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Ring Documentation, Release 1.10
‱ 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,GLïŹ‚oat * params)
‱ void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params)
‱ void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img)
‱ void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image)
‱ void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLïŹ‚oat * 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,GLïŹ‚oat * params)
‱ void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params)
‱ void glGetLightfv(GLenum light,GLenum pname,GLïŹ‚oat * params)
‱ void glGetLightiv(GLenum light,GLenum pname,GLint * params)
‱ void glGetMapdv(GLenum target,GLenum query,GLdouble * v)
‱ void glGetMapfv(GLenum target,GLenum query,GLïŹ‚oat * v)
‱ void glGetMapiv(GLenum target,GLenum query,GLint * v)
‱ void glGetMaterialfv(GLenum face,GLenum pname,GLïŹ‚oat * 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,GLïŹ‚oat * params)
‱ void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params)
‱ void glGetPixelMapfv(GLenum map,GLïŹ‚oat * 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)
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Ring Documentation, Release 1.10
‱ 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,GLïŹ‚oat * params)
‱ void glGetTexEnviv(GLenum target,GLenum pname,GLint * params)
‱ void glGetTexGendv(GLenum coord,GLenum pname,GLdouble * params)
‱ void glGetTexGenfv(GLenum coord,GLenum pname,GLïŹ‚oat * params)
‱ void glGetTexGeniv(GLenum coord,GLenum pname,GLint * params)
‱ void glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid * img)
‱ void glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLïŹ‚oat * params)
‱ void glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint * params)
‱ void glGetTexParameterfv(GLenum target,GLenum pname,GLïŹ‚oat * params)
‱ void glGetTexParameteriv(GLenum target,GLenum pname,GLint * params)
‱ void glGetUniformfv(GLuint program,GLint location,GLïŹ‚oat *params)
‱ void glGetUniformiv(GLuint program,GLint location,GLint *params)
‱ GLint glGetUniformLocation(GLuint program,const GLchar *name)
‱ void glGetVertexAttribdv(GLuint index,GLenum pname,GLdouble *params)
‱ void glGetVertexAttribfv(GLuint index,GLenum pname,GLïŹ‚oat *params)
‱ void glGetVertexAttribiv(GLuint index,GLenum pname,GLint *params)
‱ void glGetVertexAttribPointerv(GLuint index,GLenum pname,GLvoid **pointer)
‱ void glHint(GLenum target,GLenum mode)
‱ void glHistogram(GLenum target,GLsizei width,GLenum internalformat,GLboolean sink)
‱ void glIndexs(GLshort c)
‱ void glIndexi(GLint c)
‱ void glIndexf(GLïŹ‚oat c)
‱ void glIndexd(GLdouble c)
‱ void glIndexub(GLubyte c)
‱ void glIndexsv(const GLshort * c)
‱ void glIndexiv(const GLint * c)
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Ring Documentation, Release 1.10
‱ void glIndexfv(const GLïŹ‚oat * c)
‱ void glIndexdv(const GLdouble * c)
‱ void glIndexubv(const GLubyte * c)
‱ void glIndexMask(GLuint mask)
‱ void glIndexPointer(GLenum type,GLsizei stride,const GLvoid * pointer)
‱ void glInitNames(void)
‱ void glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid * pointer)
‱ GLboolean glIsBuffer(GLuint buffer)
‱ GLboolean glIsEnabled(GLenum cap)
‱ GLboolean glIsList(GLuint list)
‱ GLboolean glIsProgram(GLuint program)
‱ GLboolean glIsQuery(GLuint id)
‱ GLboolean glIsShader(GLuint shader)
‱ GLboolean glIsTexture(GLuint texture)
‱ void glLightf(GLenum light,GLenum pname,GLïŹ‚oat param)
‱ void glLighti(GLenum light,GLenum pname,GLint param)
‱ void glLightfv(GLenum light,GLenum pname,const GLïŹ‚oat * params)
‱ void glLightiv(GLenum light,GLenum pname,const GLint * params)
‱ void glLightModelf(GLenum pname,GLïŹ‚oat param)
‱ void glLightModeli(GLenum pname,GLint param)
‱ void glLightModelfv(GLenum pname,const GLïŹ‚oat * params)
‱ void glLightModeliv(GLenum pname,const GLint * params)
‱ void glLineStipple(GLint factor,GLushort pattern)
‱ void glLineWidth(GLïŹ‚oat width)
‱ void glLinkProgram(GLuint program)
‱ void glListBase(GLuint base)
‱ void glLoadIdentity(void)
‱ void glLoadMatrixd(const GLdouble * m)
‱ void glLoadMatrixf(const GLïŹ‚oat * m)
‱ void glLoadName(GLuint name)
‱ void glLoadTransposeMatrixd(const GLdouble * m)
‱ void glLoadTransposeMatrixf(const GLïŹ‚oat * m)
‱ void glLogicOp(GLenum opcode)
‱ void glMap1f(GLenum target,GLïŹ‚oat u1,GLïŹ‚oat u2,GLint stride,GLint order,const GLïŹ‚oat * points)
‱ void glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble * points)
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Ring Documentation, Release 1.10
‱ void glMap2f(GLenum target,GLïŹ‚oat u1,GLïŹ‚oat u2,GLint ustride,GLint uorder,GLïŹ‚oat v1,GLïŹ‚oat v2,GLint
vstride,GLint vorder,const GLïŹ‚oat * points)
‱ void glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble
v2,GLint vstride,GLint vorder,const GLdouble * points)
‱ void * glMapBuffer(GLenum target,GLenum access)
‱ void glMapGrid1d(GLint un,GLdouble u1,GLdouble u2)
‱ void glMapGrid1f(GLint un,GLïŹ‚oat u1,GLïŹ‚oat u2)
‱ void glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2)
‱ void glMapGrid2f(GLint un,GLïŹ‚oat u1,GLïŹ‚oat u2,GLint vn,GLïŹ‚oat v1,GLïŹ‚oat v2)
‱ void glMaterialf(GLenum face,GLenum pname,GLïŹ‚oat param)
‱ void glMateriali(GLenum face,GLenum pname,GLint param)
‱ void glMatrixMode(GLenum mode)
‱ void glMinmax(GLenum target,GLenum internalformat,GLboolean sink)
‱ void glMultMatrixd(const GLdouble * m)
‱ void glMultMatrixf(const GLïŹ‚oat * m)
‱ void glMultTransposeMatrixd(const GLdouble * m)
‱ void glMultTransposeMatrixf(const GLïŹ‚oat * m)
‱ void glMultiDrawArrays(GLenum mode,GLint * ïŹrst,GLsizei * count,GLsizei primcount)
‱ void glMultiDrawElements(GLenum mode,const GLsizei * count,GLenum type,const GLvoid ** in-
dices,GLsizei primcount)
‱ void glMultiTexCoord1s(GLenum target,GLshort s)
‱ void glMultiTexCoord1i(GLenum target,GLint s)
‱ void glMultiTexCoord1f(GLenum target,GLïŹ‚oat s)
‱ void glMultiTexCoord1d(GLenum target,GLdouble s)
‱ void glMultiTexCoord2s(GLenum target,GLshort s,GLshort t)
‱ void glMultiTexCoord2i(GLenum target,GLint s,GLint t)
‱ void glMultiTexCoord2f(GLenum target,GLïŹ‚oat s,GLïŹ‚oat t)
‱ void glMultiTexCoord2d(GLenum target,GLdouble s,GLdouble t)
‱ void glMultiTexCoord3s(GLenum target,GLshort s,GLshort t,GLshort r)
‱ void glMultiTexCoord3i(GLenum target,GLint s,GLint t,GLint r)
‱ void glMultiTexCoord3f(GLenum target,GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r)
‱ void glMultiTexCoord3d(GLenum target,GLdouble s,GLdouble t,GLdouble r)
‱ void glMultiTexCoord4s(GLenum target,GLshort s,GLshort t,GLshort r,GLshort q)
‱ void glMultiTexCoord4i(GLenum target,GLint s,GLint t,GLint r,GLint q)
‱ void glMultiTexCoord4f(GLenum target,GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r,GLïŹ‚oat q)
‱ void glMultiTexCoord4d(GLenum target,GLdouble s,GLdouble t,GLdouble r,GLdouble q)
‱ void glMultiTexCoord1sv(GLenum target,const GLshort * v)
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Ring Documentation, Release 1.10
‱ void glMultiTexCoord1iv(GLenum target,const GLint * v)
‱ void glMultiTexCoord1fv(GLenum target,const GLïŹ‚oat * v)
‱ void glMultiTexCoord1dv(GLenum target,const GLdouble * v)
‱ void glMultiTexCoord2sv(GLenum target,const GLshort * v)
‱ void glMultiTexCoord2iv(GLenum target,const GLint * v)
‱ void glMultiTexCoord2fv(GLenum target,const GLïŹ‚oat * v)
‱ void glMultiTexCoord2dv(GLenum target,const GLdouble * v)
‱ void glMultiTexCoord3sv(GLenum target,const GLshort * v)
‱ void glMultiTexCoord3iv(GLenum target,const GLint * v)
‱ void glMultiTexCoord3fv(GLenum target,const GLïŹ‚oat * v)
‱ void glMultiTexCoord3dv(GLenum target,const GLdouble * v)
‱ void glMultiTexCoord4sv(GLenum target,const GLshort * v)
‱ void glMultiTexCoord4iv(GLenum target,const GLint * v)
‱ void glMultiTexCoord4fv(GLenum target,const GLïŹ‚oat * v)
‱ void glMultiTexCoord4dv(GLenum target,const GLdouble * v)
‱ void glNewList(GLuint list,GLenum mode)
‱ void glNormal3b(GLbyte nx,GLbyte ny,GLbyte nz)
‱ void glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz)
‱ void glNormal3f(GLïŹ‚oat nx,GLïŹ‚oat ny,GLïŹ‚oat nz)
‱ void glNormal3i(GLint nx,GLint ny,GLint nz)
‱ void glNormal3s(GLshort nx,GLshort ny,GLshort nz)
‱ void glNormal3bv(const GLbyte * v)
‱ void glNormal3dv(const GLdouble * v)
‱ void glNormal3fv(const GLïŹ‚oat * v)
‱ void glNormal3iv(const GLint * v)
‱ void glNormal3sv(const GLshort * v)
‱ void glNormalPointer(GLenum type,GLsizei stride,const GLvoid * pointer)
‱ void glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble far-
Val)
‱ void glPassThrough(GLïŹ‚oat token)
‱ void glPixelMapfv(GLenum map,GLsizei mapsize,const GLïŹ‚oat * values)
‱ void glPixelMapuiv(GLenum map,GLsizei mapsize,const GLuint * values)
‱ void glPixelMapusv(GLenum map,GLsizei mapsize,const GLushort * values)
‱ void glPixelStoref(GLenum pname,GLïŹ‚oat param)
‱ void glPixelStorei(GLenum pname,GLint param)
‱ void glPixelTransferf(GLenum pname,GLïŹ‚oat param)
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Ring Documentation, Release 1.10
‱ void glPixelTransferi(GLenum pname,GLint param)
‱ void glPixelZoom(GLïŹ‚oat xfactor,GLïŹ‚oat yfactor)
‱ void glPointParameterf(GLenum pname,GLïŹ‚oat param)
‱ void glPointParameteri(GLenum pname,GLint param)
‱ void glPointSize(GLïŹ‚oat size)
‱ void glPolygonMode(GLenum face,GLenum mode)
‱ void glPolygonOffset(GLïŹ‚oat factor,GLïŹ‚oat units)
‱ void glPolygonStipple(const GLubyte * pattern)
‱ void glPushAttrib(GLbitïŹeld mask)
‱ void glPushClientAttrib(GLbitïŹeld mask)
‱ void glPushMatrix(void)
‱ void glPushName(GLuint name)
‱ void glPrioritizeTextures(GLsizei n,const GLuint * textures,const GLclampf * priorities)
‱ void glPopMatrix(void)
‱ void glRasterPos2s(GLshort x,GLshort y)
‱ void glRasterPos2i(GLint x,GLint y)
‱ void glRasterPos2f(GLïŹ‚oat x,GLïŹ‚oat y)
‱ void glRasterPos2d(GLdouble x,GLdouble y)
‱ void glRasterPos3s(GLshort x,GLshort y,GLshort z)
‱ void glRasterPos3i(GLint x,GLint y,GLint z)
‱ void glRasterPos3f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z)
‱ void glRasterPos3d(GLdouble x,GLdouble y,GLdouble z)
‱ void glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w)
‱ void glRasterPos4i(GLint x,GLint y,GLint z,GLint w)
‱ void glRasterPos4f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z,GLïŹ‚oat w)
‱ void glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)
‱ void glReadBuffer(GLenum mode)
‱ void glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid * data)
‱ void glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2)
‱ void glRectf(GLïŹ‚oat x1,GLïŹ‚oat y1,GLïŹ‚oat x2,GLïŹ‚oat y2)
‱ void glRecti(GLint x1,GLint y1,GLint x2,GLint y2)
‱ void glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2)
‱ void glRectdv(const GLdouble * v1,const GLdouble * v2)
‱ void glRectfv(const GLïŹ‚oat * v1,const GLïŹ‚oat * v2)
‱ void glRectiv(const GLint * v1,const GLint * v2)
‱ void glRectsv(const GLshort * v1,const GLshort * v2)
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Ring Documentation, Release 1.10
‱ GLint glRenderMode(GLenum mode)
‱ void glResetHistogram(GLenum target)
‱ void glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z)
‱ void glRotatef(GLïŹ‚oat angle,GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z)
‱ void glSampleCoverage(GLclampf value,GLboolean invert)
‱ void glScaled(GLdouble x,GLdouble y,GLdouble z)
‱ void glScalef(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z)
‱ void glScissor(GLint x,GLint y,GLsizei width,GLsizei height)
‱ void glSecondaryColor3b(GLbyte red,GLbyte green,GLbyte blue)
‱ void glSecondaryColor3s(GLshort red,GLshort green,GLshort blue)
‱ void glSecondaryColor3i(GLint red,GLint green,GLint blue)
‱ void glSecondaryColor3f(GLïŹ‚oat red,GLïŹ‚oat green,GLïŹ‚oat blue)
‱ void glSecondaryColor3d(GLdouble red,GLdouble green,GLdouble blue)
‱ void glSecondaryColor3ub(GLubyte red,GLubyte green,GLubyte blue)
‱ void glSecondaryColor3us(GLushort red,GLushort green,GLushort blue)
‱ void glSecondaryColor3ui(GLuint red,GLuint green,GLuint blue)
‱ void glSecondaryColor3bv(const GLbyte * v)
‱ void glSecondaryColor3sv(const GLshort * v)
‱ void glSecondaryColor3iv(const GLint * v)
‱ void glSecondaryColor3fv(const GLïŹ‚oat * v)
‱ void glSecondaryColor3dv(const GLdouble * v)
‱ void glSecondaryColor3ubv(const GLubyte * v)
‱ void glSecondaryColor3usv(const GLushort * v)
‱ void glSecondaryColor3uiv(const GLuint * v)
‱ void glSecondaryColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
‱ void glSelectBuffer(GLsizei size,GLuint * buffer)
‱ void glSeparableFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum for-
mat,GLenum type,const GLvoid * row,const GLvoid * column)
‱ void glShadeModel(GLenum mode)
‱ void glShaderSource(GLuint shader,GLsizei count,const GLchar **string,const GLint *length)
‱ void glStencilFunc(GLenum func,GLint ref,GLuint mask)
‱ void glStencilFuncSeparate(GLenum face,GLenum func,GLint ref,GLuint mask)
‱ void glStencilMask(GLuint mask)
‱ void glStencilMaskSeparate(GLenum face,GLuint mask)
‱ void glStencilOp(GLenum sfail,GLenum dpfail,GLenum dppass)
‱ void glStencilOpSeparate(GLenum face,GLenum sfail,GLenum dpfail,GLenum dppass)
1984
Ring Documentation, Release 1.10
‱ void glTexCoord1s(GLshort s)
‱ void glTexCoord1i(GLint s)
‱ void glTexCoord1f(GLïŹ‚oat s)
‱ void glTexCoord1d(GLdouble s)
‱ void glTexCoord2s(GLshort s,GLshort t)
‱ void glTexCoord2i(GLint s,GLint t)
‱ void glTexCoord2f(GLïŹ‚oat s,GLïŹ‚oat t)
‱ void glTexCoord2d(GLdouble s,GLdouble t)
‱ void glTexCoord3s(GLshort s,GLshort t,GLshort r)
‱ void glTexCoord3i(GLint s,GLint t,GLint r)
‱ void glTexCoord3f(GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r)
‱ void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r)
‱ void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q)
‱ void glTexCoord4i(GLint s,GLint t,GLint r,GLint q)
‱ void glTexCoord4f(GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r,GLïŹ‚oat q)
‱ void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q)
‱ void glTexCoord1sv(const GLshort * v)
‱ void glTexCoord1iv(const GLint * v)
‱ void glTexCoord1fv(const GLïŹ‚oat * v)
‱ void glTexCoord1dv(const GLdouble * v)
‱ void glTexCoord2sv(const GLshort * v)
‱ void glTexCoord2iv(const GLint * v)
‱ void glTexCoord2fv(const GLïŹ‚oat * v)
‱ void glTexCoord2dv(const GLdouble * v)
‱ void glTexCoord3sv(const GLshort * v)
‱ void glTexCoord3iv(const GLint * v)
‱ void glTexCoord3fv(const GLïŹ‚oat * v)
‱ void glTexCoord3dv(const GLdouble * v)
‱ void glTexCoord4sv(const GLshort * v)
‱ void glTexCoord4iv(const GLint * v)
‱ void glTexCoord4fv(const GLïŹ‚oat * v)
‱ void glTexCoord4dv(const GLdouble * v)
‱ void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
‱ void glTexEnvf(GLenum target,GLenum pname,GLïŹ‚oat param)
‱ void glTexEnvi(GLenum target,GLenum pname,GLint param)
‱ void glTexGeni(GLenum coord,GLenum pname,GLint param)
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Ring Documentation, Release 1.10
‱ void glTexGenf(GLenum coord,GLenum pname,GLïŹ‚oat param)
‱ void glTexGend(GLenum coord,GLenum pname,GLdouble param)
‱ void glTexGeniv(GLenum coord,GLenum pname,const GLint * params)
‱ void glTexGenfv(GLenum coord,GLenum pname,const GLïŹ‚oat * params)
‱ void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params)
‱ void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum
format,GLenum type,const GLvoid * data)
‱ void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint bor-
der,GLenum format,GLenum type,const GLvoid * data)
‱ void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei
depth,GLint border,GLenum format,GLenum type,const GLvoid * data)
‱ void glTexParameterf(GLenum target,GLenum pname,GLïŹ‚oat param)
‱ void glTexParameteri(GLenum target,GLenum pname,GLint param)
‱ void glTexParameterfv(GLenum target,GLenum pname,const GLïŹ‚oat * params)
‱ void glTexParameteriv(GLenum target,GLenum pname,const GLint * params)
‱ void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum
type,const GLvoid * data)
‱ void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei
height,GLenum format,GLenum type,const GLvoid * data)
‱ void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei
width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data)
‱ void glTranslated(GLdouble x,GLdouble y,GLdouble z)
‱ void glTranslatef(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z)
‱ void glUniform1f(GLint location,GLïŹ‚oat v0)
‱ void glUniform2f(GLint location,GLïŹ‚oat v0,GLïŹ‚oat v1)
‱ void glUniform3f(GLint location,GLïŹ‚oat v0,GLïŹ‚oat v1,GLïŹ‚oat v2)
‱ void glUniform4f(GLint location,GLïŹ‚oat v0,GLïŹ‚oat v1,GLïŹ‚oat v2,GLïŹ‚oat v3)
‱ void glUniform1i(GLint location,GLint v0)
‱ void glUniform2i(GLint location,GLint v0,GLint v1)
‱ void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2)
‱ void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3)
‱ void glUniform1fv(GLint location,GLsizei count,const GLïŹ‚oat *value)
‱ void glUniform2fv(GLint location,GLsizei count,const GLïŹ‚oat *value)
‱ void glUniform3fv(GLint location,GLsizei count,const GLïŹ‚oat *value)
‱ void glUniform4fv(GLint location,GLsizei count,const GLïŹ‚oat *value)
‱ void glUniform1iv(GLint location,GLsizei count,const GLint *value)
‱ void glUniform2iv(GLint location,GLsizei count,const GLint *value)
‱ void glUniform3iv(GLint location,GLsizei count,const GLint *value)
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Ring Documentation, Release 1.10
‱ void glUniform4iv(GLint location,GLsizei count,const GLint *value)
‱ void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value)
‱ void glUseProgram(GLuint program)
‱ void glValidateProgram(GLuint program)
‱ void glVertex2s(GLshort x,GLshort y)
‱ void glVertex2i(GLint x,GLint y)
‱ void glVertex2f(GLïŹ‚oat x,GLïŹ‚oat y)
‱ void glVertex2d(GLdouble x,GLdouble y)
‱ void glVertex3s(GLshort x,GLshort y,GLshort z)
‱ void glVertex3i(GLint x,GLint y,GLint z)
‱ void glVertex3f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z)
‱ void glVertex3d(GLdouble x,GLdouble y,GLdouble z)
‱ void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w)
‱ void glVertex4i(GLint x,GLint y,GLint z,GLint w)
‱ void glVertex4f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z,GLïŹ‚oat w)
‱ void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)
‱ void glVertex2sv(const GLshort * v)
‱ void glVertex2iv(const GLint * v)
‱ void glVertex2fv(const GLïŹ‚oat * v)
‱ void glVertex2dv(const GLdouble * v)
‱ void glVertex3sv(const GLshort * v)
‱ void glVertex3iv(const GLint * v)
‱ void glVertex3fv(const GLïŹ‚oat * v)
‱ void glVertex3dv(const GLdouble * v)
‱ void glVertex4sv(const GLshort * v)
‱ void glVertex4iv(const GLint * v)
‱ void glVertex4fv(const GLïŹ‚oat * v)
‱ void glVertex4dv(const GLdouble * v)
1987

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The Ring programming language version 1.10 book - Part 202 of 212

  • 1. Ring Documentation, Release 1.10 ‱ 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,GLïŹ‚oat * params) ‱ void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params) ‱ void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img) ‱ void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image) ‱ void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLïŹ‚oat * 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,GLïŹ‚oat * params) ‱ void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params) ‱ void glGetLightfv(GLenum light,GLenum pname,GLïŹ‚oat * params) ‱ void glGetLightiv(GLenum light,GLenum pname,GLint * params) ‱ void glGetMapdv(GLenum target,GLenum query,GLdouble * v) ‱ void glGetMapfv(GLenum target,GLenum query,GLïŹ‚oat * v) ‱ void glGetMapiv(GLenum target,GLenum query,GLint * v) ‱ void glGetMaterialfv(GLenum face,GLenum pname,GLïŹ‚oat * 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,GLïŹ‚oat * params) ‱ void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params) ‱ void glGetPixelMapfv(GLenum map,GLïŹ‚oat * 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) 1978
  • 2. Ring Documentation, Release 1.10 ‱ 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,GLïŹ‚oat * params) ‱ void glGetTexEnviv(GLenum target,GLenum pname,GLint * params) ‱ void glGetTexGendv(GLenum coord,GLenum pname,GLdouble * params) ‱ void glGetTexGenfv(GLenum coord,GLenum pname,GLïŹ‚oat * params) ‱ void glGetTexGeniv(GLenum coord,GLenum pname,GLint * params) ‱ void glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid * img) ‱ void glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLïŹ‚oat * params) ‱ void glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint * params) ‱ void glGetTexParameterfv(GLenum target,GLenum pname,GLïŹ‚oat * params) ‱ void glGetTexParameteriv(GLenum target,GLenum pname,GLint * params) ‱ void glGetUniformfv(GLuint program,GLint location,GLïŹ‚oat *params) ‱ void glGetUniformiv(GLuint program,GLint location,GLint *params) ‱ GLint glGetUniformLocation(GLuint program,const GLchar *name) ‱ void glGetVertexAttribdv(GLuint index,GLenum pname,GLdouble *params) ‱ void glGetVertexAttribfv(GLuint index,GLenum pname,GLïŹ‚oat *params) ‱ void glGetVertexAttribiv(GLuint index,GLenum pname,GLint *params) ‱ void glGetVertexAttribPointerv(GLuint index,GLenum pname,GLvoid **pointer) ‱ void glHint(GLenum target,GLenum mode) ‱ void glHistogram(GLenum target,GLsizei width,GLenum internalformat,GLboolean sink) ‱ void glIndexs(GLshort c) ‱ void glIndexi(GLint c) ‱ void glIndexf(GLïŹ‚oat c) ‱ void glIndexd(GLdouble c) ‱ void glIndexub(GLubyte c) ‱ void glIndexsv(const GLshort * c) ‱ void glIndexiv(const GLint * c) 1979
  • 3. Ring Documentation, Release 1.10 ‱ void glIndexfv(const GLïŹ‚oat * c) ‱ void glIndexdv(const GLdouble * c) ‱ void glIndexubv(const GLubyte * c) ‱ void glIndexMask(GLuint mask) ‱ void glIndexPointer(GLenum type,GLsizei stride,const GLvoid * pointer) ‱ void glInitNames(void) ‱ void glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid * pointer) ‱ GLboolean glIsBuffer(GLuint buffer) ‱ GLboolean glIsEnabled(GLenum cap) ‱ GLboolean glIsList(GLuint list) ‱ GLboolean glIsProgram(GLuint program) ‱ GLboolean glIsQuery(GLuint id) ‱ GLboolean glIsShader(GLuint shader) ‱ GLboolean glIsTexture(GLuint texture) ‱ void glLightf(GLenum light,GLenum pname,GLïŹ‚oat param) ‱ void glLighti(GLenum light,GLenum pname,GLint param) ‱ void glLightfv(GLenum light,GLenum pname,const GLïŹ‚oat * params) ‱ void glLightiv(GLenum light,GLenum pname,const GLint * params) ‱ void glLightModelf(GLenum pname,GLïŹ‚oat param) ‱ void glLightModeli(GLenum pname,GLint param) ‱ void glLightModelfv(GLenum pname,const GLïŹ‚oat * params) ‱ void glLightModeliv(GLenum pname,const GLint * params) ‱ void glLineStipple(GLint factor,GLushort pattern) ‱ void glLineWidth(GLïŹ‚oat width) ‱ void glLinkProgram(GLuint program) ‱ void glListBase(GLuint base) ‱ void glLoadIdentity(void) ‱ void glLoadMatrixd(const GLdouble * m) ‱ void glLoadMatrixf(const GLïŹ‚oat * m) ‱ void glLoadName(GLuint name) ‱ void glLoadTransposeMatrixd(const GLdouble * m) ‱ void glLoadTransposeMatrixf(const GLïŹ‚oat * m) ‱ void glLogicOp(GLenum opcode) ‱ void glMap1f(GLenum target,GLïŹ‚oat u1,GLïŹ‚oat u2,GLint stride,GLint order,const GLïŹ‚oat * points) ‱ void glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble * points) 1980
  • 4. Ring Documentation, Release 1.10 ‱ void glMap2f(GLenum target,GLïŹ‚oat u1,GLïŹ‚oat u2,GLint ustride,GLint uorder,GLïŹ‚oat v1,GLïŹ‚oat v2,GLint vstride,GLint vorder,const GLïŹ‚oat * points) ‱ void glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble * points) ‱ void * glMapBuffer(GLenum target,GLenum access) ‱ void glMapGrid1d(GLint un,GLdouble u1,GLdouble u2) ‱ void glMapGrid1f(GLint un,GLïŹ‚oat u1,GLïŹ‚oat u2) ‱ void glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2) ‱ void glMapGrid2f(GLint un,GLïŹ‚oat u1,GLïŹ‚oat u2,GLint vn,GLïŹ‚oat v1,GLïŹ‚oat v2) ‱ void glMaterialf(GLenum face,GLenum pname,GLïŹ‚oat param) ‱ void glMateriali(GLenum face,GLenum pname,GLint param) ‱ void glMatrixMode(GLenum mode) ‱ void glMinmax(GLenum target,GLenum internalformat,GLboolean sink) ‱ void glMultMatrixd(const GLdouble * m) ‱ void glMultMatrixf(const GLïŹ‚oat * m) ‱ void glMultTransposeMatrixd(const GLdouble * m) ‱ void glMultTransposeMatrixf(const GLïŹ‚oat * m) ‱ void glMultiDrawArrays(GLenum mode,GLint * ïŹrst,GLsizei * count,GLsizei primcount) ‱ void glMultiDrawElements(GLenum mode,const GLsizei * count,GLenum type,const GLvoid ** in- dices,GLsizei primcount) ‱ void glMultiTexCoord1s(GLenum target,GLshort s) ‱ void glMultiTexCoord1i(GLenum target,GLint s) ‱ void glMultiTexCoord1f(GLenum target,GLïŹ‚oat s) ‱ void glMultiTexCoord1d(GLenum target,GLdouble s) ‱ void glMultiTexCoord2s(GLenum target,GLshort s,GLshort t) ‱ void glMultiTexCoord2i(GLenum target,GLint s,GLint t) ‱ void glMultiTexCoord2f(GLenum target,GLïŹ‚oat s,GLïŹ‚oat t) ‱ void glMultiTexCoord2d(GLenum target,GLdouble s,GLdouble t) ‱ void glMultiTexCoord3s(GLenum target,GLshort s,GLshort t,GLshort r) ‱ void glMultiTexCoord3i(GLenum target,GLint s,GLint t,GLint r) ‱ void glMultiTexCoord3f(GLenum target,GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r) ‱ void glMultiTexCoord3d(GLenum target,GLdouble s,GLdouble t,GLdouble r) ‱ void glMultiTexCoord4s(GLenum target,GLshort s,GLshort t,GLshort r,GLshort q) ‱ void glMultiTexCoord4i(GLenum target,GLint s,GLint t,GLint r,GLint q) ‱ void glMultiTexCoord4f(GLenum target,GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r,GLïŹ‚oat q) ‱ void glMultiTexCoord4d(GLenum target,GLdouble s,GLdouble t,GLdouble r,GLdouble q) ‱ void glMultiTexCoord1sv(GLenum target,const GLshort * v) 1981
  • 5. Ring Documentation, Release 1.10 ‱ void glMultiTexCoord1iv(GLenum target,const GLint * v) ‱ void glMultiTexCoord1fv(GLenum target,const GLïŹ‚oat * v) ‱ void glMultiTexCoord1dv(GLenum target,const GLdouble * v) ‱ void glMultiTexCoord2sv(GLenum target,const GLshort * v) ‱ void glMultiTexCoord2iv(GLenum target,const GLint * v) ‱ void glMultiTexCoord2fv(GLenum target,const GLïŹ‚oat * v) ‱ void glMultiTexCoord2dv(GLenum target,const GLdouble * v) ‱ void glMultiTexCoord3sv(GLenum target,const GLshort * v) ‱ void glMultiTexCoord3iv(GLenum target,const GLint * v) ‱ void glMultiTexCoord3fv(GLenum target,const GLïŹ‚oat * v) ‱ void glMultiTexCoord3dv(GLenum target,const GLdouble * v) ‱ void glMultiTexCoord4sv(GLenum target,const GLshort * v) ‱ void glMultiTexCoord4iv(GLenum target,const GLint * v) ‱ void glMultiTexCoord4fv(GLenum target,const GLïŹ‚oat * v) ‱ void glMultiTexCoord4dv(GLenum target,const GLdouble * v) ‱ void glNewList(GLuint list,GLenum mode) ‱ void glNormal3b(GLbyte nx,GLbyte ny,GLbyte nz) ‱ void glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz) ‱ void glNormal3f(GLïŹ‚oat nx,GLïŹ‚oat ny,GLïŹ‚oat nz) ‱ void glNormal3i(GLint nx,GLint ny,GLint nz) ‱ void glNormal3s(GLshort nx,GLshort ny,GLshort nz) ‱ void glNormal3bv(const GLbyte * v) ‱ void glNormal3dv(const GLdouble * v) ‱ void glNormal3fv(const GLïŹ‚oat * v) ‱ void glNormal3iv(const GLint * v) ‱ void glNormal3sv(const GLshort * v) ‱ void glNormalPointer(GLenum type,GLsizei stride,const GLvoid * pointer) ‱ void glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble far- Val) ‱ void glPassThrough(GLïŹ‚oat token) ‱ void glPixelMapfv(GLenum map,GLsizei mapsize,const GLïŹ‚oat * values) ‱ void glPixelMapuiv(GLenum map,GLsizei mapsize,const GLuint * values) ‱ void glPixelMapusv(GLenum map,GLsizei mapsize,const GLushort * values) ‱ void glPixelStoref(GLenum pname,GLïŹ‚oat param) ‱ void glPixelStorei(GLenum pname,GLint param) ‱ void glPixelTransferf(GLenum pname,GLïŹ‚oat param) 1982
  • 6. Ring Documentation, Release 1.10 ‱ void glPixelTransferi(GLenum pname,GLint param) ‱ void glPixelZoom(GLïŹ‚oat xfactor,GLïŹ‚oat yfactor) ‱ void glPointParameterf(GLenum pname,GLïŹ‚oat param) ‱ void glPointParameteri(GLenum pname,GLint param) ‱ void glPointSize(GLïŹ‚oat size) ‱ void glPolygonMode(GLenum face,GLenum mode) ‱ void glPolygonOffset(GLïŹ‚oat factor,GLïŹ‚oat units) ‱ void glPolygonStipple(const GLubyte * pattern) ‱ void glPushAttrib(GLbitïŹeld mask) ‱ void glPushClientAttrib(GLbitïŹeld mask) ‱ void glPushMatrix(void) ‱ void glPushName(GLuint name) ‱ void glPrioritizeTextures(GLsizei n,const GLuint * textures,const GLclampf * priorities) ‱ void glPopMatrix(void) ‱ void glRasterPos2s(GLshort x,GLshort y) ‱ void glRasterPos2i(GLint x,GLint y) ‱ void glRasterPos2f(GLïŹ‚oat x,GLïŹ‚oat y) ‱ void glRasterPos2d(GLdouble x,GLdouble y) ‱ void glRasterPos3s(GLshort x,GLshort y,GLshort z) ‱ void glRasterPos3i(GLint x,GLint y,GLint z) ‱ void glRasterPos3f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z) ‱ void glRasterPos3d(GLdouble x,GLdouble y,GLdouble z) ‱ void glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w) ‱ void glRasterPos4i(GLint x,GLint y,GLint z,GLint w) ‱ void glRasterPos4f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z,GLïŹ‚oat w) ‱ void glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w) ‱ void glReadBuffer(GLenum mode) ‱ void glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid * data) ‱ void glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2) ‱ void glRectf(GLïŹ‚oat x1,GLïŹ‚oat y1,GLïŹ‚oat x2,GLïŹ‚oat y2) ‱ void glRecti(GLint x1,GLint y1,GLint x2,GLint y2) ‱ void glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2) ‱ void glRectdv(const GLdouble * v1,const GLdouble * v2) ‱ void glRectfv(const GLïŹ‚oat * v1,const GLïŹ‚oat * v2) ‱ void glRectiv(const GLint * v1,const GLint * v2) ‱ void glRectsv(const GLshort * v1,const GLshort * v2) 1983
  • 7. Ring Documentation, Release 1.10 ‱ GLint glRenderMode(GLenum mode) ‱ void glResetHistogram(GLenum target) ‱ void glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z) ‱ void glRotatef(GLïŹ‚oat angle,GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z) ‱ void glSampleCoverage(GLclampf value,GLboolean invert) ‱ void glScaled(GLdouble x,GLdouble y,GLdouble z) ‱ void glScalef(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z) ‱ void glScissor(GLint x,GLint y,GLsizei width,GLsizei height) ‱ void glSecondaryColor3b(GLbyte red,GLbyte green,GLbyte blue) ‱ void glSecondaryColor3s(GLshort red,GLshort green,GLshort blue) ‱ void glSecondaryColor3i(GLint red,GLint green,GLint blue) ‱ void glSecondaryColor3f(GLïŹ‚oat red,GLïŹ‚oat green,GLïŹ‚oat blue) ‱ void glSecondaryColor3d(GLdouble red,GLdouble green,GLdouble blue) ‱ void glSecondaryColor3ub(GLubyte red,GLubyte green,GLubyte blue) ‱ void glSecondaryColor3us(GLushort red,GLushort green,GLushort blue) ‱ void glSecondaryColor3ui(GLuint red,GLuint green,GLuint blue) ‱ void glSecondaryColor3bv(const GLbyte * v) ‱ void glSecondaryColor3sv(const GLshort * v) ‱ void glSecondaryColor3iv(const GLint * v) ‱ void glSecondaryColor3fv(const GLïŹ‚oat * v) ‱ void glSecondaryColor3dv(const GLdouble * v) ‱ void glSecondaryColor3ubv(const GLubyte * v) ‱ void glSecondaryColor3usv(const GLushort * v) ‱ void glSecondaryColor3uiv(const GLuint * v) ‱ void glSecondaryColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) ‱ void glSelectBuffer(GLsizei size,GLuint * buffer) ‱ void glSeparableFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum for- mat,GLenum type,const GLvoid * row,const GLvoid * column) ‱ void glShadeModel(GLenum mode) ‱ void glShaderSource(GLuint shader,GLsizei count,const GLchar **string,const GLint *length) ‱ void glStencilFunc(GLenum func,GLint ref,GLuint mask) ‱ void glStencilFuncSeparate(GLenum face,GLenum func,GLint ref,GLuint mask) ‱ void glStencilMask(GLuint mask) ‱ void glStencilMaskSeparate(GLenum face,GLuint mask) ‱ void glStencilOp(GLenum sfail,GLenum dpfail,GLenum dppass) ‱ void glStencilOpSeparate(GLenum face,GLenum sfail,GLenum dpfail,GLenum dppass) 1984
  • 8. Ring Documentation, Release 1.10 ‱ void glTexCoord1s(GLshort s) ‱ void glTexCoord1i(GLint s) ‱ void glTexCoord1f(GLïŹ‚oat s) ‱ void glTexCoord1d(GLdouble s) ‱ void glTexCoord2s(GLshort s,GLshort t) ‱ void glTexCoord2i(GLint s,GLint t) ‱ void glTexCoord2f(GLïŹ‚oat s,GLïŹ‚oat t) ‱ void glTexCoord2d(GLdouble s,GLdouble t) ‱ void glTexCoord3s(GLshort s,GLshort t,GLshort r) ‱ void glTexCoord3i(GLint s,GLint t,GLint r) ‱ void glTexCoord3f(GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r) ‱ void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r) ‱ void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q) ‱ void glTexCoord4i(GLint s,GLint t,GLint r,GLint q) ‱ void glTexCoord4f(GLïŹ‚oat s,GLïŹ‚oat t,GLïŹ‚oat r,GLïŹ‚oat q) ‱ void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q) ‱ void glTexCoord1sv(const GLshort * v) ‱ void glTexCoord1iv(const GLint * v) ‱ void glTexCoord1fv(const GLïŹ‚oat * v) ‱ void glTexCoord1dv(const GLdouble * v) ‱ void glTexCoord2sv(const GLshort * v) ‱ void glTexCoord2iv(const GLint * v) ‱ void glTexCoord2fv(const GLïŹ‚oat * v) ‱ void glTexCoord2dv(const GLdouble * v) ‱ void glTexCoord3sv(const GLshort * v) ‱ void glTexCoord3iv(const GLint * v) ‱ void glTexCoord3fv(const GLïŹ‚oat * v) ‱ void glTexCoord3dv(const GLdouble * v) ‱ void glTexCoord4sv(const GLshort * v) ‱ void glTexCoord4iv(const GLint * v) ‱ void glTexCoord4fv(const GLïŹ‚oat * v) ‱ void glTexCoord4dv(const GLdouble * v) ‱ void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer) ‱ void glTexEnvf(GLenum target,GLenum pname,GLïŹ‚oat param) ‱ void glTexEnvi(GLenum target,GLenum pname,GLint param) ‱ void glTexGeni(GLenum coord,GLenum pname,GLint param) 1985
  • 9. Ring Documentation, Release 1.10 ‱ void glTexGenf(GLenum coord,GLenum pname,GLïŹ‚oat param) ‱ void glTexGend(GLenum coord,GLenum pname,GLdouble param) ‱ void glTexGeniv(GLenum coord,GLenum pname,const GLint * params) ‱ void glTexGenfv(GLenum coord,GLenum pname,const GLïŹ‚oat * params) ‱ void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params) ‱ void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid * data) ‱ void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint bor- der,GLenum format,GLenum type,const GLvoid * data) ‱ void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLenum format,GLenum type,const GLvoid * data) ‱ void glTexParameterf(GLenum target,GLenum pname,GLïŹ‚oat param) ‱ void glTexParameteri(GLenum target,GLenum pname,GLint param) ‱ void glTexParameterfv(GLenum target,GLenum pname,const GLïŹ‚oat * params) ‱ void glTexParameteriv(GLenum target,GLenum pname,const GLint * params) ‱ void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid * data) ‱ void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data) ‱ void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data) ‱ void glTranslated(GLdouble x,GLdouble y,GLdouble z) ‱ void glTranslatef(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z) ‱ void glUniform1f(GLint location,GLïŹ‚oat v0) ‱ void glUniform2f(GLint location,GLïŹ‚oat v0,GLïŹ‚oat v1) ‱ void glUniform3f(GLint location,GLïŹ‚oat v0,GLïŹ‚oat v1,GLïŹ‚oat v2) ‱ void glUniform4f(GLint location,GLïŹ‚oat v0,GLïŹ‚oat v1,GLïŹ‚oat v2,GLïŹ‚oat v3) ‱ void glUniform1i(GLint location,GLint v0) ‱ void glUniform2i(GLint location,GLint v0,GLint v1) ‱ void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2) ‱ void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3) ‱ void glUniform1fv(GLint location,GLsizei count,const GLïŹ‚oat *value) ‱ void glUniform2fv(GLint location,GLsizei count,const GLïŹ‚oat *value) ‱ void glUniform3fv(GLint location,GLsizei count,const GLïŹ‚oat *value) ‱ void glUniform4fv(GLint location,GLsizei count,const GLïŹ‚oat *value) ‱ void glUniform1iv(GLint location,GLsizei count,const GLint *value) ‱ void glUniform2iv(GLint location,GLsizei count,const GLint *value) ‱ void glUniform3iv(GLint location,GLsizei count,const GLint *value) 1986
  • 10. Ring Documentation, Release 1.10 ‱ void glUniform4iv(GLint location,GLsizei count,const GLint *value) ‱ void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLïŹ‚oat *value) ‱ void glUseProgram(GLuint program) ‱ void glValidateProgram(GLuint program) ‱ void glVertex2s(GLshort x,GLshort y) ‱ void glVertex2i(GLint x,GLint y) ‱ void glVertex2f(GLïŹ‚oat x,GLïŹ‚oat y) ‱ void glVertex2d(GLdouble x,GLdouble y) ‱ void glVertex3s(GLshort x,GLshort y,GLshort z) ‱ void glVertex3i(GLint x,GLint y,GLint z) ‱ void glVertex3f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z) ‱ void glVertex3d(GLdouble x,GLdouble y,GLdouble z) ‱ void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w) ‱ void glVertex4i(GLint x,GLint y,GLint z,GLint w) ‱ void glVertex4f(GLïŹ‚oat x,GLïŹ‚oat y,GLïŹ‚oat z,GLïŹ‚oat w) ‱ void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w) ‱ void glVertex2sv(const GLshort * v) ‱ void glVertex2iv(const GLint * v) ‱ void glVertex2fv(const GLïŹ‚oat * v) ‱ void glVertex2dv(const GLdouble * v) ‱ void glVertex3sv(const GLshort * v) ‱ void glVertex3iv(const GLint * v) ‱ void glVertex3fv(const GLïŹ‚oat * v) ‱ void glVertex3dv(const GLdouble * v) ‱ void glVertex4sv(const GLshort * v) ‱ void glVertex4iv(const GLint * v) ‱ void glVertex4fv(const GLïŹ‚oat * v) ‱ void glVertex4dv(const GLdouble * v) 1987