gl(3)



gl(3erl)                   Erlang Module Definition                   gl(3erl)

NAME
       gl -  Standard OpenGL api.

DESCRIPTION
       Standard OpenGL api. See www.khronos.org

       Booleans are represented by integers 0 and 1.

DATA TYPES
         clamp() = float():

           0.0..1.0

         enum() = non_neg_integer():

           See wx/include/gl.hrl

         matrix() = matrix12() | matrix16():

         matrix12()  =  {float(), float(), float(), float(), float(), float(),
         float(), float(), float(), float(), float(), float()}:

         matrix16() = {float(), float(), float(), float(),  float(),  float(),
         float(),   float(),  float(),  float(),  float(),  float(),  float(),
         float(), float(), float()}:

         mem() = binary() | tuple():

           Memory block

         offset() = non_neg_integer():

           Offset in memory block

EXPORTS
       clearIndex(C) -> ok

              Types:

                 C = float()

              Specify the clear value for the color index buffers

              gl:clearIndex specifies the index used by  gl:clear/1  to  clear
              the  color  index  buffers.  C is not clamped. Rather, C is con-
              verted to a fixed-point value with unspecified precision to  the
              right  of  the  binary  point. The integer part of this value is
              then masked with 2 m-1, where m is the number of bits in a color
              index stored in the frame buffer.

              See external documentation.

       clearColor(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = clamp()
                 Green = clamp()
                 Blue = clamp()
                 Alpha = clamp()

              Specify clear values for the color buffers

              gl:clearColor  specifies  the red, green, blue, and alpha values
              used by gl:clear/1 to clear the color buffers. Values  specified
              by gl:clearColor are clamped to the range [0 1].

              See external documentation.

       clear(Mask) -> ok

              Types:

                 Mask = integer()

              Clear buffers to preset values

              gl:clear  sets  the bitplane area of the window to values previ-
              ously selected by gl:clearColor , gl:clearDepth, and  gl:clearS-
              tencil.  Multiple color buffers can be cleared simultaneously by
              selecting more than one buffer at a time using gl:drawBuffer/1 .

              See external documentation.

       indexMask(Mask) -> ok

              Types:

                 Mask = integer()

              Control the writing of individual bits in the color  index  buf-
              fers

              gl:indexMask  controls  the  writing  of  individual bits in the
              color index buffers. The least significant  n  bits  of  Mask  ,
              where n is the number of bits in a color index buffer, specify a
              mask. Where a 1 (one) appears in  the  mask,  it's  possible  to
              write  to  the  corresponding  bit in the color index buffer (or
              buffers). Where a 0 (zero) appears,  the  corresponding  bit  is
              write-protected.

              See external documentation.

       colorMask(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = 0 | 1
                 Green = 0 | 1
                 Blue = 0 | 1
                 Alpha = 0 | 1

              Enable and disable writing of frame buffer color components

              gl:colorMask  and  gl:colorMaski  specify whether the individual
              color components in the frame buffer can or cannot  be  written.
              gl:colorMaski  sets the mask for a specific draw buffer, whereas
              gl:colorMask sets the mask for  all  draw  buffers.  If  Red  is
              ?GL_FALSE,  for  example, no change is made to the red component
              of any pixel in any of the  color  buffers,  regardless  of  the
              drawing operation attempted.

              See external documentation.

       alphaFunc(Func, Ref) -> ok

              Types:

                 Func = enum()
                 Ref = clamp()

              Specify the alpha test function

              The  alpha test discards fragments depending on the outcome of a
              comparison between an incoming fragment's alpha value and a con-
              stant  reference  value.  gl:alphaFunc  specifies  the reference
              value and the comparison function. The comparison  is  performed
              only if alpha testing is enabled. By default, it is not enabled.
              (See gl:enable/1 and gl:enable/1 of ?GL_ALPHA_TEST.)

              See external documentation.

       blendFunc(Sfactor, Dfactor) -> ok

              Types:

                 Sfactor = enum()
                 Dfactor = enum()

              Specify pixel arithmetic

              Pixels can be drawn using a function that  blends  the  incoming
              (source)  RGBA  values  with the RGBA values that are already in
              the frame buffer (the destination values). Blending is initially
              disabled.   Use   gl:enable/1   and  gl:enable/1  with  argument
              ?GL_BLEND to enable and disable blending.

              See external documentation.

       logicOp(Opcode) -> ok

              Types:

                 Opcode = enum()

              Specify a logical pixel operation for rendering

              gl:logicOp specifies a logical operation that, when enabled,  is
              applied  between  the  incoming RGBA color and the RGBA color at
              the corresponding location in the frame  buffer.  To  enable  or
              disable  the logical operation, call gl:enable/1 and gl:enable/1
              using the  symbolic  constant  ?GL_COLOR_LOGIC_OP.  The  initial
              value is disabled.

              See external documentation.

       cullFace(Mode) -> ok

              Types:

                 Mode = enum()

              Specify whether front- or back-facing facets can be culled

              gl:cullFace  specifies  whether front- or back-facing facets are
              culled (as specified by mode) when  facet  culling  is  enabled.
              Facet culling is initially disabled. To enable and disable facet
              culling, call the gl:enable/1 and gl:enable/1 commands with  the
              argument  ?GL_CULL_FACE.  Facets include triangles, quadrilater-
              als, polygons, and rectangles.

              See external documentation.

       frontFace(Mode) -> ok

              Types:

                 Mode = enum()

              Define front- and back-facing polygons

              In a scene composed entirely of opaque  closed  surfaces,  back-
              facing  polygons  are never visible. Eliminating these invisible
              polygons has the obvious benefit of speeding up the rendering of
              the  image.  To  enable  and  disable elimination of back-facing
              polygons,  call  gl:enable/1  and  gl:enable/1   with   argument
              ?GL_CULL_FACE.

              See external documentation.

       pointSize(Size) -> ok

              Types:

                 Size = float()

              Specify the diameter of rasterized points

              gl:pointSize  specifies  the  rasterized  diameter of points. If
              point size mode is  disabled  (see  gl:enable/1  with  parameter
              ?GL_PROGRAM_POINT_SIZE),  this  value  will be used to rasterize
              points. Otherwise, the value written  to  the  shading  language
              built-in variable gl_PointSize will be used.

              See external documentation.

       lineWidth(Width) -> ok

              Types:

                 Width = float()

              Specify the width of rasterized lines

              gl:lineWidth  specifies the rasterized width of both aliased and
              antialiased lines. Using a line width other than 1 has different
              effects,  depending  on whether line antialiasing is enabled. To
              enable and  disable  line  antialiasing,  call  gl:enable/1  and
              gl:enable/1  with argument ?GL_LINE_SMOOTH. Line antialiasing is
              initially disabled.

              See external documentation.

       lineStipple(Factor, Pattern) -> ok

              Types:

                 Factor = integer()
                 Pattern = integer()

              Specify the line stipple pattern

              Line stippling masks out certain fragments produced by  rasteri-
              zation;  those  fragments  will  not  be  drawn.  The masking is
              achieved by using three parameters: the 16-bit line stipple pat-
              tern  Pattern , the repeat count Factor , and an integer stipple
              counter s.

              See external documentation.

       polygonMode(Face, Mode) -> ok

              Types:

                 Face = enum()
                 Mode = enum()

              Select a polygon rasterization mode

              gl:polygonMode controls the interpretation of polygons for  ras-
              terization.  Face describes which polygons Mode applies to: both
              front and back-facing polygons (?GL_FRONT_AND_BACK ). The  poly-
              gon  mode  affects  only the final rasterization of polygons. In
              particular, a polygon's vertices are  lit  and  the  polygon  is
              clipped and possibly culled before these modes are applied.

              See external documentation.

       polygonOffset(Factor, Units) -> ok

              Types:

                 Factor = float()
                 Units = float()

              Set the scale and units used to calculate depth values

              When    ?GL_POLYGON_OFFSET_FILL,   ?GL_POLYGON_OFFSET_LINE,   or
              ?GL_POLYGON_OFFSET_POINT is enabled, each fragment's depth value
              will be offset after it is interpolated from the depth values of
              the appropriate vertices.  The  value  of  the  offset  is  fac-
              torxDZ+rxunits, where DZ is a measurement of the change in depth
              relative to the screen area of the polygon, and r is the  small-
              est  value that is guaranteed to produce a resolvable offset for
              a given implementation. The offset is  added  before  the  depth
              test is performed and before the value is written into the depth
              buffer.

              See external documentation.

       polygonStipple(Mask) -> ok

              Types:

                 Mask = binary()

              Set the polygon stippling pattern

              Polygon stippling, like line stippling (see gl:lineStipple/2  ),
              masks  out certain fragments produced by rasterization, creating
              a pattern. Stippling is independent of polygon antialiasing.

              See external documentation.

       getPolygonStipple() -> binary()

              Return the polygon stipple pattern

              gl:getPolygonStipple returns to Pattern a 32x32 polygon  stipple
              pattern. The pattern is packed into memory as if gl:readPixels/7
              with both height and width of 32, type of ?GL_BITMAP, and format
              of  ?GL_COLOR_INDEX  were  called,  and the stipple pattern were
              stored in an internal 32x32 color index buffer. Unlike  gl:read-
              Pixels/7  ,  however,  pixel transfer operations (shift, offset,
              pixel map) are not applied to the returned stipple image.

              See external documentation.

       edgeFlag(Flag) -> ok

              Types:

                 Flag = 0 | 1

              Flag edges as either boundary or nonboundary

              Each vertex of a polygon, separate triangle, or separate quadri-
              lateral  specified between a gl:'begin'/1 / gl:'begin'/1 pair is
              marked as the start of either a boundary or nonboundary edge. If
              the  current edge flag is true when the vertex is specified, the
              vertex is marked as the start of a boundary edge. Otherwise, the
              vertex is marked as the start of a nonboundary edge. gl:edgeFlag
              sets the edge flag bit to ?GL_TRUE if Flag is  ?GL_TRUE  and  to
              ?GL_FALSE otherwise.

              See external documentation.

       edgeFlagv(Flag) -> ok

              Types:

                 Flag = {Flag::0 | 1}

              Equivalent to edgeFlag(Flag).

       scissor(X, Y, Width, Height) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Define the scissor box

              gl:scissor  defines a rectangle, called the scissor box, in win-
              dow coordinates. The first two arguments, X and Y , specify  the
              lower left corner of the box. Width and Height specify the width
              and height of the box.

              See external documentation.

       clipPlane(Plane, Equation) -> ok

              Types:

                 Plane = enum()
                 Equation = {float(), float(), float(), float()}

              Specify a plane against which all geometry is clipped

              Geometry is always clipped against the boundaries of a six-plane
              frustum  in  x, y , and z. gl:clipPlane allows the specification
              of additional planes, not necessarily perpendicular to the x, y,
              or  z  axis, against which all geometry is clipped. To determine
              the maximum number of additional clipping planes,  call  gl:get-
              Booleanv/1  with  argument  ?GL_MAX_CLIP_PLANES. All implementa-
              tions support at least six such clipping planes. Because the re-
              sulting clipping region is the intersection of the defined half-
              spaces, it is always convex.

              See external documentation.

       getClipPlane(Plane) -> {float(), float(), float(), float()}

              Types:

                 Plane = enum()

              Return the coefficients of the specified clipping plane

              gl:getClipPlane returns in Equation the four coefficients of the
              plane equation for Plane .

              See external documentation.

       drawBuffer(Mode) -> ok

              Types:

                 Mode = enum()

              Specify which color buffers are to be drawn into

              When  colors  are  written to the frame buffer, they are written
              into the color buffers specified by gl:drawBuffer. The  specifi-
              cations are as follows:

              See external documentation.

       readBuffer(Mode) -> ok

              Types:

                 Mode = enum()

              Select a color buffer source for pixels

              gl:readBuffer  specifies a color buffer as the source for subse-
              quent  gl:readPixels/7  ,  gl:copyTexImage1D/7  ,  gl:copyTexIm-
              age2D/8  , gl:copyTexSubImage1D/6 , gl:copyTexSubImage2D/8 , and
              gl:copyTexSubImage3D/9 commands. Mode accepts one of  twelve  or
              more predefined values. In a fully configured system, ?GL_FRONT,
              ?GL_LEFT, and ?GL_FRONT_LEFT all name  the  front  left  buffer,
              ?GL_FRONT_RIGHT  and  ?GL_RIGHT name the front right buffer, and
              ?GL_BACK_LEFT and ?GL_BACK name the back  left  buffer.  Further
              more,  the  constants ?GL_COLOR_ATTACHMENTi may be used to indi-
              cate the ith color attachment where i ranges from  zero  to  the
              value of ?GL_MAX_COLOR_ATTACHMENTS minus one.

              See external documentation.

       enable(Cap) -> ok

              Types:

                 Cap = enum()

              Enable or disable server-side GL capabilities

              gl:enable  and  gl:enable/1 enable and disable various capabili-
              ties. Use gl:isEnabled/1 or gl:getBooleanv/1  to  determine  the
              current  setting  of  any capability. The initial value for each
              capability with the exception of ?GL_DITHER and  ?GL_MULTISAMPLE
              is ?GL_FALSE. The initial value for ?GL_DITHER and ?GL_MULTISAM-
              PLE is ?GL_TRUE.

              See external documentation.

       disable(Cap) -> ok

              Types:

                 Cap = enum()

              See enable/1

       isEnabled(Cap) -> 0 | 1

              Types:

                 Cap = enum()

              Test whether a capability is enabled

              gl:isEnabled returns ?GL_TRUE if Cap is  an  enabled  capability
              and returns ?GL_FALSE otherwise. Boolean states that are indexed
              may be tested with  gl:isEnabledi  .  For  gl:isEnabledi,  Index
              specifies the index of the capability to test. Index must be be-
              tween zero and the count of indexed capabilities for Cap .  Ini-
              tially   all   capabilities   except  ?GL_DITHER  are  disabled;
              ?GL_DITHER is initially enabled.

              See external documentation.

       enableClientState(Cap) -> ok

              Types:

                 Cap = enum()

              Enable or disable client-side capability

              gl:enableClientState and gl:enableClientState/1 enable  or  dis-
              able   individual  client-side  capabilities.  By  default,  all
              client-side capabilities are disabled. Both gl:enableClientState
              and  gl:enableClientState/1  take a single argument, Cap , which
              can assume one of the following values:

              See external documentation.

       disableClientState(Cap) -> ok

              Types:

                 Cap = enum()

              See enableClientState/1

       getBooleanv(Pname) -> [0 | 1]

              Types:

                 Pname = enum()

              Return the value or values of a selected parameter

              These four commands return values for simple state variables  in
              GL.  Pname  is a symbolic constant indicating the state variable
              to be returned, and Params is a pointer to an array of the indi-
              cated type in which to place the returned data.

              See external documentation.

       getDoublev(Pname) -> [float()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       getFloatv(Pname) -> [float()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       getIntegerv(Pname) -> [integer()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       pushAttrib(Mask) -> ok

              Types:

                 Mask = integer()

              Push and pop the server attribute stack

              gl:pushAttrib  takes  one  argument, a mask that indicates which
              groups of state variables to save on the attribute  stack.  Sym-
              bolic  constants are used to set bits in the mask. Mask is typi-
              cally constructed by specifying the  bitwise-or  of  several  of
              these  constants  together. The special mask ?GL_ALL_ATTRIB_BITS
              can be used to save all stackable states.

              See external documentation.

       popAttrib() -> ok

              See pushAttrib/1

       pushClientAttrib(Mask) -> ok

              Types:

                 Mask = integer()

              Push and pop the client attribute stack

              gl:pushClientAttrib takes one argument, a  mask  that  indicates
              which groups of client-state variables to save on the client at-
              tribute stack. Symbolic constants are used to set  bits  in  the
              mask. Mask is typically constructed by specifying the bitwise-or
              of  several  of  these  constants  together.  The  special  mask
              ?GL_CLIENT_ALL_ATTRIB_BITS  can  be  used  to save all stackable
              client state.

              See external documentation.

       popClientAttrib() -> ok

              See pushClientAttrib/1

       renderMode(Mode) -> integer()

              Types:

                 Mode = enum()

              Set rasterization mode

              gl:renderMode sets the rasterization mode. It  takes  one  argu-
              ment, Mode , which can assume one of three predefined values:

              See external documentation.

       getError() -> enum()

              Return error information

              gl:getError returns the value of the error flag. Each detectable
              error is assigned a numeric code and symbolic name. When an  er-
              ror  occurs, the error flag is set to the appropriate error code
              value. No other errors are recorded until gl:getError is called,
              the  error code is returned, and the flag is reset to ?GL_NO_ER-
              ROR. If a call to gl:getError returns  ?GL_NO_ERROR,  there  has
              been no detectable error since the last call to gl:getError , or
              since the GL was initialized.

              See external documentation.

       getString(Name) -> string()

              Types:

                 Name = enum()

              Return a string describing the current GL connection

              gl:getString returns a pointer to  a  static  string  describing
              some aspect of the current GL connection. Name can be one of the
              following:

              See external documentation.

       finish() -> ok

              Block until all GL execution is complete

              gl:finish does not return until the effects  of  all  previously
              called  GL  commands  are  complete.  Such  effects  include all
              changes to GL state, all changes to connection  state,  and  all
              changes to the frame buffer contents.

              See external documentation.

       flush() -> ok

              Force execution of GL commands in finite time

              Different  GL implementations buffer commands in several differ-
              ent locations, including network buffers and the graphics accel-
              erator  itself.  gl:flush  empties all of these buffers, causing
              all issued commands to be executed as quickly as  they  are  ac-
              cepted by the actual rendering engine. Though this execution may
              not be completed in any particular time period, it does complete
              in finite time.

              See external documentation.

       hint(Target, Mode) -> ok

              Types:

                 Target = enum()
                 Mode = enum()

              Specify implementation-specific hints

              Certain aspects of GL behavior, when there is room for interpre-
              tation, can be controlled with hints. A hint is  specified  with
              two  arguments. Target is a symbolic constant indicating the be-
              havior to be controlled, and Mode is another  symbolic  constant
              indicating the desired behavior. The initial value for each Tar-
              get is ?GL_DONT_CARE . Mode can be one of the following:

              See external documentation.

       clearDepth(Depth) -> ok

              Types:

                 Depth = clamp()

              Specify the clear value for the depth buffer

              gl:clearDepth specifies the depth value used  by  gl:clear/1  to
              clear  the  depth  buffer. Values specified by gl:clearDepth are
              clamped to the range [0 1].

              See external documentation.

       depthFunc(Func) -> ok

              Types:

                 Func = enum()

              Specify the value used for depth buffer comparisons

              gl:depthFunc specifies the function used to compare each  incom-
              ing  pixel depth value with the depth value present in the depth
              buffer. The comparison is performed only if depth testing is en-
              abled. (See gl:enable/1 and gl:enable/1 of ?GL_DEPTH_TEST .)

              See external documentation.

       depthMask(Flag) -> ok

              Types:

                 Flag = 0 | 1

              Enable or disable writing into the depth buffer

              gl:depthMask  specifies  whether the depth buffer is enabled for
              writing. If Flag is ?GL_FALSE, depth buffer writing is disabled.
              Otherwise, it is enabled. Initially, depth buffer writing is en-
              abled.

              See external documentation.

       depthRange(Near_val, Far_val) -> ok

              Types:

                 Near_val = clamp()
                 Far_val = clamp()

              Specify mapping of depth values from normalized  device  coordi-
              nates to window coordinates

              After  clipping  and division by w, depth coordinates range from
              -1 to 1, corresponding to the  near  and  far  clipping  planes.
              gl:depthRange specifies a linear mapping of the normalized depth
              coordinates in this range to window depth  coordinates.  Regard-
              less  of  the actual depth buffer implementation, window coordi-
              nate depth values are  treated  as  though  they  range  from  0
              through  1 (like color components). Thus, the values accepted by
              gl:depthRange are both clamped to this range before they are ac-
              cepted.

              See external documentation.

       clearAccum(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()
                 Alpha = float()

              Specify clear values for the accumulation buffer

              gl:clearAccum  specifies  the red, green, blue, and alpha values
              used by gl:clear/1 to clear the accumulation buffer.

              See external documentation.

       accum(Op, Value) -> ok

              Types:

                 Op = enum()
                 Value = float()

              Operate on the accumulation buffer

              The accumulation buffer is an extended-range color  buffer.  Im-
              ages  are not rendered into it. Rather, images rendered into one
              of the color buffers are added to the contents of the  accumula-
              tion  buffer  after  rendering. Effects such as antialiasing (of
              points, lines, and polygons), motion blur, and  depth  of  field
              can  be  created by accumulating images generated with different
              transformation matrices.

              See external documentation.

       matrixMode(Mode) -> ok

              Types:

                 Mode = enum()

              Specify which matrix is the current matrix

              gl:matrixMode sets the current matrix mode. Mode can assume  one
              of four values:

              See external documentation.

       ortho(Left, Right, Bottom, Top, Near_val, Far_val) -> ok

              Types:

                 Left = float()
                 Right = float()
                 Bottom = float()
                 Top = float()
                 Near_val = float()
                 Far_val = float()

              Multiply the current matrix with an orthographic matrix

              gl:ortho  describes  a  transformation  that produces a parallel
              projection. The current matrix (see gl:matrixMode/1 ) is  multi-
              plied by this matrix and the result replaces the current matrix,
              as if gl:multMatrixd/1 were called with the following matrix  as
              its argument:

              See external documentation.

       frustum(Left, Right, Bottom, Top, Near_val, Far_val) -> ok

              Types:

                 Left = float()
                 Right = float()
                 Bottom = float()
                 Top = float()
                 Near_val = float()
                 Far_val = float()

              Multiply the current matrix by a perspective matrix

              gl:frustum  describes  a perspective matrix that produces a per-
              spective projection. The current matrix (see  gl:matrixMode/1  )
              is multiplied by this matrix and the result replaces the current
              matrix, as if gl:multMatrixd/1 were called  with  the  following
              matrix as its argument:

              See external documentation.

       viewport(X, Y, Width, Height) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Set the viewport

              gl:viewport  specifies the affine transformation of x and y from
              normalized device coordinates to window coordinates. Let (x nd y
              nd)  be  normalized  device coordinates. Then the window coordi-
              nates (x w y w) are computed as follows:

              See external documentation.

       pushMatrix() -> ok

              Push and pop the current matrix stack

              There is a stack of matrices for each of the  matrix  modes.  In
              ?GL_MODELVIEW mode, the stack depth is at least 32. In the other
              modes, ?GL_COLOR, ?GL_PROJECTION , and ?GL_TEXTURE, the depth is
              at  least 2. The current matrix in any mode is the matrix on the
              top of the stack for that mode.

              See external documentation.

       popMatrix() -> ok

              See pushMatrix/0

       loadIdentity() -> ok

              Replace the current matrix with the identity matrix

              gl:loadIdentity replaces the current matrix  with  the  identity
              matrix.  It  is  semantically  equivalent  to calling gl:loadMa-
              trixd/1 with the identity matrix

              See external documentation.

       loadMatrixd(M) -> ok

              Types:

                 M = matrix()

              Replace the current matrix with the specified matrix

              gl:loadMatrix replaces the current matrix with the one whose el-
              ements are specified by M . The current matrix is the projection
              matrix, modelview matrix, or texture matrix,  depending  on  the
              current matrix mode (see gl:matrixMode/1 ).

              See external documentation.

       loadMatrixf(M) -> ok

              Types:

                 M = matrix()

              See loadMatrixd/1

       multMatrixd(M) -> ok

              Types:

                 M = matrix()

              Multiply the current matrix with the specified matrix

              gl:multMatrix  multiplies the current matrix with the one speci-
              fied using M , and replaces the current matrix with the product.

              See external documentation.

       multMatrixf(M) -> ok

              Types:

                 M = matrix()

              See multMatrixd/1

       rotated(Angle, X, Y, Z) -> ok

              Types:

                 Angle = float()
                 X = float()
                 Y = float()
                 Z = float()

              Multiply the current matrix by a rotation matrix

              gl:rotate produces a rotation of Angle degrees around the vector
              (x y z). The current matrix (see gl:matrixMode/1 ) is multiplied
              by a rotation matrix with the product replacing the current  ma-
              trix,  as if gl:multMatrixd/1 were called with the following ma-
              trix as its argument:

              See external documentation.

       rotatef(Angle, X, Y, Z) -> ok

              Types:

                 Angle = float()
                 X = float()
                 Y = float()
                 Z = float()

              See rotated/4

       scaled(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              Multiply the current matrix by a general scaling matrix

              gl:scale produces a nonuniform scaling along the  x,  y,  and  z
              axes.  The  three  parameters  indicate the desired scale factor
              along each of the three axes.

              See external documentation.

       scalef(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See scaled/3

       translated(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              Multiply the current matrix by a translation matrix

              gl:translate produces a translation by (x y z). The current  ma-
              trix  (see  gl:matrixMode/1  ) is multiplied by this translation
              matrix, with the product replacing the  current  matrix,  as  if
              gl:multMatrixd/1  were  called with the following matrix for its
              argument:

              See external documentation.

       translatef(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See translated/3

       isList(List) -> 0 | 1

              Types:

                 List = integer()

              Determine if a name corresponds to a display list

              gl:isList returns ?GL_TRUE if List is the name of a display list
              and returns ?GL_FALSE if it is not, or if an error occurs.

              See external documentation.

       deleteLists(List, Range) -> ok

              Types:

                 List = integer()
                 Range = integer()

              Delete a contiguous group of display lists

              gl:deleteLists  causes a contiguous group of display lists to be
              deleted. List is the name  of  the  first  display  list  to  be
              deleted, and Range is the number of display lists to delete. All
              display lists d with list<= d<= list+range-1 are deleted.

              See external documentation.

       genLists(Range) -> integer()

              Types:

                 Range = integer()

              Generate a contiguous set of empty display lists

              gl:genLists has one argument, Range . It returns  an  integer  n
              such  that  Range  contiguous empty display lists, named n, n+1,
              ..., n+range-1, are created. If Range is 0, if there is no group
              of  Range  contiguous names available, or if any error is gener-
              ated, no display lists are generated, and 0 is returned.

              See external documentation.

       newList(List, Mode) -> ok

              Types:

                 List = integer()
                 Mode = enum()

              Create or replace a display list

              Display lists are groups of GL commands that  have  been  stored
              for   subsequent  execution.  Display  lists  are  created  with
              gl:newList. All subsequent commands are placed  in  the  display
              list, in the order issued, until gl:endList/0 is called.

              See external documentation.

       endList() -> ok

              glBeginList

              See external documentation.

       callList(List) -> ok

              Types:

                 List = integer()

              Execute a display list

              gl:callList  causes  the  named display list to be executed. The
              commands saved in the display list are executed in  order,  just
              as if they were called without using a display list. If List has
              not been defined as a display list, gl:callList is ignored.

              See external documentation.

       callLists(Lists) -> ok

              Types:

                 Lists = [integer()]

              Execute a list of display lists

              gl:callLists causes each display  list  in  the  list  of  names
              passed  as Lists to be executed. As a result, the commands saved
              in each display list are executed in order, just as if they were
              called without using a display list. Names of display lists that
              have not been defined are ignored.

              See external documentation.

       listBase(Base) -> ok

              Types:

                 Base = integer()

              set the display-list base for

              gl:callLists/1

              gl:callLists/1 specifies an array of offsets. Display-list names
              are  generated  by adding Base to each offset. Names that refer-
              ence valid display lists are executed; the others are ignored.

              See external documentation.

       begin(Mode) -> ok

              Types:

                 Mode = enum()

              Delimit the vertices of a primitive or a group  of  like  primi-
              tives

              gl:'begin'  and  gl:'begin'/1 delimit the vertices that define a
              primitive or a group of like primitives.  gl:'begin'  accepts  a
              single argument that specifies in which of ten ways the vertices
              are interpreted. Taking n as an integer count starting  at  one,
              and N as the total number of vertices specified, the interpreta-
              tions are as follows:

              See external documentation.

       end() -> ok

              See 'begin'/1

       vertex2d(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              Specify a vertex

              gl:vertex commands are used within gl:'begin'/1  /  gl:'begin'/1
              pairs  to specify point, line, and polygon vertices. The current
              color, normal, texture coordinates, and fog coordinate are asso-
              ciated with the vertex when gl:vertex is called.

              See external documentation.

       vertex2f(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              See vertex2d/2

       vertex2i(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See vertex2d/2

       vertex2s(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See vertex2d/2

       vertex3d(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See vertex2d/2

       vertex3f(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See vertex2d/2

       vertex3i(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertex2d/2

       vertex3s(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertex2d/2

       vertex4d(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertex2d/2

       vertex4f(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertex2d/2

       vertex4i(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertex2d/2

       vertex4s(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertex2d/2

       vertex2dv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertex2d(X, Y).

       vertex2fv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertex2f(X, Y).

       vertex2iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertex2i(X, Y).

       vertex2sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertex2s(X, Y).

       vertex3dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertex3d(X, Y, Z).

       vertex3fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertex3f(X, Y, Z).

       vertex3iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertex3i(X, Y, Z).

       vertex3sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertex3s(X, Y, Z).

       vertex4dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertex4d(X, Y, Z, W).

       vertex4fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertex4f(X, Y, Z, W).

       vertex4iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertex4i(X, Y, Z, W).

       vertex4sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertex4s(X, Y, Z, W).

       normal3b(Nx, Ny, Nz) -> ok

              Types:

                 Nx = integer()
                 Ny = integer()
                 Nz = integer()

              Set the current normal vector

              The  current  normal  is  set  to the given coordinates whenever
              gl:normal is issued. Byte, short, or integer arguments are  con-
              verted  to floating-point format with a linear mapping that maps
              the most positive representable integer value  to  1.0  and  the
              most negative representable integer value to -1.0.

              See external documentation.

       normal3d(Nx, Ny, Nz) -> ok

              Types:

                 Nx = float()
                 Ny = float()
                 Nz = float()

              See normal3b/3

       normal3f(Nx, Ny, Nz) -> ok

              Types:

                 Nx = float()
                 Ny = float()
                 Nz = float()

              See normal3b/3

       normal3i(Nx, Ny, Nz) -> ok

              Types:

                 Nx = integer()
                 Ny = integer()
                 Nz = integer()

              See normal3b/3

       normal3s(Nx, Ny, Nz) -> ok

              Types:

                 Nx = integer()
                 Ny = integer()
                 Nz = integer()

              See normal3b/3

       normal3bv(V) -> ok

              Types:

                 V = {Nx::integer(), Ny::integer(), Nz::integer()}

              Equivalent to normal3b(Nx, Ny, Nz).

       normal3dv(V) -> ok

              Types:

                 V = {Nx::float(), Ny::float(), Nz::float()}

              Equivalent to normal3d(Nx, Ny, Nz).

       normal3fv(V) -> ok

              Types:

                 V = {Nx::float(), Ny::float(), Nz::float()}

              Equivalent to normal3f(Nx, Ny, Nz).

       normal3iv(V) -> ok

              Types:

                 V = {Nx::integer(), Ny::integer(), Nz::integer()}

              Equivalent to normal3i(Nx, Ny, Nz).

       normal3sv(V) -> ok

              Types:

                 V = {Nx::integer(), Ny::integer(), Nz::integer()}

              Equivalent to normal3s(Nx, Ny, Nz).

       indexd(C) -> ok

              Types:

                 C = float()

              Set the current color index

              gl:index  updates  the  current  (single-valued) color index. It
              takes one argument, the new value for the current color index.

              See external documentation.

       indexf(C) -> ok

              Types:

                 C = float()

              See indexd/1

       indexi(C) -> ok

              Types:

                 C = integer()

              See indexd/1

       indexs(C) -> ok

              Types:

                 C = integer()

              See indexd/1

       indexub(C) -> ok

              Types:

                 C = integer()

              See indexd/1

       indexdv(C) -> ok

              Types:

                 C = {C::float()}

              Equivalent to indexd(C).

       indexfv(C) -> ok

              Types:

                 C = {C::float()}

              Equivalent to indexf(C).

       indexiv(C) -> ok

              Types:

                 C = {C::integer()}

              Equivalent to indexi(C).

       indexsv(C) -> ok

              Types:

                 C = {C::integer()}

              Equivalent to indexs(C).

       indexubv(C) -> ok

              Types:

                 C = {C::integer()}

              Equivalent to indexub(C).

       color3b(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              Set the current color

              The GL stores both a current single-valued  color  index  and  a
              current  four-valued RGBA color. gl:color sets a new four-valued
              RGBA color. gl:color  has  two  major  variants:  gl:color3  and
              gl:color4.  gl:color3  variants specify new red, green, and blue
              values explicitly and set the current alpha value to  1.0  (full
              intensity) implicitly. gl:color4 variants specify all four color
              components explicitly.

              See external documentation.

       color3d(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See color3b/3

       color3f(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See color3b/3

       color3i(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3s(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3ub(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3ui(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3us(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color4b(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

       color4d(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()
                 Alpha = float()

              See color3b/3

       color4f(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()
                 Alpha = float()

              See color3b/3

       color4i(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

       color4s(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

       color4ub(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

       color4ui(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

       color4us(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

       color3bv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3b(Red, Green, Blue).

       color3dv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to color3d(Red, Green, Blue).

       color3fv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to color3f(Red, Green, Blue).

       color3iv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3i(Red, Green, Blue).

       color3sv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3s(Red, Green, Blue).

       color3ubv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3ub(Red, Green, Blue).

       color3uiv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3ui(Red, Green, Blue).

       color3usv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3us(Red, Green, Blue).

       color4bv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(),  Blue::integer(),  Al-
                 pha::integer()}

              Equivalent to color4b(Red, Green, Blue, Alpha).

       color4dv(V) -> ok

              Types:

                 V   =   {Red::float(),   Green::float(),  Blue::float(),  Al-
                 pha::float()}

              Equivalent to color4d(Red, Green, Blue, Alpha).

       color4fv(V) -> ok

              Types:

                 V  =  {Red::float(),   Green::float(),   Blue::float(),   Al-
                 pha::float()}

              Equivalent to color4f(Red, Green, Blue, Alpha).

       color4iv(V) -> ok

              Types:

                 V  =  {Red::integer(), Green::integer(), Blue::integer(), Al-
                 pha::integer()}

              Equivalent to color4i(Red, Green, Blue, Alpha).

       color4sv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(),  Blue::integer(),  Al-
                 pha::integer()}

              Equivalent to color4s(Red, Green, Blue, Alpha).

       color4ubv(V) -> ok

              Types:

                 V  =  {Red::integer(), Green::integer(), Blue::integer(), Al-
                 pha::integer()}

              Equivalent to color4ub(Red, Green, Blue, Alpha).

       color4uiv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(),  Blue::integer(),  Al-
                 pha::integer()}

              Equivalent to color4ui(Red, Green, Blue, Alpha).

       color4usv(V) -> ok

              Types:

                 V  =  {Red::integer(), Green::integer(), Blue::integer(), Al-
                 pha::integer()}

              Equivalent to color4us(Red, Green, Blue, Alpha).

       texCoord1d(S) -> ok

              Types:

                 S = float()

              Set the current texture coordinates

              gl:texCoord specifies texture coordinates in one, two, three, or
              four  dimensions.  gl:texCoord1 sets the current texture coordi-
              nates to (s 0 0 1); a call to gl:texCoord2 sets them to (s  t  0
              1). Similarly, gl:texCoord3 specifies the texture coordinates as
              (s t r 1), and gl:texCoord4 defines all four components  explic-
              itly as (s t r q).

              See external documentation.

       texCoord1f(S) -> ok

              Types:

                 S = float()

              See texCoord1d/1

       texCoord1i(S) -> ok

              Types:

                 S = integer()

              See texCoord1d/1

       texCoord1s(S) -> ok

              Types:

                 S = integer()

              See texCoord1d/1

       texCoord2d(S, T) -> ok

              Types:

                 S = float()
                 T = float()

              See texCoord1d/1

       texCoord2f(S, T) -> ok

              Types:

                 S = float()
                 T = float()

              See texCoord1d/1

       texCoord2i(S, T) -> ok

              Types:

                 S = integer()
                 T = integer()

              See texCoord1d/1

       texCoord2s(S, T) -> ok

              Types:

                 S = integer()
                 T = integer()

              See texCoord1d/1

       texCoord3d(S, T, R) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()

              See texCoord1d/1

       texCoord3f(S, T, R) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()

              See texCoord1d/1

       texCoord3i(S, T, R) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()

              See texCoord1d/1

       texCoord3s(S, T, R) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()

              See texCoord1d/1

       texCoord4d(S, T, R, Q) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See texCoord1d/1

       texCoord4f(S, T, R, Q) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See texCoord1d/1

       texCoord4i(S, T, R, Q) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See texCoord1d/1

       texCoord4s(S, T, R, Q) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See texCoord1d/1

       texCoord1dv(V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to texCoord1d(S).

       texCoord1fv(V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to texCoord1f(S).

       texCoord1iv(V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to texCoord1i(S).

       texCoord1sv(V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to texCoord1s(S).

       texCoord2dv(V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to texCoord2d(S, T).

       texCoord2fv(V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to texCoord2f(S, T).

       texCoord2iv(V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to texCoord2i(S, T).

       texCoord2sv(V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to texCoord2s(S, T).

       texCoord3dv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to texCoord3d(S, T, R).

       texCoord3fv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to texCoord3f(S, T, R).

       texCoord3iv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to texCoord3i(S, T, R).

       texCoord3sv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to texCoord3s(S, T, R).

       texCoord4dv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to texCoord4d(S, T, R, Q).

       texCoord4fv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to texCoord4f(S, T, R, Q).

       texCoord4iv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to texCoord4i(S, T, R, Q).

       texCoord4sv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to texCoord4s(S, T, R, Q).

       rasterPos2d(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              Specify the raster position for pixel operations

              The GL maintains a 3D position in window coordinates. This posi-
              tion, called the raster position, is used to position pixel  and
              bitmap  write  operations.  It is maintained with subpixel accu-
              racy. See gl:bitmap/7 , gl:drawPixels/5 , and gl:copyPixels/5 .

              See external documentation.

       rasterPos2f(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              See rasterPos2d/2

       rasterPos2i(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See rasterPos2d/2

       rasterPos2s(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See rasterPos2d/2

       rasterPos3d(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See rasterPos2d/2

       rasterPos3f(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See rasterPos2d/2

       rasterPos3i(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See rasterPos2d/2

       rasterPos3s(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See rasterPos2d/2

       rasterPos4d(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See rasterPos2d/2

       rasterPos4f(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See rasterPos2d/2

       rasterPos4i(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See rasterPos2d/2

       rasterPos4s(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See rasterPos2d/2

       rasterPos2dv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to rasterPos2d(X, Y).

       rasterPos2fv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to rasterPos2f(X, Y).

       rasterPos2iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to rasterPos2i(X, Y).

       rasterPos2sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to rasterPos2s(X, Y).

       rasterPos3dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to rasterPos3d(X, Y, Z).

       rasterPos3fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to rasterPos3f(X, Y, Z).

       rasterPos3iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to rasterPos3i(X, Y, Z).

       rasterPos3sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to rasterPos3s(X, Y, Z).

       rasterPos4dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to rasterPos4d(X, Y, Z, W).

       rasterPos4fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to rasterPos4f(X, Y, Z, W).

       rasterPos4iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to rasterPos4i(X, Y, Z, W).

       rasterPos4sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to rasterPos4s(X, Y, Z, W).

       rectd(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = float()
                 Y1 = float()
                 X2 = float()
                 Y2 = float()

              Draw a rectangle

              gl:rect supports efficient specification of  rectangles  as  two
              corner  points. Each rectangle command takes four arguments, or-
              ganized either as two consecutive pairs of (x y) coordinates  or
              as  two  pointers  to arrays, each containing an (x y) pair. The
              resulting rectangle is defined in the z=0 plane.

              See external documentation.

       rectf(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = float()
                 Y1 = float()
                 X2 = float()
                 Y2 = float()

              See rectd/4

       recti(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = integer()
                 Y1 = integer()
                 X2 = integer()
                 Y2 = integer()

              See rectd/4

       rects(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = integer()
                 Y1 = integer()
                 X2 = integer()
                 Y2 = integer()

              See rectd/4

       rectdv(V1, V2) -> ok

              Types:

                 V1 = {float(), float()}
                 V2 = {float(), float()}

              See rectd/4

       rectfv(V1, V2) -> ok

              Types:

                 V1 = {float(), float()}
                 V2 = {float(), float()}

              See rectd/4

       rectiv(V1, V2) -> ok

              Types:

                 V1 = {integer(), integer()}
                 V2 = {integer(), integer()}

              See rectd/4

       rectsv(V1, V2) -> ok

              Types:

                 V1 = {integer(), integer()}
                 V2 = {integer(), integer()}

              See rectd/4

       vertexPointer(Size, Type, Stride, Ptr) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of vertex data

              gl:vertexPointer specifies the location and data  format  of  an
              array  of  vertex coordinates to use when rendering. Size speci-
              fies the number of coordinates per vertex, and must be 2, 3,  or
              4.  Type  specifies the data type of each coordinate, and Stride
              specifies the byte stride from one vertex to the next,  allowing
              vertices  and  attributes  to  be  packed into a single array or
              stored in separate arrays. (Single-array storage may be more ef-
              ficient on some implementations; see gl:interleavedArrays/3 .)

              See external documentation.

       normalPointer(Type, Stride, Ptr) -> ok

              Types:

                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of normals

              gl:normalPointer  specifies  the  location and data format of an
              array of normals to use when rendering. Type specifies the  data
              type  of  each  normal coordinate, and Stride specifies the byte
              stride from one normal to the next, allowing  vertices  and  at-
              tributes  to be packed into a single array or stored in separate
              arrays. (Single-array storage may be more efficient on some  im-
              plementations; see gl:interleavedArrays/3 .)

              See external documentation.

       colorPointer(Size, Type, Stride, Ptr) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of colors

              gl:colorPointer specifies the location and data format of an ar-
              ray of color components to use when  rendering.  Size  specifies
              the  number  of  components  per color, and must be 3 or 4. Type
              specifies the data type of  each  color  component,  and  Stride
              specifies  the  byte stride from one color to the next, allowing
              vertices and attributes to be packed  into  a  single  array  or
              stored in separate arrays. (Single-array storage may be more ef-
              ficient on some implementations; see gl:interleavedArrays/3 .)

              See external documentation.

       indexPointer(Type, Stride, Ptr) -> ok

              Types:

                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of color indexes

              gl:indexPointer specifies the location and data format of an ar-
              ray  of  color indexes to use when rendering. Type specifies the
              data type of each color index  and  Stride  specifies  the  byte
              stride  from  one color index to the next, allowing vertices and
              attributes to be packed into a single array or stored  in  sepa-
              rate arrays.

              See external documentation.

       texCoordPointer(Size, Type, Stride, Ptr) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of texture coordinates

              gl:texCoordPointer  specifies the location and data format of an
              array of texture coordinates to use when rendering. Size  speci-
              fies  the  number of coordinates per texture coordinate set, and
              must be 1, 2, 3, or 4. Type specifies the data type of each tex-
              ture  coordinate,  and Stride specifies the byte stride from one
              texture coordinate set to the next, allowing  vertices  and  at-
              tributes  to be packed into a single array or stored in separate
              arrays. (Single-array storage may be more efficient on some  im-
              plementations; see gl:interleavedArrays/3 .)

              See external documentation.

       edgeFlagPointer(Stride, Ptr) -> ok

              Types:

                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of edge flags

              gl:edgeFlagPointer  specifies the location and data format of an
              array of boolean edge flags to use when rendering. Stride speci-
              fies  the  byte  stride from one edge flag to the next, allowing
              vertices and attributes to be packed  into  a  single  array  or
              stored in separate arrays.

              See external documentation.

       arrayElement(I) -> ok

              Types:

                 I = integer()

              Render a vertex using the specified vertex array element

              gl:arrayElement  commands are used within gl:'begin'/1 / gl:'be-
              gin'/1 pairs to specify vertex and  attribute  data  for  point,
              line,  and  polygon  primitives.  If ?GL_VERTEX_ARRAY is enabled
              when gl:arrayElement is called, a single vertex is drawn,  using
              vertex  and  attribute data taken from location I of the enabled
              arrays. If ?GL_VERTEX_ARRAY is not enabled,  no  drawing  occurs
              but the attributes corresponding to the enabled arrays are modi-
              fied.

              See external documentation.

       drawArrays(Mode, First, Count) -> ok

              Types:

                 Mode = enum()
                 First = integer()
                 Count = integer()

              Render primitives from array data

              gl:drawArrays specifies multiple geometric primitives with  very
              few  subroutine calls. Instead of calling a GL procedure to pass
              each individual vertex, normal, texture coordinate,  edge  flag,
              or  color,  you can prespecify separate arrays of vertices, nor-
              mals, and colors and use them to construct a sequence of  primi-
              tives with a single call to gl:drawArrays .

              See external documentation.

       drawElements(Mode, Count, Type, Indices) -> ok

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()

              Render primitives from array data

              gl:drawElements  specifies  multiple  geometric  primitives with
              very few subroutine calls. Instead of calling a GL  function  to
              pass  each  individual  vertex, normal, texture coordinate, edge
              flag, or color, you can prespecify separate arrays of  vertices,
              normals,  and  so  on,  and  use them to construct a sequence of
              primitives with a single call to gl:drawElements .

              See external documentation.

       interleavedArrays(Format, Stride, Pointer) -> ok

              Types:

                 Format = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              Simultaneously specify and enable several interleaved arrays

              gl:interleavedArrays lets  you  specify  and  enable  individual
              color, normal, texture and vertex arrays whose elements are part
              of a larger aggregate array element. For  some  implementations,
              this is more efficient than specifying the arrays separately.

              See external documentation.

       shadeModel(Mode) -> ok

              Types:

                 Mode = enum()

              Select flat or smooth shading

              GL  primitives  can  have  either flat or smooth shading. Smooth
              shading, the default, causes the computed colors of vertices  to
              be  interpolated  as  the primitive is rasterized, typically as-
              signing different colors to each resulting pixel fragment.  Flat
              shading  selects  the  computed color of just one vertex and as-
              signs it to all the pixel fragments generated by  rasterizing  a
              single primitive. In either case, the computed color of a vertex
              is the result of lighting if lighting is enabled, or it  is  the
              current  color  at the time the vertex was specified if lighting
              is disabled.

              See external documentation.

       lightf(Light, Pname, Param) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Param = float()

              Set light source parameters

              gl:light sets the values of individual light source  parameters.
              Light  names  the  light  and  is  a  symbolic  name of the form
              ?GL_LIGHT  i,  where  i  ranges  from  0   to   the   value   of
              ?GL_MAX_LIGHTS  - 1. Pname specifies one of ten light source pa-
              rameters, again by symbolic name.  Params  is  either  a  single
              value or a pointer to an array that contains the new values.

              See external documentation.

       lighti(Light, Pname, Param) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Param = integer()

              See lightf/3

       lightfv(Light, Pname, Params) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Params = tuple()

              See lightf/3

       lightiv(Light, Pname, Params) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Params = tuple()

              See lightf/3

       getLightfv(Light, Pname) -> {float(), float(), float(), float()}

              Types:

                 Light = enum()
                 Pname = enum()

              Return light source parameter values

              gl:getLight  returns  in  Params  the value or values of a light
              source parameter. Light names the light and is a  symbolic  name
              of  the  form  ?GL_LIGHT i where i ranges from 0 to the value of
              ?GL_MAX_LIGHTS - 1. ?GL_MAX_LIGHTS is an  implementation  depen-
              dent  constant  that  is  greater  than or equal to eight. Pname
              specifies one of ten light source parameters, again by  symbolic
              name.

              See external documentation.

       getLightiv(Light,  Pname)  ->  {integer(),  integer(), integer(), inte-
       ger()}

              Types:

                 Light = enum()
                 Pname = enum()

              See getLightfv/2

       lightModelf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Set the lighting model parameters

              gl:lightModel sets the lighting model parameter. Pname  names  a
              parameter and Params gives the new value. There are three light-
              ing model parameters:

              See external documentation.

       lightModeli(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See lightModelf/2

       lightModelfv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See lightModelf/2

       lightModeliv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See lightModelf/2

       materialf(Face, Pname, Param) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Param = float()

              Specify material parameters for the lighting model

              gl:material assigns values to material parameters. There are two
              matched  sets of material parameters. One, the front-facing set,
              is used to shade points, lines, bitmaps, and all polygons  (when
              two-sided  lighting  is disabled), or just front-facing polygons
              (when two-sided lighting is enabled). The other  set,  back-fac-
              ing,  is  used to shade back-facing polygons only when two-sided
              lighting is enabled. Refer  to  the  gl:lightModelf/2  reference
              page for details concerning one- and two-sided lighting calcula-
              tions.

              See external documentation.

       materiali(Face, Pname, Param) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Param = integer()

              See materialf/3

       materialfv(Face, Pname, Params) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Params = tuple()

              See materialf/3

       materialiv(Face, Pname, Params) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Params = tuple()

              See materialf/3

       getMaterialfv(Face, Pname) -> {float(), float(), float(), float()}

              Types:

                 Face = enum()
                 Pname = enum()

              Return material parameters

              gl:getMaterial returns in Params the value or values of  parame-
              ter Pname of material Face . Six parameters are defined:

              See external documentation.

       getMaterialiv(Face,  Pname)  -> {integer(), integer(), integer(), inte-
       ger()}

              Types:

                 Face = enum()
                 Pname = enum()

              See getMaterialfv/2

       colorMaterial(Face, Mode) -> ok

              Types:

                 Face = enum()
                 Mode = enum()

              Cause a material color to track the current color

              gl:colorMaterial specifies which material parameters  track  the
              current  color. When ?GL_COLOR_MATERIAL is enabled, the material
              parameter or parameters specified by Mode , of the  material  or
              materials  specified  by  Face  , track the current color at all
              times.

              See external documentation.

       pixelZoom(Xfactor, Yfactor) -> ok

              Types:

                 Xfactor = float()
                 Yfactor = float()

              Specify the pixel zoom factors

              gl:pixelZoom specifies values for the x and y zoom factors. Dur-
              ing  the  execution of gl:drawPixels/5 or gl:copyPixels/5 , if (
              xr, yr) is the current raster position, and a given  element  is
              in  the mth row and nth column of the pixel rectangle, then pix-
              els whose centers are in the rectangle with corners at

              See external documentation.

       pixelStoref(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Set pixel storage modes

              gl:pixelStore sets pixel storage modes that affect the operation
              of  subsequent  gl:readPixels/7 as well as the unpacking of tex-
              ture patterns (see gl:texImage1D/8 , gl:texImage2D/9 , gl:texIm-
              age3D/10  ,  gl:texSubImage1D/7  ,  gl:texSubImage1D/7 , gl:tex-
              SubImage1D/7 ), gl:compressedTexImage1D/7 ,  gl:compressedTexIm-
              age2D/8  ,  gl:compressedTexImage3D/9  ,  gl:compressedTexSubIm-
              age1D/7 , gl:compressedTexSubImage2D/9 or gl:compressedTexSubIm-
              age1D/7 .

              See external documentation.

       pixelStorei(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See pixelStoref/2

       pixelTransferf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Set pixel transfer modes

              gl:pixelTransfer sets pixel transfer modes that affect the oper-
              ation of  subsequent  gl:copyPixels/5  ,  gl:copyTexImage1D/7  ,
              gl:copyTexImage2D/8  , gl:copyTexSubImage1D/6 , gl:copyTexSubIm-
              age2D/8 , gl:copyTexSubImage3D/9 , gl:drawPixels/5 , gl:readPix-
              els/7  ,  gl:texImage1D/8 , gl:texImage2D/9 , gl:texImage3D/10 ,
              gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7
              commands.  Additionally, if the ARB_imaging subset is supported,
              the routines gl:colorTable/6 , gl:colorSubTable/6 ,  gl:convolu-
              tionFilter1D/6  ,  gl:convolutionFilter2D/7  ,  gl:histogram/4 ,
              gl:minmax/3 , and gl:separableFilter2D/8 are also affected.  The
              algorithms that are specified by pixel transfer modes operate on
              pixels after they are read from the frame buffer  (  gl:copyPix-
              els/5  gl:copyTexImage1D/7  ,  gl:copyTexImage2D/8 , gl:copyTex-
              SubImage1D/6 , gl:copyTexSubImage2D/8 , gl:copyTexSubImage3D/9 ,
              and gl:readPixels/7 ), or unpacked from client memory ( gl:draw-
              Pixels/5 , gl:texImage1D/8 , gl:texImage2D/9 ,  gl:texImage3D/10
              ,  gl:texSubImage1D/7  ,  gl:texSubImage1D/7  , and gl:texSubIm-
              age1D/7 ). Pixel transfer operations happen in the  same  order,
              and  in the same manner, regardless of the command that resulted
              in the pixel  operation.  Pixel  storage  modes  (see  gl:pixel-
              Storef/2  )  control  the  unpacking  of  pixels being read from
              client memory and the packing of pixels being written back  into
              client memory.

              See external documentation.

       pixelTransferi(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See pixelTransferf/2

       pixelMapfv(Map, Mapsize, Values) -> ok

              Types:

                 Map = enum()
                 Mapsize = integer()
                 Values = binary()

              Set up pixel transfer maps

              gl:pixelMap  sets  up  translation  tables,  or  maps,  used  by
              gl:copyPixels/5 , gl:copyTexImage1D/7  ,  gl:copyTexImage2D/8  ,
              gl:copyTexSubImage1D/6  ,  gl:copyTexSubImage2D/8  , gl:copyTex-
              SubImage3D/9 , gl:drawPixels/5  ,  gl:readPixels/7  ,  gl:texIm-
              age1D/8  ,  gl:texImage2D/9  ,  gl:texImage3D/10  , gl:texSubIm-
              age1D/7 , gl:texSubImage1D/7 , and  gl:texSubImage1D/7  .  Addi-
              tionally,  if  the ARB_imaging subset is supported, the routines
              gl:colorTable/6 , gl:colorSubTable/6 ,  gl:convolutionFilter1D/6
              ,  gl:convolutionFilter2D/7 , gl:histogram/4 , gl:minmax/3 , and
              gl:separableFilter2D/8 . Use of these  maps  is  described  com-
              pletely in the gl:pixelTransferf/2 reference page, and partly in
              the reference pages for the pixel and  texture  image  commands.
              Only  the  specification of the maps is described in this refer-
              ence page.

              See external documentation.

       pixelMapuiv(Map, Mapsize, Values) -> ok

              Types:

                 Map = enum()
                 Mapsize = integer()
                 Values = binary()

              See pixelMapfv/3

       pixelMapusv(Map, Mapsize, Values) -> ok

              Types:

                 Map = enum()
                 Mapsize = integer()
                 Values = binary()

              See pixelMapfv/3

       getPixelMapfv(Map, Values) -> ok

              Types:

                 Map = enum()
                 Values = mem()

              Return the specified pixel map

              See the gl:pixelMapfv/3 reference page for a description of  the
              acceptable  values for the Map parameter. gl:getPixelMap returns
              in Data the contents of the pixel map specified in Map  .  Pixel
              maps are used during the execution of gl:readPixels/7 , gl:draw-
              Pixels/5 , gl:copyPixels/5 , gl:texImage1D/8 , gl:texImage2D/9 ,
              gl:texImage3D/10  ,  gl:texSubImage1D/7  ,  gl:texSubImage1D/7 ,
              gl:texSubImage1D/7 , gl:copyTexImage1D/7 , gl:copyTexImage2D/8 ,
              gl:copyTexSubImage1D/6  ,  gl:copyTexSubImage2D/8 , and gl:copy-
              TexSubImage3D/9 . to map color indices, stencil  indices,  color
              components, and depth components to other values.

              See external documentation.

       getPixelMapuiv(Map, Values) -> ok

              Types:

                 Map = enum()
                 Values = mem()

              See getPixelMapfv/2

       getPixelMapusv(Map, Values) -> ok

              Types:

                 Map = enum()
                 Values = mem()

              See getPixelMapfv/2

       bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok

              Types:

                 Width = integer()
                 Height = integer()
                 Xorig = float()
                 Yorig = float()
                 Xmove = float()
                 Ymove = float()
                 Bitmap = offset() | mem()

              Draw a bitmap

              A bitmap is a binary image. When drawn, the bitmap is positioned
              relative to the current raster position, and frame buffer pixels
              corresponding to 1's in the bitmap are written using the current
              raster color or index. Frame buffer pixels corresponding to  0's
              in the bitmap are not modified.

              See external documentation.

       readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = mem()

              Read a block of pixels from the frame buffer

              gl:readPixels returns pixel data from the frame buffer, starting
              with the pixel whose lower left corner is at location ( X , Y ),
              into  client  memory starting at location Data . Several parame-
              ters control the processing of  the  pixel  data  before  it  is
              placed into client memory. These parameters are set with gl:pix-
              elStoref/2 .  This  reference  page  describes  the  effects  on
              gl:readPixels  of  most, but not all of the parameters specified
              by these three commands.

              See external documentation.

       drawPixels(Width, Height, Format, Type, Pixels) -> ok

              Types:

                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Write a block of pixels to the frame buffer

              gl:drawPixels reads pixel data from memory and  writes  it  into
              the  frame  buffer relative to the current raster position, pro-
              vided that the raster position is valid. Use gl:rasterPos2d/2 or
              gl:windowPos2d/2 to set the current raster position; use gl:get-
              Booleanv/1 with  argument  ?GL_CURRENT_RASTER_POSITION_VALID  to
              determine if the specified raster position is valid, and gl:get-
              Booleanv/1 with argument  ?GL_CURRENT_RASTER_POSITION  to  query
              the raster position.

              See external documentation.

       copyPixels(X, Y, Width, Height, Type) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()
                 Type = enum()

              Copy pixels in the frame buffer

              gl:copyPixels  copies  a screen-aligned rectangle of pixels from
              the specified frame buffer location to a region relative to  the
              current  raster  position. Its operation is well defined only if
              the entire pixel source region is within the exposed portion  of
              the  window.  Results of copies from outside the window, or from
              regions of the window that are not exposed, are hardware  depen-
              dent and undefined.

              See external documentation.

       stencilFunc(Func, Ref, Mask) -> ok

              Types:

                 Func = enum()
                 Ref = integer()
                 Mask = integer()

              Set  front  and  back  function  and reference value for stencil
              testing

              Stenciling, like depth-buffering, enables and  disables  drawing
              on  a per-pixel basis. Stencil planes are first drawn into using
              GL drawing primitives, then geometry and images are rendered us-
              ing the stencil planes to mask out portions of the screen. Sten-
              ciling is typically used in multipass  rendering  algorithms  to
              achieve  special  effects,  such  as decals, outlining, and con-
              structive solid geometry rendering.

              See external documentation.

       stencilMask(Mask) -> ok

              Types:

                 Mask = integer()

              Control the front and back writing of  individual  bits  in  the
              stencil planes

              gl:stencilMask  controls  the  writing of individual bits in the
              stencil planes. The least significant n bits of Mask ,  where  n
              is  the  number  of  bits in the stencil buffer, specify a mask.
              Where a 1 appears in the mask, it's possible  to  write  to  the
              corresponding  bit in the stencil buffer. Where a 0 appears, the
              corresponding bit is write-protected. Initially,  all  bits  are
              enabled for writing.

              See external documentation.

       stencilOp(Fail, Zfail, Zpass) -> ok

              Types:

                 Fail = enum()
                 Zfail = enum()
                 Zpass = enum()

              Set front and back stencil test actions

              Stenciling,  like  depth-buffering, enables and disables drawing
              on a per-pixel basis. You draw into the stencil planes using  GL
              drawing  primitives,  then render geometry and images, using the
              stencil planes to mask out portions of the screen. Stenciling is
              typically used in multipass rendering algorithms to achieve spe-
              cial effects, such as decals, outlining, and constructive  solid
              geometry rendering.

              See external documentation.

       clearStencil(S) -> ok

              Types:

                 S = integer()

              Specify the clear value for the stencil buffer

              gl:clearStencil  specifies the index used by gl:clear/1 to clear
              the stencil buffer. S is masked with 2 m-1, where m is the  num-
              ber of bits in the stencil buffer.

              See external documentation.

       texGend(Coord, Pname, Param) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Param = float()

              Control the generation of texture coordinates

              gl:texGen  selects  a  texture-coordinate generation function or
              supplies coefficients for one of the functions. Coord names  one
              of  the (s, t, r, q ) texture coordinates; it must be one of the
              symbols ?GL_S, ?GL_T, ?GL_R , or ?GL_Q. Pname  must  be  one  of
              three   symbolic   constants:   ?GL_TEXTURE_GEN_MODE  ,  ?GL_OB-
              JECT_PLANE, or ?GL_EYE_PLANE. If Pname is ?GL_TEXTURE_GEN_MODE ,
              then   Params   chooses   a   mode,  one  of  ?GL_OBJECT_LINEAR,
              ?GL_EYE_LINEAR , ?GL_SPHERE_MAP, ?GL_NORMAL_MAP, or  ?GL_REFLEC-
              TION_MAP.  If Pname is either ?GL_OBJECT_PLANE or ?GL_EYE_PLANE,
              Params contains coefficients for the corresponding texture  gen-
              eration function.

              See external documentation.

       texGenf(Coord, Pname, Param) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Param = float()

              See texGend/3

       texGeni(Coord, Pname, Param) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Param = integer()

              See texGend/3

       texGendv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = tuple()

              See texGend/3

       texGenfv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = tuple()

              See texGend/3

       texGeniv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = tuple()

              See texGend/3

       getTexGendv(Coord, Pname) -> {float(), float(), float(), float()}

              Types:

                 Coord = enum()
                 Pname = enum()

              Return texture coordinate generation parameters

              gl:getTexGen  returns in Params selected parameters of a texture
              coordinate generation function that was specified using  gl:tex-
              Gend/3  .  Coord  names  one of the (s, t, r, q) texture coordi-
              nates, using the  symbolic  constant  ?GL_S,  ?GL_T,  ?GL_R,  or
              ?GL_Q.

              See external documentation.

       getTexGenfv(Coord, Pname) -> {float(), float(), float(), float()}

              Types:

                 Coord = enum()
                 Pname = enum()

              See getTexGendv/2

       getTexGeniv(Coord,  Pname)  ->  {integer(), integer(), integer(), inte-
       ger()}

              Types:

                 Coord = enum()
                 Pname = enum()

              See getTexGendv/2

       texEnvf(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = float()

              glTexEnvf

              See external documentation.

       texEnvi(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = integer()

              glTexEnvi

              See external documentation.

       texEnvfv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              Set texture environment parameters

              A texture environment specifies how texture  values  are  inter-
              preted  when  a  fragment  is  textured. When Target is ?GL_TEX-
              TURE_FILTER_CONTROL, Pname must be ?GL_TEXTURE_LOD_BIAS  .  When
              Target  is  ?GL_TEXTURE_ENV, Pname can be ?GL_TEXTURE_ENV_MODE ,
              ?GL_TEXTURE_ENV_COLOR,    ?GL_COMBINE_RGB,    ?GL_COMBINE_ALPHA,
              ?GL_RGB_SCALE  ,  ?GL_ALPHA_SCALE,  ?GL_SRC0_RGB,  ?GL_SRC1_RGB,
              ?GL_SRC2_RGB, ?GL_SRC0_ALPHA , ?GL_SRC1_ALPHA,  or  ?GL_SRC2_AL-
              PHA.

              See external documentation.

       texEnviv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texEnvfv/3

       getTexEnvfv(Target, Pname) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Return texture environment parameters

              gl:getTexEnv  returns in Params selected values of a texture en-
              vironment that was specified with gl:texEnvfv/3 . Target  speci-
              fies a texture environment.

              See external documentation.

       getTexEnviv(Target,  Pname)  -> {integer(), integer(), integer(), inte-
       ger()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getTexEnvfv/2

       texParameterf(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = float()

              Set texture parameters

              gl:texParameter assigns the value or values  in  Params  to  the
              texture parameter specified as Pname . Target defines the target
              texture,  either  ?GL_TEXTURE_1D  ,   ?GL_TEXTURE_2D,   ?GL_TEX-
              TURE_1D_ARRAY,  ?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE , or
              ?GL_TEXTURE_3D. The following symbols are accepted in Pname :

              See external documentation.

       texParameteri(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = integer()

              See texParameterf/3

       texParameterfv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texParameterf/3

       texParameteriv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texParameterf/3

       getTexParameterfv(Target,  Pname)  ->   {float(),   float(),   float(),
       float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Return texture parameter values

              gl:getTexParameter  returns in Params the value or values of the
              texture parameter specified as Pname . Target defines the target
              texture.    ?GL_TEXTURE_1D,    ?GL_TEXTURE_2D,   ?GL_TEXTURE_3D,
              ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY , ?GL_TEXTURE_RECTAN-
              GLE,  ?GL_TEXTURE_CUBE_MAP,  ?GL_TEXTURE_CUBE_MAP_ARRAY  specify
              one-, two-, or three-dimensional, one-dimensional array, two-di-
              mensional  array,  rectangle,  cube-mapped  or cube-mapped array
              texturing, respectively.  Pname  accepts  the  same  symbols  as
              gl:texParameterf/3 , with the same interpretations:

              See external documentation.

       getTexParameteriv(Target,  Pname)  -> {integer(), integer(), integer(),
       integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getTexParameterfv/2

       getTexLevelParameterfv(Target, Level, Pname) -> {float()}

              Types:

                 Target = enum()
                 Level = integer()
                 Pname = enum()

              Return texture parameter values for a specific level of detail

              gl:getTexLevelParameter returns in Params texture parameter val-
              ues  for  a specific level-of-detail value, specified as Level .
              Target  defines  the  target  texture,  either   ?GL_TEXTURE_1D,
              ?GL_TEXTURE_2D,     ?GL_TEXTURE_3D,    ?GL_PROXY_TEXTURE_1D    ,
              ?GL_PROXY_TEXTURE_2D,       ?GL_PROXY_TEXTURE_3D,       ?GL_TEX-
              TURE_CUBE_MAP_POSITIVE_X    ,   ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
              ?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
              ,   ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z,  ?GL_TEXTURE_CUBE_MAP_NEGA-
              TIVE_Z, or ?GL_PROXY_TEXTURE_CUBE_MAP .

              See external documentation.

       getTexLevelParameteriv(Target, Level, Pname) -> {integer()}

              Types:

                 Target = enum()
                 Level = integer()
                 Pname = enum()

              See getTexLevelParameterfv/3

       texImage1D(Target, Level, InternalFormat, Width, Border, Format,  Type,
       Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 InternalFormat = integer()
                 Width = integer()
                 Border = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Specify a one-dimensional texture image

              Texturing  maps a portion of a specified texture image onto each
              graphical primitive for which texturing is  enabled.  To  enable
              and  disable  one-dimensional  texturing,  call  gl:enable/1 and
              gl:enable/1 with argument ?GL_TEXTURE_1D.

              See external documentation.

       texImage2D(Target, Level, InternalFormat, Width, Height,  Border,  For-
       mat, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Border = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Specify a two-dimensional texture image

              Texturing  allows  elements  of  an  image  array  to be read by
              shaders.

              See external documentation.

       getTexImage(Target, Level, Format, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = mem()

              Return a texture image

              gl:getTexImage returns a texture image into Img . Target  speci-
              fies  whether  the  desired  texture  image  is one specified by
              gl:texImage1D/8  (?GL_TEXTURE_1D  ),  gl:texImage2D/9  (?GL_TEX-
              TURE_1D_ARRAY,  ?GL_TEXTURE_RECTANGLE,  ?GL_TEXTURE_2D or any of
              ?GL_TEXTURE_CUBE_MAP_*), or gl:texImage3D/10 (?GL_TEXTURE_2D_AR-
              RAY  , ?GL_TEXTURE_3D). Level specifies the level-of-detail num-
              ber of the desired image. Format and Type specify the format and
              type  of  the  desired  image  array. See the reference page for
              gl:texImage1D/8 for a description of the acceptable  values  for
              the Format and Type parameters, respectively.

              See external documentation.

       genTextures(N) -> [integer()]

              Types:

                 N = integer()

              Generate texture names

              gl:genTextures returns N texture names in Textures . There is no
              guarantee that the names form a contiguous set of integers; how-
              ever,  it  is  guaranteed that none of the returned names was in
              use immediately before the call to gl:genTextures.

              See external documentation.

       deleteTextures(Textures) -> ok

              Types:

                 Textures = [integer()]

              Delete named textures

              gl:deleteTextures deletes N textures named by  the  elements  of
              the  array Textures . After a texture is deleted, it has no con-
              tents or dimensionality, and its name is free for reuse (for ex-
              ample  by  gl:genTextures/1  ).  If  a texture that is currently
              bound is deleted, the binding reverts to  0  (the  default  tex-
              ture).

              See external documentation.

       bindTexture(Target, Texture) -> ok

              Types:

                 Target = enum()
                 Texture = integer()

              Bind a named texture to a texturing target

              gl:bindTexture  lets  you create or use a named texture. Calling
              gl:bindTexture  with  Target  set  to  ?GL_TEXTURE_1D,  ?GL_TEX-
              TURE_2D,  ?GL_TEXTURE_3D  ,  or  ?GL_TEXTURE_1D_ARRAY,  ?GL_TEX-
              TURE_2D_ARRAY,  ?GL_TEXTURE_RECTANGLE  ,   ?GL_TEXTURE_CUBE_MAP,
              ?GL_TEXTURE_2D_MULTISAMPLE  or  ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY
              and Texture set to the name of the new texture binds the texture
              name  to  the  target.  When a texture is bound to a target, the
              previous binding for that target is automatically broken.

              See external documentation.

       prioritizeTextures(Textures, Priorities) -> ok

              Types:

                 Textures = [integer()]
                 Priorities = [clamp()]

              Set texture residence priority

              gl:prioritizeTextures assigns the N texture priorities given  in
              Priorities to the N textures named in Textures .

              See external documentation.

       areTexturesResident(Textures) -> {0 | 1, Residences::[0 | 1]}

              Types:

                 Textures = [integer()]

              Determine if textures are loaded in texture memory

              GL  establishes  a  working set of textures that are resident in
              texture memory. These textures can be bound to a texture  target
              much more efficiently than textures that are not resident.

              See external documentation.

       isTexture(Texture) -> 0 | 1

              Types:

                 Texture = integer()

              Determine if a name corresponds to a texture

              gl:isTexture  returns  ?GL_TRUE if Texture is currently the name
              of a texture. If Texture is zero, or is a non-zero value that is
              not  currently  the  name  of  a texture, or if an error occurs,
              gl:isTexture returns ?GL_FALSE.

              See external documentation.

       texSubImage1D(Target, Level, Xoffset, Width, Format, Type,  Pixels)  ->
       ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Width = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              glTexSubImage

              See external documentation.

       texSubImage2D(Target,  Level,  Xoffset, Yoffset, Width, Height, Format,
       Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              glTexSubImage

              See external documentation.

       copyTexImage1D(Target, Level, Internalformat, X, Y, Width,  Border)  ->
       ok

              Types:

                 Target = enum()
                 Level = integer()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()
                 Border = integer()

              Copy pixels into a 1D texture image

              gl:copyTexImage1D  defines  a one-dimensional texture image with
              pixels from the current ?GL_READ_BUFFER.

              See external documentation.

       copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height, Bor-
       der) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()
                 Border = integer()

              Copy pixels into a 2D texture image

              gl:copyTexImage2D  defines  a  two-dimensional texture image, or
              cube-map  texture   image   with   pixels   from   the   current
              ?GL_READ_BUFFER.

              See external documentation.

       copyTexSubImage1D(Target, Level, Xoffset, X, Y, Width) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Copy a one-dimensional texture subimage

              gl:copyTexSubImage1D  replaces  a  portion  of a one-dimensional
              texture image  with  pixels  from  the  current  ?GL_READ_BUFFER
              (rather  than  from main memory, as is the case for gl:texSubIm-
              age1D/7 ).

              See external documentation.

       copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width, Height)
       -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Copy a two-dimensional texture subimage

              gl:copyTexSubImage2D replaces a rectangular portion of a two-di-
              mensional texture image or cube-map texture  image  with  pixels
              from  the current ?GL_READ_BUFFER (rather than from main memory,
              as is the case for gl:texSubImage1D/7 ).

              See external documentation.

       map1d(Target, U1, U2, Stride, Order, Points) -> ok

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Stride = integer()
                 Order = integer()
                 Points = binary()

              glMap

              See external documentation.

       map1f(Target, U1, U2, Stride, Order, Points) -> ok

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Stride = integer()
                 Order = integer()
                 Points = binary()

              glMap

              See external documentation.

       map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points)
       -> ok

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Ustride = integer()
                 Uorder = integer()
                 V1 = float()
                 V2 = float()
                 Vstride = integer()
                 Vorder = integer()
                 Points = binary()

              glMap

              See external documentation.

       map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points)
       -> ok

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Ustride = integer()
                 Uorder = integer()
                 V1 = float()
                 V2 = float()
                 Vstride = integer()
                 Vorder = integer()
                 Points = binary()

              glMap

              See external documentation.

       getMapdv(Target, Query, V) -> ok

              Types:

                 Target = enum()
                 Query = enum()
                 V = mem()

              Return evaluator parameters

              gl:map1d/6 and gl:map1d/6 define evaluators.  gl:getMap  returns
              evaluator parameters. Target chooses a map, Query selects a spe-
              cific parameter, and V points to storage where the  values  will
              be returned.

              See external documentation.

       getMapfv(Target, Query, V) -> ok

              Types:

                 Target = enum()
                 Query = enum()
                 V = mem()

              See getMapdv/3

       getMapiv(Target, Query, V) -> ok

              Types:

                 Target = enum()
                 Query = enum()
                 V = mem()

              See getMapdv/3

       evalCoord1d(U) -> ok

              Types:

                 U = float()

              Evaluate enabled one- and two-dimensional maps

              gl:evalCoord1 evaluates enabled one-dimensional maps at argument
              U . gl:evalCoord2 does the same for two-dimensional  maps  using
              two  domain  values,  U and V . To define a map, call gl:map1d/6
              and gl:map1d/6 ; to enable and disable it, call gl:enable/1  and
              gl:enable/1 .

              See external documentation.

       evalCoord1f(U) -> ok

              Types:

                 U = float()

              See evalCoord1d/1

       evalCoord1dv(U) -> ok

              Types:

                 U = {U::float()}

              Equivalent to evalCoord1d(U).

       evalCoord1fv(U) -> ok

              Types:

                 U = {U::float()}

              Equivalent to evalCoord1f(U).

       evalCoord2d(U, V) -> ok

              Types:

                 U = float()
                 V = float()

              See evalCoord1d/1

       evalCoord2f(U, V) -> ok

              Types:

                 U = float()
                 V = float()

              See evalCoord1d/1

       evalCoord2dv(U) -> ok

              Types:

                 U = {U::float(), V::float()}

              Equivalent to evalCoord2d(U, V).

       evalCoord2fv(U) -> ok

              Types:

                 U = {U::float(), V::float()}

              Equivalent to evalCoord2f(U, V).

       mapGrid1d(Un, U1, U2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()

              Define a one- or two-dimensional mesh

              gl:mapGrid  and  gl:evalMesh1/3 are used together to efficiently
              generate and evaluate a series of evenly-spaced map domain  val-
              ues.  gl:evalMesh1/3  steps through the integer domain of a one-
              or two-dimensional grid, whose range is the domain of the evalu-
              ation maps specified by gl:map1d/6 and gl:map1d/6 .

              See external documentation.

       mapGrid1f(Un, U1, U2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()

              See mapGrid1d/3

       mapGrid2d(Un, U1, U2, Vn, V1, V2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()
                 Vn = integer()
                 V1 = float()
                 V2 = float()

              See mapGrid1d/3

       mapGrid2f(Un, U1, U2, Vn, V1, V2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()
                 Vn = integer()
                 V1 = float()
                 V2 = float()

              See mapGrid1d/3

       evalPoint1(I) -> ok

              Types:

                 I = integer()

              Generate and evaluate a single point in a mesh

              gl:mapGrid1d/3  and  gl:evalMesh1/3  are used in tandem to effi-
              ciently generate and evaluate a series of evenly spaced map  do-
              main  values. gl:evalPoint can be used to evaluate a single grid
              point in the same gridspace that is traversed by  gl:evalMesh1/3
              .  Calling  gl:evalPoint1 is equivalent to calling glEvalCoord1(
              i.&Delta; u+u 1 ); where &Delta; u=(u 2-u 1)/n

              See external documentation.

       evalPoint2(I, J) -> ok

              Types:

                 I = integer()
                 J = integer()

              See evalPoint1/1

       evalMesh1(Mode, I1, I2) -> ok

              Types:

                 Mode = enum()
                 I1 = integer()
                 I2 = integer()

              Compute a one- or two-dimensional grid of points or lines

              gl:mapGrid1d/3 and gl:evalMesh are used in tandem to efficiently
              generate  and evaluate a series of evenly-spaced map domain val-
              ues. gl:evalMesh steps through the integer domain of a  one-  or
              two-dimensional  grid,  whose range is the domain of the evalua-
              tion maps specified by gl:map1d/6 and gl:map1d/6 .  Mode  deter-
              mines  whether  the  resulting vertices are connected as points,
              lines, or filled polygons.

              See external documentation.

       evalMesh2(Mode, I1, I2, J1, J2) -> ok

              Types:

                 Mode = enum()
                 I1 = integer()
                 I2 = integer()
                 J1 = integer()
                 J2 = integer()

              See evalMesh1/3

       fogf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Specify fog parameters

              Fog is initially disabled. While enabled, fog affects rasterized
              geometry, bitmaps, and pixel blocks, but not buffer clear opera-
              tions. To enable and disable fog, call  gl:enable/1  and  gl:en-
              able/1 with argument ?GL_FOG.

              See external documentation.

       fogi(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See fogf/2

       fogfv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See fogf/2

       fogiv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See fogf/2

       feedbackBuffer(Size, Type, Buffer) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Buffer = mem()

              Controls feedback mode

              The gl:feedbackBuffer function controls feedback. Feedback, like
              selection, is a GL mode. The mode is selected by calling gl:ren-
              derMode/1 with ?GL_FEEDBACK. When the GL is in feedback mode, no
              pixels are produced by rasterization. Instead, information about
              primitives  that  would  have been rasterized is fed back to the
              application using the GL.

              See external documentation.

       passThrough(Token) -> ok

              Types:

                 Token = float()

              Place a marker in the feedback buffer

              See external documentation.

       selectBuffer(Size, Buffer) -> ok

              Types:

                 Size = integer()
                 Buffer = mem()

              Establish a buffer for selection mode values

              gl:selectBuffer has two arguments: Buffer is a pointer to an ar-
              ray of unsigned integers, and Size indicates the size of the ar-
              ray. Buffer returns values from the  name  stack  (see  gl:init-
              Names/0  ,  gl:loadName/1  ,  gl:pushName/1 ) when the rendering
              mode is ?GL_SELECT (see gl:renderMode/1 ). gl:selectBuffer  must
              be  issued  before selection mode is enabled, and it must not be
              issued while the rendering mode is ?GL_SELECT.

              See external documentation.

       initNames() -> ok

              Initialize the name stack

              The name stack is used during selection mode to  allow  sets  of
              rendering  commands to be uniquely identified. It consists of an
              ordered set of unsigned integers. gl:initNames causes  the  name
              stack to be initialized to its default empty state.

              See external documentation.

       loadName(Name) -> ok

              Types:

                 Name = integer()

              Load a name onto the name stack

              The  name  stack  is used during selection mode to allow sets of
              rendering commands to be uniquely identified. It consists of  an
              ordered set of unsigned integers and is initially empty.

              See external documentation.

       pushName(Name) -> ok

              Types:

                 Name = integer()

              Push and pop the name stack

              The  name  stack  is used during selection mode to allow sets of
              rendering commands to be uniquely identified. It consists of  an
              ordered set of unsigned integers and is initially empty.

              See external documentation.

       popName() -> ok

              See pushName/1

       blendColor(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = clamp()
                 Green = clamp()
                 Blue = clamp()
                 Alpha = clamp()

              Set the blend color

              The ?GL_BLEND_COLOR may be used to calculate the source and des-
              tination blending factors. The color components are  clamped  to
              the  range  [0  1] before being stored. See gl:blendFunc/2 for a
              complete description of the blending operations.  Initially  the
              ?GL_BLEND_COLOR is set to (0, 0, 0, 0).

              See external documentation.

       blendEquation(Mode) -> ok

              Types:

                 Mode = enum()

              Specify  the  equation  used for both the RGB blend equation and
              the Alpha blend equation

              The blend equations determine how a new  pixel  (the  ''source''
              color)  is combined with a pixel already in the framebuffer (the
              ''destination'' color). This function sets both  the  RGB  blend
              equation  and  the  alpha  blend  equation to a single equation.
              gl:blendEquationi specifies the blend equation for a single draw
              buffer  whereas gl:blendEquation sets the blend equation for all
              draw buffers.

              See external documentation.

       drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok

              Types:

                 Mode = enum()
                 Start = integer()
                 End = integer()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()

              Render primitives from array data

              gl:drawRangeElements is a restricted form of gl:drawElements/4 .
              Mode , Start , End , and Count match the corresponding arguments
              to gl:drawElements/4 , with the additional constraint  that  all
              values  in the arrays Count must lie between Start and End , in-
              clusive.

              See external documentation.

       texImage3D(Target, Level, InternalFormat, Width, Height, Depth, Border,
       Format, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Border = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Specify a three-dimensional texture image

              Texturing  maps a portion of a specified texture image onto each
              graphical primitive for which texturing is  enabled.  To  enable
              and  disable  three-dimensional  texturing, call gl:enable/1 and
              gl:enable/1 with argument ?GL_TEXTURE_3D.

              See external documentation.

       texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width,  Height,
       Depth, Format, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Zoffset = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              glTexSubImage

              See external documentation.

       copyTexSubImage3D(Target,  Level,  Xoffset,  Yoffset,  Zoffset,  X,  Y,
       Width, Height) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Zoffset = integer()
                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Copy a three-dimensional texture subimage

              gl:copyTexSubImage3D replaces a rectangular portion of a  three-
              dimensional   texture   image   with  pixels  from  the  current
              ?GL_READ_BUFFER (rather than from main memory, as  is  the  case
              for gl:texSubImage1D/7 ).

              See external documentation.

       colorTable(Target, Internalformat, Width, Format, Type, Table) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Width = integer()
                 Format = enum()
                 Type = enum()
                 Table = offset() | mem()

              Define a color lookup table

              gl:colorTable  may  be used in two ways: to test the actual size
              and color resolution of a lookup table given a particular set of
              parameters, or to load the contents of a color lookup table. Use
              the targets ?GL_PROXY_* for the first case and the other targets
              for the second case.

              See external documentation.

       colorTableParameterfv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = {float(), float(), float(), float()}

              Set color lookup table parameters

              gl:colorTableParameter  is used to specify the scale factors and
              bias terms applied to color components when they are loaded into
              a  color table. Target indicates which color table the scale and
              bias  terms  apply  to;  it  must  be  set  to  ?GL_COLOR_TABLE,
              ?GL_POST_CONVOLUTION_COLOR_TABLE    ,    or   ?GL_POST_COLOR_MA-
              TRIX_COLOR_TABLE.

              See external documentation.

       colorTableParameteriv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = {integer(), integer(), integer(), integer()}

              See colorTableParameterfv/3

       copyColorTable(Target, Internalformat, X, Y, Width) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Copy pixels into a color table

              gl:copyColorTable loads a color table with pixels from the  cur-
              rent  ?GL_READ_BUFFER  (rather  than from main memory, as is the
              case for gl:colorTable/6 ).

              See external documentation.

       getColorTable(Target, Format, Type, Table) -> ok

              Types:

                 Target = enum()
                 Format = enum()
                 Type = enum()
                 Table = mem()

              Retrieve contents of a color lookup table

              gl:getColorTable returns in Table the contents of the color  ta-
              ble  specified by Target . No pixel transfer operations are per-
              formed, but pixel storage modes that are applicable to  gl:read-
              Pixels/7 are performed.

              See external documentation.

       getColorTableParameterfv(Target,  Pname) -> {float(), float(), float(),
       float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get color lookup table parameters

              Returns parameters specific to color table Target .

              See external documentation.

       getColorTableParameteriv(Target, Pname) -> {integer(), integer(), inte-
       ger(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getColorTableParameterfv/2

       colorSubTable(Target, Start, Count, Format, Type, Data) -> ok

              Types:

                 Target = enum()
                 Start = integer()
                 Count = integer()
                 Format = enum()
                 Type = enum()
                 Data = offset() | mem()

              Respecify a portion of a color table

              gl:colorSubTable  is used to respecify a contiguous portion of a
              color table previously defined using gl:colorTable/6 . The  pix-
              els referenced by Data replace the portion of the existing table
              from indices Start to start+count-1, inclusive. This region  may
              not  include any entries outside the range of the color table as
              it was originally specified. It is not an  error  to  specify  a
              subtexture  with width of 0, but such a specification has no ef-
              fect.

              See external documentation.

       copyColorSubTable(Target, Start, X, Y, Width) -> ok

              Types:

                 Target = enum()
                 Start = integer()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Respecify a portion of a color table

              gl:copyColorSubTable is used to respecify a  contiguous  portion
              of  a color table previously defined using gl:colorTable/6 . The
              pixels copied from the framebuffer replace the  portion  of  the
              existing  table from indices Start to start+x-1, inclusive. This
              region may not include any entries  outside  the  range  of  the
              color  table, as was originally specified. It is not an error to
              specify a subtexture with width of 0, but such  a  specification
              has no effect.

              See external documentation.

       convolutionFilter1D(Target, Internalformat, Width, Format, Type, Image)
       -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Width = integer()
                 Format = enum()
                 Type = enum()
                 Image = offset() | mem()

              Define a one-dimensional convolution filter

              gl:convolutionFilter1D builds a one-dimensional convolution fil-
              ter kernel from an array of pixels.

              See external documentation.

       convolutionFilter2D(Target,   Internalformat,  Width,  Height,  Format,
       Type, Image) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Image = offset() | mem()

              Define a two-dimensional convolution filter

              gl:convolutionFilter2D builds a two-dimensional convolution fil-
              ter kernel from an array of pixels.

              See external documentation.

       convolutionParameterf(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              Set convolution parameters

              gl:convolutionParameter  sets the value of a convolution parame-
              ter.

              See external documentation.

       convolutionParameterfv(Target::enum(), Pname::enum(), Params) -> ok

              Types:

                 Params = {Params::tuple()}

              Equivalent to convolutionParameterf(Target, Pname, Params).

       convolutionParameteri(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See convolutionParameterf/3

       convolutionParameteriv(Target::enum(), Pname::enum(), Params) -> ok

              Types:

                 Params = {Params::tuple()}

              Equivalent to convolutionParameteri(Target, Pname, Params).

       copyConvolutionFilter1D(Target, Internalformat, X, Y, Width) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Copy pixels into a one-dimensional convolution filter

              gl:copyConvolutionFilter1D defines a one-dimensional convolution
              filter  kernel  with  pixels  from  the  current ?GL_READ_BUFFER
              (rather than from main memory, as is the  case  for  gl:convolu-
              tionFilter1D/6 ).

              See external documentation.

       copyConvolutionFilter2D(Target, Internalformat, X, Y, Width, Height) ->
       ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Copy pixels into a two-dimensional convolution filter

              gl:copyConvolutionFilter2D defines a two-dimensional convolution
              filter  kernel  with  pixels  from  the  current ?GL_READ_BUFFER
              (rather than from main memory, as is the  case  for  gl:convolu-
              tionFilter2D/7 ).

              See external documentation.

       getConvolutionFilter(Target, Format, Type, Image) -> ok

              Types:

                 Target = enum()
                 Format = enum()
                 Type = enum()
                 Image = mem()

              Get current 1D or 2D convolution filter kernel

              gl:getConvolutionFilter returns the current 1D or 2D convolution
              filter kernel as an image. The one- or two-dimensional image  is
              placed  in  Image  according to the specifications in Format and
              Type . No pixel transfer operations are performed on this image,
              but the relevant pixel storage modes are applied.

              See external documentation.

       getConvolutionParameterfv(Target, Pname) -> {float(), float(), float(),
       float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get convolution parameters

              gl:getConvolutionParameter  retrieves  convolution   parameters.
              Target determines which convolution filter is queried. Pname de-
              termines which parameter is returned:

              See external documentation.

       getConvolutionParameteriv(Target, Pname) -> {integer(), integer(),  in-
       teger(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getConvolutionParameterfv/2

       separableFilter2D(Target,  Internalformat, Width, Height, Format, Type,
       Row, Column) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Row = offset() | mem()
                 Column = offset() | mem()

              Define a separable two-dimensional convolution filter

              gl:separableFilter2D builds a two-dimensional separable convolu-
              tion filter kernel from two arrays of pixels.

              See external documentation.

       getHistogram(Target, Reset, Format, Type, Values) -> ok

              Types:

                 Target = enum()
                 Reset = 0 | 1
                 Format = enum()
                 Type = enum()
                 Values = mem()

              Get histogram table

              gl:getHistogram returns the current histogram table as a one-di-
              mensional image with the same width as the histogram.  No  pixel
              transfer operations are performed on this image, but pixel stor-
              age modes that are applicable to 1D images are honored.

              See external documentation.

       getHistogramParameterfv(Target, Pname) -> {float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get histogram parameters

              gl:getHistogramParameter is used to query parameter  values  for
              the current histogram or for a proxy. The histogram state infor-
              mation may be queried by calling gl:getHistogramParameter with a
              Target  of  ?GL_HISTOGRAM (to obtain information for the current
              histogram table) or ?GL_PROXY_HISTOGRAM (to  obtain  information
              from  the  most  recent  proxy request) and one of the following
              values for the Pname argument:

              See external documentation.

       getHistogramParameteriv(Target, Pname) -> {integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getHistogramParameterfv/2

       getMinmax(Target, Reset, Format, Types, Values) -> ok

              Types:

                 Target = enum()
                 Reset = 0 | 1
                 Format = enum()
                 Types = enum()
                 Values = mem()

              Get minimum and maximum pixel values

              gl:getMinmax returns the accumulated minimum and  maximum  pixel
              values  (computed on a per-component basis) in a one-dimensional
              image of width 2. The first set of return values are the minima,
              and  the  second set of return values are the maxima. The format
              of the return values is determined by Format , and their type is
              determined by Types .

              See external documentation.

       getMinmaxParameterfv(Target, Pname) -> {float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get minmax parameters

              gl:getMinmaxParameter  retrieves parameters for the current min-
              max table by setting Pname to one of the following values:

              See external documentation.

       getMinmaxParameteriv(Target, Pname) -> {integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getMinmaxParameterfv/2

       histogram(Target, Width, Internalformat, Sink) -> ok

              Types:

                 Target = enum()
                 Width = integer()
                 Internalformat = enum()
                 Sink = 0 | 1

              Define histogram table

              When ?GL_HISTOGRAM is enabled, RGBA color  components  are  con-
              verted  to  histogram  table  indices  by  clamping to the range
              [0,1], multiplying by the width  of  the  histogram  table,  and
              rounding  to  the nearest integer. The table entries selected by
              the RGBA indices are then incremented. (If the  internal  format
              of  the  histogram  table includes luminance, then the index de-
              rived from the R color component determines the luminance  table
              entry  to  be incremented.) If a histogram table entry is incre-
              mented beyond its maximum value, then its  value  becomes  unde-
              fined. (This is not an error.)

              See external documentation.

       minmax(Target, Internalformat, Sink) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Sink = 0 | 1

              Define minmax table

              When ?GL_MINMAX is enabled, the RGBA components of incoming pix-
              els are compared to the minimum and maximum values for each com-
              ponent,  which  are stored in the two-element minmax table. (The
              first element stores the minima, and the second  element  stores
              the  maxima.)  If  a  pixel component is greater than the corre-
              sponding component in the maximum element, then the maximum ele-
              ment  is updated with the pixel component value. If a pixel com-
              ponent is less than the corresponding component in  the  minimum
              element, then the minimum element is updated with the pixel com-
              ponent value. (In both cases, if the internal format of the min-
              max  table includes luminance, then the R color component of in-
              coming pixels is used for comparison.) The contents of the  min-
              max table may be retrieved at a later time by calling gl:getMin-
              max/5 . The minmax operation is enabled or disabled  by  calling
              gl:enable/1  or  gl:enable/1 , respectively, with an argument of
              ?GL_MINMAX .

              See external documentation.

       resetHistogram(Target) -> ok

              Types:

                 Target = enum()

              Reset histogram table entries to zero

              gl:resetHistogram resets all the elements of  the  current  his-
              togram table to zero.

              See external documentation.

       resetMinmax(Target) -> ok

              Types:

                 Target = enum()

              Reset minmax table entries to initial values

              gl:resetMinmax  resets  the elements of the current minmax table
              to their initial values: the maximum element receives the  mini-
              mum  possible component values, and the minimum element receives
              the maximum possible component values.

              See external documentation.

       activeTexture(Texture) -> ok

              Types:

                 Texture = enum()

              Select active texture unit

              gl:activeTexture selects which texture unit  subsequent  texture
              state  calls  will affect. The number of texture units an imple-
              mentation supports is implementation dependent, but must  be  at
              least 80.

              See external documentation.

       sampleCoverage(Value, Invert) -> ok

              Types:

                 Value = clamp()
                 Invert = 0 | 1

              Specify multisample coverage parameters

              Multisampling  samples  a pixel multiple times at various imple-
              mentation-dependent subpixel locations to generate  antialiasing
              effects.  Multisampling transparently antialiases points, lines,
              polygons, and images if it is enabled.

              See external documentation.

       compressedTexImage3D(Target,  Level,  Internalformat,  Width,   Height,
       Depth, Border, ImageSize, Data) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Border = integer()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify a three-dimensional texture image in a compressed format

              Texturing  allows  elements  of  an  image  array  to be read by
              shaders.

              See external documentation.

       compressedTexImage2D(Target, Level, Internalformat, Width, Height, Bor-
       der, ImageSize, Data) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()
                 Border = integer()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify a two-dimensional texture image in a compressed format

              Texturing  allows  elements  of  an  image  array  to be read by
              shaders.

              See external documentation.

       compressedTexImage1D(Target, Level, Internalformat, Width, Border, Ima-
       geSize, Data) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Internalformat = enum()
                 Width = integer()
                 Border = integer()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify a one-dimensional texture image in a compressed format

              Texturing  allows  elements  of  an  image  array  to be read by
              shaders.

              See external documentation.

       compressedTexSubImage3D(Target,  Level,  Xoffset,   Yoffset,   Zoffset,
       Width, Height, Depth, Format, ImageSize, Data) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Zoffset = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Format = enum()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify  a  three-dimensional  texture  subimage in a compressed
              format

              Texturing allows elements of  an  image  array  to  be  read  by
              shaders.

              See external documentation.

       compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height,
       Format, ImageSize, Data) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify a two-dimensional texture subimage in a compressed  for-
              mat

              Texturing  allows  elements  of  an  image  array  to be read by
              shaders.

              See external documentation.

       compressedTexSubImage1D(Target, Level, Xoffset, Width,  Format,  Image-
       Size, Data) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Width = integer()
                 Format = enum()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify  a one-dimensional texture subimage in a compressed for-
              mat

              Texturing allows elements of  an  image  array  to  be  read  by
              shaders.

              See external documentation.

       getCompressedTexImage(Target, Lod, Img) -> ok

              Types:

                 Target = enum()
                 Lod = integer()
                 Img = mem()

              Return a compressed texture image

              gl:getCompressedTexImage  returns  the  compressed texture image
              associated with Target and Lod into Img . Img should be an array
              of  ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE  bytes.  Target  specifies
              whether the desired texture image was one specified by gl:texIm-
              age1D/8 (?GL_TEXTURE_1D), gl:texImage2D/9 (?GL_TEXTURE_2D or any
              of  ?GL_TEXTURE_CUBE_MAP_*  ),  or  gl:texImage3D/10   (?GL_TEX-
              TURE_3D).  Lod  specifies  the level-of-detail number of the de-
              sired image.

              See external documentation.

       clientActiveTexture(Texture) -> ok

              Types:

                 Texture = enum()

              Select active texture unit

              gl:clientActiveTexture selects the vertex array client state pa-
              rameters to be modified by gl:texCoordPointer/4 , and enabled or
              disabled with gl:enableClientState/1 or gl:enableClientState/1 ,
              respectively,  when  called  with a parameter of ?GL_TEXTURE_CO-
              ORD_ARRAY .

              See external documentation.

       multiTexCoord1d(Target, S) -> ok

              Types:

                 Target = enum()
                 S = float()

              Set the current texture coordinates

              gl:multiTexCoord specifies  texture  coordinates  in  one,  two,
              three,  or  four  dimensions. gl:multiTexCoord1 sets the current
              texture coordinates to (s 0 0 1); a  call  to  gl:multiTexCoord2
              sets  them  to (s t 0 1). Similarly, gl:multiTexCoord3 specifies
              the texture coordinates as (s t r 1), and gl:multiTexCoord4  de-
              fines all four components explicitly as (s t r q).

              See external documentation.

       multiTexCoord1dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to multiTexCoord1d(Target, S).

       multiTexCoord1f(Target, S) -> ok

              Types:

                 Target = enum()
                 S = float()

              See multiTexCoord1d/2

       multiTexCoord1fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to multiTexCoord1f(Target, S).

       multiTexCoord1i(Target, S) -> ok

              Types:

                 Target = enum()
                 S = integer()

              See multiTexCoord1d/2

       multiTexCoord1iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to multiTexCoord1i(Target, S).

       multiTexCoord1s(Target, S) -> ok

              Types:

                 Target = enum()
                 S = integer()

              See multiTexCoord1d/2

       multiTexCoord1sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to multiTexCoord1s(Target, S).

       multiTexCoord2d(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()

              See multiTexCoord1d/2

       multiTexCoord2dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to multiTexCoord2d(Target, S, T).

       multiTexCoord2f(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()

              See multiTexCoord1d/2

       multiTexCoord2fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to multiTexCoord2f(Target, S, T).

       multiTexCoord2i(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()

              See multiTexCoord1d/2

       multiTexCoord2iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to multiTexCoord2i(Target, S, T).

       multiTexCoord2s(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()

              See multiTexCoord1d/2

       multiTexCoord2sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to multiTexCoord2s(Target, S, T).

       multiTexCoord3d(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()

              See multiTexCoord1d/2

       multiTexCoord3dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to multiTexCoord3d(Target, S, T, R).

       multiTexCoord3f(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()

              See multiTexCoord1d/2

       multiTexCoord3fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to multiTexCoord3f(Target, S, T, R).

       multiTexCoord3i(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()

              See multiTexCoord1d/2

       multiTexCoord3iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to multiTexCoord3i(Target, S, T, R).

       multiTexCoord3s(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()

              See multiTexCoord1d/2

       multiTexCoord3sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to multiTexCoord3s(Target, S, T, R).

       multiTexCoord4d(Target, S, T, R, Q) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See multiTexCoord1d/2

       multiTexCoord4dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to multiTexCoord4d(Target, S, T, R, Q).

       multiTexCoord4f(Target, S, T, R, Q) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See multiTexCoord1d/2

       multiTexCoord4fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to multiTexCoord4f(Target, S, T, R, Q).

       multiTexCoord4i(Target, S, T, R, Q) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See multiTexCoord1d/2

       multiTexCoord4iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to multiTexCoord4i(Target, S, T, R, Q).

       multiTexCoord4s(Target, S, T, R, Q) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See multiTexCoord1d/2

       multiTexCoord4sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to multiTexCoord4s(Target, S, T, R, Q).

       loadTransposeMatrixf(M) -> ok

              Types:

                 M = matrix()

              Replace  the current matrix with the specified row-major ordered
              matrix

              gl:loadTransposeMatrix replaces the current matrix with the  one
              whose  elements  are  specified by M . The current matrix is the
              projection matrix, modelview matrix, or texture matrix,  depend-
              ing on the current matrix mode (see gl:matrixMode/1 ).

              See external documentation.

       loadTransposeMatrixd(M) -> ok

              Types:

                 M = matrix()

              See loadTransposeMatrixf/1

       multTransposeMatrixf(M) -> ok

              Types:

                 M = matrix()

              Multiply the current matrix with the specified row-major ordered
              matrix

              gl:multTransposeMatrix multiplies the current  matrix  with  the
              one specified using M , and replaces the current matrix with the
              product.

              See external documentation.

       multTransposeMatrixd(M) -> ok

              Types:

                 M = matrix()

              See multTransposeMatrixf/1

       blendFuncSeparate(SfactorRGB, DfactorRGB,  SfactorAlpha,  DfactorAlpha)
       -> ok

              Types:

                 SfactorRGB = enum()
                 DfactorRGB = enum()
                 SfactorAlpha = enum()
                 DfactorAlpha = enum()

              Specify pixel arithmetic for RGB and alpha components separately

              Pixels  can  be  drawn using a function that blends the incoming
              (source) RGBA values with the RGBA values that  are  already  in
              the frame buffer (the destination values). Blending is initially
              disabled.  Use  gl:enable/1  and   gl:enable/1   with   argument
              ?GL_BLEND to enable and disable blending.

              See external documentation.

       multiDrawArrays(Mode, First, Count) -> ok

              Types:

                 Mode = enum()
                 First = [integer()] | mem()
                 Count = [integer()] | mem()

              Render multiple sets of primitives from array data

              gl:multiDrawArrays  specifies  multiple sets of geometric primi-
              tives with very few subroutine calls. Instead of  calling  a  GL
              procedure  to pass each individual vertex, normal, texture coor-
              dinate, edge flag, or color, you can prespecify separate  arrays
              of vertices, normals, and colors and use them to construct a se-
              quence of primitives with a single call to gl:multiDrawArrays.

              See external documentation.

       pointParameterf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Specify point parameters

              The following values are accepted for Pname :

              See external documentation.

       pointParameterfv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See pointParameterf/2

       pointParameteri(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See pointParameterf/2

       pointParameteriv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See pointParameterf/2

       fogCoordf(Coord) -> ok

              Types:

                 Coord = float()

              Set the current fog coordinates

              gl:fogCoord specifies the fog coordinate that is associated with
              each vertex and the current raster position. The value specified
              is interpolated  and  used  in  computing  the  fog  color  (see
              gl:fogf/2 ).

              See external documentation.

       fogCoordfv(Coord) -> ok

              Types:

                 Coord = {Coord::float()}

              Equivalent to fogCoordf(Coord).

       fogCoordd(Coord) -> ok

              Types:

                 Coord = float()

              See fogCoordf/1

       fogCoorddv(Coord) -> ok

              Types:

                 Coord = {Coord::float()}

              Equivalent to fogCoordd(Coord).

       fogCoordPointer(Type, Stride, Pointer) -> ok

              Types:

                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              Define an array of fog coordinates

              gl:fogCoordPointer  specifies the location and data format of an
              array of fog coordinates to use when rendering.  Type  specifies
              the  data  type of each fog coordinate, and Stride specifies the
              byte stride from one fog coordinate to the next,  allowing  ver-
              tices  and attributes to be packed into a single array or stored
              in separate arrays.

              See external documentation.

       secondaryColor3b(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              Set the current secondary color

              The GL stores both a primary four-valued RGBA color and  a  sec-
              ondary four-valued RGBA color (where alpha is always set to 0.0)
              that is associated with every vertex.

              See external documentation.

       secondaryColor3bv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3b(Red, Green, Blue).

       secondaryColor3d(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See secondaryColor3b/3

       secondaryColor3dv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to secondaryColor3d(Red, Green, Blue).

       secondaryColor3f(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See secondaryColor3b/3

       secondaryColor3fv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to secondaryColor3f(Red, Green, Blue).

       secondaryColor3i(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3iv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3i(Red, Green, Blue).

       secondaryColor3s(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3sv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3s(Red, Green, Blue).

       secondaryColor3ub(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3ubv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3ub(Red, Green, Blue).

       secondaryColor3ui(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3uiv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3ui(Red, Green, Blue).

       secondaryColor3us(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3usv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3us(Red, Green, Blue).

       secondaryColorPointer(Size, Type, Stride, Pointer) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              Define an array of secondary colors

              gl:secondaryColorPointer specifies the location and data  format
              of  an  array  of  color  components to use when rendering. Size
              specifies the number of components per color,  and  must  be  3.
              Type specifies the data type of each color component, and Stride
              specifies the byte stride from one color to the  next,  allowing
              vertices  and  attributes  to  be  packed into a single array or
              stored in separate arrays.

              See external documentation.

       windowPos2d(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              Specify the raster position in window coordinates for pixel  op-
              erations

              The GL maintains a 3D position in window coordinates. This posi-
              tion, called the raster position, is used to position pixel  and
              bitmap  write  operations.  It is maintained with subpixel accu-
              racy. See gl:bitmap/7 , gl:drawPixels/5 , and gl:copyPixels/5 .

              See external documentation.

       windowPos2dv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to windowPos2d(X, Y).

       windowPos2f(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              See windowPos2d/2

       windowPos2fv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to windowPos2f(X, Y).

       windowPos2i(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See windowPos2d/2

       windowPos2iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to windowPos2i(X, Y).

       windowPos2s(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See windowPos2d/2

       windowPos2sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to windowPos2s(X, Y).

       windowPos3d(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See windowPos2d/2

       windowPos3dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to windowPos3d(X, Y, Z).

       windowPos3f(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See windowPos2d/2

       windowPos3fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to windowPos3f(X, Y, Z).

       windowPos3i(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See windowPos2d/2

       windowPos3iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to windowPos3i(X, Y, Z).

       windowPos3s(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See windowPos2d/2

       windowPos3sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to windowPos3s(X, Y, Z).

       genQueries(N) -> [integer()]

              Types:

                 N = integer()

              Generate query object names

              gl:genQueries returns N query object names in Ids . There is  no
              guarantee that the names form a contiguous set of integers; how-
              ever, it is guaranteed that none of the returned  names  was  in
              use immediately before the call to gl:genQueries.

              See external documentation.

       deleteQueries(Ids) -> ok

              Types:

                 Ids = [integer()]

              Delete named query objects

              gl:deleteQueries  deletes  N query objects named by the elements
              of the array Ids . After a query object is deleted,  it  has  no
              contents, and its name is free for reuse (for example by gl:gen-
              Queries/1 ).

              See external documentation.

       isQuery(Id) -> 0 | 1

              Types:

                 Id = integer()

              Determine if a name corresponds to a query object

              gl:isQuery returns ?GL_TRUE if Id is currently  the  name  of  a
              query  object. If Id is zero, or is a non-zero value that is not
              currently the name of a query object, or  if  an  error  occurs,
              gl:isQuery returns ?GL_FALSE.

              See external documentation.

       beginQuery(Target, Id) -> ok

              Types:

                 Target = enum()
                 Id = integer()

              Delimit the boundaries of a query object

              gl:beginQuery  and  gl:beginQuery/2  delimit the boundaries of a
              query object. Query must be a name previously  returned  from  a
              call  to  gl:genQueries/1  . If a query object with name Id does
              not yet exist it is created with the type determined by Target .
              Target   must   be   one   of  ?GL_SAMPLES_PASSED,  ?GL_ANY_SAM-
              PLES_PASSED,  ?GL_PRIMITIVES_GENERATED   ,   ?GL_TRANSFORM_FEED-
              BACK_PRIMITIVES_WRITTEN,  or  ?GL_TIME_ELAPSED.  The behavior of
              the query object depends on its type and is as follows.

              See external documentation.

       endQuery(Target) -> ok

              Types:

                 Target = enum()

              See beginQuery/2

       getQueryiv(Target, Pname) -> integer()

              Types:

                 Target = enum()
                 Pname = enum()

              glGetQuery

              See external documentation.

       getQueryObjectiv(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              Return parameters of a query object

              gl:getQueryObject returns in Params a selected parameter of  the
              query object specified by Id .

              See external documentation.

       getQueryObjectuiv(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              See getQueryObjectiv/2

       bindBuffer(Target, Buffer) -> ok

              Types:

                 Target = enum()
                 Buffer = integer()

              Bind a named buffer object

              gl:bindBuffer  binds  a  buffer  object  to the specified buffer
              binding point. Calling gl:bindBuffer with Target set to  one  of
              the  accepted symbolic constants and Buffer set to the name of a
              buffer object binds that buffer object name to the target. If no
              buffer  object with name Buffer exists, one is created with that
              name. When a buffer object is bound to a  target,  the  previous
              binding for that target is automatically broken.

              See external documentation.

       deleteBuffers(Buffers) -> ok

              Types:

                 Buffers = [integer()]

              Delete named buffer objects

              gl:deleteBuffers  deletes N buffer objects named by the elements
              of the array Buffers . After a buffer object is deleted, it  has
              no  contents,  and  its  name  is free for reuse (for example by
              gl:genBuffers/1 ). If a buffer object that is currently bound is
              deleted, the binding reverts to 0 (the absence of any buffer ob-
              ject).

              See external documentation.

       genBuffers(N) -> [integer()]

              Types:

                 N = integer()

              Generate buffer object names

              gl:genBuffers returns N buffer object names in Buffers  .  There
              is  no  guarantee  that the names form a contiguous set of inte-
              gers; however, it is guaranteed that none of the returned  names
              was in use immediately before the call to gl:genBuffers .

              See external documentation.

       isBuffer(Buffer) -> 0 | 1

              Types:

                 Buffer = integer()

              Determine if a name corresponds to a buffer object

              gl:isBuffer  returns ?GL_TRUE if Buffer is currently the name of
              a buffer object. If Buffer is zero, or is a non-zero value  that
              is not currently the name of a buffer object, or if an error oc-
              curs, gl:isBuffer returns ?GL_FALSE .

              See external documentation.

       bufferData(Target, Size, Data, Usage) -> ok

              Types:

                 Target = enum()
                 Size = integer()
                 Data = offset() | mem()
                 Usage = enum()

              Creates and initializes a buffer object's data store

              gl:bufferData creates a new data store  for  the  buffer  object
              currently  bound  to  Target  .  Any  pre-existing data store is
              deleted. The new data store is created with the  specified  Size
              in  bytes  and  Usage  . If Data is not ?NULL, the data store is
              initialized with data from this pointer. In its  initial  state,
              the new data store is not mapped, it has a ?NULL mapped pointer,
              and its mapped access is ?GL_READ_WRITE .

              See external documentation.

       bufferSubData(Target, Offset, Size, Data) -> ok

              Types:

                 Target = enum()
                 Offset = integer()
                 Size = integer()
                 Data = offset() | mem()

              Updates a subset of a buffer object's data store

              gl:bufferSubData redefines some or all of the data store for the
              buffer  object currently bound to Target . Data starting at byte
              offset Offset and extending for Size bytes is copied to the data
              store from the memory pointed to by Data . An error is thrown if
              Offset and Size together define a range beyond the bounds of the
              buffer object's data store.

              See external documentation.

       getBufferSubData(Target, Offset, Size, Data) -> ok

              Types:

                 Target = enum()
                 Offset = integer()
                 Size = integer()
                 Data = mem()

              Returns a subset of a buffer object's data store

              gl:getBufferSubData  returns  some  or  all of the data from the
              buffer object currently bound to Target . Data starting at  byte
              offset  Offset  and  extending for Size bytes is copied from the
              data store to the memory pointed to by Data . An error is thrown
              if  the buffer object is currently mapped, or if Offset and Size
              together define a range beyond the bounds of the buffer object's
              data store.

              See external documentation.

       getBufferParameteriv(Target, Pname) -> integer()

              Types:

                 Target = enum()
                 Pname = enum()

              Return parameters of a buffer object

              gl:getBufferParameteriv  returns in Data a selected parameter of
              the buffer object specified by Target .

              See external documentation.

       blendEquationSeparate(ModeRGB, ModeAlpha) -> ok

              Types:

                 ModeRGB = enum()
                 ModeAlpha = enum()

              Set the RGB blend equation and the alpha  blend  equation  sepa-
              rately

              The  blend  equations determines how a new pixel (the ''source''
              color) is combined with a pixel already in the framebuffer  (the
              ''destination'' color). These functions specifie one blend equa-
              tion for the RGB-color components and one blend equation for the
              alpha  component.  gl:blendEquationSeparatei specifies the blend
              equations for a single draw buffer whereas gl:blendEquationSepa-
              rate sets the blend equations for all draw buffers.

              See external documentation.

       drawBuffers(Bufs) -> ok

              Types:

                 Bufs = [enum()]

              Specifies a list of color buffers to be drawn into

              gl:drawBuffers  defines  an  array of buffers into which outputs
              from the fragment shader data will be  written.  If  a  fragment
              shader  writes  a value to one or more user defined output vari-
              ables, then the value of each variable will be written into  the
              buffer  specified at a location within Bufs corresponding to the
              location assigned to that user defined output. The  draw  buffer
              used for user defined outputs assigned to locations greater than
              or equal to N is implicitly set to ?GL_NONE and any data written
              to such an output is discarded.

              See external documentation.

       stencilOpSeparate(Face, Sfail, Dpfail, Dppass) -> ok

              Types:

                 Face = enum()
                 Sfail = enum()
                 Dpfail = enum()
                 Dppass = enum()

              Set front and/or back stencil test actions

              Stenciling,  like  depth-buffering, enables and disables drawing
              on a per-pixel basis. You draw into the stencil planes using  GL
              drawing  primitives,  then render geometry and images, using the
              stencil planes to mask out portions of the screen. Stenciling is
              typically used in multipass rendering algorithms to achieve spe-
              cial effects, such as decals, outlining, and constructive  solid
              geometry rendering.

              See external documentation.

       stencilFuncSeparate(Face, Func, Ref, Mask) -> ok

              Types:

                 Face = enum()
                 Func = enum()
                 Ref = integer()
                 Mask = integer()

              Set  front  and/or back function and reference value for stencil
              testing

              Stenciling, like depth-buffering, enables and  disables  drawing
              on  a per-pixel basis. You draw into the stencil planes using GL
              drawing primitives, then render geometry and images,  using  the
              stencil planes to mask out portions of the screen. Stenciling is
              typically used in multipass rendering algorithms to achieve spe-
              cial  effects, such as decals, outlining, and constructive solid
              geometry rendering.

              See external documentation.

       stencilMaskSeparate(Face, Mask) -> ok

              Types:

                 Face = enum()
                 Mask = integer()

              Control the front and/or back writing of individual bits in  the
              stencil planes

              gl:stencilMaskSeparate  controls  the writing of individual bits
              in the stencil planes. The least significant n bits  of  Mask  ,
              where  n  is the number of bits in the stencil buffer, specify a
              mask. Where a 1 appears in the mask, it's possible to  write  to
              the  corresponding bit in the stencil buffer. Where a 0 appears,
              the corresponding bit is write-protected.  Initially,  all  bits
              are enabled for writing.

              See external documentation.

       attachShader(Program, Shader) -> ok

              Types:

                 Program = integer()
                 Shader = integer()

              Attaches a shader object to a program object

              In  order  to  create a complete shader program, there must be a
              way to specify the list of things that will be linked  together.
              Program  objects  provide this mechanism. Shaders that are to be
              linked together in a program object must first  be  attached  to
              that  program object. gl:attachShader attaches the shader object
              specified by Shader to the program object specified by Program .
              This  indicates  that Shader will be included in link operations
              that will be performed on Program .

              See external documentation.

       bindAttribLocation(Program, Index, Name) -> ok

              Types:

                 Program = integer()
                 Index = integer()
                 Name = string()

              Associates a generic vertex attribute index with a named  attri-
              bute variable

              gl:bindAttribLocation is used to associate a user-defined attri-
              bute variable in the program object specified by Program with  a
              generic vertex attribute index. The name of the user-defined at-
              tribute variable is passed as a null terminated string in Name .
              The  generic vertex attribute index to be bound to this variable
              is specified by Index . When Program is  made  part  of  current
              state,  values  provided  via the generic vertex attribute Index
              will modify the value of  the  user-defined  attribute  variable
              specified by Name .

              See external documentation.

       compileShader(Shader) -> ok

              Types:

                 Shader = integer()

              Compiles a shader object

              gl:compileShader compiles the source code strings that have been
              stored in the shader object specified by Shader .

              See external documentation.

       createProgram() -> integer()

              Creates a program object

              gl:createProgram creates an empty program object and  returns  a
              non-zero  value  by which it can be referenced. A program object
              is an object to which shader objects can be attached. This  pro-
              vides  a  mechanism  to  specify the shader objects that will be
              linked to create a program. It also provides a means for  check-
              ing the compatibility of the shaders that will be used to create
              a program (for instance, checking the  compatibility  between  a
              vertex  shader  and a fragment shader). When no longer needed as
              part of a program object, shader objects can be detached.

              See external documentation.

       createShader(Type) -> integer()

              Types:

                 Type = enum()

              Creates a shader object

              gl:createShader creates an empty shader  object  and  returns  a
              non-zero value by which it can be referenced. A shader object is
              used to maintain the source code strings that define  a  shader.
              ShaderType  indicates  the  type  of  shader to be created. Five
              types of  shader  are  supported.  A  shader  of  type  ?GL_VER-
              TEX_SHADER  is  a shader that is intended to run on the program-
              mable vertex processor. A shader of type ?GL_TESS_CONTROL_SHADER
              is  a shader that is intended to run on the programmable tessel-
              lation  processor  in  the  control  stage.  A  shader  of  type
              ?GL_TESS_EVALUATION_SHADER  is  a shader that is intended to run
              on the programmable tessellation  processor  in  the  evaluation
              stage.  A shader of type ?GL_GEOMETRY_SHADER is a shader that is
              intended to run on the programmable geometry processor. A shader
              of  type ?GL_FRAGMENT_SHADER is a shader that is intended to run
              on the programmable fragment processor.

              See external documentation.

       deleteProgram(Program) -> ok

              Types:

                 Program = integer()

              Deletes a program object

              gl:deleteProgram frees the memory and invalidates the name asso-
              ciated  with  the program object specified by Program. This com-
              mand effectively undoes the effects of a call  to  gl:createPro-
              gram/0 .

              See external documentation.

       deleteShader(Shader) -> ok

              Types:

                 Shader = integer()

              Deletes a shader object

              gl:deleteShader  frees the memory and invalidates the name asso-
              ciated with the shader object specified by Shader . This command
              effectively undoes the effects of a call to gl:createShader/1 .

              See external documentation.

       detachShader(Program, Shader) -> ok

              Types:

                 Program = integer()
                 Shader = integer()

              Detaches  a  shader  object from a program object to which it is
              attached

              gl:detachShader detaches the shader object specified  by  Shader
              from  the program object specified by Program . This command can
              be used to undo the effect of the command gl:attachShader/2 .

              See external documentation.

       disableVertexAttribArray(Index) -> ok

              Types:

                 Index = integer()

              Enable or disable a generic vertex attribute array

              gl:enableVertexAttribArray enables the generic vertex  attribute
              array  specified by Index . gl:disableVertexAttribArray disables
              the generic vertex attribute array specified by Index .  By  de-
              fault,  all client-side capabilities are disabled, including all
              generic vertex attribute arrays. If enabled, the values  in  the
              generic  vertex  attribute  array  will be accessed and used for
              rendering when calls are made to vertex array commands  such  as
              gl:drawArrays/3  ,  gl:drawElements/4 , gl:drawRangeElements/6 ,
              see glMultiDrawElements , or gl:multiDrawArrays/3 .

              See external documentation.

       enableVertexAttribArray(Index) -> ok

              Types:

                 Index = integer()

              See disableVertexAttribArray/1

       getActiveAttrib(Program,   Index,   BufSize)    ->    {Size::integer(),
       Type::enum(), Name::string()}

              Types:

                 Program = integer()
                 Index = integer()
                 BufSize = integer()

              Returns  information  about an active attribute variable for the
              specified program object

              gl:getActiveAttrib returns information about an active attribute
              variable in the program object specified by Program . The number
              of active attributes  can  be  obtained  by  calling  gl:getPro-
              gramiv/2  with the value ?GL_ACTIVE_ATTRIBUTES. A value of 0 for
              Index selects the first active attribute  variable.  Permissible
              values  for Index range from 0 to the number of active attribute
              variables minus 1.

              See external documentation.

       getActiveUniform(Program,   Index,   BufSize)   ->    {Size::integer(),
       Type::enum(), Name::string()}

              Types:

                 Program = integer()
                 Index = integer()
                 BufSize = integer()

              Returns  information  about  an  active uniform variable for the
              specified program object

              gl:getActiveUniform returns information about an active  uniform
              variable in the program object specified by Program . The number
              of active uniform variables can be obtained by  calling  gl:get-
              Programiv/2 with the value ?GL_ACTIVE_UNIFORMS. A value of 0 for
              Index selects the first  active  uniform  variable.  Permissible
              values  for  Index  range from 0 to the number of active uniform
              variables minus 1.

              See external documentation.

       getAttachedShaders(Program, MaxCount) -> [integer()]

              Types:

                 Program = integer()
                 MaxCount = integer()

              Returns the handles of the shader objects attached to a  program
              object

              gl:getAttachedShaders  returns  the  names of the shader objects
              attached to Program . The names of shader objects that  are  at-
              tached to Program will be returned in Shaders. The actual number
              of shader names written into Shaders is returned in Count. If no
              shader  objects are attached to Program , Count is set to 0. The
              maximum number of shader names that may be returned  in  Shaders
              is specified by MaxCount .

              See external documentation.

       getAttribLocation(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Returns the location of an attribute variable

              gl:getAttribLocation  queries  the previously linked program ob-
              ject specified by Program for the attribute  variable  specified
              by  Name  and  returns the index of the generic vertex attribute
              that is bound to that attribute variable. If Name  is  a  matrix
              attribute  variable, the index of the first column of the matrix
              is returned. If the named attribute variable is  not  an  active
              attribute in the specified program object or if Name starts with
              the reserved prefix "gl_", a value of -1 is returned.

              See external documentation.

       getProgramiv(Program, Pname) -> integer()

              Types:

                 Program = integer()
                 Pname = enum()

              Returns a parameter from a program object

              gl:getProgram returns in Params the value of a parameter  for  a
              specific program object. The following parameters are defined:

              See external documentation.

       getProgramInfoLog(Program, BufSize) -> string()

              Types:

                 Program = integer()
                 BufSize = integer()

              Returns the information log for a program object

              gl:getProgramInfoLog  returns the information log for the speci-
              fied program object. The information log for a program object is
              modified  when  the  program  object is linked or validated. The
              string that is returned will be null terminated.

              See external documentation.

       getShaderiv(Shader, Pname) -> integer()

              Types:

                 Shader = integer()
                 Pname = enum()

              Returns a parameter from a shader object

              gl:getShader returns in Params the value of a  parameter  for  a
              specific shader object. The following parameters are defined:

              See external documentation.

       getShaderInfoLog(Shader, BufSize) -> string()

              Types:

                 Shader = integer()
                 BufSize = integer()

              Returns the information log for a shader object

              gl:getShaderInfoLog  returns  the information log for the speci-
              fied shader object. The information log for a shader  object  is
              modified  when  the  shader  is compiled. The string that is re-
              turned will be null terminated.

              See external documentation.

       getShaderSource(Shader, BufSize) -> string()

              Types:

                 Shader = integer()
                 BufSize = integer()

              Returns the source code string from a shader object

              gl:getShaderSource returns the concatenation of the source  code
              strings  from the shader object specified by Shader . The source
              code strings for a shader object are the result  of  a  previous
              call  to gl:shaderSource/2 . The string returned by the function
              will be null terminated.

              See external documentation.

       getUniformLocation(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Returns the location of a uniform variable

              gl:getUniformLocation returns an integer that represents the lo-
              cation  of  a specific uniform variable within a program object.
              Name must be a null terminated string  that  contains  no  white
              space.  Name  must be an active uniform variable name in Program
              that is not a structure, an array of structures, or a  subcompo-
              nent  of  a vector or a matrix. This function returns -1 if Name
              does not correspond to an active uniform variable in  Program  ,
              if Name starts with the reserved prefix "gl_", or if Name is as-
              sociated with an atomic counter or a named uniform block.

              See external documentation.

       getUniformfv(Program, Location) -> matrix()

              Types:

                 Program = integer()
                 Location = integer()

              Returns the value of a uniform variable

              gl:getUniform returns in Params the value(s)  of  the  specified
              uniform  variable. The type of the uniform variable specified by
              Location determines the number of values returned. If  the  uni-
              form  variable  is  defined  in the shader as a boolean, int, or
              float, a single value will be returned. If it is  defined  as  a
              vec2, ivec2, or bvec2, two values will be returned. If it is de-
              fined as a vec3, ivec3, or bvec3, three values will be returned,
              and  so on. To query values stored in uniform variables declared
              as arrays, call gl:getUniform for each element of the array.  To
              query values stored in uniform variables declared as structures,
              call gl:getUniform for each field in the structure.  The  values
              for  uniform  variables declared as a matrix will be returned in
              column major order.

              See external documentation.

       getUniformiv(Program, Location) ->  {integer(),  integer(),  integer(),
       integer(), integer(), integer(), integer(), integer(), integer(), inte-
       ger(), integer(), integer(),  integer(),  integer(),  integer(),  inte-
       ger()}

              Types:

                 Program = integer()
                 Location = integer()

              See getUniformfv/2

       getVertexAttribdv(Index, Pname) -> {float(), float(), float(), float()}

              Types:

                 Index = integer()
                 Pname = enum()

              Return a generic vertex attribute parameter

              gl:getVertexAttrib returns in Params the value of a generic ver-
              tex attribute parameter. The  generic  vertex  attribute  to  be
              queried  is specified by Index , and the parameter to be queried
              is specified by Pname .

              See external documentation.

       getVertexAttribfv(Index, Pname) -> {float(), float(), float(), float()}

              Types:

                 Index = integer()
                 Pname = enum()

              See getVertexAttribdv/2

       getVertexAttribiv(Index, Pname) ->  {integer(),  integer(),  integer(),
       integer()}

              Types:

                 Index = integer()
                 Pname = enum()

              See getVertexAttribdv/2

       isProgram(Program) -> 0 | 1

              Types:

                 Program = integer()

              Determines if a name corresponds to a program object

              gl:isProgram  returns  ?GL_TRUE if Program is the name of a pro-
              gram object previously created with gl:createProgram/0  and  not
              yet  deleted  with  gl:deleteProgram/1 . If Program is zero or a
              non-zero value that is not the name of a program object,  or  if
              an error occurs, gl:isProgram returns ?GL_FALSE.

              See external documentation.

       isShader(Shader) -> 0 | 1

              Types:

                 Shader = integer()

              Determines if a name corresponds to a shader object

              gl:isShader  returns  ?GL_TRUE if Shader is the name of a shader
              object previously created with  gl:createShader/1  and  not  yet
              deleted with gl:deleteShader/1 . If Shader is zero or a non-zero
              value that is not the name of a shader object, or  if  an  error
              occurs, gl:isShader returns ?GL_FALSE.

              See external documentation.

       linkProgram(Program) -> ok

              Types:

                 Program = integer()

              Links a program object

              gl:linkProgram  links  the program object specified by Program .
              If any shader objects of type ?GL_VERTEX_SHADER are attached  to
              Program  ,  they  will be used to create an executable that will
              run on the programmable vertex processor. If any shader  objects
              of  type ?GL_GEOMETRY_SHADER are attached to Program , they will
              be used to create an executable that will run  on  the  program-
              mable   geometry  processor.  If  any  shader  objects  of  type
              ?GL_FRAGMENT_SHADER are attached to Program , they will be  used
              to  create an executable that will run on the programmable frag-
              ment processor.

              See external documentation.

       shaderSource(Shader, String) -> ok

              Types:

                 Shader = integer()
                 String = iolist()

              Replaces the source code in a shader object

              gl:shaderSource sets the source code in  Shader  to  the  source
              code  in  the  array of strings specified by String . Any source
              code previously stored in the shader object  is  completely  re-
              placed. The number of strings in the array is specified by Count
              . If Length is ?NULL, each string is assumed to be  null  termi-
              nated.  If  Length  is a value other than ?NULL, it points to an
              array containing a string length for each of  the  corresponding
              elements  of  String . Each element in the Length array may con-
              tain the length of the corresponding string (the null  character
              is  not  counted  as  part of the string length) or a value less
              than 0 to indicate that  the  string  is  null  terminated.  The
              source code strings are not scanned or parsed at this time; they
              are simply copied into the specified shader object.

              See external documentation.

       useProgram(Program) -> ok

              Types:

                 Program = integer()

              Installs a program object as part of current rendering state

              gl:useProgram installs the program object specified  by  Program
              as  part of current rendering state. One or more executables are
              created in a program object by successfully attaching shader ob-
              jects  to it with gl:attachShader/2 , successfully compiling the
              shader objects with gl:compileShader/1 , and successfully  link-
              ing the program object with gl:linkProgram/1 .

              See external documentation.

       uniform1f(Location, V0) -> ok

              Types:

                 Location = integer()
                 V0 = float()

              Specify  the value of a uniform variable for the current program
              object

              gl:uniform modifies the value of a uniform variable or a uniform
              variable array. The location of the uniform variable to be modi-
              fied is specified by Location , which should be a value returned
              by  gl:getUniformLocation/2 . gl:uniform operates on the program
              object that was made part of current state by calling gl:usePro-
              gram/1 .

              See external documentation.

       uniform2f(Location, V0, V1) -> ok

              Types:

                 Location = integer()
                 V0 = float()
                 V1 = float()

              See uniform1f/2

       uniform3f(Location, V0, V1, V2) -> ok

              Types:

                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()

              See uniform1f/2

       uniform4f(Location, V0, V1, V2, V3) -> ok

              Types:

                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()
                 V3 = float()

              See uniform1f/2

       uniform1i(Location, V0) -> ok

              Types:

                 Location = integer()
                 V0 = integer()

              See uniform1f/2

       uniform2i(Location, V0, V1) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See uniform1f/2

       uniform3i(Location, V0, V1, V2) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See uniform1f/2

       uniform4i(Location, V0, V1, V2, V3) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See uniform1f/2

       uniform1fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [float()]

              See uniform1f/2

       uniform2fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float()}]

              See uniform1f/2

       uniform3fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float()}]

              See uniform1f/2

       uniform4fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniform1iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [integer()]

              See uniform1f/2

       uniform2iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer()}]

              See uniform1f/2

       uniform3iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See uniform1f/2

       uniform4iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See uniform1f/2

       uniformMatrix2fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix4fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See uniform1f/2

       validateProgram(Program) -> ok

              Types:

                 Program = integer()

              Validates a program object

              gl:validateProgram checks to see whether  the  executables  con-
              tained  in  Program  can execute given the current OpenGL state.
              The information generated by  the  validation  process  will  be
              stored in Program 's information log. The validation information
              may consist of an empty string, or it may be a string containing
              information  about how the current program object interacts with
              the rest of current OpenGL state. This provides a way for OpenGL
              implementers  to  convey  more information about why the current
              program is inefficient, suboptimal, failing to execute,  and  so
              on.

              See external documentation.

       vertexAttrib1d(Index, X) -> ok

              Types:

                 Index = integer()
                 X = float()

              Specifies the value of a generic vertex attribute

              The gl:vertexAttrib family of entry points allows an application
              to pass generic vertex attributes in numbered locations.

              See external documentation.

       vertexAttrib1dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float()}

              Equivalent to vertexAttrib1d(Index, X).

       vertexAttrib1f(Index, X) -> ok

              Types:

                 Index = integer()
                 X = float()

              See vertexAttrib1d/2

       vertexAttrib1fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float()}

              Equivalent to vertexAttrib1f(Index, X).

       vertexAttrib1s(Index, X) -> ok

              Types:

                 Index = integer()
                 X = integer()

              See vertexAttrib1d/2

       vertexAttrib1sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer()}

              Equivalent to vertexAttrib1s(Index, X).

       vertexAttrib2d(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()

              See vertexAttrib1d/2

       vertexAttrib2dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertexAttrib2d(Index, X, Y).

       vertexAttrib2f(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()

              See vertexAttrib1d/2

       vertexAttrib2fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertexAttrib2f(Index, X, Y).

       vertexAttrib2s(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()

              See vertexAttrib1d/2

       vertexAttrib2sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertexAttrib2s(Index, X, Y).

       vertexAttrib3d(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()

              See vertexAttrib1d/2

       vertexAttrib3dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertexAttrib3d(Index, X, Y, Z).

       vertexAttrib3f(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()

              See vertexAttrib1d/2

       vertexAttrib3fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertexAttrib3f(Index, X, Y, Z).

       vertexAttrib3s(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertexAttrib1d/2

       vertexAttrib3sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertexAttrib3s(Index, X, Y, Z).

       vertexAttrib4Nbv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Niv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Nsv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Nub(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttrib4Nubv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttrib4Nub(Index, X, Y, Z, W).

       vertexAttrib4Nuiv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Nusv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4bv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4d(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertexAttrib1d/2

       vertexAttrib4dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertexAttrib4d(Index, X, Y, Z, W).

       vertexAttrib4f(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertexAttrib1d/2

       vertexAttrib4fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertexAttrib4f(Index, X, Y, Z, W).

       vertexAttrib4iv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4s(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttrib4sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttrib4s(Index, X, Y, Z, W).

       vertexAttrib4ubv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4uiv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4usv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer)  ->
       ok

              Types:

                 Index = integer()
                 Size = integer()
                 Type = enum()
                 Normalized = 0 | 1
                 Stride = integer()
                 Pointer = offset() | mem()

              Define an array of generic vertex attribute data

              gl:vertexAttribPointer, gl:vertexAttribIPointer and gl:vertexAt-
              tribLPointer specify the location and data format of  the  array
              of  generic vertex attributes at index Index to use when render-
              ing. Size specifies the number of components per  attribute  and
              must be 1, 2, 3, 4, or ?GL_BGRA. Type specifies the data type of
              each component, and Stride specifies the byte  stride  from  one
              attribute  to  the  next, allowing vertices and attributes to be
              packed into a single array or stored in separate arrays.

              See external documentation.

       uniformMatrix2x3fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float()}]

              See uniform1f/2

       uniformMatrix3x2fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix2x4fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(), float(), float()}]

              See uniform1f/2

       uniformMatrix4x2fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3x4fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix4x3fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       colorMaski(Index, R, G, B, A) -> ok

              Types:

                 Index = integer()
                 R = 0 | 1
                 G = 0 | 1
                 B = 0 | 1
                 A = 0 | 1

              glColorMaski

              See external documentation.

       getBooleani_v(Target, Index) -> [0 | 1]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       getIntegeri_v(Target, Index) -> [integer()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       enablei(Target, Index) -> ok

              Types:

                 Target = enum()
                 Index = integer()

              See enable/1

       disablei(Target, Index) -> ok

              Types:

                 Target = enum()
                 Index = integer()

              glEnablei

              See external documentation.

       isEnabledi(Target, Index) -> 0 | 1

              Types:

                 Target = enum()
                 Index = integer()

              glIsEnabledi

              See external documentation.

       beginTransformFeedback(PrimitiveMode) -> ok

              Types:

                 PrimitiveMode = enum()

              Start transform feedback operation

              Transform feedback mode captures the values of varying variables
              written  by  the  vertex  shader  (or,  if  active, the geometry
              shader). Transform feedback is said to be active after a call to
              gl:beginTransformFeedback  until  a subsequent call to gl:begin-
              TransformFeedback/1  .  Transform  feedback  commands  must   be
              paired.

              See external documentation.

       endTransformFeedback() -> ok

              See beginTransformFeedback/1

       bindBufferRange(Target, Index, Buffer, Offset, Size) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Buffer = integer()
                 Offset = integer()
                 Size = integer()

              Bind a range within a buffer object to an indexed buffer target

              gl:bindBufferRange binds a range the buffer object Buffer repre-
              sented by Offset and Size to the binding point at index Index of
              the  array  of  targets specified by Target . Each Target repre-
              sents an indexed array of buffer binding points, as  well  as  a
              single  general  binding  point that can be used by other buffer
              manipulation functions such as  gl:bindBuffer/2  or  see  glMap-
              Buffer.  In addition to binding a range of Buffer to the indexed
              buffer binding target, gl:bindBufferBase also binds the range to
              the generic buffer binding point specified by Target .

              See external documentation.

       bindBufferBase(Target, Index, Buffer) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Buffer = integer()

              Bind a buffer object to an indexed buffer target

              gl:bindBufferBase  binds the buffer object Buffer to the binding
              point at index Index of the array of targets specified by Target
              .  Each  Target  represents  an  indexed array of buffer binding
              points, as well as a single general binding point  that  can  be
              used  by  other  buffer  manipulation functions such as gl:bind-
              Buffer/2 or see glMapBuffer. In addition to  binding  Buffer  to
              the  indexed buffer binding target, gl:bindBufferBase also binds
              Buffer to the generic buffer binding point specified by Target .

              See external documentation.

       transformFeedbackVaryings(Program, Varyings, BufferMode) -> ok

              Types:

                 Program = integer()
                 Varyings = iolist()
                 BufferMode = enum()

              Specify values to record in transform feedback buffers

              The names of  the  vertex  or  geometry  shader  outputs  to  be
              recorded   in   transform  feedback  mode  are  specified  using
              gl:transformFeedbackVaryings. When a geometry shader is  active,
              transform  feedback  records  the  values  of  selected geometry
              shader output variables from the  emitted  vertices.  Otherwise,
              the values of the selected vertex shader outputs are recorded.

              See external documentation.

       getTransformFeedbackVarying(Program,  Index,  BufSize)  -> {Size::inte-
       ger(), Type::enum(), Name::string()}

              Types:

                 Program = integer()
                 Index = integer()
                 BufSize = integer()

              Retrieve information about varying variables selected for trans-
              form feedback

              Information  about the set of varying variables in a linked pro-
              gram that will be captured during transform feedback may be  re-
              trieved  by calling gl:getTransformFeedbackVarying. gl:getTrans-
              formFeedbackVarying provides information about the varying vari-
              able selected by Index . An Index of 0 selects the first varying
              variable specified in the Varyings array passed to gl:transform-
              FeedbackVaryings/3   ,   and  an  Index  of  ?GL_TRANSFORM_FEED-
              BACK_VARYINGS-1 selects the last such variable.

              See external documentation.

       clampColor(Target, Clamp) -> ok

              Types:

                 Target = enum()
                 Clamp = enum()

              specify whether data read via

              gl:readPixels/7 should be clamped

              gl:clampColor controls color clamping that is  performed  during
              gl:readPixels/7  . Target must be ?GL_CLAMP_READ_COLOR. If Clamp
              is ?GL_TRUE,  read  color  clamping  is  enabled;  if  Clamp  is
              ?GL_FALSE,   read  color  clamping  is  disabled.  If  Clamp  is
              ?GL_FIXED_ONLY, read color clamping is enabled only if  the  se-
              lected  read buffer has fixed point components and disabled oth-
              erwise.

              See external documentation.

       beginConditionalRender(Id, Mode) -> ok

              Types:

                 Id = integer()
                 Mode = enum()

              Start conditional rendering

              Conditional rendering is started using gl:beginConditionalRender
              and  ended  using  gl:endConditionalRender  . During conditional
              rendering, all vertex array commands, as well as gl:clear/1  and
              gl:clearBufferiv/3  have  no  effect if the (?GL_SAMPLES_PASSED)
              result of the query object Id is zero, or if  the  (?GL_ANY_SAM-
              PLES_PASSED)  result is ?GL_FALSE . The results of commands set-
              ting the current vertex state, such as  gl:vertexAttrib1d/2  are
              undefined.  If the (?GL_SAMPLES_PASSED) result is non-zero or if
              the (?GL_ANY_SAMPLES_PASSED ) result is ?GL_TRUE, such  commands
              are not discarded. The Id parameter to gl:beginConditionalRender
              must be the name of a query object previously  returned  from  a
              call  to gl:genQueries/1 . Mode specifies how the results of the
              query object are to be interpreted. If Mode  is  ?GL_QUERY_WAIT,
              the  GL  waits  for the results of the query to be available and
              then uses the results to determine if subsequent rendering  com-
              mands  are  discarded.  If Mode is ?GL_QUERY_NO_WAIT, the GL may
              choose to unconditionally execute the subsequent rendering  com-
              mands without waiting for the query to complete.

              See external documentation.

       endConditionalRender() -> ok

              See beginConditionalRender/2

       vertexAttribIPointer(Index, Size, Type, Stride, Pointer) -> ok

              Types:

                 Index = integer()
                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              glVertexAttribIPointer

              See external documentation.

       getVertexAttribIiv(Index,  Pname)  -> {integer(), integer(), integer(),
       integer()}

              Types:

                 Index = integer()
                 Pname = enum()

              See getVertexAttribdv/2

       getVertexAttribIuiv(Index, Pname) -> {integer(), integer(),  integer(),
       integer()}

              Types:

                 Index = integer()
                 Pname = enum()

              glGetVertexAttribI

              See external documentation.

       vertexAttribI1i(Index, X) -> ok

              Types:

                 Index = integer()
                 X = integer()

              See vertexAttrib1d/2

       vertexAttribI2i(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()

              See vertexAttrib1d/2

       vertexAttribI3i(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertexAttrib1d/2

       vertexAttribI4i(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttribI1ui(Index, X) -> ok

              Types:

                 Index = integer()
                 X = integer()

              See vertexAttrib1d/2

       vertexAttribI2ui(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()

              See vertexAttrib1d/2

       vertexAttribI3ui(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertexAttrib1d/2

       vertexAttribI4ui(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttribI1iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer()}

              Equivalent to vertexAttribI1i(Index, X).

       vertexAttribI2iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertexAttribI2i(Index, X, Y).

       vertexAttribI3iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertexAttribI3i(Index, X, Y, Z).

       vertexAttribI4iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttribI4i(Index, X, Y, Z, W).

       vertexAttribI1uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer()}

              Equivalent to vertexAttribI1ui(Index, X).

       vertexAttribI2uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertexAttribI2ui(Index, X, Y).

       vertexAttribI3uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertexAttribI3ui(Index, X, Y, Z).

       vertexAttribI4uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttribI4ui(Index, X, Y, Z, W).

       vertexAttribI4bv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribI4sv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribI4ubv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribI4usv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       getUniformuiv(Program,  Location)  -> {integer(), integer(), integer(),
       integer(), integer(), integer(), integer(), integer(), integer(), inte-
       ger(),  integer(),  integer(),  integer(),  integer(), integer(), inte-
       ger()}

              Types:

                 Program = integer()
                 Location = integer()

              See getUniformfv/2

       bindFragDataLocation(Program, Color, Name) -> ok

              Types:

                 Program = integer()
                 Color = integer()
                 Name = string()

              Bind a user-defined varying out variable to  a  fragment  shader
              color number

              gl:bindFragDataLocation  explicitly specifies the binding of the
              user-defined varying out variable Name to fragment shader  color
              number  ColorNumber for program Program . If Name was bound pre-
              viously, its assigned binding is  replaced  with  ColorNumber  .
              Name  must be a null-terminated string. ColorNumber must be less
              than ?GL_MAX_DRAW_BUFFERS .

              See external documentation.

       getFragDataLocation(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Query the bindings of color numbers to user-defined varying  out
              variables

              gl:getFragDataLocation retrieves the assigned color number bind-
              ing for the user-defined varying out variable Name  for  program
              Program . Program must have previously been linked. Name must be
              a null-terminated string. If Name is not the name of  an  active
              user-defined varying out fragment shader variable within Program
              , -1 will be returned.

              See external documentation.

       uniform1ui(Location, V0) -> ok

              Types:

                 Location = integer()
                 V0 = integer()

              See uniform1f/2

       uniform2ui(Location, V0, V1) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See uniform1f/2

       uniform3ui(Location, V0, V1, V2) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See uniform1f/2

       uniform4ui(Location, V0, V1, V2, V3) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See uniform1f/2

       uniform1uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [integer()]

              See uniform1f/2

       uniform2uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer()}]

              See uniform1f/2

       uniform3uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See uniform1f/2

       uniform4uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See uniform1f/2

       texParameterIiv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texParameterf/3

       texParameterIuiv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              glTexParameterI

              See external documentation.

       getTexParameterIiv(Target, Pname) -> {integer(), integer(),  integer(),
       integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getTexParameterfv/2

       getTexParameterIuiv(Target, Pname) -> {integer(), integer(), integer(),
       integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              glGetTexParameterI

              See external documentation.

       clearBufferiv(Buffer, Drawbuffer, Value) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Value = tuple()

              Clear individual buffers of the currently bound draw framebuffer

              gl:clearBuffer* clears the specified  buffer  to  the  specified
              value(s).  If  Buffer  is  ?GL_COLOR,  a  particular draw buffer
              ?GL_DRAWBUFFER I is specified by passing I as  DrawBuffer  .  In
              this  case, Value points to a four-element vector specifying the
              R, G, B and A color to clear that draw buffer to. If  Buffer  is
              one    of   ?GL_FRONT,   ?GL_BACK,   ?GL_LEFT,   ?GL_RIGHT,   or
              ?GL_FRONT_AND_BACK , identifying multiple buffers, each selected
              buffer is cleared to the same value. Clamping and conversion for
              fixed-point color buffers are performed in the same  fashion  as
              gl:clearColor/4 .

              See external documentation.

       clearBufferuiv(Buffer, Drawbuffer, Value) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Value = tuple()

              See clearBufferiv/3

       clearBufferfv(Buffer, Drawbuffer, Value) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Value = tuple()

              See clearBufferiv/3

       clearBufferfi(Buffer, Drawbuffer, Depth, Stencil) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Depth = float()
                 Stencil = integer()

              glClearBufferfi

              See external documentation.

       getStringi(Name, Index) -> string()

              Types:

                 Name = enum()
                 Index = integer()

              See getString/1

       drawArraysInstanced(Mode, First, Count, Primcount) -> ok

              Types:

                 Mode = enum()
                 First = integer()
                 Count = integer()
                 Primcount = integer()

              glDrawArraysInstance

              See external documentation.

       drawElementsInstanced(Mode, Count, Type, Indices, Primcount) -> ok

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Primcount = integer()

              glDrawElementsInstance

              See external documentation.

       texBuffer(Target, Internalformat, Buffer) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Buffer = integer()

              Attach the storage for a buffer object to the active buffer tex-
              ture

              gl:texBuffer attaches the storage for the  buffer  object  named
              Buffer  to the active buffer texture, and specifies the internal
              format for the texel array found in the attached buffer  object.
              If Buffer is zero, any buffer object attached to the buffer tex-
              ture is detached and no new buffer object is attached. If Buffer
              is  non-zero,  it must be the name of an existing buffer object.
              Target must be ?GL_TEXTURE_BUFFER . Internalformat specifies the
              storage  format, and must be one of the following sized internal
              formats:

              See external documentation.

       primitiveRestartIndex(Index) -> ok

              Types:

                 Index = integer()

              Specify the primitive restart index

              gl:primitiveRestartIndex specifies a vertex array  element  that
              is  treated specially when primitive restarting is enabled. This
              is known as the primitive restart index.

              See external documentation.

       getInteger64i_v(Target, Index) -> [integer()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       getBufferParameteri64v(Target, Pname) -> [integer()]

              Types:

                 Target = enum()
                 Pname = enum()

              glGetBufferParameteri64v

              See external documentation.

       framebufferTexture(Target, Attachment, Texture, Level) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Texture = integer()
                 Level = integer()

              Attach a level of a texture object as a logical  buffer  to  the
              currently bound framebuffer object

              gl:framebufferTexture,  gl:framebufferTexture1D, gl:framebuffer-
              Texture2D, and gl:framebufferTexture attach  a  selected  mipmap
              level or image of a texture object as one of the logical buffers
              of the framebuffer object currently bound  to  Target  .  Target
              must    be    ?GL_DRAW_FRAMEBUFFER,   ?GL_READ_FRAMEBUFFER,   or
              ?GL_FRAMEBUFFER   .    ?GL_FRAMEBUFFER    is    equivalent    to
              ?GL_DRAW_FRAMEBUFFER.

              See external documentation.

       vertexAttribDivisor(Index, Divisor) -> ok

              Types:

                 Index = integer()
                 Divisor = integer()

              Modify  the rate at which generic vertex attributes advance dur-
              ing instanced rendering

              gl:vertexAttribDivisor modifies the rate at which generic vertex
              attributes  advance  when rendering multiple instances of primi-
              tives in a single draw call. If Divisor is zero,  the  attribute
              at  slot Index advances once per vertex. If Divisor is non-zero,
              the attribute advances once per Divisor instances of the  set(s)
              of  vertices  being rendered. An attribute is referred to as in-
              stanced if its  ?GL_VERTEX_ATTRIB_ARRAY_DIVISOR  value  is  non-
              zero.

              See external documentation.

       minSampleShading(Value) -> ok

              Types:

                 Value = clamp()

              Specifies minimum rate at which sample shaing takes place

              gl:minSampleShading  specifies  the  rate  at  which samples are
              shaded within a covered pixel. Sample-rate shading is enabled by
              calling  gl:enable/1  with the parameter ?GL_SAMPLE_SHADING . If
              ?GL_MULTISAMPLE or ?GL_SAMPLE_SHADING is disabled, sample  shad-
              ing  has no effect. Otherwise, an implementation must provide at
              least as many unique color values for each covered  fragment  as
              specified  by  Value times Samples where Samples is the value of
              ?GL_SAMPLES for the current framebuffer. At least 1  sample  for
              each covered fragment is generated.

              See external documentation.

       blendEquationi(Buf, Mode) -> ok

              Types:

                 Buf = integer()
                 Mode = enum()

              See blendEquation/1

       blendEquationSeparatei(Buf, ModeRGB, ModeAlpha) -> ok

              Types:

                 Buf = integer()
                 ModeRGB = enum()
                 ModeAlpha = enum()

              See blendEquationSeparate/2

       blendFunci(Buf, Src, Dst) -> ok

              Types:

                 Buf = integer()
                 Src = enum()
                 Dst = enum()

              glBlendFunci

              See external documentation.

       blendFuncSeparatei(Buf, SrcRGB, DstRGB, SrcAlpha, DstAlpha) -> ok

              Types:

                 Buf = integer()
                 SrcRGB = enum()
                 DstRGB = enum()
                 SrcAlpha = enum()
                 DstAlpha = enum()

              See blendFuncSeparate/4

       loadTransposeMatrixfARB(M) -> ok

              Types:

                 M = matrix()

              glLoadTransposeMatrixARB

              See external documentation.

       loadTransposeMatrixdARB(M) -> ok

              Types:

                 M = matrix()

              glLoadTransposeMatrixARB

              See external documentation.

       multTransposeMatrixfARB(M) -> ok

              Types:

                 M = matrix()

              glMultTransposeMatrixARB

              See external documentation.

       multTransposeMatrixdARB(M) -> ok

              Types:

                 M = matrix()

              glMultTransposeMatrixARB

              See external documentation.

       weightbvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightsvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightivARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightfvARB(Weights) -> ok

              Types:

                 Weights = [float()]

              glWeightARB

              See external documentation.

       weightdvARB(Weights) -> ok

              Types:

                 Weights = [float()]

              glWeightARB

              See external documentation.

       weightubvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightusvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightuivARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       vertexBlendARB(Count) -> ok

              Types:

                 Count = integer()

              glVertexBlenARB

              See external documentation.

       currentPaletteMatrixARB(Index) -> ok

              Types:

                 Index = integer()

              glCurrentPaletteMatrixARB

              See external documentation.

       matrixIndexubvARB(Indices) -> ok

              Types:

                 Indices = [integer()]

              glMatrixIndexARB

              See external documentation.

       matrixIndexusvARB(Indices) -> ok

              Types:

                 Indices = [integer()]

              glMatrixIndexARB

              See external documentation.

       matrixIndexuivARB(Indices) -> ok

              Types:

                 Indices = [integer()]

              glMatrixIndexARB

              See external documentation.

       programStringARB(Target, Format, String) -> ok

              Types:

                 Target = enum()
                 Format = enum()
                 String = string()

              glProgramStringARB

              See external documentation.

       bindProgramARB(Target, Program) -> ok

              Types:

                 Target = enum()
                 Program = integer()

              glBindProgramARB

              See external documentation.

       deleteProgramsARB(Programs) -> ok

              Types:

                 Programs = [integer()]

              glDeleteProgramsARB

              See external documentation.

       genProgramsARB(N) -> [integer()]

              Types:

                 N = integer()

              glGenProgramsARB

              See external documentation.

       programEnvParameter4dARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramEnvParameterARB

              See external documentation.

       programEnvParameter4dvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramEnvParameterARB

              See external documentation.

       programEnvParameter4fARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramEnvParameterARB

              See external documentation.

       programEnvParameter4fvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramEnvParameterARB

              See external documentation.

       programLocalParameter4dARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramLocalParameterARB

              See external documentation.

       programLocalParameter4dvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramLocalParameterARB

              See external documentation.

       programLocalParameter4fARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramLocalParameterARB

              See external documentation.

       programLocalParameter4fvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramLocalParameterARB

              See external documentation.

       getProgramEnvParameterdvARB(Target,   Index)   ->   {float(),  float(),
       float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramEnvParameterARB

              See external documentation.

       getProgramEnvParameterfvARB(Target,  Index)   ->   {float(),   float(),
       float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramEnvParameterARB

              See external documentation.

       getProgramLocalParameterdvARB(Target,   Index)  ->  {float(),  float(),
       float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramLocalParameterARB

              See external documentation.

       getProgramLocalParameterfvARB(Target,  Index)  ->  {float(),   float(),
       float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramLocalParameterARB

              See external documentation.

       getProgramStringARB(Target, Pname, String) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 String = mem()

              glGetProgramStringARB

              See external documentation.

       getBufferParameterivARB(Target, Pname) -> [integer()]

              Types:

                 Target = enum()
                 Pname = enum()

              glGetBufferParameterARB

              See external documentation.

       deleteObjectARB(Obj) -> ok

              Types:

                 Obj = integer()

              glDeleteObjectARB

              See external documentation.

       getHandleARB(Pname) -> integer()

              Types:

                 Pname = enum()

              glGetHandleARB

              See external documentation.

       detachObjectARB(ContainerObj, AttachedObj) -> ok

              Types:

                 ContainerObj = integer()
                 AttachedObj = integer()

              glDetachObjectARB

              See external documentation.

       createShaderObjectARB(ShaderType) -> integer()

              Types:

                 ShaderType = enum()

              glCreateShaderObjectARB

              See external documentation.

       shaderSourceARB(ShaderObj, String) -> ok

              Types:

                 ShaderObj = integer()
                 String = iolist()

              glShaderSourceARB

              See external documentation.

       compileShaderARB(ShaderObj) -> ok

              Types:

                 ShaderObj = integer()

              glCompileShaderARB

              See external documentation.

       createProgramObjectARB() -> integer()

              glCreateProgramObjectARB

              See external documentation.

       attachObjectARB(ContainerObj, Obj) -> ok

              Types:

                 ContainerObj = integer()
                 Obj = integer()

              glAttachObjectARB

              See external documentation.

       linkProgramARB(ProgramObj) -> ok

              Types:

                 ProgramObj = integer()

              glLinkProgramARB

              See external documentation.

       useProgramObjectARB(ProgramObj) -> ok

              Types:

                 ProgramObj = integer()

              glUseProgramObjectARB

              See external documentation.

       validateProgramARB(ProgramObj) -> ok

              Types:

                 ProgramObj = integer()

              glValidateProgramARB

              See external documentation.

       getObjectParameterfvARB(Obj, Pname) -> float()

              Types:

                 Obj = integer()
                 Pname = enum()

              glGetObjectParameterARB

              See external documentation.

       getObjectParameterivARB(Obj, Pname) -> integer()

              Types:

                 Obj = integer()
                 Pname = enum()

              glGetObjectParameterARB

              See external documentation.

       getInfoLogARB(Obj, MaxLength) -> string()

              Types:

                 Obj = integer()
                 MaxLength = integer()

              glGetInfoLogARB

              See external documentation.

       getAttachedObjectsARB(ContainerObj, MaxCount) -> [integer()]

              Types:

                 ContainerObj = integer()
                 MaxCount = integer()

              glGetAttachedObjectsARB

              See external documentation.

       getUniformLocationARB(ProgramObj, Name) -> integer()

              Types:

                 ProgramObj = integer()
                 Name = string()

              glGetUniformLocationARB

              See external documentation.

       getActiveUniformARB(ProgramObj,  Index, MaxLength) -> {Size::integer(),
       Type::enum(), Name::string()}

              Types:

                 ProgramObj = integer()
                 Index = integer()
                 MaxLength = integer()

              glGetActiveUniformARB

              See external documentation.

       getUniformfvARB(ProgramObj, Location) -> matrix()

              Types:

                 ProgramObj = integer()
                 Location = integer()

              glGetUniformARB

              See external documentation.

       getUniformivARB(ProgramObj, Location) -> {integer(),  integer(),  inte-
       ger(),  integer(),  integer(),  integer(),  integer(), integer(), inte-
       ger(), integer(), integer(),  integer(),  integer(),  integer(),  inte-
       ger(), integer()}

              Types:

                 ProgramObj = integer()
                 Location = integer()

              glGetUniformARB

              See external documentation.

       getShaderSourceARB(Obj, MaxLength) -> string()

              Types:

                 Obj = integer()
                 MaxLength = integer()

              glGetShaderSourceARB

              See external documentation.

       bindAttribLocationARB(ProgramObj, Index, Name) -> ok

              Types:

                 ProgramObj = integer()
                 Index = integer()
                 Name = string()

              glBindAttribLocationARB

              See external documentation.

       getActiveAttribARB(ProgramObj,  Index,  MaxLength) -> {Size::integer(),
       Type::enum(), Name::string()}

              Types:

                 ProgramObj = integer()
                 Index = integer()
                 MaxLength = integer()

              glGetActiveAttribARB

              See external documentation.

       getAttribLocationARB(ProgramObj, Name) -> integer()

              Types:

                 ProgramObj = integer()
                 Name = string()

              glGetAttribLocationARB

              See external documentation.

       isRenderbuffer(Renderbuffer) -> 0 | 1

              Types:

                 Renderbuffer = integer()

              Determine if a name corresponds to a renderbuffer object

              gl:isRenderbuffer returns ?GL_TRUE if Renderbuffer is  currently
              the  name  of a renderbuffer object. If Renderbuffer is zero, or
              if Renderbuffer is not the name of a renderbuffer object, or  if
              an error occurs, gl:isRenderbuffer returns ?GL_FALSE. If Render-
              buffer is a name returned by gl:genRenderbuffers/1 , by that has
              not  yet  been  bound through a call to gl:bindRenderbuffer/2 or
              gl:framebufferRenderbuffer/4 , then the name is  not  a  render-
              buffer object and gl:isRenderbuffer returns ?GL_FALSE .

              See external documentation.

       bindRenderbuffer(Target, Renderbuffer) -> ok

              Types:

                 Target = enum()
                 Renderbuffer = integer()

              Bind a renderbuffer to a renderbuffer target

              gl:bindRenderbuffer binds the renderbuffer object with name Ren-
              derbuffer to the renderbuffer target specified by Target .  Tar-
              get  must  be  ?GL_RENDERBUFFER  . Renderbuffer is the name of a
              renderbuffer object previously returned from a call  to  gl:gen-
              Renderbuffers/1  ,  or  zero  to break the existing binding of a
              renderbuffer object to Target .

              See external documentation.

       deleteRenderbuffers(Renderbuffers) -> ok

              Types:

                 Renderbuffers = [integer()]

              Delete renderbuffer objects

              gl:deleteRenderbuffers deletes the N renderbuffer objects  whose
              names  are  stored in the array addressed by Renderbuffers . The
              name zero is reserved by the GL and is silently ignored,  should
              it  occur  in  Renderbuffers , as are other unused names. Once a
              renderbuffer object is deleted, its name is again unused and  it
              has  no  contents.  If a renderbuffer that is currently bound to
              the target ?GL_RENDERBUFFER is deleted, it is as though  gl:bin-
              dRenderbuffer/2  had  been executed with a Target of ?GL_RENDER-
              BUFFER and a Name of zero.

              See external documentation.

       genRenderbuffers(N) -> [integer()]

              Types:

                 N = integer()

              Generate renderbuffer object names

              gl:genRenderbuffers returns N renderbuffer object names in  Ren-
              derbuffers  .  There  is no guarantee that the names form a con-
              tiguous set of integers; however, it is guaranteed that none  of
              the  returned  names  was  in use immediately before the call to
              gl:genRenderbuffers .

              See external documentation.

       renderbufferStorage(Target, Internalformat, Width, Height) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()

              Establish data storage, format and dimensions of a  renderbuffer
              object's image

              gl:renderbufferStorage is equivalent to calling gl:renderbuffer-
              StorageMultisample/5 with the Samples set to zero.

              See external documentation.

       getRenderbufferParameteriv(Target, Pname) -> integer()

              Types:

                 Target = enum()
                 Pname = enum()

              Retrieve information about a bound renderbuffer object

              gl:getRenderbufferParameteriv  retrieves  information  about   a
              bound  renderbuffer  object.  Target specifies the target of the
              query operation and must be ?GL_RENDERBUFFER .  Pname  specifies
              the  parameter  whose value to query and must be one of ?GL_REN-
              DERBUFFER_WIDTH , ?GL_RENDERBUFFER_HEIGHT,  ?GL_RENDERBUFFER_IN-
              TERNAL_FORMAT,     ?GL_RENDERBUFFER_RED_SIZE    ,    ?GL_RENDER-
              BUFFER_GREEN_SIZE,    ?GL_RENDERBUFFER_BLUE_SIZE,    ?GL_RENDER-
              BUFFER_ALPHA_SIZE   ,  ?GL_RENDERBUFFER_DEPTH_SIZE,  ?GL_RENDER-
              BUFFER_DEPTH_SIZE, ?GL_RENDERBUFFER_STENCIL_SIZE ,  or  ?GL_REN-
              DERBUFFER_SAMPLES.

              See external documentation.

       isFramebuffer(Framebuffer) -> 0 | 1

              Types:

                 Framebuffer = integer()

              Determine if a name corresponds to a framebuffer object

              gl:isFramebuffer  returns  ?GL_TRUE  if Framebuffer is currently
              the name of a framebuffer object. If Framebuffer is zero, or  if
              ?framebuffer  is  not the name of a framebuffer object, or if an
              error occurs, gl:isFramebuffer returns ?GL_FALSE. If Framebuffer
              is a name returned by gl:genFramebuffers/1 , by that has not yet
              been bound through a call to  gl:bindFramebuffer/2  ,  then  the
              name  is  not  a framebuffer object and gl:isFramebuffer returns
              ?GL_FALSE.

              See external documentation.

       bindFramebuffer(Target, Framebuffer) -> ok

              Types:

                 Target = enum()
                 Framebuffer = integer()

              Bind a framebuffer to a framebuffer target

              gl:bindFramebuffer binds the framebuffer object with name Frame-
              buffer  to  the  framebuffer target specified by Target . Target
              must be either ?GL_DRAW_FRAMEBUFFER  ,  ?GL_READ_FRAMEBUFFER  or
              ?GL_FRAMEBUFFER.   If   a   framebuffer   object   is  bound  to
              ?GL_DRAW_FRAMEBUFFER or  ?GL_READ_FRAMEBUFFER,  it  becomes  the
              target for rendering or readback operations, respectively, until
              it is deleted or another framebuffer is bound to the correspond-
              ing  bind  point.  Calling gl:bindFramebuffer with Target set to
              ?GL_FRAMEBUFFER binds Framebuffer to  both  the  read  and  draw
              framebuffer  targets.  Framebuffer  is the name of a framebuffer
              object previously returned from a call to gl:genFramebuffers/1 ,
              or zero to break the existing binding of a framebuffer object to
              Target .

              See external documentation.

       deleteFramebuffers(Framebuffers) -> ok

              Types:

                 Framebuffers = [integer()]

              Delete framebuffer objects

              gl:deleteFramebuffers deletes the N  framebuffer  objects  whose
              names  are  stored  in the array addressed by Framebuffers . The
              name zero is reserved by the GL and is silently ignored,  should
              it  occur  in  Framebuffers  , as are other unused names. Once a
              framebuffer object is deleted, its name is again unused  and  it
              has  no attachments. If a framebuffer that is currently bound to
              one   or   more   of   the   targets   ?GL_DRAW_FRAMEBUFFER   or
              ?GL_READ_FRAMEBUFFER  is  deleted, it is as though gl:bindFrame-
              buffer/2 had been executed with  the  corresponding  Target  and
              Framebuffer zero.

              See external documentation.

       genFramebuffers(N) -> [integer()]

              Types:

                 N = integer()

              Generate framebuffer object names

              gl:genFramebuffers  returns  N framebuffer object names in Ids .
              There is no guarantee that the names form a  contiguous  set  of
              integers;  however,  it  is guaranteed that none of the returned
              names was in use immediately before  the  call  to  gl:genFrame-
              buffers .

              See external documentation.

       checkFramebufferStatus(Target) -> enum()

              Types:

                 Target = enum()

              Check the completeness status of a framebuffer

              gl:checkFramebufferStatus queries the completeness status of the
              framebuffer object currently bound to Target .  Target  must  be
              ?GL_DRAW_FRAMEBUFFER,  ?GL_READ_FRAMEBUFFER  or ?GL_FRAMEBUFFER.
              ?GL_FRAMEBUFFER is equivalent to ?GL_DRAW_FRAMEBUFFER .

              See external documentation.

       framebufferTexture1D(Target, Attachment, Textarget, Texture, Level)  ->
       ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Textarget = enum()
                 Texture = integer()
                 Level = integer()

              See framebufferTexture/4

       framebufferTexture2D(Target,  Attachment, Textarget, Texture, Level) ->
       ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Textarget = enum()
                 Texture = integer()
                 Level = integer()

              See framebufferTexture/4

       framebufferTexture3D(Target,  Attachment,  Textarget,  Texture,  Level,
       Zoffset) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Textarget = enum()
                 Texture = integer()
                 Level = integer()
                 Zoffset = integer()

              See framebufferTexture/4

       framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Render-
       buffer) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Renderbuffertarget = enum()
                 Renderbuffer = integer()

              Attach a renderbuffer as a logical buffer to the currently bound
              framebuffer object

              gl:framebufferRenderbuffer attaches a renderbuffer as one of the
              logical buffers of the currently bound framebuffer object.  Ren-
              derbuffer  is  the name of the renderbuffer object to attach and
              must be either zero, or the name of an existing renderbuffer ob-
              ject  of  type  Renderbuffertarget . If Renderbuffer is not zero
              and if gl:framebufferRenderbuffer is successful, then  the  ren-
              derbuffer  name  Renderbuffer will be used as the logical buffer
              identified by Attachment of the framebuffer currently  bound  to
              Target .

              See external documentation.

       getFramebufferAttachmentParameteriv(Target, Attachment, Pname) -> inte-
       ger()

              Types:

                 Target = enum()
                 Attachment = enum()
                 Pname = enum()

              Retrieve information about attachments of  a  bound  framebuffer
              object

              gl:getFramebufferAttachmentParameter  returns  information about
              attachments of a bound framebuffer object. Target specifies  the
              framebuffer  binding  point  and  must  be ?GL_DRAW_FRAMEBUFFER,
              ?GL_READ_FRAMEBUFFER  or  ?GL_FRAMEBUFFER.  ?GL_FRAMEBUFFER   is
              equivalent to ?GL_DRAW_FRAMEBUFFER.

              See external documentation.

       generateMipmap(Target) -> ok

              Types:

                 Target = enum()

              Generate mipmaps for a specified texture target

              gl:generateMipmap  generates mipmaps for the texture attached to
              Target of the active texture unit.  For  cube  map  textures,  a
              ?GL_INVALID_OPERATION error is generated if the texture attached
              to Target is not cube complete.

              See external documentation.

       blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1, DstY1,
       Mask, Filter) -> ok

              Types:

                 SrcX0 = integer()
                 SrcY0 = integer()
                 SrcX1 = integer()
                 SrcY1 = integer()
                 DstX0 = integer()
                 DstY0 = integer()
                 DstX1 = integer()
                 DstY1 = integer()
                 Mask = integer()
                 Filter = enum()

              Copy  a  block  of  pixels from the read framebuffer to the draw
              framebuffer

              gl:blitFramebuffer transfers a rectangle of  pixel  values  from
              one region of the read framebuffer to another region in the draw
              framebuffer. Mask is the bitwise OR of a number of values  indi-
              cating   which   buffers  are  to  be  copied.  The  values  are
              ?GL_COLOR_BUFFER_BIT  ,  ?GL_DEPTH_BUFFER_BIT,   and   ?GL_STEN-
              CIL_BUFFER_BIT.  The  pixels  corresponding to these buffers are
              copied from the source rectangle  bounded  by  the  locations  (
              SrcX0 ; SrcY0 ) and ( SrcX1 ; SrcY1 ) to the destination rectan-
              gle bounded by the locations ( DstX0 ; DstY0 )  and  (  DstX1  ;
              DstY1  ). The lower bounds of the rectangle are inclusive, while
              the upper bounds are exclusive.

              See external documentation.

       renderbufferStorageMultisample(Target, Samples, Internalformat,  Width,
       Height) -> ok

              Types:

                 Target = enum()
                 Samples = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()

              Establish data storage, format, dimensions and sample count of a
              renderbuffer object's image

              gl:renderbufferStorageMultisample establishes the data  storage,
              format,  dimensions  and number of samples of a renderbuffer ob-
              ject's image.

              See external documentation.

       framebufferTextureLayer(Target, Attachment, Texture, Level,  Layer)  ->
       ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Texture = integer()
                 Level = integer()
                 Layer = integer()

              See framebufferTexture/4

       framebufferTextureFaceARB(Target,  Attachment, Texture, Level, Face) ->
       ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Texture = integer()
                 Level = integer()
                 Face = enum()

              See framebufferTexture/4

       flushMappedBufferRange(Target, Offset, Length) -> ok

              Types:

                 Target = enum()
                 Offset = integer()
                 Length = integer()

              Indicate modifications to a range of a mapped buffer

              gl:flushMappedBufferRange indicates that modifications have been
              made  to  a range of a mapped buffer. The buffer must previously
              have been mapped with the  ?GL_MAP_FLUSH_EXPLICIT  flag.  Offset
              and Length indicate the modified subrange of the mapping, in ba-
              sic units. The specified subrange to flush is  relative  to  the
              start   of   the   currently   mapped   range   of  the  buffer.
              gl:flushMappedBufferRange may be called multiple times to  indi-
              cate distinct subranges of the mapping which require flushing.

              See external documentation.

       bindVertexArray(Array) -> ok

              Types:

                 Array = integer()

              Bind a vertex array object

              gl:bindVertexArray binds the vertex array object with name Array
              . Array is the name of a vertex array object previously returned
              from  a  call to gl:genVertexArrays/1 , or zero to break the ex-
              isting vertex array object binding.

              See external documentation.

       deleteVertexArrays(Arrays) -> ok

              Types:

                 Arrays = [integer()]

              Delete vertex array objects

              gl:deleteVertexArrays deletes N vertex array objects whose names
              are  stored in the array addressed by Arrays . Once a vertex ar-
              ray object is deleted it has no contents and its name  is  again
              unused.  If  a  vertex  array  object that is currently bound is
              deleted, the binding for that object reverts to zero and the de-
              fault  vertex  array becomes current. Unused names in Arrays are
              silently ignored, as is the value zero.

              See external documentation.

       genVertexArrays(N) -> [integer()]

              Types:

                 N = integer()

              Generate vertex array object names

              gl:genVertexArrays returns N vertex array object names in Arrays
              .  There is no guarantee that the names form a contiguous set of
              integers; however, it is guaranteed that none  of  the  returned
              names  was in use immediately before the call to gl:genVertexAr-
              rays .

              See external documentation.

       isVertexArray(Array) -> 0 | 1

              Types:

                 Array = integer()

              Determine if a name corresponds to a vertex array object

              gl:isVertexArray returns ?GL_TRUE if Array is currently the name
              of  a  renderbuffer object. If Renderbuffer is zero, or if Array
              is not the name of a renderbuffer object, or if an error occurs,
              gl:isVertexArray returns ?GL_FALSE . If Array is a name returned
              by gl:genVertexArrays/1 , by that has not yet been bound through
              a  call  to gl:bindVertexArray/1 , then the name is not a vertex
              array object and gl:isVertexArray returns ?GL_FALSE.

              See external documentation.

       getUniformIndices(Program, UniformNames) -> [integer()]

              Types:

                 Program = integer()
                 UniformNames = iolist()

              Retrieve the index of a named uniform block

              gl:getUniformIndices retrieves the indices of a number  of  uni-
              forms within Program .

              See external documentation.

       getActiveUniformsiv(Program, UniformIndices, Pname) -> [integer()]

              Types:

                 Program = integer()
                 UniformIndices = [integer()]
                 Pname = enum()

              glGetActiveUniforms

              See external documentation.

       getActiveUniformName(Program, UniformIndex, BufSize) -> string()

              Types:

                 Program = integer()
                 UniformIndex = integer()
                 BufSize = integer()

              Query the name of an active uniform

              gl:getActiveUniformName  returns  the name of the active uniform
              at UniformIndex within Program . If UniformName is not NULL,  up
              to BufSize characters (including a nul-terminator) will be writ-
              ten into the array whose address is specified by  UniformName  .
              If  Length  is  not NULL, the number of characters that were (or
              would have been) written into  UniformName  (not  including  the
              nul-terminator)  will be placed in the variable whose address is
              specified in Length . If Length is NULL, no length is  returned.
              The  length  of  the longest uniform name in Program is given by
              the value of ?GL_ACTIVE_UNIFORM_MAX_LENGTH, which can be queried
              with gl:getProgramiv/2 .

              See external documentation.

       getUniformBlockIndex(Program, UniformBlockName) -> integer()

              Types:

                 Program = integer()
                 UniformBlockName = string()

              Retrieve the index of a named uniform block

              gl:getUniformBlockIndex  retrieves  the index of a uniform block
              within Program .

              See external documentation.

       getActiveUniformBlockiv(Program, UniformBlockIndex, Pname,  Params)  ->
       ok

              Types:

                 Program = integer()
                 UniformBlockIndex = integer()
                 Pname = enum()
                 Params = mem()

              Query information about an active uniform block

              gl:getActiveUniformBlockiv retrieves information about an active
              uniform block within Program .

              See external documentation.

       getActiveUniformBlockName(Program,   UniformBlockIndex,   BufSize)   ->
       string()

              Types:

                 Program = integer()
                 UniformBlockIndex = integer()
                 BufSize = integer()

              Retrieve the name of an active uniform block

              gl:getActiveUniformBlockName  retrieves  the  name of the active
              uniform block at UniformBlockIndex within Program .

              See external documentation.

       uniformBlockBinding(Program, UniformBlockIndex, UniformBlockBinding) ->
       ok

              Types:

                 Program = integer()
                 UniformBlockIndex = integer()
                 UniformBlockBinding = integer()

              Assign a binding point to an active uniform block

              Binding  points  for  active  uniform  blocks are assigned using
              gl:uniformBlockBinding.  Each  of  a  program's  active  uniform
              blocks has a corresponding uniform buffer binding point. Program
              is  the  name  of  a  program  object  for  which  the   command
              gl:linkProgram/1 has been issued in the past.

              See external documentation.

       copyBufferSubData(ReadTarget,   WriteTarget,  ReadOffset,  WriteOffset,
       Size) -> ok

              Types:

                 ReadTarget = enum()
                 WriteTarget = enum()
                 ReadOffset = integer()
                 WriteOffset = integer()
                 Size = integer()

              Copy part of the data store of a buffer object to the data store
              of another buffer object

              gl:copyBufferSubData  copies  part of the data store attached to
              Readtarget to the data store attached to Writetarget . The  num-
              ber  of basic machine units indicated by Size is copied from the
              source, at offset Readoffset to the destination at Writeoffset ,
              also in basic machine units.

              See external documentation.

       drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) -> ok

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Basevertex = integer()

              Render primitives from array data with a per-element offset

              gl:drawElementsBaseVertex  behaves  identically  to  gl:drawEle-
              ments/4 except that the ith element transferred  by  the  corre-
              sponding  draw call will be taken from element Indices [i] + Ba-
              severtex of each enabled array. If the resulting value is larger
              than  the  maximum value representable by Type , it is as if the
              calculation were upconverted to 32-bit unsigned  integers  (with
              wrapping  on overflow conditions). The operation is undefined if
              the sum would be negative.

              See external documentation.

       drawRangeElementsBaseVertex(Mode, Start, End, Count, Type, Indices, Ba-
       severtex) -> ok

              Types:

                 Mode = enum()
                 Start = integer()
                 End = integer()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Basevertex = integer()

              Render primitives from array data with a per-element offset

              gl:drawRangeElementsBaseVertex   is   a   restricted   form   of
              gl:drawElementsBaseVertex/5 . Mode , Start , End , Count and Ba-
              severtex match the corresponding arguments to gl:drawElementsBa-
              seVertex/5 , with the additional constraint that all  values  in
              the  array  Indices  must lie between Start and End , inclusive,
              prior to adding Basevertex .  Index  values  lying  outside  the
              range [ Start , End ] are treated in the same way as gl:drawEle-
              mentsBaseVertex/5 . The i th element transferred by  the  corre-
              sponding  draw call will be taken from element Indices [i] + Ba-
              severtex of each enabled array. If the resulting value is larger
              than  the  maximum value representable by Type , it is as if the
              calculation were upconverted to 32-bit unsigned  integers  (with
              wrapping  on overflow conditions). The operation is undefined if
              the sum would be negative.

              See external documentation.

       drawElementsInstancedBaseVertex(Mode, Count, Type, Indices,  Primcount,
       Basevertex) -> ok

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Primcount = integer()
                 Basevertex = integer()

              Render multiple instances of a set of primitives from array data
              with a per-element offset

              gl:drawElementsInstancedBaseVertex   behaves   identically    to
              gl:drawElementsInstanced/5  except  that  the ith element trans-
              ferred by the corresponding draw call will be taken from element
              Indices [i] + Basevertex of each enabled array. If the resulting
              value is larger than the maximum value representable by  Type  ,
              it  is as if the calculation were upconverted to 32-bit unsigned
              integers (with wrapping on overflow conditions).  The  operation
              is undefined if the sum would be negative.

              See external documentation.

       provokingVertex(Mode) -> ok

              Types:

                 Mode = enum()

              Specifiy  the  vertex  to be used as the source of data for flat
              shaded varyings

              Flatshading a vertex shader varying output means to  assign  all
              vetices  of  the  primitive  the same value for that output. The
              vertex from which these values is derived is known as  the  pro-
              voking  vertex  and gl:provokingVertex specifies which vertex is
              to be used as the source of data for flat shaded varyings.

              See external documentation.

       fenceSync(Condition, Flags) -> integer()

              Types:

                 Condition = enum()
                 Flags = integer()

              Create a new sync object and  insert  it  into  the  GL  command
              stream

              gl:fenceSync  creates  a  new fence sync object, inserts a fence
              command into the GL command stream and associates it  with  that
              sync  object,  and  returns a non-zero name corresponding to the
              sync object.

              See external documentation.

       isSync(Sync) -> 0 | 1

              Types:

                 Sync = integer()

              Determine if a name corresponds to a sync object

              gl:isSync returns ?GL_TRUE if Sync is currently the  name  of  a
              sync  object. If Sync is not the name of a sync object, or if an
              error occurs, gl:isSync returns ?GL_FALSE. Note that zero is not
              the name of a sync object.

              See external documentation.

       deleteSync(Sync) -> ok

              Types:

                 Sync = integer()

              Delete a sync object

              gl:deleteSync deletes the sync object specified by Sync . If the
              fence command corresponding to the  specified  sync  object  has
              completed,  or  if  no gl:waitSync/3 or gl:clientWaitSync/3 com-
              mands are blocking on Sync , the object is deleted  immediately.
              Otherwise, Sync is flagged for deletion and will be deleted when
              it is no longer associated with any  fence  command  and  is  no
              longer  blocking  any  gl:waitSync/3 or gl:clientWaitSync/3 com-
              mand. In either case, after gl:deleteSync returns, the name Sync
              is  invalid  and  can no longer be used to refer to the sync ob-
              ject.

              See external documentation.

       clientWaitSync(Sync, Flags, Timeout) -> enum()

              Types:

                 Sync = integer()
                 Flags = integer()
                 Timeout = integer()

              Block and wait for a sync object to become signaled

              gl:clientWaitSync causes the client to block and  wait  for  the
              sync  object  specified  by  Sync to become signaled. If Sync is
              signaled when gl:clientWaitSync is called, gl:clientWaitSync re-
              turns  immediately,  otherwise  it will block and wait for up to
              Timeout nanoseconds for Sync to become signaled.

              See external documentation.

       waitSync(Sync, Flags, Timeout) -> ok

              Types:

                 Sync = integer()
                 Flags = integer()
                 Timeout = integer()

              Instruct the GL server to block until the specified sync  object
              becomes signaled

              gl:waitSync  causes  the  GL server to block and wait until Sync
              becomes signaled. Sync is the name of an  existing  sync  object
              upon which to wait. Flags and Timeout are currently not used and
              must be set to zero and the special value ?GL_TIMEOUT_IGNORED  ,
              respectively

              Flags and Timeout are placeholders for anticipated future exten-
              sions of sync object capabilities. They must have these reserved
              values  in  order that existing code calling gl:waitSync operate
              properly in the presence of such extensions.

              See external documentation.

       getInteger64v(Pname) -> [integer()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       getSynciv(Sync, Pname, BufSize) -> [integer()]

              Types:

                 Sync = integer()
                 Pname = enum()
                 BufSize = integer()

              Query the properties of a sync object

              gl:getSynciv retrieves properties of a sync object. Sync  speci-
              fies the name of the sync object whose properties to retrieve.

              See external documentation.

       texImage2DMultisample(Target,  Samples,  Internalformat, Width, Height,
       Fixedsamplelocations) -> ok

              Types:

                 Target = enum()
                 Samples = integer()
                 Internalformat = integer()
                 Width = integer()
                 Height = integer()
                 Fixedsamplelocations = 0 | 1

              Establish the data storage, format, dimensions,  and  number  of
              samples of a multisample texture's image

              gl:texImage2DMultisample  establishes  the data storage, format,
              dimensions and number of samples of a multisample texture's  im-
              age.

              See external documentation.

       texImage3DMultisample(Target,  Samples,  Internalformat, Width, Height,
       Depth, Fixedsamplelocations) -> ok

              Types:

                 Target = enum()
                 Samples = integer()
                 Internalformat = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Fixedsamplelocations = 0 | 1

              Establish the data storage, format, dimensions,  and  number  of
              samples of a multisample texture's image

              gl:texImage3DMultisample  establishes  the data storage, format,
              dimensions and number of samples of a multisample texture's  im-
              age.

              See external documentation.

       getMultisamplefv(Pname, Index) -> {float(), float()}

              Types:

                 Pname = enum()
                 Index = integer()

              Retrieve the location of a sample

              gl:getMultisamplefv  queries  the  location  of  a given sample.
              Pname specifies the sample parameter to  retrieve  and  must  be
              ?GL_SAMPLE_POSITION.  Index  corresponds to the sample for which
              the location should be returned. The sample location is returned
              as two floating-point values in Val[0] and Val[1] , each between
              0 and 1, corresponding to the X and Y locations respectively  in
              the  GL  pixel space of that sample. (0.5, 0.5) this corresponds
              to the pixel center. Index must be between zero and the value of
              ?GL_SAMPLES - 1.

              See external documentation.

       sampleMaski(Index, Mask) -> ok

              Types:

                 Index = integer()
                 Mask = integer()

              Set the value of a sub-word of the sample mask

              gl:sampleMaski sets one 32-bit sub-word of the multi-word sample
              mask, ?GL_SAMPLE_MASK_VALUE .

              See external documentation.

       namedStringARB(Type, Name, String) -> ok

              Types:

                 Type = enum()
                 Name = string()
                 String = string()

              glNamedStringARB

              See external documentation.

       deleteNamedStringARB(Name) -> ok

              Types:

                 Name = string()

              glDeleteNamedStringARB

              See external documentation.

       compileShaderIncludeARB(Shader, Path) -> ok

              Types:

                 Shader = integer()
                 Path = iolist()

              glCompileShaderIncludeARB

              See external documentation.

       isNamedStringARB(Name) -> 0 | 1

              Types:

                 Name = string()

              glIsNamedStringARB

              See external documentation.

       getNamedStringARB(Name, BufSize) -> string()

              Types:

                 Name = string()
                 BufSize = integer()

              glGetNamedStringARB

              See external documentation.

       getNamedStringivARB(Name, Pname) -> integer()

              Types:

                 Name = string()
                 Pname = enum()

              glGetNamedStringARB

              See external documentation.

       bindFragDataLocationIndexed(Program, ColorNumber, Index, Name) -> ok

              Types:

                 Program = integer()
                 ColorNumber = integer()
                 Index = integer()
                 Name = string()

              glBindFragDataLocationIndexe

              See external documentation.

       getFragDataIndex(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Query the bindings of color indices to user-defined varying  out
              variables

              gl:getFragDataIndex  returns  the index of the fragment color to
              which the variable Name was bound when the program  object  Pro-
              gram  was  last linked. If Name is not a varying out variable of
              Program , or if an error occurs, -1 will be returned.

              See external documentation.

       genSamplers(Count) -> [integer()]

              Types:

                 Count = integer()

              Generate sampler object names

              gl:genSamplers returns N sampler  object  names  in  Samplers  .
              There  is  no  guarantee that the names form a contiguous set of
              integers; however, it is guaranteed that none  of  the  returned
              names was in use immediately before the call to gl:genSamplers .

              See external documentation.

       deleteSamplers(Samplers) -> ok

              Types:

                 Samplers = [integer()]

              Delete named sampler objects

              gl:deleteSamplers  deletes  N  sampler objects named by the ele-
              ments of the array Ids . After a sampler object is deleted,  its
              name  is  again  unused.  If  a sampler object that is currently
              bound to a sampler unit is deleted, it is as though  gl:bindSam-
              pler/2  is called with unit set to the unit the sampler is bound
              to and sampler zero. Unused names in samplers are  silently  ig-
              nored, as is the reserved name zero.

              See external documentation.

       isSampler(Sampler) -> 0 | 1

              Types:

                 Sampler = integer()

              Determine if a name corresponds to a sampler object

              gl:isSampler  returns  ?GL_TRUE if Id is currently the name of a
              sampler object. If Id is zero, or is a non-zero  value  that  is
              not  currently  the name of a sampler object, or if an error oc-
              curs, gl:isSampler returns ?GL_FALSE.

              See external documentation.

       bindSampler(Unit, Sampler) -> ok

              Types:

                 Unit = integer()
                 Sampler = integer()

              Bind a named sampler to a texturing target

              gl:bindSampler binds Sampler to the texture unit at index Unit .
              Sampler  must be zero or the name of a sampler object previously
              returned from a call to gl:genSamplers/1 .  Unit  must  be  less
              than the value of ?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.

              See external documentation.

       samplerParameteri(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = integer()

              Set sampler parameters

              gl:samplerParameter assigns the value or values in Params to the
              sampler parameter specified as Pname  .  Sampler  specifies  the
              sampler object to be modified, and must be the name of a sampler
              object previously returned from a call to gl:genSamplers/1 . The
              following symbols are accepted in Pname :

              See external documentation.

       samplerParameteriv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [integer()]

              See samplerParameteri/3

       samplerParameterf(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = float()

              See samplerParameteri/3

       samplerParameterfv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [float()]

              See samplerParameteri/3

       samplerParameterIiv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [integer()]

              See samplerParameteri/3

       samplerParameterIuiv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [integer()]

              glSamplerParameterI

              See external documentation.

       getSamplerParameteriv(Sampler, Pname) -> [integer()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              Return sampler parameter values

              gl:getSamplerParameter  returns in Params the value or values of
              the sampler parameter specified as Pname . Sampler  defines  the
              target  sampler, and must be the name of an existing sampler ob-
              ject, returned from a previous call to gl:genSamplers/1 .  Pname
              accepts  the  same  symbols as gl:samplerParameteri/3 , with the
              same interpretations:

              See external documentation.

       getSamplerParameterIiv(Sampler, Pname) -> [integer()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              See getSamplerParameteriv/2

       getSamplerParameterfv(Sampler, Pname) -> [float()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              See getSamplerParameteriv/2

       getSamplerParameterIuiv(Sampler, Pname) -> [integer()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              glGetSamplerParameterI

              See external documentation.

       queryCounter(Id, Target) -> ok

              Types:

                 Id = integer()
                 Target = enum()

              Record the GL time into a query object after all  previous  com-
              mands  have  reached  the GL server but have not yet necessarily
              executed.

              gl:queryCounter causes the GL to record the  current  time  into
              the  query  object  named Id . Target must be ?GL_TIMESTAMP. The
              time is recorded after all previous commands on  the  GL  client
              and  server  state and the framebuffer have been fully realized.
              When the time is recorded, the query result for that  object  is
              marked  available.  gl:queryCounter  timer  queries  can be used
              within a gl:beginQuery/2 / gl:beginQuery/2 block where the  tar-
              get  is  ?GL_TIME_ELAPSED  and  it does not affect the result of
              that query object.

              See external documentation.

       getQueryObjecti64v(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              glGetQueryObjecti64v

              See external documentation.

       getQueryObjectui64v(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              glGetQueryObjectui64v

              See external documentation.

       drawArraysIndirect(Mode, Indirect) -> ok

              Types:

                 Mode = enum()
                 Indirect = offset() | mem()

              Render primitives from array data, taking parameters from memory

              gl:drawArraysIndirect specifies  multiple  geometric  primitives
              with  very  few  subroutine calls. gl:drawArraysIndirect behaves
              similarly to gl:drawArraysInstancedBaseInstance/5 , execept that
              the   parameters   to  gl:drawArraysInstancedBaseInstance/5  are
              stored in memory at the address given by Indirect .

              See external documentation.

       drawElementsIndirect(Mode, Type, Indirect) -> ok

              Types:

                 Mode = enum()
                 Type = enum()
                 Indirect = offset() | mem()

              Render indexed primitives from  array  data,  taking  parameters
              from memory

              gl:drawElementsIndirect  specifies  multiple  indexed  geometric
              primitives with very few subroutine calls.  gl:drawElementsIndi-
              rect  behaves similarly to gl:drawElementsInstancedBaseVertexBa-
              seInstance/7 , execpt that the parameters to  gl:drawElementsIn-
              stancedBaseVertexBaseInstance/7  are stored in memory at the ad-
              dress given by Indirect .

              See external documentation.

       uniform1d(Location, X) -> ok

              Types:

                 Location = integer()
                 X = float()

              See uniform1f/2

       uniform2d(Location, X, Y) -> ok

              Types:

                 Location = integer()
                 X = float()
                 Y = float()

              See uniform1f/2

       uniform3d(Location, X, Y, Z) -> ok

              Types:

                 Location = integer()
                 X = float()
                 Y = float()
                 Z = float()

              See uniform1f/2

       uniform4d(Location, X, Y, Z, W) -> ok

              Types:

                 Location = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See uniform1f/2

       uniform1dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [float()]

              See uniform1f/2

       uniform2dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float()}]

              See uniform1f/2

       uniform3dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float()}]

              See uniform1f/2

       uniform4dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix2dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix4dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(),  float(),  float(),   float(),   float(),   float(),
                 float(), float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix2x3dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix2x4dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3x2dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix3x4dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix4x2dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(), float(), float()}]

              See uniform1f/2

       uniformMatrix4x3dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(),  float(),  float(),   float(),   float(),   float(),
                 float()}]

              See uniform1f/2

       getUniformdv(Program, Location) -> matrix()

              Types:

                 Program = integer()
                 Location = integer()

              See getUniformfv/2

       getSubroutineUniformLocation(Program, Shadertype, Name) -> integer()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Name = string()

              Retrieve  the location of a subroutine uniform of a given shader
              stage within a program

              gl:getSubroutineUniformLocation returns the location of the sub-
              routine  uniform  variable  Name  in  the  shader  stage of type
              Shadertype attached to Program , with behavior otherwise identi-
              cal to gl:getUniformLocation/2 .

              See external documentation.

       getSubroutineIndex(Program, Shadertype, Name) -> integer()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Name = string()

              Retrieve  the  index  of  a subroutine uniform of a given shader
              stage within a program

              gl:getSubroutineIndex returns the index of a subroutine  uniform
              within a shader stage attached to a program object. Program con-
              tains the name of the program to which the shader  is  attached.
              Shadertype  specifies  the stage from which to query shader sub-
              routine index. Name contains the  null-terminated  name  of  the
              subroutine uniform whose name to query.

              See external documentation.

       getActiveSubroutineUniformName(Program,  Shadertype, Index, Bufsize) ->
       string()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Index = integer()
                 Bufsize = integer()

              Query the name of an active shader subroutine uniform

              gl:getActiveSubroutineUniformName retrieves the name of  an  ac-
              tive shader subroutine uniform. Program contains the name of the
              program containing the uniform. Shadertype specifies  the  stage
              for which which the uniform location, given by Index , is valid.
              Index must be between zero and the value  of  ?GL_ACTIVE_SUBROU-
              TINE_UNIFORMS minus one for the shader stage.

              See external documentation.

       getActiveSubroutineName(Program,   Shadertype,   Index,   Bufsize)   ->
       string()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Index = integer()
                 Bufsize = integer()

              Query the name of an active shader subroutine

              gl:getActiveSubroutineName queries the name of an active  shader
              subroutine  uniform  from  the program object given in Program .
              Index specifies the  index  of  the  shader  subroutine  uniform
              within  the  shader stage given by Stage , and must between zero
              and the value of ?GL_ACTIVE_SUBROUTINES minus one for the shader
              stage.

              See external documentation.

       uniformSubroutinesuiv(Shadertype, Indices) -> ok

              Types:

                 Shadertype = enum()
                 Indices = [integer()]

              Load active subroutine uniforms

              gl:uniformSubroutines  loads  all active subroutine uniforms for
              shader stage Shadertype of the current program  with  subroutine
              indices  from  Indices  , storing Indices[i] into the uniform at
              location I . Count must be equal to the value of ?GL_ACTIVE_SUB-
              ROUTINE_UNIFORM_LOCATIONS  for  the  program currently in use at
              shader stage Shadertype . Furthermore,  all  values  in  Indices
              must  be  less  than the value of ?GL_ACTIVE_SUBROUTINES for the
              shader stage.

              See external documentation.

       getUniformSubroutineuiv(Shadertype, Location) -> {integer(), integer(),
       integer(), integer(), integer(), integer(), integer(), integer(), inte-
       ger(), integer(), integer(),  integer(),  integer(),  integer(),  inte-
       ger(), integer()}

              Types:

                 Shadertype = enum()
                 Location = integer()

              Retrieve  the  value  of  a subroutine uniform of a given shader
              stage of the current program

              gl:getUniformSubroutine retrieves the value  of  the  subroutine
              uniform  at location Location for shader stage Shadertype of the
              current program. Location must be less than the value of ?GL_AC-
              TIVE_SUBROUTINE_UNIFORM_LOCATIONS  for  the  shader currently in
              use at shader stage Shadertype . The  value  of  the  subroutine
              uniform is returned in Values .

              See external documentation.

       getProgramStageiv(Program, Shadertype, Pname) -> integer()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Pname = enum()

              Retrieve properties of a program object corresponding to a spec-
              ified shader stage

              gl:getProgramStage queries a parameter of  a  shader  stage  at-
              tached  to  a  program  object. Program contains the name of the
              program to which the shader is  attached.  Shadertype  specifies
              the  stage  from  which  to query the parameter. Pname specifies
              which parameter should be queried. The value or  values  of  the
              parameter  to  be  queried is returned in the variable whose ad-
              dress is given in Values .

              See external documentation.

       patchParameteri(Pname, Value) -> ok

              Types:

                 Pname = enum()
                 Value = integer()

              Specifies the parameters for patch primitives

              gl:patchParameter specifies the parameters that will be used for
              patch  primitives.  Pname  specifies the parameter to modify and
              must be either ?GL_PATCH_VERTICES, ?GL_PATCH_DEFAULT_OUTER_LEVEL
              or  ?GL_PATCH_DEFAULT_INNER_LEVEL. For gl:patchParameteri, Value
              specifies the new value for the parameter specified by  Pname  .
              For  gl:patchParameterfv, Values specifies the address of an ar-
              ray containing the new values for  the  parameter  specified  by
              Pname .

              See external documentation.

       patchParameterfv(Pname, Values) -> ok

              Types:

                 Pname = enum()
                 Values = [float()]

              See patchParameteri/2

       bindTransformFeedback(Target, Id) -> ok

              Types:

                 Target = enum()
                 Id = integer()

              Bind a transform feedback object

              gl:bindTransformFeedback  binds  the  transform  feedback object
              with name Id to the current GL state. Id must be a  name  previ-
              ously returned from a call to gl:genTransformFeedbacks/1 . If Id
              has not previously been bound, a new transform  feedback  object
              with  name  Id  and  initialized with with the default transform
              state vector is created.

              See external documentation.

       deleteTransformFeedbacks(Ids) -> ok

              Types:

                 Ids = [integer()]

              Delete transform feedback objects

              gl:deleteTransformFeedbacks deletes the N transform feedback ob-
              jects  whose names are stored in the array Ids . Unused names in
              Ids are ignored, as is the name zero. After a transform feedback
              object  is  deleted, its name is again unused and it has no con-
              tents. If an active transform feedback object  is  deleted,  its
              name  immediately  becomes  unused, but the underlying object is
              not deleted until it is no longer active.

              See external documentation.

       genTransformFeedbacks(N) -> [integer()]

              Types:

                 N = integer()

              Reserve transform feedback object names

              gl:genTransformFeedbacks returns N previously  unused  transform
              feedback  object  names in Ids . These names are marked as used,
              for the purposes of gl:genTransformFeedbacks only, but they  ac-
              quire transform feedback state only when they are first bound.

              See external documentation.

       isTransformFeedback(Id) -> 0 | 1

              Types:

                 Id = integer()

              Determine if a name corresponds to a transform feedback object

              gl:isTransformFeedback  returns  ?GL_TRUE if Id is currently the
              name of a transform feedback object. If Id is zero, or if ?id is
              not  the name of a transform feedback object, or if an error oc-
              curs, gl:isTransformFeedback returns ?GL_FALSE. If Id is a  name
              returned  by  gl:genTransformFeedbacks/1  , but that has not yet
              been bound through a call to gl:bindTransformFeedback/2  ,  then
              the  name is not a transform feedback object and gl:isTransform-
              Feedback returns ?GL_FALSE .

              See external documentation.

       pauseTransformFeedback() -> ok

              Pause transform feedback operations

              gl:pauseTransformFeedback pauses transform  feedback  operations
              on  the  currently active transform feedback object. When trans-
              form feedback operations are paused, transform feedback is still
              considered active and changing most transform feedback state re-
              lated to the object results in an error. However, a  new  trans-
              form  feedback  object  may be bound while transform feedback is
              paused.

              See external documentation.

       resumeTransformFeedback() -> ok

              Resume transform feedback operations

              gl:resumeTransformFeedback resumes transform feedback operations
              on  the  currently active transform feedback object. When trans-
              form feedback operations are paused, transform feedback is still
              considered active and changing most transform feedback state re-
              lated to the object results in an error. However, a  new  trans-
              form  feedback  object  may be bound while transform feedback is
              paused.

              See external documentation.

       drawTransformFeedback(Mode, Id) -> ok

              Types:

                 Mode = enum()
                 Id = integer()

              Render primitives using a count derived from a  transform  feed-
              back object

              gl:drawTransformFeedback draws primitives of a type specified by
              Mode using a count retrieved from the transform feedback  speci-
              fied  by  Id . Calling gl:drawTransformFeedback is equivalent to
              calling gl:drawArrays/3 with Mode as  specified,  First  set  to
              zero, and Count set to the number of vertices captured on vertex
              stream zero the last time transform feedback was active  on  the
              transform feedback object named by Id .

              See external documentation.

       drawTransformFeedbackStream(Mode, Id, Stream) -> ok

              Types:

                 Mode = enum()
                 Id = integer()
                 Stream = integer()

              Render  primitives  using a count derived from a specifed stream
              of a transform feedback object

              gl:drawTransformFeedbackStream draws primitives of a type speci-
              fied by Mode using a count retrieved from the transform feedback
              stream specified by Stream  of  the  transform  feedback  object
              specified  by  Id  .  Calling  gl:drawTransformFeedbackStream is
              equivalent to calling gl:drawArrays/3 with  Mode  as  specified,
              First  set to zero, and Count set to the number of vertices cap-
              tured on vertex stream Stream the last time  transform  feedback
              was active on the transform feedback object named by Id .

              See external documentation.

       beginQueryIndexed(Target, Index, Id) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Id = integer()

              glBeginQueryIndexe

              See external documentation.

       endQueryIndexed(Target, Index) -> ok

              Types:

                 Target = enum()
                 Index = integer()

              Delimit the boundaries of a query object on an indexed target

              gl:beginQueryIndexed and gl:endQueryIndexed/2 delimit the bound-
              aries of a query object. Query must be  a  name  previously  re-
              turned  from  a call to gl:genQueries/1 . If a query object with
              name Id does not yet exist it is created with  the  type  deter-
              mined  by  Target  .  Target  must be one of ?GL_SAMPLES_PASSED,
              ?GL_ANY_SAMPLES_PASSED  ,  ?GL_PRIMITIVES_GENERATED,  ?GL_TRANS-
              FORM_FEEDBACK_PRIMITIVES_WRITTEN,  or ?GL_TIME_ELAPSED . The be-
              havior of the query object depends on its type and  is  as  fol-
              lows.

              See external documentation.

       getQueryIndexediv(Target, Index, Pname) -> integer()

              Types:

                 Target = enum()
                 Index = integer()
                 Pname = enum()

              Return parameters of an indexed query object target

              gl:getQueryIndexediv  returns  in Params a selected parameter of
              the indexed query object target specified by Target and Index  .
              Index specifies the index of the query object target and must be
              between zero and a target-specific maxiumum.

              See external documentation.

       releaseShaderCompiler() -> ok

              Release resources consumed by the implementation's  shader  com-
              piler

              gl:releaseShaderCompiler  provides  a hint to the implementation
              that it may free internal resources associated with  its  shader
              compiler.  gl:compileShader/1 may subsequently be called and the
              implementation may at that time reallocate resources  previously
              freed by the call to gl:releaseShaderCompiler.

              See external documentation.

       shaderBinary(Shaders, Binaryformat, Binary) -> ok

              Types:

                 Shaders = [integer()]
                 Binaryformat = enum()
                 Binary = binary()

              Load pre-compiled shader binaries

              gl:shaderBinary  loads  pre-compiled shader binary code into the
              Count shader objects whose handles are given in Shaders . Binary
              points  to  Length  bytes of binary shader code stored in client
              memory. BinaryFormat specifies the format  of  the  pre-compiled
              code.

              See external documentation.

       getShaderPrecisionFormat(Shadertype,  Precisiontype)  -> {Range::{inte-
       ger(), integer()}, Precision::integer()}

              Types:

                 Shadertype = enum()
                 Precisiontype = enum()

              Retrieve the range and precision for numeric  formats  supported
              by the shader compiler

              gl:getShaderPrecisionFormat retrieves the numeric range and pre-
              cision for the implementation's representation of quantities  in
              different  numeric  formats in specified shader type. ShaderType
              specifies the type of shader for which the numeric precision and
              range is to be retrieved and must be one of ?GL_VERTEX_SHADER or
              ?GL_FRAGMENT_SHADER. PrecisionType specifies the numeric  format
              to  query  and  must  be  one of ?GL_LOW_FLOAT, ?GL_MEDIUM_FLOAT
              ?GL_HIGH_FLOAT, ?GL_LOW_INT, ?GL_MEDIUM_INT, or ?GL_HIGH_INT.

              See external documentation.

       depthRangef(N, F) -> ok

              Types:

                 N = clamp()
                 F = clamp()

              See depthRange/2

       clearDepthf(D) -> ok

              Types:

                 D = clamp()

              glClearDepthf

              See external documentation.

       getProgramBinary(Program,  BufSize)   ->   {BinaryFormat::enum(),   Bi-
       nary::binary()}

              Types:

                 Program = integer()
                 BufSize = integer()

              Return  a  binary  representation of a program object's compiled
              and linked executable source

              gl:getProgramBinary returns a binary representation of the  com-
              piled  and linked executable for Program into the array of bytes
              whose address is specified in Binary .  The  maximum  number  of
              bytes  that may be written into Binary is specified by BufSize .
              If the program binary is greater in  size  than  BufSize  bytes,
              then an error is generated, otherwise the actual number of bytes
              written into Binary is returned in the variable whose address is
              given  by  Length  .  If  Length is ?NULL, then no length is re-
              turned.

              See external documentation.

       programBinary(Program, BinaryFormat, Binary) -> ok

              Types:

                 Program = integer()
                 BinaryFormat = enum()
                 Binary = binary()

              Load a program object with a program binary

              gl:programBinary loads a program object with  a  program  binary
              previously  returned  from  gl:getProgramBinary/2 . BinaryFormat
              and Binary must be those returned by a previous call to  gl:get-
              ProgramBinary/2  ,  and  Length  must  be the length returned by
              gl:getProgramBinary/2 , or by gl:getProgramiv/2 when called with
              Pname  set to ?GL_PROGRAM_BINARY_LENGTH. If these conditions are
              not met, loading the program binary will  fail  and  Program  's
              ?GL_LINK_STATUS will be set to ?GL_FALSE.

              See external documentation.

       programParameteri(Program, Pname, Value) -> ok

              Types:

                 Program = integer()
                 Pname = enum()
                 Value = integer()

              Specify a parameter for a program object

              gl:programParameter  specifies  a  new  value  for the parameter
              nameed by Pname for the program object Program .

              See external documentation.

       useProgramStages(Pipeline, Stages, Program) -> ok

              Types:

                 Pipeline = integer()
                 Stages = integer()
                 Program = integer()

              Bind stages of a program object to a program pipeline

              gl:useProgramStages binds executables from a program object  as-
              sociated  with  a  specified set of shader stages to the program
              pipeline object given by Pipeline . Pipeline specifies the  pro-
              gram  pipeline  object  to which to bind the executables. Stages
              contains a logical combination of  bits  indicating  the  shader
              stages  to  use  within Program with the program pipeline object
              Pipeline . Stages must be  a  logical  combination  of  ?GL_VER-
              TEX_SHADER_BIT,   ?GL_TESS_CONTROL_SHADER_BIT,  ?GL_TESS_EVALUA-
              TION_SHADER_BIT   ,   ?GL_GEOMETRY_SHADER_BIT,   and   ?GL_FRAG-
              MENT_SHADER_BIT.     Additionally,     the     special     value
              ?GL_ALL_SHADER_BITS may be specified to indicate that  all  exe-
              cutables contained in Program should be installed in Pipeline .

              See external documentation.

       activeShaderProgram(Pipeline, Program) -> ok

              Types:

                 Pipeline = integer()
                 Program = integer()

              Set the active program object for a program pipeline object

              gl:activeShaderProgram  sets the linked program named by Program
              to be the active program for the program pipeline  object  Pipe-
              line  . The active program in the active program pipeline object
              is the target of calls to gl:uniform1f/2  when  no  program  has
              been made current through a call to gl:useProgram/1 .

              See external documentation.

       createShaderProgramv(Type, Strings) -> integer()

              Types:

                 Type = enum()
                 Strings = iolist()

              glCreateShaderProgramv

              See external documentation.

       bindProgramPipeline(Pipeline) -> ok

              Types:

                 Pipeline = integer()

              Bind a program pipeline to the current context

              gl:bindProgramPipeline  binds  a  program pipeline object to the
              current context. Pipeline must be  a  name  previously  returned
              from a call to gl:genProgramPipelines/1 . If no program pipeline
              exists with name Pipeline then a new pipeline object is  created
              with that name and initialized to the default state vector.

              See external documentation.

       deleteProgramPipelines(Pipelines) -> ok

              Types:

                 Pipelines = [integer()]

              Delete program pipeline objects

              gl:deleteProgramPipelines deletes the N program pipeline objects
              whose names are stored in the array Pipelines . Unused names  in
              Pipelines  are  ignored,  as  is  the name zero. After a program
              pipeline object is deleted, its name is again unused and it  has
              no  contents. If program pipeline object that is currently bound
              is deleted, the binding for that object reverts to zero  and  no
              program pipeline object becomes current.

              See external documentation.

       genProgramPipelines(N) -> [integer()]

              Types:

                 N = integer()

              Reserve program pipeline object names

              gl:genProgramPipelines returns N previously unused program pipe-
              line object names in Pipelines . These names are marked as used,
              for  the  purposes  of gl:genProgramPipelines only, but they ac-
              quire program pipeline state only when they are first bound.

              See external documentation.

       isProgramPipeline(Pipeline) -> 0 | 1

              Types:

                 Pipeline = integer()

              Determine if a name corresponds to a program pipeline object

              gl:isProgramPipeline returns ?GL_TRUE if Pipeline  is  currently
              the  name  of a program pipeline object. If Pipeline is zero, or
              if ?pipeline is not the name of a program pipeline object, or if
              an  error  occurs,  gl:isProgramPipeline  returns  ?GL_FALSE. If
              Pipeline is a name returned by  gl:genProgramPipelines/1  ,  but
              that  has  not  yet  been  bound  through  a call to gl:bindPro-
              gramPipeline/1 , then the name is not a program pipeline  object
              and gl:isProgramPipeline returns ?GL_FALSE .

              See external documentation.

       getProgramPipelineiv(Pipeline, Pname) -> integer()

              Types:

                 Pipeline = integer()
                 Pname = enum()

              Retrieve properties of a program pipeline object

              gl:getProgramPipelineiv retrieves the value of a property of the
              program pipeline object Pipeline . Pname specifies the  name  of
              the  parameter whose value to retrieve. The value of the parame-
              ter is written to the variable whose address is given by  Params
              .

              See external documentation.

       programUniform1i(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()

              Specify  the value of a uniform variable for a specified program
              object

              gl:programUniform modifies the value of a uniform variable or  a
              uniform  variable array. The location of the uniform variable to
              be modified is specified by Location , which should be  a  value
              returned by gl:getUniformLocation/2 . gl:programUniform operates
              on the program object specified by Program .

              See external documentation.

       programUniform1iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [integer()]

              See programUniform1i/3

       programUniform1f(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()

              See programUniform1i/3

       programUniform1fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [float()]

              See programUniform1i/3

       programUniform1d(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()

              See programUniform1i/3

       programUniform1dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [float()]

              See programUniform1i/3

       programUniform1ui(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()

              See programUniform1i/3

       programUniform1uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [integer()]

              See programUniform1i/3

       programUniform2i(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See programUniform1i/3

       programUniform2iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer()}]

              See programUniform1i/3

       programUniform2f(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()

              See programUniform1i/3

       programUniform2fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float()}]

              See programUniform1i/3

       programUniform2d(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()

              See programUniform1i/3

       programUniform2dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float()}]

              See programUniform1i/3

       programUniform2ui(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See programUniform1i/3

       programUniform2uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer()}]

              See programUniform1i/3

       programUniform3i(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See programUniform1i/3

       programUniform3iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See programUniform1i/3

       programUniform3f(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()

              See programUniform1i/3

       programUniform3fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float()}]

              See programUniform1i/3

       programUniform3d(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()

              See programUniform1i/3

       programUniform3dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float()}]

              See programUniform1i/3

       programUniform3ui(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See programUniform1i/3

       programUniform3uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See programUniform1i/3

       programUniform4i(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See programUniform1i/3

       programUniform4iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See programUniform1i/3

       programUniform4f(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()
                 V3 = float()

              See programUniform1i/3

       programUniform4fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniform4d(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()
                 V3 = float()

              See programUniform1i/3

       programUniform4dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniform4ui(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See programUniform1i/3

       programUniform4uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See programUniform1i/3

       programUniformMatrix2fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(),  float(),  float(),   float(),   float(),   float(),
                 float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix2dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix2x3fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix3x2fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix2x4fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix4x2fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3x4fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix4x3fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix2x3dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix3x2dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix2x4dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix4x2dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value   =  [{float(),  float(),  float(),  float(),  float(),
                 float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3x4dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix4x3dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),   float(),
                 float(),   float(),   float(),   float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       validateProgramPipeline(Pipeline) -> ok

              Types:

                 Pipeline = integer()

              Validate a program pipeline object against current GL state

              gl:validateProgramPipeline instructs the implementation to vali-
              date  the  shader  executables contained in Pipeline against the
              current GL state. The implementation may use this as an opportu-
              nity  to  perform  any internal shader modifications that may be
              required to ensure correct operation of  the  installed  shaders
              given the current GL state.

              See external documentation.

       getProgramPipelineInfoLog(Pipeline, BufSize) -> string()

              Types:

                 Pipeline = integer()
                 BufSize = integer()

              Retrieve the info log string from a program pipeline object

              gl:getProgramPipelineInfoLog retrieves the info log for the pro-
              gram pipeline object Pipeline . The info log, including its null
              terminator,  is  written  into the array of characters whose ad-
              dress is given by InfoLog . The  maximum  number  of  characters
              that  may  be written into InfoLog is given by BufSize , and the
              actual number of characters written into InfoLog is returned  in
              the  integer  whose  address  is  given by Length . If Length is
              ?NULL, no length is returned.

              See external documentation.

       vertexAttribL1d(Index, X) -> ok

              Types:

                 Index = integer()
                 X = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL2d(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL3d(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL4d(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL1dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float()}

              Equivalent to vertexAttribL1d(Index, X).

       vertexAttribL2dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertexAttribL2d(Index, X, Y).

       vertexAttribL3dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertexAttribL3d(Index, X, Y, Z).

       vertexAttribL4dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertexAttribL4d(Index, X, Y, Z, W).

       vertexAttribLPointer(Index, Size, Type, Stride, Pointer) -> ok

              Types:

                 Index = integer()
                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              glVertexAttribLPointer

              See external documentation.

       getVertexAttribLdv(Index,  Pname)  ->   {float(),   float(),   float(),
       float()}

              Types:

                 Index = integer()
                 Pname = enum()

              glGetVertexAttribL

              See external documentation.

       viewportArrayv(First, V) -> ok

              Types:

                 First = integer()
                 V = [{float(), float(), float(), float()}]

              glViewportArrayv

              See external documentation.

       viewportIndexedf(Index, X, Y, W, H) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 W = float()
                 H = float()

              Set a specified viewport

              gl:viewportIndexedf and gl:viewportIndexedfv specify the parame-
              ters for a single viewport. Index specifies  the  index  of  the
              viewport  to  modify.  Index  must  be  less  than  the value of
              ?GL_MAX_VIEWPORTS. For gl:viewportIndexedf, X , Y , W  ,  and  H
              specify  the  left,  bottom, width and height of the viewport in
              pixels, respectively. For gl:viewportIndexedfv, V  contains  the
              address of an array of floating point values specifying the left
              ( x), bottom ( y), width ( w), and height ( h) of each viewport,
              in that order. x and y give the location of the viewport's lower
              left corner, and w and h give the width and height of the  view-
              port,  respectively. The viewport specifies the affine transfor-
              mation of x and y from normalized device coordinates  to  window
              coordinates.  Let  (x nd y nd) be normalized device coordinates.
              Then the window coordinates (x w y w) are computed as follows:

              See external documentation.

       viewportIndexedfv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {float(), float(), float(), float()}

              See viewportIndexedf/5

       scissorArrayv(First, V) -> ok

              Types:

                 First = integer()
                 V = [{integer(), integer(), integer(), integer()}]

              glScissorArrayv

              See external documentation.

       scissorIndexed(Index, Left, Bottom, Width, Height) -> ok

              Types:

                 Index = integer()
                 Left = integer()
                 Bottom = integer()
                 Width = integer()
                 Height = integer()

              glScissorIndexe

              See external documentation.

       scissorIndexedv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              glScissorIndexe

              See external documentation.

       depthRangeArrayv(First, V) -> ok

              Types:

                 First = integer()
                 V = [{clamp(), clamp()}]

              glDepthRangeArrayv

              See external documentation.

       depthRangeIndexed(Index, N, F) -> ok

              Types:

                 Index = integer()
                 N = clamp()
                 F = clamp()

              glDepthRangeIndexe

              See external documentation.

       getFloati_v(Target, Index) -> [float()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       getDoublei_v(Target, Index) -> [float()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       debugMessageControlARB(Source, Type, Severity, Ids, Enabled) -> ok

              Types:

                 Source = enum()
                 Type = enum()
                 Severity = enum()
                 Ids = [integer()]
                 Enabled = 0 | 1

              glDebugMessageControlARB

              See external documentation.

       debugMessageInsertARB(Source, Type, Id, Severity, Buf) -> ok

              Types:

                 Source = enum()
                 Type = enum()
                 Id = integer()
                 Severity = enum()
                 Buf = string()

              glDebugMessageInsertARB

              See external documentation.

       getDebugMessageLogARB(Count, Bufsize) -> {integer(), Sources::[enum()],
       Types::[enum()],     Ids::[integer()],    Severities::[enum()],    Mes-
       sageLog::[string()]}

              Types:

                 Count = integer()
                 Bufsize = integer()

              glGetDebugMessageLogARB

              See external documentation.

       getGraphicsResetStatusARB() -> enum()

              glGetGraphicsResetStatusARB

              See external documentation.

       drawArraysInstancedBaseInstance(Mode, First, Count, Primcount,  Basein-
       stance) -> ok

              Types:

                 Mode = enum()
                 First = integer()
                 Count = integer()
                 Primcount = integer()
                 Baseinstance = integer()

              Draw  multiple  instances of a range of elements with offset ap-
              plied to instanced attributes

              gl:drawArraysInstancedBaseInstance   behaves   identically    to
              gl:drawArrays/3  except that Primcount instances of the range of
              elements are executed and the value of the internal counter  In-
              stanceID  advances for each iteration. InstanceID is an internal
              32-bit integer counter that may be read by a  vertex  shader  as
              ?gl_InstanceID .

              See external documentation.

       drawElementsInstancedBaseInstance(Mode,  Count,  Type,  Indices,  Prim-
       count, Baseinstance) -> ok

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Primcount = integer()
                 Baseinstance = integer()

              Draw multiple instances of a set of elements with offset applied
              to instanced attributes

              gl:drawElementsInstancedBaseInstance   behaves   identically  to
              gl:drawElements/4 except that Primcount instances of the set  of
              elements  are executed and the value of the internal counter In-
              stanceID advances for each iteration. InstanceID is an  internal
              32-bit  integer  counter  that may be read by a vertex shader as
              ?gl_InstanceID .

              See external documentation.

       drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type, Indices,
       Primcount, Basevertex, Baseinstance) -> ok

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Primcount = integer()
                 Basevertex = integer()
                 Baseinstance = integer()

              Render multiple instances of a set of primitives from array data
              with a per-element offset

              gl:drawElementsInstancedBaseVertexBaseInstance  behaves  identi-
              cally  to gl:drawElementsInstanced/5 except that the ith element
              transferred by the corresponding draw call will  be  taken  from
              element  Indices  [i] + Basevertex of each enabled array. If the
              resulting value is larger than the maximum  value  representable
              by Type , it is as if the calculation were upconverted to 32-bit
              unsigned integers (with wrapping on  overflow  conditions).  The
              operation  is undefined if the sum would be negative. The Basev-
              ertex has no effect on the shader-visible value of ?gl_VertexID.

              See external documentation.

       drawTransformFeedbackInstanced(Mode, Id, Primcount) -> ok

              Types:

                 Mode = enum()
                 Id = integer()
                 Primcount = integer()

              glDrawTransformFeedbackInstance

              See external documentation.

       drawTransformFeedbackStreamInstanced(Mode, Id, Stream, Primcount) -> ok

              Types:

                 Mode = enum()
                 Id = integer()
                 Stream = integer()
                 Primcount = integer()

              glDrawTransformFeedbackStreamInstance

              See external documentation.

       getInternalformativ(Target, Internalformat, Pname, BufSize)  ->  [inte-
       ger()]

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Pname = enum()
                 BufSize = integer()

              glGetInternalformat

              See external documentation.

       bindImageTexture(Unit,  Texture, Level, Layered, Layer, Access, Format)
       -> ok

              Types:

                 Unit = integer()
                 Texture = integer()
                 Level = integer()
                 Layered = 0 | 1
                 Layer = integer()
                 Access = enum()
                 Format = enum()

              Bind a level of a texture to an image unit

              gl:bindImageTexture binds a single level of a texture to an  im-
              age unit for the purpose of reading and writing it from shaders.
              Unit specifies the zero-based index of the image unit  to  which
              to  bind the texture level. Texture specifies the name of an ex-
              isting texture object to bind to the image unit. If  Texture  is
              zero,  then  any  existing  binding to the image unit is broken.
              Level specifies the level of the texture to bind  to  the  image
              unit.

              See external documentation.

       memoryBarrier(Barriers) -> ok

              Types:

                 Barriers = integer()

              Defines a barrier ordering memory transactions

              gl:memoryBarrier  defines a barrier ordering the memory transac-
              tions issued prior to the command relative to those issued after
              the  barrier. For the purposes of this ordering, memory transac-
              tions performed by shaders are considered to be  issued  by  the
              rendering  command  that  triggered the execution of the shader.
              Barriers is a bitfield indicating the set of operations that are
              synchronized  with  shader stores; the bits used in Barriers are
              as follows:

              See external documentation.

       texStorage1D(Target, Levels, Internalformat, Width) -> ok

              Types:

                 Target = enum()
                 Levels = integer()
                 Internalformat = enum()
                 Width = integer()

              Simultaneously specify storage for all levels  of  a  one-dimen-
              sional texture

              gl:texStorage1D  specifies the storage requirements for all lev-
              els of a one-dimensional texture simultaneously. Once a  texture
              is specified with this command, the format and dimensions of all
              levels become immutable unless it is a proxy texture.  The  con-
              tents  of  the image may still be modified, however, its storage
              requirements may not change. Such a texture is referred to as an
              immutable-format texture.

              See external documentation.

       texStorage2D(Target, Levels, Internalformat, Width, Height) -> ok

              Types:

                 Target = enum()
                 Levels = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()

              Simultaneously  specify  storage  for all levels of a two-dimen-
              sional or one-dimensional array texture

              gl:texStorage2D specifies the storage requirements for all  lev-
              els  of a two-dimensional texture or one-dimensional texture ar-
              ray simultaneously. Once a texture is specified with  this  com-
              mand,  the  format and dimensions of all levels become immutable
              unless it is a proxy texture. The  contents  of  the  image  may
              still  be  modified,  however,  its storage requirements may not
              change. Such a texture is referred  to  as  an  immutable-format
              texture.

              See external documentation.

       texStorage3D(Target,  Levels,  Internalformat, Width, Height, Depth) ->
       ok

              Types:

                 Target = enum()
                 Levels = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()
                 Depth = integer()

              Simultaneously specify storage for all levels of a  three-dimen-
              sional, two-dimensional array or cube-map array texture

              gl:texStorage3D  specifies the storage requirements for all lev-
              els of a three-dimensional, two-dimensional  array  or  cube-map
              array  texture  simultaneously. Once a texture is specified with
              this command, the format and dimensions of all levels become im-
              mutable  unless it is a proxy texture. The contents of the image
              may still be modified, however, its storage requirements may not
              change.  Such  a  texture  is referred to as an immutable-format
              texture.

              See external documentation.

       depthBoundsEXT(Zmin, Zmax) -> ok

              Types:

                 Zmin = clamp()
                 Zmax = clamp()

              glDepthBoundsEXT

              See external documentation.

       stencilClearTagEXT(StencilTagBits, StencilClearTag) -> ok

              Types:

                 StencilTagBits = integer()
                 StencilClearTag = integer()

              glStencilClearTagEXT

              See external documentation.

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                                   wx 1.9.1                           gl(3erl)

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