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Ring Documentation, Release 1.

GL_TEXTURE_BINDING_CUBE_MAP_ARRAY
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY
GL_SAMPLER_CUBE_MAP_ARRAY
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW
GL_INT_SAMPLER_CUBE_MAP_ARRAY
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY
GL_TRANSFORM_FEEDBACK_PAUSED
GL_TRANSFORM_FEEDBACK_ACTIVE
GL_COMPRESSED_RGBA_BPTC_UNORM
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT
GL_COPY_READ_BUFFER_BINDING
GL_COPY_WRITE_BUFFER_BINDING
GL_NUM_SHADING_LANGUAGE_VERSIONS
GL_VERTEX_ATTRIB_ARRAY_LONG
GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED
GL_MAX_VERTEX_ATTRIB_STRIDE
GL_TEXTURE_BUFFER_BINDING
GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT
GL_PARAMETER_BUFFER
GL_PARAMETER_BUFFER_BINDING
GL_TRANSFORM_FEEDBACK_OVERFLOW
GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW
GL_VERTICES_SUBMITTED
GL_PRIMITIVES_SUBMITTED
GL_VERTEX_SHADER_INVOCATIONS
GL_TESS_CONTROL_SHADER_PATCHES
GL_TESS_EVALUATION_SHADER_INVOCATIONS
GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED
GL_FRAGMENT_SHADER_INVOCATIONS
GL_COMPUTE_SHADER_INVOCATIONS
GL_CLIPPING_INPUT_PRIMITIVES
GL_CLIPPING_OUTPUT_PRIMITIVES
GL_TEXTURE_MAX_ANISOTROPY
GL_MAX_TEXTURE_MAX_ANISOTROPY

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GL_POLYGON_OFFSET_CLAMP
GL_SHADER_BINARY_FORMAT_SPIR_V
GL_SPIR_V_BINARY
GL_SPIR_V_EXTENSIONS
GL_NUM_SPIR_V_EXTENSIONS
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)

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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)

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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)
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)

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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)

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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)

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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 * 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)

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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)

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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)

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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 ** in-
dices,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)

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