gl
Standard OpenGL api.
Standard OpenGL api.
See
Booleans are represented by integers 0 and 1.
DATA TYPES
clamp()
A float clamped between 0.0 - 1.0
enum()
An integer defined in gl.hrl
mem()
memory block
offset()
An integer which is an offset in an array
Functions
accum(Op::enum(), Value::float()) -> ok
See
alphaFunc(Func::enum(), Ref::clamp()) -> ok
See
areTexturesResident(Textures::[integer()]) -> {0 | 1, Residences::[0 | 1]}
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arrayElement(I::integer()) -> ok
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begin(Mode::enum()) -> ok
See
bindTexture(Target::enum(), Texture::integer()) -> ok
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bitmap(Width::integer(), Height::integer(), Xorig::float(), Yorig::float(), Xmove::float(), Ymove::float(), Bitmap::offset() | mem()) -> ok
See
blendFunc(Sfactor::enum(), Dfactor::enum()) -> ok
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callList(List::integer()) -> ok
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callLists(Lists::[integer()]) -> ok
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clear(Mask::integer()) -> ok
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clearAccum(Red::float(), Green::float(), Blue::float(), Alpha::float()) -> ok
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clearColor(Red::clamp(), Green::clamp(), Blue::clamp(), Alpha::clamp()) -> ok
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clearDepth(Depth::clamp()) -> ok
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clearIndex(C::float()) -> ok
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clearStencil(S::integer()) -> ok
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clipPlane(Plane::enum(), Equation::{float(), float(), float(), float()}) -> ok
See
color3b(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
color3bv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3b(Red, Green, Blue).
color3d(Red::float(), Green::float(), Blue::float()) -> ok
See
color3dv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3d(Red, Green, Blue).
color3f(Red::float(), Green::float(), Blue::float()) -> ok
See
color3fv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3f(Red, Green, Blue).
color3i(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
color3iv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3i(Red, Green, Blue).
color3s(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
color3sv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3s(Red, Green, Blue).
color3ub(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
color3ubv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3ub(Red, Green, Blue).
color3ui(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
color3uiv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3ui(Red, Green, Blue).
color3us(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
color3usv(X1::{Red, Green, Blue}) -> ok
Equivalent to color3us(Red, Green, Blue).
color4b(Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()) -> ok
See
color4bv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4b(Red, Green, Blue, Alpha).
color4d(Red::float(), Green::float(), Blue::float(), Alpha::float()) -> ok
See
color4dv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4d(Red, Green, Blue, Alpha).
color4f(Red::float(), Green::float(), Blue::float(), Alpha::float()) -> ok
See
color4fv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4f(Red, Green, Blue, Alpha).
color4i(Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()) -> ok
See
color4iv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4i(Red, Green, Blue, Alpha).
color4s(Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()) -> ok
See
color4sv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4s(Red, Green, Blue, Alpha).
color4ub(Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()) -> ok
See
color4ubv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4ub(Red, Green, Blue, Alpha).
color4ui(Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()) -> ok
See
color4uiv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4ui(Red, Green, Blue, Alpha).
color4us(Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()) -> ok
See
color4usv(X1::{Red, Green, Blue, Alpha}) -> ok
Equivalent to color4us(Red, Green, Blue, Alpha).
colorMask(Red::0 | 1, Green::0 | 1, Blue::0 | 1, Alpha::0 | 1) -> ok
See
colorMaterial(Face::enum(), Mode::enum()) -> ok
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colorPointer(Size::integer(), Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
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copyPixels(X::integer(), Y::integer(), Width::integer(), Height::integer(), Type::enum()) -> ok
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copyTexImage1D(Target::enum(), Level::integer(), InternalFormat::enum(), X::integer(), Y::integer(), Width::integer(), Border::integer()) -> ok
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copyTexImage2D(Target::enum(), Level::integer(), InternalFormat::enum(), X::integer(), Y::integer(), Width::integer(), Height::integer(), Border::integer()) -> ok
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copyTexSubImage1D(Target::enum(), Level::integer(), Xoffset::integer(), X::integer(), Y::integer(), Width::integer()) -> ok
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copyTexSubImage2D(Target::enum(), Level::integer(), Xoffset::integer(), Yoffset::integer(), X::integer(), Y::integer(), Width::integer(), Height::integer()) -> ok
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cullFace(Mode::enum()) -> ok
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deleteLists(List::integer(), Range::integer()) -> ok
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deleteTextures(Textures::[integer()]) -> ok
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depthFunc(Func::enum()) -> ok
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depthMask(Flag::0 | 1) -> ok
See
depthRange(ZNear::clamp(), ZFar::clamp()) -> ok
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disable(Cap::enum()) -> ok
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disableClientState(Array::enum()) -> ok
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drawArrays(Mode::enum(), First::integer(), Count::integer()) -> ok
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drawBuffer(Mode::enum()) -> ok
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drawElements(Mode::enum(), Count::integer(), Type::enum(), Indices::offset() | mem()) -> ok
See
drawPixels(Width::integer(), Height::integer(), Format::enum(), Type::enum(), Pixels::offset() | mem()) -> ok
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edgeFlag(Flag::0 | 1) -> ok
See
edgeFlagPointer(Stride::integer(), Pointer::offset() | mem()) -> ok
See
edgeFlagv(X1::{Flag}) -> ok
Equivalent to edgeFlag(Flag).
enable(Cap::enum()) -> ok
See
enableClientState(Array::enum()) -> ok
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end() -> ok
See
endList() -> ok
See
evalCoord1d(U::float()) -> ok
See
evalCoord1dv(X1::{U}) -> ok
Equivalent to evalCoord1d(U).
evalCoord1f(U::float()) -> ok
See
evalCoord1fv(X1::{U}) -> ok
Equivalent to evalCoord1f(U).
evalCoord2d(U::float(), V::float()) -> ok
See
evalCoord2dv(X1::{U, V}) -> ok
Equivalent to evalCoord2d(U, V).
evalCoord2f(U::float(), V::float()) -> ok
See
evalCoord2fv(X1::{U, V}) -> ok
Equivalent to evalCoord2f(U, V).
evalMesh1(Mode::enum(), I1::integer(), I2::integer()) -> ok
See
evalMesh2(Mode::enum(), I1::integer(), I2::integer(), J1::integer(), J2::integer()) -> ok
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evalPoint1(I::integer()) -> ok
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evalPoint2(I::integer(), J::integer()) -> ok
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feedbackBuffer(Size::integer(), Type::enum(), Buffer::mem()) -> ok
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finish() -> ok
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flush() -> ok
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fogf(Pname::enum(), Param::float()) -> ok
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fogfv(Pname::enum(), Params::{float()}) -> ok
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fogi(Pname::enum(), Param::integer()) -> ok
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fogiv(Pname::enum(), Params::{integer()}) -> ok
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frontFace(Mode::enum()) -> ok
See
frustum(Left::float(), Right::float(), Bottom::float(), Top::float(), ZNear::float(), ZFar::float()) -> ok
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genLists(Range::integer()) -> integer()
See
genTextures(N::integer()) -> [integer()]
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getBooleanv(Pname::enum()) -> [0 | 1]
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getClipPlane(Plane::enum()) -> {float(), float(), float(), float()}
See
getDoublev(Pname::enum()) -> [float()]
See
getError() -> enum()
See
getFloatv(Pname::enum()) -> [float()]
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getIntegerv(Pname::enum()) -> [integer()]
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getLightfv(Light::enum(), Pname::enum()) -> {float(), float(), float(), float()}
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getLightiv(Light::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
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getMapdv(Target::enum(), Query::enum(), V::mem()) -> ok
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getMapfv(Target::enum(), Query::enum(), V::mem()) -> ok
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getMapiv(Target::enum(), Query::enum(), V::mem()) -> ok
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getMaterialfv(Face::enum(), Pname::enum()) -> {float(), float(), float(), float()}
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getMaterialiv(Face::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
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getPixelMapfv(Map::enum(), Values::mem()) -> ok
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getPixelMapuiv(Map::enum(), Values::mem()) -> ok
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getPixelMapusv(Map::enum(), Values::mem()) -> ok
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getPolygonStipple() -> binary()
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getString(Name::enum()) -> string()
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getTexEnvfv(Target::enum(), Pname::enum()) -> {float(), float(), float(), float()}
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getTexEnviv(Target::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
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getTexGendv(Coord::enum(), Pname::enum()) -> {float(), float(), float(), float()}
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getTexGenfv(Coord::enum(), Pname::enum()) -> {float(), float(), float(), float()}
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getTexGeniv(Coord::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
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getTexImage(Target::enum(), Level::integer(), Format::enum(), Type::enum(), Pixels::mem()) -> ok
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getTexLevelParameterfv(Target::enum(), Level::integer(), Pname::enum()) -> {float()}
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getTexLevelParameteriv(Target::enum(), Level::integer(), Pname::enum()) -> {integer()}
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getTexParameterfv(Target::enum(), Pname::enum()) -> {float(), float(), float(), float()}
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getTexParameteriv(Target::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
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hint(Target::enum(), Mode::enum()) -> ok
See
indexMask(Mask::integer()) -> ok
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indexPointer(Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
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indexd(C::float()) -> ok
See
indexdv(X1::{C}) -> ok
Equivalent to indexd(C).
indexf(C::float()) -> ok
See
indexfv(X1::{C}) -> ok
Equivalent to indexf(C).
indexi(C::integer()) -> ok
See
indexiv(X1::{C}) -> ok
Equivalent to indexi(C).
indexs(C::integer()) -> ok
See
indexsv(X1::{C}) -> ok
Equivalent to indexs(C).
indexub(C::integer()) -> ok
See
indexubv(X1::{C}) -> ok
Equivalent to indexub(C).
initNames() -> ok
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interleavedArrays(Format::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
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isEnabled(Cap::enum()) -> 0 | 1
See
isList(List::integer()) -> 0 | 1
See
isTexture(Texture::integer()) -> 0 | 1
See
lightModelf(Pname::enum(), Param::float()) -> ok
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lightModelfv(Pname::enum(), Params::{float()}) -> ok
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lightModeli(Pname::enum(), Param::integer()) -> ok
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lightModeliv(Pname::enum(), Params::{integer()}) -> ok
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lightf(Light::enum(), Pname::enum(), Param::float()) -> ok
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lightfv(Light::enum(), Pname::enum(), Params::{float()}) -> ok
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lighti(Light::enum(), Pname::enum(), Param::integer()) -> ok
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lightiv(Light::enum(), Pname::enum(), Params::{integer()}) -> ok
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lineStipple(Factor::integer(), Pattern::integer()) -> ok
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lineWidth(Width::float()) -> ok
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listBase(Base::integer()) -> ok
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loadIdentity() -> ok
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loadMatrixd(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
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loadMatrixf(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
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loadName(Name::integer()) -> ok
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logicOp(Opcode::enum()) -> ok
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map1d(Target::enum(), U1::float(), U2::float(), Stride::integer(), Order::integer(), Points::binary()) -> ok
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map1f(Target::enum(), U1::float(), U2::float(), Stride::integer(), Order::integer(), Points::binary()) -> ok
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map2d(Target::enum(), U1::float(), U2::float(), Ustride::integer(), Uorder::integer(), V1::float(), V2::float(), Vstride::integer(), Vorder::integer(), Points::binary()) -> ok
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map2f(Target::enum(), U1::float(), U2::float(), Ustride::integer(), Uorder::integer(), V1::float(), V2::float(), Vstride::integer(), Vorder::integer(), Points::binary()) -> ok
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mapGrid1d(Un::integer(), U1::float(), U2::float()) -> ok
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mapGrid1f(Un::integer(), U1::float(), U2::float()) -> ok
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mapGrid2d(Un::integer(), U1::float(), U2::float(), Vn::integer(), V1::float(), V2::float()) -> ok
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mapGrid2f(Un::integer(), U1::float(), U2::float(), Vn::integer(), V1::float(), V2::float()) -> ok
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materialf(Face::enum(), Pname::enum(), Param::float()) -> ok
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materialfv(Face::enum(), Pname::enum(), Params::{float()}) -> ok
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materiali(Face::enum(), Pname::enum(), Param::integer()) -> ok
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materialiv(Face::enum(), Pname::enum(), Params::{integer()}) -> ok
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matrixMode(Mode::enum()) -> ok
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multMatrixd(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
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multMatrixf(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
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newList(List::integer(), Mode::enum()) -> ok
See
normal3b(Nx::integer(), Ny::integer(), Nz::integer()) -> ok
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normal3bv(X1::{Nx, Ny, Nz}) -> ok
Equivalent to normal3b(Nx, Ny, Nz).
normal3d(Nx::float(), Ny::float(), Nz::float()) -> ok
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normal3dv(X1::{Nx, Ny, Nz}) -> ok
Equivalent to normal3d(Nx, Ny, Nz).
normal3f(Nx::float(), Ny::float(), Nz::float()) -> ok
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normal3fv(X1::{Nx, Ny, Nz}) -> ok
Equivalent to normal3f(Nx, Ny, Nz).
normal3i(Nx::integer(), Ny::integer(), Nz::integer()) -> ok
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normal3iv(X1::{Nx, Ny, Nz}) -> ok
Equivalent to normal3i(Nx, Ny, Nz).
normal3s(Nx::integer(), Ny::integer(), Nz::integer()) -> ok
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normal3sv(X1::{Nx, Ny, Nz}) -> ok
Equivalent to normal3s(Nx, Ny, Nz).
normalPointer(Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
See
ortho(Left::float(), Right::float(), Bottom::float(), Top::float(), ZNear::float(), ZFar::float()) -> ok
See
passThrough(Token::float()) -> ok
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pixelMapfv(Map::enum(), Mapsize::integer(), Values::binary()) -> ok
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pixelMapuiv(Map::enum(), Mapsize::integer(), Values::binary()) -> ok
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pixelMapusv(Map::enum(), Mapsize::integer(), Values::binary()) -> ok
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pixelStoref(Pname::enum(), Param::float()) -> ok
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pixelStorei(Pname::enum(), Param::integer()) -> ok
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pixelTransferf(Pname::enum(), Param::float()) -> ok
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pixelTransferi(Pname::enum(), Param::integer()) -> ok
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pixelZoom(Xfactor::float(), Yfactor::float()) -> ok
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pointSize(Size::float()) -> ok
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polygonMode(Face::enum(), Mode::enum()) -> ok
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polygonOffset(Factor::float(), Units::float()) -> ok
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polygonStipple(Mask::binary()) -> ok
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popAttrib() -> ok
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popClientAttrib() -> ok
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popMatrix() -> ok
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popName() -> ok
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prioritizeTextures(Textures::[integer()], Priorities::[clamp()]) -> ok
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pushAttrib(Mask::integer()) -> ok
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pushClientAttrib(Mask::integer()) -> ok
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pushMatrix() -> ok
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pushName(Name::integer()) -> ok
See
rasterPos2d(X::float(), Y::float()) -> ok
See
rasterPos2dv(X1::{X, Y}) -> ok
Equivalent to rasterPos2d(X, Y).
rasterPos2f(X::float(), Y::float()) -> ok
See
rasterPos2fv(X1::{X, Y}) -> ok
Equivalent to rasterPos2f(X, Y).
rasterPos2i(X::integer(), Y::integer()) -> ok
See
rasterPos2iv(X1::{X, Y}) -> ok
Equivalent to rasterPos2i(X, Y).
rasterPos2s(X::integer(), Y::integer()) -> ok
See
rasterPos2sv(X1::{X, Y}) -> ok
Equivalent to rasterPos2s(X, Y).
rasterPos3d(X::float(), Y::float(), Z::float()) -> ok
See
rasterPos3dv(X1::{X, Y, Z}) -> ok
Equivalent to rasterPos3d(X, Y, Z).
rasterPos3f(X::float(), Y::float(), Z::float()) -> ok
See
rasterPos3fv(X1::{X, Y, Z}) -> ok
Equivalent to rasterPos3f(X, Y, Z).
rasterPos3i(X::integer(), Y::integer(), Z::integer()) -> ok
See
rasterPos3iv(X1::{X, Y, Z}) -> ok
Equivalent to rasterPos3i(X, Y, Z).
rasterPos3s(X::integer(), Y::integer(), Z::integer()) -> ok
See
rasterPos3sv(X1::{X, Y, Z}) -> ok
Equivalent to rasterPos3s(X, Y, Z).
rasterPos4d(X::float(), Y::float(), Z::float(), W::float()) -> ok
See
rasterPos4dv(X1::{X, Y, Z, W}) -> ok
Equivalent to rasterPos4d(X, Y, Z, W).
rasterPos4f(X::float(), Y::float(), Z::float(), W::float()) -> ok
See
rasterPos4fv(X1::{X, Y, Z, W}) -> ok
Equivalent to rasterPos4f(X, Y, Z, W).
rasterPos4i(X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
rasterPos4iv(X1::{X, Y, Z, W}) -> ok
Equivalent to rasterPos4i(X, Y, Z, W).
rasterPos4s(X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
rasterPos4sv(X1::{X, Y, Z, W}) -> ok
Equivalent to rasterPos4s(X, Y, Z, W).
readBuffer(Mode::enum()) -> ok
See
readPixels(X::integer(), Y::integer(), Width::integer(), Height::integer(), Format::enum(), Type::enum(), Pixels::mem()) -> ok
See
rectd(X1::float(), Y1::float(), X2::float(), Y2::float()) -> ok
See
rectdv(V1::{float(), float()}, V2::{float(), float()}) -> ok
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rectf(X1::float(), Y1::float(), X2::float(), Y2::float()) -> ok
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rectfv(V1::{float(), float()}, V2::{float(), float()}) -> ok
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recti(X1::integer(), Y1::integer(), X2::integer(), Y2::integer()) -> ok
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rectiv(V1::{integer(), integer()}, V2::{integer(), integer()}) -> ok
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rects(X1::integer(), Y1::integer(), X2::integer(), Y2::integer()) -> ok
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rectsv(V1::{integer(), integer()}, V2::{integer(), integer()}) -> ok
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renderMode(Mode::enum()) -> integer()
See
rotated(Angle::float(), X::float(), Y::float(), Z::float()) -> ok
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rotatef(Angle::float(), X::float(), Y::float(), Z::float()) -> ok
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scaled(X::float(), Y::float(), Z::float()) -> ok
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scalef(X::float(), Y::float(), Z::float()) -> ok
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scissor(X::integer(), Y::integer(), Width::integer(), Height::integer()) -> ok
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selectBuffer(Size::integer(), Buffer::mem()) -> ok
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shadeModel(Mode::enum()) -> ok
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stencilFunc(Func::enum(), Ref::integer(), Mask::integer()) -> ok
See
stencilMask(Mask::integer()) -> ok
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stencilOp(Fail::enum(), Zfail::enum(), Zpass::enum()) -> ok
See
texCoord1d(S::float()) -> ok
See
texCoord1dv(X1::{S}) -> ok
Equivalent to texCoord1d(S).
texCoord1f(S::float()) -> ok
See
texCoord1fv(X1::{S}) -> ok
Equivalent to texCoord1f(S).
texCoord1i(S::integer()) -> ok
See
texCoord1iv(X1::{S}) -> ok
Equivalent to texCoord1i(S).
texCoord1s(S::integer()) -> ok
See
texCoord1sv(X1::{S}) -> ok
Equivalent to texCoord1s(S).
texCoord2d(S::float(), T::float()) -> ok
See
texCoord2dv(X1::{S, T}) -> ok
Equivalent to texCoord2d(S, T).
texCoord2f(S::float(), T::float()) -> ok
See
texCoord2fv(X1::{S, T}) -> ok
Equivalent to texCoord2f(S, T).
texCoord2i(S::integer(), T::integer()) -> ok
See
texCoord2iv(X1::{S, T}) -> ok
Equivalent to texCoord2i(S, T).
texCoord2s(S::integer(), T::integer()) -> ok
See
texCoord2sv(X1::{S, T}) -> ok
Equivalent to texCoord2s(S, T).
texCoord3d(S::float(), T::float(), R::float()) -> ok
See
texCoord3dv(X1::{S, T, R}) -> ok
Equivalent to texCoord3d(S, T, R).
texCoord3f(S::float(), T::float(), R::float()) -> ok
See
texCoord3fv(X1::{S, T, R}) -> ok
Equivalent to texCoord3f(S, T, R).
texCoord3i(S::integer(), T::integer(), R::integer()) -> ok
See
texCoord3iv(X1::{S, T, R}) -> ok
Equivalent to texCoord3i(S, T, R).
texCoord3s(S::integer(), T::integer(), R::integer()) -> ok
See
texCoord3sv(X1::{S, T, R}) -> ok
Equivalent to texCoord3s(S, T, R).
texCoord4d(S::float(), T::float(), R::float(), Q::float()) -> ok
See
texCoord4dv(X1::{S, T, R, Q}) -> ok
Equivalent to texCoord4d(S, T, R, Q).
texCoord4f(S::float(), T::float(), R::float(), Q::float()) -> ok
See
texCoord4fv(X1::{S, T, R, Q}) -> ok
Equivalent to texCoord4f(S, T, R, Q).
texCoord4i(S::integer(), T::integer(), R::integer(), Q::integer()) -> ok
See
texCoord4iv(X1::{S, T, R, Q}) -> ok
Equivalent to texCoord4i(S, T, R, Q).
texCoord4s(S::integer(), T::integer(), R::integer(), Q::integer()) -> ok
See
texCoord4sv(X1::{S, T, R, Q}) -> ok
Equivalent to texCoord4s(S, T, R, Q).
texCoordPointer(Size::integer(), Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
See
texEnvf(Target::enum(), Pname::enum(), Param::float()) -> ok
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texEnvfv(Target::enum(), Pname::enum(), Params::{float()}) -> ok
See
texEnvi(Target::enum(), Pname::enum(), Param::integer()) -> ok
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texEnviv(Target::enum(), Pname::enum(), Params::{integer()}) -> ok
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texGend(Coord::enum(), Pname::enum(), Param::float()) -> ok
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texGendv(Coord::enum(), Pname::enum(), Params::{float()}) -> ok
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texGenf(Coord::enum(), Pname::enum(), Param::float()) -> ok
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texGenfv(Coord::enum(), Pname::enum(), Params::{float()}) -> ok
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texGeni(Coord::enum(), Pname::enum(), Param::integer()) -> ok
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texGeniv(Coord::enum(), Pname::enum(), Params::{integer()}) -> ok
See
texImage1D(Target::enum(), Level::integer(), Internalformat::integer(), Width::integer(), Border::integer(), Format::enum(), Type::enum(), Pixels::offset() | mem()) -> ok
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texImage2D(Target::enum(), Level::integer(), Internalformat::integer(), Width::integer(), Height::integer(), Border::integer(), Format::enum(), Type::enum(), Pixels::offset() | mem()) -> ok
See
texParameterf(Target::enum(), Pname::enum(), Param::float()) -> ok
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texParameterfv(Target::enum(), Pname::enum(), Params::{float()}) -> ok
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texParameteri(Target::enum(), Pname::enum(), Param::integer()) -> ok
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texParameteriv(Target::enum(), Pname::enum(), Params::{integer()}) -> ok
See
texSubImage1D(Target::enum(), Level::integer(), Xoffset::integer(), Width::integer(), Format::enum(), Type::enum(), Pixels::offset() | mem()) -> ok
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texSubImage2D(Target::enum(), Level::integer(), Xoffset::integer(), Yoffset::integer(), Width::integer(), Height::integer(), Format::enum(), Type::enum(), Pixels::offset() | mem()) -> ok
See
translated(X::float(), Y::float(), Z::float()) -> ok
See
translatef(X::float(), Y::float(), Z::float()) -> ok
See
vertex2d(X::float(), Y::float()) -> ok
See
vertex2dv(X1::{X, Y}) -> ok
Equivalent to vertex2d(X, Y).
vertex2f(X::float(), Y::float()) -> ok
See
vertex2fv(X1::{X, Y}) -> ok
Equivalent to vertex2f(X, Y).
vertex2i(X::integer(), Y::integer()) -> ok
See
vertex2iv(X1::{X, Y}) -> ok
Equivalent to vertex2i(X, Y).
vertex2s(X::integer(), Y::integer()) -> ok
See
vertex2sv(X1::{X, Y}) -> ok
Equivalent to vertex2s(X, Y).
vertex3d(X::float(), Y::float(), Z::float()) -> ok
See
vertex3dv(X1::{X, Y, Z}) -> ok
Equivalent to vertex3d(X, Y, Z).
vertex3f(X::float(), Y::float(), Z::float()) -> ok
See
vertex3fv(X1::{X, Y, Z}) -> ok
Equivalent to vertex3f(X, Y, Z).
vertex3i(X::integer(), Y::integer(), Z::integer()) -> ok
See
vertex3iv(X1::{X, Y, Z}) -> ok
Equivalent to vertex3i(X, Y, Z).
vertex3s(X::integer(), Y::integer(), Z::integer()) -> ok
See
vertex3sv(X1::{X, Y, Z}) -> ok
Equivalent to vertex3s(X, Y, Z).
vertex4d(X::float(), Y::float(), Z::float(), W::float()) -> ok
See
vertex4dv(X1::{X, Y, Z, W}) -> ok
Equivalent to vertex4d(X, Y, Z, W).
vertex4f(X::float(), Y::float(), Z::float(), W::float()) -> ok
See
vertex4fv(X1::{X, Y, Z, W}) -> ok
Equivalent to vertex4f(X, Y, Z, W).
vertex4i(X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
vertex4iv(X1::{X, Y, Z, W}) -> ok
Equivalent to vertex4i(X, Y, Z, W).
vertex4s(X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
vertex4sv(X1::{X, Y, Z, W}) -> ok
Equivalent to vertex4s(X, Y, Z, W).
vertexPointer(Size::integer(), Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
See
viewport(X::integer(), Y::integer(), Width::integer(), Height::integer()) -> ok
See
blendColor(Red::clamp(), Green::clamp(), Blue::clamp(), Alpha::clamp()) -> ok
See
blendEquation(Mode::enum()) -> ok
See
drawRangeElements(Mode::enum(), Start::integer(), End::integer(), Count::integer(), Type::enum(), Indices::offset() | mem()) -> ok
See
texImage3D(Target::enum(), Level::integer(), Internalformat::integer(), Width::integer(), Height::integer(), Depth::integer(), Border::integer(), Format::enum(), Type::enum(), Pixels::offset() | mem()) -> ok
See
texSubImage3D(Target::enum(), Level::integer(), Xoffset::integer(), Yoffset::integer(), Zoffset::integer(), Width::integer(), Height::integer(), Depth::integer(), Format::enum(), Type::enum(), Pixels::offset() | mem()) -> ok
See
copyTexSubImage3D(Target::enum(), Level::integer(), Xoffset::integer(), Yoffset::integer(), Zoffset::integer(), X::integer(), Y::integer(), Width::integer(), Height::integer()) -> ok
See
colorTable(Target::enum(), Internalformat::enum(), Width::integer(), Format::enum(), Type::enum(), Table::offset() | mem()) -> ok
See
colorTableParameterfv(Target::enum(), Pname::enum(), Params::{float(), float(), float(), float()}) -> ok
See
colorTableParameteriv(Target::enum(), Pname::enum(), Params::{integer(), integer(), integer(), integer()}) -> ok
See
copyColorTable(Target::enum(), Internalformat::enum(), X::integer(), Y::integer(), Width::integer()) -> ok
See
getColorTable(Target::enum(), Format::enum(), Type::enum(), Table::mem()) -> ok
See
getColorTableParameterfv(Target::enum(), Pname::enum()) -> {float(), float(), float(), float()}
See
getColorTableParameteriv(Target::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
See
colorSubTable(Target::enum(), Start::integer(), Count::integer(), Format::enum(), Type::enum(), Data::offset() | mem()) -> ok
See
copyColorSubTable(Target::enum(), Start::integer(), X::integer(), Y::integer(), Width::integer()) -> ok
See
convolutionFilter1D(Target::enum(), Internalformat::enum(), Width::integer(), Format::enum(), Type::enum(), Image::offset() | mem()) -> ok
See
convolutionFilter2D(Target::enum(), Internalformat::enum(), Width::integer(), Height::integer(), Format::enum(), Type::enum(), Image::offset() | mem()) -> ok
See
convolutionParameterf(Target::enum(), Pname::enum(), Params::{float()}) -> ok
See
convolutionParameterfv(Target, Pname, X3::{Params}) -> ok
Equivalent to convolutionParameterf(Target, Pname, Params).
convolutionParameteri(Target::enum(), Pname::enum(), Params::{integer()}) -> ok
See
convolutionParameteriv(Target, Pname, X3::{Params}) -> ok
Equivalent to convolutionParameteri(Target, Pname, Params).
copyConvolutionFilter1D(Target::enum(), Internalformat::enum(), X::integer(), Y::integer(), Width::integer()) -> ok
See
copyConvolutionFilter2D(Target::enum(), Internalformat::enum(), X::integer(), Y::integer(), Width::integer(), Height::integer()) -> ok
See
getConvolutionFilter(Target::enum(), Format::enum(), Type::enum(), Image::mem()) -> ok
See
getConvolutionParameterfv(Target::enum(), Pname::enum()) -> {float(), float(), float(), float()}
See
getConvolutionParameteriv(Target::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
See
separableFilter2D(Target::enum(), Internalformat::enum(), Width::integer(), Height::integer(), Format::enum(), Type::enum(), Row::offset() | mem(), Column::offset() | mem()) -> ok
See
getHistogram(Target::enum(), Reset::0 | 1, Format::enum(), Type::enum(), Values::mem()) -> ok
See
getHistogramParameterfv(Target::enum(), Pname::enum()) -> {float()}
See
getHistogramParameteriv(Target::enum(), Pname::enum()) -> {integer()}
See
getMinmax(Target::enum(), Reset::0 | 1, Format::enum(), Type::enum(), Values::mem()) -> ok
See
getMinmaxParameterfv(Target::enum(), Pname::enum()) -> {float()}
See
getMinmaxParameteriv(Target::enum(), Pname::enum()) -> {integer()}
See
histogram(Target::enum(), Width::integer(), Internalformat::enum(), Sink::0 | 1) -> ok
See
minmax(Target::enum(), Internalformat::enum(), Sink::0 | 1) -> ok
See
resetHistogram(Target::enum()) -> ok
See
resetMinmax(Target::enum()) -> ok
See
activeTexture(Texture::enum()) -> ok
See
sampleCoverage(Value::clamp(), Invert::0 | 1) -> ok
See
compressedTexImage3D(Target::enum(), Level::integer(), Internalformat::enum(), Width::integer(), Height::integer(), Depth::integer(), Border::integer(), ImageSize::integer(), Data::offset() | mem()) -> ok
See
compressedTexImage2D(Target::enum(), Level::integer(), Internalformat::enum(), Width::integer(), Height::integer(), Border::integer(), ImageSize::integer(), Data::offset() | mem()) -> ok
See
compressedTexImage1D(Target::enum(), Level::integer(), Internalformat::enum(), Width::integer(), Border::integer(), ImageSize::integer(), Data::offset() | mem()) -> ok
See
compressedTexSubImage3D(Target::enum(), Level::integer(), Xoffset::integer(), Yoffset::integer(), Zoffset::integer(), Width::integer(), Height::integer(), Depth::integer(), Format::enum(), ImageSize::integer(), Data::offset() | mem()) -> ok
See
compressedTexSubImage2D(Target::enum(), Level::integer(), Xoffset::integer(), Yoffset::integer(), Width::integer(), Height::integer(), Format::enum(), ImageSize::integer(), Data::offset() | mem()) -> ok
See
compressedTexSubImage1D(Target::enum(), Level::integer(), Xoffset::integer(), Width::integer(), Format::enum(), ImageSize::integer(), Data::offset() | mem()) -> ok
See
getCompressedTexImage(Target::enum(), Level::integer(), Img::mem()) -> ok
See
clientActiveTexture(Texture::enum()) -> ok
See
multiTexCoord1d(Target::enum(), S::float()) -> ok
See
multiTexCoord1dv(Target, X2::{S}) -> ok
Equivalent to multiTexCoord1d(Target, S).
multiTexCoord1f(Target::enum(), S::float()) -> ok
See
multiTexCoord1fv(Target, X2::{S}) -> ok
Equivalent to multiTexCoord1f(Target, S).
multiTexCoord1i(Target::enum(), S::integer()) -> ok
See
multiTexCoord1iv(Target, X2::{S}) -> ok
Equivalent to multiTexCoord1i(Target, S).
multiTexCoord1s(Target::enum(), S::integer()) -> ok
See
multiTexCoord1sv(Target, X2::{S}) -> ok
Equivalent to multiTexCoord1s(Target, S).
multiTexCoord2d(Target::enum(), S::float(), T::float()) -> ok
See
multiTexCoord2dv(Target, X2::{S, T}) -> ok
Equivalent to multiTexCoord2d(Target, S, T).
multiTexCoord2f(Target::enum(), S::float(), T::float()) -> ok
See
multiTexCoord2fv(Target, X2::{S, T}) -> ok
Equivalent to multiTexCoord2f(Target, S, T).
multiTexCoord2i(Target::enum(), S::integer(), T::integer()) -> ok
See
multiTexCoord2iv(Target, X2::{S, T}) -> ok
Equivalent to multiTexCoord2i(Target, S, T).
multiTexCoord2s(Target::enum(), S::integer(), T::integer()) -> ok
See
multiTexCoord2sv(Target, X2::{S, T}) -> ok
Equivalent to multiTexCoord2s(Target, S, T).
multiTexCoord3d(Target::enum(), S::float(), T::float(), R::float()) -> ok
See
multiTexCoord3dv(Target, X2::{S, T, R}) -> ok
Equivalent to multiTexCoord3d(Target, S, T, R).
multiTexCoord3f(Target::enum(), S::float(), T::float(), R::float()) -> ok
See
multiTexCoord3fv(Target, X2::{S, T, R}) -> ok
Equivalent to multiTexCoord3f(Target, S, T, R).
multiTexCoord3i(Target::enum(), S::integer(), T::integer(), R::integer()) -> ok
See
multiTexCoord3iv(Target, X2::{S, T, R}) -> ok
Equivalent to multiTexCoord3i(Target, S, T, R).
multiTexCoord3s(Target::enum(), S::integer(), T::integer(), R::integer()) -> ok
See
multiTexCoord3sv(Target, X2::{S, T, R}) -> ok
Equivalent to multiTexCoord3s(Target, S, T, R).
multiTexCoord4d(Target::enum(), S::float(), T::float(), R::float(), Q::float()) -> ok
See
multiTexCoord4dv(Target, X2::{S, T, R, Q}) -> ok
Equivalent to multiTexCoord4d(Target, S, T, R, Q).
multiTexCoord4f(Target::enum(), S::float(), T::float(), R::float(), Q::float()) -> ok
See
multiTexCoord4fv(Target, X2::{S, T, R, Q}) -> ok
Equivalent to multiTexCoord4f(Target, S, T, R, Q).
multiTexCoord4i(Target::enum(), S::integer(), T::integer(), R::integer(), Q::integer()) -> ok
See
multiTexCoord4iv(Target, X2::{S, T, R, Q}) -> ok
Equivalent to multiTexCoord4i(Target, S, T, R, Q).
multiTexCoord4s(Target::enum(), S::integer(), T::integer(), R::integer(), Q::integer()) -> ok
See
multiTexCoord4sv(Target, X2::{S, T, R, Q}) -> ok
Equivalent to multiTexCoord4s(Target, S, T, R, Q).
loadTransposeMatrixf(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
loadTransposeMatrixd(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
multTransposeMatrixf(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
multTransposeMatrixd(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
blendFuncSeparate(SfactorRGB::enum(), DfactorRGB::enum(), SfactorAlpha::enum(), DfactorAlpha::enum()) -> ok
See
multiDrawArrays(Mode::enum(), First::[integer()], Count::[integer()]) -> ok
See
pointParameterf(Pname::enum(), Param::float()) -> ok
See
pointParameterfv(Pname::enum(), Params::{float()}) -> ok
See
pointParameteri(Pname::enum(), Param::integer()) -> ok
See
pointParameteriv(Pname::enum(), Params::{integer()}) -> ok
See
fogCoordf(Coord::float()) -> ok
See
fogCoordfv(X1::{Coord}) -> ok
Equivalent to fogCoordf(Coord).
fogCoordd(Coord::float()) -> ok
See
fogCoorddv(X1::{Coord}) -> ok
Equivalent to fogCoordd(Coord).
fogCoordPointer(Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
See
secondaryColor3b(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
secondaryColor3bv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3b(Red, Green, Blue).
secondaryColor3d(Red::float(), Green::float(), Blue::float()) -> ok
See
secondaryColor3dv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3d(Red, Green, Blue).
secondaryColor3f(Red::float(), Green::float(), Blue::float()) -> ok
See
secondaryColor3fv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3f(Red, Green, Blue).
secondaryColor3i(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
secondaryColor3iv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3i(Red, Green, Blue).
secondaryColor3s(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
secondaryColor3sv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3s(Red, Green, Blue).
secondaryColor3ub(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
secondaryColor3ubv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3ub(Red, Green, Blue).
secondaryColor3ui(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
secondaryColor3uiv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3ui(Red, Green, Blue).
secondaryColor3us(Red::integer(), Green::integer(), Blue::integer()) -> ok
See
secondaryColor3usv(X1::{Red, Green, Blue}) -> ok
Equivalent to secondaryColor3us(Red, Green, Blue).
secondaryColorPointer(Size::integer(), Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
See
windowPos2d(X::float(), Y::float()) -> ok
See
windowPos2dv(X1::{X, Y}) -> ok
Equivalent to windowPos2d(X, Y).
windowPos2f(X::float(), Y::float()) -> ok
See
windowPos2fv(X1::{X, Y}) -> ok
Equivalent to windowPos2f(X, Y).
windowPos2i(X::integer(), Y::integer()) -> ok
See
windowPos2iv(X1::{X, Y}) -> ok
Equivalent to windowPos2i(X, Y).
windowPos2s(X::integer(), Y::integer()) -> ok
See
windowPos2sv(X1::{X, Y}) -> ok
Equivalent to windowPos2s(X, Y).
windowPos3d(X::float(), Y::float(), Z::float()) -> ok
See
windowPos3dv(X1::{X, Y, Z}) -> ok
Equivalent to windowPos3d(X, Y, Z).
windowPos3f(X::float(), Y::float(), Z::float()) -> ok
See
windowPos3fv(X1::{X, Y, Z}) -> ok
Equivalent to windowPos3f(X, Y, Z).
windowPos3i(X::integer(), Y::integer(), Z::integer()) -> ok
See
windowPos3iv(X1::{X, Y, Z}) -> ok
Equivalent to windowPos3i(X, Y, Z).
windowPos3s(X::integer(), Y::integer(), Z::integer()) -> ok
See
windowPos3sv(X1::{X, Y, Z}) -> ok
Equivalent to windowPos3s(X, Y, Z).
genQueries(N::integer()) -> [integer()]
See
deleteQueries(Ids::[integer()]) -> ok
See
isQuery(Id::integer()) -> 0 | 1
See
beginQuery(Target::enum(), Id::integer()) -> ok
See
endQuery(Target::enum()) -> ok
See
getQueryiv(Target::enum(), Pname::enum()) -> integer()
See
getQueryObjectiv(Id::integer(), Pname::enum()) -> integer()
See
getQueryObjectuiv(Id::integer(), Pname::enum()) -> integer()
See
bindBuffer(Target::enum(), Buffer::integer()) -> ok
See
deleteBuffers(Buffers::[integer()]) -> ok
See
genBuffers(N::integer()) -> [integer()]
See
isBuffer(Buffer::integer()) -> 0 | 1
See
bufferData(Target::enum(), Size::integer(), Data::offset() | mem(), Usage::enum()) -> ok
See
bufferSubData(Target::enum(), Offset::integer(), Size::integer(), Data::offset() | mem()) -> ok
See
getBufferSubData(Target::enum(), Offset::integer(), Size::integer(), Data::mem()) -> ok
See
getBufferParameteriv(Target::enum(), Pname::enum()) -> integer()
See
blendEquationSeparate(ModeRGB::enum(), ModeAlpha::enum()) -> ok
See
drawBuffers(Bufs::[enum()]) -> ok
See
stencilOpSeparate(Face::enum(), Sfail::enum(), Dpfail::enum(), Dppass::enum()) -> ok
See
stencilFuncSeparate(Face::enum(), Func::enum(), Ref::integer(), Mask::integer()) -> ok
See
stencilMaskSeparate(Face::enum(), Mask::integer()) -> ok
See
attachShader(Program::integer(), Shader::integer()) -> ok
See
bindAttribLocation(Program::integer(), Index::integer(), Name::string()) -> ok
See
compileShader(Shader::integer()) -> ok
See
createProgram() -> integer()
See
createShader(Type::enum()) -> integer()
See
deleteProgram(Program::integer()) -> ok
See
deleteShader(Shader::integer()) -> ok
See
detachShader(Program::integer(), Shader::integer()) -> ok
See
disableVertexAttribArray(Index::integer()) -> ok
See
enableVertexAttribArray(Index::integer()) -> ok
See
getActiveAttrib(Program::integer(), Index::integer(), BufSize::integer()) -> {Size::integer(), Type::enum(), Name::string()}
See
getActiveUniform(Program::integer(), Index::integer(), BufSize::integer()) -> {Size::integer(), Type::enum(), Name::string()}
See
getAttachedShaders(Program::integer(), MaxCount::integer()) -> [integer()]
See
getAttribLocation(Program::integer(), Name::string()) -> integer()
See
getProgramiv(Program::integer(), Pname::enum()) -> integer()
See
getProgramInfoLog(Program::integer(), BufSize::integer()) -> string()
See
getShaderiv(Shader::integer(), Pname::enum()) -> integer()
See
getShaderInfoLog(Shader::integer(), BufSize::integer()) -> string()
See
getShaderSource(Shader::integer(), BufSize::integer()) -> string()
See
getUniformLocation(Program::integer(), Name::string()) -> integer()
See
getUniformfv(Program::integer(), Location::integer()) -> {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}
See
getUniformiv(Program::integer(), Location::integer()) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
See
getVertexAttribdv(Index::integer(), Pname::enum()) -> {float(), float(), float(), float()}
See
getVertexAttribfv(Index::integer(), Pname::enum()) -> {float(), float(), float(), float()}
See
getVertexAttribiv(Index::integer(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
See
isProgram(Program::integer()) -> 0 | 1
See
isShader(Shader::integer()) -> 0 | 1
See
linkProgram(Program::integer()) -> ok
See
shaderSource(Shader::integer(), String::[string()]) -> ok
See
useProgram(Program::integer()) -> ok
See
uniform1f(Location::integer(), V0::float()) -> ok
See
uniform2f(Location::integer(), V0::float(), V1::float()) -> ok
See
uniform3f(Location::integer(), V0::float(), V1::float(), V2::float()) -> ok
See
uniform4f(Location::integer(), V0::float(), V1::float(), V2::float(), V3::float()) -> ok
See
uniform1i(Location::integer(), V0::integer()) -> ok
See
uniform2i(Location::integer(), V0::integer(), V1::integer()) -> ok
See
uniform3i(Location::integer(), V0::integer(), V1::integer(), V2::integer()) -> ok
See
uniform4i(Location::integer(), V0::integer(), V1::integer(), V2::integer(), V3::integer()) -> ok
See
uniform1fv(Location::integer(), Value::[float()]) -> ok
See
uniform2fv(Location::integer(), Value::[{float(), float()}]) -> ok
See
uniform3fv(Location::integer(), Value::[{float(), float(), float()}]) -> ok
See
uniform4fv(Location::integer(), Value::[{float(), float(), float(), float()}]) -> ok
See
uniform1iv(Location::integer(), Value::[integer()]) -> ok
See
uniform2iv(Location::integer(), Value::[{integer(), integer()}]) -> ok
See
uniform3iv(Location::integer(), Value::[{integer(), integer(), integer()}]) -> ok
See
uniform4iv(Location::integer(), Value::[{integer(), integer(), integer(), integer()}]) -> ok
See
uniformMatrix2fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float()}]) -> ok
See
uniformMatrix3fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix4fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
validateProgram(Program::integer()) -> ok
See
vertexAttrib1d(Index::integer(), X::float()) -> ok
See
vertexAttrib1dv(Index, X2::{X}) -> ok
Equivalent to vertexAttrib1d(Index, X).
vertexAttrib1f(Index::integer(), X::float()) -> ok
See
vertexAttrib1fv(Index, X2::{X}) -> ok
Equivalent to vertexAttrib1f(Index, X).
vertexAttrib1s(Index::integer(), X::integer()) -> ok
See
vertexAttrib1sv(Index, X2::{X}) -> ok
Equivalent to vertexAttrib1s(Index, X).
vertexAttrib2d(Index::integer(), X::float(), Y::float()) -> ok
See
vertexAttrib2dv(Index, X2::{X, Y}) -> ok
Equivalent to vertexAttrib2d(Index, X, Y).
vertexAttrib2f(Index::integer(), X::float(), Y::float()) -> ok
See
vertexAttrib2fv(Index, X2::{X, Y}) -> ok
Equivalent to vertexAttrib2f(Index, X, Y).
vertexAttrib2s(Index::integer(), X::integer(), Y::integer()) -> ok
See
vertexAttrib2sv(Index, X2::{X, Y}) -> ok
Equivalent to vertexAttrib2s(Index, X, Y).
vertexAttrib3d(Index::integer(), X::float(), Y::float(), Z::float()) -> ok
See
vertexAttrib3dv(Index, X2::{X, Y, Z}) -> ok
Equivalent to vertexAttrib3d(Index, X, Y, Z).
vertexAttrib3f(Index::integer(), X::float(), Y::float(), Z::float()) -> ok
See
vertexAttrib3fv(Index, X2::{X, Y, Z}) -> ok
Equivalent to vertexAttrib3f(Index, X, Y, Z).
vertexAttrib3s(Index::integer(), X::integer(), Y::integer(), Z::integer()) -> ok
See
vertexAttrib3sv(Index, X2::{X, Y, Z}) -> ok
Equivalent to vertexAttrib3s(Index, X, Y, Z).
vertexAttrib4Nbv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4Niv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4Nsv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4Nub(Index::integer(), X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
vertexAttrib4Nubv(Index, X2::{X, Y, Z, W}) -> ok
Equivalent to vertexAttrib4Nub(Index, X, Y, Z, W).
vertexAttrib4Nuiv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4Nusv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4bv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4d(Index::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
vertexAttrib4dv(Index, X2::{X, Y, Z, W}) -> ok
Equivalent to vertexAttrib4d(Index, X, Y, Z, W).
vertexAttrib4f(Index::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
vertexAttrib4fv(Index, X2::{X, Y, Z, W}) -> ok
Equivalent to vertexAttrib4f(Index, X, Y, Z, W).
vertexAttrib4iv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4s(Index::integer(), X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
vertexAttrib4sv(Index, X2::{X, Y, Z, W}) -> ok
Equivalent to vertexAttrib4s(Index, X, Y, Z, W).
vertexAttrib4ubv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4uiv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttrib4usv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttribPointer(Index::integer(), Size::integer(), Type::enum(), Normalized::0 | 1, Stride::integer(), Pointer::offset() | mem()) -> ok
See
uniformMatrix2x3fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix3x2fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix2x4fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix4x2fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix3x4fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix4x3fv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
colorMaski(Index::integer(), R::0 | 1, G::0 | 1, B::0 | 1, A::0 | 1) -> ok
See
getBooleani_v(Target::enum(), Index::integer()) -> [0 | 1]
See
getIntegeri_v(Target::enum(), Index::integer()) -> [integer()]
See
enablei(Target::enum(), Index::integer()) -> ok
See
disablei(Target::enum(), Index::integer()) -> ok
See
isEnabledi(Target::enum(), Index::integer()) -> 0 | 1
See
beginTransformFeedback(PrimitiveMode::enum()) -> ok
See
endTransformFeedback() -> ok
See
bindBufferRange(Target::enum(), Index::integer(), Buffer::integer(), Offset::integer(), Size::integer()) -> ok
See
bindBufferBase(Target::enum(), Index::integer(), Buffer::integer()) -> ok
See
transformFeedbackVaryings(Program::integer(), Varyings::[string()], BufferMode::enum()) -> ok
See
getTransformFeedbackVarying(Program::integer(), Index::integer(), BufSize::integer()) -> {Size::integer(), Type::enum(), Name::string()}
See
clampColor(Target::enum(), Clamp::enum()) -> ok
See
beginConditionalRender(Id::integer(), Mode::enum()) -> ok
See
endConditionalRender() -> ok
See
vertexAttribIPointer(Index::integer(), Size::integer(), Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
See
getVertexAttribIiv(Index::integer(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
See
getVertexAttribIuiv(Index::integer(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
See
vertexAttribI1i(Index::integer(), X::integer()) -> ok
See
vertexAttribI2i(Index::integer(), X::integer(), Y::integer()) -> ok
See
vertexAttribI3i(Index::integer(), X::integer(), Y::integer(), Z::integer()) -> ok
See
vertexAttribI4i(Index::integer(), X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
vertexAttribI1ui(Index::integer(), X::integer()) -> ok
See
vertexAttribI2ui(Index::integer(), X::integer(), Y::integer()) -> ok
See
vertexAttribI3ui(Index::integer(), X::integer(), Y::integer(), Z::integer()) -> ok
See
vertexAttribI4ui(Index::integer(), X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
vertexAttribI1iv(Index, X2::{X}) -> ok
Equivalent to vertexAttribI1i(Index, X).
vertexAttribI2iv(Index, X2::{X, Y}) -> ok
Equivalent to vertexAttribI2i(Index, X, Y).
vertexAttribI3iv(Index, X2::{X, Y, Z}) -> ok
Equivalent to vertexAttribI3i(Index, X, Y, Z).
vertexAttribI4iv(Index, X2::{X, Y, Z, W}) -> ok
Equivalent to vertexAttribI4i(Index, X, Y, Z, W).
vertexAttribI1uiv(Index, X2::{X}) -> ok
Equivalent to vertexAttribI1ui(Index, X).
vertexAttribI2uiv(Index, X2::{X, Y}) -> ok
Equivalent to vertexAttribI2ui(Index, X, Y).
vertexAttribI3uiv(Index, X2::{X, Y, Z}) -> ok
Equivalent to vertexAttribI3ui(Index, X, Y, Z).
vertexAttribI4uiv(Index, X2::{X, Y, Z, W}) -> ok
Equivalent to vertexAttribI4ui(Index, X, Y, Z, W).
vertexAttribI4bv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttribI4sv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttribI4ubv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
vertexAttribI4usv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
getUniformuiv(Program::integer(), Location::integer()) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
See
bindFragDataLocation(Program::integer(), Color::integer(), Name::string()) -> ok
See
getFragDataLocation(Program::integer(), Name::string()) -> integer()
See
uniform1ui(Location::integer(), V0::integer()) -> ok
See
uniform2ui(Location::integer(), V0::integer(), V1::integer()) -> ok
See
uniform3ui(Location::integer(), V0::integer(), V1::integer(), V2::integer()) -> ok
See
uniform4ui(Location::integer(), V0::integer(), V1::integer(), V2::integer(), V3::integer()) -> ok
See
uniform1uiv(Location::integer(), Value::[integer()]) -> ok
See
uniform2uiv(Location::integer(), Value::[{integer(), integer()}]) -> ok
See
uniform3uiv(Location::integer(), Value::[{integer(), integer(), integer()}]) -> ok
See
uniform4uiv(Location::integer(), Value::[{integer(), integer(), integer(), integer()}]) -> ok
See
texParameterIiv(Target::enum(), Pname::enum(), Params::{integer()}) -> ok
See
texParameterIuiv(Target::enum(), Pname::enum(), Params::{integer()}) -> ok
See
getTexParameterIiv(Target::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
See
getTexParameterIuiv(Target::enum(), Pname::enum()) -> {integer(), integer(), integer(), integer()}
See
clearBufferiv(Buffer::enum(), Drawbuffer::integer(), Value::{integer()}) -> ok
See
clearBufferuiv(Buffer::enum(), Drawbuffer::integer(), Value::{integer()}) -> ok
See
clearBufferfv(Buffer::enum(), Drawbuffer::integer(), Value::{float()}) -> ok
See
clearBufferfi(Buffer::enum(), Drawbuffer::integer(), Depth::float(), Stencil::integer()) -> ok
See
getStringi(Name::enum(), Index::integer()) -> string()
See
drawArraysInstanced(Mode::enum(), First::integer(), Count::integer(), Primcount::integer()) -> ok
See
drawElementsInstanced(Mode::enum(), Count::integer(), Type::enum(), Indices::offset() | mem(), Primcount::integer()) -> ok
See
texBuffer(Target::enum(), Internalformat::enum(), Buffer::integer()) -> ok
See
primitiveRestartIndex(Index::integer()) -> ok
See
getInteger64i_v(Target::enum(), Index::integer()) -> [integer()]
See
getBufferParameteri64v(Target::enum(), Pname::enum()) -> [integer()]
See
framebufferTexture(Target::enum(), Attachment::enum(), Texture::integer(), Level::integer()) -> ok
See
vertexAttribDivisor(Index::integer(), Divisor::integer()) -> ok
See
minSampleShading(Value::clamp()) -> ok
See
blendEquationi(Buf::integer(), Mode::enum()) -> ok
See
blendEquationSeparatei(Buf::integer(), ModeRGB::enum(), ModeAlpha::enum()) -> ok
See
blendFunci(Buf::integer(), Src::enum(), Dst::enum()) -> ok
See
blendFuncSeparatei(Buf::integer(), SrcRGB::enum(), DstRGB::enum(), SrcAlpha::enum(), DstAlpha::enum()) -> ok
See
loadTransposeMatrixfARB(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
loadTransposeMatrixdARB(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
multTransposeMatrixfARB(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
multTransposeMatrixdARB(M::{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}) -> ok
See
weightbvARB(Weights::[integer()]) -> ok
See
weightsvARB(Weights::[integer()]) -> ok
See
weightivARB(Weights::[integer()]) -> ok
See
weightfvARB(Weights::[float()]) -> ok
See
weightdvARB(Weights::[float()]) -> ok
See
weightubvARB(Weights::[integer()]) -> ok
See
weightusvARB(Weights::[integer()]) -> ok
See
weightuivARB(Weights::[integer()]) -> ok
See
vertexBlendARB(Count::integer()) -> ok
See
currentPaletteMatrixARB(Index::integer()) -> ok
See
matrixIndexubvARB(Indices::[integer()]) -> ok
See
matrixIndexusvARB(Indices::[integer()]) -> ok
See
matrixIndexuivARB(Indices::[integer()]) -> ok
See
programStringARB(Target::enum(), Format::enum(), String::string()) -> ok
See
bindProgramARB(Target::enum(), Program::integer()) -> ok
See
deleteProgramsARB(Programs::[integer()]) -> ok
See
genProgramsARB(N::integer()) -> [integer()]
See
programEnvParameter4dARB(Target::enum(), Index::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
programEnvParameter4dvARB(Target::enum(), Index::integer(), Params::{float(), float(), float(), float()}) -> ok
See
programEnvParameter4fARB(Target::enum(), Index::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
programEnvParameter4fvARB(Target::enum(), Index::integer(), Params::{float(), float(), float(), float()}) -> ok
See
programLocalParameter4dARB(Target::enum(), Index::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
programLocalParameter4dvARB(Target::enum(), Index::integer(), Params::{float(), float(), float(), float()}) -> ok
See
programLocalParameter4fARB(Target::enum(), Index::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
programLocalParameter4fvARB(Target::enum(), Index::integer(), Params::{float(), float(), float(), float()}) -> ok
See
getProgramEnvParameterdvARB(Target::enum(), Index::integer()) -> {float(), float(), float(), float()}
See
getProgramEnvParameterfvARB(Target::enum(), Index::integer()) -> {float(), float(), float(), float()}
See
getProgramLocalParameterdvARB(Target::enum(), Index::integer()) -> {float(), float(), float(), float()}
See
getProgramLocalParameterfvARB(Target::enum(), Index::integer()) -> {float(), float(), float(), float()}
See
getProgramStringARB(Target::enum(), Pname::enum(), String::mem()) -> ok
See
getBufferParameterivARB(Target::enum(), Pname::enum()) -> [integer()]
See
deleteObjectARB(Obj::integer()) -> ok
See
getHandleARB(Pname::enum()) -> integer()
See
detachObjectARB(ContainerObj::integer(), AttachedObj::integer()) -> ok
See
createShaderObjectARB(ShaderType::enum()) -> integer()
See
shaderSourceARB(ShaderObj::integer(), String::[string()]) -> ok
See
compileShaderARB(ShaderObj::integer()) -> ok
See
createProgramObjectARB() -> integer()
See
attachObjectARB(ContainerObj::integer(), Obj::integer()) -> ok
See
linkProgramARB(ProgramObj::integer()) -> ok
See
useProgramObjectARB(ProgramObj::integer()) -> ok
See
validateProgramARB(ProgramObj::integer()) -> ok
See
getObjectParameterfvARB(Obj::integer(), Pname::enum()) -> float()
See
getObjectParameterivARB(Obj::integer(), Pname::enum()) -> integer()
See
getInfoLogARB(Obj::integer(), MaxLength::integer()) -> string()
See
getAttachedObjectsARB(ContainerObj::integer(), MaxCount::integer()) -> [integer()]
See
getUniformLocationARB(ProgramObj::integer(), Name::string()) -> integer()
See
getActiveUniformARB(ProgramObj::integer(), Index::integer(), MaxLength::integer()) -> {Size::integer(), Type::enum(), Name::string()}
See
getUniformfvARB(ProgramObj::integer(), Location::integer()) -> {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}
See
getUniformivARB(ProgramObj::integer(), Location::integer()) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
See
getShaderSourceARB(Obj::integer(), MaxLength::integer()) -> string()
See
bindAttribLocationARB(ProgramObj::integer(), Index::integer(), Name::string()) -> ok
See
getActiveAttribARB(ProgramObj::integer(), Index::integer(), MaxLength::integer()) -> {Size::integer(), Type::enum(), Name::string()}
See
getAttribLocationARB(ProgramObj::integer(), Name::string()) -> integer()
See
isRenderbuffer(Renderbuffer::integer()) -> 0 | 1
See
bindRenderbuffer(Target::enum(), Renderbuffer::integer()) -> ok
See
deleteRenderbuffers(Renderbuffers::[integer()]) -> ok
See
genRenderbuffers(N::integer()) -> [integer()]
See
renderbufferStorage(Target::enum(), Internalformat::enum(), Width::integer(), Height::integer()) -> ok
See
getRenderbufferParameteriv(Target::enum(), Pname::enum()) -> integer()
See
isFramebuffer(Framebuffer::integer()) -> 0 | 1
See
bindFramebuffer(Target::enum(), Framebuffer::integer()) -> ok
See
deleteFramebuffers(Framebuffers::[integer()]) -> ok
See
genFramebuffers(N::integer()) -> [integer()]
See
checkFramebufferStatus(Target::enum()) -> enum()
See
framebufferTexture1D(Target::enum(), Attachment::enum(), Textarget::enum(), Texture::integer(), Level::integer()) -> ok
See
framebufferTexture2D(Target::enum(), Attachment::enum(), Textarget::enum(), Texture::integer(), Level::integer()) -> ok
See
framebufferTexture3D(Target::enum(), Attachment::enum(), Textarget::enum(), Texture::integer(), Level::integer(), Zoffset::integer()) -> ok
See
framebufferRenderbuffer(Target::enum(), Attachment::enum(), Renderbuffertarget::enum(), Renderbuffer::integer()) -> ok
See
getFramebufferAttachmentParameteriv(Target::enum(), Attachment::enum(), Pname::enum()) -> integer()
See
generateMipmap(Target::enum()) -> ok
See
blitFramebuffer(SrcX0::integer(), SrcY0::integer(), SrcX1::integer(), SrcY1::integer(), DstX0::integer(), DstY0::integer(), DstX1::integer(), DstY1::integer(), Mask::integer(), Filter::enum()) -> ok
See
renderbufferStorageMultisample(Target::enum(), Samples::integer(), Internalformat::enum(), Width::integer(), Height::integer()) -> ok
See
framebufferTextureLayer(Target::enum(), Attachment::enum(), Texture::integer(), Level::integer(), Layer::integer()) -> ok
See
framebufferTextureFaceARB(Target::enum(), Attachment::enum(), Texture::integer(), Level::integer(), Face::enum()) -> ok
See
flushMappedBufferRange(Target::enum(), Offset::integer(), Length::integer()) -> ok
See
bindVertexArray(Array::integer()) -> ok
See
deleteVertexArrays(Arrays::[integer()]) -> ok
See
genVertexArrays(N::integer()) -> [integer()]
See
isVertexArray(Array::integer()) -> 0 | 1
See
getUniformIndices(Program::integer(), UniformNames::[string()]) -> [integer()]
See
getActiveUniformsiv(Program::integer(), UniformIndices::[integer()], Pname::enum()) -> [integer()]
See
getActiveUniformName(Program::integer(), UniformIndex::integer(), BufSize::integer()) -> string()
See
getUniformBlockIndex(Program::integer(), UniformBlockName::string()) -> integer()
See
getActiveUniformBlockiv(Program::integer(), UniformBlockIndex::integer(), Pname::enum(), Params::mem()) -> ok
See
getActiveUniformBlockName(Program::integer(), UniformBlockIndex::integer(), BufSize::integer()) -> string()
See
uniformBlockBinding(Program::integer(), UniformBlockIndex::integer(), UniformBlockBinding::integer()) -> ok
See
copyBufferSubData(ReadTarget::enum(), WriteTarget::enum(), ReadOffset::integer(), WriteOffset::integer(), Size::integer()) -> ok
See
drawElementsBaseVertex(Mode::enum(), Count::integer(), Type::enum(), Indices::offset() | mem(), Basevertex::integer()) -> ok
See
drawRangeElementsBaseVertex(Mode::enum(), Start::integer(), End::integer(), Count::integer(), Type::enum(), Indices::offset() | mem(), Basevertex::integer()) -> ok
See
drawElementsInstancedBaseVertex(Mode::enum(), Count::integer(), Type::enum(), Indices::offset() | mem(), Primcount::integer(), Basevertex::integer()) -> ok
See
provokingVertex(Mode::enum()) -> ok
See
fenceSync(Condition::enum(), Flags::integer()) -> integer()
See
isSync(Sync::integer()) -> 0 | 1
See
deleteSync(Sync::integer()) -> ok
See
clientWaitSync(Sync::integer(), Flags::integer(), Timeout::integer()) -> enum()
See
waitSync(Sync::integer(), Flags::integer(), Timeout::integer()) -> ok
See
getInteger64v(Pname::enum()) -> [integer()]
See
getSynciv(Sync::integer(), Pname::enum(), BufSize::integer()) -> [integer()]
See
texImage2DMultisample(Target::enum(), Samples::integer(), Internalformat::integer(), Width::integer(), Height::integer(), Fixedsamplelocations::0 | 1) -> ok
See
texImage3DMultisample(Target::enum(), Samples::integer(), Internalformat::integer(), Width::integer(), Height::integer(), Depth::integer(), Fixedsamplelocations::0 | 1) -> ok
See
getMultisamplefv(Pname::enum(), Index::integer()) -> {float(), float()}
See
sampleMaski(Index::integer(), Mask::integer()) -> ok
See
namedStringARB(Type::enum(), Name::string(), String::string()) -> ok
See
deleteNamedStringARB(Name::string()) -> ok
See
compileShaderIncludeARB(Shader::integer(), Path::[string()]) -> ok
See
isNamedStringARB(Name::string()) -> 0 | 1
See
getNamedStringARB(Name::string(), BufSize::integer()) -> string()
See
getNamedStringivARB(Name::string(), Pname::enum()) -> integer()
See
bindFragDataLocationIndexed(Program::integer(), ColorNumber::integer(), Index::integer(), Name::string()) -> ok
See
getFragDataIndex(Program::integer(), Name::string()) -> integer()
See
genSamplers(Count::integer()) -> [integer()]
See
deleteSamplers(Samplers::[integer()]) -> ok
See
isSampler(Sampler::integer()) -> 0 | 1
See
bindSampler(Unit::integer(), Sampler::integer()) -> ok
See
samplerParameteri(Sampler::integer(), Pname::enum(), Param::integer()) -> ok
See
samplerParameteriv(Sampler::integer(), Pname::enum(), Param::[integer()]) -> ok
See
samplerParameterf(Sampler::integer(), Pname::enum(), Param::float()) -> ok
See
samplerParameterfv(Sampler::integer(), Pname::enum(), Param::[float()]) -> ok
See
samplerParameterIiv(Sampler::integer(), Pname::enum(), Param::[integer()]) -> ok
See
samplerParameterIuiv(Sampler::integer(), Pname::enum(), Param::[integer()]) -> ok
See
getSamplerParameteriv(Sampler::integer(), Pname::enum()) -> [integer()]
See
getSamplerParameterIiv(Sampler::integer(), Pname::enum()) -> [integer()]
See
getSamplerParameterfv(Sampler::integer(), Pname::enum()) -> [float()]
See
getSamplerParameterIuiv(Sampler::integer(), Pname::enum()) -> [integer()]
See
queryCounter(Id::integer(), Target::enum()) -> ok
See
getQueryObjecti64v(Id::integer(), Pname::enum()) -> integer()
See
getQueryObjectui64v(Id::integer(), Pname::enum()) -> integer()
See
drawArraysIndirect(Mode::enum(), Indirect::offset() | mem()) -> ok
See
drawElementsIndirect(Mode::enum(), Type::enum(), Indirect::offset() | mem()) -> ok
See
uniform1d(Location::integer(), X::float()) -> ok
See
uniform2d(Location::integer(), X::float(), Y::float()) -> ok
See
uniform3d(Location::integer(), X::float(), Y::float(), Z::float()) -> ok
See
uniform4d(Location::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
uniform1dv(Location::integer(), Value::[float()]) -> ok
See
uniform2dv(Location::integer(), Value::[{float(), float()}]) -> ok
See
uniform3dv(Location::integer(), Value::[{float(), float(), float()}]) -> ok
See
uniform4dv(Location::integer(), Value::[{float(), float(), float(), float()}]) -> ok
See
uniformMatrix2dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float()}]) -> ok
See
uniformMatrix3dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix4dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix2x3dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix2x4dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix3x2dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix3x4dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix4x2dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
uniformMatrix4x3dv(Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
getUniformdv(Program::integer(), Location::integer()) -> {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}
See
getSubroutineUniformLocation(Program::integer(), Shadertype::enum(), Name::string()) -> integer()
See
getSubroutineIndex(Program::integer(), Shadertype::enum(), Name::string()) -> integer()
See
getActiveSubroutineUniformName(Program::integer(), Shadertype::enum(), Index::integer(), Bufsize::integer()) -> string()
See
getActiveSubroutineName(Program::integer(), Shadertype::enum(), Index::integer(), Bufsize::integer()) -> string()
See
uniformSubroutinesuiv(Shadertype::enum(), Indices::[integer()]) -> ok
See
getUniformSubroutineuiv(Shadertype::enum(), Location::integer()) -> {integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer(), integer()}
See
getProgramStageiv(Program::integer(), Shadertype::enum(), Pname::enum()) -> integer()
See
patchParameteri(Pname::enum(), Value::integer()) -> ok
See
patchParameterfv(Pname::enum(), Values::[float()]) -> ok
See
bindTransformFeedback(Target::enum(), Id::integer()) -> ok
See
deleteTransformFeedbacks(Ids::[integer()]) -> ok
See
genTransformFeedbacks(N::integer()) -> [integer()]
See
isTransformFeedback(Id::integer()) -> 0 | 1
See
pauseTransformFeedback() -> ok
See
resumeTransformFeedback() -> ok
See
drawTransformFeedback(Mode::enum(), Id::integer()) -> ok
See
drawTransformFeedbackStream(Mode::enum(), Id::integer(), Stream::integer()) -> ok
See
beginQueryIndexed(Target::enum(), Index::integer(), Id::integer()) -> ok
See
endQueryIndexed(Target::enum(), Index::integer()) -> ok
See
getQueryIndexediv(Target::enum(), Index::integer(), Pname::enum()) -> integer()
See
releaseShaderCompiler() -> ok
See
shaderBinary(Shaders::[integer()], Binaryformat::enum(), Binary::binary()) -> ok
See
getShaderPrecisionFormat(Shadertype::enum(), Precisiontype::enum()) -> {Range::{integer(), integer()}, Precision::integer()}
See
depthRangef(N::clamp(), F::clamp()) -> ok
See
clearDepthf(D::clamp()) -> ok
See
getProgramBinary(Program::integer(), BufSize::integer()) -> {BinaryFormat::enum(), Binary::binary()}
See
programBinary(Program::integer(), BinaryFormat::enum(), Binary::binary()) -> ok
See
programParameteri(Program::integer(), Pname::enum(), Value::integer()) -> ok
See
useProgramStages(Pipeline::integer(), Stages::integer(), Program::integer()) -> ok
See
activeShaderProgram(Pipeline::integer(), Program::integer()) -> ok
See
createShaderProgramv(Type::enum(), Strings::[string()]) -> integer()
See
bindProgramPipeline(Pipeline::integer()) -> ok
See
deleteProgramPipelines(Pipelines::[integer()]) -> ok
See
genProgramPipelines(N::integer()) -> [integer()]
See
isProgramPipeline(Pipeline::integer()) -> 0 | 1
See
getProgramPipelineiv(Pipeline::integer(), Pname::enum()) -> integer()
See
programUniform1i(Program::integer(), Location::integer(), V0::integer()) -> ok
See
programUniform1iv(Program::integer(), Location::integer(), Value::[integer()]) -> ok
See
programUniform1f(Program::integer(), Location::integer(), V0::float()) -> ok
See
programUniform1fv(Program::integer(), Location::integer(), Value::[float()]) -> ok
See
programUniform1d(Program::integer(), Location::integer(), V0::float()) -> ok
See
programUniform1dv(Program::integer(), Location::integer(), Value::[float()]) -> ok
See
programUniform1ui(Program::integer(), Location::integer(), V0::integer()) -> ok
See
programUniform1uiv(Program::integer(), Location::integer(), Value::[integer()]) -> ok
See
programUniform2i(Program::integer(), Location::integer(), V0::integer(), V1::integer()) -> ok
See
programUniform2iv(Program::integer(), Location::integer(), Value::[{integer(), integer()}]) -> ok
See
programUniform2f(Program::integer(), Location::integer(), V0::float(), V1::float()) -> ok
See
programUniform2fv(Program::integer(), Location::integer(), Value::[{float(), float()}]) -> ok
See
programUniform2d(Program::integer(), Location::integer(), V0::float(), V1::float()) -> ok
See
programUniform2dv(Program::integer(), Location::integer(), Value::[{float(), float()}]) -> ok
See
programUniform2ui(Program::integer(), Location::integer(), V0::integer(), V1::integer()) -> ok
See
programUniform2uiv(Program::integer(), Location::integer(), Value::[{integer(), integer()}]) -> ok
See
programUniform3i(Program::integer(), Location::integer(), V0::integer(), V1::integer(), V2::integer()) -> ok
See
programUniform3iv(Program::integer(), Location::integer(), Value::[{integer(), integer(), integer()}]) -> ok
See
programUniform3f(Program::integer(), Location::integer(), V0::float(), V1::float(), V2::float()) -> ok
See
programUniform3fv(Program::integer(), Location::integer(), Value::[{float(), float(), float()}]) -> ok
See
programUniform3d(Program::integer(), Location::integer(), V0::float(), V1::float(), V2::float()) -> ok
See
programUniform3dv(Program::integer(), Location::integer(), Value::[{float(), float(), float()}]) -> ok
See
programUniform3ui(Program::integer(), Location::integer(), V0::integer(), V1::integer(), V2::integer()) -> ok
See
programUniform3uiv(Program::integer(), Location::integer(), Value::[{integer(), integer(), integer()}]) -> ok
See
programUniform4i(Program::integer(), Location::integer(), V0::integer(), V1::integer(), V2::integer(), V3::integer()) -> ok
See
programUniform4iv(Program::integer(), Location::integer(), Value::[{integer(), integer(), integer(), integer()}]) -> ok
See
programUniform4f(Program::integer(), Location::integer(), V0::float(), V1::float(), V2::float(), V3::float()) -> ok
See
programUniform4fv(Program::integer(), Location::integer(), Value::[{float(), float(), float(), float()}]) -> ok
See
programUniform4d(Program::integer(), Location::integer(), V0::float(), V1::float(), V2::float(), V3::float()) -> ok
See
programUniform4dv(Program::integer(), Location::integer(), Value::[{float(), float(), float(), float()}]) -> ok
See
programUniform4ui(Program::integer(), Location::integer(), V0::integer(), V1::integer(), V2::integer(), V3::integer()) -> ok
See
programUniform4uiv(Program::integer(), Location::integer(), Value::[{integer(), integer(), integer(), integer()}]) -> ok
See
programUniformMatrix2fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float()}]) -> ok
See
programUniformMatrix3fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix4fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix2dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float()}]) -> ok
See
programUniformMatrix3dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix4dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix2x3fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix3x2fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix2x4fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix4x2fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix3x4fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix4x3fv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix2x3dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix3x2dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix2x4dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix4x2dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix3x4dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
programUniformMatrix4x3dv(Program::integer(), Location::integer(), Transpose::0 | 1, Value::[{float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float(), float()}]) -> ok
See
validateProgramPipeline(Pipeline::integer()) -> ok
See
getProgramPipelineInfoLog(Pipeline::integer(), BufSize::integer()) -> string()
See
vertexAttribL1d(Index::integer(), X::float()) -> ok
See
vertexAttribL2d(Index::integer(), X::float(), Y::float()) -> ok
See
vertexAttribL3d(Index::integer(), X::float(), Y::float(), Z::float()) -> ok
See
vertexAttribL4d(Index::integer(), X::float(), Y::float(), Z::float(), W::float()) -> ok
See
vertexAttribL1dv(Index, X2::{X}) -> ok
Equivalent to vertexAttribL1d(Index, X).
vertexAttribL2dv(Index, X2::{X, Y}) -> ok
Equivalent to vertexAttribL2d(Index, X, Y).
vertexAttribL3dv(Index, X2::{X, Y, Z}) -> ok
Equivalent to vertexAttribL3d(Index, X, Y, Z).
vertexAttribL4dv(Index, X2::{X, Y, Z, W}) -> ok
Equivalent to vertexAttribL4d(Index, X, Y, Z, W).
vertexAttribLPointer(Index::integer(), Size::integer(), Type::enum(), Stride::integer(), Pointer::offset() | mem()) -> ok
See
getVertexAttribLdv(Index::integer(), Pname::enum()) -> {float(), float(), float(), float()}
See
viewportArrayv(First::integer(), V::[{float(), float(), float(), float()}]) -> ok
See
viewportIndexedf(Index::integer(), X::float(), Y::float(), W::float(), H::float()) -> ok
See
viewportIndexedfv(Index::integer(), V::{float(), float(), float(), float()}) -> ok
See
scissorArrayv(First::integer(), V::[{integer(), integer(), integer(), integer()}]) -> ok
See
scissorIndexed(Index::integer(), Left::integer(), Bottom::integer(), Width::integer(), Height::integer()) -> ok
See
scissorIndexedv(Index::integer(), V::{integer(), integer(), integer(), integer()}) -> ok
See
depthRangeArrayv(First::integer(), V::[{clamp(), clamp()}]) -> ok
See
depthRangeIndexed(Index::integer(), N::clamp(), F::clamp()) -> ok
See
getFloati_v(Target::enum(), Index::integer()) -> [float()]
See
getDoublei_v(Target::enum(), Index::integer()) -> [float()]
See
debugMessageControlARB(Source::enum(), Type::enum(), Severity::enum(), Ids::[integer()], Enabled::0 | 1) -> ok
See
debugMessageInsertARB(Source::enum(), Type::enum(), Id::integer(), Severity::enum(), Buf::string()) -> ok
See
getDebugMessageLogARB(Count::integer(), Bufsize::integer()) -> {integer(), Sources::[enum()], Types::[enum()], Ids::[integer()], Severities::[enum()], MessageLog::[string()]}
See
getGraphicsResetStatusARB() -> enum()
See
resizeBuffersMESA() -> ok
See
windowPos4dMESA(X::float(), Y::float(), Z::float(), W::float()) -> ok
See
windowPos4dvMESA(X1::{X, Y, Z, W}) -> ok
Equivalent to windowPos4dMESA(X, Y, Z, W).
windowPos4fMESA(X::float(), Y::float(), Z::float(), W::float()) -> ok
See
windowPos4fvMESA(X1::{X, Y, Z, W}) -> ok
Equivalent to windowPos4fMESA(X, Y, Z, W).
windowPos4iMESA(X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
windowPos4ivMESA(X1::{X, Y, Z, W}) -> ok
Equivalent to windowPos4iMESA(X, Y, Z, W).
windowPos4sMESA(X::integer(), Y::integer(), Z::integer(), W::integer()) -> ok
See
windowPos4svMESA(X1::{X, Y, Z, W}) -> ok
Equivalent to windowPos4sMESA(X, Y, Z, W).
depthBoundsEXT(Zmin::clamp(), Zmax::clamp()) -> ok
See
stencilClearTagEXT(StencilTagBits::integer(), StencilClearTag::integer()) -> ok
See
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