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><head><title>GL</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference.xml" title="PartI.Reference"/><link rel="previous" href="reference.xml" title="PartI.Reference"/><link rel="next" href="glAccum.3G.xml" title="glAccum"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">GL</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="reference.xml">Prev</a></td><th width="60%" align="center">PartI.Reference</th><td width="20%" align="right"><a accesskey="n" href="glAccum.3G.xml">Next</a></td></tr></table><hr/></div><div class="reference" lang="en"><a name="reference-GL"/><div class="titlepage"><div><h1 class="title"><a name="reference-GL"/>GL</h1></div><hr/></div><div class="toc"><p><b>Table of Contents</b></p><dl><dt><a href="glAccum.3G.xml">glAccum</a> - operate on the accumulation buffer</dt><dt><a href="glActiveTextureARB.3G.xml">glActiveTextureARB</a> - select active texture unit</dt><dt><a href="glAlphaFunc.3G.xml">glAlphaFunc</a> - specify the alpha test function</dt><dt><a href="glAreTexturesResident.3G.xml">glAreTexturesResident</a> - determine if textures are loaded in texture memory</dt><dt><a href="glArrayElement.3G.xml">glArrayElement</a> - render a vertex using the specified vertex array element</dt><dt><a href="glBegin.3G.xml">glBegin</a> - delimit the vertices of a primitive or a group of like primitives</dt><dt><a href="glBindTexture.3G.xml">glBindTexture</a> - bind a named texture to a texturing target</dt><dt><a href="glBitmap.3G.xml">glBitmap</a> - draw a bitmap</dt><dt><a href="glBlendColor.3G.xml">glBlendColor</a> - set the blend color</dt><dt><a href="glBlendEquation.3G.xml">glBlendEquation</a> - set the blend equation</dt><dt><a href="glBlendFunc.3G.xml">glBlendFunc</a> - specify pixel arithmetic</dt><dt><a href="glCallList.3G.xml">glCallList</a> - execute a display list</dt><dt><a href="glCallLists.3G.xml">glCallLists</a> - execute a list of display lists</dt><dt><a href="glClear.3G.xml">glClear</a> - clear buffers to preset values</dt><dt><a href="glClearAccum.3G.xml">glClearAccum</a> - specify clear values for the accumulation buffer</dt><dt><a href="glClearColor.3G.xml">glClearColor</a> - specify clear values for the color buffers</dt><dt><a href="glClearDepth.3G.xml">glClearDepth</a> - specify the clear value for the depth buffer</dt><dt><a href="glClearIndex.3G.xml">glClearIndex</a> - specify the clear value for the color index buffers</dt><dt><a href="glClearStencil.3G.xml">glClearStencil</a> - specify the clear value for the stencil buffer</dt><dt><a href="glClientActiveTextureARB.3G.xml">glClientActiveTextureARB</a> - select active texture unit</dt><dt><a href="glClipPlane.3G.xml">glClipPlane</a> - specify a plane against which all geometry is clipped</dt><dt><a href="glColor.3G.xml">glColor</a> - set the current color</dt><dt><a href="glColorMask.3G.xml">glColorMask</a> - enable and disable writing of frame buffer color components</dt><dt><a href="glColorMaterial.3G.xml">glColorMaterial</a> - cause a material color to track the current color</dt><dt><a href="glColorPointer.3G.xml">glColorPointer</a> - define an array of colors</dt><dt><a href="glColorSubTable.3G.xml">glColorSubTable</a> - respecify a portion of a color table</dt><dt><a href="glColorTable.3G.xml">glColorTable</a> - define a color lookup table</dt><dt><a href="glColorTableParameter.3G.xml">glColorTableParameter</a> - set color lookup table parameters</dt><dt><a href="glConvolutionFilter1D.3G.xml">glConvolutionFilter1D</a> - define a one-dimensional convolution filter</dt><dt><a href="glConvolutionFilter2D.3G.xml">glConvolutionFilter2D</a> - define a two-dimensional convolution filter</dt><dt><a href="glConvolutionParameter.3G.xml">glConvolutionParameter</a> - set convolution parameters</dt><dt><a href="glCopyColorSubTable.3G.xml">glCopyColorSubTable</a> - respecify a portion of a color table</dt><dt><a href="glCopyColorTable.3G.xml">glCopyColorTable</a> - copy pixels into a color table</dt><dt><a href="glCopyConvolutionFilter1D.3G.xml">glCopyConvolutionFilter1D</a> - copy pixels into a one-dimensional convolution filter</dt><dt><a href="glCopyConvolutionFilter2D.3G.xml">glCopyConvolutionFilter2D</a> - copy pixels into a two-dimensional convolution filter</dt><dt><a href="glCopyPixels.3G.xml">glCopyPixels</a> - copy pixels in the frame buffer</dt><dt><a href="glCopyTexImage1D.3G.xml">glCopyTexImage1D</a> - copy pixels into a 1D texture image</dt><dt><a href="glCopyTexImage2D.3G.xml">glCopyTexImage2D</a> - copy pixels into a 2D texture image</dt><dt><a href="glCopyTexSubImage1D.3G.xml">glCopyTexSubImage1D</a> - copy a one-dimensional texture subimage</dt><dt><a href="glCopyTexSubImage2D.3G.xml">glCopyTexSubImage2D</a> - copy a two-dimensional texture subimage</dt><dt><a href="glCopyTexSubImage3D.3G.xml">glCopyTexSubImage3D</a> - copy a three-dimensional texture subimage</dt><dt><a href="glCullFace.3G.xml">glCullFace</a> - specify whether front- or back-facing facets can be culled</dt><dt><a href="glDeleteLists.3G.xml">glDeleteLists</a> - delete a contiguous group of display lists</dt><dt><a href="glDeleteTextures.3G.xml">glDeleteTextures</a> - delete named textures</dt><dt><a href="glDepthFunc.3G.xml">glDepthFunc</a> - specify the value used for depth buffer comparisons</dt><dt><a href="glDepthMask.3G.xml">glDepthMask</a> - enable or disable writing into the depth buffer</dt><dt><a href="glDepthRange.3G.xml">glDepthRange</a> - specify mapping of depth values from normalized device coordinates to window coordinates</dt><dt><a href="glDrawArrays.3G.xml">glDrawArrays</a> - render primitives from array data</dt><dt><a href="glDrawBuffer.3G.xml">glDrawBuffer</a> - specify which color buffers are to be drawn into</dt><dt><a href="glDrawElements.3G.xml">glDrawElements</a> - render primitives from array data</dt><dt><a href="glDrawPixels.3G.xml">glDrawPixels</a> - write a block of pixels to the frame buffer</dt><dt><a href="glDrawRangeElements.3G.xml">glDrawRangeElements</a> - render primitives from array data</dt><dt><a href="glEdgeFlag.3G.xml">glEdgeFlag</a> - flag edges as either boundary or nonboundary</dt><dt><a href="glEdgeFlagPointer.3G.xml">glEdgeFlagPointer</a> - define an array of edge flags</dt><dt><a href="glEnable.3G.xml">glEnable</a> - enable or disable server-side GL capabilities</dt><dt><a href="glEnableClientState.3G.xml">glEnableClientState</a> - enable or disable client-side capability</dt><dt><a href="glEvalCoord.3G.xml">glEvalCoord</a> - evaluate enabled one-dimensional and two-dimensional maps</dt><dt><a href="glEvalMesh.3G.xml">glEvalMesh</a> - compute a one- or two-dimensional grid of points or lines</dt><dt><a href="glEvalPoint.3G.xml">glEvalPoint</a> - generate and evaluate a single point in a mesh</dt><dt><a href="glFeedbackBuffer.3G.xml">glFeedbackBuffer</a> - controls feedback mode</dt><dt><a href="glFinish.3G.xml">glFinish</a> - block until all GL execution is complete</dt><dt><a href="glFlush.3G.xml">glFlush</a> - force execution of GL commands in finite time</dt><dt><a href="glFog.3G.xml">glFog</a> - specify fog parameters</dt><dt><a href="glFrontFace.3G.xml">glFrontFace</a> - define front- and back-facing polygons</dt><dt><a href="glFrustum.3G.xml">glFrustum</a> - multiply the current matrix by a perspective matrix</dt><dt><a href="glGenLists.3G.xml">glGenLists</a> - generate a contiguous set of empty display lists</dt><dt><a href="glGenTextures.3G.xml">glGenTextures</a> - generate texture names</dt><dt><a href="glGet.3G.xml">glGet</a> - return the value or values of a selected parameter</dt><dt><a href="glGetClipPlane.3G.xml">glGetClipPlane</a> - return the coefficients of the specified clipping plane</dt><dt><a href="glGetColorTable.3G.xml">glGetColorTable</a> - retrieve contents of a color lookup table</dt><dt><a href="glGetColorTableParameter.3G.xml">glGetColorTableParameter</a> - get color lookup table parameters</dt><dt><a href="glGetConvolutionFilter.3G.xml">glGetConvolutionFilter</a> - get current 1D or 2D convolution filter kernel</dt><dt><a href="glGetConvolutionParameter.3G.xml">glGetConvolutionParameter</a> - get convolution parameters</dt><dt><a href="glGetError.3G.xml">glGetError</a> - return error information</dt><dt><a href="glGetHistogram.3G.xml">glGetHistogram</a> - get histogram table</dt><dt><a href="glGetHistogramParameter.3G.xml">glGetHistogramParameter</a> - get histogram parameters</dt><dt><a href="glGetLight.3G.xml">glGetLight</a> - return light source parameter values</dt><dt><a href="glGetMap.3G.xml">glGetMap</a> - return evaluator parameters</dt><dt><a href="glGetMaterial.3G.xml">glGetMaterial</a> - return material parameters</dt><dt><a href="glGetMinmax.3G.xml">glGetMinmax</a> - get minimum and maximum pixel values</dt><dt><a href="glGetMinmaxParameter.3G.xml">glGetMinmaxParameter</a> - get minmax parameters</dt><dt><a href="glGetPixelMap.3G.xml">glGetPixelMap</a> - return the specified pixel map</dt><dt><a href="glGetPointerv.3G.xml">glGetPointerv</a> - return the address of the specified pointer</dt><dt><a href="glGetPolygonStipple.3G.xml">glGetPolygonStipple</a> - return the polygon stipple pattern</dt><dt><a href="glGetSeparableFilter.3G.xml">glGetSeparableFilter</a> - get separable convolution filter kernel images</dt><dt><a href="glGetString.3G.xml">glGetString</a> - return a string describing the current GL connection</dt><dt><a href="glGetTexEnv.3G.xml">glGetTexEnv</a> - return texture environment parameters</dt><dt><a href="glGetTexGen.3G.xml">glGetTexGen</a> - return texture coordinate generation parameters</dt><dt><a href="glGetTexImage.3G.xml">glGetTexImage</a> - return a texture image</dt><dt><a href="glGetTexLevelParameter.3G.xml">glGetTexLevelParameter</a> - return texture parameter values for a specific level of detail</dt><dt><a href="glGetTexParameter.3G.xml">glGetTexParameter</a> - return texture parameter values</dt><dt><a href="glHint.3G.xml">glHint</a> - specify implementation-specific hints</dt><dt><a href="glHistogram.3G.xml">glHistogram</a> - define histogram table</dt><dt><a href="glIndex.3G.xml">glIndex</a> - set the current color index</dt><dt><a href="glIndexMask.3G.xml">glIndexMask</a> - control the writing of individual bits in the color index buffers</dt><dt><a href="glIndexPointer.3G.xml">glIndexPointer</a> - define an array of color indexes</dt><dt><a href="glInitNames.3G.xml">glInitNames</a> - initialize the name stack</dt><dt><a href="glInterleavedArrays.3G.xml">glInterleavedArrays</a> - simultaneously specify and enable several interleaved arrays</dt><dt><a href="glIsEnabled.3G.xml">glIsEnabled</a> - test whether a capability is enabled</dt><dt><a href="glIsList.3G.xml">glIsList</a> - determine if a name corresponds to a display-list</dt><dt><a href="glIsTexture.3G.xml">glIsTexture</a> - determine if a name corresponds to a texture</dt><dt><a href="glLight.3G.xml">glLight</a> - set light source parameters</dt><dt><a href="glLightModel.3G.xml">glLightModel</a> - set the lighting model parameters</dt><dt><a href="glLineStipple.3G.xml">glLineStipple</a> - specify the line stipple pattern</dt><dt><a href="glLineWidth.3G.xml">glLineWidth</a> - specify the width of rasterized lines</dt><dt><a href="glListBase.3G.xml">glListBase</a> - set the display-list base for glCallLists</dt><dt><a href="glLoadIdentity.3G.xml">glLoadIdentity</a> - replace the current matrix with the identity matrix</dt><dt><a href="glLoadMatrix.3G.xml">glLoadMatrix</a> - replace the current matrix with the specified matrix</dt><dt><a href="glLoadName.3G.xml">glLoadName</a> - load a name onto the name stack</dt><dt><a href="glLogicOp.3G.xml">glLogicOp</a> - specify a logical pixel operation for color index rendering</dt><dt><a href="glMap1.3G.xml">glMap1</a> - define a one-dimensional evaluator</dt><dt><a href="glMap2.3G.xml">glMap2</a> - define a two-dimensional evaluator</dt><dt><a href="glMapGrid.3G.xml">glMapGrid</a> - define a one- or two-dimensional mesh</dt><dt><a href="glMaterial.3G.xml">glMaterial</a> - specify material parameters for the lighting model</dt><dt><a href="glMatrixMode.3G.xml">glMatrixMode</a> - specify which matrix is the current matrix</dt><dt><a href="glMinmax.3G.xml">glMinmax</a> - define minmax table</dt><dt><a href="glMultMatrix.3G.xml">glMultMatrix</a> - multiply the current matrix with the specified matrix</dt><dt><a href="glMultiTexCoordARB.3G.xml">glMultiTexCoordARB</a> - set the current texture coordinates</dt><dt><a href="glNewList.3G.xml">glNewList</a> - create or replace a display list</dt><dt><a href="glNormal.3G.xml">glNormal</a> - set the current normal vector</dt><dt><a href="glNormalPointer.3G.xml">glNormalPointer</a> - define an array of normals</dt><dt><a href="glOrtho.3G.xml">glOrtho</a> - multiply the current matrix with an orthographic matrix</dt><dt><a href="glPassThrough.3G.xml">glPassThrough</a> - place a marker in the feedback buffer</dt><dt><a href="glPixelMap.3G.xml">glPixelMap</a> - set up pixel transfer maps</dt><dt><a href="glPixelStore.3G.xml">glPixelStore</a> - set pixel storage modes</dt><dt><a href="glPixelTransfer.3G.xml">glPixelTransfer</a> - set pixel transfer modes</dt><dt><a href="glPixelZoom.3G.xml">glPixelZoom</a> - specify the pixel zoom factors</dt><dt><a href="glPointSize.3G.xml">glPointSize</a> - specify the diameter of rasterized points</dt><dt><a href="glPolygonMode.3G.xml">glPolygonMode</a> - select a polygon rasterization mode</dt><dt><a href="glPolygonOffset.3G.xml">glPolygonOffset</a> - set the scale and units used to calculate depth values</dt><dt><a href="glPolygonStipple.3G.xml">glPolygonStipple</a> - set the polygon stippling pattern</dt><dt><a href="glPrioritizeTextures.3G.xml">glPrioritizeTextures</a> - set texture residence priority</dt><dt><a href="glPushAttrib.3G.xml">glPushAttrib</a> - push and pop the server attribute stack</dt><dt><a href="glPushClientAttrib.3G.xml">glPushClientAttrib</a> - push and pop the client attribute stack</dt><dt><a href="glPushMatrix.3G.xml">glPushMatrix</a> - push and pop the current matrix stack</dt><dt><a href="glPushName.3G.xml">glPushName</a> - push and pop the name stack</dt><dt><a href="glRasterPos.3G.xml">glRasterPos</a> - specify the raster position for pixel operations</dt><dt><a href="glReadBuffer.3G.xml">glReadBuffer</a> - select a color buffer source for pixels</dt><dt><a href="glReadPixels.3G.xml">glReadPixels</a> - read a block of pixels from the frame buffer</dt><dt><a href="glRect.3G.xml">glRect</a> - draw a rectangle</dt><dt><a href="glRenderMode.3G.xml">glRenderMode</a> - set rasterization mode</dt><dt><a href="glResetHistogram.3G.xml">glResetHistogram</a> - reset histogram table entries to zero</dt><dt><a href="glResetMinmax.3G.xml">glResetMinmax</a> - reset minmax table entries to initial values</dt><dt><a href="glRotate.3G.xml">glRotate</a> - multiply the current matrix by a rotation matrix</dt><dt><a href="glScale.3G.xml">glScale</a> - multiply the current matrix by a general scaling matrix</dt><dt><a href="glScissor.3G.xml">glScissor</a> - define the scissor box</dt><dt><a href="glSelectBuffer.3G.xml">glSelectBuffer</a> - establish a buffer for selection mode values</dt><dt><a href="glSeparableFilter2D.3G.xml">glSeparableFilter2D</a> - define a separable two-dimensional convolution filter</dt><dt><a href="glShadeModel.3G.xml">glShadeModel</a> - select flat or smooth shading</dt><dt><a href="glStencilFunc.3G.xml">glStencilFunc</a> - set function and reference value for stencil testing</dt><dt><a href="glStencilMask.3G.xml">glStencilMask</a> - control the writing of individual bits in the stencil planes</dt><dt><a href="glStencilOp.3G.xml">glStencilOp</a> - set stencil test actions</dt><dt><a href="glTexCoord.3G.xml">glTexCoord</a> - set the current texture coordinates</dt><dt><a href="glTexCoordPointer.3G.xml">glTexCoordPointer</a> - define an array of texture coordinates</dt><dt><a href="glTexEnv.3G.xml">glTexEnv</a> - set texture environment parameters</dt><dt><a href="glTexGen.3G.xml">glTexGen</a> - control the generation of texture coordinates</dt><dt><a href="glTexImage1D.3G.xml">glTexImage1D</a> - specify a one-dimensional texture image</dt><dt><a href="glTexImage2D.3G.xml">glTexImage2D</a> - specify a two-dimensional texture image</dt><dt><a href="glTexImage3D.3G.xml">glTexImage3D</a> - specify a three-dimensional texture image</dt><dt><a href="glTexParameter.3G.xml">glTexParameter</a> - set texture parameters</dt><dt><a href="glTexSubImage1D.3G.xml">glTexSubImage1D</a> - specify a one-dimensional texture subimage</dt><dt><a href="glTexSubImage2D.3G.xml">glTexSubImage2D</a> - specify a two-dimensional texture subimage</dt><dt><a href="glTexSubImage3D.3G.xml">glTexSubImage3D</a> - specify a three-dimensional texture subimage</dt><dt><a href="glTranslate.3G.xml">glTranslate</a> - multiply the current matrix by a translation matrix</dt><dt><a href="glVertex.3G.xml">glVertex</a> - specify a vertex</dt><dt><a href="glVertexPointer.3G.xml">glVertexPointer</a> - define an array of vertex data</dt><dt><a href="glViewport.3G.xml">glViewport</a> - set the viewport</dt></dl></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="reference.xml">Prev</a></td><td width="20%" align="center"><a accesskey="u" href="reference.xml">Up</a></td><td width="40%" align="right"><a accesskey="n" href="glAccum.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">PartI.Reference</td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top">glAccum</td></tr></table></div></body></html>
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