View Source gl (wx v2.4.2)
Erlang wrapper functions for OpenGL
Standard OpenGL API
This documents the functions as a brief version of the complete OpenGL reference pages.
Summary
Functions
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.
gl:activeShaderProgram/2
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:uniform()
when no program has been made
current through a call to gl:useProgram/1
.
gl:activeTexture/1
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.
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/2
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:disable/1
of ?GL_ALPHA_TEST
.)
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.
gl:arrayElement/1
commands are used within
gl:'begin'/1
/gl:'end'/0
pairs to specify
vertex and attribute data for point, line, and polygon primitives. If
?GL_VERTEX_ARRAY
is enabled when gl:arrayElement/1
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.
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/2
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
.
Equivalent to '\'end\''/0
Equivalent to endConditionalRender/0
Equivalent to endQuery/1
Equivalent to endQueryIndexed/2
Equivalent to endTransformFeedback/0
gl:bindAttribLocation/3
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
.
gl:bindBuffer/2
binds a buffer object to the specified
buffer binding point. Calling gl:bindBuffer/2
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.
gl:bindBufferBase/3
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
glMapBuffer
. In addition to binding Buffer
to the indexed buffer binding
target, gl:bindBufferBase/3
also binds Buffer
to the
generic buffer binding point specified by Target
.
gl:bindBufferRange/5
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 glMapBuffer
. In addition to binding a
range of Buffer
to the indexed buffer binding target,
gl:bindBufferRange/5
also binds the range to the
generic buffer binding point specified by Target
.
gl:bindBuffersBase/3
binds a set of Count
buffer
objects whose names are given in the array Buffers
to the Count
consecutive
binding points starting from index First
of the array of targets specified by
Target
. If Buffers
is ?NULL
then
gl:bindBuffersBase/3
unbinds any buffers that are
currently bound to the referenced binding points. Assuming no errors are
generated, it is equivalent to the following pseudo-code, which calls
gl:bindBufferBase/3
, with the exception that the
non-indexed Target
is not changed by
gl:bindBuffersBase/3
gl:bindBuffersRange/5
binds a set of Count
ranges
from buffer objects whose names are given in the array Buffers
to the Count
consecutive binding points starting from index First
of the array of targets
specified by Target
. Offsets
specifies the address of an array containing
Count
starting offsets within the buffers, and Sizes
specifies the address
of an array of Count
sizes of the ranges. If Buffers
is ?NULL
then
Offsets
and Sizes
are ignored and
gl:bindBuffersRange/5
unbinds any buffers that are
currently bound to the referenced binding points. Assuming no errors are
generated, it is equivalent to the following pseudo-code, which calls
gl:bindBufferRange/5
, with the exception that the
non-indexed Target
is not changed by
gl:bindBuffersRange/5
gl:bindFragDataLocation/3
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
.
gl:bindFragDataLocationIndexed/4
specifies
that the varying out variable Name
in Program
should be bound to fragment
color ColorNumber
when the program is next linked. Index
may be zero or one
to specify that the color be used as either the first or second color input to
the blend equation, respectively.
gl:bindFramebuffer/2
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/2
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
.
gl:bindImageTexture/7
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.
gl:bindImageTextures/2
binds images from an array of
existing texture objects to a specified number of consecutive image units.
Count
specifies the number of texture objects whose names are stored in the
array Textures
. That number of texture names are read from the array and bound
to the Count
consecutive texture units starting from First
. If the name zero
appears in the Textures
array, any existing binding to the image unit is
reset. Any non-zero entry in Textures
must be the name of an existing texture
object. When a non-zero entry in Textures
is present, the image at level zero
is bound, the binding is considered layered, with the first layer set to zero,
and the image is bound for read-write access. The image unit format parameter is
taken from the internal format of the image at level zero of the texture object.
For cube map textures, the internal format of the positive X image of level zero
is used. If Textures
is ?NULL
then it is as if an appropriately sized array
containing only zeros had been specified.
gl:bindProgramPipeline/1
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.
gl:bindRenderbuffer/2
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
.
gl:bindSampler/2
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
.
gl:bindSamplers/2
binds samplers from an array of existing
sampler objects to a specified number of consecutive sampler units. Count
specifies the number of sampler objects whose names are stored in the array
Samplers
. That number of sampler names is read from the array and bound to the
Count
consecutive sampler units starting from First
.
gl:bindTexture/2
lets you create or use a named texture.
Calling gl:bindTexture/2
with Target
set to
?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
, ?GL_TEXTURE_BUFFER
, ?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.
gl:bindTextures/2
binds an array of existing texture
objects to a specified number of consecutive texture units. Count
specifies
the number of texture objects whose names are stored in the array Textures
.
That number of texture names are read from the array and bound to the Count
consecutive texture units starting from First
. The target, or type of texture
is deduced from the texture object and each texture is bound to the
corresponding target of the texture unit. If the name zero appears in the
Textures
array, any existing binding to any target of the texture unit is
reset and the default texture for that target is bound in its place. Any
non-zero entry in Textures
must be the name of an existing texture object. If
Textures
is ?NULL
then it is as if an appropriately sized array containing
only zeros had been specified.
gl:bindTextureUnit/2
binds an existing texture object
to the texture unit numbered Unit
.
gl:bindTransformFeedback/2
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 the default transform state vector is created.
gl:bindVertexArray/1
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.
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.
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).
Equivalent to blendEquationi/2
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/2
specifies the blend
equation for a single draw buffer whereas
gl:blendEquation/1
sets the blend equation for all draw
buffers.
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 specify one blend equation for the RGB-color components and one
blend equation for the alpha component.
gl:blendEquationSeparatei/3
specifies the blend
equations for a single draw buffer whereas
gl:blendEquationSeparate/2
sets the blend
equations for all draw buffers.
Equivalent to blendFunci/3
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:disable/1
with argument
?GL_BLEND
to enable and disable blending.
Equivalent to blendFuncSeparatei/5
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:disable/1
with argument
?GL_BLEND
to enable and disable blending.
gl:blitFramebuffer/10
and glBlitNamedFramebuffer
transfer a rectangle of pixel values from one region of a read framebuffer to
another region of a draw framebuffer.
gl:bufferData/4
and glNamedBufferData
create a new data
store for a buffer object. In case of gl:bufferData/4
, the
buffer object currently bound to Target
is used. For glNamedBufferData
, a
buffer object associated with ID specified by the caller in Buffer
will be
used instead.
gl:bufferStorage/4
and glNamedBufferStorage
create a
new immutable data store. For gl:bufferStorage/4
, the
buffer object currently bound to Target
will be initialized. For
glNamedBufferStorage
, Buffer
is the name of the buffer object that will be
configured. The size of the data store is specified by Size
. If an initial
data is available, its address may be supplied in Data
. Otherwise, to create
an uninitialized data store, Data
should be ?NULL
.
gl:bufferSubData/4
and glNamedBufferSubData
redefine
some or all of the data store for the specified buffer object. Data starting at
byte offset Offset
and extending for Size
bytes is copied to the data store
from the memory pointed to by Data
. Offset
and Size
must define a range
lying entirely within the buffer object's data store.
gl:callList/1
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/1
is ignored.
gl:callLists/1
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.
gl:checkFramebufferStatus/1
and
glCheckNamedFramebufferStatus
return the completeness status of a framebuffer
object when treated as a read or draw framebuffer, depending on the value of
Target
.
gl:clampColor/2
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.
gl:clear/1
sets the bitplane area of the window to values
previously selected by gl:clearColor/4
,
gl:clearDepth/1
, and
gl:clearStencil/1
. Multiple color buffers can be cleared
simultaneously by selecting more than one buffer at a time using
gl:drawBuffer/1
.
gl:clearAccum/4
specifies the red, green, blue, and alpha
values used by gl:clear/1
to clear the accumulation buffer.
Equivalent to clearBufferuiv/3
Equivalent to clearBufferuiv/3
Equivalent to clearBufferuiv/3
These commands clear a specified buffer of a framebuffer to specified value(s).
For gl:clearBuffer*()
, the framebuffer is the currently
bound draw framebuffer object. For glClearNamedFramebuffer*
, Framebuffer
is
zero, indicating the default draw framebuffer, or the name of a framebuffer
object.
gl:clearColor/4
specifies the red, green, blue, and alpha
values used by gl:clear/1
to clear the color buffers. Values
specified by gl:clearColor/4
are clamped to the range [0
1].
Equivalent to clearDepthf/1
gl:clearDepth/1
specifies the depth value used by
gl:clear/1
to clear the depth buffer. Values specified by
gl:clearDepth/1
are clamped to the range [0 1].
gl:clearIndex/1
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.
gl:clearStencil/1
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.
gl:clearTexImage/5
fills all an image contained in a
texture with an application supplied value. Texture
must be the name of an
existing texture. Further, Texture
may not be the name of a buffer texture,
nor may its internal format be compressed.
gl:clearTexSubImage/11
fills all or part of an image
contained in a texture with an application supplied value. Texture
must be the
name of an existing texture. Further, Texture
may not be the name of a buffer
texture, nor may its internal format be compressed.
gl:clientActiveTexture/1
selects the vertex array
client state parameters to be modified by
gl:texCoordPointer/4
, and enabled or disabled with
gl:enableClientState/1
or
gl:disableClientState/1
, respectively, when called
with a parameter of ?GL_TEXTURE_COORD_ARRAY
.
gl:clientWaitSync/3
causes the client to block and wait
for the sync object specified by Sync
to become signaled. If Sync
is
signaled when gl:clientWaitSync/3
is called,
gl:clientWaitSync/3
returns immediately, otherwise it
will block and wait for up to Timeout
nanoseconds for Sync
to become
signaled.
gl:clipControl/2
controls the clipping volume behavior and
the clip coordinate to window coordinate transformation behavior.
Geometry is always clipped against the boundaries of a six-plane frustum in x
,
y
, and z
. gl:clipPlane/2
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:getIntegerv/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.
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
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.
Equivalent to colorMaski/5
gl:colorMask/4
and gl:colorMaski/5
specify
whether the individual color components in the frame buffer can or cannot be
written. gl:colorMaski/5
sets the mask for a specific draw
buffer, whereas gl:colorMask/4
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.
gl:colorMaterial/2
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.
gl:colorPointer/4
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
.)
gl:colorSubTable/6
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.
gl:colorTable/6
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.
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
.
gl:compileShader/1
compiles the source code strings that
have been stored in the shader object specified by Shader
.
Texturing allows elements of an image array to be read by shaders.
Texturing allows elements of an image array to be read by shaders.
Texturing allows elements of an image array to be read by shaders.
Equivalent to compressedTextureSubImage1D/7
Equivalent to compressedTextureSubImage2D/9
Equivalent to compressedTextureSubImage3D/11
Texturing allows elements of an image array to be read by shaders.
Texturing allows elements of an image array to be read by shaders.
Texturing allows elements of an image array to be read by shaders.
gl:convolutionFilter1D/6
builds a one-dimensional
convolution filter kernel from an array of pixels.
gl:convolutionFilter2D/7
builds a two-dimensional
convolution filter kernel from an array of pixels.
gl:convolutionParameter()
sets the value of a
convolution parameter.
gl:copyBufferSubData/5
and glCopyNamedBufferSubData
copy part of the data store attached to a source buffer object to the data store
attached to a destination buffer object. The number of basic machine units
indicated by Size
is copied from the source at offset ReadOffset
to the
destination at WriteOffset
. ReadOffset
, WriteOffset
and Size
are in
terms of basic machine units.
gl:copyColorSubTable/5
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.
gl:copyColorTable/5
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
).
gl:copyConvolutionFilter1D/5
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
).
gl:copyConvolutionFilter2D/6
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
).
gl:copyImageSubData/15
may be used to copy data from
one image (i.e. texture or renderbuffer) to another.
gl:copyImageSubData/15
does not perform
general-purpose conversions such as scaling, resizing, blending, color-space, or
format conversions. It should be considered to operate in a manner similar to a
CPU memcpy. CopyImageSubData can copy between images with different internal
formats, provided the formats are compatible.
gl:copyPixels/5
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.
gl:copyTexImage1D/7
defines a one-dimensional texture
image with pixels from the current ?GL_READ_BUFFER
.
gl:copyTexImage2D/8
defines a two-dimensional texture
image, or cube-map texture image with pixels from the current ?GL_READ_BUFFER
.
gl:copyTexSubImage1D/6
and glCopyTextureSubImage1D
replace 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
). For
gl:copyTexSubImage1D/6
, the texture object that is
bound to Target
will be used for the process. For glCopyTextureSubImage1D
,
Texture
tells which texture object should be used for the purpose of the call.
gl:copyTexSubImage2D/8
and glCopyTextureSubImage2D
replace a rectangular portion of a two-dimensional texture image, cube-map
texture image, rectangular image, or a linear portion of a number of slices of a
one-dimensional array texture with pixels from the current ?GL_READ_BUFFER
(rather than from main memory, as is the case for
gl:texSubImage2D/9
).
gl:copyTexSubImage3D/9
and glCopyTextureSubImage3D
functions replace a rectangular portion of a three-dimensional or
two-dimensional array texture image with pixels from the current
?GL_READ_BUFFER
(rather than from main memory, as is the case for
gl:texSubImage3D/11
).
gl:createBuffers/1
returns N
previously unused buffer
names in Buffers
, each representing a new buffer object initialized as if it
had been bound to an unspecified target.
gl:createFramebuffers/1
returns N
previously
unused framebuffer names in Framebuffers
, each representing a new framebuffer
object initialized to the default state.
gl:createProgram/0
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.
gl:createProgramPipelines/1
returns N
previously unused program pipeline names in Pipelines
, each representing a new
program pipeline object initialized to the default state.
gl:createQueries/2
returns N
previously unused query
object names in Ids
, each representing a new query object with the specified
Target
.
gl:createRenderbuffers/1
returns N
previously
unused renderbuffer object names in Renderbuffers
, each representing a new
renderbuffer object initialized to the default state.
gl:createSamplers/1
returns N
previously unused
sampler names in Samplers
, each representing a new sampler object initialized
to the default state.
gl:createShader/1
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_COMPUTE_SHADER
is a shader that is intended to run on the
programmable compute processor. 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.
gl:createShaderProgram()
creates a program object
containing compiled and linked shaders for a single stage specified by Type
.
Strings
refers to an array of Count
strings from which to create the shader
executables.
gl:createTextures/2
returns N
previously unused
texture names in Textures
, each representing a new texture object of the
dimensionality and type specified by Target
and initialized to the default
values for that texture type.
gl:createTransformFeedbacks/1
returns N
previously unused transform feedback object names in Ids
, each representing a
new transform feedback object initialized to the default state.
gl:createVertexArrays/1
returns N
previously
unused vertex array object names in Arrays
, each representing a new vertex
array object initialized to the default state.
gl:cullFace/1
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:disable/1
commands with the
argument ?GL_CULL_FACE
. Facets include triangles, quadrilaterals, polygons,
and rectangles.
gl:debugMessageControl/5
controls the reporting of
debug messages generated by a debug context. The parameters Source
, Type
and
Severity
form a filter to select messages from the pool of potential messages
generated by the GL.
gl:debugMessageInsert/5
inserts a user-supplied
message into the debug output queue. Source
specifies the source that will be
used to classify the message and must be ?GL_DEBUG_SOURCE_APPLICATION
or
?GL_DEBUG_SOURCE_THIRD_PARTY
. All other sources are reserved for use by the GL
implementation. Type
indicates the type of the message to be inserted and may
be one of ?GL_DEBUG_TYPE_ERROR
, ?GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
?GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
, ?GL_DEBUG_TYPE_PORTABILITY
,
?GL_DEBUG_TYPE_PERFORMANCE
, ?GL_DEBUG_TYPE_MARKER
,
?GL_DEBUG_TYPE_PUSH_GROUP
, ?GL_DEBUG_TYPE_POP_GROUP
, or
?GL_DEBUG_TYPE_OTHER
. Severity
indicates the severity of the message and may
be ?GL_DEBUG_SEVERITY_LOW
, ?GL_DEBUG_SEVERITY_MEDIUM
,
?GL_DEBUG_SEVERITY_HIGH
or ?GL_DEBUG_SEVERITY_NOTIFICATION
. Id
is
available for application defined use and may be any value. This value will be
recorded and used to identify the message.
gl:deleteBuffers/1
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).
gl:deleteFramebuffers/1
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.
gl:deleteLists/2
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.
gl:deleteProgram/1
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
.
gl:deleteProgramPipelines/1
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.
gl:deleteQueries/1
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
).
gl:deleteRenderbuffers/1
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.
gl:deleteSamplers/1
deletes N
sampler objects named by
the elements of the array Samplers
. 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.
gl:deleteShader/1
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
.
gl:deleteSync/1
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/1
returns, the name Sync
is invalid and can
no longer be used to refer to the sync object.
gl:deleteTextures/1
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).
gl:deleteTransformFeedbacks/1
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.
gl:deleteVertexArrays/1
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.
gl:depthFunc/1
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:disable/1
of
?GL_DEPTH_TEST
.)
gl:depthMask/1
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.
Equivalent to depthRangef/2
After clipping and division by w
, depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes. Each viewport has an
independent depth range specified as 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).
gl:depthRangeArray()
specifies a linear mapping of the
normalized depth coordinates in this range to window depth coordinates for each
viewport in the range [First
, First
+ Count
). Thus, the values accepted
by gl:depthRangeArray()
are both clamped to this range
before they are accepted.
After clipping and division by w
, depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes.
gl:depthRange/2
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/2
are both clamped to this range
before they are accepted.
After clipping and division by w
, depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes. Each viewport has an
independent depth range specified as 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).
gl:depthRangeIndexed/3
specifies a linear mapping of
the normalized depth coordinates in this range to window depth coordinates for a
specified viewport. Thus, the values accepted by
gl:depthRangeIndexed/3
are both clamped to this range
before they are accepted.
gl:detachShader/2
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
.
Equivalent to enablei/2
Equivalent to enableClientState/1
Equivalent to enablei/2
Equivalent to enableVertexAttribArray/1
gl:dispatchCompute/3
launches one or more compute work
groups. Each work group is processed by the active program object for the
compute shader stage. While the individual shader invocations within a work
group are executed as a unit, work groups are executed completely independently
and in unspecified order. Num_groups_x
, Num_groups_y
and Num_groups_z
specify the number of local work groups that will be dispatched in the X, Y and
Z dimensions, respectively.
gl:dispatchComputeIndirect/1
launches one or
more compute work groups using parameters stored in the buffer object currently
bound to the ?GL_DISPATCH_INDIRECT_BUFFER
target. Each work group is processed
by the active program object for the compute shader stage. While the individual
shader invocations within a work group are executed as a unit, work groups are
executed completely independently and in unspecified order. Indirect
contains
the offset into the data store of the buffer object bound to the
?GL_DISPATCH_INDIRECT_BUFFER
target at which the parameters are stored.
gl:drawArrays/3
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/3
.
gl:drawArraysIndirect/2
specifies multiple geometric
primitives with very few subroutine calls.
gl:drawArraysIndirect/2
behaves similarly to
gl:drawArraysInstancedBaseInstance/5
,
execept that the parameters to
gl:drawArraysInstancedBaseInstance/5
are stored in memory at the address given by Indirect
.
gl:drawArraysInstanced/4
behaves identically to
gl:drawArrays/3
except that Instancecount
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
.
gl:drawArraysInstancedBaseInstance/5
behaves identically to gl:drawArrays/3
except that
Instancecount
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
.
When colors are written to the frame buffer, they are written into the color
buffers specified by gl:drawBuffer/1
. One of the following
values can be used for default framebuffer
gl:drawBuffers/1
and glNamedFramebufferDrawBuffers
define
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.
gl:drawElements/4
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/4
.
gl:drawElementsBaseVertex/5
behaves identically
to gl:drawElements/4
except that 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.
gl:drawElementsIndirect/3
specifies multiple
indexed geometric primitives with very few subroutine calls.
gl:drawElementsIndirect/3
behaves similarly to
gl:drawElementsInstancedBaseVertexBaseInstance/7
,
execpt that the parameters to
gl:drawElementsInstancedBaseVertexBaseInstance/7
are stored in memory at the address given by Indirect
.
gl:drawElementsInstanced/5
behaves identically to
gl:drawElements/4
except that Instancecount
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
.
gl:drawElementsInstancedBaseInstance/6
behaves identically to gl:drawElements/4
except that
Instancecount
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
.
gl:drawElementsInstancedBaseVertex/6
behaves identically to gl:drawElementsInstanced/5
except that 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.
gl:drawElementsInstancedBaseVertexBaseInstance/7
behaves identically to gl:drawElementsInstanced/5
except that 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.
gl:drawPixels/5
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:rasterPos()
or
gl:windowPos()
to set the current raster position; use
gl:get()
with argument ?GL_CURRENT_RASTER_POSITION_VALID
to determine if the specified raster position is valid, and
gl:get()
with argument ?GL_CURRENT_RASTER_POSITION
to
query the raster position.
gl:drawRangeElements/6
is a restricted form of
gl:drawElements/4
. Mode
, 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.
gl:drawRangeElementsBaseVertex/7
is a
restricted form of gl:drawElementsBaseVertex/5
.
Mode
, 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.
gl:drawTransformFeedback/2
draws primitives of a
type specified by Mode
using a count retrieved from the transform feedback
specified by Id
. Calling
gl:drawTransformFeedback/2
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
.
gl:drawTransformFeedbackInstanced/3
draws multiple copies of a range of 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:drawTransformFeedbackInstanced/3
is
equivalent to calling gl:drawArraysInstanced/4
with
Mode
and Instancecount
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
.
gl:drawTransformFeedbackStream/3
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/3
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
.
gl:drawTransformFeedbackStreamInstanced/4
draws multiple copies of a range of 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:drawTransformFeedbackStreamInstanced/4
is equivalent to calling gl:drawArraysInstanced/4
with Mode
and Instancecount
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
.
Equivalent to edgeFlagv/1
gl:edgeFlagPointer/2
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.
Each vertex of a polygon, separate triangle, or separate quadrilateral specified
between a gl:'begin'/1
/gl:'end'/0
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/1
sets the edge flag bit to
?GL_TRUE
if Flag
is ?GL_TRUE
and to ?GL_FALSE
otherwise.
Equivalent to enablei/2
gl:enableClientState/1
and
gl:disableClientState/1
enable or disable individual
client-side capabilities. By default, all client-side capabilities are disabled.
Both gl:enableClientState/1
and
gl:disableClientState/1
take a single argument,
Cap
, which can assume one of the following values
gl:enable/1
and gl:disable/1
enable and disable
various capabilities. Use gl:isEnabled/1
or
gl:get()
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
.
gl:enableVertexAttribArray/1
and
gl:enableVertexArrayAttrib/2
enable the
generic vertex attribute array specified by Index
.
gl:enableVertexAttribArray/1
uses currently
bound vertex array object for the operation, whereas
gl:enableVertexArrayAttrib/2
updates state of
the vertex array object with ID Vaobj
.
gl:'begin'/1
and gl:'end'/0
delimit the
vertices that define a primitive or a group of like primitives.
gl:'begin'/1
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
Conditional rendering is started using
gl:beginConditionalRender/2
and ended using
gl:endConditionalRender/0
. During conditional
rendering, all vertex array commands, as well as gl:clear/1
and
gl:clearBuffer()
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:vertexAttrib()
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/2
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.
gl:beginQuery/2
and gl:endQuery/1
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.
gl:beginQueryIndexed/3
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.
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/1
until a subsequent
call to gl:endTransformFeedback/0
. Transform
feedback commands must be paired.
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
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
glMap1
and glMap2
; to enable and disable it, call
gl:enable/1
and gl:disable/1
.
Equivalent to evalMesh2/5
gl:mapGrid()
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 glMap1
and glMap2
. Mode
determines whether the resulting
vertices are connected as points, lines, or filled polygons.
Equivalent to evalPoint2/2
gl:mapGrid()
and gl:evalMesh()
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:evalMesh()
. Calling gl:evalPoint1/1
is
equivalent to calling glEvalCoord1( i.ð u+u 1 ); where ð u=(u 2-u 1)/n
The gl:feedbackBuffer/3
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.
gl:fenceSync/2
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.
gl:finish/0
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.
Different GL implementations buffer commands in several different locations,
including network buffers and the graphics accelerator itself.
gl:flush/0
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.
gl:flushMappedBufferRange/3
indicates that
modifications have been made to a range of a mapped buffer object. The buffer
object must previously have been mapped with the ?GL_MAP_FLUSH_EXPLICIT_BIT
flag.
Equivalent to fogCoordfv/1
Equivalent to fogCoordfv/1
Equivalent to fogCoordfv/1
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:fog()
).
gl:fogCoordPointer/3
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.
Equivalent to fogiv/2
Equivalent to fogiv/2
Equivalent to fogiv/2
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:disable/1
with argument ?GL_FOG
.
gl:framebufferParameteri/3
and
glNamedFramebufferParameteri
modify the value of the parameter named Pname
in the specified framebuffer object. There are no modifiable parameters of the
default draw and read framebuffer, so they are not valid targets of these
commands.
gl:framebufferRenderbuffer/4
and
glNamedFramebufferRenderbuffer
attaches a renderbuffer as one of the logical
buffers of the specified framebuffer object. Renderbuffers cannot be attached to
the default draw and read framebuffer, so they are not valid targets of these
commands.
Equivalent to framebufferTextureLayer/5
Equivalent to framebufferTextureLayer/5
Equivalent to framebufferTextureLayer/5
Equivalent to framebufferTextureLayer/5
These commands attach a selected mipmap level or image of a texture object as one of the logical buffers of the specified framebuffer object. Textures cannot be attached to the default draw and read framebuffer, so they are not valid targets of these commands.
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:disable/1
with argument ?GL_CULL_FACE
.
gl:frustum/6
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:multMatrix()
were
called with the following matrix as its argument
gl:genBuffers/1
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/1
.
Equivalent to generateTextureMipmap/1
gl:generateMipmap/1
and
gl:generateTextureMipmap/1
generates mipmaps for the
specified texture object. For gl:generateMipmap/1
, the
texture object that is bound to Target
. For
gl:generateTextureMipmap/1
, Texture
is the name of the
texture object.
gl:genFramebuffers/1
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/1
.
gl:genLists/1
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.
gl:genProgramPipelines/1
returns N
previously
unused program pipeline object names in Pipelines
. These names are marked as
used, for the purposes of gl:genProgramPipelines/1
only, but they acquire program pipeline state only when they are first bound.
gl:genQueries/1
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/1
.
gl:genRenderbuffers/1
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/1
.
gl:genSamplers/1
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/1
.
gl:genTextures/1
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/1
.
gl:genTransformFeedbacks/1
returns N
previously
unused transform feedback object names in Ids
. These names are marked as used,
for the purposes of gl:genTransformFeedbacks/1
only, but they acquire transform feedback state only when they are first bound.
gl:genVertexArrays/1
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/1
.
gl:getActiveAttrib/3
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:getProgram()
with the value ?GL_ACTIVE_ATTRIBUTES
. A
value of 0 for Index
selects the first active attribute variable. Permissible
values for Index
range from zero to the number of active attribute variables
minus one.
gl:getActiveSubroutineName/4
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.
gl:getActiveSubroutineUniformName/4
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 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.
gl:getActiveUniform/3
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:getProgram()
with the value ?GL_ACTIVE_UNIFORMS
. A
value of 0 for Index
selects the first active uniform variable. Permissible
values for Index
range from zero to the number of active uniform variables
minus one.
gl:getActiveUniformBlockiv/4
retrieves
information about an active uniform block within Program
.
gl:getActiveUniformBlockName/3
retrieves the
name of the active uniform block at UniformBlockIndex
within Program
.
gl:getActiveUniformName/3
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:getProgram()
.
gl:getActiveUniformsiv/3
queries the value of the
parameter named Pname
for each of the uniforms within Program
whose indices
are specified in the array of UniformCount
unsigned integers UniformIndices
.
Upon success, the value of the parameter for each uniform is written into the
corresponding entry in the array whose address is given in Params
. If an error
is generated, nothing is written into Params
.
gl:getAttachedShaders/2
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
.
gl:getAttribLocation/2
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.
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
gl:getBufferParameteriv/2
returns in Data
a
selected parameter of the buffer object specified by Target
.
These functions return in Data
a selected parameter of the specified buffer
object.
gl:getBufferSubData/4
and glGetNamedBufferSubData
return some or all of the data contents of the data store of the specified
buffer object. Data starting at byte offset Offset
and extending for Size
bytes is copied from the buffer object's 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.
gl:getClipPlane/1
returns in Equation
the four
coefficients of the plane equation for Plane
.
gl:getColorTable/4
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.
Returns parameters specific to color table Target
.
gl:getCompressedTexImage/3
and
glGetnCompressedTexImage
return the compressed texture image associated with
Target
and Lod
into Pixels
. glGetCompressedTextureImage
serves the same
purpose, but instead of taking a texture target, it takes the ID of the texture
object. Pixels
should be an array of BufSize
bytes for
glGetnCompresedTexImage
and glGetCompressedTextureImage
functions, and of
?GL_TEXTURE_COMPRESSED_IMAGE_SIZE
bytes in case of
gl:getCompressedTexImage/3
. If the actual data
takes less space than BufSize
, the remaining bytes will not be touched.
Target
specifies the texture target, to which the texture the data the
function should extract the data from is bound to. Lod
specifies the
level-of-detail number of the desired image.
gl:getConvolutionFilter/4
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.
gl:getConvolutionParameter()
retrieves
convolution parameters. Target
determines which convolution filter is queried.
Pname
determines which parameter is returned
gl:getDebugMessageLog/2
retrieves messages from the
debug message log. A maximum of Count
messages are retrieved from the log. If
Sources
is not NULL then the source of each message is written into up to
Count
elements of the array. If Types
is not NULL then the type of each
message is written into up to Count
elements of the array. If Id
is not NULL
then the identifier of each message is written into up to Count
elements of
the array. If Severities
is not NULL then the severity of each message is
written into up to Count
elements of the array. If Lengths
is not NULL then
the length of each message is written into up to Count
elements of the array.
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
gl:getError/0
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/0
is called, the error
code is returned, and the flag is reset to ?GL_NO_ERROR
. If a call to
gl:getError/0
returns ?GL_NO_ERROR
, there has been no
detectable error since the last call to gl:getError/0
, or
since the GL was initialized.
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
gl:getFragDataIndex/2
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.
gl:getFragDataLocation/2
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.
gl:getFramebufferAttachmentParameteriv/3
and glGetNamedFramebufferAttachmentParameteriv
return parameters of
attachments of a specified framebuffer object.
gl:getFramebufferParameteriv/2
and
glGetNamedFramebufferParameteriv
query parameters of a specified framebuffer
object.
Certain events can result in a reset of the GL context. Such a reset causes all context state to be lost and requires the application to recreate all objects in the affected context.
gl:getHistogram/5
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.
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
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
These commands return values for simple state variables in GL. Pname
is a
symbolic constant indicating the state variable to be returned, and Data
is a
pointer to an array of the indicated type in which to place the returned data.
No documentation available.
Equivalent to getLightiv/2
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.
Equivalent to getMapiv/3
Equivalent to getMapiv/3
glMap1
and glMap2
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.
Equivalent to getMaterialiv/2
gl:getMaterial()
returns in Params
the value or values
of parameter Pname
of material Face
. Six parameters are defined
gl:getMinmax/5
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
.
Equivalent to getMinmaxParameteriv/2
gl:getMinmaxParameter()
retrieves parameters for
the current minmax table by setting Pname
to one of the following values
gl:getMultisamplefv/2
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
minus one.
Equivalent to getPixelMapusv/2
Equivalent to getPixelMapusv/2
See the gl:pixelMap()
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:texSubImage2D/9
,
gl:texSubImage3D/11
,
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.
gl:getPolygonStipple/0
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.
gl:getProgramBinary/2
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.
gl:getProgramInfoLog/2
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.
gl:getProgramInterfaceiv/3
queries the property
of the interface identifed by ProgramInterface
in Program
, the property name
of which is given by Pname
.
gl:getProgram()
returns in Params
the value of a
parameter for a specific program object. The following parameters are defined
gl:getProgramPipelineInfoLog/2
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.
gl:getProgramPipelineiv/2
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
.
gl:getProgramResourceIndex/3
returns the
unsigned integer index assigned to a resource named Name
in the interface type
ProgramInterface
of program object Program
.
gl:getProgramResourceLocation/3
returns the
location assigned to the variable named Name
in interface ProgramInterface
of program object Program
. Program
must be the name of a program that has
been linked successfully. ProgramInterface
must be one of ?GL_UNIFORM
,
?GL_PROGRAM_INPUT
, ?GL_PROGRAM_OUTPUT
, ?GL_VERTEX_SUBROUTINE_UNIFORM
,
?GL_TESS_CONTROL_SUBROUTINE_UNIFORM
, ?GL_TESS_EVALUATION_SUBROUTINE_UNIFORM
,
?GL_GEOMETRY_SUBROUTINE_UNIFORM
, ?GL_FRAGMENT_SUBROUTINE_UNIFORM
,
?GL_COMPUTE_SUBROUTINE_UNIFORM
, or ?GL_TRANSFORM_FEEDBACK_BUFFER
.
gl:getProgramResourceLocationIndex/3
returns the fragment color index assigned to the variable named Name
in
interface ProgramInterface
of program object Program
. Program
must be the
name of a program that has been linked successfully. ProgramInterface
must be
?GL_PROGRAM_OUTPUT
.
gl:getProgramResourceName/4
retrieves the name
string assigned to the single active resource with an index of Index
in the
interface ProgramInterface
of program object Program
. Index
must be less
than the number of entries in the active resource list for ProgramInterface
.
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
.
gl:getQueryIndexediv/3
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.
gl:getQueryiv/2
returns in Params
a selected parameter of
the query object target specified by Target
.
Equivalent to getQueryObjectuiv/2
Equivalent to getQueryObjectuiv/2
Equivalent to getQueryObjectuiv/2
These commands return a selected parameter of the query object specified by
Id
. gl:getQueryObject()
returns in Params
a
selected parameter of the query object specified by Id
.
gl:getQueryBufferObject()
returns in Buffer
a
selected parameter of the query object specified by Id
, by writing it to
Buffer
's data store at the byte offset specified by Offset
.
gl:getRenderbufferParameteriv/2
and
glGetNamedRenderbufferParameteriv
query parameters of a specified renderbuffer
object.
Equivalent to getSamplerParameteriv/2
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:samplerParameter()
, with the
same interpretations
gl:getShaderInfoLog/2
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.
gl:getShader()
returns in Params
the value of a parameter
for a specific shader object. The following parameters are defined
gl:getShaderPrecisionFormat/2
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
.
gl:getShaderSource/2
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.
Equivalent to getStringi/2
gl:getString/1
returns a pointer to a static string
describing some aspect of the current GL connection. Name
can be one of the
following
gl:getSubroutineIndex/3
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.
gl:getSubroutineUniformLocation/3
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
.
gl:getSynciv/3
retrieves properties of a sync object. Sync
specifies the name of the sync object whose properties to retrieve.
Equivalent to getTexEnviv/2
gl:getTexEnv()
returns in Params
selected values of a
texture environment that was specified with gl:texEnv()
.
Target
specifies a texture environment.
Equivalent to getTexGeniv/2
Equivalent to getTexGeniv/2
gl:getTexGen()
returns in Params
selected parameters of a
texture coordinate generation function that was specified using
gl:texGen()
. Coord
names one of the (s
, t
, r
, q
)
texture coordinates, using the symbolic constant ?GL_S
, ?GL_T
, ?GL_R
, or
?GL_Q
.
gl:getTexImage/5
, glGetnTexImage
and glGetTextureImage
functions return a texture image into Pixels
. For
gl:getTexImage/5
and glGetnTexImage
, 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
, ?GL_TEXTURE_CUBE_MAP_ARRAY
). For glGetTextureImage
,
Texture
specifies the texture object name. In addition to types of textures
accepted by gl:getTexImage/5
and glGetnTexImage
, the
function also accepts cube map texture objects (with effective target
?GL_TEXTURE_CUBE_MAP
). 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. For glGetnTexImage and glGetTextureImage functions, bufSize tells
the size of the buffer to receive the retrieved pixel data. glGetnTexImage
and
glGetTextureImage
do not write more than BufSize
bytes into Pixels
.
gl:getTexLevelParameterfv/3
,
gl:getTexLevelParameteriv/3
,
glGetTextureLevelParameterfv
and glGetTextureLevelParameteriv
return in
Params
texture parameter values for a specific level-of-detail value,
specified as Level
. For the first two functions, 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
. The remaining two take a Texture
argument which
specifies the name of the texture object.
Equivalent to getTexParameteriv/2
Equivalent to getTexParameteriv/2
Equivalent to getTexParameteriv/2
gl:getTexParameter()
and glGetTextureParameter
return 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
, ?GL_TEXTURE_2D_MULTISAMPLE
, or
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY
specify one-, two-, or three-dimensional,
one-dimensional array, two-dimensional array, rectangle, cube-mapped or
cube-mapped array, two-dimensional multisample, or two-dimensional multisample
array texturing, respectively. Pname
accepts the same symbols as
gl:texParameter()
, with the same interpretations
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/3
.
gl:getTransformFeedbackVarying/3
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 the value of ?GL_TRANSFORM_FEEDBACK_VARYINGS
minus one selects the
last such variable.
gl:getUniformBlockIndex/2
retrieves the index of a
uniform block within Program
.
Equivalent to getUniformuiv/2
Equivalent to getUniformuiv/2
gl:getUniformIndices/2
retrieves the indices of a
number of uniforms within Program
.
Equivalent to getUniformuiv/2
glGetUniformLocation
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.
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
.
gl:getUniform()
and glGetnUniform
return 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.
Equivalent to getVertexAttribiv/2
Equivalent to getVertexAttribiv/2
Equivalent to getVertexAttribiv/2
Equivalent to getVertexAttribiv/2
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
.
Equivalent to getVertexAttribiv/2
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
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.)
Equivalent to indexubv/1
Equivalent to indexubv/1
Equivalent to indexubv/1
Equivalent to indexubv/1
Equivalent to indexubv/1
Equivalent to indexubv/1
gl:indexMask/1
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.
gl:indexPointer/3
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.
Equivalent to indexubv/1
Equivalent to indexubv/1
Equivalent to indexubv/1
gl:index()
updates the current (single-valued) color index. It
takes one argument, the new value for the current color index.
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/0
causes the name stack to be initialized to its
default empty state.
gl:interleavedArrays/3
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.
gl:invalidateBufferData/1
invalidates all of the
content of the data store of a buffer object. After invalidation, the content of
the buffer's data store becomes undefined.
gl:invalidateBufferSubData/3
invalidates all or
part of the content of the data store of a buffer object. After invalidation,
the content of the specified range of the buffer's data store becomes undefined.
The start of the range is given by Offset
and its size is given by Length
,
both measured in basic machine units.
gl:invalidateFramebuffer/2
and
glInvalidateNamedFramebufferData
invalidate the entire contents of a specified
set of attachments of a framebuffer.
gl:invalidateSubFramebuffer/6
and
glInvalidateNamedFramebufferSubData
invalidate the contents of a specified
region of a specified set of attachments of a framebuffer.
gl:invalidateTexSubImage/8
invalidates all of a
texture image. Texture
and Level
indicated which texture image is being
invalidated. After this command, data in the texture image has undefined values.
gl:invalidateTexSubImage/8
invalidates all or
part of a texture image. Texture
and Level
indicated which texture image is
being invalidated. After this command, data in that subregion have undefined
values. Xoffset
, Yoffset
, Zoffset
, Width
, Height
, and Depth
are
interpreted as they are in gl:texSubImage3D/11
. For
texture targets that don't have certain dimensions, this command treats those
dimensions as having a size of 1. For example, to invalidate a portion of a two-
dimensional texture, the application would use Zoffset
equal to zero and
Depth
equal to one. Cube map textures are treated as an array of six slices in
the z-dimension, where a value of Zoffset
is interpreted as specifying face
?GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ Zoffset
.
gl:isBuffer/1
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/1
returns ?GL_FALSE
.
Equivalent to isEnabledi/2
gl:isEnabled/1
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/2
. For
gl:isEnabledi/2
, 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.
gl:isFramebuffer/1
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/1
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/1
returns
?GL_FALSE
.
gl:isList/1
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.
gl:isProgram/1
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/1
returns ?GL_FALSE
.
gl:isProgramPipeline/1
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/1
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/1
returns ?GL_FALSE
.
gl:isQuery/1
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/1
returns ?GL_FALSE
.
gl:isRenderbuffer/1
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/1
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/1
returns ?GL_FALSE
.
gl:isSampler/1
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/1
returns ?GL_FALSE
.
gl:isShader/1
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, glIsShader
returns ?GL_FALSE
.
gl:isSync/1
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/1
returns ?GL_FALSE
. Note that zero is not
the name of a sync object.
gl:isTexture/1
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/1
returns ?GL_FALSE
.
gl:isTransformFeedback/1
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/1
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/1
returns ?GL_FALSE
.
gl:isVertexArray/1
returns ?GL_TRUE
if Array
is
currently the name of a vertex array object. If Array
is zero, or if Array
is not the name of a vertex array object, or if an error occurs,
gl:isVertexArray/1
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/1
returns ?GL_FALSE
.
Equivalent to lightiv/3
Equivalent to lightiv/3
Equivalent to lightiv/3
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.
Equivalent to lightModeliv/2
Equivalent to lightModeliv/2
Equivalent to lightModeliv/2
gl:lightModel()
sets the lighting model parameter. Pname
names a parameter and Params
gives the new value. There are three lighting
model parameters
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.
gl:lineWidth/1
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:disable/1
with argument ?GL_LINE_SMOOTH
. Line antialiasing is initially disabled.
gl:linkProgram/1
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.
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.
gl:loadIdentity/0
replaces the current matrix with the
identity matrix. It is semantically equivalent to calling
gl:loadMatrix()
with the identity matrix
Equivalent to loadMatrixf/1
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
).
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.
Equivalent to loadTransposeMatrixf/1
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
).
gl:logicOp/1
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:disable/1
using the symbolic constant ?GL_COLOR_LOGIC_OP
. The initial value is disabled.
Equivalent to map1f/6
Evaluators provide a way to use polynomial or rational polynomial mapping to
produce vertices, normals, texture coordinates, and colors. The values produced
by an evaluator are sent to further stages of GL processing just as if they had
been presented using gl:vertex()
,
gl:normal()
, gl:texCoord()
, and
gl:color()
commands, except that the generated values do not
update the current normal, texture coordinates, or color.
Evaluators provide a way to use polynomial or rational polynomial mapping to
produce vertices, normals, texture coordinates, and colors. The values produced
by an evaluator are sent on to further stages of GL processing just as if they
had been presented using gl:vertex()
,
gl:normal()
, gl:texCoord()
, and
gl:color()
commands, except that the generated values do not
update the current normal, texture coordinates, or color.
Equivalent to mapGrid2f/6
Equivalent to mapGrid2f/6
Equivalent to mapGrid2f/6
gl:mapGrid()
and gl:evalMesh()
are used
together 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 glMap1
and glMap2
.
Equivalent to materialiv/3
Equivalent to materialiv/3
Equivalent to materialiv/3
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:lightModel()
reference page for details concerning one-
and two-sided lighting calculations.
gl:matrixMode/1
sets the current matrix mode. Mode
can
assume one of four values
Equivalent to memoryBarrierByRegion/1
gl:memoryBarrier/1
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
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:disable/1
, respectively, with an argument of ?GL_MINMAX
.
gl:minSampleShading/1
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.
gl:multiDrawArrays/3
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/3
.
gl:multiDrawArraysIndirect/4
specifies multiple
geometric primitives with very few subroutine calls.
gl:multiDrawArraysIndirect/4
behaves similarly
to a multitude of calls to
gl:drawArraysInstancedBaseInstance/5
,
execept that the parameters to each call to
gl:drawArraysInstancedBaseInstance/5
are stored in an array in memory at the address given by Indirect
, separated
by the stride, in basic machine units, specified by Stride
. If Stride
is
zero, then the array is assumed to be tightly packed in memory.
No documentation available.
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
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).
Equivalent to multMatrixf/1
gl:multMatrix()
multiplies the current matrix with the one
specified using M
, and replaces the current matrix with the product.
Equivalent to multTransposeMatrixf/1
gl:multTransposeMatrix()
multiplies the current
matrix with the one specified using M
, and replaces the current matrix with
the product.
Display lists are groups of GL commands that have been stored for subsequent
execution. Display lists are created with gl:newList/2
. All
subsequent commands are placed in the display list, in the order issued, until
gl:endList/0
is called.
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
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.
gl:normalPointer/3
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
.)
gl:objectPtrLabel/3
labels the sync object identified by
Ptr
.
gl:ortho/6
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:multMatrix()
were called with the following matrix as
its argument
Equivalent to patchParameteri/2
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/2
, Value
specifies the new value
for the parameter specified by Pname
. For
gl:patchParameterfv/2
, Values
specifies the address
of an array containing the new values for the parameter specified by Pname
.
gl:pauseTransformFeedback/0
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.
Equivalent to pixelMapusv/3
Equivalent to pixelMapusv/3
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:texSubImage2D/9
, and
gl:texSubImage3D/11
. 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:pixelTransfer()
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.
Equivalent to pixelStorei/2
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:texSubImage2D/9
,
gl:texSubImage3D/11
),
gl:compressedTexImage1D/7
,
gl:compressedTexImage2D/8
,
gl:compressedTexImage3D/9
,
gl:compressedTexSubImage1D/7
,
gl:compressedTexSubImage2D/9
or
gl:compressedTexSubImage1D/7
.
Equivalent to pixelTransferi/2
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:texSubImage2D/9
, and
gl:texSubImage3D/11
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:texSubImage2D/9
, and
gl:texSubImage3D/11
). 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:pixelStore()
) control the unpacking of pixels being read
from client memory and the packing of pixels being written back into client
memory.
gl:pixelZoom/2
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
Equivalent to pointParameteriv/2
Equivalent to pointParameteriv/2
Equivalent to pointParameteriv/2
The following values are accepted for Pname
gl:pointSize/1
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.
gl:polygonMode/2
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.
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.
No documentation available.
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.
Equivalent to pushAttrib/1
Equivalent to pushClientAttrib/1
Equivalent to pushDebugGroup/4
Equivalent to pushMatrix/0
Equivalent to pushName/1
gl:primitiveRestartIndex/1
specifies a vertex
array element that is treated specially when primitive restarting is enabled.
This is known as the primitive restart index.
gl:prioritizeTextures/2
assigns the N
texture
priorities given in Priorities
to the N
textures named in Textures
.
gl:programBinary/3
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:getProgram()
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
.
gl:programParameter()
specifies a new value for the
parameter nameed by Pname
for the program object Program
.
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
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
.
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/1
specifies which vertex is to be
used as the source of data for flat shaded varyings.
gl:pushAttrib/1
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.
gl:pushClientAttrib/1
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.
gl:pushDebugGroup/4
pushes a debug group described by
the string Message
into the command stream. The value of Id
specifies the ID
of messages generated. The parameter Length
contains the number of characters
in Message
. If Length
is negative, it is implied that Message
contains a
null terminated string. The message has the specified Source
and Id
, the
Type``?GL_DEBUG_TYPE_PUSH_GROUP
, and
Severity``?GL_DEBUG_SEVERITY_NOTIFICATION
. The GL will put a new debug group
on top of the debug group stack which inherits the control of the volume of
debug output of the debug group previously residing on the top of the debug
group stack. Because debug groups are strictly hierarchical, any additional
control of the debug output volume will only apply within the active debug group
and the debug groups pushed on top of the active debug group.
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.
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.
gl:queryCounter/2
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/2
timer queries can be used within a
gl:beginQuery/2
/ gl:endQuery/1
block
where the target is ?GL_TIME_ELAPSED
and it does not affect the result of that
query object.
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
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
.
gl:readBuffer/1
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_ATTACHMENT``i
may be used to indicate the i
th color
attachment where i
ranges from zero to the value of
?GL_MAX_COLOR_ATTACHMENTS
minus one.
gl:readPixels/7
and glReadnPixels
return 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:pixelStore()
. This
reference page describes the effects on gl:readPixels/7
and
glReadnPixels
of most, but not all of the parameters specified by these three
commands.
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
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.
gl:releaseShaderCompiler/0
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/0
.
gl:renderbufferStorage/4
is equivalent to calling
gl:renderbufferStorageMultisample/5
with
the Samples
set to zero, and glNamedRenderbufferStorage
is equivalent to
calling glNamedRenderbufferStorageMultisample
with the samples set to zero.
gl:renderbufferStorageMultisample/5
and
glNamedRenderbufferStorageMultisample
establish the data storage, format,
dimensions and number of samples of a renderbuffer object's image.
gl:renderMode/1
sets the rasterization mode. It takes one
argument, Mode
, which can assume one of three predefined values
gl:resetHistogram/1
resets all the elements of the
current histogram table to zero.
gl:resetMinmax/1
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.
gl:resumeTransformFeedback/0
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.
Equivalent to rotatef/4
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:multMatrix()
were called with the following matrix
as its argument
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.
gl:sampleMaski/2
sets one 32-bit sub-word of the multi-word
sample mask, ?GL_SAMPLE_MASK_VALUE
.
Equivalent to samplerParameteriv/3
Equivalent to samplerParameteriv/3
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
Equivalent to scalef/3
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.
gl:scissor/4
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.
gl:scissorArrayv/2
defines rectangles, called scissor
boxes, in window coordinates for each viewport. First
specifies the index of
the first scissor box to modify and Count
specifies the number of scissor
boxes to modify. First
must be less than the value of ?GL_MAX_VIEWPORTS
, and
First
+ Count
must be less than or equal to the value of
?GL_MAX_VIEWPORTS
. V
specifies the address of an array containing integers
specifying the lower left corner of the scissor boxes, and the width and height
of the scissor boxes, in that order.
gl:scissorIndexed/5
defines the scissor box for a
specified viewport. Index
specifies the index of scissor box to modify.
Index
must be less than the value of ?GL_MAX_VIEWPORTS
. For
gl:scissorIndexed/5
, Left
, Bottom
, Width
and
Height
specify the left, bottom, width and height of the scissor box, in
pixels, respectively. For gl:scissorIndexedv/2
, V
specifies the address of an array containing integers specifying the lower left
corner of the scissor box, and the width and height of the scissor box, in that
order.
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
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.
gl:secondaryColorPointer/4
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.
gl:selectBuffer/2
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/2
must be issued before selection mode is enabled, and it must not be issued while
the rendering mode is ?GL_SELECT
.
gl:separableFilter2D/8
builds a two-dimensional
separable convolution filter kernel from two arrays of pixels.
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.
gl:shaderBinary/3
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.
gl:shaderSource/2
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.
gl:shaderStorageBlockBinding/3
, changes the
active shader storage block with an assigned index of StorageBlockIndex
in
program object Program
. StorageBlockIndex
must be an active shader storage
block index in Program
. StorageBlockBinding
must be less than the value of
?GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
. If successful,
gl:shaderStorageBlockBinding/3
specifies that
Program
will use the data store of the buffer object bound to the binding
point StorageBlockBinding
to read and write the values of the buffer variables
in the shader storage block identified by StorageBlockIndex
.
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.
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.
gl:stencilMask/1
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.
gl:stencilMaskSeparate/2
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.
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.
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.
Equivalent to textureBuffer/3
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
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).
gl:texCoordPointer/4
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
.)
Equivalent to texEnviv/3
Equivalent to texEnviv/3
Equivalent to texEnviv/3
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
.
Equivalent to texGeniv/3
Equivalent to texGeniv/3
Equivalent to texGeniv/3
Equivalent to texGeniv/3
Equivalent to texGeniv/3
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.
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:disable/1
with argument ?GL_TEXTURE_1D
.
Texturing allows elements of an image array to be read by shaders.
gl:texImage2DMultisample/6
establishes the data
storage, format, dimensions and number of samples of a multisample texture's
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:disable/1
with argument ?GL_TEXTURE_3D
.
gl:texImage3DMultisample/7
establishes the data
storage, format, dimensions and number of samples of a multisample texture's
image.
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
gl:texParameter()
and
gl:textureParameter()
assign the value or values in
Params
to the texture parameter specified as Pname
. For
gl:texParameter()
, Target
defines the target texture,
either ?GL_TEXTURE_1D
, ?GL_TEXTURE_1D_ARRAY
, ?GL_TEXTURE_2D
,
?GL_TEXTURE_2D_ARRAY
, ?GL_TEXTURE_2D_MULTISAMPLE
,
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, ?GL_TEXTURE_3D
, ?GL_TEXTURE_CUBE_MAP
,
?GL_TEXTURE_CUBE_MAP_ARRAY
, or ?GL_TEXTURE_RECTANGLE
. The following symbols
are accepted in Pname
gl:texStorage1D/4
and
gl:textureStorage1D()
specify 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.
gl:texStorage2D/5
and
gl:textureStorage2D()
specify 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.
gl:texStorage2DMultisample/6
and
gl:textureStorage2DMultisample()
specify the
storage requirements for a two-dimensional multisample texture. Once a texture
is specified with this command, its format and dimensions 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.
gl:texStorage3D/6
and
gl:textureStorage3D()
specify 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.
gl:texStorage3DMultisample/7
and
gl:textureStorage3DMultisample()
specify the
storage requirements for a two-dimensional multisample array texture. Once a
texture is specified with this command, its format and dimensions 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.
Texturing maps a portion of a specified texture image onto each graphical
primitive for which texturing is enabled. To enable or disable one-dimensional
texturing, call gl:enable/1
and gl:disable/1
with argument ?GL_TEXTURE_1D
.
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled.
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled.
The values of rendered fragments are undefined when a shader stage fetches
texels and the same texels are written via fragment shader outputs, even if the
reads and writes are not in the same drawing command. To safely read the result
of a written texel via a texel fetch in a subsequent drawing command, call
gl:textureBarrier/0
between the two drawing commands to
guarantee that writes have completed and caches have been invalidated before
subsequent drawing commands are executed.
gl:texBuffer/3
and gl:textureBuffer/3
attaches the data store of a specified buffer object to a specified texture
object, and specify the storage format for the texture image found in the buffer
object. The texture object must be a buffer texture.
gl:texBufferRange/5
and
gl:textureBufferRange/5
attach a range of the data store
of a specified buffer object to a specified texture object, and specify the
storage format for the texture image found in the buffer object. The texture
object must be a buffer texture.
gl:textureView/8
initializes a texture object as an alias,
or view of another texture object, sharing some or all of the parent texture's
data store with the initialized texture. Texture
specifies a name previously
reserved by a successful call to gl:genTextures/1
but that
has not yet been bound or given a target. Target
specifies the target for the
newly initialized texture and must be compatible with the target of the parent
texture, given in Origtexture
as specified in the following table
gl:transformFeedbackBufferBase/3
binds the
buffer object Buffer
to the binding point at index Index
of the transform
feedback object Xfb
.
gl:transformFeedbackBufferRange/5
binds a
range of the buffer object Buffer
represented by Offset
and Size
to the
binding point at index Index
of the transform feedback object Xfb
.
The names of the vertex or geometry shader outputs to be recorded in transform
feedback mode are specified using
gl:transformFeedbackVaryings/3
. 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.
Equivalent to translatef/3
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:multMatrix()
were called with the following matrix for
its argument
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Binding points for active uniform blocks are assigned using
gl:uniformBlockBinding/3
. 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.
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
.
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.
gl:useProgram/1
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
.
gl:useProgramStages/3
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
,
?GL_FRAGMENT_SHADER_BIT
and ?GL_COMPUTE_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
.
gl:validateProgram/1
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.
gl:validateProgramPipeline/1
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.
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
gl:vertex()
commands are used within
gl:'begin'/1
/gl:'end'/0
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.
Equivalent to vertexAttribLPointer/5
Equivalent to vertexAttribLPointer/5
Equivalent to vertexAttribLPointer/5
gl:vertexArrayElementBuffer/2
binds a buffer
object with id Buffer
to the element array buffer bind point of a vertex array
object with id Vaobj
. If Buffer
is zero, any existing element array buffer
binding to Vaobj
is removed.
gl:bindVertexBuffer/4
and
gl:vertexArrayVertexBuffer/5
bind the buffer named
Buffer
to the vertex buffer binding point whose index is given by
Bindingindex
. gl:bindVertexBuffer/4
modifies the
binding of the currently bound vertex array object, whereas
gl:vertexArrayVertexBuffer/5
allows the caller to
specify ID of the vertex array object with an argument named Vaobj
, for which
the binding should be modified. Offset
and Stride
specify the offset of the
first element within the buffer and the distance between elements within the
buffer, respectively, and are both measured in basic machine units.
Bindingindex
must be less than the value of ?GL_MAX_VERTEX_ATTRIB_BINDINGS
.
Offset
and Stride
must be greater than or equal to zero. If Buffer
is
zero, then any buffer currently bound to the specified binding point is unbound.
gl:bindVertexBuffers/4
and
gl:vertexArrayVertexBuffers/5
bind storage from an
array of existing buffer objects to a specified number of consecutive vertex
buffer binding points units in a vertex array object. For
gl:bindVertexBuffers/4
, the vertex array object is
the currently bound vertex array object. For
gl:vertexArrayVertexBuffers/5
, Vaobj
is the name of
the vertex array object.
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
gl:vertexAttribBinding/2
and
gl:vertexArrayAttribBinding/3
establishes an
association between the generic vertex attribute of a vertex array object whose
index is given by Attribindex
, and a vertex buffer binding whose index is
given by Bindingindex
. For
gl:vertexAttribBinding/2
, the vertex array object
affected is that currently bound. For
gl:vertexArrayAttribBinding/3
, Vaobj
is the name
of the vertex array object.
gl:vertexAttribDivisor/2
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.
Equivalent to vertexAttribLPointer/5
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
The gl:vertexAttrib()
family of entry points allows an
application to pass generic vertex attributes in numbered locations.
gl:vertexAttribFormat/5
,
gl:vertexAttribIFormat/4
and
gl:vertexAttribLFormat/4
, as well as
gl:vertexArrayAttribFormat/6
,
gl:vertexArrayAttribIFormat/5
and
gl:vertexArrayAttribLFormat/5
specify the
organization of data in vertex arrays. The first three calls operate on the
bound vertex array object, whereas the last three ones modify the state of a
vertex array object with ID Vaobj
. Attribindex
specifies the index of the
generic vertex attribute array whose data layout is being described, and must be
less than the value of ?GL_MAX_VERTEX_ATTRIBS
.
gl:vertexAttribPointer/6
,
gl:vertexAttribIPointer/5
and
gl:vertexAttribLPointer/5
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.
gl:vertexBindingDivisor/2
and
gl:vertexArrayBindingDivisor/3
modify the rate at
which generic vertex attributes advance when rendering multiple instances of
primitives in a single draw command. If Divisor
is zero, the attributes using
the buffer bound to Bindingindex
advance once per vertex. If Divisor
is
non-zero, the attributes advance once per Divisor
instances of the set(s) of
vertices being rendered. An attribute is referred to as instanced
if the
corresponding Divisor
value is non-zero.
gl:vertexPointer/4
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
.)
gl:viewport/4
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
gl:viewportArrayv/2
specifies the parameters for
multiple viewports simulataneously. First
specifies the index of the first
viewport to modify and Count
specifies the number of viewports to modify.
First
must be less than the value of ?GL_MAX_VIEWPORTS
, and First
+
Count
must be less than or equal to the value of ?GL_MAX_VIEWPORTS
.
Viewports whose indices lie outside the range [First
, First
+ Count
) are
not modified. 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
Equivalent to viewportIndexedfv/2
gl:viewportIndexedf/5
and
gl:viewportIndexedfv/2
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/5
, X
, Y
, W
, and H
specify
the left, bottom, width and height of the viewport in pixels, respectively. For
gl:viewportIndexedfv/2
, 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
gl:waitSync/3
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
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
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
.
Types
-type clamp() :: float().
-type enum() :: non_neg_integer().
-type f() :: float().
-type i() :: integer().
-type offset() :: non_neg_integer().
Functions
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.
gl:activeShaderProgram/2
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:uniform()
when no program has been made
current through a call to gl:useProgram/1
.
-spec activeTexture(Texture :: enum()) -> ok.
gl:activeTexture/1
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.
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/2
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:disable/1
of ?GL_ALPHA_TEST
.)
-spec areTexturesResident(Textures :: [i()]) -> {0 | 1, Residences :: [0 | 1]}.
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.
-spec arrayElement(I :: i()) -> ok.
gl:arrayElement/1
commands are used within
gl:'begin'/1
/gl:'end'/0
pairs to specify
vertex and attribute data for point, line, and polygon primitives. If
?GL_VERTEX_ARRAY
is enabled when gl:arrayElement/1
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.
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/2
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
.
-spec 'begin'(Mode :: enum()) -> ok.
Equivalent to '\'end\''/0
Equivalent to endConditionalRender/0
Equivalent to endQuery/1
Equivalent to endQueryIndexed/2
-spec beginTransformFeedback(PrimitiveMode :: enum()) -> ok.
Equivalent to endTransformFeedback/0
gl:bindAttribLocation/3
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
.
gl:bindBuffer/2
binds a buffer object to the specified
buffer binding point. Calling gl:bindBuffer/2
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.
gl:bindBufferBase/3
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
glMapBuffer
. In addition to binding Buffer
to the indexed buffer binding
target, gl:bindBufferBase/3
also binds Buffer
to the
generic buffer binding point specified by Target
.
-spec bindBufferRange(Target :: enum(), Index :: i(), Buffer :: i(), Offset :: i(), Size :: i()) -> ok.
gl:bindBufferRange/5
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 glMapBuffer
. In addition to binding a
range of Buffer
to the indexed buffer binding target,
gl:bindBufferRange/5
also binds the range to the
generic buffer binding point specified by Target
.
gl:bindBuffersBase/3
binds a set of Count
buffer
objects whose names are given in the array Buffers
to the Count
consecutive
binding points starting from index First
of the array of targets specified by
Target
. If Buffers
is ?NULL
then
gl:bindBuffersBase/3
unbinds any buffers that are
currently bound to the referenced binding points. Assuming no errors are
generated, it is equivalent to the following pseudo-code, which calls
gl:bindBufferBase/3
, with the exception that the
non-indexed Target
is not changed by
gl:bindBuffersBase/3
:
-spec bindBuffersRange(Target :: enum(), First :: i(), Buffers :: [i()], Offsets :: [i()], Sizes :: [i()]) -> ok.
gl:bindBuffersRange/5
binds a set of Count
ranges
from buffer objects whose names are given in the array Buffers
to the Count
consecutive binding points starting from index First
of the array of targets
specified by Target
. Offsets
specifies the address of an array containing
Count
starting offsets within the buffers, and Sizes
specifies the address
of an array of Count
sizes of the ranges. If Buffers
is ?NULL
then
Offsets
and Sizes
are ignored and
gl:bindBuffersRange/5
unbinds any buffers that are
currently bound to the referenced binding points. Assuming no errors are
generated, it is equivalent to the following pseudo-code, which calls
gl:bindBufferRange/5
, with the exception that the
non-indexed Target
is not changed by
gl:bindBuffersRange/5
:
gl:bindFragDataLocation/3
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
.
-spec bindFragDataLocationIndexed(Program :: i(), ColorNumber :: i(), Index :: i(), Name :: string()) -> ok.
gl:bindFragDataLocationIndexed/4
specifies
that the varying out variable Name
in Program
should be bound to fragment
color ColorNumber
when the program is next linked. Index
may be zero or one
to specify that the color be used as either the first or second color input to
the blend equation, respectively.
gl:bindFramebuffer/2
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/2
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
.
bindImageTexture(Unit, Texture, Level, Layered, Layer, Access, Format)
View Source-spec bindImageTexture(Unit, Texture, Level, Layered, Layer, Access, Format) -> ok when Unit :: i(), Texture :: i(), Level :: i(), Layered :: 0 | 1, Layer :: i(), Access :: enum(), Format :: enum().
gl:bindImageTexture/7
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.
gl:bindImageTextures/2
binds images from an array of
existing texture objects to a specified number of consecutive image units.
Count
specifies the number of texture objects whose names are stored in the
array Textures
. That number of texture names are read from the array and bound
to the Count
consecutive texture units starting from First
. If the name zero
appears in the Textures
array, any existing binding to the image unit is
reset. Any non-zero entry in Textures
must be the name of an existing texture
object. When a non-zero entry in Textures
is present, the image at level zero
is bound, the binding is considered layered, with the first layer set to zero,
and the image is bound for read-write access. The image unit format parameter is
taken from the internal format of the image at level zero of the texture object.
For cube map textures, the internal format of the positive X image of level zero
is used. If Textures
is ?NULL
then it is as if an appropriately sized array
containing only zeros had been specified.
-spec bindProgramPipeline(Pipeline :: i()) -> ok.
gl:bindProgramPipeline/1
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.
gl:bindRenderbuffer/2
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
.
gl:bindSampler/2
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
.
gl:bindSamplers/2
binds samplers from an array of existing
sampler objects to a specified number of consecutive sampler units. Count
specifies the number of sampler objects whose names are stored in the array
Samplers
. That number of sampler names is read from the array and bound to the
Count
consecutive sampler units starting from First
.
gl:bindTexture/2
lets you create or use a named texture.
Calling gl:bindTexture/2
with Target
set to
?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
, ?GL_TEXTURE_BUFFER
, ?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.
gl:bindTextures/2
binds an array of existing texture
objects to a specified number of consecutive texture units. Count
specifies
the number of texture objects whose names are stored in the array Textures
.
That number of texture names are read from the array and bound to the Count
consecutive texture units starting from First
. The target, or type of texture
is deduced from the texture object and each texture is bound to the
corresponding target of the texture unit. If the name zero appears in the
Textures
array, any existing binding to any target of the texture unit is
reset and the default texture for that target is bound in its place. Any
non-zero entry in Textures
must be the name of an existing texture object. If
Textures
is ?NULL
then it is as if an appropriately sized array containing
only zeros had been specified.
gl:bindTextureUnit/2
binds an existing texture object
to the texture unit numbered Unit
.
gl:bindTransformFeedback/2
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 the default transform state vector is created.
-spec bindVertexArray(Array :: i()) -> ok.
gl:bindVertexArray/1
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.
Equivalent to vertexArrayVertexBuffer/5
Equivalent to vertexArrayVertexBuffers/5
-spec bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok when Width :: i(), Height :: i(), Xorig :: f(), Yorig :: f(), Xmove :: f(), Ymove :: f(), Bitmap :: offset() | mem().
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.
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).
-spec blendEquation(Mode :: enum()) -> ok.
Equivalent to blendEquationi/2
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/2
specifies the blend
equation for a single draw buffer whereas
gl:blendEquation/1
sets the blend equation for all draw
buffers.
Equivalent to blendEquationSeparatei/3
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 specify one blend equation for the RGB-color components and one
blend equation for the alpha component.
gl:blendEquationSeparatei/3
specifies the blend
equations for a single draw buffer whereas
gl:blendEquationSeparate/2
sets the blend
equations for all draw buffers.
Equivalent to blendFunci/3
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:disable/1
with argument
?GL_BLEND
to enable and disable blending.
blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha, DfactorAlpha)
View Source-spec blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha, DfactorAlpha) -> ok when SfactorRGB :: enum(), DfactorRGB :: enum(), SfactorAlpha :: enum(), DfactorAlpha :: enum().
Equivalent to blendFuncSeparatei/5
-spec blendFuncSeparatei(Buf :: i(), SrcRGB :: enum(), DstRGB :: enum(), SrcAlpha :: enum(), DstAlpha :: enum()) -> ok.
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:disable/1
with argument
?GL_BLEND
to enable and disable blending.
blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1, Mask, Filter)
View Source-spec blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1, Mask, Filter) -> ok when SrcX0 :: i(), SrcY0 :: i(), SrcX1 :: i(), SrcY1 :: i(), DstX0 :: i(), DstY0 :: i(), DstX1 :: i(), DstY1 :: i(), Mask :: i(), Filter :: enum().
gl:blitFramebuffer/10
and glBlitNamedFramebuffer
transfer a rectangle of pixel values from one region of a read framebuffer to
another region of a draw framebuffer.
gl:bufferData/4
and glNamedBufferData
create a new data
store for a buffer object. In case of gl:bufferData/4
, the
buffer object currently bound to Target
is used. For glNamedBufferData
, a
buffer object associated with ID specified by the caller in Buffer
will be
used instead.
gl:bufferStorage/4
and glNamedBufferStorage
create a
new immutable data store. For gl:bufferStorage/4
, the
buffer object currently bound to Target
will be initialized. For
glNamedBufferStorage
, Buffer
is the name of the buffer object that will be
configured. The size of the data store is specified by Size
. If an initial
data is available, its address may be supplied in Data
. Otherwise, to create
an uninitialized data store, Data
should be ?NULL
.
gl:bufferSubData/4
and glNamedBufferSubData
redefine
some or all of the data store for the specified buffer object. Data starting at
byte offset Offset
and extending for Size
bytes is copied to the data store
from the memory pointed to by Data
. Offset
and Size
must define a range
lying entirely within the buffer object's data store.
-spec callList(List :: i()) -> ok.
gl:callList/1
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/1
is ignored.
-spec callLists(Lists :: [i()]) -> ok.
gl:callLists/1
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.
gl:checkFramebufferStatus/1
and
glCheckNamedFramebufferStatus
return the completeness status of a framebuffer
object when treated as a read or draw framebuffer, depending on the value of
Target
.
gl:clampColor/2
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.
-spec clear(Mask :: i()) -> ok.
gl:clear/1
sets the bitplane area of the window to values
previously selected by gl:clearColor/4
,
gl:clearDepth/1
, and
gl:clearStencil/1
. Multiple color buffers can be cleared
simultaneously by selecting more than one buffer at a time using
gl:drawBuffer/1
.
gl:clearAccum/4
specifies the red, green, blue, and alpha
values used by gl:clear/1
to clear the accumulation buffer.
-spec clearBufferData(Target, Internalformat, Format, Type, Data) -> ok when Target :: enum(), Internalformat :: enum(), Format :: enum(), Type :: enum(), Data :: offset() | mem().
Equivalent to clearBufferuiv/3
Equivalent to clearBufferuiv/3
Equivalent to clearBufferuiv/3
Equivalent to clearBufferuiv/3
clearBufferSubData(Target, Internalformat, Offset, Size, Format, Type, Data)
View Source-spec clearBufferSubData(Target, Internalformat, Offset, Size, Format, Type, Data) -> ok when Target :: enum(), Internalformat :: enum(), Offset :: i(), Size :: i(), Format :: enum(), Type :: enum(), Data :: offset() | mem().
Equivalent to clearBufferuiv/3
These commands clear a specified buffer of a framebuffer to specified value(s).
For gl:clearBuffer*()
, the framebuffer is the currently
bound draw framebuffer object. For glClearNamedFramebuffer*
, Framebuffer
is
zero, indicating the default draw framebuffer, or the name of a framebuffer
object.
gl:clearColor/4
specifies the red, green, blue, and alpha
values used by gl:clear/1
to clear the color buffers. Values
specified by gl:clearColor/4
are clamped to the range [0
1].
-spec clearDepth(Depth :: clamp()) -> ok.
Equivalent to clearDepthf/1
-spec clearDepthf(D :: f()) -> ok.
gl:clearDepth/1
specifies the depth value used by
gl:clear/1
to clear the depth buffer. Values specified by
gl:clearDepth/1
are clamped to the range [0 1].
-spec clearIndex(C :: f()) -> ok.
gl:clearIndex/1
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.
-spec clearStencil(S :: i()) -> ok.
gl:clearStencil/1
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.
-spec clearTexImage(Texture :: i(), Level :: i(), Format :: enum(), Type :: enum(), Data :: offset() | mem()) -> ok.
gl:clearTexImage/5
fills all an image contained in a
texture with an application supplied value. Texture
must be the name of an
existing texture. Further, Texture
may not be the name of a buffer texture,
nor may its internal format be compressed.
clearTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, Type, Data)
View Source-spec clearTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, Type, Data) -> ok when Texture :: i(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Zoffset :: i(), Width :: i(), Height :: i(), Depth :: i(), Format :: enum(), Type :: enum(), Data :: offset() | mem().
gl:clearTexSubImage/11
fills all or part of an image
contained in a texture with an application supplied value. Texture
must be the
name of an existing texture. Further, Texture
may not be the name of a buffer
texture, nor may its internal format be compressed.
-spec clientActiveTexture(Texture :: enum()) -> ok.
gl:clientActiveTexture/1
selects the vertex array
client state parameters to be modified by
gl:texCoordPointer/4
, and enabled or disabled with
gl:enableClientState/1
or
gl:disableClientState/1
, respectively, when called
with a parameter of ?GL_TEXTURE_COORD_ARRAY
.
gl:clientWaitSync/3
causes the client to block and wait
for the sync object specified by Sync
to become signaled. If Sync
is
signaled when gl:clientWaitSync/3
is called,
gl:clientWaitSync/3
returns immediately, otherwise it
will block and wait for up to Timeout
nanoseconds for Sync
to become
signaled.
gl:clipControl/2
controls the clipping volume behavior and
the clip coordinate to window coordinate transformation behavior.
Geometry is always clipped against the boundaries of a six-plane frustum in x
,
y
, and z
. gl:clipPlane/2
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:getIntegerv/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.
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
Equivalent to color4usv/1
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.
-spec colorMask(Red :: 0 | 1, Green :: 0 | 1, Blue :: 0 | 1, Alpha :: 0 | 1) -> ok.
Equivalent to colorMaski/5
-spec colorMaski(Index :: i(), R :: 0 | 1, G :: 0 | 1, B :: 0 | 1, A :: 0 | 1) -> ok.
gl:colorMask/4
and gl:colorMaski/5
specify
whether the individual color components in the frame buffer can or cannot be
written. gl:colorMaski/5
sets the mask for a specific draw
buffer, whereas gl:colorMask/4
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.
gl:colorMaterial/2
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.
gl:colorPointer/4
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
.)
-spec colorSubTable(Target, Start, Count, Format, Type, Data) -> ok when Target :: enum(), Start :: i(), Count :: i(), Format :: enum(), Type :: enum(), Data :: offset() | mem().
gl:colorSubTable/6
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.
-spec colorTable(Target, Internalformat, Width, Format, Type, Table) -> ok when Target :: enum(), Internalformat :: enum(), Width :: i(), Format :: enum(), Type :: enum(), Table :: offset() | mem().
gl:colorTable/6
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.
-spec colorTableParameterfv(Target :: enum(), Pname :: enum(), Params :: {f(), f(), f(), f()}) -> ok.
Equivalent to colorTableParameteriv/3
-spec colorTableParameteriv(Target :: enum(), Pname :: enum(), Params :: {i(), i(), i(), i()}) -> ok.
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
.
-spec compileShader(Shader :: i()) -> ok.
gl:compileShader/1
compiles the source code strings that
have been stored in the shader object specified by Shader
.
compressedTexImage1D(Target, Level, Internalformat, Width, Border, ImageSize, Data)
View Source-spec compressedTexImage1D(Target, Level, Internalformat, Width, Border, ImageSize, Data) -> ok when Target :: enum(), Level :: i(), Internalformat :: enum(), Width :: i(), Border :: i(), ImageSize :: i(), Data :: offset() | mem().
Texturing allows elements of an image array to be read by shaders.
compressedTexImage2D(Target, Level, Internalformat, Width, Height, Border, ImageSize, Data)
View Source-spec compressedTexImage2D(Target, Level, Internalformat, Width, Height, Border, ImageSize, Data) -> ok when Target :: enum(), Level :: i(), Internalformat :: enum(), Width :: i(), Height :: i(), Border :: i(), ImageSize :: i(), Data :: offset() | mem().
Texturing allows elements of an image array to be read by shaders.
compressedTexImage3D(Target, Level, Internalformat, Width, Height, Depth, Border, ImageSize, Data)
View Source-spec compressedTexImage3D(Target, Level, Internalformat, Width, Height, Depth, Border, ImageSize, Data) -> ok when Target :: enum(), Level :: i(), Internalformat :: enum(), Width :: i(), Height :: i(), Depth :: i(), Border :: i(), ImageSize :: i(), Data :: offset() | mem().
Texturing allows elements of an image array to be read by shaders.
compressedTexSubImage1D(Target, Level, Xoffset, Width, Format, ImageSize, Data)
View Source-spec compressedTexSubImage1D(Target, Level, Xoffset, Width, Format, ImageSize, Data) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Width :: i(), Format :: enum(), ImageSize :: i(), Data :: offset() | mem().
Equivalent to compressedTextureSubImage1D/7
compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, ImageSize, Data)
View Source-spec compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, ImageSize, Data) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Width :: i(), Height :: i(), Format :: enum(), ImageSize :: i(), Data :: offset() | mem().
Equivalent to compressedTextureSubImage2D/9
compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, ImageSize, Data)
View Source-spec compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, ImageSize, Data) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Zoffset :: i(), Width :: i(), Height :: i(), Depth :: i(), Format :: enum(), ImageSize :: i(), Data :: offset() | mem().
Equivalent to compressedTextureSubImage3D/11
compressedTextureSubImage1D(Texture, Level, Xoffset, Width, Format, ImageSize, Data)
View Source-spec compressedTextureSubImage1D(Texture, Level, Xoffset, Width, Format, ImageSize, Data) -> ok when Texture :: i(), Level :: i(), Xoffset :: i(), Width :: i(), Format :: enum(), ImageSize :: i(), Data :: offset() | mem().
Texturing allows elements of an image array to be read by shaders.
compressedTextureSubImage2D(Texture, Level, Xoffset, Yoffset, Width, Height, Format, ImageSize, Data)
View Source-spec compressedTextureSubImage2D(Texture, Level, Xoffset, Yoffset, Width, Height, Format, ImageSize, Data) -> ok when Texture :: i(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Width :: i(), Height :: i(), Format :: enum(), ImageSize :: i(), Data :: offset() | mem().
Texturing allows elements of an image array to be read by shaders.
compressedTextureSubImage3D(Texture, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, ImageSize, Data)
View Source-spec compressedTextureSubImage3D(Texture, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, ImageSize, Data) -> ok when Texture :: i(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Zoffset :: i(), Width :: i(), Height :: i(), Depth :: i(), Format :: enum(), ImageSize :: i(), Data :: offset() | mem().
Texturing allows elements of an image array to be read by shaders.
convolutionFilter1D(Target, Internalformat, Width, Format, Type, Image)
View Source-spec convolutionFilter1D(Target, Internalformat, Width, Format, Type, Image) -> ok when Target :: enum(), Internalformat :: enum(), Width :: i(), Format :: enum(), Type :: enum(), Image :: offset() | mem().
gl:convolutionFilter1D/6
builds a one-dimensional
convolution filter kernel from an array of pixels.
convolutionFilter2D(Target, Internalformat, Width, Height, Format, Type, Image)
View Source-spec convolutionFilter2D(Target, Internalformat, Width, Height, Format, Type, Image) -> ok when Target :: enum(), Internalformat :: enum(), Width :: i(), Height :: i(), Format :: enum(), Type :: enum(), Image :: offset() | mem().
gl:convolutionFilter2D/7
builds a two-dimensional
convolution filter kernel from an array of pixels.
Equivalent to convolutionParameteriv/3
Equivalent to convolutionParameteriv/3
Equivalent to convolutionParameteriv/3
gl:convolutionParameter()
sets the value of a
convolution parameter.
copyBufferSubData(ReadTarget, WriteTarget, ReadOffset, WriteOffset, Size)
View Source-spec copyBufferSubData(ReadTarget, WriteTarget, ReadOffset, WriteOffset, Size) -> ok when ReadTarget :: enum(), WriteTarget :: enum(), ReadOffset :: i(), WriteOffset :: i(), Size :: i().
gl:copyBufferSubData/5
and glCopyNamedBufferSubData
copy part of the data store attached to a source buffer object to the data store
attached to a destination buffer object. The number of basic machine units
indicated by Size
is copied from the source at offset ReadOffset
to the
destination at WriteOffset
. ReadOffset
, WriteOffset
and Size
are in
terms of basic machine units.
gl:copyColorSubTable/5
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.
-spec copyColorTable(Target :: enum(), Internalformat :: enum(), X :: i(), Y :: i(), Width :: i()) -> ok.
gl:copyColorTable/5
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
).
-spec copyConvolutionFilter1D(Target :: enum(), Internalformat :: enum(), X :: i(), Y :: i(), Width :: i()) -> ok.
gl:copyConvolutionFilter1D/5
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
).
copyConvolutionFilter2D(Target, Internalformat, X, Y, Width, Height)
View Source-spec copyConvolutionFilter2D(Target :: enum(), Internalformat :: enum(), X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok.
gl:copyConvolutionFilter2D/6
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
).
copyImageSubData(SrcName, SrcTarget, SrcLevel, SrcX, SrcY, SrcZ, DstName, DstTarget, DstLevel, DstX, DstY, DstZ, SrcWidth, SrcHeight, SrcDepth)
View Source-spec copyImageSubData(SrcName, SrcTarget, SrcLevel, SrcX, SrcY, SrcZ, DstName, DstTarget, DstLevel, DstX, DstY, DstZ, SrcWidth, SrcHeight, SrcDepth) -> ok when SrcName :: i(), SrcTarget :: enum(), SrcLevel :: i(), SrcX :: i(), SrcY :: i(), SrcZ :: i(), DstName :: i(), DstTarget :: enum(), DstLevel :: i(), DstX :: i(), DstY :: i(), DstZ :: i(), SrcWidth :: i(), SrcHeight :: i(), SrcDepth :: i().
gl:copyImageSubData/15
may be used to copy data from
one image (i.e. texture or renderbuffer) to another.
gl:copyImageSubData/15
does not perform
general-purpose conversions such as scaling, resizing, blending, color-space, or
format conversions. It should be considered to operate in a manner similar to a
CPU memcpy. CopyImageSubData can copy between images with different internal
formats, provided the formats are compatible.
gl:copyPixels/5
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.
copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border)
View Source-spec copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border) -> ok when Target :: enum(), Level :: i(), Internalformat :: enum(), X :: i(), Y :: i(), Width :: i(), Border :: i().
gl:copyTexImage1D/7
defines a one-dimensional texture
image with pixels from the current ?GL_READ_BUFFER
.
copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height, Border)
View Source-spec copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height, Border) -> ok when Target :: enum(), Level :: i(), Internalformat :: enum(), X :: i(), Y :: i(), Width :: i(), Height :: i(), Border :: i().
gl:copyTexImage2D/8
defines a two-dimensional texture
image, or cube-map texture image with pixels from the current ?GL_READ_BUFFER
.
-spec copyTexSubImage1D(Target :: enum(), Level :: i(), Xoffset :: i(), X :: i(), Y :: i(), Width :: i()) -> ok.
gl:copyTexSubImage1D/6
and glCopyTextureSubImage1D
replace 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
). For
gl:copyTexSubImage1D/6
, the texture object that is
bound to Target
will be used for the process. For glCopyTextureSubImage1D
,
Texture
tells which texture object should be used for the purpose of the call.
copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width, Height)
View Source-spec copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width, Height) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Yoffset :: i(), X :: i(), Y :: i(), Width :: i(), Height :: i().
gl:copyTexSubImage2D/8
and glCopyTextureSubImage2D
replace a rectangular portion of a two-dimensional texture image, cube-map
texture image, rectangular image, or a linear portion of a number of slices of a
one-dimensional array texture with pixels from the current ?GL_READ_BUFFER
(rather than from main memory, as is the case for
gl:texSubImage2D/9
).
copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y, Width, Height)
View Source-spec copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y, Width, Height) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Zoffset :: i(), X :: i(), Y :: i(), Width :: i(), Height :: i().
gl:copyTexSubImage3D/9
and glCopyTextureSubImage3D
functions replace a rectangular portion of a three-dimensional or
two-dimensional array texture image with pixels from the current
?GL_READ_BUFFER
(rather than from main memory, as is the case for
gl:texSubImage3D/11
).
gl:createBuffers/1
returns N
previously unused buffer
names in Buffers
, each representing a new buffer object initialized as if it
had been bound to an unspecified target.
gl:createFramebuffers/1
returns N
previously
unused framebuffer names in Framebuffers
, each representing a new framebuffer
object initialized to the default state.
-spec createProgram() -> i().
gl:createProgram/0
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.
gl:createProgramPipelines/1
returns N
previously unused program pipeline names in Pipelines
, each representing a new
program pipeline object initialized to the default state.
gl:createQueries/2
returns N
previously unused query
object names in Ids
, each representing a new query object with the specified
Target
.
gl:createRenderbuffers/1
returns N
previously
unused renderbuffer object names in Renderbuffers
, each representing a new
renderbuffer object initialized to the default state.
gl:createSamplers/1
returns N
previously unused
sampler names in Samplers
, each representing a new sampler object initialized
to the default state.
gl:createShader/1
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_COMPUTE_SHADER
is a shader that is intended to run on the
programmable compute processor. 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.
-spec createShaderProgramv(Type :: enum(), Strings :: [unicode:chardata()]) -> i().
gl:createShaderProgram()
creates a program object
containing compiled and linked shaders for a single stage specified by Type
.
Strings
refers to an array of Count
strings from which to create the shader
executables.
gl:createTextures/2
returns N
previously unused
texture names in Textures
, each representing a new texture object of the
dimensionality and type specified by Target
and initialized to the default
values for that texture type.
gl:createTransformFeedbacks/1
returns N
previously unused transform feedback object names in Ids
, each representing a
new transform feedback object initialized to the default state.
gl:createVertexArrays/1
returns N
previously
unused vertex array object names in Arrays
, each representing a new vertex
array object initialized to the default state.
-spec cullFace(Mode :: enum()) -> ok.
gl:cullFace/1
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:disable/1
commands with the
argument ?GL_CULL_FACE
. Facets include triangles, quadrilaterals, polygons,
and rectangles.
-spec debugMessageControl(Source :: enum(), Type :: enum(), Severity :: enum(), Ids :: [i()], Enabled :: 0 | 1) -> ok.
gl:debugMessageControl/5
controls the reporting of
debug messages generated by a debug context. The parameters Source
, Type
and
Severity
form a filter to select messages from the pool of potential messages
generated by the GL.
-spec debugMessageInsert(Source :: enum(), Type :: enum(), Id :: i(), Severity :: enum(), Buf :: string()) -> ok.
gl:debugMessageInsert/5
inserts a user-supplied
message into the debug output queue. Source
specifies the source that will be
used to classify the message and must be ?GL_DEBUG_SOURCE_APPLICATION
or
?GL_DEBUG_SOURCE_THIRD_PARTY
. All other sources are reserved for use by the GL
implementation. Type
indicates the type of the message to be inserted and may
be one of ?GL_DEBUG_TYPE_ERROR
, ?GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
,
?GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
, ?GL_DEBUG_TYPE_PORTABILITY
,
?GL_DEBUG_TYPE_PERFORMANCE
, ?GL_DEBUG_TYPE_MARKER
,
?GL_DEBUG_TYPE_PUSH_GROUP
, ?GL_DEBUG_TYPE_POP_GROUP
, or
?GL_DEBUG_TYPE_OTHER
. Severity
indicates the severity of the message and may
be ?GL_DEBUG_SEVERITY_LOW
, ?GL_DEBUG_SEVERITY_MEDIUM
,
?GL_DEBUG_SEVERITY_HIGH
or ?GL_DEBUG_SEVERITY_NOTIFICATION
. Id
is
available for application defined use and may be any value. This value will be
recorded and used to identify the message.
-spec deleteBuffers(Buffers :: [i()]) -> ok.
gl:deleteBuffers/1
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).
-spec deleteFramebuffers(Framebuffers :: [i()]) -> ok.
gl:deleteFramebuffers/1
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.
gl:deleteLists/2
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.
-spec deleteProgram(Program :: i()) -> ok.
gl:deleteProgram/1
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
.
-spec deleteProgramPipelines(Pipelines :: [i()]) -> ok.
gl:deleteProgramPipelines/1
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.
-spec deleteQueries(Ids :: [i()]) -> ok.
gl:deleteQueries/1
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
).
-spec deleteRenderbuffers(Renderbuffers :: [i()]) -> ok.
gl:deleteRenderbuffers/1
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.
-spec deleteSamplers(Samplers :: [i()]) -> ok.
gl:deleteSamplers/1
deletes N
sampler objects named by
the elements of the array Samplers
. 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.
-spec deleteShader(Shader :: i()) -> ok.
gl:deleteShader/1
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
.
-spec deleteSync(Sync :: i()) -> ok.
gl:deleteSync/1
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/1
returns, the name Sync
is invalid and can
no longer be used to refer to the sync object.
-spec deleteTextures(Textures :: [i()]) -> ok.
gl:deleteTextures/1
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).
-spec deleteTransformFeedbacks(Ids :: [i()]) -> ok.
gl:deleteTransformFeedbacks/1
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.
-spec deleteVertexArrays(Arrays :: [i()]) -> ok.
gl:deleteVertexArrays/1
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.
-spec depthFunc(Func :: enum()) -> ok.
gl:depthFunc/1
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:disable/1
of
?GL_DEPTH_TEST
.)
-spec depthMask(Flag :: 0 | 1) -> ok.
gl:depthMask/1
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.
Equivalent to depthRangef/2
After clipping and division by w
, depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes. Each viewport has an
independent depth range specified as 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).
gl:depthRangeArray()
specifies a linear mapping of the
normalized depth coordinates in this range to window depth coordinates for each
viewport in the range [First
, First
+ Count
). Thus, the values accepted
by gl:depthRangeArray()
are both clamped to this range
before they are accepted.
After clipping and division by w
, depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes.
gl:depthRange/2
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/2
are both clamped to this range
before they are accepted.
After clipping and division by w
, depth coordinates range from -1 to 1,
corresponding to the near and far clipping planes. Each viewport has an
independent depth range specified as 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).
gl:depthRangeIndexed/3
specifies a linear mapping of
the normalized depth coordinates in this range to window depth coordinates for a
specified viewport. Thus, the values accepted by
gl:depthRangeIndexed/3
are both clamped to this range
before they are accepted.
gl:detachShader/2
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
.
-spec disable(Cap :: enum()) -> ok.
Equivalent to enablei/2
-spec disableClientState(Cap :: enum()) -> ok.
Equivalent to enableClientState/1
Equivalent to enablei/2
Equivalent to enableVertexAttribArray/1
-spec disableVertexAttribArray(Index :: i()) -> ok.
Equivalent to enableVertexAttribArray/1
gl:dispatchCompute/3
launches one or more compute work
groups. Each work group is processed by the active program object for the
compute shader stage. While the individual shader invocations within a work
group are executed as a unit, work groups are executed completely independently
and in unspecified order. Num_groups_x
, Num_groups_y
and Num_groups_z
specify the number of local work groups that will be dispatched in the X, Y and
Z dimensions, respectively.
-spec dispatchComputeIndirect(Indirect :: i()) -> ok.
gl:dispatchComputeIndirect/1
launches one or
more compute work groups using parameters stored in the buffer object currently
bound to the ?GL_DISPATCH_INDIRECT_BUFFER
target. Each work group is processed
by the active program object for the compute shader stage. While the individual
shader invocations within a work group are executed as a unit, work groups are
executed completely independently and in unspecified order. Indirect
contains
the offset into the data store of the buffer object bound to the
?GL_DISPATCH_INDIRECT_BUFFER
target at which the parameters are stored.
gl:drawArrays/3
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/3
.
gl:drawArraysIndirect/2
specifies multiple geometric
primitives with very few subroutine calls.
gl:drawArraysIndirect/2
behaves similarly to
gl:drawArraysInstancedBaseInstance/5
,
execept that the parameters to
gl:drawArraysInstancedBaseInstance/5
are stored in memory at the address given by Indirect
.
gl:drawArraysInstanced/4
behaves identically to
gl:drawArrays/3
except that Instancecount
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
.
drawArraysInstancedBaseInstance(Mode, First, Count, Instancecount, Baseinstance)
View Source-spec drawArraysInstancedBaseInstance(Mode :: enum(), First :: i(), Count :: i(), Instancecount :: i(), Baseinstance :: i()) -> ok.
gl:drawArraysInstancedBaseInstance/5
behaves identically to gl:drawArrays/3
except that
Instancecount
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
.
-spec drawBuffer(Mode :: enum()) -> ok.
When colors are written to the frame buffer, they are written into the color
buffers specified by gl:drawBuffer/1
. One of the following
values can be used for default framebuffer:
-spec drawBuffers(Bufs :: [enum()]) -> ok.
gl:drawBuffers/1
and glNamedFramebufferDrawBuffers
define
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.
-spec drawElements(Mode :: enum(), Count :: i(), Type :: enum(), Indices :: offset() | mem()) -> ok.
gl:drawElements/4
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/4
.
-spec drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) -> ok when Mode :: enum(), Count :: i(), Type :: enum(), Indices :: offset() | mem(), Basevertex :: i().
gl:drawElementsBaseVertex/5
behaves identically
to gl:drawElements/4
except that 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.
gl:drawElementsIndirect/3
specifies multiple
indexed geometric primitives with very few subroutine calls.
gl:drawElementsIndirect/3
behaves similarly to
gl:drawElementsInstancedBaseVertexBaseInstance/7
,
execpt that the parameters to
gl:drawElementsInstancedBaseVertexBaseInstance/7
are stored in memory at the address given by Indirect
.
-spec drawElementsInstanced(Mode, Count, Type, Indices, Instancecount) -> ok when Mode :: enum(), Count :: i(), Type :: enum(), Indices :: offset() | mem(), Instancecount :: i().
gl:drawElementsInstanced/5
behaves identically to
gl:drawElements/4
except that Instancecount
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
.
drawElementsInstancedBaseInstance(Mode, Count, Type, Indices, Instancecount, Baseinstance)
View Source-spec drawElementsInstancedBaseInstance(Mode, Count, Type, Indices, Instancecount, Baseinstance) -> ok when Mode :: enum(), Count :: i(), Type :: enum(), Indices :: offset() | mem(), Instancecount :: i(), Baseinstance :: i().
gl:drawElementsInstancedBaseInstance/6
behaves identically to gl:drawElements/4
except that
Instancecount
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
.
drawElementsInstancedBaseVertex(Mode, Count, Type, Indices, Instancecount, Basevertex)
View Source-spec drawElementsInstancedBaseVertex(Mode, Count, Type, Indices, Instancecount, Basevertex) -> ok when Mode :: enum(), Count :: i(), Type :: enum(), Indices :: offset() | mem(), Instancecount :: i(), Basevertex :: i().
gl:drawElementsInstancedBaseVertex/6
behaves identically to gl:drawElementsInstanced/5
except that 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.
drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type, Indices, Instancecount, Basevertex, Baseinstance)
View Source-spec drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type, Indices, Instancecount, Basevertex, Baseinstance) -> ok when Mode :: enum(), Count :: i(), Type :: enum(), Indices :: offset() | mem(), Instancecount :: i(), Basevertex :: i(), Baseinstance :: i().
gl:drawElementsInstancedBaseVertexBaseInstance/7
behaves identically to gl:drawElementsInstanced/5
except that 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.
-spec drawPixels(Width :: i(), Height :: i(), Format :: enum(), Type :: enum(), Pixels :: offset() | mem()) -> ok.
gl:drawPixels/5
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:rasterPos()
or
gl:windowPos()
to set the current raster position; use
gl:get()
with argument ?GL_CURRENT_RASTER_POSITION_VALID
to determine if the specified raster position is valid, and
gl:get()
with argument ?GL_CURRENT_RASTER_POSITION
to
query the raster position.
-spec drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok when Mode :: enum(), Start :: i(), End :: i(), Count :: i(), Type :: enum(), Indices :: offset() | mem().
gl:drawRangeElements/6
is a restricted form of
gl:drawElements/4
. Mode
, 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.
drawRangeElementsBaseVertex(Mode, Start, End, Count, Type, Indices, Basevertex)
View Source-spec drawRangeElementsBaseVertex(Mode, Start, End, Count, Type, Indices, Basevertex) -> ok when Mode :: enum(), Start :: i(), End :: i(), Count :: i(), Type :: enum(), Indices :: offset() | mem(), Basevertex :: i().
gl:drawRangeElementsBaseVertex/7
is a
restricted form of gl:drawElementsBaseVertex/5
.
Mode
, 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.
gl:drawTransformFeedback/2
draws primitives of a
type specified by Mode
using a count retrieved from the transform feedback
specified by Id
. Calling
gl:drawTransformFeedback/2
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
.
gl:drawTransformFeedbackInstanced/3
draws multiple copies of a range of 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:drawTransformFeedbackInstanced/3
is
equivalent to calling gl:drawArraysInstanced/4
with
Mode
and Instancecount
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
.
gl:drawTransformFeedbackStream/3
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/3
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
.
drawTransformFeedbackStreamInstanced(Mode, Id, Stream, Instancecount)
View Source-spec drawTransformFeedbackStreamInstanced(Mode :: enum(), Id :: i(), Stream :: i(), Instancecount :: i()) -> ok.
gl:drawTransformFeedbackStreamInstanced/4
draws multiple copies of a range of 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:drawTransformFeedbackStreamInstanced/4
is equivalent to calling gl:drawArraysInstanced/4
with Mode
and Instancecount
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
.
-spec edgeFlag(Flag :: 0 | 1) -> ok.
Equivalent to edgeFlagv/1
gl:edgeFlagPointer/2
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.
-spec edgeFlagv({Flag :: 0 | 1}) -> ok.
Each vertex of a polygon, separate triangle, or separate quadrilateral specified
between a gl:'begin'/1
/gl:'end'/0
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/1
sets the edge flag bit to
?GL_TRUE
if Flag
is ?GL_TRUE
and to ?GL_FALSE
otherwise.
-spec enable(Cap :: enum()) -> ok.
Equivalent to enablei/2
-spec enableClientState(Cap :: enum()) -> ok.
gl:enableClientState/1
and
gl:disableClientState/1
enable or disable individual
client-side capabilities. By default, all client-side capabilities are disabled.
Both gl:enableClientState/1
and
gl:disableClientState/1
take a single argument,
Cap
, which can assume one of the following values:
gl:enable/1
and gl:disable/1
enable and disable
various capabilities. Use gl:isEnabled/1
or
gl:get()
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
.
Equivalent to enableVertexAttribArray/1
-spec enableVertexAttribArray(Index :: i()) -> ok.
gl:enableVertexAttribArray/1
and
gl:enableVertexArrayAttrib/2
enable the
generic vertex attribute array specified by Index
.
gl:enableVertexAttribArray/1
uses currently
bound vertex array object for the operation, whereas
gl:enableVertexArrayAttrib/2
updates state of
the vertex array object with ID Vaobj
.
-spec 'end'() -> ok.
gl:'begin'/1
and gl:'end'/0
delimit the
vertices that define a primitive or a group of like primitives.
gl:'begin'/1
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:
-spec endConditionalRender() -> ok.
Conditional rendering is started using
gl:beginConditionalRender/2
and ended using
gl:endConditionalRender/0
. During conditional
rendering, all vertex array commands, as well as gl:clear/1
and
gl:clearBuffer()
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:vertexAttrib()
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/2
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.
-spec endList() -> ok.
Equivalent to newList/2
-spec endQuery(Target :: enum()) -> ok.
gl:beginQuery/2
and gl:endQuery/1
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.
gl:beginQueryIndexed/3
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.
-spec endTransformFeedback() -> ok.
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/1
until a subsequent
call to gl:endTransformFeedback/0
. Transform
feedback commands must be paired.
-spec evalCoord1d(U :: f()) -> ok.
Equivalent to evalCoord2fv/1
-spec evalCoord1dv({U :: f()}) -> ok.
Equivalent to evalCoord2fv/1
-spec evalCoord1f(U :: f()) -> ok.
Equivalent to evalCoord2fv/1
-spec evalCoord1fv({U :: f()}) -> ok.
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
Equivalent to evalCoord2fv/1
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
glMap1
and glMap2
; to enable and disable it, call
gl:enable/1
and gl:disable/1
.
Equivalent to evalMesh2/5
gl:mapGrid()
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 glMap1
and glMap2
. Mode
determines whether the resulting
vertices are connected as points, lines, or filled polygons.
-spec evalPoint1(I :: i()) -> ok.
Equivalent to evalPoint2/2
gl:mapGrid()
and gl:evalMesh()
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:evalMesh()
. Calling gl:evalPoint1/1
is
equivalent to calling glEvalCoord1( i.ð u+u 1 ); where ð u=(u 2-u 1)/n
The gl:feedbackBuffer/3
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.
gl:fenceSync/2
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.
-spec finish() -> ok.
gl:finish/0
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.
-spec flush() -> ok.
Different GL implementations buffer commands in several different locations,
including network buffers and the graphics accelerator itself.
gl:flush/0
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.
Equivalent to flushMappedNamedBufferRange/3
gl:flushMappedBufferRange/3
indicates that
modifications have been made to a range of a mapped buffer object. The buffer
object must previously have been mapped with the ?GL_MAP_FLUSH_EXPLICIT_BIT
flag.
-spec fogCoordd(Coord :: f()) -> ok.
Equivalent to fogCoordfv/1
-spec fogCoorddv({Coord :: f()}) -> ok.
Equivalent to fogCoordfv/1
-spec fogCoordf(Coord :: f()) -> ok.
Equivalent to fogCoordfv/1
-spec fogCoordfv({Coord :: f()}) -> ok.
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:fog()
).
gl:fogCoordPointer/3
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.
Equivalent to fogiv/2
Equivalent to fogiv/2
Equivalent to fogiv/2
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:disable/1
with argument ?GL_FOG
.
gl:framebufferParameteri/3
and
glNamedFramebufferParameteri
modify the value of the parameter named Pname
in the specified framebuffer object. There are no modifiable parameters of the
default draw and read framebuffer, so they are not valid targets of these
commands.
framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Renderbuffer)
View Source-spec framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Renderbuffer) -> ok when Target :: enum(), Attachment :: enum(), Renderbuffertarget :: enum(), Renderbuffer :: i().
gl:framebufferRenderbuffer/4
and
glNamedFramebufferRenderbuffer
attaches a renderbuffer as one of the logical
buffers of the specified framebuffer object. Renderbuffers cannot be attached to
the default draw and read framebuffer, so they are not valid targets of these
commands.
framebufferTexture1D(Target, Attachment, Textarget, Texture, Level)
View Source-spec framebufferTexture1D(Target :: enum(), Attachment :: enum(), Textarget :: enum(), Texture :: i(), Level :: i()) -> ok.
Equivalent to framebufferTextureLayer/5
framebufferTexture2D(Target, Attachment, Textarget, Texture, Level)
View Source-spec framebufferTexture2D(Target :: enum(), Attachment :: enum(), Textarget :: enum(), Texture :: i(), Level :: i()) -> ok.
Equivalent to framebufferTextureLayer/5
framebufferTexture3D(Target, Attachment, Textarget, Texture, Level, Zoffset)
View Source-spec framebufferTexture3D(Target, Attachment, Textarget, Texture, Level, Zoffset) -> ok when Target :: enum(), Attachment :: enum(), Textarget :: enum(), Texture :: i(), Level :: i(), Zoffset :: i().
Equivalent to framebufferTextureLayer/5
-spec framebufferTexture(Target :: enum(), Attachment :: enum(), Texture :: i(), Level :: i()) -> ok.
Equivalent to framebufferTextureLayer/5
framebufferTextureFaceARB(Target, Attachment, Texture, Level, Face)
View Source-spec framebufferTextureFaceARB(Target :: enum(), Attachment :: enum(), Texture :: i(), Level :: i(), Face :: enum()) -> ok.
Equivalent to framebufferTextureLayer/5
framebufferTextureLayer(Target, Attachment, Texture, Level, Layer)
View Source-spec framebufferTextureLayer(Target :: enum(), Attachment :: enum(), Texture :: i(), Level :: i(), Layer :: i()) -> ok.
These commands attach a selected mipmap level or image of a texture object as one of the logical buffers of the specified framebuffer object. Textures cannot be attached to the default draw and read framebuffer, so they are not valid targets of these commands.
-spec frontFace(Mode :: enum()) -> ok.
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:disable/1
with argument ?GL_CULL_FACE
.
-spec frustum(Left :: f(), Right :: f(), Bottom :: f(), Top :: f(), Near_val :: f(), Far_val :: f()) -> ok.
gl:frustum/6
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:multMatrix()
were
called with the following matrix as its argument:
gl:genBuffers/1
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/1
.
-spec generateMipmap(Target :: enum()) -> ok.
Equivalent to generateTextureMipmap/1
-spec generateTextureMipmap(Texture :: i()) -> ok.
gl:generateMipmap/1
and
gl:generateTextureMipmap/1
generates mipmaps for the
specified texture object. For gl:generateMipmap/1
, the
texture object that is bound to Target
. For
gl:generateTextureMipmap/1
, Texture
is the name of the
texture object.
gl:genFramebuffers/1
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/1
.
gl:genLists/1
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.
gl:genProgramPipelines/1
returns N
previously
unused program pipeline object names in Pipelines
. These names are marked as
used, for the purposes of gl:genProgramPipelines/1
only, but they acquire program pipeline state only when they are first bound.
gl:genQueries/1
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/1
.
gl:genRenderbuffers/1
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/1
.
gl:genSamplers/1
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/1
.
gl:genTextures/1
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/1
.
gl:genTransformFeedbacks/1
returns N
previously
unused transform feedback object names in Ids
. These names are marked as used,
for the purposes of gl:genTransformFeedbacks/1
only, but they acquire transform feedback state only when they are first bound.
gl:genVertexArrays/1
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/1
.
-spec getActiveAttrib(Program :: i(), Index :: i(), BufSize :: i()) -> {Size :: i(), Type :: enum(), Name :: string()}.
gl:getActiveAttrib/3
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:getProgram()
with the value ?GL_ACTIVE_ATTRIBUTES
. A
value of 0 for Index
selects the first active attribute variable. Permissible
values for Index
range from zero to the number of active attribute variables
minus one.
-spec getActiveSubroutineName(Program :: i(), Shadertype :: enum(), Index :: i(), Bufsize :: i()) -> string().
gl:getActiveSubroutineName/4
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.
getActiveSubroutineUniformName(Program, Shadertype, Index, Bufsize)
View Source-spec getActiveSubroutineUniformName(Program :: i(), Shadertype :: enum(), Index :: i(), Bufsize :: i()) -> string().
gl:getActiveSubroutineUniformName/4
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 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.
-spec getActiveUniform(Program :: i(), Index :: i(), BufSize :: i()) -> {Size :: i(), Type :: enum(), Name :: string()}.
gl:getActiveUniform/3
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:getProgram()
with the value ?GL_ACTIVE_UNIFORMS
. A
value of 0 for Index
selects the first active uniform variable. Permissible
values for Index
range from zero to the number of active uniform variables
minus one.
getActiveUniformBlockiv(Program, UniformBlockIndex, Pname, Params)
View Source-spec getActiveUniformBlockiv(Program :: i(), UniformBlockIndex :: i(), Pname :: enum(), Params :: mem()) -> ok.
gl:getActiveUniformBlockiv/4
retrieves
information about an active uniform block within Program
.
-spec getActiveUniformBlockName(Program :: i(), UniformBlockIndex :: i(), BufSize :: i()) -> string().
gl:getActiveUniformBlockName/3
retrieves the
name of the active uniform block at UniformBlockIndex
within Program
.
gl:getActiveUniformName/3
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:getProgram()
.
gl:getActiveUniformsiv/3
queries the value of the
parameter named Pname
for each of the uniforms within Program
whose indices
are specified in the array of UniformCount
unsigned integers UniformIndices
.
Upon success, the value of the parameter for each uniform is written into the
corresponding entry in the array whose address is given in Params
. If an error
is generated, nothing is written into Params
.
gl:getAttachedShaders/2
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
.
gl:getAttribLocation/2
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.
Equivalent to getIntegerv/1
-spec getBooleanv(Pname :: enum()) -> [0 | 1].
Equivalent to getIntegerv/1
Equivalent to getBufferParameterivARB/2
gl:getBufferParameteriv/2
returns in Data
a
selected parameter of the buffer object specified by Target
.
These functions return in Data
a selected parameter of the specified buffer
object.
gl:getBufferSubData/4
and glGetNamedBufferSubData
return some or all of the data contents of the data store of the specified
buffer object. Data starting at byte offset Offset
and extending for Size
bytes is copied from the buffer object's 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.
gl:getClipPlane/1
returns in Equation
the four
coefficients of the plane equation for Plane
.
gl:getColorTable/4
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.
Equivalent to getColorTableParameteriv/2
Returns parameters specific to color table Target
.
gl:getCompressedTexImage/3
and
glGetnCompressedTexImage
return the compressed texture image associated with
Target
and Lod
into Pixels
. glGetCompressedTextureImage
serves the same
purpose, but instead of taking a texture target, it takes the ID of the texture
object. Pixels
should be an array of BufSize
bytes for
glGetnCompresedTexImage
and glGetCompressedTextureImage
functions, and of
?GL_TEXTURE_COMPRESSED_IMAGE_SIZE
bytes in case of
gl:getCompressedTexImage/3
. If the actual data
takes less space than BufSize
, the remaining bytes will not be touched.
Target
specifies the texture target, to which the texture the data the
function should extract the data from is bound to. Lod
specifies the
level-of-detail number of the desired image.
-spec getConvolutionFilter(Target :: enum(), Format :: enum(), Type :: enum(), Image :: mem()) -> ok.
gl:getConvolutionFilter/4
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.
Equivalent to getConvolutionParameteriv/2
gl:getConvolutionParameter()
retrieves
convolution parameters. Target
determines which convolution filter is queried.
Pname
determines which parameter is returned:
-spec getDebugMessageLog(Count :: i(), BufSize :: i()) -> {i(), Sources :: [enum()], Types :: [enum()], Ids :: [i()], Severities :: [enum()], MessageLog :: [string()]}.
gl:getDebugMessageLog/2
retrieves messages from the
debug message log. A maximum of Count
messages are retrieved from the log. If
Sources
is not NULL then the source of each message is written into up to
Count
elements of the array. If Types
is not NULL then the type of each
message is written into up to Count
elements of the array. If Id
is not NULL
then the identifier of each message is written into up to Count
elements of
the array. If Severities
is not NULL then the severity of each message is
written into up to Count
elements of the array. If Lengths
is not NULL then
the length of each message is written into up to Count
elements of the array.
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
-spec getError() -> enum().
gl:getError/0
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/0
is called, the error
code is returned, and the flag is reset to ?GL_NO_ERROR
. If a call to
gl:getError/0
returns ?GL_NO_ERROR
, there has been no
detectable error since the last call to gl:getError/0
, or
since the GL was initialized.
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
gl:getFragDataIndex/2
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.
gl:getFragDataLocation/2
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.
-spec getFramebufferAttachmentParameteriv(Target :: enum(), Attachment :: enum(), Pname :: enum()) -> i().
gl:getFramebufferAttachmentParameteriv/3
and glGetNamedFramebufferAttachmentParameteriv
return parameters of
attachments of a specified framebuffer object.
gl:getFramebufferParameteriv/2
and
glGetNamedFramebufferParameteriv
query parameters of a specified framebuffer
object.
-spec getGraphicsResetStatus() -> enum().
Certain events can result in a reset of the GL context. Such a reset causes all context state to be lost and requires the application to recreate all objects in the affected context.
-spec getHistogram(Target :: enum(), Reset :: 0 | 1, Format :: enum(), Type :: enum(), Values :: mem()) -> ok.
gl:getHistogram/5
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.
Equivalent to getHistogramParameteriv/2
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:
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
Equivalent to getIntegerv/1
These commands return values for simple state variables in GL. Pname
is a
symbolic constant indicating the state variable to be returned, and Data
is a
pointer to an array of the indicated type in which to place the returned data.
-spec getInternalformati64v(Target :: enum(), Internalformat :: enum(), Pname :: enum(), BufSize :: i()) -> [i()].
Equivalent to getInternalformativ/4
-spec getInternalformativ(Target :: enum(), Internalformat :: enum(), Pname :: enum(), BufSize :: i()) -> [i()].
No documentation available.
Equivalent to getLightiv/2
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.
Equivalent to getMapiv/3
Equivalent to getMapiv/3
glMap1
and glMap2
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.
Equivalent to getMaterialiv/2
gl:getMaterial()
returns in Params
the value or values
of parameter Pname
of material Face
. Six parameters are defined:
-spec getMinmax(Target :: enum(), Reset :: 0 | 1, Format :: enum(), Types :: enum(), Values :: mem()) -> ok.
gl:getMinmax/5
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
.
Equivalent to getMinmaxParameteriv/2
gl:getMinmaxParameter()
retrieves parameters for
the current minmax table by setting Pname
to one of the following values:
gl:getMultisamplefv/2
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
minus one.
Equivalent to getPixelMapusv/2
Equivalent to getPixelMapusv/2
See the gl:pixelMap()
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:texSubImage2D/9
,
gl:texSubImage3D/11
,
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.
-spec getPolygonStipple() -> binary().
gl:getPolygonStipple/0
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.
-spec getProgramBinary(Program :: i(), BufSize :: i()) -> {BinaryFormat :: enum(), Binary :: binary()}.
gl:getProgramBinary/2
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.
gl:getProgramInfoLog/2
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.
gl:getProgramInterfaceiv/3
queries the property
of the interface identifed by ProgramInterface
in Program
, the property name
of which is given by Pname
.
gl:getProgram()
returns in Params
the value of a
parameter for a specific program object. The following parameters are defined:
gl:getProgramPipelineInfoLog/2
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.
gl:getProgramPipelineiv/2
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
.
gl:getProgramResourceIndex/3
returns the
unsigned integer index assigned to a resource named Name
in the interface type
ProgramInterface
of program object Program
.
-spec getProgramResourceLocation(Program :: i(), ProgramInterface :: enum(), Name :: string()) -> i().
gl:getProgramResourceLocation/3
returns the
location assigned to the variable named Name
in interface ProgramInterface
of program object Program
. Program
must be the name of a program that has
been linked successfully. ProgramInterface
must be one of ?GL_UNIFORM
,
?GL_PROGRAM_INPUT
, ?GL_PROGRAM_OUTPUT
, ?GL_VERTEX_SUBROUTINE_UNIFORM
,
?GL_TESS_CONTROL_SUBROUTINE_UNIFORM
, ?GL_TESS_EVALUATION_SUBROUTINE_UNIFORM
,
?GL_GEOMETRY_SUBROUTINE_UNIFORM
, ?GL_FRAGMENT_SUBROUTINE_UNIFORM
,
?GL_COMPUTE_SUBROUTINE_UNIFORM
, or ?GL_TRANSFORM_FEEDBACK_BUFFER
.
-spec getProgramResourceLocationIndex(Program :: i(), ProgramInterface :: enum(), Name :: string()) -> i().
gl:getProgramResourceLocationIndex/3
returns the fragment color index assigned to the variable named Name
in
interface ProgramInterface
of program object Program
. Program
must be the
name of a program that has been linked successfully. ProgramInterface
must be
?GL_PROGRAM_OUTPUT
.
-spec getProgramResourceName(Program :: i(), ProgramInterface :: enum(), Index :: i(), BufSize :: i()) -> string().
gl:getProgramResourceName/4
retrieves the name
string assigned to the single active resource with an index of Index
in the
interface ProgramInterface
of program object Program
. Index
must be less
than the number of entries in the active resource list for ProgramInterface
.
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
.
Equivalent to getQueryObjectuiv/2
Equivalent to getQueryObjectuiv/2
Equivalent to getQueryObjectuiv/2
Equivalent to getQueryObjectuiv/2
gl:getQueryIndexediv/3
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.
gl:getQueryiv/2
returns in Params
a selected parameter of
the query object target specified by Target
.
Equivalent to getQueryObjectuiv/2
Equivalent to getQueryObjectuiv/2
Equivalent to getQueryObjectuiv/2
These commands return a selected parameter of the query object specified by
Id
. gl:getQueryObject()
returns in Params
a
selected parameter of the query object specified by Id
.
gl:getQueryBufferObject()
returns in Buffer
a
selected parameter of the query object specified by Id
, by writing it to
Buffer
's data store at the byte offset specified by Offset
.
gl:getRenderbufferParameteriv/2
and
glGetNamedRenderbufferParameteriv
query parameters of a specified renderbuffer
object.
Equivalent to getSamplerParameteriv/2
Equivalent to getSamplerParameteriv/2
Equivalent to getSamplerParameteriv/2
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:samplerParameter()
, with the
same interpretations:
gl:getShaderInfoLog/2
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.
gl:getShader()
returns in Params
the value of a parameter
for a specific shader object. The following parameters are defined:
-spec getShaderPrecisionFormat(Shadertype :: enum(), Precisiontype :: enum()) -> {Range :: {i(), i()}, Precision :: i()}.
gl:getShaderPrecisionFormat/2
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
.
gl:getShaderSource/2
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.
Equivalent to getStringi/2
gl:getString/1
returns a pointer to a static string
describing some aspect of the current GL connection. Name
can be one of the
following:
gl:getSubroutineIndex/3
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.
gl:getSubroutineUniformLocation/3
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
.
gl:getSynciv/3
retrieves properties of a sync object. Sync
specifies the name of the sync object whose properties to retrieve.
Equivalent to getTexEnviv/2
gl:getTexEnv()
returns in Params
selected values of a
texture environment that was specified with gl:texEnv()
.
Target
specifies a texture environment.
Equivalent to getTexGeniv/2
Equivalent to getTexGeniv/2
gl:getTexGen()
returns in Params
selected parameters of a
texture coordinate generation function that was specified using
gl:texGen()
. Coord
names one of the (s
, t
, r
, q
)
texture coordinates, using the symbolic constant ?GL_S
, ?GL_T
, ?GL_R
, or
?GL_Q
.
-spec getTexImage(Target :: enum(), Level :: i(), Format :: enum(), Type :: enum(), Pixels :: mem()) -> ok.
gl:getTexImage/5
, glGetnTexImage
and glGetTextureImage
functions return a texture image into Pixels
. For
gl:getTexImage/5
and glGetnTexImage
, 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
, ?GL_TEXTURE_CUBE_MAP_ARRAY
). For glGetTextureImage
,
Texture
specifies the texture object name. In addition to types of textures
accepted by gl:getTexImage/5
and glGetnTexImage
, the
function also accepts cube map texture objects (with effective target
?GL_TEXTURE_CUBE_MAP
). 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. For glGetnTexImage and glGetTextureImage functions, bufSize tells
the size of the buffer to receive the retrieved pixel data. glGetnTexImage
and
glGetTextureImage
do not write more than BufSize
bytes into Pixels
.
Equivalent to getTexLevelParameteriv/3
gl:getTexLevelParameterfv/3
,
gl:getTexLevelParameteriv/3
,
glGetTextureLevelParameterfv
and glGetTextureLevelParameteriv
return in
Params
texture parameter values for a specific level-of-detail value,
specified as Level
. For the first two functions, 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
. The remaining two take a Texture
argument which
specifies the name of the texture object.
Equivalent to getTexParameteriv/2
Equivalent to getTexParameteriv/2
Equivalent to getTexParameteriv/2
gl:getTexParameter()
and glGetTextureParameter
return 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
, ?GL_TEXTURE_2D_MULTISAMPLE
, or
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY
specify one-, two-, or three-dimensional,
one-dimensional array, two-dimensional array, rectangle, cube-mapped or
cube-mapped array, two-dimensional multisample, or two-dimensional multisample
array texturing, respectively. Pname
accepts the same symbols as
gl:texParameter()
, with the same interpretations:
-spec getTransformFeedbackVarying(Program :: i(), Index :: i(), BufSize :: i()) -> {Size :: i(), Type :: enum(), Name :: string()}.
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/3
.
gl:getTransformFeedbackVarying/3
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 the value of ?GL_TRANSFORM_FEEDBACK_VARYINGS
minus one selects the
last such variable.
gl:getUniformBlockIndex/2
retrieves the index of a
uniform block within Program
.
Equivalent to getUniformuiv/2
Equivalent to getUniformuiv/2
-spec getUniformIndices(Program :: i(), UniformNames :: [unicode:chardata()]) -> [i()].
gl:getUniformIndices/2
retrieves the indices of a
number of uniforms within Program
.
-spec getUniformiv(Program :: i(), Location :: i()) -> {i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i()}.
Equivalent to getUniformuiv/2
glGetUniformLocation
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.
-spec getUniformSubroutineuiv(Shadertype :: enum(), Location :: i()) -> {i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i()}.
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
.
-spec getUniformuiv(Program :: i(), Location :: i()) -> {i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i(), i()}.
gl:getUniform()
and glGetnUniform
return 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.
Equivalent to getVertexAttribiv/2
Equivalent to getVertexAttribiv/2
Equivalent to getVertexAttribiv/2
Equivalent to getVertexAttribiv/2
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
.
Equivalent to getVertexAttribiv/2
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:
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.)
-spec indexd(C :: f()) -> ok.
Equivalent to indexubv/1
-spec indexdv({C :: f()}) -> ok.
Equivalent to indexubv/1
-spec indexf(C :: f()) -> ok.
Equivalent to indexubv/1
-spec indexfv({C :: f()}) -> ok.
Equivalent to indexubv/1
-spec indexi(C :: i()) -> ok.
Equivalent to indexubv/1
-spec indexiv({C :: i()}) -> ok.
Equivalent to indexubv/1
-spec indexMask(Mask :: i()) -> ok.
gl:indexMask/1
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.
gl:indexPointer/3
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.
-spec indexs(C :: i()) -> ok.
Equivalent to indexubv/1
-spec indexsv({C :: i()}) -> ok.
Equivalent to indexubv/1
-spec indexub(C :: i()) -> ok.
Equivalent to indexubv/1
-spec indexubv({C :: i()}) -> ok.
gl:index()
updates the current (single-valued) color index. It
takes one argument, the new value for the current color index.
-spec initNames() -> ok.
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/0
causes the name stack to be initialized to its
default empty state.
gl:interleavedArrays/3
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.
-spec invalidateBufferData(Buffer :: i()) -> ok.
gl:invalidateBufferData/1
invalidates all of the
content of the data store of a buffer object. After invalidation, the content of
the buffer's data store becomes undefined.
gl:invalidateBufferSubData/3
invalidates all or
part of the content of the data store of a buffer object. After invalidation,
the content of the specified range of the buffer's data store becomes undefined.
The start of the range is given by Offset
and its size is given by Length
,
both measured in basic machine units.
gl:invalidateFramebuffer/2
and
glInvalidateNamedFramebufferData
invalidate the entire contents of a specified
set of attachments of a framebuffer.
invalidateSubFramebuffer(Target, Attachments, X, Y, Width, Height)
View Source-spec invalidateSubFramebuffer(Target :: enum(), Attachments :: [enum()], X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok.
gl:invalidateSubFramebuffer/6
and
glInvalidateNamedFramebufferSubData
invalidate the contents of a specified
region of a specified set of attachments of a framebuffer.
gl:invalidateTexSubImage/8
invalidates all of a
texture image. Texture
and Level
indicated which texture image is being
invalidated. After this command, data in the texture image has undefined values.
invalidateTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth)
View Source-spec invalidateTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth) -> ok when Texture :: i(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Zoffset :: i(), Width :: i(), Height :: i(), Depth :: i().
gl:invalidateTexSubImage/8
invalidates all or
part of a texture image. Texture
and Level
indicated which texture image is
being invalidated. After this command, data in that subregion have undefined
values. Xoffset
, Yoffset
, Zoffset
, Width
, Height
, and Depth
are
interpreted as they are in gl:texSubImage3D/11
. For
texture targets that don't have certain dimensions, this command treats those
dimensions as having a size of 1. For example, to invalidate a portion of a two-
dimensional texture, the application would use Zoffset
equal to zero and
Depth
equal to one. Cube map textures are treated as an array of six slices in
the z-dimension, where a value of Zoffset
is interpreted as specifying face
?GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ Zoffset
.
-spec isBuffer(Buffer :: i()) -> 0 | 1.
gl:isBuffer/1
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/1
returns ?GL_FALSE
.
-spec isEnabled(Cap :: enum()) -> 0 | 1.
Equivalent to isEnabledi/2
gl:isEnabled/1
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/2
. For
gl:isEnabledi/2
, 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.
-spec isFramebuffer(Framebuffer :: i()) -> 0 | 1.
gl:isFramebuffer/1
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/1
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/1
returns
?GL_FALSE
.
-spec isList(List :: i()) -> 0 | 1.
gl:isList/1
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.
-spec isProgram(Program :: i()) -> 0 | 1.
gl:isProgram/1
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/1
returns ?GL_FALSE
.
-spec isProgramPipeline(Pipeline :: i()) -> 0 | 1.
gl:isProgramPipeline/1
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/1
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/1
returns ?GL_FALSE
.
-spec isQuery(Id :: i()) -> 0 | 1.
gl:isQuery/1
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/1
returns ?GL_FALSE
.
-spec isRenderbuffer(Renderbuffer :: i()) -> 0 | 1.
gl:isRenderbuffer/1
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/1
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/1
returns ?GL_FALSE
.
-spec isSampler(Sampler :: i()) -> 0 | 1.
gl:isSampler/1
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/1
returns ?GL_FALSE
.
-spec isShader(Shader :: i()) -> 0 | 1.
gl:isShader/1
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, glIsShader
returns ?GL_FALSE
.
-spec isSync(Sync :: i()) -> 0 | 1.
gl:isSync/1
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/1
returns ?GL_FALSE
. Note that zero is not
the name of a sync object.
-spec isTexture(Texture :: i()) -> 0 | 1.
gl:isTexture/1
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/1
returns ?GL_FALSE
.
-spec isTransformFeedback(Id :: i()) -> 0 | 1.
gl:isTransformFeedback/1
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/1
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/1
returns ?GL_FALSE
.
-spec isVertexArray(Array :: i()) -> 0 | 1.
gl:isVertexArray/1
returns ?GL_TRUE
if Array
is
currently the name of a vertex array object. If Array
is zero, or if Array
is not the name of a vertex array object, or if an error occurs,
gl:isVertexArray/1
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/1
returns ?GL_FALSE
.
Equivalent to lightiv/3
Equivalent to lightiv/3
Equivalent to lightiv/3
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.
Equivalent to lightModeliv/2
Equivalent to lightModeliv/2
Equivalent to lightModeliv/2
gl:lightModel()
sets the lighting model parameter. Pname
names a parameter and Params
gives the new value. There are three lighting
model parameters:
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.
-spec lineWidth(Width :: f()) -> ok.
gl:lineWidth/1
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:disable/1
with argument ?GL_LINE_SMOOTH
. Line antialiasing is initially disabled.
-spec linkProgram(Program :: i()) -> ok.
gl:linkProgram/1
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.
-spec listBase(Base :: i()) -> ok.
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.
-spec loadIdentity() -> ok.
gl:loadIdentity/0
replaces the current matrix with the
identity matrix. It is semantically equivalent to calling
gl:loadMatrix()
with the identity matrix
-spec loadMatrixd(M :: matrix()) -> ok.
Equivalent to loadMatrixf/1
-spec loadMatrixf(M :: matrix()) -> ok.
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
).
-spec loadName(Name :: i()) -> ok.
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.
-spec loadTransposeMatrixd(M :: matrix()) -> ok.
Equivalent to loadTransposeMatrixf/1
-spec loadTransposeMatrixf(M :: matrix()) -> ok.
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
).
-spec logicOp(Opcode :: enum()) -> ok.
gl:logicOp/1
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:disable/1
using the symbolic constant ?GL_COLOR_LOGIC_OP
. The initial value is disabled.
-spec map1d(Target :: enum(), U1 :: f(), U2 :: f(), Stride :: i(), Order :: i(), Points :: binary()) -> ok.
Equivalent to map1f/6
-spec map1f(Target :: enum(), U1 :: f(), U2 :: f(), Stride :: i(), Order :: i(), Points :: binary()) -> ok.
Evaluators provide a way to use polynomial or rational polynomial mapping to
produce vertices, normals, texture coordinates, and colors. The values produced
by an evaluator are sent to further stages of GL processing just as if they had
been presented using gl:vertex()
,
gl:normal()
, gl:texCoord()
, and
gl:color()
commands, except that the generated values do not
update the current normal, texture coordinates, or color.
map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points)
View Source-spec map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok when Target :: enum(), U1 :: f(), U2 :: f(), Ustride :: i(), Uorder :: i(), V1 :: f(), V2 :: f(), Vstride :: i(), Vorder :: i(), Points :: binary().
Equivalent to map2f/10
map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points)
View Source-spec map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok when Target :: enum(), U1 :: f(), U2 :: f(), Ustride :: i(), Uorder :: i(), V1 :: f(), V2 :: f(), Vstride :: i(), Vorder :: i(), Points :: binary().
Evaluators provide a way to use polynomial or rational polynomial mapping to
produce vertices, normals, texture coordinates, and colors. The values produced
by an evaluator are sent on to further stages of GL processing just as if they
had been presented using gl:vertex()
,
gl:normal()
, gl:texCoord()
, and
gl:color()
commands, except that the generated values do not
update the current normal, texture coordinates, or color.
Equivalent to mapGrid2f/6
Equivalent to mapGrid2f/6
Equivalent to mapGrid2f/6
gl:mapGrid()
and gl:evalMesh()
are used
together 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 glMap1
and glMap2
.
Equivalent to materialiv/3
Equivalent to materialiv/3
Equivalent to materialiv/3
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:lightModel()
reference page for details concerning one-
and two-sided lighting calculations.
-spec matrixMode(Mode :: enum()) -> ok.
gl:matrixMode/1
sets the current matrix mode. Mode
can
assume one of four values:
-spec memoryBarrier(Barriers :: i()) -> ok.
Equivalent to memoryBarrierByRegion/1
-spec memoryBarrierByRegion(Barriers :: i()) -> ok.
gl:memoryBarrier/1
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:
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:disable/1
, respectively, with an argument of ?GL_MINMAX
.
-spec minSampleShading(Value :: f()) -> ok.
gl:minSampleShading/1
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.
-spec multiDrawArrays(Mode :: enum(), First :: [integer()] | mem(), Count :: [integer()] | mem()) -> ok.
gl:multiDrawArrays/3
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/3
.
-spec multiDrawArraysIndirect(Mode :: enum(), Indirect :: offset() | mem(), Drawcount :: i(), Stride :: i()) -> ok.
gl:multiDrawArraysIndirect/4
specifies multiple
geometric primitives with very few subroutine calls.
gl:multiDrawArraysIndirect/4
behaves similarly
to a multitude of calls to
gl:drawArraysInstancedBaseInstance/5
,
execept that the parameters to each call to
gl:drawArraysInstancedBaseInstance/5
are stored in an array in memory at the address given by Indirect
, separated
by the stride, in basic machine units, specified by Stride
. If Stride
is
zero, then the array is assumed to be tightly packed in memory.
multiDrawArraysIndirectCount(Mode, Indirect, Drawcount, Maxdrawcount, Stride)
View Source-spec multiDrawArraysIndirectCount(Mode, Indirect, Drawcount, Maxdrawcount, Stride) -> ok when Mode :: enum(), Indirect :: offset() | mem(), Drawcount :: i(), Maxdrawcount :: i(), Stride :: i().
No documentation available.
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
Equivalent to multiTexCoord4sv/2
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).
-spec multMatrixd(M :: matrix()) -> ok.
Equivalent to multMatrixf/1
-spec multMatrixf(M :: matrix()) -> ok.
gl:multMatrix()
multiplies the current matrix with the one
specified using M
, and replaces the current matrix with the product.
-spec multTransposeMatrixd(M :: matrix()) -> ok.
Equivalent to multTransposeMatrixf/1
-spec multTransposeMatrixf(M :: matrix()) -> ok.
gl:multTransposeMatrix()
multiplies the current
matrix with the one specified using M
, and replaces the current matrix with
the product.
Display lists are groups of GL commands that have been stored for subsequent
execution. Display lists are created with gl:newList/2
. All
subsequent commands are placed in the display list, in the order issued, until
gl:endList/0
is called.
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
Equivalent to normal3sv/1
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.
gl:normalPointer/3
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
.)
gl:objectPtrLabel/3
labels the sync object identified by
Ptr
.
-spec ortho(Left :: f(), Right :: f(), Bottom :: f(), Top :: f(), Near_val :: f(), Far_val :: f()) -> ok.
gl:ortho/6
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:multMatrix()
were called with the following matrix as
its argument:
-spec passThrough(Token :: f()) -> ok.
Equivalent to patchParameteri/2
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/2
, Value
specifies the new value
for the parameter specified by Pname
. For
gl:patchParameterfv/2
, Values
specifies the address
of an array containing the new values for the parameter specified by Pname
.
-spec pauseTransformFeedback() -> ok.
gl:pauseTransformFeedback/0
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.
Equivalent to pixelMapusv/3
Equivalent to pixelMapusv/3
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:texSubImage2D/9
, and
gl:texSubImage3D/11
. 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:pixelTransfer()
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.
Equivalent to pixelStorei/2
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:texSubImage2D/9
,
gl:texSubImage3D/11
),
gl:compressedTexImage1D/7
,
gl:compressedTexImage2D/8
,
gl:compressedTexImage3D/9
,
gl:compressedTexSubImage1D/7
,
gl:compressedTexSubImage2D/9
or
gl:compressedTexSubImage1D/7
.
Equivalent to pixelTransferi/2
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:texSubImage2D/9
, and
gl:texSubImage3D/11
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:texSubImage2D/9
, and
gl:texSubImage3D/11
). 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:pixelStore()
) control the unpacking of pixels being read
from client memory and the packing of pixels being written back into client
memory.
gl:pixelZoom/2
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
Equivalent to pointParameteriv/2
Equivalent to pointParameteriv/2
Equivalent to pointParameteriv/2
The following values are accepted for Pname
:
-spec pointSize(Size :: f()) -> ok.
gl:pointSize/1
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.
gl:polygonMode/2
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.
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.
No documentation available.
-spec polygonStipple(Mask :: binary()) -> ok.
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.
-spec popAttrib() -> ok.
Equivalent to pushAttrib/1
-spec popClientAttrib() -> ok.
Equivalent to pushClientAttrib/1
-spec popDebugGroup() -> ok.
Equivalent to pushDebugGroup/4
-spec popMatrix() -> ok.
Equivalent to pushMatrix/0
-spec popName() -> ok.
Equivalent to pushName/1
-spec primitiveRestartIndex(Index :: i()) -> ok.
gl:primitiveRestartIndex/1
specifies a vertex
array element that is treated specially when primitive restarting is enabled.
This is known as the primitive restart index.
gl:prioritizeTextures/2
assigns the N
texture
priorities given in Priorities
to the N
textures named in Textures
.
gl:programBinary/3
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:getProgram()
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
.
gl:programParameter()
specifies a new value for the
parameter nameed by Pname
for the program object Program
.
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
-spec programUniform4d(Program :: i(), Location :: i(), V0 :: f(), V1 :: f(), V2 :: f(), V3 :: f()) -> ok.
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
-spec programUniform4f(Program :: i(), Location :: i(), V0 :: f(), V1 :: f(), V2 :: f(), V3 :: f()) -> ok.
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
-spec programUniform4i(Program :: i(), Location :: i(), V0 :: i(), V1 :: i(), V2 :: i(), V3 :: i()) -> ok.
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
-spec programUniform4ui(Program :: i(), Location :: i(), V0 :: i(), V1 :: i(), V2 :: i(), V3 :: i()) -> ok.
Equivalent to programUniformMatrix4x3fv/4
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix2dv(Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f()}]) -> ok.
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix2fv(Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f()}]) -> ok.
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix2x3dv(Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix2x3fv(Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix2x4dv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix2x4fv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix3x2dv(Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix3x2fv(Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix3x4dv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix3x4fv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix4x2dv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix4x2fv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix4x3dv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to programUniformMatrix4x3fv/4
-spec programUniformMatrix4x3fv(Program, Location, Transpose, Value) -> ok when Program :: i(), Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
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
.
-spec provokingVertex(Mode :: enum()) -> ok.
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/1
specifies which vertex is to be
used as the source of data for flat shaded varyings.
-spec pushAttrib(Mask :: i()) -> ok.
gl:pushAttrib/1
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.
-spec pushClientAttrib(Mask :: i()) -> ok.
gl:pushClientAttrib/1
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.
gl:pushDebugGroup/4
pushes a debug group described by
the string Message
into the command stream. The value of Id
specifies the ID
of messages generated. The parameter Length
contains the number of characters
in Message
. If Length
is negative, it is implied that Message
contains a
null terminated string. The message has the specified Source
and Id
, the
Type``?GL_DEBUG_TYPE_PUSH_GROUP
, and
Severity``?GL_DEBUG_SEVERITY_NOTIFICATION
. The GL will put a new debug group
on top of the debug group stack which inherits the control of the volume of
debug output of the debug group previously residing on the top of the debug
group stack. Because debug groups are strictly hierarchical, any additional
control of the debug output volume will only apply within the active debug group
and the debug groups pushed on top of the active debug group.
-spec pushMatrix() -> ok.
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.
-spec pushName(Name :: i()) -> ok.
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.
gl:queryCounter/2
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/2
timer queries can be used within a
gl:beginQuery/2
/ gl:endQuery/1
block
where the target is ?GL_TIME_ELAPSED
and it does not affect the result of that
query object.
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
Equivalent to rasterPos4sv/1
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
.
-spec readBuffer(Mode :: enum()) -> ok.
gl:readBuffer/1
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_ATTACHMENT``i
may be used to indicate the i
th color
attachment where i
ranges from zero to the value of
?GL_MAX_COLOR_ATTACHMENTS
minus one.
-spec readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok when X :: i(), Y :: i(), Width :: i(), Height :: i(), Format :: enum(), Type :: enum(), Pixels :: mem().
gl:readPixels/7
and glReadnPixels
return 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:pixelStore()
. This
reference page describes the effects on gl:readPixels/7
and
glReadnPixels
of most, but not all of the parameters specified by these three
commands.
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
Equivalent to rectsv/2
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.
-spec releaseShaderCompiler() -> ok.
gl:releaseShaderCompiler/0
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/0
.
-spec renderbufferStorage(Target :: enum(), Internalformat :: enum(), Width :: i(), Height :: i()) -> ok.
gl:renderbufferStorage/4
is equivalent to calling
gl:renderbufferStorageMultisample/5
with
the Samples
set to zero, and glNamedRenderbufferStorage
is equivalent to
calling glNamedRenderbufferStorageMultisample
with the samples set to zero.
renderbufferStorageMultisample(Target, Samples, Internalformat, Width, Height)
View Source-spec renderbufferStorageMultisample(Target :: enum(), Samples :: i(), Internalformat :: enum(), Width :: i(), Height :: i()) -> ok.
gl:renderbufferStorageMultisample/5
and
glNamedRenderbufferStorageMultisample
establish the data storage, format,
dimensions and number of samples of a renderbuffer object's image.
gl:renderMode/1
sets the rasterization mode. It takes one
argument, Mode
, which can assume one of three predefined values:
-spec resetHistogram(Target :: enum()) -> ok.
gl:resetHistogram/1
resets all the elements of the
current histogram table to zero.
-spec resetMinmax(Target :: enum()) -> ok.
gl:resetMinmax/1
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.
-spec resumeTransformFeedback() -> ok.
gl:resumeTransformFeedback/0
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.
Equivalent to rotatef/4
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:multMatrix()
were called with the following matrix
as its argument:
-spec sampleCoverage(Value :: clamp(), Invert :: 0 | 1) -> ok.
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.
gl:sampleMaski/2
sets one 32-bit sub-word of the multi-word
sample mask, ?GL_SAMPLE_MASK_VALUE
.
Equivalent to samplerParameteriv/3
Equivalent to samplerParameteriv/3
Equivalent to samplerParameteriv/3
Equivalent to samplerParameteriv/3
Equivalent to samplerParameteriv/3
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
:
Equivalent to scalef/3
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.
gl:scissor/4
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.
gl:scissorArrayv/2
defines rectangles, called scissor
boxes, in window coordinates for each viewport. First
specifies the index of
the first scissor box to modify and Count
specifies the number of scissor
boxes to modify. First
must be less than the value of ?GL_MAX_VIEWPORTS
, and
First
+ Count
must be less than or equal to the value of
?GL_MAX_VIEWPORTS
. V
specifies the address of an array containing integers
specifying the lower left corner of the scissor boxes, and the width and height
of the scissor boxes, in that order.
Equivalent to scissorIndexedv/2
gl:scissorIndexed/5
defines the scissor box for a
specified viewport. Index
specifies the index of scissor box to modify.
Index
must be less than the value of ?GL_MAX_VIEWPORTS
. For
gl:scissorIndexed/5
, Left
, Bottom
, Width
and
Height
specify the left, bottom, width and height of the scissor box, in
pixels, respectively. For gl:scissorIndexedv/2
, V
specifies the address of an array containing integers specifying the lower left
corner of the scissor box, and the width and height of the scissor box, in that
order.
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
Equivalent to secondaryColor3usv/1
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.
-spec secondaryColorPointer(Size :: i(), Type :: enum(), Stride :: i(), Pointer :: offset() | mem()) -> ok.
gl:secondaryColorPointer/4
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.
gl:selectBuffer/2
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/2
must be issued before selection mode is enabled, and it must not be issued while
the rendering mode is ?GL_SELECT
.
separableFilter2D(Target, Internalformat, Width, Height, Format, Type, Row, Column)
View Source-spec separableFilter2D(Target, Internalformat, Width, Height, Format, Type, Row, Column) -> ok when Target :: enum(), Internalformat :: enum(), Width :: i(), Height :: i(), Format :: enum(), Type :: enum(), Row :: offset() | mem(), Column :: offset() | mem().
gl:separableFilter2D/8
builds a two-dimensional
separable convolution filter kernel from two arrays of pixels.
-spec shadeModel(Mode :: enum()) -> ok.
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.
gl:shaderBinary/3
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.
-spec shaderSource(Shader :: i(), String :: [unicode:chardata()]) -> ok.
gl:shaderSource/2
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.
shaderStorageBlockBinding(Program, StorageBlockIndex, StorageBlockBinding)
View Source-spec shaderStorageBlockBinding(Program :: i(), StorageBlockIndex :: i(), StorageBlockBinding :: i()) -> ok.
gl:shaderStorageBlockBinding/3
, changes the
active shader storage block with an assigned index of StorageBlockIndex
in
program object Program
. StorageBlockIndex
must be an active shader storage
block index in Program
. StorageBlockBinding
must be less than the value of
?GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS
. If successful,
gl:shaderStorageBlockBinding/3
specifies that
Program
will use the data store of the buffer object bound to the binding
point StorageBlockBinding
to read and write the values of the buffer variables
in the shader storage block identified by StorageBlockIndex
.
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.
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.
-spec stencilMask(Mask :: i()) -> ok.
gl:stencilMask/1
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.
gl:stencilMaskSeparate/2
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.
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.
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.
Equivalent to textureBuffer/3
-spec texBufferRange(Target :: enum(), Internalformat :: enum(), Buffer :: i(), Offset :: i(), Size :: i()) -> ok.
Equivalent to textureBufferRange/5
-spec texCoord1d(S :: f()) -> ok.
Equivalent to texCoord4sv/1
-spec texCoord1dv({S :: f()}) -> ok.
Equivalent to texCoord4sv/1
-spec texCoord1f(S :: f()) -> ok.
Equivalent to texCoord4sv/1
-spec texCoord1fv({S :: f()}) -> ok.
Equivalent to texCoord4sv/1
-spec texCoord1i(S :: i()) -> ok.
Equivalent to texCoord4sv/1
-spec texCoord1iv({S :: i()}) -> ok.
Equivalent to texCoord4sv/1
-spec texCoord1s(S :: i()) -> ok.
Equivalent to texCoord4sv/1
-spec texCoord1sv({S :: i()}) -> ok.
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
Equivalent to texCoord4sv/1
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).
gl:texCoordPointer/4
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
.)
Equivalent to texEnviv/3
Equivalent to texEnviv/3
Equivalent to texEnviv/3
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
.
Equivalent to texGeniv/3
Equivalent to texGeniv/3
Equivalent to texGeniv/3
Equivalent to texGeniv/3
Equivalent to texGeniv/3
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.
texImage1D(Target, Level, InternalFormat, Width, Border, Format, Type, Pixels)
View Source-spec texImage1D(Target, Level, InternalFormat, Width, Border, Format, Type, Pixels) -> ok when Target :: enum(), Level :: i(), InternalFormat :: i(), Width :: i(), Border :: i(), Format :: enum(), Type :: enum(), Pixels :: offset() | mem().
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:disable/1
with argument ?GL_TEXTURE_1D
.
texImage2D(Target, Level, InternalFormat, Width, Height, Border, Format, Type, Pixels)
View Source-spec texImage2D(Target, Level, InternalFormat, Width, Height, Border, Format, Type, Pixels) -> ok when Target :: enum(), Level :: i(), InternalFormat :: i(), Width :: i(), Height :: i(), Border :: i(), Format :: enum(), Type :: enum(), Pixels :: offset() | mem().
Texturing allows elements of an image array to be read by shaders.
texImage2DMultisample(Target, Samples, Internalformat, Width, Height, Fixedsamplelocations)
View Source-spec texImage2DMultisample(Target, Samples, Internalformat, Width, Height, Fixedsamplelocations) -> ok when Target :: enum(), Samples :: i(), Internalformat :: enum(), Width :: i(), Height :: i(), Fixedsamplelocations :: 0 | 1.
gl:texImage2DMultisample/6
establishes the data
storage, format, dimensions and number of samples of a multisample texture's
image.
texImage3D(Target, Level, InternalFormat, Width, Height, Depth, Border, Format, Type, Pixels)
View Source-spec texImage3D(Target, Level, InternalFormat, Width, Height, Depth, Border, Format, Type, Pixels) -> ok when Target :: enum(), Level :: i(), InternalFormat :: i(), Width :: i(), Height :: i(), Depth :: i(), Border :: i(), Format :: enum(), Type :: enum(), Pixels :: offset() | mem().
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:disable/1
with argument ?GL_TEXTURE_3D
.
texImage3DMultisample(Target, Samples, Internalformat, Width, Height, Depth, Fixedsamplelocations)
View Source-spec texImage3DMultisample(Target, Samples, Internalformat, Width, Height, Depth, Fixedsamplelocations) -> ok when Target :: enum(), Samples :: i(), Internalformat :: enum(), Width :: i(), Height :: i(), Depth :: i(), Fixedsamplelocations :: 0 | 1.
gl:texImage3DMultisample/7
establishes the data
storage, format, dimensions and number of samples of a multisample texture's
image.
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
Equivalent to texParameteriv/3
gl:texParameter()
and
gl:textureParameter()
assign the value or values in
Params
to the texture parameter specified as Pname
. For
gl:texParameter()
, Target
defines the target texture,
either ?GL_TEXTURE_1D
, ?GL_TEXTURE_1D_ARRAY
, ?GL_TEXTURE_2D
,
?GL_TEXTURE_2D_ARRAY
, ?GL_TEXTURE_2D_MULTISAMPLE
,
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, ?GL_TEXTURE_3D
, ?GL_TEXTURE_CUBE_MAP
,
?GL_TEXTURE_CUBE_MAP_ARRAY
, or ?GL_TEXTURE_RECTANGLE
. The following symbols
are accepted in Pname
:
gl:texStorage1D/4
and
gl:textureStorage1D()
specify 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.
-spec texStorage2D(Target :: enum(), Levels :: i(), Internalformat :: enum(), Width :: i(), Height :: i()) -> ok.
gl:texStorage2D/5
and
gl:textureStorage2D()
specify 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.
texStorage2DMultisample(Target, Samples, Internalformat, Width, Height, Fixedsamplelocations)
View Source-spec texStorage2DMultisample(Target, Samples, Internalformat, Width, Height, Fixedsamplelocations) -> ok when Target :: enum(), Samples :: i(), Internalformat :: enum(), Width :: i(), Height :: i(), Fixedsamplelocations :: 0 | 1.
gl:texStorage2DMultisample/6
and
gl:textureStorage2DMultisample()
specify the
storage requirements for a two-dimensional multisample texture. Once a texture
is specified with this command, its format and dimensions 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.
texStorage3D(Target, Levels, Internalformat, Width, Height, Depth)
View Source-spec texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) -> ok when Target :: enum(), Levels :: i(), Internalformat :: enum(), Width :: i(), Height :: i(), Depth :: i().
gl:texStorage3D/6
and
gl:textureStorage3D()
specify 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.
texStorage3DMultisample(Target, Samples, Internalformat, Width, Height, Depth, Fixedsamplelocations)
View Source-spec texStorage3DMultisample(Target, Samples, Internalformat, Width, Height, Depth, Fixedsamplelocations) -> ok when Target :: enum(), Samples :: i(), Internalformat :: enum(), Width :: i(), Height :: i(), Depth :: i(), Fixedsamplelocations :: 0 | 1.
gl:texStorage3DMultisample/7
and
gl:textureStorage3DMultisample()
specify the
storage requirements for a two-dimensional multisample array texture. Once a
texture is specified with this command, its format and dimensions 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.
texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels)
View Source-spec texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Width :: i(), Format :: enum(), Type :: enum(), Pixels :: offset() | mem().
Texturing maps a portion of a specified texture image onto each graphical
primitive for which texturing is enabled. To enable or disable one-dimensional
texturing, call gl:enable/1
and gl:disable/1
with argument ?GL_TEXTURE_1D
.
texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, Type, Pixels)
View Source-spec texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, Type, Pixels) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Width :: i(), Height :: i(), Format :: enum(), Type :: enum(), Pixels :: offset() | mem().
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled.
texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, Type, Pixels)
View Source-spec texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, Type, Pixels) -> ok when Target :: enum(), Level :: i(), Xoffset :: i(), Yoffset :: i(), Zoffset :: i(), Width :: i(), Height :: i(), Depth :: i(), Format :: enum(), Type :: enum(), Pixels :: offset() | mem().
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled.
-spec textureBarrier() -> ok.
The values of rendered fragments are undefined when a shader stage fetches
texels and the same texels are written via fragment shader outputs, even if the
reads and writes are not in the same drawing command. To safely read the result
of a written texel via a texel fetch in a subsequent drawing command, call
gl:textureBarrier/0
between the two drawing commands to
guarantee that writes have completed and caches have been invalidated before
subsequent drawing commands are executed.
gl:texBuffer/3
and gl:textureBuffer/3
attaches the data store of a specified buffer object to a specified texture
object, and specify the storage format for the texture image found in the buffer
object. The texture object must be a buffer texture.
-spec textureBufferRange(Texture :: i(), Internalformat :: enum(), Buffer :: i(), Offset :: i(), Size :: i()) -> ok.
gl:texBufferRange/5
and
gl:textureBufferRange/5
attach a range of the data store
of a specified buffer object to a specified texture object, and specify the
storage format for the texture image found in the buffer object. The texture
object must be a buffer texture.
textureView(Texture, Target, Origtexture, Internalformat, Minlevel, Numlevels, Minlayer, Numlayers)
View Source-spec textureView(Texture, Target, Origtexture, Internalformat, Minlevel, Numlevels, Minlayer, Numlayers) -> ok when Texture :: i(), Target :: enum(), Origtexture :: i(), Internalformat :: enum(), Minlevel :: i(), Numlevels :: i(), Minlayer :: i(), Numlayers :: i().
gl:textureView/8
initializes a texture object as an alias,
or view of another texture object, sharing some or all of the parent texture's
data store with the initialized texture. Texture
specifies a name previously
reserved by a successful call to gl:genTextures/1
but that
has not yet been bound or given a target. Target
specifies the target for the
newly initialized texture and must be compatible with the target of the parent
texture, given in Origtexture
as specified in the following table:
gl:transformFeedbackBufferBase/3
binds the
buffer object Buffer
to the binding point at index Index
of the transform
feedback object Xfb
.
-spec transformFeedbackBufferRange(Xfb :: i(), Index :: i(), Buffer :: i(), Offset :: i(), Size :: i()) -> ok.
gl:transformFeedbackBufferRange/5
binds a
range of the buffer object Buffer
represented by Offset
and Size
to the
binding point at index Index
of the transform feedback object Xfb
.
-spec transformFeedbackVaryings(Program :: i(), Varyings :: [unicode:chardata()], BufferMode :: enum()) -> ok.
The names of the vertex or geometry shader outputs to be recorded in transform
feedback mode are specified using
gl:transformFeedbackVaryings/3
. 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.
Equivalent to translatef/3
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:multMatrix()
were called with the following matrix for
its argument:
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
uniformBlockBinding(Program, UniformBlockIndex, UniformBlockBinding)
View Source-spec uniformBlockBinding(Program :: i(), UniformBlockIndex :: i(), UniformBlockBinding :: i()) -> ok.
Binding points for active uniform blocks are assigned using
gl:uniformBlockBinding/3
. 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.
Equivalent to uniformMatrix4x3fv/3
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix2x3dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix2x3fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix2x4dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix2x4fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix3dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix3fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix3x2dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix3x2fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix3x4dv(Location, Transpose, Value) -> ok when Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix3x4fv(Location, Transpose, Value) -> ok when Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix4dv(Location, Transpose, Value) -> ok when Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix4fv(Location, Transpose, Value) -> ok when Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix4x2dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix4x2fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) -> ok.
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix4x3dv(Location, Transpose, Value) -> ok when Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
Equivalent to uniformMatrix4x3fv/3
-spec uniformMatrix4x3fv(Location, Transpose, Value) -> ok when Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}].
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
.
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.
-spec useProgram(Program :: i()) -> ok.
gl:useProgram/1
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
.
gl:useProgramStages/3
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
,
?GL_FRAGMENT_SHADER_BIT
and ?GL_COMPUTE_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
.
-spec validateProgram(Program :: i()) -> ok.
gl:validateProgram/1
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.
-spec validateProgramPipeline(Pipeline :: i()) -> ok.
gl:validateProgramPipeline/1
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.
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
Equivalent to vertex4sv/1
gl:vertex()
commands are used within
gl:'begin'/1
/gl:'end'/0
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.
Equivalent to vertexAttribBinding/2
vertexArrayAttribFormat(Vaobj, Attribindex, Size, Type, Normalized, Relativeoffset)
View Source-spec vertexArrayAttribFormat(Vaobj, Attribindex, Size, Type, Normalized, Relativeoffset) -> ok when Vaobj :: i(), Attribindex :: i(), Size :: i(), Type :: enum(), Normalized :: 0 | 1, Relativeoffset :: i().
Equivalent to vertexAttribLPointer/5
vertexArrayAttribIFormat(Vaobj, Attribindex, Size, Type, Relativeoffset)
View Source-spec vertexArrayAttribIFormat(Vaobj :: i(), Attribindex :: i(), Size :: i(), Type :: enum(), Relativeoffset :: i()) -> ok.
Equivalent to vertexAttribLPointer/5
vertexArrayAttribLFormat(Vaobj, Attribindex, Size, Type, Relativeoffset)
View Source-spec vertexArrayAttribLFormat(Vaobj :: i(), Attribindex :: i(), Size :: i(), Type :: enum(), Relativeoffset :: i()) -> ok.
Equivalent to vertexAttribLPointer/5
Equivalent to vertexBindingDivisor/2
gl:vertexArrayElementBuffer/2
binds a buffer
object with id Buffer
to the element array buffer bind point of a vertex array
object with id Vaobj
. If Buffer
is zero, any existing element array buffer
binding to Vaobj
is removed.
vertexArrayVertexBuffer(Vaobj, Bindingindex, Buffer, Offset, Stride)
View Source-spec vertexArrayVertexBuffer(Vaobj :: i(), Bindingindex :: i(), Buffer :: i(), Offset :: i(), Stride :: i()) -> ok.
gl:bindVertexBuffer/4
and
gl:vertexArrayVertexBuffer/5
bind the buffer named
Buffer
to the vertex buffer binding point whose index is given by
Bindingindex
. gl:bindVertexBuffer/4
modifies the
binding of the currently bound vertex array object, whereas
gl:vertexArrayVertexBuffer/5
allows the caller to
specify ID of the vertex array object with an argument named Vaobj
, for which
the binding should be modified. Offset
and Stride
specify the offset of the
first element within the buffer and the distance between elements within the
buffer, respectively, and are both measured in basic machine units.
Bindingindex
must be less than the value of ?GL_MAX_VERTEX_ATTRIB_BINDINGS
.
Offset
and Stride
must be greater than or equal to zero. If Buffer
is
zero, then any buffer currently bound to the specified binding point is unbound.
-spec vertexArrayVertexBuffers(Vaobj :: i(), First :: i(), Buffers :: [i()], Offsets :: [i()], Strides :: [i()]) -> ok.
gl:bindVertexBuffers/4
and
gl:vertexArrayVertexBuffers/5
bind storage from an
array of existing buffer objects to a specified number of consecutive vertex
buffer binding points units in a vertex array object. For
gl:bindVertexBuffers/4
, the vertex array object is
the currently bound vertex array object. For
gl:vertexArrayVertexBuffers/5
, Vaobj
is the name of
the vertex array object.
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
gl:vertexAttribBinding/2
and
gl:vertexArrayAttribBinding/3
establishes an
association between the generic vertex attribute of a vertex array object whose
index is given by Attribindex
, and a vertex buffer binding whose index is
given by Bindingindex
. For
gl:vertexAttribBinding/2
, the vertex array object
affected is that currently bound. For
gl:vertexArrayAttribBinding/3
, Vaobj
is the name
of the vertex array object.
gl:vertexAttribDivisor/2
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.
vertexAttribFormat(Attribindex, Size, Type, Normalized, Relativeoffset)
View Source-spec vertexAttribFormat(Attribindex :: i(), Size :: i(), Type :: enum(), Normalized :: 0 | 1, Relativeoffset :: i()) -> ok.
Equivalent to vertexAttribLPointer/5
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
-spec vertexAttribIFormat(Attribindex :: i(), Size :: i(), Type :: enum(), Relativeoffset :: i()) -> ok.
Equivalent to vertexAttribLPointer/5
-spec vertexAttribIPointer(Index :: i(), Size :: i(), Type :: enum(), Stride :: i(), Pointer :: offset() | mem()) -> ok.
Equivalent to vertexAttribLPointer/5
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
Equivalent to vertexAttribL4dv/2
The gl:vertexAttrib()
family of entry points allows an
application to pass generic vertex attributes in numbered locations.
-spec vertexAttribLFormat(Attribindex :: i(), Size :: i(), Type :: enum(), Relativeoffset :: i()) -> ok.
Equivalent to vertexAttribLPointer/5
-spec vertexAttribLPointer(Index :: i(), Size :: i(), Type :: enum(), Stride :: i(), Pointer :: offset() | mem()) -> ok.
gl:vertexAttribFormat/5
,
gl:vertexAttribIFormat/4
and
gl:vertexAttribLFormat/4
, as well as
gl:vertexArrayAttribFormat/6
,
gl:vertexArrayAttribIFormat/5
and
gl:vertexArrayAttribLFormat/5
specify the
organization of data in vertex arrays. The first three calls operate on the
bound vertex array object, whereas the last three ones modify the state of a
vertex array object with ID Vaobj
. Attribindex
specifies the index of the
generic vertex attribute array whose data layout is being described, and must be
less than the value of ?GL_MAX_VERTEX_ATTRIBS
.
vertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer)
View Source-spec vertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer) -> ok when Index :: i(), Size :: i(), Type :: enum(), Normalized :: 0 | 1, Stride :: i(), Pointer :: offset() | mem().
gl:vertexAttribPointer/6
,
gl:vertexAttribIPointer/5
and
gl:vertexAttribLPointer/5
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.
gl:vertexBindingDivisor/2
and
gl:vertexArrayBindingDivisor/3
modify the rate at
which generic vertex attributes advance when rendering multiple instances of
primitives in a single draw command. If Divisor
is zero, the attributes using
the buffer bound to Bindingindex
advance once per vertex. If Divisor
is
non-zero, the attributes advance once per Divisor
instances of the set(s) of
vertices being rendered. An attribute is referred to as instanced
if the
corresponding Divisor
value is non-zero.
gl:vertexPointer/4
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
.)
gl:viewport/4
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:
gl:viewportArrayv/2
specifies the parameters for
multiple viewports simulataneously. First
specifies the index of the first
viewport to modify and Count
specifies the number of viewports to modify.
First
must be less than the value of ?GL_MAX_VIEWPORTS
, and First
+
Count
must be less than or equal to the value of ?GL_MAX_VIEWPORTS
.
Viewports whose indices lie outside the range [First
, First
+ Count
) are
not modified. 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:
Equivalent to viewportIndexedfv/2
gl:viewportIndexedf/5
and
gl:viewportIndexedfv/2
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/5
, X
, Y
, W
, and H
specify
the left, bottom, width and height of the viewport in pixels, respectively. For
gl:viewportIndexedfv/2
, 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:
gl:waitSync/3
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/3
operate properly in the presence of
such extensions.
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
Equivalent to windowPos3sv/1
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
.