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Ring Documentation, Release 1.

void glTexCoord4i(GLint s,GLint t,GLint r,GLint q)


void glTexCoord4f(GLfloat s,GLfloat t,GLfloat r,GLfloat q)
void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q)
void glTexCoord1sv(const GLshort * v)
void glTexCoord1iv(const GLint * v)
void glTexCoord1fv(const GLfloat * v)
void glTexCoord1dv(const GLdouble * v)
void glTexCoord2sv(const GLshort * v)
void glTexCoord2iv(const GLint * v)
void glTexCoord2fv(const GLfloat * v)
void glTexCoord2dv(const GLdouble * v)
void glTexCoord3sv(const GLshort * v)
void glTexCoord3iv(const GLint * v)
void glTexCoord3fv(const GLfloat * v)
void glTexCoord3dv(const GLdouble * v)
void glTexCoord4sv(const GLshort * v)
void glTexCoord4iv(const GLint * v)
void glTexCoord4fv(const GLfloat * v)
void glTexCoord4dv(const GLdouble * v)
void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
void glTexEnvf(GLenum target,GLenum pname,GLfloat param)
void glTexEnvi(GLenum target,GLenum pname,GLint param)
void glTexGeni(GLenum coord,GLenum pname,GLint param)
void glTexGenf(GLenum coord,GLenum pname,GLfloat param)
void glTexGend(GLenum coord,GLenum pname,GLdouble param)
void glTexGeniv(GLenum coord,GLenum pname,const GLint * params)
void glTexGenfv(GLenum coord,GLenum pname,const GLfloat * params)
void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params)
void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum
format,GLenum type,const GLvoid * data)
void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint bor-
der,GLenum format,GLenum type,const GLvoid * data)
void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei
depth,GLint border,GLenum format,GLenum type,const GLvoid * data)
void glTexParameterf(GLenum target,GLenum pname,GLfloat param)
void glTexParameteri(GLenum target,GLenum pname,GLint param)
void glTexParameterfv(GLenum target,GLenum pname,const GLfloat * params)

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void glTexParameteriv(GLenum target,GLenum pname,const GLint * params)


void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum
type,const GLvoid * data)
void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei
height,GLenum format,GLenum type,const GLvoid * data)
void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei
width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data)
void glTranslated(GLdouble x,GLdouble y,GLdouble z)
void glTranslatef(GLfloat x,GLfloat y,GLfloat z)
void glUniform1f(GLint location,GLfloat v0)
void glUniform2f(GLint location,GLfloat v0,GLfloat v1)
void glUniform3f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2)
void glUniform4f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3)
void glUniform1i(GLint location,GLint v0)
void glUniform2i(GLint location,GLint v0,GLint v1)
void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2)
void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3)
void glUniform1fv(GLint location,GLsizei count,const GLfloat *value)
void glUniform2fv(GLint location,GLsizei count,const GLfloat *value)
void glUniform3fv(GLint location,GLsizei count,const GLfloat *value)
void glUniform4fv(GLint location,GLsizei count,const GLfloat *value)
void glUniform1iv(GLint location,GLsizei count,const GLint *value)
void glUniform2iv(GLint location,GLsizei count,const GLint *value)
void glUniform3iv(GLint location,GLsizei count,const GLint *value)
void glUniform4iv(GLint location,GLsizei count,const GLint *value)
void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)
void glUseProgram(GLuint program)
void glValidateProgram(GLuint program)
void glVertex2s(GLshort x,GLshort y)

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void glVertex2i(GLint x,GLint y)


void glVertex2f(GLfloat x,GLfloat y)
void glVertex2d(GLdouble x,GLdouble y)
void glVertex3s(GLshort x,GLshort y,GLshort z)
void glVertex3i(GLint x,GLint y,GLint z)
void glVertex3f(GLfloat x,GLfloat y,GLfloat z)
void glVertex3d(GLdouble x,GLdouble y,GLdouble z)
void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w)
void glVertex4i(GLint x,GLint y,GLint z,GLint w)
void glVertex4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w)
void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)
void glVertex2sv(const GLshort * v)
void glVertex2iv(const GLint * v)
void glVertex2fv(const GLfloat * v)
void glVertex2dv(const GLdouble * v)
void glVertex3sv(const GLshort * v)
void glVertex3iv(const GLint * v)
void glVertex3fv(const GLfloat * v)
void glVertex3dv(const GLdouble * v)
void glVertex4sv(const GLshort * v)
void glVertex4iv(const GLint * v)
void glVertex4fv(const GLfloat * v)
void glVertex4dv(const GLdouble * v)
void glVertexAttrib1f(GLuint index,GLfloat v0)
void glVertexAttrib1s(GLuint index,GLshort v0)
void glVertexAttrib1d(GLuint index,GLdouble v0)
void glVertexAttrib2f(GLuint index,GLfloat v0,GLfloat v1)
void glVertexAttrib2s(GLuint index,GLshort v0,GLshort v1)
void glVertexAttrib2d(GLuint index,GLdouble v0,GLdouble v1)
void glVertexAttrib3f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2)
void glVertexAttrib3s(GLuint index,GLshort v0,GLshort v1,GLshort v2)
void glVertexAttrib3d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2)
void glVertexAttrib4f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3)
void glVertexAttrib4s(GLuint index,GLshort v0,GLshort v1,GLshort v2,GLshort v3)
void glVertexAttrib4d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3)
void glVertexAttrib4Nub(GLuint index,GLubyte v0,GLubyte v1,GLubyte v2,GLubyte v3)

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void glVertexAttrib1fv(GLuint index,const GLfloat *v)


void glVertexAttrib1sv(GLuint index,const GLshort *v)
void glVertexAttrib1dv(GLuint index,const GLdouble *v)
void glVertexAttrib2fv(GLuint index,const GLfloat *v)
void glVertexAttrib2sv(GLuint index,const GLshort *v)
void glVertexAttrib2dv(GLuint index,const GLdouble *v)
void glVertexAttrib3fv(GLuint index,const GLfloat *v)
void glVertexAttrib3sv(GLuint index,const GLshort *v)
void glVertexAttrib3dv(GLuint index,const GLdouble *v)
void glVertexAttrib4fv(GLuint index,const GLfloat *v)
void glVertexAttrib4sv(GLuint index,const GLshort *v)
void glVertexAttrib4dv(GLuint index,const GLdouble *v)
void glVertexAttrib4iv(GLuint index,const GLint *v)
void glVertexAttrib4bv(GLuint index,const GLbyte *v)
void glVertexAttrib4ubv(GLuint index,const GLubyte *v)
void glVertexAttrib4usv(GLuint index,const GLushort *v)
void glVertexAttrib4uiv(GLuint index,const GLuint *v)
void glVertexAttribPointer(GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei stride,const
GLvoid * pointer)
void glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)
void glViewport(GLint x,GLint y,GLsizei width,GLsizei height)
void glWindowPos2s(GLshort x,GLshort y)
void glWindowPos2i(GLint x,GLint y)
void glWindowPos2f(GLfloat x,GLfloat y)
void glWindowPos2d(GLdouble x,GLdouble y)
void glWindowPos3s(GLshort x,GLshort y,GLshort z)
void glWindowPos3i(GLint x,GLint y,GLint z)
void glWindowPos3f(GLfloat x,GLfloat y,GLfloat z)
void glWindowPos3d(GLdouble x,GLdouble y,GLdouble z)
void glWindowPos2sv(const GLshort * v)
void glWindowPos2iv(const GLint * v)
void glWindowPos2fv(const GLfloat * v)
void glWindowPos2dv(const GLdouble * v)
void glWindowPos3sv(const GLshort * v)
void glWindowPos3iv(const GLint * v)
void glWindowPos3fv(const GLfloat * v)

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void glWindowPos3dv(const GLdouble * v)


void gluBeginCurve(GLUnurbs* nurb)
void gluBeginPolygon(GLUtesselator* tess)
void gluBeginSurface(GLUnurbs* nurb)
void gluBeginTrim(GLUnurbs* nurb)
void gluCylinder(GLUquadric* quad,GLdouble base,GLdouble top,GLdouble height,GLint slices,GLint stacks)
void gluDeleteNurbsRenderer(GLUnurbs* nurb)
void gluDeleteQuadric(GLUquadric* quad)
void gluDeleteTess(GLUtesselator* tess)
void gluDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops)
void gluEndCurve(GLUnurbs* nurb)
void gluEndPolygon(GLUtesselator* tess)
void gluEndSurface(GLUnurbs* nurb)
void gluEndTrim(GLUnurbs* nurb)
const GLubyte * gluErrorString(GLenum error)
void gluGetNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat* data)
const GLubyte * gluGetString(GLenum name)
void gluGetTessProperty(GLUtesselator* tess,GLenum which,GLdouble* data)
void gluLoadSamplingMatrices(GLUnurbs* nurb,const GLfloat * model,const GLfloat * perspective,const
GLint * view)
void gluLookAt(GLdouble eyeX,GLdouble eyeY,GLdouble eyeZ,GLdouble centerX,GLdouble cen-
terY,GLdouble centerZ,GLdouble upX,GLdouble upY,GLdouble upZ)
GLUnurbs *gluNewNurbsRenderer(void)
GLUquadric *gluNewQuadric(void)
GLUtesselator* gluNewTess(void)
void gluNextContour(GLUtesselator* tess,GLenum type)
void gluNurbsCurve(GLUnurbs* nurb,GLint knotCount,GLfloat * knots,GLint stride,GLfloat * control,GLint
order,GLenum type)
void gluNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat value)
void gluNurbsSurface(GLUnurbs* nurb,GLint sKnotCount,GLfloat* sKnots,GLint tKnotCount,GLfloat*
tKnots,GLint sStride,GLint tStride,GLfloat* control,GLint sOrder,GLint tOrder,GLenum type)
void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top)
void gluPartialDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops,GLdouble
start,GLdouble sweep)
void gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar)
void gluPickMatrix(GLdouble x,GLdouble y,GLdouble delX,GLdouble delY,GLint * viewport)
GLint gluProject(GLdouble objX,GLdouble objY,GLdouble objZ,const GLdouble * model,const GLdouble *
proj,const GLint * view,GLdouble* winX,GLdouble* winY,GLdouble* winZ)

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void gluPwlCurve(GLUnurbs* nurb,GLint count,GLfloat* data,GLint stride,GLenum type)


void gluQuadricDrawStyle(GLUquadric* quad,GLenum draw)
void gluQuadricNormals(GLUquadric* quad,GLenum normal)
void gluQuadricOrientation(GLUquadric* quad,GLenum orientation)
void gluQuadricTexture(GLUquadric* quad,GLboolean texture)
GLint gluScaleImage(GLenum format,GLsizei wIn,GLsizei hIn,GLenum typeIn,const void * dataIn,GLsizei
wOut,GLsizei hOut,GLenum typeOut,GLvoid* dataOut)
void gluSphere(GLUquadric* quad,GLdouble radius,GLint slices,GLint stacks)
void gluTessBeginContour(GLUtesselator* tess)
void gluTessBeginPolygon(GLUtesselator* tess,GLvoid* data)
void gluTessEndContour(GLUtesselator* tess)
void gluTessEndPolygon(GLUtesselator* tess)
void gluTessNormal(GLUtesselator* tess,GLdouble valueX,GLdouble valueY,GLdouble valueZ)
void gluTessProperty(GLUtesselator* tess,GLenum which,GLdouble data)
void gluTessVertex(GLUtesselator* tess,GLdouble * location,GLvoid* data)
GLint gluUnProject(GLdouble winX,GLdouble winY,GLdouble winZ,const GLdouble * model,const GLdou-
ble * proj,const GLint * view,GLdouble* objX,GLdouble* objY,GLdouble* objZ)
void glDisable(GLenum cap)

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CHAPTER

EIGHTYNINE

RINGOPENGL (OPENGL 4.1) FUNCTIONS REFERENCE

GL_ZERO
GL_FALSE
GL_LOGIC_OP
GL_NONE
GL_TEXTURE_COMPONENTS
GL_NO_ERROR
GL_POINTS
GL_CURRENT_BIT
GL_TRUE
GL_ONE
GL_CLIENT_PIXEL_STORE_BIT
GL_LINES
GL_LINE_LOOP
GL_POINT_BIT
GL_CLIENT_VERTEX_ARRAY_BIT
GL_LINE_STRIP
GL_LINE_BIT
GL_TRIANGLES
GL_TRIANGLE_STRIP
GL_TRIANGLE_FAN
GL_QUADS
GL_QUAD_STRIP
GL_POLYGON_BIT
GL_POLYGON
GL_POLYGON_STIPPLE_BIT
GL_PIXEL_MODE_BIT
GL_LIGHTING_BIT

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GL_FOG_BIT
GL_DEPTH_BUFFER_BIT
GL_ACCUM
GL_LOAD
GL_RETURN
GL_MULT
GL_ADD
GL_NEVER
GL_ACCUM_BUFFER_BIT
GL_LESS
GL_EQUAL
GL_LEQUAL
GL_GREATER
GL_NOTEQUAL
GL_GEQUAL
GL_ALWAYS
GL_SRC_COLOR
GL_ONE_MINUS_SRC_COLOR
GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA
GL_DST_ALPHA
GL_ONE_MINUS_DST_ALPHA
GL_DST_COLOR
GL_ONE_MINUS_DST_COLOR
GL_SRC_ALPHA_SATURATE
GL_STENCIL_BUFFER_BIT
GL_FRONT_LEFT
GL_FRONT_RIGHT
GL_BACK_LEFT
GL_BACK_RIGHT
GL_FRONT
GL_BACK
GL_LEFT
GL_RIGHT
GL_FRONT_AND_BACK
GL_AUX0

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GL_AUX1
GL_AUX2
GL_AUX3
GL_INVALID_ENUM
GL_INVALID_VALUE
GL_INVALID_OPERATION
GL_STACK_OVERFLOW
GL_STACK_UNDERFLOW
GL_OUT_OF_MEMORY
GL_2D
GL_3D
GL_3D_COLOR
GL_3D_COLOR_TEXTURE
GL_4D_COLOR_TEXTURE
GL_PASS_THROUGH_TOKEN
GL_POINT_TOKEN
GL_LINE_TOKEN
GL_POLYGON_TOKEN
GL_BITMAP_TOKEN
GL_DRAW_PIXEL_TOKEN
GL_COPY_PIXEL_TOKEN
GL_LINE_RESET_TOKEN
GL_EXP
GL_VIEWPORT_BIT
GL_EXP2
GL_CW
GL_CCW
GL_COEFF
GL_ORDER
GL_DOMAIN
GL_CURRENT_COLOR
GL_CURRENT_INDEX
GL_CURRENT_NORMAL
GL_CURRENT_TEXTURE_COORDS
GL_CURRENT_RASTER_COLOR
GL_CURRENT_RASTER_INDEX

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GL_CURRENT_RASTER_TEXTURE_COORDS
GL_CURRENT_RASTER_POSITION
GL_CURRENT_RASTER_POSITION_VALID
GL_CURRENT_RASTER_DISTANCE
GL_POINT_SMOOTH
GL_POINT_SIZE
GL_POINT_SIZE_RANGE
GL_POINT_SIZE_GRANULARITY
GL_LINE_SMOOTH
GL_LINE_WIDTH
GL_LINE_WIDTH_RANGE
GL_LINE_WIDTH_GRANULARITY
GL_LINE_STIPPLE
GL_LINE_STIPPLE_PATTERN
GL_LINE_STIPPLE_REPEAT
GL_LIST_MODE
GL_MAX_LIST_NESTING
GL_LIST_BASE
GL_LIST_INDEX
GL_POLYGON_MODE
GL_POLYGON_SMOOTH
GL_POLYGON_STIPPLE
GL_EDGE_FLAG
GL_CULL_FACE
GL_CULL_FACE_MODE
GL_FRONT_FACE
GL_LIGHTING
GL_LIGHT_MODEL_LOCAL_VIEWER
GL_LIGHT_MODEL_TWO_SIDE
GL_LIGHT_MODEL_AMBIENT
GL_SHADE_MODEL
GL_COLOR_MATERIAL_FACE
GL_COLOR_MATERIAL_PARAMETER
GL_COLOR_MATERIAL
GL_FOG
GL_FOG_INDEX

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