Documentation
¶
Index ¶
- Constants
- Variables
- func Accum(op uint32, value float32)
- func ActiveTexture(texture uint32)
- func AlphaFunc(func_ uint32, ref float32)
- func AreTexturesResident(n int32, textures *uint32, residences *byte) byte
- func ArrayElement(i int32)
- func AttachShader(program uint32, shader uint32)
- func Begin(mode uint32)
- func BeginQuery(target uint32, id uint32)
- func BindAttribLocation(program uint32, index uint32, name *int8)
- func BindBuffer(target uint32, buffer uint32)
- func BindTexture(target uint32, texture uint32)
- func Bitmap(width int32, height int32, xorig float32, yorig float32, xmove float32, ...)
- func BlendColor(red float32, green float32, blue float32, alpha float32)
- func BlendEquation(mode uint32)
- func BlendEquationSeparate(modeRGB uint32, modeAlpha uint32)
- func BlendFunc(sfactor uint32, dfactor uint32)
- func BlendFuncSeparate(sfactorRGB uint32, dfactorRGB uint32, sfactorAlpha uint32, dfactorAlpha uint32)
- func BufferData(target uint32, size int, data unsafe.Pointer, usage uint32)
- func BufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
- func CallList(list uint32)
- func CallLists(n int32, type_ uint32, lists unsafe.Pointer)
- func Clear(mask uint32)
- func ClearAccum(red float32, green float32, blue float32, alpha float32)
- func ClearColor(red float32, green float32, blue float32, alpha float32)
- func ClearDepth(depth float64)
- func ClearIndex(c float32)
- func ClearStencil(s int32)
- func ClientActiveTexture(texture uint32)
- func ClipPlane(plane uint32, equation *float64)
- func Color3b(red int8, green int8, blue int8)
- func Color3bv(v *int8)
- func Color3d(red float64, green float64, blue float64)
- func Color3dv(v *float64)
- func Color3f(red float32, green float32, blue float32)
- func Color3fv(v *float32)
- func Color3i(red int32, green int32, blue int32)
- func Color3iv(v *int32)
- func Color3s(red int16, green int16, blue int16)
- func Color3sv(v *int16)
- func Color3ub(red uint8, green uint8, blue uint8)
- func Color3ubv(v *uint8)
- func Color3ui(red uint32, green uint32, blue uint32)
- func Color3uiv(v *uint32)
- func Color3us(red uint16, green uint16, blue uint16)
- func Color3usv(v *uint16)
- func Color4b(red int8, green int8, blue int8, alpha int8)
- func Color4bv(v *int8)
- func Color4d(red float64, green float64, blue float64, alpha float64)
- func Color4dv(v *float64)
- func Color4f(red float32, green float32, blue float32, alpha float32)
- func Color4fv(v *float32)
- func Color4i(red int32, green int32, blue int32, alpha int32)
- func Color4iv(v *int32)
- func Color4s(red int16, green int16, blue int16, alpha int16)
- func Color4sv(v *int16)
- func Color4ub(red uint8, green uint8, blue uint8, alpha uint8)
- func Color4ubv(v *uint8)
- func Color4ui(red uint32, green uint32, blue uint32, alpha uint32)
- func Color4uiv(v *uint32)
- func Color4us(red uint16, green uint16, blue uint16, alpha uint16)
- func Color4usv(v *uint16)
- func ColorMask(red byte, green byte, blue byte, alpha byte)
- func ColorMaterial(face uint32, mode uint32)
- func ColorPointer(size int32, type_ uint32, stride int32, pointer unsafe.Pointer)
- func CompileShader(shader uint32)
- func CompressedTexImage1D(target uint32, level int32, internalformat uint32, width int32, border int32, ...)
- func CompressedTexImage2D(target uint32, level int32, internalformat uint32, width int32, height int32, ...)
- func CompressedTexImage3D(target uint32, level int32, internalformat uint32, width int32, height int32, ...)
- func CompressedTexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, ...)
- func CompressedTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, ...)
- func CompressedTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, ...)
- func CopyPixels(x int32, y int32, width int32, height int32, type_ uint32)
- func CopyTexImage1D(target uint32, level int32, internalformat uint32, x int32, y int32, ...)
- func CopyTexImage2D(target uint32, level int32, internalformat uint32, x int32, y int32, ...)
- func CopyTexSubImage1D(target uint32, level int32, xoffset int32, x int32, y int32, width int32)
- func CopyTexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, x int32, y int32, ...)
- func CopyTexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, ...)
- func CreateProgram() uint32
- func CreateShader(type_ uint32) uint32
- func CullFace(mode uint32)
- func DeleteBuffers(n int32, buffers *uint32)
- func DeleteLists(list uint32, range_ int32)
- func DeleteProgram(program uint32)
- func DeleteQueries(n int32, ids *uint32)
- func DeleteShader(shader uint32)
- func DeleteTextures(n int32, textures *uint32)
- func DepthFunc(func_ uint32)
- func DepthMask(flag byte)
- func DepthRange(n float64, f float64)
- func DetachShader(program uint32, shader uint32)
- func Disable(cap uint32)
- func DisableClientState(array uint32)
- func DisableVertexAttribArray(index uint32)
- func DrawArrays(mode uint32, first int32, count int32)
- func DrawBuffer(buf uint32)
- func DrawBuffers(n int32, bufs *uint32)
- func DrawElements(mode uint32, count int32, type_ uint32, indices unsafe.Pointer)
- func DrawPixels(width int32, height int32, format uint32, type_ uint32, pixels unsafe.Pointer)
- func DrawRangeElements(mode uint32, start uint32, end uint32, count int32, type_ uint32, ...)
- func EdgeFlag(flag byte)
- func EdgeFlagPointer(stride int32, pointer unsafe.Pointer)
- func EdgeFlagv(flag *byte)
- func Enable(cap uint32)
- func EnableClientState(array uint32)
- func EnableVertexAttribArray(index uint32)
- func End()
- func EndList()
- func EndQuery(target uint32)
- func EvalCoord1d(u float64)
- func EvalCoord1dv(u *float64)
- func EvalCoord1f(u float32)
- func EvalCoord1fv(u *float32)
- func EvalCoord2d(u float64, v float64)
- func EvalCoord2dv(u *float64)
- func EvalCoord2f(u float32, v float32)
- func EvalCoord2fv(u *float32)
- func EvalMesh1(mode uint32, i1 int32, i2 int32)
- func EvalMesh2(mode uint32, i1 int32, i2 int32, j1 int32, j2 int32)
- func EvalPoint1(i int32)
- func EvalPoint2(i int32, j int32)
- func FeedbackBuffer(size int32, type_ uint32, buffer *float32)
- func Finish()
- func Flush()
- func FogCoordPointer(type_ uint32, stride int32, pointer unsafe.Pointer)
- func FogCoordd(coord float64)
- func FogCoorddv(coord *float64)
- func FogCoordf(coord float32)
- func FogCoordfv(coord *float32)
- func Fogf(pname uint32, param float32)
- func Fogfv(pname uint32, params *float32)
- func Fogi(pname uint32, param int32)
- func Fogiv(pname uint32, params *int32)
- func FrontFace(mode uint32)
- func Frustum(left float64, right float64, bottom float64, top float64, zNear float64, ...)
- func GenBuffers(n int32, buffers *uint32)
- func GenLists(range_ int32) uint32
- func GenQueries(n int32, ids *uint32)
- func GenTextures(n int32, textures *uint32)
- func GetActiveAttrib(program uint32, index uint32, bufSize int32, length *int32, size *int32, ...)
- func GetActiveUniform(program uint32, index uint32, bufSize int32, length *int32, size *int32, ...)
- func GetAttachedShaders(program uint32, maxCount int32, count *int32, shaders *uint32)
- func GetAttribLocation(program uint32, name *int8) int32
- func GetBooleanv(pname uint32, data *byte)
- func GetBufferParameteriv(target uint32, pname uint32, params *int32)
- func GetBufferPointerv(target uint32, pname uint32, params *unsafe.Pointer)
- func GetBufferSubData(target uint32, offset int, size int, data unsafe.Pointer)
- func GetClipPlane(plane uint32, equation *float64)
- func GetCompressedTexImage(target uint32, level int32, img unsafe.Pointer)
- func GetDoublev(pname uint32, data *float64)
- func GetError() uint32
- func GetFloatv(pname uint32, data *float32)
- func GetGoString(name uint32) string
- func GetIntegerv(pname uint32, data *int32)
- func GetLightfv(light uint32, pname uint32, params *float32)
- func GetLightiv(light uint32, pname uint32, params *int32)
- func GetMapdv(target uint32, query uint32, v *float64)
- func GetMapfv(target uint32, query uint32, v *float32)
- func GetMapiv(target uint32, query uint32, v *int32)
- func GetMaterialfv(face uint32, pname uint32, params *float32)
- func GetMaterialiv(face uint32, pname uint32, params *int32)
- func GetPixelMapfv(map_ uint32, values *float32)
- func GetPixelMapuiv(map_ uint32, values *uint32)
- func GetPixelMapusv(map_ uint32, values *uint16)
- func GetPointerv(pname uint32, params *unsafe.Pointer)
- func GetPolygonStipple(mask *uint8)
- func GetProgramInfoLog(program uint32, bufSize int32, length *int32, infoLog *int8)
- func GetProgramiv(program uint32, pname uint32, params *int32)
- func GetQueryObjectiv(id uint32, pname uint32, params *int32)
- func GetQueryObjectuiv(id uint32, pname uint32, params *uint32)
- func GetQueryiv(target uint32, pname uint32, params *int32)
- func GetShaderInfoLog(shader uint32, bufSize int32, length *int32, infoLog *int8)
- func GetShaderSource(shader uint32, bufSize int32, length *int32, source *int8)
- func GetShaderiv(shader uint32, pname uint32, params *int32)
- func GetString(name uint32) *uint8
- func GetTexEnvfv(target uint32, pname uint32, params *float32)
- func GetTexEnviv(target uint32, pname uint32, params *int32)
- func GetTexGendv(coord uint32, pname uint32, params *float64)
- func GetTexGenfv(coord uint32, pname uint32, params *float32)
- func GetTexGeniv(coord uint32, pname uint32, params *int32)
- func GetTexImage(target uint32, level int32, format uint32, type_ uint32, pixels unsafe.Pointer)
- func GetTexLevelParameterfv(target uint32, level int32, pname uint32, params *float32)
- func GetTexLevelParameteriv(target uint32, level int32, pname uint32, params *int32)
- func GetTexParameterfv(target uint32, pname uint32, params *float32)
- func GetTexParameteriv(target uint32, pname uint32, params *int32)
- func GetUniformLocation(program uint32, name *int8) int32
- func GetUniformfv(program uint32, location int32, params *float32)
- func GetUniformiv(program uint32, location int32, params *int32)
- func GetVertexAttribPointerv(index uint32, pname uint32, pointer *unsafe.Pointer)
- func GetVertexAttribdv(index uint32, pname uint32, params *float64)
- func GetVertexAttribfv(index uint32, pname uint32, params *float32)
- func GetVertexAttribiv(index uint32, pname uint32, params *int32)
- func Hint(target uint32, mode uint32)
- func IndexMask(mask uint32)
- func IndexPointer(type_ uint32, stride int32, pointer unsafe.Pointer)
- func Indexd(c float64)
- func Indexdv(c *float64)
- func Indexf(c float32)
- func Indexfv(c *float32)
- func Indexi(c int32)
- func Indexiv(c *int32)
- func Indexs(c int16)
- func Indexsv(c *int16)
- func Indexub(c uint8)
- func Indexubv(c *uint8)
- func InitC(loader unsafe.Pointer) error
- func InitGo(loader func(string) unsafe.Pointer)
- func InitNames()
- func InterleavedArrays(format uint32, stride int32, pointer unsafe.Pointer)
- func IsBuffer(buffer uint32) byte
- func IsEnabled(cap uint32) byte
- func IsList(list uint32) byte
- func IsProgram(program uint32) byte
- func IsQuery(id uint32) byte
- func IsShader(shader uint32) byte
- func IsTexture(texture uint32) byte
- func LightModelf(pname uint32, param float32)
- func LightModelfv(pname uint32, params *float32)
- func LightModeli(pname uint32, param int32)
- func LightModeliv(pname uint32, params *int32)
- func Lightf(light uint32, pname uint32, param float32)
- func Lightfv(light uint32, pname uint32, params *float32)
- func Lighti(light uint32, pname uint32, param int32)
- func Lightiv(light uint32, pname uint32, params *int32)
- func LineStipple(factor int32, pattern uint16)
- func LineWidth(width float32)
- func LinkProgram(program uint32)
- func ListBase(base uint32)
- func LoadIdentity()
- func LoadMatrixd(m *float64)
- func LoadMatrixf(m *float32)
- func LoadName(name uint32)
- func LoadTransposeMatrixd(m *float64)
- func LoadTransposeMatrixf(m *float32)
- func LogicOp(opcode uint32)
- func Map1d(target uint32, u1 float64, u2 float64, stride int32, order int32, ...)
- func Map1f(target uint32, u1 float32, u2 float32, stride int32, order int32, ...)
- func Map2d(target uint32, u1 float64, u2 float64, ustride int32, uorder int32, v1 float64, ...)
- func Map2f(target uint32, u1 float32, u2 float32, ustride int32, uorder int32, v1 float32, ...)
- func MapBuffer(target uint32, access uint32)
- func MapGrid1d(un int32, u1 float64, u2 float64)
- func MapGrid1f(un int32, u1 float32, u2 float32)
- func MapGrid2d(un int32, u1 float64, u2 float64, vn int32, v1 float64, v2 float64)
- func MapGrid2f(un int32, u1 float32, u2 float32, vn int32, v1 float32, v2 float32)
- func Materialf(face uint32, pname uint32, param float32)
- func Materialfv(face uint32, pname uint32, params *float32)
- func Materiali(face uint32, pname uint32, param int32)
- func Materialiv(face uint32, pname uint32, params *int32)
- func MatrixMode(mode uint32)
- func MultMatrixd(m *float64)
- func MultMatrixf(m *float32)
- func MultTransposeMatrixd(m *float64)
- func MultTransposeMatrixf(m *float32)
- func MultiDrawArrays(mode uint32, first *int32, count *int32, drawcount int32)
- func MultiDrawElements(mode uint32, count *int32, type_ uint32, indices *unsafe.Pointer, ...)
- func MultiTexCoord1d(target uint32, s float64)
- func MultiTexCoord1dv(target uint32, v *float64)
- func MultiTexCoord1f(target uint32, s float32)
- func MultiTexCoord1fv(target uint32, v *float32)
- func MultiTexCoord1i(target uint32, s int32)
- func MultiTexCoord1iv(target uint32, v *int32)
- func MultiTexCoord1s(target uint32, s int16)
- func MultiTexCoord1sv(target uint32, v *int16)
- func MultiTexCoord2d(target uint32, s float64, t float64)
- func MultiTexCoord2dv(target uint32, v *float64)
- func MultiTexCoord2f(target uint32, s float32, t float32)
- func MultiTexCoord2fv(target uint32, v *float32)
- func MultiTexCoord2i(target uint32, s int32, t int32)
- func MultiTexCoord2iv(target uint32, v *int32)
- func MultiTexCoord2s(target uint32, s int16, t int16)
- func MultiTexCoord2sv(target uint32, v *int16)
- func MultiTexCoord3d(target uint32, s float64, t float64, r float64)
- func MultiTexCoord3dv(target uint32, v *float64)
- func MultiTexCoord3f(target uint32, s float32, t float32, r float32)
- func MultiTexCoord3fv(target uint32, v *float32)
- func MultiTexCoord3i(target uint32, s int32, t int32, r int32)
- func MultiTexCoord3iv(target uint32, v *int32)
- func MultiTexCoord3s(target uint32, s int16, t int16, r int16)
- func MultiTexCoord3sv(target uint32, v *int16)
- func MultiTexCoord4d(target uint32, s float64, t float64, r float64, q float64)
- func MultiTexCoord4dv(target uint32, v *float64)
- func MultiTexCoord4f(target uint32, s float32, t float32, r float32, q float32)
- func MultiTexCoord4fv(target uint32, v *float32)
- func MultiTexCoord4i(target uint32, s int32, t int32, r int32, q int32)
- func MultiTexCoord4iv(target uint32, v *int32)
- func MultiTexCoord4s(target uint32, s int16, t int16, r int16, q int16)
- func MultiTexCoord4sv(target uint32, v *int16)
- func NewList(list uint32, mode uint32)
- func Normal3b(nx int8, ny int8, nz int8)
- func Normal3bv(v *int8)
- func Normal3d(nx float64, ny float64, nz float64)
- func Normal3dv(v *float64)
- func Normal3f(nx float32, ny float32, nz float32)
- func Normal3fv(v *float32)
- func Normal3i(nx int32, ny int32, nz int32)
- func Normal3iv(v *int32)
- func Normal3s(nx int16, ny int16, nz int16)
- func Normal3sv(v *int16)
- func NormalPointer(type_ uint32, stride int32, pointer unsafe.Pointer)
- func Ortho(left float64, right float64, bottom float64, top float64, zNear float64, ...)
- func PassThrough(token float32)
- func PixelMapfv(map_ uint32, mapsize int32, values *float32)
- func PixelMapuiv(map_ uint32, mapsize int32, values *uint32)
- func PixelMapusv(map_ uint32, mapsize int32, values *uint16)
- func PixelStoref(pname uint32, param float32)
- func PixelStorei(pname uint32, param int32)
- func PixelTransferf(pname uint32, param float32)
- func PixelTransferi(pname uint32, param int32)
- func PixelZoom(xfactor float32, yfactor float32)
- func PointParameterf(pname uint32, param float32)
- func PointParameterfv(pname uint32, params *float32)
- func PointParameteri(pname uint32, param int32)
- func PointParameteriv(pname uint32, params *int32)
- func PointSize(size float32)
- func PolygonMode(face uint32, mode uint32)
- func PolygonOffset(factor float32, units float32)
- func PolygonStipple(mask *uint8)
- func PopAttrib()
- func PopClientAttrib()
- func PopMatrix()
- func PopName()
- func PrioritizeTextures(n int32, textures *uint32, priorities *float32)
- func Ptr(v interface{}) unsafe.Pointer
- func PushAttrib(mask uint32)
- func PushClientAttrib(mask uint32)
- func PushMatrix()
- func PushName(name uint32)
- func RasterPos2d(x float64, y float64)
- func RasterPos2dv(v *float64)
- func RasterPos2f(x float32, y float32)
- func RasterPos2fv(v *float32)
- func RasterPos2i(x int32, y int32)
- func RasterPos2iv(v *int32)
- func RasterPos2s(x int16, y int16)
- func RasterPos2sv(v *int16)
- func RasterPos3d(x float64, y float64, z float64)
- func RasterPos3dv(v *float64)
- func RasterPos3f(x float32, y float32, z float32)
- func RasterPos3fv(v *float32)
- func RasterPos3i(x int32, y int32, z int32)
- func RasterPos3iv(v *int32)
- func RasterPos3s(x int16, y int16, z int16)
- func RasterPos3sv(v *int16)
- func RasterPos4d(x float64, y float64, z float64, w float64)
- func RasterPos4dv(v *float64)
- func RasterPos4f(x float32, y float32, z float32, w float32)
- func RasterPos4fv(v *float32)
- func RasterPos4i(x int32, y int32, z int32, w int32)
- func RasterPos4iv(v *int32)
- func RasterPos4s(x int16, y int16, z int16, w int16)
- func RasterPos4sv(v *int16)
- func ReadBuffer(src uint32)
- func ReadPixels(x int32, y int32, width int32, height int32, format uint32, type_ uint32, ...)
- func Rectd(x1 float64, y1 float64, x2 float64, y2 float64)
- func Rectdv(v1 *float64, v2 *float64)
- func Rectf(x1 float32, y1 float32, x2 float32, y2 float32)
- func Rectfv(v1 *float32, v2 *float32)
- func Recti(x1 int32, y1 int32, x2 int32, y2 int32)
- func Rectiv(v1 *int32, v2 *int32)
- func Rects(x1 int16, y1 int16, x2 int16, y2 int16)
- func Rectsv(v1 *int16, v2 *int16)
- func RenderMode(mode uint32) int32
- func Rotated(angle float64, x float64, y float64, z float64)
- func Rotatef(angle float32, x float32, y float32, z float32)
- func SampleCoverage(value float32, invert byte)
- func Scaled(x float64, y float64, z float64)
- func Scalef(x float32, y float32, z float32)
- func Scissor(x int32, y int32, width int32, height int32)
- func SecondaryColor3b(red int8, green int8, blue int8)
- func SecondaryColor3bv(v *int8)
- func SecondaryColor3d(red float64, green float64, blue float64)
- func SecondaryColor3dv(v *float64)
- func SecondaryColor3f(red float32, green float32, blue float32)
- func SecondaryColor3fv(v *float32)
- func SecondaryColor3i(red int32, green int32, blue int32)
- func SecondaryColor3iv(v *int32)
- func SecondaryColor3s(red int16, green int16, blue int16)
- func SecondaryColor3sv(v *int16)
- func SecondaryColor3ub(red uint8, green uint8, blue uint8)
- func SecondaryColor3ubv(v *uint8)
- func SecondaryColor3ui(red uint32, green uint32, blue uint32)
- func SecondaryColor3uiv(v *uint32)
- func SecondaryColor3us(red uint16, green uint16, blue uint16)
- func SecondaryColor3usv(v *uint16)
- func SecondaryColorPointer(size int32, type_ uint32, stride int32, pointer unsafe.Pointer)
- func SelectBuffer(size int32, buffer *uint32)
- func ShadeModel(mode uint32)
- func ShaderSource(shader uint32, count int32, string_ **int8, length *int32)
- func Sizeof(v interface{}) int
- func StencilFunc(func_ uint32, ref int32, mask uint32)
- func StencilFuncSeparate(face uint32, func_ uint32, ref int32, mask uint32)
- func StencilMask(mask uint32)
- func StencilMaskSeparate(face uint32, mask uint32)
- func StencilOp(fail uint32, zfail uint32, zpass uint32)
- func StencilOpSeparate(face uint32, sfail uint32, dpfail uint32, dppass uint32)
- func TexCoord1d(s float64)
- func TexCoord1dv(v *float64)
- func TexCoord1f(s float32)
- func TexCoord1fv(v *float32)
- func TexCoord1i(s int32)
- func TexCoord1iv(v *int32)
- func TexCoord1s(s int16)
- func TexCoord1sv(v *int16)
- func TexCoord2d(s float64, t float64)
- func TexCoord2dv(v *float64)
- func TexCoord2f(s float32, t float32)
- func TexCoord2fv(v *float32)
- func TexCoord2i(s int32, t int32)
- func TexCoord2iv(v *int32)
- func TexCoord2s(s int16, t int16)
- func TexCoord2sv(v *int16)
- func TexCoord3d(s float64, t float64, r float64)
- func TexCoord3dv(v *float64)
- func TexCoord3f(s float32, t float32, r float32)
- func TexCoord3fv(v *float32)
- func TexCoord3i(s int32, t int32, r int32)
- func TexCoord3iv(v *int32)
- func TexCoord3s(s int16, t int16, r int16)
- func TexCoord3sv(v *int16)
- func TexCoord4d(s float64, t float64, r float64, q float64)
- func TexCoord4dv(v *float64)
- func TexCoord4f(s float32, t float32, r float32, q float32)
- func TexCoord4fv(v *float32)
- func TexCoord4i(s int32, t int32, r int32, q int32)
- func TexCoord4iv(v *int32)
- func TexCoord4s(s int16, t int16, r int16, q int16)
- func TexCoord4sv(v *int16)
- func TexCoordPointer(size int32, type_ uint32, stride int32, pointer unsafe.Pointer)
- func TexEnvf(target uint32, pname uint32, param float32)
- func TexEnvfv(target uint32, pname uint32, params *float32)
- func TexEnvi(target uint32, pname uint32, param int32)
- func TexEnviv(target uint32, pname uint32, params *int32)
- func TexGend(coord uint32, pname uint32, param float64)
- func TexGendv(coord uint32, pname uint32, params *float64)
- func TexGenf(coord uint32, pname uint32, param float32)
- func TexGenfv(coord uint32, pname uint32, params *float32)
- func TexGeni(coord uint32, pname uint32, param int32)
- func TexGeniv(coord uint32, pname uint32, params *int32)
- func TexImage1D(target uint32, level int32, internalformat int32, width int32, border int32, ...)
- func TexImage2D(target uint32, level int32, internalformat int32, width int32, height int32, ...)
- func TexImage3D(target uint32, level int32, internalformat int32, width int32, height int32, ...)
- func TexParameterf(target uint32, pname uint32, param float32)
- func TexParameterfv(target uint32, pname uint32, params *float32)
- func TexParameteri(target uint32, pname uint32, param int32)
- func TexParameteriv(target uint32, pname uint32, params *int32)
- func TexSubImage1D(target uint32, level int32, xoffset int32, width int32, format uint32, ...)
- func TexSubImage2D(target uint32, level int32, xoffset int32, yoffset int32, width int32, ...)
- func TexSubImage3D(target uint32, level int32, xoffset int32, yoffset int32, zoffset int32, ...)
- func Translated(x float64, y float64, z float64)
- func Translatef(x float32, y float32, z float32)
- func Uniform1f(location int32, v0 float32)
- func Uniform1fv(location int32, count int32, value *float32)
- func Uniform1i(location int32, v0 int32)
- func Uniform1iv(location int32, count int32, value *int32)
- func Uniform2f(location int32, v0 float32, v1 float32)
- func Uniform2fv(location int32, count int32, value *float32)
- func Uniform2i(location int32, v0 int32, v1 int32)
- func Uniform2iv(location int32, count int32, value *int32)
- func Uniform3f(location int32, v0 float32, v1 float32, v2 float32)
- func Uniform3fv(location int32, count int32, value *float32)
- func Uniform3i(location int32, v0 int32, v1 int32, v2 int32)
- func Uniform3iv(location int32, count int32, value *int32)
- func Uniform4f(location int32, v0 float32, v1 float32, v2 float32, v3 float32)
- func Uniform4fv(location int32, count int32, value *float32)
- func Uniform4i(location int32, v0 int32, v1 int32, v2 int32, v3 int32)
- func Uniform4iv(location int32, count int32, value *int32)
- func UniformMatrix2fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix2x3fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix2x4fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix3fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix3x2fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix3x4fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix4fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix4x2fv(location int32, count int32, transpose byte, value *float32)
- func UniformMatrix4x3fv(location int32, count int32, transpose byte, value *float32)
- func UnmapBuffer(target uint32) byte
- func UseProgram(program uint32)
- func ValidateProgram(program uint32)
- func Vertex2d(x float64, y float64)
- func Vertex2dv(v *float64)
- func Vertex2f(x float32, y float32)
- func Vertex2fv(v *float32)
- func Vertex2i(x int32, y int32)
- func Vertex2iv(v *int32)
- func Vertex2s(x int16, y int16)
- func Vertex2sv(v *int16)
- func Vertex3d(x float64, y float64, z float64)
- func Vertex3dv(v *float64)
- func Vertex3f(x float32, y float32, z float32)
- func Vertex3fv(v *float32)
- func Vertex3i(x int32, y int32, z int32)
- func Vertex3iv(v *int32)
- func Vertex3s(x int16, y int16, z int16)
- func Vertex3sv(v *int16)
- func Vertex4d(x float64, y float64, z float64, w float64)
- func Vertex4dv(v *float64)
- func Vertex4f(x float32, y float32, z float32, w float32)
- func Vertex4fv(v *float32)
- func Vertex4i(x int32, y int32, z int32, w int32)
- func Vertex4iv(v *int32)
- func Vertex4s(x int16, y int16, z int16, w int16)
- func Vertex4sv(v *int16)
- func VertexAttrib1d(index uint32, x float64)
- func VertexAttrib1dv(index uint32, v *float64)
- func VertexAttrib1f(index uint32, x float32)
- func VertexAttrib1fv(index uint32, v *float32)
- func VertexAttrib1s(index uint32, x int16)
- func VertexAttrib1sv(index uint32, v *int16)
- func VertexAttrib2d(index uint32, x float64, y float64)
- func VertexAttrib2dv(index uint32, v *float64)
- func VertexAttrib2f(index uint32, x float32, y float32)
- func VertexAttrib2fv(index uint32, v *float32)
- func VertexAttrib2s(index uint32, x int16, y int16)
- func VertexAttrib2sv(index uint32, v *int16)
- func VertexAttrib3d(index uint32, x float64, y float64, z float64)
- func VertexAttrib3dv(index uint32, v *float64)
- func VertexAttrib3f(index uint32, x float32, y float32, z float32)
- func VertexAttrib3fv(index uint32, v *float32)
- func VertexAttrib3s(index uint32, x int16, y int16, z int16)
- func VertexAttrib3sv(index uint32, v *int16)
- func VertexAttrib4Nbv(index uint32, v *int8)
- func VertexAttrib4Niv(index uint32, v *int32)
- func VertexAttrib4Nsv(index uint32, v *int16)
- func VertexAttrib4Nub(index uint32, x uint8, y uint8, z uint8, w uint8)
- func VertexAttrib4Nubv(index uint32, v *uint8)
- func VertexAttrib4Nuiv(index uint32, v *uint32)
- func VertexAttrib4Nusv(index uint32, v *uint16)
- func VertexAttrib4bv(index uint32, v *int8)
- func VertexAttrib4d(index uint32, x float64, y float64, z float64, w float64)
- func VertexAttrib4dv(index uint32, v *float64)
- func VertexAttrib4f(index uint32, x float32, y float32, z float32, w float32)
- func VertexAttrib4fv(index uint32, v *float32)
- func VertexAttrib4iv(index uint32, v *int32)
- func VertexAttrib4s(index uint32, x int16, y int16, z int16, w int16)
- func VertexAttrib4sv(index uint32, v *int16)
- func VertexAttrib4ubv(index uint32, v *uint8)
- func VertexAttrib4uiv(index uint32, v *uint32)
- func VertexAttrib4usv(index uint32, v *uint16)
- func VertexAttribOffset(index uint32, size int32, type_ uint32, normalized byte, stride int32, ...)
- func VertexAttribPointer(index uint32, size int32, type_ uint32, normalized byte, stride int32, ...)
- func VertexPointer(size int32, type_ uint32, stride int32, pointer unsafe.Pointer)
- func Viewport(x int32, y int32, width int32, height int32)
- func WindowPos2d(x float64, y float64)
- func WindowPos2dv(v *float64)
- func WindowPos2f(x float32, y float32)
- func WindowPos2fv(v *float32)
- func WindowPos2i(x int32, y int32)
- func WindowPos2iv(v *int32)
- func WindowPos2s(x int16, y int16)
- func WindowPos2sv(v *int16)
- func WindowPos3d(x float64, y float64, z float64)
- func WindowPos3dv(v *float64)
- func WindowPos3f(x float32, y float32, z float32)
- func WindowPos3fv(v *float32)
- func WindowPos3i(x int32, y int32, z int32)
- func WindowPos3iv(v *int32)
- func WindowPos3s(x int16, y int16, z int16)
- func WindowPos3sv(v *int16)
- type API
- type Color
- type Program
- type Shader
- type Version
Constants ¶
const ( GL_2D = 0x0600 GL_2_BYTES = 0x1407 GL_3D = 0x0601 GL_3D_COLOR = 0x0602 GL_3D_COLOR_TEXTURE = 0x0603 GL_3_BYTES = 0x1408 GL_4D_COLOR_TEXTURE = 0x0604 GL_4_BYTES = 0x1409 GL_ACCUM = 0x0100 GL_ACCUM_ALPHA_BITS = 0x0D5B GL_ACCUM_BLUE_BITS = 0x0D5A GL_ACCUM_BUFFER_BIT = 0x00000200 GL_ACCUM_CLEAR_VALUE = 0x0B80 GL_ACCUM_GREEN_BITS = 0x0D59 GL_ACCUM_RED_BITS = 0x0D58 GL_ACTIVE_ATTRIBUTES = 0x8B89 GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A GL_ACTIVE_TEXTURE = 0x84E0 GL_ACTIVE_UNIFORMS = 0x8B86 GL_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87 GL_ADD = 0x0104 GL_ADD_SIGNED = 0x8574 GL_ALIASED_LINE_WIDTH_RANGE = 0x846E GL_ALIASED_POINT_SIZE_RANGE = 0x846D GL_ALL_ATTRIB_BITS = 0xFFFFFFFF GL_ALPHA = 0x1906 GL_ALPHA12 = 0x803D GL_ALPHA16 = 0x803E GL_ALPHA4 = 0x803B GL_ALPHA8 = 0x803C GL_ALPHA_BIAS = 0x0D1D GL_ALPHA_BITS = 0x0D55 GL_ALPHA_SCALE = 0x0D1C GL_ALPHA_TEST = 0x0BC0 GL_ALPHA_TEST_FUNC = 0x0BC1 GL_ALPHA_TEST_REF = 0x0BC2 GL_ALWAYS = 0x0207 GL_AMBIENT = 0x1200 GL_AMBIENT_AND_DIFFUSE = 0x1602 GL_AND = 0x1501 GL_AND_INVERTED = 0x1504 GL_AND_REVERSE = 0x1502 GL_ARRAY_BUFFER = 0x8892 GL_ARRAY_BUFFER_BINDING = 0x8894 GL_ATTACHED_SHADERS = 0x8B85 GL_ATTRIB_STACK_DEPTH = 0x0BB0 GL_AUTO_NORMAL = 0x0D80 GL_AUX0 = 0x0409 GL_AUX1 = 0x040A GL_AUX2 = 0x040B GL_AUX3 = 0x040C GL_AUX_BUFFERS = 0x0C00 GL_BACK = 0x0405 GL_BACK_LEFT = 0x0402 GL_BACK_RIGHT = 0x0403 GL_BGR = 0x80E0 GL_BGRA = 0x80E1 GL_BITMAP = 0x1A00 GL_BITMAP_TOKEN = 0x0704 GL_BLEND = 0x0BE2 GL_BLEND_COLOR = 0x8005 GL_BLEND_DST = 0x0BE0 GL_BLEND_DST_ALPHA = 0x80CA GL_BLEND_DST_RGB = 0x80C8 GL_BLEND_EQUATION = 0x8009 GL_BLEND_EQUATION_ALPHA = 0x883D GL_BLEND_EQUATION_RGB = 0x8009 GL_BLEND_SRC = 0x0BE1 GL_BLEND_SRC_ALPHA = 0x80CB GL_BLEND_SRC_RGB = 0x80C9 GL_BLUE = 0x1905 GL_BLUE_BIAS = 0x0D1B GL_BLUE_BITS = 0x0D54 GL_BLUE_SCALE = 0x0D1A GL_BOOL = 0x8B56 GL_BOOL_VEC2 = 0x8B57 GL_BOOL_VEC3 = 0x8B58 GL_BOOL_VEC4 = 0x8B59 GL_BUFFER_ACCESS = 0x88BB GL_BUFFER_MAPPED = 0x88BC GL_BUFFER_MAP_POINTER = 0x88BD GL_BUFFER_SIZE = 0x8764 GL_BUFFER_USAGE = 0x8765 GL_BYTE = 0x1400 GL_C3F_V3F = 0x2A24 GL_C4F_N3F_V3F = 0x2A26 GL_C4UB_V2F = 0x2A22 GL_C4UB_V3F = 0x2A23 GL_CCW = 0x0901 GL_CLAMP = 0x2900 GL_CLAMP_TO_BORDER = 0x812D GL_CLAMP_TO_EDGE = 0x812F GL_CLEAR = 0x1500 GL_CLIENT_ACTIVE_TEXTURE = 0x84E1 GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF GL_CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1 GL_CLIENT_PIXEL_STORE_BIT = 0x00000001 GL_CLIENT_VERTEX_ARRAY_BIT = 0x00000002 GL_CLIP_PLANE0 = 0x3000 GL_CLIP_PLANE1 = 0x3001 GL_CLIP_PLANE2 = 0x3002 GL_CLIP_PLANE3 = 0x3003 GL_CLIP_PLANE4 = 0x3004 GL_CLIP_PLANE5 = 0x3005 GL_COEFF = 0x0A00 GL_COLOR = 0x1800 GL_COLOR_ARRAY = 0x8076 GL_COLOR_ARRAY_BUFFER_BINDING = 0x8898 GL_COLOR_ARRAY_POINTER = 0x8090 GL_COLOR_ARRAY_SIZE = 0x8081 GL_COLOR_ARRAY_STRIDE = 0x8083 GL_COLOR_ARRAY_TYPE = 0x8082 GL_COLOR_BUFFER_BIT = 0x00004000 GL_COLOR_CLEAR_VALUE = 0x0C22 GL_COLOR_INDEX = 0x1900 GL_COLOR_INDEXES = 0x1603 GL_COLOR_LOGIC_OP = 0x0BF2 GL_COLOR_MATERIAL = 0x0B57 GL_COLOR_MATERIAL_FACE = 0x0B55 GL_COLOR_MATERIAL_PARAMETER = 0x0B56 GL_COLOR_SUM = 0x8458 GL_COLOR_WRITEMASK = 0x0C23 GL_COMBINE = 0x8570 GL_COMBINE_ALPHA = 0x8572 GL_COMBINE_RGB = 0x8571 GL_COMPARE_R_TO_TEXTURE = 0x884E GL_COMPILE = 0x1300 GL_COMPILE_AND_EXECUTE = 0x1301 GL_COMPILE_STATUS = 0x8B81 GL_COMPRESSED_ALPHA = 0x84E9 GL_COMPRESSED_INTENSITY = 0x84EC GL_COMPRESSED_LUMINANCE = 0x84EA GL_COMPRESSED_LUMINANCE_ALPHA = 0x84EB GL_COMPRESSED_RGB = 0x84ED GL_COMPRESSED_RGBA = 0x84EE GL_COMPRESSED_SLUMINANCE = 0x8C4A GL_COMPRESSED_SLUMINANCE_ALPHA = 0x8C4B GL_COMPRESSED_SRGB = 0x8C48 GL_COMPRESSED_SRGB_ALPHA = 0x8C49 GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3 GL_CONSTANT = 0x8576 GL_CONSTANT_ALPHA = 0x8003 GL_CONSTANT_ATTENUATION = 0x1207 GL_CONSTANT_COLOR = 0x8001 GL_COORD_REPLACE = 0x8862 GL_COPY = 0x1503 GL_COPY_INVERTED = 0x150C GL_COPY_PIXEL_TOKEN = 0x0706 GL_CULL_FACE = 0x0B44 GL_CULL_FACE_MODE = 0x0B45 GL_CURRENT_BIT = 0x00000001 GL_CURRENT_COLOR = 0x0B00 GL_CURRENT_FOG_COORD = 0x8453 GL_CURRENT_FOG_COORDINATE = 0x8453 GL_CURRENT_INDEX = 0x0B01 GL_CURRENT_NORMAL = 0x0B02 GL_CURRENT_PROGRAM = 0x8B8D GL_CURRENT_QUERY = 0x8865 GL_CURRENT_RASTER_COLOR = 0x0B04 GL_CURRENT_RASTER_DISTANCE = 0x0B09 GL_CURRENT_RASTER_INDEX = 0x0B05 GL_CURRENT_RASTER_POSITION = 0x0B07 GL_CURRENT_RASTER_POSITION_VALID = 0x0B08 GL_CURRENT_RASTER_SECONDARY_COLOR = 0x845F GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06 GL_CURRENT_SECONDARY_COLOR = 0x8459 GL_CURRENT_TEXTURE_COORDS = 0x0B03 GL_CURRENT_VERTEX_ATTRIB = 0x8626 GL_CW = 0x0900 GL_DECAL = 0x2101 GL_DECR = 0x1E03 GL_DECR_WRAP = 0x8508 GL_DELETE_STATUS = 0x8B80 GL_DEPTH = 0x1801 GL_DEPTH_BIAS = 0x0D1F GL_DEPTH_BITS = 0x0D56 GL_DEPTH_BUFFER_BIT = 0x00000100 GL_DEPTH_CLEAR_VALUE = 0x0B73 GL_DEPTH_COMPONENT = 0x1902 GL_DEPTH_COMPONENT16 = 0x81A5 GL_DEPTH_COMPONENT24 = 0x81A6 GL_DEPTH_COMPONENT32 = 0x81A7 GL_DEPTH_FUNC = 0x0B74 GL_DEPTH_RANGE = 0x0B70 GL_DEPTH_SCALE = 0x0D1E GL_DEPTH_TEST = 0x0B71 GL_DEPTH_TEXTURE_MODE = 0x884B GL_DEPTH_WRITEMASK = 0x0B72 GL_DIFFUSE = 0x1201 GL_DITHER = 0x0BD0 GL_DOMAIN = 0x0A02 GL_DONT_CARE = 0x1100 GL_DOT3_RGB = 0x86AE GL_DOT3_RGBA = 0x86AF GL_DOUBLE = 0x140A GL_DOUBLEBUFFER = 0x0C32 GL_DRAW_BUFFER = 0x0C01 GL_DRAW_BUFFER0 = 0x8825 GL_DRAW_BUFFER1 = 0x8826 GL_DRAW_BUFFER10 = 0x882F GL_DRAW_BUFFER11 = 0x8830 GL_DRAW_BUFFER12 = 0x8831 GL_DRAW_BUFFER13 = 0x8832 GL_DRAW_BUFFER14 = 0x8833 GL_DRAW_BUFFER15 = 0x8834 GL_DRAW_BUFFER2 = 0x8827 GL_DRAW_BUFFER3 = 0x8828 GL_DRAW_BUFFER4 = 0x8829 GL_DRAW_BUFFER5 = 0x882A GL_DRAW_BUFFER6 = 0x882B GL_DRAW_BUFFER7 = 0x882C GL_DRAW_BUFFER8 = 0x882D GL_DRAW_BUFFER9 = 0x882E GL_DRAW_PIXEL_TOKEN = 0x0705 GL_DST_ALPHA = 0x0304 GL_DST_COLOR = 0x0306 GL_DYNAMIC_COPY = 0x88EA GL_DYNAMIC_DRAW = 0x88E8 GL_DYNAMIC_READ = 0x88E9 GL_EDGE_FLAG = 0x0B43 GL_EDGE_FLAG_ARRAY = 0x8079 GL_EDGE_FLAG_ARRAY_BUFFER_BINDING = 0x889B GL_EDGE_FLAG_ARRAY_POINTER = 0x8093 GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C GL_ELEMENT_ARRAY_BUFFER = 0x8893 GL_ELEMENT_ARRAY_BUFFER_BINDING = 0x8895 GL_EMISSION = 0x1600 GL_ENABLE_BIT = 0x00002000 GL_EQUAL = 0x0202 GL_EQUIV = 0x1509 GL_EVAL_BIT = 0x00010000 GL_EXP = 0x0800 GL_EXP2 = 0x0801 GL_EXTENSIONS = 0x1F03 GL_EYE_LINEAR = 0x2400 GL_EYE_PLANE = 0x2502 GL_FALSE = 0 GL_FASTEST = 0x1101 GL_FEEDBACK = 0x1C01 GL_FEEDBACK_BUFFER_POINTER = 0x0DF0 GL_FEEDBACK_BUFFER_SIZE = 0x0DF1 GL_FEEDBACK_BUFFER_TYPE = 0x0DF2 GL_FILL = 0x1B02 GL_FLAT = 0x1D00 GL_FLOAT = 0x1406 GL_FLOAT_MAT2 = 0x8B5A GL_FLOAT_MAT2x3 = 0x8B65 GL_FLOAT_MAT2x4 = 0x8B66 GL_FLOAT_MAT3 = 0x8B5B GL_FLOAT_MAT3x2 = 0x8B67 GL_FLOAT_MAT3x4 = 0x8B68 GL_FLOAT_MAT4 = 0x8B5C GL_FLOAT_MAT4x2 = 0x8B69 GL_FLOAT_MAT4x3 = 0x8B6A GL_FLOAT_VEC2 = 0x8B50 GL_FLOAT_VEC3 = 0x8B51 GL_FLOAT_VEC4 = 0x8B52 GL_FOG = 0x0B60 GL_FOG_BIT = 0x00000080 GL_FOG_COLOR = 0x0B66 GL_FOG_COORD = 0x8451 GL_FOG_COORDINATE = 0x8451 GL_FOG_COORDINATE_ARRAY = 0x8457 GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING = 0x889D GL_FOG_COORDINATE_ARRAY_POINTER = 0x8456 GL_FOG_COORDINATE_ARRAY_STRIDE = 0x8455 GL_FOG_COORDINATE_ARRAY_TYPE = 0x8454 GL_FOG_COORDINATE_SOURCE = 0x8450 GL_FOG_COORD_ARRAY = 0x8457 GL_FOG_COORD_ARRAY_BUFFER_BINDING = 0x889D GL_FOG_COORD_ARRAY_POINTER = 0x8456 GL_FOG_COORD_ARRAY_STRIDE = 0x8455 GL_FOG_COORD_ARRAY_TYPE = 0x8454 GL_FOG_COORD_SRC = 0x8450 GL_FOG_DENSITY = 0x0B62 GL_FOG_END = 0x0B64 GL_FOG_HINT = 0x0C54 GL_FOG_INDEX = 0x0B61 GL_FOG_MODE = 0x0B65 GL_FOG_START = 0x0B63 GL_FRAGMENT_DEPTH = 0x8452 GL_FRAGMENT_SHADER = 0x8B30 GL_FRAGMENT_SHADER_DERIVATIVE_HINT = 0x8B8B GL_FRONT = 0x0404 GL_FRONT_AND_BACK = 0x0408 GL_FRONT_FACE = 0x0B46 GL_FRONT_LEFT = 0x0400 GL_FRONT_RIGHT = 0x0401 GL_FUNC_ADD = 0x8006 GL_FUNC_REVERSE_SUBTRACT = 0x800B GL_FUNC_SUBTRACT = 0x800A GL_GENERATE_MIPMAP = 0x8191 GL_GENERATE_MIPMAP_HINT = 0x8192 GL_GEQUAL = 0x0206 GL_GREATER = 0x0204 GL_GREEN = 0x1904 GL_GREEN_BIAS = 0x0D19 GL_GREEN_BITS = 0x0D53 GL_GREEN_SCALE = 0x0D18 GL_HINT_BIT = 0x00008000 GL_INCR = 0x1E02 GL_INCR_WRAP = 0x8507 GL_INDEX_ARRAY = 0x8077 GL_INDEX_ARRAY_BUFFER_BINDING = 0x8899 GL_INDEX_ARRAY_POINTER = 0x8091 GL_INDEX_ARRAY_STRIDE = 0x8086 GL_INDEX_ARRAY_TYPE = 0x8085 GL_INDEX_BITS = 0x0D51 GL_INDEX_CLEAR_VALUE = 0x0C20 GL_INDEX_LOGIC_OP = 0x0BF1 GL_INDEX_MODE = 0x0C30 GL_INDEX_OFFSET = 0x0D13 GL_INDEX_SHIFT = 0x0D12 GL_INDEX_WRITEMASK = 0x0C21 GL_INFO_LOG_LENGTH = 0x8B84 GL_INT = 0x1404 GL_INTENSITY = 0x8049 GL_INTENSITY12 = 0x804C GL_INTENSITY16 = 0x804D GL_INTENSITY4 = 0x804A GL_INTENSITY8 = 0x804B GL_INTERPOLATE = 0x8575 GL_INT_VEC2 = 0x8B53 GL_INT_VEC3 = 0x8B54 GL_INT_VEC4 = 0x8B55 GL_INVALID_ENUM = 0x0500 GL_INVALID_OPERATION = 0x0502 GL_INVALID_VALUE = 0x0501 GL_INVERT = 0x150A GL_KEEP = 0x1E00 GL_LEFT = 0x0406 GL_LEQUAL = 0x0203 GL_LESS = 0x0201 GL_LIGHT0 = 0x4000 GL_LIGHT1 = 0x4001 GL_LIGHT2 = 0x4002 GL_LIGHT3 = 0x4003 GL_LIGHT4 = 0x4004 GL_LIGHT5 = 0x4005 GL_LIGHT6 = 0x4006 GL_LIGHT7 = 0x4007 GL_LIGHTING = 0x0B50 GL_LIGHTING_BIT = 0x00000040 GL_LIGHT_MODEL_AMBIENT = 0x0B53 GL_LIGHT_MODEL_COLOR_CONTROL = 0x81F8 GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51 GL_LIGHT_MODEL_TWO_SIDE = 0x0B52 GL_LINE = 0x1B01 GL_LINEAR = 0x2601 GL_LINEAR_ATTENUATION = 0x1208 GL_LINEAR_MIPMAP_LINEAR = 0x2703 GL_LINEAR_MIPMAP_NEAREST = 0x2701 GL_LINES = 0x0001 GL_LINE_BIT = 0x00000004 GL_LINE_LOOP = 0x0002 GL_LINE_RESET_TOKEN = 0x0707 GL_LINE_SMOOTH = 0x0B20 GL_LINE_SMOOTH_HINT = 0x0C52 GL_LINE_STIPPLE = 0x0B24 GL_LINE_STIPPLE_PATTERN = 0x0B25 GL_LINE_STIPPLE_REPEAT = 0x0B26 GL_LINE_STRIP = 0x0003 GL_LINE_TOKEN = 0x0702 GL_LINE_WIDTH = 0x0B21 GL_LINE_WIDTH_GRANULARITY = 0x0B23 GL_LINE_WIDTH_RANGE = 0x0B22 GL_LINK_STATUS = 0x8B82 GL_LIST_BASE = 0x0B32 GL_LIST_BIT = 0x00020000 GL_LIST_INDEX = 0x0B33 GL_LIST_MODE = 0x0B30 GL_LOAD = 0x0101 GL_LOGIC_OP = 0x0BF1 GL_LOGIC_OP_MODE = 0x0BF0 GL_LOWER_LEFT = 0x8CA1 GL_LUMINANCE = 0x1909 GL_LUMINANCE12 = 0x8041 GL_LUMINANCE12_ALPHA12 = 0x8047 GL_LUMINANCE12_ALPHA4 = 0x8046 GL_LUMINANCE16 = 0x8042 GL_LUMINANCE16_ALPHA16 = 0x8048 GL_LUMINANCE4 = 0x803F GL_LUMINANCE4_ALPHA4 = 0x8043 GL_LUMINANCE6_ALPHA2 = 0x8044 GL_LUMINANCE8 = 0x8040 GL_LUMINANCE8_ALPHA8 = 0x8045 GL_LUMINANCE_ALPHA = 0x190A GL_MAP1_COLOR_4 = 0x0D90 GL_MAP1_GRID_DOMAIN = 0x0DD0 GL_MAP1_GRID_SEGMENTS = 0x0DD1 GL_MAP1_INDEX = 0x0D91 GL_MAP1_NORMAL = 0x0D92 GL_MAP1_TEXTURE_COORD_1 = 0x0D93 GL_MAP1_TEXTURE_COORD_2 = 0x0D94 GL_MAP1_TEXTURE_COORD_3 = 0x0D95 GL_MAP1_TEXTURE_COORD_4 = 0x0D96 GL_MAP1_VERTEX_3 = 0x0D97 GL_MAP1_VERTEX_4 = 0x0D98 GL_MAP2_COLOR_4 = 0x0DB0 GL_MAP2_GRID_DOMAIN = 0x0DD2 GL_MAP2_GRID_SEGMENTS = 0x0DD3 GL_MAP2_INDEX = 0x0DB1 GL_MAP2_NORMAL = 0x0DB2 GL_MAP2_TEXTURE_COORD_1 = 0x0DB3 GL_MAP2_TEXTURE_COORD_2 = 0x0DB4 GL_MAP2_TEXTURE_COORD_3 = 0x0DB5 GL_MAP2_TEXTURE_COORD_4 = 0x0DB6 GL_MAP2_VERTEX_3 = 0x0DB7 GL_MAP2_VERTEX_4 = 0x0DB8 GL_MAP_COLOR = 0x0D10 GL_MAP_STENCIL = 0x0D11 GL_MATRIX_MODE = 0x0BA0 GL_MAX = 0x8008 GL_MAX_3D_TEXTURE_SIZE = 0x8073 GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35 GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B GL_MAX_CLIP_PLANES = 0x0D32 GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 0x8B4D GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C GL_MAX_DRAW_BUFFERS = 0x8824 GL_MAX_ELEMENTS_INDICES = 0x80E9 GL_MAX_ELEMENTS_VERTICES = 0x80E8 GL_MAX_EVAL_ORDER = 0x0D30 GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 0x8B49 GL_MAX_LIGHTS = 0x0D31 GL_MAX_LIST_NESTING = 0x0B31 GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36 GL_MAX_NAME_STACK_DEPTH = 0x0D37 GL_MAX_PIXEL_MAP_TABLE = 0x0D34 GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38 GL_MAX_TEXTURE_COORDS = 0x8871 GL_MAX_TEXTURE_IMAGE_UNITS = 0x8872 GL_MAX_TEXTURE_LOD_BIAS = 0x84FD GL_MAX_TEXTURE_SIZE = 0x0D33 GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39 GL_MAX_TEXTURE_UNITS = 0x84E2 GL_MAX_VARYING_FLOATS = 0x8B4B GL_MAX_VERTEX_ATTRIBS = 0x8869 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0x8B4C GL_MAX_VERTEX_UNIFORM_COMPONENTS = 0x8B4A GL_MAX_VIEWPORT_DIMS = 0x0D3A GL_MIN = 0x8007 GL_MIRRORED_REPEAT = 0x8370 GL_MODELVIEW = 0x1700 GL_MODELVIEW_MATRIX = 0x0BA6 GL_MODELVIEW_STACK_DEPTH = 0x0BA3 GL_MODULATE = 0x2100 GL_MULT = 0x0103 GL_MULTISAMPLE = 0x809D GL_MULTISAMPLE_BIT = 0x20000000 GL_N3F_V3F = 0x2A25 GL_NAME_STACK_DEPTH = 0x0D70 GL_NAND = 0x150E GL_NEAREST = 0x2600 GL_NEAREST_MIPMAP_LINEAR = 0x2702 GL_NEAREST_MIPMAP_NEAREST = 0x2700 GL_NEVER = 0x0200 GL_NICEST = 0x1102 GL_NONE = 0 GL_NOOP = 0x1505 GL_NOR = 0x1508 GL_NORMALIZE = 0x0BA1 GL_NORMAL_ARRAY = 0x8075 GL_NORMAL_ARRAY_BUFFER_BINDING = 0x8897 GL_NORMAL_ARRAY_POINTER = 0x808F GL_NORMAL_ARRAY_STRIDE = 0x807F GL_NORMAL_ARRAY_TYPE = 0x807E GL_NORMAL_MAP = 0x8511 GL_NOTEQUAL = 0x0205 GL_NO_ERROR = 0 GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2 GL_OBJECT_LINEAR = 0x2401 GL_OBJECT_PLANE = 0x2501 GL_ONE = 1 GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004 GL_ONE_MINUS_CONSTANT_COLOR = 0x8002 GL_ONE_MINUS_DST_ALPHA = 0x0305 GL_ONE_MINUS_DST_COLOR = 0x0307 GL_ONE_MINUS_SRC_ALPHA = 0x0303 GL_ONE_MINUS_SRC_COLOR = 0x0301 GL_OPERAND0_ALPHA = 0x8598 GL_OPERAND0_RGB = 0x8590 GL_OPERAND1_ALPHA = 0x8599 GL_OPERAND1_RGB = 0x8591 GL_OPERAND2_ALPHA = 0x859A GL_OPERAND2_RGB = 0x8592 GL_OR = 0x1507 GL_ORDER = 0x0A01 GL_OR_INVERTED = 0x150D GL_OR_REVERSE = 0x150B GL_OUT_OF_MEMORY = 0x0505 GL_PACK_ALIGNMENT = 0x0D05 GL_PACK_IMAGE_HEIGHT = 0x806C GL_PACK_LSB_FIRST = 0x0D01 GL_PACK_ROW_LENGTH = 0x0D02 GL_PACK_SKIP_IMAGES = 0x806B GL_PACK_SKIP_PIXELS = 0x0D04 GL_PACK_SKIP_ROWS = 0x0D03 GL_PACK_SWAP_BYTES = 0x0D00 GL_PASS_THROUGH_TOKEN = 0x0700 GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50 GL_PIXEL_MAP_A_TO_A = 0x0C79 GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9 GL_PIXEL_MAP_B_TO_B = 0x0C78 GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8 GL_PIXEL_MAP_G_TO_G = 0x0C77 GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7 GL_PIXEL_MAP_I_TO_A = 0x0C75 GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5 GL_PIXEL_MAP_I_TO_B = 0x0C74 GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4 GL_PIXEL_MAP_I_TO_G = 0x0C73 GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3 GL_PIXEL_MAP_I_TO_I = 0x0C70 GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0 GL_PIXEL_MAP_I_TO_R = 0x0C72 GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2 GL_PIXEL_MAP_R_TO_R = 0x0C76 GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6 GL_PIXEL_MAP_S_TO_S = 0x0C71 GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1 GL_PIXEL_MODE_BIT = 0x00000020 GL_PIXEL_PACK_BUFFER = 0x88EB GL_PIXEL_PACK_BUFFER_BINDING = 0x88ED GL_PIXEL_UNPACK_BUFFER = 0x88EC GL_PIXEL_UNPACK_BUFFER_BINDING = 0x88EF GL_POINT = 0x1B00 GL_POINTS = 0x0000 GL_POINT_BIT = 0x00000002 GL_POINT_DISTANCE_ATTENUATION = 0x8129 GL_POINT_FADE_THRESHOLD_SIZE = 0x8128 GL_POINT_SIZE = 0x0B11 GL_POINT_SIZE_GRANULARITY = 0x0B13 GL_POINT_SIZE_MAX = 0x8127 GL_POINT_SIZE_MIN = 0x8126 GL_POINT_SIZE_RANGE = 0x0B12 GL_POINT_SMOOTH = 0x0B10 GL_POINT_SMOOTH_HINT = 0x0C51 GL_POINT_SPRITE = 0x8861 GL_POINT_SPRITE_COORD_ORIGIN = 0x8CA0 GL_POINT_TOKEN = 0x0701 GL_POLYGON = 0x0009 GL_POLYGON_BIT = 0x00000008 GL_POLYGON_MODE = 0x0B40 GL_POLYGON_OFFSET_FACTOR = 0x8038 GL_POLYGON_OFFSET_FILL = 0x8037 GL_POLYGON_OFFSET_LINE = 0x2A02 GL_POLYGON_OFFSET_POINT = 0x2A01 GL_POLYGON_OFFSET_UNITS = 0x2A00 GL_POLYGON_SMOOTH = 0x0B41 GL_POLYGON_SMOOTH_HINT = 0x0C53 GL_POLYGON_STIPPLE = 0x0B42 GL_POLYGON_STIPPLE_BIT = 0x00000010 GL_POLYGON_TOKEN = 0x0703 GL_POSITION = 0x1203 GL_PREVIOUS = 0x8578 GL_PRIMARY_COLOR = 0x8577 GL_PROJECTION = 0x1701 GL_PROJECTION_MATRIX = 0x0BA7 GL_PROJECTION_STACK_DEPTH = 0x0BA4 GL_PROXY_TEXTURE_1D = 0x8063 GL_PROXY_TEXTURE_2D = 0x8064 GL_PROXY_TEXTURE_3D = 0x8070 GL_PROXY_TEXTURE_CUBE_MAP = 0x851B GL_Q = 0x2003 GL_QUADRATIC_ATTENUATION = 0x1209 GL_QUADS = 0x0007 GL_QUAD_STRIP = 0x0008 GL_QUERY_COUNTER_BITS = 0x8864 GL_QUERY_RESULT = 0x8866 GL_QUERY_RESULT_AVAILABLE = 0x8867 GL_R = 0x2002 GL_R3_G3_B2 = 0x2A10 GL_READ_BUFFER = 0x0C02 GL_READ_ONLY = 0x88B8 GL_READ_WRITE = 0x88BA GL_RED = 0x1903 GL_RED_BIAS = 0x0D15 GL_RED_BITS = 0x0D52 GL_RED_SCALE = 0x0D14 GL_REFLECTION_MAP = 0x8512 GL_RENDER = 0x1C00 GL_RENDERER = 0x1F01 GL_RENDER_MODE = 0x0C40 GL_REPEAT = 0x2901 GL_REPLACE = 0x1E01 GL_RESCALE_NORMAL = 0x803A GL_RETURN = 0x0102 GL_RGB = 0x1907 GL_RGB10 = 0x8052 GL_RGB10_A2 = 0x8059 GL_RGB12 = 0x8053 GL_RGB16 = 0x8054 GL_RGB4 = 0x804F GL_RGB5 = 0x8050 GL_RGB5_A1 = 0x8057 GL_RGB8 = 0x8051 GL_RGBA = 0x1908 GL_RGBA12 = 0x805A GL_RGBA16 = 0x805B GL_RGBA2 = 0x8055 GL_RGBA4 = 0x8056 GL_RGBA8 = 0x8058 GL_RGBA_MODE = 0x0C31 GL_RGB_SCALE = 0x8573 GL_RIGHT = 0x0407 GL_S = 0x2000 GL_SAMPLER_1D = 0x8B5D GL_SAMPLER_1D_SHADOW = 0x8B61 GL_SAMPLER_2D = 0x8B5E GL_SAMPLER_2D_SHADOW = 0x8B62 GL_SAMPLER_3D = 0x8B5F GL_SAMPLER_CUBE = 0x8B60 GL_SAMPLES = 0x80A9 GL_SAMPLES_PASSED = 0x8914 GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E GL_SAMPLE_ALPHA_TO_ONE = 0x809F GL_SAMPLE_BUFFERS = 0x80A8 GL_SAMPLE_COVERAGE = 0x80A0 GL_SAMPLE_COVERAGE_INVERT = 0x80AB GL_SAMPLE_COVERAGE_VALUE = 0x80AA GL_SCISSOR_BIT = 0x00080000 GL_SCISSOR_BOX = 0x0C10 GL_SCISSOR_TEST = 0x0C11 GL_SECONDARY_COLOR_ARRAY = 0x845E GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING = 0x889C GL_SECONDARY_COLOR_ARRAY_POINTER = 0x845D GL_SECONDARY_COLOR_ARRAY_SIZE = 0x845A GL_SECONDARY_COLOR_ARRAY_STRIDE = 0x845C GL_SECONDARY_COLOR_ARRAY_TYPE = 0x845B GL_SELECT = 0x1C02 GL_SELECTION_BUFFER_POINTER = 0x0DF3 GL_SELECTION_BUFFER_SIZE = 0x0DF4 GL_SEPARATE_SPECULAR_COLOR = 0x81FA GL_SET = 0x150F GL_SHADER_SOURCE_LENGTH = 0x8B88 GL_SHADER_TYPE = 0x8B4F GL_SHADE_MODEL = 0x0B54 GL_SHADING_LANGUAGE_VERSION = 0x8B8C GL_SHININESS = 0x1601 GL_SHORT = 0x1402 GL_SINGLE_COLOR = 0x81F9 GL_SLUMINANCE = 0x8C46 GL_SLUMINANCE8 = 0x8C47 GL_SLUMINANCE8_ALPHA8 = 0x8C45 GL_SLUMINANCE_ALPHA = 0x8C44 GL_SMOOTH = 0x1D01 GL_SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23 GL_SMOOTH_LINE_WIDTH_RANGE = 0x0B22 GL_SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13 GL_SMOOTH_POINT_SIZE_RANGE = 0x0B12 GL_SOURCE0_ALPHA = 0x8588 GL_SOURCE0_RGB = 0x8580 GL_SOURCE1_ALPHA = 0x8589 GL_SOURCE1_RGB = 0x8581 GL_SOURCE2_ALPHA = 0x858A GL_SOURCE2_RGB = 0x8582 GL_SPECULAR = 0x1202 GL_SPHERE_MAP = 0x2402 GL_SPOT_CUTOFF = 0x1206 GL_SPOT_DIRECTION = 0x1204 GL_SPOT_EXPONENT = 0x1205 GL_SRC0_ALPHA = 0x8588 GL_SRC0_RGB = 0x8580 GL_SRC1_ALPHA = 0x8589 GL_SRC1_RGB = 0x8581 GL_SRC2_ALPHA = 0x858A GL_SRC2_RGB = 0x8582 GL_SRC_ALPHA = 0x0302 GL_SRC_ALPHA_SATURATE = 0x0308 GL_SRC_COLOR = 0x0300 GL_SRGB = 0x8C40 GL_SRGB8 = 0x8C41 GL_SRGB8_ALPHA8 = 0x8C43 GL_SRGB_ALPHA = 0x8C42 GL_STACK_OVERFLOW = 0x0503 GL_STACK_UNDERFLOW = 0x0504 GL_STATIC_COPY = 0x88E6 GL_STATIC_DRAW = 0x88E4 GL_STATIC_READ = 0x88E5 GL_STENCIL = 0x1802 GL_STENCIL_BACK_FAIL = 0x8801 GL_STENCIL_BACK_FUNC = 0x8800 GL_STENCIL_BACK_PASS_DEPTH_FAIL = 0x8802 GL_STENCIL_BACK_PASS_DEPTH_PASS = 0x8803 GL_STENCIL_BACK_REF = 0x8CA3 GL_STENCIL_BACK_VALUE_MASK = 0x8CA4 GL_STENCIL_BACK_WRITEMASK = 0x8CA5 GL_STENCIL_BITS = 0x0D57 GL_STENCIL_BUFFER_BIT = 0x00000400 GL_STENCIL_CLEAR_VALUE = 0x0B91 GL_STENCIL_FAIL = 0x0B94 GL_STENCIL_FUNC = 0x0B92 GL_STENCIL_INDEX = 0x1901 GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95 GL_STENCIL_PASS_DEPTH_PASS = 0x0B96 GL_STENCIL_REF = 0x0B97 GL_STENCIL_TEST = 0x0B90 GL_STENCIL_VALUE_MASK = 0x0B93 GL_STENCIL_WRITEMASK = 0x0B98 GL_STEREO = 0x0C33 GL_STREAM_COPY = 0x88E2 GL_STREAM_DRAW = 0x88E0 GL_STREAM_READ = 0x88E1 GL_SUBPIXEL_BITS = 0x0D50 GL_SUBTRACT = 0x84E7 GL_T = 0x2001 GL_T2F_C3F_V3F = 0x2A2A GL_T2F_C4F_N3F_V3F = 0x2A2C GL_T2F_C4UB_V3F = 0x2A29 GL_T2F_N3F_V3F = 0x2A2B GL_T2F_V3F = 0x2A27 GL_T4F_C4F_N3F_V4F = 0x2A2D GL_T4F_V4F = 0x2A28 GL_TEXTURE = 0x1702 GL_TEXTURE0 = 0x84C0 GL_TEXTURE1 = 0x84C1 GL_TEXTURE10 = 0x84CA GL_TEXTURE11 = 0x84CB GL_TEXTURE12 = 0x84CC GL_TEXTURE13 = 0x84CD GL_TEXTURE14 = 0x84CE GL_TEXTURE15 = 0x84CF GL_TEXTURE16 = 0x84D0 GL_TEXTURE17 = 0x84D1 GL_TEXTURE18 = 0x84D2 GL_TEXTURE19 = 0x84D3 GL_TEXTURE2 = 0x84C2 GL_TEXTURE20 = 0x84D4 GL_TEXTURE21 = 0x84D5 GL_TEXTURE22 = 0x84D6 GL_TEXTURE23 = 0x84D7 GL_TEXTURE24 = 0x84D8 GL_TEXTURE25 = 0x84D9 GL_TEXTURE26 = 0x84DA GL_TEXTURE27 = 0x84DB GL_TEXTURE28 = 0x84DC GL_TEXTURE29 = 0x84DD GL_TEXTURE3 = 0x84C3 GL_TEXTURE30 = 0x84DE GL_TEXTURE31 = 0x84DF GL_TEXTURE4 = 0x84C4 GL_TEXTURE5 = 0x84C5 GL_TEXTURE6 = 0x84C6 GL_TEXTURE7 = 0x84C7 GL_TEXTURE8 = 0x84C8 GL_TEXTURE9 = 0x84C9 GL_TEXTURE_1D = 0x0DE0 GL_TEXTURE_2D = 0x0DE1 GL_TEXTURE_3D = 0x806F GL_TEXTURE_ALPHA_SIZE = 0x805F GL_TEXTURE_BASE_LEVEL = 0x813C GL_TEXTURE_BINDING_1D = 0x8068 GL_TEXTURE_BINDING_2D = 0x8069 GL_TEXTURE_BINDING_3D = 0x806A GL_TEXTURE_BINDING_CUBE_MAP = 0x8514 GL_TEXTURE_BIT = 0x00040000 GL_TEXTURE_BLUE_SIZE = 0x805E GL_TEXTURE_BORDER = 0x1005 GL_TEXTURE_BORDER_COLOR = 0x1004 GL_TEXTURE_COMPARE_FUNC = 0x884D GL_TEXTURE_COMPARE_MODE = 0x884C GL_TEXTURE_COMPONENTS = 0x1003 GL_TEXTURE_COMPRESSED = 0x86A1 GL_TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0 GL_TEXTURE_COMPRESSION_HINT = 0x84EF GL_TEXTURE_COORD_ARRAY = 0x8078 GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING = 0x889A GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092 GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088 GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089 GL_TEXTURE_CUBE_MAP = 0x8513 GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515 GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517 GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519 GL_TEXTURE_DEPTH = 0x8071 GL_TEXTURE_DEPTH_SIZE = 0x884A GL_TEXTURE_ENV = 0x2300 GL_TEXTURE_ENV_COLOR = 0x2201 GL_TEXTURE_ENV_MODE = 0x2200 GL_TEXTURE_FILTER_CONTROL = 0x8500 GL_TEXTURE_GEN_MODE = 0x2500 GL_TEXTURE_GEN_Q = 0x0C63 GL_TEXTURE_GEN_R = 0x0C62 GL_TEXTURE_GEN_S = 0x0C60 GL_TEXTURE_GEN_T = 0x0C61 GL_TEXTURE_GREEN_SIZE = 0x805D GL_TEXTURE_HEIGHT = 0x1001 GL_TEXTURE_INTENSITY_SIZE = 0x8061 GL_TEXTURE_INTERNAL_FORMAT = 0x1003 GL_TEXTURE_LOD_BIAS = 0x8501 GL_TEXTURE_LUMINANCE_SIZE = 0x8060 GL_TEXTURE_MAG_FILTER = 0x2800 GL_TEXTURE_MATRIX = 0x0BA8 GL_TEXTURE_MAX_LEVEL = 0x813D GL_TEXTURE_MAX_LOD = 0x813B GL_TEXTURE_MIN_FILTER = 0x2801 GL_TEXTURE_MIN_LOD = 0x813A GL_TEXTURE_PRIORITY = 0x8066 GL_TEXTURE_RED_SIZE = 0x805C GL_TEXTURE_RESIDENT = 0x8067 GL_TEXTURE_STACK_DEPTH = 0x0BA5 GL_TEXTURE_WIDTH = 0x1000 GL_TEXTURE_WRAP_R = 0x8072 GL_TEXTURE_WRAP_S = 0x2802 GL_TEXTURE_WRAP_T = 0x2803 GL_TRANSFORM_BIT = 0x00001000 GL_TRANSPOSE_COLOR_MATRIX = 0x84E6 GL_TRANSPOSE_MODELVIEW_MATRIX = 0x84E3 GL_TRANSPOSE_PROJECTION_MATRIX = 0x84E4 GL_TRANSPOSE_TEXTURE_MATRIX = 0x84E5 GL_TRIANGLES = 0x0004 GL_TRIANGLE_FAN = 0x0006 GL_TRIANGLE_STRIP = 0x0005 GL_TRUE = 1 GL_UNPACK_ALIGNMENT = 0x0CF5 GL_UNPACK_IMAGE_HEIGHT = 0x806E GL_UNPACK_LSB_FIRST = 0x0CF1 GL_UNPACK_ROW_LENGTH = 0x0CF2 GL_UNPACK_SKIP_IMAGES = 0x806D GL_UNPACK_SKIP_PIXELS = 0x0CF4 GL_UNPACK_SKIP_ROWS = 0x0CF3 GL_UNPACK_SWAP_BYTES = 0x0CF0 GL_UNSIGNED_BYTE = 0x1401 GL_UNSIGNED_BYTE_2_3_3_REV = 0x8362 GL_UNSIGNED_BYTE_3_3_2 = 0x8032 GL_UNSIGNED_INT = 0x1405 GL_UNSIGNED_INT_10_10_10_2 = 0x8036 GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368 GL_UNSIGNED_INT_8_8_8_8 = 0x8035 GL_UNSIGNED_INT_8_8_8_8_REV = 0x8367 GL_UNSIGNED_SHORT = 0x1403 GL_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366 GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033 GL_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365 GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034 GL_UNSIGNED_SHORT_5_6_5 = 0x8363 GL_UNSIGNED_SHORT_5_6_5_REV = 0x8364 GL_UPPER_LEFT = 0x8CA2 GL_V2F = 0x2A20 GL_V3F = 0x2A21 GL_VALIDATE_STATUS = 0x8B83 GL_VENDOR = 0x1F00 GL_VERSION = 0x1F02 GL_VERTEX_ARRAY = 0x8074 GL_VERTEX_ARRAY_BUFFER_BINDING = 0x8896 GL_VERTEX_ARRAY_POINTER = 0x808E GL_VERTEX_ARRAY_SIZE = 0x807A GL_VERTEX_ARRAY_STRIDE = 0x807C GL_VERTEX_ARRAY_TYPE = 0x807B GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = 0x889F GL_VERTEX_ATTRIB_ARRAY_ENABLED = 0x8622 GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = 0x886A GL_VERTEX_ATTRIB_ARRAY_POINTER = 0x8645 GL_VERTEX_ATTRIB_ARRAY_SIZE = 0x8623 GL_VERTEX_ATTRIB_ARRAY_STRIDE = 0x8624 GL_VERTEX_ATTRIB_ARRAY_TYPE = 0x8625 GL_VERTEX_PROGRAM_POINT_SIZE = 0x8642 GL_VERTEX_PROGRAM_TWO_SIDE = 0x8643 GL_VERTEX_SHADER = 0x8B31 GL_VIEWPORT = 0x0BA2 GL_VIEWPORT_BIT = 0x00000800 GL_WEIGHT_ARRAY_BUFFER_BINDING = 0x889E GL_WRITE_ONLY = 0x88B9 GL_XOR = 0x1506 GL_ZERO = 0 GL_ZOOM_X = 0x0D16 GL_ZOOM_Y = 0x0D17 )
GL Constants
const CoreProfile = false
CoreProfile is true if the API was configured for the OpenGL core profile. This is always false if API is GLES2.
Variables ¶
var ColorModel = color.ModelFunc(colorModel)
ColorModel converts any color.Color to a GLColor; i.e. the result can safely be casted to a GLColor.
Functions ¶
func ActiveTexture ¶
func ActiveTexture(texture uint32)
func AreTexturesResident ¶
func ArrayElement ¶
func ArrayElement(i int32)
func AttachShader ¶
func BeginQuery ¶
func BindAttribLocation ¶
func BindBuffer ¶
func BindTexture ¶
func BlendEquation ¶
func BlendEquation(mode uint32)
func BlendEquationSeparate ¶
func BlendFuncSeparate ¶
func ClearDepth ¶
func ClearDepth(depth float64)
func ClearIndex ¶
func ClearIndex(c float32)
func ClearStencil ¶
func ClearStencil(s int32)
func ClientActiveTexture ¶
func ClientActiveTexture(texture uint32)
func ColorMaterial ¶
func ColorPointer ¶
func CompileShader ¶
func CompileShader(shader uint32)
func CompressedTexImage1D ¶
func CompressedTexImage2D ¶
func CompressedTexImage3D ¶
func CompressedTexSubImage1D ¶
func CompressedTexSubImage2D ¶
func CompressedTexSubImage3D ¶
func CopyTexImage1D ¶
func CopyTexImage2D ¶
func CopyTexSubImage1D ¶
func CopyTexSubImage2D ¶
func CopyTexSubImage3D ¶
func CreateProgram ¶
func CreateProgram() uint32
func CreateShader ¶
func DeleteBuffers ¶
func DeleteLists ¶
func DeleteProgram ¶
func DeleteProgram(program uint32)
func DeleteQueries ¶
func DeleteShader ¶
func DeleteShader(shader uint32)
func DeleteTextures ¶
func DepthRange ¶
func DetachShader ¶
func DisableClientState ¶
func DisableClientState(array uint32)
func DisableVertexAttribArray ¶
func DisableVertexAttribArray(index uint32)
func DrawArrays ¶
func DrawBuffer ¶
func DrawBuffer(buf uint32)
func DrawBuffers ¶
func DrawElements ¶
func DrawPixels ¶
func DrawRangeElements ¶
func EdgeFlagPointer ¶
func EnableClientState ¶
func EnableClientState(array uint32)
func EnableVertexAttribArray ¶
func EnableVertexAttribArray(index uint32)
func EvalCoord1d ¶
func EvalCoord1d(u float64)
func EvalCoord1dv ¶
func EvalCoord1dv(u *float64)
func EvalCoord1f ¶
func EvalCoord1f(u float32)
func EvalCoord1fv ¶
func EvalCoord1fv(u *float32)
func EvalCoord2d ¶
func EvalCoord2dv ¶
func EvalCoord2dv(u *float64)
func EvalCoord2f ¶
func EvalCoord2fv ¶
func EvalCoord2fv(u *float32)
func EvalPoint1 ¶
func EvalPoint1(i int32)
func EvalPoint2 ¶
func FeedbackBuffer ¶
func FogCoorddv ¶
func FogCoorddv(coord *float64)
func FogCoordfv ¶
func FogCoordfv(coord *float32)
func GenBuffers ¶
func GenQueries ¶
func GenTextures ¶
func GetActiveAttrib ¶
func GetActiveUniform ¶
func GetAttachedShaders ¶
func GetAttribLocation ¶
func GetBooleanv ¶
func GetBufferParameteriv ¶
func GetBufferPointerv ¶
func GetBufferSubData ¶
func GetClipPlane ¶
func GetCompressedTexImage ¶
func GetDoublev ¶
func GetGoString ¶
GetGoString is a wrapper around GetString that returns a Go string.
func GetIntegerv ¶
func GetLightfv ¶
func GetLightiv ¶
func GetMaterialfv ¶
func GetMaterialiv ¶
func GetPixelMapfv ¶
func GetPixelMapuiv ¶
func GetPixelMapusv ¶
func GetPointerv ¶
func GetPolygonStipple ¶
func GetPolygonStipple(mask *uint8)
func GetProgramInfoLog ¶
func GetProgramiv ¶
func GetQueryObjectiv ¶
func GetQueryObjectuiv ¶
func GetQueryiv ¶
func GetShaderInfoLog ¶
func GetShaderSource ¶
func GetShaderiv ¶
func GetTexEnvfv ¶
func GetTexEnviv ¶
func GetTexGendv ¶
func GetTexGenfv ¶
func GetTexGeniv ¶
func GetTexImage ¶
func GetTexLevelParameterfv ¶
func GetTexLevelParameteriv ¶
func GetTexParameterfv ¶
func GetTexParameteriv ¶
func GetUniformLocation ¶
func GetUniformfv ¶
func GetUniformiv ¶
func GetVertexAttribPointerv ¶
func GetVertexAttribdv ¶
func GetVertexAttribfv ¶
func GetVertexAttribiv ¶
func InitC ¶
InitC initializes OpenGL. loader is a function pointer to a C function of type
typedef void *(*loader) (const char *funcName)
If API is GLES2, it is safe to pass a nil pointer to this function.
func InitGo ¶
InitGo initializes OpenGL. The recommended value for loader is glfw.GetProcAddress. The loader function must panic on error.
If API is GLES2, it is safe to pass a nil pointer to this function.
func InterleavedArrays ¶
func LightModelf ¶
func LightModelfv ¶
func LightModeli ¶
func LightModeliv ¶
func LineStipple ¶
func LinkProgram ¶
func LinkProgram(program uint32)
func LoadIdentity ¶
func LoadIdentity()
func LoadMatrixd ¶
func LoadMatrixd(m *float64)
func LoadMatrixf ¶
func LoadMatrixf(m *float32)
func LoadTransposeMatrixd ¶
func LoadTransposeMatrixd(m *float64)
func LoadTransposeMatrixf ¶
func LoadTransposeMatrixf(m *float32)
func Materialfv ¶
func Materialiv ¶
func MatrixMode ¶
func MatrixMode(mode uint32)
func MultMatrixd ¶
func MultMatrixd(m *float64)
func MultMatrixf ¶
func MultMatrixf(m *float32)
func MultTransposeMatrixd ¶
func MultTransposeMatrixd(m *float64)
func MultTransposeMatrixf ¶
func MultTransposeMatrixf(m *float32)
func MultiDrawArrays ¶
func MultiDrawElements ¶
func MultiTexCoord1d ¶
func MultiTexCoord1dv ¶
func MultiTexCoord1f ¶
func MultiTexCoord1fv ¶
func MultiTexCoord1i ¶
func MultiTexCoord1iv ¶
func MultiTexCoord1s ¶
func MultiTexCoord1sv ¶
func MultiTexCoord2d ¶
func MultiTexCoord2dv ¶
func MultiTexCoord2f ¶
func MultiTexCoord2fv ¶
func MultiTexCoord2i ¶
func MultiTexCoord2iv ¶
func MultiTexCoord2s ¶
func MultiTexCoord2sv ¶
func MultiTexCoord3dv ¶
func MultiTexCoord3fv ¶
func MultiTexCoord3iv ¶
func MultiTexCoord3sv ¶
func MultiTexCoord4d ¶
func MultiTexCoord4dv ¶
func MultiTexCoord4f ¶
func MultiTexCoord4fv ¶
func MultiTexCoord4iv ¶
func MultiTexCoord4sv ¶
func PassThrough ¶
func PassThrough(token float32)
func PixelMapfv ¶
func PixelMapuiv ¶
func PixelMapusv ¶
func PixelStoref ¶
func PixelStorei ¶
func PixelTransferf ¶
func PixelTransferi ¶
func PointParameterf ¶
func PointParameterfv ¶
func PointParameteri ¶
func PointParameteriv ¶
func PolygonMode ¶
func PolygonOffset ¶
func PolygonStipple ¶
func PolygonStipple(mask *uint8)
func PopClientAttrib ¶
func PopClientAttrib()
func PrioritizeTextures ¶
func PushAttrib ¶
func PushAttrib(mask uint32)
func PushClientAttrib ¶
func PushClientAttrib(mask uint32)
func PushMatrix ¶
func PushMatrix()
func RasterPos2d ¶
func RasterPos2dv ¶
func RasterPos2dv(v *float64)
func RasterPos2f ¶
func RasterPos2fv ¶
func RasterPos2fv(v *float32)
func RasterPos2i ¶
func RasterPos2iv ¶
func RasterPos2iv(v *int32)
func RasterPos2s ¶
func RasterPos2sv ¶
func RasterPos2sv(v *int16)
func RasterPos3d ¶
func RasterPos3dv ¶
func RasterPos3dv(v *float64)
func RasterPos3f ¶
func RasterPos3fv ¶
func RasterPos3fv(v *float32)
func RasterPos3i ¶
func RasterPos3iv ¶
func RasterPos3iv(v *int32)
func RasterPos3s ¶
func RasterPos3sv ¶
func RasterPos3sv(v *int16)
func RasterPos4dv ¶
func RasterPos4dv(v *float64)
func RasterPos4fv ¶
func RasterPos4fv(v *float32)
func RasterPos4iv ¶
func RasterPos4iv(v *int32)
func RasterPos4sv ¶
func RasterPos4sv(v *int16)
func ReadBuffer ¶
func ReadBuffer(src uint32)
func ReadPixels ¶
func RenderMode ¶
func SampleCoverage ¶
func SecondaryColor3b ¶
func SecondaryColor3bv ¶
func SecondaryColor3bv(v *int8)
func SecondaryColor3d ¶
func SecondaryColor3dv ¶
func SecondaryColor3dv(v *float64)
func SecondaryColor3f ¶
func SecondaryColor3fv ¶
func SecondaryColor3fv(v *float32)
func SecondaryColor3i ¶
func SecondaryColor3iv ¶
func SecondaryColor3iv(v *int32)
func SecondaryColor3s ¶
func SecondaryColor3sv ¶
func SecondaryColor3sv(v *int16)
func SecondaryColor3ub ¶
func SecondaryColor3ubv ¶
func SecondaryColor3ubv(v *uint8)
func SecondaryColor3ui ¶
func SecondaryColor3uiv ¶
func SecondaryColor3uiv(v *uint32)
func SecondaryColor3us ¶
func SecondaryColor3usv ¶
func SecondaryColor3usv(v *uint16)
func SecondaryColorPointer ¶
func SelectBuffer ¶
func ShadeModel ¶
func ShadeModel(mode uint32)
func StencilFunc ¶
func StencilFuncSeparate ¶
func StencilMask ¶
func StencilMask(mask uint32)
func StencilMaskSeparate ¶
func StencilOpSeparate ¶
func TexCoord1d ¶
func TexCoord1d(s float64)
func TexCoord1dv ¶
func TexCoord1dv(v *float64)
func TexCoord1f ¶
func TexCoord1f(s float32)
func TexCoord1fv ¶
func TexCoord1fv(v *float32)
func TexCoord1i ¶
func TexCoord1i(s int32)
func TexCoord1iv ¶
func TexCoord1iv(v *int32)
func TexCoord1s ¶
func TexCoord1s(s int16)
func TexCoord1sv ¶
func TexCoord1sv(v *int16)
func TexCoord2d ¶
func TexCoord2dv ¶
func TexCoord2dv(v *float64)
func TexCoord2f ¶
func TexCoord2fv ¶
func TexCoord2fv(v *float32)
func TexCoord2i ¶
func TexCoord2iv ¶
func TexCoord2iv(v *int32)
func TexCoord2s ¶
func TexCoord2sv ¶
func TexCoord2sv(v *int16)
func TexCoord3d ¶
func TexCoord3dv ¶
func TexCoord3dv(v *float64)
func TexCoord3f ¶
func TexCoord3fv ¶
func TexCoord3fv(v *float32)
func TexCoord3i ¶
func TexCoord3iv ¶
func TexCoord3iv(v *int32)
func TexCoord3s ¶
func TexCoord3sv ¶
func TexCoord3sv(v *int16)
func TexCoord4dv ¶
func TexCoord4dv(v *float64)
func TexCoord4fv ¶
func TexCoord4fv(v *float32)
func TexCoord4iv ¶
func TexCoord4iv(v *int32)
func TexCoord4sv ¶
func TexCoord4sv(v *int16)
func TexCoordPointer ¶
func TexImage1D ¶
func TexImage2D ¶
func TexImage3D ¶
func TexParameterf ¶
func TexParameterfv ¶
func TexParameteri ¶
func TexParameteriv ¶
func TexSubImage1D ¶
func TexSubImage2D ¶
func TexSubImage3D ¶
func Translated ¶
func Translatef ¶
func Uniform1fv ¶
func Uniform1iv ¶
func Uniform2fv ¶
func Uniform2iv ¶
func Uniform3fv ¶
func Uniform3iv ¶
func Uniform4fv ¶
func Uniform4iv ¶
func UniformMatrix2fv ¶
func UniformMatrix2x3fv ¶
func UniformMatrix2x4fv ¶
func UniformMatrix3fv ¶
func UniformMatrix3x2fv ¶
func UniformMatrix3x4fv ¶
func UniformMatrix4fv ¶
func UniformMatrix4x2fv ¶
func UniformMatrix4x3fv ¶
func UnmapBuffer ¶
func UseProgram ¶
func UseProgram(program uint32)
func ValidateProgram ¶
func ValidateProgram(program uint32)
func VertexAttrib1d ¶
func VertexAttrib1dv ¶
func VertexAttrib1f ¶
func VertexAttrib1fv ¶
func VertexAttrib1s ¶
func VertexAttrib1sv ¶
func VertexAttrib2d ¶
func VertexAttrib2dv ¶
func VertexAttrib2f ¶
func VertexAttrib2fv ¶
func VertexAttrib2s ¶
func VertexAttrib2sv ¶
func VertexAttrib3dv ¶
func VertexAttrib3fv ¶
func VertexAttrib3sv ¶
func VertexAttrib4Nbv ¶
func VertexAttrib4Niv ¶
func VertexAttrib4Nsv ¶
func VertexAttrib4Nubv ¶
func VertexAttrib4Nuiv ¶
func VertexAttrib4Nusv ¶
func VertexAttrib4bv ¶
func VertexAttrib4dv ¶
func VertexAttrib4fv ¶
func VertexAttrib4iv ¶
func VertexAttrib4sv ¶
func VertexAttrib4ubv ¶
func VertexAttrib4uiv ¶
func VertexAttrib4usv ¶
func VertexAttribOffset ¶
func VertexAttribOffset(index uint32, size int32, type_ uint32, normalized byte, stride int32, offset int)
VertexAttribOffset is a variant of VertexAttribPointer for cases where pointer is an offset and not a real pointer.
func VertexAttribPointer ¶
func VertexPointer ¶
func WindowPos2d ¶
func WindowPos2dv ¶
func WindowPos2dv(v *float64)
func WindowPos2f ¶
func WindowPos2fv ¶
func WindowPos2fv(v *float32)
func WindowPos2i ¶
func WindowPos2iv ¶
func WindowPos2iv(v *int32)
func WindowPos2s ¶
func WindowPos2sv ¶
func WindowPos2sv(v *int16)
func WindowPos3d ¶
func WindowPos3dv ¶
func WindowPos3dv(v *float64)
func WindowPos3f ¶
func WindowPos3fv ¶
func WindowPos3fv(v *float32)
func WindowPos3i ¶
func WindowPos3iv ¶
func WindowPos3iv(v *int32)
func WindowPos3s ¶
func WindowPos3sv ¶
func WindowPos3sv(v *int16)
Types ¶
type Color ¶
type Color struct {
R, G, B, A float32
}
Color implements color.Color. It stores alpha premultiplied color components in the range [0, 1],
type Version ¶
Version represents an API version.
func APIVersion ¶
func APIVersion() Version
APIVersion returns the OpenGL or OpenGLES version supported by the package.
func RuntimeVersion ¶
func RuntimeVersion() Version
RuntimeVersion returns the OpenGL or OpenGLES version available at runtime, which may differ from APIVersion.
func (Version) GE ¶
GE returns true if version v is greater or equal to Version{api, major, minor} and v.API is equal to the api argument.
The following example shows how to use it in compatibility checks:
ver := gl.RuntimeVersion() switch ver { case ver.GE(OpenGL, 4, 0) || ver.GE(OpenGLES, 3, 1): // call glDrawArraysIndirect case ver.GE(OpenGL, 3, 1) || ver.GE(OpenGLES, 3, 0): // call glDrawArraysInstanced default: // fallback }