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.Δ u+u 1 ); where Δ 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.
AUTHORS
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wx 1.9.1 gl(3erl)