RingOpenGL (OpenGL 3.2) 関数リファレンス — プログラミング言語 Ring 1.14 取扱説明書

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# RingOpenGL (OpenGL 3.2) 関数リファレンス

## はじめに

RingOpenGL (OpenGL 3.2) 拡張機能の関数一覧です。

## リファレンス

- GL_ZERO

- GL_FALSE

- GL_LOGIC_OP

- GL_NONE

- GL_TEXTURE_COMPONENTS

- GL_NO_ERROR

- GL_POINTS

- GL_CURRENT_BIT

- GL_TRUE

- GL_ONE

- GL_CLIENT_PIXEL_STORE_BIT

- GL_LINES

- GL_LINE_LOOP

- GL_POINT_BIT

- GL_CLIENT_VERTEX_ARRAY_BIT

- GL_LINE_STRIP

- GL_LINE_BIT

- GL_TRIANGLES

- GL_TRIANGLE_STRIP

- GL_TRIANGLE_FAN

- GL_QUADS

- GL_QUAD_STRIP

- GL_POLYGON_BIT

- GL_POLYGON

- GL_POLYGON_STIPPLE_BIT

- GL_PIXEL_MODE_BIT

- GL_LIGHTING_BIT

- GL_FOG_BIT

- GL_DEPTH_BUFFER_BIT

- GL_ACCUM

- GL_LOAD

- GL_RETURN

- GL_MULT

- GL_ADD

- GL_NEVER

- GL_ACCUM_BUFFER_BIT

- GL_LESS

- GL_EQUAL

- GL_LEQUAL

- GL_GREATER

- GL_NOTEQUAL

- GL_GEQUAL

- GL_ALWAYS

- GL_SRC_COLOR

- GL_ONE_MINUS_SRC_COLOR

- GL_SRC_ALPHA

- GL_ONE_MINUS_SRC_ALPHA

- GL_DST_ALPHA

- GL_ONE_MINUS_DST_ALPHA

- GL_DST_COLOR

- GL_ONE_MINUS_DST_COLOR

- GL_SRC_ALPHA_SATURATE

- GL_STENCIL_BUFFER_BIT

- GL_FRONT_LEFT

- GL_FRONT_RIGHT

- GL_BACK_LEFT

- GL_BACK_RIGHT

- GL_FRONT

- GL_BACK

- GL_LEFT

- GL_RIGHT

- GL_FRONT_AND_BACK

- GL_AUX0

- GL_AUX1

- GL_AUX2

- GL_AUX3

- GL_INVALID_ENUM

- GL_INVALID_VALUE

- GL_INVALID_OPERATION

- GL_STACK_OVERFLOW

- GL_STACK_UNDERFLOW

- GL_OUT_OF_MEMORY

- GL_2D

- GL_3D

- GL_3D_COLOR

- GL_3D_COLOR_TEXTURE

- GL_4D_COLOR_TEXTURE

- GL_PASS_THROUGH_TOKEN

- GL_POINT_TOKEN

- GL_LINE_TOKEN

- GL_POLYGON_TOKEN

- GL_BITMAP_TOKEN

- GL_DRAW_PIXEL_TOKEN

- GL_COPY_PIXEL_TOKEN

- GL_LINE_RESET_TOKEN

- GL_EXP

- GL_VIEWPORT_BIT

- GL_EXP2

- GL_CW

- GL_CCW

- GL_COEFF

- GL_ORDER

- GL_DOMAIN

- GL_CURRENT_COLOR

- GL_CURRENT_INDEX

- GL_CURRENT_NORMAL

- GL_CURRENT_TEXTURE_COORDS

- GL_CURRENT_RASTER_COLOR

- GL_CURRENT_RASTER_INDEX

- GL_CURRENT_RASTER_TEXTURE_COORDS

- GL_CURRENT_RASTER_POSITION

- GL_CURRENT_RASTER_POSITION_VALID

- GL_CURRENT_RASTER_DISTANCE

- GL_POINT_SMOOTH

- GL_POINT_SIZE

- GL_POINT_SIZE_RANGE

- GL_POINT_SIZE_GRANULARITY

- GL_LINE_SMOOTH

- GL_LINE_WIDTH

- GL_LINE_WIDTH_RANGE

- GL_LINE_WIDTH_GRANULARITY

- GL_LINE_STIPPLE

- GL_LINE_STIPPLE_PATTERN

- GL_LINE_STIPPLE_REPEAT

- GL_LIST_MODE

- GL_MAX_LIST_NESTING

- GL_LIST_BASE

- GL_LIST_INDEX

- GL_POLYGON_MODE

- GL_POLYGON_SMOOTH

- GL_POLYGON_STIPPLE

- GL_EDGE_FLAG

- GL_CULL_FACE

- GL_CULL_FACE_MODE

- GL_FRONT_FACE

- GL_LIGHTING

- GL_LIGHT_MODEL_LOCAL_VIEWER

- GL_LIGHT_MODEL_TWO_SIDE

- GL_LIGHT_MODEL_AMBIENT

- GL_SHADE_MODEL

- GL_COLOR_MATERIAL_FACE

- GL_COLOR_MATERIAL_PARAMETER

- GL_COLOR_MATERIAL

- GL_FOG

- GL_FOG_INDEX

- GL_FOG_DENSITY

- GL_FOG_START

- GL_FOG_END

- GL_FOG_MODE

- GL_FOG_COLOR

- GL_DEPTH_RANGE

- GL_DEPTH_TEST

- GL_DEPTH_WRITEMASK

- GL_DEPTH_CLEAR_VALUE

- GL_DEPTH_FUNC

- GL_ACCUM_CLEAR_VALUE

- GL_STENCIL_TEST

- GL_STENCIL_CLEAR_VALUE

- GL_STENCIL_FUNC

- GL_STENCIL_VALUE_MASK

- GL_STENCIL_FAIL

- GL_STENCIL_PASS_DEPTH_FAIL

- GL_STENCIL_PASS_DEPTH_PASS

- GL_STENCIL_REF

- GL_STENCIL_WRITEMASK

- GL_MATRIX_MODE

- GL_NORMALIZE

- GL_VIEWPORT

- GL_MODELVIEW_STACK_DEPTH

- GL_PROJECTION_STACK_DEPTH

- GL_TEXTURE_STACK_DEPTH

- GL_MODELVIEW_MATRIX

- GL_PROJECTION_MATRIX

- GL_TEXTURE_MATRIX

- GL_ATTRIB_STACK_DEPTH

- GL_CLIENT_ATTRIB_STACK_DEPTH

- GL_ALPHA_TEST

- GL_ALPHA_TEST_FUNC

- GL_ALPHA_TEST_REF

- GL_DITHER

- GL_BLEND_DST

- GL_BLEND_SRC

- GL_BLEND

- GL_LOGIC_OP_MODE

- GL_INDEX_LOGIC_OP

- GL_COLOR_LOGIC_OP

- GL_AUX_BUFFERS

- GL_DRAW_BUFFER

- GL_READ_BUFFER

- GL_SCISSOR_BOX

- GL_SCISSOR_TEST

- GL_INDEX_CLEAR_VALUE

- GL_INDEX_WRITEMASK

- GL_COLOR_CLEAR_VALUE

- GL_COLOR_WRITEMASK

- GL_INDEX_MODE

- GL_RGBA_MODE

- GL_DOUBLEBUFFER

- GL_STEREO

- GL_RENDER_MODE

- GL_PERSPECTIVE_CORRECTION_HINT

- GL_POINT_SMOOTH_HINT

- GL_LINE_SMOOTH_HINT

- GL_POLYGON_SMOOTH_HINT

- GL_FOG_HINT

- GL_TEXTURE_GEN_S

- GL_TEXTURE_GEN_T

- GL_TEXTURE_GEN_R

- GL_TEXTURE_GEN_Q

- GL_PIXEL_MAP_I_TO_I

- GL_PIXEL_MAP_S_TO_S

- GL_PIXEL_MAP_I_TO_R

- GL_PIXEL_MAP_I_TO_G

- GL_PIXEL_MAP_I_TO_B

- GL_PIXEL_MAP_I_TO_A

- GL_PIXEL_MAP_R_TO_R

- GL_PIXEL_MAP_G_TO_G

- GL_PIXEL_MAP_B_TO_B

- GL_PIXEL_MAP_A_TO_A

- GL_PIXEL_MAP_I_TO_I_SIZE

- GL_PIXEL_MAP_S_TO_S_SIZE

- GL_PIXEL_MAP_I_TO_R_SIZE

- GL_PIXEL_MAP_I_TO_G_SIZE

- GL_PIXEL_MAP_I_TO_B_SIZE

- GL_PIXEL_MAP_I_TO_A_SIZE

- GL_PIXEL_MAP_R_TO_R_SIZE

- GL_PIXEL_MAP_G_TO_G_SIZE

- GL_PIXEL_MAP_B_TO_B_SIZE

- GL_PIXEL_MAP_A_TO_A_SIZE

- GL_UNPACK_SWAP_BYTES

- GL_UNPACK_LSB_FIRST

- GL_UNPACK_ROW_LENGTH

- GL_UNPACK_SKIP_ROWS

- GL_UNPACK_SKIP_PIXELS

- GL_UNPACK_ALIGNMENT

- GL_PACK_SWAP_BYTES

- GL_PACK_LSB_FIRST

- GL_PACK_ROW_LENGTH

- GL_PACK_SKIP_ROWS

- GL_PACK_SKIP_PIXELS

- GL_PACK_ALIGNMENT

- GL_MAP_COLOR

- GL_MAP_STENCIL

- GL_INDEX_SHIFT

- GL_INDEX_OFFSET

- GL_RED_SCALE

- GL_RED_BIAS

- GL_ZOOM_X

- GL_ZOOM_Y

- GL_GREEN_SCALE

- GL_GREEN_BIAS

- GL_BLUE_SCALE

- GL_BLUE_BIAS

- GL_ALPHA_SCALE

- GL_ALPHA_BIAS

- GL_DEPTH_SCALE

- GL_DEPTH_BIAS

- GL_MAX_EVAL_ORDER

- GL_MAX_LIGHTS

- GL_MAX_CLIP_PLANES

- GL_MAX_TEXTURE_SIZE

- GL_MAX_PIXEL_MAP_TABLE

- GL_MAX_ATTRIB_STACK_DEPTH

- GL_MAX_MODELVIEW_STACK_DEPTH

- GL_MAX_NAME_STACK_DEPTH

- GL_MAX_PROJECTION_STACK_DEPTH

- GL_MAX_TEXTURE_STACK_DEPTH

- GL_MAX_VIEWPORT_DIMS

- GL_MAX_CLIENT_ATTRIB_STACK_DEPTH

- GL_SUBPIXEL_BITS

- GL_INDEX_BITS

- GL_RED_BITS

- GL_GREEN_BITS

- GL_BLUE_BITS

- GL_ALPHA_BITS

- GL_DEPTH_BITS

- GL_STENCIL_BITS

- GL_ACCUM_RED_BITS

- GL_ACCUM_GREEN_BITS

- GL_ACCUM_BLUE_BITS

- GL_ACCUM_ALPHA_BITS

- GL_NAME_STACK_DEPTH

- GL_AUTO_NORMAL

- GL_MAP1_COLOR_4

- GL_MAP1_INDEX

- GL_MAP1_NORMAL

- GL_MAP1_TEXTURE_COORD_1

- GL_MAP1_TEXTURE_COORD_2

- GL_MAP1_TEXTURE_COORD_3

- GL_MAP1_TEXTURE_COORD_4

- GL_MAP1_VERTEX_3

- GL_MAP1_VERTEX_4

- GL_MAP2_COLOR_4

- GL_MAP2_INDEX

- GL_MAP2_NORMAL

- GL_MAP2_TEXTURE_COORD_1

- GL_MAP2_TEXTURE_COORD_2

- GL_MAP2_TEXTURE_COORD_3

- GL_MAP2_TEXTURE_COORD_4

- GL_MAP2_VERTEX_3

- GL_MAP2_VERTEX_4

- GL_MAP1_GRID_DOMAIN

- GL_MAP1_GRID_SEGMENTS

- GL_MAP2_GRID_DOMAIN

- GL_MAP2_GRID_SEGMENTS

- GL_TEXTURE_1D

- GL_TEXTURE_2D

- GL_FEEDBACK_BUFFER_POINTER

- GL_FEEDBACK_BUFFER_SIZE

- GL_FEEDBACK_BUFFER_TYPE

- GL_SELECTION_BUFFER_POINTER

- GL_SELECTION_BUFFER_SIZE

- GL_TEXTURE_WIDTH

- GL_TRANSFORM_BIT

- GL_TEXTURE_HEIGHT

- GL_TEXTURE_INTERNAL_FORMAT

- GL_TEXTURE_BORDER_COLOR

- GL_TEXTURE_BORDER

- GL_DONT_CARE

- GL_FASTEST

- GL_NICEST

- GL_AMBIENT

- GL_DIFFUSE

- GL_SPECULAR

- GL_POSITION

- GL_SPOT_DIRECTION

- GL_SPOT_EXPONENT

- GL_SPOT_CUTOFF

- GL_CONSTANT_ATTENUATION

- GL_LINEAR_ATTENUATION

- GL_QUADRATIC_ATTENUATION

- GL_COMPILE

- GL_COMPILE_AND_EXECUTE

- GL_BYTE

- GL_UNSIGNED_BYTE

- GL_SHORT

- GL_UNSIGNED_SHORT

- GL_INT

- GL_UNSIGNED_INT

- GL_FLOAT

- GL_2_BYTES

- GL_3_BYTES

- GL_4_BYTES

- GL_DOUBLE

- GL_CLEAR

- GL_AND

- GL_AND_REVERSE

- GL_COPY

- GL_AND_INVERTED

- GL_NOOP

- GL_XOR

- GL_OR

- GL_NOR

- GL_EQUIV

- GL_INVERT

- GL_OR_REVERSE

- GL_COPY_INVERTED

- GL_OR_INVERTED

- GL_NAND

- GL_SET

- GL_EMISSION

- GL_SHININESS

- GL_AMBIENT_AND_DIFFUSE

- GL_COLOR_INDEXES

- GL_MODELVIEW

- GL_PROJECTION

- GL_TEXTURE

- GL_COLOR

- GL_DEPTH

- GL_STENCIL

- GL_COLOR_INDEX

- GL_STENCIL_INDEX

- GL_DEPTH_COMPONENT

- GL_RED

- GL_GREEN

- GL_BLUE

- GL_ALPHA

- GL_RGB

- GL_RGBA

- GL_LUMINANCE

- GL_LUMINANCE_ALPHA

- GL_BITMAP

- GL_POINT

- GL_LINE

- GL_FILL

- GL_RENDER

- GL_FEEDBACK

- GL_SELECT

- GL_FLAT

- GL_SMOOTH

- GL_KEEP

- GL_REPLACE

- GL_INCR

- GL_DECR

- GL_VENDOR

- GL_RENDERER

- GL_VERSION

- GL_EXTENSIONS

- GL_S

- GL_ENABLE_BIT

- GL_T

- GL_R

- GL_Q

- GL_MODULATE

- GL_DECAL

- GL_TEXTURE_ENV_MODE

- GL_TEXTURE_ENV_COLOR

- GL_TEXTURE_ENV

- GL_EYE_LINEAR

- GL_OBJECT_LINEAR

- GL_SPHERE_MAP

- GL_TEXTURE_GEN_MODE

- GL_OBJECT_PLANE

- GL_EYE_PLANE

- GL_NEAREST

- GL_LINEAR

- GL_NEAREST_MIPMAP_NEAREST

- GL_LINEAR_MIPMAP_NEAREST

- GL_NEAREST_MIPMAP_LINEAR

- GL_LINEAR_MIPMAP_LINEAR

- GL_TEXTURE_MAG_FILTER

- GL_TEXTURE_MIN_FILTER

- GL_TEXTURE_WRAP_S

- GL_TEXTURE_WRAP_T

- GL_CLAMP

- GL_REPEAT

- GL_POLYGON_OFFSET_UNITS

- GL_POLYGON_OFFSET_POINT

- GL_POLYGON_OFFSET_LINE

- GL_R3_G3_B2

- GL_V2F

- GL_V3F

- GL_C4UB_V2F

- GL_C4UB_V3F

- GL_C3F_V3F

- GL_N3F_V3F

- GL_C4F_N3F_V3F

- GL_T2F_V3F

- GL_T4F_V4F

- GL_T2F_C4UB_V3F

- GL_T2F_C3F_V3F

- GL_T2F_N3F_V3F

- GL_T2F_C4F_N3F_V3F

- GL_T4F_C4F_N3F_V4F

- GL_CLIP_PLANE0

- GL_CLIP_PLANE1

- GL_CLIP_PLANE2

- GL_CLIP_PLANE3

- GL_CLIP_PLANE4

- GL_CLIP_PLANE5

- GL_LIGHT0

- GL_COLOR_BUFFER_BIT

- GL_LIGHT1

- GL_LIGHT2

- GL_LIGHT3

- GL_LIGHT4

- GL_LIGHT5

- GL_LIGHT6

- GL_LIGHT7

- GL_HINT_BIT

- GL_POLYGON_OFFSET_FILL

- GL_POLYGON_OFFSET_FACTOR

- GL_ALPHA4

- GL_ALPHA8

- GL_ALPHA12

- GL_ALPHA16

- GL_LUMINANCE4

- GL_LUMINANCE8

- GL_LUMINANCE12

- GL_LUMINANCE16

- GL_LUMINANCE4_ALPHA4

- GL_LUMINANCE6_ALPHA2

- GL_LUMINANCE8_ALPHA8

- GL_LUMINANCE12_ALPHA4

- GL_LUMINANCE12_ALPHA12

- GL_LUMINANCE16_ALPHA16

- GL_INTENSITY

- GL_INTENSITY4

- GL_INTENSITY8

- GL_INTENSITY12

- GL_INTENSITY16

- GL_RGB4

- GL_RGB5

- GL_RGB8

- GL_RGB10

- GL_RGB12

- GL_RGB16

- GL_RGBA2

- GL_RGBA4

- GL_RGB5_A1

- GL_RGBA8

- GL_RGB10_A2

- GL_RGBA12

- GL_RGBA16

- GL_TEXTURE_RED_SIZE

- GL_TEXTURE_GREEN_SIZE

- GL_TEXTURE_BLUE_SIZE

- GL_TEXTURE_ALPHA_SIZE

- GL_TEXTURE_LUMINANCE_SIZE

- GL_TEXTURE_INTENSITY_SIZE

- GL_PROXY_TEXTURE_1D

- GL_PROXY_TEXTURE_2D

- GL_TEXTURE_PRIORITY

- GL_TEXTURE_RESIDENT

- GL_TEXTURE_BINDING_1D

- GL_TEXTURE_BINDING_2D

- GL_VERTEX_ARRAY

- GL_NORMAL_ARRAY

- GL_COLOR_ARRAY

- GL_INDEX_ARRAY

- GL_TEXTURE_COORD_ARRAY

- GL_EDGE_FLAG_ARRAY

- GL_VERTEX_ARRAY_SIZE

- GL_VERTEX_ARRAY_TYPE

- GL_VERTEX_ARRAY_STRIDE

- GL_NORMAL_ARRAY_TYPE

- GL_NORMAL_ARRAY_STRIDE

- GL_COLOR_ARRAY_SIZE

- GL_COLOR_ARRAY_TYPE

- GL_COLOR_ARRAY_STRIDE

- GL_INDEX_ARRAY_TYPE

- GL_INDEX_ARRAY_STRIDE

- GL_TEXTURE_COORD_ARRAY_SIZE

- GL_TEXTURE_COORD_ARRAY_TYPE

- GL_TEXTURE_COORD_ARRAY_STRIDE

- GL_EDGE_FLAG_ARRAY_STRIDE

- GL_VERTEX_ARRAY_POINTER

- GL_NORMAL_ARRAY_POINTER

- GL_COLOR_ARRAY_POINTER

- GL_INDEX_ARRAY_POINTER

- GL_TEXTURE_COORD_ARRAY_POINTER

- GL_EDGE_FLAG_ARRAY_POINTER

- GL_COLOR_INDEX1_EXT

- GL_COLOR_INDEX2_EXT

- GL_COLOR_INDEX4_EXT

- GL_COLOR_INDEX8_EXT

- GL_COLOR_INDEX12_EXT

- GL_COLOR_INDEX16_EXT

- GL_EVAL_BIT

- GL_LIST_BIT

- GL_TEXTURE_BIT

- GL_SCISSOR_BIT

- GL_ALL_ATTRIB_BITS

- GL_CLIENT_ALL_ATTRIB_BITS

- GL_SMOOTH_POINT_SIZE_RANGE

- GL_SMOOTH_POINT_SIZE_GRANULARITY

- GL_SMOOTH_LINE_WIDTH_RANGE

- GL_SMOOTH_LINE_WIDTH_GRANULARITY

- GL_UNSIGNED_BYTE_3_3_2

- GL_UNSIGNED_SHORT_4_4_4_4

- GL_UNSIGNED_SHORT_5_5_5_1

- GL_UNSIGNED_INT_8_8_8_8

- GL_UNSIGNED_INT_10_10_10_2

- GL_RESCALE_NORMAL

- GL_TEXTURE_BINDING_3D

- GL_PACK_SKIP_IMAGES

- GL_PACK_IMAGE_HEIGHT

- GL_UNPACK_SKIP_IMAGES

- GL_UNPACK_IMAGE_HEIGHT

- GL_TEXTURE_3D

- GL_PROXY_TEXTURE_3D

- GL_TEXTURE_DEPTH

- GL_TEXTURE_WRAP_R

- GL_MAX_3D_TEXTURE_SIZE

- GL_BGR

- GL_BGRA

- GL_MAX_ELEMENTS_VERTICES

- GL_MAX_ELEMENTS_INDICES

- GL_CLAMP_TO_EDGE

- GL_TEXTURE_MIN_LOD

- GL_TEXTURE_MAX_LOD

- GL_TEXTURE_BASE_LEVEL

- GL_TEXTURE_MAX_LEVEL

- GL_LIGHT_MODEL_COLOR_CONTROL

- GL_SINGLE_COLOR

- GL_SEPARATE_SPECULAR_COLOR

- GL_UNSIGNED_BYTE_2_3_3_REV

- GL_UNSIGNED_SHORT_5_6_5

- GL_UNSIGNED_SHORT_5_6_5_REV

- GL_UNSIGNED_SHORT_4_4_4_4_REV

- GL_UNSIGNED_SHORT_1_5_5_5_REV

- GL_UNSIGNED_INT_8_8_8_8_REV

- GL_ALIASED_POINT_SIZE_RANGE

- GL_ALIASED_LINE_WIDTH_RANGE

- GL_MULTISAMPLE

- GL_SAMPLE_ALPHA_TO_COVERAGE

- GL_SAMPLE_ALPHA_TO_ONE

- GL_SAMPLE_COVERAGE

- GL_SAMPLE_BUFFERS

- GL_SAMPLES

- GL_SAMPLE_COVERAGE_VALUE

- GL_SAMPLE_COVERAGE_INVERT

- GL_CLAMP_TO_BORDER

- GL_TEXTURE0

- GL_TEXTURE1

- GL_TEXTURE2

- GL_TEXTURE3

- GL_TEXTURE4

- GL_TEXTURE5

- GL_TEXTURE6

- GL_TEXTURE7

- GL_TEXTURE8

- GL_TEXTURE9

- GL_TEXTURE10

- GL_TEXTURE11

- GL_TEXTURE12

- GL_TEXTURE13

- GL_TEXTURE14

- GL_TEXTURE15

- GL_TEXTURE16

- GL_TEXTURE17

- GL_TEXTURE18

- GL_TEXTURE19

- GL_TEXTURE20

- GL_TEXTURE21

- GL_TEXTURE22

- GL_TEXTURE23

- GL_TEXTURE24

- GL_TEXTURE25

- GL_TEXTURE26

- GL_TEXTURE27

- GL_TEXTURE28

- GL_TEXTURE29

- GL_TEXTURE30

- GL_TEXTURE31

- GL_ACTIVE_TEXTURE

- GL_CLIENT_ACTIVE_TEXTURE

- GL_MAX_TEXTURE_UNITS

- GL_TRANSPOSE_MODELVIEW_MATRIX

- GL_TRANSPOSE_PROJECTION_MATRIX

- GL_TRANSPOSE_TEXTURE_MATRIX

- GL_TRANSPOSE_COLOR_MATRIX

- GL_SUBTRACT

- GL_COMPRESSED_ALPHA

- GL_COMPRESSED_LUMINANCE

- GL_COMPRESSED_LUMINANCE_ALPHA

- GL_COMPRESSED_INTENSITY

- GL_COMPRESSED_RGB

- GL_COMPRESSED_RGBA

- GL_TEXTURE_COMPRESSION_HINT

- GL_NORMAL_MAP

- GL_REFLECTION_MAP

- GL_TEXTURE_CUBE_MAP

- GL_TEXTURE_BINDING_CUBE_MAP

- GL_TEXTURE_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_NEGATIVE_Z

- GL_PROXY_TEXTURE_CUBE_MAP

- GL_MAX_CUBE_MAP_TEXTURE_SIZE

- GL_COMBINE

- GL_COMBINE_RGB

- GL_COMBINE_ALPHA

- GL_RGB_SCALE

- GL_ADD_SIGNED

- GL_INTERPOLATE

- GL_CONSTANT

- GL_PRIMARY_COLOR

- GL_PREVIOUS

- GL_SOURCE0_RGB

- GL_SOURCE1_RGB

- GL_SOURCE2_RGB

- GL_SOURCE0_ALPHA

- GL_SOURCE1_ALPHA

- GL_SOURCE2_ALPHA

- GL_OPERAND0_RGB

- GL_OPERAND1_RGB

- GL_OPERAND2_RGB

- GL_OPERAND0_ALPHA

- GL_OPERAND1_ALPHA

- GL_OPERAND2_ALPHA

- GL_TEXTURE_COMPRESSED_IMAGE_SIZE

- GL_TEXTURE_COMPRESSED

- GL_NUM_COMPRESSED_TEXTURE_FORMATS

- GL_COMPRESSED_TEXTURE_FORMATS

- GL_DOT3_RGB

- GL_DOT3_RGBA

- GL_MULTISAMPLE_BIT

- GL_BLEND_DST_RGB

- GL_BLEND_SRC_RGB

- GL_BLEND_DST_ALPHA

- GL_BLEND_SRC_ALPHA

- GL_POINT_SIZE_MIN

- GL_POINT_SIZE_MAX

- GL_POINT_FADE_THRESHOLD_SIZE

- GL_POINT_DISTANCE_ATTENUATION

- GL_GENERATE_MIPMAP

- GL_GENERATE_MIPMAP_HINT

- GL_DEPTH_COMPONENT16

- GL_DEPTH_COMPONENT24

- GL_DEPTH_COMPONENT32

- GL_MIRRORED_REPEAT

- GL_FOG_COORDINATE_SOURCE

- GL_FOG_COORDINATE

- GL_FRAGMENT_DEPTH

- GL_CURRENT_FOG_COORDINATE

- GL_FOG_COORDINATE_ARRAY_TYPE

- GL_FOG_COORDINATE_ARRAY_STRIDE

- GL_FOG_COORDINATE_ARRAY_POINTER

- GL_FOG_COORDINATE_ARRAY

- GL_COLOR_SUM

- GL_CURRENT_SECONDARY_COLOR

- GL_SECONDARY_COLOR_ARRAY_SIZE

- GL_SECONDARY_COLOR_ARRAY_TYPE

- GL_SECONDARY_COLOR_ARRAY_STRIDE

- GL_SECONDARY_COLOR_ARRAY_POINTER

- GL_SECONDARY_COLOR_ARRAY

- GL_MAX_TEXTURE_LOD_BIAS

- GL_TEXTURE_FILTER_CONTROL

- GL_TEXTURE_LOD_BIAS

- GL_INCR_WRAP

- GL_DECR_WRAP

- GL_TEXTURE_DEPTH_SIZE

- GL_DEPTH_TEXTURE_MODE

- GL_TEXTURE_COMPARE_MODE

- GL_TEXTURE_COMPARE_FUNC

- GL_COMPARE_R_TO_TEXTURE

- GL_CURRENT_FOG_COORD

- GL_FOG_COORD

- GL_FOG_COORD_ARRAY

- GL_FOG_COORD_ARRAY_BUFFER_BINDING

- GL_FOG_COORD_ARRAY_POINTER

- GL_FOG_COORD_ARRAY_STRIDE

- GL_FOG_COORD_ARRAY_TYPE

- GL_FOG_COORD_SRC

- GL_SRC0_ALPHA

- GL_SRC0_RGB

- GL_SRC1_ALPHA

- GL_SRC1_RGB

- GL_SRC2_ALPHA

- GL_SRC2_RGB

- GL_BUFFER_SIZE

- GL_BUFFER_USAGE

- GL_QUERY_COUNTER_BITS

- GL_CURRENT_QUERY

- GL_QUERY_RESULT

- GL_QUERY_RESULT_AVAILABLE

- GL_ARRAY_BUFFER

- GL_ELEMENT_ARRAY_BUFFER

- GL_ARRAY_BUFFER_BINDING

- GL_ELEMENT_ARRAY_BUFFER_BINDING

- GL_VERTEX_ARRAY_BUFFER_BINDING

- GL_NORMAL_ARRAY_BUFFER_BINDING

- GL_COLOR_ARRAY_BUFFER_BINDING

- GL_INDEX_ARRAY_BUFFER_BINDING

- GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING

- GL_EDGE_FLAG_ARRAY_BUFFER_BINDING

- GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING

- GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING

- GL_WEIGHT_ARRAY_BUFFER_BINDING

- GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING

- GL_READ_ONLY

- GL_WRITE_ONLY

- GL_READ_WRITE

- GL_BUFFER_ACCESS

- GL_BUFFER_MAPPED

- GL_BUFFER_MAP_POINTER

- GL_STREAM_DRAW

- GL_STREAM_READ

- GL_STREAM_COPY

- GL_STATIC_DRAW

- GL_STATIC_READ

- GL_STATIC_COPY

- GL_DYNAMIC_DRAW

- GL_DYNAMIC_READ

- GL_DYNAMIC_COPY

- GL_SAMPLES_PASSED

- GL_BLEND_EQUATION_RGB

- GL_VERTEX_ATTRIB_ARRAY_ENABLED

- GL_VERTEX_ATTRIB_ARRAY_SIZE

- GL_VERTEX_ATTRIB_ARRAY_STRIDE

- GL_VERTEX_ATTRIB_ARRAY_TYPE

- GL_CURRENT_VERTEX_ATTRIB

- GL_VERTEX_PROGRAM_POINT_SIZE

- GL_VERTEX_PROGRAM_TWO_SIDE

- GL_VERTEX_ATTRIB_ARRAY_POINTER

- GL_STENCIL_BACK_FUNC

- GL_STENCIL_BACK_FAIL

- GL_STENCIL_BACK_PASS_DEPTH_FAIL

- GL_STENCIL_BACK_PASS_DEPTH_PASS

- GL_MAX_DRAW_BUFFERS

- GL_DRAW_BUFFER0

- GL_DRAW_BUFFER1

- GL_DRAW_BUFFER2

- GL_DRAW_BUFFER3

- GL_DRAW_BUFFER4

- GL_DRAW_BUFFER5

- GL_DRAW_BUFFER6

- GL_DRAW_BUFFER7

- GL_DRAW_BUFFER8

- GL_DRAW_BUFFER9

- GL_DRAW_BUFFER10

- GL_DRAW_BUFFER11

- GL_DRAW_BUFFER12

- GL_DRAW_BUFFER13

- GL_DRAW_BUFFER14

- GL_DRAW_BUFFER15

- GL_BLEND_EQUATION_ALPHA

- GL_POINT_SPRITE

- GL_COORD_REPLACE

- GL_MAX_VERTEX_ATTRIBS

- GL_VERTEX_ATTRIB_ARRAY_NORMALIZED

- GL_MAX_TEXTURE_COORDS

- GL_MAX_TEXTURE_IMAGE_UNITS

- GL_FRAGMENT_SHADER

- GL_VERTEX_SHADER

- GL_MAX_FRAGMENT_UNIFORM_COMPONENTS

- GL_MAX_VERTEX_UNIFORM_COMPONENTS

- GL_MAX_VARYING_FLOATS

- GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS

- GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS

- GL_SHADER_TYPE

- GL_FLOAT_VEC2

- GL_FLOAT_VEC3

- GL_FLOAT_VEC4

- GL_INT_VEC2

- GL_INT_VEC3

- GL_INT_VEC4

- GL_BOOL

- GL_BOOL_VEC2

- GL_BOOL_VEC3

- GL_BOOL_VEC4

- GL_FLOAT_MAT2

- GL_FLOAT_MAT3

- GL_FLOAT_MAT4

- GL_SAMPLER_1D

- GL_SAMPLER_2D

- GL_SAMPLER_3D

- GL_SAMPLER_CUBE

- GL_SAMPLER_1D_SHADOW

- GL_SAMPLER_2D_SHADOW

- GL_DELETE_STATUS

- GL_COMPILE_STATUS

- GL_LINK_STATUS

- GL_VALIDATE_STATUS

- GL_INFO_LOG_LENGTH

- GL_ATTACHED_SHADERS

- GL_ACTIVE_UNIFORMS

- GL_ACTIVE_UNIFORM_MAX_LENGTH

- GL_SHADER_SOURCE_LENGTH

- GL_ACTIVE_ATTRIBUTES

- GL_ACTIVE_ATTRIBUTE_MAX_LENGTH

- GL_FRAGMENT_SHADER_DERIVATIVE_HINT

- GL_SHADING_LANGUAGE_VERSION

- GL_CURRENT_PROGRAM

- GL_POINT_SPRITE_COORD_ORIGIN

- GL_LOWER_LEFT

- GL_UPPER_LEFT

- GL_STENCIL_BACK_REF

- GL_STENCIL_BACK_VALUE_MASK

- GL_STENCIL_BACK_WRITEMASK

- GL_CURRENT_RASTER_SECONDARY_COLOR

- GL_PIXEL_PACK_BUFFER

- GL_PIXEL_UNPACK_BUFFER

- GL_PIXEL_PACK_BUFFER_BINDING

- GL_PIXEL_UNPACK_BUFFER_BINDING

- GL_FLOAT_MAT2x3

- GL_FLOAT_MAT2x4

- GL_FLOAT_MAT3x2

- GL_FLOAT_MAT3x4

- GL_FLOAT_MAT4x2

- GL_FLOAT_MAT4x3

- GL_SRGB

- GL_SRGB8

- GL_SRGB_ALPHA

- GL_SRGB8_ALPHA8

- GL_SLUMINANCE_ALPHA

- GL_SLUMINANCE8_ALPHA8

- GL_SLUMINANCE

- GL_SLUMINANCE8

- GL_COMPRESSED_SRGB

- GL_COMPRESSED_SRGB_ALPHA

- GL_COMPRESSED_SLUMINANCE

- GL_COMPRESSED_SLUMINANCE_ALPHA

- GL_CLIP_DISTANCE0

- GL_CLIP_DISTANCE1

- GL_CLIP_DISTANCE2

- GL_CLIP_DISTANCE3

- GL_CLIP_DISTANCE4

- GL_CLIP_DISTANCE5

- GL_COMPARE_REF_TO_TEXTURE

- GL_MAX_CLIP_DISTANCES

- GL_MAX_VARYING_COMPONENTS

- GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT

- GL_MAJOR_VERSION

- GL_MINOR_VERSION

- GL_NUM_EXTENSIONS

- GL_CONTEXT_FLAGS

- GL_DEPTH_BUFFER

- GL_STENCIL_BUFFER

- GL_RGBA32F

- GL_RGB32F

- GL_RGBA16F

- GL_RGB16F

- GL_VERTEX_ATTRIB_ARRAY_INTEGER

- GL_MAX_ARRAY_TEXTURE_LAYERS

- GL_MIN_PROGRAM_TEXEL_OFFSET

- GL_MAX_PROGRAM_TEXEL_OFFSET

- GL_CLAMP_VERTEX_COLOR

- GL_CLAMP_FRAGMENT_COLOR

- GL_CLAMP_READ_COLOR

- GL_FIXED_ONLY

- GL_TEXTURE_RED_TYPE

- GL_TEXTURE_GREEN_TYPE

- GL_TEXTURE_BLUE_TYPE

- GL_TEXTURE_ALPHA_TYPE

- GL_TEXTURE_LUMINANCE_TYPE

- GL_TEXTURE_INTENSITY_TYPE

- GL_TEXTURE_DEPTH_TYPE

- GL_TEXTURE_1D_ARRAY

- GL_PROXY_TEXTURE_1D_ARRAY

- GL_TEXTURE_2D_ARRAY

- GL_PROXY_TEXTURE_2D_ARRAY

- GL_TEXTURE_BINDING_1D_ARRAY

- GL_TEXTURE_BINDING_2D_ARRAY

- GL_R11F_G11F_B10F

- GL_UNSIGNED_INT_10F_11F_11F_REV

- GL_RGB9_E5

- GL_UNSIGNED_INT_5_9_9_9_REV

- GL_TEXTURE_SHARED_SIZE

- GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH

- GL_TRANSFORM_FEEDBACK_BUFFER_MODE

- GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS

- GL_TRANSFORM_FEEDBACK_VARYINGS

- GL_TRANSFORM_FEEDBACK_BUFFER_START

- GL_TRANSFORM_FEEDBACK_BUFFER_SIZE

- GL_PRIMITIVES_GENERATED

- GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN

- GL_RASTERIZER_DISCARD

- GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS

- GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS

- GL_INTERLEAVED_ATTRIBS

- GL_SEPARATE_ATTRIBS

- GL_TRANSFORM_FEEDBACK_BUFFER

- GL_TRANSFORM_FEEDBACK_BUFFER_BINDING

- GL_RGBA32UI

- GL_RGB32UI

- GL_RGBA16UI

- GL_RGB16UI

- GL_RGBA8UI

- GL_RGB8UI

- GL_RGBA32I

- GL_RGB32I

- GL_RGBA16I

- GL_RGB16I

- GL_RGBA8I

- GL_RGB8I

- GL_RED_INTEGER

- GL_GREEN_INTEGER

- GL_BLUE_INTEGER

- GL_ALPHA_INTEGER

- GL_RGB_INTEGER

- GL_RGBA_INTEGER

- GL_BGR_INTEGER

- GL_BGRA_INTEGER

- GL_SAMPLER_1D_ARRAY

- GL_SAMPLER_2D_ARRAY

- GL_SAMPLER_1D_ARRAY_SHADOW

- GL_SAMPLER_2D_ARRAY_SHADOW

- GL_SAMPLER_CUBE_SHADOW

- GL_UNSIGNED_INT_VEC2

- GL_UNSIGNED_INT_VEC3

- GL_UNSIGNED_INT_VEC4

- GL_INT_SAMPLER_1D

- GL_INT_SAMPLER_2D

- GL_INT_SAMPLER_3D

- GL_INT_SAMPLER_CUBE

- GL_INT_SAMPLER_1D_ARRAY

- GL_INT_SAMPLER_2D_ARRAY

- GL_UNSIGNED_INT_SAMPLER_1D

- GL_UNSIGNED_INT_SAMPLER_2D

- GL_UNSIGNED_INT_SAMPLER_3D

- GL_UNSIGNED_INT_SAMPLER_CUBE

- GL_UNSIGNED_INT_SAMPLER_1D_ARRAY

- GL_UNSIGNED_INT_SAMPLER_2D_ARRAY

- GL_QUERY_WAIT

- GL_QUERY_NO_WAIT

- GL_QUERY_BY_REGION_WAIT

- GL_QUERY_BY_REGION_NO_WAIT

- GL_TEXTURE_RECTANGLE

- GL_TEXTURE_BINDING_RECTANGLE

- GL_PROXY_TEXTURE_RECTANGLE

- GL_MAX_RECTANGLE_TEXTURE_SIZE

- GL_SAMPLER_2D_RECT

- GL_SAMPLER_2D_RECT_SHADOW

- GL_TEXTURE_BUFFER

- GL_MAX_TEXTURE_BUFFER_SIZE

- GL_TEXTURE_BINDING_BUFFER

- GL_TEXTURE_BUFFER_DATA_STORE_BINDING

- GL_TEXTURE_BUFFER_FORMAT

- GL_SAMPLER_BUFFER

- GL_INT_SAMPLER_2D_RECT

- GL_INT_SAMPLER_BUFFER

- GL_UNSIGNED_INT_SAMPLER_2D_RECT

- GL_UNSIGNED_INT_SAMPLER_BUFFER

- GL_RED_SNORM

- GL_RG_SNORM

- GL_RGB_SNORM

- GL_RGBA_SNORM

- GL_R8_SNORM

- GL_RG8_SNORM

- GL_RGB8_SNORM

- GL_RGBA8_SNORM

- GL_R16_SNORM

- GL_RG16_SNORM

- GL_RGB16_SNORM

- GL_RGBA16_SNORM

- GL_SIGNED_NORMALIZED

- GL_PRIMITIVE_RESTART

- GL_PRIMITIVE_RESTART_INDEX

- GL_BUFFER_ACCESS_FLAGS

- GL_BUFFER_MAP_LENGTH

- GL_BUFFER_MAP_OFFSET

- GL_CONTEXT_CORE_PROFILE_BIT

- GL_CONTEXT_COMPATIBILITY_PROFILE_BIT

- GL_LINES_ADJACENCY

- GL_LINE_STRIP_ADJACENCY

- GL_TRIANGLES_ADJACENCY

- GL_TRIANGLE_STRIP_ADJACENCY

- GL_PROGRAM_POINT_SIZE

- GL_GEOMETRY_VERTICES_OUT

- GL_GEOMETRY_INPUT_TYPE

- GL_GEOMETRY_OUTPUT_TYPE

- GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS

- GL_FRAMEBUFFER_ATTACHMENT_LAYERED

- GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS

- GL_GEOMETRY_SHADER

- GL_MAX_GEOMETRY_UNIFORM_COMPONENTS

- GL_MAX_GEOMETRY_OUTPUT_VERTICES

- GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS

- GL_MAX_VERTEX_OUTPUT_COMPONENTS

- GL_MAX_GEOMETRY_INPUT_COMPONENTS

- GL_MAX_GEOMETRY_OUTPUT_COMPONENTS

- GL_MAX_FRAGMENT_INPUT_COMPONENTS

- GL_CONTEXT_PROFILE_MASK

- void glAccum(GLenum op,GLfloat value)

- void glActiveTexture(GLenum texture)

- void glAlphaFunc(GLenum func,GLclampf ref)

- GLboolean glAreTexturesResident(GLsizei n,const GLuint * textures,GLboolean * residences)

- void glArrayElement(GLint i)

- void glAttachShader(GLuint program,GLuint shader)

- void glBegin(GLenum mode)

- void glBeginQuery(GLenum target,GLuint id)

- void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name)

- void glBindBuffer(GLenum target,GLuint buffer)

- void glBindTexture(GLenum target,GLuint texture)

- void glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const GLubyte * bitmap)

- void glBlendColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)

- void glBlendEquation(GLenum mode)

- void glBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha)

- void glBlendFunc(GLenum sfactor,GLenum dfactor)

- void glBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)

- void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage)

- void glBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data)

- void glCallList(GLuint list)

- void glCallLists(GLsizei n,GLenum type,const GLvoid * lists)

- void glClear(GLbitfield mask)

- void glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)

- void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)

- void glClearDepth(GLclampd depth)

- void glClearIndex(GLfloat c)

- void glClearStencil(GLint s)

- void glClientActiveTexture(GLenum texture)

- void glClipPlane(GLenum plane,const GLdouble * equation)

- void glColor3b(GLbyte red,GLbyte green,GLbyte blue)

- void glColor3s(GLshort red,GLshort green,GLshort blue)

- void glColor3i(GLint red,GLint green,GLint blue)

- void glColor3f(GLfloat red,GLfloat green,GLfloat blue)

- void glColor3d(GLdouble red,GLdouble green,GLdouble blue)

- void glColor3ub(GLubyte red,GLubyte green,GLubyte blue)

- void glColor3us(GLushort red,GLushort green,GLushort blue)

- void glColor3ui(GLuint red,GLuint green,GLuint blue)

- void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha)

- void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha)

- void glColor4i(GLint red,GLint green,GLint blue,GLint alpha)

- void glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)

- void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha)

- void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha)

- void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha)

- void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha)

- void glColor3bv(const GLbyte * v)

- void glColor3sv(const GLshort * v)

- void glColor3iv(const GLint * v)

- void glColor3fv(const GLfloat * v)

- void glColor3dv(const GLdouble * v)

- void glColor3ubv(const GLubyte * v)

- void glColor3usv(const GLushort * v)

- void glColor3uiv(const GLuint * v)

- void glColor4bv(const GLbyte * v)

- void glColor4sv(const GLshort * v)

- void glColor4iv(const GLint * v)

- void glColor4fv(const GLfloat * v)

- void glColor4dv(const GLdouble * v)

- void glColor4ubv(const GLubyte * v)

- void glColor4usv(const GLushort * v)

- void glColor4uiv(const GLuint * v)

- void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)

- void glColorMaterial(GLenum face,GLenum mode)

- void glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)

- void glColorSubTable(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid * data)

- void glColorTable(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data)

- void glColorTableParameterfv(GLenum target,GLenum pname,const GLfloat * params)

- void glColorTableParameteriv(GLenum target,GLenum pname,const GLint * params)

- void glCompileShader(GLuint shader)

- void glCompressedTexImage1D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLint border,GLsizei imageSize,const GLvoid * data)

- void glCompressedTexImage2D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLint border,GLsizei imageSize,const GLvoid * data)

- void glCompressedTexImage3D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLsizei imageSize,const GLvoid * data)

- void glCompressedTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLsizei imageSize,const GLvoid * data)

- void glCompressedTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLsizei imageSize,const GLvoid * data)

- void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLsizei imageSize,const GLvoid * data)

- void glConvolutionFilter1D(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const GLvoid * data)

- void glConvolutionFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)

- void glConvolutionParameterf(GLenum target,GLenum pname,GLfloat params)

- void glConvolutionParameteri(GLenum target,GLenum pname,GLint params)

- void glConvolutionParameterfv(GLenum target,GLenum pname,const GLfloat * params)

- void glConvolutionParameteriv(GLenum target,GLenum pname,const GLint * params)

- void glCopyColorSubTable(GLenum target,GLsizei start,GLint x,GLint y,GLsizei width)

- void glCopyColorTable(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)

- void glCopyConvolutionFilter1D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)

- void glCopyConvolutionFilter2D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height)

- void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type)

- void glCopyTexImage1D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLint border)

- void glCopyTexImage2D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei width,GLsizei height,GLint border)

- void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width)

- void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height)

- void glCopyTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLint x,GLint y,GLsizei width,GLsizei height)

- GLuint glCreateProgram(void)

- GLuint glCreateShader(GLenum shaderType)

- void glCullFace(GLenum mode)

- void glDeleteBuffers(GLsizei n,const GLuint * buffers)

- void glDeleteLists(GLuint list,GLsizei range)

- void glDeleteProgram(GLuint program)

- void glDeleteQueries(GLsizei n,const GLuint * ids)

- void glDeleteShader(GLuint shader)

- void glDeleteTextures(GLsizei n,const GLuint * textures)

- void glDepthFunc(GLenum func)

- void glDepthMask(GLboolean flag)

- void glDepthRange(GLclampd nearVal,GLclampd farVal)

- void glDetachShader(GLuint program,GLuint shader)

- void glEnable(GLenum cap)

- void glEnableClientState(GLenum cap)

- void glEnableVertexAttribArray(GLuint index)

- void glDisableVertexAttribArray(GLuint index)

- void glDrawArrays(GLenum mode,GLint first,GLsizei count)

- void glDrawBuffer(GLenum mode)

- void glDrawBuffers(GLsizei n,const GLenum *bufs)

- void glDrawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices)

- void glDrawPixels(GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)

- void glDrawRangeElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const GLvoid * indices)

- void glEdgeFlag(GLboolean flag)

- void glEdgeFlagPointer(GLsizei stride,const GLvoid * pointer)

- void glEnd(void)

- void glEndList(void)

- void glEndQuery(GLenum target)

- void glEvalCoord1f(GLfloat u)

- void glEvalCoord1d(GLdouble u)

- void glEvalCoord2f(GLfloat u,GLfloat v)

- void glEvalCoord2d(GLdouble u,GLdouble v)

- void glEvalMesh1(GLenum mode,GLint i1,GLint i2)

- void glEvalPoint1(GLint i)

- void glEvalPoint2(GLint i,GLint j)

- void glFeedbackBuffer(GLsizei size,GLenum type,GLfloat * buffer)

- void glFinish(void)

- void glFlush(void)

- void glFogf(GLenum pname,GLfloat param)

- void glFogi(GLenum pname,GLint param)

- void glFogfv(GLenum pname,const GLfloat * params)

- void glFogiv(GLenum pname,const GLint * params)

- void glFogCoordd(GLdouble coord)

- void glFogCoordf(GLfloat coord)

- void glFogCoorddv(GLdouble * coord)

- void glFogCoordfv(GLfloat * coord)

- void glFogCoordPointer(GLenum type,GLsizei stride,GLvoid * pointer)

- void glFrontFace(GLenum mode)

- void glFrustum(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble farVal)

- void glGenBuffers(GLsizei n,GLuint * buffers)

- GLuint glGenLists(GLsizei range)

- void glGenQueries(GLsizei n,GLuint * ids)

- void glGenTextures(GLsizei n,GLuint * textures)

- void glGetBooleanv(GLenum pname,GLboolean * params)

- void glGetDoublev(GLenum pname,GLdouble * params)

- void glGetFloatv(GLenum pname,GLfloat * params)

- void glGetIntegerv(GLenum pname,GLint * params)

- void glGetActiveAttrib(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name)

- void glGetActiveUniform(GLuint program,GLuint index,GLsizei bufSize,GLsizei *length,GLint *size,GLenum *type,GLchar *name)

- void glGetAttachedShaders(GLuint program,GLsizei maxCount,GLsizei *count,GLuint *shaders)

- GLint glGetAttribLocation(GLuint program,const GLchar *name)

- void glGetBufferParameteriv(GLenum target,GLenum value,GLint * data)

- void glGetBufferPointerv(GLenum target,GLenum pname,GLvoid ** params)

- void glGetBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,GLvoid * data)

- void glGetClipPlane(GLenum plane,GLdouble * equation)

- void glGetColorTable(GLenum target,GLenum format,GLenum type,GLvoid * table)

- void glGetColorTableParameterfv(GLenum target,GLenum pname,GLfloat * params)

- void glGetColorTableParameteriv(GLenum target,GLenum pname,GLint * params)

- void glGetCompressedTexImage(GLenum target,GLint lod,GLvoid * img)

- void glGetConvolutionFilter(GLenum target,GLenum format,GLenum type,GLvoid * image)

- void glGetConvolutionParameterfv(GLenum target,GLenum pname,GLfloat * params)

- void glGetConvolutionParameteriv(GLenum target,GLenum pname,GLint * params)

- GLenum glGetError(void)

- void glGetHistogram(GLenum target,GLboolean reset,GLenum format,GLenum type,GLvoid * values)

- void glGetHistogramParameterfv(GLenum target,GLenum pname,GLfloat * params)

- void glGetHistogramParameteriv(GLenum target,GLenum pname,GLint * params)

- void glGetLightfv(GLenum light,GLenum pname,GLfloat * params)

- void glGetLightiv(GLenum light,GLenum pname,GLint * params)

- void glGetMapdv(GLenum target,GLenum query,GLdouble * v)

- void glGetMapfv(GLenum target,GLenum query,GLfloat * v)

- void glGetMapiv(GLenum target,GLenum query,GLint * v)

- void glGetMaterialfv(GLenum face,GLenum pname,GLfloat * params)

- void glGetMaterialiv(GLenum face,GLenum pname,GLint * params)

- void glGetMinmax(GLenum target,GLboolean reset,GLenum format,GLenum types,GLvoid * values)

- void glGetMinmaxParameterfv(GLenum target,GLenum pname,GLfloat * params)

- void glGetMinmaxParameteriv(GLenum target,GLenum pname,GLint * params)

- void glGetPixelMapfv(GLenum map,GLfloat * data)

- void glGetPixelMapuiv(GLenum map,GLuint * data)

- void glGetPixelMapusv(GLenum map,GLushort * data)

- void glGetPointerv(GLenum pname,GLvoid ** params)

- void glGetPolygonStipple(GLubyte * pattern)

- void glGetProgramiv(GLuint program,GLenum pname,GLint *params)

- void glGetProgramInfoLog(GLuint program,GLsizei maxLength,GLsizei *length,GLchar *infoLog)

- void glGetQueryObjectiv(GLuint id,GLenum pname,GLint * params)

- void glGetQueryObjectuiv(GLuint id,GLenum pname,GLuint * params)

- void glGetQueryiv(GLenum target,GLenum pname,GLint * params)

- void glGetSeparableFilter(GLenum target,GLenum format,GLenum type,GLvoid * row,GLvoid * column,GLvoid * span)

- void glGetShaderiv(GLuint shader,GLenum pname,GLint *params)

- void glGetShaderInfoLog(GLuint shader,GLsizei maxLength,GLsizei *length,GLchar *infoLog)

- void glGetShaderSource(GLuint shader,GLsizei bufSize,GLsizei *length,GLchar *source)

- const GLubyte *glGetString(GLenum name)

- void glGetTexEnvfv(GLenum target,GLenum pname,GLfloat * params)

- void glGetTexEnviv(GLenum target,GLenum pname,GLint * params)

- void glGetTexGendv(GLenum coord,GLenum pname,GLdouble * params)

- void glGetTexGenfv(GLenum coord,GLenum pname,GLfloat * params)

- void glGetTexGeniv(GLenum coord,GLenum pname,GLint * params)

- void glGetTexImage(GLenum target,GLint level,GLenum format,GLenum type,GLvoid * img)

- void glGetTexLevelParameterfv(GLenum target,GLint level,GLenum pname,GLfloat * params)

- void glGetTexLevelParameteriv(GLenum target,GLint level,GLenum pname,GLint * params)

- void glGetTexParameterfv(GLenum target,GLenum pname,GLfloat * params)

- void glGetTexParameteriv(GLenum target,GLenum pname,GLint * params)

- void glGetUniformfv(GLuint program,GLint location,GLfloat *params)

- void glGetUniformiv(GLuint program,GLint location,GLint *params)

- GLint glGetUniformLocation(GLuint program,const GLchar *name)

- void glGetVertexAttribdv(GLuint index,GLenum pname,GLdouble *params)

- void glGetVertexAttribfv(GLuint index,GLenum pname,GLfloat *params)

- void glGetVertexAttribiv(GLuint index,GLenum pname,GLint *params)

- void glGetVertexAttribPointerv(GLuint index,GLenum pname,GLvoid **pointer)

- void glHint(GLenum target,GLenum mode)

- void glHistogram(GLenum target,GLsizei width,GLenum internalformat,GLboolean sink)

- void glIndexs(GLshort c)

- void glIndexi(GLint c)

- void glIndexf(GLfloat c)

- void glIndexd(GLdouble c)

- void glIndexub(GLubyte c)

- void glIndexsv(const GLshort * c)

- void glIndexiv(const GLint * c)

- void glIndexfv(const GLfloat * c)

- void glIndexdv(const GLdouble * c)

- void glIndexubv(const GLubyte * c)

- void glIndexMask(GLuint mask)

- void glIndexPointer(GLenum type,GLsizei stride,const GLvoid * pointer)

- void glInitNames(void)

- void glInterleavedArrays(GLenum format,GLsizei stride,const GLvoid * pointer)

- GLboolean glIsBuffer(GLuint buffer)

- GLboolean glIsEnabled(GLenum cap)

- GLboolean glIsList(GLuint list)

- GLboolean glIsProgram(GLuint program)

- GLboolean glIsQuery(GLuint id)

- GLboolean glIsShader(GLuint shader)

- GLboolean glIsTexture(GLuint texture)

- void glLightf(GLenum light,GLenum pname,GLfloat param)

- void glLighti(GLenum light,GLenum pname,GLint param)

- void glLightfv(GLenum light,GLenum pname,const GLfloat * params)

- void glLightiv(GLenum light,GLenum pname,const GLint * params)

- void glLightModelf(GLenum pname,GLfloat param)

- void glLightModeli(GLenum pname,GLint param)

- void glLightModelfv(GLenum pname,const GLfloat * params)

- void glLightModeliv(GLenum pname,const GLint * params)

- void glLineStipple(GLint factor,GLushort pattern)

- void glLineWidth(GLfloat width)

- void glLinkProgram(GLuint program)

- void glListBase(GLuint base)

- void glLoadIdentity(void)

- void glLoadMatrixd(const GLdouble * m)

- void glLoadMatrixf(const GLfloat * m)

- void glLoadName(GLuint name)

- void glLoadTransposeMatrixd(const GLdouble * m)

- void glLoadTransposeMatrixf(const GLfloat * m)

- void glLogicOp(GLenum opcode)

- void glMap1f(GLenum target,GLfloat u1,GLfloat u2,GLint stride,GLint order,const GLfloat * points)

- void glMap1d(GLenum target,GLdouble u1,GLdouble u2,GLint stride,GLint order,const GLdouble * points)

- void glMap2f(GLenum target,GLfloat u1,GLfloat u2,GLint ustride,GLint uorder,GLfloat v1,GLfloat v2,GLint vstride,GLint vorder,const GLfloat * points)

- void glMap2d(GLenum target,GLdouble u1,GLdouble u2,GLint ustride,GLint uorder,GLdouble v1,GLdouble v2,GLint vstride,GLint vorder,const GLdouble * points)

- void * glMapBuffer(GLenum target,GLenum access)

- void glMapGrid1d(GLint un,GLdouble u1,GLdouble u2)

- void glMapGrid1f(GLint un,GLfloat u1,GLfloat u2)

- void glMapGrid2d(GLint un,GLdouble u1,GLdouble u2,GLint vn,GLdouble v1,GLdouble v2)

- void glMapGrid2f(GLint un,GLfloat u1,GLfloat u2,GLint vn,GLfloat v1,GLfloat v2)

- void glMaterialf(GLenum face,GLenum pname,GLfloat param)

- void glMateriali(GLenum face,GLenum pname,GLint param)

- void glMatrixMode(GLenum mode)

- void glMinmax(GLenum target,GLenum internalformat,GLboolean sink)

- void glMultMatrixd(const GLdouble * m)

- void glMultMatrixf(const GLfloat * m)

- void glMultTransposeMatrixd(const GLdouble * m)

- void glMultTransposeMatrixf(const GLfloat * m)

- void glMultiDrawArrays(GLenum mode,GLint * first,GLsizei * count,GLsizei primcount)

- void glMultiDrawElements(GLenum mode,const GLsizei * count,GLenum type,const GLvoid ** indices,GLsizei primcount)

- void glMultiTexCoord1s(GLenum target,GLshort s)

- void glMultiTexCoord1i(GLenum target,GLint s)

- void glMultiTexCoord1f(GLenum target,GLfloat s)

- void glMultiTexCoord1d(GLenum target,GLdouble s)

- void glMultiTexCoord2s(GLenum target,GLshort s,GLshort t)

- void glMultiTexCoord2i(GLenum target,GLint s,GLint t)

- void glMultiTexCoord2f(GLenum target,GLfloat s,GLfloat t)

- void glMultiTexCoord2d(GLenum target,GLdouble s,GLdouble t)

- void glMultiTexCoord3s(GLenum target,GLshort s,GLshort t,GLshort r)

- void glMultiTexCoord3i(GLenum target,GLint s,GLint t,GLint r)

- void glMultiTexCoord3f(GLenum target,GLfloat s,GLfloat t,GLfloat r)

- void glMultiTexCoord3d(GLenum target,GLdouble s,GLdouble t,GLdouble r)

- void glMultiTexCoord4s(GLenum target,GLshort s,GLshort t,GLshort r,GLshort q)

- void glMultiTexCoord4i(GLenum target,GLint s,GLint t,GLint r,GLint q)

- void glMultiTexCoord4f(GLenum target,GLfloat s,GLfloat t,GLfloat r,GLfloat q)

- void glMultiTexCoord4d(GLenum target,GLdouble s,GLdouble t,GLdouble r,GLdouble q)

- void glMultiTexCoord1sv(GLenum target,const GLshort * v)

- void glMultiTexCoord1iv(GLenum target,const GLint * v)

- void glMultiTexCoord1fv(GLenum target,const GLfloat * v)

- void glMultiTexCoord1dv(GLenum target,const GLdouble * v)

- void glMultiTexCoord2sv(GLenum target,const GLshort * v)

- void glMultiTexCoord2iv(GLenum target,const GLint * v)

- void glMultiTexCoord2fv(GLenum target,const GLfloat * v)

- void glMultiTexCoord2dv(GLenum target,const GLdouble * v)

- void glMultiTexCoord3sv(GLenum target,const GLshort * v)

- void glMultiTexCoord3iv(GLenum target,const GLint * v)

- void glMultiTexCoord3fv(GLenum target,const GLfloat * v)

- void glMultiTexCoord3dv(GLenum target,const GLdouble * v)

- void glMultiTexCoord4sv(GLenum target,const GLshort * v)

- void glMultiTexCoord4iv(GLenum target,const GLint * v)

- void glMultiTexCoord4fv(GLenum target,const GLfloat * v)

- void glMultiTexCoord4dv(GLenum target,const GLdouble * v)

- void glNewList(GLuint list,GLenum mode)

- void glNormal3b(GLbyte nx,GLbyte ny,GLbyte nz)

- void glNormal3d(GLdouble nx,GLdouble ny,GLdouble nz)

- void glNormal3f(GLfloat nx,GLfloat ny,GLfloat nz)

- void glNormal3i(GLint nx,GLint ny,GLint nz)

- void glNormal3s(GLshort nx,GLshort ny,GLshort nz)

- void glNormal3bv(const GLbyte * v)

- void glNormal3dv(const GLdouble * v)

- void glNormal3fv(const GLfloat * v)

- void glNormal3iv(const GLint * v)

- void glNormal3sv(const GLshort * v)

- void glNormalPointer(GLenum type,GLsizei stride,const GLvoid * pointer)

- void glOrtho(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top,GLdouble nearVal,GLdouble farVal)

- void glPassThrough(GLfloat token)

- void glPixelMapfv(GLenum map,GLsizei mapsize,const GLfloat * values)

- void glPixelMapuiv(GLenum map,GLsizei mapsize,const GLuint * values)

- void glPixelMapusv(GLenum map,GLsizei mapsize,const GLushort * values)

- void glPixelStoref(GLenum pname,GLfloat param)

- void glPixelStorei(GLenum pname,GLint param)

- void glPixelTransferf(GLenum pname,GLfloat param)

- void glPixelTransferi(GLenum pname,GLint param)

- void glPixelZoom(GLfloat xfactor,GLfloat yfactor)

- void glPointParameterf(GLenum pname,GLfloat param)

- void glPointParameteri(GLenum pname,GLint param)

- void glPointSize(GLfloat size)

- void glPolygonMode(GLenum face,GLenum mode)

- void glPolygonOffset(GLfloat factor,GLfloat units)

- void glPolygonStipple(const GLubyte * pattern)

- void glPushAttrib(GLbitfield mask)

- void glPushClientAttrib(GLbitfield mask)

- void glPushMatrix(void)

- void glPushName(GLuint name)

- void glPrioritizeTextures(GLsizei n,const GLuint * textures,const GLclampf * priorities)

- void glPopMatrix(void)

- void glRasterPos2s(GLshort x,GLshort y)

- void glRasterPos2i(GLint x,GLint y)

- void glRasterPos2f(GLfloat x,GLfloat y)

- void glRasterPos2d(GLdouble x,GLdouble y)

- void glRasterPos3s(GLshort x,GLshort y,GLshort z)

- void glRasterPos3i(GLint x,GLint y,GLint z)

- void glRasterPos3f(GLfloat x,GLfloat y,GLfloat z)

- void glRasterPos3d(GLdouble x,GLdouble y,GLdouble z)

- void glRasterPos4s(GLshort x,GLshort y,GLshort z,GLshort w)

- void glRasterPos4i(GLint x,GLint y,GLint z,GLint w)

- void glRasterPos4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w)

- void glRasterPos4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)

- void glReadBuffer(GLenum mode)

- void glReadPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLvoid * data)

- void glRectd(GLdouble x1,GLdouble y1,GLdouble x2,GLdouble y2)

- void glRectf(GLfloat x1,GLfloat y1,GLfloat x2,GLfloat y2)

- void glRecti(GLint x1,GLint y1,GLint x2,GLint y2)

- void glRects(GLshort x1,GLshort y1,GLshort x2,GLshort y2)

- void glRectdv(const GLdouble * v1,const GLdouble * v2)

- void glRectfv(const GLfloat * v1,const GLfloat * v2)

- void glRectiv(const GLint * v1,const GLint * v2)

- void glRectsv(const GLshort * v1,const GLshort * v2)

- GLint glRenderMode(GLenum mode)

- void glResetHistogram(GLenum target)

- void glRotated(GLdouble angle,GLdouble x,GLdouble y,GLdouble z)

- void glRotatef(GLfloat angle,GLfloat x,GLfloat y,GLfloat z)

- void glSampleCoverage(GLclampf value,GLboolean invert)

- void glScaled(GLdouble x,GLdouble y,GLdouble z)

- void glScalef(GLfloat x,GLfloat y,GLfloat z)

- void glScissor(GLint x,GLint y,GLsizei width,GLsizei height)

- void glSecondaryColor3b(GLbyte red,GLbyte green,GLbyte blue)

- void glSecondaryColor3s(GLshort red,GLshort green,GLshort blue)

- void glSecondaryColor3i(GLint red,GLint green,GLint blue)

- void glSecondaryColor3f(GLfloat red,GLfloat green,GLfloat blue)

- void glSecondaryColor3d(GLdouble red,GLdouble green,GLdouble blue)

- void glSecondaryColor3ub(GLubyte red,GLubyte green,GLubyte blue)

- void glSecondaryColor3us(GLushort red,GLushort green,GLushort blue)

- void glSecondaryColor3ui(GLuint red,GLuint green,GLuint blue)

- void glSecondaryColor3bv(const GLbyte * v)

- void glSecondaryColor3sv(const GLshort * v)

- void glSecondaryColor3iv(const GLint * v)

- void glSecondaryColor3fv(const GLfloat * v)

- void glSecondaryColor3dv(const GLdouble * v)

- void glSecondaryColor3ubv(const GLubyte * v)

- void glSecondaryColor3usv(const GLushort * v)

- void glSecondaryColor3uiv(const GLuint * v)

- void glSecondaryColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)

- void glSelectBuffer(GLsizei size,GLuint * buffer)

- void glSeparableFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * row,const GLvoid * column)

- void glShadeModel(GLenum mode)

- void glShaderSource(GLuint shader,GLsizei count,const GLchar **string,const GLint *length)

- void glStencilFunc(GLenum func,GLint ref,GLuint mask)

- void glStencilFuncSeparate(GLenum face,GLenum func,GLint ref,GLuint mask)

- void glStencilMask(GLuint mask)

- void glStencilMaskSeparate(GLenum face,GLuint mask)

- void glStencilOp(GLenum sfail,GLenum dpfail,GLenum dppass)

- void glStencilOpSeparate(GLenum face,GLenum sfail,GLenum dpfail,GLenum dppass)

- void glTexCoord1s(GLshort s)

- void glTexCoord1i(GLint s)

- void glTexCoord1f(GLfloat s)

- void glTexCoord1d(GLdouble s)

- void glTexCoord2s(GLshort s,GLshort t)

- void glTexCoord2i(GLint s,GLint t)

- void glTexCoord2f(GLfloat s,GLfloat t)

- void glTexCoord2d(GLdouble s,GLdouble t)

- void glTexCoord3s(GLshort s,GLshort t,GLshort r)

- void glTexCoord3i(GLint s,GLint t,GLint r)

- void glTexCoord3f(GLfloat s,GLfloat t,GLfloat r)

- void glTexCoord3d(GLdouble s,GLdouble t,GLdouble r)

- void glTexCoord4s(GLshort s,GLshort t,GLshort r,GLshort q)

- void glTexCoord4i(GLint s,GLint t,GLint r,GLint q)

- void glTexCoord4f(GLfloat s,GLfloat t,GLfloat r,GLfloat q)

- void glTexCoord4d(GLdouble s,GLdouble t,GLdouble r,GLdouble q)

- void glTexCoord1sv(const GLshort * v)

- void glTexCoord1iv(const GLint * v)

- void glTexCoord1fv(const GLfloat * v)

- void glTexCoord1dv(const GLdouble * v)

- void glTexCoord2sv(const GLshort * v)

- void glTexCoord2iv(const GLint * v)

- void glTexCoord2fv(const GLfloat * v)

- void glTexCoord2dv(const GLdouble * v)

- void glTexCoord3sv(const GLshort * v)

- void glTexCoord3iv(const GLint * v)

- void glTexCoord3fv(const GLfloat * v)

- void glTexCoord3dv(const GLdouble * v)

- void glTexCoord4sv(const GLshort * v)

- void glTexCoord4iv(const GLint * v)

- void glTexCoord4fv(const GLfloat * v)

- void glTexCoord4dv(const GLdouble * v)

- void glTexCoordPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)

- void glTexEnvf(GLenum target,GLenum pname,GLfloat param)

- void glTexEnvi(GLenum target,GLenum pname,GLint param)

- void glTexGeni(GLenum coord,GLenum pname,GLint param)

- void glTexGenf(GLenum coord,GLenum pname,GLfloat param)

- void glTexGend(GLenum coord,GLenum pname,GLdouble param)

- void glTexGeniv(GLenum coord,GLenum pname,const GLint * params)

- void glTexGenfv(GLenum coord,GLenum pname,const GLfloat * params)

- void glTexGendv(GLenum coord,GLenum pname,const GLdouble * params)

- void glTexImage1D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLint border,GLenum format,GLenum type,const GLvoid * data)

- void glTexImage2D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLint border,GLenum format,GLenum type,const GLvoid * data)

- void glTexImage3D(GLenum target,GLint level,GLint internalFormat,GLsizei width,GLsizei height,GLsizei depth,GLint border,GLenum format,GLenum type,const GLvoid * data)

- void glTexParameterf(GLenum target,GLenum pname,GLfloat param)

- void glTexParameteri(GLenum target,GLenum pname,GLint param)

- void glTexParameterfv(GLenum target,GLenum pname,const GLfloat * params)

- void glTexParameteriv(GLenum target,GLenum pname,const GLint * params)

- void glTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum format,GLenum type,const GLvoid * data)

- void glTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei width,GLsizei height,GLenum format,GLenum type,const GLvoid * data)

- void glTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLenum type,const GLvoid * data)

- void glTranslated(GLdouble x,GLdouble y,GLdouble z)

- void glTranslatef(GLfloat x,GLfloat y,GLfloat z)

- void glUniform1f(GLint location,GLfloat v0)

- void glUniform2f(GLint location,GLfloat v0,GLfloat v1)

- void glUniform3f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2)

- void glUniform4f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3)

- void glUniform1i(GLint location,GLint v0)

- void glUniform2i(GLint location,GLint v0,GLint v1)

- void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2)

- void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2,GLint v3)

- void glUniform1fv(GLint location,GLsizei count,const GLfloat *value)

- void glUniform2fv(GLint location,GLsizei count,const GLfloat *value)

- void glUniform3fv(GLint location,GLsizei count,const GLfloat *value)

- void glUniform4fv(GLint location,GLsizei count,const GLfloat *value)

- void glUniform1iv(GLint location,GLsizei count,const GLint *value)

- void glUniform2iv(GLint location,GLsizei count,const GLint *value)

- void glUniform3iv(GLint location,GLsizei count,const GLint *value)

- void glUniform4iv(GLint location,GLsizei count,const GLint *value)

- void glUniformMatrix2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix2x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix3x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix2x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix4x2fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix3x4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUniformMatrix4x3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)

- void glUseProgram(GLuint program)

- void glValidateProgram(GLuint program)

- void glVertex2s(GLshort x,GLshort y)

- void glVertex2i(GLint x,GLint y)

- void glVertex2f(GLfloat x,GLfloat y)

- void glVertex2d(GLdouble x,GLdouble y)

- void glVertex3s(GLshort x,GLshort y,GLshort z)

- void glVertex3i(GLint x,GLint y,GLint z)

- void glVertex3f(GLfloat x,GLfloat y,GLfloat z)

- void glVertex3d(GLdouble x,GLdouble y,GLdouble z)

- void glVertex4s(GLshort x,GLshort y,GLshort z,GLshort w)

- void glVertex4i(GLint x,GLint y,GLint z,GLint w)

- void glVertex4f(GLfloat x,GLfloat y,GLfloat z,GLfloat w)

- void glVertex4d(GLdouble x,GLdouble y,GLdouble z,GLdouble w)

- void glVertex2sv(const GLshort * v)

- void glVertex2iv(const GLint * v)

- void glVertex2fv(const GLfloat * v)

- void glVertex2dv(const GLdouble * v)

- void glVertex3sv(const GLshort * v)

- void glVertex3iv(const GLint * v)

- void glVertex3fv(const GLfloat * v)

- void glVertex3dv(const GLdouble * v)

- void glVertex4sv(const GLshort * v)

- void glVertex4iv(const GLint * v)

- void glVertex4fv(const GLfloat * v)

- void glVertex4dv(const GLdouble * v)

- void glVertexAttrib1f(GLuint index,GLfloat v0)

- void glVertexAttrib1s(GLuint index,GLshort v0)

- void glVertexAttrib1d(GLuint index,GLdouble v0)

- void glVertexAttrib2f(GLuint index,GLfloat v0,GLfloat v1)

- void glVertexAttrib2s(GLuint index,GLshort v0,GLshort v1)

- void glVertexAttrib2d(GLuint index,GLdouble v0,GLdouble v1)

- void glVertexAttrib3f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2)

- void glVertexAttrib3s(GLuint index,GLshort v0,GLshort v1,GLshort v2)

- void glVertexAttrib3d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2)

- void glVertexAttrib4f(GLuint index,GLfloat v0,GLfloat v1,GLfloat v2,GLfloat v3)

- void glVertexAttrib4s(GLuint index,GLshort v0,GLshort v1,GLshort v2,GLshort v3)

- void glVertexAttrib4d(GLuint index,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3)

- void glVertexAttrib4Nub(GLuint index,GLubyte v0,GLubyte v1,GLubyte v2,GLubyte v3)

- void glVertexAttrib1fv(GLuint index,const GLfloat *v)

- void glVertexAttrib1sv(GLuint index,const GLshort *v)

- void glVertexAttrib1dv(GLuint index,const GLdouble *v)

- void glVertexAttrib2fv(GLuint index,const GLfloat *v)

- void glVertexAttrib2sv(GLuint index,const GLshort *v)

- void glVertexAttrib2dv(GLuint index,const GLdouble *v)

- void glVertexAttrib3fv(GLuint index,const GLfloat *v)

- void glVertexAttrib3sv(GLuint index,const GLshort *v)

- void glVertexAttrib3dv(GLuint index,const GLdouble *v)

- void glVertexAttrib4fv(GLuint index,const GLfloat *v)

- void glVertexAttrib4sv(GLuint index,const GLshort *v)

- void glVertexAttrib4dv(GLuint index,const GLdouble *v)

- void glVertexAttrib4iv(GLuint index,const GLint *v)

- void glVertexAttrib4bv(GLuint index,const GLbyte *v)

- void glVertexAttrib4ubv(GLuint index,const GLubyte *v)

- void glVertexAttrib4usv(GLuint index,const GLushort *v)

- void glVertexAttrib4uiv(GLuint index,const GLuint *v)

- void glVertexAttribPointer(GLuint index,GLint size,GLenum type,GLboolean normalized,GLsizei stride,const GLvoid * pointer)

- void glVertexPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)

- void glViewport(GLint x,GLint y,GLsizei width,GLsizei height)

- void glWindowPos2s(GLshort x,GLshort y)

- void glWindowPos2i(GLint x,GLint y)

- void glWindowPos2f(GLfloat x,GLfloat y)

- void glWindowPos2d(GLdouble x,GLdouble y)

- void glWindowPos3s(GLshort x,GLshort y,GLshort z)

- void glWindowPos3i(GLint x,GLint y,GLint z)

- void glWindowPos3f(GLfloat x,GLfloat y,GLfloat z)

- void glWindowPos3d(GLdouble x,GLdouble y,GLdouble z)

- void glWindowPos2sv(const GLshort * v)

- void glWindowPos2iv(const GLint * v)

- void glWindowPos2fv(const GLfloat * v)

- void glWindowPos2dv(const GLdouble * v)

- void glWindowPos3sv(const GLshort * v)

- void glWindowPos3iv(const GLint * v)

- void glWindowPos3fv(const GLfloat * v)

- void glWindowPos3dv(const GLdouble * v)

- void gluBeginCurve(GLUnurbs* nurb)

- void gluBeginPolygon(GLUtesselator* tess)

- void gluBeginSurface(GLUnurbs* nurb)

- void gluBeginTrim(GLUnurbs* nurb)

- void gluCylinder(GLUquadric* quad,GLdouble base,GLdouble top,GLdouble height,GLint slices,GLint stacks)

- void gluDeleteNurbsRenderer(GLUnurbs* nurb)

- void gluDeleteQuadric(GLUquadric* quad)

- void gluDeleteTess(GLUtesselator* tess)

- void gluDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops)

- void gluEndCurve(GLUnurbs* nurb)

- void gluEndPolygon(GLUtesselator* tess)

- void gluEndSurface(GLUnurbs* nurb)

- void gluEndTrim(GLUnurbs* nurb)

- const GLubyte * gluErrorString(GLenum error)

- void gluGetNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat* data)

- const GLubyte * gluGetString(GLenum name)

- void gluGetTessProperty(GLUtesselator* tess,GLenum which,GLdouble* data)

- void gluLoadSamplingMatrices(GLUnurbs* nurb,const GLfloat * model,const GLfloat * perspective,const GLint * view)

- void gluLookAt(GLdouble eyeX,GLdouble eyeY,GLdouble eyeZ,GLdouble centerX,GLdouble centerY,GLdouble centerZ,GLdouble upX,GLdouble upY,GLdouble upZ)

- GLUnurbs *gluNewNurbsRenderer(void)

- GLUquadric *gluNewQuadric(void)

- GLUtesselator* gluNewTess(void)

- void gluNextContour(GLUtesselator* tess,GLenum type)

- void gluNurbsCurve(GLUnurbs* nurb,GLint knotCount,GLfloat * knots,GLint stride,GLfloat * control,GLint order,GLenum type)

- void gluNurbsProperty(GLUnurbs* nurb,GLenum property,GLfloat value)

- void gluNurbsSurface(GLUnurbs* nurb,GLint sKnotCount,GLfloat* sKnots,GLint tKnotCount,GLfloat* tKnots,GLint sStride,GLint tStride,GLfloat* control,GLint sOrder,GLint tOrder,GLenum type)

- void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top)

- void gluPartialDisk(GLUquadric* quad,GLdouble inner,GLdouble outer,GLint slices,GLint loops,GLdouble start,GLdouble sweep)

- void gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar)

- void gluPickMatrix(GLdouble x,GLdouble y,GLdouble delX,GLdouble delY,GLint * viewport)

- GLint gluProject(GLdouble objX,GLdouble objY,GLdouble objZ,const GLdouble * model,const GLdouble * proj,const GLint * view,GLdouble* winX,GLdouble* winY,GLdouble* winZ)

- void gluPwlCurve(GLUnurbs* nurb,GLint count,GLfloat* data,GLint stride,GLenum type)

- void gluQuadricDrawStyle(GLUquadric* quad,GLenum draw)

- void gluQuadricNormals(GLUquadric* quad,GLenum normal)

- void gluQuadricOrientation(GLUquadric* quad,GLenum orientation)

- void gluQuadricTexture(GLUquadric* quad,GLboolean texture)

- GLint gluScaleImage(GLenum format,GLsizei wIn,GLsizei hIn,GLenum typeIn,const void * dataIn,GLsizei wOut,GLsizei hOut,GLenum typeOut,GLvoid* dataOut)

- void gluSphere(GLUquadric* quad,GLdouble radius,GLint slices,GLint stacks)

- void gluTessBeginContour(GLUtesselator* tess)

- void gluTessBeginPolygon(GLUtesselator* tess,GLvoid* data)

- void gluTessEndContour(GLUtesselator* tess)

- void gluTessEndPolygon(GLUtesselator* tess)

- void gluTessNormal(GLUtesselator* tess,GLdouble valueX,GLdouble valueY,GLdouble valueZ)

- void gluTessProperty(GLUtesselator* tess,GLenum which,GLdouble data)

- void gluTessVertex(GLUtesselator* tess,GLdouble * location,GLvoid* data)

- GLint gluUnProject(GLdouble winX,GLdouble winY,GLdouble winZ,const GLdouble * model,const GLdouble * proj,const GLint * view,GLdouble* objX,GLdouble* objY,GLdouble* objZ)

- void glDisable(GLenum cap)

- void glDisableClientState(GLenum array)

- void glBindVertexArray(GLuint array)

- void glGenVertexArrays(GLsizei n,const GLuint * arrays)

- GLenum glewInit(void)

- GLboolean glewIsSupported(const char *name)

- GLboolean glewGetExtension(const char *name)

- const GLubyte *glewGetErrorString(GLenum error)

- const GLubyte *glewGetString(GLenum name)