.TH gl 3erl "wx 1.9.2" "" "Erlang Module Definition" .SH NAME gl \- Standard OpenGL api. .SH DESCRIPTION .LP Standard OpenGL api\&. See www\&.khronos\&.org .LP Booleans are represented by integers 0 and 1\&. .SH "DATA TYPES" .RS 2 .TP 2 .B clamp() = float(): .RS 2 .LP 0\&.0\&.\&.1\&.0 .RE .TP 2 .B enum() = non_neg_integer(): .RS 2 .LP See wx/include/gl\&.hrl .RE .TP 2 .B matrix() = matrix12() | matrix16(): .TP 2 .B matrix12() = {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}: .TP 2 .B matrix16() = {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}: .TP 2 .B mem() = binary() | tuple(): .RS 2 .LP Memory block .RE .TP 2 .B offset() = non_neg_integer(): .RS 2 .LP Offset in memory block .RE .RE .SH EXPORTS .LP .B clearIndex(C) -> ok .br .RS .LP Types: .RS 3 C = float() .br .RE .RE .RS .LP Specify the clear value for the color index buffers .LP \fIgl:clearIndex\fR\& specifies the index used by gl:clear/1 to clear the color index buffers\&. \fIC\fR\& is not clamped\&. Rather, \fIC\fR\& 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\&. .LP See external documentation\&. .RE .LP .B clearColor(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = clamp() .br Green = clamp() .br Blue = clamp() .br Alpha = clamp() .br .RE .RE .RS .LP Specify clear values for the color buffers .LP \fIgl:clearColor\fR\& specifies the red, green, blue, and alpha values used by gl:clear/1 to clear the color buffers\&. Values specified by \fIgl:clearColor\fR\& are clamped to the range [0 1]\&. .LP See external documentation\&. .RE .LP .B clear(Mask) -> ok .br .RS .LP Types: .RS 3 Mask = integer() .br .RE .RE .RS .LP Clear buffers to preset values .LP \fIgl:clear\fR\& sets the bitplane area of the window to values previously selected by \fIgl:clearColor\fR\& , \fIgl:clearDepth\fR\&, and \fIgl:clearStencil\fR\&\&. Multiple color buffers can be cleared simultaneously by selecting more than one buffer at a time using gl:drawBuffer/1 \&. .LP See external documentation\&. .RE .LP .B indexMask(Mask) -> ok .br .RS .LP Types: .RS 3 Mask = integer() .br .RE .RE .RS .LP Control the writing of individual bits in the color index buffers .LP \fIgl:indexMask\fR\& controls the writing of individual bits in the color index buffers\&. The least significant n bits of \fIMask\fR\& , 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\&. .LP See external documentation\&. .RE .LP .B colorMask(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = 0 | 1 .br Green = 0 | 1 .br Blue = 0 | 1 .br Alpha = 0 | 1 .br .RE .RE .RS .LP Enable and disable writing of frame buffer color components .LP \fIgl:colorMask\fR\& and \fIgl:colorMaski\fR\& specify whether the individual color components in the frame buffer can or cannot be written\&. \fIgl:colorMaski\fR\& sets the mask for a specific draw buffer, whereas \fIgl:colorMask\fR\& sets the mask for all draw buffers\&. If \fIRed\fR\& is \fI?GL_FALSE\fR\&, 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\&. .LP See external documentation\&. .RE .LP .B alphaFunc(Func, Ref) -> ok .br .RS .LP Types: .RS 3 Func = enum() .br Ref = clamp() .br .RE .RE .RS .LP Specify the alpha test function .LP The alpha test discards fragments depending on the outcome of a comparison between an incoming fragment\&'s alpha value and a constant reference value\&. \fIgl:alphaFunc\fR\& specifies the reference value and the comparison function\&. The comparison is performed only if alpha testing is enabled\&. By default, it is not enabled\&. (See gl:enable/1 and gl:enable/1 of \fI?GL_ALPHA_TEST\fR\&\&.) .LP See external documentation\&. .RE .LP .B blendFunc(Sfactor, Dfactor) -> ok .br .RS .LP Types: .RS 3 Sfactor = enum() .br Dfactor = enum() .br .RE .RE .RS .LP Specify pixel arithmetic .LP Pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values)\&. Blending is initially disabled\&. Use gl:enable/1 and gl:enable/1 with argument \fI?GL_BLEND\fR\& to enable and disable blending\&. .LP See external documentation\&. .RE .LP .B logicOp(Opcode) -> ok .br .RS .LP Types: .RS 3 Opcode = enum() .br .RE .RE .RS .LP Specify a logical pixel operation for rendering .LP \fIgl:logicOp\fR\& specifies a logical operation that, when enabled, is applied between the incoming RGBA color and the RGBA color at the corresponding location in the frame buffer\&. To enable or disable the logical operation, call gl:enable/1 and gl:enable/1 using the symbolic constant \fI?GL_COLOR_LOGIC_OP\fR\&\&. The initial value is disabled\&. .LP See external documentation\&. .RE .LP .B cullFace(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Specify whether front- or back-facing facets can be culled .LP \fIgl:cullFace\fR\& specifies whether front- or back-facing facets are culled (as specified by \fImode\fR\&) when facet culling is enabled\&. Facet culling is initially disabled\&. To enable and disable facet culling, call the gl:enable/1 and gl:enable/1 commands with the argument \fI?GL_CULL_FACE\fR\&\&. Facets include triangles, quadrilaterals, polygons, and rectangles\&. .LP See external documentation\&. .RE .LP .B frontFace(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Define front- and back-facing polygons .LP In a scene composed entirely of opaque closed surfaces, back-facing polygons are never visible\&. Eliminating these invisible polygons has the obvious benefit of speeding up the rendering of the image\&. To enable and disable elimination of back-facing polygons, call gl:enable/1 and gl:enable/1 with argument \fI?GL_CULL_FACE\fR\&\&. .LP See external documentation\&. .RE .LP .B pointSize(Size) -> ok .br .RS .LP Types: .RS 3 Size = float() .br .RE .RE .RS .LP Specify the diameter of rasterized points .LP \fIgl:pointSize\fR\& specifies the rasterized diameter of points\&. If point size mode is disabled (see gl:enable/1 with parameter \fI?GL_PROGRAM_POINT_SIZE\fR\&), this value will be used to rasterize points\&. Otherwise, the value written to the shading language built-in variable gl_PointSize will be used\&. .LP See external documentation\&. .RE .LP .B lineWidth(Width) -> ok .br .RS .LP Types: .RS 3 Width = float() .br .RE .RE .RS .LP Specify the width of rasterized lines .LP \fIgl:lineWidth\fR\& specifies the rasterized width of both aliased and antialiased lines\&. Using a line width other than 1 has different effects, depending on whether line antialiasing is enabled\&. To enable and disable line antialiasing, call gl:enable/1 and gl:enable/1 with argument \fI?GL_LINE_SMOOTH\fR\&\&. Line antialiasing is initially disabled\&. .LP See external documentation\&. .RE .LP .B lineStipple(Factor, Pattern) -> ok .br .RS .LP Types: .RS 3 Factor = integer() .br Pattern = integer() .br .RE .RE .RS .LP Specify the line stipple pattern .LP 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 \fIPattern\fR\& , the repeat count \fIFactor\fR\& , and an integer stipple counter s\&. .LP See external documentation\&. .RE .LP .B polygonMode(Face, Mode) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Mode = enum() .br .RE .RE .RS .LP Select a polygon rasterization mode .LP \fIgl:polygonMode\fR\& controls the interpretation of polygons for rasterization\&. \fIFace\fR\& describes which polygons \fIMode\fR\& applies to: both front and back-facing polygons (\fI?GL_FRONT_AND_BACK\fR\& )\&. 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\&. .LP See external documentation\&. .RE .LP .B polygonOffset(Factor, Units) -> ok .br .RS .LP Types: .RS 3 Factor = float() .br Units = float() .br .RE .RE .RS .LP Set the scale and units used to calculate depth values .LP When \fI?GL_POLYGON_OFFSET_FILL\fR\&, \fI?GL_POLYGON_OFFSET_LINE\fR\&, or \fI?GL_POLYGON_OFFSET_POINT\fR\& is enabled, each fragment\&'s \fIdepth\fR\& value will be offset after it is interpolated from the \fIdepth\fR\& 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\&. .LP See external documentation\&. .RE .LP .B polygonStipple(Mask) -> ok .br .RS .LP Types: .RS 3 Mask = binary() .br .RE .RE .RS .LP Set the polygon stippling pattern .LP 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\&. .LP See external documentation\&. .RE .LP .B getPolygonStipple() -> binary() .br .RS .LP Return the polygon stipple pattern .LP \fIgl:getPolygonStipple\fR\& returns to \fIPattern\fR\& a 32×32 polygon stipple pattern\&. The pattern is packed into memory as if gl:readPixels/7 with both \fIheight\fR\& and \fIwidth\fR\& of 32, \fItype\fR\& of \fI?GL_BITMAP\fR\&, and \fIformat\fR\& of \fI?GL_COLOR_INDEX\fR\& 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\&. .LP See external documentation\&. .RE .LP .B edgeFlag(Flag) -> ok .br .RS .LP Types: .RS 3 Flag = 0 | 1 .br .RE .RE .RS .LP Flag edges as either boundary or nonboundary .LP Each vertex of a polygon, separate triangle, or separate quadrilateral specified between a gl:\&'begin\&'/1 / gl:\&'begin\&'/1 pair is marked as the start of either a boundary or nonboundary edge\&. If the current edge flag is true when the vertex is specified, the vertex is marked as the start of a boundary edge\&. Otherwise, the vertex is marked as the start of a nonboundary edge\&. \fIgl:edgeFlag\fR\& sets the edge flag bit to \fI?GL_TRUE\fR\& if \fIFlag\fR\& is \fI?GL_TRUE\fR\& and to \fI?GL_FALSE\fR\& otherwise\&. .LP See external documentation\&. .RE .LP .B edgeFlagv(Flag) -> ok .br .RS .LP Types: .RS 3 Flag = {Flag::0 | 1} .br .RE .RE .RS .LP Equivalent to edgeFlag(Flag)\&. .RE .LP .B scissor(X, Y, Width, Height) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Define the scissor box .LP \fIgl:scissor\fR\& defines a rectangle, called the scissor box, in window coordinates\&. The first two arguments, \fIX\fR\& and \fIY\fR\& , specify the lower left corner of the box\&. \fIWidth\fR\& and \fIHeight\fR\& specify the width and height of the box\&. .LP See external documentation\&. .RE .LP .B clipPlane(Plane, Equation) -> ok .br .RS .LP Types: .RS 3 Plane = enum() .br Equation = {float(), float(), float(), float()} .br .RE .RE .RS .LP Specify a plane against which all geometry is clipped .LP Geometry is always clipped against the boundaries of a six-plane frustum in \fIx\fR\&, \fIy\fR\& , and \fIz\fR\&\&. \fIgl:clipPlane\fR\& allows the specification of additional planes, not necessarily perpendicular to the \fIx\fR\&, \fIy\fR\&, or \fIz\fR\& axis, against which all geometry is clipped\&. To determine the maximum number of additional clipping planes, call gl:getBooleanv/1 with argument \fI?GL_MAX_CLIP_PLANES\fR\&\&. 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\&. .LP See external documentation\&. .RE .LP .B getClipPlane(Plane) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Plane = enum() .br .RE .RE .RS .LP Return the coefficients of the specified clipping plane .LP \fIgl:getClipPlane\fR\& returns in \fIEquation\fR\& the four coefficients of the plane equation for \fIPlane\fR\& \&. .LP See external documentation\&. .RE .LP .B drawBuffer(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Specify which color buffers are to be drawn into .LP When colors are written to the frame buffer, they are written into the color buffers specified by \fIgl:drawBuffer\fR\&\&. The specifications are as follows: .LP See external documentation\&. .RE .LP .B readBuffer(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Select a color buffer source for pixels .LP \fIgl:readBuffer\fR\& 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\&. \fIMode\fR\& accepts one of twelve or more predefined values\&. In a fully configured system, \fI?GL_FRONT\fR\&, \fI?GL_LEFT\fR\&, and \fI?GL_FRONT_LEFT\fR\& all name the front left buffer, \fI?GL_FRONT_RIGHT\fR\& and \fI?GL_RIGHT\fR\& name the front right buffer, and \fI?GL_BACK_LEFT\fR\& and \fI?GL_BACK\fR\& name the back left buffer\&. Further more, the constants \fI?GL_COLOR_ATTACHMENT\fR\&\fIi\fR\& may be used to indicate the \fIi\fR\&th color attachment where \fIi\fR\& ranges from zero to the value of \fI?GL_MAX_COLOR_ATTACHMENTS\fR\& minus one\&. .LP See external documentation\&. .RE .LP .B enable(Cap) -> ok .br .RS .LP Types: .RS 3 Cap = enum() .br .RE .RE .RS .LP Enable or disable server-side GL capabilities .LP \fIgl:enable\fR\& and gl:enable/1 enable and disable various capabilities\&. Use gl:isEnabled/1 or gl:getBooleanv/1 to determine the current setting of any capability\&. The initial value for each capability with the exception of \fI?GL_DITHER\fR\& and \fI?GL_MULTISAMPLE\fR\& is \fI?GL_FALSE\fR\&\&. The initial value for \fI?GL_DITHER\fR\& and \fI?GL_MULTISAMPLE\fR\& is \fI?GL_TRUE\fR\&\&. .LP See external documentation\&. .RE .LP .B disable(Cap) -> ok .br .RS .LP Types: .RS 3 Cap = enum() .br .RE .RE .RS .LP See enable/1 .RE .LP .B isEnabled(Cap) -> 0 | 1 .br .RS .LP Types: .RS 3 Cap = enum() .br .RE .RE .RS .LP Test whether a capability is enabled .LP \fIgl:isEnabled\fR\& returns \fI?GL_TRUE\fR\& if \fICap\fR\& is an enabled capability and returns \fI?GL_FALSE\fR\& otherwise\&. Boolean states that are indexed may be tested with \fIgl:isEnabledi\fR\& \&. For \fIgl:isEnabledi\fR\&, \fIIndex\fR\& specifies the index of the capability to test\&. \fIIndex\fR\& must be between zero and the count of indexed capabilities for \fICap\fR\& \&. Initially all capabilities except \fI?GL_DITHER\fR\& are disabled; \fI?GL_DITHER\fR\& is initially enabled\&. .LP See external documentation\&. .RE .LP .B enableClientState(Cap) -> ok .br .RS .LP Types: .RS 3 Cap = enum() .br .RE .RE .RS .LP Enable or disable client-side capability .LP \fIgl:enableClientState\fR\& and gl:enableClientState/1 enable or disable individual client-side capabilities\&. By default, all client-side capabilities are disabled\&. Both \fIgl:enableClientState\fR\& and gl:enableClientState/1 take a single argument, \fICap\fR\& , which can assume one of the following values: .LP See external documentation\&. .RE .LP .B disableClientState(Cap) -> ok .br .RS .LP Types: .RS 3 Cap = enum() .br .RE .RE .RS .LP See enableClientState/1 .RE .LP .B getBooleanv(Pname) -> [0 | 1] .br .RS .LP Types: .RS 3 Pname = enum() .br .RE .RE .RS .LP Return the value or values of a selected parameter .LP These four commands return values for simple state variables in GL\&. \fIPname\fR\& is a symbolic constant indicating the state variable to be returned, and \fIParams\fR\& is a pointer to an array of the indicated type in which to place the returned data\&. .LP See external documentation\&. .RE .LP .B getDoublev(Pname) -> [float()] .br .RS .LP Types: .RS 3 Pname = enum() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B getFloatv(Pname) -> [float()] .br .RS .LP Types: .RS 3 Pname = enum() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B getIntegerv(Pname) -> [integer()] .br .RS .LP Types: .RS 3 Pname = enum() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B pushAttrib(Mask) -> ok .br .RS .LP Types: .RS 3 Mask = integer() .br .RE .RE .RS .LP Push and pop the server attribute stack .LP \fIgl:pushAttrib\fR\& 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\&. \fIMask\fR\& is typically constructed by specifying the bitwise-or of several of these constants together\&. The special mask \fI?GL_ALL_ATTRIB_BITS\fR\& can be used to save all stackable states\&. .LP See external documentation\&. .RE .LP .B popAttrib() -> ok .br .RS .LP See pushAttrib/1 .RE .LP .B pushClientAttrib(Mask) -> ok .br .RS .LP Types: .RS 3 Mask = integer() .br .RE .RE .RS .LP Push and pop the client attribute stack .LP \fIgl:pushClientAttrib\fR\& 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\&. \fIMask\fR\& is typically constructed by specifying the bitwise-or of several of these constants together\&. The special mask \fI?GL_CLIENT_ALL_ATTRIB_BITS\fR\& can be used to save all stackable client state\&. .LP See external documentation\&. .RE .LP .B popClientAttrib() -> ok .br .RS .LP See pushClientAttrib/1 .RE .LP .B renderMode(Mode) -> integer() .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Set rasterization mode .LP \fIgl:renderMode\fR\& sets the rasterization mode\&. It takes one argument, \fIMode\fR\& , which can assume one of three predefined values: .LP See external documentation\&. .RE .LP .B getError() -> enum() .br .RS .LP Return error information .LP \fIgl:getError\fR\& 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 \fIgl:getError\fR\& is called, the error code is returned, and the flag is reset to \fI?GL_NO_ERROR\fR\&\&. If a call to \fIgl:getError\fR\& returns \fI?GL_NO_ERROR\fR\&, there has been no detectable error since the last call to \fIgl:getError\fR\& , or since the GL was initialized\&. .LP See external documentation\&. .RE .LP .B getString(Name) -> string() .br .RS .LP Types: .RS 3 Name = enum() .br .RE .RE .RS .LP Return a string describing the current GL connection .LP \fIgl:getString\fR\& returns a pointer to a static string describing some aspect of the current GL connection\&. \fIName\fR\& can be one of the following: .LP See external documentation\&. .RE .LP .B finish() -> ok .br .RS .LP Block until all GL execution is complete .LP \fIgl:finish\fR\& 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\&. .LP See external documentation\&. .RE .LP .B flush() -> ok .br .RS .LP Force execution of GL commands in finite time .LP Different GL implementations buffer commands in several different locations, including network buffers and the graphics accelerator itself\&. \fIgl:flush\fR\& 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\&. .LP See external documentation\&. .RE .LP .B hint(Target, Mode) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Mode = enum() .br .RE .RE .RS .LP Specify implementation-specific hints .LP Certain aspects of GL behavior, when there is room for interpretation, can be controlled with hints\&. A hint is specified with two arguments\&. \fITarget\fR\& is a symbolic constant indicating the behavior to be controlled, and \fIMode\fR\& is another symbolic constant indicating the desired behavior\&. The initial value for each \fITarget\fR\& is \fI?GL_DONT_CARE\fR\& \&. \fIMode\fR\& can be one of the following: .LP See external documentation\&. .RE .LP .B clearDepth(Depth) -> ok .br .RS .LP Types: .RS 3 Depth = clamp() .br .RE .RE .RS .LP Specify the clear value for the depth buffer .LP \fIgl:clearDepth\fR\& specifies the depth value used by gl:clear/1 to clear the depth buffer\&. Values specified by \fIgl:clearDepth\fR\& are clamped to the range [0 1]\&. .LP See external documentation\&. .RE .LP .B depthFunc(Func) -> ok .br .RS .LP Types: .RS 3 Func = enum() .br .RE .RE .RS .LP Specify the value used for depth buffer comparisons .LP \fIgl:depthFunc\fR\& specifies the function used to compare each incoming pixel depth value with the depth value present in the depth buffer\&. The comparison is performed only if depth testing is enabled\&. (See gl:enable/1 and gl:enable/1 of \fI?GL_DEPTH_TEST\fR\& \&.) .LP See external documentation\&. .RE .LP .B depthMask(Flag) -> ok .br .RS .LP Types: .RS 3 Flag = 0 | 1 .br .RE .RE .RS .LP Enable or disable writing into the depth buffer .LP \fIgl:depthMask\fR\& specifies whether the depth buffer is enabled for writing\&. If \fIFlag\fR\& is \fI?GL_FALSE\fR\&, depth buffer writing is disabled\&. Otherwise, it is enabled\&. Initially, depth buffer writing is enabled\&. .LP See external documentation\&. .RE .LP .B depthRange(Near_val, Far_val) -> ok .br .RS .LP Types: .RS 3 Near_val = clamp() .br Far_val = clamp() .br .RE .RE .RS .LP Specify mapping of depth values from normalized device coordinates to window coordinates .LP After clipping and division by \fIw\fR\&, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes\&. \fIgl:depthRange\fR\& 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 \fIgl:depthRange\fR\& are both clamped to this range before they are accepted\&. .LP See external documentation\&. .RE .LP .B clearAccum(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = float() .br Green = float() .br Blue = float() .br Alpha = float() .br .RE .RE .RS .LP Specify clear values for the accumulation buffer .LP \fIgl:clearAccum\fR\& specifies the red, green, blue, and alpha values used by gl:clear/1 to clear the accumulation buffer\&. .LP See external documentation\&. .RE .LP .B accum(Op, Value) -> ok .br .RS .LP Types: .RS 3 Op = enum() .br Value = float() .br .RE .RE .RS .LP Operate on the accumulation buffer .LP 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\&. .LP See external documentation\&. .RE .LP .B matrixMode(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Specify which matrix is the current matrix .LP \fIgl:matrixMode\fR\& sets the current matrix mode\&. \fIMode\fR\& can assume one of four values: .LP See external documentation\&. .RE .LP .B ortho(Left, Right, Bottom, Top, Near_val, Far_val) -> ok .br .RS .LP Types: .RS 3 Left = float() .br Right = float() .br Bottom = float() .br Top = float() .br Near_val = float() .br Far_val = float() .br .RE .RE .RS .LP Multiply the current matrix with an orthographic matrix .LP \fIgl:ortho\fR\& describes a transformation that produces a parallel projection\&. The current matrix (see gl:matrixMode/1 ) is multiplied by this matrix and the result replaces the current matrix, as if gl:multMatrixd/1 were called with the following matrix as its argument: .LP See external documentation\&. .RE .LP .B frustum(Left, Right, Bottom, Top, Near_val, Far_val) -> ok .br .RS .LP Types: .RS 3 Left = float() .br Right = float() .br Bottom = float() .br Top = float() .br Near_val = float() .br Far_val = float() .br .RE .RE .RS .LP Multiply the current matrix by a perspective matrix .LP \fIgl:frustum\fR\& describes a perspective matrix that produces a perspective projection\&. The current matrix (see gl:matrixMode/1 ) is multiplied by this matrix and the result replaces the current matrix, as if gl:multMatrixd/1 were called with the following matrix as its argument: .LP See external documentation\&. .RE .LP .B viewport(X, Y, Width, Height) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Set the viewport .LP \fIgl:viewport\fR\& 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: .LP See external documentation\&. .RE .LP .B pushMatrix() -> ok .br .RS .LP Push and pop the current matrix stack .LP There is a stack of matrices for each of the matrix modes\&. In \fI?GL_MODELVIEW\fR\& mode, the stack depth is at least 32\&. In the other modes, \fI?GL_COLOR\fR\&, \fI?GL_PROJECTION\fR\& , and \fI?GL_TEXTURE\fR\&, the depth is at least 2\&. The current matrix in any mode is the matrix on the top of the stack for that mode\&. .LP See external documentation\&. .RE .LP .B popMatrix() -> ok .br .RS .LP See pushMatrix/0 .RE .LP .B loadIdentity() -> ok .br .RS .LP Replace the current matrix with the identity matrix .LP \fIgl:loadIdentity\fR\& replaces the current matrix with the identity matrix\&. It is semantically equivalent to calling gl:loadMatrixd/1 with the identity matrix .LP See external documentation\&. .RE .LP .B loadMatrixd(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP Replace the current matrix with the specified matrix .LP \fIgl:loadMatrix\fR\& replaces the current matrix with the one whose elements are specified by \fIM\fR\& \&. The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see gl:matrixMode/1 )\&. .LP See external documentation\&. .RE .LP .B loadMatrixf(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP See loadMatrixd/1 .RE .LP .B multMatrixd(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP Multiply the current matrix with the specified matrix .LP \fIgl:multMatrix\fR\& multiplies the current matrix with the one specified using \fIM\fR\& , and replaces the current matrix with the product\&. .LP See external documentation\&. .RE .LP .B multMatrixf(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP See multMatrixd/1 .RE .LP .B rotated(Angle, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Angle = float() .br X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP Multiply the current matrix by a rotation matrix .LP \fIgl:rotate\fR\& produces a rotation of \fIAngle\fR\& degrees around the vector (x y z)\&. The current matrix (see gl:matrixMode/1 ) is multiplied by a rotation matrix with the product replacing the current matrix, as if gl:multMatrixd/1 were called with the following matrix as its argument: .LP See external documentation\&. .RE .LP .B rotatef(Angle, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Angle = float() .br X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See rotated/4 .RE .LP .B scaled(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP Multiply the current matrix by a general scaling matrix .LP \fIgl:scale\fR\& produces a nonuniform scaling along the \fIx\fR\&, \fIy\fR\&, and \fIz\fR\& axes\&. The three parameters indicate the desired scale factor along each of the three axes\&. .LP See external documentation\&. .RE .LP .B scalef(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See scaled/3 .RE .LP .B translated(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP Multiply the current matrix by a translation matrix .LP \fIgl:translate\fR\& produces a translation by (x y z)\&. The current matrix (see gl:matrixMode/1 ) is multiplied by this translation matrix, with the product replacing the current matrix, as if gl:multMatrixd/1 were called with the following matrix for its argument: .LP See external documentation\&. .RE .LP .B translatef(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See translated/3 .RE .LP .B isList(List) -> 0 | 1 .br .RS .LP Types: .RS 3 List = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a display list .LP \fIgl:isList\fR\& returns \fI?GL_TRUE\fR\& if \fIList\fR\& is the name of a display list and returns \fI?GL_FALSE\fR\& if it is not, or if an error occurs\&. .LP See external documentation\&. .RE .LP .B deleteLists(List, Range) -> ok .br .RS .LP Types: .RS 3 List = integer() .br Range = integer() .br .RE .RE .RS .LP Delete a contiguous group of display lists .LP \fIgl:deleteLists\fR\& causes a contiguous group of display lists to be deleted\&. \fIList\fR\& is the name of the first display list to be deleted, and \fIRange\fR\& is the number of display lists to delete\&. All display lists d with list<= d<= list+range-1 are deleted\&. .LP See external documentation\&. .RE .LP .B genLists(Range) -> integer() .br .RS .LP Types: .RS 3 Range = integer() .br .RE .RE .RS .LP Generate a contiguous set of empty display lists .LP \fIgl:genLists\fR\& has one argument, \fIRange\fR\& \&. It returns an integer \fIn\fR\& such that \fIRange\fR\& contiguous empty display lists, named n, n+1, \&.\&.\&., n+range-1, are created\&. If \fIRange\fR\& is 0, if there is no group of \fIRange\fR\& contiguous names available, or if any error is generated, no display lists are generated, and 0 is returned\&. .LP See external documentation\&. .RE .LP .B newList(List, Mode) -> ok .br .RS .LP Types: .RS 3 List = integer() .br Mode = enum() .br .RE .RE .RS .LP Create or replace a display list .LP Display lists are groups of GL commands that have been stored for subsequent execution\&. Display lists are created with \fIgl:newList\fR\&\&. All subsequent commands are placed in the display list, in the order issued, until gl:endList/0 is called\&. .LP See external documentation\&. .RE .LP .B endList() -> ok .br .RS .LP glBeginList .LP See external documentation\&. .RE .LP .B callList(List) -> ok .br .RS .LP Types: .RS 3 List = integer() .br .RE .RE .RS .LP Execute a display list .LP \fIgl:callList\fR\& 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 \fIList\fR\& has not been defined as a display list, \fIgl:callList\fR\& is ignored\&. .LP See external documentation\&. .RE .LP .B callLists(Lists) -> ok .br .RS .LP Types: .RS 3 Lists = [integer()] .br .RE .RE .RS .LP Execute a list of display lists .LP \fIgl:callLists\fR\& causes each display list in the list of names passed as \fILists\fR\& 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\&. .LP See external documentation\&. .RE .LP .B listBase(Base) -> ok .br .RS .LP Types: .RS 3 Base = integer() .br .RE .RE .RS .LP set the display-list base for .LP gl:callLists/1 .LP gl:callLists/1 specifies an array of offsets\&. Display-list names are generated by adding \fIBase\fR\& to each offset\&. Names that reference valid display lists are executed; the others are ignored\&. .LP See external documentation\&. .RE .LP .B begin(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Delimit the vertices of a primitive or a group of like primitives .LP \fIgl:\&'begin\fR\&\&' and gl:\&'begin\&'/1 delimit the vertices that define a primitive or a group of like primitives\&. \fIgl:\&'begin\fR\&\&' 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: .LP See external documentation\&. .RE .LP .B end() -> ok .br .RS .LP See \&'begin\&'/1 .RE .LP .B vertex2d(X, Y) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br .RE .RE .RS .LP Specify a vertex .LP \fIgl:vertex\fR\& commands are used within gl:\&'begin\&'/1 / gl:\&'begin\&'/1 pairs to specify point, line, and polygon vertices\&. The current color, normal, texture coordinates, and fog coordinate are associated with the vertex when \fIgl:vertex\fR\& is called\&. .LP See external documentation\&. .RE .LP .B vertex2f(X, Y) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex2i(X, Y) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex2s(X, Y) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex3d(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex3f(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex3i(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex3s(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex4d(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex4f(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex4i(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex4s(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See vertex2d/2 .RE .LP .B vertex2dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to vertex2d(X, Y)\&. .RE .LP .B vertex2fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to vertex2f(X, Y)\&. .RE .LP .B vertex2iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to vertex2i(X, Y)\&. .RE .LP .B vertex2sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to vertex2s(X, Y)\&. .RE .LP .B vertex3dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to vertex3d(X, Y, Z)\&. .RE .LP .B vertex3fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to vertex3f(X, Y, Z)\&. .RE .LP .B vertex3iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to vertex3i(X, Y, Z)\&. .RE .LP .B vertex3sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to vertex3s(X, Y, Z)\&. .RE .LP .B vertex4dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float(), W::float()} .br .RE .RE .RS .LP Equivalent to vertex4d(X, Y, Z, W)\&. .RE .LP .B vertex4fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float(), W::float()} .br .RE .RE .RS .LP Equivalent to vertex4f(X, Y, Z, W)\&. .RE .LP .B vertex4iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to vertex4i(X, Y, Z, W)\&. .RE .LP .B vertex4sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to vertex4s(X, Y, Z, W)\&. .RE .LP .B normal3b(Nx, Ny, Nz) -> ok .br .RS .LP Types: .RS 3 Nx = integer() .br Ny = integer() .br Nz = integer() .br .RE .RE .RS .LP Set the current normal vector .LP The current normal is set to the given coordinates whenever \fIgl:normal\fR\& 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\&. .LP See external documentation\&. .RE .LP .B normal3d(Nx, Ny, Nz) -> ok .br .RS .LP Types: .RS 3 Nx = float() .br Ny = float() .br Nz = float() .br .RE .RE .RS .LP See normal3b/3 .RE .LP .B normal3f(Nx, Ny, Nz) -> ok .br .RS .LP Types: .RS 3 Nx = float() .br Ny = float() .br Nz = float() .br .RE .RE .RS .LP See normal3b/3 .RE .LP .B normal3i(Nx, Ny, Nz) -> ok .br .RS .LP Types: .RS 3 Nx = integer() .br Ny = integer() .br Nz = integer() .br .RE .RE .RS .LP See normal3b/3 .RE .LP .B normal3s(Nx, Ny, Nz) -> ok .br .RS .LP Types: .RS 3 Nx = integer() .br Ny = integer() .br Nz = integer() .br .RE .RE .RS .LP See normal3b/3 .RE .LP .B normal3bv(V) -> ok .br .RS .LP Types: .RS 3 V = {Nx::integer(), Ny::integer(), Nz::integer()} .br .RE .RE .RS .LP Equivalent to normal3b(Nx, Ny, Nz)\&. .RE .LP .B normal3dv(V) -> ok .br .RS .LP Types: .RS 3 V = {Nx::float(), Ny::float(), Nz::float()} .br .RE .RE .RS .LP Equivalent to normal3d(Nx, Ny, Nz)\&. .RE .LP .B normal3fv(V) -> ok .br .RS .LP Types: .RS 3 V = {Nx::float(), Ny::float(), Nz::float()} .br .RE .RE .RS .LP Equivalent to normal3f(Nx, Ny, Nz)\&. .RE .LP .B normal3iv(V) -> ok .br .RS .LP Types: .RS 3 V = {Nx::integer(), Ny::integer(), Nz::integer()} .br .RE .RE .RS .LP Equivalent to normal3i(Nx, Ny, Nz)\&. .RE .LP .B normal3sv(V) -> ok .br .RS .LP Types: .RS 3 V = {Nx::integer(), Ny::integer(), Nz::integer()} .br .RE .RE .RS .LP Equivalent to normal3s(Nx, Ny, Nz)\&. .RE .LP .B indexd(C) -> ok .br .RS .LP Types: .RS 3 C = float() .br .RE .RE .RS .LP Set the current color index .LP \fIgl:index\fR\& updates the current (single-valued) color index\&. It takes one argument, the new value for the current color index\&. .LP See external documentation\&. .RE .LP .B indexf(C) -> ok .br .RS .LP Types: .RS 3 C = float() .br .RE .RE .RS .LP See indexd/1 .RE .LP .B indexi(C) -> ok .br .RS .LP Types: .RS 3 C = integer() .br .RE .RE .RS .LP See indexd/1 .RE .LP .B indexs(C) -> ok .br .RS .LP Types: .RS 3 C = integer() .br .RE .RE .RS .LP See indexd/1 .RE .LP .B indexub(C) -> ok .br .RS .LP Types: .RS 3 C = integer() .br .RE .RE .RS .LP See indexd/1 .RE .LP .B indexdv(C) -> ok .br .RS .LP Types: .RS 3 C = {C::float()} .br .RE .RE .RS .LP Equivalent to indexd(C)\&. .RE .LP .B indexfv(C) -> ok .br .RS .LP Types: .RS 3 C = {C::float()} .br .RE .RE .RS .LP Equivalent to indexf(C)\&. .RE .LP .B indexiv(C) -> ok .br .RS .LP Types: .RS 3 C = {C::integer()} .br .RE .RE .RS .LP Equivalent to indexi(C)\&. .RE .LP .B indexsv(C) -> ok .br .RS .LP Types: .RS 3 C = {C::integer()} .br .RE .RE .RS .LP Equivalent to indexs(C)\&. .RE .LP .B indexubv(C) -> ok .br .RS .LP Types: .RS 3 C = {C::integer()} .br .RE .RE .RS .LP Equivalent to indexub(C)\&. .RE .LP .B color3b(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP Set the current color .LP The GL stores both a current single-valued color index and a current four-valued RGBA color\&. \fIgl:color\fR\& sets a new four-valued RGBA color\&. \fIgl:color\fR\& has two major variants: \fIgl:color3\fR\& and \fIgl:color4\fR\&\&. \fIgl:color3\fR\& variants specify new red, green, and blue values explicitly and set the current alpha value to 1\&.0 (full intensity) implicitly\&. \fIgl:color4\fR\& variants specify all four color components explicitly\&. .LP See external documentation\&. .RE .LP .B color3d(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = float() .br Green = float() .br Blue = float() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color3f(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = float() .br Green = float() .br Blue = float() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color3i(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color3s(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color3ub(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color3ui(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color3us(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4b(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br Alpha = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4d(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = float() .br Green = float() .br Blue = float() .br Alpha = float() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4f(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = float() .br Green = float() .br Blue = float() .br Alpha = float() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4i(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br Alpha = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4s(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br Alpha = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4ub(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br Alpha = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4ui(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br Alpha = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color4us(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br Alpha = integer() .br .RE .RE .RS .LP See color3b/3 .RE .LP .B color3bv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to color3b(Red, Green, Blue)\&. .RE .LP .B color3dv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::float(), Green::float(), Blue::float()} .br .RE .RE .RS .LP Equivalent to color3d(Red, Green, Blue)\&. .RE .LP .B color3fv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::float(), Green::float(), Blue::float()} .br .RE .RE .RS .LP Equivalent to color3f(Red, Green, Blue)\&. .RE .LP .B color3iv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to color3i(Red, Green, Blue)\&. .RE .LP .B color3sv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to color3s(Red, Green, Blue)\&. .RE .LP .B color3ubv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to color3ub(Red, Green, Blue)\&. .RE .LP .B color3uiv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to color3ui(Red, Green, Blue)\&. .RE .LP .B color3usv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to color3us(Red, Green, Blue)\&. .RE .LP .B color4bv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()} .br .RE .RE .RS .LP Equivalent to color4b(Red, Green, Blue, Alpha)\&. .RE .LP .B color4dv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::float(), Green::float(), Blue::float(), Alpha::float()} .br .RE .RE .RS .LP Equivalent to color4d(Red, Green, Blue, Alpha)\&. .RE .LP .B color4fv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::float(), Green::float(), Blue::float(), Alpha::float()} .br .RE .RE .RS .LP Equivalent to color4f(Red, Green, Blue, Alpha)\&. .RE .LP .B color4iv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()} .br .RE .RE .RS .LP Equivalent to color4i(Red, Green, Blue, Alpha)\&. .RE .LP .B color4sv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()} .br .RE .RE .RS .LP Equivalent to color4s(Red, Green, Blue, Alpha)\&. .RE .LP .B color4ubv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()} .br .RE .RE .RS .LP Equivalent to color4ub(Red, Green, Blue, Alpha)\&. .RE .LP .B color4uiv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()} .br .RE .RE .RS .LP Equivalent to color4ui(Red, Green, Blue, Alpha)\&. .RE .LP .B color4usv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()} .br .RE .RE .RS .LP Equivalent to color4us(Red, Green, Blue, Alpha)\&. .RE .LP .B texCoord1d(S) -> ok .br .RS .LP Types: .RS 3 S = float() .br .RE .RE .RS .LP Set the current texture coordinates .LP \fIgl:texCoord\fR\& specifies texture coordinates in one, two, three, or four dimensions\&. \fIgl:texCoord1\fR\& sets the current texture coordinates to (s 0 0 1); a call to \fIgl:texCoord2\fR\& sets them to (s t 0 1)\&. Similarly, \fIgl:texCoord3\fR\& specifies the texture coordinates as (s t r 1), and \fIgl:texCoord4\fR\& defines all four components explicitly as (s t r q)\&. .LP See external documentation\&. .RE .LP .B texCoord1f(S) -> ok .br .RS .LP Types: .RS 3 S = float() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord1i(S) -> ok .br .RS .LP Types: .RS 3 S = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord1s(S) -> ok .br .RS .LP Types: .RS 3 S = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord2d(S, T) -> ok .br .RS .LP Types: .RS 3 S = float() .br T = float() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord2f(S, T) -> ok .br .RS .LP Types: .RS 3 S = float() .br T = float() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord2i(S, T) -> ok .br .RS .LP Types: .RS 3 S = integer() .br T = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord2s(S, T) -> ok .br .RS .LP Types: .RS 3 S = integer() .br T = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord3d(S, T, R) -> ok .br .RS .LP Types: .RS 3 S = float() .br T = float() .br R = float() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord3f(S, T, R) -> ok .br .RS .LP Types: .RS 3 S = float() .br T = float() .br R = float() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord3i(S, T, R) -> ok .br .RS .LP Types: .RS 3 S = integer() .br T = integer() .br R = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord3s(S, T, R) -> ok .br .RS .LP Types: .RS 3 S = integer() .br T = integer() .br R = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord4d(S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 S = float() .br T = float() .br R = float() .br Q = float() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord4f(S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 S = float() .br T = float() .br R = float() .br Q = float() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord4i(S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 S = integer() .br T = integer() .br R = integer() .br Q = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord4s(S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 S = integer() .br T = integer() .br R = integer() .br Q = integer() .br .RE .RE .RS .LP See texCoord1d/1 .RE .LP .B texCoord1dv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float()} .br .RE .RE .RS .LP Equivalent to texCoord1d(S)\&. .RE .LP .B texCoord1fv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float()} .br .RE .RE .RS .LP Equivalent to texCoord1f(S)\&. .RE .LP .B texCoord1iv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer()} .br .RE .RE .RS .LP Equivalent to texCoord1i(S)\&. .RE .LP .B texCoord1sv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer()} .br .RE .RE .RS .LP Equivalent to texCoord1s(S)\&. .RE .LP .B texCoord2dv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float()} .br .RE .RE .RS .LP Equivalent to texCoord2d(S, T)\&. .RE .LP .B texCoord2fv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float()} .br .RE .RE .RS .LP Equivalent to texCoord2f(S, T)\&. .RE .LP .B texCoord2iv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer()} .br .RE .RE .RS .LP Equivalent to texCoord2i(S, T)\&. .RE .LP .B texCoord2sv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer()} .br .RE .RE .RS .LP Equivalent to texCoord2s(S, T)\&. .RE .LP .B texCoord3dv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float()} .br .RE .RE .RS .LP Equivalent to texCoord3d(S, T, R)\&. .RE .LP .B texCoord3fv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float()} .br .RE .RE .RS .LP Equivalent to texCoord3f(S, T, R)\&. .RE .LP .B texCoord3iv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer()} .br .RE .RE .RS .LP Equivalent to texCoord3i(S, T, R)\&. .RE .LP .B texCoord3sv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer()} .br .RE .RE .RS .LP Equivalent to texCoord3s(S, T, R)\&. .RE .LP .B texCoord4dv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float(), Q::float()} .br .RE .RE .RS .LP Equivalent to texCoord4d(S, T, R, Q)\&. .RE .LP .B texCoord4fv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float(), Q::float()} .br .RE .RE .RS .LP Equivalent to texCoord4f(S, T, R, Q)\&. .RE .LP .B texCoord4iv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer(), Q::integer()} .br .RE .RE .RS .LP Equivalent to texCoord4i(S, T, R, Q)\&. .RE .LP .B texCoord4sv(V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer(), Q::integer()} .br .RE .RE .RS .LP Equivalent to texCoord4s(S, T, R, Q)\&. .RE .LP .B rasterPos2d(X, Y) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br .RE .RE .RS .LP Specify the raster position for pixel operations .LP 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 \&. .LP See external documentation\&. .RE .LP .B rasterPos2f(X, Y) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos2i(X, Y) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos2s(X, Y) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos3d(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos3f(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos3i(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos3s(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos4d(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos4f(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos4i(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos4s(X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See rasterPos2d/2 .RE .LP .B rasterPos2dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to rasterPos2d(X, Y)\&. .RE .LP .B rasterPos2fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to rasterPos2f(X, Y)\&. .RE .LP .B rasterPos2iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to rasterPos2i(X, Y)\&. .RE .LP .B rasterPos2sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to rasterPos2s(X, Y)\&. .RE .LP .B rasterPos3dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to rasterPos3d(X, Y, Z)\&. .RE .LP .B rasterPos3fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to rasterPos3f(X, Y, Z)\&. .RE .LP .B rasterPos3iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to rasterPos3i(X, Y, Z)\&. .RE .LP .B rasterPos3sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to rasterPos3s(X, Y, Z)\&. .RE .LP .B rasterPos4dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float(), W::float()} .br .RE .RE .RS .LP Equivalent to rasterPos4d(X, Y, Z, W)\&. .RE .LP .B rasterPos4fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float(), W::float()} .br .RE .RE .RS .LP Equivalent to rasterPos4f(X, Y, Z, W)\&. .RE .LP .B rasterPos4iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to rasterPos4i(X, Y, Z, W)\&. .RE .LP .B rasterPos4sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to rasterPos4s(X, Y, Z, W)\&. .RE .LP .B rectd(X1, Y1, X2, Y2) -> ok .br .RS .LP Types: .RS 3 X1 = float() .br Y1 = float() .br X2 = float() .br Y2 = float() .br .RE .RE .RS .LP Draw a rectangle .LP \fIgl:rect\fR\& 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\&. .LP See external documentation\&. .RE .LP .B rectf(X1, Y1, X2, Y2) -> ok .br .RS .LP Types: .RS 3 X1 = float() .br Y1 = float() .br X2 = float() .br Y2 = float() .br .RE .RE .RS .LP See rectd/4 .RE .LP .B recti(X1, Y1, X2, Y2) -> ok .br .RS .LP Types: .RS 3 X1 = integer() .br Y1 = integer() .br X2 = integer() .br Y2 = integer() .br .RE .RE .RS .LP See rectd/4 .RE .LP .B rects(X1, Y1, X2, Y2) -> ok .br .RS .LP Types: .RS 3 X1 = integer() .br Y1 = integer() .br X2 = integer() .br Y2 = integer() .br .RE .RE .RS .LP See rectd/4 .RE .LP .B rectdv(V1, V2) -> ok .br .RS .LP Types: .RS 3 V1 = {float(), float()} .br V2 = {float(), float()} .br .RE .RE .RS .LP See rectd/4 .RE .LP .B rectfv(V1, V2) -> ok .br .RS .LP Types: .RS 3 V1 = {float(), float()} .br V2 = {float(), float()} .br .RE .RE .RS .LP See rectd/4 .RE .LP .B rectiv(V1, V2) -> ok .br .RS .LP Types: .RS 3 V1 = {integer(), integer()} .br V2 = {integer(), integer()} .br .RE .RE .RS .LP See rectd/4 .RE .LP .B rectsv(V1, V2) -> ok .br .RS .LP Types: .RS 3 V1 = {integer(), integer()} .br V2 = {integer(), integer()} .br .RE .RE .RS .LP See rectd/4 .RE .LP .B vertexPointer(Size, Type, Stride, Ptr) -> ok .br .RS .LP Types: .RS 3 Size = integer() .br Type = enum() .br Stride = integer() .br Ptr = offset() | mem() .br .RE .RE .RS .LP Define an array of vertex data .LP \fIgl:vertexPointer\fR\& specifies the location and data format of an array of vertex coordinates to use when rendering\&. \fISize\fR\& specifies the number of coordinates per vertex, and must be 2, 3, or 4\&. \fIType\fR\& specifies the data type of each coordinate, and \fIStride\fR\& 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 \&.) .LP See external documentation\&. .RE .LP .B normalPointer(Type, Stride, Ptr) -> ok .br .RS .LP Types: .RS 3 Type = enum() .br Stride = integer() .br Ptr = offset() | mem() .br .RE .RE .RS .LP Define an array of normals .LP \fIgl:normalPointer\fR\& specifies the location and data format of an array of normals to use when rendering\&. \fIType\fR\& specifies the data type of each normal coordinate, and \fIStride\fR\& 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 \&.) .LP See external documentation\&. .RE .LP .B colorPointer(Size, Type, Stride, Ptr) -> ok .br .RS .LP Types: .RS 3 Size = integer() .br Type = enum() .br Stride = integer() .br Ptr = offset() | mem() .br .RE .RE .RS .LP Define an array of colors .LP \fIgl:colorPointer\fR\& specifies the location and data format of an array of color components to use when rendering\&. \fISize\fR\& specifies the number of components per color, and must be 3 or 4\&. \fIType\fR\& specifies the data type of each color component, and \fIStride\fR\& 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 \&.) .LP See external documentation\&. .RE .LP .B indexPointer(Type, Stride, Ptr) -> ok .br .RS .LP Types: .RS 3 Type = enum() .br Stride = integer() .br Ptr = offset() | mem() .br .RE .RE .RS .LP Define an array of color indexes .LP \fIgl:indexPointer\fR\& specifies the location and data format of an array of color indexes to use when rendering\&. \fIType\fR\& specifies the data type of each color index and \fIStride\fR\& 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\&. .LP See external documentation\&. .RE .LP .B texCoordPointer(Size, Type, Stride, Ptr) -> ok .br .RS .LP Types: .RS 3 Size = integer() .br Type = enum() .br Stride = integer() .br Ptr = offset() | mem() .br .RE .RE .RS .LP Define an array of texture coordinates .LP \fIgl:texCoordPointer\fR\& specifies the location and data format of an array of texture coordinates to use when rendering\&. \fISize\fR\& specifies the number of coordinates per texture coordinate set, and must be 1, 2, 3, or 4\&. \fIType\fR\& specifies the data type of each texture coordinate, and \fIStride\fR\& 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 \&.) .LP See external documentation\&. .RE .LP .B edgeFlagPointer(Stride, Ptr) -> ok .br .RS .LP Types: .RS 3 Stride = integer() .br Ptr = offset() | mem() .br .RE .RE .RS .LP Define an array of edge flags .LP \fIgl:edgeFlagPointer\fR\& specifies the location and data format of an array of boolean edge flags to use when rendering\&. \fIStride\fR\& 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\&. .LP See external documentation\&. .RE .LP .B arrayElement(I) -> ok .br .RS .LP Types: .RS 3 I = integer() .br .RE .RE .RS .LP Render a vertex using the specified vertex array element .LP \fIgl:arrayElement\fR\& commands are used within gl:\&'begin\&'/1 / gl:\&'begin\&'/1 pairs to specify vertex and attribute data for point, line, and polygon primitives\&. If \fI?GL_VERTEX_ARRAY\fR\& is enabled when \fIgl:arrayElement\fR\& is called, a single vertex is drawn, using vertex and attribute data taken from location \fII\fR\& of the enabled arrays\&. If \fI?GL_VERTEX_ARRAY\fR\& is not enabled, no drawing occurs but the attributes corresponding to the enabled arrays are modified\&. .LP See external documentation\&. .RE .LP .B drawArrays(Mode, First, Count) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br First = integer() .br Count = integer() .br .RE .RE .RS .LP Render primitives from array data .LP \fIgl:drawArrays\fR\& 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 \fIgl:drawArrays\fR\& \&. .LP See external documentation\&. .RE .LP .B drawElements(Mode, Count, Type, Indices) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br .RE .RE .RS .LP Render primitives from array data .LP \fIgl:drawElements\fR\& 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 \fIgl:drawElements\fR\& \&. .LP See external documentation\&. .RE .LP .B interleavedArrays(Format, Stride, Pointer) -> ok .br .RS .LP Types: .RS 3 Format = enum() .br Stride = integer() .br Pointer = offset() | mem() .br .RE .RE .RS .LP Simultaneously specify and enable several interleaved arrays .LP \fIgl:interleavedArrays\fR\& 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\&. .LP See external documentation\&. .RE .LP .B shadeModel(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Select flat or smooth shading .LP 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\&. .LP See external documentation\&. .RE .LP .B lightf(Light, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Light = enum() .br Pname = enum() .br Param = float() .br .RE .RE .RS .LP Set light source parameters .LP \fIgl:light\fR\& sets the values of individual light source parameters\&. \fILight\fR\& names the light and is a symbolic name of the form \fI?GL_LIGHT\fR\& i, where i ranges from 0 to the value of \fI?GL_MAX_LIGHTS\fR\& - 1\&. \fIPname\fR\& specifies one of ten light source parameters, again by symbolic name\&. \fIParams\fR\& is either a single value or a pointer to an array that contains the new values\&. .LP See external documentation\&. .RE .LP .B lighti(Light, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Light = enum() .br Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See lightf/3 .RE .LP .B lightfv(Light, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Light = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See lightf/3 .RE .LP .B lightiv(Light, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Light = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See lightf/3 .RE .LP .B getLightfv(Light, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Light = enum() .br Pname = enum() .br .RE .RE .RS .LP Return light source parameter values .LP \fIgl:getLight\fR\& returns in \fIParams\fR\& the value or values of a light source parameter\&. \fILight\fR\& names the light and is a symbolic name of the form \fI?GL_LIGHT\fR\& i where i ranges from 0 to the value of \fI?GL_MAX_LIGHTS\fR\& - 1\&. \fI?GL_MAX_LIGHTS\fR\& is an implementation dependent constant that is greater than or equal to eight\&. \fIPname\fR\& specifies one of ten light source parameters, again by symbolic name\&. .LP See external documentation\&. .RE .LP .B getLightiv(Light, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Light = enum() .br Pname = enum() .br .RE .RE .RS .LP See getLightfv/2 .RE .LP .B lightModelf(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = float() .br .RE .RE .RS .LP Set the lighting model parameters .LP \fIgl:lightModel\fR\& sets the lighting model parameter\&. \fIPname\fR\& names a parameter and \fIParams\fR\& gives the new value\&. There are three lighting model parameters: .LP See external documentation\&. .RE .LP .B lightModeli(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See lightModelf/2 .RE .LP .B lightModelfv(Pname, Params) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See lightModelf/2 .RE .LP .B lightModeliv(Pname, Params) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See lightModelf/2 .RE .LP .B materialf(Face, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Pname = enum() .br Param = float() .br .RE .RE .RS .LP Specify material parameters for the lighting model .LP \fIgl:material\fR\& assigns values to material parameters\&. There are two matched sets of material parameters\&. One, the \fIfront-facing\fR\& 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, \fIback-facing\fR\&, is used to shade back-facing polygons only when two-sided lighting is enabled\&. Refer to the gl:lightModelf/2 reference page for details concerning one- and two-sided lighting calculations\&. .LP See external documentation\&. .RE .LP .B materiali(Face, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See materialf/3 .RE .LP .B materialfv(Face, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See materialf/3 .RE .LP .B materialiv(Face, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See materialf/3 .RE .LP .B getMaterialfv(Face, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Face = enum() .br Pname = enum() .br .RE .RE .RS .LP Return material parameters .LP \fIgl:getMaterial\fR\& returns in \fIParams\fR\& the value or values of parameter \fIPname\fR\& of material \fIFace\fR\& \&. Six parameters are defined: .LP See external documentation\&. .RE .LP .B getMaterialiv(Face, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Face = enum() .br Pname = enum() .br .RE .RE .RS .LP See getMaterialfv/2 .RE .LP .B colorMaterial(Face, Mode) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Mode = enum() .br .RE .RE .RS .LP Cause a material color to track the current color .LP \fIgl:colorMaterial\fR\& specifies which material parameters track the current color\&. When \fI?GL_COLOR_MATERIAL\fR\& is enabled, the material parameter or parameters specified by \fIMode\fR\& , of the material or materials specified by \fIFace\fR\& , track the current color at all times\&. .LP See external documentation\&. .RE .LP .B pixelZoom(Xfactor, Yfactor) -> ok .br .RS .LP Types: .RS 3 Xfactor = float() .br Yfactor = float() .br .RE .RE .RS .LP Specify the pixel zoom factors .LP \fIgl:pixelZoom\fR\& 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 .LP See external documentation\&. .RE .LP .B pixelStoref(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = float() .br .RE .RE .RS .LP Set pixel storage modes .LP \fIgl:pixelStore\fR\& sets pixel storage modes that affect the operation of subsequent gl:readPixels/7 as well as the unpacking of texture patterns (see gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , gl:texSubImage1D/7 ), gl:compressedTexImage1D/7 , gl:compressedTexImage2D/8 , gl:compressedTexImage3D/9 , gl:compressedTexSubImage1D/7 , gl:compressedTexSubImage2D/9 or gl:compressedTexSubImage1D/7 \&. .LP See external documentation\&. .RE .LP .B pixelStorei(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See pixelStoref/2 .RE .LP .B pixelTransferf(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = float() .br .RE .RE .RS .LP Set pixel transfer modes .LP \fIgl:pixelTransfer\fR\& sets pixel transfer modes that affect the operation of subsequent gl:copyPixels/5 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 , gl:drawPixels/5 , gl:readPixels/7 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7 commands\&. Additionally, if the ARB_imaging subset is supported, the routines gl:colorTable/6 , gl:colorSubTable/6 , gl:convolutionFilter1D/6 , gl:convolutionFilter2D/7 , gl:histogram/4 , gl:minmax/3 , and gl:separableFilter2D/8 are also affected\&. The algorithms that are specified by pixel transfer modes operate on pixels after they are read from the frame buffer ( gl:copyPixels/5 gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 , and gl:readPixels/7 ), or unpacked from client memory ( gl:drawPixels/5 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7 )\&. Pixel transfer operations happen in the same order, and in the same manner, regardless of the command that resulted in the pixel operation\&. Pixel storage modes (see gl:pixelStoref/2 ) control the unpacking of pixels being read from client memory and the packing of pixels being written back into client memory\&. .LP See external documentation\&. .RE .LP .B pixelTransferi(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See pixelTransferf/2 .RE .LP .B pixelMapfv(Map, Mapsize, Values) -> ok .br .RS .LP Types: .RS 3 Map = enum() .br Mapsize = integer() .br Values = binary() .br .RE .RE .RS .LP Set up pixel transfer maps .LP \fIgl:pixelMap\fR\& sets up translation tables, or \fImaps\fR\&, used by gl:copyPixels/5 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 , gl:drawPixels/5 , gl:readPixels/7 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7 \&. Additionally, if the ARB_imaging subset is supported, the routines gl:colorTable/6 , gl:colorSubTable/6 , gl:convolutionFilter1D/6 , gl:convolutionFilter2D/7 , gl:histogram/4 , gl:minmax/3 , and gl:separableFilter2D/8 \&. Use of these maps is described completely in the gl:pixelTransferf/2 reference page, and partly in the reference pages for the pixel and texture image commands\&. Only the specification of the maps is described in this reference page\&. .LP See external documentation\&. .RE .LP .B pixelMapuiv(Map, Mapsize, Values) -> ok .br .RS .LP Types: .RS 3 Map = enum() .br Mapsize = integer() .br Values = binary() .br .RE .RE .RS .LP See pixelMapfv/3 .RE .LP .B pixelMapusv(Map, Mapsize, Values) -> ok .br .RS .LP Types: .RS 3 Map = enum() .br Mapsize = integer() .br Values = binary() .br .RE .RE .RS .LP See pixelMapfv/3 .RE .LP .B getPixelMapfv(Map, Values) -> ok .br .RS .LP Types: .RS 3 Map = enum() .br Values = mem() .br .RE .RE .RS .LP Return the specified pixel map .LP See the gl:pixelMapfv/3 reference page for a description of the acceptable values for the \fIMap\fR\& parameter\&. \fIgl:getPixelMap\fR\& returns in \fIData\fR\& the contents of the pixel map specified in \fIMap\fR\& \&. Pixel maps are used during the execution of gl:readPixels/7 , gl:drawPixels/5 , gl:copyPixels/5 , gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , and gl:copyTexSubImage3D/9 \&. to map color indices, stencil indices, color components, and depth components to other values\&. .LP See external documentation\&. .RE .LP .B getPixelMapuiv(Map, Values) -> ok .br .RS .LP Types: .RS 3 Map = enum() .br Values = mem() .br .RE .RE .RS .LP See getPixelMapfv/2 .RE .LP .B getPixelMapusv(Map, Values) -> ok .br .RS .LP Types: .RS 3 Map = enum() .br Values = mem() .br .RE .RE .RS .LP See getPixelMapfv/2 .RE .LP .B bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok .br .RS .LP Types: .RS 3 Width = integer() .br Height = integer() .br Xorig = float() .br Yorig = float() .br Xmove = float() .br Ymove = float() .br Bitmap = offset() | mem() .br .RE .RE .RS .LP Draw a bitmap .LP 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\&. .LP See external documentation\&. .RE .LP .B readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br Format = enum() .br Type = enum() .br Pixels = mem() .br .RE .RE .RS .LP Read a block of pixels from the frame buffer .LP \fIgl:readPixels\fR\& returns pixel data from the frame buffer, starting with the pixel whose lower left corner is at location ( \fIX\fR\& , \fIY\fR\& ), into client memory starting at location \fIData\fR\& \&. Several parameters control the processing of the pixel data before it is placed into client memory\&. These parameters are set with gl:pixelStoref/2 \&. This reference page describes the effects on \fIgl:readPixels\fR\& of most, but not all of the parameters specified by these three commands\&. .LP See external documentation\&. .RE .LP .B drawPixels(Width, Height, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Width = integer() .br Height = integer() .br Format = enum() .br Type = enum() .br Pixels = offset() | mem() .br .RE .RE .RS .LP Write a block of pixels to the frame buffer .LP \fIgl:drawPixels\fR\& reads pixel data from memory and writes it into the frame buffer relative to the current raster position, provided that the raster position is valid\&. Use gl:rasterPos2d/2 or gl:windowPos2d/2 to set the current raster position; use gl:getBooleanv/1 with argument \fI?GL_CURRENT_RASTER_POSITION_VALID\fR\& to determine if the specified raster position is valid, and gl:getBooleanv/1 with argument \fI?GL_CURRENT_RASTER_POSITION\fR\& to query the raster position\&. .LP See external documentation\&. .RE .LP .B copyPixels(X, Y, Width, Height, Type) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br Type = enum() .br .RE .RE .RS .LP Copy pixels in the frame buffer .LP \fIgl:copyPixels\fR\& 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\&. .LP See external documentation\&. .RE .LP .B stencilFunc(Func, Ref, Mask) -> ok .br .RS .LP Types: .RS 3 Func = enum() .br Ref = integer() .br Mask = integer() .br .RE .RE .RS .LP Set front and back function and reference value for stencil testing .LP 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\&. .LP See external documentation\&. .RE .LP .B stencilMask(Mask) -> ok .br .RS .LP Types: .RS 3 Mask = integer() .br .RE .RE .RS .LP Control the front and back writing of individual bits in the stencil planes .LP \fIgl:stencilMask\fR\& controls the writing of individual bits in the stencil planes\&. The least significant n bits of \fIMask\fR\& , 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\&. .LP See external documentation\&. .RE .LP .B stencilOp(Fail, Zfail, Zpass) -> ok .br .RS .LP Types: .RS 3 Fail = enum() .br Zfail = enum() .br Zpass = enum() .br .RE .RE .RS .LP Set front and back stencil test actions .LP 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\&. .LP See external documentation\&. .RE .LP .B clearStencil(S) -> ok .br .RS .LP Types: .RS 3 S = integer() .br .RE .RE .RS .LP Specify the clear value for the stencil buffer .LP \fIgl:clearStencil\fR\& specifies the index used by gl:clear/1 to clear the stencil buffer\&. \fIS\fR\& is masked with 2 m-1, where m is the number of bits in the stencil buffer\&. .LP See external documentation\&. .RE .LP .B texGend(Coord, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br Param = float() .br .RE .RE .RS .LP Control the generation of texture coordinates .LP \fIgl:texGen\fR\& selects a texture-coordinate generation function or supplies coefficients for one of the functions\&. \fICoord\fR\& names one of the (\fIs\fR\&, \fIt\fR\&, \fIr\fR\&, \fIq\fR\& ) texture coordinates; it must be one of the symbols \fI?GL_S\fR\&, \fI?GL_T\fR\&, \fI?GL_R\fR\& , or \fI?GL_Q\fR\&\&. \fIPname\fR\& must be one of three symbolic constants: \fI?GL_TEXTURE_GEN_MODE\fR\& , \fI?GL_OBJECT_PLANE\fR\&, or \fI?GL_EYE_PLANE\fR\&\&. If \fIPname\fR\& is \fI?GL_TEXTURE_GEN_MODE\fR\& , then \fIParams\fR\& chooses a mode, one of \fI?GL_OBJECT_LINEAR\fR\&, \fI?GL_EYE_LINEAR\fR\& , \fI?GL_SPHERE_MAP\fR\&, \fI?GL_NORMAL_MAP\fR\&, or \fI?GL_REFLECTION_MAP\fR\&\&. If \fIPname\fR\& is either \fI?GL_OBJECT_PLANE\fR\& or \fI?GL_EYE_PLANE\fR\&, \fIParams\fR\& contains coefficients for the corresponding texture generation function\&. .LP See external documentation\&. .RE .LP .B texGenf(Coord, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br Param = float() .br .RE .RE .RS .LP See texGend/3 .RE .LP .B texGeni(Coord, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See texGend/3 .RE .LP .B texGendv(Coord, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See texGend/3 .RE .LP .B texGenfv(Coord, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See texGend/3 .RE .LP .B texGeniv(Coord, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See texGend/3 .RE .LP .B getTexGendv(Coord, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br .RE .RE .RS .LP Return texture coordinate generation parameters .LP \fIgl:getTexGen\fR\& returns in \fIParams\fR\& selected parameters of a texture coordinate generation function that was specified using gl:texGend/3 \&. \fICoord\fR\& names one of the (\fIs\fR\&, \fIt\fR\&, \fIr\fR\&, \fIq\fR\&) texture coordinates, using the symbolic constant \fI?GL_S\fR\&, \fI?GL_T\fR\&, \fI?GL_R\fR\&, or \fI?GL_Q\fR\&\&. .LP See external documentation\&. .RE .LP .B getTexGenfv(Coord, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br .RE .RE .RS .LP See getTexGendv/2 .RE .LP .B getTexGeniv(Coord, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Coord = enum() .br Pname = enum() .br .RE .RE .RS .LP See getTexGendv/2 .RE .LP .B texEnvf(Target, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Param = float() .br .RE .RE .RS .LP glTexEnvf .LP See external documentation\&. .RE .LP .B texEnvi(Target, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Param = integer() .br .RE .RE .RS .LP glTexEnvi .LP See external documentation\&. .RE .LP .B texEnvfv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP Set texture environment parameters .LP A texture environment specifies how texture values are interpreted when a fragment is textured\&. When \fITarget\fR\& is \fI?GL_TEXTURE_FILTER_CONTROL\fR\&, \fIPname\fR\& must be \fI?GL_TEXTURE_LOD_BIAS\fR\& \&. When \fITarget\fR\& is \fI?GL_TEXTURE_ENV\fR\&, \fIPname\fR\& can be \fI?GL_TEXTURE_ENV_MODE\fR\& , \fI?GL_TEXTURE_ENV_COLOR\fR\&, \fI?GL_COMBINE_RGB\fR\&, \fI?GL_COMBINE_ALPHA\fR\&, \fI?GL_RGB_SCALE\fR\& , \fI?GL_ALPHA_SCALE\fR\&, \fI?GL_SRC0_RGB\fR\&, \fI?GL_SRC1_RGB\fR\&, \fI?GL_SRC2_RGB\fR\&, \fI?GL_SRC0_ALPHA\fR\& , \fI?GL_SRC1_ALPHA\fR\&, or \fI?GL_SRC2_ALPHA\fR\&\&. .LP See external documentation\&. .RE .LP .B texEnviv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See texEnvfv/3 .RE .LP .B getTexEnvfv(Target, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Return texture environment parameters .LP \fIgl:getTexEnv\fR\& returns in \fIParams\fR\& selected values of a texture environment that was specified with gl:texEnvfv/3 \&. \fITarget\fR\& specifies a texture environment\&. .LP See external documentation\&. .RE .LP .B getTexEnviv(Target, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP See getTexEnvfv/2 .RE .LP .B texParameterf(Target, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Param = float() .br .RE .RE .RS .LP Set texture parameters .LP \fIgl:texParameter\fR\& assigns the value or values in \fIParams\fR\& to the texture parameter specified as \fIPname\fR\& \&. \fITarget\fR\& defines the target texture, either \fI?GL_TEXTURE_1D\fR\& , \fI?GL_TEXTURE_2D\fR\&, \fI?GL_TEXTURE_1D_ARRAY\fR\&, \fI?GL_TEXTURE_2D_ARRAY\fR\&, \fI?GL_TEXTURE_RECTANGLE\fR\& , or \fI?GL_TEXTURE_3D\fR\&\&. The following symbols are accepted in \fIPname\fR\& : .LP See external documentation\&. .RE .LP .B texParameteri(Target, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See texParameterf/3 .RE .LP .B texParameterfv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See texParameterf/3 .RE .LP .B texParameteriv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See texParameterf/3 .RE .LP .B getTexParameterfv(Target, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Return texture parameter values .LP \fIgl:getTexParameter\fR\& returns in \fIParams\fR\& the value or values of the texture parameter specified as \fIPname\fR\& \&. \fITarget\fR\& defines the target texture\&. \fI?GL_TEXTURE_1D\fR\&, \fI?GL_TEXTURE_2D\fR\&, \fI?GL_TEXTURE_3D\fR\&, \fI?GL_TEXTURE_1D_ARRAY\fR\&, \fI?GL_TEXTURE_2D_ARRAY\fR\& , \fI?GL_TEXTURE_RECTANGLE\fR\&, \fI?GL_TEXTURE_CUBE_MAP\fR\&, \fI?GL_TEXTURE_CUBE_MAP_ARRAY\fR\& specify one-, two-, or three-dimensional, one-dimensional array, two-dimensional array, rectangle, cube-mapped or cube-mapped array texturing, respectively\&. \fIPname\fR\& accepts the same symbols as gl:texParameterf/3 , with the same interpretations: .LP See external documentation\&. .RE .LP .B getTexParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP See getTexParameterfv/2 .RE .LP .B getTexLevelParameterfv(Target, Level, Pname) -> {float()} .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Pname = enum() .br .RE .RE .RS .LP Return texture parameter values for a specific level of detail .LP \fIgl:getTexLevelParameter\fR\& returns in \fIParams\fR\& texture parameter values for a specific level-of-detail value, specified as \fILevel\fR\& \&. \fITarget\fR\& defines the target texture, either \fI?GL_TEXTURE_1D\fR\&, \fI?GL_TEXTURE_2D\fR\&, \fI?GL_TEXTURE_3D\fR\&, \fI?GL_PROXY_TEXTURE_1D\fR\& , \fI?GL_PROXY_TEXTURE_2D\fR\&, \fI?GL_PROXY_TEXTURE_3D\fR\&, \fI?GL_TEXTURE_CUBE_MAP_POSITIVE_X\fR\& , \fI?GL_TEXTURE_CUBE_MAP_NEGATIVE_X\fR\&, \fI?GL_TEXTURE_CUBE_MAP_POSITIVE_Y\fR\&, \fI?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y\fR\& , \fI?GL_TEXTURE_CUBE_MAP_POSITIVE_Z\fR\&, \fI?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z\fR\&, or \fI?GL_PROXY_TEXTURE_CUBE_MAP\fR\& \&. .LP See external documentation\&. .RE .LP .B getTexLevelParameteriv(Target, Level, Pname) -> {integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Pname = enum() .br .RE .RE .RS .LP See getTexLevelParameterfv/3 .RE .LP .B texImage1D(Target, Level, InternalFormat, Width, Border, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br InternalFormat = integer() .br Width = integer() .br Border = integer() .br Format = enum() .br Type = enum() .br Pixels = offset() | mem() .br .RE .RE .RS .LP Specify a one-dimensional texture image .LP Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled\&. To enable and disable one-dimensional texturing, call gl:enable/1 and gl:enable/1 with argument \fI?GL_TEXTURE_1D\fR\&\&. .LP See external documentation\&. .RE .LP .B texImage2D(Target, Level, InternalFormat, Width, Height, Border, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br InternalFormat = integer() .br Width = integer() .br Height = integer() .br Border = integer() .br Format = enum() .br Type = enum() .br Pixels = offset() | mem() .br .RE .RE .RS .LP Specify a two-dimensional texture image .LP Texturing allows elements of an image array to be read by shaders\&. .LP See external documentation\&. .RE .LP .B getTexImage(Target, Level, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Format = enum() .br Type = enum() .br Pixels = mem() .br .RE .RE .RS .LP Return a texture image .LP \fIgl:getTexImage\fR\& returns a texture image into \fIImg\fR\& \&. \fITarget\fR\& specifies whether the desired texture image is one specified by gl:texImage1D/8 (\fI?GL_TEXTURE_1D\fR\& ), gl:texImage2D/9 (\fI?GL_TEXTURE_1D_ARRAY\fR\&, \fI?GL_TEXTURE_RECTANGLE\fR\&, \fI?GL_TEXTURE_2D\fR\& or any of \fI?GL_TEXTURE_CUBE_MAP_*\fR\&), or gl:texImage3D/10 (\fI?GL_TEXTURE_2D_ARRAY\fR\& , \fI?GL_TEXTURE_3D\fR\&)\&. \fILevel\fR\& specifies the level-of-detail number of the desired image\&. \fIFormat\fR\& and \fIType\fR\& 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 \fIFormat\fR\& and \fIType\fR\& parameters, respectively\&. .LP See external documentation\&. .RE .LP .B genTextures(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Generate texture names .LP \fIgl:genTextures\fR\& returns \fIN\fR\& texture names in \fITextures\fR\& \&. 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 \fIgl:genTextures\fR\&\&. .LP See external documentation\&. .RE .LP .B deleteTextures(Textures) -> ok .br .RS .LP Types: .RS 3 Textures = [integer()] .br .RE .RE .RS .LP Delete named textures .LP \fIgl:deleteTextures\fR\& deletes \fIN\fR\& textures named by the elements of the array \fITextures\fR\& \&. 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)\&. .LP See external documentation\&. .RE .LP .B bindTexture(Target, Texture) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Texture = integer() .br .RE .RE .RS .LP Bind a named texture to a texturing target .LP \fIgl:bindTexture\fR\& lets you create or use a named texture\&. Calling \fIgl:bindTexture\fR\& with \fITarget\fR\& set to \fI?GL_TEXTURE_1D\fR\&, \fI?GL_TEXTURE_2D\fR\&, \fI?GL_TEXTURE_3D\fR\& , or \fI?GL_TEXTURE_1D_ARRAY\fR\&, \fI?GL_TEXTURE_2D_ARRAY\fR\&, \fI?GL_TEXTURE_RECTANGLE\fR\& , \fI?GL_TEXTURE_CUBE_MAP\fR\&, \fI?GL_TEXTURE_2D_MULTISAMPLE\fR\& or \fI?GL_TEXTURE_2D_MULTISAMPLE_ARRAY\fR\& and \fITexture\fR\& 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\&. .LP See external documentation\&. .RE .LP .B prioritizeTextures(Textures, Priorities) -> ok .br .RS .LP Types: .RS 3 Textures = [integer()] .br Priorities = [clamp()] .br .RE .RE .RS .LP Set texture residence priority .LP \fIgl:prioritizeTextures\fR\& assigns the \fIN\fR\& texture priorities given in \fIPriorities\fR\& to the \fIN\fR\& textures named in \fITextures\fR\& \&. .LP See external documentation\&. .RE .LP .B areTexturesResident(Textures) -> {0 | 1, Residences::[0 | 1]} .br .RS .LP Types: .RS 3 Textures = [integer()] .br .RE .RE .RS .LP Determine if textures are loaded in texture memory .LP GL establishes a \fIworking set\fR\& 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\&. .LP See external documentation\&. .RE .LP .B isTexture(Texture) -> 0 | 1 .br .RS .LP Types: .RS 3 Texture = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a texture .LP \fIgl:isTexture\fR\& returns \fI?GL_TRUE\fR\& if \fITexture\fR\& is currently the name of a texture\&. If \fITexture\fR\& is zero, or is a non-zero value that is not currently the name of a texture, or if an error occurs, \fIgl:isTexture\fR\& returns \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Width = integer() .br Format = enum() .br Type = enum() .br Pixels = offset() | mem() .br .RE .RE .RS .LP glTexSubImage .LP See external documentation\&. .RE .LP .B texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Yoffset = integer() .br Width = integer() .br Height = integer() .br Format = enum() .br Type = enum() .br Pixels = offset() | mem() .br .RE .RE .RS .LP glTexSubImage .LP See external documentation\&. .RE .LP .B copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Internalformat = enum() .br X = integer() .br Y = integer() .br Width = integer() .br Border = integer() .br .RE .RE .RS .LP Copy pixels into a 1D texture image .LP \fIgl:copyTexImage1D\fR\& defines a one-dimensional texture image with pixels from the current \fI?GL_READ_BUFFER\fR\&\&. .LP See external documentation\&. .RE .LP .B copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height, Border) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Internalformat = enum() .br X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br Border = integer() .br .RE .RE .RS .LP Copy pixels into a 2D texture image .LP \fIgl:copyTexImage2D\fR\& defines a two-dimensional texture image, or cube-map texture image with pixels from the current \fI?GL_READ_BUFFER\fR\&\&. .LP See external documentation\&. .RE .LP .B copyTexSubImage1D(Target, Level, Xoffset, X, Y, Width) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br X = integer() .br Y = integer() .br Width = integer() .br .RE .RE .RS .LP Copy a one-dimensional texture subimage .LP \fIgl:copyTexSubImage1D\fR\& replaces a portion of a one-dimensional texture image with pixels from the current \fI?GL_READ_BUFFER\fR\& (rather than from main memory, as is the case for gl:texSubImage1D/7 )\&. .LP See external documentation\&. .RE .LP .B copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width, Height) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Yoffset = integer() .br X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Copy a two-dimensional texture subimage .LP \fIgl:copyTexSubImage2D\fR\& replaces a rectangular portion of a two-dimensional texture image or cube-map texture image with pixels from the current \fI?GL_READ_BUFFER\fR\& (rather than from main memory, as is the case for gl:texSubImage1D/7 )\&. .LP See external documentation\&. .RE .LP .B map1d(Target, U1, U2, Stride, Order, Points) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br U1 = float() .br U2 = float() .br Stride = integer() .br Order = integer() .br Points = binary() .br .RE .RE .RS .LP glMap .LP See external documentation\&. .RE .LP .B map1f(Target, U1, U2, Stride, Order, Points) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br U1 = float() .br U2 = float() .br Stride = integer() .br Order = integer() .br Points = binary() .br .RE .RE .RS .LP glMap .LP See external documentation\&. .RE .LP .B map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br U1 = float() .br U2 = float() .br Ustride = integer() .br Uorder = integer() .br V1 = float() .br V2 = float() .br Vstride = integer() .br Vorder = integer() .br Points = binary() .br .RE .RE .RS .LP glMap .LP See external documentation\&. .RE .LP .B map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br U1 = float() .br U2 = float() .br Ustride = integer() .br Uorder = integer() .br V1 = float() .br V2 = float() .br Vstride = integer() .br Vorder = integer() .br Points = binary() .br .RE .RE .RS .LP glMap .LP See external documentation\&. .RE .LP .B getMapdv(Target, Query, V) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Query = enum() .br V = mem() .br .RE .RE .RS .LP Return evaluator parameters .LP gl:map1d/6 and gl:map1d/6 define evaluators\&. \fIgl:getMap\fR\& returns evaluator parameters\&. \fITarget\fR\& chooses a map, \fIQuery\fR\& selects a specific parameter, and \fIV\fR\& points to storage where the values will be returned\&. .LP See external documentation\&. .RE .LP .B getMapfv(Target, Query, V) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Query = enum() .br V = mem() .br .RE .RE .RS .LP See getMapdv/3 .RE .LP .B getMapiv(Target, Query, V) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Query = enum() .br V = mem() .br .RE .RE .RS .LP See getMapdv/3 .RE .LP .B evalCoord1d(U) -> ok .br .RS .LP Types: .RS 3 U = float() .br .RE .RE .RS .LP Evaluate enabled one- and two-dimensional maps .LP \fIgl:evalCoord1\fR\& evaluates enabled one-dimensional maps at argument \fIU\fR\& \&. \fIgl:evalCoord2\fR\& does the same for two-dimensional maps using two domain values, \fIU\fR\& and \fIV\fR\& \&. To define a map, call gl:map1d/6 and gl:map1d/6 ; to enable and disable it, call gl:enable/1 and gl:enable/1 \&. .LP See external documentation\&. .RE .LP .B evalCoord1f(U) -> ok .br .RS .LP Types: .RS 3 U = float() .br .RE .RE .RS .LP See evalCoord1d/1 .RE .LP .B evalCoord1dv(U) -> ok .br .RS .LP Types: .RS 3 U = {U::float()} .br .RE .RE .RS .LP Equivalent to evalCoord1d(U)\&. .RE .LP .B evalCoord1fv(U) -> ok .br .RS .LP Types: .RS 3 U = {U::float()} .br .RE .RE .RS .LP Equivalent to evalCoord1f(U)\&. .RE .LP .B evalCoord2d(U, V) -> ok .br .RS .LP Types: .RS 3 U = float() .br V = float() .br .RE .RE .RS .LP See evalCoord1d/1 .RE .LP .B evalCoord2f(U, V) -> ok .br .RS .LP Types: .RS 3 U = float() .br V = float() .br .RE .RE .RS .LP See evalCoord1d/1 .RE .LP .B evalCoord2dv(U) -> ok .br .RS .LP Types: .RS 3 U = {U::float(), V::float()} .br .RE .RE .RS .LP Equivalent to evalCoord2d(U, V)\&. .RE .LP .B evalCoord2fv(U) -> ok .br .RS .LP Types: .RS 3 U = {U::float(), V::float()} .br .RE .RE .RS .LP Equivalent to evalCoord2f(U, V)\&. .RE .LP .B mapGrid1d(Un, U1, U2) -> ok .br .RS .LP Types: .RS 3 Un = integer() .br U1 = float() .br U2 = float() .br .RE .RE .RS .LP Define a one- or two-dimensional mesh .LP \fIgl:mapGrid\fR\& and gl:evalMesh1/3 are used together to efficiently generate and evaluate a series of evenly-spaced map domain values\&. gl:evalMesh1/3 steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by gl:map1d/6 and gl:map1d/6 \&. .LP See external documentation\&. .RE .LP .B mapGrid1f(Un, U1, U2) -> ok .br .RS .LP Types: .RS 3 Un = integer() .br U1 = float() .br U2 = float() .br .RE .RE .RS .LP See mapGrid1d/3 .RE .LP .B mapGrid2d(Un, U1, U2, Vn, V1, V2) -> ok .br .RS .LP Types: .RS 3 Un = integer() .br U1 = float() .br U2 = float() .br Vn = integer() .br V1 = float() .br V2 = float() .br .RE .RE .RS .LP See mapGrid1d/3 .RE .LP .B mapGrid2f(Un, U1, U2, Vn, V1, V2) -> ok .br .RS .LP Types: .RS 3 Un = integer() .br U1 = float() .br U2 = float() .br Vn = integer() .br V1 = float() .br V2 = float() .br .RE .RE .RS .LP See mapGrid1d/3 .RE .LP .B evalPoint1(I) -> ok .br .RS .LP Types: .RS 3 I = integer() .br .RE .RE .RS .LP Generate and evaluate a single point in a mesh .LP gl:mapGrid1d/3 and gl:evalMesh1/3 are used in tandem to efficiently generate and evaluate a series of evenly spaced map domain values\&. \fIgl:evalPoint\fR\& can be used to evaluate a single grid point in the same gridspace that is traversed by gl:evalMesh1/3 \&. Calling \fIgl:evalPoint1\fR\& is equivalent to calling glEvalCoord1( i\&.Δ u+u 1 ); where Δ u=(u 2-u 1)/n .LP See external documentation\&. .RE .LP .B evalPoint2(I, J) -> ok .br .RS .LP Types: .RS 3 I = integer() .br J = integer() .br .RE .RE .RS .LP See evalPoint1/1 .RE .LP .B evalMesh1(Mode, I1, I2) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br I1 = integer() .br I2 = integer() .br .RE .RE .RS .LP Compute a one- or two-dimensional grid of points or lines .LP gl:mapGrid1d/3 and \fIgl:evalMesh\fR\& are used in tandem to efficiently generate and evaluate a series of evenly-spaced map domain values\&. \fIgl:evalMesh\fR\& steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by gl:map1d/6 and gl:map1d/6 \&. \fIMode\fR\& determines whether the resulting vertices are connected as points, lines, or filled polygons\&. .LP See external documentation\&. .RE .LP .B evalMesh2(Mode, I1, I2, J1, J2) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br I1 = integer() .br I2 = integer() .br J1 = integer() .br J2 = integer() .br .RE .RE .RS .LP See evalMesh1/3 .RE .LP .B fogf(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = float() .br .RE .RE .RS .LP Specify fog parameters .LP Fog is initially disabled\&. While enabled, fog affects rasterized geometry, bitmaps, and pixel blocks, but not buffer clear operations\&. To enable and disable fog, call gl:enable/1 and gl:enable/1 with argument \fI?GL_FOG\fR\&\&. .LP See external documentation\&. .RE .LP .B fogi(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See fogf/2 .RE .LP .B fogfv(Pname, Params) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See fogf/2 .RE .LP .B fogiv(Pname, Params) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See fogf/2 .RE .LP .B feedbackBuffer(Size, Type, Buffer) -> ok .br .RS .LP Types: .RS 3 Size = integer() .br Type = enum() .br Buffer = mem() .br .RE .RE .RS .LP Controls feedback mode .LP The \fIgl:feedbackBuffer\fR\& function controls feedback\&. Feedback, like selection, is a GL mode\&. The mode is selected by calling gl:renderMode/1 with \fI?GL_FEEDBACK\fR\&\&. 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\&. .LP See external documentation\&. .RE .LP .B passThrough(Token) -> ok .br .RS .LP Types: .RS 3 Token = float() .br .RE .RE .RS .LP Place a marker in the feedback buffer .LP See external documentation\&. .RE .LP .B selectBuffer(Size, Buffer) -> ok .br .RS .LP Types: .RS 3 Size = integer() .br Buffer = mem() .br .RE .RE .RS .LP Establish a buffer for selection mode values .LP \fIgl:selectBuffer\fR\& has two arguments: \fIBuffer\fR\& is a pointer to an array of unsigned integers, and \fISize\fR\& indicates the size of the array\&. \fIBuffer\fR\& returns values from the name stack (see gl:initNames/0 , gl:loadName/1 , gl:pushName/1 ) when the rendering mode is \fI?GL_SELECT\fR\& (see gl:renderMode/1 )\&. \fIgl:selectBuffer\fR\& must be issued before selection mode is enabled, and it must not be issued while the rendering mode is \fI?GL_SELECT\fR\&\&. .LP See external documentation\&. .RE .LP .B initNames() -> ok .br .RS .LP Initialize the name stack .LP 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\&. \fIgl:initNames\fR\& causes the name stack to be initialized to its default empty state\&. .LP See external documentation\&. .RE .LP .B loadName(Name) -> ok .br .RS .LP Types: .RS 3 Name = integer() .br .RE .RE .RS .LP Load a name onto the name stack .LP 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\&. .LP See external documentation\&. .RE .LP .B pushName(Name) -> ok .br .RS .LP Types: .RS 3 Name = integer() .br .RE .RE .RS .LP Push and pop the name stack .LP 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\&. .LP See external documentation\&. .RE .LP .B popName() -> ok .br .RS .LP See pushName/1 .RE .LP .B blendColor(Red, Green, Blue, Alpha) -> ok .br .RS .LP Types: .RS 3 Red = clamp() .br Green = clamp() .br Blue = clamp() .br Alpha = clamp() .br .RE .RE .RS .LP Set the blend color .LP The \fI?GL_BLEND_COLOR\fR\& 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 \fI?GL_BLEND_COLOR\fR\& is set to (0, 0, 0, 0)\&. .LP See external documentation\&. .RE .LP .B blendEquation(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Specify the equation used for both the RGB blend equation and the Alpha blend equation .LP 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\&. \fIgl:blendEquationi\fR\& specifies the blend equation for a single draw buffer whereas \fIgl:blendEquation\fR\& sets the blend equation for all draw buffers\&. .LP See external documentation\&. .RE .LP .B drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Start = integer() .br End = integer() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br .RE .RE .RS .LP Render primitives from array data .LP \fIgl:drawRangeElements\fR\& is a restricted form of gl:drawElements/4 \&. \fIMode\fR\& , \fIStart\fR\& , \fIEnd\fR\& , and \fICount\fR\& match the corresponding arguments to gl:drawElements/4 , with the additional constraint that all values in the arrays \fICount\fR\& must lie between \fIStart\fR\& and \fIEnd\fR\& , inclusive\&. .LP See external documentation\&. .RE .LP .B texImage3D(Target, Level, InternalFormat, Width, Height, Depth, Border, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br InternalFormat = integer() .br Width = integer() .br Height = integer() .br Depth = integer() .br Border = integer() .br Format = enum() .br Type = enum() .br Pixels = offset() | mem() .br .RE .RE .RS .LP Specify a three-dimensional texture image .LP Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled\&. To enable and disable three-dimensional texturing, call gl:enable/1 and gl:enable/1 with argument \fI?GL_TEXTURE_3D\fR\&\&. .LP See external documentation\&. .RE .LP .B texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, Type, Pixels) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Yoffset = integer() .br Zoffset = integer() .br Width = integer() .br Height = integer() .br Depth = integer() .br Format = enum() .br Type = enum() .br Pixels = offset() | mem() .br .RE .RE .RS .LP glTexSubImage .LP See external documentation\&. .RE .LP .B copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y, Width, Height) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Yoffset = integer() .br Zoffset = integer() .br X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Copy a three-dimensional texture subimage .LP \fIgl:copyTexSubImage3D\fR\& replaces a rectangular portion of a three-dimensional texture image with pixels from the current \fI?GL_READ_BUFFER\fR\& (rather than from main memory, as is the case for gl:texSubImage1D/7 )\&. .LP See external documentation\&. .RE .LP .B colorTable(Target, Internalformat, Width, Format, Type, Table) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Width = integer() .br Format = enum() .br Type = enum() .br Table = offset() | mem() .br .RE .RE .RS .LP Define a color lookup table .LP \fIgl:colorTable\fR\& 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 \fI?GL_PROXY_*\fR\& for the first case and the other targets for the second case\&. .LP See external documentation\&. .RE .LP .B colorTableParameterfv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = {float(), float(), float(), float()} .br .RE .RE .RS .LP Set color lookup table parameters .LP \fIgl:colorTableParameter\fR\& is used to specify the scale factors and bias terms applied to color components when they are loaded into a color table\&. \fITarget\fR\& indicates which color table the scale and bias terms apply to; it must be set to \fI?GL_COLOR_TABLE\fR\&, \fI?GL_POST_CONVOLUTION_COLOR_TABLE\fR\& , or \fI?GL_POST_COLOR_MATRIX_COLOR_TABLE\fR\&\&. .LP See external documentation\&. .RE .LP .B colorTableParameteriv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See colorTableParameterfv/3 .RE .LP .B copyColorTable(Target, Internalformat, X, Y, Width) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br X = integer() .br Y = integer() .br Width = integer() .br .RE .RE .RS .LP Copy pixels into a color table .LP \fIgl:copyColorTable\fR\& loads a color table with pixels from the current \fI?GL_READ_BUFFER\fR\& (rather than from main memory, as is the case for gl:colorTable/6 )\&. .LP See external documentation\&. .RE .LP .B getColorTable(Target, Format, Type, Table) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Format = enum() .br Type = enum() .br Table = mem() .br .RE .RE .RS .LP Retrieve contents of a color lookup table .LP \fIgl:getColorTable\fR\& returns in \fITable\fR\& the contents of the color table specified by \fITarget\fR\& \&. No pixel transfer operations are performed, but pixel storage modes that are applicable to gl:readPixels/7 are performed\&. .LP See external documentation\&. .RE .LP .B getColorTableParameterfv(Target, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Get color lookup table parameters .LP Returns parameters specific to color table \fITarget\fR\& \&. .LP See external documentation\&. .RE .LP .B getColorTableParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP See getColorTableParameterfv/2 .RE .LP .B colorSubTable(Target, Start, Count, Format, Type, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Start = integer() .br Count = integer() .br Format = enum() .br Type = enum() .br Data = offset() | mem() .br .RE .RE .RS .LP Respecify a portion of a color table .LP \fIgl:colorSubTable\fR\& is used to respecify a contiguous portion of a color table previously defined using gl:colorTable/6 \&. The pixels referenced by \fIData\fR\& replace the portion of the existing table from indices \fIStart\fR\& 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\&. .LP See external documentation\&. .RE .LP .B copyColorSubTable(Target, Start, X, Y, Width) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Start = integer() .br X = integer() .br Y = integer() .br Width = integer() .br .RE .RE .RS .LP Respecify a portion of a color table .LP \fIgl:copyColorSubTable\fR\& 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 \fIStart\fR\& 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\&. .LP See external documentation\&. .RE .LP .B convolutionFilter1D(Target, Internalformat, Width, Format, Type, Image) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Width = integer() .br Format = enum() .br Type = enum() .br Image = offset() | mem() .br .RE .RE .RS .LP Define a one-dimensional convolution filter .LP \fIgl:convolutionFilter1D\fR\& builds a one-dimensional convolution filter kernel from an array of pixels\&. .LP See external documentation\&. .RE .LP .B convolutionFilter2D(Target, Internalformat, Width, Height, Format, Type, Image) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br Format = enum() .br Type = enum() .br Image = offset() | mem() .br .RE .RE .RS .LP Define a two-dimensional convolution filter .LP \fIgl:convolutionFilter2D\fR\& builds a two-dimensional convolution filter kernel from an array of pixels\&. .LP See external documentation\&. .RE .LP .B convolutionParameterf(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP Set convolution parameters .LP \fIgl:convolutionParameter\fR\& sets the value of a convolution parameter\&. .LP See external documentation\&. .RE .LP .B convolutionParameterfv(Target::enum(), Pname::enum(), Params) -> ok .br .RS .LP Types: .RS 3 Params = {Params::tuple()} .br .RE .RE .RS .LP Equivalent to convolutionParameterf(Target, Pname, Params)\&. .RE .LP .B convolutionParameteri(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See convolutionParameterf/3 .RE .LP .B convolutionParameteriv(Target::enum(), Pname::enum(), Params) -> ok .br .RS .LP Types: .RS 3 Params = {Params::tuple()} .br .RE .RE .RS .LP Equivalent to convolutionParameteri(Target, Pname, Params)\&. .RE .LP .B copyConvolutionFilter1D(Target, Internalformat, X, Y, Width) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br X = integer() .br Y = integer() .br Width = integer() .br .RE .RE .RS .LP Copy pixels into a one-dimensional convolution filter .LP \fIgl:copyConvolutionFilter1D\fR\& defines a one-dimensional convolution filter kernel with pixels from the current \fI?GL_READ_BUFFER\fR\& (rather than from main memory, as is the case for gl:convolutionFilter1D/6 )\&. .LP See external documentation\&. .RE .LP .B copyConvolutionFilter2D(Target, Internalformat, X, Y, Width, Height) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br X = integer() .br Y = integer() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Copy pixels into a two-dimensional convolution filter .LP \fIgl:copyConvolutionFilter2D\fR\& defines a two-dimensional convolution filter kernel with pixels from the current \fI?GL_READ_BUFFER\fR\& (rather than from main memory, as is the case for gl:convolutionFilter2D/7 )\&. .LP See external documentation\&. .RE .LP .B getConvolutionFilter(Target, Format, Type, Image) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Format = enum() .br Type = enum() .br Image = mem() .br .RE .RE .RS .LP Get current 1D or 2D convolution filter kernel .LP \fIgl:getConvolutionFilter\fR\& returns the current 1D or 2D convolution filter kernel as an image\&. The one- or two-dimensional image is placed in \fIImage\fR\& according to the specifications in \fIFormat\fR\& and \fIType\fR\& \&. No pixel transfer operations are performed on this image, but the relevant pixel storage modes are applied\&. .LP See external documentation\&. .RE .LP .B getConvolutionParameterfv(Target, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Get convolution parameters .LP \fIgl:getConvolutionParameter\fR\& retrieves convolution parameters\&. \fITarget\fR\& determines which convolution filter is queried\&. \fIPname\fR\& determines which parameter is returned: .LP See external documentation\&. .RE .LP .B getConvolutionParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP See getConvolutionParameterfv/2 .RE .LP .B separableFilter2D(Target, Internalformat, Width, Height, Format, Type, Row, Column) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br Format = enum() .br Type = enum() .br Row = offset() | mem() .br Column = offset() | mem() .br .RE .RE .RS .LP Define a separable two-dimensional convolution filter .LP \fIgl:separableFilter2D\fR\& builds a two-dimensional separable convolution filter kernel from two arrays of pixels\&. .LP See external documentation\&. .RE .LP .B getHistogram(Target, Reset, Format, Type, Values) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Reset = 0 | 1 .br Format = enum() .br Type = enum() .br Values = mem() .br .RE .RE .RS .LP Get histogram table .LP \fIgl:getHistogram\fR\& 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\&. .LP See external documentation\&. .RE .LP .B getHistogramParameterfv(Target, Pname) -> {float()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Get histogram parameters .LP \fIgl:getHistogramParameter\fR\& is used to query parameter values for the current histogram or for a proxy\&. The histogram state information may be queried by calling \fIgl:getHistogramParameter\fR\& with a \fITarget\fR\& of \fI?GL_HISTOGRAM\fR\& (to obtain information for the current histogram table) or \fI?GL_PROXY_HISTOGRAM\fR\& (to obtain information from the most recent proxy request) and one of the following values for the \fIPname\fR\& argument: .LP See external documentation\&. .RE .LP .B getHistogramParameteriv(Target, Pname) -> {integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP See getHistogramParameterfv/2 .RE .LP .B getMinmax(Target, Reset, Format, Types, Values) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Reset = 0 | 1 .br Format = enum() .br Types = enum() .br Values = mem() .br .RE .RE .RS .LP Get minimum and maximum pixel values .LP \fIgl:getMinmax\fR\& 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 \fIFormat\fR\& , and their type is determined by \fITypes\fR\& \&. .LP See external documentation\&. .RE .LP .B getMinmaxParameterfv(Target, Pname) -> {float()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Get minmax parameters .LP \fIgl:getMinmaxParameter\fR\& retrieves parameters for the current minmax table by setting \fIPname\fR\& to one of the following values: .LP See external documentation\&. .RE .LP .B getMinmaxParameteriv(Target, Pname) -> {integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP See getMinmaxParameterfv/2 .RE .LP .B histogram(Target, Width, Internalformat, Sink) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Width = integer() .br Internalformat = enum() .br Sink = 0 | 1 .br .RE .RE .RS .LP Define histogram table .LP When \fI?GL_HISTOGRAM\fR\& 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\&.) .LP See external documentation\&. .RE .LP .B minmax(Target, Internalformat, Sink) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Sink = 0 | 1 .br .RE .RE .RS .LP Define minmax table .LP When \fI?GL_MINMAX\fR\& is enabled, the RGBA components of incoming pixels are compared to the minimum and maximum values for each component, which are stored in the two-element minmax table\&. (The first element stores the minima, and the second element stores the maxima\&.) If a pixel component is greater than the corresponding component in the maximum element, then the maximum element is updated with the pixel component value\&. If a pixel component is less than the corresponding component in the minimum element, then the minimum element is updated with the pixel component value\&. (In both cases, if the internal format of the minmax table includes luminance, then the R color component of incoming pixels is used for comparison\&.) The contents of the minmax table may be retrieved at a later time by calling gl:getMinmax/5 \&. The minmax operation is enabled or disabled by calling gl:enable/1 or gl:enable/1 , respectively, with an argument of \fI?GL_MINMAX\fR\& \&. .LP See external documentation\&. .RE .LP .B resetHistogram(Target) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br .RE .RE .RS .LP Reset histogram table entries to zero .LP \fIgl:resetHistogram\fR\& resets all the elements of the current histogram table to zero\&. .LP See external documentation\&. .RE .LP .B resetMinmax(Target) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br .RE .RE .RS .LP Reset minmax table entries to initial values .LP \fIgl:resetMinmax\fR\& resets the elements of the current minmax table to their initial values: the \fImaximum\fR\& element receives the minimum possible component values, and the \fIminimum\fR\& element receives the maximum possible component values\&. .LP See external documentation\&. .RE .LP .B activeTexture(Texture) -> ok .br .RS .LP Types: .RS 3 Texture = enum() .br .RE .RE .RS .LP Select active texture unit .LP \fIgl:activeTexture\fR\& 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\&. .LP See external documentation\&. .RE .LP .B sampleCoverage(Value, Invert) -> ok .br .RS .LP Types: .RS 3 Value = clamp() .br Invert = 0 | 1 .br .RE .RE .RS .LP Specify multisample coverage parameters .LP 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\&. .LP See external documentation\&. .RE .LP .B compressedTexImage3D(Target, Level, Internalformat, Width, Height, Depth, Border, ImageSize, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br Depth = integer() .br Border = integer() .br ImageSize = integer() .br Data = offset() | mem() .br .RE .RE .RS .LP Specify a three-dimensional texture image in a compressed format .LP Texturing allows elements of an image array to be read by shaders\&. .LP See external documentation\&. .RE .LP .B compressedTexImage2D(Target, Level, Internalformat, Width, Height, Border, ImageSize, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br Border = integer() .br ImageSize = integer() .br Data = offset() | mem() .br .RE .RE .RS .LP Specify a two-dimensional texture image in a compressed format .LP Texturing allows elements of an image array to be read by shaders\&. .LP See external documentation\&. .RE .LP .B compressedTexImage1D(Target, Level, Internalformat, Width, Border, ImageSize, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Internalformat = enum() .br Width = integer() .br Border = integer() .br ImageSize = integer() .br Data = offset() | mem() .br .RE .RE .RS .LP Specify a one-dimensional texture image in a compressed format .LP Texturing allows elements of an image array to be read by shaders\&. .LP See external documentation\&. .RE .LP .B compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth, Format, ImageSize, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Yoffset = integer() .br Zoffset = integer() .br Width = integer() .br Height = integer() .br Depth = integer() .br Format = enum() .br ImageSize = integer() .br Data = offset() | mem() .br .RE .RE .RS .LP Specify a three-dimensional texture subimage in a compressed format .LP Texturing allows elements of an image array to be read by shaders\&. .LP See external documentation\&. .RE .LP .B compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, ImageSize, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Yoffset = integer() .br Width = integer() .br Height = integer() .br Format = enum() .br ImageSize = integer() .br Data = offset() | mem() .br .RE .RE .RS .LP Specify a two-dimensional texture subimage in a compressed format .LP Texturing allows elements of an image array to be read by shaders\&. .LP See external documentation\&. .RE .LP .B compressedTexSubImage1D(Target, Level, Xoffset, Width, Format, ImageSize, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Level = integer() .br Xoffset = integer() .br Width = integer() .br Format = enum() .br ImageSize = integer() .br Data = offset() | mem() .br .RE .RE .RS .LP Specify a one-dimensional texture subimage in a compressed format .LP Texturing allows elements of an image array to be read by shaders\&. .LP See external documentation\&. .RE .LP .B getCompressedTexImage(Target, Lod, Img) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Lod = integer() .br Img = mem() .br .RE .RE .RS .LP Return a compressed texture image .LP \fIgl:getCompressedTexImage\fR\& returns the compressed texture image associated with \fITarget\fR\& and \fILod\fR\& into \fIImg\fR\& \&. \fIImg\fR\& should be an array of \fI?GL_TEXTURE_COMPRESSED_IMAGE_SIZE\fR\& bytes\&. \fITarget\fR\& specifies whether the desired texture image was one specified by gl:texImage1D/8 (\fI?GL_TEXTURE_1D\fR\&), gl:texImage2D/9 (\fI?GL_TEXTURE_2D\fR\& or any of \fI?GL_TEXTURE_CUBE_MAP_*\fR\& ), or gl:texImage3D/10 (\fI?GL_TEXTURE_3D\fR\&)\&. \fILod\fR\& specifies the level-of-detail number of the desired image\&. .LP See external documentation\&. .RE .LP .B clientActiveTexture(Texture) -> ok .br .RS .LP Types: .RS 3 Texture = enum() .br .RE .RE .RS .LP Select active texture unit .LP \fIgl:clientActiveTexture\fR\& selects the vertex array client state parameters to be modified by gl:texCoordPointer/4 , and enabled or disabled with gl:enableClientState/1 or gl:enableClientState/1 , respectively, when called with a parameter of \fI?GL_TEXTURE_COORD_ARRAY\fR\& \&. .LP See external documentation\&. .RE .LP .B multiTexCoord1d(Target, S) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br .RE .RE .RS .LP Set the current texture coordinates .LP \fIgl:multiTexCoord\fR\& specifies texture coordinates in one, two, three, or four dimensions\&. \fIgl:multiTexCoord1\fR\& sets the current texture coordinates to (s 0 0 1); a call to \fIgl:multiTexCoord2\fR\& sets them to (s t 0 1)\&. Similarly, \fIgl:multiTexCoord3\fR\& specifies the texture coordinates as (s t r 1), and \fIgl:multiTexCoord4\fR\& defines all four components explicitly as (s t r q)\&. .LP See external documentation\&. .RE .LP .B multiTexCoord1dv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord1d(Target, S)\&. .RE .LP .B multiTexCoord1f(Target, S) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord1fv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord1f(Target, S)\&. .RE .LP .B multiTexCoord1i(Target, S) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord1iv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord1i(Target, S)\&. .RE .LP .B multiTexCoord1s(Target, S) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord1sv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord1s(Target, S)\&. .RE .LP .B multiTexCoord2d(Target, S, T) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br T = float() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord2dv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord2d(Target, S, T)\&. .RE .LP .B multiTexCoord2f(Target, S, T) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br T = float() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord2fv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord2f(Target, S, T)\&. .RE .LP .B multiTexCoord2i(Target, S, T) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br T = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord2iv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord2i(Target, S, T)\&. .RE .LP .B multiTexCoord2s(Target, S, T) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br T = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord2sv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord2s(Target, S, T)\&. .RE .LP .B multiTexCoord3d(Target, S, T, R) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br T = float() .br R = float() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord3dv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord3d(Target, S, T, R)\&. .RE .LP .B multiTexCoord3f(Target, S, T, R) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br T = float() .br R = float() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord3fv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord3f(Target, S, T, R)\&. .RE .LP .B multiTexCoord3i(Target, S, T, R) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br T = integer() .br R = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord3iv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord3i(Target, S, T, R)\&. .RE .LP .B multiTexCoord3s(Target, S, T, R) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br T = integer() .br R = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord3sv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord3s(Target, S, T, R)\&. .RE .LP .B multiTexCoord4d(Target, S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br T = float() .br R = float() .br Q = float() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord4dv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float(), Q::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord4d(Target, S, T, R, Q)\&. .RE .LP .B multiTexCoord4f(Target, S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = float() .br T = float() .br R = float() .br Q = float() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord4fv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::float(), T::float(), R::float(), Q::float()} .br .RE .RE .RS .LP Equivalent to multiTexCoord4f(Target, S, T, R, Q)\&. .RE .LP .B multiTexCoord4i(Target, S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br T = integer() .br R = integer() .br Q = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord4iv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer(), Q::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord4i(Target, S, T, R, Q)\&. .RE .LP .B multiTexCoord4s(Target, S, T, R, Q) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br S = integer() .br T = integer() .br R = integer() .br Q = integer() .br .RE .RE .RS .LP See multiTexCoord1d/2 .RE .LP .B multiTexCoord4sv(Target::enum(), V) -> ok .br .RS .LP Types: .RS 3 V = {S::integer(), T::integer(), R::integer(), Q::integer()} .br .RE .RE .RS .LP Equivalent to multiTexCoord4s(Target, S, T, R, Q)\&. .RE .LP .B loadTransposeMatrixf(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP Replace the current matrix with the specified row-major ordered matrix .LP \fIgl:loadTransposeMatrix\fR\& replaces the current matrix with the one whose elements are specified by \fIM\fR\& \&. The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see gl:matrixMode/1 )\&. .LP See external documentation\&. .RE .LP .B loadTransposeMatrixd(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP See loadTransposeMatrixf/1 .RE .LP .B multTransposeMatrixf(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP Multiply the current matrix with the specified row-major ordered matrix .LP \fIgl:multTransposeMatrix\fR\& multiplies the current matrix with the one specified using \fIM\fR\& , and replaces the current matrix with the product\&. .LP See external documentation\&. .RE .LP .B multTransposeMatrixd(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP See multTransposeMatrixf/1 .RE .LP .B blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha, DfactorAlpha) -> ok .br .RS .LP Types: .RS 3 SfactorRGB = enum() .br DfactorRGB = enum() .br SfactorAlpha = enum() .br DfactorAlpha = enum() .br .RE .RE .RS .LP Specify pixel arithmetic for RGB and alpha components separately .LP Pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values)\&. Blending is initially disabled\&. Use gl:enable/1 and gl:enable/1 with argument \fI?GL_BLEND\fR\& to enable and disable blending\&. .LP See external documentation\&. .RE .LP .B multiDrawArrays(Mode, First, Count) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br First = [integer()] | mem() .br Count = [integer()] | mem() .br .RE .RE .RS .LP Render multiple sets of primitives from array data .LP \fIgl:multiDrawArrays\fR\& 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 \fIgl:multiDrawArrays\fR\&\&. .LP See external documentation\&. .RE .LP .B pointParameterf(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = float() .br .RE .RE .RS .LP Specify point parameters .LP The following values are accepted for \fIPname\fR\& : .LP See external documentation\&. .RE .LP .B pointParameterfv(Pname, Params) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See pointParameterf/2 .RE .LP .B pointParameteri(Pname, Param) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Param = integer() .br .RE .RE .RS .LP See pointParameterf/2 .RE .LP .B pointParameteriv(Pname, Params) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See pointParameterf/2 .RE .LP .B fogCoordf(Coord) -> ok .br .RS .LP Types: .RS 3 Coord = float() .br .RE .RE .RS .LP Set the current fog coordinates .LP \fIgl:fogCoord\fR\& specifies the fog coordinate that is associated with each vertex and the current raster position\&. The value specified is interpolated and used in computing the fog color (see gl:fogf/2 )\&. .LP See external documentation\&. .RE .LP .B fogCoordfv(Coord) -> ok .br .RS .LP Types: .RS 3 Coord = {Coord::float()} .br .RE .RE .RS .LP Equivalent to fogCoordf(Coord)\&. .RE .LP .B fogCoordd(Coord) -> ok .br .RS .LP Types: .RS 3 Coord = float() .br .RE .RE .RS .LP See fogCoordf/1 .RE .LP .B fogCoorddv(Coord) -> ok .br .RS .LP Types: .RS 3 Coord = {Coord::float()} .br .RE .RE .RS .LP Equivalent to fogCoordd(Coord)\&. .RE .LP .B fogCoordPointer(Type, Stride, Pointer) -> ok .br .RS .LP Types: .RS 3 Type = enum() .br Stride = integer() .br Pointer = offset() | mem() .br .RE .RE .RS .LP Define an array of fog coordinates .LP \fIgl:fogCoordPointer\fR\& specifies the location and data format of an array of fog coordinates to use when rendering\&. \fIType\fR\& specifies the data type of each fog coordinate, and \fIStride\fR\& 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\&. .LP See external documentation\&. .RE .LP .B secondaryColor3b(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP Set the current secondary color .LP 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\&. .LP See external documentation\&. .RE .LP .B secondaryColor3bv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to secondaryColor3b(Red, Green, Blue)\&. .RE .LP .B secondaryColor3d(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = float() .br Green = float() .br Blue = float() .br .RE .RE .RS .LP See secondaryColor3b/3 .RE .LP .B secondaryColor3dv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::float(), Green::float(), Blue::float()} .br .RE .RE .RS .LP Equivalent to secondaryColor3d(Red, Green, Blue)\&. .RE .LP .B secondaryColor3f(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = float() .br Green = float() .br Blue = float() .br .RE .RE .RS .LP See secondaryColor3b/3 .RE .LP .B secondaryColor3fv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::float(), Green::float(), Blue::float()} .br .RE .RE .RS .LP Equivalent to secondaryColor3f(Red, Green, Blue)\&. .RE .LP .B secondaryColor3i(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See secondaryColor3b/3 .RE .LP .B secondaryColor3iv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to secondaryColor3i(Red, Green, Blue)\&. .RE .LP .B secondaryColor3s(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See secondaryColor3b/3 .RE .LP .B secondaryColor3sv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to secondaryColor3s(Red, Green, Blue)\&. .RE .LP .B secondaryColor3ub(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See secondaryColor3b/3 .RE .LP .B secondaryColor3ubv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to secondaryColor3ub(Red, Green, Blue)\&. .RE .LP .B secondaryColor3ui(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See secondaryColor3b/3 .RE .LP .B secondaryColor3uiv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to secondaryColor3ui(Red, Green, Blue)\&. .RE .LP .B secondaryColor3us(Red, Green, Blue) -> ok .br .RS .LP Types: .RS 3 Red = integer() .br Green = integer() .br Blue = integer() .br .RE .RE .RS .LP See secondaryColor3b/3 .RE .LP .B secondaryColor3usv(V) -> ok .br .RS .LP Types: .RS 3 V = {Red::integer(), Green::integer(), Blue::integer()} .br .RE .RE .RS .LP Equivalent to secondaryColor3us(Red, Green, Blue)\&. .RE .LP .B secondaryColorPointer(Size, Type, Stride, Pointer) -> ok .br .RS .LP Types: .RS 3 Size = integer() .br Type = enum() .br Stride = integer() .br Pointer = offset() | mem() .br .RE .RE .RS .LP Define an array of secondary colors .LP \fIgl:secondaryColorPointer\fR\& specifies the location and data format of an array of color components to use when rendering\&. \fISize\fR\& specifies the number of components per color, and must be 3\&. \fIType\fR\& specifies the data type of each color component, and \fIStride\fR\& 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\&. .LP See external documentation\&. .RE .LP .B windowPos2d(X, Y) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br .RE .RE .RS .LP Specify the raster position in window coordinates for pixel operations .LP 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 \&. .LP See external documentation\&. .RE .LP .B windowPos2dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to windowPos2d(X, Y)\&. .RE .LP .B windowPos2f(X, Y) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br .RE .RE .RS .LP See windowPos2d/2 .RE .LP .B windowPos2fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to windowPos2f(X, Y)\&. .RE .LP .B windowPos2i(X, Y) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br .RE .RE .RS .LP See windowPos2d/2 .RE .LP .B windowPos2iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to windowPos2i(X, Y)\&. .RE .LP .B windowPos2s(X, Y) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br .RE .RE .RS .LP See windowPos2d/2 .RE .LP .B windowPos2sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to windowPos2s(X, Y)\&. .RE .LP .B windowPos3d(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See windowPos2d/2 .RE .LP .B windowPos3dv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to windowPos3d(X, Y, Z)\&. .RE .LP .B windowPos3f(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See windowPos2d/2 .RE .LP .B windowPos3fv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to windowPos3f(X, Y, Z)\&. .RE .LP .B windowPos3i(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See windowPos2d/2 .RE .LP .B windowPos3iv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to windowPos3i(X, Y, Z)\&. .RE .LP .B windowPos3s(X, Y, Z) -> ok .br .RS .LP Types: .RS 3 X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See windowPos2d/2 .RE .LP .B windowPos3sv(V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to windowPos3s(X, Y, Z)\&. .RE .LP .B genQueries(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Generate query object names .LP \fIgl:genQueries\fR\& returns \fIN\fR\& query object names in \fIIds\fR\& \&. 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 \fIgl:genQueries\fR\&\&. .LP See external documentation\&. .RE .LP .B deleteQueries(Ids) -> ok .br .RS .LP Types: .RS 3 Ids = [integer()] .br .RE .RE .RS .LP Delete named query objects .LP \fIgl:deleteQueries\fR\& deletes \fIN\fR\& query objects named by the elements of the array \fIIds\fR\& \&. After a query object is deleted, it has no contents, and its name is free for reuse (for example by gl:genQueries/1 )\&. .LP See external documentation\&. .RE .LP .B isQuery(Id) -> 0 | 1 .br .RS .LP Types: .RS 3 Id = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a query object .LP \fIgl:isQuery\fR\& returns \fI?GL_TRUE\fR\& if \fIId\fR\& is currently the name of a query object\&. If \fIId\fR\& is zero, or is a non-zero value that is not currently the name of a query object, or if an error occurs, \fIgl:isQuery\fR\& returns \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B beginQuery(Target, Id) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Id = integer() .br .RE .RE .RS .LP Delimit the boundaries of a query object .LP \fIgl:beginQuery\fR\& and gl:beginQuery/2 delimit the boundaries of a query object\&. \fIQuery\fR\& must be a name previously returned from a call to gl:genQueries/1 \&. If a query object with name \fIId\fR\& does not yet exist it is created with the type determined by \fITarget\fR\& \&. \fITarget\fR\& must be one of \fI?GL_SAMPLES_PASSED\fR\&, \fI?GL_ANY_SAMPLES_PASSED\fR\&, \fI?GL_PRIMITIVES_GENERATED\fR\& , \fI?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN\fR\&, or \fI?GL_TIME_ELAPSED\fR\&\&. The behavior of the query object depends on its type and is as follows\&. .LP See external documentation\&. .RE .LP .B endQuery(Target) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br .RE .RE .RS .LP See beginQuery/2 .RE .LP .B getQueryiv(Target, Pname) -> integer() .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP glGetQuery .LP See external documentation\&. .RE .LP .B getQueryObjectiv(Id, Pname) -> integer() .br .RS .LP Types: .RS 3 Id = integer() .br Pname = enum() .br .RE .RE .RS .LP Return parameters of a query object .LP \fIgl:getQueryObject\fR\& returns in \fIParams\fR\& a selected parameter of the query object specified by \fIId\fR\& \&. .LP See external documentation\&. .RE .LP .B getQueryObjectuiv(Id, Pname) -> integer() .br .RS .LP Types: .RS 3 Id = integer() .br Pname = enum() .br .RE .RE .RS .LP See getQueryObjectiv/2 .RE .LP .B bindBuffer(Target, Buffer) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Buffer = integer() .br .RE .RE .RS .LP Bind a named buffer object .LP \fIgl:bindBuffer\fR\& binds a buffer object to the specified buffer binding point\&. Calling \fIgl:bindBuffer\fR\& with \fITarget\fR\& set to one of the accepted symbolic constants and \fIBuffer\fR\& set to the name of a buffer object binds that buffer object name to the target\&. If no buffer object with name \fIBuffer\fR\& 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\&. .LP See external documentation\&. .RE .LP .B deleteBuffers(Buffers) -> ok .br .RS .LP Types: .RS 3 Buffers = [integer()] .br .RE .RE .RS .LP Delete named buffer objects .LP \fIgl:deleteBuffers\fR\& deletes \fIN\fR\& buffer objects named by the elements of the array \fIBuffers\fR\& \&. 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)\&. .LP See external documentation\&. .RE .LP .B genBuffers(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Generate buffer object names .LP \fIgl:genBuffers\fR\& returns \fIN\fR\& buffer object names in \fIBuffers\fR\& \&. 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 \fIgl:genBuffers\fR\& \&. .LP See external documentation\&. .RE .LP .B isBuffer(Buffer) -> 0 | 1 .br .RS .LP Types: .RS 3 Buffer = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a buffer object .LP \fIgl:isBuffer\fR\& returns \fI?GL_TRUE\fR\& if \fIBuffer\fR\& is currently the name of a buffer object\&. If \fIBuffer\fR\& is zero, or is a non-zero value that is not currently the name of a buffer object, or if an error occurs, \fIgl:isBuffer\fR\& returns \fI?GL_FALSE\fR\& \&. .LP See external documentation\&. .RE .LP .B bufferData(Target, Size, Data, Usage) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Size = integer() .br Data = offset() | mem() .br Usage = enum() .br .RE .RE .RS .LP Creates and initializes a buffer object\&'s data store .LP \fIgl:bufferData\fR\& creates a new data store for the buffer object currently bound to \fITarget\fR\& \&. Any pre-existing data store is deleted\&. The new data store is created with the specified \fISize\fR\& in bytes and \fIUsage\fR\& \&. If \fIData\fR\& is not \fI?NULL\fR\&, the data store is initialized with data from this pointer\&. In its initial state, the new data store is not mapped, it has a \fI?NULL\fR\& mapped pointer, and its mapped access is \fI?GL_READ_WRITE\fR\& \&. .LP See external documentation\&. .RE .LP .B bufferSubData(Target, Offset, Size, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Offset = integer() .br Size = integer() .br Data = offset() | mem() .br .RE .RE .RS .LP Updates a subset of a buffer object\&'s data store .LP \fIgl:bufferSubData\fR\& redefines some or all of the data store for the buffer object currently bound to \fITarget\fR\& \&. Data starting at byte offset \fIOffset\fR\& and extending for \fISize\fR\& bytes is copied to the data store from the memory pointed to by \fIData\fR\& \&. An error is thrown if \fIOffset\fR\& and \fISize\fR\& together define a range beyond the bounds of the buffer object\&'s data store\&. .LP See external documentation\&. .RE .LP .B getBufferSubData(Target, Offset, Size, Data) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Offset = integer() .br Size = integer() .br Data = mem() .br .RE .RE .RS .LP Returns a subset of a buffer object\&'s data store .LP \fIgl:getBufferSubData\fR\& returns some or all of the data from the buffer object currently bound to \fITarget\fR\& \&. Data starting at byte offset \fIOffset\fR\& and extending for \fISize\fR\& bytes is copied from the data store to the memory pointed to by \fIData\fR\& \&. An error is thrown if the buffer object is currently mapped, or if \fIOffset\fR\& and \fISize\fR\& together define a range beyond the bounds of the buffer object\&'s data store\&. .LP See external documentation\&. .RE .LP .B getBufferParameteriv(Target, Pname) -> integer() .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Return parameters of a buffer object .LP \fIgl:getBufferParameteriv\fR\& returns in \fIData\fR\& a selected parameter of the buffer object specified by \fITarget\fR\& \&. .LP See external documentation\&. .RE .LP .B blendEquationSeparate(ModeRGB, ModeAlpha) -> ok .br .RS .LP Types: .RS 3 ModeRGB = enum() .br ModeAlpha = enum() .br .RE .RE .RS .LP Set the RGB blend equation and the alpha blend equation separately .LP The blend equations determines how a new pixel (the \&'\&'source\&'\&' color) is combined with a pixel already in the framebuffer (the \&'\&'destination\&'\&' color)\&. These functions specifie one blend equation for the RGB-color components and one blend equation for the alpha component\&. \fIgl:blendEquationSeparatei\fR\& specifies the blend equations for a single draw buffer whereas \fIgl:blendEquationSeparate\fR\& sets the blend equations for all draw buffers\&. .LP See external documentation\&. .RE .LP .B drawBuffers(Bufs) -> ok .br .RS .LP Types: .RS 3 Bufs = [enum()] .br .RE .RE .RS .LP Specifies a list of color buffers to be drawn into .LP \fIgl:drawBuffers\fR\& defines an array of buffers into which outputs from the fragment shader data will be written\&. If a fragment shader writes a value to one or more user defined output variables, then the value of each variable will be written into the buffer specified at a location within \fIBufs\fR\& 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 \fIN\fR\& is implicitly set to \fI?GL_NONE\fR\& and any data written to such an output is discarded\&. .LP See external documentation\&. .RE .LP .B stencilOpSeparate(Face, Sfail, Dpfail, Dppass) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Sfail = enum() .br Dpfail = enum() .br Dppass = enum() .br .RE .RE .RS .LP Set front and/or back stencil test actions .LP 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\&. .LP See external documentation\&. .RE .LP .B stencilFuncSeparate(Face, Func, Ref, Mask) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Func = enum() .br Ref = integer() .br Mask = integer() .br .RE .RE .RS .LP Set front and/or back function and reference value for stencil testing .LP 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\&. .LP See external documentation\&. .RE .LP .B stencilMaskSeparate(Face, Mask) -> ok .br .RS .LP Types: .RS 3 Face = enum() .br Mask = integer() .br .RE .RE .RS .LP Control the front and/or back writing of individual bits in the stencil planes .LP \fIgl:stencilMaskSeparate\fR\& controls the writing of individual bits in the stencil planes\&. The least significant n bits of \fIMask\fR\& , 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\&. .LP See external documentation\&. .RE .LP .B attachShader(Program, Shader) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Shader = integer() .br .RE .RE .RS .LP Attaches a shader object to a program object .LP 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\&. \fIgl:attachShader\fR\& attaches the shader object specified by \fIShader\fR\& to the program object specified by \fIProgram\fR\& \&. This indicates that \fIShader\fR\& will be included in link operations that will be performed on \fIProgram\fR\& \&. .LP See external documentation\&. .RE .LP .B bindAttribLocation(Program, Index, Name) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Index = integer() .br Name = string() .br .RE .RE .RS .LP Associates a generic vertex attribute index with a named attribute variable .LP \fIgl:bindAttribLocation\fR\& is used to associate a user-defined attribute variable in the program object specified by \fIProgram\fR\& with a generic vertex attribute index\&. The name of the user-defined attribute variable is passed as a null terminated string in \fIName\fR\& \&. The generic vertex attribute index to be bound to this variable is specified by \fIIndex\fR\& \&. When \fIProgram\fR\& is made part of current state, values provided via the generic vertex attribute \fIIndex\fR\& will modify the value of the user-defined attribute variable specified by \fIName\fR\& \&. .LP See external documentation\&. .RE .LP .B compileShader(Shader) -> ok .br .RS .LP Types: .RS 3 Shader = integer() .br .RE .RE .RS .LP Compiles a shader object .LP \fIgl:compileShader\fR\& compiles the source code strings that have been stored in the shader object specified by \fIShader\fR\& \&. .LP See external documentation\&. .RE .LP .B createProgram() -> integer() .br .RS .LP Creates a program object .LP \fIgl:createProgram\fR\& 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\&. .LP See external documentation\&. .RE .LP .B createShader(Type) -> integer() .br .RS .LP Types: .RS 3 Type = enum() .br .RE .RE .RS .LP Creates a shader object .LP \fIgl:createShader\fR\& 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\&. \fIShaderType\fR\& indicates the type of shader to be created\&. Five types of shader are supported\&. A shader of type \fI?GL_VERTEX_SHADER\fR\& is a shader that is intended to run on the programmable vertex processor\&. A shader of type \fI?GL_TESS_CONTROL_SHADER\fR\& is a shader that is intended to run on the programmable tessellation processor in the control stage\&. A shader of type \fI?GL_TESS_EVALUATION_SHADER\fR\& is a shader that is intended to run on the programmable tessellation processor in the evaluation stage\&. A shader of type \fI?GL_GEOMETRY_SHADER\fR\& is a shader that is intended to run on the programmable geometry processor\&. A shader of type \fI?GL_FRAGMENT_SHADER\fR\& is a shader that is intended to run on the programmable fragment processor\&. .LP See external documentation\&. .RE .LP .B deleteProgram(Program) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br .RE .RE .RS .LP Deletes a program object .LP \fIgl:deleteProgram\fR\& frees the memory and invalidates the name associated with the program object specified by \fIProgram\&.\fR\& This command effectively undoes the effects of a call to gl:createProgram/0 \&. .LP See external documentation\&. .RE .LP .B deleteShader(Shader) -> ok .br .RS .LP Types: .RS 3 Shader = integer() .br .RE .RE .RS .LP Deletes a shader object .LP \fIgl:deleteShader\fR\& frees the memory and invalidates the name associated with the shader object specified by \fIShader\fR\& \&. This command effectively undoes the effects of a call to gl:createShader/1 \&. .LP See external documentation\&. .RE .LP .B detachShader(Program, Shader) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Shader = integer() .br .RE .RE .RS .LP Detaches a shader object from a program object to which it is attached .LP \fIgl:detachShader\fR\& detaches the shader object specified by \fIShader\fR\& from the program object specified by \fIProgram\fR\& \&. This command can be used to undo the effect of the command gl:attachShader/2 \&. .LP See external documentation\&. .RE .LP .B disableVertexAttribArray(Index) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br .RE .RE .RS .LP Enable or disable a generic vertex attribute array .LP \fIgl:enableVertexAttribArray\fR\& enables the generic vertex attribute array specified by \fIIndex\fR\& \&. \fIgl:disableVertexAttribArray\fR\& disables the generic vertex attribute array specified by \fIIndex\fR\& \&. By default, all client-side capabilities are disabled, including all generic vertex attribute arrays\&. If enabled, the values in the generic vertex attribute array will be accessed and used for rendering when calls are made to vertex array commands such as gl:drawArrays/3 , gl:drawElements/4 , gl:drawRangeElements/6 , see \fIglMultiDrawElements\fR\& , or gl:multiDrawArrays/3 \&. .LP See external documentation\&. .RE .LP .B enableVertexAttribArray(Index) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br .RE .RE .RS .LP See disableVertexAttribArray/1 .RE .LP .B getActiveAttrib(Program, Index, BufSize) -> {Size::integer(), Type::enum(), Name::string()} .br .RS .LP Types: .RS 3 Program = integer() .br Index = integer() .br BufSize = integer() .br .RE .RE .RS .LP Returns information about an active attribute variable for the specified program object .LP \fIgl:getActiveAttrib\fR\& returns information about an active attribute variable in the program object specified by \fIProgram\fR\& \&. The number of active attributes can be obtained by calling gl:getProgramiv/2 with the value \fI?GL_ACTIVE_ATTRIBUTES\fR\&\&. A value of 0 for \fIIndex\fR\& selects the first active attribute variable\&. Permissible values for \fIIndex\fR\& range from 0 to the number of active attribute variables minus 1\&. .LP See external documentation\&. .RE .LP .B getActiveUniform(Program, Index, BufSize) -> {Size::integer(), Type::enum(), Name::string()} .br .RS .LP Types: .RS 3 Program = integer() .br Index = integer() .br BufSize = integer() .br .RE .RE .RS .LP Returns information about an active uniform variable for the specified program object .LP \fIgl:getActiveUniform\fR\& returns information about an active uniform variable in the program object specified by \fIProgram\fR\& \&. The number of active uniform variables can be obtained by calling gl:getProgramiv/2 with the value \fI?GL_ACTIVE_UNIFORMS\fR\&\&. A value of 0 for \fIIndex\fR\& selects the first active uniform variable\&. Permissible values for \fIIndex\fR\& range from 0 to the number of active uniform variables minus 1\&. .LP See external documentation\&. .RE .LP .B getAttachedShaders(Program, MaxCount) -> [integer()] .br .RS .LP Types: .RS 3 Program = integer() .br MaxCount = integer() .br .RE .RE .RS .LP Returns the handles of the shader objects attached to a program object .LP \fIgl:getAttachedShaders\fR\& returns the names of the shader objects attached to \fIProgram\fR\& \&. The names of shader objects that are attached to \fIProgram\fR\& will be returned in \fIShaders\&.\fR\& The actual number of shader names written into \fIShaders\fR\& is returned in \fICount\&.\fR\& If no shader objects are attached to \fIProgram\fR\& , \fICount\fR\& is set to 0\&. The maximum number of shader names that may be returned in \fIShaders\fR\& is specified by \fIMaxCount\fR\& \&. .LP See external documentation\&. .RE .LP .B getAttribLocation(Program, Name) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Name = string() .br .RE .RE .RS .LP Returns the location of an attribute variable .LP \fIgl:getAttribLocation\fR\& queries the previously linked program object specified by \fIProgram\fR\& for the attribute variable specified by \fIName\fR\& and returns the index of the generic vertex attribute that is bound to that attribute variable\&. If \fIName\fR\& 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 \fIName\fR\& starts with the reserved prefix "gl_", a value of -1 is returned\&. .LP See external documentation\&. .RE .LP .B getProgramiv(Program, Pname) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Pname = enum() .br .RE .RE .RS .LP Returns a parameter from a program object .LP \fIgl:getProgram\fR\& returns in \fIParams\fR\& the value of a parameter for a specific program object\&. The following parameters are defined: .LP See external documentation\&. .RE .LP .B getProgramInfoLog(Program, BufSize) -> string() .br .RS .LP Types: .RS 3 Program = integer() .br BufSize = integer() .br .RE .RE .RS .LP Returns the information log for a program object .LP \fIgl:getProgramInfoLog\fR\& 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\&. .LP See external documentation\&. .RE .LP .B getShaderiv(Shader, Pname) -> integer() .br .RS .LP Types: .RS 3 Shader = integer() .br Pname = enum() .br .RE .RE .RS .LP Returns a parameter from a shader object .LP \fIgl:getShader\fR\& returns in \fIParams\fR\& the value of a parameter for a specific shader object\&. The following parameters are defined: .LP See external documentation\&. .RE .LP .B getShaderInfoLog(Shader, BufSize) -> string() .br .RS .LP Types: .RS 3 Shader = integer() .br BufSize = integer() .br .RE .RE .RS .LP Returns the information log for a shader object .LP \fIgl:getShaderInfoLog\fR\& 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\&. .LP See external documentation\&. .RE .LP .B getShaderSource(Shader, BufSize) -> string() .br .RS .LP Types: .RS 3 Shader = integer() .br BufSize = integer() .br .RE .RE .RS .LP Returns the source code string from a shader object .LP \fIgl:getShaderSource\fR\& returns the concatenation of the source code strings from the shader object specified by \fIShader\fR\& \&. 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\&. .LP See external documentation\&. .RE .LP .B getUniformLocation(Program, Name) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Name = string() .br .RE .RE .RS .LP Returns the location of a uniform variable .LP \fIgl:getUniformLocation\fR\& returns an integer that represents the location of a specific uniform variable within a program object\&. \fIName\fR\& must be a null terminated string that contains no white space\&. \fIName\fR\& must be an active uniform variable name in \fIProgram\fR\& that is not a structure, an array of structures, or a subcomponent of a vector or a matrix\&. This function returns -1 if \fIName\fR\& does not correspond to an active uniform variable in \fIProgram\fR\& , if \fIName\fR\& starts with the reserved prefix "gl_", or if \fIName\fR\& is associated with an atomic counter or a named uniform block\&. .LP See external documentation\&. .RE .LP .B getUniformfv(Program, Location) -> matrix() .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br .RE .RE .RS .LP Returns the value of a uniform variable .LP \fIgl:getUniform\fR\& returns in \fIParams\fR\& the value(s) of the specified uniform variable\&. The type of the uniform variable specified by \fILocation\fR\& 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 \fIgl:getUniform\fR\& for each element of the array\&. To query values stored in uniform variables declared as structures, call \fIgl:getUniform\fR\& for each field in the structure\&. The values for uniform variables declared as a matrix will be returned in column major order\&. .LP See external documentation\&. .RE .LP .B getUniformiv(Program, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br .RE .RE .RS .LP See getUniformfv/2 .RE .LP .B getVertexAttribdv(Index, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Index = integer() .br Pname = enum() .br .RE .RE .RS .LP Return a generic vertex attribute parameter .LP \fIgl:getVertexAttrib\fR\& returns in \fIParams\fR\& the value of a generic vertex attribute parameter\&. The generic vertex attribute to be queried is specified by \fIIndex\fR\& , and the parameter to be queried is specified by \fIPname\fR\& \&. .LP See external documentation\&. .RE .LP .B getVertexAttribfv(Index, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Index = integer() .br Pname = enum() .br .RE .RE .RS .LP See getVertexAttribdv/2 .RE .LP .B getVertexAttribiv(Index, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Index = integer() .br Pname = enum() .br .RE .RE .RS .LP See getVertexAttribdv/2 .RE .LP .B isProgram(Program) -> 0 | 1 .br .RS .LP Types: .RS 3 Program = integer() .br .RE .RE .RS .LP Determines if a name corresponds to a program object .LP \fIgl:isProgram\fR\& returns \fI?GL_TRUE\fR\& if \fIProgram\fR\& is the name of a program object previously created with gl:createProgram/0 and not yet deleted with gl:deleteProgram/1 \&. If \fIProgram\fR\& is zero or a non-zero value that is not the name of a program object, or if an error occurs, \fIgl:isProgram\fR\& returns \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B isShader(Shader) -> 0 | 1 .br .RS .LP Types: .RS 3 Shader = integer() .br .RE .RE .RS .LP Determines if a name corresponds to a shader object .LP \fIgl:isShader\fR\& returns \fI?GL_TRUE\fR\& if \fIShader\fR\& is the name of a shader object previously created with gl:createShader/1 and not yet deleted with gl:deleteShader/1 \&. If \fIShader\fR\& is zero or a non-zero value that is not the name of a shader object, or if an error occurs, \fIgl:isShader\fR\& returns \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B linkProgram(Program) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br .RE .RE .RS .LP Links a program object .LP \fIgl:linkProgram\fR\& links the program object specified by \fIProgram\fR\& \&. If any shader objects of type \fI?GL_VERTEX_SHADER\fR\& are attached to \fIProgram\fR\& , they will be used to create an executable that will run on the programmable vertex processor\&. If any shader objects of type \fI?GL_GEOMETRY_SHADER\fR\& are attached to \fIProgram\fR\& , they will be used to create an executable that will run on the programmable geometry processor\&. If any shader objects of type \fI?GL_FRAGMENT_SHADER\fR\& are attached to \fIProgram\fR\& , they will be used to create an executable that will run on the programmable fragment processor\&. .LP See external documentation\&. .RE .LP .B shaderSource(Shader, String) -> ok .br .RS .LP Types: .RS 3 Shader = integer() .br String = iolist() .br .RE .RE .RS .LP Replaces the source code in a shader object .LP \fIgl:shaderSource\fR\& sets the source code in \fIShader\fR\& to the source code in the array of strings specified by \fIString\fR\& \&. Any source code previously stored in the shader object is completely replaced\&. The number of strings in the array is specified by \fICount\fR\& \&. If \fILength\fR\& is \fI?NULL\fR\&, each string is assumed to be null terminated\&. If \fILength\fR\& is a value other than \fI?NULL\fR\&, it points to an array containing a string length for each of the corresponding elements of \fIString\fR\& \&. Each element in the \fILength\fR\& 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\&. .LP See external documentation\&. .RE .LP .B useProgram(Program) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br .RE .RE .RS .LP Installs a program object as part of current rendering state .LP \fIgl:useProgram\fR\& installs the program object specified by \fIProgram\fR\& 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 \&. .LP See external documentation\&. .RE .LP .B uniform1f(Location, V0) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = float() .br .RE .RE .RS .LP Specify the value of a uniform variable for the current program object .LP \fIgl:uniform\fR\& modifies the value of a uniform variable or a uniform variable array\&. The location of the uniform variable to be modified is specified by \fILocation\fR\& , which should be a value returned by gl:getUniformLocation/2 \&. \fIgl:uniform\fR\& operates on the program object that was made part of current state by calling gl:useProgram/1 \&. .LP See external documentation\&. .RE .LP .B uniform2f(Location, V0, V1) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = float() .br V1 = float() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3f(Location, V0, V1, V2) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = float() .br V1 = float() .br V2 = float() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4f(Location, V0, V1, V2, V3) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = float() .br V1 = float() .br V2 = float() .br V3 = float() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform1i(Location, V0) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform2i(Location, V0, V1) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br V1 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3i(Location, V0, V1, V2) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4i(Location, V0, V1, V2, V3) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br V3 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform1fv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [float()] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform2fv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3fv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4fv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform1iv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [integer()] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform2iv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{integer(), integer()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3iv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{integer(), integer(), integer()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4iv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{integer(), integer(), integer(), integer()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix2fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix3fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix4fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B validateProgram(Program) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br .RE .RE .RS .LP Validates a program object .LP \fIgl:validateProgram\fR\& checks to see whether the executables contained in \fIProgram\fR\& can execute given the current OpenGL state\&. The information generated by the validation process will be stored in \fIProgram\fR\& \&'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\&. .LP See external documentation\&. .RE .LP .B vertexAttrib1d(Index, X) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br .RE .RE .RS .LP Specifies the value of a generic vertex attribute .LP The \fIgl:vertexAttrib\fR\& family of entry points allows an application to pass generic vertex attributes in numbered locations\&. .LP See external documentation\&. .RE .LP .B vertexAttrib1dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib1d(Index, X)\&. .RE .LP .B vertexAttrib1f(Index, X) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib1fv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib1f(Index, X)\&. .RE .LP .B vertexAttrib1s(Index, X) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib1sv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttrib1s(Index, X)\&. .RE .LP .B vertexAttrib2d(Index, X, Y) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib2dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib2d(Index, X, Y)\&. .RE .LP .B vertexAttrib2f(Index, X, Y) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib2fv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib2f(Index, X, Y)\&. .RE .LP .B vertexAttrib2s(Index, X, Y) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib2sv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttrib2s(Index, X, Y)\&. .RE .LP .B vertexAttrib3d(Index, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib3dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib3d(Index, X, Y, Z)\&. .RE .LP .B vertexAttrib3f(Index, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib3fv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib3f(Index, X, Y, Z)\&. .RE .LP .B vertexAttrib3s(Index, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib3sv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttrib3s(Index, X, Y, Z)\&. .RE .LP .B vertexAttrib4Nbv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4Niv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4Nsv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4Nub(Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4Nubv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttrib4Nub(Index, X, Y, Z, W)\&. .RE .LP .B vertexAttrib4Nuiv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4Nusv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4bv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4d(Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float(), W::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib4d(Index, X, Y, Z, W)\&. .RE .LP .B vertexAttrib4f(Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4fv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float(), W::float()} .br .RE .RE .RS .LP Equivalent to vertexAttrib4f(Index, X, Y, Z, W)\&. .RE .LP .B vertexAttrib4iv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4s(Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4sv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttrib4s(Index, X, Y, Z, W)\&. .RE .LP .B vertexAttrib4ubv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4uiv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttrib4usv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br Size = integer() .br Type = enum() .br Normalized = 0 | 1 .br Stride = integer() .br Pointer = offset() | mem() .br .RE .RE .RS .LP Define an array of generic vertex attribute data .LP \fIgl:vertexAttribPointer\fR\&, \fIgl:vertexAttribIPointer\fR\& and \fIgl:vertexAttribLPointer\fR\& specify the location and data format of the array of generic vertex attributes at index \fIIndex\fR\& to use when rendering\&. \fISize\fR\& specifies the number of components per attribute and must be 1, 2, 3, 4, or \fI?GL_BGRA\fR\&\&. \fIType\fR\& specifies the data type of each component, and \fIStride\fR\& 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\&. .LP See external documentation\&. .RE .LP .B uniformMatrix2x3fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix3x2fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix2x4fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix4x2fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix3x4fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix4x3fv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B colorMaski(Index, R, G, B, A) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br R = 0 | 1 .br G = 0 | 1 .br B = 0 | 1 .br A = 0 | 1 .br .RE .RE .RS .LP glColorMaski .LP See external documentation\&. .RE .LP .B getBooleani_v(Target, Index) -> [0 | 1] .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B getIntegeri_v(Target, Index) -> [integer()] .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B enablei(Target, Index) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP See enable/1 .RE .LP .B disablei(Target, Index) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP glEnablei .LP See external documentation\&. .RE .LP .B isEnabledi(Target, Index) -> 0 | 1 .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP glIsEnabledi .LP See external documentation\&. .RE .LP .B beginTransformFeedback(PrimitiveMode) -> ok .br .RS .LP Types: .RS 3 PrimitiveMode = enum() .br .RE .RE .RS .LP Start transform feedback operation .LP 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 \fIgl:beginTransformFeedback\fR\& until a subsequent call to gl:beginTransformFeedback/1 \&. Transform feedback commands must be paired\&. .LP See external documentation\&. .RE .LP .B endTransformFeedback() -> ok .br .RS .LP See beginTransformFeedback/1 .RE .LP .B bindBufferRange(Target, Index, Buffer, Offset, Size) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Buffer = integer() .br Offset = integer() .br Size = integer() .br .RE .RE .RS .LP Bind a range within a buffer object to an indexed buffer target .LP \fIgl:bindBufferRange\fR\& binds a range the buffer object \fIBuffer\fR\& represented by \fIOffset\fR\& and \fISize\fR\& to the binding point at index \fIIndex\fR\& of the array of targets specified by \fITarget\fR\& \&. Each \fITarget\fR\& represents an indexed array of buffer binding points, as well as a single general binding point that can be used by other buffer manipulation functions such as gl:bindBuffer/2 or see \fIglMapBuffer\fR\&\&. In addition to binding a range of \fIBuffer\fR\& to the indexed buffer binding target, \fIgl:bindBufferBase\fR\& also binds the range to the generic buffer binding point specified by \fITarget\fR\& \&. .LP See external documentation\&. .RE .LP .B bindBufferBase(Target, Index, Buffer) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Buffer = integer() .br .RE .RE .RS .LP Bind a buffer object to an indexed buffer target .LP \fIgl:bindBufferBase\fR\& binds the buffer object \fIBuffer\fR\& to the binding point at index \fIIndex\fR\& of the array of targets specified by \fITarget\fR\& \&. Each \fITarget\fR\& represents an indexed array of buffer binding points, as well as a single general binding point that can be used by other buffer manipulation functions such as gl:bindBuffer/2 or see \fIglMapBuffer\fR\&\&. In addition to binding \fIBuffer\fR\& to the indexed buffer binding target, \fIgl:bindBufferBase\fR\& also binds \fIBuffer\fR\& to the generic buffer binding point specified by \fITarget\fR\& \&. .LP See external documentation\&. .RE .LP .B transformFeedbackVaryings(Program, Varyings, BufferMode) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Varyings = iolist() .br BufferMode = enum() .br .RE .RE .RS .LP Specify values to record in transform feedback buffers .LP The names of the vertex or geometry shader outputs to be recorded in transform feedback mode are specified using \fIgl:transformFeedbackVaryings\fR\&\&. 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\&. .LP See external documentation\&. .RE .LP .B getTransformFeedbackVarying(Program, Index, BufSize) -> {Size::integer(), Type::enum(), Name::string()} .br .RS .LP Types: .RS 3 Program = integer() .br Index = integer() .br BufSize = integer() .br .RE .RE .RS .LP Retrieve information about varying variables selected for transform feedback .LP Information about the set of varying variables in a linked program that will be captured during transform feedback may be retrieved by calling \fIgl:getTransformFeedbackVarying\fR\&\&. \fIgl:getTransformFeedbackVarying\fR\& provides information about the varying variable selected by \fIIndex\fR\& \&. An \fIIndex\fR\& of 0 selects the first varying variable specified in the \fIVaryings\fR\& array passed to gl:transformFeedbackVaryings/3 , and an \fIIndex\fR\& of \fI?GL_TRANSFORM_FEEDBACK_VARYINGS-1\fR\& selects the last such variable\&. .LP See external documentation\&. .RE .LP .B clampColor(Target, Clamp) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Clamp = enum() .br .RE .RE .RS .LP specify whether data read via .LP gl:readPixels/7 should be clamped .LP \fIgl:clampColor\fR\& controls color clamping that is performed during gl:readPixels/7 \&. \fITarget\fR\& must be \fI?GL_CLAMP_READ_COLOR\fR\&\&. If \fIClamp\fR\& is \fI?GL_TRUE\fR\&, read color clamping is enabled; if \fIClamp\fR\& is \fI?GL_FALSE\fR\&, read color clamping is disabled\&. If \fIClamp\fR\& is \fI?GL_FIXED_ONLY\fR\&, read color clamping is enabled only if the selected read buffer has fixed point components and disabled otherwise\&. .LP See external documentation\&. .RE .LP .B beginConditionalRender(Id, Mode) -> ok .br .RS .LP Types: .RS 3 Id = integer() .br Mode = enum() .br .RE .RE .RS .LP Start conditional rendering .LP Conditional rendering is started using \fIgl:beginConditionalRender\fR\& and ended using \fIgl:endConditionalRender\fR\& \&. During conditional rendering, all vertex array commands, as well as gl:clear/1 and gl:clearBufferiv/3 have no effect if the (\fI?GL_SAMPLES_PASSED\fR\&) result of the query object \fIId\fR\& is zero, or if the (\fI?GL_ANY_SAMPLES_PASSED\fR\&) result is \fI?GL_FALSE\fR\& \&. The results of commands setting the current vertex state, such as gl:vertexAttrib1d/2 are undefined\&. If the (\fI?GL_SAMPLES_PASSED\fR\&) result is non-zero or if the (\fI?GL_ANY_SAMPLES_PASSED\fR\& ) result is \fI?GL_TRUE\fR\&, such commands are not discarded\&. The \fIId\fR\& parameter to \fIgl:beginConditionalRender\fR\& must be the name of a query object previously returned from a call to gl:genQueries/1 \&. \fIMode\fR\& specifies how the results of the query object are to be interpreted\&. If \fIMode\fR\& is \fI?GL_QUERY_WAIT\fR\&, 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 \fIMode\fR\& is \fI?GL_QUERY_NO_WAIT\fR\&, the GL may choose to unconditionally execute the subsequent rendering commands without waiting for the query to complete\&. .LP See external documentation\&. .RE .LP .B endConditionalRender() -> ok .br .RS .LP See beginConditionalRender/2 .RE .LP .B vertexAttribIPointer(Index, Size, Type, Stride, Pointer) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br Size = integer() .br Type = enum() .br Stride = integer() .br Pointer = offset() | mem() .br .RE .RE .RS .LP glVertexAttribIPointer .LP See external documentation\&. .RE .LP .B getVertexAttribIiv(Index, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Index = integer() .br Pname = enum() .br .RE .RE .RS .LP See getVertexAttribdv/2 .RE .LP .B getVertexAttribIuiv(Index, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Index = integer() .br Pname = enum() .br .RE .RE .RS .LP glGetVertexAttribI .LP See external documentation\&. .RE .LP .B vertexAttribI1i(Index, X) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI2i(Index, X, Y) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI3i(Index, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI4i(Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI1ui(Index, X) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI2ui(Index, X, Y) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI3ui(Index, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br Z = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI4ui(Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = integer() .br Y = integer() .br Z = integer() .br W = integer() .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI1iv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI1i(Index, X)\&. .RE .LP .B vertexAttribI2iv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI2i(Index, X, Y)\&. .RE .LP .B vertexAttribI3iv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI3i(Index, X, Y, Z)\&. .RE .LP .B vertexAttribI4iv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI4i(Index, X, Y, Z, W)\&. .RE .LP .B vertexAttribI1uiv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI1ui(Index, X)\&. .RE .LP .B vertexAttribI2uiv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI2ui(Index, X, Y)\&. .RE .LP .B vertexAttribI3uiv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI3ui(Index, X, Y, Z)\&. .RE .LP .B vertexAttribI4uiv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::integer(), Y::integer(), Z::integer(), W::integer()} .br .RE .RE .RS .LP Equivalent to vertexAttribI4ui(Index, X, Y, Z, W)\&. .RE .LP .B vertexAttribI4bv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI4sv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI4ubv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B vertexAttribI4usv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP See vertexAttrib1d/2 .RE .LP .B getUniformuiv(Program, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br .RE .RE .RS .LP See getUniformfv/2 .RE .LP .B bindFragDataLocation(Program, Color, Name) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Color = integer() .br Name = string() .br .RE .RE .RS .LP Bind a user-defined varying out variable to a fragment shader color number .LP \fIgl:bindFragDataLocation\fR\& explicitly specifies the binding of the user-defined varying out variable \fIName\fR\& to fragment shader color number \fIColorNumber\fR\& for program \fIProgram\fR\& \&. If \fIName\fR\& was bound previously, its assigned binding is replaced with \fIColorNumber\fR\& \&. \fIName\fR\& must be a null-terminated string\&. \fIColorNumber\fR\& must be less than \fI?GL_MAX_DRAW_BUFFERS\fR\& \&. .LP See external documentation\&. .RE .LP .B getFragDataLocation(Program, Name) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Name = string() .br .RE .RE .RS .LP Query the bindings of color numbers to user-defined varying out variables .LP \fIgl:getFragDataLocation\fR\& retrieves the assigned color number binding for the user-defined varying out variable \fIName\fR\& for program \fIProgram\fR\& \&. \fIProgram\fR\& must have previously been linked\&. \fIName\fR\& must be a null-terminated string\&. If \fIName\fR\& is not the name of an active user-defined varying out fragment shader variable within \fIProgram\fR\& , -1 will be returned\&. .LP See external documentation\&. .RE .LP .B uniform1ui(Location, V0) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform2ui(Location, V0, V1) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br V1 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3ui(Location, V0, V1, V2) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4ui(Location, V0, V1, V2, V3) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br V3 = integer() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform1uiv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [integer()] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform2uiv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{integer(), integer()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3uiv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{integer(), integer(), integer()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4uiv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{integer(), integer(), integer(), integer()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B texParameterIiv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP See texParameterf/3 .RE .LP .B texParameterIuiv(Target, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br Params = tuple() .br .RE .RE .RS .LP glTexParameterI .LP See external documentation\&. .RE .LP .B getTexParameterIiv(Target, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP See getTexParameterfv/2 .RE .LP .B getTexParameterIuiv(Target, Pname) -> {integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP glGetTexParameterI .LP See external documentation\&. .RE .LP .B clearBufferiv(Buffer, Drawbuffer, Value) -> ok .br .RS .LP Types: .RS 3 Buffer = enum() .br Drawbuffer = integer() .br Value = tuple() .br .RE .RE .RS .LP Clear individual buffers of the currently bound draw framebuffer .LP \fIgl:clearBuffer*\fR\& clears the specified buffer to the specified value(s)\&. If \fIBuffer\fR\& is \fI?GL_COLOR\fR\&, a particular draw buffer \fI?GL_DRAWBUFFER\fR\& \fII\fR\& is specified by passing \fII\fR\& as \fIDrawBuffer\fR\& \&. In this case, \fIValue\fR\& points to a four-element vector specifying the R, G, B and A color to clear that draw buffer to\&. If \fIBuffer\fR\& is one of \fI?GL_FRONT\fR\&, \fI?GL_BACK\fR\&, \fI?GL_LEFT\fR\&, \fI?GL_RIGHT\fR\&, or \fI?GL_FRONT_AND_BACK\fR\& , identifying multiple buffers, each selected buffer is cleared to the same value\&. Clamping and conversion for fixed-point color buffers are performed in the same fashion as gl:clearColor/4 \&. .LP See external documentation\&. .RE .LP .B clearBufferuiv(Buffer, Drawbuffer, Value) -> ok .br .RS .LP Types: .RS 3 Buffer = enum() .br Drawbuffer = integer() .br Value = tuple() .br .RE .RE .RS .LP See clearBufferiv/3 .RE .LP .B clearBufferfv(Buffer, Drawbuffer, Value) -> ok .br .RS .LP Types: .RS 3 Buffer = enum() .br Drawbuffer = integer() .br Value = tuple() .br .RE .RE .RS .LP See clearBufferiv/3 .RE .LP .B clearBufferfi(Buffer, Drawbuffer, Depth, Stencil) -> ok .br .RS .LP Types: .RS 3 Buffer = enum() .br Drawbuffer = integer() .br Depth = float() .br Stencil = integer() .br .RE .RE .RS .LP glClearBufferfi .LP See external documentation\&. .RE .LP .B getStringi(Name, Index) -> string() .br .RS .LP Types: .RS 3 Name = enum() .br Index = integer() .br .RE .RE .RS .LP See getString/1 .RE .LP .B drawArraysInstanced(Mode, First, Count, Primcount) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br First = integer() .br Count = integer() .br Primcount = integer() .br .RE .RE .RS .LP glDrawArraysInstance .LP See external documentation\&. .RE .LP .B drawElementsInstanced(Mode, Count, Type, Indices, Primcount) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br Primcount = integer() .br .RE .RE .RS .LP glDrawElementsInstance .LP See external documentation\&. .RE .LP .B texBuffer(Target, Internalformat, Buffer) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Buffer = integer() .br .RE .RE .RS .LP Attach the storage for a buffer object to the active buffer texture .LP \fIgl:texBuffer\fR\& attaches the storage for the buffer object named \fIBuffer\fR\& to the active buffer texture, and specifies the internal format for the texel array found in the attached buffer object\&. If \fIBuffer\fR\& is zero, any buffer object attached to the buffer texture is detached and no new buffer object is attached\&. If \fIBuffer\fR\& is non-zero, it must be the name of an existing buffer object\&. \fITarget\fR\& must be \fI?GL_TEXTURE_BUFFER\fR\& \&. \fIInternalformat\fR\& specifies the storage format, and must be one of the following sized internal formats: .LP See external documentation\&. .RE .LP .B primitiveRestartIndex(Index) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br .RE .RE .RS .LP Specify the primitive restart index .LP \fIgl:primitiveRestartIndex\fR\& specifies a vertex array element that is treated specially when primitive restarting is enabled\&. This is known as the primitive restart index\&. .LP See external documentation\&. .RE .LP .B getInteger64i_v(Target, Index) -> [integer()] .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B getBufferParameteri64v(Target, Pname) -> [integer()] .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP glGetBufferParameteri64v .LP See external documentation\&. .RE .LP .B framebufferTexture(Target, Attachment, Texture, Level) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Texture = integer() .br Level = integer() .br .RE .RE .RS .LP Attach a level of a texture object as a logical buffer to the currently bound framebuffer object .LP \fIgl:framebufferTexture\fR\&, \fIgl:framebufferTexture1D\fR\&, \fIgl:framebufferTexture2D\fR\&, and \fIgl:framebufferTexture\fR\& attach a selected mipmap level or image of a texture object as one of the logical buffers of the framebuffer object currently bound to \fITarget\fR\& \&. \fITarget\fR\& must be \fI?GL_DRAW_FRAMEBUFFER\fR\&, \fI?GL_READ_FRAMEBUFFER\fR\&, or \fI?GL_FRAMEBUFFER\fR\& \&. \fI?GL_FRAMEBUFFER\fR\& is equivalent to \fI?GL_DRAW_FRAMEBUFFER\fR\&\&. .LP See external documentation\&. .RE .LP .B vertexAttribDivisor(Index, Divisor) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br Divisor = integer() .br .RE .RE .RS .LP Modify the rate at which generic vertex attributes advance during instanced rendering .LP \fIgl:vertexAttribDivisor\fR\& modifies the rate at which generic vertex attributes advance when rendering multiple instances of primitives in a single draw call\&. If \fIDivisor\fR\& is zero, the attribute at slot \fIIndex\fR\& advances once per vertex\&. If \fIDivisor\fR\& is non-zero, the attribute advances once per \fIDivisor\fR\& instances of the set(s) of vertices being rendered\&. An attribute is referred to as instanced if its \fI?GL_VERTEX_ATTRIB_ARRAY_DIVISOR\fR\& value is non-zero\&. .LP See external documentation\&. .RE .LP .B minSampleShading(Value) -> ok .br .RS .LP Types: .RS 3 Value = clamp() .br .RE .RE .RS .LP Specifies minimum rate at which sample shaing takes place .LP \fIgl:minSampleShading\fR\& 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 \fI?GL_SAMPLE_SHADING\fR\& \&. If \fI?GL_MULTISAMPLE\fR\& or \fI?GL_SAMPLE_SHADING\fR\& 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 \fIValue\fR\& times \fISamples\fR\& where \fISamples\fR\& is the value of \fI?GL_SAMPLES\fR\& for the current framebuffer\&. At least 1 sample for each covered fragment is generated\&. .LP See external documentation\&. .RE .LP .B blendEquationi(Buf, Mode) -> ok .br .RS .LP Types: .RS 3 Buf = integer() .br Mode = enum() .br .RE .RE .RS .LP See blendEquation/1 .RE .LP .B blendEquationSeparatei(Buf, ModeRGB, ModeAlpha) -> ok .br .RS .LP Types: .RS 3 Buf = integer() .br ModeRGB = enum() .br ModeAlpha = enum() .br .RE .RE .RS .LP See blendEquationSeparate/2 .RE .LP .B blendFunci(Buf, Src, Dst) -> ok .br .RS .LP Types: .RS 3 Buf = integer() .br Src = enum() .br Dst = enum() .br .RE .RE .RS .LP glBlendFunci .LP See external documentation\&. .RE .LP .B blendFuncSeparatei(Buf, SrcRGB, DstRGB, SrcAlpha, DstAlpha) -> ok .br .RS .LP Types: .RS 3 Buf = integer() .br SrcRGB = enum() .br DstRGB = enum() .br SrcAlpha = enum() .br DstAlpha = enum() .br .RE .RE .RS .LP See blendFuncSeparate/4 .RE .LP .B loadTransposeMatrixfARB(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP glLoadTransposeMatrixARB .LP See external documentation\&. .RE .LP .B loadTransposeMatrixdARB(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP glLoadTransposeMatrixARB .LP See external documentation\&. .RE .LP .B multTransposeMatrixfARB(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP glMultTransposeMatrixARB .LP See external documentation\&. .RE .LP .B multTransposeMatrixdARB(M) -> ok .br .RS .LP Types: .RS 3 M = matrix() .br .RE .RE .RS .LP glMultTransposeMatrixARB .LP See external documentation\&. .RE .LP .B weightbvARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [integer()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B weightsvARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [integer()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B weightivARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [integer()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B weightfvARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [float()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B weightdvARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [float()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B weightubvARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [integer()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B weightusvARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [integer()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B weightuivARB(Weights) -> ok .br .RS .LP Types: .RS 3 Weights = [integer()] .br .RE .RE .RS .LP glWeightARB .LP See external documentation\&. .RE .LP .B vertexBlendARB(Count) -> ok .br .RS .LP Types: .RS 3 Count = integer() .br .RE .RE .RS .LP glVertexBlenARB .LP See external documentation\&. .RE .LP .B currentPaletteMatrixARB(Index) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br .RE .RE .RS .LP glCurrentPaletteMatrixARB .LP See external documentation\&. .RE .LP .B matrixIndexubvARB(Indices) -> ok .br .RS .LP Types: .RS 3 Indices = [integer()] .br .RE .RE .RS .LP glMatrixIndexARB .LP See external documentation\&. .RE .LP .B matrixIndexusvARB(Indices) -> ok .br .RS .LP Types: .RS 3 Indices = [integer()] .br .RE .RE .RS .LP glMatrixIndexARB .LP See external documentation\&. .RE .LP .B matrixIndexuivARB(Indices) -> ok .br .RS .LP Types: .RS 3 Indices = [integer()] .br .RE .RE .RS .LP glMatrixIndexARB .LP See external documentation\&. .RE .LP .B programStringARB(Target, Format, String) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Format = enum() .br String = string() .br .RE .RE .RS .LP glProgramStringARB .LP See external documentation\&. .RE .LP .B bindProgramARB(Target, Program) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Program = integer() .br .RE .RE .RS .LP glBindProgramARB .LP See external documentation\&. .RE .LP .B deleteProgramsARB(Programs) -> ok .br .RS .LP Types: .RS 3 Programs = [integer()] .br .RE .RE .RS .LP glDeleteProgramsARB .LP See external documentation\&. .RE .LP .B genProgramsARB(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP glGenProgramsARB .LP See external documentation\&. .RE .LP .B programEnvParameter4dARB(Target, Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP glProgramEnvParameterARB .LP See external documentation\&. .RE .LP .B programEnvParameter4dvARB(Target, Index, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Params = {float(), float(), float(), float()} .br .RE .RE .RS .LP glProgramEnvParameterARB .LP See external documentation\&. .RE .LP .B programEnvParameter4fARB(Target, Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP glProgramEnvParameterARB .LP See external documentation\&. .RE .LP .B programEnvParameter4fvARB(Target, Index, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Params = {float(), float(), float(), float()} .br .RE .RE .RS .LP glProgramEnvParameterARB .LP See external documentation\&. .RE .LP .B programLocalParameter4dARB(Target, Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP glProgramLocalParameterARB .LP See external documentation\&. .RE .LP .B programLocalParameter4dvARB(Target, Index, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Params = {float(), float(), float(), float()} .br .RE .RE .RS .LP glProgramLocalParameterARB .LP See external documentation\&. .RE .LP .B programLocalParameter4fARB(Target, Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP glProgramLocalParameterARB .LP See external documentation\&. .RE .LP .B programLocalParameter4fvARB(Target, Index, Params) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Params = {float(), float(), float(), float()} .br .RE .RE .RS .LP glProgramLocalParameterARB .LP See external documentation\&. .RE .LP .B getProgramEnvParameterdvARB(Target, Index) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP glGetProgramEnvParameterARB .LP See external documentation\&. .RE .LP .B getProgramEnvParameterfvARB(Target, Index) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP glGetProgramEnvParameterARB .LP See external documentation\&. .RE .LP .B getProgramLocalParameterdvARB(Target, Index) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP glGetProgramLocalParameterARB .LP See external documentation\&. .RE .LP .B getProgramLocalParameterfvARB(Target, Index) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP glGetProgramLocalParameterARB .LP See external documentation\&. .RE .LP .B getProgramStringARB(Target, Pname, String) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br String = mem() .br .RE .RE .RS .LP glGetProgramStringARB .LP See external documentation\&. .RE .LP .B getBufferParameterivARB(Target, Pname) -> [integer()] .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP glGetBufferParameterARB .LP See external documentation\&. .RE .LP .B deleteObjectARB(Obj) -> ok .br .RS .LP Types: .RS 3 Obj = integer() .br .RE .RE .RS .LP glDeleteObjectARB .LP See external documentation\&. .RE .LP .B getHandleARB(Pname) -> integer() .br .RS .LP Types: .RS 3 Pname = enum() .br .RE .RE .RS .LP glGetHandleARB .LP See external documentation\&. .RE .LP .B detachObjectARB(ContainerObj, AttachedObj) -> ok .br .RS .LP Types: .RS 3 ContainerObj = integer() .br AttachedObj = integer() .br .RE .RE .RS .LP glDetachObjectARB .LP See external documentation\&. .RE .LP .B createShaderObjectARB(ShaderType) -> integer() .br .RS .LP Types: .RS 3 ShaderType = enum() .br .RE .RE .RS .LP glCreateShaderObjectARB .LP See external documentation\&. .RE .LP .B shaderSourceARB(ShaderObj, String) -> ok .br .RS .LP Types: .RS 3 ShaderObj = integer() .br String = iolist() .br .RE .RE .RS .LP glShaderSourceARB .LP See external documentation\&. .RE .LP .B compileShaderARB(ShaderObj) -> ok .br .RS .LP Types: .RS 3 ShaderObj = integer() .br .RE .RE .RS .LP glCompileShaderARB .LP See external documentation\&. .RE .LP .B createProgramObjectARB() -> integer() .br .RS .LP glCreateProgramObjectARB .LP See external documentation\&. .RE .LP .B attachObjectARB(ContainerObj, Obj) -> ok .br .RS .LP Types: .RS 3 ContainerObj = integer() .br Obj = integer() .br .RE .RE .RS .LP glAttachObjectARB .LP See external documentation\&. .RE .LP .B linkProgramARB(ProgramObj) -> ok .br .RS .LP Types: .RS 3 ProgramObj = integer() .br .RE .RE .RS .LP glLinkProgramARB .LP See external documentation\&. .RE .LP .B useProgramObjectARB(ProgramObj) -> ok .br .RS .LP Types: .RS 3 ProgramObj = integer() .br .RE .RE .RS .LP glUseProgramObjectARB .LP See external documentation\&. .RE .LP .B validateProgramARB(ProgramObj) -> ok .br .RS .LP Types: .RS 3 ProgramObj = integer() .br .RE .RE .RS .LP glValidateProgramARB .LP See external documentation\&. .RE .LP .B getObjectParameterfvARB(Obj, Pname) -> float() .br .RS .LP Types: .RS 3 Obj = integer() .br Pname = enum() .br .RE .RE .RS .LP glGetObjectParameterARB .LP See external documentation\&. .RE .LP .B getObjectParameterivARB(Obj, Pname) -> integer() .br .RS .LP Types: .RS 3 Obj = integer() .br Pname = enum() .br .RE .RE .RS .LP glGetObjectParameterARB .LP See external documentation\&. .RE .LP .B getInfoLogARB(Obj, MaxLength) -> string() .br .RS .LP Types: .RS 3 Obj = integer() .br MaxLength = integer() .br .RE .RE .RS .LP glGetInfoLogARB .LP See external documentation\&. .RE .LP .B getAttachedObjectsARB(ContainerObj, MaxCount) -> [integer()] .br .RS .LP Types: .RS 3 ContainerObj = integer() .br MaxCount = integer() .br .RE .RE .RS .LP glGetAttachedObjectsARB .LP See external documentation\&. .RE .LP .B getUniformLocationARB(ProgramObj, Name) -> integer() .br .RS .LP Types: .RS 3 ProgramObj = integer() .br Name = string() .br .RE .RE .RS .LP glGetUniformLocationARB .LP See external documentation\&. .RE .LP .B getActiveUniformARB(ProgramObj, Index, MaxLength) -> {Size::integer(), Type::enum(), Name::string()} .br .RS .LP Types: .RS 3 ProgramObj = integer() .br Index = integer() .br MaxLength = integer() .br .RE .RE .RS .LP glGetActiveUniformARB .LP See external documentation\&. .RE .LP .B getUniformfvARB(ProgramObj, Location) -> matrix() .br .RS .LP Types: .RS 3 ProgramObj = integer() .br Location = integer() .br .RE .RE .RS .LP glGetUniformARB .LP See external documentation\&. .RE .LP .B getUniformivARB(ProgramObj, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 ProgramObj = integer() .br Location = integer() .br .RE .RE .RS .LP glGetUniformARB .LP See external documentation\&. .RE .LP .B getShaderSourceARB(Obj, MaxLength) -> string() .br .RS .LP Types: .RS 3 Obj = integer() .br MaxLength = integer() .br .RE .RE .RS .LP glGetShaderSourceARB .LP See external documentation\&. .RE .LP .B bindAttribLocationARB(ProgramObj, Index, Name) -> ok .br .RS .LP Types: .RS 3 ProgramObj = integer() .br Index = integer() .br Name = string() .br .RE .RE .RS .LP glBindAttribLocationARB .LP See external documentation\&. .RE .LP .B getActiveAttribARB(ProgramObj, Index, MaxLength) -> {Size::integer(), Type::enum(), Name::string()} .br .RS .LP Types: .RS 3 ProgramObj = integer() .br Index = integer() .br MaxLength = integer() .br .RE .RE .RS .LP glGetActiveAttribARB .LP See external documentation\&. .RE .LP .B getAttribLocationARB(ProgramObj, Name) -> integer() .br .RS .LP Types: .RS 3 ProgramObj = integer() .br Name = string() .br .RE .RE .RS .LP glGetAttribLocationARB .LP See external documentation\&. .RE .LP .B isRenderbuffer(Renderbuffer) -> 0 | 1 .br .RS .LP Types: .RS 3 Renderbuffer = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a renderbuffer object .LP \fIgl:isRenderbuffer\fR\& returns \fI?GL_TRUE\fR\& if \fIRenderbuffer\fR\& is currently the name of a renderbuffer object\&. If \fIRenderbuffer\fR\& is zero, or if \fIRenderbuffer\fR\& is not the name of a renderbuffer object, or if an error occurs, \fIgl:isRenderbuffer\fR\& returns \fI?GL_FALSE\fR\&\&. If \fIRenderbuffer\fR\& 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 \fIgl:isRenderbuffer\fR\& returns \fI?GL_FALSE\fR\& \&. .LP See external documentation\&. .RE .LP .B bindRenderbuffer(Target, Renderbuffer) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Renderbuffer = integer() .br .RE .RE .RS .LP Bind a renderbuffer to a renderbuffer target .LP \fIgl:bindRenderbuffer\fR\& binds the renderbuffer object with name \fIRenderbuffer\fR\& to the renderbuffer target specified by \fITarget\fR\& \&. \fITarget\fR\& must be \fI?GL_RENDERBUFFER\fR\& \&. \fIRenderbuffer\fR\& 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 \fITarget\fR\& \&. .LP See external documentation\&. .RE .LP .B deleteRenderbuffers(Renderbuffers) -> ok .br .RS .LP Types: .RS 3 Renderbuffers = [integer()] .br .RE .RE .RS .LP Delete renderbuffer objects .LP \fIgl:deleteRenderbuffers\fR\& deletes the \fIN\fR\& renderbuffer objects whose names are stored in the array addressed by \fIRenderbuffers\fR\& \&. The name zero is reserved by the GL and is silently ignored, should it occur in \fIRenderbuffers\fR\& , 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 \fI?GL_RENDERBUFFER\fR\& is deleted, it is as though gl:bindRenderbuffer/2 had been executed with a \fITarget\fR\& of \fI?GL_RENDERBUFFER\fR\& and a \fIName\fR\& of zero\&. .LP See external documentation\&. .RE .LP .B genRenderbuffers(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Generate renderbuffer object names .LP \fIgl:genRenderbuffers\fR\& returns \fIN\fR\& renderbuffer object names in \fIRenderbuffers\fR\& \&. 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 \fIgl:genRenderbuffers\fR\& \&. .LP See external documentation\&. .RE .LP .B renderbufferStorage(Target, Internalformat, Width, Height) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Establish data storage, format and dimensions of a renderbuffer object\&'s image .LP \fIgl:renderbufferStorage\fR\& is equivalent to calling gl:renderbufferStorageMultisample/5 with the \fISamples\fR\& set to zero\&. .LP See external documentation\&. .RE .LP .B getRenderbufferParameteriv(Target, Pname) -> integer() .br .RS .LP Types: .RS 3 Target = enum() .br Pname = enum() .br .RE .RE .RS .LP Retrieve information about a bound renderbuffer object .LP \fIgl:getRenderbufferParameteriv\fR\& retrieves information about a bound renderbuffer object\&. \fITarget\fR\& specifies the target of the query operation and must be \fI?GL_RENDERBUFFER\fR\& \&. \fIPname\fR\& specifies the parameter whose value to query and must be one of \fI?GL_RENDERBUFFER_WIDTH\fR\& , \fI?GL_RENDERBUFFER_HEIGHT\fR\&, \fI?GL_RENDERBUFFER_INTERNAL_FORMAT\fR\&, \fI?GL_RENDERBUFFER_RED_SIZE\fR\& , \fI?GL_RENDERBUFFER_GREEN_SIZE\fR\&, \fI?GL_RENDERBUFFER_BLUE_SIZE\fR\&, \fI?GL_RENDERBUFFER_ALPHA_SIZE\fR\& , \fI?GL_RENDERBUFFER_DEPTH_SIZE\fR\&, \fI?GL_RENDERBUFFER_DEPTH_SIZE\fR\&, \fI?GL_RENDERBUFFER_STENCIL_SIZE\fR\& , or \fI?GL_RENDERBUFFER_SAMPLES\fR\&\&. .LP See external documentation\&. .RE .LP .B isFramebuffer(Framebuffer) -> 0 | 1 .br .RS .LP Types: .RS 3 Framebuffer = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a framebuffer object .LP \fIgl:isFramebuffer\fR\& returns \fI?GL_TRUE\fR\& if \fIFramebuffer\fR\& is currently the name of a framebuffer object\&. If \fIFramebuffer\fR\& is zero, or if \fI?framebuffer\fR\& is not the name of a framebuffer object, or if an error occurs, \fIgl:isFramebuffer\fR\& returns \fI?GL_FALSE\fR\&\&. If \fIFramebuffer\fR\& 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 \fIgl:isFramebuffer\fR\& returns \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B bindFramebuffer(Target, Framebuffer) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Framebuffer = integer() .br .RE .RE .RS .LP Bind a framebuffer to a framebuffer target .LP \fIgl:bindFramebuffer\fR\& binds the framebuffer object with name \fIFramebuffer\fR\& to the framebuffer target specified by \fITarget\fR\& \&. \fITarget\fR\& must be either \fI?GL_DRAW_FRAMEBUFFER\fR\& , \fI?GL_READ_FRAMEBUFFER\fR\& or \fI?GL_FRAMEBUFFER\fR\&\&. If a framebuffer object is bound to \fI?GL_DRAW_FRAMEBUFFER\fR\& or \fI?GL_READ_FRAMEBUFFER\fR\&, 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 \fIgl:bindFramebuffer\fR\& with \fITarget\fR\& set to \fI?GL_FRAMEBUFFER\fR\& binds \fIFramebuffer\fR\& to both the read and draw framebuffer targets\&. \fIFramebuffer\fR\& 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 \fITarget\fR\& \&. .LP See external documentation\&. .RE .LP .B deleteFramebuffers(Framebuffers) -> ok .br .RS .LP Types: .RS 3 Framebuffers = [integer()] .br .RE .RE .RS .LP Delete framebuffer objects .LP \fIgl:deleteFramebuffers\fR\& deletes the \fIN\fR\& framebuffer objects whose names are stored in the array addressed by \fIFramebuffers\fR\& \&. The name zero is reserved by the GL and is silently ignored, should it occur in \fIFramebuffers\fR\& , 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 \fI?GL_DRAW_FRAMEBUFFER\fR\& or \fI?GL_READ_FRAMEBUFFER\fR\& is deleted, it is as though gl:bindFramebuffer/2 had been executed with the corresponding \fITarget\fR\& and \fIFramebuffer\fR\& zero\&. .LP See external documentation\&. .RE .LP .B genFramebuffers(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Generate framebuffer object names .LP \fIgl:genFramebuffers\fR\& returns \fIN\fR\& framebuffer object names in \fIIds\fR\& \&. 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 \fIgl:genFramebuffers\fR\& \&. .LP See external documentation\&. .RE .LP .B checkFramebufferStatus(Target) -> enum() .br .RS .LP Types: .RS 3 Target = enum() .br .RE .RE .RS .LP Check the completeness status of a framebuffer .LP \fIgl:checkFramebufferStatus\fR\& queries the completeness status of the framebuffer object currently bound to \fITarget\fR\& \&. \fITarget\fR\& must be \fI?GL_DRAW_FRAMEBUFFER\fR\&, \fI?GL_READ_FRAMEBUFFER\fR\& or \fI?GL_FRAMEBUFFER\fR\&\&. \fI?GL_FRAMEBUFFER\fR\& is equivalent to \fI?GL_DRAW_FRAMEBUFFER\fR\& \&. .LP See external documentation\&. .RE .LP .B framebufferTexture1D(Target, Attachment, Textarget, Texture, Level) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Textarget = enum() .br Texture = integer() .br Level = integer() .br .RE .RE .RS .LP See framebufferTexture/4 .RE .LP .B framebufferTexture2D(Target, Attachment, Textarget, Texture, Level) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Textarget = enum() .br Texture = integer() .br Level = integer() .br .RE .RE .RS .LP See framebufferTexture/4 .RE .LP .B framebufferTexture3D(Target, Attachment, Textarget, Texture, Level, Zoffset) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Textarget = enum() .br Texture = integer() .br Level = integer() .br Zoffset = integer() .br .RE .RE .RS .LP See framebufferTexture/4 .RE .LP .B framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Renderbuffer) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Renderbuffertarget = enum() .br Renderbuffer = integer() .br .RE .RE .RS .LP Attach a renderbuffer as a logical buffer to the currently bound framebuffer object .LP \fIgl:framebufferRenderbuffer\fR\& attaches a renderbuffer as one of the logical buffers of the currently bound framebuffer object\&. \fIRenderbuffer\fR\& is the name of the renderbuffer object to attach and must be either zero, or the name of an existing renderbuffer object of type \fIRenderbuffertarget\fR\& \&. If \fIRenderbuffer\fR\& is not zero and if \fIgl:framebufferRenderbuffer\fR\& is successful, then the renderbuffer name \fIRenderbuffer\fR\& will be used as the logical buffer identified by \fIAttachment\fR\& of the framebuffer currently bound to \fITarget\fR\& \&. .LP See external documentation\&. .RE .LP .B getFramebufferAttachmentParameteriv(Target, Attachment, Pname) -> integer() .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Pname = enum() .br .RE .RE .RS .LP Retrieve information about attachments of a bound framebuffer object .LP \fIgl:getFramebufferAttachmentParameter\fR\& returns information about attachments of a bound framebuffer object\&. \fITarget\fR\& specifies the framebuffer binding point and must be \fI?GL_DRAW_FRAMEBUFFER\fR\&, \fI?GL_READ_FRAMEBUFFER\fR\& or \fI?GL_FRAMEBUFFER\fR\&\&. \fI?GL_FRAMEBUFFER\fR\& is equivalent to \fI?GL_DRAW_FRAMEBUFFER\fR\&\&. .LP See external documentation\&. .RE .LP .B generateMipmap(Target) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br .RE .RE .RS .LP Generate mipmaps for a specified texture target .LP \fIgl:generateMipmap\fR\& generates mipmaps for the texture attached to \fITarget\fR\& of the active texture unit\&. For cube map textures, a \fI?GL_INVALID_OPERATION\fR\& error is generated if the texture attached to \fITarget\fR\& is not cube complete\&. .LP See external documentation\&. .RE .LP .B blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1, Mask, Filter) -> ok .br .RS .LP Types: .RS 3 SrcX0 = integer() .br SrcY0 = integer() .br SrcX1 = integer() .br SrcY1 = integer() .br DstX0 = integer() .br DstY0 = integer() .br DstX1 = integer() .br DstY1 = integer() .br Mask = integer() .br Filter = enum() .br .RE .RE .RS .LP Copy a block of pixels from the read framebuffer to the draw framebuffer .LP \fIgl:blitFramebuffer\fR\& transfers a rectangle of pixel values from one region of the read framebuffer to another region in the draw framebuffer\&. \fIMask\fR\& is the bitwise OR of a number of values indicating which buffers are to be copied\&. The values are \fI?GL_COLOR_BUFFER_BIT\fR\& , \fI?GL_DEPTH_BUFFER_BIT\fR\&, and \fI?GL_STENCIL_BUFFER_BIT\fR\&\&. The pixels corresponding to these buffers are copied from the source rectangle bounded by the locations ( \fISrcX0\fR\& ; \fISrcY0\fR\& ) and ( \fISrcX1\fR\& ; \fISrcY1\fR\& ) to the destination rectangle bounded by the locations ( \fIDstX0\fR\& ; \fIDstY0\fR\& ) and ( \fIDstX1\fR\& ; \fIDstY1\fR\& )\&. The lower bounds of the rectangle are inclusive, while the upper bounds are exclusive\&. .LP See external documentation\&. .RE .LP .B renderbufferStorageMultisample(Target, Samples, Internalformat, Width, Height) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Samples = integer() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Establish data storage, format, dimensions and sample count of a renderbuffer object\&'s image .LP \fIgl:renderbufferStorageMultisample\fR\& establishes the data storage, format, dimensions and number of samples of a renderbuffer object\&'s image\&. .LP See external documentation\&. .RE .LP .B framebufferTextureLayer(Target, Attachment, Texture, Level, Layer) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Texture = integer() .br Level = integer() .br Layer = integer() .br .RE .RE .RS .LP See framebufferTexture/4 .RE .LP .B framebufferTextureFaceARB(Target, Attachment, Texture, Level, Face) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Attachment = enum() .br Texture = integer() .br Level = integer() .br Face = enum() .br .RE .RE .RS .LP See framebufferTexture/4 .RE .LP .B flushMappedBufferRange(Target, Offset, Length) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Offset = integer() .br Length = integer() .br .RE .RE .RS .LP Indicate modifications to a range of a mapped buffer .LP \fIgl:flushMappedBufferRange\fR\& indicates that modifications have been made to a range of a mapped buffer\&. The buffer must previously have been mapped with the \fI?GL_MAP_FLUSH_EXPLICIT\fR\& flag\&. \fIOffset\fR\& and \fILength\fR\& indicate the modified subrange of the mapping, in basic units\&. The specified subrange to flush is relative to the start of the currently mapped range of the buffer\&. \fIgl:flushMappedBufferRange\fR\& may be called multiple times to indicate distinct subranges of the mapping which require flushing\&. .LP See external documentation\&. .RE .LP .B bindVertexArray(Array) -> ok .br .RS .LP Types: .RS 3 Array = integer() .br .RE .RE .RS .LP Bind a vertex array object .LP \fIgl:bindVertexArray\fR\& binds the vertex array object with name \fIArray\fR\& \&. \fIArray\fR\& 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\&. .LP See external documentation\&. .RE .LP .B deleteVertexArrays(Arrays) -> ok .br .RS .LP Types: .RS 3 Arrays = [integer()] .br .RE .RE .RS .LP Delete vertex array objects .LP \fIgl:deleteVertexArrays\fR\& deletes \fIN\fR\& vertex array objects whose names are stored in the array addressed by \fIArrays\fR\& \&. 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 \fIArrays\fR\& are silently ignored, as is the value zero\&. .LP See external documentation\&. .RE .LP .B genVertexArrays(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Generate vertex array object names .LP \fIgl:genVertexArrays\fR\& returns \fIN\fR\& vertex array object names in \fIArrays\fR\& \&. 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 \fIgl:genVertexArrays\fR\& \&. .LP See external documentation\&. .RE .LP .B isVertexArray(Array) -> 0 | 1 .br .RS .LP Types: .RS 3 Array = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a vertex array object .LP \fIgl:isVertexArray\fR\& returns \fI?GL_TRUE\fR\& if \fIArray\fR\& is currently the name of a renderbuffer object\&. If \fIRenderbuffer\fR\& is zero, or if \fIArray\fR\& is not the name of a renderbuffer object, or if an error occurs, \fIgl:isVertexArray\fR\& returns \fI?GL_FALSE\fR\& \&. If \fIArray\fR\& 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 \fIgl:isVertexArray\fR\& returns \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B getUniformIndices(Program, UniformNames) -> [integer()] .br .RS .LP Types: .RS 3 Program = integer() .br UniformNames = iolist() .br .RE .RE .RS .LP Retrieve the index of a named uniform block .LP \fIgl:getUniformIndices\fR\& retrieves the indices of a number of uniforms within \fIProgram\fR\& \&. .LP See external documentation\&. .RE .LP .B getActiveUniformsiv(Program, UniformIndices, Pname) -> [integer()] .br .RS .LP Types: .RS 3 Program = integer() .br UniformIndices = [integer()] .br Pname = enum() .br .RE .RE .RS .LP glGetActiveUniforms .LP See external documentation\&. .RE .LP .B getActiveUniformName(Program, UniformIndex, BufSize) -> string() .br .RS .LP Types: .RS 3 Program = integer() .br UniformIndex = integer() .br BufSize = integer() .br .RE .RE .RS .LP Query the name of an active uniform .LP \fIgl:getActiveUniformName\fR\& returns the name of the active uniform at \fIUniformIndex\fR\& within \fIProgram\fR\& \&. If \fIUniformName\fR\& is not NULL, up to \fIBufSize\fR\& characters (including a nul-terminator) will be written into the array whose address is specified by \fIUniformName\fR\& \&. If \fILength\fR\& is not NULL, the number of characters that were (or would have been) written into \fIUniformName\fR\& (not including the nul-terminator) will be placed in the variable whose address is specified in \fILength\fR\& \&. If \fILength\fR\& is NULL, no length is returned\&. The length of the longest uniform name in \fIProgram\fR\& is given by the value of \fI?GL_ACTIVE_UNIFORM_MAX_LENGTH\fR\&, which can be queried with gl:getProgramiv/2 \&. .LP See external documentation\&. .RE .LP .B getUniformBlockIndex(Program, UniformBlockName) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br UniformBlockName = string() .br .RE .RE .RS .LP Retrieve the index of a named uniform block .LP \fIgl:getUniformBlockIndex\fR\& retrieves the index of a uniform block within \fIProgram\fR\& \&. .LP See external documentation\&. .RE .LP .B getActiveUniformBlockiv(Program, UniformBlockIndex, Pname, Params) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br UniformBlockIndex = integer() .br Pname = enum() .br Params = mem() .br .RE .RE .RS .LP Query information about an active uniform block .LP \fIgl:getActiveUniformBlockiv\fR\& retrieves information about an active uniform block within \fIProgram\fR\& \&. .LP See external documentation\&. .RE .LP .B getActiveUniformBlockName(Program, UniformBlockIndex, BufSize) -> string() .br .RS .LP Types: .RS 3 Program = integer() .br UniformBlockIndex = integer() .br BufSize = integer() .br .RE .RE .RS .LP Retrieve the name of an active uniform block .LP \fIgl:getActiveUniformBlockName\fR\& retrieves the name of the active uniform block at \fIUniformBlockIndex\fR\& within \fIProgram\fR\& \&. .LP See external documentation\&. .RE .LP .B uniformBlockBinding(Program, UniformBlockIndex, UniformBlockBinding) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br UniformBlockIndex = integer() .br UniformBlockBinding = integer() .br .RE .RE .RS .LP Assign a binding point to an active uniform block .LP Binding points for active uniform blocks are assigned using \fIgl:uniformBlockBinding\fR\&\&. Each of a program\&'s active uniform blocks has a corresponding uniform buffer binding point\&. \fIProgram\fR\& is the name of a program object for which the command gl:linkProgram/1 has been issued in the past\&. .LP See external documentation\&. .RE .LP .B copyBufferSubData(ReadTarget, WriteTarget, ReadOffset, WriteOffset, Size) -> ok .br .RS .LP Types: .RS 3 ReadTarget = enum() .br WriteTarget = enum() .br ReadOffset = integer() .br WriteOffset = integer() .br Size = integer() .br .RE .RE .RS .LP Copy part of the data store of a buffer object to the data store of another buffer object .LP \fIgl:copyBufferSubData\fR\& copies part of the data store attached to \fIReadtarget\fR\& to the data store attached to \fIWritetarget\fR\& \&. The number of basic machine units indicated by \fISize\fR\& is copied from the source, at offset \fIReadoffset\fR\& to the destination at \fIWriteoffset\fR\& , also in basic machine units\&. .LP See external documentation\&. .RE .LP .B drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br Basevertex = integer() .br .RE .RE .RS .LP Render primitives from array data with a per-element offset .LP \fIgl:drawElementsBaseVertex\fR\& behaves identically to gl:drawElements/4 except that the \fIi\fR\&th element transferred by the corresponding draw call will be taken from element \fIIndices\fR\& [i] + \fIBasevertex\fR\& of each enabled array\&. If the resulting value is larger than the maximum value representable by \fIType\fR\& , 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\&. .LP See external documentation\&. .RE .LP .B drawRangeElementsBaseVertex(Mode, Start, End, Count, Type, Indices, Basevertex) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Start = integer() .br End = integer() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br Basevertex = integer() .br .RE .RE .RS .LP Render primitives from array data with a per-element offset .LP \fIgl:drawRangeElementsBaseVertex\fR\& is a restricted form of gl:drawElementsBaseVertex/5 \&. \fIMode\fR\& , \fIStart\fR\& , \fIEnd\fR\& , \fICount\fR\& and \fIBasevertex\fR\& match the corresponding arguments to gl:drawElementsBaseVertex/5 , with the additional constraint that all values in the array \fIIndices\fR\& must lie between \fIStart\fR\& and \fIEnd\fR\& , inclusive, prior to adding \fIBasevertex\fR\& \&. Index values lying outside the range [ \fIStart\fR\& , \fIEnd\fR\& ] are treated in the same way as gl:drawElementsBaseVertex/5 \&. The \fIi\fR\& th element transferred by the corresponding draw call will be taken from element \fIIndices\fR\& [i] + \fIBasevertex\fR\& of each enabled array\&. If the resulting value is larger than the maximum value representable by \fIType\fR\& , 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\&. .LP See external documentation\&. .RE .LP .B drawElementsInstancedBaseVertex(Mode, Count, Type, Indices, Primcount, Basevertex) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br Primcount = integer() .br Basevertex = integer() .br .RE .RE .RS .LP Render multiple instances of a set of primitives from array data with a per-element offset .LP \fIgl:drawElementsInstancedBaseVertex\fR\& behaves identically to gl:drawElementsInstanced/5 except that the \fIi\fR\&th element transferred by the corresponding draw call will be taken from element \fIIndices\fR\& [i] + \fIBasevertex\fR\& of each enabled array\&. If the resulting value is larger than the maximum value representable by \fIType\fR\& , 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\&. .LP See external documentation\&. .RE .LP .B provokingVertex(Mode) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br .RE .RE .RS .LP Specifiy the vertex to be used as the source of data for flat shaded varyings .LP \fIFlatshading\fR\& 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 \fIprovoking vertex\fR\& and \fIgl:provokingVertex\fR\& specifies which vertex is to be used as the source of data for flat shaded varyings\&. .LP See external documentation\&. .RE .LP .B fenceSync(Condition, Flags) -> integer() .br .RS .LP Types: .RS 3 Condition = enum() .br Flags = integer() .br .RE .RE .RS .LP Create a new sync object and insert it into the GL command stream .LP \fIgl:fenceSync\fR\& 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\&. .LP See external documentation\&. .RE .LP .B isSync(Sync) -> 0 | 1 .br .RS .LP Types: .RS 3 Sync = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a sync object .LP \fIgl:isSync\fR\& returns \fI?GL_TRUE\fR\& if \fISync\fR\& is currently the name of a sync object\&. If \fISync\fR\& is not the name of a sync object, or if an error occurs, \fIgl:isSync\fR\& returns \fI?GL_FALSE\fR\&\&. Note that zero is not the name of a sync object\&. .LP See external documentation\&. .RE .LP .B deleteSync(Sync) -> ok .br .RS .LP Types: .RS 3 Sync = integer() .br .RE .RE .RS .LP Delete a sync object .LP \fIgl:deleteSync\fR\& deletes the sync object specified by \fISync\fR\& \&. 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 \fISync\fR\& , the object is deleted immediately\&. Otherwise, \fISync\fR\& 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 \fIgl:deleteSync\fR\& returns, the name \fISync\fR\& is invalid and can no longer be used to refer to the sync object\&. .LP See external documentation\&. .RE .LP .B clientWaitSync(Sync, Flags, Timeout) -> enum() .br .RS .LP Types: .RS 3 Sync = integer() .br Flags = integer() .br Timeout = integer() .br .RE .RE .RS .LP Block and wait for a sync object to become signaled .LP \fIgl:clientWaitSync\fR\& causes the client to block and wait for the sync object specified by \fISync\fR\& to become signaled\&. If \fISync\fR\& is signaled when \fIgl:clientWaitSync\fR\& is called, \fIgl:clientWaitSync\fR\& returns immediately, otherwise it will block and wait for up to \fITimeout\fR\& nanoseconds for \fISync\fR\& to become signaled\&. .LP See external documentation\&. .RE .LP .B waitSync(Sync, Flags, Timeout) -> ok .br .RS .LP Types: .RS 3 Sync = integer() .br Flags = integer() .br Timeout = integer() .br .RE .RE .RS .LP Instruct the GL server to block until the specified sync object becomes signaled .LP \fIgl:waitSync\fR\& causes the GL server to block and wait until \fISync\fR\& becomes signaled\&. \fISync\fR\& is the name of an existing sync object upon which to wait\&. \fIFlags\fR\& and \fITimeout\fR\& are currently not used and must be set to zero and the special value \fI?GL_TIMEOUT_IGNORED\fR\& , respectively .LP \fIFlags\fR\& and \fITimeout\fR\& are placeholders for anticipated future extensions of sync object capabilities\&. They must have these reserved values in order that existing code calling \fIgl:waitSync\fR\& operate properly in the presence of such extensions\&. .LP See external documentation\&. .RE .LP .B getInteger64v(Pname) -> [integer()] .br .RS .LP Types: .RS 3 Pname = enum() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B getSynciv(Sync, Pname, BufSize) -> [integer()] .br .RS .LP Types: .RS 3 Sync = integer() .br Pname = enum() .br BufSize = integer() .br .RE .RE .RS .LP Query the properties of a sync object .LP \fIgl:getSynciv\fR\& retrieves properties of a sync object\&. \fISync\fR\& specifies the name of the sync object whose properties to retrieve\&. .LP See external documentation\&. .RE .LP .B texImage2DMultisample(Target, Samples, Internalformat, Width, Height, Fixedsamplelocations) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Samples = integer() .br Internalformat = integer() .br Width = integer() .br Height = integer() .br Fixedsamplelocations = 0 | 1 .br .RE .RE .RS .LP Establish the data storage, format, dimensions, and number of samples of a multisample texture\&'s image .LP \fIgl:texImage2DMultisample\fR\& establishes the data storage, format, dimensions and number of samples of a multisample texture\&'s image\&. .LP See external documentation\&. .RE .LP .B texImage3DMultisample(Target, Samples, Internalformat, Width, Height, Depth, Fixedsamplelocations) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Samples = integer() .br Internalformat = integer() .br Width = integer() .br Height = integer() .br Depth = integer() .br Fixedsamplelocations = 0 | 1 .br .RE .RE .RS .LP Establish the data storage, format, dimensions, and number of samples of a multisample texture\&'s image .LP \fIgl:texImage3DMultisample\fR\& establishes the data storage, format, dimensions and number of samples of a multisample texture\&'s image\&. .LP See external documentation\&. .RE .LP .B getMultisamplefv(Pname, Index) -> {float(), float()} .br .RS .LP Types: .RS 3 Pname = enum() .br Index = integer() .br .RE .RE .RS .LP Retrieve the location of a sample .LP \fIgl:getMultisamplefv\fR\& queries the location of a given sample\&. \fIPname\fR\& specifies the sample parameter to retrieve and must be \fI?GL_SAMPLE_POSITION\fR\&\&. \fIIndex\fR\& corresponds to the sample for which the location should be returned\&. The sample location is returned as two floating-point values in \fIVal[0]\fR\& and \fIVal[1]\fR\& , each between 0 and 1, corresponding to the \fIX\fR\& and \fIY\fR\& locations respectively in the GL pixel space of that sample\&. (0\&.5, 0\&.5) this corresponds to the pixel center\&. \fIIndex\fR\& must be between zero and the value of \fI?GL_SAMPLES\fR\& - 1\&. .LP See external documentation\&. .RE .LP .B sampleMaski(Index, Mask) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br Mask = integer() .br .RE .RE .RS .LP Set the value of a sub-word of the sample mask .LP \fIgl:sampleMaski\fR\& sets one 32-bit sub-word of the multi-word sample mask, \fI?GL_SAMPLE_MASK_VALUE\fR\& \&. .LP See external documentation\&. .RE .LP .B namedStringARB(Type, Name, String) -> ok .br .RS .LP Types: .RS 3 Type = enum() .br Name = string() .br String = string() .br .RE .RE .RS .LP glNamedStringARB .LP See external documentation\&. .RE .LP .B deleteNamedStringARB(Name) -> ok .br .RS .LP Types: .RS 3 Name = string() .br .RE .RE .RS .LP glDeleteNamedStringARB .LP See external documentation\&. .RE .LP .B compileShaderIncludeARB(Shader, Path) -> ok .br .RS .LP Types: .RS 3 Shader = integer() .br Path = iolist() .br .RE .RE .RS .LP glCompileShaderIncludeARB .LP See external documentation\&. .RE .LP .B isNamedStringARB(Name) -> 0 | 1 .br .RS .LP Types: .RS 3 Name = string() .br .RE .RE .RS .LP glIsNamedStringARB .LP See external documentation\&. .RE .LP .B getNamedStringARB(Name, BufSize) -> string() .br .RS .LP Types: .RS 3 Name = string() .br BufSize = integer() .br .RE .RE .RS .LP glGetNamedStringARB .LP See external documentation\&. .RE .LP .B getNamedStringivARB(Name, Pname) -> integer() .br .RS .LP Types: .RS 3 Name = string() .br Pname = enum() .br .RE .RE .RS .LP glGetNamedStringARB .LP See external documentation\&. .RE .LP .B bindFragDataLocationIndexed(Program, ColorNumber, Index, Name) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br ColorNumber = integer() .br Index = integer() .br Name = string() .br .RE .RE .RS .LP glBindFragDataLocationIndexe .LP See external documentation\&. .RE .LP .B getFragDataIndex(Program, Name) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Name = string() .br .RE .RE .RS .LP Query the bindings of color indices to user-defined varying out variables .LP \fIgl:getFragDataIndex\fR\& returns the index of the fragment color to which the variable \fIName\fR\& was bound when the program object \fIProgram\fR\& was last linked\&. If \fIName\fR\& is not a varying out variable of \fIProgram\fR\& , or if an error occurs, -1 will be returned\&. .LP See external documentation\&. .RE .LP .B genSamplers(Count) -> [integer()] .br .RS .LP Types: .RS 3 Count = integer() .br .RE .RE .RS .LP Generate sampler object names .LP \fIgl:genSamplers\fR\& returns \fIN\fR\& sampler object names in \fISamplers\fR\& \&. 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 \fIgl:genSamplers\fR\& \&. .LP See external documentation\&. .RE .LP .B deleteSamplers(Samplers) -> ok .br .RS .LP Types: .RS 3 Samplers = [integer()] .br .RE .RE .RS .LP Delete named sampler objects .LP \fIgl:deleteSamplers\fR\& deletes \fIN\fR\& sampler objects named by the elements of the array \fIIds\fR\& \&. 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\&. .LP See external documentation\&. .RE .LP .B isSampler(Sampler) -> 0 | 1 .br .RS .LP Types: .RS 3 Sampler = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a sampler object .LP \fIgl:isSampler\fR\& returns \fI?GL_TRUE\fR\& if \fIId\fR\& is currently the name of a sampler object\&. If \fIId\fR\& is zero, or is a non-zero value that is not currently the name of a sampler object, or if an error occurs, \fIgl:isSampler\fR\& returns \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B bindSampler(Unit, Sampler) -> ok .br .RS .LP Types: .RS 3 Unit = integer() .br Sampler = integer() .br .RE .RE .RS .LP Bind a named sampler to a texturing target .LP \fIgl:bindSampler\fR\& binds \fISampler\fR\& to the texture unit at index \fIUnit\fR\& \&. \fISampler\fR\& must be zero or the name of a sampler object previously returned from a call to gl:genSamplers/1 \&. \fIUnit\fR\& must be less than the value of \fI?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS\fR\&\&. .LP See external documentation\&. .RE .LP .B samplerParameteri(Sampler, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br Param = integer() .br .RE .RE .RS .LP Set sampler parameters .LP \fIgl:samplerParameter\fR\& assigns the value or values in \fIParams\fR\& to the sampler parameter specified as \fIPname\fR\& \&. \fISampler\fR\& 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 \fIPname\fR\& : .LP See external documentation\&. .RE .LP .B samplerParameteriv(Sampler, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br Param = [integer()] .br .RE .RE .RS .LP See samplerParameteri/3 .RE .LP .B samplerParameterf(Sampler, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br Param = float() .br .RE .RE .RS .LP See samplerParameteri/3 .RE .LP .B samplerParameterfv(Sampler, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br Param = [float()] .br .RE .RE .RS .LP See samplerParameteri/3 .RE .LP .B samplerParameterIiv(Sampler, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br Param = [integer()] .br .RE .RE .RS .LP See samplerParameteri/3 .RE .LP .B samplerParameterIuiv(Sampler, Pname, Param) -> ok .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br Param = [integer()] .br .RE .RE .RS .LP glSamplerParameterI .LP See external documentation\&. .RE .LP .B getSamplerParameteriv(Sampler, Pname) -> [integer()] .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br .RE .RE .RS .LP Return sampler parameter values .LP \fIgl:getSamplerParameter\fR\& returns in \fIParams\fR\& the value or values of the sampler parameter specified as \fIPname\fR\& \&. \fISampler\fR\& defines the target sampler, and must be the name of an existing sampler object, returned from a previous call to gl:genSamplers/1 \&. \fIPname\fR\& accepts the same symbols as gl:samplerParameteri/3 , with the same interpretations: .LP See external documentation\&. .RE .LP .B getSamplerParameterIiv(Sampler, Pname) -> [integer()] .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br .RE .RE .RS .LP See getSamplerParameteriv/2 .RE .LP .B getSamplerParameterfv(Sampler, Pname) -> [float()] .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br .RE .RE .RS .LP See getSamplerParameteriv/2 .RE .LP .B getSamplerParameterIuiv(Sampler, Pname) -> [integer()] .br .RS .LP Types: .RS 3 Sampler = integer() .br Pname = enum() .br .RE .RE .RS .LP glGetSamplerParameterI .LP See external documentation\&. .RE .LP .B queryCounter(Id, Target) -> ok .br .RS .LP Types: .RS 3 Id = integer() .br Target = enum() .br .RE .RE .RS .LP Record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed\&. .LP \fIgl:queryCounter\fR\& causes the GL to record the current time into the query object named \fIId\fR\& \&. \fITarget\fR\& must be \fI?GL_TIMESTAMP\fR\&\&. 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\&. \fIgl:queryCounter\fR\& timer queries can be used within a gl:beginQuery/2 / gl:beginQuery/2 block where the target is \fI?GL_TIME_ELAPSED\fR\& and it does not affect the result of that query object\&. .LP See external documentation\&. .RE .LP .B getQueryObjecti64v(Id, Pname) -> integer() .br .RS .LP Types: .RS 3 Id = integer() .br Pname = enum() .br .RE .RE .RS .LP glGetQueryObjecti64v .LP See external documentation\&. .RE .LP .B getQueryObjectui64v(Id, Pname) -> integer() .br .RS .LP Types: .RS 3 Id = integer() .br Pname = enum() .br .RE .RE .RS .LP glGetQueryObjectui64v .LP See external documentation\&. .RE .LP .B drawArraysIndirect(Mode, Indirect) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Indirect = offset() | mem() .br .RE .RE .RS .LP Render primitives from array data, taking parameters from memory .LP \fIgl:drawArraysIndirect\fR\& specifies multiple geometric primitives with very few subroutine calls\&. \fIgl:drawArraysIndirect\fR\& behaves similarly to gl:drawArraysInstancedBaseInstance/5 , execept that the parameters to gl:drawArraysInstancedBaseInstance/5 are stored in memory at the address given by \fIIndirect\fR\& \&. .LP See external documentation\&. .RE .LP .B drawElementsIndirect(Mode, Type, Indirect) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Type = enum() .br Indirect = offset() | mem() .br .RE .RE .RS .LP Render indexed primitives from array data, taking parameters from memory .LP \fIgl:drawElementsIndirect\fR\& specifies multiple indexed geometric primitives with very few subroutine calls\&. \fIgl:drawElementsIndirect\fR\& behaves similarly to gl:drawElementsInstancedBaseVertexBaseInstance/7 , execpt that the parameters to gl:drawElementsInstancedBaseVertexBaseInstance/7 are stored in memory at the address given by \fIIndirect\fR\& \&. .LP See external documentation\&. .RE .LP .B uniform1d(Location, X) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br X = float() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform2d(Location, X, Y) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br X = float() .br Y = float() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3d(Location, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4d(Location, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform1dv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [float()] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform2dv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform3dv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniform4dv(Location, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix2dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix3dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix4dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix2x3dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix2x4dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix3x2dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix3x4dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix4x2dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B uniformMatrix4x3dv(Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See uniform1f/2 .RE .LP .B getUniformdv(Program, Location) -> matrix() .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br .RE .RE .RS .LP See getUniformfv/2 .RE .LP .B getSubroutineUniformLocation(Program, Shadertype, Name) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Shadertype = enum() .br Name = string() .br .RE .RE .RS .LP Retrieve the location of a subroutine uniform of a given shader stage within a program .LP \fIgl:getSubroutineUniformLocation\fR\& returns the location of the subroutine uniform variable \fIName\fR\& in the shader stage of type \fIShadertype\fR\& attached to \fIProgram\fR\& , with behavior otherwise identical to gl:getUniformLocation/2 \&. .LP See external documentation\&. .RE .LP .B getSubroutineIndex(Program, Shadertype, Name) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Shadertype = enum() .br Name = string() .br .RE .RE .RS .LP Retrieve the index of a subroutine uniform of a given shader stage within a program .LP \fIgl:getSubroutineIndex\fR\& returns the index of a subroutine uniform within a shader stage attached to a program object\&. \fIProgram\fR\& contains the name of the program to which the shader is attached\&. \fIShadertype\fR\& specifies the stage from which to query shader subroutine index\&. \fIName\fR\& contains the null-terminated name of the subroutine uniform whose name to query\&. .LP See external documentation\&. .RE .LP .B getActiveSubroutineUniformName(Program, Shadertype, Index, Bufsize) -> string() .br .RS .LP Types: .RS 3 Program = integer() .br Shadertype = enum() .br Index = integer() .br Bufsize = integer() .br .RE .RE .RS .LP Query the name of an active shader subroutine uniform .LP \fIgl:getActiveSubroutineUniformName\fR\& retrieves the name of an active shader subroutine uniform\&. \fIProgram\fR\& contains the name of the program containing the uniform\&. \fIShadertype\fR\& specifies the stage for which which the uniform location, given by \fIIndex\fR\& , is valid\&. \fIIndex\fR\& must be between zero and the value of \fI?GL_ACTIVE_SUBROUTINE_UNIFORMS\fR\& minus one for the shader stage\&. .LP See external documentation\&. .RE .LP .B getActiveSubroutineName(Program, Shadertype, Index, Bufsize) -> string() .br .RS .LP Types: .RS 3 Program = integer() .br Shadertype = enum() .br Index = integer() .br Bufsize = integer() .br .RE .RE .RS .LP Query the name of an active shader subroutine .LP \fIgl:getActiveSubroutineName\fR\& queries the name of an active shader subroutine uniform from the program object given in \fIProgram\fR\& \&. \fIIndex\fR\& specifies the index of the shader subroutine uniform within the shader stage given by \fIStage\fR\& , and must between zero and the value of \fI?GL_ACTIVE_SUBROUTINES\fR\& minus one for the shader stage\&. .LP See external documentation\&. .RE .LP .B uniformSubroutinesuiv(Shadertype, Indices) -> ok .br .RS .LP Types: .RS 3 Shadertype = enum() .br Indices = [integer()] .br .RE .RE .RS .LP Load active subroutine uniforms .LP \fIgl:uniformSubroutines\fR\& loads all active subroutine uniforms for shader stage \fIShadertype\fR\& of the current program with subroutine indices from \fIIndices\fR\& , storing \fIIndices[i]\fR\& into the uniform at location \fII\fR\& \&. \fICount\fR\& must be equal to the value of \fI?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS\fR\& for the program currently in use at shader stage \fIShadertype\fR\& \&. Furthermore, all values in \fIIndices\fR\& must be less than the value of \fI?GL_ACTIVE_SUBROUTINES\fR\& for the shader stage\&. .LP See external documentation\&. .RE .LP .B getUniformSubroutineuiv(Shadertype, Location) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()} .br .RS .LP Types: .RS 3 Shadertype = enum() .br Location = integer() .br .RE .RE .RS .LP Retrieve the value of a subroutine uniform of a given shader stage of the current program .LP \fIgl:getUniformSubroutine\fR\& retrieves the value of the subroutine uniform at location \fILocation\fR\& for shader stage \fIShadertype\fR\& of the current program\&. \fILocation\fR\& must be less than the value of \fI?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS\fR\& for the shader currently in use at shader stage \fIShadertype\fR\& \&. The value of the subroutine uniform is returned in \fIValues\fR\& \&. .LP See external documentation\&. .RE .LP .B getProgramStageiv(Program, Shadertype, Pname) -> integer() .br .RS .LP Types: .RS 3 Program = integer() .br Shadertype = enum() .br Pname = enum() .br .RE .RE .RS .LP Retrieve properties of a program object corresponding to a specified shader stage .LP \fIgl:getProgramStage\fR\& queries a parameter of a shader stage attached to a program object\&. \fIProgram\fR\& contains the name of the program to which the shader is attached\&. \fIShadertype\fR\& specifies the stage from which to query the parameter\&. \fIPname\fR\& 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 \fIValues\fR\& \&. .LP See external documentation\&. .RE .LP .B patchParameteri(Pname, Value) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Value = integer() .br .RE .RE .RS .LP Specifies the parameters for patch primitives .LP \fIgl:patchParameter\fR\& specifies the parameters that will be used for patch primitives\&. \fIPname\fR\& specifies the parameter to modify and must be either \fI?GL_PATCH_VERTICES\fR\&, \fI?GL_PATCH_DEFAULT_OUTER_LEVEL\fR\& or \fI?GL_PATCH_DEFAULT_INNER_LEVEL\fR\&\&. For \fIgl:patchParameteri\fR\&, \fIValue\fR\& specifies the new value for the parameter specified by \fIPname\fR\& \&. For \fIgl:patchParameterfv\fR\&, \fIValues\fR\& specifies the address of an array containing the new values for the parameter specified by \fIPname\fR\& \&. .LP See external documentation\&. .RE .LP .B patchParameterfv(Pname, Values) -> ok .br .RS .LP Types: .RS 3 Pname = enum() .br Values = [float()] .br .RE .RE .RS .LP See patchParameteri/2 .RE .LP .B bindTransformFeedback(Target, Id) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Id = integer() .br .RE .RE .RS .LP Bind a transform feedback object .LP \fIgl:bindTransformFeedback\fR\& binds the transform feedback object with name \fIId\fR\& to the current GL state\&. \fIId\fR\& must be a name previously returned from a call to gl:genTransformFeedbacks/1 \&. If \fIId\fR\& has not previously been bound, a new transform feedback object with name \fIId\fR\& and initialized with with the default transform state vector is created\&. .LP See external documentation\&. .RE .LP .B deleteTransformFeedbacks(Ids) -> ok .br .RS .LP Types: .RS 3 Ids = [integer()] .br .RE .RE .RS .LP Delete transform feedback objects .LP \fIgl:deleteTransformFeedbacks\fR\& deletes the \fIN\fR\& transform feedback objects whose names are stored in the array \fIIds\fR\& \&. Unused names in \fIIds\fR\& 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\&. .LP See external documentation\&. .RE .LP .B genTransformFeedbacks(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Reserve transform feedback object names .LP \fIgl:genTransformFeedbacks\fR\& returns \fIN\fR\& previously unused transform feedback object names in \fIIds\fR\& \&. These names are marked as used, for the purposes of \fIgl:genTransformFeedbacks\fR\& only, but they acquire transform feedback state only when they are first bound\&. .LP See external documentation\&. .RE .LP .B isTransformFeedback(Id) -> 0 | 1 .br .RS .LP Types: .RS 3 Id = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a transform feedback object .LP \fIgl:isTransformFeedback\fR\& returns \fI?GL_TRUE\fR\& if \fIId\fR\& is currently the name of a transform feedback object\&. If \fIId\fR\& is zero, or if \fI?id\fR\& is not the name of a transform feedback object, or if an error occurs, \fIgl:isTransformFeedback\fR\& returns \fI?GL_FALSE\fR\&\&. If \fIId\fR\& 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 \fIgl:isTransformFeedback\fR\& returns \fI?GL_FALSE\fR\& \&. .LP See external documentation\&. .RE .LP .B pauseTransformFeedback() -> ok .br .RS .LP Pause transform feedback operations .LP \fIgl:pauseTransformFeedback\fR\& 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\&. .LP See external documentation\&. .RE .LP .B resumeTransformFeedback() -> ok .br .RS .LP Resume transform feedback operations .LP \fIgl:resumeTransformFeedback\fR\& 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\&. .LP See external documentation\&. .RE .LP .B drawTransformFeedback(Mode, Id) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Id = integer() .br .RE .RE .RS .LP Render primitives using a count derived from a transform feedback object .LP \fIgl:drawTransformFeedback\fR\& draws primitives of a type specified by \fIMode\fR\& using a count retrieved from the transform feedback specified by \fIId\fR\& \&. Calling \fIgl:drawTransformFeedback\fR\& is equivalent to calling gl:drawArrays/3 with \fIMode\fR\& as specified, \fIFirst\fR\& set to zero, and \fICount\fR\& 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 \fIId\fR\& \&. .LP See external documentation\&. .RE .LP .B drawTransformFeedbackStream(Mode, Id, Stream) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Id = integer() .br Stream = integer() .br .RE .RE .RS .LP Render primitives using a count derived from a specifed stream of a transform feedback object .LP \fIgl:drawTransformFeedbackStream\fR\& draws primitives of a type specified by \fIMode\fR\& using a count retrieved from the transform feedback stream specified by \fIStream\fR\& of the transform feedback object specified by \fIId\fR\& \&. Calling \fIgl:drawTransformFeedbackStream\fR\& is equivalent to calling gl:drawArrays/3 with \fIMode\fR\& as specified, \fIFirst\fR\& set to zero, and \fICount\fR\& set to the number of vertices captured on vertex stream \fIStream\fR\& the last time transform feedback was active on the transform feedback object named by \fIId\fR\& \&. .LP See external documentation\&. .RE .LP .B beginQueryIndexed(Target, Index, Id) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Id = integer() .br .RE .RE .RS .LP glBeginQueryIndexe .LP See external documentation\&. .RE .LP .B endQueryIndexed(Target, Index) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP Delimit the boundaries of a query object on an indexed target .LP \fIgl:beginQueryIndexed\fR\& and gl:endQueryIndexed/2 delimit the boundaries of a query object\&. \fIQuery\fR\& must be a name previously returned from a call to gl:genQueries/1 \&. If a query object with name \fIId\fR\& does not yet exist it is created with the type determined by \fITarget\fR\& \&. \fITarget\fR\& must be one of \fI?GL_SAMPLES_PASSED\fR\&, \fI?GL_ANY_SAMPLES_PASSED\fR\& , \fI?GL_PRIMITIVES_GENERATED\fR\&, \fI?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN\fR\&, or \fI?GL_TIME_ELAPSED\fR\& \&. The behavior of the query object depends on its type and is as follows\&. .LP See external documentation\&. .RE .LP .B getQueryIndexediv(Target, Index, Pname) -> integer() .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br Pname = enum() .br .RE .RE .RS .LP Return parameters of an indexed query object target .LP \fIgl:getQueryIndexediv\fR\& returns in \fIParams\fR\& a selected parameter of the indexed query object target specified by \fITarget\fR\& and \fIIndex\fR\& \&. \fIIndex\fR\& specifies the index of the query object target and must be between zero and a target-specific maxiumum\&. .LP See external documentation\&. .RE .LP .B releaseShaderCompiler() -> ok .br .RS .LP Release resources consumed by the implementation\&'s shader compiler .LP \fIgl:releaseShaderCompiler\fR\& 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 \fIgl:releaseShaderCompiler\fR\&\&. .LP See external documentation\&. .RE .LP .B shaderBinary(Shaders, Binaryformat, Binary) -> ok .br .RS .LP Types: .RS 3 Shaders = [integer()] .br Binaryformat = enum() .br Binary = binary() .br .RE .RE .RS .LP Load pre-compiled shader binaries .LP \fIgl:shaderBinary\fR\& loads pre-compiled shader binary code into the \fICount\fR\& shader objects whose handles are given in \fIShaders\fR\& \&. \fIBinary\fR\& points to \fILength\fR\& bytes of binary shader code stored in client memory\&. \fIBinaryFormat\fR\& specifies the format of the pre-compiled code\&. .LP See external documentation\&. .RE .LP .B getShaderPrecisionFormat(Shadertype, Precisiontype) -> {Range::{integer(), integer()}, Precision::integer()} .br .RS .LP Types: .RS 3 Shadertype = enum() .br Precisiontype = enum() .br .RE .RE .RS .LP Retrieve the range and precision for numeric formats supported by the shader compiler .LP \fIgl:getShaderPrecisionFormat\fR\& retrieves the numeric range and precision for the implementation\&'s representation of quantities in different numeric formats in specified shader type\&. \fIShaderType\fR\& specifies the type of shader for which the numeric precision and range is to be retrieved and must be one of \fI?GL_VERTEX_SHADER\fR\& or \fI?GL_FRAGMENT_SHADER\fR\&\&. \fIPrecisionType\fR\& specifies the numeric format to query and must be one of \fI?GL_LOW_FLOAT\fR\&, \fI?GL_MEDIUM_FLOAT\fR\& \fI?GL_HIGH_FLOAT\fR\&, \fI?GL_LOW_INT\fR\&, \fI?GL_MEDIUM_INT\fR\&, or \fI?GL_HIGH_INT\fR\&\&. .LP See external documentation\&. .RE .LP .B depthRangef(N, F) -> ok .br .RS .LP Types: .RS 3 N = clamp() .br F = clamp() .br .RE .RE .RS .LP See depthRange/2 .RE .LP .B clearDepthf(D) -> ok .br .RS .LP Types: .RS 3 D = clamp() .br .RE .RE .RS .LP glClearDepthf .LP See external documentation\&. .RE .LP .B getProgramBinary(Program, BufSize) -> {BinaryFormat::enum(), Binary::binary()} .br .RS .LP Types: .RS 3 Program = integer() .br BufSize = integer() .br .RE .RE .RS .LP Return a binary representation of a program object\&'s compiled and linked executable source .LP \fIgl:getProgramBinary\fR\& returns a binary representation of the compiled and linked executable for \fIProgram\fR\& into the array of bytes whose address is specified in \fIBinary\fR\& \&. The maximum number of bytes that may be written into \fIBinary\fR\& is specified by \fIBufSize\fR\& \&. If the program binary is greater in size than \fIBufSize\fR\& bytes, then an error is generated, otherwise the actual number of bytes written into \fIBinary\fR\& is returned in the variable whose address is given by \fILength\fR\& \&. If \fILength\fR\& is \fI?NULL\fR\&, then no length is returned\&. .LP See external documentation\&. .RE .LP .B programBinary(Program, BinaryFormat, Binary) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br BinaryFormat = enum() .br Binary = binary() .br .RE .RE .RS .LP Load a program object with a program binary .LP \fIgl:programBinary\fR\& loads a program object with a program binary previously returned from gl:getProgramBinary/2 \&. \fIBinaryFormat\fR\& and \fIBinary\fR\& must be those returned by a previous call to gl:getProgramBinary/2 , and \fILength\fR\& must be the length returned by gl:getProgramBinary/2 , or by gl:getProgramiv/2 when called with \fIPname\fR\& set to \fI?GL_PROGRAM_BINARY_LENGTH\fR\&\&. If these conditions are not met, loading the program binary will fail and \fIProgram\fR\& \&'s \fI?GL_LINK_STATUS\fR\& will be set to \fI?GL_FALSE\fR\&\&. .LP See external documentation\&. .RE .LP .B programParameteri(Program, Pname, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Pname = enum() .br Value = integer() .br .RE .RE .RS .LP Specify a parameter for a program object .LP \fIgl:programParameter\fR\& specifies a new value for the parameter nameed by \fIPname\fR\& for the program object \fIProgram\fR\& \&. .LP See external documentation\&. .RE .LP .B useProgramStages(Pipeline, Stages, Program) -> ok .br .RS .LP Types: .RS 3 Pipeline = integer() .br Stages = integer() .br Program = integer() .br .RE .RE .RS .LP Bind stages of a program object to a program pipeline .LP \fIgl:useProgramStages\fR\& binds executables from a program object associated with a specified set of shader stages to the program pipeline object given by \fIPipeline\fR\& \&. \fIPipeline\fR\& specifies the program pipeline object to which to bind the executables\&. \fIStages\fR\& contains a logical combination of bits indicating the shader stages to use within \fIProgram\fR\& with the program pipeline object \fIPipeline\fR\& \&. \fIStages\fR\& must be a logical combination of \fI?GL_VERTEX_SHADER_BIT\fR\&, \fI?GL_TESS_CONTROL_SHADER_BIT\fR\&, \fI?GL_TESS_EVALUATION_SHADER_BIT\fR\& , \fI?GL_GEOMETRY_SHADER_BIT\fR\&, and \fI?GL_FRAGMENT_SHADER_BIT\fR\&\&. Additionally, the special value \fI?GL_ALL_SHADER_BITS\fR\& may be specified to indicate that all executables contained in \fIProgram\fR\& should be installed in \fIPipeline\fR\& \&. .LP See external documentation\&. .RE .LP .B activeShaderProgram(Pipeline, Program) -> ok .br .RS .LP Types: .RS 3 Pipeline = integer() .br Program = integer() .br .RE .RE .RS .LP Set the active program object for a program pipeline object .LP \fIgl:activeShaderProgram\fR\& sets the linked program named by \fIProgram\fR\& to be the active program for the program pipeline object \fIPipeline\fR\& \&. The active program in the active program pipeline object is the target of calls to gl:uniform1f/2 when no program has been made current through a call to gl:useProgram/1 \&. .LP See external documentation\&. .RE .LP .B createShaderProgramv(Type, Strings) -> integer() .br .RS .LP Types: .RS 3 Type = enum() .br Strings = iolist() .br .RE .RE .RS .LP glCreateShaderProgramv .LP See external documentation\&. .RE .LP .B bindProgramPipeline(Pipeline) -> ok .br .RS .LP Types: .RS 3 Pipeline = integer() .br .RE .RE .RS .LP Bind a program pipeline to the current context .LP \fIgl:bindProgramPipeline\fR\& binds a program pipeline object to the current context\&. \fIPipeline\fR\& must be a name previously returned from a call to gl:genProgramPipelines/1 \&. If no program pipeline exists with name \fIPipeline\fR\& then a new pipeline object is created with that name and initialized to the default state vector\&. .LP See external documentation\&. .RE .LP .B deleteProgramPipelines(Pipelines) -> ok .br .RS .LP Types: .RS 3 Pipelines = [integer()] .br .RE .RE .RS .LP Delete program pipeline objects .LP \fIgl:deleteProgramPipelines\fR\& deletes the \fIN\fR\& program pipeline objects whose names are stored in the array \fIPipelines\fR\& \&. Unused names in \fIPipelines\fR\& 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\&. .LP See external documentation\&. .RE .LP .B genProgramPipelines(N) -> [integer()] .br .RS .LP Types: .RS 3 N = integer() .br .RE .RE .RS .LP Reserve program pipeline object names .LP \fIgl:genProgramPipelines\fR\& returns \fIN\fR\& previously unused program pipeline object names in \fIPipelines\fR\& \&. These names are marked as used, for the purposes of \fIgl:genProgramPipelines\fR\& only, but they acquire program pipeline state only when they are first bound\&. .LP See external documentation\&. .RE .LP .B isProgramPipeline(Pipeline) -> 0 | 1 .br .RS .LP Types: .RS 3 Pipeline = integer() .br .RE .RE .RS .LP Determine if a name corresponds to a program pipeline object .LP \fIgl:isProgramPipeline\fR\& returns \fI?GL_TRUE\fR\& if \fIPipeline\fR\& is currently the name of a program pipeline object\&. If \fIPipeline\fR\& is zero, or if \fI?pipeline\fR\& is not the name of a program pipeline object, or if an error occurs, \fIgl:isProgramPipeline\fR\& returns \fI?GL_FALSE\fR\&\&. If \fIPipeline\fR\& 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 \fIgl:isProgramPipeline\fR\& returns \fI?GL_FALSE\fR\& \&. .LP See external documentation\&. .RE .LP .B getProgramPipelineiv(Pipeline, Pname) -> integer() .br .RS .LP Types: .RS 3 Pipeline = integer() .br Pname = enum() .br .RE .RE .RS .LP Retrieve properties of a program pipeline object .LP \fIgl:getProgramPipelineiv\fR\& retrieves the value of a property of the program pipeline object \fIPipeline\fR\& \&. \fIPname\fR\& 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 \fIParams\fR\& \&. .LP See external documentation\&. .RE .LP .B programUniform1i(Program, Location, V0) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br .RE .RE .RS .LP Specify the value of a uniform variable for a specified program object .LP \fIgl:programUniform\fR\& modifies the value of a uniform variable or a uniform variable array\&. The location of the uniform variable to be modified is specified by \fILocation\fR\& , which should be a value returned by gl:getUniformLocation/2 \&. \fIgl:programUniform\fR\& operates on the program object specified by \fIProgram\fR\& \&. .LP See external documentation\&. .RE .LP .B programUniform1iv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [integer()] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform1f(Program, Location, V0) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform1fv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [float()] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform1d(Program, Location, V0) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform1dv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [float()] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform1ui(Program, Location, V0) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform1uiv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [integer()] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2i(Program, Location, V0, V1) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br V1 = integer() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2iv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{integer(), integer()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2f(Program, Location, V0, V1) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br V1 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2fv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2d(Program, Location, V0, V1) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br V1 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2dv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2ui(Program, Location, V0, V1) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br V1 = integer() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform2uiv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{integer(), integer()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3i(Program, Location, V0, V1, V2) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3iv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{integer(), integer(), integer()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3f(Program, Location, V0, V1, V2) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br V1 = float() .br V2 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3fv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3d(Program, Location, V0, V1, V2) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br V1 = float() .br V2 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3dv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3ui(Program, Location, V0, V1, V2) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform3uiv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{integer(), integer(), integer()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4i(Program, Location, V0, V1, V2, V3) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br V3 = integer() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4iv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{integer(), integer(), integer(), integer()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4f(Program, Location, V0, V1, V2, V3) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br V1 = float() .br V2 = float() .br V3 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4fv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4d(Program, Location, V0, V1, V2, V3) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = float() .br V1 = float() .br V2 = float() .br V3 = float() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4dv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4ui(Program, Location, V0, V1, V2, V3) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br V0 = integer() .br V1 = integer() .br V2 = integer() .br V3 = integer() .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniform4uiv(Program, Location, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Value = [{integer(), integer(), integer(), integer()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix2fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix2dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix2x3fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix3x2fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix2x4fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix4x2fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix3x4fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix4x3fv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix2x3dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix3x2dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix2x4dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix4x2dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix3x4dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B programUniformMatrix4x3dv(Program, Location, Transpose, Value) -> ok .br .RS .LP Types: .RS 3 Program = integer() .br Location = integer() .br Transpose = 0 | 1 .br Value = [{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}] .br .RE .RE .RS .LP See programUniform1i/3 .RE .LP .B validateProgramPipeline(Pipeline) -> ok .br .RS .LP Types: .RS 3 Pipeline = integer() .br .RE .RE .RS .LP Validate a program pipeline object against current GL state .LP \fIgl:validateProgramPipeline\fR\& instructs the implementation to validate the shader executables contained in \fIPipeline\fR\& 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\&. .LP See external documentation\&. .RE .LP .B getProgramPipelineInfoLog(Pipeline, BufSize) -> string() .br .RS .LP Types: .RS 3 Pipeline = integer() .br BufSize = integer() .br .RE .RE .RS .LP Retrieve the info log string from a program pipeline object .LP \fIgl:getProgramPipelineInfoLog\fR\& retrieves the info log for the program pipeline object \fIPipeline\fR\& \&. The info log, including its null terminator, is written into the array of characters whose address is given by \fIInfoLog\fR\& \&. The maximum number of characters that may be written into \fIInfoLog\fR\& is given by \fIBufSize\fR\& , and the actual number of characters written into \fIInfoLog\fR\& is returned in the integer whose address is given by \fILength\fR\& \&. If \fILength\fR\& is \fI?NULL\fR\&, no length is returned\&. .LP See external documentation\&. .RE .LP .B vertexAttribL1d(Index, X) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br .RE .RE .RS .LP glVertexAttribL .LP See external documentation\&. .RE .LP .B vertexAttribL2d(Index, X, Y) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br .RE .RE .RS .LP glVertexAttribL .LP See external documentation\&. .RE .LP .B vertexAttribL3d(Index, X, Y, Z) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br Z = float() .br .RE .RE .RS .LP glVertexAttribL .LP See external documentation\&. .RE .LP .B vertexAttribL4d(Index, X, Y, Z, W) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br Z = float() .br W = float() .br .RE .RE .RS .LP glVertexAttribL .LP See external documentation\&. .RE .LP .B vertexAttribL1dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float()} .br .RE .RE .RS .LP Equivalent to vertexAttribL1d(Index, X)\&. .RE .LP .B vertexAttribL2dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float()} .br .RE .RE .RS .LP Equivalent to vertexAttribL2d(Index, X, Y)\&. .RE .LP .B vertexAttribL3dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float()} .br .RE .RE .RS .LP Equivalent to vertexAttribL3d(Index, X, Y, Z)\&. .RE .LP .B vertexAttribL4dv(Index::integer(), V) -> ok .br .RS .LP Types: .RS 3 V = {X::float(), Y::float(), Z::float(), W::float()} .br .RE .RE .RS .LP Equivalent to vertexAttribL4d(Index, X, Y, Z, W)\&. .RE .LP .B vertexAttribLPointer(Index, Size, Type, Stride, Pointer) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br Size = integer() .br Type = enum() .br Stride = integer() .br Pointer = offset() | mem() .br .RE .RE .RS .LP glVertexAttribLPointer .LP See external documentation\&. .RE .LP .B getVertexAttribLdv(Index, Pname) -> {float(), float(), float(), float()} .br .RS .LP Types: .RS 3 Index = integer() .br Pname = enum() .br .RE .RE .RS .LP glGetVertexAttribL .LP See external documentation\&. .RE .LP .B viewportArrayv(First, V) -> ok .br .RS .LP Types: .RS 3 First = integer() .br V = [{float(), float(), float(), float()}] .br .RE .RE .RS .LP glViewportArrayv .LP See external documentation\&. .RE .LP .B viewportIndexedf(Index, X, Y, W, H) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br X = float() .br Y = float() .br W = float() .br H = float() .br .RE .RE .RS .LP Set a specified viewport .LP \fIgl:viewportIndexedf\fR\& and \fIgl:viewportIndexedfv\fR\& specify the parameters for a single viewport\&. \fIIndex\fR\& specifies the index of the viewport to modify\&. \fIIndex\fR\& must be less than the value of \fI?GL_MAX_VIEWPORTS\fR\&\&. For \fIgl:viewportIndexedf\fR\&, \fIX\fR\& , \fIY\fR\& , \fIW\fR\& , and \fIH\fR\& specify the left, bottom, width and height of the viewport in pixels, respectively\&. For \fIgl:viewportIndexedfv\fR\&, \fIV\fR\& 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: .LP See external documentation\&. .RE .LP .B viewportIndexedfv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {float(), float(), float(), float()} .br .RE .RE .RS .LP See viewportIndexedf/5 .RE .LP .B scissorArrayv(First, V) -> ok .br .RS .LP Types: .RS 3 First = integer() .br V = [{integer(), integer(), integer(), integer()}] .br .RE .RE .RS .LP glScissorArrayv .LP See external documentation\&. .RE .LP .B scissorIndexed(Index, Left, Bottom, Width, Height) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br Left = integer() .br Bottom = integer() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP glScissorIndexe .LP See external documentation\&. .RE .LP .B scissorIndexedv(Index, V) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br V = {integer(), integer(), integer(), integer()} .br .RE .RE .RS .LP glScissorIndexe .LP See external documentation\&. .RE .LP .B depthRangeArrayv(First, V) -> ok .br .RS .LP Types: .RS 3 First = integer() .br V = [{clamp(), clamp()}] .br .RE .RE .RS .LP glDepthRangeArrayv .LP See external documentation\&. .RE .LP .B depthRangeIndexed(Index, N, F) -> ok .br .RS .LP Types: .RS 3 Index = integer() .br N = clamp() .br F = clamp() .br .RE .RE .RS .LP glDepthRangeIndexe .LP See external documentation\&. .RE .LP .B getFloati_v(Target, Index) -> [float()] .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B getDoublei_v(Target, Index) -> [float()] .br .RS .LP Types: .RS 3 Target = enum() .br Index = integer() .br .RE .RE .RS .LP See getBooleanv/1 .RE .LP .B debugMessageControlARB(Source, Type, Severity, Ids, Enabled) -> ok .br .RS .LP Types: .RS 3 Source = enum() .br Type = enum() .br Severity = enum() .br Ids = [integer()] .br Enabled = 0 | 1 .br .RE .RE .RS .LP glDebugMessageControlARB .LP See external documentation\&. .RE .LP .B debugMessageInsertARB(Source, Type, Id, Severity, Buf) -> ok .br .RS .LP Types: .RS 3 Source = enum() .br Type = enum() .br Id = integer() .br Severity = enum() .br Buf = string() .br .RE .RE .RS .LP glDebugMessageInsertARB .LP See external documentation\&. .RE .LP .B getDebugMessageLogARB(Count, Bufsize) -> {integer(), Sources::[enum()], Types::[enum()], Ids::[integer()], Severities::[enum()], MessageLog::[string()]} .br .RS .LP Types: .RS 3 Count = integer() .br Bufsize = integer() .br .RE .RE .RS .LP glGetDebugMessageLogARB .LP See external documentation\&. .RE .LP .B getGraphicsResetStatusARB() -> enum() .br .RS .LP glGetGraphicsResetStatusARB .LP See external documentation\&. .RE .LP .B drawArraysInstancedBaseInstance(Mode, First, Count, Primcount, Baseinstance) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br First = integer() .br Count = integer() .br Primcount = integer() .br Baseinstance = integer() .br .RE .RE .RS .LP Draw multiple instances of a range of elements with offset applied to instanced attributes .LP \fIgl:drawArraysInstancedBaseInstance\fR\& behaves identically to gl:drawArrays/3 except that \fIPrimcount\fR\& instances of the range of elements are executed and the value of the internal counter \fIInstanceID\fR\& advances for each iteration\&. \fIInstanceID\fR\& is an internal 32-bit integer counter that may be read by a vertex shader as \fI?gl_InstanceID\fR\& \&. .LP See external documentation\&. .RE .LP .B drawElementsInstancedBaseInstance(Mode, Count, Type, Indices, Primcount, Baseinstance) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br Primcount = integer() .br Baseinstance = integer() .br .RE .RE .RS .LP Draw multiple instances of a set of elements with offset applied to instanced attributes .LP \fIgl:drawElementsInstancedBaseInstance\fR\& behaves identically to gl:drawElements/4 except that \fIPrimcount\fR\& instances of the set of elements are executed and the value of the internal counter \fIInstanceID\fR\& advances for each iteration\&. \fIInstanceID\fR\& is an internal 32-bit integer counter that may be read by a vertex shader as \fI?gl_InstanceID\fR\& \&. .LP See external documentation\&. .RE .LP .B drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type, Indices, Primcount, Basevertex, Baseinstance) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Count = integer() .br Type = enum() .br Indices = offset() | mem() .br Primcount = integer() .br Basevertex = integer() .br Baseinstance = integer() .br .RE .RE .RS .LP Render multiple instances of a set of primitives from array data with a per-element offset .LP \fIgl:drawElementsInstancedBaseVertexBaseInstance\fR\& behaves identically to gl:drawElementsInstanced/5 except that the \fIi\fR\&th element transferred by the corresponding draw call will be taken from element \fIIndices\fR\& [i] + \fIBasevertex\fR\& of each enabled array\&. If the resulting value is larger than the maximum value representable by \fIType\fR\& , it is as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions)\&. The operation is undefined if the sum would be negative\&. The \fIBasevertex\fR\& has no effect on the shader-visible value of \fI?gl_VertexID\fR\&\&. .LP See external documentation\&. .RE .LP .B drawTransformFeedbackInstanced(Mode, Id, Primcount) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Id = integer() .br Primcount = integer() .br .RE .RE .RS .LP glDrawTransformFeedbackInstance .LP See external documentation\&. .RE .LP .B drawTransformFeedbackStreamInstanced(Mode, Id, Stream, Primcount) -> ok .br .RS .LP Types: .RS 3 Mode = enum() .br Id = integer() .br Stream = integer() .br Primcount = integer() .br .RE .RE .RS .LP glDrawTransformFeedbackStreamInstance .LP See external documentation\&. .RE .LP .B getInternalformativ(Target, Internalformat, Pname, BufSize) -> [integer()] .br .RS .LP Types: .RS 3 Target = enum() .br Internalformat = enum() .br Pname = enum() .br BufSize = integer() .br .RE .RE .RS .LP glGetInternalformat .LP See external documentation\&. .RE .LP .B bindImageTexture(Unit, Texture, Level, Layered, Layer, Access, Format) -> ok .br .RS .LP Types: .RS 3 Unit = integer() .br Texture = integer() .br Level = integer() .br Layered = 0 | 1 .br Layer = integer() .br Access = enum() .br Format = enum() .br .RE .RE .RS .LP Bind a level of a texture to an image unit .LP \fIgl:bindImageTexture\fR\& binds a single level of a texture to an image unit for the purpose of reading and writing it from shaders\&. \fIUnit\fR\& specifies the zero-based index of the image unit to which to bind the texture level\&. \fITexture\fR\& specifies the name of an existing texture object to bind to the image unit\&. If \fITexture\fR\& is zero, then any existing binding to the image unit is broken\&. \fILevel\fR\& specifies the level of the texture to bind to the image unit\&. .LP See external documentation\&. .RE .LP .B memoryBarrier(Barriers) -> ok .br .RS .LP Types: .RS 3 Barriers = integer() .br .RE .RE .RS .LP Defines a barrier ordering memory transactions .LP \fIgl:memoryBarrier\fR\& 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\&. \fIBarriers\fR\& is a bitfield indicating the set of operations that are synchronized with shader stores; the bits used in \fIBarriers\fR\& are as follows: .LP See external documentation\&. .RE .LP .B texStorage1D(Target, Levels, Internalformat, Width) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Levels = integer() .br Internalformat = enum() .br Width = integer() .br .RE .RE .RS .LP Simultaneously specify storage for all levels of a one-dimensional texture .LP \fIgl:texStorage1D\fR\& specifies the storage requirements for all levels of a one-dimensional texture simultaneously\&. Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture\&. The contents of the image may still be modified, however, its storage requirements may not change\&. Such a texture is referred to as an \fIimmutable-format\fR\& texture\&. .LP See external documentation\&. .RE .LP .B texStorage2D(Target, Levels, Internalformat, Width, Height) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Levels = integer() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br .RE .RE .RS .LP Simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture .LP \fIgl:texStorage2D\fR\& specifies the storage requirements for all levels of a two-dimensional texture or one-dimensional texture array simultaneously\&. Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture\&. The contents of the image may still be modified, however, its storage requirements may not change\&. Such a texture is referred to as an \fIimmutable-format\fR\& texture\&. .LP See external documentation\&. .RE .LP .B texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) -> ok .br .RS .LP Types: .RS 3 Target = enum() .br Levels = integer() .br Internalformat = enum() .br Width = integer() .br Height = integer() .br Depth = integer() .br .RE .RE .RS .LP Simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture .LP \fIgl:texStorage3D\fR\& specifies the storage requirements for all levels of a three-dimensional, two-dimensional array or cube-map array texture simultaneously\&. Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture\&. The contents of the image may still be modified, however, its storage requirements may not change\&. Such a texture is referred to as an \fIimmutable-format\fR\& texture\&. .LP See external documentation\&. .RE .LP .B depthBoundsEXT(Zmin, Zmax) -> ok .br .RS .LP Types: .RS 3 Zmin = clamp() .br Zmax = clamp() .br .RE .RE .RS .LP glDepthBoundsEXT .LP See external documentation\&. .RE .LP .B stencilClearTagEXT(StencilTagBits, StencilClearTag) -> ok .br .RS .LP Types: .RS 3 StencilTagBits = integer() .br StencilClearTag = integer() .br .RE .RE .RS .LP glStencilClearTagEXT .LP See external documentation\&. .RE .SH AUTHORS .LP .I <>