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.

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).

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.

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.

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.

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].

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.

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.

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.

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: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.

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.

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 ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

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 ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

gl:drawElementsInstancedBaseVertexBaseInstance/7 behaves identically to gl:drawElementsInstanced/5 except that the ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

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 ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

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.

Equivalent to newList/2.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

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.

gl:getTexEnv() returns in Params selected values of a texture environment that was specified with gl:texEnv(). Target specifies a texture environment.

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.

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.

gl:getUniformIndices/2 retrieves the indices of a number of uniforms within Program.

glGetUniformLocationreturns 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.

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.

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, glIsShaderreturns ?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.

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.

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.

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.

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.

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.

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

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.

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.

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.

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

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.

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.

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/5gl: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

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 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.

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.

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 ith 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.

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.

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.

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.

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 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.)

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.

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.

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.

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

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.

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.

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.

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.

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

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

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

Link to this type

clamp()

View Source (not exported)
-type clamp() :: float().
-type enum() :: non_neg_integer().
-type f() :: float().
-type i() :: integer().
-type m12() :: {f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}.
-type m16() :: {f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}.
Link to this type

matrix()

View Source (not exported)
-type matrix() :: m12() | m16().
-type mem() :: binary() | tuple().
Link to this type

offset()

View Source (not exported)
-type offset() :: non_neg_integer().

Functions

-spec accum(Op :: enum(), Value :: f()) -> ok.

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.

External documentation.

Link to this function

activeShaderProgram(Pipeline, Program)

View Source
-spec activeShaderProgram(Pipeline :: i(), Program :: i()) -> ok.

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.

External documentation.

-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.

External documentation.

-spec alphaFunc(Func :: enum(), Ref :: clamp()) -> ok.

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.)

External documentation.

Link to this function

areTexturesResident(Textures)

View Source
-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.

External documentation.

-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.

External documentation.

Link to this function

attachShader(Program, Shader)

View Source
-spec attachShader(Program :: i(), Shader :: i()) -> ok.

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.

External documentation.

-spec 'begin'(Mode :: enum()) -> ok.

Equivalent to '\'end\''/0.

Link to this function

beginConditionalRender(Id, Mode)

View Source
-spec beginConditionalRender(Id :: i(), Mode :: enum()) -> ok.

Equivalent to endConditionalRender/0.

-spec beginQuery(Target :: enum(), Id :: i()) -> ok.

Equivalent to endQuery/1.

Link to this function

beginQueryIndexed(Target, Index, Id)

View Source
-spec beginQueryIndexed(Target :: enum(), Index :: i(), Id :: i()) -> ok.

Equivalent to endQueryIndexed/2.

Link to this function

beginTransformFeedback(PrimitiveMode)

View Source
-spec beginTransformFeedback(PrimitiveMode :: enum()) -> ok.

Equivalent to endTransformFeedback/0.

Link to this function

bindAttribLocation(Program, Index, Name)

View Source
-spec bindAttribLocation(Program :: i(), Index :: i(), Name :: string()) -> ok.

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.

External documentation.

Link to this function

bindBuffer(Target, Buffer)

View Source
-spec bindBuffer(Target :: enum(), Buffer :: i()) -> ok.

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.

External documentation.

Link to this function

bindBufferBase(Target, Index, Buffer)

View Source
-spec bindBufferBase(Target :: enum(), Index :: i(), Buffer :: i()) -> ok.

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.

External documentation.

Link to this function

bindBufferRange(Target, Index, Buffer, Offset, Size)

View Source
-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.

External documentation.

Link to this function

bindBuffersBase(Target, First, Buffers)

View Source
-spec bindBuffersBase(Target :: enum(), First :: i(), Buffers :: [i()]) -> ok.

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:

External documentation.

Link to this function

bindBuffersRange(Target, First, Buffers, Offsets, Sizes)

View Source
-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:

External documentation.

Link to this function

bindFragDataLocation(Program, Color, Name)

View Source
-spec bindFragDataLocation(Program :: i(), Color :: i(), Name :: string()) -> ok.

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.

External documentation.

Link to this function

bindFragDataLocationIndexed(Program, ColorNumber, Index, Name)

View Source
-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.

External documentation.

Link to this function

bindFramebuffer(Target, Framebuffer)

View Source
-spec bindFramebuffer(Target :: enum(), Framebuffer :: i()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

bindImageTextures(First, Textures)

View Source
-spec bindImageTextures(First :: i(), Textures :: [i()]) -> ok.

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.

External documentation.

Link to this function

bindProgramPipeline(Pipeline)

View Source
-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.

External documentation.

Link to this function

bindRenderbuffer(Target, Renderbuffer)

View Source
-spec bindRenderbuffer(Target :: enum(), Renderbuffer :: i()) -> ok.

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.

External documentation.

Link to this function

bindSampler(Unit, Sampler)

View Source
-spec bindSampler(Unit :: i(), Sampler :: i()) -> ok.

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.

External documentation.

Link to this function

bindSamplers(First, Samplers)

View Source
-spec bindSamplers(First :: i(), Samplers :: [i()]) -> ok.

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.

External documentation.

Link to this function

bindTexture(Target, Texture)

View Source
-spec bindTexture(Target :: enum(), Texture :: i()) -> ok.

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.

External documentation.

Link to this function

bindTextures(First, Textures)

View Source
-spec bindTextures(First :: i(), Textures :: [i()]) -> ok.

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.

External documentation.

Link to this function

bindTextureUnit(Unit, Texture)

View Source
-spec bindTextureUnit(Unit :: i(), Texture :: i()) -> ok.

gl:bindTextureUnit/2 binds an existing texture object to the texture unit numbered Unit.

External documentation.

Link to this function

bindTransformFeedback(Target, Id)

View Source
-spec bindTransformFeedback(Target :: enum(), Id :: i()) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

bindVertexBuffer(Bindingindex, Buffer, Offset, Stride)

View Source
-spec bindVertexBuffer(Bindingindex :: i(), Buffer :: i(), Offset :: i(), Stride :: i()) -> ok.

Equivalent to vertexArrayVertexBuffer/5.

Link to this function

bindVertexBuffers(First, Buffers, Offsets, Strides)

View Source
-spec bindVertexBuffers(First :: i(), Buffers :: [i()], Offsets :: [i()], Strides :: [i()]) -> ok.

Equivalent to vertexArrayVertexBuffers/5.

Link to this function

bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap)

View Source
-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.

External documentation.

Link to this function

blendColor(Red, Green, Blue, Alpha)

View Source
-spec blendColor(Red :: clamp(), Green :: clamp(), Blue :: clamp(), Alpha :: clamp()) -> ok.

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).

External documentation.

-spec blendEquation(Mode :: enum()) -> ok.

Equivalent to blendEquationi/2.

Link to this function

blendEquationi(Buf, Mode)

View Source
-spec blendEquationi(Buf :: i(), Mode :: enum()) -> ok.

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.

External documentation.

Link to this function

blendEquationSeparate(ModeRGB, ModeAlpha)

View Source
-spec blendEquationSeparate(ModeRGB :: enum(), ModeAlpha :: enum()) -> ok.

Equivalent to blendEquationSeparatei/3.

Link to this function

blendEquationSeparatei(Buf, ModeRGB, ModeAlpha)

View Source
-spec blendEquationSeparatei(Buf :: i(), ModeRGB :: enum(), ModeAlpha :: enum()) -> ok.

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.

External documentation.

Link to this function

blendFunc(Sfactor, Dfactor)

View Source
-spec blendFunc(Sfactor :: enum(), Dfactor :: enum()) -> ok.

Equivalent to blendFunci/3.

Link to this function

blendFunci(Buf, Src, Dst)

View Source
-spec blendFunci(Buf :: i(), Src :: enum(), Dst :: 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.

External documentation.

Link to this function

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.

Link to this function

blendFuncSeparatei(Buf, SrcRGB, DstRGB, SrcAlpha, DstAlpha)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

bufferData(Target, Size, Data, Usage)

View Source
-spec bufferData(Target :: enum(), Size :: i(), Data :: offset() | mem(), Usage :: enum()) -> ok.

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.

External documentation.

Link to this function

bufferStorage(Target, Size, Data, Flags)

View Source
-spec bufferStorage(Target :: enum(), Size :: i(), Data :: offset() | mem(), Flags :: i()) -> ok.

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.

External documentation.

Link to this function

bufferSubData(Target, Offset, Size, Data)

View Source
-spec bufferSubData(Target :: enum(), Offset :: i(), Size :: i(), Data :: offset() | mem()) -> ok.

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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

checkFramebufferStatus(Target)

View Source
-spec checkFramebufferStatus(Target :: enum()) -> enum().

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.

External documentation.

Link to this function

clampColor(Target, Clamp)

View Source
-spec clampColor(Target :: enum(), Clamp :: enum()) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

clearAccum(Red, Green, Blue, Alpha)

View Source
-spec clearAccum(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok.

gl:clearAccum/4 specifies the red, green, blue, and alpha values used by gl:clear/1 to clear the accumulation buffer.

External documentation.

Link to this function

clearBufferData(Target, Internalformat, Format, Type, Data)

View Source
-spec clearBufferData(Target, Internalformat, Format, Type, Data) -> ok
                   when
                       Target :: enum(),
                       Internalformat :: enum(),
                       Format :: enum(),
                       Type :: enum(),
                       Data :: offset() | mem().

Equivalent to clearBufferuiv/3.

Link to this function

clearBufferfi(Buffer, Drawbuffer, Depth, Stencil)

View Source
-spec clearBufferfi(Buffer :: enum(), Drawbuffer :: i(), Depth :: f(), Stencil :: i()) -> ok.

Equivalent to clearBufferuiv/3.

Link to this function

clearBufferfv(Buffer, Drawbuffer, Value)

View Source
-spec clearBufferfv(Buffer :: enum(), Drawbuffer :: i(), Value :: tuple()) -> ok.

Equivalent to clearBufferuiv/3.

Link to this function

clearBufferiv(Buffer, Drawbuffer, Value)

View Source
-spec clearBufferiv(Buffer :: enum(), Drawbuffer :: i(), Value :: tuple()) -> ok.

Equivalent to clearBufferuiv/3.

Link to this function

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.

Link to this function

clearBufferuiv(Buffer, Drawbuffer, Value)

View Source
-spec clearBufferuiv(Buffer :: enum(), Drawbuffer :: i(), Value :: tuple()) -> ok.

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.

External documentation.

Link to this function

clearColor(Red, Green, Blue, Alpha)

View Source
-spec clearColor(Red :: clamp(), Green :: clamp(), Blue :: clamp(), Alpha :: clamp()) -> ok.

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].

External documentation.

-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].

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

clearTexImage(Texture, Level, Format, Type, Data)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

clientActiveTexture(Texture)

View Source
-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.

External documentation.

Link to this function

clientWaitSync(Sync, Flags, Timeout)

View Source
-spec clientWaitSync(Sync :: i(), Flags :: i(), Timeout :: i()) -> enum().

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.

External documentation.

Link to this function

clipControl(Origin, Depth)

View Source
-spec clipControl(Origin :: enum(), Depth :: enum()) -> ok.

gl:clipControl/2 controls the clipping volume behavior and the clip coordinate to window coordinate transformation behavior.

External documentation.

Link to this function

clipPlane(Plane, Equation)

View Source
-spec clipPlane(Plane :: enum(), Equation :: {f(), f(), f(), f()}) -> ok.

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.

External documentation.

Link to this function

color3b(Red, Green, Blue)

View Source
-spec color3b(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to color4usv/1.

-spec color3bv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color3d(Red, Green, Blue)

View Source
-spec color3d(Red :: f(), Green :: f(), Blue :: f()) -> ok.

Equivalent to color4usv/1.

-spec color3dv({Red :: f(), Green :: f(), Blue :: f()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color3f(Red, Green, Blue)

View Source
-spec color3f(Red :: f(), Green :: f(), Blue :: f()) -> ok.

Equivalent to color4usv/1.

-spec color3fv({Red :: f(), Green :: f(), Blue :: f()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color3i(Red, Green, Blue)

View Source
-spec color3i(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to color4usv/1.

-spec color3iv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color3s(Red, Green, Blue)

View Source
-spec color3s(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to color4usv/1.

-spec color3sv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color3ub(Red, Green, Blue)

View Source
-spec color3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to color4usv/1.

-spec color3ubv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color3ui(Red, Green, Blue)

View Source
-spec color3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to color4usv/1.

-spec color3uiv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color3us(Red, Green, Blue)

View Source
-spec color3us(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to color4usv/1.

-spec color3usv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4b(Red, Green, Blue, Alpha)

View Source
-spec color4b(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok.

Equivalent to color4usv/1.

-spec color4bv({Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4d(Red, Green, Blue, Alpha)

View Source
-spec color4d(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok.

Equivalent to color4usv/1.

-spec color4dv({Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4f(Red, Green, Blue, Alpha)

View Source
-spec color4f(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok.

Equivalent to color4usv/1.

-spec color4fv({Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4i(Red, Green, Blue, Alpha)

View Source
-spec color4i(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok.

Equivalent to color4usv/1.

-spec color4iv({Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4s(Red, Green, Blue, Alpha)

View Source
-spec color4s(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok.

Equivalent to color4usv/1.

-spec color4sv({Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4ub(Red, Green, Blue, Alpha)

View Source
-spec color4ub(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok.

Equivalent to color4usv/1.

-spec color4ubv({Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4ui(Red, Green, Blue, Alpha)

View Source
-spec color4ui(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok.

Equivalent to color4usv/1.

-spec color4uiv({Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) -> ok.

Equivalent to color4usv/1.

Link to this function

color4us(Red, Green, Blue, Alpha)

View Source
-spec color4us(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok.

Equivalent to color4usv/1.

-spec color4usv({Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) -> ok.

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.

External documentation.

Link to this function

colorMask(Red, Green, Blue, Alpha)

View Source
-spec colorMask(Red :: 0 | 1, Green :: 0 | 1, Blue :: 0 | 1, Alpha :: 0 | 1) -> ok.

Equivalent to colorMaski/5.

Link to this function

colorMaski(Index, R, G, B, A)

View Source
-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.

External documentation.

Link to this function

colorMaterial(Face, Mode)

View Source
-spec colorMaterial(Face :: enum(), Mode :: enum()) -> ok.

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.

External documentation.

Link to this function

colorPointer(Size, Type, Stride, Ptr)

View Source
-spec colorPointer(Size :: i(), Type :: enum(), Stride :: i(), Ptr :: offset() | mem()) -> ok.

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.)

External documentation.

Link to this function

colorSubTable(Target, Start, Count, Format, Type, Data)

View Source
-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.

External documentation.

Link to this function

colorTable(Target, Internalformat, Width, Format, Type, Table)

View Source
-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.

External documentation.

Link to this function

colorTableParameterfv(Target, Pname, Params)

View Source
-spec colorTableParameterfv(Target :: enum(), Pname :: enum(), Params :: {f(), f(), f(), f()}) -> ok.

Equivalent to colorTableParameteriv/3.

Link to this function

colorTableParameteriv(Target, Pname, Params)

View Source
-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.

External documentation.

-spec compileShader(Shader :: i()) -> ok.

gl:compileShader/1 compiles the source code strings that have been stored in the shader object specified by Shader.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

Link to this function

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.

Link to this function

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.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

convolutionParameterf(Target, Pname, Params)

View Source
-spec convolutionParameterf(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to convolutionParameteriv/3.

Link to this function

convolutionParameterfv(Target, Pname, Params)

View Source
-spec convolutionParameterfv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to convolutionParameteriv/3.

Link to this function

convolutionParameteri(Target, Pname, Params)

View Source
-spec convolutionParameteri(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to convolutionParameteriv/3.

Link to this function

convolutionParameteriv(Target, Pname, Params)

View Source
-spec convolutionParameteriv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

gl:convolutionParameter() sets the value of a convolution parameter.

External documentation.

Link to this function

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.

External documentation.

Link to this function

copyColorSubTable(Target, Start, X, Y, Width)

View Source
-spec copyColorSubTable(Target :: enum(), Start :: i(), X :: i(), Y :: i(), Width :: i()) -> ok.

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.

External documentation.

Link to this function

copyColorTable(Target, Internalformat, X, Y, Width)

View Source
-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).

External documentation.

Link to this function

copyConvolutionFilter1D(Target, Internalformat, X, Y, Width)

View Source
-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).

External documentation.

Link to this function

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).

External documentation.

Link to this function

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.

External documentation.

Link to this function

copyPixels(X, Y, Width, Height, Type)

View Source
-spec copyPixels(X :: i(), Y :: i(), Width :: i(), Height :: i(), Type :: enum()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

copyTexSubImage1D(Target, Level, Xoffset, X, Y, Width)

View Source
-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.

External documentation.

Link to this function

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).

External documentation.

Link to this function

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).

External documentation.

-spec createBuffers(N :: i()) -> [i()].

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.

External documentation.

-spec createFramebuffers(N :: i()) -> [i()].

gl:createFramebuffers/1 returns N previously unused framebuffer names in Framebuffers, each representing a new framebuffer object initialized to the default state.

External documentation.

-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.

External documentation.

Link to this function

createProgramPipelines(N)

View Source
-spec createProgramPipelines(N :: i()) -> [i()].

gl:createProgramPipelines/1 returns N previously unused program pipeline names in Pipelines, each representing a new program pipeline object initialized to the default state.

External documentation.

Link to this function

createQueries(Target, N)

View Source
-spec createQueries(Target :: enum(), N :: i()) -> [i()].

gl:createQueries/2 returns N previously unused query object names in Ids, each representing a new query object with the specified Target.

External documentation.

-spec createRenderbuffers(N :: i()) -> [i()].

gl:createRenderbuffers/1 returns N previously unused renderbuffer object names in Renderbuffers, each representing a new renderbuffer object initialized to the default state.

External documentation.

-spec createSamplers(N :: i()) -> [i()].

gl:createSamplers/1 returns N previously unused sampler names in Samplers, each representing a new sampler object initialized to the default state.

External documentation.

-spec createShader(Type :: enum()) -> i().

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.

External documentation.

Link to this function

createShaderProgramv(Type, Strings)

View Source
-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.

External documentation.

Link to this function

createTextures(Target, N)

View Source
-spec createTextures(Target :: enum(), N :: i()) -> [i()].

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.

External documentation.

Link to this function

createTransformFeedbacks(N)

View Source
-spec createTransformFeedbacks(N :: i()) -> [i()].

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.

External documentation.

-spec createVertexArrays(N :: i()) -> [i()].

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.

External documentation.

-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.

External documentation.

Link to this function

debugMessageControl(Source, Type, Severity, Ids, Enabled)

View Source
-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.

External documentation.

Link to this function

debugMessageInsert(Source, Type, Id, Severity, Buf)

View Source
-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.

External documentation.

-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).

External documentation.

Link to this function

deleteFramebuffers(Framebuffers)

View Source
-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.

External documentation.

Link to this function

deleteLists(List, Range)

View Source
-spec deleteLists(List :: i(), Range :: i()) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

deleteProgramPipelines(Pipelines)

View Source
-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.

External documentation.

-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).

External documentation.

Link to this function

deleteRenderbuffers(Renderbuffers)

View Source
-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.

External documentation.

Link to this function

deleteSamplers(Samplers)

View Source
-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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

deleteTextures(Textures)

View Source
-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).

External documentation.

Link to this function

deleteTransformFeedbacks(Ids)

View Source
-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.

External documentation.

Link to this function

deleteVertexArrays(Arrays)

View Source
-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.

External documentation.

-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.)

External documentation.

-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.

External documentation.

Link to this function

depthRange(Near_val, Far_val)

View Source
-spec depthRange(Near_val :: clamp(), Far_val :: clamp()) -> ok.

Equivalent to depthRangef/2.

Link to this function

depthRangeArrayv(First, V)

View Source
-spec depthRangeArrayv(First :: i(), V :: [{f(), f()}]) -> ok.

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.

External documentation.

-spec depthRangef(N :: f(), F :: f()) -> ok.

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.

External documentation.

Link to this function

depthRangeIndexed(Index, N, F)

View Source
-spec depthRangeIndexed(Index :: i(), N :: f(), F :: f()) -> ok.

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.

External documentation.

Link to this function

detachShader(Program, Shader)

View Source
-spec detachShader(Program :: i(), Shader :: i()) -> ok.

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.

External documentation.

-spec disable(Cap :: enum()) -> ok.

Equivalent to enablei/2.

-spec disableClientState(Cap :: enum()) -> ok.

Equivalent to enableClientState/1.

-spec disablei(Target :: enum(), Index :: i()) -> ok.

Equivalent to enablei/2.

Link to this function

disableVertexArrayAttrib(Vaobj, Index)

View Source
-spec disableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok.

Equivalent to enableVertexAttribArray/1.

Link to this function

disableVertexAttribArray(Index)

View Source
-spec disableVertexAttribArray(Index :: i()) -> ok.

Equivalent to enableVertexAttribArray/1.

Link to this function

dispatchCompute(Num_groups_x, Num_groups_y, Num_groups_z)

View Source
-spec dispatchCompute(Num_groups_x :: i(), Num_groups_y :: i(), Num_groups_z :: i()) -> ok.

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.

External documentation.

Link to this function

dispatchComputeIndirect(Indirect)

View Source
-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.

External documentation.

Link to this function

drawArrays(Mode, First, Count)

View Source
-spec drawArrays(Mode :: enum(), First :: i(), Count :: i()) -> ok.

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.

External documentation.

Link to this function

drawArraysIndirect(Mode, Indirect)

View Source
-spec drawArraysIndirect(Mode :: enum(), Indirect :: offset() | mem()) -> ok.

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.

External documentation.

Link to this function

drawArraysInstanced(Mode, First, Count, Instancecount)

View Source
-spec drawArraysInstanced(Mode :: enum(), First :: i(), Count :: i(), Instancecount :: i()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

-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:

External documentation.

-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.

External documentation.

Link to this function

drawElements(Mode, Count, Type, Indices)

View Source
-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.

External documentation.

Link to this function

drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex)

View Source
-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 ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

External documentation.

Link to this function

drawElementsIndirect(Mode, Type, Indirect)

View Source
-spec drawElementsIndirect(Mode :: enum(), Type :: enum(), Indirect :: offset() | mem()) -> ok.

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.

External documentation.

Link to this function

drawElementsInstanced(Mode, Count, Type, Indices, Instancecount)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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 ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

External documentation.

Link to this function

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 ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

External documentation.

Link to this function

drawPixels(Width, Height, Format, Type, Pixels)

View Source
-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.

External documentation.

Link to this function

drawRangeElements(Mode, Start, End, Count, Type, Indices)

View Source
-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.

External documentation.

Link to this function

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 ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array. If the resulting value is larger than the maximum value representable by Type, it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions). The operation is undefined if the sum would be negative.

External documentation.

Link to this function

drawTransformFeedback(Mode, Id)

View Source
-spec drawTransformFeedback(Mode :: enum(), Id :: i()) -> ok.

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.

External documentation.

Link to this function

drawTransformFeedbackInstanced(Mode, Id, Instancecount)

View Source
-spec drawTransformFeedbackInstanced(Mode :: enum(), Id :: i(), Instancecount :: i()) -> ok.

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.

External documentation.

Link to this function

drawTransformFeedbackStream(Mode, Id, Stream)

View Source
-spec drawTransformFeedbackStream(Mode :: enum(), Id :: i(), Stream :: i()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

-spec edgeFlag(Flag :: 0 | 1) -> ok.

Equivalent to edgeFlagv/1.

Link to this function

edgeFlagPointer(Stride, Ptr)

View Source
-spec edgeFlagPointer(Stride :: i(), Ptr :: offset() | mem()) -> ok.

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.

External documentation.

-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.

External documentation.

-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:

External documentation.

-spec enablei(Target :: enum(), Index :: i()) -> ok.

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.

External documentation.

Link to this function

enableVertexArrayAttrib(Vaobj, Index)

View Source
-spec enableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok.

Equivalent to enableVertexAttribArray/1.

Link to this function

enableVertexAttribArray(Index)

View Source
-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.

External documentation.

-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:

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

endQueryIndexed(Target, Index)

View Source
-spec endQueryIndexed(Target :: enum(), Index :: i()) -> ok.

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.

External documentation.

-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.

External documentation.

-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.

-spec evalCoord2d(U :: f(), V :: f()) -> ok.

Equivalent to evalCoord2fv/1.

-spec evalCoord2dv({U :: f(), V :: f()}) -> ok.

Equivalent to evalCoord2fv/1.

-spec evalCoord2f(U :: f(), V :: f()) -> ok.

Equivalent to evalCoord2fv/1.

-spec evalCoord2fv({U :: f(), V :: f()}) -> ok.

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.

External documentation.

-spec evalMesh1(Mode :: enum(), I1 :: i(), I2 :: i()) -> ok.

Equivalent to evalMesh2/5.

Link to this function

evalMesh2(Mode, I1, I2, J1, J2)

View Source
-spec evalMesh2(Mode :: enum(), I1 :: i(), I2 :: i(), J1 :: i(), J2 :: i()) -> ok.

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.

External documentation.

-spec evalPoint1(I :: i()) -> ok.

Equivalent to evalPoint2/2.

-spec evalPoint2(I :: i(), J :: i()) -> ok.

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

External documentation.

Link to this function

feedbackBuffer(Size, Type, Buffer)

View Source
-spec feedbackBuffer(Size :: i(), Type :: enum(), Buffer :: mem()) -> ok.

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.

External documentation.

Link to this function

fenceSync(Condition, Flags)

View Source
-spec fenceSync(Condition :: enum(), Flags :: i()) -> i().

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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

flushMappedBufferRange(Target, Offset, Length)

View Source
-spec flushMappedBufferRange(Target :: enum(), Offset :: i(), Length :: i()) -> ok.

Equivalent to flushMappedNamedBufferRange/3.

Link to this function

flushMappedNamedBufferRange(Buffer, Offset, Length)

View Source
-spec flushMappedNamedBufferRange(Buffer :: i(), Offset :: i(), Length :: i()) -> ok.

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.

External documentation.

-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()).

External documentation.

Link to this function

fogCoordPointer(Type, Stride, Pointer)

View Source
-spec fogCoordPointer(Type :: enum(), Stride :: i(), Pointer :: offset() | mem()) -> ok.

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.

External documentation.

-spec fogf(Pname :: enum(), Param :: f()) -> ok.

Equivalent to fogiv/2.

-spec fogfv(Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to fogiv/2.

-spec fogi(Pname :: enum(), Param :: i()) -> ok.

Equivalent to fogiv/2.

-spec fogiv(Pname :: enum(), Params :: tuple()) -> ok.

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.

External documentation.

Link to this function

framebufferParameteri(Target, Pname, Param)

View Source
-spec framebufferParameteri(Target :: enum(), Pname :: enum(), Param :: i()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

Link to this function

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.

Link to this function

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.

Link to this function

framebufferTexture(Target, Attachment, Texture, Level)

View Source
-spec framebufferTexture(Target :: enum(), Attachment :: enum(), Texture :: i(), Level :: i()) -> ok.

Equivalent to framebufferTextureLayer/5.

Link to this function

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.

Link to this function

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.

External documentation.

-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.

External documentation.

Link to this function

frustum(Left, Right, Bottom, Top, Near_val, Far_val)

View Source
-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:

External documentation.

-spec genBuffers(N :: i()) -> [i()].

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.

External documentation.

-spec generateMipmap(Target :: enum()) -> ok.

Equivalent to generateTextureMipmap/1.

Link to this function

generateTextureMipmap(Texture)

View Source
-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.

External documentation.

-spec genFramebuffers(N :: i()) -> [i()].

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.

External documentation.

-spec genLists(Range :: i()) -> i().

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.

External documentation.

-spec genProgramPipelines(N :: i()) -> [i()].

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.

External documentation.

-spec genQueries(N :: i()) -> [i()].

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.

External documentation.

-spec genRenderbuffers(N :: i()) -> [i()].

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.

External documentation.

-spec genSamplers(Count :: i()) -> [i()].

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.

External documentation.

-spec genTextures(N :: i()) -> [i()].

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.

External documentation.

Link to this function

genTransformFeedbacks(N)

View Source
-spec genTransformFeedbacks(N :: i()) -> [i()].

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.

External documentation.

-spec genVertexArrays(N :: i()) -> [i()].

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.

External documentation.

Link to this function

getActiveAttrib(Program, Index, BufSize)

View Source
-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.

External documentation.

Link to this function

getActiveSubroutineName(Program, Shadertype, Index, Bufsize)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

getActiveUniform(Program, Index, BufSize)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

getActiveUniformBlockName(Program, UniformBlockIndex, BufSize)

View Source
-spec getActiveUniformBlockName(Program :: i(), UniformBlockIndex :: i(), BufSize :: i()) -> string().

gl:getActiveUniformBlockName/3 retrieves the name of the active uniform block at UniformBlockIndex within Program.

External documentation.

Link to this function

getActiveUniformName(Program, UniformIndex, BufSize)

View Source
-spec getActiveUniformName(Program :: i(), UniformIndex :: i(), BufSize :: i()) -> string().

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().

External documentation.

Link to this function

getActiveUniformsiv(Program, UniformIndices, Pname)

View Source
-spec getActiveUniformsiv(Program :: i(), UniformIndices :: [i()], Pname :: enum()) -> [i()].

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.

External documentation.

Link to this function

getAttachedShaders(Program, MaxCount)

View Source
-spec getAttachedShaders(Program :: i(), MaxCount :: i()) -> [i()].

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.

External documentation.

Link to this function

getAttribLocation(Program, Name)

View Source
-spec getAttribLocation(Program :: i(), Name :: string()) -> i().

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.

External documentation.

Link to this function

getBooleani_v(Target, Index)

View Source
-spec getBooleani_v(Target :: enum(), Index :: i()) -> [0 | 1].

Equivalent to getIntegerv/1.

-spec getBooleanv(Pname :: enum()) -> [0 | 1].

Equivalent to getIntegerv/1.

Link to this function

getBufferParameteri64v(Target, Pname)

View Source
-spec getBufferParameteri64v(Target :: enum(), Pname :: enum()) -> [i()].

Equivalent to getBufferParameterivARB/2.

Link to this function

getBufferParameteriv(Target, Pname)

View Source
-spec getBufferParameteriv(Target :: enum(), Pname :: enum()) -> i().

gl:getBufferParameteriv/2 returns in Data a selected parameter of the buffer object specified by Target.

External documentation.

Link to this function

getBufferParameterivARB(Target, Pname)

View Source
-spec getBufferParameterivARB(Target :: enum(), Pname :: enum()) -> [i()].

These functions return in Data a selected parameter of the specified buffer object.

External documentation.

Link to this function

getBufferSubData(Target, Offset, Size, Data)

View Source
-spec getBufferSubData(Target :: enum(), Offset :: i(), Size :: i(), Data :: mem()) -> ok.

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.

External documentation.

-spec getClipPlane(Plane :: enum()) -> {f(), f(), f(), f()}.

gl:getClipPlane/1 returns in Equation the four coefficients of the plane equation for Plane.

External documentation.

Link to this function

getColorTable(Target, Format, Type, Table)

View Source
-spec getColorTable(Target :: enum(), Format :: enum(), Type :: enum(), Table :: mem()) -> ok.

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.

External documentation.

Link to this function

getColorTableParameterfv(Target, Pname)

View Source
-spec getColorTableParameterfv(Target :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getColorTableParameteriv/2.

Link to this function

getColorTableParameteriv(Target, Pname)

View Source
-spec getColorTableParameteriv(Target :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

Returns parameters specific to color table Target.

External documentation.

Link to this function

getCompressedTexImage(Target, Lod, Img)

View Source
-spec getCompressedTexImage(Target :: enum(), Lod :: i(), Img :: mem()) -> ok.

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.

External documentation.

Link to this function

getConvolutionFilter(Target, Format, Type, Image)

View Source
-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.

External documentation.

Link to this function

getConvolutionParameterfv(Target, Pname)

View Source
-spec getConvolutionParameterfv(Target :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getConvolutionParameteriv/2.

Link to this function

getConvolutionParameteriv(Target, Pname)

View Source
-spec getConvolutionParameteriv(Target :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

gl:getConvolutionParameter() retrieves convolution parameters. Target determines which convolution filter is queried. Pname determines which parameter is returned:

External documentation.

Link to this function

getDebugMessageLog(Count, BufSize)

View Source
-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.

External documentation.

Link to this function

getDoublei_v(Target, Index)

View Source
-spec getDoublei_v(Target :: enum(), Index :: i()) -> [f()].

Equivalent to getIntegerv/1.

-spec getDoublev(Pname :: enum()) -> [f()].

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.

External documentation.

Link to this function

getFloati_v(Target, Index)

View Source
-spec getFloati_v(Target :: enum(), Index :: i()) -> [f()].

Equivalent to getIntegerv/1.

-spec getFloatv(Pname :: enum()) -> [f()].

Equivalent to getIntegerv/1.

Link to this function

getFragDataIndex(Program, Name)

View Source
-spec getFragDataIndex(Program :: i(), Name :: string()) -> i().

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.

External documentation.

Link to this function

getFragDataLocation(Program, Name)

View Source
-spec getFragDataLocation(Program :: i(), Name :: string()) -> i().

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.

External documentation.

Link to this function

getFramebufferAttachmentParameteriv(Target, Attachment, Pname)

View Source
-spec getFramebufferAttachmentParameteriv(Target :: enum(), Attachment :: enum(), Pname :: enum()) ->
                                       i().

gl:getFramebufferAttachmentParameteriv/3 and glGetNamedFramebufferAttachmentParameteriv return parameters of attachments of a specified framebuffer object.

External documentation.

Link to this function

getFramebufferParameteriv(Target, Pname)

View Source
-spec getFramebufferParameteriv(Target :: enum(), Pname :: enum()) -> i().

gl:getFramebufferParameteriv/2 and glGetNamedFramebufferParameteriv query parameters of a specified framebuffer object.

External documentation.

Link to this function

getGraphicsResetStatus()

View Source
-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.

External documentation.

Link to this function

getHistogram(Target, Reset, Format, Type, Values)

View Source
-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.

External documentation.

Link to this function

getHistogramParameterfv(Target, Pname)

View Source
-spec getHistogramParameterfv(Target :: enum(), Pname :: enum()) -> {f()}.

Equivalent to getHistogramParameteriv/2.

Link to this function

getHistogramParameteriv(Target, Pname)

View Source
-spec getHistogramParameteriv(Target :: enum(), Pname :: enum()) -> {i()}.

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:

External documentation.

Link to this function

getInteger64i_v(Target, Index)

View Source
-spec getInteger64i_v(Target :: enum(), Index :: i()) -> [i()].

Equivalent to getIntegerv/1.

-spec getInteger64v(Pname :: enum()) -> [i()].

Equivalent to getIntegerv/1.

Link to this function

getIntegeri_v(Target, Index)

View Source
-spec getIntegeri_v(Target :: enum(), Index :: i()) -> [i()].

Equivalent to getIntegerv/1.

-spec getIntegerv(Pname :: enum()) -> [i()].

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.

External documentation.

Link to this function

getInternalformati64v(Target, Internalformat, Pname, BufSize)

View Source
-spec getInternalformati64v(Target :: enum(), Internalformat :: enum(), Pname :: enum(), BufSize :: i()) ->
                         [i()].

Equivalent to getInternalformativ/4.

Link to this function

getInternalformativ(Target, Internalformat, Pname, BufSize)

View Source
-spec getInternalformativ(Target :: enum(), Internalformat :: enum(), Pname :: enum(), BufSize :: i()) ->
                       [i()].

No documentation available.

Link to this function

getLightfv(Light, Pname)

View Source
-spec getLightfv(Light :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getLightiv/2.

Link to this function

getLightiv(Light, Pname)

View Source
-spec getLightiv(Light :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

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.

External documentation.

Link to this function

getMapdv(Target, Query, V)

View Source
-spec getMapdv(Target :: enum(), Query :: enum(), V :: mem()) -> ok.

Equivalent to getMapiv/3.

Link to this function

getMapfv(Target, Query, V)

View Source
-spec getMapfv(Target :: enum(), Query :: enum(), V :: mem()) -> ok.

Equivalent to getMapiv/3.

Link to this function

getMapiv(Target, Query, V)

View Source
-spec getMapiv(Target :: enum(), Query :: enum(), V :: mem()) -> ok.

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.

External documentation.

Link to this function

getMaterialfv(Face, Pname)

View Source
-spec getMaterialfv(Face :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getMaterialiv/2.

Link to this function

getMaterialiv(Face, Pname)

View Source
-spec getMaterialiv(Face :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

gl:getMaterial() returns in Params the value or values of parameter Pname of material Face. Six parameters are defined:

External documentation.

Link to this function

getMinmax(Target, Reset, Format, Types, Values)

View Source
-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.

External documentation.

Link to this function

getMinmaxParameterfv(Target, Pname)

View Source
-spec getMinmaxParameterfv(Target :: enum(), Pname :: enum()) -> {f()}.

Equivalent to getMinmaxParameteriv/2.

Link to this function

getMinmaxParameteriv(Target, Pname)

View Source
-spec getMinmaxParameteriv(Target :: enum(), Pname :: enum()) -> {i()}.

gl:getMinmaxParameter() retrieves parameters for the current minmax table by setting Pname to one of the following values:

External documentation.

Link to this function

getMultisamplefv(Pname, Index)

View Source
-spec getMultisamplefv(Pname :: enum(), Index :: i()) -> {f(), f()}.

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.

External documentation.

Link to this function

getPixelMapfv(Map, Values)

View Source
-spec getPixelMapfv(Map :: enum(), Values :: mem()) -> ok.

Equivalent to getPixelMapusv/2.

Link to this function

getPixelMapuiv(Map, Values)

View Source
-spec getPixelMapuiv(Map :: enum(), Values :: mem()) -> ok.

Equivalent to getPixelMapusv/2.

Link to this function

getPixelMapusv(Map, Values)

View Source
-spec getPixelMapusv(Map :: enum(), Values :: mem()) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

getProgramBinary(Program, BufSize)

View Source
-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.

External documentation.

Link to this function

getProgramInfoLog(Program, BufSize)

View Source
-spec getProgramInfoLog(Program :: i(), BufSize :: i()) -> string().

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.

External documentation.

Link to this function

getProgramInterfaceiv(Program, ProgramInterface, Pname)

View Source
-spec getProgramInterfaceiv(Program :: i(), ProgramInterface :: enum(), Pname :: enum()) -> i().

gl:getProgramInterfaceiv/3 queries the property of the interface identifed by ProgramInterface in Program, the property name of which is given by Pname.

External documentation.

Link to this function

getProgramiv(Program, Pname)

View Source
-spec getProgramiv(Program :: i(), Pname :: enum()) -> i().

gl:getProgram() returns in Params the value of a parameter for a specific program object. The following parameters are defined:

External documentation.

Link to this function

getProgramPipelineInfoLog(Pipeline, BufSize)

View Source
-spec getProgramPipelineInfoLog(Pipeline :: i(), BufSize :: i()) -> string().

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.

External documentation.

Link to this function

getProgramPipelineiv(Pipeline, Pname)

View Source
-spec getProgramPipelineiv(Pipeline :: i(), Pname :: enum()) -> i().

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.

External documentation.

Link to this function

getProgramResourceIndex(Program, ProgramInterface, Name)

View Source
-spec getProgramResourceIndex(Program :: i(), ProgramInterface :: enum(), Name :: string()) -> i().

gl:getProgramResourceIndex/3 returns the unsigned integer index assigned to a resource named Name in the interface type ProgramInterface of program object Program.

External documentation.

Link to this function

getProgramResourceLocation(Program, ProgramInterface, Name)

View Source
-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.

External documentation.

Link to this function

getProgramResourceLocationIndex(Program, ProgramInterface, Name)

View Source
-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.

External documentation.

Link to this function

getProgramResourceName(Program, ProgramInterface, Index, BufSize)

View Source
-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.

External documentation.

Link to this function

getProgramStageiv(Program, Shadertype, Pname)

View Source
-spec getProgramStageiv(Program :: i(), Shadertype :: enum(), Pname :: enum()) -> i().

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.

External documentation.

Link to this function

getQueryBufferObjecti64v(Id, Buffer, Pname, Offset)

View Source
-spec getQueryBufferObjecti64v(Id :: i(), Buffer :: i(), Pname :: enum(), Offset :: i()) -> ok.

Equivalent to getQueryObjectuiv/2.

Link to this function

getQueryBufferObjectiv(Id, Buffer, Pname, Offset)

View Source
-spec getQueryBufferObjectiv(Id :: i(), Buffer :: i(), Pname :: enum(), Offset :: i()) -> ok.

Equivalent to getQueryObjectuiv/2.

Link to this function

getQueryBufferObjectui64v(Id, Buffer, Pname, Offset)

View Source
-spec getQueryBufferObjectui64v(Id :: i(), Buffer :: i(), Pname :: enum(), Offset :: i()) -> ok.

Equivalent to getQueryObjectuiv/2.

Link to this function

getQueryBufferObjectuiv(Id, Buffer, Pname, Offset)

View Source
-spec getQueryBufferObjectuiv(Id :: i(), Buffer :: i(), Pname :: enum(), Offset :: i()) -> ok.

Equivalent to getQueryObjectuiv/2.

Link to this function

getQueryIndexediv(Target, Index, Pname)

View Source
-spec getQueryIndexediv(Target :: enum(), Index :: i(), Pname :: enum()) -> i().

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.

External documentation.

Link to this function

getQueryiv(Target, Pname)

View Source
-spec getQueryiv(Target :: enum(), Pname :: enum()) -> i().

gl:getQueryiv/2 returns in Params a selected parameter of the query object target specified by Target.

External documentation.

Link to this function

getQueryObjecti64v(Id, Pname)

View Source
-spec getQueryObjecti64v(Id :: i(), Pname :: enum()) -> i().

Equivalent to getQueryObjectuiv/2.

Link to this function

getQueryObjectiv(Id, Pname)

View Source
-spec getQueryObjectiv(Id :: i(), Pname :: enum()) -> i().

Equivalent to getQueryObjectuiv/2.

Link to this function

getQueryObjectui64v(Id, Pname)

View Source
-spec getQueryObjectui64v(Id :: i(), Pname :: enum()) -> i().

Equivalent to getQueryObjectuiv/2.

Link to this function

getQueryObjectuiv(Id, Pname)

View Source
-spec getQueryObjectuiv(Id :: i(), Pname :: enum()) -> i().

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.

External documentation.

Link to this function

getRenderbufferParameteriv(Target, Pname)

View Source
-spec getRenderbufferParameteriv(Target :: enum(), Pname :: enum()) -> i().

gl:getRenderbufferParameteriv/2 and glGetNamedRenderbufferParameteriv query parameters of a specified renderbuffer object.

External documentation.

Link to this function

getSamplerParameterfv(Sampler, Pname)

View Source
-spec getSamplerParameterfv(Sampler :: i(), Pname :: enum()) -> [f()].

Equivalent to getSamplerParameteriv/2.

Link to this function

getSamplerParameterIiv(Sampler, Pname)

View Source
-spec getSamplerParameterIiv(Sampler :: i(), Pname :: enum()) -> [i()].

Equivalent to getSamplerParameteriv/2.

Link to this function

getSamplerParameterIuiv(Sampler, Pname)

View Source
-spec getSamplerParameterIuiv(Sampler :: i(), Pname :: enum()) -> [i()].

Equivalent to getSamplerParameteriv/2.

Link to this function

getSamplerParameteriv(Sampler, Pname)

View Source
-spec getSamplerParameteriv(Sampler :: i(), Pname :: enum()) -> [i()].

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:

External documentation.

Link to this function

getShaderInfoLog(Shader, BufSize)

View Source
-spec getShaderInfoLog(Shader :: i(), BufSize :: i()) -> string().

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.

External documentation.

Link to this function

getShaderiv(Shader, Pname)

View Source
-spec getShaderiv(Shader :: i(), Pname :: enum()) -> i().

gl:getShader() returns in Params the value of a parameter for a specific shader object. The following parameters are defined:

External documentation.

Link to this function

getShaderPrecisionFormat(Shadertype, Precisiontype)

View Source
-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.

External documentation.

Link to this function

getShaderSource(Shader, BufSize)

View Source
-spec getShaderSource(Shader :: i(), BufSize :: i()) -> string().

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.

External documentation.

-spec getString(Name :: enum()) -> string().

Equivalent to getStringi/2.

-spec getStringi(Name :: enum(), Index :: i()) -> string().

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:

External documentation.

Link to this function

getSubroutineIndex(Program, Shadertype, Name)

View Source
-spec getSubroutineIndex(Program :: i(), Shadertype :: enum(), Name :: string()) -> i().

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.

External documentation.

Link to this function

getSubroutineUniformLocation(Program, Shadertype, Name)

View Source
-spec getSubroutineUniformLocation(Program :: i(), Shadertype :: enum(), Name :: string()) -> i().

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.

External documentation.

Link to this function

getSynciv(Sync, Pname, BufSize)

View Source
-spec getSynciv(Sync :: i(), Pname :: enum(), BufSize :: i()) -> [i()].

gl:getSynciv/3 retrieves properties of a sync object. Sync specifies the name of the sync object whose properties to retrieve.

External documentation.

Link to this function

getTexEnvfv(Target, Pname)

View Source
-spec getTexEnvfv(Target :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getTexEnviv/2.

Link to this function

getTexEnviv(Target, Pname)

View Source
-spec getTexEnviv(Target :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

gl:getTexEnv() returns in Params selected values of a texture environment that was specified with gl:texEnv(). Target specifies a texture environment.

External documentation.

Link to this function

getTexGendv(Coord, Pname)

View Source
-spec getTexGendv(Coord :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getTexGeniv/2.

Link to this function

getTexGenfv(Coord, Pname)

View Source
-spec getTexGenfv(Coord :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getTexGeniv/2.

Link to this function

getTexGeniv(Coord, Pname)

View Source
-spec getTexGeniv(Coord :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

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.

External documentation.

Link to this function

getTexImage(Target, Level, Format, Type, Pixels)

View Source
-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.

External documentation.

Link to this function

getTexLevelParameterfv(Target, Level, Pname)

View Source
-spec getTexLevelParameterfv(Target :: enum(), Level :: i(), Pname :: enum()) -> {f()}.

Equivalent to getTexLevelParameteriv/3.

Link to this function

getTexLevelParameteriv(Target, Level, Pname)

View Source
-spec getTexLevelParameteriv(Target :: enum(), Level :: i(), Pname :: enum()) -> {i()}.

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.

External documentation.

Link to this function

getTexParameterfv(Target, Pname)

View Source
-spec getTexParameterfv(Target :: enum(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getTexParameteriv/2.

Link to this function

getTexParameterIiv(Target, Pname)

View Source
-spec getTexParameterIiv(Target :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

Equivalent to getTexParameteriv/2.

Link to this function

getTexParameterIuiv(Target, Pname)

View Source
-spec getTexParameterIuiv(Target :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

Equivalent to getTexParameteriv/2.

Link to this function

getTexParameteriv(Target, Pname)

View Source
-spec getTexParameteriv(Target :: enum(), Pname :: enum()) -> {i(), i(), i(), i()}.

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:

External documentation.

Link to this function

getTransformFeedbackVarying(Program, Index, BufSize)

View Source
-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.

External documentation.

Link to this function

getUniformBlockIndex(Program, UniformBlockName)

View Source
-spec getUniformBlockIndex(Program :: i(), UniformBlockName :: string()) -> i().

gl:getUniformBlockIndex/2 retrieves the index of a uniform block within Program.

External documentation.

Link to this function

getUniformdv(Program, Location)

View Source
-spec getUniformdv(Program :: i(), Location :: i()) -> matrix().

Equivalent to getUniformuiv/2.

Link to this function

getUniformfv(Program, Location)

View Source
-spec getUniformfv(Program :: i(), Location :: i()) -> matrix().

Equivalent to getUniformuiv/2.

Link to this function

getUniformIndices(Program, UniformNames)

View Source
-spec getUniformIndices(Program :: i(), UniformNames :: [unicode:chardata()]) -> [i()].

gl:getUniformIndices/2 retrieves the indices of a number of uniforms within Program.

External documentation.

Link to this function

getUniformiv(Program, Location)

View Source
-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.

Link to this function

getUniformLocation(Program, Name)

View Source
-spec getUniformLocation(Program :: i(), Name :: string()) -> i().

glGetUniformLocationreturns 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.

External documentation.

Link to this function

getUniformSubroutineuiv(Shadertype, Location)

View Source
-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.

External documentation.

Link to this function

getUniformuiv(Program, Location)

View Source
-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.

External documentation.

Link to this function

getVertexAttribdv(Index, Pname)

View Source
-spec getVertexAttribdv(Index :: i(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getVertexAttribiv/2.

Link to this function

getVertexAttribfv(Index, Pname)

View Source
-spec getVertexAttribfv(Index :: i(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getVertexAttribiv/2.

Link to this function

getVertexAttribIiv(Index, Pname)

View Source
-spec getVertexAttribIiv(Index :: i(), Pname :: enum()) -> {i(), i(), i(), i()}.

Equivalent to getVertexAttribiv/2.

Link to this function

getVertexAttribIuiv(Index, Pname)

View Source
-spec getVertexAttribIuiv(Index :: i(), Pname :: enum()) -> {i(), i(), i(), i()}.

Equivalent to getVertexAttribiv/2.

Link to this function

getVertexAttribiv(Index, Pname)

View Source
-spec getVertexAttribiv(Index :: i(), Pname :: enum()) -> {i(), i(), i(), i()}.

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.

External documentation.

Link to this function

getVertexAttribLdv(Index, Pname)

View Source
-spec getVertexAttribLdv(Index :: i(), Pname :: enum()) -> {f(), f(), f(), f()}.

Equivalent to getVertexAttribiv/2.

-spec hint(Target :: enum(), Mode :: enum()) -> ok.

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:

External documentation.

Link to this function

histogram(Target, Width, Internalformat, Sink)

View Source
-spec histogram(Target :: enum(), Width :: i(), Internalformat :: enum(), Sink :: 0 | 1) -> ok.

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.)

External documentation.

-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.

External documentation.

Link to this function

indexPointer(Type, Stride, Ptr)

View Source
-spec indexPointer(Type :: enum(), Stride :: i(), Ptr :: offset() | mem()) -> ok.

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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

interleavedArrays(Format, Stride, Pointer)

View Source
-spec interleavedArrays(Format :: enum(), Stride :: i(), Pointer :: offset() | mem()) -> ok.

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.

External documentation.

Link to this function

invalidateBufferData(Buffer)

View Source
-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.

External documentation.

Link to this function

invalidateBufferSubData(Buffer, Offset, Length)

View Source
-spec invalidateBufferSubData(Buffer :: i(), Offset :: i(), Length :: i()) -> ok.

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.

External documentation.

Link to this function

invalidateFramebuffer(Target, Attachments)

View Source
-spec invalidateFramebuffer(Target :: enum(), Attachments :: [enum()]) -> ok.

gl:invalidateFramebuffer/2 and glInvalidateNamedFramebufferData invalidate the entire contents of a specified set of attachments of a framebuffer.

External documentation.

Link to this function

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.

External documentation.

Link to this function

invalidateTexImage(Texture, Level)

View Source
-spec invalidateTexImage(Texture :: i(), Level :: i()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

-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.

External documentation.

-spec isEnabled(Cap :: enum()) -> 0 | 1.

Equivalent to isEnabledi/2.

Link to this function

isEnabledi(Target, Index)

View Source
-spec isEnabledi(Target :: enum(), Index :: i()) -> 0 | 1.

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.

External documentation.

Link to this function

isFramebuffer(Framebuffer)

View Source
-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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

isProgramPipeline(Pipeline)

View Source
-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.

External documentation.

-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.

External documentation.

Link to this function

isRenderbuffer(Renderbuffer)

View Source
-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.

External documentation.

-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.

External documentation.

-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, glIsShaderreturns ?GL_FALSE.

External documentation.

-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.

External documentation.

-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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

lightf(Light, Pname, Param)

View Source
-spec lightf(Light :: enum(), Pname :: enum(), Param :: f()) -> ok.

Equivalent to lightiv/3.

Link to this function

lightfv(Light, Pname, Params)

View Source
-spec lightfv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to lightiv/3.

Link to this function

lighti(Light, Pname, Param)

View Source
-spec lighti(Light :: enum(), Pname :: enum(), Param :: i()) -> ok.

Equivalent to lightiv/3.

Link to this function

lightiv(Light, Pname, Params)

View Source
-spec lightiv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

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.

External documentation.

Link to this function

lightModelf(Pname, Param)

View Source
-spec lightModelf(Pname :: enum(), Param :: f()) -> ok.

Equivalent to lightModeliv/2.

Link to this function

lightModelfv(Pname, Params)

View Source
-spec lightModelfv(Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to lightModeliv/2.

Link to this function

lightModeli(Pname, Param)

View Source
-spec lightModeli(Pname :: enum(), Param :: i()) -> ok.

Equivalent to lightModeliv/2.

Link to this function

lightModeliv(Pname, Params)

View Source
-spec lightModeliv(Pname :: enum(), Params :: tuple()) -> ok.

gl:lightModel() sets the lighting model parameter. Pname names a parameter and Params gives the new value. There are three lighting model parameters:

External documentation.

Link to this function

lineStipple(Factor, Pattern)

View Source
-spec lineStipple(Factor :: i(), Pattern :: i()) -> ok.

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.

External documentation.

-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.

External documentation.

-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.

External documentation.

-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.

External documentation.

-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

External documentation.

-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).

External documentation.

-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.

External documentation.

-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).

External documentation.

-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.

External documentation.

Link to this function

map1d(Target, U1, U2, Stride, Order, Points)

View Source
-spec map1d(Target :: enum(), U1 :: f(), U2 :: f(), Stride :: i(), Order :: i(), Points :: binary()) ->
         ok.

Equivalent to map1f/6.

Link to this function

map1f(Target, U1, U2, Stride, Order, Points)

View Source
-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.

External documentation.

Link to this function

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.

Link to this function

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.

External documentation.

-spec mapGrid1d(Un :: i(), U1 :: f(), U2 :: f()) -> ok.

Equivalent to mapGrid2f/6.

-spec mapGrid1f(Un :: i(), U1 :: f(), U2 :: f()) -> ok.

Equivalent to mapGrid2f/6.

Link to this function

mapGrid2d(Un, U1, U2, Vn, V1, V2)

View Source
-spec mapGrid2d(Un :: i(), U1 :: f(), U2 :: f(), Vn :: i(), V1 :: f(), V2 :: f()) -> ok.

Equivalent to mapGrid2f/6.

Link to this function

mapGrid2f(Un, U1, U2, Vn, V1, V2)

View Source
-spec mapGrid2f(Un :: i(), U1 :: f(), U2 :: f(), Vn :: i(), V1 :: f(), V2 :: f()) -> ok.

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.

External documentation.

Link to this function

materialf(Face, Pname, Param)

View Source
-spec materialf(Face :: enum(), Pname :: enum(), Param :: f()) -> ok.

Equivalent to materialiv/3.

Link to this function

materialfv(Face, Pname, Params)

View Source
-spec materialfv(Face :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to materialiv/3.

Link to this function

materiali(Face, Pname, Param)

View Source
-spec materiali(Face :: enum(), Pname :: enum(), Param :: i()) -> ok.

Equivalent to materialiv/3.

Link to this function

materialiv(Face, Pname, Params)

View Source
-spec materialiv(Face :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

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.

External documentation.

-spec matrixMode(Mode :: enum()) -> ok.

gl:matrixMode/1 sets the current matrix mode. Mode can assume one of four values:

External documentation.

-spec memoryBarrier(Barriers :: i()) -> ok.

Equivalent to memoryBarrierByRegion/1.

Link to this function

memoryBarrierByRegion(Barriers)

View Source
-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:

External documentation.

Link to this function

minmax(Target, Internalformat, Sink)

View Source
-spec minmax(Target :: enum(), Internalformat :: enum(), Sink :: 0 | 1) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

multiDrawArrays(Mode, First, Count)

View Source
-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.

External documentation.

Link to this function

multiDrawArraysIndirect(Mode, Indirect, Drawcount, Stride)

View Source
-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.

External documentation.

Link to this function

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.

Link to this function

multiTexCoord1d(Target, S)

View Source
-spec multiTexCoord1d(Target :: enum(), S :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord1dv(Target :: enum(), {S :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord1f(Target, S)

View Source
-spec multiTexCoord1f(Target :: enum(), S :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord1fv(Target :: enum(), {S :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord1i(Target, S)

View Source
-spec multiTexCoord1i(Target :: enum(), S :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord1iv(Target :: enum(), {S :: i()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord1s(Target, S)

View Source
-spec multiTexCoord1s(Target :: enum(), S :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord1sv(Target :: enum(), {S :: i()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord2d(Target, S, T)

View Source
-spec multiTexCoord2d(Target :: enum(), S :: f(), T :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord2dv(Target :: enum(), {S :: f(), T :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord2f(Target, S, T)

View Source
-spec multiTexCoord2f(Target :: enum(), S :: f(), T :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord2fv(Target :: enum(), {S :: f(), T :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord2i(Target, S, T)

View Source
-spec multiTexCoord2i(Target :: enum(), S :: i(), T :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord2iv(Target :: enum(), {S :: i(), T :: i()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord2s(Target, S, T)

View Source
-spec multiTexCoord2s(Target :: enum(), S :: i(), T :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord2sv(Target :: enum(), {S :: i(), T :: i()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord3d(Target, S, T, R)

View Source
-spec multiTexCoord3d(Target :: enum(), S :: f(), T :: f(), R :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord3dv(Target :: enum(), {S :: f(), T :: f(), R :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord3f(Target, S, T, R)

View Source
-spec multiTexCoord3f(Target :: enum(), S :: f(), T :: f(), R :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord3fv(Target :: enum(), {S :: f(), T :: f(), R :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord3i(Target, S, T, R)

View Source
-spec multiTexCoord3i(Target :: enum(), S :: i(), T :: i(), R :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord3iv(Target :: enum(), {S :: i(), T :: i(), R :: i()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord3s(Target, S, T, R)

View Source
-spec multiTexCoord3s(Target :: enum(), S :: i(), T :: i(), R :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord3sv(Target :: enum(), {S :: i(), T :: i(), R :: i()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord4d(Target, S, T, R, Q)

View Source
-spec multiTexCoord4d(Target :: enum(), S :: f(), T :: f(), R :: f(), Q :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord4dv(Target :: enum(), {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord4f(Target, S, T, R, Q)

View Source
-spec multiTexCoord4f(Target :: enum(), S :: f(), T :: f(), R :: f(), Q :: f()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord4fv(Target :: enum(), {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord4i(Target, S, T, R, Q)

View Source
-spec multiTexCoord4i(Target :: enum(), S :: i(), T :: i(), R :: i(), Q :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord4iv(Target :: enum(), {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok.

Equivalent to multiTexCoord4sv/2.

Link to this function

multiTexCoord4s(Target, S, T, R, Q)

View Source
-spec multiTexCoord4s(Target :: enum(), S :: i(), T :: i(), R :: i(), Q :: i()) -> ok.

Equivalent to multiTexCoord4sv/2.

-spec multiTexCoord4sv(Target :: enum(), {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok.

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).

External documentation.

-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.

External documentation.

-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.

External documentation.

-spec newList(List :: i(), Mode :: enum()) -> ok.

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.

External documentation.

-spec normal3b(Nx :: i(), Ny :: i(), Nz :: i()) -> ok.

Equivalent to normal3sv/1.

-spec normal3bv({Nx :: i(), Ny :: i(), Nz :: i()}) -> ok.

Equivalent to normal3sv/1.

-spec normal3d(Nx :: f(), Ny :: f(), Nz :: f()) -> ok.

Equivalent to normal3sv/1.

-spec normal3dv({Nx :: f(), Ny :: f(), Nz :: f()}) -> ok.

Equivalent to normal3sv/1.

-spec normal3f(Nx :: f(), Ny :: f(), Nz :: f()) -> ok.

Equivalent to normal3sv/1.

-spec normal3fv({Nx :: f(), Ny :: f(), Nz :: f()}) -> ok.

Equivalent to normal3sv/1.

-spec normal3i(Nx :: i(), Ny :: i(), Nz :: i()) -> ok.

Equivalent to normal3sv/1.

-spec normal3iv({Nx :: i(), Ny :: i(), Nz :: i()}) -> ok.

Equivalent to normal3sv/1.

-spec normal3s(Nx :: i(), Ny :: i(), Nz :: i()) -> ok.

Equivalent to normal3sv/1.

-spec normal3sv({Nx :: i(), Ny :: i(), Nz :: i()}) -> ok.

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.

External documentation.

Link to this function

normalPointer(Type, Stride, Ptr)

View Source
-spec normalPointer(Type :: enum(), Stride :: i(), Ptr :: offset() | mem()) -> ok.

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.)

External documentation.

Link to this function

objectPtrLabel(Ptr, Length, Label)

View Source
-spec objectPtrLabel(Ptr :: offset() | mem(), Length :: i(), Label :: string()) -> ok.

gl:objectPtrLabel/3 labels the sync object identified by Ptr.

External documentation.

Link to this function

ortho(Left, Right, Bottom, Top, Near_val, Far_val)

View Source
-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:

External documentation.

-spec passThrough(Token :: f()) -> ok.

External documentation.

Link to this function

patchParameterfv(Pname, Values)

View Source
-spec patchParameterfv(Pname :: enum(), Values :: [f()]) -> ok.

Equivalent to patchParameteri/2.

Link to this function

patchParameteri(Pname, Value)

View Source
-spec patchParameteri(Pname :: enum(), Value :: i()) -> ok.

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.

External documentation.

Link to this function

pauseTransformFeedback()

View Source
-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.

External documentation.

Link to this function

pixelMapfv(Map, Mapsize, Values)

View Source
-spec pixelMapfv(Map :: enum(), Mapsize :: i(), Values :: binary()) -> ok.

Equivalent to pixelMapusv/3.

Link to this function

pixelMapuiv(Map, Mapsize, Values)

View Source
-spec pixelMapuiv(Map :: enum(), Mapsize :: i(), Values :: binary()) -> ok.

Equivalent to pixelMapusv/3.

Link to this function

pixelMapusv(Map, Mapsize, Values)

View Source
-spec pixelMapusv(Map :: enum(), Mapsize :: i(), Values :: binary()) -> ok.

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.

External documentation.

Link to this function

pixelStoref(Pname, Param)

View Source
-spec pixelStoref(Pname :: enum(), Param :: f()) -> ok.

Equivalent to pixelStorei/2.

Link to this function

pixelStorei(Pname, Param)

View Source
-spec pixelStorei(Pname :: enum(), Param :: i()) -> ok.

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.

External documentation.

Link to this function

pixelTransferf(Pname, Param)

View Source
-spec pixelTransferf(Pname :: enum(), Param :: f()) -> ok.

Equivalent to pixelTransferi/2.

Link to this function

pixelTransferi(Pname, Param)

View Source
-spec pixelTransferi(Pname :: enum(), Param :: i()) -> ok.

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/5gl: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.

External documentation.

Link to this function

pixelZoom(Xfactor, Yfactor)

View Source
-spec pixelZoom(Xfactor :: f(), Yfactor :: f()) -> ok.

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

External documentation.

Link to this function

pointParameterf(Pname, Param)

View Source
-spec pointParameterf(Pname :: enum(), Param :: f()) -> ok.

Equivalent to pointParameteriv/2.

Link to this function

pointParameterfv(Pname, Params)

View Source
-spec pointParameterfv(Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to pointParameteriv/2.

Link to this function

pointParameteri(Pname, Param)

View Source
-spec pointParameteri(Pname :: enum(), Param :: i()) -> ok.

Equivalent to pointParameteriv/2.

Link to this function

pointParameteriv(Pname, Params)

View Source
-spec pointParameteriv(Pname :: enum(), Params :: tuple()) -> ok.

The following values are accepted for Pname:

External documentation.

-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.

External documentation.

-spec polygonMode(Face :: enum(), Mode :: enum()) -> ok.

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.

External documentation.

Link to this function

polygonOffset(Factor, Units)

View Source
-spec polygonOffset(Factor :: f(), Units :: f()) -> ok.

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.

External documentation.

Link to this function

polygonOffsetClamp(Factor, Units, Clamp)

View Source
-spec polygonOffsetClamp(Factor :: f(), Units :: f(), Clamp :: f()) -> ok.

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.

External documentation.

-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.

Link to this function

primitiveRestartIndex(Index)

View Source
-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.

External documentation.

Link to this function

prioritizeTextures(Textures, Priorities)

View Source
-spec prioritizeTextures(Textures :: [i()], Priorities :: [clamp()]) -> ok.

gl:prioritizeTextures/2 assigns the N texture priorities given in Priorities to the N textures named in Textures.

External documentation.

Link to this function

programBinary(Program, BinaryFormat, Binary)

View Source
-spec programBinary(Program :: i(), BinaryFormat :: enum(), Binary :: binary()) -> ok.

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.

External documentation.

Link to this function

programParameteri(Program, Pname, Value)

View Source
-spec programParameteri(Program :: i(), Pname :: enum(), Value :: i()) -> ok.

gl:programParameter() specifies a new value for the parameter nameed by Pname for the program object Program.

External documentation.

Link to this function

programUniform1d(Program, Location, V0)

View Source
-spec programUniform1d(Program :: i(), Location :: i(), V0 :: f()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform1dv(Program, Location, Value)

View Source
-spec programUniform1dv(Program :: i(), Location :: i(), Value :: [f()]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform1f(Program, Location, V0)

View Source
-spec programUniform1f(Program :: i(), Location :: i(), V0 :: f()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform1fv(Program, Location, Value)

View Source
-spec programUniform1fv(Program :: i(), Location :: i(), Value :: [f()]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform1i(Program, Location, V0)

View Source
-spec programUniform1i(Program :: i(), Location :: i(), V0 :: i()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform1iv(Program, Location, Value)

View Source
-spec programUniform1iv(Program :: i(), Location :: i(), Value :: [i()]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform1ui(Program, Location, V0)

View Source
-spec programUniform1ui(Program :: i(), Location :: i(), V0 :: i()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform1uiv(Program, Location, Value)

View Source
-spec programUniform1uiv(Program :: i(), Location :: i(), Value :: [i()]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2d(Program, Location, V0, V1)

View Source
-spec programUniform2d(Program :: i(), Location :: i(), V0 :: f(), V1 :: f()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2dv(Program, Location, Value)

View Source
-spec programUniform2dv(Program :: i(), Location :: i(), Value :: [{f(), f()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2f(Program, Location, V0, V1)

View Source
-spec programUniform2f(Program :: i(), Location :: i(), V0 :: f(), V1 :: f()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2fv(Program, Location, Value)

View Source
-spec programUniform2fv(Program :: i(), Location :: i(), Value :: [{f(), f()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2i(Program, Location, V0, V1)

View Source
-spec programUniform2i(Program :: i(), Location :: i(), V0 :: i(), V1 :: i()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2iv(Program, Location, Value)

View Source
-spec programUniform2iv(Program :: i(), Location :: i(), Value :: [{i(), i()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2ui(Program, Location, V0, V1)

View Source
-spec programUniform2ui(Program :: i(), Location :: i(), V0 :: i(), V1 :: i()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform2uiv(Program, Location, Value)

View Source
-spec programUniform2uiv(Program :: i(), Location :: i(), Value :: [{i(), i()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3d(Program, Location, V0, V1, V2)

View Source
-spec programUniform3d(Program :: i(), Location :: i(), V0 :: f(), V1 :: f(), V2 :: f()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3dv(Program, Location, Value)

View Source
-spec programUniform3dv(Program :: i(), Location :: i(), Value :: [{f(), f(), f()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3f(Program, Location, V0, V1, V2)

View Source
-spec programUniform3f(Program :: i(), Location :: i(), V0 :: f(), V1 :: f(), V2 :: f()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3fv(Program, Location, Value)

View Source
-spec programUniform3fv(Program :: i(), Location :: i(), Value :: [{f(), f(), f()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3i(Program, Location, V0, V1, V2)

View Source
-spec programUniform3i(Program :: i(), Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3iv(Program, Location, Value)

View Source
-spec programUniform3iv(Program :: i(), Location :: i(), Value :: [{i(), i(), i()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3ui(Program, Location, V0, V1, V2)

View Source
-spec programUniform3ui(Program :: i(), Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform3uiv(Program, Location, Value)

View Source
-spec programUniform3uiv(Program :: i(), Location :: i(), Value :: [{i(), i(), i()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4d(Program, Location, V0, V1, V2, V3)

View Source
-spec programUniform4d(Program :: i(), Location :: i(), V0 :: f(), V1 :: f(), V2 :: f(), V3 :: f()) ->
                    ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4dv(Program, Location, Value)

View Source
-spec programUniform4dv(Program :: i(), Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4f(Program, Location, V0, V1, V2, V3)

View Source
-spec programUniform4f(Program :: i(), Location :: i(), V0 :: f(), V1 :: f(), V2 :: f(), V3 :: f()) ->
                    ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4fv(Program, Location, Value)

View Source
-spec programUniform4fv(Program :: i(), Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4i(Program, Location, V0, V1, V2, V3)

View Source
-spec programUniform4i(Program :: i(), Location :: i(), V0 :: i(), V1 :: i(), V2 :: i(), V3 :: i()) ->
                    ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4iv(Program, Location, Value)

View Source
-spec programUniform4iv(Program :: i(), Location :: i(), Value :: [{i(), i(), i(), i()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4ui(Program, Location, V0, V1, V2, V3)

View Source
-spec programUniform4ui(Program :: i(), Location :: i(), V0 :: i(), V1 :: i(), V2 :: i(), V3 :: i()) ->
                     ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniform4uiv(Program, Location, Value)

View Source
-spec programUniform4uiv(Program :: i(), Location :: i(), Value :: [{i(), i(), i(), i()}]) -> ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniformMatrix2dv(Program, Location, Transpose, Value)

View Source
-spec programUniformMatrix2dv(Program :: i(),
                        Location :: i(),
                        Transpose :: 0 | 1,
                        Value :: [{f(), f(), f(), f()}]) ->
                           ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniformMatrix2fv(Program, Location, Transpose, Value)

View Source
-spec programUniformMatrix2fv(Program :: i(),
                        Location :: i(),
                        Transpose :: 0 | 1,
                        Value :: [{f(), f(), f(), f()}]) ->
                           ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniformMatrix2x3dv(Program, Location, Transpose, Value)

View Source
-spec programUniformMatrix2x3dv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniformMatrix2x3fv(Program, Location, Transpose, Value)

View Source
-spec programUniformMatrix2x3fv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniformMatrix2x4dv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix2x4fv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix3dv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix3fv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix3x2dv(Program, Location, Transpose, Value)

View Source
-spec programUniformMatrix3x2dv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniformMatrix3x2fv(Program, Location, Transpose, Value)

View Source
-spec programUniformMatrix3x2fv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok.

Equivalent to programUniformMatrix4x3fv/4.

Link to this function

programUniformMatrix3x4dv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix3x4fv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix4dv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix4fv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix4x2dv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix4x2fv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix4x3dv(Program, Location, Transpose, Value)

View Source
-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.

Link to this function

programUniformMatrix4x3fv(Program, Location, Transpose, Value)

View Source
-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.

External documentation.

-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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

pushDebugGroup(Source, Id, Length, Message)

View Source
-spec pushDebugGroup(Source :: enum(), Id :: i(), Length :: i(), Message :: string()) -> ok.

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.

External documentation.

-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.

External documentation.

-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.

External documentation.

Link to this function

queryCounter(Id, Target)

View Source
-spec queryCounter(Id :: i(), Target :: enum()) -> ok.

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.

External documentation.

-spec rasterPos2d(X :: f(), Y :: f()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos2dv({X :: f(), Y :: f()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos2f(X :: f(), Y :: f()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos2fv({X :: f(), Y :: f()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos2i(X :: i(), Y :: i()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos2iv({X :: i(), Y :: i()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos2s(X :: i(), Y :: i()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos2sv({X :: i(), Y :: i()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3d(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3dv({X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3f(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3fv({X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3i(X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3iv({X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3s(X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos3sv({X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4dv({X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4fv({X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4iv({X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to rasterPos4sv/1.

-spec rasterPos4sv({X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

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.

External documentation.

-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 ith color attachment where i ranges from zero to the value of ?GL_MAX_COLOR_ATTACHMENTS minus one.

External documentation.

Link to this function

readPixels(X, Y, Width, Height, Format, Type, Pixels)

View Source
-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.

External documentation.

-spec rectd(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok.

Equivalent to rectsv/2.

-spec rectdv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok.

Equivalent to rectsv/2.

-spec rectf(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok.

Equivalent to rectsv/2.

-spec rectfv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok.

Equivalent to rectsv/2.

-spec recti(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok.

Equivalent to rectsv/2.

-spec rectiv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok.

Equivalent to rectsv/2.

-spec rects(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok.

Equivalent to rectsv/2.

-spec rectsv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

renderbufferStorage(Target, Internalformat, Width, Height)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

-spec renderMode(Mode :: enum()) -> i().

gl:renderMode/1 sets the rasterization mode. It takes one argument, Mode, which can assume one of three predefined values:

External documentation.

-spec resetHistogram(Target :: enum()) -> ok.

gl:resetHistogram/1 resets all the elements of the current histogram table to zero.

External documentation.

-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.

External documentation.

Link to this function

resumeTransformFeedback()

View Source
-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.

External documentation.

-spec rotated(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to rotatef/4.

-spec rotatef(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok.

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:

External documentation.

Link to this function

sampleCoverage(Value, Invert)

View Source
-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.

External documentation.

Link to this function

sampleMaski(MaskNumber, Mask)

View Source
-spec sampleMaski(MaskNumber :: i(), Mask :: i()) -> ok.

gl:sampleMaski/2 sets one 32-bit sub-word of the multi-word sample mask, ?GL_SAMPLE_MASK_VALUE.

External documentation.

Link to this function

samplerParameterf(Sampler, Pname, Param)

View Source
-spec samplerParameterf(Sampler :: i(), Pname :: enum(), Param :: f()) -> ok.

Equivalent to samplerParameteriv/3.

Link to this function

samplerParameterfv(Sampler, Pname, Param)

View Source
-spec samplerParameterfv(Sampler :: i(), Pname :: enum(), Param :: [f()]) -> ok.

Equivalent to samplerParameteriv/3.

Link to this function

samplerParameterIiv(Sampler, Pname, Param)

View Source
-spec samplerParameterIiv(Sampler :: i(), Pname :: enum(), Param :: [i()]) -> ok.

Equivalent to samplerParameteriv/3.

Link to this function

samplerParameterIuiv(Sampler, Pname, Param)

View Source
-spec samplerParameterIuiv(Sampler :: i(), Pname :: enum(), Param :: [i()]) -> ok.

Equivalent to samplerParameteriv/3.

Link to this function

samplerParameteri(Sampler, Pname, Param)

View Source
-spec samplerParameteri(Sampler :: i(), Pname :: enum(), Param :: i()) -> ok.

Equivalent to samplerParameteriv/3.

Link to this function

samplerParameteriv(Sampler, Pname, Param)

View Source
-spec samplerParameteriv(Sampler :: i(), Pname :: enum(), Param :: [i()]) -> ok.

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:

External documentation.

-spec scaled(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to scalef/3.

-spec scalef(X :: f(), Y :: f(), Z :: f()) -> ok.

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.

External documentation.

Link to this function

scissor(X, Y, Width, Height)

View Source
-spec scissor(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok.

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.

External documentation.

-spec scissorArrayv(First :: i(), V :: [{i(), i(), i(), i()}]) -> ok.

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.

External documentation.

Link to this function

scissorIndexed(Index, Left, Bottom, Width, Height)

View Source
-spec scissorIndexed(Index :: i(), Left :: i(), Bottom :: i(), Width :: i(), Height :: i()) -> ok.

Equivalent to scissorIndexedv/2.

Link to this function

scissorIndexedv(Index, V)

View Source
-spec scissorIndexedv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

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.

External documentation.

Link to this function

secondaryColor3b(Red, Green, Blue)

View Source
-spec secondaryColor3b(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3bv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to secondaryColor3usv/1.

Link to this function

secondaryColor3d(Red, Green, Blue)

View Source
-spec secondaryColor3d(Red :: f(), Green :: f(), Blue :: f()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3dv({Red :: f(), Green :: f(), Blue :: f()}) -> ok.

Equivalent to secondaryColor3usv/1.

Link to this function

secondaryColor3f(Red, Green, Blue)

View Source
-spec secondaryColor3f(Red :: f(), Green :: f(), Blue :: f()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3fv({Red :: f(), Green :: f(), Blue :: f()}) -> ok.

Equivalent to secondaryColor3usv/1.

Link to this function

secondaryColor3i(Red, Green, Blue)

View Source
-spec secondaryColor3i(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3iv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to secondaryColor3usv/1.

Link to this function

secondaryColor3s(Red, Green, Blue)

View Source
-spec secondaryColor3s(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3sv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to secondaryColor3usv/1.

Link to this function

secondaryColor3ub(Red, Green, Blue)

View Source
-spec secondaryColor3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3ubv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to secondaryColor3usv/1.

Link to this function

secondaryColor3ui(Red, Green, Blue)

View Source
-spec secondaryColor3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3uiv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

Equivalent to secondaryColor3usv/1.

Link to this function

secondaryColor3us(Red, Green, Blue)

View Source
-spec secondaryColor3us(Red :: i(), Green :: i(), Blue :: i()) -> ok.

Equivalent to secondaryColor3usv/1.

-spec secondaryColor3usv({Red :: i(), Green :: i(), Blue :: i()}) -> ok.

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.

External documentation.

Link to this function

secondaryColorPointer(Size, Type, Stride, Pointer)

View Source
-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.

External documentation.

Link to this function

selectBuffer(Size, Buffer)

View Source
-spec selectBuffer(Size :: i(), Buffer :: mem()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

-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.

External documentation.

Link to this function

shaderBinary(Shaders, Binaryformat, Binary)

View Source
-spec shaderBinary(Shaders :: [i()], Binaryformat :: enum(), Binary :: binary()) -> ok.

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.

External documentation.

Link to this function

shaderSource(Shader, String)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

stencilFunc(Func, Ref, Mask)

View Source
-spec stencilFunc(Func :: enum(), Ref :: i(), Mask :: i()) -> ok.

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.

External documentation.

Link to this function

stencilFuncSeparate(Face, Func, Ref, Mask)

View Source
-spec stencilFuncSeparate(Face :: enum(), Func :: enum(), Ref :: i(), Mask :: i()) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

stencilMaskSeparate(Face, Mask)

View Source
-spec stencilMaskSeparate(Face :: enum(), Mask :: i()) -> ok.

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.

External documentation.

Link to this function

stencilOp(Fail, Zfail, Zpass)

View Source
-spec stencilOp(Fail :: enum(), Zfail :: enum(), Zpass :: enum()) -> ok.

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.

External documentation.

Link to this function

stencilOpSeparate(Face, Sfail, Dpfail, Dppass)

View Source
-spec stencilOpSeparate(Face :: enum(), Sfail :: enum(), Dpfail :: enum(), Dppass :: enum()) -> ok.

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.

External documentation.

Link to this function

texBuffer(Target, Internalformat, Buffer)

View Source
-spec texBuffer(Target :: enum(), Internalformat :: enum(), Buffer :: i()) -> ok.

Equivalent to textureBuffer/3.

Link to this function

texBufferRange(Target, Internalformat, Buffer, Offset, Size)

View Source
-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.

-spec texCoord2d(S :: f(), T :: f()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord2dv({S :: f(), T :: f()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord2f(S :: f(), T :: f()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord2fv({S :: f(), T :: f()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord2i(S :: i(), T :: i()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord2iv({S :: i(), T :: i()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord2s(S :: i(), T :: i()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord2sv({S :: i(), T :: i()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3d(S :: f(), T :: f(), R :: f()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3dv({S :: f(), T :: f(), R :: f()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3f(S :: f(), T :: f(), R :: f()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3fv({S :: f(), T :: f(), R :: f()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3i(S :: i(), T :: i(), R :: i()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3iv({S :: i(), T :: i(), R :: i()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3s(S :: i(), T :: i(), R :: i()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord3sv({S :: i(), T :: i(), R :: i()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4d(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4dv({S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4f(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4fv({S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4i(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4iv({S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4s(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok.

Equivalent to texCoord4sv/1.

-spec texCoord4sv({S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok.

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).

External documentation.

Link to this function

texCoordPointer(Size, Type, Stride, Ptr)

View Source
-spec texCoordPointer(Size :: i(), Type :: enum(), Stride :: i(), Ptr :: offset() | mem()) -> ok.

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.)

External documentation.

Link to this function

texEnvf(Target, Pname, Param)

View Source
-spec texEnvf(Target :: enum(), Pname :: enum(), Param :: f()) -> ok.

Equivalent to texEnviv/3.

Link to this function

texEnvfv(Target, Pname, Params)

View Source
-spec texEnvfv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to texEnviv/3.

Link to this function

texEnvi(Target, Pname, Param)

View Source
-spec texEnvi(Target :: enum(), Pname :: enum(), Param :: i()) -> ok.

Equivalent to texEnviv/3.

Link to this function

texEnviv(Target, Pname, Params)

View Source
-spec texEnviv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

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.

External documentation.

Link to this function

texGend(Coord, Pname, Param)

View Source
-spec texGend(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok.

Equivalent to texGeniv/3.

Link to this function

texGendv(Coord, Pname, Params)

View Source
-spec texGendv(Coord :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to texGeniv/3.

Link to this function

texGenf(Coord, Pname, Param)

View Source
-spec texGenf(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok.

Equivalent to texGeniv/3.

Link to this function

texGenfv(Coord, Pname, Params)

View Source
-spec texGenfv(Coord :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to texGeniv/3.

Link to this function

texGeni(Coord, Pname, Param)

View Source
-spec texGeni(Coord :: enum(), Pname :: enum(), Param :: i()) -> ok.

Equivalent to texGeniv/3.

Link to this function

texGeniv(Coord, Pname, Params)

View Source
-spec texGeniv(Coord :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

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.

External documentation.

Link to this 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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

texParameterf(Target, Pname, Param)

View Source
-spec texParameterf(Target :: enum(), Pname :: enum(), Param :: f()) -> ok.

Equivalent to texParameteriv/3.

Link to this function

texParameterfv(Target, Pname, Params)

View Source
-spec texParameterfv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to texParameteriv/3.

Link to this function

texParameterIiv(Target, Pname, Params)

View Source
-spec texParameterIiv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to texParameteriv/3.

Link to this function

texParameterIuiv(Target, Pname, Params)

View Source
-spec texParameterIuiv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

Equivalent to texParameteriv/3.

Link to this function

texParameteri(Target, Pname, Param)

View Source
-spec texParameteri(Target :: enum(), Pname :: enum(), Param :: i()) -> ok.

Equivalent to texParameteriv/3.

Link to this function

texParameteriv(Target, Pname, Params)

View Source
-spec texParameteriv(Target :: enum(), Pname :: enum(), Params :: tuple()) -> ok.

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:

External documentation.

Link to this function

texStorage1D(Target, Levels, Internalformat, Width)

View Source
-spec texStorage1D(Target :: enum(), Levels :: i(), Internalformat :: enum(), Width :: i()) -> ok.

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.

External documentation.

Link to this function

texStorage2D(Target, Levels, Internalformat, Width, Height)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

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.

External documentation.

-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.

External documentation.

Link to this function

textureBuffer(Texture, Internalformat, Buffer)

View Source
-spec textureBuffer(Texture :: i(), Internalformat :: enum(), Buffer :: i()) -> ok.

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.

External documentation.

Link to this function

textureBufferRange(Texture, Internalformat, Buffer, Offset, Size)

View Source
-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.

External documentation.

Link to this function

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:

External documentation.

Link to this function

transformFeedbackBufferBase(Xfb, Index, Buffer)

View Source
-spec transformFeedbackBufferBase(Xfb :: i(), Index :: i(), Buffer :: i()) -> ok.

gl:transformFeedbackBufferBase/3 binds the buffer object Buffer to the binding point at index Index of the transform feedback object Xfb.

External documentation.

Link to this function

transformFeedbackBufferRange(Xfb, Index, Buffer, Offset, Size)

View Source
-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.

External documentation.

Link to this function

transformFeedbackVaryings(Program, Varyings, BufferMode)

View Source
-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.

External documentation.

-spec translated(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to translatef/3.

-spec translatef(X :: f(), Y :: f(), Z :: f()) -> ok.

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:

External documentation.

-spec uniform1d(Location :: i(), X :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform1dv(Location, Value)

View Source
-spec uniform1dv(Location :: i(), Value :: [f()]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

-spec uniform1f(Location :: i(), V0 :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform1fv(Location, Value)

View Source
-spec uniform1fv(Location :: i(), Value :: [f()]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

-spec uniform1i(Location :: i(), V0 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform1iv(Location, Value)

View Source
-spec uniform1iv(Location :: i(), Value :: [i()]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform1ui(Location, V0)

View Source
-spec uniform1ui(Location :: i(), V0 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform1uiv(Location, Value)

View Source
-spec uniform1uiv(Location :: i(), Value :: [i()]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2d(Location, X, Y)

View Source
-spec uniform2d(Location :: i(), X :: f(), Y :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2dv(Location, Value)

View Source
-spec uniform2dv(Location :: i(), Value :: [{f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2f(Location, V0, V1)

View Source
-spec uniform2f(Location :: i(), V0 :: f(), V1 :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2fv(Location, Value)

View Source
-spec uniform2fv(Location :: i(), Value :: [{f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2i(Location, V0, V1)

View Source
-spec uniform2i(Location :: i(), V0 :: i(), V1 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2iv(Location, Value)

View Source
-spec uniform2iv(Location :: i(), Value :: [{i(), i()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2ui(Location, V0, V1)

View Source
-spec uniform2ui(Location :: i(), V0 :: i(), V1 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform2uiv(Location, Value)

View Source
-spec uniform2uiv(Location :: i(), Value :: [{i(), i()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3d(Location, X, Y, Z)

View Source
-spec uniform3d(Location :: i(), X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3dv(Location, Value)

View Source
-spec uniform3dv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3f(Location, V0, V1, V2)

View Source
-spec uniform3f(Location :: i(), V0 :: f(), V1 :: f(), V2 :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3fv(Location, Value)

View Source
-spec uniform3fv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3i(Location, V0, V1, V2)

View Source
-spec uniform3i(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3iv(Location, Value)

View Source
-spec uniform3iv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3ui(Location, V0, V1, V2)

View Source
-spec uniform3ui(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform3uiv(Location, Value)

View Source
-spec uniform3uiv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4d(Location, X, Y, Z, W)

View Source
-spec uniform4d(Location :: i(), X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4dv(Location, Value)

View Source
-spec uniform4dv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4f(Location, V0, V1, V2, V3)

View Source
-spec uniform4f(Location :: i(), V0 :: f(), V1 :: f(), V2 :: f(), V3 :: f()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4fv(Location, Value)

View Source
-spec uniform4fv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4i(Location, V0, V1, V2, V3)

View Source
-spec uniform4i(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i(), V3 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4iv(Location, Value)

View Source
-spec uniform4iv(Location :: i(), Value :: [{i(), i(), i(), i()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4ui(Location, V0, V1, V2, V3)

View Source
-spec uniform4ui(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i(), V3 :: i()) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniform4uiv(Location, Value)

View Source
-spec uniform4uiv(Location :: i(), Value :: [{i(), i(), i(), i()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

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.

External documentation.

Link to this function

uniformMatrix2dv(Location, Transpose, Value)

View Source
-spec uniformMatrix2dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix2fv(Location, Transpose, Value)

View Source
-spec uniformMatrix2fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f()}]) -> ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix2x3dv(Location, Transpose, Value)

View Source
-spec uniformMatrix2x3dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix2x3fv(Location, Transpose, Value)

View Source
-spec uniformMatrix2x3fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix2x4dv(Location, Transpose, Value)

View Source
-spec uniformMatrix2x4dv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix2x4fv(Location, Transpose, Value)

View Source
-spec uniformMatrix2x4fv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix3dv(Location, Transpose, Value)

View Source
-spec uniformMatrix3dv(Location :: i(),
                 Transpose :: 0 | 1,
                 Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                    ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix3fv(Location, Transpose, Value)

View Source
-spec uniformMatrix3fv(Location :: i(),
                 Transpose :: 0 | 1,
                 Value :: [{f(), f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                    ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix3x2dv(Location, Transpose, Value)

View Source
-spec uniformMatrix3x2dv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix3x2fv(Location, Transpose, Value)

View Source
-spec uniformMatrix3x2fv(Location :: i(), Transpose :: 0 | 1, Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix3x4dv(Location, Transpose, Value)

View Source
-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.

Link to this function

uniformMatrix3x4fv(Location, Transpose, Value)

View Source
-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.

Link to this function

uniformMatrix4dv(Location, Transpose, Value)

View Source
-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.

Link to this function

uniformMatrix4fv(Location, Transpose, Value)

View Source
-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.

Link to this function

uniformMatrix4x2dv(Location, Transpose, Value)

View Source
-spec uniformMatrix4x2dv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix4x2fv(Location, Transpose, Value)

View Source
-spec uniformMatrix4x2fv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok.

Equivalent to uniformMatrix4x3fv/3.

Link to this function

uniformMatrix4x3dv(Location, Transpose, Value)

View Source
-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.

Link to this function

uniformMatrix4x3fv(Location, Transpose, Value)

View Source
-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.

External documentation.

Link to this function

uniformSubroutinesuiv(Shadertype, Indices)

View Source
-spec uniformSubroutinesuiv(Shadertype :: enum(), Indices :: [i()]) -> ok.

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.

External documentation.

-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.

External documentation.

Link to this function

useProgramStages(Pipeline, Stages, Program)

View Source
-spec useProgramStages(Pipeline :: i(), Stages :: i(), Program :: i()) -> ok.

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.

External documentation.

Link to this function

validateProgram(Program)

View Source
-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.

External documentation.

Link to this function

validateProgramPipeline(Pipeline)

View Source
-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.

External documentation.

-spec vertex2d(X :: f(), Y :: f()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex2dv({X :: f(), Y :: f()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex2f(X :: f(), Y :: f()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex2fv({X :: f(), Y :: f()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex2i(X :: i(), Y :: i()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex2iv({X :: i(), Y :: i()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex2s(X :: i(), Y :: i()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex2sv({X :: i(), Y :: i()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3d(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3dv({X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3f(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3fv({X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3i(X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3iv({X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3s(X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex3sv({X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4dv({X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4fv({X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4iv({X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to vertex4sv/1.

-spec vertex4sv({X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

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.

External documentation.

Link to this function

vertexArrayAttribBinding(Vaobj, Attribindex, Bindingindex)

View Source
-spec vertexArrayAttribBinding(Vaobj :: i(), Attribindex :: i(), Bindingindex :: i()) -> ok.

Equivalent to vertexAttribBinding/2.

Link to this function

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.

Link to this function

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.

Link to this function

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.

Link to this function

vertexArrayBindingDivisor(Vaobj, Bindingindex, Divisor)

View Source
-spec vertexArrayBindingDivisor(Vaobj :: i(), Bindingindex :: i(), Divisor :: i()) -> ok.

Equivalent to vertexBindingDivisor/2.

Link to this function

vertexArrayElementBuffer(Vaobj, Buffer)

View Source
-spec vertexArrayElementBuffer(Vaobj :: i(), Buffer :: i()) -> ok.

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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

vertexArrayVertexBuffers(Vaobj, First, Buffers, Offsets, Strides)

View Source
-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.

External documentation.

Link to this function

vertexAttrib1d(Index, X)

View Source
-spec vertexAttrib1d(Index :: i(), X :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib1dv(Index :: i(), {X :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib1f(Index, X)

View Source
-spec vertexAttrib1f(Index :: i(), X :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib1fv(Index :: i(), {X :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib1s(Index, X)

View Source
-spec vertexAttrib1s(Index :: i(), X :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib1sv(Index :: i(), {X :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib2d(Index, X, Y)

View Source
-spec vertexAttrib2d(Index :: i(), X :: f(), Y :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib2dv(Index :: i(), {X :: f(), Y :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib2f(Index, X, Y)

View Source
-spec vertexAttrib2f(Index :: i(), X :: f(), Y :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib2fv(Index :: i(), {X :: f(), Y :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib2s(Index, X, Y)

View Source
-spec vertexAttrib2s(Index :: i(), X :: i(), Y :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib2sv(Index :: i(), {X :: i(), Y :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib3d(Index, X, Y, Z)

View Source
-spec vertexAttrib3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib3dv(Index :: i(), {X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib3f(Index, X, Y, Z)

View Source
-spec vertexAttrib3f(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib3fv(Index :: i(), {X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib3s(Index, X, Y, Z)

View Source
-spec vertexAttrib3s(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib3sv(Index :: i(), {X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4bv(Index, V)

View Source
-spec vertexAttrib4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4d(Index, X, Y, Z, W)

View Source
-spec vertexAttrib4d(Index :: i(), X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib4dv(Index :: i(), {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4f(Index, X, Y, Z, W)

View Source
-spec vertexAttrib4f(Index :: i(), X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib4fv(Index :: i(), {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4iv(Index, V)

View Source
-spec vertexAttrib4iv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4Nbv(Index, V)

View Source
-spec vertexAttrib4Nbv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4Niv(Index, V)

View Source
-spec vertexAttrib4Niv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4Nsv(Index, V)

View Source
-spec vertexAttrib4Nsv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4Nub(Index, X, Y, Z, W)

View Source
-spec vertexAttrib4Nub(Index :: i(), X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib4Nubv(Index :: i(), {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4Nuiv(Index, V)

View Source
-spec vertexAttrib4Nuiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4Nusv(Index, V)

View Source
-spec vertexAttrib4Nusv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4s(Index, X, Y, Z, W)

View Source
-spec vertexAttrib4s(Index :: i(), X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttrib4sv(Index :: i(), {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4ubv(Index, V)

View Source
-spec vertexAttrib4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4uiv(Index, V)

View Source
-spec vertexAttrib4uiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttrib4usv(Index, V)

View Source
-spec vertexAttrib4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribBinding(Attribindex, Bindingindex)

View Source
-spec vertexAttribBinding(Attribindex :: i(), Bindingindex :: i()) -> ok.

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.

External documentation.

Link to this function

vertexAttribDivisor(Index, Divisor)

View Source
-spec vertexAttribDivisor(Index :: i(), Divisor :: i()) -> ok.

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.

External documentation.

Link to this function

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.

Link to this function

vertexAttribI1i(Index, X)

View Source
-spec vertexAttribI1i(Index :: i(), X :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI1iv(Index :: i(), {X :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI1ui(Index, X)

View Source
-spec vertexAttribI1ui(Index :: i(), X :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI1uiv(Index :: i(), {X :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI2i(Index, X, Y)

View Source
-spec vertexAttribI2i(Index :: i(), X :: i(), Y :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI2iv(Index :: i(), {X :: i(), Y :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI2ui(Index, X, Y)

View Source
-spec vertexAttribI2ui(Index :: i(), X :: i(), Y :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI2uiv(Index :: i(), {X :: i(), Y :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI3i(Index, X, Y, Z)

View Source
-spec vertexAttribI3i(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI3iv(Index :: i(), {X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI3ui(Index, X, Y, Z)

View Source
-spec vertexAttribI3ui(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI3uiv(Index :: i(), {X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI4bv(Index, V)

View Source
-spec vertexAttribI4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI4i(Index, X, Y, Z, W)

View Source
-spec vertexAttribI4i(Index :: i(), X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI4iv(Index :: i(), {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI4sv(Index, V)

View Source
-spec vertexAttribI4sv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI4ubv(Index, V)

View Source
-spec vertexAttribI4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI4ui(Index, X, Y, Z, W)

View Source
-spec vertexAttribI4ui(Index :: i(), X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribI4uiv(Index :: i(), {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribI4usv(Index, V)

View Source
-spec vertexAttribI4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribIFormat(Attribindex, Size, Type, Relativeoffset)

View Source
-spec vertexAttribIFormat(Attribindex :: i(), Size :: i(), Type :: enum(), Relativeoffset :: i()) -> ok.

Equivalent to vertexAttribLPointer/5.

Link to this function

vertexAttribIPointer(Index, Size, Type, Stride, Pointer)

View Source
-spec vertexAttribIPointer(Index :: i(),
                     Size :: i(),
                     Type :: enum(),
                     Stride :: i(),
                     Pointer :: offset() | mem()) ->
                        ok.

Equivalent to vertexAttribLPointer/5.

Link to this function

vertexAttribL1d(Index, X)

View Source
-spec vertexAttribL1d(Index :: i(), X :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribL1dv(Index :: i(), {X :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribL2d(Index, X, Y)

View Source
-spec vertexAttribL2d(Index :: i(), X :: f(), Y :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribL2dv(Index :: i(), {X :: f(), Y :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribL3d(Index, X, Y, Z)

View Source
-spec vertexAttribL3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribL3dv(Index :: i(), {X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to vertexAttribL4dv/2.

Link to this function

vertexAttribL4d(Index, X, Y, Z, W)

View Source
-spec vertexAttribL4d(Index :: i(), X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok.

Equivalent to vertexAttribL4dv/2.

-spec vertexAttribL4dv(Index :: i(), {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok.

The gl:vertexAttrib() family of entry points allows an application to pass generic vertex attributes in numbered locations.

External documentation.

Link to this function

vertexAttribLFormat(Attribindex, Size, Type, Relativeoffset)

View Source
-spec vertexAttribLFormat(Attribindex :: i(), Size :: i(), Type :: enum(), Relativeoffset :: i()) -> ok.

Equivalent to vertexAttribLPointer/5.

Link to this function

vertexAttribLPointer(Index, Size, Type, Stride, Pointer)

View Source
-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.

External documentation.

Link to this function

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.

External documentation.

Link to this function

vertexBindingDivisor(Bindingindex, Divisor)

View Source
-spec vertexBindingDivisor(Bindingindex :: i(), Divisor :: i()) -> ok.

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.

External documentation.

Link to this function

vertexPointer(Size, Type, Stride, Ptr)

View Source
-spec vertexPointer(Size :: i(), Type :: enum(), Stride :: i(), Ptr :: offset() | mem()) -> ok.

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.)

External documentation.

Link to this function

viewport(X, Y, Width, Height)

View Source
-spec viewport(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok.

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:

External documentation.

Link to this function

viewportArrayv(First, V)

View Source
-spec viewportArrayv(First :: i(), V :: [{f(), f(), f(), f()}]) -> ok.

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:

External documentation.

Link to this function

viewportIndexedf(Index, X, Y, W, H)

View Source
-spec viewportIndexedf(Index :: i(), X :: f(), Y :: f(), W :: f(), H :: f()) -> ok.

Equivalent to viewportIndexedfv/2.

Link to this function

viewportIndexedfv(Index, V)

View Source
-spec viewportIndexedfv(Index :: i(), V :: {f(), f(), f(), f()}) -> ok.

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:

External documentation.

Link to this function

waitSync(Sync, Flags, Timeout)

View Source
-spec waitSync(Sync :: i(), Flags :: i(), Timeout :: i()) -> ok.

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.

External documentation.

-spec windowPos2d(X :: f(), Y :: f()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos2dv({X :: f(), Y :: f()}) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos2f(X :: f(), Y :: f()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos2fv({X :: f(), Y :: f()}) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos2i(X :: i(), Y :: i()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos2iv({X :: i(), Y :: i()}) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos2s(X :: i(), Y :: i()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos2sv({X :: i(), Y :: i()}) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3d(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3dv({X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3f(X :: f(), Y :: f(), Z :: f()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3fv({X :: f(), Y :: f(), Z :: f()}) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3i(X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3iv({X :: i(), Y :: i(), Z :: i()}) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3s(X :: i(), Y :: i(), Z :: i()) -> ok.

Equivalent to windowPos3sv/1.

-spec windowPos3sv({X :: i(), Y :: i(), Z :: i()}) -> ok.

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.

External documentation.