# 16. 3D Vector Graphics

  ## Module GL

    Description

      Not implemented OpenGL methods:

      glAreTexturesResident
      glBitmap
      glBlendColorEXT
      glCallLists
      glColorPointer
      glDeleteTextures
      glDrawElements
      glEdgeFlagPointer
      glEdgeFlagv
      glEvalMesh
      glFeedbackBuffer
      glGenTextures
      glGetBooleanv
      glGetClipPlane
      glGetDoublev
      glGetFloatv
      glGetIntegerv
      glGetLight
      glGetMap
      glGetMaterial
      glGetPixelMap
      glGetPointerv
      glGetPolygonStipple
      glGetTexEnv
      glGetTexGen
      glGetTexImage
      glGetTexLevelParameter
      glGetTexParameter
      glIndexPointer
      glInterleavedArrays
      glMap1
      glMap2
      glMapGrid
      glNormalPointer
      glPixelMap
      glPixelStore
      glPixelTransfer
      glPolygonStipple
      glPrioritizeTextures
      glReadPixels
      glRect
      glSelectBuffer
      glTexCoordPointer
      glTexImage1D
      glTexSubImage1D
      glVertexPointer

    Constant GL_2D

      ``constant` `int` GL.`GL_2D``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_2_BYTES

      ``constant` `int` GL.`GL_2_BYTES``

    Description

      Used in `glCallLists`

    Constant GL_3D

      ``constant` `int` GL.`GL_3D``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_3D_COLOR

      ``constant` `int` GL.`GL_3D_COLOR``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_3D_COLOR_TEXTURE

      ``constant` `int` GL.`GL_3D_COLOR_TEXTURE``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_3_BYTES

      ``constant` `int` GL.`GL_3_BYTES``

    Description

      Used in `glCallLists`

    Constant GL_4D_COLOR_TEXTURE

      ``constant` `int` GL.`GL_4D_COLOR_TEXTURE``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_4_BYTES

      ``constant` `int` GL.`GL_4_BYTES``

    Description

      Used in `glCallLists`

    Constant GL_ABGR_EXT

      ``constant` `int` GL.`GL_ABGR_EXT``

    Constant GL_ACCUM

      ``constant` `int` GL.`GL_ACCUM``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glAccum`, `glGetDoublev` and `glClear`

    Constant GL_ACCUM_ALPHA_BITS

      ``constant` `int` GL.`GL_ACCUM_ALPHA_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glAccum` and `glGetDoublev`

    Constant GL_ACCUM_BLUE_BITS

      ``constant` `int` GL.`GL_ACCUM_BLUE_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glAccum` and `glGetDoublev`

    Constant GL_ACCUM_BUFFER_BIT

      ``constant` `int` GL.`GL_ACCUM_BUFFER_BIT``

    Description

      Used in `glPopAttrib`, `glPushAttrib` and `glClear`

    Constant GL_ACCUM_CLEAR_VALUE

      ``constant` `int` GL.`GL_ACCUM_CLEAR_VALUE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_ACCUM_GREEN_BITS

      ``constant` `int` GL.`GL_ACCUM_GREEN_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glAccum` and `glGetDoublev`

    Constant GL_ACCUM_RED_BITS

      ``constant` `int` GL.`GL_ACCUM_RED_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glAccum` and `glGetDoublev`

    Constant GL_ADD

      ``constant` `int` GL.`GL_ADD``

    Description

      Used in `glAccum`

    Constant GL_ALL_ATTRIB_BITS

      ``constant` `int` GL.`GL_ALL_ATTRIB_BITS``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_ALPHA

      ``constant` `int` GL.`GL_ALPHA``

    Description

      Used in `glIsEnabled`, `glTexEnv`, `glGetIntegerv`, `glDrawPixels`, `glDisable`, `glCopyTexImage1D`, `glTexSubImage2D`, `glPopAttrib`, `glEnable`, `glPixelTransfer`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glAlphaFunc`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_ALPHA12

      ``constant` `int` GL.`GL_ALPHA12``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_ALPHA16

      ``constant` `int` GL.`GL_ALPHA16``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_ALPHA4

      ``constant` `int` GL.`GL_ALPHA4``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_ALPHA8

      ``constant` `int` GL.`GL_ALPHA8``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_ALPHA_BIAS

      ``constant` `int` GL.`GL_ALPHA_BIAS``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_ALPHA_BITS

      ``constant` `int` GL.`GL_ALPHA_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_ALPHA_SCALE

      ``constant` `int` GL.`GL_ALPHA_SCALE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_ALPHA_TEST

      ``constant` `int` GL.`GL_ALPHA_TEST``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glAlphaFunc`

    Constant GL_ALPHA_TEST_FUNC

      ``constant` `int` GL.`GL_ALPHA_TEST_FUNC``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_ALPHA_TEST_REF

      ``constant` `int` GL.`GL_ALPHA_TEST_REF``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_ALWAYS

      ``constant` `int` GL.`GL_ALWAYS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_AMBIENT

      ``constant` `int` GL.`GL_AMBIENT``

    Description

      Used in `glGetIntegerv`, `glColorMaterial`, `glGetLight`, `glGetBooleanv`, `glGetFloatv`, `glMaterial`, `glGetDoublev`, `glLight` and `glGetMaterial`

    Constant GL_AMBIENT_AND_DIFFUSE

      ``constant` `int` GL.`GL_AMBIENT_AND_DIFFUSE``

    Description

      Used in `glGetIntegerv`, `glColorMaterial`, `glGetBooleanv`, `glGetFloatv`, `glMaterial` and `glGetDoublev`

    Constant GL_AND

      ``constant` `int` GL.`GL_AND``

    Description

      Used in `glLogicOp`

    Constant GL_AND_INVERTED

      ``constant` `int` GL.`GL_AND_INVERTED``

    Description

      Used in `glLogicOp`

    Constant GL_AND_REVERSE

      ``constant` `int` GL.`GL_AND_REVERSE``

    Description

      Used in `glLogicOp`

    Constant GL_ATTRIB_STACK_DEPTH

      ``constant` `int` GL.`GL_ATTRIB_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_AUTO_NORMAL

      ``constant` `int` GL.`GL_AUTO_NORMAL``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glEvalCoord`

    Constant GL_AUX0

      ``constant` `int` GL.`GL_AUX0``

    Description

      Used in `glReadBuffer`

    Constant GL_AUX1

      ``constant` `int` GL.`GL_AUX1``

    Constant GL_AUX2

      ``constant` `int` GL.`GL_AUX2``

    Constant GL_AUX3

      ``constant` `int` GL.`GL_AUX3``

    Description

      Used in `glReadBuffer`

    Constant GL_AUX_BUFFERS

      ``constant` `int` GL.`GL_AUX_BUFFERS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glReadBuffer`, `glGetDoublev` and `glDrawBuffer`

    Constant GL_AVERAGE_EXT

      ``constant` `int` GL.`GL_AVERAGE_EXT``

    Constant GL_BACK

      ``constant` `int` GL.`GL_BACK``

    Description

      Used in `glGetIntegerv`, `glColorMaterial`, `glCullFace`, `glPolygonMode`, `glGetBooleanv`, `glGetFloatv`, `glReadBuffer`, `glMaterial`, `glGetDoublev`, `glDrawBuffer` and `glGetMaterial`

    Constant GL_BACK_LEFT

      ``constant` `int` GL.`GL_BACK_LEFT``

    Description

      Used in `glReadBuffer` and `glDrawBuffer`

    Constant GL_BACK_RIGHT

      ``constant` `int` GL.`GL_BACK_RIGHT``

    Description

      Used in `glReadBuffer` and `glDrawBuffer`

    Constant GL_BGR

      ``constant` `int` GL.`GL_BGR``

    Constant GL_BGRA

      ``constant` `int` GL.`GL_BGRA``

    Constant GL_BITMAP

      ``constant` `int` GL.`GL_BITMAP``

    Description

      Used in `glDrawPixels`, `glTexSubImage2D`, `glGetTexImage`, `glReadPixels`, `glTexImage2D`, `glFeedbackBuffer`, `glGetPolygonStipple`, `glBitmap`, `glTexSubImage1D`, `glTexImage1D` and `glPolygonStipple`

    Constant GL_BITMAP_TOKEN

      ``constant` `int` GL.`GL_BITMAP_TOKEN``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_BLEND

      ``constant` `int` GL.`GL_BLEND``

    Description

      Used in `glIsEnabled`, `glTexEnv`, `glGetIntegerv`, `glBlendColorEXT`, `glBlendFunc`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BLEND_COLOR_EXT

      ``constant` `int` GL.`GL_BLEND_COLOR_EXT``

    Description

      Used in `glGetIntegerv`, `glBlendColorEXT`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BLEND_DST

      ``constant` `int` GL.`GL_BLEND_DST``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BLEND_EQUATION_EXT

      ``constant` `int` GL.`GL_BLEND_EQUATION_EXT``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BLEND_SRC

      ``constant` `int` GL.`GL_BLEND_SRC``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BLUE

      ``constant` `int` GL.`GL_BLUE``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glTexSubImage2D`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_BLUE_BIAS

      ``constant` `int` GL.`GL_BLUE_BIAS``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BLUE_BITS

      ``constant` `int` GL.`GL_BLUE_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BLUE_SCALE

      ``constant` `int` GL.`GL_BLUE_SCALE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_BYTE

      ``constant` `int` GL.`GL_BYTE``

    Description

      Used in `glDrawPixels`, `glColorPointer`, `glTexSubImage2D`, `glNormalPointer`, `glGetTexImage`, `glCallLists`, `glReadPixels`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_C3F_V3F

      ``constant` `int` GL.`GL_C3F_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_C4F_N3F_V3F

      ``constant` `int` GL.`GL_C4F_N3F_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_C4UB_V2F

      ``constant` `int` GL.`GL_C4UB_V2F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_C4UB_V3F

      ``constant` `int` GL.`GL_C4UB_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_CCW

      ``constant` `int` GL.`GL_CCW``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glFrontFace`

    Constant GL_CLAMP

      ``constant` `int` GL.`GL_CLAMP``

    Description

      Used in `glTexParameter`

    Constant GL_CLEAR

      ``constant` `int` GL.`GL_CLEAR``

    Description

      Used in `glLogicOp`

    Constant GL_CLIENT_ALL_ATTRIB_BITS

      ``constant` `int` GL.`GL_CLIENT_ALL_ATTRIB_BITS``

    Description

      Used in `glPopClientAttrib` and `glPushClientAttrib`

    Constant GL_CLIENT_ATTRIB_STACK_DEPTH

      ``constant` `int` GL.`GL_CLIENT_ATTRIB_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_CLIENT_PIXEL_STORE_BIT

      ``constant` `int` GL.`GL_CLIENT_PIXEL_STORE_BIT``

    Description

      Used in `glPopClientAttrib` and `glPushClientAttrib`

    Constant GL_CLIENT_VERTEX_ARRAY_BIT

      ``constant` `int` GL.`GL_CLIENT_VERTEX_ARRAY_BIT``

    Description

      Used in `glPopClientAttrib` and `glPushClientAttrib`

    Constant GL_CLIP_PLANE0

      ``constant` `int` GL.`GL_CLIP_PLANE0``

    Constant GL_CLIP_PLANE1

      ``constant` `int` GL.`GL_CLIP_PLANE1``

    Constant GL_CLIP_PLANE2

      ``constant` `int` GL.`GL_CLIP_PLANE2``

    Constant GL_CLIP_PLANE3

      ``constant` `int` GL.`GL_CLIP_PLANE3``

    Constant GL_CLIP_PLANE4

      ``constant` `int` GL.`GL_CLIP_PLANE4``

    Constant GL_CLIP_PLANE5

      ``constant` `int` GL.`GL_CLIP_PLANE5``

    Constant GL_COEFF

      ``constant` `int` GL.`GL_COEFF``

    Description

      Used in `glGetMap`

    Constant GL_COLOR

      ``constant` `int` GL.`GL_COLOR``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDrawElements`, `glDrawArrays`, `glColorMaterial`, `glDrawPixels`, `glDisable`, `glColorPointer`, `glTexSubImage2D`, `glPopAttrib`, `glEnable`, `glEnableClientState`, `glGetPointerv`, `glPixelTransfer`, `glLogicOp`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glMaterial`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glGetPolygonStipple`, `glBitmap`, `glCopyPixels`, `glLightModel`, `glDisableClientState`, `glTexSubImage1D`, `glTexImage1D`, `glGetMaterial`, `glClear` and `glPolygonStipple`

    Constant GL_COLOR_ARRAY

      ``constant` `int` GL.`GL_COLOR_ARRAY``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDrawElements`, `glDrawArrays`, `glColorPointer`, `glEnableClientState`, `glGetPointerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glDisableClientState`

    Constant GL_COLOR_ARRAY_POINTER

      ``constant` `int` GL.`GL_COLOR_ARRAY_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_COLOR_ARRAY_SIZE

      ``constant` `int` GL.`GL_COLOR_ARRAY_SIZE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_ARRAY_STRIDE

      ``constant` `int` GL.`GL_COLOR_ARRAY_STRIDE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_ARRAY_TYPE

      ``constant` `int` GL.`GL_COLOR_ARRAY_TYPE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_BUFFER_BIT

      ``constant` `int` GL.`GL_COLOR_BUFFER_BIT``

    Description

      Used in `glPopAttrib`, `glPushAttrib` and `glClear`

    Constant GL_COLOR_CLEAR_VALUE

      ``constant` `int` GL.`GL_COLOR_CLEAR_VALUE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_INDEX

      ``constant` `int` GL.`GL_COLOR_INDEX``

    Description

      Used in `glDrawPixels`, `glTexSubImage2D`, `glPixelTransfer`, `glGetTexImage`, `glMaterial`, `glReadPixels`, `glTexImage2D`, `glGetPolygonStipple`, `glBitmap`, `glLightModel`, `glTexSubImage1D`, `glTexImage1D`, `glGetMaterial` and `glPolygonStipple`

    Constant GL_COLOR_INDEXES

      ``constant` `int` GL.`GL_COLOR_INDEXES``

    Description

      Used in `glMaterial`, `glLightModel` and `glGetMaterial`

    Constant GL_COLOR_LOGIC_OP

      ``constant` `int` GL.`GL_COLOR_LOGIC_OP``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glLogicOp`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_MATERIAL

      ``constant` `int` GL.`GL_COLOR_MATERIAL``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glColorMaterial`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_MATERIAL_FACE

      ``constant` `int` GL.`GL_COLOR_MATERIAL_FACE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_MATERIAL_PARAMETER

      ``constant` `int` GL.`GL_COLOR_MATERIAL_PARAMETER``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COLOR_TABLE_ALPHA_SIZE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_ALPHA_SIZE_SGI``

    Constant GL_COLOR_TABLE_BIAS_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_BIAS_SGI``

    Constant GL_COLOR_TABLE_BLUE_SIZE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_BLUE_SIZE_SGI``

    Constant GL_COLOR_TABLE_FORMAT_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_FORMAT_SGI``

    Constant GL_COLOR_TABLE_GREEN_SIZE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_GREEN_SIZE_SGI``

    Constant GL_COLOR_TABLE_INTENSITY_SIZE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_INTENSITY_SIZE_SGI``

    Constant GL_COLOR_TABLE_LUMINANCE_SIZE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_LUMINANCE_SIZE_SGI``

    Constant GL_COLOR_TABLE_RED_SIZE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_RED_SIZE_SGI``

    Constant GL_COLOR_TABLE_SCALE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_SCALE_SGI``

    Constant GL_COLOR_TABLE_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_SGI``

    Constant GL_COLOR_TABLE_WIDTH_SGI

      ``constant` `int` GL.`GL_COLOR_TABLE_WIDTH_SGI``

    Constant GL_COLOR_WRITEMASK

      ``constant` `int` GL.`GL_COLOR_WRITEMASK``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_COMPILE

      ``constant` `int` GL.`GL_COMPILE``

    Description

      Used in `glNewList` and `glEndList`

    Constant GL_COMPILE_AND_EXECUTE

      ``constant` `int` GL.`GL_COMPILE_AND_EXECUTE``

    Description

      Used in `glNewList` and `glEndList`

    Constant GL_COMPRESSED_GEOM_ACCELERATED_SUNX

      ``constant` `int` GL.`GL_COMPRESSED_GEOM_ACCELERATED_SUNX``

    Constant GL_COMPRESSED_GEOM_VERSION_SUNX

      ``constant` `int` GL.`GL_COMPRESSED_GEOM_VERSION_SUNX``

    Constant GL_CONSTANT_ALPHA_EXT

      ``constant` `int` GL.`GL_CONSTANT_ALPHA_EXT``

    Constant GL_CONSTANT_ATTENUATION

      ``constant` `int` GL.`GL_CONSTANT_ATTENUATION``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_CONSTANT_BORDER_HP

      ``constant` `int` GL.`GL_CONSTANT_BORDER_HP``

    Constant GL_CONSTANT_COLOR_EXT

      ``constant` `int` GL.`GL_CONSTANT_COLOR_EXT``

    Constant GL_CONVOLUTION_1D_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_1D_EXT``

    Constant GL_CONVOLUTION_2D_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_2D_EXT``

    Constant GL_CONVOLUTION_BORDER_COLOR_HP

      ``constant` `int` GL.`GL_CONVOLUTION_BORDER_COLOR_HP``

    Constant GL_CONVOLUTION_BORDER_MODE_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_BORDER_MODE_EXT``

    Constant GL_CONVOLUTION_FILTER_BIAS_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_FILTER_BIAS_EXT``

    Constant GL_CONVOLUTION_FILTER_SCALE_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_FILTER_SCALE_EXT``

    Constant GL_CONVOLUTION_FORMAT_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_FORMAT_EXT``

    Constant GL_CONVOLUTION_HEIGHT_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_HEIGHT_EXT``

    Constant GL_CONVOLUTION_WIDTH_EXT

      ``constant` `int` GL.`GL_CONVOLUTION_WIDTH_EXT``

    Constant GL_COPY

      ``constant` `int` GL.`GL_COPY``

    Description

      Used in `glGetIntegerv`, `glLogicOp`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glFeedbackBuffer`

    Constant GL_COPY_INVERTED

      ``constant` `int` GL.`GL_COPY_INVERTED``

    Description

      Used in `glLogicOp`

    Constant GL_COPY_PIXEL_TOKEN

      ``constant` `int` GL.`GL_COPY_PIXEL_TOKEN``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_CUBIC_EXT

      ``constant` `int` GL.`GL_CUBIC_EXT``

    Constant GL_CULL_FACE

      ``constant` `int` GL.`GL_CULL_FACE``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glCullFace`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glFrontFace`

    Constant GL_CULL_FACE_MODE

      ``constant` `int` GL.`GL_CULL_FACE_MODE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_CURRENT_BIT

      ``constant` `int` GL.`GL_CURRENT_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_CURRENT_COLOR

      ``constant` `int` GL.`GL_CURRENT_COLOR``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_INDEX

      ``constant` `int` GL.`GL_CURRENT_INDEX``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_NORMAL

      ``constant` `int` GL.`GL_CURRENT_NORMAL``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_CURRENT_RASTER_COLOR

      ``constant` `int` GL.`GL_CURRENT_RASTER_COLOR``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_RASTER_DISTANCE

      ``constant` `int` GL.`GL_CURRENT_RASTER_DISTANCE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_RASTER_INDEX

      ``constant` `int` GL.`GL_CURRENT_RASTER_INDEX``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_RASTER_POSITION

      ``constant` `int` GL.`GL_CURRENT_RASTER_POSITION``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_RASTER_POSITION_VALID

      ``constant` `int` GL.`GL_CURRENT_RASTER_POSITION_VALID``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_RASTER_TEXTURE_COORDS

      ``constant` `int` GL.`GL_CURRENT_RASTER_TEXTURE_COORDS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CURRENT_TEXTURE_COORDS

      ``constant` `int` GL.`GL_CURRENT_TEXTURE_COORDS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glRasterPos`

    Constant GL_CW

      ``constant` `int` GL.`GL_CW``

    Description

      Used in `glFrontFace`

    Constant GL_DECAL

      ``constant` `int` GL.`GL_DECAL``

    Description

      Used in `glTexEnv`

    Constant GL_DECR

      ``constant` `int` GL.`GL_DECR``

    Description

      Used in `glStencilOp`

    Constant GL_DEPTH

      ``constant` `int` GL.`GL_DEPTH``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDrawPixels`, `glDisable`, `glPopAttrib`, `glEnable`, `glPixelTransfer`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glCopyPixels`, `glDepthFunc`, `glTexImage1D` and `glClear`

    Constant GL_DEPTH_BIAS

      ``constant` `int` GL.`GL_DEPTH_BIAS``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels` and `glCopyPixels`

    Constant GL_DEPTH_BITS

      ``constant` `int` GL.`GL_DEPTH_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DEPTH_BUFFER_BIT

      ``constant` `int` GL.`GL_DEPTH_BUFFER_BIT``

    Description

      Used in `glPopAttrib`, `glPushAttrib` and `glClear`

    Constant GL_DEPTH_CLEAR_VALUE

      ``constant` `int` GL.`GL_DEPTH_CLEAR_VALUE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DEPTH_COMPONENT

      ``constant` `int` GL.`GL_DEPTH_COMPONENT``

    Description

      Used in `glDrawPixels`, `glGetTexImage`, `glReadPixels`, `glTexImage2D` and `glTexImage1D`

    Constant GL_DEPTH_FUNC

      ``constant` `int` GL.`GL_DEPTH_FUNC``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DEPTH_RANGE

      ``constant` `int` GL.`GL_DEPTH_RANGE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DEPTH_SCALE

      ``constant` `int` GL.`GL_DEPTH_SCALE``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels` and `glCopyPixels`

    Constant GL_DEPTH_TEST

      ``constant` `int` GL.`GL_DEPTH_TEST``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glDepthFunc`

    Constant GL_DEPTH_WRITEMASK

      ``constant` `int` GL.`GL_DEPTH_WRITEMASK``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DIFFUSE

      ``constant` `int` GL.`GL_DIFFUSE``

    Description

      Used in `glColorMaterial`, `glGetLight`, `glMaterial`, `glLight` and `glGetMaterial`

    Constant GL_DITHER

      ``constant` `int` GL.`GL_DITHER``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DOMAIN

      ``constant` `int` GL.`GL_DOMAIN``

    Description

      Used in `glGetMap`

    Constant GL_DONT_CARE

      ``constant` `int` GL.`GL_DONT_CARE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_DOUBLE

      ``constant` `int` GL.`GL_DOUBLE``

    Description

      Used in `glGetIntegerv`, `glVertexPointer`, `glColorPointer`, `glNormalPointer`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glTexCoordPointer` and `glIndexPointer`

    Constant GL_DOUBLEBUFFER

      ``constant` `int` GL.`GL_DOUBLEBUFFER``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DRAW_BUFFER

      ``constant` `int` GL.`GL_DRAW_BUFFER``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_DRAW_PIXEL_TOKEN

      ``constant` `int` GL.`GL_DRAW_PIXEL_TOKEN``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_DST_ALPHA

      ``constant` `int` GL.`GL_DST_ALPHA``

    Description

      Used in `glBlendFunc`

    Constant GL_DST_COLOR

      ``constant` `int` GL.`GL_DST_COLOR``

    Description

      Used in `glBlendFunc`

    Constant GL_EDGE_FLAG

      ``constant` `int` GL.`GL_EDGE_FLAG``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glPopAttrib`, `glEnableClientState`, `glGetPointerv`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glEdgeFlagPointer`, `glGetDoublev` and `glDisableClientState`

    Constant GL_EDGE_FLAG_ARRAY

      ``constant` `int` GL.`GL_EDGE_FLAG_ARRAY``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glEnableClientState`, `glGetPointerv`, `glGetBooleanv`, `glGetFloatv`, `glEdgeFlagPointer`, `glGetDoublev` and `glDisableClientState`

    Constant GL_EDGE_FLAG_ARRAY_POINTER

      ``constant` `int` GL.`GL_EDGE_FLAG_ARRAY_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_EDGE_FLAG_ARRAY_STRIDE

      ``constant` `int` GL.`GL_EDGE_FLAG_ARRAY_STRIDE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_EMISSION

      ``constant` `int` GL.`GL_EMISSION``

    Description

      Used in `glColorMaterial`, `glMaterial` and `glGetMaterial`

    Constant GL_ENABLE_BIT

      ``constant` `int` GL.`GL_ENABLE_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_EQUAL

      ``constant` `int` GL.`GL_EQUAL``

    Description

      Used in `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_EQUIV

      ``constant` `int` GL.`GL_EQUIV``

    Description

      Used in `glLogicOp`

    Constant GL_EVAL_BIT

      ``constant` `int` GL.`GL_EVAL_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_EXP

      ``constant` `int` GL.`GL_EXP``

    Description

      Used in `glFog`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_EXP2

      ``constant` `int` GL.`GL_EXP2``

    Description

      Used in `glFog`

    Constant GL_EXTENSIONS

      ``constant` `int` GL.`GL_EXTENSIONS``

    Description

      Used in `glGetString`

    Constant GL_EXT_abgr

      ``constant` `int` GL.`GL_EXT_abgr``

    Constant GL_EXT_blend_color

      ``constant` `int` GL.`GL_EXT_blend_color``

    Constant GL_EXT_blend_minmax

      ``constant` `int` GL.`GL_EXT_blend_minmax``

    Constant GL_EXT_blend_subtract

      ``constant` `int` GL.`GL_EXT_blend_subtract``

    Constant GL_EXT_convolution

      ``constant` `int` GL.`GL_EXT_convolution``

    Constant GL_EXT_histogram

      ``constant` `int` GL.`GL_EXT_histogram``

    Constant GL_EXT_pixel_transform

      ``constant` `int` GL.`GL_EXT_pixel_transform``

    Constant GL_EXT_rescale_normal

      ``constant` `int` GL.`GL_EXT_rescale_normal``

    Constant GL_EXT_texture3D

      ``constant` `int` GL.`GL_EXT_texture3D``

    Constant GL_EYE_LINEAR

      ``constant` `int` GL.`GL_EYE_LINEAR``

    Description

      Used in `glGetTexGen` and `glTexGen`

    Constant GL_EYE_PLANE

      ``constant` `int` GL.`GL_EYE_PLANE``

    Description

      Used in `glGetTexGen` and `glTexGen`

    Constant GL_FALSE

      ``constant` `int` GL.`GL_FALSE``

    Description

      Used in `glIsEnabled`, `glDepthMask`, `glIsList`, `glAreTexturesResident`, `glGetIntegerv`, `glIsTexture`, `glDisable`, `glEdgeFlag`, `glEnable`, `glColorMask`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glEdgeFlagv`

    Constant GL_FASTEST

      ``constant` `int` GL.`GL_FASTEST``

    Description

      Used in `glHint`

    Constant GL_FEEDBACK

      ``constant` `int` GL.`GL_FEEDBACK``

    Description

      Used in `glRenderMode`, `glPassThrough`, `glGetPointerv` and `glFeedbackBuffer`

    Constant GL_FEEDBACK_BUFFER_POINTER

      ``constant` `int` GL.`GL_FEEDBACK_BUFFER_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_FEEDBACK_BUFFER_SIZE

      ``constant` `int` GL.`GL_FEEDBACK_BUFFER_SIZE``

    Constant GL_FEEDBACK_BUFFER_TYPE

      ``constant` `int` GL.`GL_FEEDBACK_BUFFER_TYPE``

    Constant GL_FILL

      ``constant` `int` GL.`GL_FILL``

    Description

      Used in `glGetIntegerv`, `glDisable`, `glEnable`, `glPolygonMode`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glEvalMesh`

    Constant GL_FLAT

      ``constant` `int` GL.`GL_FLAT``

    Description

      Used in `glShadeModel`

    Constant GL_FLOAT

      ``constant` `int` GL.`GL_FLOAT``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glVertexPointer`, `glColorPointer`, `glTexSubImage2D`, `glNormalPointer`, `glGetBooleanv`, `glGetTexImage`, `glGetFloatv`, `glGetDoublev`, `glCallLists`, `glReadPixels`, `glTexImage2D`, `glTexCoordPointer`, `glIndexPointer`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_FOG

      ``constant` `int` GL.`GL_FOG``

    Description

      Used in `glIsEnabled`, `glFog`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_FOG_BIT

      ``constant` `int` GL.`GL_FOG_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_FOG_COLOR

      ``constant` `int` GL.`GL_FOG_COLOR``

    Description

      Used in `glFog`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FOG_DENSITY

      ``constant` `int` GL.`GL_FOG_DENSITY``

    Description

      Used in `glFog`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FOG_END

      ``constant` `int` GL.`GL_FOG_END``

    Description

      Used in `glFog`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FOG_HINT

      ``constant` `int` GL.`GL_FOG_HINT``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_FOG_INDEX

      ``constant` `int` GL.`GL_FOG_INDEX``

    Description

      Used in `glFog`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FOG_MODE

      ``constant` `int` GL.`GL_FOG_MODE``

    Description

      Used in `glFog`, `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FOG_START

      ``constant` `int` GL.`GL_FOG_START``

    Description

      Used in `glFog`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FRONT

      ``constant` `int` GL.`GL_FRONT``

    Description

      Used in `glGetIntegerv`, `glColorMaterial`, `glCullFace`, `glPopAttrib`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glReadBuffer`, `glMaterial`, `glGetDoublev`, `glDrawBuffer` and `glGetMaterial`

    Constant GL_FRONT_AND_BACK

      ``constant` `int` GL.`GL_FRONT_AND_BACK``

    Description

      Used in `glGetIntegerv`, `glColorMaterial`, `glCullFace`, `glPolygonMode`, `glGetBooleanv`, `glGetFloatv`, `glMaterial`, `glGetDoublev` and `glDrawBuffer`

    Constant GL_FRONT_FACE

      ``constant` `int` GL.`GL_FRONT_FACE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FRONT_LEFT

      ``constant` `int` GL.`GL_FRONT_LEFT``

    Description

      Used in `glReadBuffer` and `glDrawBuffer`

    Constant GL_FRONT_RIGHT

      ``constant` `int` GL.`GL_FRONT_RIGHT``

    Description

      Used in `glReadBuffer` and `glDrawBuffer`

    Constant GL_FUNC_ADD_EXT

      ``constant` `int` GL.`GL_FUNC_ADD_EXT``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_FUNC_REVERSE_SUBTRACT_EXT

      ``constant` `int` GL.`GL_FUNC_REVERSE_SUBTRACT_EXT``

    Constant GL_FUNC_SUBTRACT_EXT

      ``constant` `int` GL.`GL_FUNC_SUBTRACT_EXT``

    Constant GL_GEQUAL

      ``constant` `int` GL.`GL_GEQUAL``

    Description

      Used in `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_GREATER

      ``constant` `int` GL.`GL_GREATER``

    Description

      Used in `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_GREEN

      ``constant` `int` GL.`GL_GREEN``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glTexSubImage2D`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_GREEN_BIAS

      ``constant` `int` GL.`GL_GREEN_BIAS``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_GREEN_BITS

      ``constant` `int` GL.`GL_GREEN_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_GREEN_SCALE

      ``constant` `int` GL.`GL_GREEN_SCALE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_HINT_BIT

      ``constant` `int` GL.`GL_HINT_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_HISTOGRAM_ALPHA_SIZE_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_ALPHA_SIZE_EXT``

    Constant GL_HISTOGRAM_BLUE_SIZE_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_BLUE_SIZE_EXT``

    Constant GL_HISTOGRAM_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_EXT``

    Constant GL_HISTOGRAM_FORMAT_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_FORMAT_EXT``

    Constant GL_HISTOGRAM_GREEN_SIZE_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_GREEN_SIZE_EXT``

    Constant GL_HISTOGRAM_LUMINANCE_SIZE_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_LUMINANCE_SIZE_EXT``

    Constant GL_HISTOGRAM_RED_SIZE_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_RED_SIZE_EXT``

    Constant GL_HISTOGRAM_SINK_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_SINK_EXT``

    Constant GL_HISTOGRAM_WIDTH_EXT

      ``constant` `int` GL.`GL_HISTOGRAM_WIDTH_EXT``

    Constant GL_HP_convolution_border_modes

      ``constant` `int` GL.`GL_HP_convolution_border_modes``

    Constant GL_HP_occlusion_test

      ``constant` `int` GL.`GL_HP_occlusion_test``

    Constant GL_IGNORE_BORDER_HP

      ``constant` `int` GL.`GL_IGNORE_BORDER_HP``

    Constant GL_INCR

      ``constant` `int` GL.`GL_INCR``

    Description

      Used in `glStencilOp`

    Constant GL_INDEX_ARRAY

      ``constant` `int` GL.`GL_INDEX_ARRAY``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glEnableClientState`, `glGetPointerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glIndexPointer` and `glDisableClientState`

    Constant GL_INDEX_ARRAY_POINTER

      ``constant` `int` GL.`GL_INDEX_ARRAY_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_INDEX_ARRAY_STRIDE

      ``constant` `int` GL.`GL_INDEX_ARRAY_STRIDE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_INDEX_ARRAY_TYPE

      ``constant` `int` GL.`GL_INDEX_ARRAY_TYPE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_INDEX_BITS

      ``constant` `int` GL.`GL_INDEX_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_INDEX_CLEAR_VALUE

      ``constant` `int` GL.`GL_INDEX_CLEAR_VALUE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_INDEX_LOGIC_OP

      ``constant` `int` GL.`GL_INDEX_LOGIC_OP``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glLogicOp`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_INDEX_MODE

      ``constant` `int` GL.`GL_INDEX_MODE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_INDEX_OFFSET

      ``constant` `int` GL.`GL_INDEX_OFFSET``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glCopyPixels` and `glTexImage1D`

    Constant GL_INDEX_SHIFT

      ``constant` `int` GL.`GL_INDEX_SHIFT``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glCopyPixels` and `glTexImage1D`

    Constant GL_INDEX_WRITEMASK

      ``constant` `int` GL.`GL_INDEX_WRITEMASK``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_INT

      ``constant` `int` GL.`GL_INT``

    Description

      Used in `glTexEnv`, `glDrawPixels`, `glVertexPointer`, `glColorPointer`, `glCopyTexImage1D`, `glTexSubImage2D`, `glNormalPointer`, `glGetTexImage`, `glCallLists`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glTexCoordPointer`, `glIndexPointer`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_INTENSITY

      ``constant` `int` GL.`GL_INTENSITY``

    Description

      Used in `glTexEnv`, `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_INTENSITY12

      ``constant` `int` GL.`GL_INTENSITY12``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_INTENSITY16

      ``constant` `int` GL.`GL_INTENSITY16``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_INTENSITY4

      ``constant` `int` GL.`GL_INTENSITY4``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_INTENSITY8

      ``constant` `int` GL.`GL_INTENSITY8``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_INVALID_ENUM

      ``constant` `int` GL.`GL_INVALID_ENUM``

    Description

      Used in `glMatrixMode`, `glPixelStore`, `glIsEnabled`, `glGetTexLevelParameter`, `glFog`, `glTexEnv`, `glMap1`, `glRenderMode`, `glGetTexGen`, `glGetIntegerv`, `glEnd`, `glDrawElements`, `glDrawArrays`, `glCopyTexSubImage2D`, `glColorMaterial`, `glBindTexture`, `glGetClipPlane`, `glCullFace`, `glGetError`, `glClipPlane`, `glDrawPixels`, `glBlendFunc`, `glVertexPointer`, `glGetLight`, `glDisable`, `glMap2`, `glColorPointer`, `glCopyTexImage1D`, `glGetPixelMap`, `glTexSubImage2D`, `glNormalPointer`, `glEnable`, `glEnableClientState`, `glGetPointerv`, `glPixelTransfer`, `glPolygonMode`, `glGetTexParameter`, `glLogicOp`, `glGetBooleanv`, `glGetTexImage`, `glPixelMap`, `glGetFloatv`, `glGetMap`, `glAccum`, `glReadBuffer`, `glMaterial`, `glEdgeFlagPointer`, `glGetDoublev`, `glCallLists`, `glInterleavedArrays`, `glAlphaFunc`, `glShadeModel`, `glNewList`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glGetTexEnv`, `glFeedbackBuffer`, `glEndList`, `glBegin`, `glLight`, `glStencilOp`, `glTexCoordPointer`, `glCopyPixels`, `glDepthFunc`, `glLightModel`, `glIndexPointer`, `glGetString`, `glTexParameter`, `glDisableClientState`, `glTexSubImage1D`, `glDrawBuffer`, `glHint`, `glTexImage1D`, `glStencilFunc`, `glGetMaterial`, `glCopyTexSubImage1D`, `glFrontFace`, `glEvalMesh` and `glTexGen`

    Constant GL_INVALID_OPERATION

      ``constant` `int` GL.`GL_INVALID_OPERATION``

    Description

      Used in `glPolygonOffset`, `glPushMatrix`, `glMatrixMode`, `glLoadName`, `glPixelStore`, `glIsEnabled`, `glGetTexLevelParameter`, `glGenTextures`, `glFog`, `glTexEnv`, `glClearColor`, `glMap1`, `glPrioritizeTextures`, `glDepthMask`, `glPushName`, `glRenderMode`, `glMultMatrix`, `glIsList`, `glFrustum`, `glDepthRange`, `glAreTexturesResident`, `glDeleteTextures`, `glGetTexGen`, `glGetIntegerv`, `glEnd`, `glIsTexture`, `glDrawElements`, `glGenLists`, `glBlendColorEXT`, `glViewport`, `glDrawArrays`, `glCopyTexSubImage2D`, `glColorMaterial`, `glBindTexture`, `glGetClipPlane`, `glFinish`, `glCullFace`, `glGetError`, `glStencilMask`, `glClipPlane`, `glDrawPixels`, `glBlendFunc`, `glSelectBuffer`, `glGetLight`, `glInitNames`, `glPassThrough`, `glDisable`, `glMap2`, `glLineStipple`, `glCopyTexImage1D`, `glGetPixelMap`, `glTexSubImage2D`, `glPopAttrib`, `glEnable`, `glListBase`, `glColorMask`, `glPixelTransfer`, `glPolygonMode`, `glGetTexParameter`, `glPopName`, `glLogicOp`, `glIndexMask`, `glGetBooleanv`, `glGetTexImage`, `glPixelMap`, `glTranslate`, `glPushAttrib`, `glGetFloatv`, `glGetMap`, `glAccum`, `glReadBuffer`, `glGetDoublev`, `glClearDepth`, `glRasterPos`, `glAlphaFunc`, `glShadeModel`, `glNewList`, `glReadPixels`, `glCopyTexImage2D`, `glRect`, `glTexImage2D`, `glGetTexEnv`, `glClearIndex`, `glFeedbackBuffer`, `glRotate`, `glEndList`, `glBegin`, `glLight`, `glGetPolygonStipple`, `glStencilOp`, `glClearStencil`, `glBitmap`, `glScale`, `glCopyPixels`, `glFlush`, `glOrtho`, `glDepthFunc`, `glMapGrid`, `glLightModel`, `glGetString`, `glTexParameter`, `glScissor`, `glTexSubImage1D`, `glLoadIdentity`, `glPixelZoom`, `glDrawBuffer`, `glLineWidth`, `glHint`, `glTexImage1D`, `glStencilFunc`, `glGetMaterial`, `glClear`, `glCopyTexSubImage1D`, `glPopMatrix`, `glPointSize`, `glPolygonStipple`, `glFrontFace`, `glLoadMatrix`, `glEvalMesh`, `glTexGen`, `glClearAccum` and `glDeleteLists`

    Constant GL_INVALID_VALUE

      ``constant` `int` GL.`GL_INVALID_VALUE``

    Description

      Used in `glPixelStore`, `glGetTexLevelParameter`, `glGenTextures`, `glFog`, `glMap1`, `glPrioritizeTextures`, `glFrustum`, `glAreTexturesResident`, `glDeleteTextures`, `glDrawElements`, `glGenLists`, `glViewport`, `glDrawArrays`, `glCopyTexSubImage2D`, `glGetError`, `glDrawPixels`, `glVertexPointer`, `glSelectBuffer`, `glMap2`, `glColorPointer`, `glCopyTexImage1D`, `glTexSubImage2D`, `glNormalPointer`, `glGetTexImage`, `glPixelMap`, `glMaterial`, `glCallLists`, `glInterleavedArrays`, `glNewList`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glFeedbackBuffer`, `glEndList`, `glLight`, `glBitmap`, `glTexCoordPointer`, `glCopyPixels`, `glMapGrid`, `glIndexPointer`, `glScissor`, `glTexSubImage1D`, `glLineWidth`, `glTexImage1D`, `glClear`, `glCopyTexSubImage1D`, `glPointSize` and `glDeleteLists`

    Constant GL_INVERT

      ``constant` `int` GL.`GL_INVERT``

    Description

      Used in `glLogicOp` and `glStencilOp`

    Constant GL_KEEP

      ``constant` `int` GL.`GL_KEEP``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glStencilOp`

    Constant GL_LARGE_SUNX

      ``constant` `int` GL.`GL_LARGE_SUNX``

    Constant GL_LEFT

      ``constant` `int` GL.`GL_LEFT``

    Description

      Used in `glReadBuffer` and `glDrawBuffer`

    Constant GL_LEQUAL

      ``constant` `int` GL.`GL_LEQUAL``

    Description

      Used in `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_LESS

      ``constant` `int` GL.`GL_LESS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_LIGHT0

      ``constant` `int` GL.`GL_LIGHT0``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_LIGHT1

      ``constant` `int` GL.`GL_LIGHT1``

    Constant GL_LIGHT2

      ``constant` `int` GL.`GL_LIGHT2``

    Constant GL_LIGHT3

      ``constant` `int` GL.`GL_LIGHT3``

    Constant GL_LIGHT4

      ``constant` `int` GL.`GL_LIGHT4``

    Constant GL_LIGHT5

      ``constant` `int` GL.`GL_LIGHT5``

    Constant GL_LIGHT6

      ``constant` `int` GL.`GL_LIGHT6``

    Constant GL_LIGHT7

      ``constant` `int` GL.`GL_LIGHT7``

    Constant GL_LIGHTING

      ``constant` `int` GL.`GL_LIGHTING``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glLight`

    Constant GL_LIGHTING_BIT

      ``constant` `int` GL.`GL_LIGHTING_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_LIGHT_MODEL_AMBIENT

      ``constant` `int` GL.`GL_LIGHT_MODEL_AMBIENT``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glLightModel`

    Constant GL_LIGHT_MODEL_LOCAL_VIEWER

      ``constant` `int` GL.`GL_LIGHT_MODEL_LOCAL_VIEWER``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glLightModel`

    Constant GL_LIGHT_MODEL_TWO_SIDE

      ``constant` `int` GL.`GL_LIGHT_MODEL_TWO_SIDE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glLightModel`

    Constant GL_LINE

      ``constant` `int` GL.`GL_LINE``

    Description

      Used in `glIsEnabled`, `glFog`, `glGetIntegerv`, `glEnd`, `glDrawElements`, `glDrawArrays`, `glGetLight`, `glDisable`, `glLineStipple`, `glEdgeFlag`, `glPopAttrib`, `glEnable`, `glPolygonMode`, `glGetTexParameter`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glFeedbackBuffer`, `glBegin`, `glLight`, `glTexParameter`, `glLineWidth`, `glHint`, `glEdgeFlagv` and `glEvalMesh`

    Constant GL_LINEAR

      ``constant` `int` GL.`GL_LINEAR``

    Description

      Used in `glFog`, `glGetLight`, `glGetTexParameter`, `glLight` and `glTexParameter`

    Constant GL_LINEAR_ATTENUATION

      ``constant` `int` GL.`GL_LINEAR_ATTENUATION``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_LINEAR_MIPMAP_LINEAR

      ``constant` `int` GL.`GL_LINEAR_MIPMAP_LINEAR``

    Description

      Used in `glTexParameter`

    Constant GL_LINEAR_MIPMAP_NEAREST

      ``constant` `int` GL.`GL_LINEAR_MIPMAP_NEAREST``

    Description

      Used in `glTexParameter`

    Constant GL_LINES

      ``constant` `int` GL.`GL_LINES``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays`, `glLineStipple`, `glBegin` and `glEvalMesh`

    Constant GL_LINE_BIT

      ``constant` `int` GL.`GL_LINE_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_LINE_LOOP

      ``constant` `int` GL.`GL_LINE_LOOP``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays` and `glBegin`

    Constant GL_LINE_RESET_TOKEN

      ``constant` `int` GL.`GL_LINE_RESET_TOKEN``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_LINE_SMOOTH

      ``constant` `int` GL.`GL_LINE_SMOOTH``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glLineWidth` and `glHint`

    Constant GL_LINE_SMOOTH_HINT

      ``constant` `int` GL.`GL_LINE_SMOOTH_HINT``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_LINE_STIPPLE

      ``constant` `int` GL.`GL_LINE_STIPPLE``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glLineStipple`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LINE_STIPPLE_PATTERN

      ``constant` `int` GL.`GL_LINE_STIPPLE_PATTERN``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LINE_STIPPLE_REPEAT

      ``constant` `int` GL.`GL_LINE_STIPPLE_REPEAT``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LINE_STRIP

      ``constant` `int` GL.`GL_LINE_STRIP``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays`, `glBegin` and `glEvalMesh`

    Constant GL_LINE_TOKEN

      ``constant` `int` GL.`GL_LINE_TOKEN``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_LINE_WIDTH

      ``constant` `int` GL.`GL_LINE_WIDTH``

    Description

      Used in `glGetIntegerv`, `glPolygonMode`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glLineWidth`

    Constant GL_LINE_WIDTH_GRANULARITY

      ``constant` `int` GL.`GL_LINE_WIDTH_GRANULARITY``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glLineWidth`

    Constant GL_LINE_WIDTH_RANGE

      ``constant` `int` GL.`GL_LINE_WIDTH_RANGE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glLineWidth`

    Constant GL_LIST_BASE

      ``constant` `int` GL.`GL_LIST_BASE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LIST_BIT

      ``constant` `int` GL.`GL_LIST_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_LIST_INDEX

      ``constant` `int` GL.`GL_LIST_INDEX``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LIST_MODE

      ``constant` `int` GL.`GL_LIST_MODE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LOAD

      ``constant` `int` GL.`GL_LOAD``

    Description

      Used in `glAccum`

    Constant GL_LOGIC_OP

      ``constant` `int` GL.`GL_LOGIC_OP``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LOGIC_OP_MODE

      ``constant` `int` GL.`GL_LOGIC_OP_MODE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_LUMINANCE

      ``constant` `int` GL.`GL_LUMINANCE``

    Description

      Used in `glTexEnv`, `glDrawPixels`, `glCopyTexImage1D`, `glTexSubImage2D`, `glGetTexImage`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_LUMINANCE12

      ``constant` `int` GL.`GL_LUMINANCE12``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE12_ALPHA12

      ``constant` `int` GL.`GL_LUMINANCE12_ALPHA12``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE12_ALPHA4

      ``constant` `int` GL.`GL_LUMINANCE12_ALPHA4``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE16

      ``constant` `int` GL.`GL_LUMINANCE16``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE16_ALPHA16

      ``constant` `int` GL.`GL_LUMINANCE16_ALPHA16``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE4

      ``constant` `int` GL.`GL_LUMINANCE4``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE4_ALPHA4

      ``constant` `int` GL.`GL_LUMINANCE4_ALPHA4``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE6_ALPHA2

      ``constant` `int` GL.`GL_LUMINANCE6_ALPHA2``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE8

      ``constant` `int` GL.`GL_LUMINANCE8``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE8_ALPHA8

      ``constant` `int` GL.`GL_LUMINANCE8_ALPHA8``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_LUMINANCE_ALPHA

      ``constant` `int` GL.`GL_LUMINANCE_ALPHA``

    Description

      Used in `glDrawPixels`, `glCopyTexImage1D`, `glTexSubImage2D`, `glGetTexImage`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_MAP1_COLOR_4

      ``constant` `int` GL.`GL_MAP1_COLOR_4``

    Description

      Used in `glIsEnabled`, `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_GRID_DOMAIN

      ``constant` `int` GL.`GL_MAP1_GRID_DOMAIN``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAP1_GRID_SEGMENTS

      ``constant` `int` GL.`GL_MAP1_GRID_SEGMENTS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAP1_INDEX

      ``constant` `int` GL.`GL_MAP1_INDEX``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_NORMAL

      ``constant` `int` GL.`GL_MAP1_NORMAL``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_TEXTURE_COORD_1

      ``constant` `int` GL.`GL_MAP1_TEXTURE_COORD_1``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_TEXTURE_COORD_2

      ``constant` `int` GL.`GL_MAP1_TEXTURE_COORD_2``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_TEXTURE_COORD_3

      ``constant` `int` GL.`GL_MAP1_TEXTURE_COORD_3``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_TEXTURE_COORD_4

      ``constant` `int` GL.`GL_MAP1_TEXTURE_COORD_4``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_VERTEX_3

      ``constant` `int` GL.`GL_MAP1_VERTEX_3``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP1_VERTEX_4

      ``constant` `int` GL.`GL_MAP1_VERTEX_4``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_COLOR_4

      ``constant` `int` GL.`GL_MAP2_COLOR_4``

    Description

      Used in `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_GRID_DOMAIN

      ``constant` `int` GL.`GL_MAP2_GRID_DOMAIN``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAP2_GRID_SEGMENTS

      ``constant` `int` GL.`GL_MAP2_GRID_SEGMENTS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAP2_INDEX

      ``constant` `int` GL.`GL_MAP2_INDEX``

    Description

      Used in `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_NORMAL

      ``constant` `int` GL.`GL_MAP2_NORMAL``

    Description

      Used in `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_TEXTURE_COORD_1

      ``constant` `int` GL.`GL_MAP2_TEXTURE_COORD_1``

    Description

      Used in `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_TEXTURE_COORD_2

      ``constant` `int` GL.`GL_MAP2_TEXTURE_COORD_2``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_TEXTURE_COORD_3

      ``constant` `int` GL.`GL_MAP2_TEXTURE_COORD_3``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_TEXTURE_COORD_4

      ``constant` `int` GL.`GL_MAP2_TEXTURE_COORD_4``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_VERTEX_3

      ``constant` `int` GL.`GL_MAP2_VERTEX_3``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP2_VERTEX_4

      ``constant` `int` GL.`GL_MAP2_VERTEX_4``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glMap2`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetMap`, `glGetDoublev` and `glEvalCoord`

    Constant GL_MAP_COLOR

      ``constant` `int` GL.`GL_MAP_COLOR``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels` and `glCopyPixels`

    Constant GL_MAP_STENCIL

      ``constant` `int` GL.`GL_MAP_STENCIL``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels` and `glCopyPixels`

    Constant GL_MATRIX_MODE

      ``constant` `int` GL.`GL_MATRIX_MODE``

    Description

      Used in `glMatrixMode`, `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_3D_TEXTURE_SIZE_EXT

      ``constant` `int` GL.`GL_MAX_3D_TEXTURE_SIZE_EXT``

    Constant GL_MAX_ATTRIB_STACK_DEPTH

      ``constant` `int` GL.`GL_MAX_ATTRIB_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_CLIENT_ATTRIB_STACK_DEPTH

      ``constant` `int` GL.`GL_MAX_CLIENT_ATTRIB_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_CLIP_PLANES

      ``constant` `int` GL.`GL_MAX_CLIP_PLANES``

    Description

      Used in `glGetIntegerv`, `glGetClipPlane`, `glClipPlane`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_CONVOLUTION_HEIGHT_EXT

      ``constant` `int` GL.`GL_MAX_CONVOLUTION_HEIGHT_EXT``

    Constant GL_MAX_CONVOLUTION_WIDTH_EXT

      ``constant` `int` GL.`GL_MAX_CONVOLUTION_WIDTH_EXT``

    Constant GL_MAX_EVAL_ORDER

      ``constant` `int` GL.`GL_MAX_EVAL_ORDER``

    Description

      Used in `glMap1`, `glGetIntegerv`, `glMap2`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_EXT

      ``constant` `int` GL.`GL_MAX_EXT``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_LIGHTS

      ``constant` `int` GL.`GL_MAX_LIGHTS``

    Description

      Used in `glGetIntegerv`, `glGetLight`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glLight`

    Constant GL_MAX_LIST_NESTING

      ``constant` `int` GL.`GL_MAX_LIST_NESTING``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_MODELVIEW_STACK_DEPTH

      ``constant` `int` GL.`GL_MAX_MODELVIEW_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_NAME_STACK_DEPTH

      ``constant` `int` GL.`GL_MAX_NAME_STACK_DEPTH``

    Description

      Used in `glPushName`, `glGetIntegerv`, `glPopName`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_PIXEL_MAP_TABLE

      ``constant` `int` GL.`GL_MAX_PIXEL_MAP_TABLE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT

      ``constant` `int` GL.`GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT``

    Constant GL_MAX_PROJECTION_STACK_DEPTH

      ``constant` `int` GL.`GL_MAX_PROJECTION_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_TEXTURE_SIZE

      ``constant` `int` GL.`GL_MAX_TEXTURE_SIZE``

    Description

      Used in `glGetTexLevelParameter`, `glGetIntegerv`, `glCopyTexSubImage2D`, `glCopyTexImage1D`, `glTexSubImage2D`, `glGetBooleanv`, `glGetTexImage`, `glGetFloatv`, `glGetDoublev`, `glCopyTexImage2D`, `glTexImage2D`, `glTexSubImage1D`, `glTexImage1D` and `glCopyTexSubImage1D`

    Constant GL_MAX_TEXTURE_STACK_DEPTH

      ``constant` `int` GL.`GL_MAX_TEXTURE_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MAX_VIEWPORT_DIMS

      ``constant` `int` GL.`GL_MAX_VIEWPORT_DIMS``

    Description

      Used in `glGetIntegerv`, `glViewport`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MINMAX_EXT

      ``constant` `int` GL.`GL_MINMAX_EXT``

    Constant GL_MINMAX_FORMAT_EXT

      ``constant` `int` GL.`GL_MINMAX_FORMAT_EXT``

    Constant GL_MINMAX_SINK_EXT

      ``constant` `int` GL.`GL_MINMAX_SINK_EXT``

    Constant GL_MIN_EXT

      ``constant` `int` GL.`GL_MIN_EXT``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MODELVIEW

      ``constant` `int` GL.`GL_MODELVIEW``

    Description

      Used in `glPushMatrix`, `glMatrixMode`, `glGetIntegerv`, `glGetBooleanv`, `glTranslate`, `glGetFloatv`, `glGetDoublev`, `glRotate`, `glScale` and `glPopMatrix`

    Constant GL_MODELVIEW_MATRIX

      ``constant` `int` GL.`GL_MODELVIEW_MATRIX``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MODELVIEW_STACK_DEPTH

      ``constant` `int` GL.`GL_MODELVIEW_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_MODULATE

      ``constant` `int` GL.`GL_MODULATE``

    Description

      Used in `glTexEnv` and `glGetTexEnv`

    Constant GL_MULT

      ``constant` `int` GL.`GL_MULT``

    Description

      Used in `glAccum`

    Constant GL_N3F_V3F

      ``constant` `int` GL.`GL_N3F_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_NAME_STACK_DEPTH

      ``constant` `int` GL.`GL_NAME_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_NAND

      ``constant` `int` GL.`GL_NAND``

    Description

      Used in `glLogicOp`

    Constant GL_NEAREST

      ``constant` `int` GL.`GL_NEAREST``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_NEAREST_MIPMAP_LINEAR

      ``constant` `int` GL.`GL_NEAREST_MIPMAP_LINEAR``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_NEAREST_MIPMAP_NEAREST

      ``constant` `int` GL.`GL_NEAREST_MIPMAP_NEAREST``

    Description

      Used in `glTexParameter`

    Constant GL_NEVER

      ``constant` `int` GL.`GL_NEVER``

    Description

      Used in `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_NICEST

      ``constant` `int` GL.`GL_NICEST``

    Description

      Used in `glHint`

    Constant GL_NONE

      ``constant` `int` GL.`GL_NONE``

    Description

      Used in `glDrawBuffer`

    Constant GL_NOOP

      ``constant` `int` GL.`GL_NOOP``

    Description

      Used in `glLogicOp`

    Constant GL_NOR

      ``constant` `int` GL.`GL_NOR``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glNormalPointer`, `glPopAttrib`, `glEnable`, `glEnableClientState`, `glGetPointerv`, `glLogicOp`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glNormal` and `glDisableClientState`

    Constant GL_NORMALIZE

      ``constant` `int` GL.`GL_NORMALIZE``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glNormal`

    Constant GL_NORMAL_ARRAY

      ``constant` `int` GL.`GL_NORMAL_ARRAY``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glNormalPointer`, `glEnableClientState`, `glGetPointerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glDisableClientState`

    Constant GL_NORMAL_ARRAY_POINTER

      ``constant` `int` GL.`GL_NORMAL_ARRAY_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_NORMAL_ARRAY_STRIDE

      ``constant` `int` GL.`GL_NORMAL_ARRAY_STRIDE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_NORMAL_ARRAY_TYPE

      ``constant` `int` GL.`GL_NORMAL_ARRAY_TYPE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_NOTEQUAL

      ``constant` `int` GL.`GL_NOTEQUAL``

    Description

      Used in `glAlphaFunc`, `glDepthFunc` and `glStencilFunc`

    Constant GL_NO_ERROR

      ``constant` `int` GL.`GL_NO_ERROR``

    Description

      Used in `glGetError`

    Constant GL_OBJECT_LINEAR

      ``constant` `int` GL.`GL_OBJECT_LINEAR``

    Description

      Used in `glTexGen`

    Constant GL_OBJECT_PLANE

      ``constant` `int` GL.`GL_OBJECT_PLANE``

    Description

      Used in `glGetTexGen` and `glTexGen`

    Constant GL_OCCLUSION_RESULT_HP

      ``constant` `int` GL.`GL_OCCLUSION_RESULT_HP``

    Constant GL_OCCLUSION_TEST_HP

      ``constant` `int` GL.`GL_OCCLUSION_TEST_HP``

    Constant GL_ONE

      ``constant` `int` GL.`GL_ONE``

    Description

      Used in `glGetIntegerv`, `glBlendFunc`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_ONE_MINUS_CONSTANT_ALPHA_EXT

      ``constant` `int` GL.`GL_ONE_MINUS_CONSTANT_ALPHA_EXT``

    Constant GL_ONE_MINUS_CONSTANT_COLOR_EXT

      ``constant` `int` GL.`GL_ONE_MINUS_CONSTANT_COLOR_EXT``

    Constant GL_ONE_MINUS_DST_ALPHA

      ``constant` `int` GL.`GL_ONE_MINUS_DST_ALPHA``

    Description

      Used in `glBlendFunc`

    Constant GL_ONE_MINUS_DST_COLOR

      ``constant` `int` GL.`GL_ONE_MINUS_DST_COLOR``

    Description

      Used in `glBlendFunc`

    Constant GL_ONE_MINUS_SRC_ALPHA

      ``constant` `int` GL.`GL_ONE_MINUS_SRC_ALPHA``

    Description

      Used in `glBlendFunc`

    Constant GL_ONE_MINUS_SRC_COLOR

      ``constant` `int` GL.`GL_ONE_MINUS_SRC_COLOR``

    Description

      Used in `glBlendFunc`

    Constant GL_OR

      ``constant` `int` GL.`GL_OR``

    Description

      Used in `glLogicOp` and `glGetMap`

    Constant GL_ORDER

      ``constant` `int` GL.`GL_ORDER``

    Description

      Used in `glGetMap`

    Constant GL_OR_INVERTED

      ``constant` `int` GL.`GL_OR_INVERTED``

    Description

      Used in `glLogicOp`

    Constant GL_OR_REVERSE

      ``constant` `int` GL.`GL_OR_REVERSE``

    Description

      Used in `glLogicOp`

    Constant GL_OUT_OF_MEMORY

      ``constant` `int` GL.`GL_OUT_OF_MEMORY``

    Description

      Used in `glGetError`, `glNewList` and `glEndList`

    Constant GL_PACK_ALIGNMENT

      ``constant` `int` GL.`GL_PACK_ALIGNMENT``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetTexImage`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PACK_IMAGE_HEIGHT_EXT

      ``constant` `int` GL.`GL_PACK_IMAGE_HEIGHT_EXT``

    Constant GL_PACK_LSB_FIRST

      ``constant` `int` GL.`GL_PACK_LSB_FIRST``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glReadPixels`

    Constant GL_PACK_ROW_LENGTH

      ``constant` `int` GL.`GL_PACK_ROW_LENGTH``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PACK_SKIP_IMAGES_EXT

      ``constant` `int` GL.`GL_PACK_SKIP_IMAGES_EXT``

    Constant GL_PACK_SKIP_PIXELS

      ``constant` `int` GL.`GL_PACK_SKIP_PIXELS``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PACK_SKIP_ROWS

      ``constant` `int` GL.`GL_PACK_SKIP_ROWS``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PACK_SWAP_BYTES

      ``constant` `int` GL.`GL_PACK_SWAP_BYTES``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glReadPixels`

    Constant GL_PASS_THROUGH_TOKEN

      ``constant` `int` GL.`GL_PASS_THROUGH_TOKEN``

    Description

      Used in `glPassThrough` and `glFeedbackBuffer`

    Constant GL_PERSPECTIVE_CORRECTION_HINT

      ``constant` `int` GL.`GL_PERSPECTIVE_CORRECTION_HINT``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_PIXEL_CUBIC_WEIGHT_EXT

      ``constant` `int` GL.`GL_PIXEL_CUBIC_WEIGHT_EXT``

    Constant GL_PIXEL_MAG_FILTER_EXT

      ``constant` `int` GL.`GL_PIXEL_MAG_FILTER_EXT``

    Constant GL_PIXEL_MAP_A_TO_A

      ``constant` `int` GL.`GL_PIXEL_MAP_A_TO_A``

    Description

      Used in `glGetIntegerv`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_A_TO_A_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_A_TO_A_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_B_TO_B

      ``constant` `int` GL.`GL_PIXEL_MAP_B_TO_B``

    Description

      Used in `glGetIntegerv`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_B_TO_B_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_B_TO_B_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_G_TO_G

      ``constant` `int` GL.`GL_PIXEL_MAP_G_TO_G``

    Description

      Used in `glGetIntegerv`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_G_TO_G_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_G_TO_G_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_I_TO_A

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_A``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D` and `glTexImage1D`

    Constant GL_PIXEL_MAP_I_TO_A_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_A_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_I_TO_B

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_B``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D` and `glTexImage1D`

    Constant GL_PIXEL_MAP_I_TO_B_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_B_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_I_TO_G

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_G``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D` and `glTexImage1D`

    Constant GL_PIXEL_MAP_I_TO_G_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_G_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_I_TO_I

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_I``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv`, `glGetDoublev`, `glReadPixels` and `glCopyPixels`

    Constant GL_PIXEL_MAP_I_TO_I_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_I_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_I_TO_R

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_R``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D` and `glTexImage1D`

    Constant GL_PIXEL_MAP_I_TO_R_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_I_TO_R_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_R_TO_R

      ``constant` `int` GL.`GL_PIXEL_MAP_R_TO_R``

    Description

      Used in `glGetIntegerv`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_R_TO_R_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_R_TO_R_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MAP_S_TO_S

      ``constant` `int` GL.`GL_PIXEL_MAP_S_TO_S``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glGetPixelMap`, `glPixelTransfer`, `glGetBooleanv`, `glPixelMap`, `glGetFloatv`, `glGetDoublev`, `glReadPixels` and `glCopyPixels`

    Constant GL_PIXEL_MAP_S_TO_S_SIZE

      ``constant` `int` GL.`GL_PIXEL_MAP_S_TO_S_SIZE``

    Description

      Used in `glGetIntegerv`, `glPixelTransfer`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PIXEL_MIN_FILTER_EXT

      ``constant` `int` GL.`GL_PIXEL_MIN_FILTER_EXT``

    Constant GL_PIXEL_MODE_BIT

      ``constant` `int` GL.`GL_PIXEL_MODE_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_PIXEL_TRANSFORM_2D_EXT

      ``constant` `int` GL.`GL_PIXEL_TRANSFORM_2D_EXT``

    Constant GL_PIXEL_TRANSFORM_2D_MATRIX_EXT

      ``constant` `int` GL.`GL_PIXEL_TRANSFORM_2D_MATRIX_EXT``

    Constant GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT

      ``constant` `int` GL.`GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT``

    Constant GL_PIXEL_TRANSFORM_COLOR_TABLE_EXT

      ``constant` `int` GL.`GL_PIXEL_TRANSFORM_COLOR_TABLE_EXT``

    Constant GL_POINT

      ``constant` `int` GL.`GL_POINT``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glEnd`, `glDrawElements`, `glDrawArrays`, `glDisable`, `glEdgeFlag`, `glPopAttrib`, `glEnable`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glFeedbackBuffer`, `glBegin`, `glHint`, `glEdgeFlagv`, `glPointSize` and `glEvalMesh`

    Constant GL_POINTS

      ``constant` `int` GL.`GL_POINTS``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays`, `glBegin` and `glEvalMesh`

    Constant GL_POINT_BIT

      ``constant` `int` GL.`GL_POINT_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_POINT_SIZE

      ``constant` `int` GL.`GL_POINT_SIZE``

    Description

      Used in `glGetIntegerv`, `glPolygonMode`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glPointSize`

    Constant GL_POINT_SIZE_GRANULARITY

      ``constant` `int` GL.`GL_POINT_SIZE_GRANULARITY``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glPointSize`

    Constant GL_POINT_SIZE_RANGE

      ``constant` `int` GL.`GL_POINT_SIZE_RANGE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glPointSize`

    Constant GL_POINT_SMOOTH

      ``constant` `int` GL.`GL_POINT_SMOOTH``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glHint` and `glPointSize`

    Constant GL_POINT_SMOOTH_HINT

      ``constant` `int` GL.`GL_POINT_SMOOTH_HINT``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_POINT_TOKEN

      ``constant` `int` GL.`GL_POINT_TOKEN``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_POLYGON

      ``constant` `int` GL.`GL_POLYGON``

    Description

      Used in `glPolygonOffset`, `glIsEnabled`, `glGetIntegerv`, `glEnd`, `glDrawElements`, `glDrawArrays`, `glDisable`, `glEdgeFlag`, `glPopAttrib`, `glEnable`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glRect`, `glFeedbackBuffer`, `glBegin`, `glHint`, `glEdgeFlagv` and `glPolygonStipple`

    Constant GL_POLYGON_BIT

      ``constant` `int` GL.`GL_POLYGON_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_POLYGON_MODE

      ``constant` `int` GL.`GL_POLYGON_MODE``

    Description

      Used in `glGetIntegerv`, `glEdgeFlag`, `glPopAttrib`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glEdgeFlagv`

    Constant GL_POLYGON_OFFSET_FACTOR

      ``constant` `int` GL.`GL_POLYGON_OFFSET_FACTOR``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_POLYGON_OFFSET_FILL

      ``constant` `int` GL.`GL_POLYGON_OFFSET_FILL``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_POLYGON_OFFSET_LINE

      ``constant` `int` GL.`GL_POLYGON_OFFSET_LINE``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_POLYGON_OFFSET_POINT

      ``constant` `int` GL.`GL_POLYGON_OFFSET_POINT``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_POLYGON_OFFSET_UNITS

      ``constant` `int` GL.`GL_POLYGON_OFFSET_UNITS``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_POLYGON_SMOOTH

      ``constant` `int` GL.`GL_POLYGON_SMOOTH``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_POLYGON_SMOOTH_HINT

      ``constant` `int` GL.`GL_POLYGON_SMOOTH_HINT``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glHint`

    Constant GL_POLYGON_STIPPLE

      ``constant` `int` GL.`GL_POLYGON_STIPPLE``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glPolygonMode`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glPolygonStipple`

    Constant GL_POLYGON_STIPPLE_BIT

      ``constant` `int` GL.`GL_POLYGON_STIPPLE_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_POLYGON_TOKEN

      ``constant` `int` GL.`GL_POLYGON_TOKEN``

    Description

      Used in `glFeedbackBuffer`

    Constant GL_POSITION

      ``constant` `int` GL.`GL_POSITION``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_POST_CONVOLUTION_ALPHA_BIAS_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_ALPHA_BIAS_EXT``

    Constant GL_POST_CONVOLUTION_ALPHA_SCALE_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_ALPHA_SCALE_EXT``

    Constant GL_POST_CONVOLUTION_BLUE_BIAS_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_BLUE_BIAS_EXT``

    Constant GL_POST_CONVOLUTION_BLUE_SCALE_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_BLUE_SCALE_EXT``

    Constant GL_POST_CONVOLUTION_COLOR_TABLE_SGI

      ``constant` `int` GL.`GL_POST_CONVOLUTION_COLOR_TABLE_SGI``

    Constant GL_POST_CONVOLUTION_GREEN_BIAS_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_GREEN_BIAS_EXT``

    Constant GL_POST_CONVOLUTION_GREEN_SCALE_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_GREEN_SCALE_EXT``

    Constant GL_POST_CONVOLUTION_RED_BIAS_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_RED_BIAS_EXT``

    Constant GL_POST_CONVOLUTION_RED_SCALE_EXT

      ``constant` `int` GL.`GL_POST_CONVOLUTION_RED_SCALE_EXT``

    Constant GL_PROJECTION

      ``constant` `int` GL.`GL_PROJECTION``

    Description

      Used in `glPushMatrix`, `glMatrixMode`, `glFrustum`, `glGetIntegerv`, `glGetBooleanv`, `glTranslate`, `glGetFloatv`, `glGetDoublev`, `glRotate`, `glScale`, `glOrtho` and `glPopMatrix`

    Constant GL_PROJECTION_MATRIX

      ``constant` `int` GL.`GL_PROJECTION_MATRIX``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PROJECTION_STACK_DEPTH

      ``constant` `int` GL.`GL_PROJECTION_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_PROXY_COLOR_TABLE_SGI

      ``constant` `int` GL.`GL_PROXY_COLOR_TABLE_SGI``

    Constant GL_PROXY_HISTOGRAM_EXT

      ``constant` `int` GL.`GL_PROXY_HISTOGRAM_EXT``

    Constant GL_PROXY_PIXEL_TRANSFORM_COLOR_TABLE_EXT

      ``constant` `int` GL.`GL_PROXY_PIXEL_TRANSFORM_COLOR_TABLE_EXT``

    Constant GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI

      ``constant` `int` GL.`GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI``

    Constant GL_PROXY_TEXTURE_1D

      ``constant` `int` GL.`GL_PROXY_TEXTURE_1D``

    Description

      Used in `glGetTexLevelParameter`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glNewList`, `glEndList` and `glTexImage1D`

    Constant GL_PROXY_TEXTURE_2D

      ``constant` `int` GL.`GL_PROXY_TEXTURE_2D``

    Description

      Used in `glGetTexLevelParameter`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glNewList`, `glTexImage2D` and `glEndList`

    Constant GL_PROXY_TEXTURE_3D_EXT

      ``constant` `int` GL.`GL_PROXY_TEXTURE_3D_EXT``

    Constant GL_PROXY_TEXTURE_COLOR_TABLE_SGI

      ``constant` `int` GL.`GL_PROXY_TEXTURE_COLOR_TABLE_SGI``

    Constant GL_Q

      ``constant` `int` GL.`GL_Q``

    Description

      Used in `glGetTexGen`, `glEnd`, `glDrawElements`, `glDrawArrays`, `glGetLight`, `glBegin`, `glLight`, `glEvalMesh` and `glTexGen`

    Constant GL_QUADRATIC_ATTENUATION

      ``constant` `int` GL.`GL_QUADRATIC_ATTENUATION``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_QUADS

      ``constant` `int` GL.`GL_QUADS``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays` and `glBegin`

    Constant GL_QUAD_STRIP

      ``constant` `int` GL.`GL_QUAD_STRIP``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays`, `glBegin` and `glEvalMesh`

    Constant GL_R

      ``constant` `int` GL.`GL_R``

    Description

      Used in `glPixelStore`, `glTexEnv`, `glRenderMode`, `glGetTexGen`, `glGetIntegerv`, `glCopyTexSubImage2D`, `glDrawPixels`, `glCopyTexImage1D`, `glTexSubImage2D`, `glPopAttrib`, `glPixelTransfer`, `glGetTexParameter`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glAccum`, `glReadBuffer`, `glGetDoublev`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glStencilOp`, `glGetString`, `glTexParameter`, `glTexSubImage1D`, `glDrawBuffer`, `glTexImage1D`, `glCopyTexSubImage1D` and `glTexGen`

    Constant GL_R3_G3_B2

      ``constant` `int` GL.`GL_R3_G3_B2``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_READ_BUFFER

      ``constant` `int` GL.`GL_READ_BUFFER``

    Description

      Used in `glGetIntegerv`, `glCopyTexSubImage2D`, `glCopyTexImage1D`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glCopyTexImage2D` and `glCopyTexSubImage1D`

    Constant GL_RED

      ``constant` `int` GL.`GL_RED``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glTexSubImage2D`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_REDUCE_EXT

      ``constant` `int` GL.`GL_REDUCE_EXT``

    Constant GL_RED_BIAS

      ``constant` `int` GL.`GL_RED_BIAS``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_RED_BITS

      ``constant` `int` GL.`GL_RED_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_RED_SCALE

      ``constant` `int` GL.`GL_RED_SCALE``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glPixelTransfer`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_RENDER

      ``constant` `int` GL.`GL_RENDER``

    Description

      Used in `glRenderMode`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glGetString`

    Constant GL_RENDERER

      ``constant` `int` GL.`GL_RENDERER``

    Description

      Used in `glGetString`

    Constant GL_RENDER_MODE

      ``constant` `int` GL.`GL_RENDER_MODE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_REPEAT

      ``constant` `int` GL.`GL_REPEAT``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_REPLACE

      ``constant` `int` GL.`GL_REPLACE``

    Description

      Used in `glTexEnv` and `glStencilOp`

    Constant GL_REPLICATE_BORDER_HP

      ``constant` `int` GL.`GL_REPLICATE_BORDER_HP``

    Constant GL_RESCALE_NORMAL_EXT

      ``constant` `int` GL.`GL_RESCALE_NORMAL_EXT``

    Constant GL_RETURN

      ``constant` `int` GL.`GL_RETURN``

    Description

      Used in `glAccum`

    Constant GL_RGB

      ``constant` `int` GL.`GL_RGB``

    Description

      Used in `glPixelStore`, `glTexEnv`, `glGetIntegerv`, `glDrawPixels`, `glCopyTexImage1D`, `glTexSubImage2D`, `glGetBooleanv`, `glGetTexImage`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_RGB10

      ``constant` `int` GL.`GL_RGB10``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGB10_A2

      ``constant` `int` GL.`GL_RGB10_A2``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGB12

      ``constant` `int` GL.`GL_RGB12``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGB16

      ``constant` `int` GL.`GL_RGB16``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGB4

      ``constant` `int` GL.`GL_RGB4``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGB5

      ``constant` `int` GL.`GL_RGB5``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGB5_A1

      ``constant` `int` GL.`GL_RGB5_A1``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGB8

      ``constant` `int` GL.`GL_RGB8``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGBA

      ``constant` `int` GL.`GL_RGBA``

    Description

      Used in `glTexEnv`, `glGetIntegerv`, `glDrawPixels`, `glCopyTexImage1D`, `glTexSubImage2D`, `glGetBooleanv`, `glGetTexImage`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_RGBA12

      ``constant` `int` GL.`GL_RGBA12``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGBA16

      ``constant` `int` GL.`GL_RGBA16``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGBA2

      ``constant` `int` GL.`GL_RGBA2``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGBA4

      ``constant` `int` GL.`GL_RGBA4``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGBA8

      ``constant` `int` GL.`GL_RGBA8``

    Description

      Used in `glCopyTexImage1D`, `glCopyTexImage2D`, `glTexImage2D` and `glTexImage1D`

    Constant GL_RGBA_MODE

      ``constant` `int` GL.`GL_RGBA_MODE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_RIGHT

      ``constant` `int` GL.`GL_RIGHT``

    Description

      Used in `glReadBuffer` and `glDrawBuffer`

    Constant GL_S

      ``constant` `int` GL.`GL_S``

    Description

      Used in `glPushMatrix`, `glLoadName`, `glIsEnabled`, `glPushName`, `glRenderMode`, `glGetTexGen`, `glGetIntegerv`, `glColorMaterial`, `glGetError`, `glDrawPixels`, `glBlendFunc`, `glVertexPointer`, `glSelectBuffer`, `glGetLight`, `glInitNames`, `glDisable`, `glColorPointer`, `glTexSubImage2D`, `glNormalPointer`, `glPopAttrib`, `glEnable`, `glGetPointerv`, `glPopName`, `glLogicOp`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glMaterial`, `glGetDoublev`, `glCallLists`, `glShadeModel`, `glReadPixels`, `glTexImage2D`, `glLight`, `glPopClientAttrib`, `glStencilOp`, `glTexCoordPointer`, `glCopyPixels`, `glIndexPointer`, `glPushClientAttrib`, `glScissor`, `glTexSubImage1D`, `glTexImage1D`, `glStencilFunc`, `glGetMaterial`, `glClear`, `glPopMatrix` and `glTexGen`

    Constant GL_SCISSOR_BIT

      ``constant` `int` GL.`GL_SCISSOR_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_SCISSOR_BOX

      ``constant` `int` GL.`GL_SCISSOR_BOX``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_SCISSOR_TEST

      ``constant` `int` GL.`GL_SCISSOR_TEST``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glScissor`

    Constant GL_SELECT

      ``constant` `int` GL.`GL_SELECT``

    Description

      Used in `glLoadName`, `glPushName`, `glRenderMode`, `glSelectBuffer`, `glInitNames`, `glGetPointerv` and `glPopName`

    Constant GL_SELECTION_BUFFER_POINTER

      ``constant` `int` GL.`GL_SELECTION_BUFFER_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_SELECTION_BUFFER_SIZE

      ``constant` `int` GL.`GL_SELECTION_BUFFER_SIZE``

    Constant GL_SEPARABLE_2D_EXT

      ``constant` `int` GL.`GL_SEPARABLE_2D_EXT``

    Constant GL_SET

      ``constant` `int` GL.`GL_SET``

    Description

      Used in `glLogicOp`

    Constant GL_SGI_color_table

      ``constant` `int` GL.`GL_SGI_color_table``

    Constant GL_SGI_texture_color_table

      ``constant` `int` GL.`GL_SGI_texture_color_table``

    Constant GL_SHADE_MODEL

      ``constant` `int` GL.`GL_SHADE_MODEL``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_SHININESS

      ``constant` `int` GL.`GL_SHININESS``

    Description

      Used in `glMaterial` and `glGetMaterial`

    Constant GL_SHORT

      ``constant` `int` GL.`GL_SHORT``

    Description

      Used in `glDrawPixels`, `glVertexPointer`, `glColorPointer`, `glTexSubImage2D`, `glNormalPointer`, `glGetTexImage`, `glCallLists`, `glReadPixels`, `glTexImage2D`, `glTexCoordPointer`, `glIndexPointer`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_SMOOTH

      ``constant` `int` GL.`GL_SMOOTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glShadeModel`

    Constant GL_SPECULAR

      ``constant` `int` GL.`GL_SPECULAR``

    Description

      Used in `glColorMaterial`, `glGetLight`, `glMaterial`, `glLight` and `glGetMaterial`

    Constant GL_SPHERE_MAP

      ``constant` `int` GL.`GL_SPHERE_MAP``

    Description

      Used in `glTexGen`

    Constant GL_SPOT_CUTOFF

      ``constant` `int` GL.`GL_SPOT_CUTOFF``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_SPOT_DIRECTION

      ``constant` `int` GL.`GL_SPOT_DIRECTION``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_SPOT_EXPONENT

      ``constant` `int` GL.`GL_SPOT_EXPONENT``

    Description

      Used in `glGetLight` and `glLight`

    Constant GL_SRC_ALPHA

      ``constant` `int` GL.`GL_SRC_ALPHA``

    Description

      Used in `glBlendFunc`

    Constant GL_SRC_ALPHA_SATURATE

      ``constant` `int` GL.`GL_SRC_ALPHA_SATURATE``

    Description

      Used in `glBlendFunc`

    Constant GL_SRC_COLOR

      ``constant` `int` GL.`GL_SRC_COLOR``

    Description

      Used in `glBlendFunc`

    Constant GL_STACK_OVERFLOW

      ``constant` `int` GL.`GL_STACK_OVERFLOW``

    Description

      Used in `glPushMatrix`, `glPushName`, `glGetError`, `glPopAttrib`, `glPopName`, `glPushAttrib`, `glPopClientAttrib`, `glPushClientAttrib` and `glPopMatrix`

    Constant GL_STACK_UNDERFLOW

      ``constant` `int` GL.`GL_STACK_UNDERFLOW``

    Description

      Used in `glPushMatrix`, `glPushName`, `glGetError`, `glPopAttrib`, `glPopName`, `glPushAttrib`, `glPopClientAttrib`, `glPushClientAttrib` and `glPopMatrix`

    Constant GL_STENCIL

      ``constant` `int` GL.`GL_STENCIL``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDrawPixels`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glReadPixels`, `glTexImage2D`, `glStencilOp`, `glCopyPixels`, `glTexImage1D`, `glStencilFunc` and `glClear`

    Constant GL_STENCIL_BITS

      ``constant` `int` GL.`GL_STENCIL_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glStencilOp`

    Constant GL_STENCIL_BUFFER_BIT

      ``constant` `int` GL.`GL_STENCIL_BUFFER_BIT``

    Description

      Used in `glPopAttrib`, `glPushAttrib` and `glClear`

    Constant GL_STENCIL_CLEAR_VALUE

      ``constant` `int` GL.`GL_STENCIL_CLEAR_VALUE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STENCIL_FAIL

      ``constant` `int` GL.`GL_STENCIL_FAIL``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STENCIL_FUNC

      ``constant` `int` GL.`GL_STENCIL_FUNC``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STENCIL_INDEX

      ``constant` `int` GL.`GL_STENCIL_INDEX``

    Description

      Used in `glDrawPixels`, `glGetTexImage`, `glReadPixels`, `glTexImage2D` and `glTexImage1D`

    Constant GL_STENCIL_PASS_DEPTH_FAIL

      ``constant` `int` GL.`GL_STENCIL_PASS_DEPTH_FAIL``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STENCIL_PASS_DEPTH_PASS

      ``constant` `int` GL.`GL_STENCIL_PASS_DEPTH_PASS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STENCIL_REF

      ``constant` `int` GL.`GL_STENCIL_REF``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STENCIL_TEST

      ``constant` `int` GL.`GL_STENCIL_TEST``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glPopAttrib`, `glEnable`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glStencilOp` and `glStencilFunc`

    Constant GL_STENCIL_VALUE_MASK

      ``constant` `int` GL.`GL_STENCIL_VALUE_MASK``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STENCIL_WRITEMASK

      ``constant` `int` GL.`GL_STENCIL_WRITEMASK``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_STEREO

      ``constant` `int` GL.`GL_STEREO``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_SUBPIXEL_BITS

      ``constant` `int` GL.`GL_SUBPIXEL_BITS``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_SUNX_geometry_compression

      ``constant` `int` GL.`GL_SUNX_geometry_compression``

    Constant GL_SUNX_surface_hint

      ``constant` `int` GL.`GL_SUNX_surface_hint``

    Constant GL_SUN_convolution_border_modes

      ``constant` `int` GL.`GL_SUN_convolution_border_modes``

    Constant GL_SUN_multi_draw_arrays

      ``constant` `int` GL.`GL_SUN_multi_draw_arrays``

    Constant GL_SURFACE_SIZE_HINT_SUNX

      ``constant` `int` GL.`GL_SURFACE_SIZE_HINT_SUNX``

    Constant GL_T

      ``constant` `int` GL.`GL_T``

    Description

      Used in `glPushMatrix`, `glMatrixMode`, `glIsEnabled`, `glGetTexLevelParameter`, `glTexEnv`, `glIsList`, `glAreTexturesResident`, `glGetTexGen`, `glGetIntegerv`, `glEnd`, `glIsTexture`, `glDrawElements`, `glDrawArrays`, `glCopyTexSubImage2D`, `glBindTexture`, `glDisable`, `glCopyTexImage1D`, `glTexSubImage2D`, `glEdgeFlag`, `glPopAttrib`, `glEnable`, `glColorMask`, `glEnableClientState`, `glGetPointerv`, `glGetTexParameter`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glInterleavedArrays`, `glReadPixels`, `glCopyTexImage2D`, `glTexImage2D`, `glGetTexEnv`, `glBegin`, `glTexCoordPointer`, `glTexParameter`, `glDisableClientState`, `glTexSubImage1D`, `glEdgeFlagv`, `glTexImage1D`, `glCopyTexSubImage1D`, `glPopMatrix` and `glTexGen`

    Constant GL_T2F_C3F_V3F

      ``constant` `int` GL.`GL_T2F_C3F_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_T2F_C4F_N3F_V3F

      ``constant` `int` GL.`GL_T2F_C4F_N3F_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_T2F_C4UB_V3F

      ``constant` `int` GL.`GL_T2F_C4UB_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_T2F_N3F_V3F

      ``constant` `int` GL.`GL_T2F_N3F_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_T2F_V3F

      ``constant` `int` GL.`GL_T2F_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_T4F_C4F_N3F_V4F

      ``constant` `int` GL.`GL_T4F_C4F_N3F_V4F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_T4F_V4F

      ``constant` `int` GL.`GL_T4F_V4F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_TABLE_TOO_LARGE_EXT

      ``constant` `int` GL.`GL_TABLE_TOO_LARGE_EXT``

    Constant GL_TEXTURE

      ``constant` `int` GL.`GL_TEXTURE``

    Description

      Used in `glPushMatrix`, `glMatrixMode`, `glIsEnabled`, `glGetTexLevelParameter`, `glTexEnv`, `glAreTexturesResident`, `glGetTexGen`, `glGetIntegerv`, `glCopyTexSubImage2D`, `glBindTexture`, `glDisable`, `glCopyTexImage1D`, `glTexSubImage2D`, `glPopAttrib`, `glEnable`, `glEnableClientState`, `glGetPointerv`, `glGetTexParameter`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glCopyTexImage2D`, `glTexImage2D`, `glGetTexEnv`, `glTexCoordPointer`, `glTexParameter`, `glDisableClientState`, `glTexSubImage1D`, `glTexImage1D`, `glCopyTexSubImage1D`, `glPopMatrix` and `glTexGen`

    Constant GL_TEXTURE_1D

      ``constant` `int` GL.`GL_TEXTURE_1D``

    Description

      Used in `glIsEnabled`, `glGetTexLevelParameter`, `glGetIntegerv`, `glBindTexture`, `glDisable`, `glCopyTexImage1D`, `glPopAttrib`, `glEnable`, `glGetTexParameter`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glTexParameter`, `glTexSubImage1D`, `glTexImage1D` and `glCopyTexSubImage1D`

    Constant GL_TEXTURE_2D

      ``constant` `int` GL.`GL_TEXTURE_2D``

    Description

      Used in `glIsEnabled`, `glGetTexLevelParameter`, `glGetIntegerv`, `glCopyTexSubImage2D`, `glBindTexture`, `glDisable`, `glTexSubImage2D`, `glPopAttrib`, `glEnable`, `glGetTexParameter`, `glGetBooleanv`, `glGetTexImage`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev`, `glCopyTexImage2D`, `glTexImage2D` and `glTexParameter`

    Constant GL_TEXTURE_3D_EXT

      ``constant` `int` GL.`GL_TEXTURE_3D_EXT``

    Constant GL_TEXTURE_ALPHA_SIZE

      ``constant` `int` GL.`GL_TEXTURE_ALPHA_SIZE``

    Description

      Used in `glGetTexLevelParameter`

    Constant GL_TEXTURE_BINDING_1D

      ``constant` `int` GL.`GL_TEXTURE_BINDING_1D``

    Constant GL_TEXTURE_BINDING_2D

      ``constant` `int` GL.`GL_TEXTURE_BINDING_2D``

    Constant GL_TEXTURE_BIT

      ``constant` `int` GL.`GL_TEXTURE_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_TEXTURE_BLUE_SIZE

      ``constant` `int` GL.`GL_TEXTURE_BLUE_SIZE``

    Description

      Used in `glGetTexLevelParameter`

    Constant GL_TEXTURE_BORDER

      ``constant` `int` GL.`GL_TEXTURE_BORDER``

    Description

      Used in `glGetTexLevelParameter`, `glCopyTexSubImage2D`, `glGetTexParameter`, `glTexParameter`, `glTexSubImage1D` and `glCopyTexSubImage1D`

    Constant GL_TEXTURE_BORDER_COLOR

      ``constant` `int` GL.`GL_TEXTURE_BORDER_COLOR``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_TEXTURE_COLOR_TABLE_SGI

      ``constant` `int` GL.`GL_TEXTURE_COLOR_TABLE_SGI``

    Constant GL_TEXTURE_COMPONENTS

      ``constant` `int` GL.`GL_TEXTURE_COMPONENTS``

    Constant GL_TEXTURE_COORD_ARRAY

      ``constant` `int` GL.`GL_TEXTURE_COORD_ARRAY``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glEnableClientState`, `glGetPointerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glTexCoordPointer` and `glDisableClientState`

    Constant GL_TEXTURE_COORD_ARRAY_POINTER

      ``constant` `int` GL.`GL_TEXTURE_COORD_ARRAY_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_TEXTURE_COORD_ARRAY_SIZE

      ``constant` `int` GL.`GL_TEXTURE_COORD_ARRAY_SIZE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_TEXTURE_COORD_ARRAY_STRIDE

      ``constant` `int` GL.`GL_TEXTURE_COORD_ARRAY_STRIDE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_TEXTURE_COORD_ARRAY_TYPE

      ``constant` `int` GL.`GL_TEXTURE_COORD_ARRAY_TYPE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_TEXTURE_DEPTH_EXT

      ``constant` `int` GL.`GL_TEXTURE_DEPTH_EXT``

    Constant GL_TEXTURE_ENV

      ``constant` `int` GL.`GL_TEXTURE_ENV``

    Description

      Used in `glTexEnv` and `glGetTexEnv`

    Constant GL_TEXTURE_ENV_COLOR

      ``constant` `int` GL.`GL_TEXTURE_ENV_COLOR``

    Description

      Used in `glTexEnv` and `glGetTexEnv`

    Constant GL_TEXTURE_ENV_MODE

      ``constant` `int` GL.`GL_TEXTURE_ENV_MODE``

    Description

      Used in `glTexEnv` and `glGetTexEnv`

    Constant GL_TEXTURE_GEN_MODE

      ``constant` `int` GL.`GL_TEXTURE_GEN_MODE``

    Description

      Used in `glGetTexGen`, `glPopAttrib`, `glPushAttrib` and `glTexGen`

    Constant GL_TEXTURE_GEN_Q

      ``constant` `int` GL.`GL_TEXTURE_GEN_Q``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glTexGen`

    Constant GL_TEXTURE_GEN_R

      ``constant` `int` GL.`GL_TEXTURE_GEN_R``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glTexGen`

    Constant GL_TEXTURE_GEN_S

      ``constant` `int` GL.`GL_TEXTURE_GEN_S``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glTexGen`

    Constant GL_TEXTURE_GEN_T

      ``constant` `int` GL.`GL_TEXTURE_GEN_T``

    Description

      Used in `glIsEnabled`, `glGetIntegerv`, `glDisable`, `glEnable`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glTexGen`

    Constant GL_TEXTURE_GREEN_SIZE

      ``constant` `int` GL.`GL_TEXTURE_GREEN_SIZE``

    Description

      Used in `glGetTexLevelParameter`

    Constant GL_TEXTURE_HEIGHT

      ``constant` `int` GL.`GL_TEXTURE_HEIGHT``

    Description

      Used in `glGetTexLevelParameter`, `glCopyTexSubImage2D` and `glTexSubImage2D`

    Constant GL_TEXTURE_INTENSITY_SIZE

      ``constant` `int` GL.`GL_TEXTURE_INTENSITY_SIZE``

    Description

      Used in `glGetTexLevelParameter`

    Constant GL_TEXTURE_INTERNAL_FORMAT

      ``constant` `int` GL.`GL_TEXTURE_INTERNAL_FORMAT``

    Description

      Used in `glGetTexLevelParameter`

    Constant GL_TEXTURE_LUMINANCE_SIZE

      ``constant` `int` GL.`GL_TEXTURE_LUMINANCE_SIZE``

    Description

      Used in `glGetTexLevelParameter`

    Constant GL_TEXTURE_MAG_FILTER

      ``constant` `int` GL.`GL_TEXTURE_MAG_FILTER``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_TEXTURE_MATRIX

      ``constant` `int` GL.`GL_TEXTURE_MATRIX``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_TEXTURE_MIN_FILTER

      ``constant` `int` GL.`GL_TEXTURE_MIN_FILTER``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_TEXTURE_PRIORITY

      ``constant` `int` GL.`GL_TEXTURE_PRIORITY``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_TEXTURE_RED_SIZE

      ``constant` `int` GL.`GL_TEXTURE_RED_SIZE``

    Description

      Used in `glGetTexLevelParameter`

    Constant GL_TEXTURE_RESIDENT

      ``constant` `int` GL.`GL_TEXTURE_RESIDENT``

    Description

      Used in `glAreTexturesResident` and `glGetTexParameter`

    Constant GL_TEXTURE_STACK_DEPTH

      ``constant` `int` GL.`GL_TEXTURE_STACK_DEPTH``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_TEXTURE_WIDTH

      ``constant` `int` GL.`GL_TEXTURE_WIDTH``

    Description

      Used in `glGetTexLevelParameter`, `glCopyTexSubImage2D`, `glTexSubImage2D`, `glTexSubImage1D` and `glCopyTexSubImage1D`

    Constant GL_TEXTURE_WRAP_R_EXT

      ``constant` `int` GL.`GL_TEXTURE_WRAP_R_EXT``

    Constant GL_TEXTURE_WRAP_S

      ``constant` `int` GL.`GL_TEXTURE_WRAP_S``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_TEXTURE_WRAP_T

      ``constant` `int` GL.`GL_TEXTURE_WRAP_T``

    Description

      Used in `glGetTexParameter` and `glTexParameter`

    Constant GL_TRANSFORM_BIT

      ``constant` `int` GL.`GL_TRANSFORM_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_TRIANGLES

      ``constant` `int` GL.`GL_TRIANGLES``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays` and `glBegin`

    Constant GL_TRIANGLE_FAN

      ``constant` `int` GL.`GL_TRIANGLE_FAN``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays` and `glBegin`

    Constant GL_TRIANGLE_STRIP

      ``constant` `int` GL.`GL_TRIANGLE_STRIP``

    Description

      Used in `glEnd`, `glDrawElements`, `glDrawArrays` and `glBegin`

    Constant GL_TRUE

      ``constant` `int` GL.`GL_TRUE``

    Description

      Used in `glIsEnabled`, `glIsList`, `glAreTexturesResident`, `glGetIntegerv`, `glIsTexture`, `glDisable`, `glEdgeFlag`, `glEnable`, `glColorMask`, `glGetTexParameter`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glReadPixels` and `glEdgeFlagv`

    Constant GL_UNPACK_ALIGNMENT

      ``constant` `int` GL.`GL_UNPACK_ALIGNMENT``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glDrawPixels`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_UNPACK_IMAGE_HEIGHT_EXT

      ``constant` `int` GL.`GL_UNPACK_IMAGE_HEIGHT_EXT``

    Constant GL_UNPACK_LSB_FIRST

      ``constant` `int` GL.`GL_UNPACK_LSB_FIRST``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glDrawPixels`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev`, `glTexImage2D`, `glTexImage1D` and `glPolygonStipple`

    Constant GL_UNPACK_ROW_LENGTH

      ``constant` `int` GL.`GL_UNPACK_ROW_LENGTH``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_UNPACK_SKIP_IMAGES_EXT

      ``constant` `int` GL.`GL_UNPACK_SKIP_IMAGES_EXT``

    Constant GL_UNPACK_SKIP_PIXELS

      ``constant` `int` GL.`GL_UNPACK_SKIP_PIXELS``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_UNPACK_SKIP_ROWS

      ``constant` `int` GL.`GL_UNPACK_SKIP_ROWS``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_UNPACK_SWAP_BYTES

      ``constant` `int` GL.`GL_UNPACK_SWAP_BYTES``

    Description

      Used in `glPixelStore`, `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glPolygonStipple`

    Constant GL_UNSIGNED_BYTE

      ``constant` `int` GL.`GL_UNSIGNED_BYTE``

    Description

      Used in `glDrawElements`, `glDrawPixels`, `glColorPointer`, `glTexSubImage2D`, `glGetTexImage`, `glCallLists`, `glReadPixels`, `glTexImage2D`, `glIndexPointer`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_UNSIGNED_INT

      ``constant` `int` GL.`GL_UNSIGNED_INT``

    Description

      Used in `glDrawElements`, `glDrawPixels`, `glColorPointer`, `glTexSubImage2D`, `glGetTexImage`, `glCallLists`, `glReadPixels`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_UNSIGNED_INT_8_8_8_8

      ``constant` `int` GL.`GL_UNSIGNED_INT_8_8_8_8``

    Constant GL_UNSIGNED_INT_8_8_8_8_REV

      ``constant` `int` GL.`GL_UNSIGNED_INT_8_8_8_8_REV``

    Constant GL_UNSIGNED_SHORT

      ``constant` `int` GL.`GL_UNSIGNED_SHORT``

    Description

      Used in `glDrawElements`, `glDrawPixels`, `glColorPointer`, `glTexSubImage2D`, `glGetTexImage`, `glCallLists`, `glReadPixels`, `glTexImage2D`, `glTexSubImage1D` and `glTexImage1D`

    Constant GL_V2F

      ``constant` `int` GL.`GL_V2F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_V3F

      ``constant` `int` GL.`GL_V3F``

    Description

      Used in `glInterleavedArrays`

    Constant GL_VENDOR

      ``constant` `int` GL.`GL_VENDOR``

    Description

      Used in `glGetString`

    Constant GL_VERSION

      ``constant` `int` GL.`GL_VERSION``

    Description

      Used in `glGetString`

    Constant GL_VERSION_1_1

      ``constant` `int` GL.`GL_VERSION_1_1``

    Constant GL_VERTEX_ARRAY

      ``constant` `int` GL.`GL_VERTEX_ARRAY``

    Description

      Used in `glIsEnabled`, `glArrayElement`, `glGetIntegerv`, `glDrawElements`, `glDrawArrays`, `glVertexPointer`, `glEnableClientState`, `glGetPointerv`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glDisableClientState`

    Constant GL_VERTEX_ARRAY_POINTER

      ``constant` `int` GL.`GL_VERTEX_ARRAY_POINTER``

    Description

      Used in `glGetPointerv`

    Constant GL_VERTEX_ARRAY_SIZE

      ``constant` `int` GL.`GL_VERTEX_ARRAY_SIZE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_VERTEX_ARRAY_STRIDE

      ``constant` `int` GL.`GL_VERTEX_ARRAY_STRIDE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_VERTEX_ARRAY_TYPE

      ``constant` `int` GL.`GL_VERTEX_ARRAY_TYPE``

    Description

      Used in `glGetIntegerv`, `glGetBooleanv`, `glGetFloatv` and `glGetDoublev`

    Constant GL_VIEWPORT

      ``constant` `int` GL.`GL_VIEWPORT``

    Description

      Used in `glGetIntegerv`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv` and `glGetDoublev`

    Constant GL_VIEWPORT_BIT

      ``constant` `int` GL.`GL_VIEWPORT_BIT``

    Description

      Used in `glPopAttrib` and `glPushAttrib`

    Constant GL_WRAP_BORDER_SUN

      ``constant` `int` GL.`GL_WRAP_BORDER_SUN``

    Constant GL_XOR

      ``constant` `int` GL.`GL_XOR``

    Description

      Used in `glLogicOp`

    Constant GL_ZERO

      ``constant` `int` GL.`GL_ZERO``

    Description

      Used in `glGetIntegerv`, `glBlendFunc`, `glGetBooleanv`, `glGetFloatv`, `glGetDoublev` and `glStencilOp`

    Constant GL_ZOOM_X

      ``constant` `int` GL.`GL_ZOOM_X``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glCopyPixels`

    Constant GL_ZOOM_Y

      ``constant` `int` GL.`GL_ZOOM_Y``

    Description

      Used in `glGetIntegerv`, `glDrawPixels`, `glPopAttrib`, `glGetBooleanv`, `glPushAttrib`, `glGetFloatv`, `glGetDoublev` and `glCopyPixels`

    Method glAccum

      ``void` glAccum(`int` `op`, `float` `value`)`

    Description

      The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and polygons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices.

      Each pixel in the accumulation buffer consists of red, green, blue, and alpha values. The number of bits per component in the accumulation buffer depends on the implementation. You can examine this number by calling `glGetIntegerv` four times, with arguments `GL_ACCUM_RED_BITS`, `GL_ACCUM_GREEN_BITS`, `GL_ACCUM_BLUE_BITS`, and `GL_ACCUM_ALPHA_BITS`. Regardless of the number of bits per component, the range of values stored by each component is [-1, 1]. The accumulation buffer pixels are mapped one-to-one with frame buffer pixels.

      `glAccum` operates on the accumulation buffer. The first argument, op, is a symbolic constant that selects an accumulation buffer operation. The second argument, value, is a floating-point value to be used in that operation. Five operations are specified: `GL_ACCUM`, `GL_LOAD`, `GL_ADD`, `GL_MULT`, and `GL_RETURN`.

      All accumulation buffer operations are limited to the area of the current scissor box and applied identically to the red, green, blue, and alpha components of each pixel. If a `glAccum` operation results in a value outside the range [-1, 1], the contents of an accumulation buffer pixel component are undefined.

      The operations are as follows:

      `GL_ACCUM`

      Obtains R, G, B, and A values from the buffer currently selected for reading (see `glReadBuffer`). Each component value is divided by 2n1, where n is the number of bits allocated to each color component in the currently selected buffer. The result is a floating-point value in the range [0, 1], which is multiplied by value and added to the corresponding pixel component in the accumulation buffer, thereby updating the accumulation buffer.

      `GL_LOAD` | Similar to `GL_ACCUM`, except that the current value in the accumulation buffer is not used in the calculation of the new value. That is, the R, G, B, and A values from the currently selected buffer are divided by 2n1, multiplied by value, and then stored in the corresponding accumulation buffer cell, overwriting the current value.
      `GL_ADD` | Adds value to each R, G, B, and A in the accumulation buffer.
      `GL_MULT` | Multiplies each R, G, B, and A in the accumulation buffer by value and returns the scaled component to its corresponding accumulation buffer location.

      `GL_RETURN`

      Transfers accumulation buffer values to the color buffer or buffers currently selected for writing. Each R, G, B, and A component is multiplied by value, then multiplied by 2n1, clamped to the range [0, 2n1 ], and stored in the corresponding display buffer cell. The only fragment operations that are applied to this transfer are pixel ownership, scissor, dithering, and color writemasks.

      To clear the accumulation buffer, call `glClearAccum` with R, G, B, and A values to set it to, then call `glClear` with the accumulation buffer enabled.

    Parameter `op`

      Specifies the accumulation buffer operation. Symbolic constants `GL_ACCUM`, `GL_LOAD`, `GL_ADD`, `GL_MULT`, and `GL_RETURN` are accepted.

    Parameter `value`

      Specifies a floating-point value used in the accumulation buffer operation. op determines how value is used.

    Throws

      `GL_INVALID_ENUM` is generated if op is not an accepted value.

      `GL_INVALID_OPERATION` is generated if there is no accumulation buffer.

      `GL_INVALID_OPERATION` is generated if `glAccum` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glAlphaFunc

      ``void` glAlphaFunc(`int` `func`, `float` `ref`)`

    Description

      The alpha test discards fragments depending on the outcome of a comparison between an incoming fragment's alpha value and a constant reference value. `glAlphaFunc` specifies the reference value and the comparison function. The comparison is performed only if alpha testing is enabled. By default, it is not enabled. (See `glEnable` and `glDisable` of `GL_ALPHA_TEST`.)

      func and ref specify the conditions under which the pixel is drawn. The incoming alpha value is compared to ref using the function specified by func. If the value passes the comparison, the incoming fragment is drawn if it also passes subsequent stencil and depth buffer tests. If the value fails the comparison, no change is made to the frame buffer at that pixel location. The comparison functions are as follows:

      `GL_NEVER` | Never passes.
      `GL_LESS` | Passes if the incoming alpha value is less than the reference value.
      `GL_EQUAL` | Passes if the incoming alpha value is equal to the reference value.
      `GL_LEQUAL` | Passes if the incoming alpha value is less than or equal to the reference value.
      `GL_GREATER` | Passes if the incoming alpha value is greater than the reference value.
      `GL_NOTEQUAL` | Passes if the incoming alpha value is not equal to the reference value.
      `GL_GEQUAL` | Passes if the incoming alpha value is greater than or equal to the reference value.
      `GL_ALWAYS` | Always passes (initial value).

      `glAlphaFunc` operates on all pixel write operations, including those resulting from the scan conversion of points, lines, polygons, and bitmaps, and from pixel draw and copy operations. `glAlphaFunc` does not affect screen clear operations.

    Parameter `func`

      Specifies the alpha comparison function. Symbolic constants `GL_NEVER`, `GL_LESS`, `GL_EQUAL`, `GL_LEQUAL`, `GL_GREATER`, `GL_NOTEQUAL`, `GL_GEQUAL`, and `GL_ALWAYS` are accepted. The initial value is `GL_ALWAYS`.

    Parameter `ref`

      Specifies the reference value that incoming alpha values are compared to. This value is clamped to the range 0 through 1, where 0 represents the lowest possible alpha value and 1 the highest possible value. The initial reference value is 0.

    Throws

      `GL_INVALID_ENUM` is generated if func is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glAlphaFunc` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glArrayElement

      ``void` glArrayElement(`int` `i`)`

    Description

      `glArrayElement` commands are used within `glBegin`/`glEnd` pairs to specify vertex and attribute data for point, line, and polygon primitives. If `GL_VERTEX_ARRAY` is enabled when `glArrayElement` is called, a single vertex is drawn, using vertex and attribute data taken from location i of the enabled arrays. If `GL_VERTEX_ARRAY` is not enabled, no drawing occurs but the attributes corresponding to the enabled arrays are modified.

      Use `glArrayElement` to construct primitives by indexing vertex data, rather than by streaming through arrays of data in first-to-last order. Because each call specifies only a single vertex, it is possible to explicitly specify per-primitive attributes such as a single normal per individual triangle.

      Changes made to array data between the execution of `glBegin` and the corresponding execution of `glEnd` may affect calls to `glArrayElement` that are made within the same `glBegin`/`glEnd` period in non-sequential ways. That is, a call to

      `glArrayElement` that precedes a change to array data may access the changed data, and a call that follows a change to array data may access original data.

    Parameter `i`

      Specifies an index into the enabled vertex data arrays.

    Method glBegin

      ``void` glBegin(`int` `mode`)`

    Description

      `glBegin` and `glEnd` delimit the vertices that define a primitive or a group of like primitives. `glBegin` accepts a single argument that specifies in which of ten ways the vertices are interpreted. Taking n as an integer count starting at one, and N as the total number of vertices specified, the interpretations are as follows:

      `GL_POINTS` | Treats each vertex as a single point. Vertex n defines point n. N points are drawn.
      `GL_LINES` | Treats each pair of vertices as an independent line segment. Vertices 2n-1 and 2n define line n. N/2 lines are drawn.
      `GL_LINE_STRIP` | Draws a connected group of line segments from the first vertex to the last. Vertices n and n+1 define line n. N-1 lines are drawn.
      `GL_LINE_LOOP` | Draws a connected group of line segments from the first vertex to the last, then back to the first. Vertices n and n+1 define line n. The last line, however, is defined by vertices N and 1. N lines are drawn.
      `GL_TRIANGLES` | Treats each triplet of vertices as an independent triangle. Vertices 3n-2, 3n-1, and 3n define triangle n. N/3 triangles are drawn.
      `GL_TRIANGLE_STRIP` | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. For odd n, vertices n, n+1, and n+2 define triangle n. For even n, vertices n+1, n, and n+2 define triangle n. N-2 triangles are drawn.
      `GL_TRIANGLE_FAN` | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. Vertices 1, n+1, and n+2 define triangle n. N-2 triangles are drawn.
      `GL_QUADS` | Treats each group of four vertices as an independent quadrilateral. Vertices 4n-3, 4n-2, 4n-1, and 4n define quadrilateral n. N/4 quadrilaterals are drawn.
      `GL_QUAD_STRIP` | Draws a connected group of quadrilaterals. One quadrilateral is defined for each pair of vertices presented after the first pair. Vertices 2n-1, 2n, 2n+2, and 2n+1 define quadrilateral n. N/2-1 quadrilaterals are drawn. Note that the order in which vertices are used to construct a quadrilateral from strip data is different from that used with independent data.
      `GL_POLYGON` | Draws a single, convex polygon. Vertices 1 through N define this polygon.

      Only a subset of GL commands can be used between `glBegin` and `glEnd`. The commands are `glVertex`, `glColor`, `glIndex`, `glNormal`, `glTexCoord`, `glEvalCoord`, `glEvalPoint`, `glArrayElement`, `glMaterial`, and `glEdgeFlag`. Also, it is acceptable to use `glCallList` or `glCallLists` to execute display lists that include only the preceding commands. If any other GL command is executed between `glBegin` and `glEnd`, the error flag is set and the command is ignored.

      Regardless of the value chosen for mode, there is no limit to the number of vertices that can be defined between `glBegin` and `glEnd`. Lines, triangles, quadrilaterals, and polygons that are incompletely specified are not drawn. Incomplete specification results when either too few vertices are provided to specify even a single primitive or when an incorrect multiple of vertices is specified. The incomplete primitive is ignored; the rest are drawn.

      The minimum specification of vertices for each primitive is as follows: 1 for a point, 2 for a line, 3 for a triangle, 4 for a quadrilateral, and 3 for a polygon. Modes that require a certain multiple of vertices are `GL_LINES` (2), `GL_TRIANGLES` (3), `GL_QUADS` (4), and `GL_QUAD_STRIP` (2).

    Parameter `mode`

      Specifies the primitive or primitives that will be created from vertices presented between `glBegin` and the subsequent `glEnd`. Ten symbolic constants are accepted: `GL_POINTS`, `GL_LINES`, `GL_LINE_STRIP`, `GL_LINE_LOOP`, `GL_TRIANGLES`, `GL_TRIANGLE_STRIP`, `GL_TRIANGLE_FAN`, `GL_QUADS`, `GL_QUAD_STRIP`, and `GL_POLYGON`.

    Throws

      `GL_INVALID_ENUM` is generated if mode is set to an unaccepted value.

      `GL_INVALID_OPERATION` is generated if `glBegin` is executed between a `glBegin` and the corresponding execution of `glEnd`.

      `GL_INVALID_OPERATION` is generated if `glEnd` is executed without being preceded by a `glBegin`.

      `GL_INVALID_OPERATION` is generated if a command other than `glVertex`, `glColor`, `glIndex`, `glNormal`, `glTexCoord`, `glEvalCoord`, `glEvalPoint`, `glArrayElement`, `glMaterial`, `glEdgeFlag`, `glCallList`, or `glCallLists` is executed between the execution of `glBegin` and the corresponding execution `glEnd`.

      Execution of `glEnableClientState`, `glDisableClientState`, `glEdgeFlagPointer`, `glTexCoordPointer`, `glColorPointer`, `glIndexPointer`, `glNormalPointer`,

      `glVertexPointer`, `glInterleavedArrays`, or `glPixelStore` is not allowed after a call to `glBegin` and before the corresponding call to `glEnd`, but an error may or may not be generated.

    Method glBindTexture

      ``void` glBindTexture(`int` `target`, `int` `texture`)`

    Description

      `glBindTexture` lets you create or use a named texture. Calling `glBindTexture` with

      target set to `GL_TEXTURE_1D` or `GL_TEXTURE_2D` and texture set to the name of the newtexture binds the texture name to the target. When a texture is bound to a target, the previous binding for that target is automatically broken.

      Texture names are unsigned integers. The value zero is reserved to represent the default texture for each texture target. Texture names and the corresponding texture contents are local to the shared display-list space (see `glXCreateContext`) of the current GL rendering context; two rendering contexts share texture names only if they also share display lists.

      You may use `glGenTextures` to generate a set of new texture names.

      When a texture is first bound, it assumes the dimensionality of its target: A texture first bound to `GL_TEXTURE_1D` becomes 1-dimensional and a texture first bound to `GL_TEXTURE_2D` becomes 2-dimensional. The state of a 1-dimensional texture immediately after it is first bound is equivalent to the state of the default `GL_TEXTURE_1D` at GL initialization, and similarly for 2-dimensional textures.

      While a texture is bound, GL operations on the target to which it is bound affect the bound texture, and queries of the target to which it is bound return state from the bound texture. If texture mapping of the dimensionality of the target to which a texture is bound is active, the bound texture is used. In effect, the texture targets become aliases for the textures currently bound to them, and the texture name zero refers to the default textures that were bound to them at initialization.

      A texture binding created with `glBindTexture` remains active until a different texture is bound to the same target, or until the bound texture is deleted with `glDeleteTextures`.

      Once created, a named texture may be re-bound to the target of the matching dimensionality as often as needed. It is usually much faster to use `glBindTexture` to bind an existing named texture to one of the texture targets than it is to reload the texture image using `glTexImage1D` or `glTexImage2D`. For additional control over performance, use `glPrioritizeTextures`.

      `glBindTexture` is included in display lists.

    Parameter `target`

      Specifies the target to which the texture is bound. Must be either `GL_TEXTURE_1D` or `GL_TEXTURE_2D`.

    Parameter `texture`

      Specifies the name of a texture.

    Throws

      `GL_INVALID_ENUM` is generated if target is not one of the allowable values.

      `GL_INVALID_OPERATION` is generated if texture has a dimensionality which doesn't match that of target.

      `GL_INVALID_OPERATION` is generated if `glBindTexture` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glBlendFunc

      ``void` glBlendFunc(`int` `sfactor`, `int` `dfactor`)`

    Description

      In RGBA mode, pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values). Blending is initially disabled. Use `glEnable` and `glDisable` with argument `GL_BLEND` to enable and disable blending.

      `glBlendFunc` defines the operation of blending when it is enabled. sfactor specifies which of nine methods is used to scale the source color components. dfactor specifies which of eight methods is used to scale the destination color components. The eleven possible methods are described in the following table. Each method defines four scale factors, one each for red, green, blue, and alpha.

      In the table and in subsequent equations, source and destination color components are referred to as (R sub s , G sub s , B sub s , A sub s ) and (R sub d , G sub d , B sub d , A sub d ). They are understood to have integer values between 0 and (k sub R , k sub G , k sub B , k sub A ), where

      .RS .ce k sub c ~=~ 2 sup m sub c - 1 .RE

      and (m sub R , m sub G , m sub B , m sub A ) is the number of red, green, blue, and alpha bitplanes.

      Source and destination scale factors are referred to as (s sub R , s sub G , s sub B , s sub A ) and (d sub R , d sub G , d sub B , d sub A ). The scale factors described in the table, denoted (f sub R , f sub G , f sub B , f sub A ), represent either source or destination factors. All scale factors have range [0,1].

      .TS center box ; ci | ci c | c . parameter (f sub R , ~~ f sub G , ~~ f sub B , ~~ f sub A ) = `GL_ZERO` (0, ~0, ~0, ~0 ) `GL_ONE` (1, ~1, ~1, ~1 ) `GL_SRC_COLOR` (R sub s / k sub R , ~G sub s / k sub G , ~B sub s / k sub B , ~A sub s / k sub A ) `GL_ONE_MINUS_SRC_COLOR` (1, ~1, ~1, ~1 ) ~-~ (R sub s / k sub R , ~G sub s / k sub G , ~B sub s / k sub B , ~A sub s / k sub A ) `GL_DST_COLOR` (R sub d / k sub R , ~G sub d / k sub G , ~B sub d / k sub B , ~A sub d / k sub A ) `GL_ONE_MINUS_DST_COLOR` (1, ~1, ~1, ~1 ) ~-~ (R sub d / k sub R , ~G sub d / k sub G , ~B sub d / k sub B , ~A sub d / k sub A ) `GL_SRC_ALPHA` (A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A ) `GL_ONE_MINUS_SRC_ALPHA` (1, ~1, ~1, ~1 ) ~-~ (A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A , ~A sub s / k sub A ) `GL_DST_ALPHA` (A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A ) `GL_ONE_MINUS_DST_ALPHA` (1, ~1, ~1, ~1 ) ~-~ (A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A , ~A sub d / k sub A ) `GL_SRC_ALPHA_SATURATE` (i, ~i, ~i, ~1 ) .TE .sp In the table,

      .RS .nf

      i ~=~ min (A sub s , ~k sub A - A sub d ) ~/~ k sub A .fi .RE

      To determine the blended RGBA values of a pixel when drawing in RGBA mode, the system uses the following equations:

      .RS .nf

      R sub d ~=~ min ( k sub R , ~~ R sub s s sub R + R sub d d sub R ) G sub d ~=~ min ( k sub G , ~~ G sub s s sub G + G sub d d sub G ) B sub d ~=~ min ( k sub B , ~~ B sub s s sub B + B sub d d sub B ) A sub d ~=~ min ( k sub A , ~~ A sub s s sub A + A sub d d sub A ) .fi .RE

      Despite the apparent precision of the above equations, blending arithmetic is not exactly specified, because blending operates with imprecise integer color values. However, a blend factor that should be equal to 1 is guaranteed not to modify its multiplicand, and a blend factor equal to 0 reduces its multiplicand to 0. For example, when sfactor is `GL_SRC_ALPHA`, dfactor is `GL_ONE_MINUS_SRC_ALPHA`, and A sub s is equal to k sub A, the equations reduce to simple replacement:

      .RS .nf

      R sub d ~=~ R sub s G sub d ~=~ G sub s B sub d ~=~ B sub s A sub d ~=~ A sub s .fi .RE

    Parameter `sfactor`

      Specifies how the red, green, blue, and alpha source blending factors are computed. Nine symbolic constants are accepted: `GL_ZERO`, `GL_ONE`, `GL_DST_COLOR`, `GL_ONE_MINUS_DST_COLOR`, `GL_SRC_ALPHA`, `GL_ONE_MINUS_SRC_ALPHA`, `GL_DST_ALPHA`, `GL_ONE_MINUS_DST_ALPHA`, and `GL_SRC_ALPHA_SATURATE`. The initial value is `GL_ONE`.

    Parameter `dfactor`

      Specifies how the red, green, blue, and alpha destination blending factors are computed. Eight symbolic constants are accepted: `GL_ZERO`, `GL_ONE`, `GL_SRC_COLOR`, `GL_ONE_MINUS_SRC_COLOR`, `GL_SRC_ALPHA`, `GL_ONE_MINUS_SRC_ALPHA`, `GL_DST_ALPHA`, and `GL_ONE_MINUS_DST_ALPHA`. The initial value is `GL_ZERO`.

    Throws

      `GL_INVALID_ENUM` is generated if either sfactor or dfactor is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glBlendFunc` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glCallList

      ``void` glCallList(`int` `list`)`

    Description

      `glCallList` causes the named display list to be executed. The commands saved in the display list are executed in order, just as if they were called without using a display list. If list has not been defined as a display list, `glCallList` is ignored.

      `glCallList` can appear inside a display list. To avoid the possibility of infinite recursion resulting from display lists calling one another, a limit is placed on the nesting level of display lists during display-list execution. This limit is at least 64, and it depends on the implementation.

      GL state is not saved and restored across a call to `glCallList`. Thus, changes made to GL state during the execution of a display list remain after execution of the display list is completed. Use `glPushAttrib`, `glPopAttrib`, `glPushMatrix`, and `glPopMatrix` to preserve GL state across `glCallList` calls.

    Parameter `list`

      Specifies the integer name of the display list to be executed.

    Method glClear

      ``void` glClear(`int` `mask`)`

    Description

      `glClear` sets the bitplane area of the window to values previously selected by `glClearColor`, `glClearIndex`, `glClearDepth`, `glClearStencil`, and `glClearAccum`. Multiple color buffers can be cleared simultaneously by selecting more than one buffer at a time using `glDrawBuffer`.

      The pixel ownership test, the scissor test, dithering, and the buffer writemasks affect the operation of `glClear`. The scissor box bounds the cleared region. Alpha function, blend function, logical operation, stenciling, texture mapping, and depth-buffering are ignored by `glClear`.

      `glClear` takes a single argument that is the bitwise OR of several values indicating which buffer is to be cleared.

      The values are as follows:

      `GL_COLOR_BUFFER_BIT` | Indicates the buffers currently enabled for color writing.
      `GL_DEPTH_BUFFER_BIT` | Indicates the depth buffer.
      `GL_ACCUM_BUFFER_BIT` | Indicates the accumulation buffer.
      `GL_STENCIL_BUFFER_BIT` | Indicates the stencil buffer.

      The value to which each buffer is cleared depends on the setting of the clear value for that buffer.

    Parameter `mask`

      Bitwise OR of masks that indicate the buffers to be cleared. The four masks are `GL_COLOR_BUFFER_BIT`, `GL_DEPTH_BUFFER_BIT`, `GL_ACCUM_BUFFER_BIT`, and `GL_STENCIL_BUFFER_BIT`.

    Throws

      `GL_INVALID_VALUE` is generated if any bit other than the four defined bits is set in mask.

      `GL_INVALID_OPERATION` is generated if `glClear` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glClearAccum

      ``void` glClearAccum(`float`|`array`(`float`) `red`, `float`|`void` `green`, `float`|`void` `blue`, `float`|`void` `alpha`)`

    Description

      `glClearAccum` specifies the red, green, blue, and alpha values used by `glClear` to clear the accumulation buffer.

      Values specified by `glClearAccum` are clamped to the range [-1,1].

    Parameter `red`

      Specify the red, green, blue, and alpha values used when the accumulation buffer is cleared. The initial values are all 0.

    Throws

      `GL_INVALID_OPERATION` is generated if `glClearAccum` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glClearColor

      ``void` glClearColor(`float`|`array`(`float`) `red`, `float`|`void` `green`, `float`|`void` `blue`, `float`|`void` `alpha`)`

    Description

      `glClearColor` specifies the red, green, blue, and alpha values used by `glClear` to clear the color buffers. Values specified by `glClearColor` are clamped to the range [0,1].

    Parameter `red`

      Specify the red, green, blue, and alpha values used when the color buffers are cleared. The initial values are all 0.

    Throws

      `GL_INVALID_OPERATION` is generated if `glClearColor` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glClearDepth

      ``void` glClearDepth(`float` `depth`)`

    Description

      `glClearDepth` specifies the depth value used by `glClear` to clear the depth buffer. Values specified by `glClearDepth` are clamped to the range [0,1].

    Parameter `depth`

      Specifies the depth value used when the depth buffer is cleared. The initial value is 1.

    Throws

      `GL_INVALID_OPERATION` is generated if `glClearDepth` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glClearIndex

      ``void` glClearIndex(`float` `c`)`

    Description

      `glClearIndex` specifies the index used by `glClear` to clear the color index buffers. c is not clamped. Rather, c is converted to a fixed-point value with unspecified precision to the right of the binary point. The integer part of this value is then masked with 2 sup m -1, where m is the number of bits in a color index stored in the frame buffer.

    Parameter `c`

      Specifies the index used when the color index buffers are cleared. The initial value is 0.

    Throws

      `GL_INVALID_OPERATION` is generated if `glClearIndex` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glClearStencil

      ``void` glClearStencil(`int` `s`)`

    Description

      `glClearStencil` specifies the index used by `glClear` to clear the stencil buffer. s is masked with 2 sup m - 1, where m is the number of bits in the stencil buffer.

    Parameter `s`

      Specifies the index used when the stencil buffer is cleared. The initial value is 0.

    Throws

      `GL_INVALID_OPERATION` is generated if `glClearStencil` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glColor

      ``void` glColor(`float`|`int` `red`, `float`|`int` `green`, `float`|`int` `blue`, `float`|`int`|`void` `alpha`)`
      ``void` glColor(`array`(`float`|`int`) `rgb`)`

    Description

      The GL stores both a current single-valued color index and a current four-valued RGBA color. If no alpha value has been give, 1.0 (full intensity) is implied.

      Current color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Floating-point values are mapped directly.

      Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer.

    Parameter `red`

      Specify new red, green, and blue values for the current color.

    Parameter `alpha`

      Specifies a new alpha value for the current color.

    Method glColorMask

      ``void` glColorMask(`int` `red`, `int` `green`, `int` `blue`, `int` `alpha`)`

    Description

      `glColorMask` specifies whether the individual color components in the frame buffer can or cannot be written. If red is `GL_FALSE`, for example, no change is made to the red component of any pixel in any of the color buffers, regardless of the drawing operation attempted.

      Changes to individual bits of components cannot be controlled. Rather, changes are either enabled or disabled for entire color components.

    Parameter `red`

      Specify whether red, green, blue, and alpha can or cannot be written into the frame buffer. The initial values are all `GL_TRUE`, indicating that the color components can be written.

    Throws

      `GL_INVALID_OPERATION` is generated if `glColorMask` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glColorMaterial

      ``void` glColorMaterial(`int` `face`, `int` `mode`)`

    Description

      `glColorMaterial` specifies which material parameters track the current color. When `GL_COLOR_MATERIAL` is enabled, the material parameter or parameters specified by mode, of the material or materials specified by face, track the current color at all times.

      To enable and disable `GL_COLOR_MATERIAL`, call `glEnable` and `glDisable` with argument `GL_COLOR_MATERIAL`. `GL_COLOR_MATERIAL` is initially disabled.

    Parameter `face`

      Specifies whether front, back, or both front and back material parameters should track the current color. Accepted values are `GL_FRONT`, `GL_BACK`, and `GL_FRONT_AND_BACK`. The initial value is `GL_FRONT_AND_BACK`.

    Parameter `mode`

      Specifies which of several material parameters track the current color. Accepted values are `GL_EMISSION`, `GL_AMBIENT`, `GL_DIFFUSE`, `GL_SPECULAR`, and `GL_AMBIENT_AND_DIFFUSE`. The initial value is `GL_AMBIENT_AND_DIFFUSE`.

    Throws

      `GL_INVALID_ENUM` is generated if face or mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glColorMaterial` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glCopyPixels

      ``void` glCopyPixels(`int` `x`, `int` `y`, `int` `width`, `int` `height`, `int` `type`)`

    Description

      `glCopyPixels` copies a screen-aligned rectangle of pixels from the specified frame buffer location to a region relative to the current raster position. Its operation is well defined only if the entire pixel source region is within the exposed portion of the window. Results of copies from outside the window, or from regions of the window that are not exposed, are hardware dependent and undefined.

      x and y specify the window coordinates of the lower left corner of the rectangular region to be copied. width and height specify the dimensions of the rectangular region to be copied. Both width and height must not be negative.

      Several parameters control the processing of the pixel data while it is being copied. These parameters are set with three commands: `glPixelTransfer`, `glPixelMap`, and `glPixelZoom`. This reference page describes the effects on `glCopyPixels` of most, but not all, of the parameters specified by these three commands.

      `glCopyPixels` copies values from each pixel with the lower left-hand corner at (x + i, y + j) for 0\(<=i<width and 0\(<=j<height. This pixel is said to be the ith pixel in the jth row. Pixels are copied in row order from the lowest to the highest row, left to right in each row.

      type specifies whether color, depth, or stencil data is to be copied. The details of the transfer for each data type are as follows:

      `GL_COLOR`

      Indices or RGBA colors are read from the buffer currently specified as the read source buffer (see `glReadBuffer`). If the GL is in color index mode, each index that is read from this buffer is converted to a fixed-point format with an unspecified number of bits to the right of the binary point. Each index is then shifted left by `GL_INDEX_SHIFT` bits, and added to `GL_INDEX_OFFSET`. If `GL_INDEX_SHIFT` is negative, the shift is to the right. In either case, zero bits fill otherwise unspecified bit locations in the result. If `GL_MAP_COLOR` is true, the index is replaced with the value that it references in lookup table `GL_PIXEL_MAP_I_TO_I`. Whether the lookup replacement of the index is done or not, the integer part of the index is then ANDed with 2 sup b -1, where b is the number of bits in a color index buffer. If the GL is in RGBA mode, the red, green, blue, and alpha components of each pixel that is read are converted to an internal floating-point format with unspecified precision. The conversion maps the largest representable component value to 1.0, and component value 0 to 0.0. The resulting floating-point color values are then multiplied by GL_c_SCALE and added to GL_c_BIAS, where c is RED, GREEN, BLUE, and ALPHA for the respective color components. The results are clamped to the range [0,1]. If `GL_MAP_COLOR` is true, each color component is scaled by the size of lookup table `GL_PIXEL_MAP_c_TO_c`, then replaced by the value that it references in that table. c is R, G, B, or A. The GL then converts the resulting indices or RGBA colors to fragments by attaching the current raster position z coordinate and texture coordinates to each pixel, then assigning window coordinates (x sub r + i , y sub r + j), where (x sub r , y sub r) is the current raster position, and the pixel was the ith pixel in the jth row. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer.

      `GL_DEPTH`

      Depth values are read from the depth buffer and converted directly to an internal floating-point format with unspecified precision. The resulting floating-point depth value is then multiplied by `GL_DEPTH_SCALE` and added to `GL_DEPTH_BIAS`. The result is clamped to the range [0,1]. The GL then converts the resulting depth components to fragments by attaching the current raster position color or color index and texture coordinates to each pixel, then assigning window coordinates (x sub r + i , y sub r + j), where (x sub r , y sub r) is the current raster position, and the pixel was the ith pixel in the jth row. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer.

      `GL_STENCIL`

      Stencil indices are read from the stencil buffer and converted to an internal fixed-point format with an unspecified number of bits to the right of the binary point. Each fixed-point index is then shifted left by `GL_INDEX_SHIFT` bits, and added to `GL_INDEX_OFFSET`. If `GL_INDEX_SHIFT` is negative, the shift is to the right. In either case, zero bits fill otherwise unspecified bit locations in the result. If `GL_MAP_STENCIL` is true, the index is replaced with the value that it references in lookup table `GL_PIXEL_MAP_S_TO_S`. Whether the lookup replacement of the index is done or not, the integer part of the index is then ANDed with 2 sup b -1, where b is the number of bits in the stencil buffer. The resulting stencil indices are then written to the stencil buffer such that the index read from the ith location of the jth row is written to location (x sub r + i , y sub r + j), where (x sub r , y sub r) is the current raster position. Only the pixel ownership test, the scissor test, and the stencil writemask affect these write operations.

      The rasterization described thus far assumes pixel zoom factors of 1.0. If

      `glPixelZoom` is used to change the x and y pixel zoom factors, pixels are converted to fragments as follows. If (x sub r, y sub r) is the current raster position, and a given pixel is in the ith location in the jth row of the source pixel rectangle, then fragments are generated for pixels whose centers are in the rectangle with corners at

      .ce (x sub r + zoom sub x i, y sub r + zoom sub y j) .sp .5 .ce and .sp .5 .ce (x sub r + zoom sub x (i + 1), y sub r + zoom sub y ( j + 1 ))

      where zoom sub x is the value of `GL_ZOOM_X` and zoom sub y is the value of `GL_ZOOM_Y`.

    Parameter `x`

      Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.

    Parameter `width`

      Specify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative.

    Parameter `type`

      Specifies whether color values, depth values, or stencil values are to be copied. Symbolic constants `GL_COLOR`, `GL_DEPTH`, and `GL_STENCIL` are accepted.

    Throws

      `GL_INVALID_ENUM` is generated if type is not an accepted value.

      `GL_INVALID_VALUE` is generated if either width or height is negative.

      `GL_INVALID_OPERATION` is generated if type is `GL_DEPTH` and there is no depth buffer.

      `GL_INVALID_OPERATION` is generated if type is `GL_STENCIL` and there is no stencil buffer.

      `GL_INVALID_OPERATION` is generated if `glCopyPixels` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glCopyTexImage1D

      ``void` glCopyTexImage1D(`int` `target`, `int` `level`, `int` `internalFormat`, `int` `x`, `int` `y`, `int` `width`, `int` `border`)`

    Description

      `glCopyTexImage1D` defines a one-dimensional texture image with pixels from the current `GL_READ_BUFFER`.

      The screen-aligned pixel row with left corner at ("x", "y") and with a length of "width"~+~2~*~"border" defines the texture array at the mipmap level specified by level. internalFormat specifies the internal format of the texture array.

      The pixels in the row are processed exactly as if `glCopyPixels` had been called, but the process stops just before final conversion. At this point all pixel component values are clamped to the range [0,\ 1] and then converted to the texture's internal format for storage in the texel array.

      Pixel ordering is such that lower x screen coordinates correspond to lower texture coordinates.

      If any of the pixels within the specified row of the current `GL_READ_BUFFER` are outside the window associated with the current rendering context, then the values obtained for those pixels are undefined.

    Parameter `target`

      Specifies the target texture. Must be `GL_TEXTURE_1D`.

    Parameter `level`

      Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.

    Parameter `internalFormat`

      Specifies the internal format of the texture. Must be one of the following symbolic constants: `GL_ALPHA`, `GL_ALPHA4`, `GL_ALPHA8`, `GL_ALPHA12`, `GL_ALPHA16`, `GL_LUMINANCE`, `GL_LUMINANCE4`, `GL_LUMINANCE8`, `GL_LUMINANCE12`, `GL_LUMINANCE16`, `GL_LUMINANCE_ALPHA`, `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_RGB`, `GL_R3_G3_B2`, `GL_RGB4`, `GL_RGB5`, `GL_RGB8`, `GL_RGB10`, `GL_RGB12`, `GL_RGB16`, `GL_RGBA`, `GL_RGBA2`, `GL_RGBA4`, `GL_RGB5_A1`, `GL_RGBA8`, `GL_RGB10_A2`, `GL_RGBA12`, or `GL_RGBA16`.

    Parameter `x`

      Specify the window coordinates of the left corner of the row of pixels to be copied.

    Parameter `width`

      Specifies the width of the texture image. Must be 0 or 2**n ~+~ 2*border for some integer n. The height of the texture image is 1.

    Parameter `border`

      Specifies the width of the border. Must be either 0 or 1.

    Throws

      `GL_INVALID_ENUM` is generated if target is not one of the allowable values.

      `GL_INVALID_VALUE` is generated if level is less than 0. .P `GL_INVALID_VALUE` may be generated if level is greater than log sub 2 max, where max is the returned value of `GL_MAX_TEXTURE_SIZE`. .P `GL_INVALID_VALUE` is generated if internalFormat is not an allowable value.

      `GL_INVALID_VALUE` is generated if width is less than 0 or greater than 2 + `GL_MAX_TEXTURE_SIZE`, or if it cannot be represented as 2 ** n ~+~ 2~*~("border") for some integer value of n.

      `GL_INVALID_VALUE` is generated if border is not 0 or 1.

      `GL_INVALID_OPERATION` is generated if `glCopyTexImage1D` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glCopyTexImage2D

      ``void` glCopyTexImage2D(`int` `target`, `int` `level`, `int` `internalFormat`, `int` `x`, `int` `y`, `int` `width`, `int` `height`, `int` `border`)`

    Description

      `glCopyTexImage2D` defines a two-dimensional texture image with pixels from the current `GL_READ_BUFFER`.

      The screen-aligned pixel rectangle with lower left corner at (x, y) and with a width of width~+~2~*~border and a height of height~+~2~*~border defines the texture array at the mipmap level specified by level. internalFormat specifies the internal format of the texture array.

      The pixels in the rectangle are processed exactly as if `glCopyPixels` had been called, but the process stops just before final conversion. At this point all pixel component values are clamped to the range [0,1] and then converted to the texture's internal format for storage in the texel array.

      Pixel ordering is such that lower x and y screen coordinates correspond to lower s and t texture coordinates.

      If any of the pixels within the specified rectangle of the current `GL_READ_BUFFER` are outside the window associated with the current rendering context, then the values obtained for those pixels are undefined.

    Parameter `target`

      Specifies the target texture. Must be `GL_TEXTURE_2D`.

    Parameter `level`

      Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.

    Parameter `internalFormat`

      Specifies the internal format of the texture. Must be one of the following symbolic constants: `GL_ALPHA`, `GL_ALPHA4`, `GL_ALPHA8`, `GL_ALPHA12`, `GL_ALPHA16`, `GL_LUMINANCE`, `GL_LUMINANCE4`, `GL_LUMINANCE8`, `GL_LUMINANCE12`, `GL_LUMINANCE16`, `GL_LUMINANCE_ALPHA`, `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_RGB`, `GL_R3_G3_B2`, `GL_RGB4`, `GL_RGB5`, `GL_RGB8`, `GL_RGB10`, `GL_RGB12`, `GL_RGB16`, `GL_RGBA`, `GL_RGBA2`, `GL_RGBA4`, `GL_RGB5_A1`, `GL_RGBA8`, `GL_RGB10_A2`, `GL_RGBA12`, or `GL_RGBA16`.

    Parameter `x`

      Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.

    Parameter `width`

      Specifies the width of the texture image. Must be 0 or 2**n ~+~ 2*border for some integer n.

    Parameter `height`

      Specifies the height of the texture image. Must be 0 or 2**m ~+~ 2*border for some integer m.

    Parameter `border`

      Specifies the width of the border. Must be either 0 or 1.

    Throws

      `GL_INVALID_ENUM` is generated if target is not `GL_TEXTURE_2D`.

      `GL_INVALID_VALUE` is generated if level is less than 0. .P `GL_INVALID_VALUE` may be generated if level is greater than log sub 2 max, where max is the returned value of `GL_MAX_TEXTURE_SIZE`.

      `GL_INVALID_VALUE` is generated if width or height is less than 0, greater than 2~+~`GL_MAX_TEXTURE_SIZE`, or if width or height cannot be represented as 2**k ~+~ 2~*~border for some integer k.

      `GL_INVALID_VALUE` is generated if border is not 0 or 1.

      `GL_INVALID_VALUE` is generated if internalFormat is not one of the allowable values.

      `GL_INVALID_OPERATION` is generated if `glCopyTexImage2D` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glCopyTexSubImage1D

      ``void` glCopyTexSubImage1D(`int` `target`, `int` `level`, `int` `xoffset`, `int` `x`, `int` `y`, `int` `width`)`

    Description

      `glCopyTexSubImage1D` replaces a portion of a one-dimensional texture image with pixels from the current `GL_READ_BUFFER` (rather than from main memory, as is the case for `glTexSubImage1D`).

      The screen-aligned pixel row with left corner at (x,\ y), and with length width replaces the portion of the texture array with x indices xoffset through "xoffset" ~+~ "width" ~-~ 1, inclusive. The destination in the texture array may not include any texels outside the texture array as it was originally specified.

      The pixels in the row are processed exactly as if `glCopyPixels` had been called, but the process stops just before final conversion. At this point all pixel component values are clamped to the range [0,\ 1] and then converted to the texture's internal format for storage in the texel array.

      It is not an error to specify a subtexture with zero width, but such a specification has no effect. If any of the pixels within the specified row of the current `GL_READ_BUFFER` are outside the read window associated with the current rendering context, then the values obtained for those pixels are undefined.

      No change is made to the internalformat, width, or border parameters of the specified texture array or to texel values outside the specified subregion.

    Parameter `target`

      Specifies the target texture. Must be `GL_TEXTURE_1D`.

    Parameter `level`

      Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.

    Parameter `xoffset`

      Specifies the texel offset within the texture array.

    Parameter `x`

      Specify the window coordinates of the left corner of the row of pixels to be copied.

    Parameter `width`

      Specifies the width of the texture subimage.

    Throws

      `GL_INVALID_ENUM` is generated if target is not `GL_TEXTURE_1D`.

      `GL_INVALID_OPERATION` is generated if the texture array has not been defined by a previous `glTexImage1D` or `glCopyTexImage1D` operation.

      `GL_INVALID_VALUE` is generated if level is less than 0. .P `GL_INVALID_VALUE` may be generated if level>log sub 2 max, where max is the returned value of `GL_MAX_TEXTURE_SIZE`.

      `GL_INVALID_VALUE` is generated if y ~<~ ~-b or if width ~<~ ~-b, where b is the border width of the texture array.

      `GL_INVALID_VALUE` is generated if "xoffset" ~<~ ~-b, or ("xoffset"~+~"width") ~>~ (w-b), where w is the `GL_TEXTURE_WIDTH`, and b is the `GL_TEXTURE_BORDER` of the texture image being modified. Note that w includes twice the border width.

    Method glCopyTexSubImage2D

      ``void` glCopyTexSubImage2D(`int` `target`, `int` `level`, `int` `xoffset`, `int` `yoffset`, `int` `x`, `int` `y`, `int` `width`, `int` `height`)`

    Description

      `glCopyTexSubImage2D` replaces a rectangular portion of a two-dimensional texture image with pixels from the current `GL_READ_BUFFER` (rather than from main memory, as is the case for `glTexSubImage2D`).

      The screen-aligned pixel rectangle with lower left corner at (x,\ y) and with width width and height height replaces the portion of the texture array with x indices xoffset through xoffset~+~width~-~1, inclusive, and y indices yoffset through yoffset~+~height~-~1, inclusive, at the mipmap level specified by level.

      The pixels in the rectangle are processed exactly as if `glCopyPixels` had been called, but the process stops just before final conversion. At this point, all pixel component values are clamped to the range [0,\ 1] and then converted to the texture's internal format for storage in the texel array.

      The destination rectangle in the texture array may not include any texels outside the texture array as it was originally specified. It is not an error to specify a subtexture with zero width or height, but such a specification has no effect.

      If any of the pixels within the specified rectangle of the current `GL_READ_BUFFER` are outside the read window associated with the current rendering context, then the values obtained for those pixels are undefined.

      No change is made to the internalformat, width, height, or border parameters of the specified texture array or to texel values outside the specified subregion.

    Parameter `target`

      Specifies the target texture. Must be `GL_TEXTURE_2D`

    Parameter `level`

      Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.

    Parameter `xoffset`

      Specifies a texel offset in the x direction within the texture array.

    Parameter `yoffset`

      Specifies a texel offset in the y direction within the texture array.

    Parameter `x`

      Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.

    Parameter `width`

      Specifies the width of the texture subimage.

    Parameter `height`

      Specifies the height of the texture subimage.

    Throws

      `GL_INVALID_ENUM` is generated if target is not `GL_TEXTURE_2D`.

      `GL_INVALID_OPERATION` is generated if the texture array has not been defined by a previous `glTexImage2D` or `glCopyTexImage2D` operation.

      `GL_INVALID_VALUE` is generated if level is less than 0. .P `GL_INVALID_VALUE` may be generated if level is greater than log sub 2 max, where max is the returned value of `GL_MAX_TEXTURE_SIZE`.

      `GL_INVALID_VALUE` is generated if x ~<~ ~-b or if y ~<~ ~-b, where b is the border width of the texture array.

      `GL_INVALID_VALUE` is generated if "xoffset" ~<~ -b, (xoffset~+~width)~>~(w ~-~b), yoffset~<~ ~-b, or (yoffset~+~height)~>~(h ~-~b), where w is the `GL_TEXTURE_WIDTH`, h is the `GL_TEXTURE_HEIGHT`, and b is the `GL_TEXTURE_BORDER` of the texture image being modified. Note that w and h include twice the border width.

      `GL_INVALID_OPERATION` is generated if `glCopyTexSubImage2D` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glCullFace

      ``void` glCullFace(`int` `mode`)`

    Description

      `glCullFace` specifies whether front- or back-facing facets are culled (as specified by mode) when facet culling is enabled. Facet culling is initially disabled. To enable and disable facet culling, call the `glEnable` and `glDisable` commands with the argument `GL_CULL_FACE`. Facets include triangles, quadrilaterals, polygons, and rectangles.

      `glFrontFace` specifies which of the clockwise and counterclockwise facets are front-facing and back-facing. See `glFrontFace`.

    Parameter `mode`

      Specifies whether front- or back-facing facets are candidates for culling. Symbolic constants `GL_FRONT`, `GL_BACK`, and `GL_FRONT_AND_BACK` are accepted. The initial value is `GL_BACK`.

    Throws

      `GL_INVALID_ENUM` is generated if mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glCullFace` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glDeleteLists

      ``void` glDeleteLists(`int` `list`, `int` `range`)`

    Description

      `glDeleteLists` causes a contiguous group of display lists to be deleted. list is the name of the first display list to be deleted, and range is the number of display lists to delete. All display lists \fId\fP with list \(<= \fId\fP \(<= list + range - 1 are deleted.

      All storage locations allocated to the specified display lists are freed, and the names are available for reuse at a later time. Names within the range that do not have an associated display list are ignored. If range is 0, nothing happens.

    Parameter `list`

      Specifies the integer name of the first display list to delete.

    Parameter `range`

      Specifies the number of display lists to delete.

    Throws

      `GL_INVALID_VALUE` is generated if range is negative.

      `GL_INVALID_OPERATION` is generated if `glDeleteLists` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glDepthFunc

      ``void` glDepthFunc(`int` `func`)`

    Description

      `glDepthFunc` specifies the function used to compare each incoming pixel depth value with the depth value present in the depth buffer. The comparison is performed only if depth testing is enabled. (See `glEnable` and `glDisable` of `GL_DEPTH_TEST`.)

      func specifies the conditions under which the pixel will be drawn. The comparison functions are as follows:

      `GL_NEVER` | Never passes.
      `GL_LESS` | Passes if the incoming depth value is less than the stored depth value.
      `GL_EQUAL` | Passes if the incoming depth value is equal to the stored depth value.
      `GL_LEQUAL` | Passes if the incoming depth value is less than or equal to the stored depth value.
      `GL_GREATER` | Passes if the incoming depth value is greater than the stored depth value.
      `GL_NOTEQUAL` | Passes if the incoming depth value is not equal to the stored depth value.
      `GL_GEQUAL` | Passes if the incoming depth value is greater than or equal to the stored depth value.
      `GL_ALWAYS` | Always passes.

      The initial value of func is `GL_LESS`. Initially, depth testing is disabled. .NOTES Even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled.

    Parameter `func`

      Specifies the depth comparison function. Symbolic constants `GL_NEVER`, `GL_LESS`, `GL_EQUAL`, `GL_LEQUAL`, `GL_GREATER`, `GL_NOTEQUAL`, `GL_GEQUAL`, and `GL_ALWAYS` are accepted. The initial value is `GL_LESS`.

    Throws

      `GL_INVALID_ENUM` is generated if func is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glDepthFunc` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glDepthMask

      ``void` glDepthMask(`int` `flag`)`

    Description

      `glDepthMask` specifies whether the depth buffer is enabled for writing. If flag is `GL_FALSE`, depth buffer writing is disabled. Otherwise, it is enabled. Initially, depth buffer writing is enabled.

    Parameter `flag`

      Specifies whether the depth buffer is enabled for writing. If flag is `GL_FALSE`, depth buffer writing is disabled. Otherwise, it is enabled. Initially, depth buffer writing is enabled.

    Throws

      `GL_INVALID_OPERATION` is generated if `glDepthMask` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glDepthRange

      ``void` glDepthRange(`float` `zNear`, `float` `zFar`)`

    Description

      After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. `glDepthRange` specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). Thus, the values accepted by `glDepthRange` are both clamped to this range before they are accepted.

      The setting of (0,1) maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.

    Parameter `zNear`

      Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.

    Parameter `zFar`

      Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.

    Throws

      `GL_INVALID_OPERATION` is generated if `glDepthRange` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glDisable

      ``void` glDisable(`int` `cap`)`

    Description

      `glEnable` and `glDisable` enable and disable various capabilities. Use `glIsEnabled` or `glGet` to determine the current setting of any capability. The initial value for each capability with the exception of `GL_DITHER` is `GL_FALSE`. The initial value for `GL_DITHER` is `GL_TRUE`.

      Both `glEnable` and `glDisable` take a single argument, cap, which can assume one of the following values:

      `GL_ALPHA_TEST` | If enabled, do alpha testing. See `glAlphaFunc`.
      `GL_AUTO_NORMAL` | If enabled, generate normal vectors when either `GL_MAP2_VERTEX_3` or `GL_MAP2_VERTEX_4` is used to generate vertices. See `glMap2`.
      `GL_BLEND` | If enabled, blend the incoming RGBA color values with the values in the color buffers. See `glBlendFunc`.
      `GL_CLIP_PLANE` i | If enabled, clip geometry against user-defined clipping plane i. See `glClipPlane`.
      `GL_COLOR_LOGIC_OP` | If enabled, apply the currently selected logical operation to the incoming RGBA color and color buffer values. See `glLogicOp`.
      `GL_COLOR_MATERIAL` | If enabled, have one or more material parameters track the current color. See `glColorMaterial`.
      `GL_CULL_FACE` | If enabled, cull polygons based on their winding in window coordinates. See `glCullFace`.
      `GL_DEPTH_TEST` | If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See `glDepthFunc` and `glDepthRange`.
      `GL_DITHER` | If enabled, dither color components or indices before they are written to the color buffer.
      `GL_FOG` | If enabled, blend a fog color into the posttexturing color. See `glFog`.
      `GL_INDEX_LOGIC_OP` | If enabled, apply the currently selected logical operation to the incoming index and color buffer indices. See `glLogicOp`.
      `GL_LIGHT` i | If enabled, include light i in the evaluation of the lighting equation. See `glLightModel` and `glLight`.
      `GL_LIGHTING` | If enabled, use the current lighting parameters to compute the vertex color or index. Otherwise, simply associate the current color or index with each vertex. See `glMaterial`, `glLightModel`, and `glLight`.
      `GL_LINE_SMOOTH` | If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See `glLineWidth`.
      `GL_LINE_STIPPLE` | If enabled, use the current line stipple pattern when drawing lines. See `glLineStipple`.
      `GL_MAP1_COLOR_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate RGBA values. See `glMap1`.
      `GL_MAP1_INDEX` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate color indices. See `glMap1`.
      `GL_MAP1_NORMAL` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate normals. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_1` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s texture coordinates. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_2` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s and t texture coordinates. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s, t, and r texture coordinates. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s, t, r, and q texture coordinates. See `glMap1`.
      `GL_MAP1_VERTEX_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate x, y, and z vertex coordinates. See `glMap1`.
      `GL_MAP1_VERTEX_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate homogeneous x, y, z, and w vertex coordinates. See `glMap1`.
      `GL_MAP2_COLOR_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate RGBA values. See `glMap2`.
      `GL_MAP2_INDEX` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate color indices. See `glMap2`.
      `GL_MAP2_NORMAL` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate normals. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_1` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s texture coordinates. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_2` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s and t texture coordinates. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s, t, and r texture coordinates. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s, t, r, and q texture coordinates. See `glMap2`.
      `GL_MAP2_VERTEX_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate x, y, and z vertex coordinates. See `glMap2`.
      `GL_MAP2_VERTEX_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate homogeneous x, y, z, and w vertex coordinates. See `glMap2`.
      `GL_NORMALIZE` | If enabled, normal vectors specified with `glNormal` are scaled to unit length after transformation. See `glNormal`.
      `GL_POINT_SMOOTH` | If enabled, draw points with proper filtering. Otherwise, draw aliased points. See `glPointSize`.
      `GL_POLYGON_OFFSET_FILL` | If enabled, and if the polygon is rendered in `GL_FILL` mode, an offset is added to depth values of a polygon's fragments before the depth comparison is performed. See `glPolygonOffset`.
      `GL_POLYGON_OFFSET_LINE` | If enabled, and if the polygon is rendered in `GL_LINE` mode, an offset is added to depth values of a polygon's fragments before the depth comparison is performed. See `glPolygonOffset`.
      `GL_POLYGON_OFFSET_POINT` | If enabled, an offset is added to depth values of a polygon's fragments before the depth comparison is performed, if the polygon is rendered in `GL_POINT` mode. See `glPolygonOffset`.
      `GL_POLYGON_SMOOTH` | If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct anti-aliased polygons, an alpha buffer is needed and the polygons must be sorted front to back.
      `GL_POLYGON_STIPPLE` | If enabled, use the current polygon stipple pattern when rendering polygons. See `glPolygonStipple`.
      `GL_SCISSOR_TEST` | If enabled, discard fragments that are outside the scissor rectangle. See `glScissor`.
      `GL_STENCIL_TEST` | If enabled, do stencil testing and update the stencil buffer. See `glStencilFunc` and `glStencilOp`.
      `GL_TEXTURE_1D` | If enabled, one-dimensional texturing is performed (unless two-dimensional texturing is also enabled). See `glTexImage1D`.
      `GL_TEXTURE_2D` | If enabled, two-dimensional texturing is performed. See `glTexImage2D`.
      `GL_TEXTURE_GEN_Q` | If enabled, the q texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current q texture coordinate is used. See `glTexGen`.
      `GL_TEXTURE_GEN_R` | If enabled, the r texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current r texture coordinate is used. See `glTexGen`.
      `GL_TEXTURE_GEN_S` | If enabled, the s texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current s texture coordinate is used. See `glTexGen`.
      `GL_TEXTURE_GEN_T` | If enabled, the t texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current t texture coordinate is used. See `glTexGen`.

    Parameter `cap`

      Specifies a symbolic constant indicating a GL capability.

    Parameter `cap`

      Specifies a symbolic constant indicating a GL capability.

    Throws

      `GL_INVALID_ENUM` is generated if cap is not one of the values listed previously.

      `GL_INVALID_OPERATION` is generated if `glEnable` or `glDisable` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glDisableClientState

      ``void` glDisableClientState(`int` `cap`)`

    Description

      `glEnableClientState` and `glDisableClientState` enable or disable individual client-side capabilities. By default, all client-side capabilities are disabled. Both `glEnableClientState` and `glDisableClientState` take a single argument, cap, which can assume one of the following values:

      `GL_COLOR_ARRAY` | If enabled, the color array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElement` is called. See `glColorPointer`.
      `GL_EDGE_FLAG_ARRAY` | If enabled, the edge flag array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glEdgeFlagPointer`.
      `GL_INDEX_ARRAY` | If enabled, the index array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glIndexPointer`.
      `GL_NORMAL_ARRAY` | If enabled, the normal array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glNormalPointer`.
      `GL_TEXTURE_COORD_ARRAY` | If enabled, the texture coordinate array is enabled for writing and used for rendering when `glDrawArrays` or `glDrawElements` is called. See `glTexCoordPointer`.
      `GL_VERTEX_ARRAY` | If enabled, the vertex array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glVertexPointer`.

    Parameter `cap`

      Specifies the capability to enable. Symbolic constants `GL_COLOR_ARRAY`, `GL_EDGE_FLAG_ARRAY`, `GL_INDEX_ARRAY`, `GL_NORMAL_ARRAY`, `GL_TEXTURE_COORD_ARRAY`, and `GL_VERTEX_ARRAY` are accepted.

    Parameter `cap`

      Specifies the capability to disable.

    Throws

      `GL_INVALID_ENUM` is generated if cap is not an accepted value.

      `glEnableClientState` is not allowed between the execution of `glBegin` and the corresponding `glEnd`, but an error may or may not be generated. If no error is generated, the behavior is undefined.

    Method glDrawArrays

      ``void` glDrawArrays(`int` `mode`, `int` `first`, `int` `count`)`

    Description

      `glDrawArrays` specifies multiple geometric primitives with very few subroutine calls. Instead of calling a GL procedure to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertexes, normals, and colors and use them to construct a sequence of primitives with a single call to `glDrawArrays`.

      When `glDrawArrays` is called, it uses count sequential elements from each enabled array to construct a sequence of geometric primitives, beginning with element first. mode specifies what kind of primitives are constructed, and how the array elements construct those primitives. If `GL_VERTEX_ARRAY` is not enabled, no geometric primitives are generated.

      Vertex attributes that are modified by `glDrawArrays` have an unspecified value after `glDrawArrays` returns. For example, if `GL_COLOR_ARRAY` is enabled, the value of the current color is undefined after `glDrawArrays` executes. Attributes that aren't modified remain well defined.

    Parameter `mode`

      Specifies what kind of primitives to render. Symbolic constants `GL_POINTS`, `GL_LINE_STRIP`, `GL_LINE_LOOP`, `GL_LINES`, `GL_TRIANGLE_STRIP`, `GL_TRIANGLE_FAN`, `GL_TRIANGLES`, `GL_QUAD_STRIP`, `GL_QUADS`, and `GL_POLYGON` are accepted.

    Parameter `first`

      Specifies the starting index in the enabled arrays.

    Parameter `count`

      Specifies the number of indices to be rendered.

    Throws

      `GL_INVALID_ENUM` is generated if mode is not an accepted value.

      `GL_INVALID_VALUE` is generated if count is negative.

      `GL_INVALID_OPERATION` is generated if `glDrawArrays` is executed between the execution of `glBegin` and the corresponding `glEnd`.

    Method glDrawBuffer

      ``void` glDrawBuffer(`int` `mode`)`

    Description

      When colors are written to the frame buffer, they are written into the color buffers specified by `glDrawBuffer`. The specifications are as follows:

      `GL_NONE` | No color buffers are written.
      `GL_FRONT_LEFT` | Only the front left color buffer is written.
      `GL_FRONT_RIGHT` | Only the front right color buffer is written.
      `GL_BACK_LEFT` | Only the back left color buffer is written.
      `GL_BACK_RIGHT` | Only the back right color buffer is written.
      `GL_FRONT` | Only the front left and front right color buffers are written. If there is no front right color buffer, only the front left color buffer is written.
      `GL_BACK` | Only the back left and back right color buffers are written. If there is no back right color buffer, only the back left color buffer is written.
      `GL_LEFT` | Only the front left and back left color buffers are written. If there is no back left color buffer, only the front left color buffer is written.
      `GL_RIGHT` | Only the front right and back right color buffers are written. If there is no back right color buffer, only the front right color buffer is written.

      `GL_FRONT_AND_BACK`

      All the front and back color buffers (front left, front right, back left, back right) are written. If there are no back color buffers, only the front left and front right color buffers are written. If there are no right color buffers, only the front left and back left color buffers are written. If there are no right or back color buffers, only the front left color buffer is written.

      GL_AUXi | Only auxiliary color buffer i is written.

      If more than one color buffer is selected for drawing, then blending or logical operations are computed and applied independently for each color buffer and can produce different results in each buffer.

      Monoscopic contexts include only .I left buffers, and stereoscopic contexts include both .I left and .I right buffers. Likewise, single-buffered contexts include only .I front buffers, and double-buffered contexts include both .I front and .I back buffers. The context is selected at GL initialization.

    Parameter `mode`

      Specifies up to four color buffers to be drawn into. Symbolic constants `GL_NONE`, `GL_FRONT_LEFT`, `GL_FRONT_RIGHT`, `GL_BACK_LEFT`, `GL_BACK_RIGHT`, `GL_FRONT`, `GL_BACK`, `GL_LEFT`, `GL_RIGHT`, `GL_FRONT_AND_BACK`, and GL_AUXi, where i is between 0 and ```GL_AUX_BUFFERS`'' -1, are accepted (`GL_AUX_BUFFERS` is not the upper limit; use `glGet` to query the number of available aux buffers.) The initial value is `GL_FRONT` for single-buffered contexts, and `GL_BACK` for double-buffered contexts.

    Throws

      `GL_INVALID_ENUM` is generated if mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if none of the buffers indicated by mode exists.

      `GL_INVALID_OPERATION` is generated if `glDrawBuffer` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glDrawPixels

      ``void` glDrawPixels(`object`|`mapping`(`string`:`object`) `width`, `object`|`mapping`(`string`:`object`) `height`, `object`|`mapping`(`string`:`object`) `format`, `object`|`mapping`(`string`:`object`) `type`, `array`(`object`|`mapping`(`string`:`object`)) `pixels`)`

    Description

      `glDrawPixels` reads pixel data from memory and writes it into the frame buffer relative to the current raster position. Use `glRasterPos` to set the current raster position; use `glGet` with argument `GL_CURRENT_RASTER_POSITION` to query the raster position.

      Several parameters define the encoding of pixel data in memory and control the processing of the pixel data before it is placed in the frame buffer. These parameters are set with four commands: `glPixelStore`, `glPixelTransfer`, `glPixelMap`, and `glPixelZoom`. This reference page describes the effects on `glDrawPixels` of many, but not all, of the parameters specified by these four commands.

      Data is read from pixels as a sequence of signed or unsigned bytes, signed or unsigned shorts, signed or unsigned integers, or single-precision floating-point values, depending on type. Each of these bytes, shorts, integers, or floating-point values is interpreted as one color or depth component, or one index, depending on format. Indices are always treated individually. Color components are treated as groups of one, two, three, or four values, again based on format. Both individual indices and groups of components are referred to as pixels. If type is `GL_BITMAP`, the data must be unsigned bytes, and format must be either `GL_COLOR_INDEX` or `GL_STENCIL_INDEX`. Each unsigned byte is treated as eight 1-bit pixels, with bit ordering determined by `GL_UNPACK_LSB_FIRST` (see `glPixelStore`).

      widthtimesheight pixels are read from memory, starting at location pixels. By default, these pixels are taken from adjacent memory locations, except that after all width pixels are read, the read pointer is advanced to the next four-byte boundary. The four-byte row alignment is specified by `glPixelStore` with argument `GL_UNPACK_ALIGNMENT`, and it can be set to one, two, four, or eight bytes. Other pixel store parameters specify different read pointer advancements, both before the first pixel is read and after all width pixels are read. See the

      `glPixelStore` reference page for details on these options.

      The widthtimesheight pixels that are read from memory are each operated on in the same way, based on the values of several parameters specified by `glPixelTransfer` and `glPixelMap`. The details of these operations, as well as the target buffer into which the pixels are drawn, are specific to the format of the pixels, as specified by format. format can assume one of eleven symbolic values:

      `GL_COLOR_INDEX`

      Each pixel is a single value, a color index. It is converted to fixed-point format, with an unspecified number of bits to the right of the binary point, regardless of the memory data type. Floating-point values convert to true fixed-point values. Signed and unsigned integer data is converted with all fraction bits set to 0. Bitmap data convert to either 0 or 1. Each fixed-point index is then shifted left by `GL_INDEX_SHIFT` bits and added to `GL_INDEX_OFFSET`. If `GL_INDEX_SHIFT` is negative, the shift is to the right. In either case, zero bits fill otherwise unspecified bit locations in the result. If the GL is in RGBA mode, the resulting index is converted to an RGBA pixel with the help of the `GL_PIXEL_MAP_I_TO_R`, `GL_PIXEL_MAP_I_TO_G`, `GL_PIXEL_MAP_I_TO_B`, and `GL_PIXEL_MAP_I_TO_A` tables. If the GL is in color index mode, and if `GL_MAP_COLOR` is true, the index is replaced with the value that it references in lookup table `GL_PIXEL_MAP_I_TO_I`. Whether the lookup replacement of the index is done or not, the integer part of the index is then ANDed with 2 sup b -1, where b is the number of bits in a color index buffer. The GL then converts the resulting indices or RGBA colors to fragments by attaching the current raster position z coordinate and texture coordinates to each pixel, then assigning x and y window coordinates to the nth fragment such that .sp .RS .ce x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width" .sp .ce y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf .ce 0 .sp .RE where (x sub r , y sub r) is the current raster position. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer.

      `GL_STENCIL_INDEX`

      Each pixel is a single value, a stencil index. It is converted to fixed-point format, with an unspecified number of bits to the right of the binary point, regardless of the memory data type. Floating-point values convert to true fixed-point values. Signed and unsigned integer data is converted with all fraction bits set to 0. Bitmap data convert to either 0 or 1. Each fixed-point index is then shifted left by `GL_INDEX_SHIFT` bits, and added to `GL_INDEX_OFFSET`. If `GL_INDEX_SHIFT` is negative, the shift is to the right. In either case, zero bits fill otherwise unspecified bit locations in the result. If `GL_MAP_STENCIL` is true, the index is replaced with the value that it references in lookup table `GL_PIXEL_MAP_S_TO_S`. Whether the lookup replacement of the index is done or not, the integer part of the index is then ANDed with 2 sup b -1, where b is the number of bits in the stencil buffer. The resulting stencil indices are then written to the stencil buffer such that the nth index is written to location

      .RS .ce x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width" .sp .ce y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf .fi .sp .RE

      where (x sub r , y sub r) is the current raster position. Only the pixel ownership test, the scissor test, and the stencil writemask affect these write operations.

      `GL_DEPTH_COMPONENT`

      Each pixel is a single-depth component. Floating-point data is converted directly to an internal floating-point format with unspecified precision. Signed integer data is mapped linearly to the internal floating-point format such that the most positive representable integer value maps to 1.0, and the most negative representable value maps to -1.0. Unsigned integer data is mapped similarly: the largest integer value maps to 1.0, and 0 maps to 0.0. The resulting floating-point depth value is then multiplied by by `GL_DEPTH_SCALE` and added to `GL_DEPTH_BIAS`. The result is clamped to the range [0,1]. The GL then converts the resulting depth components to fragments by attaching the current raster position color or color index and texture coordinates to each pixel, then assigning x and y window coordinates to the nth fragment such that

      .RS .ce x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width" .sp .ce y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf .ce 0 .sp .RE

      where (x sub r , y sub r) is the current raster position. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer.

      `GL_RGBA`

      Each pixel is a four-component group: for `GL_RGBA`, the red component is first, followed by green, followed by blue, followed by alpha. Floating-point values are converted directly to an internal floating-point format with unspecified precision. Signed integer values are mapped linearly to the internal floating-point format such that the most positive representable integer value maps to 1.0, and the most negative representable value maps to -1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Unsigned integer data is mapped similarly: the largest integer value maps to 1.0, and 0 maps to 0.0. The resulting floating-point color values are then multiplied by `GL_c_SCALE` and added to `GL_c_BIAS`, where c is RED, GREEN, BLUE, and ALPHA for the respective color components. The results are clamped to the range [0,1]. If `GL_MAP_COLOR` is true, each color component is scaled by the size of lookup table `GL_PIXEL_MAP_c_TO_c`, then replaced by the value that it references in that table. c is R, G, B, or A respectively. The GL then converts the resulting RGBA colors to fragments by attaching the current raster position z coordinate and texture coordinates to each pixel, then assigning x and y window coordinates to the nth fragment such that

      .RS .ce x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width" .sp .ce y sub n ~=~ y sub r ~+~ \(lf ~ n / "width" ~ \(rf .ce 0 .sp .RE

      where (x sub r , y sub r) is the current raster position. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer.

      `GL_RED` | Each pixel is a single red component. This component is converted to the internal floating-point format in the same way the red component of an RGBA pixel is. It is then converted to an RGBA pixel with green and blue set to 0, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
      `GL_GREEN` | Each pixel is a single green component. This component is converted to the internal floating-point format in the same way the green component of an RGBA pixel is. It is then converted to an RGBA pixel with red and blue set to 0, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
      `GL_BLUE` | Each pixel is a single blue component. This component is converted to the internal floating-point format in the same way the blue component of an RGBA pixel is. It is then converted to an RGBA pixel with red and green set to 0, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
      `GL_ALPHA` | Each pixel is a single alpha component. This component is converted to the internal floating-point format in the same way the alpha component of an RGBA pixel is. It is then converted to an RGBA pixel with red, green, and blue set to 0. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
      `GL_RGB` | Each pixel is a three-component group: red first, followed by green, followed by blue. Each component is converted to the internal floating-point format in the same way the red, green, and blue components of an RGBA pixel are. The color triple is converted to an RGBA pixel with alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.
      `GL_LUMINANCE` | Each pixel is a single luminance component. This component is converted to the internal floating-point format in the same way the red component of an RGBA pixel is. It is then converted to an RGBA pixel with red, green, and blue set to the converted luminance value, and alpha set to 1. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.

      `GL_LUMINANCE_ALPHA`

      Each pixel is a two-component group: luminance first, followed by alpha. The two components are converted to the internal floating-point format in the same way the red component of an RGBA pixel is. They are then converted to an RGBA pixel with red, green, and blue set to the converted luminance value, and alpha set to the converted alpha value. After this conversion, the pixel is treated as if it had been read as an RGBA pixel.

      The following table summarizes the meaning of the valid constants for the type parameter: .sp 2 .TS center box ; ci | ci c | c . type corresponding type = GL_UNSIGNED_BYTE unsigned 8-bit integer GL_BYTE signed 8-bit integer GL_BITMAP single bits in unsigned 8-bit integers GL_UNSIGNED_SHORT unsigned 16-bit integer GL_SHORT signed 16-bit integer GL_UNSIGNED_INT unsigned 32-bit integer GL_INT 32-bit integer GL_FLOAT single-precision floating-point .TE .sp

      The rasterization described so far assumes pixel zoom factors of 1. If

      `glPixelZoom` is used to change the x and y pixel zoom factors, pixels are converted to fragments as follows. If (x sub r, y sub r) is the current raster position, and a given pixel is in the nth column and mth row of the pixel rectangle, then fragments are generated for pixels whose centers are in the rectangle with corners at .sp .RS .ce (x sub r + zoom sub x n, y sub r + zoom sub y m) .sp .ce (x sub r + zoom sub x (n + 1), y sub r + zoom sub y ( m + 1 )) .ce 0 .sp .RE

      where zoom sub x is the value of `GL_ZOOM_X` and zoom sub y is the value of `GL_ZOOM_Y`.

    Parameter `width`

      Specify the dimensions of the pixel rectangle to be written into the frame buffer.

    Parameter `format`

      Specifies the format of the pixel data. Symbolic constants `GL_COLOR_INDEX`, `GL_STENCIL_INDEX`, `GL_DEPTH_COMPONENT`, `GL_RGBA`, `GL_RED`, `GL_GREEN`, `GL_BLUE`, `GL_ALPHA`, `GL_RGB`, `GL_LUMINANCE`, and `GL_LUMINANCE_ALPHA` are accepted.

    Parameter `type`

      Specifies the data type for pixels. Symbolic constants `GL_UNSIGNED_BYTE`, `GL_BYTE`, `GL_BITMAP`, `GL_UNSIGNED_SHORT`, `GL_SHORT`, `GL_UNSIGNED_INT`, `GL_INT`, and `GL_FLOAT` are accepted.

    Parameter `pixels`

      Specifies a pointer to the pixel data.

    Throws

      `GL_INVALID_VALUE` is generated if either width or height is negative.

      `GL_INVALID_ENUM` is generated if format or type is not one of the accepted values.

      `GL_INVALID_OPERATION` is generated if format is `GL_RED`, `GL_GREEN`, `GL_BLUE`, `GL_ALPHA`, `GL_RGB`, `GL_RGBA`, `GL_LUMINANCE`, or `GL_LUMINANCE_ALPHA`, and the GL is in color index mode.

      `GL_INVALID_ENUM` is generated if type is `GL_BITMAP` and format is not either `GL_COLOR_INDEX` or `GL_STENCIL_INDEX`.

      `GL_INVALID_OPERATION` is generated if format is `GL_STENCIL_INDEX` and there is no stencil buffer.

      `GL_INVALID_OPERATION` is generated if `glDrawPixels` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glEdgeFlag

      ``void` glEdgeFlag(`int` `flag`)`

    Description

      Each vertex of a polygon, separate triangle, or separate quadrilateral specified between a `glBegin`/`glEnd` pair is marked as the start of either a boundary or nonboundary edge. If the current edge flag is true when the vertex is specified, the vertex is marked as the start of a boundary edge. Otherwise, the vertex is marked as the start of a nonboundary edge. `glEdgeFlag` sets the edge flag bit to `GL_TRUE` if flag is `GL_TRUE`, and to `GL_FALSE` otherwise.

      The vertices of connected triangles and connected quadrilaterals are always marked as boundary, regardless of the value of the edge flag.

      Boundary and nonboundary edge flags on vertices are significant only if `GL_POLYGON_MODE` is set to `GL_POINT` or `GL_LINE`. See `glPolygonMode`.

    Parameter `flag`

      Specifies the current edge flag value, either `GL_TRUE` or `GL_FALSE`. The initial value is `GL_TRUE`.

    Parameter `flag`

      Specifies a pointer to an array that contains a single boolean element, which replaces the current edge flag value.

    Method glEnable

      ``void` glEnable(`int` `cap`)`

    Description

      `glEnable` and `glDisable` enable and disable various capabilities. Use `glIsEnabled` or `glGet` to determine the current setting of any capability. The initial value for each capability with the exception of `GL_DITHER` is `GL_FALSE`. The initial value for `GL_DITHER` is `GL_TRUE`.

      Both `glEnable` and `glDisable` take a single argument, cap, which can assume one of the following values:

      `GL_ALPHA_TEST` | If enabled, do alpha testing. See `glAlphaFunc`.
      `GL_AUTO_NORMAL` | If enabled, generate normal vectors when either `GL_MAP2_VERTEX_3` or `GL_MAP2_VERTEX_4` is used to generate vertices. See `glMap2`.
      `GL_BLEND` | If enabled, blend the incoming RGBA color values with the values in the color buffers. See `glBlendFunc`.
      `GL_CLIP_PLANE` i | If enabled, clip geometry against user-defined clipping plane i. See `glClipPlane`.
      `GL_COLOR_LOGIC_OP` | If enabled, apply the currently selected logical operation to the incoming RGBA color and color buffer values. See `glLogicOp`.
      `GL_COLOR_MATERIAL` | If enabled, have one or more material parameters track the current color. See `glColorMaterial`.
      `GL_CULL_FACE` | If enabled, cull polygons based on their winding in window coordinates. See `glCullFace`.
      `GL_DEPTH_TEST` | If enabled, do depth comparisons and update the depth buffer. Note that even if the depth buffer exists and the depth mask is non-zero, the depth buffer is not updated if the depth test is disabled. See `glDepthFunc` and `glDepthRange`.
      `GL_DITHER` | If enabled, dither color components or indices before they are written to the color buffer.
      `GL_FOG` | If enabled, blend a fog color into the posttexturing color. See `glFog`.
      `GL_INDEX_LOGIC_OP` | If enabled, apply the currently selected logical operation to the incoming index and color buffer indices. See `glLogicOp`.
      `GL_LIGHT` i | If enabled, include light i in the evaluation of the lighting equation. See `glLightModel` and `glLight`.
      `GL_LIGHTING` | If enabled, use the current lighting parameters to compute the vertex color or index. Otherwise, simply associate the current color or index with each vertex. See `glMaterial`, `glLightModel`, and `glLight`.
      `GL_LINE_SMOOTH` | If enabled, draw lines with correct filtering. Otherwise, draw aliased lines. See `glLineWidth`.
      `GL_LINE_STIPPLE` | If enabled, use the current line stipple pattern when drawing lines. See `glLineStipple`.
      `GL_MAP1_COLOR_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate RGBA values. See `glMap1`.
      `GL_MAP1_INDEX` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate color indices. See `glMap1`.
      `GL_MAP1_NORMAL` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate normals. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_1` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s texture coordinates. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_2` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s and t texture coordinates. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s, t, and r texture coordinates. See `glMap1`.
      `GL_MAP1_TEXTURE_COORD_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate s, t, r, and q texture coordinates. See `glMap1`.
      `GL_MAP1_VERTEX_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate x, y, and z vertex coordinates. See `glMap1`.
      `GL_MAP1_VERTEX_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh1`, and `glEvalPoint` generate homogeneous x, y, z, and w vertex coordinates. See `glMap1`.
      `GL_MAP2_COLOR_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate RGBA values. See `glMap2`.
      `GL_MAP2_INDEX` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate color indices. See `glMap2`.
      `GL_MAP2_NORMAL` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate normals. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_1` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s texture coordinates. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_2` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s and t texture coordinates. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s, t, and r texture coordinates. See `glMap2`.
      `GL_MAP2_TEXTURE_COORD_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate s, t, r, and q texture coordinates. See `glMap2`.
      `GL_MAP2_VERTEX_3` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate x, y, and z vertex coordinates. See `glMap2`.
      `GL_MAP2_VERTEX_4` | If enabled, calls to `glEvalCoord`, `glEvalMesh2`, and `glEvalPoint` generate homogeneous x, y, z, and w vertex coordinates. See `glMap2`.
      `GL_NORMALIZE` | If enabled, normal vectors specified with `glNormal` are scaled to unit length after transformation. See `glNormal`.
      `GL_POINT_SMOOTH` | If enabled, draw points with proper filtering. Otherwise, draw aliased points. See `glPointSize`.
      `GL_POLYGON_OFFSET_FILL` | If enabled, and if the polygon is rendered in `GL_FILL` mode, an offset is added to depth values of a polygon's fragments before the depth comparison is performed. See `glPolygonOffset`.
      `GL_POLYGON_OFFSET_LINE` | If enabled, and if the polygon is rendered in `GL_LINE` mode, an offset is added to depth values of a polygon's fragments before the depth comparison is performed. See `glPolygonOffset`.
      `GL_POLYGON_OFFSET_POINT` | If enabled, an offset is added to depth values of a polygon's fragments before the depth comparison is performed, if the polygon is rendered in `GL_POINT` mode. See `glPolygonOffset`.
      `GL_POLYGON_SMOOTH` | If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct anti-aliased polygons, an alpha buffer is needed and the polygons must be sorted front to back.
      `GL_POLYGON_STIPPLE` | If enabled, use the current polygon stipple pattern when rendering polygons. See `glPolygonStipple`.
      `GL_SCISSOR_TEST` | If enabled, discard fragments that are outside the scissor rectangle. See `glScissor`.
      `GL_STENCIL_TEST` | If enabled, do stencil testing and update the stencil buffer. See `glStencilFunc` and `glStencilOp`.
      `GL_TEXTURE_1D` | If enabled, one-dimensional texturing is performed (unless two-dimensional texturing is also enabled). See `glTexImage1D`.
      `GL_TEXTURE_2D` | If enabled, two-dimensional texturing is performed. See `glTexImage2D`.
      `GL_TEXTURE_GEN_Q` | If enabled, the q texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current q texture coordinate is used. See `glTexGen`.
      `GL_TEXTURE_GEN_R` | If enabled, the r texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current r texture coordinate is used. See `glTexGen`.
      `GL_TEXTURE_GEN_S` | If enabled, the s texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current s texture coordinate is used. See `glTexGen`.
      `GL_TEXTURE_GEN_T` | If enabled, the t texture coordinate is computed using the texture generation function defined with `glTexGen`. Otherwise, the current t texture coordinate is used. See `glTexGen`.

    Parameter `cap`

      Specifies a symbolic constant indicating a GL capability.

    Parameter `cap`

      Specifies a symbolic constant indicating a GL capability.

    Throws

      `GL_INVALID_ENUM` is generated if cap is not one of the values listed previously.

      `GL_INVALID_OPERATION` is generated if `glEnable` or `glDisable` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glEnableClientState

      ``void` glEnableClientState(`int` `cap`)`

    Description

      `glEnableClientState` and `glDisableClientState` enable or disable individual client-side capabilities. By default, all client-side capabilities are disabled. Both `glEnableClientState` and `glDisableClientState` take a single argument, cap, which can assume one of the following values:

      `GL_COLOR_ARRAY` | If enabled, the color array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElement` is called. See `glColorPointer`.
      `GL_EDGE_FLAG_ARRAY` | If enabled, the edge flag array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glEdgeFlagPointer`.
      `GL_INDEX_ARRAY` | If enabled, the index array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glIndexPointer`.
      `GL_NORMAL_ARRAY` | If enabled, the normal array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glNormalPointer`.
      `GL_TEXTURE_COORD_ARRAY` | If enabled, the texture coordinate array is enabled for writing and used for rendering when `glDrawArrays` or `glDrawElements` is called. See `glTexCoordPointer`.
      `GL_VERTEX_ARRAY` | If enabled, the vertex array is enabled for writing and used during rendering when `glDrawArrays` or `glDrawElements` is called. See `glVertexPointer`.

    Parameter `cap`

      Specifies the capability to enable. Symbolic constants `GL_COLOR_ARRAY`, `GL_EDGE_FLAG_ARRAY`, `GL_INDEX_ARRAY`, `GL_NORMAL_ARRAY`, `GL_TEXTURE_COORD_ARRAY`, and `GL_VERTEX_ARRAY` are accepted.

    Parameter `cap`

      Specifies the capability to disable.

    Throws

      `GL_INVALID_ENUM` is generated if cap is not an accepted value.

      `glEnableClientState` is not allowed between the execution of `glBegin` and the corresponding `glEnd`, but an error may or may not be generated. If no error is generated, the behavior is undefined.

    Method glEnd

      ``void` glEnd()`

    Description

      `glBegin` and `glEnd` delimit the vertices that define a primitive or a group of like primitives. `glBegin` accepts a single argument that specifies in which of ten ways the vertices are interpreted. Taking n as an integer count starting at one, and N as the total number of vertices specified, the interpretations are as follows:

      `GL_POINTS` | Treats each vertex as a single point. Vertex n defines point n. N points are drawn.
      `GL_LINES` | Treats each pair of vertices as an independent line segment. Vertices 2n-1 and 2n define line n. N/2 lines are drawn.
      `GL_LINE_STRIP` | Draws a connected group of line segments from the first vertex to the last. Vertices n and n+1 define line n. N-1 lines are drawn.
      `GL_LINE_LOOP` | Draws a connected group of line segments from the first vertex to the last, then back to the first. Vertices n and n+1 define line n. The last line, however, is defined by vertices N and 1. N lines are drawn.
      `GL_TRIANGLES` | Treats each triplet of vertices as an independent triangle. Vertices 3n-2, 3n-1, and 3n define triangle n. N/3 triangles are drawn.
      `GL_TRIANGLE_STRIP` | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. For odd n, vertices n, n+1, and n+2 define triangle n. For even n, vertices n+1, n, and n+2 define triangle n. N-2 triangles are drawn.
      `GL_TRIANGLE_FAN` | Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. Vertices 1, n+1, and n+2 define triangle n. N-2 triangles are drawn.
      `GL_QUADS` | Treats each group of four vertices as an independent quadrilateral. Vertices 4n-3, 4n-2, 4n-1, and 4n define quadrilateral n. N/4 quadrilaterals are drawn.
      `GL_QUAD_STRIP` | Draws a connected group of quadrilaterals. One quadrilateral is defined for each pair of vertices presented after the first pair. Vertices 2n-1, 2n, 2n+2, and 2n+1 define quadrilateral n. N/2-1 quadrilaterals are drawn. Note that the order in which vertices are used to construct a quadrilateral from strip data is different from that used with independent data.
      `GL_POLYGON` | Draws a single, convex polygon. Vertices 1 through N define this polygon.

      Only a subset of GL commands can be used between `glBegin` and `glEnd`. The commands are `glVertex`, `glColor`, `glIndex`, `glNormal`, `glTexCoord`, `glEvalCoord`, `glEvalPoint`, `glArrayElement`, `glMaterial`, and `glEdgeFlag`. Also, it is acceptable to use `glCallList` or `glCallLists` to execute display lists that include only the preceding commands. If any other GL command is executed between `glBegin` and `glEnd`, the error flag is set and the command is ignored.

      Regardless of the value chosen for mode, there is no limit to the number of vertices that can be defined between `glBegin` and `glEnd`. Lines, triangles, quadrilaterals, and polygons that are incompletely specified are not drawn. Incomplete specification results when either too few vertices are provided to specify even a single primitive or when an incorrect multiple of vertices is specified. The incomplete primitive is ignored; the rest are drawn.

      The minimum specification of vertices for each primitive is as follows: 1 for a point, 2 for a line, 3 for a triangle, 4 for a quadrilateral, and 3 for a polygon. Modes that require a certain multiple of vertices are `GL_LINES` (2), `GL_TRIANGLES` (3), `GL_QUADS` (4), and `GL_QUAD_STRIP` (2).

    Parameter `mode`

      Specifies the primitive or primitives that will be created from vertices presented between `glBegin` and the subsequent `glEnd`. Ten symbolic constants are accepted: `GL_POINTS`, `GL_LINES`, `GL_LINE_STRIP`, `GL_LINE_LOOP`, `GL_TRIANGLES`, `GL_TRIANGLE_STRIP`, `GL_TRIANGLE_FAN`, `GL_QUADS`, `GL_QUAD_STRIP`, and `GL_POLYGON`.

    Throws

      `GL_INVALID_ENUM` is generated if mode is set to an unaccepted value.

      `GL_INVALID_OPERATION` is generated if `glBegin` is executed between a `glBegin` and the corresponding execution of `glEnd`.

      `GL_INVALID_OPERATION` is generated if `glEnd` is executed without being preceded by a `glBegin`.

      `GL_INVALID_OPERATION` is generated if a command other than `glVertex`, `glColor`, `glIndex`, `glNormal`, `glTexCoord`, `glEvalCoord`, `glEvalPoint`, `glArrayElement`, `glMaterial`, `glEdgeFlag`, `glCallList`, or `glCallLists` is executed between the execution of `glBegin` and the corresponding execution `glEnd`.

      Execution of `glEnableClientState`, `glDisableClientState`, `glEdgeFlagPointer`, `glTexCoordPointer`, `glColorPointer`, `glIndexPointer`, `glNormalPointer`,

      `glVertexPointer`, `glInterleavedArrays`, or `glPixelStore` is not allowed after a call to `glBegin` and before the corresponding call to `glEnd`, but an error may or may not be generated.

    Method glEndList

      ``void` glEndList()`

    Description

      Display lists are groups of GL commands that have been stored for subsequent execution. Display lists are created with `glNewList`. All subsequent commands are placed in the display list, in the order issued, until `glEndList` is called.

      `glNewList` has two arguments. The first argument, list, is a positive integer that becomes the unique name for the display list. Names can be created and reserved with `glGenLists` and tested for uniqueness with `glIsList`. The second argument, mode, is a symbolic constant that can assume one of two values:

      `GL_COMPILE` | Commands are merely compiled.
      `GL_COMPILE_AND_EXECUTE` | Commands are executed as they are compiled into the display list.

      Certain commands are not compiled into the display list but are executed immediately, regardless of the display-list mode. These commands are `glColorPointer`, `glDeleteLists`, `glDisableClientState`, `glEdgeFlagPointer`, `glEnableClientState`, `glFeedbackBuffer`, `glFinish`, `glFlush`, `glGenLists`, `glIndexPointer`, `glInterleavedArrays`, `glIsEnabled`, `glIsList`, `glNormalPointer`, `glPopClientAttrib`, `glPixelStore`, `glPushClientAttrib`, `glReadPixels`, `glRenderMode`, `glSelectBuffer`, `glTexCoordPointer`, `glVertexPointer`, and all of the `glGet` commands.

      Similarly, `glTexImage2D` and `glTexImage1D` are executed immediately and not compiled into the display list when their first argument is `GL_PROXY_TEXTURE_2D` or `GL_PROXY_TEXTURE_1D`, respectively.

      When `glEndList` is encountered, the display-list definition is completed by associating the list with the unique name list (specified in the `glNewList` command). If a display list with name list already exists, it is replaced only when `glEndList` is called.

    Parameter `list`

      Specifies the display-list name.

    Parameter `mode`

      Specifies the compilation mode, which can be `GL_COMPILE` or `GL_COMPILE_AND_EXECUTE`.

    Throws

      `GL_INVALID_VALUE` is generated if list is 0.

      `GL_INVALID_ENUM` is generated if mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glEndList` is called without a preceding `glNewList`, or if `glNewList` is called while a display list is being defined.

      `GL_INVALID_OPERATION` is generated if `glNewList` or `glEndList` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

      `GL_OUT_OF_MEMORY` is generated if there is insufficient memory to compile the display list. If the GL version is 1.1 or greater, no change is made to the previous contents of the display list, if any, and no other change is made to the GL state. (It is as if no attempt had been made to create the new display list.)

    Method glEvalCoord

      ``void` glEvalCoord(`float`|`int`|`array`(`float`|`int`) `u`, `float`|`int`|`void` `v`)`

    Description

      `glEvalCoord` evaluates enabled one-dimensional maps at argument `u` or two-dimensional maps using two domain values, `u` and `v`. To define a map, call `glMap1` and `glMap2`; to enable and disable it, call `glEnable` and `glDisable`.

      When one of the `glEvalCoord` commands is issued, all currently enabled maps of the indicated dimension are evaluated. Then, for each enabled map, it is as if the corresponding GL command had been issued with the computed value. That is, if `GL_MAP1_INDEX` or `GL_MAP2_INDEX` is enabled, a `glIndex` command is simulated. If `GL_MAP1_COLOR_4` or `GL_MAP2_COLOR_4` is enabled, a `glColor` command is simulated. If `GL_MAP1_NORMAL` or `GL_MAP2_NORMAL` is enabled, a normal vector is produced, and if any of `GL_MAP1_TEXTURE_COORD_1`, `GL_MAP1_TEXTURE_COORD_2`, `GL_MAP1_TEXTURE_COORD_3`, `GL_MAP1_TEXTURE_COORD_4`, `GL_MAP2_TEXTURE_COORD_1`, `GL_MAP2_TEXTURE_COORD_2`, `GL_MAP2_TEXTURE_COORD_3`, or `GL_MAP2_TEXTURE_COORD_4` is enabled, then an appropriate `glTexCoord` command is simulated.

      For color, color index, normal, and texture coordinates the GL uses evaluated values instead of current values for those evaluations that are enabled, and current values otherwise, However, the evaluated values do not update the current values. Thus, if `glVertex` commands are interspersed with `glEvalCoord` commands, the color, normal, and texture coordinates associated with the `glVertex` commands are not affected by the values generated by the `glEvalCoord` commands, but only by the most recent `glColor`, `glIndex`, `glNormal`, and `glTexCoord` commands.

      No commands are issued for maps that are not enabled. If more than one texture evaluation is enabled for a particular dimension (for example, `GL_MAP2_TEXTURE_COORD_1` and `GL_MAP2_TEXTURE_COORD_2`), then only the evaluation of the map that produces the larger number of coordinates (in this case, `GL_MAP2_TEXTURE_COORD_2`) is carried out. `GL_MAP1_VERTEX_4` overrides `GL_MAP1_VERTEX_3`, and `GL_MAP2_VERTEX_4` overrides `GL_MAP2_VERTEX_3`, in the same manner. If neither a three- nor a four-component vertex map is enabled for the specified dimension, the `glEvalCoord` command is ignored.

      If you have enabled automatic normal generation, by calling `glEnable` with argument `GL_AUTO_NORMAL`, `glEvalCoord` generates surface normals analytically, regardless of the contents or enabling of the `GL_MAP2_NORMAL` map. Let .sp .nf Pp Pp m = -- X -- Pu Pv .sp .fi

      Then the generated normal n is

      n = m over ~ over { || m || }

      .sp

      If automatic normal generation is disabled, the corresponding normal map `GL_MAP2_NORMAL`, if enabled, is used to produce a normal. If neither automatic normal generation nor a normal map is enabled, no normal is generated for `glEvalCoord` commands.

    Parameter `u`

      Specifies a value that is the domain coordinate u to the basis function defined in a previous `glMap1` or `glMap2` command.

    Parameter `v`

      Specifies a value that is the domain coordinate v to the basis function defined in a previous `glMap2` command.

    Parameter `u`

      Specifies a pointer to an array containing either one or two domain coordinates. The first coordinate is u. The second coordinate is v.

    Method glEvalPoint

      ``void` glEvalPoint(`int`|`array`(`int`) `i`, `int`|`void` `j`)`

    Description

      `glMapGrid` and `glEvalMesh` are used in tandem to efficiently generate and evaluate a series of evenly spaced map domain values. `glEvalPoint` can be used to evaluate a single grid point in the same gridspace that is traversed by `glEvalMesh`. Calling `glEvalPoint` is equivalent to calling .nf

      glEvalCoord1(i . DELTA u + u ); 1 where

      DELTA u = (u - u ) / n 2 1

      and n, u , and u 1 2

      .fi are the arguments to the most recent `glMapGrid1` command. The one absolute numeric requirement is that if i~=~n, then the value computed from .nf i . DELTA u + u is exactly u . 1 2

      .fi

      In the two-dimensional case, `glEvalPoint`, let .nf DELTA u = (u - u )/n 2 1

      DELTA v = (v - v )/m 2 1

      where n, u , u , m, v , and v 1 2 1 2

      .fi are the arguments to the most recent `glMapGrid2` command. Then the `glEvalPoint` command is equivalent to calling .nf

      glEvalCoord2(i . DELTA u + u , j . DELTA v + v ); 1 1

      .fi The only absolute numeric requirements are that if i~=~n, then the value computed from .nf

      i . DELTA u + u is exactly u , 1 2 .fi and if j~=~m, then the value computed from .nf

      j cdot DELTA v + v is exactly v . 1 2

    Parameter `i`

      Specifies the integer value for grid domain variable i.

    Parameter `j`

      Specifies the integer value for grid domain variable j (`glEvalPoint` only).

    Method glFinish

      ``void` glFinish()`

    Description

      `glFinish` does not return until the effects of all previously called GL commands are complete. Such effects include all changes to GL state, all changes to connection state, and all changes to the frame buffer contents.

    Throws

      `GL_INVALID_OPERATION` is generated if `glFinish` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glFlush

      ``void` glFlush()`

    Description

      Different GL implementations buffer commands in several different locations, including network buffers and the graphics accelerator itself. `glFlush` empties all of these buffers, causing all issued commands to be executed as quickly as they are accepted by the actual rendering engine. Though this execution may not be completed in any particular time period, it does complete in finite time.

      Because any GL program might be executed over a network, or on an accelerator that buffers commands, all programs should call `glFlush` whenever they count on having all of their previously issued commands completed. For example, call `glFlush` before waiting for user input that depends on the generated image.

    Throws

      `GL_INVALID_OPERATION` is generated if `glFlush` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glFog

      ``void` glFog(`int` `pname`, `float`|`int`|`array`(`float`|`int`) `param`)`

    Description

      Fog is initially disabled. While enabled, fog affects rasterized geometry, bitmaps, and pixel blocks, but not buffer clear operations. To enable and disable fog, call `glEnable` and `glDisable` with argument `GL_FOG`.

      `glFog` assigns the value or values in params to the fog parameter specified by pname. The following values are accepted for pname:

      `GL_FOG_MODE` | params is a single integer or floating-point value that specifies the equation to be used to compute the fog blend factor, f. Three symbolic constants are accepted: `GL_LINEAR`, `GL_EXP`, and `GL_EXP2`. The equations corresponding to these symbolic constants are defined below. The initial fog mode is `GL_EXP`.
      `GL_FOG_DENSITY` | params is a single integer or floating-point value that specifies density, the fog density used in both exponential fog equations. Only nonnegative densities are accepted. The initial fog density is 1.
      `GL_FOG_START` | params is a single integer or floating-point value that specifies start, the near distance used in the linear fog equation. The initial near distance is 0.
      `GL_FOG_END` | params is a single integer or floating-point value that specifies end, the far distance used in the linear fog equation. The initial far distance is 1.
      `GL_FOG_INDEX` | params is a single integer or floating-point value that specifies i sub f, the fog color index. The initial fog index is 0.

      `GL_FOG_COLOR`

      params contains four integer or floating-point values that specify C sub f, the fog color. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. After conversion, all color components are clamped to the range [0,1]. The initial fog color is (0, 0, 0, 0).

      Fog blends a fog color with each rasterized pixel fragment's posttexturing color using a blending factor f. Factor f is computed in one of three ways, depending on the fog mode. Let z be the distance in eye coordinates from the origin to the fragment being fogged. The equation for `GL_LINEAR` fog is .ce

      .EQ f ~=~ {end ~-~ z} over {end ~-~ start} .EN

      .RE

      The equation for `GL_EXP` fog is .ce

      .EQ f ~=~ e ** (-(density ~cdot~ z)) .EN

      The equation for `GL_EXP2` fog is .ce

      .EQ f ~=~ e ** (-(density ~cdot~ z) ** 2) .EN

      Regardless of the fog mode, f is clamped to the range [0,1] after it is computed. Then, if the GL is in RGBA color mode, the fragment's color C sub r is replaced by .sp .ce .EQ {C sub r} prime ~=~ f C sub r + (1 - f) C sub f .EN

      In color index mode, the fragment's color index i sub r is replaced by .sp .ce .EQ {i sub r} prime ~=~ i sub r + (1 - f) i sub f .EN

    Parameter `pname`

      Specifies a single-valued fog parameter. `GL_FOG_MODE`, `GL_FOG_DENSITY`, `GL_FOG_START`, `GL_FOG_END`, and `GL_FOG_INDEX` are accepted.

    Parameter `param`

      Specifies the value that pname will be set to.

    Parameter `pname`

      Specifies a fog parameter. `GL_FOG_MODE`, `GL_FOG_DENSITY`, `GL_FOG_START`, `GL_FOG_END`, `GL_FOG_INDEX`, and `GL_FOG_COLOR` are accepted.

    Parameter `params`

      Specifies the value or values to be assigned to pname. `GL_FOG_COLOR` requires an array of four values. All other parameters accept an array containing only a single value.

    Throws

      `GL_INVALID_ENUM` is generated if pname is not an accepted value, or if pname is `GL_FOG_MODE` and params is not an accepted value.

      `GL_INVALID_VALUE` is generated if pname is `GL_FOG_DENSITY`, and params is negative.

      `GL_INVALID_OPERATION` is generated if `glFog` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glFrontFace

      ``void` glFrontFace(`int` `mode`)`

    Description

      In a scene composed entirely of opaque closed surfaces, back-facing polygons are never visible. Eliminating these invisible polygons has the obvious benefit of speeding up the rendering of the image. To enable and disable elimination of back-facing polygons, call `glEnable` and `glDisable` with argument `GL_CULL_FACE`.

      The projection of a polygon to window coordinates is said to have clockwise winding if an imaginary object following the path from its first vertex, its second vertex, and so on, to its last vertex, and finally back to its first vertex, moves in a clockwise direction about the interior of the polygon. The polygon's winding is said to be counterclockwise if the imaginary object following the same path moves in a counterclockwise direction about the interior of the polygon. `glFrontFace` specifies whether polygons with clockwise winding in window coordinates, or counterclockwise winding in window coordinates, are taken to be front-facing. Passing `GL_CCW` to mode selects counterclockwise polygons as front-facing; `GL_CW` selects clockwise polygons as front-facing. By default, counterclockwise polygons are taken to be front-facing.

    Parameter `mode`

      Specifies the orientation of front-facing polygons. `GL_CW` and `GL_CCW` are accepted. The initial value is `GL_CCW`.

    Throws

      `GL_INVALID_ENUM` is generated if mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glFrontFace` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glFrustum

      ``void` glFrustum(`float` `left`, `float` `right`, `float` `bottom`, `float` `top`, `float` `zNear`, `float` `zFar`)`

    Description

      `glFrustum` describes a perspective matrix that produces a perspective projection. The current matrix (see `glMatrixMode`) is multiplied by this matrix and the result replaces the current matrix, as if `glMultMatrix` were called with the following matrix as its argument:

      .sp 5 .ce .EQ down 130 {left ( ~~ matrix { ccol { {{2 ~ "zNear"} over {"right" - "left"}} above 0 above 0 above 0 } ccol { 0 above {{2 ~ "zNear"} over {"top" - "bottom"}} ~ above 0 above 0 } ccol { A ~~~~ above B ~~~~ above C ~~~~ above -1 ~~~~} ccol { 0 above 0 above D above 0} } ~~~ right )} .EN .sp .ce .EQ down 130 {A ~=~ {"right" + "left"} over {"right" - "left"}} .EN .sp .ce .EQ down 130 {B ~=~ {"top" + "bottom"} over {"top" - "bottom"}} .EN .sp .ce .EQ down 130 {C ~=~ -{{"zFar" + "zNear"} over {"zFar" - "zNear"}}} .EN .sp .ce .EQ down 130 {D ~=~ -{{2 ~ "zFar" ~ "zNear"} over {"zFar" - "zNear"}}} .EN .sp

      Typically, the matrix mode is `GL_PROJECTION`, and (left, bottom, -zNear) and (right, top, -zNear) specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the window, assuming that the eye is located at (0, 0, 0). -zFar specifies the location of the far clipping plane. Both zNear and zFar must be positive.

      Use `glPushMatrix` and `glPopMatrix` to save and restore the current matrix stack.

    Parameter `left`

      Specify the coordinates for the left and right vertical clipping planes.

    Parameter `bottom`

      Specify the coordinates for the bottom and top horizontal clipping planes.

    Parameter `zNear`

      Specify the distances to the near and far depth clipping planes. Both distances must be positive.

    Throws

      `GL_INVALID_VALUE` is generated if zNear or zFar is not positive.

      `GL_INVALID_OPERATION` is generated if `glFrustum` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glGenLists

      ``int` glGenLists(`int` `range`)`

    Description

      `glGenLists` has one argument, range. It returns an integer n such that range contiguous empty display lists, named n, n+1, ..., n+range -1, are created. If range is 0, if there is no group of range contiguous names available, or if any error is generated, no display lists are generated, and 0 is returned.

    Parameter `range`

      Specifies the number of contiguous empty display lists to be generated.

    Throws

      `GL_INVALID_VALUE` is generated if range is negative.

      `GL_INVALID_OPERATION` is generated if `glGenLists` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glGetError

      ``int` glGetError()`

    Description

      `glGetError` returns the value of the error flag. Each detectable error is assigned a numeric code and symbolic name. When an error occurs, the error flag is set to the appropriate error code value. No other errors are recorded until `glGetError` is called, the error code is returned, and the flag is reset to `GL_NO_ERROR`. If a call to `glGetError` returns `GL_NO_ERROR`, there has been no detectable error since the last call to `glGetError`, or since the GL was initialized.

      To allow for distributed implementations, there may be several error flags. If any single error flag has recorded an error, the value of that flag is returned and that flag is reset to `GL_NO_ERROR` when `glGetError` is called. If more than one flag has recorded an error, `glGetError` returns and clears an arbitrary error flag value. Thus, `glGetError` should always be called in a loop, until it returns `GL_NO_ERROR`, if all error flags are to be reset.

      Initially, all error flags are set to `GL_NO_ERROR`.

      The following errors are currently defined:

      `GL_NO_ERROR` | No error has been recorded. The value of this symbolic constant is guaranteed to be 0.
      `GL_INVALID_ENUM` | An unacceptable value is specified for an enumerated argument. The offending command is ignored, and has no other side effect than to set the error flag.
      `GL_INVALID_VALUE` | A numeric argument is out of range. The offending command is ignored, and has no other side effect than to set the error flag.
      `GL_INVALID_OPERATION` | The specified operation is not allowed in the current state. The offending command is ignored, and has no other side effect than to set the error flag.
      `GL_STACK_OVERFLOW` | This command would cause a stack overflow. The offending command is ignored, and has no other side effect than to set the error flag.
      `GL_STACK_UNDERFLOW` | This command would cause a stack underflow. The offending command is ignored, and has no other side effect than to set the error flag.
      `GL_OUT_OF_MEMORY` | There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of the error flags, after this error is recorded.

      When an error flag is set, results of a GL operation are undefined only if `GL_OUT_OF_MEMORY` has occurred. In all other cases, the command generating the error is ignored and has no effect on the GL state or frame buffer contents. If the generating command returns a value, it returns 0. If `glGetError` itself generates an error, it returns 0.

    Throws

      `GL_INVALID_OPERATION` is generated if `glGetError` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`. In this case `glGetError` returns 0.

    Method glGetString

      ``string` glGetString(`int` `name`)`

    Description

      `glGetString` returns a pointer to a static string describing some aspect of the current GL connection. name can be one of the following:

      `GL_VENDOR` | Returns the company responsible for this GL implementation. This name does not change from release to release.
      `GL_RENDERER` | Returns the name of the renderer. This name is typically specific to a particular configuration of a hardware platform. It does not change from release to release.
      `GL_VERSION` | Returns a version or release number.
      `GL_EXTENSIONS` | Returns a space-separated list of supported extensions to GL.

      Because the GL does not include queries for the performance characteristics of an implementation, some applications are written to recognize known platforms and modify their GL usage based on known performance characteristics of these platforms. Strings `GL_VENDOR` and `GL_RENDERER` together uniquely specify a platform. They do not change from release to release and should be used by platform-recognition algorithms.

      Some applications want to make use of features that are not part of the standard GL. These features may be implemented as extensions to the standard GL. The `GL_EXTENSIONS` string is a space-separated list of supported GL extensions. (Extension names never contain a space character.)

      The `GL_VERSION` string begins with a version number. The version number uses one of these forms:

      major_number.minor_number

      major_number.minor_number.release_number

      Vendor-specific information may follow the version number. Its format depends on the implementation, but a space always separates the version number and the vendor-specific information.

      All strings are null-terminated.

    Parameter `name`

      Specifies a symbolic constant, one of `GL_VENDOR`, `GL_RENDERER`, `GL_VERSION`, or `GL_EXTENSIONS`.

    Throws

      `GL_INVALID_ENUM` is generated if name is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glGetString` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glHint

      ``void` glHint(`int` `target`, `int` `mode`)`

    Description

      Certain aspects of GL behavior, when there is room for interpretation, can be controlled with hints. A hint is specified with two arguments. target is a symbolic constant indicating the behavior to be controlled, and mode is another symbolic constant indicating the desired behavior. The initial value for each target is `GL_DONT_CARE`. mode can be one of the following:

      `GL_FASTEST` | The most efficient option should be chosen.
      `GL_NICEST` | The most correct, or highest quality, option should be chosen.
      `GL_DONT_CARE` | No preference.

      Though the implementation aspects that can be hinted are well defined, the interpretation of the hints depends on the implementation. The hint aspects that can be specified with target, along with suggested semantics, are as follows:

      `GL_FOG_HINT` | Indicates the accuracy of fog calculation. If per-pixel fog calculation is not efficiently supported by the GL implementation, hinting `GL_DONT_CARE` or `GL_FASTEST` can result in per-vertex calculation of fog effects.
      `GL_LINE_SMOOTH_HINT` | Indicates the sampling quality of antialiased lines. If a larger filter function is applied, hinting `GL_NICEST` can result in more pixel fragments being generated during rasterization,
      `GL_PERSPECTIVE_CORRECTION_HINT` | Indicates the quality of color and texture coordinate interpolation. If perspective-corrected parameter interpolation is not efficiently supported by the GL implementation, hinting `GL_DONT_CARE` or `GL_FASTEST` can result in simple linear interpolation of colors and/or texture coordinates.
      `GL_POINT_SMOOTH_HINT` | Indicates the sampling quality of antialiased points. If a larger filter function is applied, hinting `GL_NICEST` can result in more pixel fragments being generated during rasterization,
      `GL_POLYGON_SMOOTH_HINT` | Indicates the sampling quality of antialiased polygons. Hinting `GL_NICEST` can result in more pixel fragments being generated during rasterization, if a larger filter function is applied.

    Parameter `target`

      Specifies a symbolic constant indicating the behavior to be controlled. `GL_FOG_HINT`, `GL_LINE_SMOOTH_HINT`, `GL_PERSPECTIVE_CORRECTION_HINT`, `GL_POINT_SMOOTH_HINT`, and `GL_POLYGON_SMOOTH_HINT` are accepted.

    Parameter `mode`

      Specifies a symbolic constant indicating the desired behavior. `GL_FASTEST`, `GL_NICEST`, and `GL_DONT_CARE` are accepted.

    Throws

      `GL_INVALID_ENUM` is generated if either target or mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glHint` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glIndex

      ``void` glIndex(`float`|`int` `c`)`

    Description

      `glIndex` updates the current (single-valued) color index. It takes one argument, the new value for the current color index.

      The current index is stored as a floating-point value. Integer values are converted directly to floating-point values, with no special mapping. The initial value is 1.

      Index values outside the representable range of the color index buffer are not clamped. However, before an index is dithered (if enabled) and written to the frame buffer, it is converted to fixed-point format. Any bits in the integer portion of the resulting fixed-point value that do not correspond to bits in the frame buffer are masked out.

    Parameter `c`

      Specifies the new value for the current color index.

    Parameter `c`

      Specifies a pointer to a one-element array that contains the new value for the current color index.

    Method glIndexMask

      ``void` glIndexMask(`int` `mask`)`

    Description

      `glIndexMask` controls the writing of individual bits in the color index buffers. The least significant n bits of mask, where n is the number of bits in a color index buffer, specify a mask. Where a 1 (one) appears in the mask, it's possible to write to the corresponding bit in the color index buffer (or buffers). Where a 0 (zero) appears, the corresponding bit is write-protected.

      This mask is used only in color index mode, and it affects only the buffers currently selected for writing (see `glDrawBuffer`). Initially, all bits are enabled for writing.

    Parameter `mask`

      Specifies a bit mask to enable and disable the writing of individual bits in the color index buffers. Initially, the mask is all 1's.

    Throws

      `GL_INVALID_OPERATION` is generated if `glIndexMask` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glInitNames

      ``void` glInitNames()`

    Description

      The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers. `glInitNames` causes the name stack to be initialized to its default empty state.

      The name stack is always empty while the render mode is not `GL_SELECT`. Calls to `glInitNames` while the render mode is not `GL_SELECT` are ignored.

    Throws

      `GL_INVALID_OPERATION` is generated if `glInitNames` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glIsEnabled

      ``int` glIsEnabled(`int` `cap`)`

    Description

      `glIsEnabled` returns `GL_TRUE` if cap is an enabled capability and returns `GL_FALSE` otherwise. Initially all capabilities except `GL_DITHER` are disabled; `GL_DITHER` is initially enabled.

      The following capabilities are accepted for cap:

      .TS lb lb l l l. Constant See _

      `GL_ALPHA_TEST` `glAlphaFunc` `GL_AUTO_NORMAL` `glEvalCoord` `GL_BLEND` `glBlendFunc`, `glLogicOp` `GL_CLIP_PLANE` i `glClipPlane` `GL_COLOR_ARRAY` `glColorPointer` `GL_COLOR_LOGIC_OP` `glLogicOp` `GL_COLOR_MATERIAL` `glColorMaterial` `GL_CULL_FACE` `glCullFace` `GL_DEPTH_TEST` `glDepthFunc`, `glDepthRange` `GL_DITHER` `glEnable` `GL_EDGE_FLAG_ARRAY` `glEdgeFlagPointer` `GL_FOG` `glFog` `GL_INDEX_ARRAY` `glIndexPointer` `GL_INDEX_LOGIC_OP` `glLogicOp` `GL_LIGHT` i `glLightModel`, `glLight` `GL_LIGHTING` `glMaterial`, `glLightModel`, `glLight` `GL_LINE_SMOOTH` `glLineWidth` `GL_LINE_STIPPLE` `glLineStipple` `GL_MAP1_COLOR_4` `glMap1`, `glMap2` `GL_MAP2_TEXTURE_COORD_2` `glMap2` `GL_MAP2_TEXTURE_COORD_3` `glMap2` `GL_MAP2_TEXTURE_COORD_4` `glMap2` `GL_MAP2_VERTEX_3` `glMap2` `GL_MAP2_VERTEX_4` `glMap2` `GL_NORMAL_ARRAY` `glNormalPointer` `GL_NORMALIZE` `glNormal` `GL_POINT_SMOOTH` `glPointSize` `GL_POLYGON_SMOOTH` `glPolygonMode` `GL_POLYGON_OFFSET_FILL` `glPolygonOffset` `GL_POLYGON_OFFSET_LINE` `glPolygonOffset` `GL_POLYGON_OFFSET_POINT` `glPolygonOffset` `GL_POLYGON_STIPPLE` `glPolygonStipple` `GL_SCISSOR_TEST` `glScissor` `GL_STENCIL_TEST` `glStencilFunc`, `glStencilOp` `GL_TEXTURE_1D` `glTexImage1D` `GL_TEXTURE_2D` `glTexImage2D` `GL_TEXTURE_COORD_ARRAY` `glTexCoordPointer` `GL_TEXTURE_GEN_Q` `glTexGen` `GL_TEXTURE_GEN_R` `glTexGen` `GL_TEXTURE_GEN_S` `glTexGen` `GL_TEXTURE_GEN_T` `glTexGen` `GL_VERTEX_ARRAY` `glVertexPointer` .TE

    Parameter `cap`

      Specifies a symbolic constant indicating a GL capability.

    Throws

      `GL_INVALID_ENUM` is generated if cap is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glIsEnabled` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glIsList

      ``int` glIsList(`int` `list`)`

    Description

      `glIsList` returns `GL_TRUE` if list is the name of a display list and returns `GL_FALSE` otherwise.

    Parameter `list`

      Specifies a potential display-list name.

    Throws

      `GL_INVALID_OPERATION` is generated if `glIsList` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glIsTexture

      ``int` glIsTexture(`int` `texture`)`

    Description

      `glIsTexture` returns `GL_TRUE` if texture is currently the name of a texture. If texture is zero, or is a non-zero value that is not currently the name of a texture, or if an error occurs, `glIsTexture` returns `GL_FALSE`.

    Parameter `texture`

      Specifies a value that may be the name of a texture.

    Throws

      `GL_INVALID_OPERATION` is generated if `glIsTexture` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLight

      ``void` glLight(`int` `light`, `int` `pname`, `float`|`int`|`array`(`float`|`int`) `param`)`

    Description

      `glLight` sets the values of individual light source parameters. light names the light and is a symbolic name of the form `GL_LIGHT`i, where 0 \(<= i < `GL_MAX_LIGHTS`. pname specifies one of ten light source parameters, again by symbolic name. params is either a single value or a pointer to an array that contains the new values.

      To enable and disable lighting calculation, call `glEnable` and `glDisable` with argument `GL_LIGHTING`. Lighting is initially disabled. When it is enabled, light sources that are enabled contribute to the lighting calculation. Light source i is enabled and disabled using `glEnable` and `glDisable` with argument `GL_LIGHT`i.

      The ten light parameters are as follows:

      `GL_AMBIENT`

      params contains four integer or floating-point values that specify the ambient RGBA intensity of the light. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient light intensity is (0, 0, 0, 1).

      `GL_DIFFUSE`

      params contains four integer or floating-point values that specify the diffuse RGBA intensity of the light. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial value for `GL_LIGHT0` is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).

      `GL_SPECULAR`

      params contains four integer or floating-point values that specify the specular RGBA intensity of the light. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial value for `GL_LIGHT0` is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).

      `GL_POSITION`

      params contains four integer or floating-point values that specify the position of the light in homogeneous object coordinates. Both integer and floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The position is transformed by the modelview matrix when `glLight` is called (just as if it were a point), and it is stored in eye coordinates. If the w component of the position is 0, the light is treated as a directional source. Diffuse and specular lighting calculations take the light's direction, but not its actual position, into account, and attenuation is disabled. Otherwise, diffuse and specular lighting calculations are based on the actual location of the light in eye coordinates, and attenuation is enabled. The initial position is (0, 0, 1, 0); thus, the initial light source is directional, parallel to, and in the direction of the -z axis.

      `GL_SPOT_DIRECTION`

      params contains three integer or floating-point values that specify the direction of the light in homogeneous object coordinates. Both integer and floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The spot direction is transformed by the inverse of the modelview matrix when `glLight` is called (just as if it were a normal), and it is stored in eye coordinates. It is significant only when `GL_SPOT_CUTOFF` is not 180, which it is initially. The initial direction is (0, 0, -1).

      `GL_SPOT_EXPONENT`

      params is a single integer or floating-point value that specifies the intensity distribution of the light. Integer and floating-point values are mapped directly. Only values in the range [0,128] are accepted. Effective light intensity is attenuated by the cosine of the angle between the direction of the light and the direction from the light to the vertex being lighted, raised to the power of the spot exponent. Thus, higher spot exponents result in a more focused light source, regardless of the spot cutoff angle (see `GL_SPOT_CUTOFF`, next paragraph). The initial spot exponent is 0, resulting in uniform light distribution.

      `GL_SPOT_CUTOFF`

      params is a single integer or floating-point value that specifies the maximum spread angle of a light source. Integer and floating-point values are mapped directly. Only values in the range [0,90] and the special value 180 are accepted. If the angle between the direction of the light and the direction from the light to the vertex being lighted is greater than the spot cutoff angle, the light is completely masked. Otherwise, its intensity is controlled by the spot exponent and the attenuation factors. The initial spot cutoff is 180, resulting in uniform light distribution.

      `GL_CONSTANT_ATTENUATION` |
      `GL_LINEAR_ATTENUATION` |

      `GL_QUADRATIC_ATTENUATION`

      params is a single integer or floating-point value that specifies one of the three light attenuation factors. Integer and floating-point values are mapped directly. Only nonnegative values are accepted. If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant factor, the linear factor times the distance between the light and the vertex being lighted, and the quadratic factor times the square of the same distance. The initial attenuation factors are (1, 0, 0), resulting in no attenuation.

    Parameter `light`

      Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form `GL_LIGHT`i where 0 \(<= i < `GL_MAX_LIGHTS`.

    Parameter `pname`

      Specifies a single-valued light source parameter for light. `GL_SPOT_EXPONENT`, `GL_SPOT_CUTOFF`, `GL_CONSTANT_ATTENUATION`, `GL_LINEAR_ATTENUATION`, and `GL_QUADRATIC_ATTENUATION` are accepted.

    Parameter `param`

      Specifies the value that parameter pname of light source light will be set to.

    Parameter `light`

      Specifies a light. The number of lights depends on the implementation, but at least eight lights are supported. They are identified by symbolic names of the form `GL_LIGHT`i where 0 \(<= i < `GL_MAX_LIGHTS`.

    Parameter `pname`

      Specifies a light source parameter for light. `GL_AMBIENT`, `GL_DIFFUSE`, `GL_SPECULAR`, `GL_POSITION`, `GL_SPOT_CUTOFF`, `GL_SPOT_DIRECTION`, `GL_SPOT_EXPONENT`, `GL_CONSTANT_ATTENUATION`, `GL_LINEAR_ATTENUATION`, and `GL_QUADRATIC_ATTENUATION` are accepted.

    Parameter `params`

      Specifies a pointer to the value or values that parameter pname of light source light will be set to.

    Throws

      `GL_INVALID_ENUM` is generated if either light or pname is not an accepted value.

      `GL_INVALID_VALUE` is generated if a spot exponent value is specified outside the range [0,128], or if spot cutoff is specified outside the range [0,90] (except for the special value 180), or if a negative attenuation factor is specified.

      `GL_INVALID_OPERATION` is generated if `glLight` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLightModel

      ``void` glLightModel(`int` `pname`, `float`|`int`|`array`(`float`|`int`) `param`)`

    Description

      `glLightModel` sets the lighting model parameter. pname names a parameter and params gives the new value. There are three lighting model parameters:

      `GL_LIGHT_MODEL_AMBIENT`

      params contains four integer or floating-point values that specify the ambient RGBA intensity of the entire scene. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient scene intensity is (0.2, 0.2, 0.2, 1.0).

      `GL_LIGHT_MODEL_LOCAL_VIEWER`

      params is a single integer or floating-point value that specifies how specular reflection angles are computed. If params is 0 (or 0.0), specular reflection angles take the view direction to be parallel to and in the direction of the -z axis, regardless of the location of the vertex in eye coordinates. Otherwise, specular reflections are computed from the origin of the eye coordinate system. The initial value is 0.

      `GL_LIGHT_MODEL_TWO_SIDE`

      params is a single integer or floating-point value that specifies whether one- or two-sided lighting calculations are done for polygons. It has no effect on the lighting calculations for points, lines, or bitmaps. If params is 0 (or 0.0), one-sided lighting is specified, and only the front material parameters are used in the lighting equation. Otherwise, two-sided lighting is specified. In this case, vertices of back-facing polygons are lighted using the back material parameters, and have their normals reversed before the lighting equation is evaluated. Vertices of front-facing polygons are always lighted using the front material parameters, with no change to their normals. The initial value is 0.

      In RGBA mode, the lighted color of a vertex is the sum of the material emission intensity, the product of the material ambient reflectance and the lighting model full-scene ambient intensity, and the contribution of each enabled light source. Each light source contributes the sum of three terms: ambient, diffuse, and specular. The ambient light source contribution is the product of the material ambient reflectance and the light's ambient intensity. The diffuse light source contribution is the product of the material diffuse reflectance, the light's diffuse intensity, and the dot product of the vertex's normal with the normalized vector from the vertex to the light source. The specular light source contribution is the product of the material specular reflectance, the light's specular intensity, and the dot product of the normalized vertex-to-eye and vertex-to-light vectors, raised to the power of the shininess of the material. All three light source contributions are attenuated equally based on the distance from the vertex to the light source and on light source direction, spread exponent, and spread cutoff angle. All dot products are replaced with 0 if they evaluate to a negative value.

      The alpha component of the resulting lighted color is set to the alpha value of the material diffuse reflectance.

      In color index mode, the value of the lighted index of a vertex ranges from the ambient to the specular values passed to `glMaterial` using `GL_COLOR_INDEXES`. Diffuse and specular coefficients, computed with a (.30, .59, .11) weighting of the lights' colors, the shininess of the material, and the same reflection and attenuation equations as in the RGBA case, determine how much above ambient the resulting index is.

    Parameter `pname`

      Specifies a single-valued lighting model parameter. `GL_LIGHT_MODEL_LOCAL_VIEWER` and `GL_LIGHT_MODEL_TWO_SIDE` are accepted.

    Parameter `param`

      Specifies the value that param will be set to.

    Parameter `pname`

      Specifies a lighting model parameter. `GL_LIGHT_MODEL_AMBIENT`, `GL_LIGHT_MODEL_LOCAL_VIEWER`, and `GL_LIGHT_MODEL_TWO_SIDE` are accepted.

    Parameter `params`

      Specifies a pointer to the value or values that params will be set to.

    Throws

      `GL_INVALID_ENUM` is generated if pname is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glLightModel` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLineStipple

      ``void` glLineStipple(`int` `factor`, `int` `pattern`)`

    Description

      Line stippling masks out certain fragments produced by rasterization; those fragments will not be drawn. The masking is achieved by using three parameters: the 16-bit line stipple pattern pattern, the repeat count factor, and an integer stipple counter s.

      Counter s is reset to 0 whenever `glBegin` is called, and before each line segment of a `glBegin`(`GL_LINES`)/`glEnd` sequence is generated. It is incremented after each fragment of a unit width aliased line segment is generated, or after each i fragments of an i width line segment are generated. The i fragments associated with count s are masked out if .sp .ce pattern bit (s ~/~ "factor") ~roman mod~ 16 .sp is 0, otherwise these fragments are sent to the frame buffer. Bit zero of pattern is the least significant bit.

      Antialiased lines are treated as a sequence of 1 times width rectangles for purposes of stippling. Whether rectagle s is rasterized or not depends on the fragment rule described for aliased lines, counting rectangles rather than groups of fragments.

      To enable and disable line stippling, call `glEnable` and `glDisable` with argument `GL_LINE_STIPPLE`. When enabled, the line stipple pattern is applied as described above. When disabled, it is as if the pattern were all 1's. Initially, line stippling is disabled.

    Parameter `factor`

      Specifies a multiplier for each bit in the line stipple pattern. If factor is 3, for example, each bit in the pattern is used three times before the next bit in the pattern is used. factor is clamped to the range [1, 256] and defaults to 1.

    Parameter `pattern`

      Specifies a 16-bit integer whose bit pattern determines which fragments of a line will be drawn when the line is rasterized. Bit zero is used first; the default pattern is all 1's.

    Throws

      `GL_INVALID_OPERATION` is generated if `glLineStipple` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLineWidth

      ``void` glLineWidth(`float` `width`)`

    Description

      `glLineWidth` specifies the rasterized width of both aliased and antialiased lines. Using a line width other than 1 has different effects, depending on whether line antialiasing is enabled. To enable and disable line antialiasing, call `glEnable` and `glDisable` with argument `GL_LINE_SMOOTH`. Line antialiasing is initially disabled.

      If line antialiasing is disabled, the actual width is determined by rounding the supplied width to the nearest integer. (If the rounding results in the value 0, it is as if the line width were 1.) If .nf | DELTA x | >= | DELTA y |, .fi i pixels are filled in each column that is rasterized, where i is the rounded value of width. Otherwise, i pixels are filled in each row that is rasterized.

      If antialiasing is enabled, line rasterization produces a fragment for each pixel square that intersects the region lying within the rectangle having width equal to the current line width, length equal to the actual length of the line, and centered on the mathematical line segment. The coverage value for each fragment is the window coordinate area of the intersection of the rectangular region with the corresponding pixel square. This value is saved and used in the final rasterization step.

      Not all widths can be supported when line antialiasing is enabled. If an unsupported width is requested, the nearest supported width is used. Only width 1 is guaranteed to be supported; others depend on the implementation. To query the range of supported widths and the size difference between supported widths within the range, call `glGet` with arguments `GL_LINE_WIDTH_RANGE` and `GL_LINE_WIDTH_GRANULARITY`.

    Parameter `width`

      Specifies the width of rasterized lines. The initial value is 1.

    Throws

      `GL_INVALID_VALUE` is generated if width is less than or equal to 0.

      `GL_INVALID_OPERATION` is generated if `glLineWidth` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glListBase

      ``void` glListBase(`int` `base`)`

    Description

      `glCallLists` specifies an array of offsets. Display-list names are generated by adding base to each offset. Names that reference valid display lists are executed; the others are ignored.

    Parameter `base`

      Specifies an integer offset that will be added to `glCallLists` offsets to generate display-list names. The initial value is 0.

    Throws

      `GL_INVALID_OPERATION` is generated if `glListBase` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLoadIdentity

      ``void` glLoadIdentity()`

    Description

      `glLoadIdentity` replaces the current matrix with the identity matrix. It is semantically equivalent to calling `glLoadMatrix` with the identity matrix

      .ce

      .EQ left ( down 20 { ~ matrix { ccol { 1 above 0 above 0 above 0~ } ccol { 0 above 1 above 0 above 0~ } ccol { 0 above 0 above 1 above 0~ } ccol { 0 above 0 above 0 above 1 } } } ~~ right ) .EN

      but in some cases it is more efficient.

    Throws

      `GL_INVALID_OPERATION` is generated if `glLoadIdentity` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLoadMatrix

      ``void` glLoadMatrix(`array`(`array`(`float`|`int`)) `m`)`

    Description

      `glLoadMatrix` replaces the current matrix with the one whose elements are specified by m. The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see `glMatrixMode`).

      The current matrix, M, defines a transformation of coordinates. For instance, assume M refers to the modelview matrix. If v ~=~ (v[0], v[1], v[2], v[3]) is the set of object coordinates of a vertex, and m points to an array of 16 single- or double-precision floating-point values m[0], m[1],. . .,m[15], then the modelview transformation M(v) does the following:

      .ce .EQ down 130 {M(v) ~ = ~ {{ left ( matrix { ccol { ~m[0] above m[1] above m[2] above m[3] ~} ccol { ~m[4] above m[5] above m[6] above m[7] ~} ccol { ~m[8] above m[9] above m[10] above m[11] ~} ccol { ~m[12]~ above m[13]~ above m[14]~ above m[15]~} } right ) } ~~ times ~~ {left ( matrix { ccol { ~v[0]~ above ~v[1]~ above ~v[2]~ above ~v[3]~ } } right )} }} .EN

      .sp

      Where 'times' denotes matrix multiplication.

      Projection and texture transformations are similarly defined.

    Parameter `m`

      Specifies a pointer to 16 consecutive values, which are used as the elements of a 4 times 4 column-major matrix.

    Throws

      `GL_INVALID_OPERATION` is generated if `glLoadMatrix` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLoadName

      ``void` glLoadName(`int` `name`)`

    Description

      The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers. `glLoadName` causes name to replace the value on the top of the name stack, which is initially empty.

      The name stack is always empty while the render mode is not `GL_SELECT`. Calls to `glLoadName` while the render mode is not `GL_SELECT` are ignored.

    Parameter `name`

      Specifies a name that will replace the top value on the name stack.

    Throws

      `GL_INVALID_OPERATION` is generated if `glLoadName` is called while the name stack is empty.

      `GL_INVALID_OPERATION` is generated if `glLoadName` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glLogicOp

      ``void` glLogicOp(`int` `opcode`)`

    Description

      `glLogicOp` specifies a logical operation that, when enabled, is applied between the incoming color index or RGBA color and the color index or RGBA color at the corresponding location in the frame buffer. To enable or disable the logical operation, call `glEnable` and `glDisable` using the symbolic constant `GL_COLOR_LOGIC_OP` for RGBA mode or `GL_INDEX_LOGIC_OP` for color index mode. The initial value is disabled for both operations.

      .ne .TS center box ; ci | ci c | c . opcode resulting value = `GL_CLEAR` 0 `GL_SET` 1 `GL_COPY` s `GL_COPY_INVERTED` ~s `GL_NOOP` d `GL_INVERT` ~d `GL_AND` s & d `GL_NAND` ~(s & d) `GL_OR` s | d `GL_NOR` ~(s | d) `GL_XOR` s ^ d `GL_EQUIV` ~(s ^ d) `GL_AND_REVERSE` s & ~d `GL_AND_INVERTED` ~s & d `GL_OR_REVERSE` s | ~d `GL_OR_INVERTED` ~s | d .TE

      opcode is a symbolic constant chosen from the list above. In the explanation of the logical operations, s represents the incoming color index and d represents the index in the frame buffer. Standard C-language operators are used. As these bitwise operators suggest, the logical operation is applied independently to each bit pair of the source and destination indices or colors.

    Parameter `opcode`

      Specifies a symbolic constant that selects a logical operation. The following symbols are accepted: `GL_CLEAR`, `GL_SET`, `GL_COPY`, `GL_COPY_INVERTED`, `GL_NOOP`, `GL_INVERT`, `GL_AND`, `GL_NAND`, `GL_OR`, `GL_NOR`, `GL_XOR`, `GL_EQUIV`, `GL_AND_REVERSE`, `GL_AND_INVERTED`, `GL_OR_REVERSE`, and `GL_OR_INVERTED`. The initial value is `GL_COPY`.

    Throws

      `GL_INVALID_ENUM` is generated if opcode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glLogicOp` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glMaterial

      ``void` glMaterial(`int` `face`, `int` `pname`, `float`|`int`|`array`(`float`|`int`) `param`)`

    Description

      `glMaterial` assigns values to material parameters. There are two matched sets of material parameters. One, the front-facing set, is used to shade points, lines, bitmaps, and all polygons (when two-sided lighting is disabled), or just front-facing polygons (when two-sided lighting is enabled). The other set, back-facing, is used to shade back-facing polygons only when two-sided lighting is enabled. Refer to the `glLightModel` reference page for details concerning one- and two-sided lighting calculations.

      `glMaterial` takes three arguments. The first, face, specifies whether the `GL_FRONT` materials, the `GL_BACK` materials, or both `GL_FRONT_AND_BACK` materials will be modified. The second, pname, specifies which of several parameters in one or both sets will be modified. The third, params, specifies what value or values will be assigned to the specified parameter.

      Material parameters are used in the lighting equation that is optionally applied to each vertex. The equation is discussed in the `glLightModel` reference page. The parameters that can be specified using `glMaterial`, and their interpretations by the lighting equation, are as follows:

      `GL_AMBIENT`

      params contains four integer or floating-point values that specify the ambient RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient reflectance for both front- and back-facing materials is (0.2, 0.2, 0.2, 1.0).

      `GL_DIFFUSE`

      params contains four integer or floating-point values that specify the diffuse RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial diffuse reflectance for both front- and back-facing materials is (0.8, 0.8, 0.8, 1.0).

      `GL_SPECULAR`

      params contains four integer or floating-point values that specify the specular RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial specular reflectance for both front- and back-facing materials is (0, 0, 0, 1).

      `GL_EMISSION`

      params contains four integer or floating-point values that specify the RGBA emitted light intensity of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial emission intensity for both front- and back-facing materials is (0, 0, 0, 1).

      `GL_SHININESS` | params is a single integer or floating-point value that specifies the RGBA specular exponent of the material. Integer and floating-point values are mapped directly. Only values in the range [0,128] are accepted. The initial specular exponent for both front- and back-facing materials is 0.
      `GL_AMBIENT_AND_DIFFUSE` | Equivalent to calling `glMaterial` twice with the same parameter values, once with `GL_AMBIENT` and once with `GL_DIFFUSE`.
      `GL_COLOR_INDEXES` | params contains three integer or floating-point values specifying the color indices for ambient, diffuse, and specular lighting. These three values, and `GL_SHININESS`, are the only material values used by the color index mode lighting equation. Refer to the `glLightModel` reference page for a discussion of color index lighting.

    Parameter `face`

      Specifies which face or faces are being updated. Must be one of `GL_FRONT`, `GL_BACK`, or `GL_FRONT_AND_BACK`.

    Parameter `pname`

      Specifies the single-valued material parameter of the face or faces that is being updated. Must be `GL_SHININESS`.

    Parameter `param`

      Specifies the value that parameter `GL_SHININESS` will be set to.

    Parameter `face`

      Specifies which face or faces are being updated. Must be one of `GL_FRONT`, `GL_BACK`, or `GL_FRONT_AND_BACK`.

    Parameter `pname`

      Specifies the material parameter of the face or faces that is being updated. Must be one of `GL_AMBIENT`, `GL_DIFFUSE`, `GL_SPECULAR`, `GL_EMISSION`, `GL_SHININESS`, `GL_AMBIENT_AND_DIFFUSE`, or `GL_COLOR_INDEXES`.

    Parameter `params`

      Specifies a pointer to the value or values that pname will be set to.

    Throws

      `GL_INVALID_ENUM` is generated if either face or pname is not an accepted value.

      `GL_INVALID_VALUE` is generated if a specular exponent outside the range [0,128] is specified.

    Method glMatrixMode

      ``void` glMatrixMode(`int` `mode`)`

    Description

      `glMatrixMode` sets the current matrix mode. mode can assume one of three values:

      `GL_MODELVIEW` | Applies subsequent matrix operations to the modelview matrix stack.
      `GL_PROJECTION` | Applies subsequent matrix operations to the projection matrix stack.
      `GL_TEXTURE` | Applies subsequent matrix operations to the texture matrix stack.

      To find out which matrix stack is currently the target of all matrix operations, call `glGet` with argument `GL_MATRIX_MODE`. The initial value is `GL_MODELVIEW`.

    Parameter `mode`

      Specifies which matrix stack is the target for subsequent matrix operations. Three values are accepted: `GL_MODELVIEW`, `GL_PROJECTION`, and `GL_TEXTURE`. The initial value is `GL_MODELVIEW`.

    Throws

      `GL_INVALID_ENUM` is generated if mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glMatrixMode` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glMultMatrix

      ``void` glMultMatrix(`array`(`array`(`float`|`int`)) `m`)`

    Description

      `glMultMatrix` multiplies the current matrix with the one specified using m, and replaces the current matrix with the product.

      The current matrix is determined by the current matrix mode (see `glMatrixMode`). It is either the projection matrix, modelview matrix, or the texture matrix.

    Parameter `m`

      Points to 16 consecutive values that are used as the elements of a 4 times 4 column-major matrix.

    Throws

      `GL_INVALID_OPERATION` is generated if `glMultMatrix` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glNewList

      ``void` glNewList(`int` `list`, `int` `mode`)`

    Description

      Display lists are groups of GL commands that have been stored for subsequent execution. Display lists are created with `glNewList`. All subsequent commands are placed in the display list, in the order issued, until `glEndList` is called.

      `glNewList` has two arguments. The first argument, list, is a positive integer that becomes the unique name for the display list. Names can be created and reserved with `glGenLists` and tested for uniqueness with `glIsList`. The second argument, mode, is a symbolic constant that can assume one of two values:

      `GL_COMPILE` | Commands are merely compiled.
      `GL_COMPILE_AND_EXECUTE` | Commands are executed as they are compiled into the display list.

      Certain commands are not compiled into the display list but are executed immediately, regardless of the display-list mode. These commands are `glColorPointer`, `glDeleteLists`, `glDisableClientState`, `glEdgeFlagPointer`, `glEnableClientState`, `glFeedbackBuffer`, `glFinish`, `glFlush`, `glGenLists`, `glIndexPointer`, `glInterleavedArrays`, `glIsEnabled`, `glIsList`, `glNormalPointer`, `glPopClientAttrib`, `glPixelStore`, `glPushClientAttrib`, `glReadPixels`, `glRenderMode`, `glSelectBuffer`, `glTexCoordPointer`, `glVertexPointer`, and all of the `glGet` commands.

      Similarly, `glTexImage2D` and `glTexImage1D` are executed immediately and not compiled into the display list when their first argument is `GL_PROXY_TEXTURE_2D` or `GL_PROXY_TEXTURE_1D`, respectively.

      When `glEndList` is encountered, the display-list definition is completed by associating the list with the unique name list (specified in the `glNewList` command). If a display list with name list already exists, it is replaced only when `glEndList` is called.

    Parameter `list`

      Specifies the display-list name.

    Parameter `mode`

      Specifies the compilation mode, which can be `GL_COMPILE` or `GL_COMPILE_AND_EXECUTE`.

    Throws

      `GL_INVALID_VALUE` is generated if list is 0.

      `GL_INVALID_ENUM` is generated if mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glEndList` is called without a preceding `glNewList`, or if `glNewList` is called while a display list is being defined.

      `GL_INVALID_OPERATION` is generated if `glNewList` or `glEndList` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

      `GL_OUT_OF_MEMORY` is generated if there is insufficient memory to compile the display list. If the GL version is 1.1 or greater, no change is made to the previous contents of the display list, if any, and no other change is made to the GL state. (It is as if no attempt had been made to create the new display list.)

    Method glNormal

      ``void` glNormal(`float`|`int`|`array`(`float`|`int`) `nx`, `float`|`int`|`void` `ny`, `float`|`int`|`void` `nz`)`

    Description

      The current normal is set to the given coordinates whenever `glNormal` is issued. Byte, short, or integer arguments are converted to floating-point format with a linear mapping that maps the most positive representable integer value to 1.0, and the most negative representable integer value to -1.0.

      Normals specified with `glNormal` need not have unit length. If normalization is enabled, then normals specified with `glNormal` are normalized after transformation. To enable and disable normalization, call `glEnable` and `glDisable` with the argument `GL_NORMALIZE`. Normalization is initially disabled.

    Parameter `nx`

      Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).

    Parameter `v`

      Specifies a pointer to an array of three elements: the x, y, and z coordinates of the new current normal.

    Method glOrtho

      ``void` glOrtho(`float` `left`, `float` `right`, `float` `bottom`, `float` `top`, `float` `zNear`, `float` `zFar`)`

    Description

      `glOrtho` describes a transformation that produces a parallel projection. The current matrix (see `glMatrixMode`) is multiplied by this matrix and the result replaces the current matrix, as if `glMultMatrix` were called with the following matrix as its argument: .sp .ce .EQ left ( matrix { ccol { {2 over {"right" - "left"}} above 0 above 0 above 0 } ccol { 0 above {2 over {"top" - "bottom"}} above 0 above 0 } ccol { 0 above 0 above {-2 over {"zFar" - "zNear"}} above 0 } ccol { {t sub x}~ above {t sub y}~ above {t sub z}~ above 1~ } } right ) .EN

      where .ce .EQ t sub x ~=~ -{{"right" + "left"} over {"right" - "left"}} .EN

      .ce .EQ t sub y ~=~ -{{"top" + "bottom"} over {"top" - "bottom"}} .EN

      .ce .EQ t sub z ~=~ -{{"zFar" + "zNear"} over {"zFar" - "zNear"}} .EN

      .RE

      Typically, the matrix mode is `GL_PROJECTION`, and (left, bottom, -zNear) and (right, top, -zNear) specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the window, respectively, assuming that the eye is located at (0, 0, 0). -zFar specifies the location of the far clipping plane. Both zNear and zFar can be either positive or negative.

      Use `glPushMatrix` and `glPopMatrix` to save and restore the current matrix stack.

    Parameter `left`

      Specify the coordinates for the left and right vertical clipping planes.

    Parameter `bottom`

      Specify the coordinates for the bottom and top horizontal clipping planes.

    Parameter `zNear`

      Specify the distances to the nearer and farther depth clipping planes. These values are negative if the plane is to be behind the viewer.

    Throws

      `GL_INVALID_OPERATION` is generated if `glOrtho` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPassThrough

      ``void` glPassThrough(`float` `token`)`

    Description

      Feedback is a GL render mode. The mode is selected by calling `glRenderMode` with `GL_FEEDBACK`. When the GL is in feedback mode, no pixels are produced by rasterization. Instead, information about primitives that would have been rasterized is fed back to the application using the GL. See the `glFeedbackBuffer` reference page for a description of the feedback buffer and the values in it.

      `glPassThrough` inserts a user-defined marker in the feedback buffer when it is executed in feedback mode. token is returned as if it were a primitive; it is indicated with its own unique identifying value: `GL_PASS_THROUGH_TOKEN`. The order of `glPassThrough` commands with respect to the specification of graphics primitives is maintained.

    Parameter `token`

      Specifies a marker value to be placed in the feedback buffer following a `GL_PASS_THROUGH_TOKEN`.

    Throws

      `GL_INVALID_OPERATION` is generated if `glPassThrough` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPixelZoom

      ``void` glPixelZoom(`float` `xfactor`, `float` `yfactor`)`

    Description

      `glPixelZoom` specifies values for the x and y zoom factors. During the execution of `glDrawPixels` or `glCopyPixels`, if (xr , yr ) is the current raster position, and a given element is in the mth row and nth column of the pixel rectangle, then pixels whose centers are in the rectangle with corners at .sp .ce (xr ~+~ n cdot "xfactor", yr ~+~ m cdot "yfactor") .sp .ce (xr ~+~ (n+1) cdot "xfactor", yr ~+~ (m+1) cdot "yfactor") .sp are candidates for replacement. Any pixel whose center lies on the bottom or left edge of this rectangular region is also modified.

      Pixel zoom factors are not limited to positive values. Negative zoom factors reflect the resulting image about the current raster position.

    Parameter `xfactor`

      Specify the x and y zoom factors for pixel write operations.

    Throws

      `GL_INVALID_OPERATION` is generated if `glPixelZoom` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPointSize

      ``void` glPointSize(`float` `size`)`

    Description

      `glPointSize` specifies the rasterized diameter of both aliased and antialiased points. Using a point size other than 1 has different effects, depending on whether point antialiasing is enabled. To enable and disable point antialiasing, call `glEnable` and `glDisable` with argument `GL_POINT_SMOOTH`. Point antialiasing is initially disabled.

      If point antialiasing is disabled, the actual size is determined by rounding the supplied size to the nearest integer. (If the rounding results in the value 0, it is as if the point size were 1.) If the rounded size is odd, then the center point ( x , y ) of the pixel fragment that represents the point is computed as .sp .ce ( \(lf ~ x sub w ~ \(rf ~+~ .5 , \(lf ~ y sub w ~ \(rf ~+~ .5 ) .sp where w subscripts indicate window coordinates. All pixels that lie within the square grid of the rounded size centered at ( x , y ) make up the fragment. If the size is even, the center point is .sp .ce ( \(lf ~ x sub w ~+~ .5 ~ \(rf, \(lf ~ y sub w ~+~ .5 ~ \(rf ) .sp and the rasterized fragment's centers are the half-integer window coordinates within the square of the rounded size centered at ( x , y ). All pixel fragments produced in rasterizing a nonantialiased point are assigned the same associated data, that of the vertex corresponding to the point.

      If antialiasing is enabled, then point rasterization produces a fragment for each pixel square that intersects the region lying within the circle having diameter equal to the current point size and centered at the point's ( x sub w , y sub w ). The coverage value for each fragment is the window coordinate area of the intersection of the circular region with the corresponding pixel square. This value is saved and used in the final rasterization step. The data associated with each fragment is the data associated with the point being rasterized.

      Not all sizes are supported when point antialiasing is enabled. If an unsupported size is requested, the nearest supported size is used. Only size 1 is guaranteed to be supported; others depend on the implementation. To query the range of supported sizes and the size difference between supported sizes within the range, call `glGet` with arguments `GL_POINT_SIZE_RANGE` and `GL_POINT_SIZE_GRANULARITY`.

    Parameter `size`

      Specifies the diameter of rasterized points. The initial value is 1.

    Throws

      `GL_INVALID_VALUE` is generated if size is less than or equal to 0.

      `GL_INVALID_OPERATION` is generated if `glPointSize` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPolygonMode

      ``void` glPolygonMode(`int` `face`, `int` `mode`)`

    Description

      `glPolygonMode` controls the interpretation of polygons for rasterization. face describes which polygons mode applies to: front-facing polygons (`GL_FRONT`), back-facing polygons (`GL_BACK`), or both (`GL_FRONT_AND_BACK`). The polygon mode affects only the final rasterization of polygons. In particular, a polygon's vertices are lit and the polygon is clipped and possibly culled before these modes are applied.

      Three modes are defined and can be specified in mode:

      `GL_POINT` | Polygon vertices that are marked as the start of a boundary edge are drawn as points. Point attributes such as `GL_POINT_SIZE` and `GL_POINT_SMOOTH` control the rasterization of the points. Polygon rasterization attributes other than `GL_POLYGON_MODE` have no effect.

      `GL_LINE`

      Boundary edges of the polygon are drawn as line segments. They are treated as connected line segments for line stippling; the line stipple counter and pattern are not reset between segments (see `glLineStipple`). Line attributes such as `GL_LINE_WIDTH` and `GL_LINE_SMOOTH` control the rasterization of the lines. Polygon rasterization attributes other than `GL_POLYGON_MODE` have no effect.

      `GL_FILL` | The interior of the polygon is filled. Polygon attributes such as `GL_POLYGON_STIPPLE` and `GL_POLYGON_SMOOTH` control the rasterization of the polygon.

    Parameter `face`

      Specifies the polygons that mode applies to. Must be `GL_FRONT` for front-facing polygons, `GL_BACK` for back-facing polygons, or `GL_FRONT_AND_BACK` for front- and back-facing polygons.

    Parameter `mode`

      Specifies how polygons will be rasterized. Accepted values are `GL_POINT`, `GL_LINE`, and `GL_FILL`. The initial value is `GL_FILL` for both front- and back-facing polygons.

    Throws

      `GL_INVALID_ENUM` is generated if either face or mode is not an accepted value.

      `GL_INVALID_OPERATION` is generated if `glPolygonMode` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPolygonOffset

      ``void` glPolygonOffset(`float` `factor`, `float` `units`)`

    Description

      When `GL_POLYGON_OFFSET` is enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The value of the offset is "factor" ~*~ DZ ~~+~~ r ~*~ "units", where DZ~ is a measurement of the change in depth relative to the screen area of the polygon, and r is the smallest value that is guaranteed to produce a resolvable offset for a given implementation. The offset is added before the depth test is performed and before the value is written into the depth buffer.

      `glPolygonOffset` is useful for rendering hidden-line images, for applying decals to surfaces, and for rendering solids with highlighted edges.

    Parameter `factor`

      Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.

    Parameter `units`

      Is multiplied by an implementation-specific value to create a constant depth offset. The initial value is 0.

    Throws

      `GL_INVALID_OPERATION` is generated if `glPolygonOffset` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPopAttrib

      ``void` glPopAttrib()`

    Description

      `glPushAttrib` takes one argument, a mask that indicates which groups of state variables to save on the attribute stack. Symbolic constants are used to set bits in the mask. mask is typically constructed by ORing several of these constants together. The special mask `GL_ALL_ATTRIB_BITS` can be used to save all stackable states.

      The symbolic mask constants and their associated GL state are as follows (the second column lists which attributes are saved):

      .TS ; l l . `GL_ACCUM_BUFFER_BIT` Accumulation buffer clear value

      `GL_COLOR_BUFFER_BIT` `GL_ALPHA_TEST` enable bit Alpha test function and reference value `GL_BLEND` enable bit Blending source and destination functions Constant blend color Blending equation `GL_DITHER` enable bit `GL_DRAW_BUFFER` setting `GL_COLOR_LOGIC_OP` enable bit `GL_INDEX_LOGIC_OP` enable bit Logic op function Color mode and index mode clear values Color mode and index mode writemasks

      `GL_CURRENT_BIT` Current RGBA color Current color index Current normal vector Current texture coordinates Current raster position `GL_CURRENT_RASTER_POSITION_VALID` flag RGBA color associated with current raster position Color index associated with current raster position Texture coordinates associated with current raster position `GL_EDGE_FLAG` flag

      `GL_DEPTH_BUFFER_BIT` `GL_DEPTH_TEST` enable bit Depth buffer test function Depth buffer clear value `GL_DEPTH_WRITEMASK` enable bit

      `GL_ENABLE_BIT` `GL_ALPHA_TEST` flag `GL_AUTO_NORMAL` flag `GL_BLEND` flag Enable bits for the user-definable clipping planes `GL_COLOR_MATERIAL` `GL_CULL_FACE` flag `GL_DEPTH_TEST` flag `GL_DITHER` flag `GL_FOG` flag `GL_LIGHT` i where 0\ <= i<`GL_MAX_LIGHTS` `GL_LIGHTING` flag `GL_LINE_SMOOTH` flag `GL_LINE_STIPPLE` flag `GL_COLOR_LOGIC_OP` flag `GL_INDEX_LOGIC_OP` flag `GL_MAP1_`x where x is a map type `GL_MAP2_`x where x is a map type `GL_NORMALIZE` flag `GL_POINT_SMOOTH` flag `GL_POLYGON_OFFSET_LINE` flag `GL_POLYGON_OFFSET_FILL` flag `GL_POLYGON_OFFSET_POINT` flag `GL_POLYGON_SMOOTH` flag `GL_POLYGON_STIPPLE` flag `GL_SCISSOR_TEST` flag `GL_STENCIL_TEST` flag `GL_TEXTURE_1D` flag `GL_TEXTURE_2D` flag Flags `GL_TEXTURE_GEN_`x where x is S, T, R, or Q

      `GL_EVAL_BIT` `GL_MAP1_`x enable bits, where x is a map type `GL_MAP2_`x enable bits, where x is a map type 1D grid endpoints and divisions 2D grid endpoints and divisions `GL_AUTO_NORMAL` enable bit

      `GL_FOG_BIT` `GL_FOG` enable bit Fog color Fog density Linear fog start Linear fog end Fog index `GL_FOG_MODE` value

      `GL_HINT_BIT` `GL_PERSPECTIVE_CORRECTION_HINT` setting `GL_POINT_SMOOTH_HINT` setting `GL_LINE_SMOOTH_HINT` setting `GL_POLYGON_SMOOTH_HINT` setting `GL_FOG_HINT` setting

      `GL_LIGHTING_BIT` `GL_COLOR_MATERIAL` enable bit `GL_COLOR_MATERIAL_FACE` value Color material parameters that are tracking the current color Ambient scene color `GL_LIGHT_MODEL_LOCAL_VIEWER` value `GL_LIGHT_MODEL_TWO_SIDE` setting `GL_LIGHTING` enable bit Enable bit for each light Ambient, diffuse, and specular intensity for each light Direction, position, exponent, and cutoff angle for each light Constant, linear, and quadratic attenuation factors for each light Ambient, diffuse, specular, and emissive color for each material Ambient, diffuse, and specular color indices for each material Specular exponent for each material `GL_SHADE_MODEL` setting

      `GL_LINE_BIT` `GL_LINE_SMOOTH` flag `GL_LINE_STIPPLE` enable bit Line stipple pattern and repeat counter Line width

      `GL_LIST_BIT` `GL_LIST_BASE` setting

      `GL_PIXEL_MODE_BIT` `GL_RED_BIAS` and `GL_RED_SCALE` settings `GL_GREEN_BIAS` and `GL_GREEN_SCALE` values `GL_BLUE_BIAS` and `GL_BLUE_SCALE` `GL_ALPHA_BIAS` and `GL_ALPHA_SCALE` `GL_DEPTH_BIAS` and `GL_DEPTH_SCALE` `GL_INDEX_OFFSET` and `GL_INDEX_SHIFT` values `GL_MAP_COLOR` and `GL_MAP_STENCIL` flags `GL_ZOOM_X` and `GL_ZOOM_Y` factors `GL_READ_BUFFER` setting

      `GL_POINT_BIT` `GL_POINT_SMOOTH` flag Point size

      `GL_POLYGON_BIT` `GL_CULL_FACE` enable bit `GL_CULL_FACE_MODE` value `GL_FRONT_FACE` indicator `GL_POLYGON_MODE` setting `GL_POLYGON_SMOOTH` flag `GL_POLYGON_STIPPLE` enable bit `GL_POLYGON_OFFSET_FILL` flag `GL_POLYGON_OFFSET_LINE` flag `GL_POLYGON_OFFSET_POINT` flag `GL_POLYGON_OFFSET_FACTOR` `GL_POLYGON_OFFSET_UNITS`

      `GL_POLYGON_STIPPLE_BIT` Polygon stipple image

      `GL_SCISSOR_BIT` `GL_SCISSOR_TEST` flag Scissor box

      `GL_STENCIL_BUFFER_BIT` `GL_STENCIL_TEST` enable bit Stencil function and reference value Stencil value mask Stencil fail, pass, and depth buffer pass actions Stencil buffer clear value Stencil buffer writemask

      `GL_TEXTURE_BIT` Enable bits for the four texture coordinates Border color for each texture image Minification function for each texture image Magnification function for each texture image Texture coordinates and wrap mode for each texture image Color and mode for each texture environment Enable bits `GL_TEXTURE_GEN_`x, x is S, T, R, and Q `GL_TEXTURE_GEN_MODE` setting for S, T, R, and Q `glTexGen` plane equations for S, T, R, and Q Current texture bindings (for example, `GL_TEXTURE_2D_BINDING`)

      `GL_TRANSFORM_BIT` Coefficients of the six clipping planes Enable bits for the user-definable clipping planes `GL_MATRIX_MODE` value `GL_NORMALIZE` flag

      `GL_VIEWPORT_BIT` Depth range (near and far) Viewport origin and extent .TE

      `glPopAttrib` restores the values of the state variables saved with the last

      `glPushAttrib` command. Those not saved are left unchanged.

      It is an error to push attributes onto a full stack, or to pop attributes off an empty stack. In either case, the error flag is set and no other change is made to GL state.

      Initially, the attribute stack is empty.

    Parameter `mask`

      Specifies a mask that indicates which attributes to save. Values for mask are listed below.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushAttrib` is called while the attribute stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopAttrib` is called while the attribute stack is empty.

      `GL_INVALID_OPERATION` is generated if `glPushAttrib` or `glPopAttrib` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPopClientAttrib

      ``void` glPopClientAttrib()`

    Description

      `glPushClientAttrib` takes one argument, a mask that indicates which groups of client-state variables to save on the client attribute stack. Symbolic constants are used to set bits in the mask. mask is typically constructed by OR'ing several of these constants together. The special mask `GL_CLIENT_ALL_ATTRIB_BITS` can be used to save all stackable client state.

      The symbolic mask constants and their associated GL client state are as follows (the second column lists which attributes are saved):

      `GL_CLIENT_PIXEL_STORE_BIT` Pixel storage modes

      `GL_CLIENT_VERTEX_ARRAY_BIT` Vertex arrays (and enables)

      `glPopClientAttrib` restores the values of the client-state variables saved with the last `glPushClientAttrib`. Those not saved are left unchanged.

      It is an error to push attributes onto a full client attribute stack, or to pop attributes off an empty stack. In either case, the error flag is set, and no other change is made to GL state.

      Initially, the client attribute stack is empty.

    Parameter `mask`

      Specifies a mask that indicates which attributes to save. Values for mask are listed below.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushClientAttrib` is called while the attribute stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopClientAttrib` is called while the attribute stack is empty.

    Method glPopMatrix

      ``void` glPopMatrix()`

    Description

      There is a stack of matrices for each of the matrix modes. In `GL_MODELVIEW` mode, the stack depth is at least 32. In the other two modes, `GL_PROJECTION` and `GL_TEXTURE`, the depth is at least 2. The current matrix in any mode is the matrix on the top of the stack for that mode.

      `glPushMatrix` pushes the current matrix stack down by one, duplicating the current matrix. That is, after a `glPushMatrix` call, the matrix on top of the stack is identical to the one below it.

      `glPopMatrix` pops the current matrix stack, replacing the current matrix with the one below it on the stack.

      Initially, each of the stacks contains one matrix, an identity matrix.

      It is an error to push a full matrix stack, or to pop a matrix stack that contains only a single matrix. In either case, the error flag is set and no other change is made to GL state.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushMatrix` is called while the current matrix stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopMatrix` is called while the current matrix stack contains only a single matrix.

      `GL_INVALID_OPERATION` is generated if `glPushMatrix` or `glPopMatrix` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPopName

      ``void` glPopName()`

    Description

      The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.

      `glPushName` causes name to be pushed onto the name stack. `glPopName` pops one name off the top of the stack.

      The maximum name stack depth is implementation-dependent; call `GL_MAX_NAME_STACK_DEPTH` to find out the value for a particular implementation. It is an error to push a name onto a full stack, or to pop a name off an empty stack. It is also an error to manipulate the name stack between the execution of `glBegin` and the corresponding execution of `glEnd`. In any of these cases, the error flag is set and no other change is made to GL state.

      The name stack is always empty while the render mode is not `GL_SELECT`. Calls to `glPushName` or `glPopName` while the render mode is not `GL_SELECT` are ignored.

    Parameter `name`

      Specifies a name that will be pushed onto the name stack.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushName` is called while the name stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopName` is called while the name stack is empty.

      `GL_INVALID_OPERATION` is generated if `glPushName` or `glPopName` is executed between a call to `glBegin` and the corresponding call to `glEnd`.

    Method glPushAttrib

      ``void` glPushAttrib(`int` `mask`)`

    Description

      `glPushAttrib` takes one argument, a mask that indicates which groups of state variables to save on the attribute stack. Symbolic constants are used to set bits in the mask. mask is typically constructed by ORing several of these constants together. The special mask `GL_ALL_ATTRIB_BITS` can be used to save all stackable states.

      The symbolic mask constants and their associated GL state are as follows (the second column lists which attributes are saved):

      .TS ; l l . `GL_ACCUM_BUFFER_BIT` Accumulation buffer clear value

      `GL_COLOR_BUFFER_BIT` `GL_ALPHA_TEST` enable bit Alpha test function and reference value `GL_BLEND` enable bit Blending source and destination functions Constant blend color Blending equation `GL_DITHER` enable bit `GL_DRAW_BUFFER` setting `GL_COLOR_LOGIC_OP` enable bit `GL_INDEX_LOGIC_OP` enable bit Logic op function Color mode and index mode clear values Color mode and index mode writemasks

      `GL_CURRENT_BIT` Current RGBA color Current color index Current normal vector Current texture coordinates Current raster position `GL_CURRENT_RASTER_POSITION_VALID` flag RGBA color associated with current raster position Color index associated with current raster position Texture coordinates associated with current raster position `GL_EDGE_FLAG` flag

      `GL_DEPTH_BUFFER_BIT` `GL_DEPTH_TEST` enable bit Depth buffer test function Depth buffer clear value `GL_DEPTH_WRITEMASK` enable bit

      `GL_ENABLE_BIT` `GL_ALPHA_TEST` flag `GL_AUTO_NORMAL` flag `GL_BLEND` flag Enable bits for the user-definable clipping planes `GL_COLOR_MATERIAL` `GL_CULL_FACE` flag `GL_DEPTH_TEST` flag `GL_DITHER` flag `GL_FOG` flag `GL_LIGHT` i where 0\ <= i<`GL_MAX_LIGHTS` `GL_LIGHTING` flag `GL_LINE_SMOOTH` flag `GL_LINE_STIPPLE` flag `GL_COLOR_LOGIC_OP` flag `GL_INDEX_LOGIC_OP` flag `GL_MAP1_`x where x is a map type `GL_MAP2_`x where x is a map type `GL_NORMALIZE` flag `GL_POINT_SMOOTH` flag `GL_POLYGON_OFFSET_LINE` flag `GL_POLYGON_OFFSET_FILL` flag `GL_POLYGON_OFFSET_POINT` flag `GL_POLYGON_SMOOTH` flag `GL_POLYGON_STIPPLE` flag `GL_SCISSOR_TEST` flag `GL_STENCIL_TEST` flag `GL_TEXTURE_1D` flag `GL_TEXTURE_2D` flag Flags `GL_TEXTURE_GEN_`x where x is S, T, R, or Q

      `GL_EVAL_BIT` `GL_MAP1_`x enable bits, where x is a map type `GL_MAP2_`x enable bits, where x is a map type 1D grid endpoints and divisions 2D grid endpoints and divisions `GL_AUTO_NORMAL` enable bit

      `GL_FOG_BIT` `GL_FOG` enable bit Fog color Fog density Linear fog start Linear fog end Fog index `GL_FOG_MODE` value

      `GL_HINT_BIT` `GL_PERSPECTIVE_CORRECTION_HINT` setting `GL_POINT_SMOOTH_HINT` setting `GL_LINE_SMOOTH_HINT` setting `GL_POLYGON_SMOOTH_HINT` setting `GL_FOG_HINT` setting

      `GL_LIGHTING_BIT` `GL_COLOR_MATERIAL` enable bit `GL_COLOR_MATERIAL_FACE` value Color material parameters that are tracking the current color Ambient scene color `GL_LIGHT_MODEL_LOCAL_VIEWER` value `GL_LIGHT_MODEL_TWO_SIDE` setting `GL_LIGHTING` enable bit Enable bit for each light Ambient, diffuse, and specular intensity for each light Direction, position, exponent, and cutoff angle for each light Constant, linear, and quadratic attenuation factors for each light Ambient, diffuse, specular, and emissive color for each material Ambient, diffuse, and specular color indices for each material Specular exponent for each material `GL_SHADE_MODEL` setting

      `GL_LINE_BIT` `GL_LINE_SMOOTH` flag `GL_LINE_STIPPLE` enable bit Line stipple pattern and repeat counter Line width

      `GL_LIST_BIT` `GL_LIST_BASE` setting

      `GL_PIXEL_MODE_BIT` `GL_RED_BIAS` and `GL_RED_SCALE` settings `GL_GREEN_BIAS` and `GL_GREEN_SCALE` values `GL_BLUE_BIAS` and `GL_BLUE_SCALE` `GL_ALPHA_BIAS` and `GL_ALPHA_SCALE` `GL_DEPTH_BIAS` and `GL_DEPTH_SCALE` `GL_INDEX_OFFSET` and `GL_INDEX_SHIFT` values `GL_MAP_COLOR` and `GL_MAP_STENCIL` flags `GL_ZOOM_X` and `GL_ZOOM_Y` factors `GL_READ_BUFFER` setting

      `GL_POINT_BIT` `GL_POINT_SMOOTH` flag Point size

      `GL_POLYGON_BIT` `GL_CULL_FACE` enable bit `GL_CULL_FACE_MODE` value `GL_FRONT_FACE` indicator `GL_POLYGON_MODE` setting `GL_POLYGON_SMOOTH` flag `GL_POLYGON_STIPPLE` enable bit `GL_POLYGON_OFFSET_FILL` flag `GL_POLYGON_OFFSET_LINE` flag `GL_POLYGON_OFFSET_POINT` flag `GL_POLYGON_OFFSET_FACTOR` `GL_POLYGON_OFFSET_UNITS`

      `GL_POLYGON_STIPPLE_BIT` Polygon stipple image

      `GL_SCISSOR_BIT` `GL_SCISSOR_TEST` flag Scissor box

      `GL_STENCIL_BUFFER_BIT` `GL_STENCIL_TEST` enable bit Stencil function and reference value Stencil value mask Stencil fail, pass, and depth buffer pass actions Stencil buffer clear value Stencil buffer writemask

      `GL_TEXTURE_BIT` Enable bits for the four texture coordinates Border color for each texture image Minification function for each texture image Magnification function for each texture image Texture coordinates and wrap mode for each texture image Color and mode for each texture environment Enable bits `GL_TEXTURE_GEN_`x, x is S, T, R, and Q `GL_TEXTURE_GEN_MODE` setting for S, T, R, and Q `glTexGen` plane equations for S, T, R, and Q Current texture bindings (for example, `GL_TEXTURE_2D_BINDING`)

      `GL_TRANSFORM_BIT` Coefficients of the six clipping planes Enable bits for the user-definable clipping planes `GL_MATRIX_MODE` value `GL_NORMALIZE` flag

      `GL_VIEWPORT_BIT` Depth range (near and far) Viewport origin and extent .TE

      `glPopAttrib` restores the values of the state variables saved with the last

      `glPushAttrib` command. Those not saved are left unchanged.

      It is an error to push attributes onto a full stack, or to pop attributes off an empty stack. In either case, the error flag is set and no other change is made to GL state.

      Initially, the attribute stack is empty.

    Parameter `mask`

      Specifies a mask that indicates which attributes to save. Values for mask are listed below.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushAttrib` is called while the attribute stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopAttrib` is called while the attribute stack is empty.

      `GL_INVALID_OPERATION` is generated if `glPushAttrib` or `glPopAttrib` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPushClientAttrib

      ``void` glPushClientAttrib(`int` `mask`)`

    Description

      `glPushClientAttrib` takes one argument, a mask that indicates which groups of client-state variables to save on the client attribute stack. Symbolic constants are used to set bits in the mask. mask is typically constructed by OR'ing several of these constants together. The special mask `GL_CLIENT_ALL_ATTRIB_BITS` can be used to save all stackable client state.

      The symbolic mask constants and their associated GL client state are as follows (the second column lists which attributes are saved):

      `GL_CLIENT_PIXEL_STORE_BIT` Pixel storage modes

      `GL_CLIENT_VERTEX_ARRAY_BIT` Vertex arrays (and enables)

      `glPopClientAttrib` restores the values of the client-state variables saved with the last `glPushClientAttrib`. Those not saved are left unchanged.

      It is an error to push attributes onto a full client attribute stack, or to pop attributes off an empty stack. In either case, the error flag is set, and no other change is made to GL state.

      Initially, the client attribute stack is empty.

    Parameter `mask`

      Specifies a mask that indicates which attributes to save. Values for mask are listed below.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushClientAttrib` is called while the attribute stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopClientAttrib` is called while the attribute stack is empty.

    Method glPushMatrix

      ``void` glPushMatrix()`

    Description

      There is a stack of matrices for each of the matrix modes. In `GL_MODELVIEW` mode, the stack depth is at least 32. In the other two modes, `GL_PROJECTION` and `GL_TEXTURE`, the depth is at least 2. The current matrix in any mode is the matrix on the top of the stack for that mode.

      `glPushMatrix` pushes the current matrix stack down by one, duplicating the current matrix. That is, after a `glPushMatrix` call, the matrix on top of the stack is identical to the one below it.

      `glPopMatrix` pops the current matrix stack, replacing the current matrix with the one below it on the stack.

      Initially, each of the stacks contains one matrix, an identity matrix.

      It is an error to push a full matrix stack, or to pop a matrix stack that contains only a single matrix. In either case, the error flag is set and no other change is made to GL state.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushMatrix` is called while the current matrix stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopMatrix` is called while the current matrix stack contains only a single matrix.

      `GL_INVALID_OPERATION` is generated if `glPushMatrix` or `glPopMatrix` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glPushName

      ``void` glPushName(`int` `name`)`

    Description

      The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.

      `glPushName` causes name to be pushed onto the name stack. `glPopName` pops one name off the top of the stack.

      The maximum name stack depth is implementation-dependent; call `GL_MAX_NAME_STACK_DEPTH` to find out the value for a particular implementation. It is an error to push a name onto a full stack, or to pop a name off an empty stack. It is also an error to manipulate the name stack between the execution of `glBegin` and the corresponding execution of `glEnd`. In any of these cases, the error flag is set and no other change is made to GL state.

      The name stack is always empty while the render mode is not `GL_SELECT`. Calls to `glPushName` or `glPopName` while the render mode is not `GL_SELECT` are ignored.

    Parameter `name`

      Specifies a name that will be pushed onto the name stack.

    Throws

      `GL_STACK_OVERFLOW` is generated if `glPushName` is called while the name stack is full.

      `GL_STACK_UNDERFLOW` is generated if `glPopName` is called while the name stack is empty.

      `GL_INVALID_OPERATION` is generated if `glPushName` or `glPopName` is executed between a call to `glBegin` and the corresponding call to `glEnd`.

    Method glRasterPos

      ``void` glRasterPos(`float`|`int` `x`, `float`|`int` `y`, `float`|`int`|`void` `z`, `float`|`int`|`void` `w`)`
      ``void` glRasterPos(`array`(`float`|`int`) `pos`)`

    Description

      The GL maintains a 3D position in window coordinates. This position, called the raster position, is used to position pixel and bitmap write operations. It is maintained with subpixel accuracy. See `glBitmap`, `glDrawPixels`, and `glCopyPixels`.

      The current raster position consists of three window coordinates (x, y, z), a clip coordinate value (w), an eye coordinate distance, a valid bit, and associated color data and texture coordinates. The w coordinate is a clip coordinate, because w is not projected to window coordinates. The variable z defaults to 0 and w defaults to 1.

      The object coordinates presented by `glRasterPos` are treated just like those of a `glVertex` command: They are transformed by the current modelview and projection matrices and passed to the clipping stage. If the vertex is not culled, then it is projected and scaled to window coordinates, which become the new current raster position, and the `GL_CURRENT_RASTER_POSITION_VALID` flag is set. If the vertex .I is culled, then the valid bit is cleared and the current raster position and associated color and texture coordinates are undefined.

      The current raster position also includes some associated color data and texture coordinates. If lighting is enabled, then `GL_CURRENT_RASTER_COLOR` (in RGBA mode) or `GL_CURRENT_RASTER_INDEX` (in color index mode) is set to the color produced by the lighting calculation (see `glLight`, `glLightModel`, and

      `glShadeModel`). If lighting is disabled, current color (in RGBA mode, state variable `GL_CURRENT_COLOR`) or color index (in color index mode, state variable `GL_CURRENT_INDEX`) is used to update the current raster color.

      Likewise, `GL_CURRENT_RASTER_TEXTURE_COORDS` is updated as a function of `GL_CURRENT_TEXTURE_COORDS`, based on the texture matrix and the texture generation functions (see `glTexGen`). Finally, the distance from the origin of the eye coordinate system to the vertex as transformed by only the modelview matrix replaces `GL_CURRENT_RASTER_DISTANCE`.

      Initially, the current raster position is (0, 0, 0, 1), the current raster distance is 0, the valid bit is set, the associated RGBA color is (1, 1, 1, 1), the associated color index is 1, and the associated texture coordinates are (0, 0, 0, 1). In RGBA mode, `GL_CURRENT_RASTER_INDEX` is always 1; in color index mode, the current raster RGBA color always maintains its initial value.

    Parameter `x`

      Specify the x, y, z, and w object coordinates (if present) for the raster position.

    Parameter `v`

      Specifies a pointer to an array of two, three, or four elements, specifying x, y, z, and w coordinates, respectively.

    Throws

      `GL_INVALID_OPERATION` is generated if `glRasterPos` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glReadBuffer

      ``void` glReadBuffer(`int` `mode`)`

    Description

      `glReadBuffer` specifies a color buffer as the source for subsequent `glReadPixels`, `glCopyTexImage1D`, `glCopyTexImage2D`, `glCopyTexSubImage1D`, `glCopyTexSubImage2D`, and `glCopyPixels` commands. mode accepts one of twelve or more predefined values. (`GL_AUX0` through `GL_AUX3` are always defined.) In a fully configured system, `GL_FRONT`, `GL_LEFT`, and `GL_FRONT_LEFT` all name the front left buffer, `GL_FRONT_RIGHT` and `GL_RIGHT` name the front right buffer, and `GL_BACK_LEFT` and `GL_BACK` name the back left buffer.

      Nonstereo double-buffered configurations have only a front left and a back left buffer. Single-buffered configurations have a front left and a front right buffer if stereo, and only a front left buffer if nonstereo. It is an error to specify a nonexistent buffer to `glReadBuffer`.

      mode is initially `GL_FRONT` in single-buffered configurations, and `GL_BACK` in double-buffered configurations.

    Parameter `mode`

      Specifies a color buffer. Accepted values are `GL_FRONT_LEFT`, `GL_FRONT_RIGHT`, `GL_BACK_LEFT`, `GL_BACK_RIGHT`, `GL_FRONT`, `GL_BACK`, `GL_LEFT`, `GL_RIGHT`, and GL_AUXi, where i is between 0 and `GL_AUX_BUFFERS` -1.

    Throws

      `GL_INVALID_ENUM` is generated if mode is not one of the twelve (or more) accepted values.

      `GL_INVALID_OPERATION` is generated if mode specifies a buffer that does not exist.

      `GL_INVALID_OPERATION` is generated if `glReadBuffer` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glRenderMode

      ``void` glRenderMode(`int` `mode`)`

    Description

      `glRenderMode` sets the rasterization mode. It takes one argument, mode, which can assume one of three predefined values:

      `GL_RENDER` | Render mode. Primitives are rasterized, producing pixel fragments, which are written into the frame buffer. This is the normal mode and also the default mode.
      `GL_SELECT` | Selection mode. No pixel fragments are produced, and no change to the frame buffer contents is made. Instead, a record of the names of primitives that would have been drawn if the render mode had been `GL_RENDER` is returned in a select buffer, which must be created (see `glSelectBuffer`) before selection mode is entered.
      `GL_FEEDBACK` | Feedback mode. No pixel fragments are produced, and no change to the frame buffer contents is made. Instead, the coordinates and attributes of vertices that would have been drawn if the render mode had been `GL_RENDER` is returned in a feedback buffer, which must be created (see `glFeedbackBuffer`) before feedback mode is entered.

      The return value of `glRenderMode` is determined by the render mode at the time `glRenderMode` is called, rather than by mode. The values returned for the three render modes are as follows:

      `GL_RENDER` | 0.
      `GL_SELECT` | The number of hit records transferred to the select buffer.
      `GL_FEEDBACK` | The number of values (not vertices) transferred to the feedback buffer.

      See the `glSelectBuffer` and `glFeedbackBuffer` reference pages for more details concerning selection and feedback operation.

    Parameter `mode`

      Specifies the rasterization mode. Three values are accepted: `GL_RENDER`, `GL_SELECT`, and `GL_FEEDBACK`. The initial value is `GL_RENDER`.

    Throws

      `GL_INVALID_ENUM` is generated if mode is not one of the three accepted values.

      `GL_INVALID_OPERATION` is generated if `glSelectBuffer` is called while the render mode is `GL_SELECT`, or if `glRenderMode` is called with argument `GL_SELECT` before `glSelectBuffer` is called at least once.

      `GL_INVALID_OPERATION` is generated if `glFeedbackBuffer` is called while the render mode is `GL_FEEDBACK`, or if `glRenderMode` is called with argument `GL_FEEDBACK` before `glFeedbackBuffer` is called at least once.

      `GL_INVALID_OPERATION` is generated if `glRenderMode` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glRotate

      ``void` glRotate(`float`|`int`|`array`(`float`|`int`) `angle`, `float`|`int`|`void` `x`, `float`|`int`|`void` `y`, `float`|`int`|`void` `z`)`

    Description

      `glRotate` produces a rotation of angle degrees around the vector ("x", "y", "z"). The current matrix (see `glMatrixMode`) is multiplied by a rotation matrix with the product replacing the current matrix, as if `glMultMatrix` were called with the following matrix as its argument:

      .ce .EQ left ( ~ down 20 matrix { ccol { "x" "x" (1 - c)+ c above "y" "x" (1 - c)+ "z" s above "x" "z" (1 - c)-"y" s above ~0 } ccol {"x" "y" (1 - c)-"z" s above "y" "y" (1 - c)+ c above "y" "z" (1 - c)+ "x" s above ~0 } ccol { "x" "z" (1 - c)+ "y" s above "y" "z" (1 - c)- "x" s above "z" "z" (1 - c) + c above ~0 } ccol { ~0 above ~0 above ~0 above ~1} } ~~ right ) .EN

      .sp Where c ~=~ cos("angle"), s ~=~ sine("angle"), and ||(~"x", "y", "z"~)|| ~=~ 1 (if not, the GL will normalize this vector). .sp .sp

      If the matrix mode is either `GL_MODELVIEW` or `GL_PROJECTION`, all objects drawn after `glRotate` is called are rotated. Use `glPushMatrix` and `glPopMatrix` to save and restore the unrotated coordinate system.

    Parameter `angle`

      Specifies the angle of rotation, in degrees.

    Parameter `x`

      Specify the x, y, and z coordinates of a vector, respectively.

    Throws

      `GL_INVALID_OPERATION` is generated if `glRotate` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glScale

      ``void` glScale(`float`|`int`|`array`(`float`|`int`) `x`, `float`|`int`|`void` `y`, `float`|`int`|`void` `z`)`

    Description

      `glScale` produces a nonuniform scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of the three axes.

      The current matrix (see `glMatrixMode`) is multiplied by this scale matrix, and the product replaces the current matrix as if `glScale` were called with the following matrix as its argument:

      .ce .EQ left ( ~ down 20 matrix { ccol { ~"x" above ~0 above ~0 above ~0 } ccol { ~0 above ~"y" above ~0 above ~0 } ccol { ~0 above ~0 above ~"z" above ~0 } ccol { ~0 above ~0 above ~0 above ~1} } ~~ right ) .EN .sp If the matrix mode is either `GL_MODELVIEW` or `GL_PROJECTION`, all objects drawn after `glScale` is called are scaled.

      Use `glPushMatrix` and `glPopMatrix` to save and restore the unscaled coordinate system.

    Parameter `x`

      Specify scale factors along the x, y, and z axes, respectively.

    Throws

      `GL_INVALID_OPERATION` is generated if `glScale` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glScissor

      ``void` glScissor(`int` `x`, `int` `y`, `int` `width`, `int` `height`)`

    Description

      `glScissor` defines a rectangle, called the scissor box, in window coordinates. The first two arguments, x and y, specify the lower left corner of the box. width and height specify the width and height of the box.

      To enable and disable the scissor test, call `glEnable` and `glDisable` with argument `GL_SCISSOR_TEST`. The test is initially disabled. While the test is enabled, only pixels that lie within the scissor box can be modified by drawing commands. Window coordinates have integer values at the shared corners of frame buffer pixels. \f7glScissor(0,0,1,1)\fP allows modification of only the lower left pixel in the window, and \f7glScissor(0,0,0,0)\fP doesn't allow modification of any pixels in the window.

      When the scissor test is disabled, it is as though the scissor box includes the entire window.

    Parameter `x`

      Specify the lower left corner of the scissor box. Initially (0, 0).

    Parameter `width`

      Specify the width and height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.

    Throws

      `GL_INVALID_VALUE` is generated if either width or height is negative.

      `GL_INVALID_OPERATION` is generated if `glScissor` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glShadeModel

      ``void` glShadeModel(`int` `mode`)`

    Description

      GL primitives can have either flat or smooth shading. Smooth shading, the default, causes the computed colors of vertices to be interpolated as the primitive is rasterized, typically assigning different colors to each resulting pixel fragment. Flat shading selects the computed color of just one vertex and assigns it to all the pixel fragments generated by rasterizing a single primitive. In either case, the computed color of a vertex is the result of lighting if lighting is enabled, or it is the current color at the time the vertex was specified if lighting is disabled.

      Flat and smooth shading are indistinguishable for points. Starting when `glBegin` is issued and counting vertices and primitives from 1, the GL gives each flat-shaded line segment i the computed color of vertex i + 1, its second vertex. Counting similarly from 1, the GL gives each flat-shaded polygon the computed color of the vertex listed in the following table. This is the last vertex to specify the polygon in all cases except single polygons, where the first vertex specifies the flat-shaded color. .sp .TS center box; l | c . primitive type of polygon i vertex = Single polygon ( i == 1 ) 1 Triangle strip i + 2 Triangle fan i + 2 Independent triangle 3 i Quad strip 2 i + 2 Independent quad 4 i .TE .sp Flat and smooth shading are specified by `glShadeModel` with mode set to `GL_FLAT` and `GL_SMOOTH`, respectively.

    Parameter `mode`

      Specifies a symbolic value representing a shading technique. Accepted values are `GL_FLAT` and `GL_SMOOTH`. The initial value is `GL_SMOOTH`.

    Throws

      `GL_INVALID_ENUM` is generated if mode is any value other than `GL_FLAT` or `GL_SMOOTH`.

      `GL_INVALID_OPERATION` is generated if `glShadeModel` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glStencilFunc

      ``void` glStencilFunc(`int` `func`, `int` `ref`, `int` `mask`)`

    Description

      Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.

      The stencil test conditionally eliminates a pixel based on the outcome of a comparison between the reference value and the value in the stencil buffer. To enable and disable the test, call `glEnable` and `glDisable` with argument `GL_STENCIL_TEST`. To specify actions based on the outcome of the stencil test, call `glStencilOp`.

      func is a symbolic constant that determines the stencil comparison function. It accepts one of eight values, shown in the following list. ref is an integer reference value that is used in the stencil comparison. It is clamped to the range [0,2 sup n - 1], where n is the number of bitplanes in the stencil buffer. mask is bitwise ANDed with both the reference value and the stored stencil value, with the ANDed values participating in the comparison. .P If stencil represents the value stored in the corresponding stencil buffer location, the following list shows the effect of each comparison function that can be specified by func. Only if the comparison succeeds is the pixel passed through to the next stage in the rasterization process (see `glStencilOp`). All tests treat stencil values as unsigned integers in the range [0,2 sup n - 1], where n is the number of bitplanes in the stencil buffer.

      The following values are accepted by func:

      `GL_NEVER` | Always fails.
      `GL_LESS` | Passes if ( ref & mask ) < ( stencil & mask ).
      `GL_LEQUAL` | Passes if ( ref & mask ) \(<= ( stencil & mask ).
      `GL_GREATER` | Passes if ( ref & mask ) > ( stencil & mask ).
      `GL_GEQUAL` | Passes if ( ref & mask ) \(>= ( stencil & mask ).
      `GL_EQUAL` | Passes if ( ref & mask ) = ( stencil & mask ).
      `GL_NOTEQUAL` | Passes if ( ref & mask ) \(!= ( stencil & mask ).
      `GL_ALWAYS` | Always passes.

    Parameter `func`

      Specifies the test function. Eight tokens are valid: `GL_NEVER`, `GL_LESS`, `GL_LEQUAL`, `GL_GREATER`, `GL_GEQUAL`, `GL_EQUAL`, `GL_NOTEQUAL`, and `GL_ALWAYS`. The initial value is `GL_ALWAYS`.

    Parameter `ref`

      Specifies the reference value for the stencil test. ref is clamped to the range [0,2 sup n - 1], where n is the number of bitplanes in the stencil buffer. The initial value is 0.

    Parameter `mask`

      Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1's.

    Throws

      `GL_INVALID_ENUM` is generated if func is not one of the eight accepted values.

      `GL_INVALID_OPERATION` is generated if `glStencilFunc` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glStencilMask

      ``void` glStencilMask(`int` `mask`)`

    Description

      `glStencilMask` controls the writing of individual bits in the stencil planes. The least significant n bits of mask, where n is the number of bits in the stencil buffer, specify a mask. Where a 1 appears in the mask, it's possible to write to the corresponding bit in the stencil buffer. Where a 0 appears, the corresponding bit is write-protected. Initially, all bits are enabled for writing.

    Parameter `mask`

      Specifies a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1's.

    Throws

      `GL_INVALID_OPERATION` is generated if `glStencilMask` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glStencilOp

      ``void` glStencilOp(`int` `fail`, `int` `zfail`, `int` `zpass`)`

    Description

      Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.

      The stencil test conditionally eliminates a pixel based on the outcome of a comparison between the value in the stencil buffer and a reference value. To enable and disable the test, call `glEnable` and `glDisable` with argument `GL_STENCIL_TEST`; to control it, call `glStencilFunc`.

      `glStencilOp` takes three arguments that indicate what happens to the stored stencil value while stenciling is enabled. If the stencil test fails, no change is made to the pixel's color or depth buffers, and fail specifies what happens to the stencil buffer contents. The following six actions are possible.

      `GL_KEEP` | Keeps the current value.
      `GL_ZERO` | Sets the stencil buffer value to 0.
      `GL_REPLACE` | Sets the stencil buffer value to ref, as specified by `glStencilFunc`.
      `GL_INCR` | Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
      `GL_DECR` | Decrements the current stencil buffer value. Clamps to 0.
      `GL_INVERT` | Bitwise inverts the current stencil buffer value.

      Stencil buffer values are treated as unsigned integers. When incremented and decremented, values are clamped to 0 and 2 sup n - 1, where n is the value returned by querying `GL_STENCIL_BITS`.

      The other two arguments to `glStencilOp` specify stencil buffer actions that depend on whether subsequent depth buffer tests succeed (zpass) or fail (zfail) (see

      `glDepthFunc`). The actions are specified using the same six symbolic constants as fail. Note that zfail is ignored when there is no depth buffer, or when the depth buffer is not enabled. In these cases, fail and zpass specify stencil action when the stencil test fails and passes, respectively.

    Parameter `fail`

      Specifies the action to take when the stencil test fails. Six symbolic constants are accepted: `GL_KEEP`, `GL_ZERO`, `GL_REPLACE`, `GL_INCR`, `GL_DECR`, and `GL_INVERT`. The initial value is `GL_KEEP`.

    Parameter `zfail`

      Specifies the stencil action when the stencil test passes, but the depth test fails. zfail accepts the same symbolic constants as fail. The initial value is `GL_KEEP`.

    Parameter `zpass`

      Specifies the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth testing is not enabled. zpass accepts the same symbolic constants as fail. The initial value is `GL_KEEP`.

    Throws

      `GL_INVALID_ENUM` is generated if fail, zfail, or zpass is any value other than the six defined constant values.

      `GL_INVALID_OPERATION` is generated if `glStencilOp` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glTexCoord

      ``void` glTexCoord(`float`|`int`|`array`(`float`|`int`) `s`, `float`|`int`|`void` `t`, `float`|`int`|`void` `r`, `float`|`int`|`void` `q`)`

    Description

      `glTexCoord` specifies texture coordinates in one, two, three, or four dimensions. `glTexCoord1` sets the current texture coordinates to (s, 0, 0, 1); a call to

      `glTexCoord2` sets them to (s, t, 0, 1). Similarly, `glTexCoord3` specifies the texture coordinates as (s, t, r, 1), and `glTexCoord4` defines all four components explicitly as (s, t, r, q).

      The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, and q are (0, 0, 0, 1).

    Parameter `s`

      Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.

    Parameter `v`

      Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.

    Method glTexEnv

      ``void` glTexEnv(`int` `target`, `int` `pname`, `float`|`int`|`array`(`float`|`int`) `param`)`

    Description

      A texture environment specifies how texture values are interpreted when a fragment is textured. target must be `GL_TEXTURE_ENV`. pname can be either `GL_TEXTURE_ENV_MODE` or `GL_TEXTURE_ENV_COLOR`.

      If pname is `GL_TEXTURE_ENV_MODE`, then params is (or points to) the symbolic name of a texture function. Four texture functions may be specified: `GL_MODULATE`, `GL_DECAL`, `GL_BLEND`, and `GL_REPLACE`.

      A texture function acts on the fragment to be textured using the texture image value that applies to the fragment (see `glTexParameter`) and produces an RGBA color for that fragment. The following table shows how the RGBA color is produced for each of the three texture functions that can be chosen. C is a triple of color values (RGB) and A is the associated alpha value. RGBA values extracted from a texture image are in the range [0,1]. The subscript f refers to the incoming fragment, the subscript t to the texture image, the subscript c to the texture environment color, and subscript v indicates a value produced by the texture function.

      A texture image can have up to four components per texture element (see `glTexImage1D`, `glTexImage2D`, `glCopyTexImage1D`, and `glCopyTexImage2D`). In a one-component image, L sub t indicates that single component. A two-component image uses L sub t and A sub t. A three-component image has only a color value, C sub t. A four-component image has both a color value C sub t and an alpha value A sub t.

      .ne .TS center box tab(:) ; ci || ci s s s ci || c c c c c || c | c | c | c. Base internal:Texture functions format:`GL_MODULATE`:`GL_DECAL`:`GL_BLEND`:`GL_REPLACE` = `GL_ALPHA`:C sub v = C sub f:undefined:C sub v = C sub f:C sub v = C sub f \^ :A sub v = A sub f A sub t:\^:A sub v = A sub f:A sub v = A sub t _ `GL_LUMINANCE`:C sub v = L sub t C sub f:undefined:C sub v = ( 1 - L sub t ) C sub f:C sub v = L sub t 1: : :+ L sub t C sub c: : : : : : A sub v = A sub f:\^: A sub v = A sub f:A sub v = A sub f _ `GL_LUMINANCE`:C sub v = L sub t C sub f:undefined:C sub v = ( 1 - L sub t ) C sub f :C sub v = L sub t \`_ALPHA`: : : + L sub t C sub c 2: : : : :A sub v = A sub t A sub f:\^:A sub v = A sub t A sub f:A sub v = A sub t _ `GL_INTENSITY`:C sub v = C sub f I sub t:undefined:C sub v = ( 1 - I sub t ) C sub f :C sub v = I sub t : : :+ I sub t C sub c : : : : \^ :A sub v = A sub f I sub t:\^:A sub v = ( 1 - I sub t ) A sub f :A sub v = I sub t : : :+ I sub t A sub c: _ `GL_RGB`:C sub v = C sub t C sub f:C sub v = C sub t:C sub v = (1 - C sub t) C sub f :C sub v = C sub t 3: : : + C sub t C sub c : : : : :A sub v = A sub f:A sub v = A sub f:A sub v = A sub f:A sub v = A sub f _ `GL_RGBA`:C sub v = C sub t C sub f:C sub v = ( 1 - A sub t ) C sub f :C sub v = (1 - C sub t) C sub f :C sub v = C sub t 4: :+ A sub t C sub t: + C sub t C sub c : : : : :A sub v = A sub t A sub f:A sub v = A sub f:A sub v = A sub t A sub f:A sub v = A sub t .TE .sp If pname is `GL_TEXTURE_ENV_COLOR`, params is a pointer to an array that holds an RGBA color consisting of four values. Integer color components are interpreted linearly such that the most positive integer maps to 1.0, and the most negative integer maps to -1.0. The values are clamped to the range [0,1] when they are specified. C sub c takes these four values.

      `GL_TEXTURE_ENV_MODE` defaults to `GL_MODULATE` and `GL_TEXTURE_ENV_COLOR` defaults to (0, 0, 0, 0).

    Parameter `target`

      Specifies a texture environment. Must be `GL_TEXTURE_ENV`.

    Parameter `pname`

      Specifies the symbolic name of a single-valued texture environment parameter. Must be `GL_TEXTURE_ENV_MODE`.

    Parameter `param`

      Specifies a single symbolic constant, one of `GL_MODULATE`, `GL_DECAL`, `GL_BLEND`, or `GL_REPLACE`.

    Parameter `target`

      Specifies a texture environment. Must be `GL_TEXTURE_ENV`.

    Parameter `pname`

      Specifies the symbolic name of a texture environment parameter. Accepted values are `GL_TEXTURE_ENV_MODE` and `GL_TEXTURE_ENV_COLOR`.

    Parameter `params`

      Specifies a pointer to a parameter array that contains either a single symbolic constant or an RGBA color.

    Throws

      `GL_INVALID_ENUM` is generated when target or pname is not one of the accepted defined values, or when params should have a defined constant value (based on the value of pname) and does not.

      `GL_INVALID_OPERATION` is generated if `glTexEnv` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glTexGen

      ``void` glTexGen(`int` `coord`, `int` `pname`, `float`|`int`|`array`(`float`|`int`) `param`)`

    Description

      `glTexGen` selects a texture-coordinate generation function or supplies coefficients for one of the functions. coord names one of the (s, t, r, q) texture coordinates; it must be one of the symbols `GL_S`, `GL_T`, `GL_R`, or `GL_Q`. pname must be one of three symbolic constants: `GL_TEXTURE_GEN_MODE`, `GL_OBJECT_PLANE`, or `GL_EYE_PLANE`. If pname is `GL_TEXTURE_GEN_MODE`, then params chooses a mode, one of `GL_OBJECT_LINEAR`, `GL_EYE_LINEAR`, or `GL_SPHERE_MAP`. If pname is either `GL_OBJECT_PLANE` or `GL_EYE_PLANE`, params contains coefficients for the corresponding texture generation function. .P If the texture generation function is `GL_OBJECT_LINEAR`, the function

      .ce g = p sub 1 x sub o + p sub 2 y sub o + p sub 3 z sub o + p sub 4 w sub o

      is used, where g is the value computed for the coordinate named in coord, p sub 1, p sub 2, p sub 3, and p sub 4 are the four values supplied in params, and x sub o, y sub o, z sub o, and w sub o are the object coordinates of the vertex. This function can be used, for example, to texture-map terrain using sea level as a reference plane (defined by p sub 1, p sub 2, p sub 3, and p sub 4). The altitude of a terrain vertex is computed by the `GL_OBJECT_LINEAR` coordinate generation function as its distance from sea level; that altitude can then be used to index the texture image to map white snow onto peaks and green grass onto foothills.

      If the texture generation function is `GL_EYE_LINEAR`, the function

      .ce g = {p sub 1} sup prime ~x sub e + {p sub 2} sup prime ~y sub e + {p sub 3} sup prime ~z sub e + {p sub 4} sup prime ~w sub e

      is used, where

      .ce $( {p sub 1} sup prime ~~{p sub 2} sup prime~~{p sub 3} sup prime~~ {{p sub 4}sup prime}) = ( p sub 1~~ p sub 2~~ p sub 3~~ p sub 4 ) ~M sup -1$

      and x sub e, y sub e, z sub e, and w sub e are the eye coordinates of the vertex, p sub 1, p sub 2, p sub 3, and p sub 4 are the values supplied in params, and M is the modelview matrix when `glTexGen` is invoked. If M is poorly conditioned or singular, texture coordinates generated by the resulting function may be inaccurate or undefined.

      Note that the values in params define a reference plane in eye coordinates. The modelview matrix that is applied to them may not be the same one in effect when the polygon vertices are transformed. This function establishes a field of texture coordinates that can produce dynamic contour lines on moving objects.

      If pname is `GL_SPHERE_MAP` and coord is either `GL_S` or `GL_T`, s and t texture coordinates are generated as follows. Let u be the unit vector pointing from the origin to the polygon vertex (in eye coordinates). Let n sup prime be the current normal, after transformation to eye coordinates. Let

      .ce f ~=~ ( f sub x~~f sub y~~f sub z ) sup T be the reflection vector such that

      .ce f ~=~ u ~-~ 2 n sup prime n sup prime sup T u

      Finally, let m ~=~ 2 sqrt { f sub x sup {~2} + f sub y sup {~2} + (f sub z + 1 ) sup 2}. Then the values assigned to the s and t texture coordinates are

      .ce 1 s ~=~ f sub x over m ~+~ 1 over 2 .sp .ce 1 t ~=~ f sub y over m ~+~ 1 over 2

      To enable or disable a texture-coordinate generation function, call `glEnable` or `glDisable` with one of the symbolic texture-coordinate names (`GL_TEXTURE_GEN_S`, `GL_TEXTURE_GEN_T`, `GL_TEXTURE_GEN_R`, or `GL_TEXTURE_GEN_Q`) as the argument. When enabled, the specified texture coordinate is computed according to the generating function associated with that coordinate. When disabled, subsequent vertices take the specified texture coordinate from the current set of texture coordinates. Initially, all texture generation functions are set to `GL_EYE_LINEAR` and are disabled. Both s plane equations are (1, 0, 0, 0), both t plane equations are (0, 1, 0, 0), and all r and q plane equations are (0, 0, 0, 0).

    Parameter `coord`

      Specifies a texture coordinate. Must be one of `GL_S`, `GL_T`, `GL_R`, or `GL_Q`.

    Parameter `pname`

      Specifies the symbolic name of the texture-coordinate generation function. Must be `GL_TEXTURE_GEN_MODE`.

    Parameter `param`

      Specifies a single-valued texture generation parameter, one of `GL_OBJECT_LINEAR`, `GL_EYE_LINEAR`, or `GL_SPHERE_MAP`.

    Parameter `coord`

      Specifies a texture coordinate. Must be one of `GL_S`, `GL_T`, `GL_R`, or `GL_Q`.

    Parameter `pname`

      Specifies the symbolic name of the texture-coordinate generation function or function parameters. Must be `GL_TEXTURE_GEN_MODE`, `GL_OBJECT_PLANE`, or `GL_EYE_PLANE`.

    Parameter `params`

      Specifies a pointer to an array of texture generation parameters. If pname is `GL_TEXTURE_GEN_MODE`, then the array must contain a single symbolic constant, one of `GL_OBJECT_LINEAR`, `GL_EYE_LINEAR`, or `GL_SPHERE_MAP`. Otherwise, params holds the coefficients for the texture-coordinate generation function specified by pname.

    Throws

      `GL_INVALID_ENUM` is generated when coord or pname is not an accepted defined value, or when pname is `GL_TEXTURE_GEN_MODE` and params is not an accepted defined value.

      `GL_INVALID_ENUM` is generated when pname is `GL_TEXTURE_GEN_MODE`, params is `GL_SPHERE_MAP`, and coord is either `GL_R` or `GL_Q`.

      `GL_INVALID_OPERATION` is generated if `glTexGen` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glTexImage2D

      ``void` glTexImage2D(`int` `target`, `int` `level`, `int` `internalformat`, `object`|`mapping`(`string`:`object`) `width`, `object`|`mapping`(`string`:`object`) `height`, `int` `border`, `object`|`mapping`(`string`:`object`) `format`, `object`|`mapping`(`string`:`object`) `type`, `array`(`object`|`mapping`(`string`:`object`)) `pixels`)`

    Description

      Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable two-dimensional texturing, call `glEnable` and `glDisable` with argument `GL_TEXTURE_2D`.

      To define texture images, call `glTexImage2D`. The arguments describe the parameters of the texture image, such as height, width, width of the border, level-of-detail number (see `glTexParameter`), and number of color components provided. The last three arguments describe how the image is represented in memory; they are identical to the pixel formats used for `glDrawPixels`.

      If target is `GL_PROXY_TEXTURE_2D`, no data is read from pixels, but all of the texture image state is recalculated, checked for consistency, and checked against the implementation's capabilities. If the implementation cannot handle a texture of the requested texture size, it sets all of the image state to 0, but does not generate an error (see `glGetError`). To query for an entire mipmap array, use an image array level greater than or equal to 1. .P If target is `GL_TEXTURE_2D`, data is read from pixels as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on type. These values are grouped into sets of one, two, three, or four values, depending on format, to form elements. If type is `GL_BITMAP`, the data is considered as a string of unsigned bytes (and format must be `GL_COLOR_INDEX`). Each data byte is treated as eight 1-bit elements, with bit ordering determined by `GL_UNPACK_LSB_FIRST` (see `glPixelStore`).

      The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image.

      format determines the composition of each element in pixels. It can assume one of nine symbolic values:

      `GL_COLOR_INDEX`

      Each element is a single value, a color index. The GL converts it to fixed point (with an unspecified number of zero bits to the right of the binary point), shifted left or right depending on the value and sign of `GL_INDEX_SHIFT`, and added to `GL_INDEX_OFFSET` (see `glPixelTransfer`). The resulting index is converted to a set of color components using the `GL_PIXEL_MAP_I_TO_R`, `GL_PIXEL_MAP_I_TO_G`, `GL_PIXEL_MAP_I_TO_B`, and `GL_PIXEL_MAP_I_TO_A` tables, and clamped to the range [0,1].

      `GL_RED` | Each element is a single red component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for green and blue, and 1 for alpha. Each component is then multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).
      `GL_GREEN` | Each element is a single green component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red and blue, and 1 for alpha. Each component is then multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).
      `GL_BLUE` | Each element is a single blue component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red and green, and 1 for alpha. Each component is then multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).
      `GL_ALPHA` | Each element is a single alpha component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red, green, and blue. Each component is then multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).
      `GL_RGB` | Each element is an RGB triple. The GL converts it to floating point and assembles it into an RGBA element by attaching 1 for alpha. Each component is then multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).
      `GL_RGBA` | Each element contains all four components. Each component is multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).

      `GL_LUMINANCE`

      Each element is a single luminance value. The GL converts it to floating point, then assembles it into an RGBA element by replicating the luminance value three times for red, green, and blue and attaching 1 for alpha. Each component is then multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).

      `GL_LUMINANCE_ALPHA` | Each element is a luminance/alpha pair. The GL converts it to floating point, then assembles it into an RGBA element by replicating the luminance value three times for red, green, and blue. Each component is then multiplied by the signed scale factor `GL_c_SCALE`, added to the signed bias `GL_c_BIAS`, and clamped to the range [0,1] (see `glPixelTransfer`).

      Refer to the `glDrawPixels` reference page for a description of the acceptable values for the type parameter.

      If an application wants to store the texture at a certain resolution or in a certain format, it can request the resolution and format with internalformat. The GL will choose an internal representation that closely approximates that requested by internalformat, but it may not match exactly. (The representations specified by `GL_LUMINANCE`, `GL_LUMINANCE_ALPHA`, `GL_RGB`, and `GL_RGBA` must match exactly. The numeric values 1, 2, 3, and 4 may also be used to specify the above representations.)

      Use the `GL_PROXY_TEXTURE_2D` target to try out a resolution and format. The implementation will update and recompute its best match for the requested storage resolution and format. To then query this state, call `glGetTexLevelParameter`. If the texture cannot be accommodated, texture state is set to 0.

      A one-component texture image uses only the red component of the RGBA color extracted from pixels. A two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components.

    Parameter `target`

      Specifies the target texture. Must be `GL_TEXTURE_2D` or `GL_PROXY_TEXTURE_2D`.

    Parameter `level`

      Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.

    Parameter `internalformat`

      Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: `GL_ALPHA`, `GL_ALPHA4`, `GL_ALPHA8`, `GL_ALPHA12`, `GL_ALPHA16`, `GL_LUMINANCE`, `GL_LUMINANCE4`, `GL_LUMINANCE8`, `GL_LUMINANCE12`, `GL_LUMINANCE16`, `GL_LUMINANCE_ALPHA`, `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_R3_G3_B2`, `GL_RGB`, `GL_RGB4`, `GL_RGB5`, `GL_RGB8`, `GL_RGB10`, `GL_RGB12`, `GL_RGB16`, `GL_RGBA`, `GL_RGBA2`, `GL_RGBA4`, `GL_RGB5_A1`, `GL_RGBA8`, `GL_RGB10_A2`, `GL_RGBA12`, or `GL_RGBA16`.

    Parameter `width`

      Specifies the width of the texture image. Must be 2 sup n + 2 ( "border" ) for some integer n. All implementations support texture images that are at least 64 texels wide.

    Parameter `height`

      Specifies the height of the texture image. Must be 2 sup m + 2 ( "border" ) for some integer m. All implementations support texture images that are at least 64 texels high.

    Parameter `border`

      Specifies the width of the border. Must be either 0 or 1.

    Parameter `format`

      Specifies the format of the pixel data. The following symbolic values are accepted: `GL_COLOR_INDEX`, `GL_RED`, `GL_GREEN`, `GL_BLUE`, `GL_ALPHA`, `GL_RGB`, `GL_RGBA`, `GL_LUMINANCE`, and `GL_LUMINANCE_ALPHA`.

    Parameter `type`

      Specifies the data type of the pixel data. The following symbolic values are accepted: `GL_UNSIGNED_BYTE`, `GL_BYTE`, `GL_BITMAP`, `GL_UNSIGNED_SHORT`, `GL_SHORT`, `GL_UNSIGNED_INT`, `GL_INT`, and `GL_FLOAT`.

    Parameter `pixels`

      Specifies a pointer to the image data in memory.

    Throws

      `GL_INVALID_ENUM` is generated if target is not `GL_TEXTURE_2D` or `GL_PROXY_TEXTURE_2D`.

      `GL_INVALID_ENUM` is generated if format is not an accepted format constant. Format constants other than `GL_STENCIL_INDEX` and `GL_DEPTH_COMPONENT` are accepted.

      `GL_INVALID_ENUM` is generated if type is not a type constant.

      `GL_INVALID_ENUM` is generated if type is `GL_BITMAP` and format is not `GL_COLOR_INDEX`.

      `GL_INVALID_VALUE` is generated if level is less than 0. .P .P `GL_INVALID_VALUE` may be generated if level is greater than $log sub 2$max, where max is the returned value of `GL_MAX_TEXTURE_SIZE`.

      `GL_INVALID_VALUE` is generated if internalformat is not 1, 2, 3, 4, or one of the accepted resolution and format symbolic constants.

      `GL_INVALID_VALUE` is generated if width or height is less than 0 or greater than 2 + `GL_MAX_TEXTURE_SIZE`, or if either cannot be represented as 2 sup k + 2("border") for some integer value of k.

      `GL_INVALID_VALUE` is generated if border is not 0 or 1.

      `GL_INVALID_OPERATION` is generated if `glTexImage2D` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glTexParameter

      ``void` glTexParameter(`int` `target`, `int` `pname`, `float`|`int`|`array`(`float`|`int`) `param`)`

    Description

      Texture mapping is a technique that applies an image onto an object's surface as if the image were a decal or cellophane shrink-wrap. The image is created in texture space, with an (s, t) coordinate system. A texture is a one- or two-dimensional image and a set of parameters that determine how samples are derived from the image.

      `glTexParameter` assigns the value or values in params to the texture parameter specified as pname. target defines the target texture, either `GL_TEXTURE_1D` or `GL_TEXTURE_2D`. The following symbols are accepted in pname:

      `GL_TEXTURE_MIN_FILTER`

      The texture minifying function is used whenever the pixel being textured maps to an area greater than one texture element. There are six defined minifying functions. Two of them use the nearest one or nearest four texture elements to compute the texture value. The other four use mipmaps. A mipmap is an ordered set of arrays representing the same image at progressively lower resolutions. If the texture has dimensions 2 sup n times 2 sup m, there are bold max ( n, m ) + 1 mipmaps. The first mipmap is the original texture, with dimensions 2 sup n times 2 sup m. Each subsequent mipmap has dimensions 2 sup { k - 1 } times 2 sup { l - 1 }, where 2 sup k times 2 sup l are the dimensions of the previous mipmap, until either k = 0 or l=0. At that point, subsequent mipmaps have dimension 1 times 2 sup { l - 1 } or 2 sup { k - 1} times 1 until the final mipmap, which has dimension 1 times 1. To define the mipmaps, call `glTexImage1D`, `glTexImage2D`, `glCopyTexImage1D`, or `glCopyTexImage2D` with the level argument indicating the order of the mipmaps. Level 0 is the original texture; level bold max ( n, m ) is the final 1 times 1 mipmap. params supplies a function for minifying the texture as one of the following: .RS 10

      `GL_NEAREST` | Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
      `GL_LINEAR` | Returns the weighted average of the four texture elements that are closest to the center of the pixel being textured. These can include border texture elements, depending on the values of `GL_TEXTURE_WRAP_S` and `GL_TEXTURE_WRAP_T`, and on the exact mapping.
      `GL_NEAREST_MIPMAP_NEAREST` | Chooses the mipmap that most closely matches the size of the pixel being textured and uses the `GL_NEAREST` criterion (the texture element nearest to the center of the pixel) to produce a texture value.
      `GL_LINEAR_MIPMAP_NEAREST` | Chooses the mipmap that most closely matches the size of the pixel being textured and uses the `GL_LINEAR` criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value.
      `GL_NEAREST_MIPMAP_LINEAR` | Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the `GL_NEAREST` criterion (the texture element nearest to the center of the pixel) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

      `GL_LINEAR_MIPMAP_LINEAR`

      Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the `GL_LINEAR` criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values. .RE As more texture elements are sampled in the minification process, fewer aliasing artifacts will be apparent. While the `GL_NEAREST` and `GL_LINEAR` minification functions can be faster than the other four, they sample only one or four texture elements to determine the texture value of the pixel being rendered and can produce moire patterns or ragged transitions. The initial value of `GL_TEXTURE_MIN_FILTER` is `GL_NEAREST_MIPMAP_LINEAR`.

      `GL_TEXTURE_MAG_FILTER`

      The texture magnification function is used when the pixel being textured maps to an area less than or equal to one texture element. It sets the texture magnification function to either `GL_NEAREST` or `GL_LINEAR` (see below). `GL_NEAREST` is generally faster than `GL_LINEAR`, but it can produce textured images with sharper edges because the transition between texture elements is not as smooth. The initial value of `GL_TEXTURE_MAG_FILTER` is `GL_LINEAR`. .RS 10

      `GL_NEAREST` | Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
      `GL_LINEAR` | Returns the weighted average of the four texture elements that are closest to the center of the pixel being textured. These can include border texture elements, depending on the values of `GL_TEXTURE_WRAP_S` and `GL_TEXTURE_WRAP_T`, and on the exact mapping.

      .RE

      `GL_TEXTURE_WRAP_S`

      Sets the wrap parameter for texture coordinate s to either `GL_CLAMP` or `GL_REPEAT`. `GL_CLAMP` causes s coordinates to be clamped to the range [0,1] and is useful for preventing wrapping artifacts when mapping a single image onto an object. `GL_REPEAT` causes the integer part of the s coordinate to be ignored; the GL uses only the fractional part, thereby creating a repeating pattern. Border texture elements are accessed only if wrapping is set to `GL_CLAMP`. Initially, `GL_TEXTURE_WRAP_S` is set to `GL_REPEAT`.

      `GL_TEXTURE_WRAP_T` | Sets the wrap parameter for texture coordinate t to either `GL_CLAMP` or `GL_REPEAT`. See the discussion under `GL_TEXTURE_WRAP_S`. Initially, `GL_TEXTURE_WRAP_T` is set to `GL_REPEAT`.
      `GL_TEXTURE_BORDER_COLOR` | Sets a border color. params contains four values that comprise the RGBA color of the texture border. Integer color components are interpreted linearly such that the most positive integer maps to 1.0, and the most negative integer maps to -1.0. The values are clamped to the range [0,1] when they are specified. Initially, the border color is (0, 0, 0, 0).
      `GL_TEXTURE_PRIORITY` | Specifies the texture residence priority of the currently bound texture. Permissible values are in the range [0,\ 1]. See `glPrioritizeTextures` and `glBindTexture` for more information.

    Parameter `target`

      Specifies the target texture, which must be either `GL_TEXTURE_1D` or `GL_TEXTURE_2D`.

    Parameter `pname`

      Specifies the symbolic name of a single-valued texture parameter. pname can be one of the following: `GL_TEXTURE_MIN_FILTER`, `GL_TEXTURE_MAG_FILTER`, `GL_TEXTURE_WRAP_S`, `GL_TEXTURE_WRAP_T`, or `GL_TEXTURE_PRIORITY`.

    Parameter `param`

      Specifies the value of pname.

    Parameter `target`

      Specifies the target texture, which must be either `GL_TEXTURE_1D` or `GL_TEXTURE_2D`.

    Parameter `pname`

      Specifies the symbolic name of a texture parameter. pname can be one of the following: `GL_TEXTURE_MIN_FILTER`, `GL_TEXTURE_MAG_FILTER`, `GL_TEXTURE_WRAP_S`, `GL_TEXTURE_WRAP_T`, `GL_TEXTURE_BORDER_COLOR`, or `GL_TEXTURE_PRIORITY`.

    Parameter `params`

      Specifies a pointer to an array where the value or values of pname are stored.

    Throws

      `GL_INVALID_ENUM` is generated if target or pname is not one of the accepted defined values.

      `GL_INVALID_ENUM` is generated if params should have a defined constant value (based on the value of pname) and does not.

      `GL_INVALID_OPERATION` is generated if `glTexParameter` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glTexSubImage2D

      ``void` glTexSubImage2D(`int` `target`, `int` `level`, `int` `xoffset`, `int` `yoffset`, `object`|`mapping`(`string`:`object`) `width`, `object`|`mapping`(`string`:`object`) `height`, `object`|`mapping`(`string`:`object`) `format`, `object`|`mapping`(`string`:`object`) `type`, `array`(`object`|`mapping`(`string`:`object`)) `pixels`)`

    Description

      Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable two-dimensional texturing, call `glEnable` and `glDisable` with argument `GL_TEXTURE_2D`.

      `glTexSubImage2D` redefines a contiguous subregion of an existing two-dimensional texture image. The texels referenced by pixels replace the portion of the existing texture array with x indices xoffset and "xoffset"~+~"width"~-~1, inclusive, and y indices yoffset and "yoffset"~+~"height"~-~1, inclusive. This region may not include any texels outside the range of the texture array as it was originally specified. It is not an error to specify a subtexture with zero width or height, but such a specification has no effect.

    Parameter `target`

      Specifies the target texture. Must be `GL_TEXTURE_2D`.

    Parameter `level`

      Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.

    Parameter `xoffset`

      Specifies a texel offset in the x direction within the texture array.

    Parameter `yoffset`

      Specifies a texel offset in the y direction within the texture array.

    Parameter `width`

      Specifies the width of the texture subimage.

    Parameter `height`

      Specifies the height of the texture subimage.

    Parameter `format`

      Specifies the format of the pixel data. The following symbolic values are accepted: `GL_COLOR_INDEX`, `GL_RED`, `GL_GREEN`, `GL_BLUE`, `GL_ALPHA`, `GL_RGB`, `GL_RGBA`, `GL_LUMINANCE`, and `GL_LUMINANCE_ALPHA`.

    Parameter `type`

      Specifies the data type of the pixel data. The following symbolic values are accepted: `GL_UNSIGNED_BYTE`, `GL_BYTE`, `GL_BITMAP`, `GL_UNSIGNED_SHORT`, `GL_SHORT`, `GL_UNSIGNED_INT`, `GL_INT`, and `GL_FLOAT`.

    Parameter `pixels`

      Specifies a pointer to the image data in memory.

    Throws

      `GL_INVALID_ENUM` is generated if target is not `GL_TEXTURE_2D`.

      `GL_INVALID_OPERATION` is generated if the texture array has not been defined by a previous `glTexImage2D` operation.

      `GL_INVALID_VALUE` is generated if level is less than 0. .P P `GL_INVALID_VALUE` may be generated if level is greater than log sub 2max, where max is the returned value of `GL_MAX_TEXTURE_SIZE`.

      `GL_INVALID_VALUE` is generated if "xoffset" ~<~ ~-b, ("xoffset"~+~"width") ~>~ (w~-~b), "yoffset" ~<~ ~-b, or ("yoffset" ~+~ "height") ~>~ (h~-~b). Where w is the `GL_TEXTURE_WIDTH`, h is the `GL_TEXTURE_HEIGHT`, and b is the border width of the texture image being modified. Note that w and h include twice the border width.

      `GL_INVALID_VALUE` is generated if width or height is less than 0.

      `GL_INVALID_ENUM` is generated if format is not an accepted format constant.

      `GL_INVALID_ENUM` is generated if type is not a type constant.

      `GL_INVALID_ENUM` is generated if type is `GL_BITMAP` and format is not `GL_COLOR_INDEX`.

      `GL_INVALID_OPERATION` is generated if `glTexSubImage2D` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glTranslate

      ``void` glTranslate(`float`|`int`|`array`(`float`|`int`) `x`, `float`|`int`|`void` `y`, `float`|`int`|`void` `z`)`

    Description

      `glTranslate` produces a translation by ("x","y","z"). The current matrix (see

      `glMatrixMode`) is multiplied by this translation matrix, with the product replacing the current matrix, as if `glMultMatrix` were called with the following matrix for its argument: .sp .ce .EQ left ( ~ down 20 matrix { ccol { 1~~ above 0~~ above 0~~ above 0~~ } ccol { 0~~ above 1~~ above 0~~ above 0~~ } ccol { 0~~ above 0~~ above 1~~ above 0~~ } ccol { "x"~ above "y"~ above "z"~ above 1} } ~~right ) .EN .sp .RE If the matrix mode is either `GL_MODELVIEW` or `GL_PROJECTION`, all objects drawn after a call to `glTranslate` are translated.

      Use `glPushMatrix` and `glPopMatrix` to save and restore the untranslated coordinate system.

    Parameter `x`

      Specify the x, y, and z coordinates of a translation vector.

    Throws

      `GL_INVALID_OPERATION` is generated if `glTranslate` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

    Method glVertex

      ``void` glVertex(`float`|`int`|`array`(`float`|`int`) `x`, `float`|`int`|`void` `y`, `float`|`int`|`void` `z`, `float`|`int`|`void` `w`)`

    Description

      `glVertex` commands are used within `glBegin`/`glEnd` pairs to specify point, line, and polygon vertices. The current color, normal, and texture coordinates are associated with the vertex when `glVertex` is called.

      When only x and y are specified, z defaults to 0 and w defaults to 1. When x, y, and z are specified, w defaults to 1.

    Parameter `x`

      Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.

    Parameter `v`

      Specifies a pointer to an array of two, three, or four elements. The elements of a two-element array are x and y; of a three-element array, x, y, and z; and of a four-element array, x, y, z, and w.

    Method glViewport

      ``void` glViewport(`int` `x`, `int` `y`, `int` `width`, `int` `height`)`

    Description

      `glViewport` specifies the affine transformation of x and y from normalized device coordinates to window coordinates. Let (x sub nd, y sub nd) be normalized device coordinates. Then the window coordinates (x sub w, y sub w) are computed as follows: .sp .ce .EQ x sub w ~=~ ( x sub nd + 1 ) left ( "width" over 2 right ) ~+~ "x" .EN .sp .ce .EQ y sub w ~=~ ( y sub nd + 1 ) left ( "height" over 2 right ) ~+~ "y" .EN .RE

      Viewport width and height are silently clamped to a range that depends on the implementation. To query this range, call `glGet` with argument `GL_MAX_VIEWPORT_DIMS`.

    Parameter `x`

      Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).

    Parameter `width`

      Specify the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.

    Throws

      `GL_INVALID_VALUE` is generated if either width or height is negative.

      `GL_INVALID_OPERATION` is generated if `glViewport` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

  ## Module GLU

    Description

      The GL Utilities module is a partial implementation of the GLU library. This module only contains functions that someone at some point actually needed to get his work done. If you need a GLU function that isn't in here, copy the C code from the GLU library (Mesa was used last time), tweak it so that it compiles as Pike code and then check it in into the CVS.

    Method gluLookAt

      ``void` gluLookAt(`float` `eyex`, `float` `eyey`, `float` `eyez`, `float` `centerx`, `float` `centery`, `float` `centerz`, `float` `upx`, `float` `upy`, `float` `upz`)`
      ``void` gluLookAt(`Math.Matrix` `eye`, `Math.Matrix` `center`, `Math.Matrix` `up`)`

    Description

      gluLookAt creates a viewing matrix derived from an `eye` point, a reference point indicating the `center` of the scene, and an `up` vector. The matrix maps the reference point to the negative z axis and the eye point to the origin, so that, when a typical projection matrix is used, the center of the scene maps to the center of the viewport. Similarly, the direction described by the up vector projected onto the viewing plane is mapped to the positive y axis so that it points upward in the viewport. The up vector must not be parallel to the line of sight from the eye to the reference point.

      The matrix generated by gluLookAt postmultiplies the current matrix.

      The relation between the matrix objects and the float values are

          Math.Matrix eye = Math.Matrix( ({ eyex, eyey, eyez }) );

    See also

      `GL.glFrustum`, `gluPerspective`

    Method gluOrtho2D

      ``void` gluOrtho2D(`float` `left`, `float` `right`, `float` `bottom`, `float` `top`)`

    Description

      gluOrtho2D sets up a two-dimensional orthographic viewing region. This is equivalent to calling

          glOrtho(left, right, bottom, top, -1.0, 1.0);

    FIXME

      The GLU manual says `glOrtho(a,b,c,d, 0, 1)`.

    See also

      `GL.glOrtho`, `gluPerspective`

    Method gluPerspective

      ``void` gluPerspective(`float` `fovy`, `float` `aspect`, `float` `zNear`, `float` `zFar`)`

    Description

      gluPerspective specifies a viewing frustum into the world coordinate system. In general, the aspect ratio in gluPerspective should match the aspect ratio of the associated viewport. For example, aspect = 2.0 means the viewer's angle of view is twice as wide in x as it is in y. If the viewport is twice as wide as it is tall, it displays the image without distortion.

      The matrix generated by gluPerspective is multipled by the current matrix, just as if `GL.glMultMatrix` were called with the generated matrix. To load the perspective matrix onto the current matrix stack instead, precede the call to gluPerspective with a call to `GL.glLoadIdentity`.

    Method gluPickMatrix

      ``void` gluPickMatrix(`float` `x`, `float` `y`, `float` `width`, `float` `height`, `array`(`int`) `viewport`)`

    Description

      gluPickMatrix creates a projection matrix that can be used to restrict drawing to a small region of the viewport. This is typically useful to determine what objects are being drawn near the cursor. Use gluPickMatrix to restrict drawing to a small region around the cursor. Then, enter selection mode (with `GL.glRenderMode` and rerender the scene. All primitives that would have been drawn near the cursor are identified and stored in the selection buffer.

      The matrix created by gluPickMatrix is multiplied by the current matrix just as if `GL.glMultMatrix` is called with the generated matrix. To effectively use the generated pick matrix for picking, first call `GL.glLoadIdentity` to load an identity matrix onto the perspective matrix stack. Then call gluPickMatrix, and finally, call a command (such as `gluPerspective`) to multiply the perspective matrix by the pick matrix.

      When using gluPickMatrix to pick NURBS, be careful to turn off the NURBS property GLU_AUTO_LOAD_MATRIX. If GLU_AUTO_LOAD_MATRIX is not turned off, then any NURBS surface rendered is subdivided differently with the pick matrix than the way it was subdivided without the pick matrix.

    Parameter `viewport`

      The viewport is an array with four integers.

    FIXME

      Does the NURB remark apply?

    See also

      `GL.glGet`, `gluLoadIdentity`, `gluMultMatrix`, `gluRenderMode`, `gluPerspective`

    Method gluProject

      ``array`(`float`) gluProject(`float` `objx`, `float` `objy`, `float` `objz`, `array`(`float`) `model`, `array`(`float`) `proj`, `array`(`int`) `viewport`)`

    Description

      gluProject transforms the specified object coordinates into window coordinates using `model`, `proj`, and `viewport`. The result is returned in a three valued array.

  ## Module GLUT

    Constant GLUT_ACCUM

      ``constant` GLUT.`GLUT_ACCUM``

    Constant GLUT_ACTIVE_ALT

      ``constant` GLUT.`GLUT_ACTIVE_ALT``

    Constant GLUT_ACTIVE_CTRL

      ``constant` GLUT.`GLUT_ACTIVE_CTRL``

    Constant GLUT_ACTIVE_SHIFT

      ``constant` GLUT.`GLUT_ACTIVE_SHIFT``

    Constant GLUT_ALPHA

      ``constant` GLUT.`GLUT_ALPHA``

    Constant GLUT_BLUE

      ``constant` GLUT.`GLUT_BLUE``

    Constant GLUT_CURSOR_BOTTOM_LEFT_CORNER

      ``constant` GLUT.`GLUT_CURSOR_BOTTOM_LEFT_CORNER``

    Constant GLUT_CURSOR_BOTTOM_RIGHT_CORNER

      ``constant` GLUT.`GLUT_CURSOR_BOTTOM_RIGHT_CORNER``

    Constant GLUT_CURSOR_BOTTOM_SIDE

      ``constant` GLUT.`GLUT_CURSOR_BOTTOM_SIDE``

    Constant GLUT_CURSOR_CROSSHAIR

      ``constant` GLUT.`GLUT_CURSOR_CROSSHAIR``

    Constant GLUT_CURSOR_CYCLE

      ``constant` GLUT.`GLUT_CURSOR_CYCLE``

    Constant GLUT_CURSOR_DESTROY

      ``constant` GLUT.`GLUT_CURSOR_DESTROY``

    Constant GLUT_CURSOR_FULL_CROSSHAIR

      ``constant` GLUT.`GLUT_CURSOR_FULL_CROSSHAIR``

    Constant GLUT_CURSOR_HELP

      ``constant` GLUT.`GLUT_CURSOR_HELP``

    Constant GLUT_CURSOR_INFO

      ``constant` GLUT.`GLUT_CURSOR_INFO``

    Constant GLUT_CURSOR_INHERIT

      ``constant` GLUT.`GLUT_CURSOR_INHERIT``

    Constant GLUT_CURSOR_LEFT_ARROW

      ``constant` GLUT.`GLUT_CURSOR_LEFT_ARROW``

    Constant GLUT_CURSOR_LEFT_RIGHT

      ``constant` GLUT.`GLUT_CURSOR_LEFT_RIGHT``

    Constant GLUT_CURSOR_LEFT_SIDE

      ``constant` GLUT.`GLUT_CURSOR_LEFT_SIDE``

    Constant GLUT_CURSOR_NONE

      ``constant` GLUT.`GLUT_CURSOR_NONE``

    Constant GLUT_CURSOR_RIGHT_ARROW

      ``constant` GLUT.`GLUT_CURSOR_RIGHT_ARROW``

    Constant GLUT_CURSOR_RIGHT_SIDE

      ``constant` GLUT.`GLUT_CURSOR_RIGHT_SIDE``

    Constant GLUT_CURSOR_SPRAY

      ``constant` GLUT.`GLUT_CURSOR_SPRAY``

    Constant GLUT_CURSOR_TEXT

      ``constant` GLUT.`GLUT_CURSOR_TEXT``

    Constant GLUT_CURSOR_TOP_LEFT_CORNER

      ``constant` GLUT.`GLUT_CURSOR_TOP_LEFT_CORNER``

    Constant GLUT_CURSOR_TOP_RIGHT_CORNER

      ``constant` GLUT.`GLUT_CURSOR_TOP_RIGHT_CORNER``

    Constant GLUT_CURSOR_TOP_SIDE

      ``constant` GLUT.`GLUT_CURSOR_TOP_SIDE``

    Constant GLUT_CURSOR_UP_DOWN

      ``constant` GLUT.`GLUT_CURSOR_UP_DOWN``

    Constant GLUT_CURSOR_WAIT

      ``constant` GLUT.`GLUT_CURSOR_WAIT``

    Constant GLUT_DEPTH

      ``constant` GLUT.`GLUT_DEPTH``

    Constant GLUT_DEVICE_IGNORE_KEY_REPEAT

      ``constant` GLUT.`GLUT_DEVICE_IGNORE_KEY_REPEAT``

    Constant GLUT_DEVICE_KEY_REPEAT

      ``constant` GLUT.`GLUT_DEVICE_KEY_REPEAT``

    Constant GLUT_DISPLAY_MODE_POSSIBLE

      ``constant` GLUT.`GLUT_DISPLAY_MODE_POSSIBLE``

    Constant GLUT_DOUBLE

      ``constant` GLUT.`GLUT_DOUBLE``

    Constant GLUT_DOWN

      ``constant` GLUT.`GLUT_DOWN``

    Constant GLUT_ELAPSED_TIME

      ``constant` GLUT.`GLUT_ELAPSED_TIME``

    Constant GLUT_ENTERED

      ``constant` GLUT.`GLUT_ENTERED``

    Constant GLUT_FULLY_COVERED

      ``constant` GLUT.`GLUT_FULLY_COVERED``

    Constant GLUT_FULLY_RETAINED

      ``constant` GLUT.`GLUT_FULLY_RETAINED``

    Constant GLUT_GAME_MODE_ACTIVE

      ``constant` GLUT.`GLUT_GAME_MODE_ACTIVE``

    Constant GLUT_GAME_MODE_DISPLAY_CHANGED

      ``constant` GLUT.`GLUT_GAME_MODE_DISPLAY_CHANGED``

    Constant GLUT_GAME_MODE_HEIGHT

      ``constant` GLUT.`GLUT_GAME_MODE_HEIGHT``

    Constant GLUT_GAME_MODE_PIXEL_DEPTH

      ``constant` GLUT.`GLUT_GAME_MODE_PIXEL_DEPTH``

    Constant GLUT_GAME_MODE_POSSIBLE

      ``constant` GLUT.`GLUT_GAME_MODE_POSSIBLE``

    Constant GLUT_GAME_MODE_REFRESH_RATE

      ``constant` GLUT.`GLUT_GAME_MODE_REFRESH_RATE``

    Constant GLUT_GAME_MODE_WIDTH

      ``constant` GLUT.`GLUT_GAME_MODE_WIDTH``

    Constant GLUT_GREEN

      ``constant` GLUT.`GLUT_GREEN``

    Constant GLUT_HAS_DIAL_AND_BUTTON_BOX

      ``constant` GLUT.`GLUT_HAS_DIAL_AND_BUTTON_BOX``

    Constant GLUT_HAS_JOYSTICK

      ``constant` GLUT.`GLUT_HAS_JOYSTICK``

    Constant GLUT_HAS_KEYBOARD

      ``constant` GLUT.`GLUT_HAS_KEYBOARD``

    Constant GLUT_HAS_MOUSE

      ``constant` GLUT.`GLUT_HAS_MOUSE``

    Constant GLUT_HAS_OVERLAY

      ``constant` GLUT.`GLUT_HAS_OVERLAY``

    Constant GLUT_HAS_SPACEBALL

      ``constant` GLUT.`GLUT_HAS_SPACEBALL``

    Constant GLUT_HAS_TABLET

      ``constant` GLUT.`GLUT_HAS_TABLET``

    Constant GLUT_HIDDEN

      ``constant` GLUT.`GLUT_HIDDEN``

    Constant GLUT_INDEX

      ``constant` GLUT.`GLUT_INDEX``

    Constant GLUT_INIT_DISPLAY_MODE

      ``constant` GLUT.`GLUT_INIT_DISPLAY_MODE``

    Constant GLUT_INIT_WINDOW_HEIGHT

      ``constant` GLUT.`GLUT_INIT_WINDOW_HEIGHT``

    Constant GLUT_INIT_WINDOW_WIDTH

      ``constant` GLUT.`GLUT_INIT_WINDOW_WIDTH``

    Constant GLUT_INIT_WINDOW_X

      ``constant` GLUT.`GLUT_INIT_WINDOW_X``

    Constant GLUT_INIT_WINDOW_Y

      ``constant` GLUT.`GLUT_INIT_WINDOW_Y``

    Constant GLUT_JOYSTICK_AXES

      ``constant` GLUT.`GLUT_JOYSTICK_AXES``

    Constant GLUT_JOYSTICK_BUTTONS

      ``constant` GLUT.`GLUT_JOYSTICK_BUTTONS``

    Constant GLUT_JOYSTICK_BUTTON_A

      ``constant` GLUT.`GLUT_JOYSTICK_BUTTON_A``

    Constant GLUT_JOYSTICK_BUTTON_B

      ``constant` GLUT.`GLUT_JOYSTICK_BUTTON_B``

    Constant GLUT_JOYSTICK_BUTTON_C

      ``constant` GLUT.`GLUT_JOYSTICK_BUTTON_C``

    Constant GLUT_JOYSTICK_BUTTON_D

      ``constant` GLUT.`GLUT_JOYSTICK_BUTTON_D``

    Constant GLUT_JOYSTICK_POLL_RATE

      ``constant` GLUT.`GLUT_JOYSTICK_POLL_RATE``

    Constant GLUT_KEY_DOWN

      ``constant` GLUT.`GLUT_KEY_DOWN``

    Constant GLUT_KEY_END

      ``constant` GLUT.`GLUT_KEY_END``

    Constant GLUT_KEY_F1

      ``constant` GLUT.`GLUT_KEY_F1``

    Constant GLUT_KEY_F10

      ``constant` GLUT.`GLUT_KEY_F10``

    Constant GLUT_KEY_F11

      ``constant` GLUT.`GLUT_KEY_F11``

    Constant GLUT_KEY_F12

      ``constant` GLUT.`GLUT_KEY_F12``

    Constant GLUT_KEY_F2

      ``constant` GLUT.`GLUT_KEY_F2``

    Constant GLUT_KEY_F3

      ``constant` GLUT.`GLUT_KEY_F3``

    Constant GLUT_KEY_F4

      ``constant` GLUT.`GLUT_KEY_F4``

    Constant GLUT_KEY_F5

      ``constant` GLUT.`GLUT_KEY_F5``

    Constant GLUT_KEY_F6

      ``constant` GLUT.`GLUT_KEY_F6``

    Constant GLUT_KEY_F7

      ``constant` GLUT.`GLUT_KEY_F7``

    Constant GLUT_KEY_F8

      ``constant` GLUT.`GLUT_KEY_F8``

    Constant GLUT_KEY_F9

      ``constant` GLUT.`GLUT_KEY_F9``

    Constant GLUT_KEY_HOME

      ``constant` GLUT.`GLUT_KEY_HOME``

    Constant GLUT_KEY_INSERT

      ``constant` GLUT.`GLUT_KEY_INSERT``

    Constant GLUT_KEY_LEFT

      ``constant` GLUT.`GLUT_KEY_LEFT``

    Constant GLUT_KEY_PAGE_DOWN

      ``constant` GLUT.`GLUT_KEY_PAGE_DOWN``

    Constant GLUT_KEY_PAGE_UP

      ``constant` GLUT.`GLUT_KEY_PAGE_UP``

    Constant GLUT_KEY_REPEAT_DEFAULT

      ``constant` GLUT.`GLUT_KEY_REPEAT_DEFAULT``

    Constant GLUT_KEY_REPEAT_OFF

      ``constant` GLUT.`GLUT_KEY_REPEAT_OFF``

    Constant GLUT_KEY_REPEAT_ON

      ``constant` GLUT.`GLUT_KEY_REPEAT_ON``

    Constant GLUT_KEY_RIGHT

      ``constant` GLUT.`GLUT_KEY_RIGHT``

    Constant GLUT_KEY_UP

      ``constant` GLUT.`GLUT_KEY_UP``

    Constant GLUT_LAYER_IN_USE

      ``constant` GLUT.`GLUT_LAYER_IN_USE``

    Constant GLUT_LEFT

      ``constant` GLUT.`GLUT_LEFT``

    Constant GLUT_LEFT_BUTTON

      ``constant` GLUT.`GLUT_LEFT_BUTTON``

    Constant GLUT_LUMINANCE

      ``constant` GLUT.`GLUT_LUMINANCE``

    Constant GLUT_MENU_IN_USE

      ``constant` GLUT.`GLUT_MENU_IN_USE``

    Constant GLUT_MENU_NOT_IN_USE

      ``constant` GLUT.`GLUT_MENU_NOT_IN_USE``

    Constant GLUT_MENU_NUM_ITEMS

      ``constant` GLUT.`GLUT_MENU_NUM_ITEMS``

    Constant GLUT_MIDDLE_BUTTON

      ``constant` GLUT.`GLUT_MIDDLE_BUTTON``

    Constant GLUT_MULTISAMPLE

      ``constant` GLUT.`GLUT_MULTISAMPLE``

    Constant GLUT_NORMAL

      ``constant` GLUT.`GLUT_NORMAL``

    Constant GLUT_NORMAL_DAMAGED

      ``constant` GLUT.`GLUT_NORMAL_DAMAGED``

    Constant GLUT_NOT_VISIBLE

      ``constant` GLUT.`GLUT_NOT_VISIBLE``

    Constant GLUT_NUM_BUTTON_BOX_BUTTONS

      ``constant` GLUT.`GLUT_NUM_BUTTON_BOX_BUTTONS``

    Constant GLUT_NUM_DIALS

      ``constant` GLUT.`GLUT_NUM_DIALS``

    Constant GLUT_NUM_MOUSE_BUTTONS

      ``constant` GLUT.`GLUT_NUM_MOUSE_BUTTONS``

    Constant GLUT_NUM_SPACEBALL_BUTTONS

      ``constant` GLUT.`GLUT_NUM_SPACEBALL_BUTTONS``

    Constant GLUT_NUM_TABLET_BUTTONS

      ``constant` GLUT.`GLUT_NUM_TABLET_BUTTONS``

    Constant GLUT_OVERLAY

      ``constant` GLUT.`GLUT_OVERLAY``

    Constant GLUT_OVERLAY_DAMAGED

      ``constant` GLUT.`GLUT_OVERLAY_DAMAGED``

    Constant GLUT_OVERLAY_POSSIBLE

      ``constant` GLUT.`GLUT_OVERLAY_POSSIBLE``

    Constant GLUT_OWNS_JOYSTICK

      ``constant` GLUT.`GLUT_OWNS_JOYSTICK``

    Constant GLUT_PARTIALLY_RETAINED

      ``constant` GLUT.`GLUT_PARTIALLY_RETAINED``

    Constant GLUT_RED

      ``constant` GLUT.`GLUT_RED``

    Constant GLUT_RGB

      ``constant` GLUT.`GLUT_RGB``

    Constant GLUT_RGBA

      ``constant` GLUT.`GLUT_RGBA``

    Constant GLUT_RIGHT_BUTTON

      ``constant` GLUT.`GLUT_RIGHT_BUTTON``

    Constant GLUT_SCREEN_HEIGHT

      ``constant` GLUT.`GLUT_SCREEN_HEIGHT``

    Constant GLUT_SCREEN_HEIGHT_MM

      ``constant` GLUT.`GLUT_SCREEN_HEIGHT_MM``

    Constant GLUT_SCREEN_WIDTH

      ``constant` GLUT.`GLUT_SCREEN_WIDTH``

    Constant GLUT_SCREEN_WIDTH_MM

      ``constant` GLUT.`GLUT_SCREEN_WIDTH_MM``

    Constant GLUT_SINGLE

      ``constant` GLUT.`GLUT_SINGLE``

    Constant GLUT_STENCIL

      ``constant` GLUT.`GLUT_STENCIL``

    Constant GLUT_STEREO

      ``constant` GLUT.`GLUT_STEREO``

    Constant GLUT_TRANSPARENT_INDEX

      ``constant` GLUT.`GLUT_TRANSPARENT_INDEX``

    Constant GLUT_UP

      ``constant` GLUT.`GLUT_UP``

    Constant GLUT_VIDEO_RESIZE_HEIGHT

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_HEIGHT``

    Constant GLUT_VIDEO_RESIZE_HEIGHT_DELTA

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_HEIGHT_DELTA``

    Constant GLUT_VIDEO_RESIZE_IN_USE

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_IN_USE``

    Constant GLUT_VIDEO_RESIZE_POSSIBLE

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_POSSIBLE``

    Constant GLUT_VIDEO_RESIZE_WIDTH

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_WIDTH``

    Constant GLUT_VIDEO_RESIZE_WIDTH_DELTA

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_WIDTH_DELTA``

    Constant GLUT_VIDEO_RESIZE_X

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_X``

    Constant GLUT_VIDEO_RESIZE_X_DELTA

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_X_DELTA``

    Constant GLUT_VIDEO_RESIZE_Y

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_Y``

    Constant GLUT_VIDEO_RESIZE_Y_DELTA

      ``constant` GLUT.`GLUT_VIDEO_RESIZE_Y_DELTA``

    Constant GLUT_VISIBLE

      ``constant` GLUT.`GLUT_VISIBLE``

    Constant GLUT_WINDOW_ACCUM_ALPHA_SIZE

      ``constant` GLUT.`GLUT_WINDOW_ACCUM_ALPHA_SIZE``

    Constant GLUT_WINDOW_ACCUM_BLUE_SIZE

      ``constant` GLUT.`GLUT_WINDOW_ACCUM_BLUE_SIZE``

    Constant GLUT_WINDOW_ACCUM_GREEN_SIZE

      ``constant` GLUT.`GLUT_WINDOW_ACCUM_GREEN_SIZE``

    Constant GLUT_WINDOW_ACCUM_RED_SIZE

      ``constant` GLUT.`GLUT_WINDOW_ACCUM_RED_SIZE``

    Constant GLUT_WINDOW_ALPHA_SIZE

      ``constant` GLUT.`GLUT_WINDOW_ALPHA_SIZE``

    Constant GLUT_WINDOW_BLUE_SIZE

      ``constant` GLUT.`GLUT_WINDOW_BLUE_SIZE``

    Constant GLUT_WINDOW_BUFFER_SIZE

      ``constant` GLUT.`GLUT_WINDOW_BUFFER_SIZE``

    Constant GLUT_WINDOW_COLORMAP_SIZE

      ``constant` GLUT.`GLUT_WINDOW_COLORMAP_SIZE``

    Constant GLUT_WINDOW_CURSOR

      ``constant` GLUT.`GLUT_WINDOW_CURSOR``

    Constant GLUT_WINDOW_DEPTH_SIZE

      ``constant` GLUT.`GLUT_WINDOW_DEPTH_SIZE``

    Constant GLUT_WINDOW_DOUBLEBUFFER

      ``constant` GLUT.`GLUT_WINDOW_DOUBLEBUFFER``

    Constant GLUT_WINDOW_FORMAT_ID

      ``constant` GLUT.`GLUT_WINDOW_FORMAT_ID``

    Constant GLUT_WINDOW_GREEN_SIZE

      ``constant` GLUT.`GLUT_WINDOW_GREEN_SIZE``

    Constant GLUT_WINDOW_HEIGHT

      ``constant` GLUT.`GLUT_WINDOW_HEIGHT``

    Constant GLUT_WINDOW_NUM_CHILDREN

      ``constant` GLUT.`GLUT_WINDOW_NUM_CHILDREN``

    Constant GLUT_WINDOW_NUM_SAMPLES

      ``constant` GLUT.`GLUT_WINDOW_NUM_SAMPLES``

    Constant GLUT_WINDOW_PARENT

      ``constant` GLUT.`GLUT_WINDOW_PARENT``

    Constant GLUT_WINDOW_RED_SIZE

      ``constant` GLUT.`GLUT_WINDOW_RED_SIZE``

    Constant GLUT_WINDOW_RGBA

      ``constant` GLUT.`GLUT_WINDOW_RGBA``

    Constant GLUT_WINDOW_STENCIL_SIZE

      ``constant` GLUT.`GLUT_WINDOW_STENCIL_SIZE``

    Constant GLUT_WINDOW_STEREO

      ``constant` GLUT.`GLUT_WINDOW_STEREO``

    Constant GLUT_WINDOW_WIDTH

      ``constant` GLUT.`GLUT_WINDOW_WIDTH``

    Constant GLUT_WINDOW_X

      ``constant` GLUT.`GLUT_WINDOW_X``

    Constant GLUT_WINDOW_Y

      ``constant` GLUT.`GLUT_WINDOW_Y``

    Method glutAddMenuEntry

      ``void` glutAddMenuEntry(`string`, `int`)`

    Method glutAddSubMenu

      ``void` glutAddSubMenu(`string`, `int`)`

    Method glutAttachMenu

      ``void` glutAttachMenu(`int`)`

    Method glutButtonBoxFunc

      ``void` glutButtonBoxFunc(`function`(:`void`))`

    Method glutChangeToMenuEntry

      ``void` glutChangeToMenuEntry(`int`, `string`, `int`)`

    Method glutChangeToSubMenu

      ``void` glutChangeToSubMenu(`int`, `string`, `int`)`

    Method glutCopyColormap

      ``void` glutCopyColormap(`int`)`

    Method glutCreateMenu

      ``int` glutCreateMenu(`function`(:`void`))`

    Method glutCreateSubWindow

      ``int` glutCreateSubWindow(`int`, `int`, `int`, `int`, `int`)`

    Method glutCreateWindow

      ``int` glutCreateWindow(`string`)`

    Method glutDestroyMenu

      ``void` glutDestroyMenu(`int`)`

    Method glutDestroyWindow

      ``void` glutDestroyWindow(`int`)`

    Method glutDetachMenu

      ``void` glutDetachMenu(`int`)`

    Method glutDeviceGet

      ``int` glutDeviceGet(`int`)`

    Method glutDialsFunc

      ``void` glutDialsFunc(`function`(:`void`))`

    Method glutDisplayFunc

      ``void` glutDisplayFunc(`function`(:`void`))`

    Method glutEnterGameMode

      ``int` glutEnterGameMode()`

    Method glutEntryFunc

      ``void` glutEntryFunc(`function`(:`void`))`

    Method glutEstablishOverlay

      ``void` glutEstablishOverlay()`

    Method glutExtensionSupported

      ``int` glutExtensionSupported(`string`)`

    Method glutForceJoystickFunc

      ``void` glutForceJoystickFunc()`

    Method glutFullScreen

      ``void` glutFullScreen()`

    Method glutGameModeGet

      ``int` glutGameModeGet(`int`)`

    Method glutGameModeString

      ``void` glutGameModeString(`string`)`

    Method glutGet

      ``int` glutGet(`int`)`

    Method glutGetColor

      ``float` glutGetColor(`int`, `int`)`

    Method glutGetMenu

      ``int` glutGetMenu()`

    Method glutGetModifiers

      ``int` glutGetModifiers()`

    Method glutGetWindow

      ``int` glutGetWindow()`

    Method glutHideOverlay

      ``void` glutHideOverlay()`

    Method glutHideWindow

      ``void` glutHideWindow()`

    Method glutIconifyWindow

      ``void` glutIconifyWindow()`

    Method glutIdleFunc

      ``void` glutIdleFunc(`function`(:`void`))`

    Method glutIgnoreKeyRepeat

      ``void` glutIgnoreKeyRepeat(`int`)`

    Method glutInitDisplayMode

      ``void` glutInitDisplayMode(`int`)`

    Method glutInitDisplayString

      ``void` glutInitDisplayString(`string`)`

    Method glutInitWindowPosition

      ``void` glutInitWindowPosition(`int`, `int`)`

    Method glutInitWindowSize

      ``void` glutInitWindowSize(`int`, `int`)`

    Method glutJoystickFunc

      ``void` glutJoystickFunc(`function`(:`void`), `int`)`

    Method glutKeyboardFunc

      ``void` glutKeyboardFunc(`function`(:`void`))`

    Method glutKeyboardUpFunc

      ``void` glutKeyboardUpFunc(`function`(:`void`))`

    Method glutLayerGet

      ``int` glutLayerGet(`int`)`

    Method glutLeaveGameMode

      ``void` glutLeaveGameMode()`

    Method glutMainLoop

      ``void` glutMainLoop()`

    Method glutMenuStateFunc

      ``void` glutMenuStateFunc(`function`(:`void`))`

    Method glutMenuStatusFunc

      ``void` glutMenuStatusFunc(`function`(:`void`))`

    Method glutMotionFunc

      ``void` glutMotionFunc(`function`(:`void`))`

    Method glutMouseFunc

      ``void` glutMouseFunc(`function`(:`void`))`

    Method glutOverlayDisplayFunc

      ``void` glutOverlayDisplayFunc(`function`(:`void`))`

    Method glutPassiveMotionFunc

      ``void` glutPassiveMotionFunc(`function`(:`void`))`

    Method glutPopWindow

      ``void` glutPopWindow()`

    Method glutPositionWindow

      ``void` glutPositionWindow(`int`, `int`)`

    Method glutPostOverlayRedisplay

      ``void` glutPostOverlayRedisplay()`

    Method glutPostRedisplay

      ``void` glutPostRedisplay()`

    Method glutPostWindowOverlayRedisplay

      ``void` glutPostWindowOverlayRedisplay(`int`)`

    Method glutPostWindowRedisplay

      ``void` glutPostWindowRedisplay(`int`)`

    Method glutPushWindow

      ``void` glutPushWindow()`

    Method glutRemoveMenuItem

      ``void` glutRemoveMenuItem(`int`)`

    Method glutRemoveOverlay

      ``void` glutRemoveOverlay()`

    Method glutReportErrors

      ``void` glutReportErrors()`

    Method glutReshapeFunc

      ``void` glutReshapeFunc(`function`(:`void`))`

    Method glutReshapeWindow

      ``void` glutReshapeWindow(`int`, `int`)`

    Method glutSetColor

      ``void` glutSetColor(`int`, `float`, `float`, `float`)`

    Method glutSetCursor

      ``void` glutSetCursor(`int`)`

    Method glutSetIconTitle

      ``void` glutSetIconTitle(`string`)`

    Method glutSetKeyRepeat

      ``void` glutSetKeyRepeat(`int`)`

    Method glutSetMenu

      ``void` glutSetMenu(`int`)`

    Method glutSetWindow

      ``void` glutSetWindow(`int`)`

    Method glutSetWindowTitle

      ``void` glutSetWindowTitle(`string`)`

    Method glutSetupVideoResizing

      ``void` glutSetupVideoResizing()`

    Method glutShowOverlay

      ``void` glutShowOverlay()`

    Method glutShowWindow

      ``void` glutShowWindow()`

    Method glutSolidCone

      ``void` glutSolidCone(`float`, `float`, `int`, `int`)`

    Method glutSolidCube

      ``void` glutSolidCube(`float`)`

    Method glutSolidDodecahedron

      ``void` glutSolidDodecahedron()`

    Method glutSolidIcosahedron

      ``void` glutSolidIcosahedron()`

    Method glutSolidOctahedron

      ``void` glutSolidOctahedron()`

    Method glutSolidSphere

      ``void` glutSolidSphere(`float`, `int`, `int`)`

    Method glutSolidTeapot

      ``void` glutSolidTeapot(`float`)`

    Method glutSolidTetrahedron

      ``void` glutSolidTetrahedron()`

    Method glutSolidTorus

      ``void` glutSolidTorus(`float`, `float`, `int`, `int`)`

    Method glutSpaceballButtonFunc

      ``void` glutSpaceballButtonFunc(`function`(:`void`))`

    Method glutSpaceballMotionFunc

      ``void` glutSpaceballMotionFunc(`function`(:`void`))`

    Method glutSpaceballRotateFunc

      ``void` glutSpaceballRotateFunc(`function`(:`void`))`

    Method glutSpecialFunc

      ``void` glutSpecialFunc(`function`(:`void`))`

    Method glutSpecialUpFunc

      ``void` glutSpecialUpFunc(`function`(:`void`))`

    Method glutStopVideoResizing

      ``void` glutStopVideoResizing()`

    Method glutSwapBuffers

      ``void` glutSwapBuffers()`

    Method glutTabletButtonFunc

      ``void` glutTabletButtonFunc(`function`(:`void`))`

    Method glutTabletMotionFunc

      ``void` glutTabletMotionFunc(`function`(:`void`))`

    Method glutTimerFunc

      ``void` glutTimerFunc(`int`, `function`(:`void`), `int`)`

    Method glutUseLayer

      ``void` glutUseLayer(`int`)`

    Method glutVideoPan

      ``void` glutVideoPan(`int`, `int`, `int`, `int`)`

    Method glutVideoResize

      ``void` glutVideoResize(`int`, `int`, `int`, `int`)`

    Method glutVideoResizeGet

      ``int` glutVideoResizeGet(`int`)`

    Method glutVisibilityFunc

      ``void` glutVisibilityFunc(`function`(:`void`))`

    Method glutWarpPointer

      ``void` glutWarpPointer(`int`, `int`)`

    Method glutWindowStatusFunc

      ``void` glutWindowStatusFunc(`function`(:`void`))`

    Method glutWireCone

      ``void` glutWireCone(`float`, `float`, `int`, `int`)`

    Method glutWireCube

      ``void` glutWireCube(`float`)`

    Method glutWireDodecahedron

      ``void` glutWireDodecahedron()`

    Method glutWireIcosahedron

      ``void` glutWireIcosahedron()`

    Method glutWireOctahedron

      ``void` glutWireOctahedron()`

    Method glutWireSphere

      ``void` glutWireSphere(`float`, `int`, `int`)`

    Method glutWireTeapot

      ``void` glutWireTeapot(`float`)`

    Method glutWireTetrahedron

      ``void` glutWireTetrahedron()`

    Method glutWireTorus

      ``void` glutWireTorus(`float`, `float`, `int`, `int`)`