* clears the specified buffer to the specified value(s). If Buffer is ?GL_COLOR, a particular draw buffer ?GL_DRAWBUFFER I is specified by passing I as DrawBuffer . In this case, Value points to a four-element vector specifying the R, G, B and A color to clear that draw buffer to. If Buffer is one of ?GL_FRONT, ?GL_BACK, ?GL_LEFT, ?GL_RIGHT, or ?GL_FRONT_AND_BACK , identifying multiple buffers, each selected buffer is cleared to the same value. Clamping and conversion for fixed-point color buffers are performed in the same fashion as gl:clearColor/4 .
See external documentation.
clearBufferuiv(Buffer, Drawbuffer, Value) -> ok
See clearBufferiv/3
clearBufferfv(Buffer, Drawbuffer, Value) -> ok
See clearBufferiv/3
clearBufferfi(Buffer, Drawbuffer, Depth, Stencil) -> ok
getStringi(Name, Index) -> string()
See getString/1
drawArraysInstanced(Mode, First, Count, Primcount) -> ok
drawElementsInstanced(Mode, Count, Type, Indices, Primcount) -> ok
texBuffer(Target, Internalformat, Buffer) -> ok
Attach the storage for a buffer object to the active buffer texture
gl:texBuffer attaches the storage for the buffer object named Buffer to the active buffer texture, and specifies the internal format for the texel array found in the attached buffer object. If Buffer is zero, any buffer object attached to the buffer texture is detached and no new buffer object is attached. If Buffer is non-zero, it must be the name of an existing buffer object. Target must be ?GL_TEXTURE_BUFFER . Internalformat specifies the storage format, and must be one of the following sized internal formats:
See external documentation.
primitiveRestartIndex(Index) -> ok
Types
Specify the primitive restart index
gl:primitiveRestartIndex specifies a vertex array element that is treated specially when primitive restarting is enabled. This is known as the primitive restart index.
See external documentation.
getInteger64i_v(Target, Index) -> [integer()]
See getBooleanv/1
getBufferParameteri64v(Target, Pname) -> [integer()]
framebufferTexture(Target, Attachment, Texture, Level) -> ok
Attach a level of a texture object as a logical buffer to the currently bound framebuffer object
gl:framebufferTexture, gl:framebufferTexture1D, gl:framebufferTexture2D, and gl:framebufferTexture attach a selected mipmap level or image of a texture object as one of the logical buffers of the framebuffer object currently bound to Target . Target must be ?GL_DRAW_FRAMEBUFFER, ?GL_READ_FRAMEBUFFER, or ?GL_FRAMEBUFFER . ?GL_FRAMEBUFFER is equivalent to ?GL_DRAW_FRAMEBUFFER.
See external documentation.
vertexAttribDivisor(Index, Divisor) -> ok
Types
Modify the rate at which generic vertex attributes advance during instanced rendering
gl:vertexAttribDivisor modifies the rate at which generic vertex attributes advance when rendering multiple instances of primitives in a single draw call. If Divisor is zero, the attribute at slot Index advances once per vertex. If Divisor is non-zero, the attribute advances once per Divisor instances of the set(s) of vertices being rendered. An attribute is referred to as instanced if its ?GL_VERTEX_ATTRIB_ARRAY_DIVISOR value is non-zero.
See external documentation.
Types
Specifies minimum rate at which sample shaing takes place
gl:minSampleShading specifies the rate at which samples are shaded within a covered pixel. Sample-rate shading is enabled by calling gl:enable/1 with the parameter ?GL_SAMPLE_SHADING . If ?GL_MULTISAMPLE or ?GL_SAMPLE_SHADING is disabled, sample shading has no effect. Otherwise, an implementation must provide at least as many unique color values for each covered fragment as specified by Value times Samples where Samples is the value of ?GL_SAMPLES for the current framebuffer. At least 1 sample for each covered fragment is generated.
See external documentation.
blendEquationi(Buf, Mode) -> ok
See blendEquation/1
blendEquationSeparatei(Buf, ModeRGB, ModeAlpha) -> ok
blendFunci(Buf, Src, Dst) -> ok
blendFuncSeparatei(Buf, SrcRGB, DstRGB, SrcAlpha, DstAlpha) -> ok
loadTransposeMatrixfARB(M) -> ok
Types
loadTransposeMatrixdARB(M) -> ok
Types
multTransposeMatrixfARB(M) -> ok
Types
multTransposeMatrixdARB(M) -> ok
Types
Types
Types
Types
Types
Types
Types
Types
Types
Types
currentPaletteMatrixARB(Index) -> ok
Types
matrixIndexubvARB(Indices) -> ok
Types
matrixIndexusvARB(Indices) -> ok
Types
matrixIndexuivARB(Indices) -> ok
Types
programStringARB(Target, Format, String) -> ok
bindProgramARB(Target, Program) -> ok
deleteProgramsARB(Programs) -> ok
Types
genProgramsARB(N) -> [integer()]
Types
programEnvParameter4dARB(Target, Index, X, Y, Z, W) -> ok
programEnvParameter4dvARB(Target, Index, Params) -> ok
programEnvParameter4fARB(Target, Index, X, Y, Z, W) -> ok
programEnvParameter4fvARB(Target, Index, Params) -> ok
programLocalParameter4dARB(Target, Index, X, Y, Z, W) -> ok
programLocalParameter4dvARB(Target, Index, Params) -> ok
programLocalParameter4fARB(Target, Index, X, Y, Z, W) -> ok
programLocalParameter4fvARB(Target, Index, Params) -> ok
getProgramEnvParameterdvARB(Target, Index) -> {float(), float(), float(), float()}
getProgramEnvParameterfvARB(Target, Index) -> {float(), float(), float(), float()}
getProgramLocalParameterdvARB(Target, Index) -> {float(), float(), float(), float()}
getProgramLocalParameterfvARB(Target, Index) -> {float(), float(), float(), float()}
getProgramStringARB(Target, Pname, String) -> ok
getBufferParameterivARB(Target, Pname) -> [integer()]
Types
getHandleARB(Pname) -> integer()
Types
detachObjectARB(ContainerObj, AttachedObj) -> ok
Types
createShaderObjectARB(ShaderType) -> integer()
Types
shaderSourceARB(ShaderObj, String) -> ok
Types
compileShaderARB(ShaderObj) -> ok
Types
createProgramObjectARB() -> integer()
attachObjectARB(ContainerObj, Obj) -> ok
Types
linkProgramARB(ProgramObj) -> ok
Types
useProgramObjectARB(ProgramObj) -> ok
Types
validateProgramARB(ProgramObj) -> ok
Types
getObjectParameterfvARB(Obj, Pname) -> float()
getObjectParameterivARB(Obj, Pname) -> integer()
getInfoLogARB(Obj, MaxLength) -> string()
Types
getAttachedObjectsARB(ContainerObj, MaxCount) -> [integer()]
Types
getUniformLocationARB(ProgramObj, Name) -> integer()
Types
getActiveUniformARB(ProgramObj, Index, MaxLength) -> {Size::integer(), Type::enum(), Name::string()}
Types
getUniformfvARB(ProgramObj, Location) -> matrix()
Types
getUniformivARB(ProgramObj, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
Types
getShaderSourceARB(Obj, MaxLength) -> string()
Types
bindAttribLocationARB(ProgramObj, Index, Name) -> ok
Types
getActiveAttribARB(ProgramObj, Index, MaxLength) -> {Size::integer(), Type::enum(), Name::string()}
Types
getAttribLocationARB(ProgramObj, Name) -> integer()
Types
isRenderbuffer(Renderbuffer) -> 0 | 1
Types
Determine if a name corresponds to a renderbuffer object
gl:isRenderbuffer returns ?GL_TRUE if Renderbuffer is currently the name of a renderbuffer object. If Renderbuffer is zero, or if Renderbuffer is not the name of a renderbuffer object, or if an error occurs, gl:isRenderbuffer returns ?GL_FALSE. If Renderbuffer is a name returned by gl:genRenderbuffers/1 , by that has not yet been bound through a call to gl:bindRenderbuffer/2 or gl:framebufferRenderbuffer/4 , then the name is not a renderbuffer object and gl:isRenderbuffer returns ?GL_FALSE .
See external documentation.
bindRenderbuffer(Target, Renderbuffer) -> ok
Bind a renderbuffer to a renderbuffer target
gl:bindRenderbuffer binds the renderbuffer object with name Renderbuffer to the renderbuffer target specified by Target . Target must be ?GL_RENDERBUFFER . Renderbuffer is the name of a renderbuffer object previously returned from a call to gl:genRenderbuffers/1 , or zero to break the existing binding of a renderbuffer object to Target .
See external documentation.
deleteRenderbuffers(Renderbuffers) -> ok
Types
Delete renderbuffer objects
gl:deleteRenderbuffers deletes the N renderbuffer objects whose names are stored in the array addressed by Renderbuffers . The name zero is reserved by the GL and is silently ignored, should it occur in Renderbuffers , as are other unused names. Once a renderbuffer object is deleted, its name is again unused and it has no contents. If a renderbuffer that is currently bound to the target ?GL_RENDERBUFFER is deleted, it is as though gl:bindRenderbuffer/2 had been executed with a Target of ?GL_RENDERBUFFER and a Name of zero.
See external documentation.
genRenderbuffers(N) -> [integer()]
Types
Generate renderbuffer object names
gl:genRenderbuffers returns N renderbuffer object names in Renderbuffers . There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genRenderbuffers .
See external documentation.
renderbufferStorage(Target, Internalformat, Width, Height) -> ok
Establish data storage, format and dimensions of a renderbuffer object's image
gl:renderbufferStorage is equivalent to calling gl:renderbufferStorageMultisample/5 with the Samples set to zero.
See external documentation.
getRenderbufferParameteriv(Target, Pname) -> integer()
Retrieve information about a bound renderbuffer object
gl:getRenderbufferParameteriv retrieves information about a bound renderbuffer object. Target specifies the target of the query operation and must be ?GL_RENDERBUFFER . Pname specifies the parameter whose value to query and must be one of ?GL_RENDERBUFFER_WIDTH , ?GL_RENDERBUFFER_HEIGHT, ?GL_RENDERBUFFER_INTERNAL_FORMAT, ?GL_RENDERBUFFER_RED_SIZE , ?GL_RENDERBUFFER_GREEN_SIZE, ?GL_RENDERBUFFER_BLUE_SIZE, ?GL_RENDERBUFFER_ALPHA_SIZE , ?GL_RENDERBUFFER_DEPTH_SIZE, ?GL_RENDERBUFFER_DEPTH_SIZE, ?GL_RENDERBUFFER_STENCIL_SIZE , or ?GL_RENDERBUFFER_SAMPLES.
See external documentation.
isFramebuffer(Framebuffer) -> 0 | 1
Types
Determine if a name corresponds to a framebuffer object
gl:isFramebuffer returns ?GL_TRUE if Framebuffer is currently the name of a framebuffer object. If Framebuffer is zero, or if ?framebuffer is not the name of a framebuffer object, or if an error occurs, gl:isFramebuffer returns ?GL_FALSE. If Framebuffer is a name returned by gl:genFramebuffers/1 , by that has not yet been bound through a call to gl:bindFramebuffer/2 , then the name is not a framebuffer object and gl:isFramebuffer returns ?GL_FALSE.
See external documentation.
bindFramebuffer(Target, Framebuffer) -> ok
Bind a framebuffer to a framebuffer target
gl:bindFramebuffer binds the framebuffer object with name Framebuffer to the framebuffer target specified by Target . Target must be either ?GL_DRAW_FRAMEBUFFER , ?GL_READ_FRAMEBUFFER or ?GL_FRAMEBUFFER. If a framebuffer object is bound to ?GL_DRAW_FRAMEBUFFER or ?GL_READ_FRAMEBUFFER, it becomes the target for rendering or readback operations, respectively, until it is deleted or another framebuffer is bound to the corresponding bind point. Calling gl:bindFramebuffer with Target set to ?GL_FRAMEBUFFER binds Framebuffer to both the read and draw framebuffer targets. Framebuffer is the name of a framebuffer object previously returned from a call to gl:genFramebuffers/1 , or zero to break the existing binding of a framebuffer object to Target .
See external documentation.
deleteFramebuffers(Framebuffers) -> ok
Types
Delete framebuffer objects
gl:deleteFramebuffers deletes the N framebuffer objects whose names are stored in the array addressed by Framebuffers . The name zero is reserved by the GL and is silently ignored, should it occur in Framebuffers , as are other unused names. Once a framebuffer object is deleted, its name is again unused and it has no attachments. If a framebuffer that is currently bound to one or more of the targets ?GL_DRAW_FRAMEBUFFER or ?GL_READ_FRAMEBUFFER is deleted, it is as though gl:bindFramebuffer/2 had been executed with the corresponding Target and Framebuffer zero.
See external documentation.
genFramebuffers(N) -> [integer()]
Types
Generate framebuffer object names
gl:genFramebuffers returns N framebuffer object names in Ids . There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genFramebuffers .
See external documentation.
checkFramebufferStatus(Target) -> enum()
Types
Check the completeness status of a framebuffer
gl:checkFramebufferStatus queries the completeness status of the framebuffer object currently bound to Target . Target must be ?GL_DRAW_FRAMEBUFFER, ?GL_READ_FRAMEBUFFER or ?GL_FRAMEBUFFER. ?GL_FRAMEBUFFER is equivalent to ?GL_DRAW_FRAMEBUFFER .
See external documentation.
framebufferTexture1D(Target, Attachment, Textarget, Texture, Level) -> ok
framebufferTexture2D(Target, Attachment, Textarget, Texture, Level) -> ok
framebufferTexture3D(Target, Attachment, Textarget, Texture, Level, Zoffset) -> ok
Types
framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Renderbuffer) -> ok
Attach a renderbuffer as a logical buffer to the currently bound framebuffer object
gl:framebufferRenderbuffer attaches a renderbuffer as one of the logical buffers of the currently bound framebuffer object. Renderbuffer is the name of the renderbuffer object to attach and must be either zero, or the name of an existing renderbuffer object of type Renderbuffertarget . If Renderbuffer is not zero and if gl:framebufferRenderbuffer is successful, then the renderbuffer name Renderbuffer will be used as the logical buffer identified by Attachment of the framebuffer currently bound to Target .
See external documentation.
getFramebufferAttachmentParameteriv(Target, Attachment, Pname) -> integer()
Retrieve information about attachments of a bound framebuffer object
gl:getFramebufferAttachmentParameter returns information about attachments of a bound framebuffer object. Target specifies the framebuffer binding point and must be ?GL_DRAW_FRAMEBUFFER, ?GL_READ_FRAMEBUFFER or ?GL_FRAMEBUFFER. ?GL_FRAMEBUFFER is equivalent to ?GL_DRAW_FRAMEBUFFER.
See external documentation.
Types
Generate mipmaps for a specified texture target
gl:generateMipmap generates mipmaps for the texture attached to Target of the active texture unit. For cube map textures, a ?GL_INVALID_OPERATION error is generated if the texture attached to Target is not cube complete.
See external documentation.
blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1, Mask, Filter) -> ok
Types
Copy a block of pixels from the read framebuffer to the draw framebuffer
gl:blitFramebuffer transfers a rectangle of pixel values from one region of the read framebuffer to another region in the draw framebuffer. Mask is the bitwise OR of a number of values indicating which buffers are to be copied. The values are ?GL_COLOR_BUFFER_BIT , ?GL_DEPTH_BUFFER_BIT, and ?GL_STENCIL_BUFFER_BIT. The pixels corresponding to these buffers are copied from the source rectangle bounded by the locations ( SrcX0 ; SrcY0 ) and ( SrcX1 ; SrcY1 ) to the destination rectangle bounded by the locations ( DstX0 ; DstY0 ) and ( DstX1 ; DstY1 ). The lower bounds of the rectangle are inclusive, while the upper bounds are exclusive.
See external documentation.
renderbufferStorageMultisample(Target, Samples, Internalformat, Width, Height) -> ok
Types
Establish data storage, format, dimensions and sample count of a renderbuffer object's image
gl:renderbufferStorageMultisample establishes the data storage, format, dimensions and number of samples of a renderbuffer object's image.
See external documentation.
framebufferTextureLayer(Target, Attachment, Texture, Level, Layer) -> ok
framebufferTextureFaceARB(Target, Attachment, Texture, Level, Face) -> ok
flushMappedBufferRange(Target, Offset, Length) -> ok
Indicate modifications to a range of a mapped buffer
gl:flushMappedBufferRange indicates that modifications have been made to a range of a mapped buffer. The buffer must previously have been mapped with the ?GL_MAP_FLUSH_EXPLICIT flag. Offset and Length indicate the modified subrange of the mapping, in basic units. The specified subrange to flush is relative to the start of the currently mapped range of the buffer. gl:flushMappedBufferRange may be called multiple times to indicate distinct subranges of the mapping which require flushing.
See external documentation.
Types
Bind a vertex array object
gl:bindVertexArray binds the vertex array object with name Array . Array is the name of a vertex array object previously returned from a call to gl:genVertexArrays/1 , or zero to break the existing vertex array object binding.
See external documentation.
deleteVertexArrays(Arrays) -> ok
Types
Delete vertex array objects
gl:deleteVertexArrays deletes N vertex array objects whose names are stored in the array addressed by Arrays . Once a vertex array object is deleted it has no contents and its name is again unused. If a vertex array object that is currently bound is deleted, the binding for that object reverts to zero and the default vertex array becomes current. Unused names in Arrays are silently ignored, as is the value zero.
See external documentation.
genVertexArrays(N) -> [integer()]
Types
Generate vertex array object names
gl:genVertexArrays returns N vertex array object names in Arrays . There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genVertexArrays .
See external documentation.
Types
Determine if a name corresponds to a vertex array object
gl:isVertexArray returns ?GL_TRUE if Array is currently the name of a renderbuffer object. If Renderbuffer is zero, or if Array is not the name of a renderbuffer object, or if an error occurs, gl:isVertexArray returns ?GL_FALSE . If Array is a name returned by gl:genVertexArrays/1 , by that has not yet been bound through a call to gl:bindVertexArray/1 , then the name is not a vertex array object and gl:isVertexArray returns ?GL_FALSE.
See external documentation.
getUniformIndices(Program, UniformNames) -> [integer()]
Types
Retrieve the index of a named uniform block
gl:getUniformIndices retrieves the indices of a number of uniforms within Program .
See external documentation.
getActiveUniformsiv(Program, UniformIndices, Pname) -> [integer()]
getActiveUniformName(Program, UniformIndex, BufSize) -> string()
Types
Query the name of an active uniform
gl:getActiveUniformName returns the name of the active uniform at UniformIndex within Program . If UniformName is not NULL, up to BufSize characters (including a nul-terminator) will be written into the array whose address is specified by UniformName . If Length is not NULL, the number of characters that were (or would have been) written into UniformName (not including the nul-terminator) will be placed in the variable whose address is specified in Length . If Length is NULL, no length is returned. The length of the longest uniform name in Program is given by the value of ?GL_ACTIVE_UNIFORM_MAX_LENGTH, which can be queried with gl:getProgramiv/2 .
See external documentation.
getUniformBlockIndex(Program, UniformBlockName) -> integer()
Types
Retrieve the index of a named uniform block
gl:getUniformBlockIndex retrieves the index of a uniform block within Program .
See external documentation.
getActiveUniformBlockiv(Program, UniformBlockIndex, Pname, Params) -> ok
Query information about an active uniform block
gl:getActiveUniformBlockiv retrieves information about an active uniform block within Program .
See external documentation.
getActiveUniformBlockName(Program, UniformBlockIndex, BufSize) -> string()
Types
Retrieve the name of an active uniform block
gl:getActiveUniformBlockName retrieves the name of the active uniform block at UniformBlockIndex within Program .
See external documentation.
uniformBlockBinding(Program, UniformBlockIndex, UniformBlockBinding) -> ok
Types
Assign a binding point to an active uniform block
Binding points for active uniform blocks are assigned using gl:uniformBlockBinding. Each of a program's active uniform blocks has a corresponding uniform buffer binding point. Program is the name of a program object for which the command gl:linkProgram/1 has been issued in the past.
See external documentation.
copyBufferSubData(ReadTarget, WriteTarget, ReadOffset, WriteOffset, Size) -> ok
Types
Copy part of the data store of a buffer object to the data store of another buffer object
gl:copyBufferSubData copies part of the data store attached to Readtarget to the data store attached to Writetarget . The number of basic machine units indicated by Size is copied from the source, at offset Readoffset to the destination at Writeoffset , also in basic machine units.
See external documentation.
drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) -> ok
Render primitives from array data with a per-element offset
gl:drawElementsBaseVertex behaves identically to gl:drawElements/4 except that the ith element transferred by the corresponding draw call will be taken from element Indices [i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type , it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.
See external documentation.
drawRangeElementsBaseVertex(Mode, Start, End, Count, Type, Indices, Basevertex) -> ok
Types
Render primitives from array data with a per-element offset
gl:drawRangeElementsBaseVertex is a restricted form of gl:drawElementsBaseVertex/5 . Mode , Start , End , Count and Basevertex match the corresponding arguments to gl:drawElementsBaseVertex/5 , with the additional constraint that all values in the array Indices must lie between Start and End , inclusive, prior to adding Basevertex . Index values lying outside the range [ Start , End ] are treated in the same way as gl:drawElementsBaseVertex/5 . The i th element transferred by the corresponding draw call will be taken from element Indices [i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type , it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.
See external documentation.
drawElementsInstancedBaseVertex(Mode, Count, Type, Indices, Primcount, Basevertex) -> ok
Render multiple instances of a set of primitives from array data with a per-element offset
gl:drawElementsInstancedBaseVertex behaves identically to gl:drawElementsInstanced/5 except that the ith element transferred by the corresponding draw call will be taken from element Indices [i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type , it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.
See external documentation.
Types
Specifiy the vertex to be used as the source of data for flat shaded varyings
Flatshading a vertex shader varying output means to assign all vetices of the primitive the same value for that output. The vertex from which these values is derived is known as the provoking vertex and gl:provokingVertex specifies which vertex is to be used as the source of data for flat shaded varyings.
See external documentation.
fenceSync(Condition, Flags) -> integer()
Create a new sync object and insert it into the GL command stream
gl:fenceSync creates a new fence sync object, inserts a fence command into the GL command stream and associates it with that sync object, and returns a non-zero name corresponding to the sync object.
See external documentation.
Types
Determine if a name corresponds to a sync object
gl:isSync returns ?GL_TRUE if Sync is currently the name of a sync object. If Sync is not the name of a sync object, or if an error occurs, gl:isSync returns ?GL_FALSE. Note that zero is not the name of a sync object.
See external documentation.
Types
Delete a sync object
gl:deleteSync deletes the sync object specified by Sync . If the fence command corresponding to the specified sync object has completed, or if no gl:waitSync/3 or gl:clientWaitSync/3 commands are blocking on Sync , the object is deleted immediately. Otherwise, Sync is flagged for deletion and will be deleted when it is no longer associated with any fence command and is no longer blocking any gl:waitSync/3 or gl:clientWaitSync/3 command. In either case, after gl:deleteSync returns, the name Sync is invalid and can no longer be used to refer to the sync object.
See external documentation.
clientWaitSync(Sync, Flags, Timeout) -> enum()
Types
Block and wait for a sync object to become signaled
gl:clientWaitSync causes the client to block and wait for the sync object specified by Sync to become signaled. If Sync is signaled when gl:clientWaitSync is called, gl:clientWaitSync returns immediately, otherwise it will block and wait for up to Timeout nanoseconds for Sync to become signaled.
See external documentation.
waitSync(Sync, Flags, Timeout) -> ok
Types
Instruct the GL server to block until the specified sync object becomes signaled
gl:waitSync causes the GL server to block and wait until Sync becomes signaled. Sync is the name of an existing sync object upon which to wait. Flags and Timeout are currently not used and must be set to zero and the special value ?GL_TIMEOUT_IGNORED , respectively
Flags and Timeout are placeholders for anticipated future extensions of sync object capabilities. They must have these reserved values in order that existing code calling gl:waitSync operate properly in the presence of such extensions.
See external documentation.
getInteger64v(Pname) -> [integer()]
Types
See getBooleanv/1
getSynciv(Sync, Pname, BufSize) -> [integer()]
Query the properties of a sync object
gl:getSynciv retrieves properties of a sync object. Sync specifies the name of the sync object whose properties to retrieve.
See external documentation.
texImage2DMultisample(Target, Samples, Internalformat, Width, Height, Fixedsamplelocations) -> ok
Types
Establish the data storage, format, dimensions, and number of samples of a multisample texture's image
gl:texImage2DMultisample establishes the data storage, format, dimensions and number of samples of a multisample texture's image.
See external documentation.
texImage3DMultisample(Target, Samples, Internalformat, Width, Height, Depth, Fixedsamplelocations) -> ok
Types
Establish the data storage, format, dimensions, and number of samples of a multisample texture's image
gl:texImage3DMultisample establishes the data storage, format, dimensions and number of samples of a multisample texture's image.
See external documentation.
getMultisamplefv(Pname, Index) -> {float(), float()}
Retrieve the location of a sample
gl:getMultisamplefv queries the location of a given sample. Pname specifies the sample parameter to retrieve and must be ?GL_SAMPLE_POSITION. Index corresponds to the sample for which the location should be returned. The sample location is returned as two floating-point values in Val[0] and Val[1] , each between 0 and 1, corresponding to the X and Y locations respectively in the GL pixel space of that sample. (0.5, 0.5) this corresponds to the pixel center. Index must be between zero and the value of ?GL_SAMPLES - 1.
See external documentation.
sampleMaski(Index, Mask) -> ok
Types
Set the value of a sub-word of the sample mask
gl:sampleMaski sets one 32-bit sub-word of the multi-word sample mask, ?GL_SAMPLE_MASK_VALUE .
See external documentation.
namedStringARB(Type, Name, String) -> ok
deleteNamedStringARB(Name) -> ok
Types
compileShaderIncludeARB(Shader, Path) -> ok
Types
isNamedStringARB(Name) -> 0 | 1
Types
getNamedStringARB(Name, BufSize) -> string()
Types
getNamedStringivARB(Name, Pname) -> integer()
bindFragDataLocationIndexed(Program, ColorNumber, Index, Name) -> ok
Types
getFragDataIndex(Program, Name) -> integer()
Types
Query the bindings of color indices to user-defined varying out variables
gl:getFragDataIndex returns the index of the fragment color to which the variable Name was bound when the program object Program was last linked. If Name is not a varying out variable of Program , or if an error occurs, -1 will be returned.
See external documentation.
genSamplers(Count) -> [integer()]
Types
Generate sampler object names
gl:genSamplers returns N sampler object names in Samplers . There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genSamplers .
See external documentation.
deleteSamplers(Samplers) -> ok
Types
Delete named sampler objects
gl:deleteSamplers deletes N sampler objects named by the elements of the array Ids . After a sampler object is deleted, its name is again unused. If a sampler object that is currently bound to a sampler unit is deleted, it is as though gl:bindSampler/2 is called with unit set to the unit the sampler is bound to and sampler zero. Unused names in samplers are silently ignored, as is the reserved name zero.
See external documentation.
Types
Determine if a name corresponds to a sampler object
gl:isSampler returns ?GL_TRUE if Id is currently the name of a sampler object. If Id is zero, or is a non-zero value that is not currently the name of a sampler object, or if an error occurs, gl:isSampler returns ?GL_FALSE.
See external documentation.
bindSampler(Unit, Sampler) -> ok
Types
Bind a named sampler to a texturing target
gl:bindSampler binds Sampler to the texture unit at index Unit . Sampler must be zero or the name of a sampler object previously returned from a call to gl:genSamplers/1 . Unit must be less than the value of ?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.
See external documentation.
samplerParameteri(Sampler, Pname, Param) -> ok
Set sampler parameters
gl:samplerParameter assigns the value or values in Params to the sampler parameter specified as Pname . Sampler specifies the sampler object to be modified, and must be the name of a sampler object previously returned from a call to gl:genSamplers/1 . The following symbols are accepted in Pname :
See external documentation.
samplerParameteriv(Sampler, Pname, Param) -> ok
samplerParameterf(Sampler, Pname, Param) -> ok
samplerParameterfv(Sampler, Pname, Param) -> ok
samplerParameterIiv(Sampler, Pname, Param) -> ok
samplerParameterIuiv(Sampler, Pname, Param) -> ok
getSamplerParameteriv(Sampler, Pname) -> [integer()]
Return sampler parameter values
gl:getSamplerParameter returns in Params the value or values of the sampler parameter specified as Pname . Sampler defines the target sampler, and must be the name of an existing sampler object, returned from a previous call to gl:genSamplers/1 . Pname accepts the same symbols as gl:samplerParameteri/3 , with the same interpretations:
See external documentation.
getSamplerParameterIiv(Sampler, Pname) -> [integer()]
getSamplerParameterfv(Sampler, Pname) -> [float()]
getSamplerParameterIuiv(Sampler, Pname) -> [integer()]
queryCounter(Id, Target) -> ok
Record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed.
gl:queryCounter causes the GL to record the current time into the query object named Id . Target must be ?GL_TIMESTAMP. The time is recorded after all previous commands on the GL client and server state and the framebuffer have been fully realized. When the time is recorded, the query result for that object is marked available. gl:queryCounter timer queries can be used within a gl:beginQuery/2 / gl:beginQuery/2 block where the target is ?GL_TIME_ELAPSED and it does not affect the result of that query object.
See external documentation.
getQueryObjecti64v(Id, Pname) -> integer()
getQueryObjectui64v(Id, Pname) -> integer()
drawArraysIndirect(Mode, Indirect) -> ok
Render primitives from array data, taking parameters from memory
gl:drawArraysIndirect specifies multiple geometric primitives with very few subroutine calls. gl:drawArraysIndirect behaves similarly to gl:drawArraysInstancedBaseInstance/5 , execept that the parameters to gl:drawArraysInstancedBaseInstance/5 are stored in memory at the address given by Indirect .
See external documentation.
drawElementsIndirect(Mode, Type, Indirect) -> ok
Render indexed primitives from array data, taking parameters from memory
gl:drawElementsIndirect specifies multiple indexed geometric primitives with very few subroutine calls. gl:drawElementsIndirect behaves similarly to gl:drawElementsInstancedBaseVertexBaseInstance/7 , execpt that the parameters to gl:drawElementsInstancedBaseVertexBaseInstance/7 are stored in memory at the address given by Indirect .
See external documentation.
Types
See uniform1f/2
uniform2d(Location, X, Y) -> ok
Types
See uniform1f/2
uniform3d(Location, X, Y, Z) -> ok
Types
See uniform1f/2
uniform4d(Location, X, Y, Z, W) -> ok
Types
See uniform1f/2
uniform1dv(Location, Value) -> ok
Types
See uniform1f/2
uniform2dv(Location, Value) -> ok
Types
See uniform1f/2
uniform3dv(Location, Value) -> ok
Types
See uniform1f/2
uniform4dv(Location, Value) -> ok
Types
See uniform1f/2
uniformMatrix2dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix3dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix4dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix2x3dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix2x4dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix3x2dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix3x4dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix4x2dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
uniformMatrix4x3dv(Location, Transpose, Value) -> ok
Types
See uniform1f/2
getUniformdv(Program, Location) -> matrix()
Types
See getUniformfv/2
getSubroutineUniformLocation(Program, Shadertype, Name) -> integer()
Retrieve the location of a subroutine uniform of a given shader stage within a program
gl:getSubroutineUniformLocation returns the location of the subroutine uniform variable Name in the shader stage of type Shadertype attached to Program , with behavior otherwise identical to gl:getUniformLocation/2 .
See external documentation.
getSubroutineIndex(Program, Shadertype, Name) -> integer()
Retrieve the index of a subroutine uniform of a given shader stage within a program
gl:getSubroutineIndex returns the index of a subroutine uniform within a shader stage attached to a program object. Program contains the name of the program to which the shader is attached. Shadertype specifies the stage from which to query shader subroutine index. Name contains the null-terminated name of the subroutine uniform whose name to query.
See external documentation.
getActiveSubroutineUniformName(Program, Shadertype, Index, Bufsize) -> string()
Query the name of an active shader subroutine uniform
gl:getActiveSubroutineUniformName retrieves the name of an active shader subroutine uniform. Program contains the name of the program containing the uniform. Shadertype specifies the stage for which which the uniform location, given by Index , is valid. Index must be between zero and the value of ?GL_ACTIVE_SUBROUTINE_UNIFORMS minus one for the shader stage.
See external documentation.
getActiveSubroutineName(Program, Shadertype, Index, Bufsize) -> string()
Query the name of an active shader subroutine
gl:getActiveSubroutineName queries the name of an active shader subroutine uniform from the program object given in Program . Index specifies the index of the shader subroutine uniform within the shader stage given by Stage , and must between zero and the value of ?GL_ACTIVE_SUBROUTINES minus one for the shader stage.
See external documentation.
uniformSubroutinesuiv(Shadertype, Indices) -> ok
Load active subroutine uniforms
gl:uniformSubroutines loads all active subroutine uniforms for shader stage Shadertype of the current program with subroutine indices from Indices , storing Indices[i] into the uniform at location I . Count must be equal to the value of ?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS for the program currently in use at shader stage Shadertype . Furthermore, all values in Indices must be less than the value of ?GL_ACTIVE_SUBROUTINES for the shader stage.
See external documentation.
getUniformSubroutineuiv(Shadertype, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
Retrieve the value of a subroutine uniform of a given shader stage of the current program
gl:getUniformSubroutine retrieves the value of the subroutine uniform at location Location for shader stage Shadertype of the current program. Location must be less than the value of ?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS for the shader currently in use at shader stage Shadertype . The value of the subroutine uniform is returned in Values .
See external documentation.
getProgramStageiv(Program, Shadertype, Pname) -> integer()
Retrieve properties of a program object corresponding to a specified shader stage
gl:getProgramStage queries a parameter of a shader stage attached to a program object. Program contains the name of the program to which the shader is attached. Shadertype specifies the stage from which to query the parameter. Pname specifies which parameter should be queried. The value or values of the parameter to be queried is returned in the variable whose address is given in Values .
See external documentation.
patchParameteri(Pname, Value) -> ok
Specifies the parameters for patch primitives
gl:patchParameter specifies the parameters that will be used for patch primitives. Pname specifies the parameter to modify and must be either ?GL_PATCH_VERTICES, ?GL_PATCH_DEFAULT_OUTER_LEVEL or ?GL_PATCH_DEFAULT_INNER_LEVEL. For gl:patchParameteri, Value specifies the new value for the parameter specified by Pname . For gl:patchParameterfv, Values specifies the address of an array containing the new values for the parameter specified by Pname .
See external documentation.
patchParameterfv(Pname, Values) -> ok
bindTransformFeedback(Target, Id) -> ok
Bind a transform feedback object
gl:bindTransformFeedback binds the transform feedback object with name Id to the current GL state. Id must be a name previously returned from a call to gl:genTransformFeedbacks/1 . If Id has not previously been bound, a new transform feedback object with name Id and initialized with with the default transform state vector is created.
See external documentation.
deleteTransformFeedbacks(Ids) -> ok
Types
Delete transform feedback objects
gl:deleteTransformFeedbacks deletes the N transform feedback objects whose names are stored in the array Ids . Unused names in Ids are ignored, as is the name zero. After a transform feedback object is deleted, its name is again unused and it has no contents. If an active transform feedback object is deleted, its name immediately becomes unused, but the underlying object is not deleted until it is no longer active.
See external documentation.
genTransformFeedbacks(N) -> [integer()]
Types
Reserve transform feedback object names
gl:genTransformFeedbacks returns N previously unused transform feedback object names in Ids . These names are marked as used, for the purposes of gl:genTransformFeedbacks only, but they acquire transform feedback state only when they are first bound.
See external documentation.
isTransformFeedback(Id) -> 0 | 1
Types
Determine if a name corresponds to a transform feedback object
gl:isTransformFeedback returns ?GL_TRUE if Id is currently the name of a transform feedback object. If Id is zero, or if ?id is not the name of a transform feedback object, or if an error occurs, gl:isTransformFeedback returns ?GL_FALSE. If Id is a name returned by gl:genTransformFeedbacks/1 , but that has not yet been bound through a call to gl:bindTransformFeedback/2 , then the name is not a transform feedback object and gl:isTransformFeedback returns ?GL_FALSE .
See external documentation.
pauseTransformFeedback() -> ok
Pause transform feedback operations
gl:pauseTransformFeedback pauses transform feedback operations on the currently active transform feedback object. When transform feedback operations are paused, transform feedback is still considered active and changing most transform feedback state related to the object results in an error. However, a new transform feedback object may be bound while transform feedback is paused.
See external documentation.
resumeTransformFeedback() -> ok
Resume transform feedback operations
gl:resumeTransformFeedback resumes transform feedback operations on the currently active transform feedback object. When transform feedback operations are paused, transform feedback is still considered active and changing most transform feedback state related to the object results in an error. However, a new transform feedback object may be bound while transform feedback is paused.
See external documentation.
drawTransformFeedback(Mode, Id) -> ok
Render primitives using a count derived from a transform feedback object
gl:drawTransformFeedback draws primitives of a type specified by Mode using a count retrieved from the transform feedback specified by Id . Calling gl:drawTransformFeedback is equivalent to calling gl:drawArrays/3 with Mode as specified, First set to zero, and Count set to the number of vertices captured on vertex stream zero the last time transform feedback was active on the transform feedback object named by Id .
See external documentation.
drawTransformFeedbackStream(Mode, Id, Stream) -> ok
Render primitives using a count derived from a specifed stream of a transform feedback object
gl:drawTransformFeedbackStream draws primitives of a type specified by Mode using a count retrieved from the transform feedback stream specified by Stream of the transform feedback object specified by Id . Calling gl:drawTransformFeedbackStream is equivalent to calling gl:drawArrays/3 with Mode as specified, First set to zero, and Count set to the number of vertices captured on vertex stream Stream the last time transform feedback was active on the transform feedback object named by Id .
See external documentation.
beginQueryIndexed(Target, Index, Id) -> ok
endQueryIndexed(Target, Index) -> ok
Delimit the boundaries of a query object on an indexed target
gl:beginQueryIndexed and gl:endQueryIndexed/2 delimit the boundaries of a query object. Query must be a name previously returned from a call to gl:genQueries/1 . If a query object with name Id does not yet exist it is created with the type determined by Target . Target must be one of ?GL_SAMPLES_PASSED, ?GL_ANY_SAMPLES_PASSED , ?GL_PRIMITIVES_GENERATED, ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or ?GL_TIME_ELAPSED . The behavior of the query object depends on its type and is as follows.
See external documentation.
getQueryIndexediv(Target, Index, Pname) -> integer()
Return parameters of an indexed query object target
gl:getQueryIndexediv returns in Params a selected parameter of the indexed query object target specified by Target and Index . Index specifies the index of the query object target and must be between zero and a target-specific maxiumum.
See external documentation.
Release resources consumed by the implementation's shader compiler
gl:releaseShaderCompiler provides a hint to the implementation that it may free internal resources associated with its shader compiler. gl:compileShader/1 may subsequently be called and the implementation may at that time reallocate resources previously freed by the call to gl:releaseShaderCompiler.
See external documentation.
shaderBinary(Shaders, Binaryformat, Binary) -> ok
Load pre-compiled shader binaries
gl:shaderBinary loads pre-compiled shader binary code into the Count shader objects whose handles are given in Shaders . Binary points to Length bytes of binary shader code stored in client memory. BinaryFormat specifies the format of the pre-compiled code.
See external documentation.
getShaderPrecisionFormat(Shadertype, Precisiontype) -> {Range::{integer(), integer()}, Precision::integer()}
Retrieve the range and precision for numeric formats supported by the shader compiler
gl:getShaderPrecisionFormat retrieves the numeric range and precision for the implementation's representation of quantities in different numeric formats in specified shader type. ShaderType specifies the type of shader for which the numeric precision and range is to be retrieved and must be one of ?GL_VERTEX_SHADER or ?GL_FRAGMENT_SHADER. PrecisionType specifies the numeric format to query and must be one of ?GL_LOW_FLOAT, ?GL_MEDIUM_FLOAT ?GL_HIGH_FLOAT, ?GL_LOW_INT, ?GL_MEDIUM_INT, or ?GL_HIGH_INT.
See external documentation.
See depthRange/2
Types
getProgramBinary(Program, BufSize) -> {BinaryFormat::enum(), Binary::binary()}
Types
Return a binary representation of a program object's compiled and linked executable source
gl:getProgramBinary returns a binary representation of the compiled and linked executable for Program into the array of bytes whose address is specified in Binary . The maximum number of bytes that may be written into Binary is specified by BufSize . If the program binary is greater in size than BufSize bytes, then an error is generated, otherwise the actual number of bytes written into Binary is returned in the variable whose address is given by Length . If Length is ?NULL, then no length is returned.
See external documentation.
programBinary(Program, BinaryFormat, Binary) -> ok
Load a program object with a program binary
gl:programBinary loads a program object with a program binary previously returned from gl:getProgramBinary/2 . BinaryFormat and Binary must be those returned by a previous call to gl:getProgramBinary/2 , and Length must be the length returned by gl:getProgramBinary/2 , or by gl:getProgramiv/2 when called with Pname set to ?GL_PROGRAM_BINARY_LENGTH. If these conditions are not met, loading the program binary will fail and Program 's ?GL_LINK_STATUS will be set to ?GL_FALSE.
See external documentation.
programParameteri(Program, Pname, Value) -> ok
Specify a parameter for a program object
gl:programParameter specifies a new value for the parameter nameed by Pname for the program object Program .
See external documentation.
useProgramStages(Pipeline, Stages, Program) -> ok
Types
Bind stages of a program object to a program pipeline
gl:useProgramStages binds executables from a program object associated with a specified set of shader stages to the program pipeline object given by Pipeline . Pipeline specifies the program pipeline object to which to bind the executables. Stages contains a logical combination of bits indicating the shader stages to use within Program with the program pipeline object Pipeline . Stages must be a logical combination of ?GL_VERTEX_SHADER_BIT, ?GL_TESS_CONTROL_SHADER_BIT, ?GL_TESS_EVALUATION_SHADER_BIT , ?GL_GEOMETRY_SHADER_BIT, and ?GL_FRAGMENT_SHADER_BIT. Additionally, the special value ?GL_ALL_SHADER_BITS may be specified to indicate that all executables contained in Program should be installed in Pipeline .
See external documentation.
activeShaderProgram(Pipeline, Program) -> ok
Types
Set the active program object for a program pipeline object
gl:activeShaderProgram sets the linked program named by Program to be the active program for the program pipeline object Pipeline . The active program in the active program pipeline object is the target of calls to gl:uniform1f/2 when no program has been made current through a call to gl:useProgram/1 .
See external documentation.
createShaderProgramv(Type, Strings) -> integer()
bindProgramPipeline(Pipeline) -> ok
Types
Bind a program pipeline to the current context
gl:bindProgramPipeline binds a program pipeline object to the current context. Pipeline must be a name previously returned from a call to gl:genProgramPipelines/1 . If no program pipeline exists with name Pipeline then a new pipeline object is created with that name and initialized to the default state vector.
See external documentation.
deleteProgramPipelines(Pipelines) -> ok
Types
Delete program pipeline objects
gl:deleteProgramPipelines deletes the N program pipeline objects whose names are stored in the array Pipelines . Unused names in Pipelines are ignored, as is the name zero. After a program pipeline object is deleted, its name is again unused and it has no contents. If program pipeline object that is currently bound is deleted, the binding for that object reverts to zero and no program pipeline object becomes current.
See external documentation.
genProgramPipelines(N) -> [integer()]
Types
Reserve program pipeline object names
gl:genProgramPipelines returns N previously unused program pipeline object names in Pipelines . These names are marked as used, for the purposes of gl:genProgramPipelines only, but they acquire program pipeline state only when they are first bound.
See external documentation.
isProgramPipeline(Pipeline) -> 0 | 1
Types
Determine if a name corresponds to a program pipeline object
gl:isProgramPipeline returns ?GL_TRUE if Pipeline is currently the name of a program pipeline object. If Pipeline is zero, or if ?pipeline is not the name of a program pipeline object, or if an error occurs, gl:isProgramPipeline returns ?GL_FALSE. If Pipeline is a name returned by gl:genProgramPipelines/1 , but that has not yet been bound through a call to gl:bindProgramPipeline/1 , then the name is not a program pipeline object and gl:isProgramPipeline returns ?GL_FALSE .
See external documentation.
getProgramPipelineiv(Pipeline, Pname) -> integer()
Retrieve properties of a program pipeline object
gl:getProgramPipelineiv retrieves the value of a property of the program pipeline object Pipeline . Pname specifies the name of the parameter whose value to retrieve. The value of the parameter is written to the variable whose address is given by Params .
See external documentation.
programUniform1i(Program, Location, V0) -> ok
Types
Specify the value of a uniform variable for a specified program object
gl:programUniform modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable to be modified is specified by Location , which should be a value returned by gl:getUniformLocation/2 . gl:programUniform operates on the program object specified by Program .
See external documentation.
programUniform1iv(Program, Location, Value) -> ok
Types
programUniform1f(Program, Location, V0) -> ok
Types
programUniform1fv(Program, Location, Value) -> ok
Types
programUniform1d(Program, Location, V0) -> ok
Types
programUniform1dv(Program, Location, Value) -> ok
Types
programUniform1ui(Program, Location, V0) -> ok
Types
programUniform1uiv(Program, Location, Value) -> ok
Types
programUniform2i(Program, Location, V0, V1) -> ok
Types
programUniform2iv(Program, Location, Value) -> ok
Types
programUniform2f(Program, Location, V0, V1) -> ok
Types
programUniform2fv(Program, Location, Value) -> ok
Types
programUniform2d(Program, Location, V0, V1) -> ok
Types
programUniform2dv(Program, Location, Value) -> ok
Types
programUniform2ui(Program, Location, V0, V1) -> ok
Types
programUniform2uiv(Program, Location, Value) -> ok
Types
programUniform3i(Program, Location, V0, V1, V2) -> ok
Types
programUniform3iv(Program, Location, Value) -> ok
Types
programUniform3f(Program, Location, V0, V1, V2) -> ok
Types
programUniform3fv(Program, Location, Value) -> ok
Types
programUniform3d(Program, Location, V0, V1, V2) -> ok
Types
programUniform3dv(Program, Location, Value) -> ok
Types
programUniform3ui(Program, Location, V0, V1, V2) -> ok
Types
programUniform3uiv(Program, Location, Value) -> ok
Types
programUniform4i(Program, Location, V0, V1, V2, V3) -> ok
Types
programUniform4iv(Program, Location, Value) -> ok
Types
programUniform4f(Program, Location, V0, V1, V2, V3) -> ok
Types
programUniform4fv(Program, Location, Value) -> ok
Types
programUniform4d(Program, Location, V0, V1, V2, V3) -> ok
Types
programUniform4dv(Program, Location, Value) -> ok
Types
programUniform4ui(Program, Location, V0, V1, V2, V3) -> ok
Types
programUniform4uiv(Program, Location, Value) -> ok
Types
programUniformMatrix2fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix2dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix2x3fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix3x2fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix2x4fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix4x2fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix3x4fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix4x3fv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix2x3dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix3x2dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix2x4dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix4x2dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix3x4dv(Program, Location, Transpose, Value) -> ok
Types
programUniformMatrix4x3dv(Program, Location, Transpose, Value) -> ok
Types
validateProgramPipeline(Pipeline) -> ok
Types
Validate a program pipeline object against current GL state
gl:validateProgramPipeline instructs the implementation to validate the shader executables contained in Pipeline against the current GL state. The implementation may use this as an opportunity to perform any internal shader modifications that may be required to ensure correct operation of the installed shaders given the current GL state.
See external documentation.
getProgramPipelineInfoLog(Pipeline, BufSize) -> string()
Types
Retrieve the info log string from a program pipeline object
gl:getProgramPipelineInfoLog retrieves the info log for the program pipeline object Pipeline . The info log, including its null terminator, is written into the array of characters whose address is given by InfoLog . The maximum number of characters that may be written into InfoLog is given by BufSize , and the actual number of characters written into InfoLog is returned in the integer whose address is given by Length . If Length is ?NULL, no length is returned.
See external documentation.
vertexAttribL1d(Index, X) -> ok
Types
vertexAttribL2d(Index, X, Y) -> ok
Types
vertexAttribL3d(Index, X, Y, Z) -> ok
Types
vertexAttribL4d(Index, X, Y, Z, W) -> ok
Types
vertexAttribL1dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribL1d(Index, X).
vertexAttribL2dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribL2d(Index, X, Y).
vertexAttribL3dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribL3d(Index, X, Y, Z).
vertexAttribL4dv(Index::integer(), V) -> ok
Types
Equivalent to vertexAttribL4d(Index, X, Y, Z, W).
vertexAttribLPointer(Index, Size, Type, Stride, Pointer) -> ok
getVertexAttribLdv(Index, Pname) -> {float(), float(), float(), float()}
viewportArrayv(First, V) -> ok
Types
viewportIndexedf(Index, X, Y, W, H) -> ok
Types
Set a specified viewport
gl:viewportIndexedf and gl:viewportIndexedfv specify the parameters for a single viewport. Index specifies the index of the viewport to modify. Index must be less than the value of ?GL_MAX_VIEWPORTS. For gl:viewportIndexedf, X , Y , W , and H specify the left, bottom, width and height of the viewport in pixels, respectively. For gl:viewportIndexedfv, V contains the address of an array of floating point values specifying the left ( x), bottom ( y), width ( w), and height ( h) of each viewport, in that order. x and y give the location of the viewport's lower left corner, and w and h give the width and height of the viewport, respectively. The viewport specifies the affine transformation of x and y from normalized device coordinates to window coordinates. Let (x nd y nd) be normalized device coordinates. Then the window coordinates (x w y w) are computed as follows:
See external documentation.
viewportIndexedfv(Index, V) -> ok
Types
Types
scissorIndexed(Index, Left, Bottom, Width, Height) -> ok
Types
scissorIndexedv(Index, V) -> ok
Types
depthRangeArrayv(First, V) -> ok
depthRangeIndexed(Index, N, F) -> ok
getFloati_v(Target, Index) -> [float()]
See getBooleanv/1
getDoublei_v(Target, Index) -> [float()]
See getBooleanv/1
debugMessageControlARB(Source, Type, Severity, Ids, Enabled) -> ok
debugMessageInsertARB(Source, Type, Id, Severity, Buf) -> ok
getDebugMessageLogARB(Count, Bufsize) -> {integer(), Sources::[enum()], Types::[enum()], Ids::[integer()], Severities::[enum()], MessageLog::[string()]}
Types
getGraphicsResetStatusARB() -> enum()
drawArraysInstancedBaseInstance(Mode, First, Count, Primcount, Baseinstance) -> ok
Types
Draw multiple instances of a range of elements with offset applied to instanced attributes
gl:drawArraysInstancedBaseInstance behaves identically to gl:drawArrays/3 except that Primcount instances of the range of elements are executed and the value of the internal counter InstanceID advances for each iteration. InstanceID is an internal 32-bit integer counter that may be read by a vertex shader as ?gl_InstanceID .
See external documentation.
drawElementsInstancedBaseInstance(Mode, Count, Type, Indices, Primcount, Baseinstance) -> ok
Draw multiple instances of a set of elements with offset applied to instanced attributes
gl:drawElementsInstancedBaseInstance behaves identically to gl:drawElements/4 except that Primcount instances of the set of elements are executed and the value of the internal counter InstanceID advances for each iteration. InstanceID is an internal 32-bit integer counter that may be read by a vertex shader as ?gl_InstanceID .
See external documentation.
drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type, Indices, Primcount, Basevertex, Baseinstance) -> ok
Types
Render multiple instances of a set of primitives from array data with a per-element offset
gl:drawElementsInstancedBaseVertexBaseInstance behaves identically to gl:drawElementsInstanced/5 except that the ith element transferred by the corresponding draw call will be taken from element Indices [i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type , it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative. The Basevertex has no effect on the shader-visible value of ?gl_VertexID.
See external documentation.
drawTransformFeedbackInstanced(Mode, Id, Primcount) -> ok
drawTransformFeedbackStreamInstanced(Mode, Id, Stream, Primcount) -> ok
getInternalformativ(Target, Internalformat, Pname, BufSize) -> [integer()]
bindImageTexture(Unit, Texture, Level, Layered, Layer, Access, Format) -> ok
Types
Bind a level of a texture to an image unit
gl:bindImageTexture binds a single level of a texture to an image unit for the purpose of reading and writing it from shaders. Unit specifies the zero-based index of the image unit to which to bind the texture level. Texture specifies the name of an existing texture object to bind to the image unit. If Texture is zero, then any existing binding to the image unit is broken. Level specifies the level of the texture to bind to the image unit.
See external documentation.
Types
Defines a barrier ordering memory transactions
gl:memoryBarrier defines a barrier ordering the memory transactions issued prior to the command relative to those issued after the barrier. For the purposes of this ordering, memory transactions performed by shaders are considered to be issued by the rendering command that triggered the execution of the shader. Barriers is a bitfield indicating the set of operations that are synchronized with shader stores; the bits used in Barriers are as follows:
See external documentation.
texStorage1D(Target, Levels, Internalformat, Width) -> ok
Simultaneously specify storage for all levels of a one-dimensional texture
gl:texStorage1D specifies the storage requirements for all levels of a one-dimensional texture simultaneously. Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture. The contents of the image may still be modified, however, its storage requirements may not change. Such a texture is referred to as an immutable-format texture.
See external documentation.
texStorage2D(Target, Levels, Internalformat, Width, Height) -> ok
Types
Simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture
gl:texStorage2D specifies the storage requirements for all levels of a two-dimensional texture or one-dimensional texture array simultaneously. Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture. The contents of the image may still be modified, however, its storage requirements may not change. Such a texture is referred to as an immutable-format texture.
See external documentation.
texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) -> ok
Types
Simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture
gl:texStorage3D specifies the storage requirements for all levels of a three-dimensional, two-dimensional array or cube-map array texture simultaneously. Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture. The contents of the image may still be modified, however, its storage requirements may not change. Such a texture is referred to as an immutable-format texture.
See external documentation.
depthBoundsEXT(Zmin, Zmax) -> ok
stencilClearTagEXT(StencilTagBits, StencilClearTag) -> ok