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Ring Documentation, Release 1.

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

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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

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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

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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)

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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)

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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 bor-
der,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 for-
mat,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)

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void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoff-


set,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)

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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)

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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)

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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 * col-
umn,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)

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