Function | Purpose |
glAccum
|
operate on the accumulation buffer |
glActiveShaderProgram
|
set the active program object for a program pipeline object |
glActiveTexture
|
select active texture unit |
glAlphaFunc
|
specify the alpha test function |
glAreTexturesResident
|
determine if textures are loaded in texture memory |
glArrayElement
|
render a vertex using the specified vertex array element |
glAttachShader
|
Attaches a shader object to a program object |
glBegin
|
delimit the vertices of a primitive or a group of like primitives |
glBeginConditionalRender
|
start conditional rendering |
glBeginQuery
|
delimit the boundaries of a query object |
glBeginQueryIndexed, glEndQueryIndexed
|
delimit the boundaries of a query object on an indexed target |
glBeginTransformFeedback
|
start transform feedback operation |
glBindAttribLocation
|
Associates a generic vertex attribute index with a named attribute variable |
glBindBuffer
|
bind a named buffer object |
glBindBufferBase
|
bind a buffer object to an indexed buffer target |
glBindBufferRange
|
bind a range within a buffer object to an indexed buffer target |
glBindBuffersBase
|
bind one or more buffer objects to a sequence of indexed buffer targets |
glBindBuffersRange
|
bind ranges of one or more buffer objects to a sequence of indexed buffer targets |
glBindFragDataLocation
|
bind a user-defined varying out variable to a fragment shader color number |
glBindFragDataLocationIndexed
|
bind a user-defined varying out variable to a fragment shader color number and index |
glBindFramebuffer
|
bind a framebuffer to a framebuffer target |
glBindImageTexture
|
bind a level of a texture to an image unit |
glBindImageTextures
|
bind one or more named texture images to a sequence of consecutive image units |
glBindProgramPipeline
|
bind a program pipeline to the current context |
glBindRenderbuffer
|
bind a renderbuffer to a renderbuffer target |
glBindSampler
|
bind a named sampler to a texturing target |
glBindSamplers
|
bind one or more named sampler objects to a sequence of consecutive sampler units |
glBindTexture
|
bind a named texture to a texturing target |
glBindTextures
|
bind one or more named textures to a sequence of consecutive texture units |
glBindTransformFeedback
|
bind a transform feedback object |
glBindVertexArray
|
bind a vertex array object |
glBindVertexBuffer
|
bind a buffer to a vertex buffer bind point |
glBindVertexBuffers
|
bind one or more named buffer objects to a sequence of consecutive vertex buffer binding points |
glBitmap
|
draw a bitmap |
glBlendColor
|
set the blend color |
glBlendEquation
|
specify the equation used for both the RGB blend equation and the Alpha blend equation |
glBlendEquationSeparate
|
set the RGB blend equation and the alpha blend equation separately |
glBlendFunc
|
specify pixel arithmetic |
glBlendFuncSeparate
|
specify pixel arithmetic for RGB and alpha components separately |
glBlitFramebuffer
|
copy a block of pixels from the read framebuffer to the draw framebuffer |
glBufferData
|
creates and initializes a buffer object's data store |
glBufferStorage
|
creates and initializes a buffer object's immutable data store |
glBufferSubData
|
updates a subset of a buffer object's data store |
glCallList
|
execute a display list |
glCallLists
|
execute a list of display lists |
glCheckFramebufferStatus
|
check the completeness status of a framebuffer |
glClampColor
|
specify whether data read via |
glClear
|
clear buffers to preset values |
glClearAccum
|
specify clear values for the accumulation buffer |
glClearBuffer
|
clear individual buffers of the currently bound draw framebuffer |
glClearBufferData
|
fill a buffer object's data store with a fixed value |
glClearBufferSubData
|
fill all or part of buffer object's data store with a fixed value |
glClearColor
|
specify clear values for the color buffers |
glClearDepth
|
specify the clear value for the depth buffer |
glClearIndex
|
specify the clear value for the color index buffers |
glClearStencil
|
specify the clear value for the stencil buffer |
glClearTexImage
|
fills all a texture image with a constant value |
glClearTexSubImage
|
fills all or part of a texture image with a constant value |
glClientActiveTexture
|
select active texture unit |
glClientWaitSync
|
block and wait for a sync object to become signaled |
glClipPlane
|
specify a plane against which all geometry is clipped |
glColor
|
set the current color |
glColorMask
|
enable and disable writing of frame buffer color components |
glColorMaterial
|
cause a material color to track the current color |
glColorPointer
|
define an array of colors |
glColorSubTable
|
respecify a portion of a color table |
glColorTable
|
define a color lookup table |
glColorTableParameter
|
set color lookup table parameters |
glCompileShader
|
Compiles a shader object |
glCompressedTexImage1D
|
specify a one-dimensional texture image in a compressed format |
glCompressedTexImage2D
|
specify a two-dimensional texture image in a compressed format |
glCompressedTexImage3D
|
specify a three-dimensional texture image in a compressed format |
glCompressedTexSubImage1D
|
specify a one-dimensional texture subimage in a compressed format |
glCompressedTexSubImage2D
|
specify a two-dimensional texture subimage in a compressed format |
glCompressedTexSubImage3D
|
specify a three-dimensional texture subimage in a compressed format |
glConvolutionFilter1D
|
define a one-dimensional convolution filter |
glConvolutionFilter2D
|
define a two-dimensional convolution filter |
glConvolutionParameter
|
set convolution parameters |
glCopyBufferSubData
|
copy part of the data store of a buffer object to the data store of another buffer object |
glCopyColorSubTable
|
respecify a portion of a color table |
glCopyColorTable
|
copy pixels into a color table |
glCopyConvolutionFilter1D
|
copy pixels into a one-dimensional convolution filter |
glCopyConvolutionFilter2D
|
copy pixels into a two-dimensional convolution filter |
glCopyImageSubData
|
perform a raw data copy between two images |
glCopyPixels
|
copy pixels in the frame buffer |
glCopyTexImage1D
|
copy pixels into a 1D texture image |
glCopyTexImage2D
|
copy pixels into a 2D texture image |
glCopyTexSubImage1D
|
copy a one-dimensional texture subimage |
glCopyTexSubImage2D
|
copy a two-dimensional texture subimage |
glCopyTexSubImage3D
|
copy a three-dimensional texture subimage |
glCreateProgram
|
Creates a program object |
glCreateShader
|
Creates a shader object |
glCreateShaderProgram
|
create a stand-alone program from an array of null-terminated source code strings |
glCullFace
|
specify whether front- or back-facing facets can be culled |
glDebugMessageCallback
|
specify a callback to receive debugging messages from the GL |
glDebugMessageControl
|
control the reporting of debug messages in a debug context |
glDebugMessageInsert
|
inject an application-supplied message into the debug message queue |
glDeleteBuffers
|
delete named buffer objects |
glDeleteFramebuffers
|
delete framebuffer objects |
glDeleteLists
|
delete a contiguous group of display lists |
glDeleteProgram
|
Deletes a program object |
glDeleteProgramPipelines
|
delete program pipeline objects |
glDeleteQueries
|
delete named query objects |
glDeleteRenderbuffers
|
delete renderbuffer objects |
glDeleteSamplers
|
delete named sampler objects |
glDeleteShader
|
Deletes a shader object |
glDeleteSync
|
delete a sync object |
glDeleteTextures
|
delete named textures |
glDeleteTransformFeedbacks
|
delete transform feedback objects |
glDeleteVertexArrays
|
delete vertex array objects |
glDepthFunc
|
specify the value used for depth buffer comparisons |
glDepthMask
|
enable or disable writing into the depth buffer |
glDepthRange
|
specify mapping of depth values from normalized device coordinates to window coordinates |
glDepthRangeArray
|
specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports |
glDepthRangeIndexed
|
specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport |
glDetachShader
|
Detaches a shader object from a program object to which it is attached |
glDispatchCompute
|
launch one or more compute work groups |
glDispatchComputeIndirect
|
launch one or more compute work groups using parameters stored in a buffer |
glDrawArrays
|
render primitives from array data |
glDrawArraysIndirect
|
render primitives from array data, taking parameters from memory |
glDrawArraysInstanced
|
draw multiple instances of a range of elements |
glDrawArraysInstancedBaseInstance
|
draw multiple instances of a range of elements with offset applied to instanced attributes |
glDrawBuffer
|
specify which color buffers are to be drawn into |
glDrawBuffers
|
Specifies a list of color buffers to be drawn into |
glDrawElements
|
render primitives from array data |
glDrawElementsBaseVertex
|
render primitives from array data with a per-element offset |
glDrawElementsIndirect
|
render indexed primitives from array data, taking parameters from memory |
glDrawElementsInstanced
|
draw multiple instances of a set of elements |
glDrawElementsInstancedBaseInstance
|
draw multiple instances of a set of elements with offset applied to instanced attributes |
glDrawElementsInstancedBaseVertex
|
render multiple instances of a set of primitives from array data with a per-element offset |
glDrawElementsInstancedBaseVertexBaseInstance
|
render multiple instances of a set of primitives from array data with a per-element offset |
glDrawPixels
|
write a block of pixels to the frame buffer |
glDrawRangeElements
|
render primitives from array data |
glDrawRangeElementsBaseVertex
|
render primitives from array data with a per-element offset |
glDrawTransformFeedback
|
render primitives using a count derived from a transform feedback object |
glDrawTransformFeedbackInstanced
|
render multiple instances of primitives using a count derived from a transform feedback object |
glDrawTransformFeedbackStream
|
render primitives using a count derived from a specifed stream of a transform feedback object |
glDrawTransformFeedbackStreamInstanced
|
render multiple instances of primitives using a count derived from a specifed stream of a transform feedback object |
glEdgeFlag
|
flag edges as either boundary or nonboundary |
glEdgeFlagPointer
|
define an array of edge flags |
glEnable
|
enable or disable server-side GL capabilities |
glEnableClientState
|
enable or disable client-side capability |
glEnableVertexAttribArray
|
Enable or disable a generic vertex attribute array |
glEvalCoord
|
evaluate enabled one- and two-dimensional maps |
glEvalMesh
|
compute a one- or two-dimensional grid of points or lines |
glEvalPoint
|
generate and evaluate a single point in a mesh |
glFeedbackBuffer
|
controls feedback mode |
glFenceSync
|
create a new sync object and insert it into the GL command stream |
glFinish
|
block until all GL execution is complete |
glFlush
|
force execution of GL commands in finite time |
glFlushMappedBufferRange
|
indicate modifications to a range of a mapped buffer |
glFog
|
specify fog parameters |
glFogCoord
|
set the current fog coordinates |
glFogCoordPointer
|
define an array of fog coordinates |
glFramebufferParameteri
|
set a named parameter of a framebuffer |
glFramebufferRenderbuffer
|
attach a renderbuffer as a logical buffer to the currently bound framebuffer object |
glFramebufferTexture
|
attach a level of a texture object as a logical buffer to the currently bound framebuffer object |
glFramebufferTextureLayer
|
attach a single layer of a texture to a framebuffer |
glFrontFace
|
define front- and back-facing polygons |
glFrustum
|
multiply the current matrix by a perspective matrix |
glGenBuffers
|
generate buffer object names |
glGenFramebuffers
|
generate framebuffer object names |
glGenLists
|
generate a contiguous set of empty display lists |
glGenProgramPipelines
|
reserve program pipeline object names |
glGenQueries
|
generate query object names |
glGenRenderbuffers
|
generate renderbuffer object names |
glGenSamplers
|
generate sampler object names |
glGenTextures
|
generate texture names |
glGenTransformFeedbacks
|
reserve transform feedback object names |
glGenVertexArrays
|
generate vertex array object names |
glGenerateMipmap
|
generate mipmaps for a specified texture target |
glGet
|
return the value or values of a selected parameter |
glGetActiveAtomicCounterBufferiv
|
retrieve information about the set of active atomic counter buffers for a program |
glGetActiveAttrib
|
Returns information about an active attribute variable for the specified program object |
glGetActiveSubroutineName
|
query the name of an active shader subroutine |
glGetActiveSubroutineUniform
|
query a property of an active shader subroutine uniform |
glGetActiveSubroutineUniformName
|
query the name of an active shader subroutine uniform |
glGetActiveUniform
|
Returns information about an active uniform variable for the specified program object |
glGetActiveUniformBlock
|
query information about an active uniform block |
glGetActiveUniformBlockName
|
retrieve the name of an active uniform block |
glGetActiveUniformName
|
query the name of an active uniform |
glGetActiveUniformsiv
|
Returns information about several active uniform variables for the specified program object |
glGetAttachedShaders
|
Returns the handles of the shader objects attached to a program object |
glGetAttribLocation
|
Returns the location of an attribute variable |
glGetBufferParameteriv
|
return parameters of a buffer object |
glGetBufferPointerv
|
return the pointer to a mapped buffer object's data store |
glGetBufferSubData
|
returns a subset of a buffer object's data store |
glGetClipPlane
|
return the coefficients of the specified clipping plane |
glGetColorTable
|
retrieve contents of a color lookup table |
glGetColorTableParameter
|
get color lookup table parameters |
glGetCompressedTexImage
|
return a compressed texture image |
glGetConvolutionFilter
|
get current 1D or 2D convolution filter kernel |
glGetConvolutionParameter
|
get convolution parameters |
glGetDebugMessageLog
|
retrieve messages from the debug message log |
glGetError
|
return error information |
glGetFragDataIndex
|
query the bindings of color indices to user-defined varying out variables |
glGetFragDataLocation
|
query the bindings of color numbers to user-defined varying out variables |
glGetFramebufferAttachmentParameteriv
|
retrieve information about attachments of a bound framebuffer object |
glGetFramebufferParameter
|
retrieve a named parameter from a framebuffer |
glGetHistogram
|
get histogram table |
glGetHistogramParameter
|
get histogram parameters |
glGetInternalFormativ
|
retrieve information about implementation-dependent support for internal formats |
glGetInternalformat
|
retrieve information about implementation-dependent support for internal formats |
glGetLight
|
return light source parameter values |
glGetMap
|
return evaluator parameters |
glGetMaterial
|
return material parameters |
glGetMinmax
|
get minimum and maximum pixel values |
glGetMinmaxParameter
|
get minmax parameters |
glGetMultisamplefv
|
retrieve the location of a sample |
glGetObjectLabel
|
retrieve the label of a named object identified within a namespace |
glGetObjectPtrLabel
|
retrieve the label of a sync object identified by a pointer |
glGetPixelMap
|
return the specified pixel map |
glGetPointerv
|
return the address of the specified pointer |
glGetPolygonStipple
|
return the polygon stipple pattern |
glGetProgram
|
Returns a parameter from a program object |
glGetProgramBinary
|
return a binary representation of a program object's compiled and linked executable source |
glGetProgramInfoLog
|
Returns the information log for a program object |
glGetProgramInterface
|
query a property of an interface in a program |
glGetProgramPipeline
|
retrieve properties of a program pipeline object |
glGetProgramPipelineInfoLog
|
retrieve the info log string from a program pipeline object |
glGetProgramResource
|
retrieve values for multiple properties of a single active resource within a program object |
glGetProgramResourceIndex
|
query the index of a named resource within a program |
glGetProgramResourceLocation
|
query the location of a named resource within a program |
glGetProgramResourceLocationIndex
|
query the fragment color index of a named variable within a program |
glGetProgramResourceName
|
query the name of an indexed resource within a program |
glGetProgramStage
|
retrieve properties of a program object corresponding to a specified shader stage |
glGetQueryIndexediv
|
return parameters of an indexed query object target |
glGetQueryObject
|
return parameters of a query object |
glGetQueryiv
|
return parameters of a query object target |
glGetRenderbufferParameteriv
|
retrieve information about a bound renderbuffer object |
glGetSamplerParameter
|
return sampler parameter values |
glGetSeparableFilter
|
get separable convolution filter kernel images |
glGetShader
|
Returns a parameter from a shader object |
glGetShaderInfoLog
|
Returns the information log for a shader object |
glGetShaderPrecisionFormat
|
retrieve the range and precision for numeric formats supported by the shader compiler |
glGetShaderSource
|
Returns the source code string from a shader object |
glGetString
|
return a string describing the current GL connection |
glGetSubroutineIndex
|
retrieve the index of a subroutine uniform of a given shader stage within a program |
glGetSubroutineUniformLocation
|
retrieve the location of a subroutine uniform of a given shader stage within a program |
glGetSynciv
|
query the properties of a sync object |
glGetTexEnv
|
return texture environment parameters |
glGetTexGen
|
return texture coordinate generation parameters |
glGetTexImage
|
return a texture image |
glGetTexLevelParameter
|
return texture parameter values for a specific level of detail |
glGetTexParameter
|
return texture parameter values |
glGetTransformFeedbackVarying
|
retrieve information about varying variables selected for transform feedback |
glGetUniform
|
Returns the value of a uniform variable |
glGetUniformBlockIndex
|
retrieve the index of a named uniform block |
glGetUniformIndices
|
retrieve the index of a named uniform block |
glGetUniformLocation
|
Returns the location of a uniform variable |
glGetUniformSubroutine
|
retrieve the value of a subroutine uniform of a given shader stage of the current program |
glGetVertexAttrib
|
Return a generic vertex attribute parameter |
glGetVertexAttribPointerv
|
return the address of the specified generic vertex attribute pointer |
glHint
|
specify implementation-specific hints |
glHistogram
|
define histogram table |
glIndex
|
set the current color index |
glIndexMask
|
control the writing of individual bits in the color index buffers |
glIndexPointer
|
define an array of color indexes |
glInitNames
|
initialize the name stack |
glInterleavedArrays
|
simultaneously specify and enable several interleaved arrays |
glInvalidateBufferData
|
invalidate the content of a buffer object's data store |
glInvalidateBufferSubData
|
invalidate a region of a buffer object's data store |
glInvalidateFramebuffer
|
invalidate the content some or all of a framebuffer object's attachments |
glInvalidateSubFramebuffer
|
invalidate the content of a region of some or all of a framebuffer object's attachments |
glInvalidateTexImage
|
invalidate the entirety a texture image |
glInvalidateTexSubImage
|
invalidate a region of a texture image |
glIsBuffer
|
determine if a name corresponds to a buffer object |
glIsEnabled
|
test whether a capability is enabled |
glIsFramebuffer
|
determine if a name corresponds to a framebuffer object |
glIsList
|
determine if a name corresponds to a display list |
glIsProgram
|
Determines if a name corresponds to a program object |
glIsProgramPipeline
|
determine if a name corresponds to a program pipeline object |
glIsQuery
|
determine if a name corresponds to a query object |
glIsRenderbuffer
|
determine if a name corresponds to a renderbuffer object |
glIsSampler
|
determine if a name corresponds to a sampler object |
glIsShader
|
Determines if a name corresponds to a shader object |
glIsSync
|
determine if a name corresponds to a sync object |
glIsTexture
|
determine if a name corresponds to a texture |
glIsTransformFeedback
|
determine if a name corresponds to a transform feedback object |
glIsVertexArray
|
determine if a name corresponds to a vertex array object |
glLight
|
set light source parameters |
glLightModel
|
set the lighting model parameters |
glLineStipple
|
specify the line stipple pattern |
glLineWidth
|
specify the width of rasterized lines |
glLinkProgram
|
Links a program object |
glListBase
|
set the display-list base for |
glLoadIdentity
|
replace the current matrix with the identity matrix |
glLoadMatrix
|
replace the current matrix with the specified matrix |
glLoadName
|
load a name onto the name stack |
glLoadTransposeMatrix
|
replace the current matrix with the specified row-major ordered matrix |
glLogicOp
|
specify a logical pixel operation for rendering |
glMap1
|
define a one-dimensional evaluator |
glMap2
|
define a two-dimensional evaluator |
glMapBuffer
|
map a buffer object's data store |
glMapBufferRange
|
map a section of a buffer object's data store |
glMapGrid
|
define a one- or two-dimensional mesh |
glMaterial
|
specify material parameters for the lighting model |
glMatrixMode
|
specify which matrix is the current matrix |
glMemoryBarrier
|
defines a barrier ordering memory transactions |
glMinSampleShading
|
specifies minimum rate at which sample shaing takes place |
glMinmax
|
define minmax table |
glMultMatrix
|
multiply the current matrix with the specified matrix |
glMultTransposeMatrix
|
multiply the current matrix with the specified row-major ordered matrix |
glMultiDrawArrays
|
render multiple sets of primitives from array data |
glMultiDrawArraysIndirect
|
render multiple sets of primitives from array data, taking parameters from memory |
glMultiDrawElements
|
render multiple sets of primitives by specifying indices of array data elements |
glMultiDrawElementsBaseVertex
|
render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index |
glMultiDrawElementsIndirect
|
render indexed primitives from array data, taking parameters from memory |
glMultiTexCoord
|
set the current texture coordinates |
glNewList
|
create or replace a display list |
glNormal
|
set the current normal vector |
glNormalPointer
|
define an array of normals |
glObjectLabel
|
label a named object identified within a namespace |
glObjectPtrLabel
|
label a a sync object identified by a pointer |
glOrtho
|
multiply the current matrix with an orthographic matrix |
glPassThrough
|
place a marker in the feedback buffer |
glPatchParameter
|
specifies the parameters for patch primitives |
glPauseTransformFeedback
|
pause transform feedback operations |
glPixelMap
|
set up pixel transfer maps |
glPixelStore
|
set pixel storage modes |
glPixelTransfer
|
set pixel transfer modes |
glPixelZoom
|
specify the pixel zoom factors |
glPointParameter
|
specify point parameters |
glPointSize
|
specify the diameter of rasterized points |
glPolygonMode
|
select a polygon rasterization mode |
glPolygonOffset
|
set the scale and units used to calculate depth values |
glPolygonStipple
|
set the polygon stippling pattern |
glPopDebugGroup
|
pop the active debug group |
glPrimitiveRestartIndex
|
specify the primitive restart index |
glPrioritizeTextures
|
set texture residence priority |
glProgramBinary
|
load a program object with a program binary |
glProgramParameter
|
specify a parameter for a program object |
glProgramUniform
|
Specify the value of a uniform variable for a specified program object |
glProvokingVertex
|
specifiy the vertex to be used as the source of data for flat shaded varyings |
glPushAttrib
|
push and pop the server attribute stack |
glPushClientAttrib
|
push and pop the client attribute stack |
glPushDebugGroup
|
push a named debug group into the command stream |
glPushMatrix
|
push and pop the current matrix stack |
glPushName
|
push and pop the name stack |
glQueryCounter
|
record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed. |
glRasterPos
|
specify the raster position for pixel operations |
glReadBuffer
|
select a color buffer source for pixels |
glReadPixels
|
read a block of pixels from the frame buffer |
glRect
|
draw a rectangle |
glReleaseShaderCompiler
|
release resources consumed by the implementation's shader compiler |
glRenderMode
|
set rasterization mode |
glRenderbufferStorage
|
establish data storage, format and dimensions of a renderbuffer object's image |
glRenderbufferStorageMultisample
|
establish data storage, format, dimensions and sample count of a renderbuffer object's image |
glResetHistogram
|
reset histogram table entries to zero |
glResetMinmax
|
reset minmax table entries to initial values |
glResumeTransformFeedback
|
resume transform feedback operations |
glRotate
|
multiply the current matrix by a rotation matrix |
glSampleCoverage
|
specify multisample coverage parameters |
glSampleMaski
|
set the value of a sub-word of the sample mask |
glSamplerParameter
|
set sampler parameters |
glScale
|
multiply the current matrix by a general scaling matrix |
glScissor
|
define the scissor box |
glScissorArray
|
define the scissor box for multiple viewports |
glScissorIndexed
|
define the scissor box for a specific viewport |
glSecondaryColor
|
set the current secondary color |
glSecondaryColorPointer
|
define an array of secondary colors |
glSelectBuffer
|
establish a buffer for selection mode values |
glSeparableFilter2D
|
define a separable two-dimensional convolution filter |
glShadeModel
|
select flat or smooth shading |
glShaderBinary
|
load pre-compiled shader binaries |
glShaderSource
|
Replaces the source code in a shader object |
glShaderStorageBlockBinding
|
change an active shader storage block binding |
glStencilFunc
|
set front and back function and reference value for stencil testing |
glStencilFuncSeparate
|
set front and/or back function and reference value for stencil testing |
glStencilMask
|
control the front and back writing of individual bits in the stencil planes |
glStencilMaskSeparate
|
control the front and/or back writing of individual bits in the stencil planes |
glStencilOp
|
set front and back stencil test actions |
glStencilOpSeparate
|
set front and/or back stencil test actions |
glTexBuffer
|
attach the storage for a buffer object to the active buffer texture |
glTexBufferRange
|
bind a range of a buffer's data store to a buffer texture |
glTexCoord
|
set the current texture coordinates |
glTexCoordPointer
|
define an array of texture coordinates |
glTexEnv
|
set texture environment parameters |
glTexGen
|
control the generation of texture coordinates |
glTexImage1D
|
specify a one-dimensional texture image |
glTexImage2D
|
specify a two-dimensional texture image |
glTexImage2DMultisample
|
establish the data storage, format, dimensions, and number of samples of a multisample texture's image |
glTexImage3D
|
specify a three-dimensional texture image |
glTexImage3DMultisample
|
establish the data storage, format, dimensions, and number of samples of a multisample texture's image |
glTexParameter
|
set texture parameters |
glTexStorage1D
|
simultaneously specify storage for all levels of a one-dimensional texture |
glTexStorage2D
|
simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture |
glTexStorage2DMultisample
|
specify storage for a two-dimensional multisample texture |
glTexStorage3D
|
simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture |
glTexStorage3DMultisample
|
specify storage for a two-dimensional multisample array texture |
glTexSubImage1D
|
specify a one-dimensional texture subimage |
glTexSubImage2D
|
specify a two-dimensional texture subimage |
glTexSubImage3D
|
specify a three-dimensional texture subimage |
glTextureView
|
initialize a texture as a data alias of another texture's data store |
glTransformFeedbackVaryings
|
specify values to record in transform feedback buffers |
glTranslate
|
multiply the current matrix by a translation matrix |
glUniform
|
Specify the value of a uniform variable for the current program object |
glUniformBlockBinding
|
assign a binding point to an active uniform block |
glUniformSubroutines
|
load active subroutine uniforms |
glUseProgram
|
Installs a program object as part of current rendering state |
glUseProgramStages
|
bind stages of a program object to a program pipeline |
glValidateProgram
|
Validates a program object |
glValidateProgramPipeline
|
validate a program pipeline object against current GL state |
glVertex
|
specify a vertex |
glVertexAttrib
|
Specifies the value of a generic vertex attribute |
glVertexAttribBinding
|
associate a vertex attribute and a vertex buffer binding |
glVertexAttribDivisor
|
modify the rate at which generic vertex attributes advance during instanced rendering |
glVertexAttribFormat
|
specify the organization of vertex arrays |
glVertexAttribPointer
|
define an array of generic vertex attribute data |
glVertexBindingDivisor
|
modify the rate at which generic vertex attributes advance |
glVertexPointer
|
define an array of vertex data |
glViewport
|
set the viewport |
glViewportArray
|
set multiple viewports |
glViewportIndexed
|
set a specified viewport |
glWaitSync
|
instruct the GL server to block until the specified sync object becomes signaled |
glWindowPos
|
specify the raster position in window coordinates for pixel operations |
gl_ClipDistance
|
provides a forward-compatible mechanism for vertex clipping |
gl_FragCoord
|
contains the window-relative coordinates of the current fragment |
gl_FragDepth
|
establishes a depth value for the current fragment |
gl_FrontFacing
|
indicates whether a primitive is front or back facing |
gl_GlobalInvocationID
|
contains the global index of work item currently being operated on by a compute shader |
gl_InstanceID
|
contains the index of the current primitive in an instanced draw command |
gl_InvocationID
|
contains the invocation index of the current shader |
gl_Layer
|
contains the selected layer of a multi-layer framebuffer attachment |
gl_LocalInvocationID
|
contains the index of work item currently being operated on by a compute shader |
gl_LocalInvocationIndex
|
contains the local linear index of work item currently being operated on by a compute shader |
gl_NumSamples
|
contains the total number of samples in the framebuffer |
gl_NumWorkGroups
|
contains the number of workgroups that have been dispatched to a compute shader |
gl_PatchVerticesIn
|
contains the number of vertices in the current patch |
gl_PointCoord
|
contains the coordinate of a fragment within a point |
gl_PointSize
|
contains size of rasterized points, in pixels |
gl_Position
|
contains the position of the current vertex |
gl_PrimitiveID
|
contains the index of the current primitive |
gl_PrimitiveIDIn
|
contains the index of the current primitive |
gl_SampleID
|
contains the index of the sample currently being processed |
gl_SampleMask
|
specifies the sample coverage mask for the current fragment |
gl_SampleMaskIn
|
contains the computed sample coverage mask for the current fragment |
gl_SamplePosition
|
contains the location of the current sample within the current fragment |
gl_TessCoord
|
contains the coordinate of the vertex within the current patch |
gl_TessLevelInner
|
contains the inner tessellation levels for the current patch |
gl_TessLevelOuter
|
contains the outer tessellation levels for the current patch |
gl_VertexID
|
contains the index of the current vertex |
gl_ViewportIndex
|
contains the index of the viewport to be used in viewport transformation and scissoring |
gl_WorkGroupID
|
contains the index of the workgroup currently being operated on by a compute shader |
gl_WorkGroupSize
|
contains the size of the workgroup operated on by a compute shader |