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OpenGL. GL

OpenGL.GL, the core GL library and extensions to it

Modules

Functions

glAccum( op , value )
glActiveTexture( texture )
glAlphaFunc( func , ref )
glAreTexturesResident( * args ) -> <class 'ctypes.c_ubyte'>
Allow both Pythonic and C-style calls to glAreTexturesResident
glAreTexturesResident( arrays.GLuintArray( textures) )
or
glAreTexturesResident( int(n), arrays.GLuintArray( textures), arrays.GLuboolean( output) )
or
glAreTexturesResident( int(n), arrays.GLuintArray( textures) )
returns the output arrays.GLubooleanArray
glAttachShader( program , shader )
glBegin( mode )
Begin GL geometry-definition mode, disable automatic error checking
glBeginQuery( target , id )
glBeginTransformFeedback( primitiveMode )
glBindAttribLocation( program , index , name )
glBindBuffer( target , buffer )
glBindBufferBase( target , index , buffer )
glBindBufferRange( target , index , buffer , offset , size )
glBindFragDataLocation( program , color , name )
glBindTexture( target , texture )
glBitmap( width , height , xorig , yorig , xmove , ymove , bitmap )
glBlendColor( red , green , blue , alpha )
glBlendEquationSeparate( modeRGB , modeAlpha )
glBlendEquationSeparatei( buf , modeRGB , modeAlpha )
glBlendEquationi( buf , mode )
glBlendFunc( sfactor , dfactor )
glBlendFuncSeparate( sfactorRGB , dfactorRGB , sfactorAlpha , dfactorAlpha )
glBlendFuncSeparatei( buf , srcRGB , dstRGB , srcAlpha , dstAlpha )
glBlendFunci( buf , src , dst )
glBufferData( target , size , data = None , usage = None )
Copy given data into the currently bound vertex-buffer-data object
target
the symbolic constant indicating which buffer type is intended
size
if provided, the count-in-bytes of the array
data
data-pointer to be used, may be None to initialize without copying over a data-set
usage
hint to the driver as to how to set up access to the buffer
Note: parameter "size" can be omitted, which makes the signature glBufferData( target, data, usage ) instead of: glBufferData( target, size, data, usage )
glBufferSubData( target , offset , size = None , data = None )
Copy subset of data into the currently bound vertex-buffer-data object
target
the symbolic constant indicating which buffer type is intended
offset
offset from beginning of buffer at which to copy bytes
size
the count-in-bytes of the array (if an int/long), if None, calculate size from data, if an array and data is None, use as data (i.e. the parameter can be omitted and calculated)
data
data-pointer to be used, may be None to initialize without copying over a data-set
Note that if size is not an int/long it is considered to be data *iff* data is None
glCallList( list )
glCallLists( lists , * args )
glCallLists( str( lists ) or lists[] ) -> None
Restricted version of glCallLists, takes a string or a GLuint compatible array data-type and passes into the base function.
glClampColor( target , clamp )
glClear( mask )
glClearAccum( red , green , blue , alpha )
glClearBufferfi( buffer , drawbuffer , depth , stencil )
glClearBufferfv( buffer , drawbuffer , value )
glClearBufferiv( buffer , drawbuffer , value )
glClearBufferuiv( buffer , drawbuffer , value )
glClearColor( red , green , blue , alpha )
glClearDepth( depth )
glClipPlane( plane , equation )
glColor3b( red , green , blue )
glColor3d( red , green , blue )
glColor3f( red , green , blue )
glColor3i( red , green , blue )
glColor3s( red , green , blue )
glColor3ub( red , green , blue )
glColor3ui( red , green , blue )
glColor3us( red , green , blue )
glColor4b( red , green , blue , alpha )
glColor4d( red , green , blue , alpha )
glColor4f( red , green , blue , alpha )
glColor4i( red , green , blue , alpha )
glColor4s( red , green , blue , alpha )
glColor4ub( red , green , blue , alpha )
glColor4ui( red , green , blue , alpha )
glColor4us( red , green , blue , alpha )
glColorMask( red , green , blue , alpha )
glColorMaski( index , r , g , b , a )
glColorMaterial( face , mode )
glColorPointer( size , type , stride , pointer )
glColorPointeri( pointer )
glColorPointers( pointer )
glColorPointerus( pointer )
glColorSubTable( target , start , count , format , type , data )
glColorTable( target , internalformat , width , format , type , table )
glColorTableParameterfv( target , pname , params )
glColorTableParameteriv( target , pname , params )
glCompileShader( shader )
glCompressedTexImage1D( target , level , internalformat , width , border , imageSize , data )
glCompressedTexImage2D( target , level , internalformat , width , height , border , imageSize , data )
glCompressedTexImage3D( target , level , internalformat , width , height , depth , border , imageSize , data )
glCompressedTexSubImage1D( target , level , xoffset , width , format , imageSize , data )
glCompressedTexSubImage2D( target , level , xoffset , yoffset , width , height , format , imageSize , data )
glCompressedTexSubImage3D( target , level , xoffset , yoffset , zoffset , width , height , depth , format , imageSize , data )
glConvolutionFilter1D( target , internalformat , width , format , type , image )
glConvolutionFilter2D( target , internalformat , width , height , format , type , image )
glConvolutionParameterf( target , pname , params )
glConvolutionParameterfv( target , pname , params )
glConvolutionParameteri( target , pname , params )
glConvolutionParameteriv( target , pname , params )
glCopyColorSubTable( target , start , x , y , width )
glCopyColorTable( target , internalformat , x , y , width )
glCopyConvolutionFilter1D( target , internalformat , x , y , width )
glCopyConvolutionFilter2D( target , internalformat , x , y , width , height )
glCopyPixels( x , y , width , height , type )
glCopyTexImage1D( target , level , internalformat , x , y , width , border )
glCopyTexImage2D( target , level , internalformat , x , y , width , height , border )
glCopyTexSubImage1D( target , level , xoffset , x , y , width )
glCopyTexSubImage2D( target , level , xoffset , yoffset , x , y , width , height )
glCopyTexSubImage3D( target , level , xoffset , yoffset , zoffset , x , y , width , height )
glCreateProgram( ) -> <class 'ctypes.c_uint'>
glCreateShader( type ) -> <class 'ctypes.c_uint'>
glCullFace( mode )
glDeleteBuffers( n , buffers )
glDeleteLists( list , range )
glDeleteProgram( program )
glDeleteQueries( n , ids = None )
glDeleteShader( shader )
glDeleteTextures( array )
Delete specified set of textures
glDepthFunc( func )
glDepthMask( flag )
glDepthRange( near_val , far_val )
glDetachShader( program , shader )
glDisable( cap )
glDisablei( target , index )
glDrawArrays( mode , first , count )
glDrawArraysInstanced( mode , first , count , instancecount )
glDrawBuffer( mode )
glDrawBuffers( n = None , bufs = None )
glDrawBuffers( bufs ) -> bufs
Wrapper will calculate n from dims of bufs if only one argument is provided...
glDrawElements( mode , count , type , indices )
glDrawElementsInstanced( mode , count , type , indices , instancecount )
glDrawElementsui( mode , indices )
glDrawElementsus( mode , indices )
glDrawPixels( width , height , format , type , pixels )
glDrawPixelsf( format , pixels )
glDrawPixelsi( format , pixels )
glDrawPixelss( format , pixels )
glDrawPixelsui( format , pixels )
glDrawPixelsus( format , pixels )
glDrawRangeElements( mode , start , end , count , type , indices )
glEdgeFlag( flag )
glEdgeFlagPointer( stride , pointer )
glEnable( cap )
glEnablei( target , index )
glEnd( )
Finish GL geometry-definition mode, re-enable automatic error checking
glEndQuery( target )
glEvalCoord2d( u , v )
glEvalCoord2f( u , v )
glEvalMesh1( mode , i1 , i2 )
glEvalMesh2( mode , i1 , i2 , j1 , j2 )
glEvalPoint2( i , j )
glFogCoordPointer( type , stride , pointer )
glFogCoordd( coord )
glFogCoorddv( coord )
glFogCoordf( coord )
glFogCoordfv( coord )
glFogf( pname , param )
glFogfv( pname , params )
glFogi( pname , param )
glFogiv( pname , params )
glFramebufferTexture( target , attachment , texture , level )
glFrontFace( mode )
glFrustum( left , right , bottom , top , near_val , far_val )
glGenLists( range ) -> <class 'ctypes.c_uint'>
glGenQueries( n , ids = None )
Generate n queries, if ids is None, is allocated
returns array of ids
glGenTextures( count , textures = None )
Generate count new texture names
Note: for compatibility with PyOpenGL 2.x and below, a count of 1 will return a single integer, rather than an array of integers.
glGetActiveAttrib( program , index , bufSize , length , size , type , name )
glGetActiveUniform( program , index )
Retrieve the name, size and type of the uniform of the index in the program
glGetAttachedShaders( obj )
Retrieve the attached objects as an array of GLhandle instances
glGetAttribLocation( program , name ) -> <class 'ctypes.c_int'>
Check that name is a string with a null byte at the end of it
glGetBoolean( pname )
glGetBooleani_v( target , index , data )
glGetBufferParameteri64v( target , pname , params )
glGetBufferParameteriv( target , pname )
glGetBufferPointerv( target , pname , params = None )
Retrieve a ctypes pointer to buffer's data
glGetBufferSubData( target , offset , size , data )
glGetClipPlane( plane , equation )
glGetColorTable( target , format , type )
Retrieve the current 1D color table as a bitmap
glGetColorTableParameterfv( target , pname )
glGetColorTableParameteriv( target , pname )
glGetCompressedTexImage( target , level , img )
glGetConvolutionFilter( target , format , type )
Retrieve 1 or 2D convolution parameter "kernels" as pixel data
glGetConvolutionParameterfv( target , pname )
glGetConvolutionParameteriv( target , pname )
glGetDouble( pname )
glGetError( ) -> <class 'ctypes.c_uint'>
glGetFloat( pname )
glGetFragDataLocation( program , name ) -> <class 'ctypes.c_int'>
glGetHistogram( target , reset , format , type , values = None )
Retrieve current 1D histogram as a 1D bitmap
glGetHistogramParameterfv( target , pname )
glGetHistogramParameteriv( target , pname )
glGetInteger64i_v( target , index , data )
glGetIntegeri_v( target , index , data )
glGetLightfv( light , pname )
glGetLightiv( light , pname )
glGetMapdv( target , query , v )
glGetMapfv( target , query , v )
glGetMapiv( target , query , v )
glGetMaterialfv( face , pname )
glGetMaterialiv( face , pname )
glGetMinmax( target , reset , format , type , values = None )
Retrieve minimum and maximum values as a 2-element image
glGetMinmaxParameterfv( target , pname , params )
glGetMinmaxParameteriv( target , pname , params )
glGetProgramInfoLog( obj )
Retrieve the shader program's error messages as a Python string
returns string which is '' if no message
glGetProgramiv( program , pname , params = None )
Will automatically allocate params if not provided
glGetQueryObjectiv( id , pname )
glGetQueryObjectuiv( id , pname )
glGetQueryiv( target , pname )
glGetSeparableFilter( target , format , type )
Retrieve 2 1D convolution parameter "kernels" as pixel data
glGetShaderInfoLog( obj )
Retrieve the shader's error messages as a Python string
returns string which is '' if no message
glGetShaderSource( obj )
Retrieve the program/shader's source code as a Python string
returns string which is '' if no source code
glGetShaderiv( shader , pname , status = None )
Retrieve the integer parameter for the given shader
shader
shader ID to query
pname
parameter name
status
pointer to integer to receive status or None to return the parameter as an integer value
returns integer if status parameter is None status if status parameter is not None
glGetString( name ) -> <class 'ctypes.c_char_p'>
glGetString( constant ) -> Current string value
glGetStringi( name , index ) -> <class 'ctypes.c_char_p'>
glGetTexEnvfv( target , pname )
glGetTexEnviv( target , pname )
glGetTexGendv( coord , pname )
glGetTexGenfv( coord , pname )
glGetTexGeniv( coord , pname )
glGetTexLevelParameterfv( target , level , pname )
glGetTexLevelParameteriv( target , level , pname )
glGetTexParameterIiv( target , pname , params )
glGetTexParameterIuiv( target , pname , params )
glGetTexParameterfv( target , pname )
glGetTexParameteriv( target , pname )
glGetTransformFeedbackVarying( program , index , bufSize , length , size , type , name )
glGetUniformLocation( program , name ) -> <class 'ctypes.c_int'>
Check that name is a string with a null byte at the end of it
glGetUniformfv( program , location , params )
glGetUniformiv( program , location , params )
glGetUniformuiv( program , location , params )
glGetVertexAttribIiv( index , pname , params )
glGetVertexAttribIuiv( index , pname , params )
glGetVertexAttribPointerv( index , pname , pointer )
glGetVertexAttribdv( index , pname , params )
glGetVertexAttribfv( index , pname , params )
glGetVertexAttribiv( index , pname , params )
glHint( target , mode )
glHistogram( target , width , internalformat , sink )
glIndexMask( mask )
glIndexPointer( type , stride , pointer )
glIndexPointeri( pointer )
glIndexPointers( pointer )
glIndexf( c )
glIndexi( c )
glIndexs( c )
glInterleavedArrays( format , stride , pointer )
glIsBuffer( buffer ) -> <class 'ctypes.c_ubyte'>
glIsEnabled( cap ) -> <class 'ctypes.c_ubyte'>
glIsEnabledi( target , index ) -> <class 'ctypes.c_ubyte'>
glIsList( list ) -> <class 'ctypes.c_ubyte'>
glIsProgram( program ) -> <class 'ctypes.c_ubyte'>
glIsQuery( id ) -> <class 'ctypes.c_ubyte'>
glIsShader( shader ) -> <class 'ctypes.c_ubyte'>
glIsTexture( texture ) -> <class 'ctypes.c_ubyte'>
glLight( light , pname , params )
glLightModelf( pname , param )
glLightModelfv( pname , params )
glLightModeli( pname , param )
glLightModeliv( pname , params )
glLightf( light , pname , param )
glLighti( light , pname , param )
glLightiv( light , pname , params )
glLineStipple( factor , pattern )
glLineWidth( width )
glLinkProgram( program )
glListBase( base )
glLoadName( name )
glLogicOp( opcode )
glMapBuffer( target , access ) -> <class 'ctypes.c_void_p'>
glMapGrid1d( un , u1 , u2 )
glMapGrid1f( un , u1 , u2 )
glMapGrid2d( un , u1 , u2 , vn , v1 , v2 )
glMapGrid2f( un , u1 , u2 , vn , v1 , v2 )
glMaterialf( face , pname , param )
glMaterialfv( face , pname , params )
glMateriali( face , pname , param )
glMaterialiv( face , pname , params )
glMatrixMode( mode )
glMinmax( target , internalformat , sink )
glMultiDrawArrays( mode , first , count , drawcount )
glMultiDrawElements( mode , count , type , indices , drawcount )
glMultiTexCoord1d( target , s )
glMultiTexCoord1dv( target , v )
glMultiTexCoord1f( target , s )
glMultiTexCoord1fv( target , v )
glMultiTexCoord1i( target , s )
glMultiTexCoord1iv( target , v )
glMultiTexCoord1s( target , s )
glMultiTexCoord1sv( target , v )
glMultiTexCoord2d( target , s , t )
glMultiTexCoord2dv( target , v )
glMultiTexCoord2f( target , s , t )
glMultiTexCoord2fv( target , v )
glMultiTexCoord2i( target , s , t )
glMultiTexCoord2iv( target , v )
glMultiTexCoord2s( target , s , t )
glMultiTexCoord2sv( target , v )
glMultiTexCoord3d( target , s , t , r )
glMultiTexCoord3dv( target , v )
glMultiTexCoord3f( target , s , t , r )
glMultiTexCoord3fv( target , v )
glMultiTexCoord3i( target , s , t , r )
glMultiTexCoord3iv( target , v )
glMultiTexCoord3s( target , s , t , r )
glMultiTexCoord3sv( target , v )
glMultiTexCoord4d( target , s , t , r , q )
glMultiTexCoord4dv( target , v )
glMultiTexCoord4f( target , s , t , r , q )
glMultiTexCoord4fv( target , v )
glMultiTexCoord4i( target , s , t , r , q )
glMultiTexCoord4iv( target , v )
glMultiTexCoord4s( target , s , t , r , q )
glMultiTexCoord4sv( target , v )
glNewList( list , mode )
glNormal( nx , ny , nz )
glNormal3b( nx , ny , nz )
glNormal3f( nx , ny , nz )
glNormal3i( nx , ny , nz )
glNormal3s( nx , ny , nz )
glNormalPointer( type , stride , pointer )
glNormalPointeri( pointer )
glNormalPointers( pointer )
glOrtho( left , right , bottom , top , near_val , far_val )
glPassThrough( token )
glPixelMapfv( map , mapsize , values )
glPixelMapuiv( map , mapsize , values )
glPixelMapusv( map , mapsize , values )
glPixelStoref( pname , param )
glPixelStorei( pname , param )
glPixelTransferf( pname , param )
glPixelTransferi( pname , param )
glPixelZoom( xfactor , yfactor )
glPointParameterf( pname , param )
glPointParameterfv( pname , params )
glPointParameteri( pname , param )
glPointParameteriv( pname , params )
glPointSize( size )
glPolygonMode( face , mode )
glPolygonOffset( factor , units )
glPrioritizeTextures( n , textures , priorities )
glPushAttrib( mask )
glPushName( name )
glRasterPos2d( x , y )
glRasterPos2f( x , y )
glRasterPos2i( x , y )
glRasterPos2s( x , y )
glRasterPos3d( x , y , z )
glRasterPos3f( x , y , z )
glRasterPos3i( x , y , z )
glRasterPos3s( x , y , z )
glRasterPos4d( x , y , z , w )
glRasterPos4f( x , y , z , w )
glRasterPos4i( x , y , z , w )
glRasterPos4s( x , y , z , w )
glReadBuffer( mode )
glRectd( x1 , y1 , x2 , y2 )
glRectdv( v1 , v2 )
glRectf( x1 , y1 , x2 , y2 )
glRectfv( v1 , v2 )
glRecti( x1 , y1 , x2 , y2 )
glRectiv( v1 , v2 )
glRects( x1 , y1 , x2 , y2 )
glRectsv( v1 , v2 )
glResetMinmax( target )
glRotate( angle , x , y , z )
glRotatef( angle , x , y , z )
glSampleCoverage( value , invert )
glScale( x , y , z )
glScalef( x , y , z )
glScissor( x , y , width , height )
glSecondaryColor3b( red , green , blue )
glSecondaryColor3d( red , green , blue )
glSecondaryColor3f( red , green , blue )
glSecondaryColor3i( red , green , blue )
glSecondaryColor3s( red , green , blue )
glSecondaryColor3ub( red , green , blue )
glSecondaryColor3ui( red , green , blue )
glSecondaryColor3us( red , green , blue )
glSecondaryColorPointer( size , type , stride , pointer )
glSeparableFilter2D( target , internalformat , width , height , format , type , row , column )
glShadeModel( mode )
glStencilFunc( func , ref , mask )
glStencilFuncSeparate( face , func , ref , mask )
glStencilMaskSeparate( face , mask )
glStencilOp( fail , zfail , zpass )
glStencilOpSeparate( face , sfail , dpfail , dppass )
glTexBuffer( target , internalformat , buffer )
glTexCoord( s , t )
glTexCoord2f( s , t )
glTexCoord2i( s , t )
glTexCoord2s( s , t )
glTexCoord3d( s , t , r )
glTexCoord3f( s , t , r )
glTexCoord3i( s , t , r )
glTexCoord3s( s , t , r )
glTexCoord4d( s , t , r , q )
glTexCoord4f( s , t , r , q )
glTexCoord4i( s , t , r , q )
glTexCoord4s( s , t , r , q )
glTexCoordPointer( size , type , stride , pointer )
glTexEnvf( target , pname , param )
glTexEnvfv( target , pname , params )
glTexEnvi( target , pname , param )
glTexEnviv( target , pname , params )
glTexGend( coord , pname , param )
glTexGendv( coord , pname , params )
glTexGenf( coord , pname , param )
glTexGenfv( coord , pname , params )
glTexGeni( coord , pname , param )
glTexGeniv( coord , pname , params )
glTexImage1D( target , level , internalFormat , width , border , format , type , pixels )
glTexImage1Df( target , level , internalFormat , border , format , pixels )
glTexImage1Di( target , level , internalFormat , border , format , pixels )
glTexImage1Ds( target , level , internalFormat , border , format , pixels )
glTexImage1Dui( target , level , internalFormat , border , format , pixels )
glTexImage1Dus( target , level , internalFormat , border , format , pixels )
glTexImage2D( target , level , internalFormat , width , height , border , format , type , pixels )
glTexImage2Df( target , level , internalFormat , border , format , pixels )
glTexImage2Di( target , level , internalFormat , border , format , pixels )
glTexImage2Ds( target , level , internalFormat , border , format , pixels )
glTexImage2Dui( target , level , internalFormat , border , format , pixels )
glTexImage2Dus( target , level , internalFormat , border , format , pixels )
glTexImage3D( target , level , internalformat , width , height , depth , border , format , type , pixels )
glTexParameterIiv( target , pname , params )
glTexParameterIuiv( target , pname , params )
glTexParameterf( target , pname , param )
glTexParameterfv( target , pname , params )
glTexParameteri( target , pname , param )
glTexParameteriv( target , pname , params )
glTexSubImage1D( target , level , xoffset , width , format , type , pixels )
glTexSubImage1Df( target , level , xoffset , format , pixels )
glTexSubImage1Di( target , level , xoffset , format , pixels )
glTexSubImage1Ds( target , level , xoffset , format , pixels )
glTexSubImage1Dui( target , level , xoffset , format , pixels )
glTexSubImage1Dus( target , level , xoffset , format , pixels )
glTexSubImage2D( target , level , xoffset , yoffset , width , height , format , type , pixels )
glTexSubImage2Df( target , level , xoffset , yoffset , format , pixels )
glTexSubImage2Di( target , level , xoffset , yoffset , format , pixels )
glTexSubImage2Ds( target , level , xoffset , yoffset , format , pixels )
glTexSubImage2Dui( target , level , xoffset , yoffset , format , pixels )
glTexSubImage2Dus( target , level , xoffset , yoffset , format , pixels )
glTexSubImage3D( target , level , xoffset , yoffset , zoffset , width , height , depth , format , type , pixels )
glTransformFeedbackVaryings( program , count , varyings , bufferMode )
glTranslate( x , y , z )
glTranslatef( x , y , z )
glUniform1f( location , v0 )
glUniform1fv( location , count , value )
glUniform1i( location , v0 )
glUniform1iv( location , count , value )
glUniform1ui( location , v0 )
glUniform1uiv( location , count , value )
glUniform2f( location , v0 , v1 )
glUniform2fv( location , count , value )
glUniform2i( location , v0 , v1 )
glUniform2iv( location , count , value )
glUniform2ui( location , v0 , v1 )
glUniform2uiv( location , count , value )
glUniform3f( location , v0 , v1 , v2 )
glUniform3fv( location , count , value )
glUniform3i( location , v0 , v1 , v2 )
glUniform3iv( location , count , value )
glUniform3ui( location , v0 , v1 , v2 )
glUniform3uiv( location , count , value )
glUniform4f( location , v0 , v1 , v2 , v3 )
glUniform4fv( location , count , value )
glUniform4i( location , v0 , v1 , v2 , v3 )
glUniform4iv( location , count , value )
glUniform4ui( location , v0 , v1 , v2 , v3 )
glUniform4uiv( location , count , value )
glUniformMatrix2fv( location , count , transpose , value )
glUniformMatrix2x3fv( location , count , transpose , value )
glUniformMatrix2x4fv( location , count , transpose , value )
glUniformMatrix3fv( location , count , transpose , value )
glUniformMatrix3x2fv( location , count , transpose , value )
glUniformMatrix3x4fv( location , count , transpose , value )
glUniformMatrix4fv( location , count , transpose , value )
glUniformMatrix4x2fv( location , count , transpose , value )
glUniformMatrix4x3fv( location , count , transpose , value )
glUnmapBuffer( target ) -> <class 'ctypes.c_ubyte'>
glUseProgram( program )
glValidateProgram( program )
glVertex2d( x , y )
glVertex2f( x , y )
glVertex2i( x , y )
glVertex2s( x , y )
glVertex3d( x , y , z )
glVertex3f( x , y , z )
glVertex3i( x , y , z )
glVertex3s( x , y , z )
glVertex4d( x , y , z , w )
glVertex4f( x , y , z , w )
glVertex4i( x , y , z , w )
glVertex4s( x , y , z , w )
glVertexAttrib1d( index , x )
glVertexAttrib1dv( index , v )
glVertexAttrib1f( index , x )
glVertexAttrib1fv( index , v )
glVertexAttrib1s( index , x )
glVertexAttrib1sv( index , v )
glVertexAttrib2d( index , x , y )
glVertexAttrib2dv( index , v )
glVertexAttrib2f( index , x , y )
glVertexAttrib2fv( index , v )
glVertexAttrib2s( index , x , y )
glVertexAttrib2sv( index , v )
glVertexAttrib3d( index , x , y , z )
glVertexAttrib3dv( index , v )
glVertexAttrib3f( index , x , y , z )
glVertexAttrib3fv( index , v )
glVertexAttrib3s( index , x , y , z )
glVertexAttrib3sv( index , v )
glVertexAttrib4Nbv( index , v )
glVertexAttrib4Niv( index , v )
glVertexAttrib4Nsv( index , v )
glVertexAttrib4Nub( index , x , y , z , w )
glVertexAttrib4Nubv( index , v )
glVertexAttrib4Nuiv( index , v )
glVertexAttrib4Nusv( index , v )
glVertexAttrib4bv( index , v )
glVertexAttrib4d( index , x , y , z , w )
glVertexAttrib4dv( index , v )
glVertexAttrib4f( index , x , y , z , w )
glVertexAttrib4fv( index , v )
glVertexAttrib4iv( index , v )
glVertexAttrib4s( index , x , y , z , w )
glVertexAttrib4sv( index , v )
glVertexAttrib4ubv( index , v )
glVertexAttrib4uiv( index , v )
glVertexAttrib4usv( index , v )
glVertexAttribDivisor( index , divisor )
glVertexAttribI1i( index , x )
glVertexAttribI1iv( index , v )
glVertexAttribI1ui( index , x )
glVertexAttribI1uiv( index , v )
glVertexAttribI2i( index , x , y )
glVertexAttribI2iv( index , v )
glVertexAttribI2ui( index , x , y )
glVertexAttribI2uiv( index , v )
glVertexAttribI3i( index , x , y , z )
glVertexAttribI3iv( index , v )
glVertexAttribI3ui( index , x , y , z )
glVertexAttribI3uiv( index , v )
glVertexAttribI4bv( index , v )
glVertexAttribI4i( index , x , y , z , w )
glVertexAttribI4iv( index , v )
glVertexAttribI4sv( index , v )
glVertexAttribI4ubv( index , v )
glVertexAttribI4ui( index , x , y , z , w )
glVertexAttribI4uiv( index , v )
glVertexAttribI4usv( index , v )
glVertexAttribIPointer( index , size , type , stride , pointer )
glVertexAttribPointer( index , size , type , normalized , stride , pointer )
Set an attribute pointer for a given shader (index)
index
the index of the generic vertex to bind, see glGetAttribLocation for retrieval of the value, note that index is a global variable, not per-shader
size
number of basic elements per record, 1,2,3, or 4
type
enum constant for data-type
normalized
whether to perform int to float normalization on integer-type values
stride
stride in machine units (bytes) between consecutive records, normally used to create "interleaved" arrays
pointer
data-pointer which provides the data-values, normally a vertex-buffer-object or offset into the same.
This implementation stores a copy of the data-pointer in the contextdata structure in order to prevent null- reference errors in the renderer.
glVertexPointer( size , type , stride , pointer )
glVertexPointeri( pointer )
glVertexPointers( pointer )
glViewport( x , y , width , height )
glWindowPos2d( x , y )
glWindowPos2f( x , y )
glWindowPos2i( x , y )
glWindowPos2s( x , y )
glWindowPos3d( x , y , z )
glWindowPos3f( x , y , z )
glWindowPos3i( x , y , z )
glWindowPos3s( x , y , z )
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