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Ring Documentation, Release 1.10
• GL_SAMPLER_3D
• GL_SAMPLER_CUBE
• GL_SAMPLER_1D_SHADOW
• GL_SAMPLER_2D_SHADOW
• GL_DELETE_STATUS
• GL_COMPILE_STATUS
• GL_LINK_STATUS
• GL_VALIDATE_STATUS
• GL_INFO_LOG_LENGTH
• GL_ATTACHED_SHADERS
• GL_ACTIVE_UNIFORMS
• GL_ACTIVE_UNIFORM_MAX_LENGTH
• GL_SHADER_SOURCE_LENGTH
• GL_ACTIVE_ATTRIBUTES
• GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
• GL_FRAGMENT_SHADER_DERIVATIVE_HINT
• GL_SHADING_LANGUAGE_VERSION
• GL_CURRENT_PROGRAM
• GL_POINT_SPRITE_COORD_ORIGIN
• GL_LOWER_LEFT
• GL_UPPER_LEFT
• GL_STENCIL_BACK_REF
• GL_STENCIL_BACK_VALUE_MASK
• GL_STENCIL_BACK_WRITEMASK
• GL_CURRENT_RASTER_SECONDARY_COLOR
• GL_PIXEL_PACK_BUFFER
• GL_PIXEL_UNPACK_BUFFER
• GL_PIXEL_PACK_BUFFER_BINDING
• GL_PIXEL_UNPACK_BUFFER_BINDING
• GL_FLOAT_MAT2x3
• GL_FLOAT_MAT2x4
• GL_FLOAT_MAT3x2
• GL_FLOAT_MAT3x4
• GL_FLOAT_MAT4x2
• GL_FLOAT_MAT4x3
• GL_SRGB
1548
Ring Documentation, Release 1.10
• GL_SRGB8
• GL_SRGB_ALPHA
• GL_SRGB8_ALPHA8
• GL_SLUMINANCE_ALPHA
• GL_SLUMINANCE8_ALPHA8
• GL_SLUMINANCE
• GL_SLUMINANCE8
• GL_COMPRESSED_SRGB
• GL_COMPRESSED_SRGB_ALPHA
• GL_COMPRESSED_SLUMINANCE
• GL_COMPRESSED_SLUMINANCE_ALPHA
• GL_CLIP_DISTANCE0
• GL_CLIP_DISTANCE1
• GL_CLIP_DISTANCE2
• GL_CLIP_DISTANCE3
• GL_CLIP_DISTANCE4
• GL_CLIP_DISTANCE5
• GL_COMPARE_REF_TO_TEXTURE
• GL_MAX_CLIP_DISTANCES
• GL_MAX_VARYING_COMPONENTS
• GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT
• GL_MAJOR_VERSION
• GL_MINOR_VERSION
• GL_NUM_EXTENSIONS
• GL_CONTEXT_FLAGS
• GL_DEPTH_BUFFER
• GL_STENCIL_BUFFER
• GL_RGBA32F
• GL_RGB32F
• GL_RGBA16F
• GL_RGB16F
• GL_VERTEX_ATTRIB_ARRAY_INTEGER
• GL_MAX_ARRAY_TEXTURE_LAYERS
• GL_MIN_PROGRAM_TEXEL_OFFSET
• GL_MAX_PROGRAM_TEXEL_OFFSET
• GL_CLAMP_VERTEX_COLOR
1549
Ring Documentation, Release 1.10
• GL_CLAMP_FRAGMENT_COLOR
• GL_CLAMP_READ_COLOR
• GL_FIXED_ONLY
• GL_TEXTURE_RED_TYPE
• GL_TEXTURE_GREEN_TYPE
• GL_TEXTURE_BLUE_TYPE
• GL_TEXTURE_ALPHA_TYPE
• GL_TEXTURE_LUMINANCE_TYPE
• GL_TEXTURE_INTENSITY_TYPE
• GL_TEXTURE_DEPTH_TYPE
• GL_TEXTURE_1D_ARRAY
• GL_PROXY_TEXTURE_1D_ARRAY
• GL_TEXTURE_2D_ARRAY
• GL_PROXY_TEXTURE_2D_ARRAY
• GL_TEXTURE_BINDING_1D_ARRAY
• GL_TEXTURE_BINDING_2D_ARRAY
• GL_R11F_G11F_B10F
• GL_UNSIGNED_INT_10F_11F_11F_REV
• GL_RGB9_E5
• GL_UNSIGNED_INT_5_9_9_9_REV
• GL_TEXTURE_SHARED_SIZE
• GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
• GL_TRANSFORM_FEEDBACK_BUFFER_MODE
• GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
• GL_TRANSFORM_FEEDBACK_VARYINGS
• GL_TRANSFORM_FEEDBACK_BUFFER_START
• GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
• GL_PRIMITIVES_GENERATED
• GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
• GL_RASTERIZER_DISCARD
• GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
• GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
• GL_INTERLEAVED_ATTRIBS
• GL_SEPARATE_ATTRIBS
• GL_TRANSFORM_FEEDBACK_BUFFER
• GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
1550
Ring Documentation, Release 1.10
• GL_RGBA32UI
• GL_RGB32UI
• GL_RGBA16UI
• GL_RGB16UI
• GL_RGBA8UI
• GL_RGB8UI
• GL_RGBA32I
• GL_RGB32I
• GL_RGBA16I
• GL_RGB16I
• GL_RGBA8I
• GL_RGB8I
• GL_RED_INTEGER
• GL_GREEN_INTEGER
• GL_BLUE_INTEGER
• GL_ALPHA_INTEGER
• GL_RGB_INTEGER
• GL_RGBA_INTEGER
• GL_BGR_INTEGER
• GL_BGRA_INTEGER
• GL_SAMPLER_1D_ARRAY
• GL_SAMPLER_2D_ARRAY
• GL_SAMPLER_1D_ARRAY_SHADOW
• GL_SAMPLER_2D_ARRAY_SHADOW
• GL_SAMPLER_CUBE_SHADOW
• GL_UNSIGNED_INT_VEC2
• GL_UNSIGNED_INT_VEC3
• GL_UNSIGNED_INT_VEC4
• GL_INT_SAMPLER_1D
• GL_INT_SAMPLER_2D
• GL_INT_SAMPLER_3D
• GL_INT_SAMPLER_CUBE
• GL_INT_SAMPLER_1D_ARRAY
• GL_INT_SAMPLER_2D_ARRAY
• GL_UNSIGNED_INT_SAMPLER_1D
• GL_UNSIGNED_INT_SAMPLER_2D
1551
Ring Documentation, Release 1.10
• GL_UNSIGNED_INT_SAMPLER_3D
• GL_UNSIGNED_INT_SAMPLER_CUBE
• GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
• GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
• GL_QUERY_WAIT
• GL_QUERY_NO_WAIT
• GL_QUERY_BY_REGION_WAIT
• GL_QUERY_BY_REGION_NO_WAIT
• void glAccum(GLenum op,GLfloat value)
• void glActiveTexture(GLenum texture)
• void glAlphaFunc(GLenum func,GLclampf ref)
• GLboolean glAreTexturesResident(GLsizei n,const GLuint * textures,GLboolean * residences)
• void glArrayElement(GLint i)
• void glAttachShader(GLuint program,GLuint shader)
• void glBegin(GLenum mode)
• void glBeginQuery(GLenum target,GLuint id)
• void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name)
• void glBindBuffer(GLenum target,GLuint buffer)
• void glBindTexture(GLenum target,GLuint texture)
• void glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const
GLubyte * bitmap)
• void glBlendColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
• void glBlendEquation(GLenum mode)
• void glBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha)
• void glBlendFunc(GLenum sfactor,GLenum dfactor)
• void glBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)
• void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage)
• void glBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data)
• void glCallList(GLuint list)
• void glCallLists(GLsizei n,GLenum type,const GLvoid * lists)
• void glClear(GLbitfield mask)
• void glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)
• void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
• void glClearDepth(GLclampd depth)
• void glClearIndex(GLfloat c)
• void glClearStencil(GLint s)
1552
Ring Documentation, Release 1.10
• void glClientActiveTexture(GLenum texture)
• void glClipPlane(GLenum plane,const GLdouble * equation)
• void glColor3b(GLbyte red,GLbyte green,GLbyte blue)
• void glColor3s(GLshort red,GLshort green,GLshort blue)
• void glColor3i(GLint red,GLint green,GLint blue)
• void glColor3f(GLfloat red,GLfloat green,GLfloat blue)
• void glColor3d(GLdouble red,GLdouble green,GLdouble blue)
• void glColor3ub(GLubyte red,GLubyte green,GLubyte blue)
• void glColor3us(GLushort red,GLushort green,GLushort blue)
• void glColor3ui(GLuint red,GLuint green,GLuint blue)
• void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha)
• void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha)
• void glColor4i(GLint red,GLint green,GLint blue,GLint alpha)
• void glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)
• void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha)
• void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha)
• void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha)
• void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha)
• void glColor3bv(const GLbyte * v)
• void glColor3sv(const GLshort * v)
• void glColor3iv(const GLint * v)
• void glColor3fv(const GLfloat * v)
• void glColor3dv(const GLdouble * v)
• void glColor3ubv(const GLubyte * v)
• void glColor3usv(const GLushort * v)
• void glColor3uiv(const GLuint * v)
• void glColor4bv(const GLbyte * v)
• void glColor4sv(const GLshort * v)
• void glColor4iv(const GLint * v)
• void glColor4fv(const GLfloat * v)
• void glColor4dv(const GLdouble * v)
• void glColor4ubv(const GLubyte * v)
• void glColor4usv(const GLushort * v)
• void glColor4uiv(const GLuint * v)
• void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)
• void glColorMaterial(GLenum face,GLenum mode)
1553
Ring Documentation, Release 1.10
• void glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
• void glColorSubTable(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid
* data)
• void glColorTable(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const
GLvoid * data)
• void glColorTableParameterfv(GLenum target,GLenum pname,const GLfloat * params)
• void glColorTableParameteriv(GLenum target,GLenum pname,const GLint * params)
• void glCompileShader(GLuint shader)
• void glCompressedTexImage1D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLint bor-
der,GLsizei imageSize,const GLvoid * data)
• void glCompressedTexImage2D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei
height,GLint border,GLsizei imageSize,const GLvoid * data)
• void glCompressedTexImage3D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei
height,GLsizei depth,GLint border,GLsizei imageSize,const GLvoid * data)
• void glCompressedTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum for-
mat,GLsizei imageSize,const GLvoid * data)
• void glCompressedTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei
width,GLsizei height,GLenum format,GLsizei imageSize,const GLvoid * data)
• void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoff-
set,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLsizei imageSize,const GLvoid * data)
• void glConvolutionFilter1D(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum
type,const GLvoid * data)
• void glConvolutionFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum
format,GLenum type,const GLvoid * data)
• void glConvolutionParameterf(GLenum target,GLenum pname,GLfloat params)
• void glConvolutionParameteri(GLenum target,GLenum pname,GLint params)
• void glConvolutionParameterfv(GLenum target,GLenum pname,const GLfloat * params)
• void glConvolutionParameteriv(GLenum target,GLenum pname,const GLint * params)
• void glCopyColorSubTable(GLenum target,GLsizei start,GLint x,GLint y,GLsizei width)
• void glCopyColorTable(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
• void glCopyConvolutionFilter1D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
• void glCopyConvolutionFilter2D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLsizei height)
• void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type)
• void glCopyTexImage1D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLint border)
• void glCopyTexImage2D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLsizei height,GLint border)
• void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width)
• void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei
width,GLsizei height)
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Ring Documentation, Release 1.10
• void glCopyTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLint
x,GLint y,GLsizei width,GLsizei height)
• GLuint glCreateProgram(void)
• GLuint glCreateShader(GLenum shaderType)
• void glCullFace(GLenum mode)
• void glDeleteBuffers(GLsizei n,const GLuint * buffers)
• void glDeleteLists(GLuint list,GLsizei range)
• void glDeleteProgram(GLuint program)
• void glDeleteQueries(GLsizei n,const GLuint * ids)
• void glDeleteShader(GLuint shader)
• void glDeleteTextures(GLsizei n,const GLuint * textures)
• void glDepthFunc(GLenum func)
• void glDepthMask(GLboolean flag)
• void glDepthRange(GLclampd nearVal,GLclampd farVal)
• void glDetachShader(GLuint program,GLuint shader)
• void glEnable(GLenum cap)
• void glEnableClientState(GLenum cap)
• void glEnableVertexAttribArray(GLuint index)
• void glDisableVertexAttribArray(GLuint index)
• void glDrawArrays(GLenum mode,GLint first,GLsizei count)
• void glDrawBuffer(GLenum mode)
• void glDrawBuffers(GLsizei n,const GLenum *bufs)
• void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices)
• void glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)
• void glDrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const
GLvoid * indices)
• void glEdgeFlag(GLboolean flag)
• void glEdgeFlagPointer(GLsizei stride,const GLvoid * pointer)
• void glEnd(void)
• void glEndList(void)
• void glEndQuery(GLenum target)
• void glEvalCoord1f(GLfloat u)
• void glEvalCoord1d(GLdouble u)
• void glEvalCoord2f(GLfloat u,GLfloat v)
• void glEvalCoord2d(GLdouble u,GLdouble v)
• void glEvalMesh1(GLenum mode,GLint i1,GLint i2)
• void glEvalPoint1(GLint i)
1555
Ring Documentation, Release 1.10
• void glEvalPoint2(GLint i,GLint j)
• void glFeedbackBuffer(GLsizei size,GLenum type,GLfloat * buffer)
• void glFinish(void)
• void glFlush(void)
• void glFogf(GLenum pname,GLfloat param)
• void glFogi(GLenum pname,GLint param)
• void glFogfv(GLenum pname,const GLfloat * params)
• void glFogiv(GLenum pname,const GLint * params)
• void glFogCoordd(GLdouble coord)
• void glFogCoordf(GLfloat coord)
• void glFogCoorddv(GLdouble * coord)
• void glFogCoordfv(GLfloat * coord)
• void glFogCoordPointer(GLenum type,GLsizei stride,GLvoid * pointer)
• void glFrontFace(GLenum mode)
• void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble
farVal)
• void glGenBuffers(GLsizei n,GLuint * buffers)
• GLuint glGenLists(GLsizei range)
• void glGenQueries(GLsizei n,GLuint * ids)
• void glGenTextures(GLsizei n,GLuint * textures)
• void glGetBooleanv(GLenum pname,GLboolean * params)
• void glGetDoublev(GLenum pname,GLdouble * params)
• void glGetFloatv(GLenum pname,GLfloat * params)
• void glGetIntegerv(GLenum pname,GLint * params)
• void glGetActiveAttrib(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum
*type,GLchar *name)
• void glGetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint
*size,GLenum *type,GLchar *name)
• void glGetAttachedShaders(GLuint program,GLsizei maxCount,GLsizei *count,GLuint *shaders)
• GLint glGetAttribLocation(GLuint program,const GLchar *name)
• void glGetBufferParameteriv(GLenum target,GLenum value,GLint * data)
• void glGetBufferPointerv(GLenum target,GLenum pname,GLvoid ** params)
• void glGetBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,GLvoid * data)
• void glGetClipPlane(GLenum plane,GLdouble * equation)
• void glGetColorTable(GLenum target,GLenum format,GLenum type,GLvoid * table)
• void glGetColorTableParameterfv(GLenum target,GLenum pname,GLfloat * params)
• void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params)
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Ring Documentation, Release 1.10
• void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img)
• void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image)
• void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLfloat * params)
• void glGetConvolutionParameteriv(GLenum target,GLenum pname,GLint * params)
• GLenum glGetError(void)
• void glGetHistogram(GLenum target,GLboolean reset,GLenum format,GLenum type,GLvoid * values)
• void glGetHistogramParameterfv(GLenum target,GLenum pname,GLfloat * params)
• void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params)
• void glGetLightfv(GLenum light,GLenum pname,GLfloat * params)
• void glGetLightiv(GLenum light,GLenum pname,GLint * params)
• void glGetMapdv(GLenum target,GLenum query,GLdouble * v)
• void glGetMapfv(GLenum target,GLenum query,GLfloat * v)
• void glGetMapiv(GLenum target,GLenum query,GLint * v)
• void glGetMaterialfv(GLenum face,GLenum pname,GLfloat * params)
• void glGetMaterialiv(GLenum face,GLenum pname,GLint * params)
• void glGetMinmax(GLenum target,GLboolean reset,GLenum format,GLenum types,GLvoid * values)
• void glGetMinmaxParameterfv(GLenum target,GLenum pname,GLfloat * params)
• void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params)
• void glGetPixelMapfv(GLenum map,GLfloat * data)
• void glGetPixelMapuiv(GLenum map,GLuint * data)
• void glGetPixelMapusv(GLenum map,GLushort * data)
• void glGetPointerv(GLenum pname,GLvoid ** params)
• void glGetPolygonStipple(GLubyte * pattern)
• void glGetProgramiv(GLuint program,GLenum pname,GLint *params)
• void glGetProgramInfoLog(GLuint program,GLsizei maxLength,GLsizei *length,GLchar *infoLog)
• void glGetQueryObjectiv(GLuint id,GLenum pname,GLint * params)
• void glGetQueryObjectuiv(GLuint id,GLenum pname,GLuint * params)
• void glGetQueryiv(GLenum target,GLenum pname,GLint * params)
• void glGetSeparableFilter(GLenum target,GLenum format,GLenum type,GLvoid * row,GLvoid * col-
umn,GLvoid * span)
• void glGetShaderiv(GLuint shader,GLenum pname,GLint *params)
• void glGetShaderInfoLog(GLuint shader,GLsizei maxLength,GLsizei *length,GLchar *infoLog)
• void glGetShaderSource(GLuint shader,GLsizei bufSize,GLsizei *length,GLchar *source)
• const GLubyte* glGetString(GLenum name)
• void glGetTexEnvfv(GLenum target,GLenum pname,GLfloat * params)
• void glGetTexEnviv(GLenum target,GLenum pname,GLint * params)
1557

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The Ring programming language version 1.10 book - Part 159 of 212

  • 1. Ring Documentation, Release 1.10 • GL_SAMPLER_3D • GL_SAMPLER_CUBE • GL_SAMPLER_1D_SHADOW • GL_SAMPLER_2D_SHADOW • GL_DELETE_STATUS • GL_COMPILE_STATUS • GL_LINK_STATUS • GL_VALIDATE_STATUS • GL_INFO_LOG_LENGTH • GL_ATTACHED_SHADERS • GL_ACTIVE_UNIFORMS • GL_ACTIVE_UNIFORM_MAX_LENGTH • GL_SHADER_SOURCE_LENGTH • GL_ACTIVE_ATTRIBUTES • GL_ACTIVE_ATTRIBUTE_MAX_LENGTH • GL_FRAGMENT_SHADER_DERIVATIVE_HINT • GL_SHADING_LANGUAGE_VERSION • GL_CURRENT_PROGRAM • GL_POINT_SPRITE_COORD_ORIGIN • GL_LOWER_LEFT • GL_UPPER_LEFT • GL_STENCIL_BACK_REF • GL_STENCIL_BACK_VALUE_MASK • GL_STENCIL_BACK_WRITEMASK • GL_CURRENT_RASTER_SECONDARY_COLOR • GL_PIXEL_PACK_BUFFER • GL_PIXEL_UNPACK_BUFFER • GL_PIXEL_PACK_BUFFER_BINDING • GL_PIXEL_UNPACK_BUFFER_BINDING • GL_FLOAT_MAT2x3 • GL_FLOAT_MAT2x4 • GL_FLOAT_MAT3x2 • GL_FLOAT_MAT3x4 • GL_FLOAT_MAT4x2 • GL_FLOAT_MAT4x3 • GL_SRGB 1548
  • 2. Ring Documentation, Release 1.10 • GL_SRGB8 • GL_SRGB_ALPHA • GL_SRGB8_ALPHA8 • GL_SLUMINANCE_ALPHA • GL_SLUMINANCE8_ALPHA8 • GL_SLUMINANCE • GL_SLUMINANCE8 • GL_COMPRESSED_SRGB • GL_COMPRESSED_SRGB_ALPHA • GL_COMPRESSED_SLUMINANCE • GL_COMPRESSED_SLUMINANCE_ALPHA • GL_CLIP_DISTANCE0 • GL_CLIP_DISTANCE1 • GL_CLIP_DISTANCE2 • GL_CLIP_DISTANCE3 • GL_CLIP_DISTANCE4 • GL_CLIP_DISTANCE5 • GL_COMPARE_REF_TO_TEXTURE • GL_MAX_CLIP_DISTANCES • GL_MAX_VARYING_COMPONENTS • GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT • GL_MAJOR_VERSION • GL_MINOR_VERSION • GL_NUM_EXTENSIONS • GL_CONTEXT_FLAGS • GL_DEPTH_BUFFER • GL_STENCIL_BUFFER • GL_RGBA32F • GL_RGB32F • GL_RGBA16F • GL_RGB16F • GL_VERTEX_ATTRIB_ARRAY_INTEGER • GL_MAX_ARRAY_TEXTURE_LAYERS • GL_MIN_PROGRAM_TEXEL_OFFSET • GL_MAX_PROGRAM_TEXEL_OFFSET • GL_CLAMP_VERTEX_COLOR 1549
  • 3. Ring Documentation, Release 1.10 • GL_CLAMP_FRAGMENT_COLOR • GL_CLAMP_READ_COLOR • GL_FIXED_ONLY • GL_TEXTURE_RED_TYPE • GL_TEXTURE_GREEN_TYPE • GL_TEXTURE_BLUE_TYPE • GL_TEXTURE_ALPHA_TYPE • GL_TEXTURE_LUMINANCE_TYPE • GL_TEXTURE_INTENSITY_TYPE • GL_TEXTURE_DEPTH_TYPE • GL_TEXTURE_1D_ARRAY • GL_PROXY_TEXTURE_1D_ARRAY • GL_TEXTURE_2D_ARRAY • GL_PROXY_TEXTURE_2D_ARRAY • GL_TEXTURE_BINDING_1D_ARRAY • GL_TEXTURE_BINDING_2D_ARRAY • GL_R11F_G11F_B10F • GL_UNSIGNED_INT_10F_11F_11F_REV • GL_RGB9_E5 • GL_UNSIGNED_INT_5_9_9_9_REV • GL_TEXTURE_SHARED_SIZE • GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH • GL_TRANSFORM_FEEDBACK_BUFFER_MODE • GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS • GL_TRANSFORM_FEEDBACK_VARYINGS • GL_TRANSFORM_FEEDBACK_BUFFER_START • GL_TRANSFORM_FEEDBACK_BUFFER_SIZE • GL_PRIMITIVES_GENERATED • GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN • GL_RASTERIZER_DISCARD • GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS • GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS • GL_INTERLEAVED_ATTRIBS • GL_SEPARATE_ATTRIBS • GL_TRANSFORM_FEEDBACK_BUFFER • GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 1550
  • 4. Ring Documentation, Release 1.10 • GL_RGBA32UI • GL_RGB32UI • GL_RGBA16UI • GL_RGB16UI • GL_RGBA8UI • GL_RGB8UI • GL_RGBA32I • GL_RGB32I • GL_RGBA16I • GL_RGB16I • GL_RGBA8I • GL_RGB8I • GL_RED_INTEGER • GL_GREEN_INTEGER • GL_BLUE_INTEGER • GL_ALPHA_INTEGER • GL_RGB_INTEGER • GL_RGBA_INTEGER • GL_BGR_INTEGER • GL_BGRA_INTEGER • GL_SAMPLER_1D_ARRAY • GL_SAMPLER_2D_ARRAY • GL_SAMPLER_1D_ARRAY_SHADOW • GL_SAMPLER_2D_ARRAY_SHADOW • GL_SAMPLER_CUBE_SHADOW • GL_UNSIGNED_INT_VEC2 • GL_UNSIGNED_INT_VEC3 • GL_UNSIGNED_INT_VEC4 • GL_INT_SAMPLER_1D • GL_INT_SAMPLER_2D • GL_INT_SAMPLER_3D • GL_INT_SAMPLER_CUBE • GL_INT_SAMPLER_1D_ARRAY • GL_INT_SAMPLER_2D_ARRAY • GL_UNSIGNED_INT_SAMPLER_1D • GL_UNSIGNED_INT_SAMPLER_2D 1551
  • 5. Ring Documentation, Release 1.10 • GL_UNSIGNED_INT_SAMPLER_3D • GL_UNSIGNED_INT_SAMPLER_CUBE • GL_UNSIGNED_INT_SAMPLER_1D_ARRAY • GL_UNSIGNED_INT_SAMPLER_2D_ARRAY • GL_QUERY_WAIT • GL_QUERY_NO_WAIT • GL_QUERY_BY_REGION_WAIT • GL_QUERY_BY_REGION_NO_WAIT • void glAccum(GLenum op,GLfloat value) • void glActiveTexture(GLenum texture) • void glAlphaFunc(GLenum func,GLclampf ref) • GLboolean glAreTexturesResident(GLsizei n,const GLuint * textures,GLboolean * residences) • void glArrayElement(GLint i) • void glAttachShader(GLuint program,GLuint shader) • void glBegin(GLenum mode) • void glBeginQuery(GLenum target,GLuint id) • void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name) • void glBindBuffer(GLenum target,GLuint buffer) • void glBindTexture(GLenum target,GLuint texture) • void glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const GLubyte * bitmap) • void glBlendColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha) • void glBlendEquation(GLenum mode) • void glBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha) • void glBlendFunc(GLenum sfactor,GLenum dfactor) • void glBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha) • void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage) • void glBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data) • void glCallList(GLuint list) • void glCallLists(GLsizei n,GLenum type,const GLvoid * lists) • void glClear(GLbitfield mask) • void glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha) • void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha) • void glClearDepth(GLclampd depth) • void glClearIndex(GLfloat c) • void glClearStencil(GLint s) 1552
  • 6. Ring Documentation, Release 1.10 • void glClientActiveTexture(GLenum texture) • void glClipPlane(GLenum plane,const GLdouble * equation) • void glColor3b(GLbyte red,GLbyte green,GLbyte blue) • void glColor3s(GLshort red,GLshort green,GLshort blue) • void glColor3i(GLint red,GLint green,GLint blue) • void glColor3f(GLfloat red,GLfloat green,GLfloat blue) • void glColor3d(GLdouble red,GLdouble green,GLdouble blue) • void glColor3ub(GLubyte red,GLubyte green,GLubyte blue) • void glColor3us(GLushort red,GLushort green,GLushort blue) • void glColor3ui(GLuint red,GLuint green,GLuint blue) • void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha) • void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha) • void glColor4i(GLint red,GLint green,GLint blue,GLint alpha) • void glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha) • void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha) • void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha) • void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha) • void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha) • void glColor3bv(const GLbyte * v) • void glColor3sv(const GLshort * v) • void glColor3iv(const GLint * v) • void glColor3fv(const GLfloat * v) • void glColor3dv(const GLdouble * v) • void glColor3ubv(const GLubyte * v) • void glColor3usv(const GLushort * v) • void glColor3uiv(const GLuint * v) • void glColor4bv(const GLbyte * v) • void glColor4sv(const GLshort * v) • void glColor4iv(const GLint * v) • void glColor4fv(const GLfloat * v) • void glColor4dv(const GLdouble * v) • void glColor4ubv(const GLubyte * v) • void glColor4usv(const GLushort * v) • void glColor4uiv(const GLuint * v) • void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha) • void glColorMaterial(GLenum face,GLenum mode) 1553
  • 7. Ring Documentation, Release 1.10 • void glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) • void glColorSubTable(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid * data) • void glColorTable(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data) • void glColorTableParameterfv(GLenum target,GLenum pname,const GLfloat * params) • void glColorTableParameteriv(GLenum target,GLenum pname,const GLint * params) • void glCompileShader(GLuint shader) • void glCompressedTexImage1D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLint bor- der,GLsizei imageSize,const GLvoid * data) • void glCompressedTexImage2D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLint border,GLsizei imageSize,const GLvoid * data) • void glCompressedTexImage3D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLsizei imageSize,const GLvoid * data) • void glCompressedTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum for- mat,GLsizei imageSize,const GLvoid * data) • void glCompressedTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLsizei imageSize,const GLvoid * data) • void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoff- set,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLsizei imageSize,const GLvoid * data) • void glConvolutionFilter1D(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data) • void glConvolutionFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data) • void glConvolutionParameterf(GLenum target,GLenum pname,GLfloat params) • void glConvolutionParameteri(GLenum target,GLenum pname,GLint params) • void glConvolutionParameterfv(GLenum target,GLenum pname,const GLfloat * params) • void glConvolutionParameteriv(GLenum target,GLenum pname,const GLint * params) • void glCopyColorSubTable(GLenum target,GLsizei start,GLint x,GLint y,GLsizei width) • void glCopyColorTable(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width) • void glCopyConvolutionFilter1D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width) • void glCopyConvolutionFilter2D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height) • void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type) • void glCopyTexImage1D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLint border) • void glCopyTexImage2D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border) • void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width) • void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height) 1554
  • 8. Ring Documentation, Release 1.10 • void glCopyTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLint x,GLint y,GLsizei width,GLsizei height) • GLuint glCreateProgram(void) • GLuint glCreateShader(GLenum shaderType) • void glCullFace(GLenum mode) • void glDeleteBuffers(GLsizei n,const GLuint * buffers) • void glDeleteLists(GLuint list,GLsizei range) • void glDeleteProgram(GLuint program) • void glDeleteQueries(GLsizei n,const GLuint * ids) • void glDeleteShader(GLuint shader) • void glDeleteTextures(GLsizei n,const GLuint * textures) • void glDepthFunc(GLenum func) • void glDepthMask(GLboolean flag) • void glDepthRange(GLclampd nearVal,GLclampd farVal) • void glDetachShader(GLuint program,GLuint shader) • void glEnable(GLenum cap) • void glEnableClientState(GLenum cap) • void glEnableVertexAttribArray(GLuint index) • void glDisableVertexAttribArray(GLuint index) • void glDrawArrays(GLenum mode,GLint first,GLsizei count) • void glDrawBuffer(GLenum mode) • void glDrawBuffers(GLsizei n,const GLenum *bufs) • void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices) • void glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data) • void glDrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid * indices) • void glEdgeFlag(GLboolean flag) • void glEdgeFlagPointer(GLsizei stride,const GLvoid * pointer) • void glEnd(void) • void glEndList(void) • void glEndQuery(GLenum target) • void glEvalCoord1f(GLfloat u) • void glEvalCoord1d(GLdouble u) • void glEvalCoord2f(GLfloat u,GLfloat v) • void glEvalCoord2d(GLdouble u,GLdouble v) • void glEvalMesh1(GLenum mode,GLint i1,GLint i2) • void glEvalPoint1(GLint i) 1555
  • 9. Ring Documentation, Release 1.10 • void glEvalPoint2(GLint i,GLint j) • void glFeedbackBuffer(GLsizei size,GLenum type,GLfloat * buffer) • void glFinish(void) • void glFlush(void) • void glFogf(GLenum pname,GLfloat param) • void glFogi(GLenum pname,GLint param) • void glFogfv(GLenum pname,const GLfloat * params) • void glFogiv(GLenum pname,const GLint * params) • void glFogCoordd(GLdouble coord) • void glFogCoordf(GLfloat coord) • void glFogCoorddv(GLdouble * coord) • void glFogCoordfv(GLfloat * coord) • void glFogCoordPointer(GLenum type,GLsizei stride,GLvoid * pointer) • void glFrontFace(GLenum mode) • void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble farVal) • void glGenBuffers(GLsizei n,GLuint * buffers) • GLuint glGenLists(GLsizei range) • void glGenQueries(GLsizei n,GLuint * ids) • void glGenTextures(GLsizei n,GLuint * textures) • void glGetBooleanv(GLenum pname,GLboolean * params) • void glGetDoublev(GLenum pname,GLdouble * params) • void glGetFloatv(GLenum pname,GLfloat * params) • void glGetIntegerv(GLenum pname,GLint * params) • void glGetActiveAttrib(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name) • void glGetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name) • void glGetAttachedShaders(GLuint program,GLsizei maxCount,GLsizei *count,GLuint *shaders) • GLint glGetAttribLocation(GLuint program,const GLchar *name) • void glGetBufferParameteriv(GLenum target,GLenum value,GLint * data) • void glGetBufferPointerv(GLenum target,GLenum pname,GLvoid ** params) • void glGetBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,GLvoid * data) • void glGetClipPlane(GLenum plane,GLdouble * equation) • void glGetColorTable(GLenum target,GLenum format,GLenum type,GLvoid * table) • void glGetColorTableParameterfv(GLenum target,GLenum pname,GLfloat * params) • void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params) 1556
  • 10. Ring Documentation, Release 1.10 • void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img) • void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image) • void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLfloat * params) • void glGetConvolutionParameteriv(GLenum target,GLenum pname,GLint * params) • GLenum glGetError(void) • void glGetHistogram(GLenum target,GLboolean reset,GLenum format,GLenum type,GLvoid * values) • void glGetHistogramParameterfv(GLenum target,GLenum pname,GLfloat * params) • void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params) • void glGetLightfv(GLenum light,GLenum pname,GLfloat * params) • void glGetLightiv(GLenum light,GLenum pname,GLint * params) • void glGetMapdv(GLenum target,GLenum query,GLdouble * v) • void glGetMapfv(GLenum target,GLenum query,GLfloat * v) • void glGetMapiv(GLenum target,GLenum query,GLint * v) • void glGetMaterialfv(GLenum face,GLenum pname,GLfloat * params) • void glGetMaterialiv(GLenum face,GLenum pname,GLint * params) • void glGetMinmax(GLenum target,GLboolean reset,GLenum format,GLenum types,GLvoid * values) • void glGetMinmaxParameterfv(GLenum target,GLenum pname,GLfloat * params) • void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params) • void glGetPixelMapfv(GLenum map,GLfloat * data) • void glGetPixelMapuiv(GLenum map,GLuint * data) • void glGetPixelMapusv(GLenum map,GLushort * data) • void glGetPointerv(GLenum pname,GLvoid ** params) • void glGetPolygonStipple(GLubyte * pattern) • void glGetProgramiv(GLuint program,GLenum pname,GLint *params) • void glGetProgramInfoLog(GLuint program,GLsizei maxLength,GLsizei *length,GLchar *infoLog) • void glGetQueryObjectiv(GLuint id,GLenum pname,GLint * params) • void glGetQueryObjectuiv(GLuint id,GLenum pname,GLuint * params) • void glGetQueryiv(GLenum target,GLenum pname,GLint * params) • void glGetSeparableFilter(GLenum target,GLenum format,GLenum type,GLvoid * row,GLvoid * col- umn,GLvoid * span) • void glGetShaderiv(GLuint shader,GLenum pname,GLint *params) • void glGetShaderInfoLog(GLuint shader,GLsizei maxLength,GLsizei *length,GLchar *infoLog) • void glGetShaderSource(GLuint shader,GLsizei bufSize,GLsizei *length,GLchar *source) • const GLubyte* glGetString(GLenum name) • void glGetTexEnvfv(GLenum target,GLenum pname,GLfloat * params) • void glGetTexEnviv(GLenum target,GLenum pname,GLint * params) 1557