gl - Erlang wrapper functions for OpenGL
Please see following description for synopsis
gl(3) Erlang Module Definition gl(3)
NAME
gl - Erlang wrapper functions for OpenGL
DESCRIPTION
Standard OpenGL API
This documents the functions as a brief version of the complete OpenGL
reference pages.
DATA TYPES
clamp() = float()
offset() = integer() >= 0
i() = integer()
f() = float()
enum() = integer() >= 0
matrix() = m12() | m16()
m12() =
{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}
m16() =
{f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f()}
mem() = binary() | tuple()
EXPORTS
accum(Op :: enum(), Value :: f()) -> ok
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 accu-
mulation 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 dif-
ferent transformation matrices.
External documentation.
activeShaderProgram(Pipeline :: i(), Program :: i()) -> ok
gl:activeShaderProgram/2 sets the linked program named by Pro-
gram to be the active program for the program pipeline object
Pipeline. The active program in the active program pipeline
object is the target of calls to gl:uniform() when no program
has been made current through a call to gl:useProgram/1.
External documentation.
activeTexture(Texture :: enum()) -> ok
gl:activeTexture/1 selects which texture unit subsequent texture
state calls will affect. The number of texture units an imple-
mentation supports is implementation dependent, but must be at
least 80.
External documentation.
alphaFunc(Func :: enum(), Ref :: clamp()) -> ok
The alpha test discards fragments depending on the outcome of a
comparison between an incoming fragment's alpha value and a con-
stant reference value. gl:alphaFunc/2 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 gl:enable/1 and gl:disable/1 of ?GL_ALPHA_TEST.)
External documentation.
areTexturesResident(Textures :: [i()]) ->
{0 | 1, Residences :: [0 | 1]}
GL establishes a ``working set'' of textures that are resident
in texture memory. These textures can be bound to a texture tar-
get much more efficiently than textures that are not resident.
External documentation.
arrayElement(I :: i()) -> ok
gl:arrayElement/1 commands are used within
gl:'begin'/1/gl:'end'/0 pairs to specify vertex and attribute
data for point, line, and polygon primitives. If ?GL_VER-
TEX_ARRAY is enabled when gl:arrayElement/1 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.
External documentation.
attachShader(Program :: i(), Shader :: i()) -> ok
In order to create a complete shader program, there must be a
way to specify the list of things that will be linked together.
Program objects provide this mechanism. Shaders that are to be
linked together in a program object must first be attached to
that program object. gl:attachShader/2 attaches the shader
object specified by Shader to the program object specified by
Program. This indicates that Shader will be included in link
operations that will be performed on Program.
External documentation.
'begin'(Mode :: enum()) -> ok
'end'() -> ok
gl:'begin'/1 and gl:'end'/0 delimit the vertices that define a
primitive or a group of like primitives. gl:'begin'/1 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 interpreta-
tions are as follows:
External documentation.
beginConditionalRender(Id :: i(), Mode :: enum()) -> ok
endConditionalRender() -> ok
Conditional rendering is started using gl:beginConditionalRen-
der/2 and ended using gl:endConditionalRender/0. During condi-
tional rendering, all vertex array commands, as well as
gl:clear/1 and gl:clearBuffer() have no effect if the (?GL_SAM-
PLES_PASSED) result of the query object Id is zero, or if the
(?GL_ANY_SAMPLES_PASSED) result is ?GL_FALSE. The results of
commands setting the current vertex state, such as gl:vertexAt-
trib() are undefined. If the (?GL_SAMPLES_PASSED) result is non-
zero or if the (?GL_ANY_SAMPLES_PASSED) result is ?GL_TRUE, such
commands are not discarded. The Id parameter to gl:beginCondi-
tionalRender/2 must be the name of a query object previously
returned from a call to gl:genQueries/1. Mode specifies how the
results of the query object are to be interpreted. If Mode is
?GL_QUERY_WAIT, the GL waits for the results of the query to be
available and then uses the results to determine if subsequent
rendering commands are discarded. If Mode is ?GL_QUERY_NO_WAIT,
the GL may choose to unconditionally execute the subsequent ren-
dering commands without waiting for the query to complete.
External documentation.
beginQuery(Target :: enum(), Id :: i()) -> ok
endQuery(Target :: enum()) -> ok
gl:beginQuery/2 and gl:endQuery/1 delimit the boundaries of a
query object. Query must be a name previously returned from a
call to gl:genQueries/1. If a query object with name Id does not
yet exist it is created with the type determined by Target. Tar-
get must be one of ?GL_SAMPLES_PASSED, ?GL_ANY_SAMPLES_PASSED,
?GL_PRIMITIVES_GENERATED, ?GL_TRANSFORM_FEEDBACK_PRIMI-
TIVES_WRITTEN, or ?GL_TIME_ELAPSED. The behavior of the query
object depends on its type and is as follows.
External documentation.
beginQueryIndexed(Target :: enum(), Index :: i(), Id :: i()) -> ok
endQueryIndexed(Target :: enum(), Index :: i()) -> ok
gl:beginQueryIndexed/3 and gl:endQueryIndexed/2 delimit the
boundaries of a query object. Query must be a name previously
returned from a call to gl:genQueries/1. If a query object with
name Id does not yet exist it is created with the type deter-
mined by Target. Target must be one of ?GL_SAMPLES_PASSED,
?GL_ANY_SAMPLES_PASSED, ?GL_PRIMITIVES_GENERATED, ?GL_TRANS-
FORM_FEEDBACK_PRIMITIVES_WRITTEN, or ?GL_TIME_ELAPSED. The
behavior of the query object depends on its type and is as fol-
lows.
External documentation.
beginTransformFeedback(PrimitiveMode :: enum()) -> ok
endTransformFeedback() -> ok
Transform feedback mode captures the values of varying variables
written by the vertex shader (or, if active, the geometry
shader). Transform feedback is said to be active after a call to
gl:beginTransformFeedback/1 until a subsequent call to gl:end-
TransformFeedback/0. Transform feedback commands must be paired.
External documentation.
bindAttribLocation(Program :: i(), Index :: i(), Name :: string()) ->
ok
gl:bindAttribLocation/3 is used to associate a user-defined
attribute variable in the program object specified by Program
with a generic vertex attribute index. The name of the user-
defined attribute variable is passed as a null terminated string
in Name. The generic vertex attribute index to be bound to this
variable is specified by Index. When Program is made part of
current state, values provided via the generic vertex attribute
Index will modify the value of the user-defined attribute vari-
able specified by Name.
External documentation.
bindBuffer(Target :: enum(), Buffer :: i()) -> ok
gl:bindBuffer/2 binds a buffer object to the specified buffer
binding point. Calling gl:bindBuffer/2 with Target set to one of
the accepted symbolic constants and Buffer set to the name of a
buffer object binds that buffer object name to the target. If no
buffer object with name Buffer exists, one is created with that
name. When a buffer object is bound to a target, the previous
binding for that target is automatically broken.
External documentation.
bindBufferBase(Target :: enum(), Index :: i(), Buffer :: i()) ->
ok
gl:bindBufferBase/3 binds the buffer object Buffer to the bind-
ing point at index Index of the array of targets specified by
Target. Each Target represents an indexed array of buffer bind-
ing points, as well as a single general binding point that can
be used by other buffer manipulation functions such as gl:bind-
Buffer/2 or glMapBuffer. In addition to binding Buffer to the
indexed buffer binding target, gl:bindBufferBase/3 also binds
Buffer to the generic buffer binding point specified by Target.
External documentation.
bindBufferRange(Target :: enum(),
Index :: i(),
Buffer :: i(),
Offset :: i(),
Size :: i()) ->
ok
gl:bindBufferRange/5 binds a range the buffer object Buffer rep-
resented by Offset and Size to the binding point at index Index
of the array of targets specified by Target. Each Target repre-
sents an indexed array of buffer binding points, as well as a
single general binding point that can be used by other buffer
manipulation functions such as gl:bindBuffer/2 or glMapBuffer.
In addition to binding a range of Buffer to the indexed buffer
binding target, gl:bindBufferRange/5 also binds the range to the
generic buffer binding point specified by Target.
External documentation.
bindBuffersBase(Target :: enum(), First :: i(), Buffers :: [i()]) ->
ok
gl:bindBuffersBase/3 binds a set of Count buffer objects whose
names are given in the array Buffers to the Count consecutive
binding points starting from index First of the array of targets
specified by Target. If Buffers is ?NULL then gl:bindBuffers-
Base/3 unbinds any buffers that are currently bound to the ref-
erenced binding points. Assuming no errors are generated, it is
equivalent to the following pseudo-code, which calls gl:bind-
BufferBase/3, with the exception that the non-indexed Target is
not changed by gl:bindBuffersBase/3:
External documentation.
bindBuffersRange(Target :: enum(),
First :: i(),
Buffers :: [i()],
Offsets :: [i()],
Sizes :: [i()]) ->
ok
gl:bindBuffersRange/5 binds a set of Count ranges from buffer
objects whose names are given in the array Buffers to the Count
consecutive binding points starting from index First of the
array of targets specified by Target. Offsets specifies the
address of an array containing Count starting offsets within the
buffers, and Sizes specifies the address of an array of Count
sizes of the ranges. If Buffers is ?NULL then Offsets and Sizes
are ignored and gl:bindBuffersRange/5 unbinds any buffers that
are currently bound to the referenced binding points. Assuming
no errors are generated, it is equivalent to the following
pseudo-code, which calls gl:bindBufferRange/5, with the excep-
tion that the non-indexed Target is not changed by gl:bind-
BuffersRange/5:
External documentation.
bindFragDataLocation(Program :: i(),
Color :: i(),
Name :: string()) ->
ok
gl:bindFragDataLocation/3 explicitly specifies the binding of
the user-defined varying out variable Name to fragment shader
color number ColorNumber for program Program. If Name was bound
previously, its assigned binding is replaced with ColorNumber.
Name must be a null-terminated string. ColorNumber must be less
than ?GL_MAX_DRAW_BUFFERS.
External documentation.
bindFragDataLocationIndexed(Program :: i(),
ColorNumber :: i(),
Index :: i(),
Name :: string()) ->
ok
gl:bindFragDataLocationIndexed/4 specifies that the varying out
variable Name in Program should be bound to fragment color Col-
orNumber when the program is next linked. Index may be zero or
one to specify that the color be used as either the first or
second color input to the blend equation, respectively.
External documentation.
bindFramebuffer(Target :: enum(), Framebuffer :: i()) -> ok
gl:bindFramebuffer/2 binds the framebuffer object with name
Framebuffer to the framebuffer target specified by Target. Tar-
get must be either ?GL_DRAW_FRAMEBUFFER, ?GL_READ_FRAMEBUFFER or
?GL_FRAMEBUFFER. If a framebuffer object is bound to
?GL_DRAW_FRAMEBUFFER or ?GL_READ_FRAMEBUFFER, it becomes the
target for rendering or readback operations, respectively, until
it is deleted or another framebuffer is bound to the correspond-
ing bind point. Calling gl:bindFramebuffer/2 with Target set to
?GL_FRAMEBUFFER binds Framebuffer to both the read and draw
framebuffer targets. Framebuffer is the name of a framebuffer
object previously returned from a call to gl:genFramebuffers/1,
or zero to break the existing binding of a framebuffer object to
Target.
External documentation.
bindImageTexture(Unit, Texture, Level, Layered, Layer, Access,
Format) ->
ok
Types:
Unit = Texture = Level = i()
Layered = 0 | 1
Layer = i()
Access = Format = enum()
gl:bindImageTexture/7 binds a single level of a texture to an
image unit for the purpose of reading and writing it from
shaders. Unit specifies the zero-based index of the image unit
to which to bind the texture level. Texture specifies the name
of an existing texture object to bind to the image unit. If Tex-
ture is zero, then any existing binding to the image unit is
broken. Level specifies the level of the texture to bind to the
image unit.
External documentation.
bindImageTextures(First :: i(), Textures :: [i()]) -> ok
gl:bindImageTextures/2 binds images from an array of existing
texture objects to a specified number of consecutive image
units. Count specifies the number of texture objects whose names
are stored in the array Textures. That number of texture names
are read from the array and bound to the Count consecutive tex-
ture units starting from First. If the name zero appears in the
Textures array, any existing binding to the image unit is reset.
Any non-zero entry in Textures must be the name of an existing
texture object. When a non-zero entry in Textures is present,
the image at level zero is bound, the binding is considered lay-
ered, with the first layer set to zero, and the image is bound
for read-write access. The image unit format parameter is taken
from the internal format of the image at level zero of the tex-
ture object. For cube map textures, the internal format of the
positive X image of level zero is used. If Textures is ?NULL
then it is as if an appropriately sized array containing only
zeros had been specified.
External documentation.
bindProgramPipeline(Pipeline :: i()) -> ok
gl:bindProgramPipeline/1 binds a program pipeline object to the
current context. Pipeline must be a name previously returned
from a call to gl:genProgramPipelines/1. If no program pipeline
exists with name Pipeline then a new pipeline object is created
with that name and initialized to the default state vector.
External documentation.
bindRenderbuffer(Target :: enum(), Renderbuffer :: i()) -> ok
gl:bindRenderbuffer/2 binds the renderbuffer object with name
Renderbuffer to the renderbuffer target specified by Target.
Target must be ?GL_RENDERBUFFER. Renderbuffer is the name of a
renderbuffer object previously returned from a call to gl:gen-
Renderbuffers/1, or zero to break the existing binding of a ren-
derbuffer object to Target.
External documentation.
bindSampler(Unit :: i(), Sampler :: i()) -> ok
gl:bindSampler/2 binds Sampler to the texture unit at index
Unit. Sampler must be zero or the name of a sampler object pre-
viously returned from a call to gl:genSamplers/1. Unit must be
less than the value of ?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.
External documentation.
bindSamplers(First :: i(), Samplers :: [i()]) -> ok
gl:bindSamplers/2 binds samplers from an array of existing sam-
pler objects to a specified number of consecutive sampler units.
Count specifies the number of sampler objects whose names are
stored in the array Samplers. That number of sampler names is
read from the array and bound to the Count consecutive sampler
units starting from First.
External documentation.
bindTexture(Target :: enum(), Texture :: i()) -> ok
gl:bindTexture/2 lets you create or use a named texture. Calling
gl:bindTexture/2 with Target set to ?GL_TEXTURE_1D, ?GL_TEX-
TURE_2D, ?GL_TEXTURE_3D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEX-
TURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_CUBE_MAP,
?GL_TEXTURE_CUBE_MAP_ARRAY, ?GL_TEXTURE_BUFFER, ?GL_TEX-
TURE_2D_MULTISAMPLE or ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY and Tex-
ture set to the name of the new texture binds the texture name
to the target. When a texture is bound to a target, the previous
binding for that target is automatically broken.
External documentation.
bindTextureUnit(Unit :: i(), Texture :: i()) -> ok
gl:bindTextureUnit/2 binds an existing texture object to the
texture unit numbered Unit.
External documentation.
bindTextures(First :: i(), Textures :: [i()]) -> ok
gl:bindTextures/2 binds an array of existing texture objects to
a specified number of consecutive texture units. Count specifies
the number of texture objects whose names are stored in the
array Textures. That number of texture names are read from the
array and bound to the Count consecutive texture units starting
from First. The target, or type of texture is deduced from the
texture object and each texture is bound to the corresponding
target of the texture unit. If the name zero appears in the Tex-
tures array, any existing binding to any target of the texture
unit is reset and the default texture for that target is bound
in its place. Any non-zero entry in Textures must be the name of
an existing texture object. If Textures is ?NULL then it is as
if an appropriately sized array containing only zeros had been
specified.
External documentation.
bindTransformFeedback(Target :: enum(), Id :: i()) -> ok
gl:bindTransformFeedback/2 binds the transform feedback object
with name Id to the current GL state. Id must be a name previ-
ously returned from a call to gl:genTransformFeedbacks/1. If Id
has not previously been bound, a new transform feedback object
with name Id and initialized with the default transform state
vector is created.
External documentation.
bindVertexArray(Array :: i()) -> ok
gl:bindVertexArray/1 binds the vertex array object with name
Array. Array is the name of a vertex array object previously
returned from a call to gl:genVertexArrays/1, or zero to break
the existing vertex array object binding.
External documentation.
bindVertexBuffer(Bindingindex :: i(),
Buffer :: i(),
Offset :: i(),
Stride :: i()) ->
ok
vertexArrayVertexBuffer(Vaobj :: i(),
Bindingindex :: i(),
Buffer :: i(),
Offset :: i(),
Stride :: i()) ->
ok
gl:bindVertexBuffer/4 and gl:vertexArrayVertexBuffer/5 bind the
buffer named Buffer to the vertex buffer binding point whose
index is given by Bindingindex. gl:bindVertexBuffer/4 modifies
the binding of the currently bound vertex array object, whereas
gl:vertexArrayVertexBuffer/5 allows the caller to specify ID of
the vertex array object with an argument named Vaobj, for which
the binding should be modified. Offset and Stride specify the
offset of the first element within the buffer and the distance
between elements within the buffer, respectively, and are both
measured in basic machine units. Bindingindex must be less than
the value of ?GL_MAX_VERTEX_ATTRIB_BINDINGS. Offset and Stride
must be greater than or equal to zero. If Buffer is zero, then
any buffer currently bound to the specified binding point is
unbound.
External documentation.
bindVertexBuffers(First :: i(),
Buffers :: [i()],
Offsets :: [i()],
Strides :: [i()]) ->
ok
vertexArrayVertexBuffers(Vaobj :: i(),
First :: i(),
Buffers :: [i()],
Offsets :: [i()],
Strides :: [i()]) ->
ok
gl:bindVertexBuffers/4 and gl:vertexArrayVertexBuffers/5 bind
storage from an array of existing buffer objects to a specified
number of consecutive vertex buffer binding points units in a
vertex array object. For gl:bindVertexBuffers/4, the vertex
array object is the currently bound vertex array object. For
gl:vertexArrayVertexBuffers/5, Vaobj is the name of the vertex
array object.
External documentation.
bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok
Types:
Width = Height = i()
Xorig = Yorig = Xmove = Ymove = f()
Bitmap = offset() | mem()
A bitmap is a binary image. When drawn, the bitmap is positioned
relative to the current raster position, and frame buffer pixels
corresponding to 1's in the bitmap are written using the current
raster color or index. Frame buffer pixels corresponding to 0's
in the bitmap are not modified.
External documentation.
blendColor(Red :: clamp(),
Green :: clamp(),
Blue :: clamp(),
Alpha :: clamp()) ->
ok
The ?GL_BLEND_COLOR may be used to calculate the source and des-
tination blending factors. The color components are clamped to
the range [0 1] before being stored. See gl:blendFunc/2 for a
complete description of the blending operations. Initially the
?GL_BLEND_COLOR is set to (0, 0, 0, 0).
External documentation.
blendEquation(Mode :: enum()) -> ok
blendEquationi(Buf :: i(), Mode :: enum()) -> ok
The blend equations determine how a new pixel (the ''source''
color) is combined with a pixel already in the framebuffer (the
''destination'' color). This function sets both the RGB blend
equation and the alpha blend equation to a single equation.
gl:blendEquationi/2 specifies the blend equation for a single
draw buffer whereas gl:blendEquation/1 sets the blend equation
for all draw buffers.
External documentation.
blendEquationSeparate(ModeRGB :: enum(), ModeAlpha :: enum()) ->
ok
blendEquationSeparatei(Buf :: i(),
ModeRGB :: enum(),
ModeAlpha :: enum()) ->
ok
The blend equations determines how a new pixel (the ''source''
color) is combined with a pixel already in the framebuffer (the
''destination'' color). These functions specify one blend equa-
tion for the RGB-color components and one blend equation for the
alpha component. gl:blendEquationSeparatei/3 specifies the blend
equations for a single draw buffer whereas gl:blendEquationSepa-
rate/2 sets the blend equations for all draw buffers.
External documentation.
blendFunc(Sfactor :: enum(), Dfactor :: enum()) -> ok
blendFunci(Buf :: i(), Src :: enum(), Dst :: enum()) -> ok
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 gl:enable/1 and gl:disable/1 with argument
?GL_BLEND to enable and disable blending.
External documentation.
blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha,
DfactorAlpha) ->
ok
blendFuncSeparatei(Buf :: i(),
SrcRGB :: enum(),
DstRGB :: enum(),
SrcAlpha :: enum(),
DstAlpha :: enum()) ->
ok
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 gl:enable/1 and gl:disable/1 with argument
?GL_BLEND to enable and disable blending.
External documentation.
blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1,
DstY1, Mask, Filter) ->
ok
Types:
SrcX0 = SrcY0 = SrcX1 = SrcY1 = DstX0 = DstY0 = DstX1 = DstY1
= Mask = i()
Filter = enum()
gl:blitFramebuffer/10 and glBlitNamedFramebuffer transfer a rec-
tangle of pixel values from one region of a read framebuffer to
another region of a draw framebuffer.
External documentation.
bufferData(Target :: enum(),
Size :: i(),
Data :: offset() | mem(),
Usage :: enum()) ->
ok
gl:bufferData/4 and glNamedBufferData create a new data store
for a buffer object. In case of gl:bufferData/4, the buffer
object currently bound to Target is used. For glNamedBufferData,
a buffer object associated with ID specified by the caller in
Buffer will be used instead.
External documentation.
bufferStorage(Target :: enum(),
Size :: i(),
Data :: offset() | mem(),
Flags :: i()) ->
ok
gl:bufferStorage/4 and glNamedBufferStorage create a new
immutable data store. For gl:bufferStorage/4, the buffer object
currently bound to Target will be initialized. For glNamed-
BufferStorage, Buffer is the name of the buffer object that will
be configured. The size of the data store is specified by Size.
If an initial data is available, its address may be supplied in
Data. Otherwise, to create an uninitialized data store, Data
should be ?NULL.
External documentation.
bufferSubData(Target :: enum(),
Offset :: i(),
Size :: i(),
Data :: offset() | mem()) ->
ok
gl:bufferSubData/4 and glNamedBufferSubData redefine some or all
of the data store for the specified buffer object. Data starting
at byte offset Offset and extending for Size bytes is copied to
the data store from the memory pointed to by Data. Offset and
Size must define a range lying entirely within the buffer
object's data store.
External documentation.
callList(List :: i()) -> ok
gl:callList/1 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, gl:callList/1 is ignored.
External documentation.
callLists(Lists :: [i()]) -> ok
gl:callLists/1 causes each display list in the list of names
passed as Lists to be executed. As a result, the commands saved
in each display list are executed in order, just as if they were
called without using a display list. Names of display lists that
have not been defined are ignored.
External documentation.
checkFramebufferStatus(Target :: enum()) -> enum()
gl:checkFramebufferStatus/1 and glCheckNamedFramebufferStatus
return the completeness status of a framebuffer object when
treated as a read or draw framebuffer, depending on the value of
Target.
External documentation.
clampColor(Target :: enum(), Clamp :: enum()) -> ok
gl:clampColor/2 controls color clamping that is performed during
gl:readPixels/7. Target must be ?GL_CLAMP_READ_COLOR. If Clamp
is ?GL_TRUE, read color clamping is enabled; if Clamp is
?GL_FALSE, read color clamping is disabled. If Clamp is
?GL_FIXED_ONLY, read color clamping is enabled only if the
selected read buffer has fixed point components and disabled
otherwise.
External documentation.
clear(Mask :: i()) -> ok
gl:clear/1 sets the bitplane area of the window to values previ-
ously selected by gl:clearColor/4, gl:clearDepth/1, and
gl:clearStencil/1. Multiple color buffers can be cleared simul-
taneously by selecting more than one buffer at a time using
gl:drawBuffer/1.
External documentation.
clearAccum(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) ->
ok
gl:clearAccum/4 specifies the red, green, blue, and alpha values
used by gl:clear/1 to clear the accumulation buffer.
External documentation.
clearBufferData(Target, Internalformat, Format, Type, Data) -> ok
clearBufferSubData(Target, Internalformat, Offset, Size, Format,
Type, Data) ->
ok
clearBufferfi(Buffer :: enum(),
Drawbuffer :: i(),
Depth :: f(),
Stencil :: i()) ->
ok
clearBufferfv(Buffer :: enum(),
Drawbuffer :: i(),
Value :: tuple()) ->
ok
clearBufferiv(Buffer :: enum(),
Drawbuffer :: i(),
Value :: tuple()) ->
ok
clearBufferuiv(Buffer :: enum(),
Drawbuffer :: i(),
Value :: tuple()) ->
ok
These commands clear a specified buffer of a framebuffer to
specified value(s). For gl:clearBuffer*(), the framebuffer is
the currently bound draw framebuffer object. For glClearNamed-
Framebuffer*, Framebuffer is zero, indicating the default draw
framebuffer, or the name of a framebuffer object.
External documentation.
clearColor(Red :: clamp(),
Green :: clamp(),
Blue :: clamp(),
Alpha :: clamp()) ->
ok
gl:clearColor/4 specifies the red, green, blue, and alpha values
used by gl:clear/1 to clear the color buffers. Values specified
by gl:clearColor/4 are clamped to the range [0 1].
External documentation.
clearDepth(Depth :: clamp()) -> ok
clearDepthf(D :: f()) -> ok
gl:clearDepth/1 specifies the depth value used by gl:clear/1 to
clear the depth buffer. Values specified by gl:clearDepth/1 are
clamped to the range [0 1].
External documentation.
clearIndex(C :: f()) -> ok
gl:clearIndex/1 specifies the index used by gl:clear/1 to clear
the color index buffers. C is not clamped. Rather, C is con-
verted 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 m-1, where m is the number of bits in a color
index stored in the frame buffer.
External documentation.
clearStencil(S :: i()) -> ok
gl:clearStencil/1 specifies the index used by gl:clear/1 to
clear the stencil buffer. S is masked with 2 m-1, where m is the
number of bits in the stencil buffer.
External documentation.
clearTexImage(Texture :: i(),
Level :: i(),
Format :: enum(),
Type :: enum(),
Data :: offset() | mem()) ->
ok
gl:clearTexImage/5 fills all an image contained in a texture
with an application supplied value. Texture must be the name of
an existing texture. Further, Texture may not be the name of a
buffer texture, nor may its internal format be compressed.
External documentation.
clearTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width,
Height, Depth, Format, Type, Data) ->
ok
Types:
Texture = Level = Xoffset = Yoffset = Zoffset = Width =
Height = Depth = i()
Format = Type = enum()
Data = offset() | mem()
gl:clearTexSubImage/11 fills all or part of an image contained
in a texture with an application supplied value. Texture must be
the name of an existing texture. Further, Texture may not be the
name of a buffer texture, nor may its internal format be com-
pressed.
External documentation.
clientActiveTexture(Texture :: enum()) -> ok
gl:clientActiveTexture/1 selects the vertex array client state
parameters to be modified by gl:texCoordPointer/4, and enabled
or disabled with gl:enableClientState/1 or gl:disable-
ClientState/1, respectively, when called with a parameter of
?GL_TEXTURE_COORD_ARRAY.
External documentation.
clientWaitSync(Sync :: i(), Flags :: i(), Timeout :: i()) ->
enum()
gl:clientWaitSync/3 causes the client to block and wait for the
sync object specified by Sync to become signaled. If Sync is
signaled when gl:clientWaitSync/3 is called, gl:clientWaitSync/3
returns immediately, otherwise it will block and wait for up to
Timeout nanoseconds for Sync to become signaled.
External documentation.
clipControl(Origin :: enum(), Depth :: enum()) -> ok
gl:clipControl/2 controls the clipping volume behavior and the
clip coordinate to window coordinate transformation behavior.
External documentation.
clipPlane(Plane :: enum(), Equation :: {f(), f(), f(), f()}) -> ok
Geometry is always clipped against the boundaries of a six-plane
frustum in x, y, and z. gl:clipPlane/2 allows the specification
of additional planes, not necessarily perpendicular to the x, y,
or z axis, against which all geometry is clipped. To determine
the maximum number of additional clipping planes, call gl:get-
Integerv/1 with argument ?GL_MAX_CLIP_PLANES. All implementa-
tions support at least six such clipping planes. Because the
resulting clipping region is the intersection of the defined
half-spaces, it is always convex.
External documentation.
color3b(Red :: i(), Green :: i(), Blue :: i()) -> ok
color3bv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
color3d(Red :: f(), Green :: f(), Blue :: f()) -> ok
color3dv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok
color3f(Red :: f(), Green :: f(), Blue :: f()) -> ok
color3fv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok
color3i(Red :: i(), Green :: i(), Blue :: i()) -> ok
color3iv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
color3s(Red :: i(), Green :: i(), Blue :: i()) -> ok
color3sv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
color3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok
color3ubv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
color3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok
color3uiv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
color3us(Red :: i(), Green :: i(), Blue :: i()) -> ok
color3usv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
color4b(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok
color4bv(X1 ::
{Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
ok
color4d(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok
color4dv(X1 ::
{Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) ->
ok
color4f(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok
color4fv(X1 ::
{Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) ->
ok
color4i(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok
color4iv(X1 ::
{Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
ok
color4s(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok
color4sv(X1 ::
{Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
ok
color4ub(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
ok
color4ubv(X1 ::
{Red :: i(),
Green :: i(),
Blue :: i(),
Alpha :: i()}) ->
ok
color4ui(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
ok
color4uiv(X1 ::
{Red :: i(),
Green :: i(),
Blue :: i(),
Alpha :: i()}) ->
ok
color4us(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
ok
color4usv(X1 ::
{Red :: i(),
Green :: i(),
Blue :: i(),
Alpha :: i()}) ->
ok
The GL stores both a current single-valued color index and a
current four-valued RGBA color. gl:color() sets a new four-val-
ued RGBA color. gl:color() has two major variants: gl:color3()
and gl:color4(). gl:color3() variants specify new red, green,
and blue values explicitly and set the current alpha value to
1.0 (full intensity) implicitly. gl:color4() variants specify
all four color components explicitly.
External documentation.
colorMask(Red :: 0 | 1,
Green :: 0 | 1,
Blue :: 0 | 1,
Alpha :: 0 | 1) ->
ok
colorMaski(Index :: i(),
R :: 0 | 1,
G :: 0 | 1,
B :: 0 | 1,
A :: 0 | 1) ->
ok
gl:colorMask/4 and gl:colorMaski/5 specify whether the individ-
ual color components in the frame buffer can or cannot be writ-
ten. gl:colorMaski/5 sets the mask for a specific draw buffer,
whereas gl:colorMask/4 sets the mask for all draw buffers. If
Red is ?GL_FALSE, for example, no change is made to the red com-
ponent of any pixel in any of the color buffers, regardless of
the drawing operation attempted.
External documentation.
colorMaterial(Face :: enum(), Mode :: enum()) -> ok
gl:colorMaterial/2 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.
External documentation.
colorPointer(Size :: i(),
Type :: enum(),
Stride :: i(),
Ptr :: offset() | mem()) ->
ok
gl:colorPointer/4 specifies the location and data format of an
array of color components to use when rendering. Size specifies
the number of components per color, and must be 3 or 4. Type
specifies the data type of each color component, and Stride
specifies the byte stride from one color to the next, allowing
vertices and attributes to be packed into a single array or
stored in separate arrays. (Single-array storage may be more
efficient on some implementations; see gl:interleavedArrays/3.)
External documentation.
colorSubTable(Target, Start, Count, Format, Type, Data) -> ok
Types:
Target = enum()
Start = Count = i()
Format = Type = enum()
Data = offset() | mem()
gl:colorSubTable/6 is used to respecify a contiguous portion of
a color table previously defined using gl:colorTable/6. The pix-
els referenced by Data replace the portion of the existing table
from indices Start to start+count-1, inclusive. This region may
not include any entries outside the range of the color table as
it was originally specified. It is not an error to specify a
subtexture with width of 0, but such a specification has no
effect.
External documentation.
colorTable(Target, Internalformat, Width, Format, Type, Table) ->
ok
Types:
Target = Internalformat = enum()
Width = i()
Format = Type = enum()
Table = offset() | mem()
gl:colorTable/6 may be used in two ways: to test the actual size
and color resolution of a lookup table given a particular set of
parameters, or to load the contents of a color lookup table. Use
the targets ?GL_PROXY_* for the first case and the other targets
for the second case.
External documentation.
colorTableParameterfv(Target :: enum(),
Pname :: enum(),
Params :: {f(), f(), f(), f()}) ->
ok
colorTableParameteriv(Target :: enum(),
Pname :: enum(),
Params :: {i(), i(), i(), i()}) ->
ok
gl:colorTableParameter() is used to specify the scale factors
and bias terms applied to color components when they are loaded
into a color table. Target indicates which color table the scale
and bias terms apply to; it must be set to ?GL_COLOR_TABLE,
?GL_POST_CONVOLUTION_COLOR_TABLE, or
?GL_POST_COLOR_MATRIX_COLOR_TABLE.
External documentation.
compileShader(Shader :: i()) -> ok
gl:compileShader/1 compiles the source code strings that have
been stored in the shader object specified by Shader.
External documentation.
compressedTexImage1D(Target, Level, Internalformat, Width, Border,
ImageSize, Data) ->
ok
Types:
Target = enum()
Level = i()
Internalformat = enum()
Width = Border = ImageSize = i()
Data = offset() | mem()
Texturing allows elements of an image array to be read by
shaders.
External documentation.
compressedTexImage2D(Target, Level, Internalformat, Width, Height,
Border, ImageSize, Data) ->
ok
Types:
Target = enum()
Level = i()
Internalformat = enum()
Width = Height = Border = ImageSize = i()
Data = offset() | mem()
Texturing allows elements of an image array to be read by
shaders.
External documentation.
compressedTexImage3D(Target, Level, Internalformat, Width, Height,
Depth, Border, ImageSize, Data) ->
ok
Types:
Target = enum()
Level = i()
Internalformat = enum()
Width = Height = Depth = Border = ImageSize = i()
Data = offset() | mem()
Texturing allows elements of an image array to be read by
shaders.
External documentation.
compressedTexSubImage1D(Target, Level, Xoffset, Width, Format,
ImageSize, Data) ->
ok
compressedTextureSubImage1D(Texture, Level, Xoffset, Width,
Format, ImageSize, Data) ->
ok
Types:
Texture = Level = Xoffset = Width = i()
Format = enum()
ImageSize = i()
Data = offset() | mem()
Texturing allows elements of an image array to be read by
shaders.
External documentation.
compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width,
Height, Format, ImageSize, Data) ->
ok
compressedTextureSubImage2D(Texture, Level, Xoffset, Yoffset,
Width, Height, Format, ImageSize,
Data) ->
ok
Types:
Texture = Level = Xoffset = Yoffset = Width = Height = i()
Format = enum()
ImageSize = i()
Data = offset() | mem()
Texturing allows elements of an image array to be read by
shaders.
External documentation.
compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset,
Width, Height, Depth, Format, ImageSize,
Data) ->
ok
compressedTextureSubImage3D(Texture, Level, Xoffset, Yoffset,
Zoffset, Width, Height, Depth, Format,
ImageSize, Data) ->
ok
Types:
Texture = Level = Xoffset = Yoffset = Zoffset = Width =
Height = Depth = i()
Format = enum()
ImageSize = i()
Data = offset() | mem()
Texturing allows elements of an image array to be read by
shaders.
External documentation.
convolutionFilter1D(Target, Internalformat, Width, Format, Type,
Image) ->
ok
Types:
Target = Internalformat = enum()
Width = i()
Format = Type = enum()
Image = offset() | mem()
gl:convolutionFilter1D/6 builds a one-dimensional convolution
filter kernel from an array of pixels.
External documentation.
convolutionFilter2D(Target, Internalformat, Width, Height, Format,
Type, Image) ->
ok
Types:
Target = Internalformat = enum()
Width = Height = i()
Format = Type = enum()
Image = offset() | mem()
gl:convolutionFilter2D/7 builds a two-dimensional convolution
filter kernel from an array of pixels.
External documentation.
convolutionParameterf(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
convolutionParameterfv(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
convolutionParameteri(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
convolutionParameteriv(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
gl:convolutionParameter() sets the value of a convolution param-
eter.
External documentation.
copyBufferSubData(ReadTarget, WriteTarget, ReadOffset,
WriteOffset, Size) ->
ok
Types:
ReadTarget = WriteTarget = enum()
ReadOffset = WriteOffset = Size = i()
gl:copyBufferSubData/5 and glCopyNamedBufferSubData copy part of
the data store attached to a source buffer object to the data
store attached to a destination buffer object. The number of
basic machine units indicated by Size is copied from the source
at offset ReadOffset to the destination at WriteOffset. ReadOff-
set, WriteOffset and Size are in terms of basic machine units.
External documentation.
copyColorSubTable(Target :: enum(),
Start :: i(),
X :: i(),
Y :: i(),
Width :: i()) ->
ok
gl:copyColorSubTable/5 is used to respecify a contiguous portion
of a color table previously defined using gl:colorTable/6. The
pixels copied from the framebuffer replace the portion of the
existing table from indices Start to start+x-1, inclusive. This
region may not include any entries outside the range of the
color table, as was originally specified. It is not an error to
specify a subtexture with width of 0, but such a specification
has no effect.
External documentation.
copyColorTable(Target :: enum(),
Internalformat :: enum(),
X :: i(),
Y :: i(),
Width :: i()) ->
ok
gl:copyColorTable/5 loads a color table with pixels from the
current ?GL_READ_BUFFER (rather than from main memory, as is the
case for gl:colorTable/6).
External documentation.
copyConvolutionFilter1D(Target :: enum(),
Internalformat :: enum(),
X :: i(),
Y :: i(),
Width :: i()) ->
ok
gl:copyConvolutionFilter1D/5 defines a one-dimensional convolu-
tion filter kernel with pixels from the current ?GL_READ_BUFFER
(rather than from main memory, as is the case for gl:convolu-
tionFilter1D/6).
External documentation.
copyConvolutionFilter2D(Target :: enum(),
Internalformat :: enum(),
X :: i(),
Y :: i(),
Width :: i(),
Height :: i()) ->
ok
gl:copyConvolutionFilter2D/6 defines a two-dimensional convolu-
tion filter kernel with pixels from the current ?GL_READ_BUFFER
(rather than from main memory, as is the case for gl:convolu-
tionFilter2D/7).
External documentation.
copyImageSubData(SrcName, SrcTarget, SrcLevel, SrcX, SrcY, SrcZ,
DstName, DstTarget, DstLevel, DstX, DstY, DstZ,
SrcWidth, SrcHeight, SrcDepth) ->
ok
Types:
SrcName = i()
SrcTarget = enum()
SrcLevel = SrcX = SrcY = SrcZ = DstName = i()
DstTarget = enum()
DstLevel = DstX = DstY = DstZ = SrcWidth = SrcHeight =
SrcDepth = i()
gl:copyImageSubData/15 may be used to copy data from one image
(i.e. texture or renderbuffer) to another. gl:copyImageSub-
Data/15 does not perform general-purpose conversions such as
scaling, resizing, blending, color-space, or format conversions.
It should be considered to operate in a manner similar to a CPU
memcpy. CopyImageSubData can copy between images with different
internal formats, provided the formats are compatible.
External documentation.
copyPixels(X :: i(),
Y :: i(),
Width :: i(),
Height :: i(),
Type :: enum()) ->
ok
gl:copyPixels/5 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 depen-
dent and undefined.
External documentation.
copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border) ->
ok
Types:
Target = enum()
Level = i()
Internalformat = enum()
X = Y = Width = Border = i()
gl:copyTexImage1D/7 defines a one-dimensional texture image with
pixels from the current ?GL_READ_BUFFER.
External documentation.
copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height,
Border) ->
ok
Types:
Target = enum()
Level = i()
Internalformat = enum()
X = Y = Width = Height = Border = i()
gl:copyTexImage2D/8 defines a two-dimensional texture image, or
cube-map texture image with pixels from the current
?GL_READ_BUFFER.
External documentation.
copyTexSubImage1D(Target :: enum(),
Level :: i(),
Xoffset :: i(),
X :: i(),
Y :: i(),
Width :: i()) ->
ok
gl:copyTexSubImage1D/6 and glCopyTextureSubImage1D replace 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 gl:texSubImage1D/7). For gl:copyTexSubImage1D/6, the
texture object that is bound to Target will be used for the
process. For glCopyTextureSubImage1D, Texture tells which tex-
ture object should be used for the purpose of the call.
External documentation.
copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width,
Height) ->
ok
Types:
Target = enum()
Level = Xoffset = Yoffset = X = Y = Width = Height = i()
gl:copyTexSubImage2D/8 and glCopyTextureSubImage2D replace a
rectangular portion of a two-dimensional texture image, cube-map
texture image, rectangular image, or a linear portion of a num-
ber of slices of a one-dimensional array texture with pixels
from the current ?GL_READ_BUFFER (rather than from main memory,
as is the case for gl:texSubImage2D/9).
External documentation.
copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y,
Width, Height) ->
ok
Types:
Target = enum()
Level = Xoffset = Yoffset = Zoffset = X = Y = Width = Height
= i()
gl:copyTexSubImage3D/9 and glCopyTextureSubImage3D functions
replace a rectangular portion of a three-dimensional or two-
dimensional array texture image with pixels from the current
?GL_READ_BUFFER (rather than from main memory, as is the case
for gl:texSubImage3D/11).
External documentation.
createBuffers(N :: i()) -> [i()]
gl:createBuffers/1 returns N previously unused buffer names in
Buffers, each representing a new buffer object initialized as if
it had been bound to an unspecified target.
External documentation.
createFramebuffers(N :: i()) -> [i()]
gl:createFramebuffers/1 returns N previously unused framebuffer
names in Framebuffers, each representing a new framebuffer
object initialized to the default state.
External documentation.
createProgram() -> i()
gl:createProgram/0 creates an empty program object and returns a
non-zero value by which it can be referenced. A program object
is an object to which shader objects can be attached. This pro-
vides a mechanism to specify the shader objects that will be
linked to create a program. It also provides a means for check-
ing the compatibility of the shaders that will be used to create
a program (for instance, checking the compatibility between a
vertex shader and a fragment shader). When no longer needed as
part of a program object, shader objects can be detached.
External documentation.
createProgramPipelines(N :: i()) -> [i()]
gl:createProgramPipelines/1 returns N previously unused program
pipeline names in Pipelines, each representing a new program
pipeline object initialized to the default state.
External documentation.
createQueries(Target :: enum(), N :: i()) -> [i()]
gl:createQueries/2 returns N previously unused query object
names in Ids, each representing a new query object with the
specified Target.
External documentation.
createRenderbuffers(N :: i()) -> [i()]
gl:createRenderbuffers/1 returns N previously unused render-
buffer object names in Renderbuffers, each representing a new
renderbuffer object initialized to the default state.
External documentation.
createSamplers(N :: i()) -> [i()]
gl:createSamplers/1 returns N previously unused sampler names in
Samplers, each representing a new sampler object initialized to
the default state.
External documentation.
createShader(Type :: enum()) -> i()
gl:createShader/1 creates an empty shader object and returns a
non-zero value by which it can be referenced. A shader object is
used to maintain the source code strings that define a shader.
ShaderType indicates the type of shader to be created. Five
types of shader are supported. A shader of type ?GL_COM-
PUTE_SHADER is a shader that is intended to run on the program-
mable compute processor. A shader of type ?GL_VERTEX_SHADER is a
shader that is intended to run on the programmable vertex pro-
cessor. A shader of type ?GL_TESS_CONTROL_SHADER is a shader
that is intended to run on the programmable tessellation proces-
sor in the control stage. A shader of type ?GL_TESS_EVALUA-
TION_SHADER is a shader that is intended to run on the program-
mable tessellation processor in the evaluation stage. A shader
of type ?GL_GEOMETRY_SHADER is a shader that is intended to run
on the programmable geometry processor. A shader of type
?GL_FRAGMENT_SHADER is a shader that is intended to run on the
programmable fragment processor.
External documentation.
createShaderProgramv(Type :: enum(),
Strings :: [unicode:chardata()]) ->
i()
gl:createShaderProgram() creates a program object containing
compiled and linked shaders for a single stage specified by
Type. Strings refers to an array of Count strings from which to
create the shader executables.
External documentation.
createTextures(Target :: enum(), N :: i()) -> [i()]
gl:createTextures/2 returns N previously unused texture names in
Textures, each representing a new texture object of the dimen-
sionality and type specified by Target and initialized to the
default values for that texture type.
External documentation.
createTransformFeedbacks(N :: i()) -> [i()]
gl:createTransformFeedbacks/1 returns N previously unused trans-
form feedback object names in Ids, each representing a new
transform feedback object initialized to the default state.
External documentation.
createVertexArrays(N :: i()) -> [i()]
gl:createVertexArrays/1 returns N previously unused vertex array
object names in Arrays, each representing a new vertex array
object initialized to the default state.
External documentation.
cullFace(Mode :: enum()) -> ok
gl:cullFace/1 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 gl:enable/1 and gl:disable/1 commands with the
argument ?GL_CULL_FACE. Facets include triangles, quadrilater-
als, polygons, and rectangles.
External documentation.
debugMessageControl(Source :: enum(),
Type :: enum(),
Severity :: enum(),
Ids :: [i()],
Enabled :: 0 | 1) ->
ok
gl:debugMessageControl/5 controls the reporting of debug mes-
sages generated by a debug context. The parameters Source, Type
and Severity form a filter to select messages from the pool of
potential messages generated by the GL.
External documentation.
debugMessageInsert(Source, Type, Id, Severity, Length, Buf) -> ok
Types:
Source = Type = enum()
Id = i()
Severity = enum()
Length = i()
Buf = string()
gl:debugMessageInsert/6 inserts a user-supplied message into the
debug output queue. Source specifies the source that will be
used to classify the message and must be ?GL_DEBUG_SOURCE_APPLI-
CATION or ?GL_DEBUG_SOURCE_THIRD_PARTY. All other sources are
reserved for use by the GL implementation. Type indicates the
type of the message to be inserted and may be one of
?GL_DEBUG_TYPE_ERROR, ?GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,
?GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, ?GL_DEBUG_TYPE_PORTABILITY,
?GL_DEBUG_TYPE_PERFORMANCE, ?GL_DEBUG_TYPE_MARKER,
?GL_DEBUG_TYPE_PUSH_GROUP, ?GL_DEBUG_TYPE_POP_GROUP, or
?GL_DEBUG_TYPE_OTHER. Severity indicates the severity of the
message and may be ?GL_DEBUG_SEVERITY_LOW, ?GL_DEBUG_SEVER-
ITY_MEDIUM, ?GL_DEBUG_SEVERITY_HIGH or ?GL_DEBUG_SEVERITY_NOTI-
FICATION. Id is available for application defined use and may be
any value. This value will be recorded and used to identify the
message.
External documentation.
deleteBuffers(Buffers :: [i()]) -> ok
gl:deleteBuffers/1 deletes N buffer objects named by the ele-
ments of the array Buffers. After a buffer object is deleted, it
has no contents, and its name is free for reuse (for example by
gl:genBuffers/1). If a buffer object that is currently bound is
deleted, the binding reverts to 0 (the absence of any buffer
object).
External documentation.
deleteFramebuffers(Framebuffers :: [i()]) -> ok
gl:deleteFramebuffers/1 deletes the N framebuffer objects whose
names are stored in the array addressed by Framebuffers. The
name zero is reserved by the GL and is silently ignored, should
it occur in Framebuffers, as are other unused names. Once a
framebuffer object is deleted, its name is again unused and it
has no attachments. If a framebuffer that is currently bound to
one or more of the targets ?GL_DRAW_FRAMEBUFFER or
?GL_READ_FRAMEBUFFER is deleted, it is as though gl:bindFrame-
buffer/2 had been executed with the corresponding Target and
Framebuffer zero.
External documentation.
deleteLists(List :: i(), Range :: i()) -> ok
gl:deleteLists/2 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 d with list<= d<= list+range-1 are deleted.
External documentation.
deleteProgram(Program :: i()) -> ok
gl:deleteProgram/1 frees the memory and invalidates the name
associated with the program object specified by Program. This
command effectively undoes the effects of a call to gl:cre-
ateProgram/0.
External documentation.
deleteProgramPipelines(Pipelines :: [i()]) -> ok
gl:deleteProgramPipelines/1 deletes the N program pipeline
objects whose names are stored in the array Pipelines. Unused
names in Pipelines are ignored, as is the name zero. After a
program pipeline object is deleted, its name is again unused and
it has no contents. If program pipeline object that is currently
bound is deleted, the binding for that object reverts to zero
and no program pipeline object becomes current.
External documentation.
deleteQueries(Ids :: [i()]) -> ok
gl:deleteQueries/1 deletes N query objects named by the elements
of the array Ids. After a query object is deleted, it has no
contents, and its name is free for reuse (for example by gl:gen-
Queries/1).
External documentation.
deleteRenderbuffers(Renderbuffers :: [i()]) -> ok
gl:deleteRenderbuffers/1 deletes the N renderbuffer objects
whose names are stored in the array addressed by Renderbuffers.
The name zero is reserved by the GL and is silently ignored,
should it occur in Renderbuffers, as are other unused names.
Once a renderbuffer object is deleted, its name is again unused
and it has no contents. If a renderbuffer that is currently
bound to the target ?GL_RENDERBUFFER is deleted, it is as though
gl:bindRenderbuffer/2 had been executed with a Target of
?GL_RENDERBUFFER and a Name of zero.
External documentation.
deleteSamplers(Samplers :: [i()]) -> ok
gl:deleteSamplers/1 deletes N sampler objects named by the ele-
ments of the array Samplers. After a sampler object is deleted,
its name is again unused. If a sampler object that is currently
bound to a sampler unit is deleted, it is as though gl:bindSam-
pler/2 is called with unit set to the unit the sampler is bound
to and sampler zero. Unused names in samplers are silently
ignored, as is the reserved name zero.
External documentation.
deleteShader(Shader :: i()) -> ok
gl:deleteShader/1 frees the memory and invalidates the name
associated with the shader object specified by Shader. This com-
mand effectively undoes the effects of a call to gl:create-
Shader/1.
External documentation.
deleteSync(Sync :: i()) -> ok
gl:deleteSync/1 deletes the sync object specified by Sync. If
the fence command corresponding to the specified sync object has
completed, or if no gl:waitSync/3 or gl:clientWaitSync/3 com-
mands are blocking on Sync, the object is deleted immediately.
Otherwise, Sync is flagged for deletion and will be deleted when
it is no longer associated with any fence command and is no
longer blocking any gl:waitSync/3 or gl:clientWaitSync/3 com-
mand. In either case, after gl:deleteSync/1 returns, the name
Sync is invalid and can no longer be used to refer to the sync
object.
External documentation.
deleteTextures(Textures :: [i()]) -> ok
gl:deleteTextures/1 deletes N textures named by the elements of
the array Textures. After a texture is deleted, it has no con-
tents or dimensionality, and its name is free for reuse (for
example by gl:genTextures/1). If a texture that is currently
bound is deleted, the binding reverts to 0 (the default tex-
ture).
External documentation.
deleteTransformFeedbacks(Ids :: [i()]) -> ok
gl:deleteTransformFeedbacks/1 deletes the N transform feedback
objects whose names are stored in the array Ids. Unused names in
Ids are ignored, as is the name zero. After a transform feedback
object is deleted, its name is again unused and it has no con-
tents. If an active transform feedback object is deleted, its
name immediately becomes unused, but the underlying object is
not deleted until it is no longer active.
External documentation.
deleteVertexArrays(Arrays :: [i()]) -> ok
gl:deleteVertexArrays/1 deletes N vertex array objects whose
names are stored in the array addressed by Arrays. Once a vertex
array object is deleted it has no contents and its name is again
unused. If a vertex array object that is currently bound is
deleted, the binding for that object reverts to zero and the
default vertex array becomes current. Unused names in Arrays are
silently ignored, as is the value zero.
External documentation.
depthFunc(Func :: enum()) -> ok
gl:depthFunc/1 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 gl:enable/1 and gl:disable/1 of
?GL_DEPTH_TEST.)
External documentation.
depthMask(Flag :: 0 | 1) -> ok
gl:depthMask/1 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.
External documentation.
depthRange(Near_val :: clamp(), Far_val :: clamp()) -> ok
depthRangef(N :: f(), F :: f()) -> ok
After clipping and division by w, depth coordinates range from
-1 to 1, corresponding to the near and far clipping planes.
gl:depthRange/2 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
gl:depthRange/2 are both clamped to this range before they are
accepted.
External documentation.
depthRangeArrayv(First :: i(), V :: [{f(), f()}]) -> ok
After clipping and division by w, depth coordinates range from
-1 to 1, corresponding to the near and far clipping planes. Each
viewport has an independent depth range specified as 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).
gl:depthRangeArray() specifies a linear mapping of the normal-
ized depth coordinates in this range to window depth coordinates
for each viewport in the range [First, First + Count). Thus, the
values accepted by gl:depthRangeArray() are both clamped to this
range before they are accepted.
External documentation.
depthRangeIndexed(Index :: i(), N :: f(), F :: f()) -> ok
After clipping and division by w, depth coordinates range from
-1 to 1, corresponding to the near and far clipping planes. Each
viewport has an independent depth range specified as 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).
gl:depthRangeIndexed/3 specifies a linear mapping of the normal-
ized depth coordinates in this range to window depth coordinates
for a specified viewport. Thus, the values accepted by
gl:depthRangeIndexed/3 are both clamped to this range before
they are accepted.
External documentation.
detachShader(Program :: i(), Shader :: i()) -> ok
gl:detachShader/2 detaches the shader object specified by Shader
from the program object specified by Program. This command can
be used to undo the effect of the command gl:attachShader/2.
External documentation.
dispatchCompute(Num_groups_x :: i(),
Num_groups_y :: i(),
Num_groups_z :: i()) ->
ok
gl:dispatchCompute/3 launches one or more compute work groups.
Each work group is processed by the active program object for
the compute shader stage. While the individual shader invoca-
tions within a work group are executed as a unit, work groups
are executed completely independently and in unspecified order.
Num_groups_x, Num_groups_y and Num_groups_z specify the number
of local work groups that will be dispatched in the X, Y and Z
dimensions, respectively.
External documentation.
dispatchComputeIndirect(Indirect :: i()) -> ok
gl:dispatchComputeIndirect/1 launches one or more compute work
groups using parameters stored in the buffer object currently
bound to the ?GL_DISPATCH_INDIRECT_BUFFER target. Each work
group is processed by the active program object for the compute
shader stage. While the individual shader invocations within a
work group are executed as a unit, work groups are executed com-
pletely independently and in unspecified order. Indirect con-
tains the offset into the data store of the buffer object bound
to the ?GL_DISPATCH_INDIRECT_BUFFER target at which the parame-
ters are stored.
External documentation.
drawArrays(Mode :: enum(), First :: i(), Count :: i()) -> ok
gl:drawArrays/3 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 vertices,
normals, and colors and use them to construct a sequence of
primitives with a single call to gl:drawArrays/3.
External documentation.
drawArraysIndirect(Mode :: enum(), Indirect :: offset() | mem()) ->
ok
gl:drawArraysIndirect/2 specifies multiple geometric primitives
with very few subroutine calls. gl:drawArraysIndirect/2 behaves
similarly to gl:drawArraysInstancedBaseInstance/5, execept that
the parameters to gl:drawArraysInstancedBaseInstance/5 are
stored in memory at the address given by Indirect.
External documentation.
drawArraysInstanced(Mode :: enum(),
First :: i(),
Count :: i(),
Instancecount :: i()) ->
ok
gl:drawArraysInstanced/4 behaves identically to gl:drawArrays/3
except that Instancecount instances of the range of elements are
executed and the value of the internal counter InstanceID
advances for each iteration. InstanceID is an internal 32-bit
integer counter that may be read by a vertex shader as
?gl_InstanceID.
External documentation.
drawArraysInstancedBaseInstance(Mode :: enum(),
First :: i(),
Count :: i(),
Instancecount :: i(),
Baseinstance :: i()) ->
ok
gl:drawArraysInstancedBaseInstance/5 behaves identically to
gl:drawArrays/3 except that Instancecount instances of the range
of elements are executed and the value of the internal counter
InstanceID advances for each iteration. InstanceID is an inter-
nal 32-bit integer counter that may be read by a vertex shader
as ?gl_InstanceID.
External documentation.
drawBuffer(Mode :: enum()) -> ok
When colors are written to the frame buffer, they are written
into the color buffers specified by gl:drawBuffer/1. One of the
following values can be used for default framebuffer:
External documentation.
drawBuffers(Bufs :: [enum()]) -> ok
gl:drawBuffers/1 and glNamedFramebufferDrawBuffers define an
array of buffers into which outputs from the fragment shader
data will be written. If a fragment shader writes a value to one
or more user defined output variables, then the value of each
variable will be written into the buffer specified at a location
within Bufs corresponding to the location assigned to that user
defined output. The draw buffer used for user defined outputs
assigned to locations greater than or equal to N is implicitly
set to ?GL_NONE and any data written to such an output is dis-
carded.
External documentation.
drawElements(Mode :: enum(),
Count :: i(),
Type :: enum(),
Indices :: offset() | mem()) ->
ok
gl:drawElements/4 specifies multiple geometric primitives with
very few subroutine calls. Instead of calling a GL function to
pass each individual vertex, normal, texture coordinate, edge
flag, or color, you can prespecify separate arrays of vertices,
normals, and so on, and use them to construct a sequence of
primitives with a single call to gl:drawElements/4.
External documentation.
drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) ->
ok
Types:
Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Basevertex = i()
gl:drawElementsBaseVertex/5 behaves identically to gl:drawEle-
ments/4 except that the ith element transferred by the corre-
sponding draw call will be taken from element Indices[i] +
Basevertex of each enabled array. If the resulting value is
larger than the maximum value representable by Type, it is as if
the calculation were upconverted to 32-bit unsigned integers
(with wrapping on overflow conditions). The operation is unde-
fined if the sum would be negative.
External documentation.
drawElementsIndirect(Mode :: enum(),
Type :: enum(),
Indirect :: offset() | mem()) ->
ok
gl:drawElementsIndirect/3 specifies multiple indexed geometric
primitives with very few subroutine calls. gl:drawElementsIndi-
rect/3 behaves similarly to gl:drawElementsInstancedBaseVer-
texBaseInstance/7, execpt that the parameters to gl:drawEle-
mentsInstancedBaseVertexBaseInstance/7 are stored in memory at
the address given by Indirect.
External documentation.
drawElementsInstanced(Mode, Count, Type, Indices, Instancecount) ->
ok
Types:
Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = i()
gl:drawElementsInstanced/5 behaves identically to gl:drawEle-
ments/4 except that Instancecount instances of the set of ele-
ments are executed and the value of the internal counter Instan-
ceID advances for each iteration. InstanceID is an internal
32-bit integer counter that may be read by a vertex shader as
?gl_InstanceID.
External documentation.
drawElementsInstancedBaseInstance(Mode, Count, Type, Indices,
Instancecount, Baseinstance) ->
ok
Types:
Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = Baseinstance = i()
gl:drawElementsInstancedBaseInstance/6 behaves identically to
gl:drawElements/4 except that Instancecount instances of the set
of elements are executed and the value of the internal counter
InstanceID advances for each iteration. InstanceID is an inter-
nal 32-bit integer counter that may be read by a vertex shader
as ?gl_InstanceID.
External documentation.
drawElementsInstancedBaseVertex(Mode, Count, Type, Indices,
Instancecount, Basevertex) ->
ok
Types:
Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = Basevertex = i()
gl:drawElementsInstancedBaseVertex/6 behaves identically to
gl:drawElementsInstanced/5 except that the ith element trans-
ferred by the corresponding draw call will be taken from element
Indices[i] + Basevertex of each enabled array. If the resulting
value is larger than the maximum value representable by Type, it
is as if the calculation were upconverted to 32-bit unsigned
integers (with wrapping on overflow conditions). The operation
is undefined if the sum would be negative.
External documentation.
drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type,
Indices,
Instancecount,
Basevertex,
Baseinstance) ->
ok
Types:
Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = Basevertex = Baseinstance = i()
gl:drawElementsInstancedBaseVertexBaseInstance/7 behaves identi-
cally to gl:drawElementsInstanced/5 except that the ith element
transferred by the corresponding draw call will be taken from
element Indices[i] + Basevertex of each enabled array. If the
resulting value is larger than the maximum value representable
by Type, it is as if the calculation were upconverted to 32-bit
unsigned integers (with wrapping on overflow conditions). The
operation is undefined if the sum would be negative.
External documentation.
drawPixels(Width :: i(),
Height :: i(),
Format :: enum(),
Type :: enum(),
Pixels :: offset() | mem()) ->
ok
gl:drawPixels/5 reads pixel data from memory and writes it into
the frame buffer relative to the current raster position, pro-
vided that the raster position is valid. Use gl:rasterPos() or
gl:windowPos() to set the current raster position; use gl:get()
with argument ?GL_CURRENT_RASTER_POSITION_VALID to determine if
the specified raster position is valid, and gl:get() with argu-
ment ?GL_CURRENT_RASTER_POSITION to query the raster position.
External documentation.
drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok
Types:
Mode = enum()
Start = End = Count = i()
Type = enum()
Indices = offset() | mem()
gl:drawRangeElements/6 is a restricted form of gl:drawEle-
ments/4. Mode, and Count match the corresponding arguments to
gl:drawElements/4, with the additional constraint that all val-
ues in the arrays Count must lie between Start and End, inclu-
sive.
External documentation.
drawRangeElementsBaseVertex(Mode, Start, End, Count, Type,
Indices, Basevertex) ->
ok
Types:
Mode = enum()
Start = End = Count = i()
Type = enum()
Indices = offset() | mem()
Basevertex = i()
gl:drawRangeElementsBaseVertex/7 is a restricted form of
gl:drawElementsBaseVertex/5. Mode, Count and Basevertex match
the corresponding arguments to gl:drawElementsBaseVertex/5, with
the additional constraint that all values in the array Indices
must lie between Start and End, inclusive, prior to adding
Basevertex. Index values lying outside the range [Start, End]
are treated in the same way as gl:drawElementsBaseVertex/5. The
ith element transferred by the corresponding draw call will be
taken from element Indices[i] + Basevertex of each enabled
array. If the resulting value is larger than the maximum value
representable by Type, it is as if the calculation were upcon-
verted to 32-bit unsigned integers (with wrapping on overflow
conditions). The operation is undefined if the sum would be neg-
ative.
External documentation.
drawTransformFeedback(Mode :: enum(), Id :: i()) -> ok
gl:drawTransformFeedback/2 draws primitives of a type specified
by Mode using a count retrieved from the transform feedback
specified by Id. Calling gl:drawTransformFeedback/2 is equiva-
lent to calling gl:drawArrays/3 with Mode as specified, First
set to zero, and Count set to the number of vertices captured on
vertex stream zero the last time transform feedback was active
on the transform feedback object named by Id.
External documentation.
drawTransformFeedbackInstanced(Mode :: enum(),
Id :: i(),
Instancecount :: i()) ->
ok
gl:drawTransformFeedbackInstanced/3 draws multiple copies of a
range of primitives of a type specified by Mode using a count
retrieved from the transform feedback stream specified by Stream
of the transform feedback object specified by Id. Calling
gl:drawTransformFeedbackInstanced/3 is equivalent to calling
gl:drawArraysInstanced/4 with Mode and Instancecount as speci-
fied, First set to zero, and Count set to the number of vertices
captured on vertex stream zero the last time transform feedback
was active on the transform feedback object named by Id.
External documentation.
drawTransformFeedbackStream(Mode :: enum(),
Id :: i(),
Stream :: i()) ->
ok
gl:drawTransformFeedbackStream/3 draws primitives of a type
specified by Mode using a count retrieved from the transform
feedback stream specified by Stream of the transform feedback
object specified by Id. Calling gl:drawTransformFeedbackStream/3
is equivalent to calling gl:drawArrays/3 with Mode as specified,
First set to zero, and Count set to the number of vertices cap-
tured on vertex stream Stream the last time transform feedback
was active on the transform feedback object named by Id.
External documentation.
drawTransformFeedbackStreamInstanced(Mode :: enum(),
Id :: i(),
Stream :: i(),
Instancecount :: i()) ->
ok
gl:drawTransformFeedbackStreamInstanced/4 draws multiple copies
of a range of primitives of a type specified by Mode using a
count retrieved from the transform feedback stream specified by
Stream of the transform feedback object specified by Id. Calling
gl:drawTransformFeedbackStreamInstanced/4 is equivalent to call-
ing gl:drawArraysInstanced/4 with Mode and Instancecount as
specified, First set to zero, and Count set to the number of
vertices captured on vertex stream Stream the last time trans-
form feedback was active on the transform feedback object named
by Id.
External documentation.
edgeFlag(Flag :: 0 | 1) -> ok
edgeFlagv(X1 :: {Flag :: 0 | 1}) -> ok
Each vertex of a polygon, separate triangle, or separate quadri-
lateral specified between a gl:'begin'/1/gl:'end'/0 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. gl:edge-
Flag/1 sets the edge flag bit to ?GL_TRUE if Flag is ?GL_TRUE
and to ?GL_FALSE otherwise.
External documentation.
edgeFlagPointer(Stride :: i(), Ptr :: offset() | mem()) -> ok
gl:edgeFlagPointer/2 specifies the location and data format of
an array of boolean edge flags to use when rendering. Stride
specifies the byte stride from one edge flag to the next, allow-
ing vertices and attributes to be packed into a single array or
stored in separate arrays.
External documentation.
disable(Cap :: enum()) -> ok
disablei(Target :: enum(), Index :: i()) -> ok
enable(Cap :: enum()) -> ok
enablei(Target :: enum(), Index :: i()) -> ok
gl:enable/1 and gl:disable/1 enable and disable various capabil-
ities. Use gl:isEnabled/1 or gl:get() to determine the current
setting of any capability. The initial value for each capability
with the exception of ?GL_DITHER and ?GL_MULTISAMPLE is
?GL_FALSE. The initial value for ?GL_DITHER and ?GL_MULTISAMPLE
is ?GL_TRUE.
External documentation.
disableClientState(Cap :: enum()) -> ok
enableClientState(Cap :: enum()) -> ok
gl:enableClientState/1 and gl:disableClientState/1 enable or
disable individual client-side capabilities. By default, all
client-side capabilities are disabled. Both gl:enable-
ClientState/1 and gl:disableClientState/1 take a single argu-
ment, Cap, which can assume one of the following values:
External documentation.
disableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok
disableVertexAttribArray(Index :: i()) -> ok
enableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok
enableVertexAttribArray(Index :: i()) -> ok
gl:enableVertexAttribArray/1 and gl:enableVertexArrayAttrib/2
enable the generic vertex attribute array specified by Index.
gl:enableVertexAttribArray/1 uses currently bound vertex array
object for the operation, whereas gl:enableVertexArrayAttrib/2
updates state of the vertex array object with ID Vaobj.
External documentation.
evalCoord1d(U :: f()) -> ok
evalCoord1dv(X1 :: {U :: f()}) -> ok
evalCoord1f(U :: f()) -> ok
evalCoord1fv(X1 :: {U :: f()}) -> ok
evalCoord2d(U :: f(), V :: f()) -> ok
evalCoord2dv(X1 :: {U :: f(), V :: f()}) -> ok
evalCoord2f(U :: f(), V :: f()) -> ok
evalCoord2fv(X1 :: {U :: f(), V :: f()}) -> ok
gl:evalCoord1() evaluates enabled one-dimensional maps at argu-
ment U. gl:evalCoord2() does the same for two-dimensional maps
using two domain values, U and V. To define a map, call glMap1
and glMap2; to enable and disable it, call gl:enable/1 and
gl:disable/1.
External documentation.
evalMesh1(Mode :: enum(), I1 :: i(), I2 :: i()) -> ok
evalMesh2(Mode :: enum(),
I1 :: i(),
I2 :: i(),
J1 :: i(),
J2 :: i()) ->
ok
gl:mapGrid() and gl:evalMesh() are used in tandem to efficiently
generate and evaluate a series of evenly-spaced map domain val-
ues. gl:evalMesh() steps through the integer domain of a one- or
two-dimensional grid, whose range is the domain of the evalua-
tion maps specified by glMap1 and glMap2. Mode determines
whether the resulting vertices are connected as points, lines,
or filled polygons.
External documentation.
evalPoint1(I :: i()) -> ok
evalPoint2(I :: i(), J :: i()) -> ok
gl:mapGrid() and gl:evalMesh() are used in tandem to efficiently
generate and evaluate a series of evenly spaced map domain val-
ues. gl:evalPoint() can be used to evaluate a single grid point
in the same gridspace that is traversed by gl:evalMesh(). Call-
ing gl:evalPoint1/1 is equivalent to calling glEvalCoord1( i.
u+u 1 ); where u=(u 2-u 1)/n
External documentation.
feedbackBuffer(Size :: i(), Type :: enum(), Buffer :: mem()) -> ok
The gl:feedbackBuffer/3 function controls feedback. Feedback,
like selection, is a GL mode. The mode is selected by calling
gl:renderMode/1 with ?GL_FEEDBACK. When the GL is in feedback
mode, no pixels are produced by rasterization. Instead, informa-
tion about primitives that would have been rasterized is fed
back to the application using the GL.
External documentation.
fenceSync(Condition :: enum(), Flags :: i()) -> i()
gl:fenceSync/2 creates a new fence sync object, inserts a fence
command into the GL command stream and associates it with that
sync object, and returns a non-zero name corresponding to the
sync object.
External documentation.
finish() -> ok
gl:finish/0 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.
External documentation.
flush() -> ok
Different GL implementations buffer commands in several differ-
ent locations, including network buffers and the graphics accel-
erator itself. gl:flush/0 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 com-
plete in finite time.
External documentation.
flushMappedBufferRange(Target :: enum(),
Offset :: i(),
Length :: i()) ->
ok
flushMappedNamedBufferRange(Buffer :: i(),
Offset :: i(),
Length :: i()) ->
ok
gl:flushMappedBufferRange/3 indicates that modifications have
been made to a range of a mapped buffer object. The buffer
object must previously have been mapped with the
?GL_MAP_FLUSH_EXPLICIT_BIT flag.
External documentation.
fogf(Pname :: enum(), Param :: f()) -> ok
fogfv(Pname :: enum(), Params :: tuple()) -> ok
fogi(Pname :: enum(), Param :: i()) -> ok
fogiv(Pname :: enum(), Params :: tuple()) -> ok
Fog is initially disabled. While enabled, fog affects rasterized
geometry, bitmaps, and pixel blocks, but not buffer clear opera-
tions. To enable and disable fog, call gl:enable/1 and gl:dis-
able/1 with argument ?GL_FOG.
External documentation.
fogCoordd(Coord :: f()) -> ok
fogCoorddv(X1 :: {Coord :: f()}) -> ok
fogCoordf(Coord :: f()) -> ok
fogCoordfv(X1 :: {Coord :: f()}) -> ok
gl:fogCoord() specifies the fog coordinate that is associated
with each vertex and the current raster position. The value
specified is interpolated and used in computing the fog color
(see gl:fog()).
External documentation.
fogCoordPointer(Type :: enum(),
Stride :: i(),
Pointer :: offset() | mem()) ->
ok
gl:fogCoordPointer/3 specifies the location and data format of
an array of fog coordinates to use when rendering. Type speci-
fies the data type of each fog coordinate, and Stride specifies
the byte stride from one fog coordinate to the next, allowing
vertices and attributes to be packed into a single array or
stored in separate arrays.
External documentation.
framebufferParameteri(Target :: enum(),
Pname :: enum(),
Param :: i()) ->
ok
gl:framebufferParameteri/3 and glNamedFramebufferParameteri mod-
ify the value of the parameter named Pname in the specified
framebuffer object. There are no modifiable parameters of the
default draw and read framebuffer, so they are not valid targets
of these commands.
External documentation.
framebufferRenderbuffer(Target, Attachment, Renderbuffertarget,
Renderbuffer) ->
ok
Types:
Target = Attachment = Renderbuffertarget = enum()
Renderbuffer = i()
gl:framebufferRenderbuffer/4 and glNamedFramebufferRenderbuffer
attaches a renderbuffer as one of the logical buffers of the
specified framebuffer object. Renderbuffers cannot be attached
to the default draw and read framebuffer, so they are not valid
targets of these commands.
External documentation.
framebufferTexture(Target :: enum(),
Attachment :: enum(),
Texture :: i(),
Level :: i()) ->
ok
framebufferTexture1D(Target :: enum(),
Attachment :: enum(),
Textarget :: enum(),
Texture :: i(),
Level :: i()) ->
ok
framebufferTexture2D(Target :: enum(),
Attachment :: enum(),
Textarget :: enum(),
Texture :: i(),
Level :: i()) ->
ok
framebufferTexture3D(Target, Attachment, Textarget, Texture,
Level, Zoffset) ->
ok
framebufferTextureFaceARB(Target :: enum(),
Attachment :: enum(),
Texture :: i(),
Level :: i(),
Face :: enum()) ->
ok
framebufferTextureLayer(Target :: enum(),
Attachment :: enum(),
Texture :: i(),
Level :: i(),
Layer :: i()) ->
ok
These commands attach a selected mipmap level or image of a tex-
ture object as one of the logical buffers of the specified
framebuffer object. Textures cannot be attached to the default
draw and read framebuffer, so they are not valid targets of
these commands.
External documentation.
frontFace(Mode :: enum()) -> ok
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 gl:enable/1 and gl:disable/1 with argument
?GL_CULL_FACE.
External documentation.
frustum(Left :: f(),
Right :: f(),
Bottom :: f(),
Top :: f(),
Near_val :: f(),
Far_val :: f()) ->
ok
gl:frustum/6 describes a perspective matrix that produces a per-
spective projection. The current matrix (see gl:matrixMode/1) is
multiplied by this matrix and the result replaces the current
matrix, as if gl:multMatrix() were called with the following
matrix as its argument:
External documentation.
genBuffers(N :: i()) -> [i()]
gl:genBuffers/1 returns N buffer object names in Buffers. There
is no guarantee that the names form a contiguous set of inte-
gers; however, it is guaranteed that none of the returned names
was in use immediately before the call to gl:genBuffers/1.
External documentation.
genFramebuffers(N :: i()) -> [i()]
gl:genFramebuffers/1 returns N framebuffer object names in Ids.
There is no guarantee that the names form a contiguous set of
integers; however, it is guaranteed that none of the returned
names was in use immediately before the call to gl:genFrame-
buffers/1.
External documentation.
genLists(Range :: i()) -> i()
gl:genLists/1 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 gener-
ated, no display lists are generated, and 0 is returned.
External documentation.
genProgramPipelines(N :: i()) -> [i()]
gl:genProgramPipelines/1 returns N previously unused program
pipeline object names in Pipelines. These names are marked as
used, for the purposes of gl:genProgramPipelines/1 only, but
they acquire program pipeline state only when they are first
bound.
External documentation.
genQueries(N :: i()) -> [i()]
gl:genQueries/1 returns N query object names in Ids. There is no
guarantee that the names form a contiguous set of integers; how-
ever, it is guaranteed that none of the returned names was in
use immediately before the call to gl:genQueries/1.
External documentation.
genRenderbuffers(N :: i()) -> [i()]
gl:genRenderbuffers/1 returns N renderbuffer object names in
Renderbuffers. There is no guarantee that the names form a con-
tiguous set of integers; however, it is guaranteed that none of
the returned names was in use immediately before the call to
gl:genRenderbuffers/1.
External documentation.
genSamplers(Count :: i()) -> [i()]
gl:genSamplers/1 returns N sampler object names in Samplers.
There is no guarantee that the names form a contiguous set of
integers; however, it is guaranteed that none of the returned
names was in use immediately before the call to gl:genSam-
plers/1.
External documentation.
genTextures(N :: i()) -> [i()]
gl:genTextures/1 returns N texture names in Textures. There is
no guarantee that the names form a contiguous set of integers;
however, it is guaranteed that none of the returned names was in
use immediately before the call to gl:genTextures/1.
External documentation.
genTransformFeedbacks(N :: i()) -> [i()]
gl:genTransformFeedbacks/1 returns N previously unused transform
feedback object names in Ids. These names are marked as used,
for the purposes of gl:genTransformFeedbacks/1 only, but they
acquire transform feedback state only when they are first bound.
External documentation.
genVertexArrays(N :: i()) -> [i()]
gl:genVertexArrays/1 returns N vertex array object names in
Arrays. There is no guarantee that the names form a contiguous
set of integers; however, it is guaranteed that none of the
returned names was in use immediately before the call to gl:gen-
VertexArrays/1.
External documentation.
generateMipmap(Target :: enum()) -> ok
generateTextureMipmap(Texture :: i()) -> ok
gl:generateMipmap/1 and gl:generateTextureMipmap/1 generates
mipmaps for the specified texture object. For gl:gener-
ateMipmap/1, the texture object that is bound to Target. For
gl:generateTextureMipmap/1, Texture is the name of the texture
object.
External documentation.
getBooleani_v(Target :: enum(), Index :: i()) -> [0 | 1]
getBooleanv(Pname :: enum()) -> [0 | 1]
getDoublei_v(Target :: enum(), Index :: i()) -> [f()]
getDoublev(Pname :: enum()) -> [f()]
getFloati_v(Target :: enum(), Index :: i()) -> [f()]
getFloatv(Pname :: enum()) -> [f()]
getInteger64i_v(Target :: enum(), Index :: i()) -> [i()]
getInteger64v(Pname :: enum()) -> [i()]
getIntegeri_v(Target :: enum(), Index :: i()) -> [i()]
getIntegerv(Pname :: enum()) -> [i()]
These commands return values for simple state variables in GL.
Pname is a symbolic constant indicating the state variable to be
returned, and Data is a pointer to an array of the indicated
type in which to place the returned data.
External documentation.
getActiveAttrib(Program :: i(), Index :: i(), BufSize :: i()) ->
{Size :: i(), Type :: enum(), Name :: string()}
gl:getActiveAttrib/3 returns information about an active
attribute variable in the program object specified by Program.
The number of active attributes can be obtained by calling
gl:getProgram() with the value ?GL_ACTIVE_ATTRIBUTES. A value of
0 for Index selects the first active attribute variable. Permis-
sible values for Index range from zero to the number of active
attribute variables minus one.
External documentation.
getActiveSubroutineName(Program :: i(),
Shadertype :: enum(),
Index :: i(),
Bufsize :: i()) ->
string()
gl:getActiveSubroutineName/4 queries the name of an active
shader subroutine uniform from the program object given in Pro-
gram. Index specifies the index of the shader subroutine uniform
within the shader stage given by Stage, and must between zero
and the value of ?GL_ACTIVE_SUBROUTINES minus one for the shader
stage.
External documentation.
getActiveSubroutineUniformName(Program :: i(),
Shadertype :: enum(),
Index :: i(),
Bufsize :: i()) ->
string()
gl:getActiveSubroutineUniformName/4 retrieves the name of an
active shader subroutine uniform. Program contains the name of
the program containing the uniform. Shadertype specifies the
stage for which the uniform location, given by Index, is valid.
Index must be between zero and the value of ?GL_ACTIVE_SUBROU-
TINE_UNIFORMS minus one for the shader stage.
External documentation.
getActiveUniform(Program :: i(), Index :: i(), BufSize :: i()) ->
{Size :: i(),
Type :: enum(),
Name :: string()}
gl:getActiveUniform/3 returns information about an active uni-
form variable in the program object specified by Program. The
number of active uniform variables can be obtained by calling
gl:getProgram() with the value ?GL_ACTIVE_UNIFORMS. A value of 0
for Index selects the first active uniform variable. Permissible
values for Index range from zero to the number of active uniform
variables minus one.
External documentation.
getActiveUniformBlockiv(Program :: i(),
UniformBlockIndex :: i(),
Pname :: enum(),
Params :: mem()) ->
ok
gl:getActiveUniformBlockiv/4 retrieves information about an
active uniform block within Program.
External documentation.
getActiveUniformBlockName(Program :: i(),
UniformBlockIndex :: i(),
BufSize :: i()) ->
string()
gl:getActiveUniformBlockName/3 retrieves the name of the active
uniform block at UniformBlockIndex within Program.
External documentation.
getActiveUniformName(Program :: i(),
UniformIndex :: i(),
BufSize :: i()) ->
string()
gl:getActiveUniformName/3 returns the name of the active uniform
at UniformIndex within Program. If UniformName is not NULL, up
to BufSize characters (including a nul-terminator) will be writ-
ten into the array whose address is specified by UniformName. If
Length is not NULL, the number of characters that were (or would
have been) written into UniformName (not including the nul-ter-
minator) will be placed in the variable whose address is speci-
fied in Length. If Length is NULL, no length is returned. The
length of the longest uniform name in Program is given by the
value of ?GL_ACTIVE_UNIFORM_MAX_LENGTH, which can be queried
with gl:getProgram().
External documentation.
getActiveUniformsiv(Program :: i(),
UniformIndices :: [i()],
Pname :: enum()) ->
[i()]
gl:getActiveUniformsiv/3 queries the value of the parameter
named Pname for each of the uniforms within Program whose
indices are specified in the array of UniformCount unsigned
integers UniformIndices. Upon success, the value of the parame-
ter for each uniform is written into the corresponding entry in
the array whose address is given in Params. If an error is gen-
erated, nothing is written into Params.
External documentation.
getAttachedShaders(Program :: i(), MaxCount :: i()) -> [i()]
gl:getAttachedShaders/2 returns the names of the shader objects
attached to Program. The names of shader objects that are
attached to Program will be returned in Shaders. The actual num-
ber of shader names written into Shaders is returned in Count.
If no shader objects are attached to Program, Count is set to 0.
The maximum number of shader names that may be returned in
Shaders is specified by MaxCount.
External documentation.
getAttribLocation(Program :: i(), Name :: string()) -> i()
gl:getAttribLocation/2 queries the previously linked program
object specified by Program for the attribute variable specified
by Name and returns the index of the generic vertex attribute
that is bound to that attribute variable. If Name is a matrix
attribute variable, the index of the first column of the matrix
is returned. If the named attribute variable is not an active
attribute in the specified program object or if Name starts with
the reserved prefix "gl_", a value of -1 is returned.
External documentation.
getBufferParameteri64v(Target :: enum(), Pname :: enum()) -> [i()]
getBufferParameterivARB(Target :: enum(), Pname :: enum()) ->
[i()]
These functions return in Data a selected parameter of the spec-
ified buffer object.
External documentation.
getBufferParameteriv(Target :: enum(), Pname :: enum()) -> i()
gl:getBufferParameteriv/2 returns in Data a selected parameter
of the buffer object specified by Target.
External documentation.
getBufferSubData(Target :: enum(),
Offset :: i(),
Size :: i(),
Data :: mem()) ->
ok
gl:getBufferSubData/4 and glGetNamedBufferSubData return some or
all of the data contents of the data store of the specified buf-
fer object. Data starting at byte offset Offset and extending
for Size bytes is copied from the buffer object's data store to
the memory pointed to by Data. An error is thrown if the buffer
object is currently mapped, or if Offset and Size together
define a range beyond the bounds of the buffer object's data
store.
External documentation.
getClipPlane(Plane :: enum()) -> {f(), f(), f(), f()}
gl:getClipPlane/1 returns in Equation the four coefficients of
the plane equation for Plane.
External documentation.
getColorTable(Target :: enum(),
Format :: enum(),
Type :: enum(),
Table :: mem()) ->
ok
gl:getColorTable/4 returns in Table the contents of the color
table specified by Target. No pixel transfer operations are per-
formed, but pixel storage modes that are applicable to gl:read-
Pixels/7 are performed.
External documentation.
getColorTableParameterfv(Target :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getColorTableParameteriv(Target :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
Returns parameters specific to color table Target.
External documentation.
getCompressedTexImage(Target :: enum(), Lod :: i(), Img :: mem()) ->
ok
gl:getCompressedTexImage/3 and glGetnCompressedTexImage return
the compressed texture image associated with Target and Lod into
Pixels. glGetCompressedTextureImage serves the same purpose, but
instead of taking a texture target, it takes the ID of the tex-
ture object. Pixels should be an array of BufSize bytes for
glGetnCompresedTexImage and glGetCompressedTextureImage func-
tions, and of ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE bytes in case of
gl:getCompressedTexImage/3. If the actual data takes less space
than BufSize, the remaining bytes will not be touched. Target
specifies the texture target, to which the texture the data the
function should extract the data from is bound to. Lod specifies
the level-of-detail number of the desired image.
External documentation.
getConvolutionFilter(Target :: enum(),
Format :: enum(),
Type :: enum(),
Image :: mem()) ->
ok
gl:getConvolutionFilter/4 returns the current 1D or 2D convolu-
tion filter kernel as an image. The one- or two-dimensional
image is placed in Image according to the specifications in For-
mat and Type. No pixel transfer operations are performed on this
image, but the relevant pixel storage modes are applied.
External documentation.
getConvolutionParameterfv(Target :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getConvolutionParameteriv(Target :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
gl:getConvolutionParameter() retrieves convolution parameters.
Target determines which convolution filter is queried. Pname
determines which parameter is returned:
External documentation.
getDebugMessageLog(Count :: i(), BufSize :: i()) ->
{i(),
Sources :: [enum()],
Types :: [enum()],
Ids :: [i()],
Severities :: [enum()],
MessageLog :: string()}
gl:getDebugMessageLog/2 retrieves messages from the debug mes-
sage log. A maximum of Count messages are retrieved from the
log. If Sources is not NULL then the source of each message is
written into up to Count elements of the array. If Types is not
NULL then the type of each message is written into up to Count
elements of the array. If Id is not NULL then the identifier of
each message is written into up to Count elements of the array.
If Severities is not NULL then the severity of each message is
written into up to Count elements of the array. If Lengths is
not NULL then the length of each message is written into up to
Count elements of the array.
External documentation.
getError() -> enum()
gl:getError/0 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 gl:getEr-
ror/0 is called, the error code is returned, and the flag is
reset to ?GL_NO_ERROR. If a call to gl:getError/0 returns
?GL_NO_ERROR, there has been no detectable error since the last
call to gl:getError/0, or since the GL was initialized.
External documentation.
getFragDataIndex(Program :: i(), Name :: string()) -> i()
gl:getFragDataIndex/2 returns the index of the fragment color to
which the variable Name was bound when the program object Pro-
gram was last linked. If Name is not a varying out variable of
Program, or if an error occurs, -1 will be returned.
External documentation.
getFragDataLocation(Program :: i(), Name :: string()) -> i()
gl:getFragDataLocation/2 retrieves the assigned color number
binding for the user-defined varying out variable Name for pro-
gram Program. Program must have previously been linked. Name
must be a null-terminated string. If Name is not the name of an
active user-defined varying out fragment shader variable within
Program, -1 will be returned.
External documentation.
getFramebufferAttachmentParameteriv(Target :: enum(),
Attachment :: enum(),
Pname :: enum()) ->
i()
gl:getFramebufferAttachmentParameteriv/3 and glGetNamedFrame-
bufferAttachmentParameteriv return parameters of attachments of
a specified framebuffer object.
External documentation.
getFramebufferParameteriv(Target :: enum(), Pname :: enum()) ->
i()
gl:getFramebufferParameteriv/2 and glGetNamedFramebufferParame-
teriv query parameters of a specified framebuffer object.
External documentation.
getGraphicsResetStatus() -> enum()
Certain events can result in a reset of the GL context. Such a
reset causes all context state to be lost and requires the
application to recreate all objects in the affected context.
External documentation.
getHistogram(Target :: enum(),
Reset :: 0 | 1,
Format :: enum(),
Type :: enum(),
Values :: mem()) ->
ok
gl:getHistogram/5 returns the current histogram table as a one-
dimensional image with the same width as the histogram. No pixel
transfer operations are performed on this image, but pixel stor-
age modes that are applicable to 1D images are honored.
External documentation.
getHistogramParameterfv(Target :: enum(), Pname :: enum()) ->
{f()}
getHistogramParameteriv(Target :: enum(), Pname :: enum()) ->
{i()}
gl:getHistogramParameter() is used to query parameter values for
the current histogram or for a proxy. The histogram state infor-
mation may be queried by calling gl:getHistogramParameter() with
a Target of ?GL_HISTOGRAM (to obtain information for the current
histogram table) or ?GL_PROXY_HISTOGRAM (to obtain information
from the most recent proxy request) and one of the following
values for the Pname argument:
External documentation.
getInternalformati64v(Target :: enum(),
Internalformat :: enum(),
Pname :: enum(),
BufSize :: i()) ->
[i()]
getInternalformativ(Target :: enum(),
Internalformat :: enum(),
Pname :: enum(),
BufSize :: i()) ->
[i()]
gl:getInternalformativ/4 and gl:getInternalformati64v/4 retrieve
information about implementation-dependent support for internal
formats. Target indicates the target with which the internal
format will be used and must be one of ?GL_RENDERBUFFER,
?GL_TEXTURE_2D_MULTISAMPLE, or ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
corresponding to usage as a renderbuffer, two-dimensional multi-
sample texture or two-dimensional multisample array texture,
respectively.
External documentation.
getLightfv(Light :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getLightiv(Light :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
gl:getLight() returns in Params the value or values of a light
source parameter. Light names the light and is a symbolic name
of the form ?GL_LIGHT i where i ranges from 0 to the value of
?GL_MAX_LIGHTS - 1. ?GL_MAX_LIGHTS is an implementation depen-
dent constant that is greater than or equal to eight. Pname
specifies one of ten light source parameters, again by symbolic
name.
External documentation.
getMapdv(Target :: enum(), Query :: enum(), V :: mem()) -> ok
getMapfv(Target :: enum(), Query :: enum(), V :: mem()) -> ok
getMapiv(Target :: enum(), Query :: enum(), V :: mem()) -> ok
glMap1 and glMap2 define evaluators. gl:getMap() returns evalua-
tor parameters. Target chooses a map, Query selects a specific
parameter, and V points to storage where the values will be
returned.
External documentation.
getMaterialfv(Face :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getMaterialiv(Face :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
gl:getMaterial() returns in Params the value or values of param-
eter Pname of material Face. Six parameters are defined:
External documentation.
getMinmax(Target :: enum(),
Reset :: 0 | 1,
Format :: enum(),
Types :: enum(),
Values :: mem()) ->
ok
gl:getMinmax/5 returns the accumulated minimum and maximum pixel
values (computed on a per-component basis) in a one-dimensional
image of width 2. The first set of return values are the minima,
and the second set of return values are the maxima. The format
of the return values is determined by Format, and their type is
determined by Types.
External documentation.
getMinmaxParameterfv(Target :: enum(), Pname :: enum()) -> {f()}
getMinmaxParameteriv(Target :: enum(), Pname :: enum()) -> {i()}
gl:getMinmaxParameter() retrieves parameters for the current
minmax table by setting Pname to one of the following values:
External documentation.
getMultisamplefv(Pname :: enum(), Index :: i()) -> {f(), f()}
gl:getMultisamplefv/2 queries the location of a given sample.
Pname specifies the sample parameter to retrieve and must be
?GL_SAMPLE_POSITION. Index corresponds to the sample for which
the location should be returned. The sample location is returned
as two floating-point values in Val[0] and Val[1], each between
0 and 1, corresponding to the X and Y locations respectively in
the GL pixel space of that sample. (0.5, 0.5) this corresponds
to the pixel center. Index must be between zero and the value of
?GL_SAMPLES minus one.
External documentation.
getPixelMapfv(Map :: enum(), Values :: mem()) -> ok
getPixelMapuiv(Map :: enum(), Values :: mem()) -> ok
getPixelMapusv(Map :: enum(), Values :: mem()) -> ok
See the gl:pixelMap() reference page for a description of the
acceptable values for the Map parameter. gl:getPixelMap()
returns in Data the contents of the pixel map specified in Map.
Pixel maps are used during the execution of gl:readPixels/7,
gl:drawPixels/5, gl:copyPixels/5, gl:texImage1D/8, gl:texIm-
age2D/9, gl:texImage3D/10, gl:texSubImage1D/7, gl:texSubIm-
age2D/9, gl:texSubImage3D/11, gl:copyTexImage1D/7, gl:copyTexIm-
age2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, and
gl:copyTexSubImage3D/9. to map color indices, stencil indices,
color components, and depth components to other values.
External documentation.
getPolygonStipple() -> binary()
gl:getPolygonStipple/0 returns to Pattern a 32x32 polygon stip-
ple pattern. The pattern is packed into memory as if gl:readPix-
els/7 with both height and width of 32, type of ?GL_BITMAP, and
format of ?GL_COLOR_INDEX were called, and the stipple pattern
were stored in an internal 32x32 color index buffer. Unlike
gl:readPixels/7, however, pixel transfer operations (shift, off-
set, pixel map) are not applied to the returned stipple image.
External documentation.
getProgramiv(Program :: i(), Pname :: enum()) -> i()
gl:getProgram() returns in Params the value of a parameter for a
specific program object. The following parameters are defined:
External documentation.
getProgramBinary(Program :: i(), BufSize :: i()) ->
{BinaryFormat :: enum(), Binary :: binary()}
gl:getProgramBinary/2 returns a binary representation of the
compiled and linked executable for Program into the array of
bytes whose address is specified in Binary. The maximum number
of bytes that may be written into Binary is specified by Buf-
Size. If the program binary is greater in size than BufSize
bytes, then an error is generated, otherwise the actual number
of bytes written into Binary is returned in the variable whose
address is given by Length. If Length is ?NULL, then no length
is returned.
External documentation.
getProgramInfoLog(Program :: i(), BufSize :: i()) -> string()
gl:getProgramInfoLog/2 returns the information log for the spec-
ified program object. The information log for a program object
is modified when the program object is linked or validated. The
string that is returned will be null terminated.
External documentation.
getProgramInterfaceiv(Program :: i(),
ProgramInterface :: enum(),
Pname :: enum()) ->
i()
gl:getProgramInterfaceiv/3 queries the property of the interface
identifed by ProgramInterface in Program, the property name of
which is given by Pname.
External documentation.
getProgramPipelineiv(Pipeline :: i(), Pname :: enum()) -> i()
gl:getProgramPipelineiv/2 retrieves the value of a property of
the program pipeline object Pipeline. Pname specifies the name
of the parameter whose value to retrieve. The value of the
parameter is written to the variable whose address is given by
Params.
External documentation.
getProgramPipelineInfoLog(Pipeline :: i(), BufSize :: i()) ->
string()
gl:getProgramPipelineInfoLog/2 retrieves the info log for the
program pipeline object Pipeline. The info log, including its
null terminator, is written into the array of characters whose
address is given by InfoLog. The maximum number of characters
that may be written into InfoLog is given by BufSize, and the
actual number of characters written into InfoLog is returned in
the integer whose address is given by Length. If Length is
?NULL, no length is returned.
External documentation.
getProgramResourceIndex(Program :: i(),
ProgramInterface :: enum(),
Name :: string()) ->
i()
gl:getProgramResourceIndex/3 returns the unsigned integer index
assigned to a resource named Name in the interface type Program-
Interface of program object Program.
External documentation.
getProgramResourceLocation(Program :: i(),
ProgramInterface :: enum(),
Name :: string()) ->
i()
gl:getProgramResourceLocation/3 returns the location assigned to
the variable named Name in interface ProgramInterface of program
object Program. Program must be the name of a program that has
been linked successfully. ProgramInterface must be one of
?GL_UNIFORM, ?GL_PROGRAM_INPUT, ?GL_PROGRAM_OUTPUT, ?GL_VER-
TEX_SUBROUTINE_UNIFORM, ?GL_TESS_CONTROL_SUBROUTINE_UNIFORM,
?GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, ?GL_GEOMETRY_SUBROU-
TINE_UNIFORM, ?GL_FRAGMENT_SUBROUTINE_UNIFORM, ?GL_COMPUTE_SUB-
ROUTINE_UNIFORM, or ?GL_TRANSFORM_FEEDBACK_BUFFER.
External documentation.
getProgramResourceLocationIndex(Program :: i(),
ProgramInterface :: enum(),
Name :: string()) ->
i()
gl:getProgramResourceLocationIndex/3 returns the fragment color
index assigned to the variable named Name in interface Program-
Interface of program object Program. Program must be the name of
a program that has been linked successfully. ProgramInterface
must be ?GL_PROGRAM_OUTPUT.
External documentation.
getProgramResourceName(Program :: i(),
ProgramInterface :: enum(),
Index :: i(),
BufSize :: i()) ->
string()
gl:getProgramResourceName/4 retrieves the name string assigned
to the single active resource with an index of Index in the
interface ProgramInterface of program object Program. Index must
be less than the number of entries in the active resource list
for ProgramInterface.
External documentation.
getProgramStageiv(Program :: i(),
Shadertype :: enum(),
Pname :: enum()) ->
i()
gl:getProgramStage() queries a parameter of a shader stage
attached to a program object. Program contains the name of the
program to which the shader is attached. Shadertype specifies
the stage from which to query the parameter. Pname specifies
which parameter should be queried. The value or values of the
parameter to be queried is returned in the variable whose
address is given in Values.
External documentation.
getQueryIndexediv(Target :: enum(), Index :: i(), Pname :: enum()) ->
i()
gl:getQueryIndexediv/3 returns in Params a selected parameter of
the indexed query object target specified by Target and Index.
Index specifies the index of the query object target and must be
between zero and a target-specific maxiumum.
External documentation.
getQueryBufferObjecti64v(Id :: i(),
Buffer :: i(),
Pname :: enum(),
Offset :: i()) ->
ok
getQueryBufferObjectiv(Id :: i(),
Buffer :: i(),
Pname :: enum(),
Offset :: i()) ->
ok
getQueryBufferObjectui64v(Id :: i(),
Buffer :: i(),
Pname :: enum(),
Offset :: i()) ->
ok
getQueryBufferObjectuiv(Id :: i(),
Buffer :: i(),
Pname :: enum(),
Offset :: i()) ->
ok
getQueryObjecti64v(Id :: i(), Pname :: enum()) -> i()
getQueryObjectiv(Id :: i(), Pname :: enum()) -> i()
getQueryObjectui64v(Id :: i(), Pname :: enum()) -> i()
getQueryObjectuiv(Id :: i(), Pname :: enum()) -> i()
These commands return a selected parameter of the query object
specified by Id. gl:getQueryObject() returns in Params a
selected parameter of the query object specified by Id. gl:get-
QueryBufferObject() returns in Buffer a selected parameter of
the query object specified by Id, by writing it to Buffer's data
store at the byte offset specified by Offset.
External documentation.
getQueryiv(Target :: enum(), Pname :: enum()) -> i()
gl:getQueryiv/2 returns in Params a selected parameter of the
query object target specified by Target.
External documentation.
getRenderbufferParameteriv(Target :: enum(), Pname :: enum()) ->
i()
gl:getRenderbufferParameteriv/2 and glGetNamedRenderbufferParam-
eteriv query parameters of a specified renderbuffer object.
External documentation.
getSamplerParameterIiv(Sampler :: i(), Pname :: enum()) -> [i()]
getSamplerParameterIuiv(Sampler :: i(), Pname :: enum()) -> [i()]
getSamplerParameterfv(Sampler :: i(), Pname :: enum()) -> [f()]
getSamplerParameteriv(Sampler :: i(), Pname :: enum()) -> [i()]
gl:getSamplerParameter() returns in Params the value or values
of the sampler parameter specified as Pname. Sampler defines the
target sampler, and must be the name of an existing sampler
object, returned from a previous call to gl:genSamplers/1. Pname
accepts the same symbols as gl:samplerParameter(), with the same
interpretations:
External documentation.
getShaderiv(Shader :: i(), Pname :: enum()) -> i()
gl:getShader() returns in Params the value of a parameter for a
specific shader object. The following parameters are defined:
External documentation.
getShaderInfoLog(Shader :: i(), BufSize :: i()) -> string()
gl:getShaderInfoLog/2 returns the information log for the speci-
fied shader object. The information log for a shader object is
modified when the shader is compiled. The string that is
returned will be null terminated.
External documentation.
getShaderPrecisionFormat(Shadertype :: enum(),
Precisiontype :: enum()) ->
{Range :: {i(), i()},
Precision :: i()}
gl:getShaderPrecisionFormat/2 retrieves the numeric range and
precision for the implementation's representation of quantities
in different numeric formats in specified shader type. Shader-
Type specifies the type of shader for which the numeric preci-
sion and range is to be retrieved and must be one of ?GL_VER-
TEX_SHADER or ?GL_FRAGMENT_SHADER. PrecisionType specifies the
numeric format to query and must be one of ?GL_LOW_FLOAT,
?GL_MEDIUM_FLOAT?GL_HIGH_FLOAT, ?GL_LOW_INT, ?GL_MEDIUM_INT, or
?GL_HIGH_INT.
External documentation.
getShaderSource(Shader :: i(), BufSize :: i()) -> string()
gl:getShaderSource/2 returns the concatenation of the source
code strings from the shader object specified by Shader. The
source code strings for a shader object are the result of a pre-
vious call to gl:shaderSource/2. The string returned by the
function will be null terminated.
External documentation.
getString(Name :: enum()) -> string()
getStringi(Name :: enum(), Index :: i()) -> string()
gl:getString/1 returns a pointer to a static string describing
some aspect of the current GL connection. Name can be one of the
following:
External documentation.
getSubroutineIndex(Program :: i(),
Shadertype :: enum(),
Name :: string()) ->
i()
gl:getSubroutineIndex/3 returns the index of a subroutine uni-
form within a shader stage attached to a program object. Program
contains the name of the program to which the shader is
attached. Shadertype specifies the stage from which to query
shader subroutine index. Name contains the null-terminated name
of the subroutine uniform whose name to query.
External documentation.
getSubroutineUniformLocation(Program :: i(),
Shadertype :: enum(),
Name :: string()) ->
i()
gl:getSubroutineUniformLocation/3 returns the location of the
subroutine uniform variable Name in the shader stage of type
Shadertype attached to Program, with behavior otherwise identi-
cal to gl:getUniformLocation/2.
External documentation.
getSynciv(Sync :: i(), Pname :: enum(), BufSize :: i()) -> [i()]
gl:getSynciv/3 retrieves properties of a sync object. Sync spec-
ifies the name of the sync object whose properties to retrieve.
External documentation.
getTexEnvfv(Target :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getTexEnviv(Target :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
gl:getTexEnv() returns in Params selected values of a texture
environment that was specified with gl:texEnv(). Target speci-
fies a texture environment.
External documentation.
getTexGendv(Coord :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getTexGenfv(Coord :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getTexGeniv(Coord :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
gl:getTexGen() returns in Params selected parameters of a tex-
ture coordinate generation function that was specified using
gl:texGen(). Coord names one of the (s, t, r, q) texture coordi-
nates, using the symbolic constant ?GL_S, ?GL_T, ?GL_R, or
?GL_Q.
External documentation.
getTexImage(Target :: enum(),
Level :: i(),
Format :: enum(),
Type :: enum(),
Pixels :: mem()) ->
ok
gl:getTexImage/5, glGetnTexImage and glGetTextureImage functions
return a texture image into Pixels. For gl:getTexImage/5 and
glGetnTexImage, Target specifies whether the desired texture
image is one specified by gl:texImage1D/8 (?GL_TEXTURE_1D),
gl:texImage2D/9 (?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_RECTANGLE,
?GL_TEXTURE_2D or any of ?GL_TEXTURE_CUBE_MAP_*), or gl:texIm-
age3D/10 (?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_3D, ?GL_TEX-
TURE_CUBE_MAP_ARRAY). For glGetTextureImage, Texture specifies
the texture object name. In addition to types of textures
accepted by gl:getTexImage/5 and glGetnTexImage, the function
also accepts cube map texture objects (with effective target
?GL_TEXTURE_CUBE_MAP). Level specifies the level-of-detail num-
ber of the desired image. Format and Type specify the format and
type of the desired image array. See the reference page for
gl:texImage1D/8 for a description of the acceptable values for
the Format and Type parameters, respectively. For glGetnTexImage
and glGetTextureImage functions, bufSize tells the size of the
buffer to receive the retrieved pixel data. glGetnTexImage and
glGetTextureImage do not write more than BufSize bytes into Pix-
els.
External documentation.
getTexLevelParameterfv(Target :: enum(),
Level :: i(),
Pname :: enum()) ->
{f()}
getTexLevelParameteriv(Target :: enum(),
Level :: i(),
Pname :: enum()) ->
{i()}
gl:getTexLevelParameterfv/3, gl:getTexLevelParameteriv/3, glGet-
TextureLevelParameterfv and glGetTextureLevelParameteriv return
in Params texture parameter values for a specific level-of-
detail value, specified as Level. For the first two functions,
Target defines the target texture, either ?GL_TEXTURE_1D,
?GL_TEXTURE_2D, ?GL_TEXTURE_3D, ?GL_PROXY_TEXTURE_1D,
?GL_PROXY_TEXTURE_2D, ?GL_PROXY_TEXTURE_3D, ?GL_TEX-
TURE_CUBE_MAP_POSITIVE_X, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_NEGA-
TIVE_Y, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ?GL_TEX-
TURE_CUBE_MAP_NEGATIVE_Z, or ?GL_PROXY_TEXTURE_CUBE_MAP. The
remaining two take a Texture argument which specifies the name
of the texture object.
External documentation.
getTexParameterIiv(Target :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
getTexParameterIuiv(Target :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
getTexParameterfv(Target :: enum(), Pname :: enum()) ->
{f(), f(), f(), f()}
getTexParameteriv(Target :: enum(), Pname :: enum()) ->
{i(), i(), i(), i()}
gl:getTexParameter() and glGetTextureParameter return in Params
the value or values of the texture parameter specified as Pname.
Target defines the target texture. ?GL_TEXTURE_1D, ?GL_TEX-
TURE_2D, ?GL_TEXTURE_3D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEX-
TURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_CUBE_MAP,
?GL_TEXTURE_CUBE_MAP_ARRAY, ?GL_TEXTURE_2D_MULTISAMPLE, or
?GL_TEXTURE_2D_MULTISAMPLE_ARRAY specify one-, two-, or three-
dimensional, one-dimensional array, two-dimensional array, rec-
tangle, cube-mapped or cube-mapped array, two-dimensional multi-
sample, or two-dimensional multisample array texturing, respec-
tively. Pname accepts the same symbols as gl:texParameter(),
with the same interpretations:
External documentation.
getTransformFeedbackVarying(Program :: i(),
Index :: i(),
BufSize :: i()) ->
{Size :: i(),
Type :: enum(),
Name :: string()}
Information about the set of varying variables in a linked pro-
gram that will be captured during transform feedback may be
retrieved by calling gl:getTransformFeedbackVarying/3. gl:get-
TransformFeedbackVarying/3 provides information about the vary-
ing variable selected by Index. An Index of 0 selects the first
varying variable specified in the Varyings array passed to
gl:transformFeedbackVaryings/3, and an Index of the value of
?GL_TRANSFORM_FEEDBACK_VARYINGS minus one selects the last such
variable.
External documentation.
getUniformdv(Program :: i(), Location :: i()) -> matrix()
getUniformfv(Program :: i(), Location :: i()) -> matrix()
getUniformiv(Program :: i(), Location :: i()) ->
{i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i()}
getUniformuiv(Program :: i(), Location :: i()) ->
{i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i()}
gl:getUniform() and glGetnUniform return in Params the value(s)
of the specified uniform variable. The type of the uniform vari-
able specified by Location determines the number of values
returned. If the uniform variable is defined in the shader as a
boolean, int, or float, a single value will be returned. If it
is defined as a vec2, ivec2, or bvec2, two values will be
returned. If it is defined as a vec3, ivec3, or bvec3, three
values will be returned, and so on. To query values stored in
uniform variables declared as arrays, call gl:getUniform() for
each element of the array. To query values stored in uniform
variables declared as structures, call gl:getUniform() for each
field in the structure. The values for uniform variables
declared as a matrix will be returned in column major order.
External documentation.
getUniformBlockIndex(Program :: i(), UniformBlockName :: string()) ->
i()
gl:getUniformBlockIndex/2 retrieves the index of a uniform block
within Program.
External documentation.
getUniformIndices(Program :: i(),
UniformNames :: [unicode:chardata()]) ->
[i()]
gl:getUniformIndices/2 retrieves the indices of a number of uni-
forms within Program.
External documentation.
getUniformLocation(Program :: i(), Name :: string()) -> i()
glGetUniformLocation returns an integer that represents the
location of a specific uniform variable within a program object.
Name must be a null terminated string that contains no white
space. Name must be an active uniform variable name in Program
that is not a structure, an array of structures, or a subcompo-
nent of a vector or a matrix. This function returns -1 if Name
does not correspond to an active uniform variable in Program, if
Name starts with the reserved prefix "gl_", or if Name is asso-
ciated with an atomic counter or a named uniform block.
External documentation.
getUniformSubroutineuiv(Shadertype :: enum(), Location :: i()) ->
{i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i(),
i()}
gl:getUniformSubroutine() retrieves the value of the subroutine
uniform at location Location for shader stage Shadertype of the
current program. Location must be less than the value of
?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS for the shader currently
in use at shader stage Shadertype. The value of the subroutine
uniform is returned in Values.
External documentation.
getVertexAttribIiv(Index :: i(), Pname :: enum()) ->
{i(), i(), i(), i()}
getVertexAttribIuiv(Index :: i(), Pname :: enum()) ->
{i(), i(), i(), i()}
getVertexAttribLdv(Index :: i(), Pname :: enum()) ->
{f(), f(), f(), f()}
getVertexAttribdv(Index :: i(), Pname :: enum()) ->
{f(), f(), f(), f()}
getVertexAttribfv(Index :: i(), Pname :: enum()) ->
{f(), f(), f(), f()}
getVertexAttribiv(Index :: i(), Pname :: enum()) ->
{i(), i(), i(), i()}
gl:getVertexAttrib() returns in Params the value of a generic
vertex attribute parameter. The generic vertex attribute to be
queried is specified by Index, and the parameter to be queried
is specified by Pname.
External documentation.
hint(Target :: enum(), Mode :: enum()) -> ok
Certain aspects of GL behavior, when there is room for interpre-
tation, 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 Tar-
get is ?GL_DONT_CARE. Mode can be one of the following:
External documentation.
histogram(Target :: enum(),
Width :: i(),
Internalformat :: enum(),
Sink :: 0 | 1) ->
ok
When ?GL_HISTOGRAM is enabled, RGBA color components are con-
verted to histogram table indices by clamping to the range
[0,1], multiplying by the width of the histogram table, and
rounding to the nearest integer. The table entries selected by
the RGBA indices are then incremented. (If the internal format
of the histogram table includes luminance, then the index
derived from the R color component determines the luminance ta-
ble entry to be incremented.) If a histogram table entry is
incremented beyond its maximum value, then its value becomes
undefined. (This is not an error.)
External documentation.
indexd(C :: f()) -> ok
indexdv(X1 :: {C :: f()}) -> ok
indexf(C :: f()) -> ok
indexfv(X1 :: {C :: f()}) -> ok
indexi(C :: i()) -> ok
indexiv(X1 :: {C :: i()}) -> ok
indexs(C :: i()) -> ok
indexsv(X1 :: {C :: i()}) -> ok
indexub(C :: i()) -> ok
indexubv(X1 :: {C :: i()}) -> ok
gl:index() updates the current (single-valued) color index. It
takes one argument, the new value for the current color index.
External documentation.
indexMask(Mask :: i()) -> ok
gl:indexMask/1 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-pro-
tected.
External documentation.
indexPointer(Type :: enum(),
Stride :: i(),
Ptr :: offset() | mem()) ->
ok
gl:indexPointer/3 specifies the location and data format of an
array of color indexes to use when rendering. Type specifies the
data type of each color index and Stride specifies the byte
stride from one color index to the next, allowing vertices and
attributes to be packed into a single array or stored in sepa-
rate arrays.
External documentation.
initNames() -> ok
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. gl:initNames/0 causes the name
stack to be initialized to its default empty state.
External documentation.
interleavedArrays(Format :: enum(),
Stride :: i(),
Pointer :: offset() | mem()) ->
ok
gl:interleavedArrays/3 lets you specify and enable individual
color, normal, texture and vertex arrays whose elements are part
of a larger aggregate array element. For some implementations,
this is more efficient than specifying the arrays separately.
External documentation.
invalidateBufferData(Buffer :: i()) -> ok
gl:invalidateBufferData/1 invalidates all of the content of the
data store of a buffer object. After invalidation, the content
of the buffer's data store becomes undefined.
External documentation.
invalidateBufferSubData(Buffer :: i(),
Offset :: i(),
Length :: i()) ->
ok
gl:invalidateBufferSubData/3 invalidates all or part of the con-
tent of the data store of a buffer object. After invalidation,
the content of the specified range of the buffer's data store
becomes undefined. The start of the range is given by Offset and
its size is given by Length, both measured in basic machine
units.
External documentation.
invalidateFramebuffer(Target :: enum(), Attachments :: [enum()]) ->
ok
gl:invalidateFramebuffer/2 and glInvalidateNamedFramebufferData
invalidate the entire contents of a specified set of attachments
of a framebuffer.
External documentation.
invalidateSubFramebuffer(Target :: enum(),
Attachments :: [enum()],
X :: i(),
Y :: i(),
Width :: i(),
Height :: i()) ->
ok
gl:invalidateSubFramebuffer/6 and glInvalidateNamedFramebuffer-
SubData invalidate the contents of a specified region of a spec-
ified set of attachments of a framebuffer.
External documentation.
invalidateTexImage(Texture :: i(), Level :: i()) -> ok
gl:invalidateTexSubImage/8 invalidates all of a texture image.
Texture and Level indicated which texture image is being invali-
dated. After this command, data in the texture image has unde-
fined values.
External documentation.
invalidateTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset,
Width, Height, Depth) ->
ok
Types:
Texture = Level = Xoffset = Yoffset = Zoffset = Width =
Height = Depth = i()
gl:invalidateTexSubImage/8 invalidates all or part of a texture
image. Texture and Level indicated which texture image is being
invalidated. After this command, data in that subregion have
undefined values. Xoffset, Yoffset, Zoffset, Width, Height, and
Depth are interpreted as they are in gl:texSubImage3D/11. For
texture targets that don't have certain dimensions, this command
treats those dimensions as having a size of 1. For example, to
invalidate a portion of a two- dimensional texture, the applica-
tion would use Zoffset equal to zero and Depth equal to one.
Cube map textures are treated as an array of six slices in the
z-dimension, where a value of Zoffset is interpreted as specify-
ing face ?GL_TEXTURE_CUBE_MAP_POSITIVE_X + Zoffset.
External documentation.
isBuffer(Buffer :: i()) -> 0 | 1
gl:isBuffer/1 returns ?GL_TRUE if Buffer is currently the name
of a buffer object. If Buffer is zero, or is a non-zero value
that is not currently the name of a buffer object, or if an
error occurs, gl:isBuffer/1 returns ?GL_FALSE.
External documentation.
isEnabled(Cap :: enum()) -> 0 | 1
isEnabledi(Target :: enum(), Index :: i()) -> 0 | 1
gl:isEnabled/1 returns ?GL_TRUE if Cap is an enabled capability
and returns ?GL_FALSE otherwise. Boolean states that are indexed
may be tested with gl:isEnabledi/2. For gl:isEnabledi/2, Index
specifies the index of the capability to test. Index must be
between zero and the count of indexed capabilities for Cap. Ini-
tially all capabilities except ?GL_DITHER are disabled;
?GL_DITHER is initially enabled.
External documentation.
isFramebuffer(Framebuffer :: i()) -> 0 | 1
gl:isFramebuffer/1 returns ?GL_TRUE if Framebuffer is currently
the name of a framebuffer object. If Framebuffer is zero, or if
?framebuffer is not the name of a framebuffer object, or if an
error occurs, gl:isFramebuffer/1 returns ?GL_FALSE. If Frame-
buffer is a name returned by gl:genFramebuffers/1, by that has
not yet been bound through a call to gl:bindFramebuffer/2, then
the name is not a framebuffer object and gl:isFramebuffer/1
returns ?GL_FALSE.
External documentation.
isList(List :: i()) -> 0 | 1
gl:isList/1 returns ?GL_TRUE if List is the name of a display
list and returns ?GL_FALSE if it is not, or if an error occurs.
External documentation.
isProgram(Program :: i()) -> 0 | 1
gl:isProgram/1 returns ?GL_TRUE if Program is the name of a pro-
gram object previously created with gl:createProgram/0 and not
yet deleted with gl:deleteProgram/1. If Program is zero or a
non-zero value that is not the name of a program object, or if
an error occurs, gl:isProgram/1 returns ?GL_FALSE.
External documentation.
isProgramPipeline(Pipeline :: i()) -> 0 | 1
gl:isProgramPipeline/1 returns ?GL_TRUE if Pipeline is currently
the name of a program pipeline object. If Pipeline is zero, or
if ?pipeline is not the name of a program pipeline object, or if
an error occurs, gl:isProgramPipeline/1 returns ?GL_FALSE. If
Pipeline is a name returned by gl:genProgramPipelines/1, but
that has not yet been bound through a call to gl:bindPro-
gramPipeline/1, then the name is not a program pipeline object
and gl:isProgramPipeline/1 returns ?GL_FALSE.
External documentation.
isQuery(Id :: i()) -> 0 | 1
gl:isQuery/1 returns ?GL_TRUE if Id is currently the name of a
query object. If Id is zero, or is a non-zero value that is not
currently the name of a query object, or if an error occurs,
gl:isQuery/1 returns ?GL_FALSE.
External documentation.
isRenderbuffer(Renderbuffer :: i()) -> 0 | 1
gl:isRenderbuffer/1 returns ?GL_TRUE if Renderbuffer is cur-
rently the name of a renderbuffer object. If Renderbuffer is
zero, or if Renderbuffer is not the name of a renderbuffer
object, or if an error occurs, gl:isRenderbuffer/1 returns
?GL_FALSE. If Renderbuffer is a name returned by gl:genRender-
buffers/1, by that has not yet been bound through a call to
gl:bindRenderbuffer/2 or gl:framebufferRenderbuffer/4, then the
name is not a renderbuffer object and gl:isRenderbuffer/1
returns ?GL_FALSE.
External documentation.
isSampler(Sampler :: i()) -> 0 | 1
gl:isSampler/1 returns ?GL_TRUE if Id is currently the name of a
sampler object. If Id is zero, or is a non-zero value that is
not currently the name of a sampler object, or if an error
occurs, gl:isSampler/1 returns ?GL_FALSE.
External documentation.
isShader(Shader :: i()) -> 0 | 1
gl:isShader/1 returns ?GL_TRUE if Shader is the name of a shader
object previously created with gl:createShader/1 and not yet
deleted with gl:deleteShader/1. If Shader is zero or a non-zero
value that is not the name of a shader object, or if an error
occurs, glIsShader returns ?GL_FALSE.
External documentation.
isSync(Sync :: i()) -> 0 | 1
gl:isSync/1 returns ?GL_TRUE if Sync is currently the name of a
sync object. If Sync is not the name of a sync object, or if an
error occurs, gl:isSync/1 returns ?GL_FALSE. Note that zero is
not the name of a sync object.
External documentation.
isTexture(Texture :: i()) -> 0 | 1
gl:isTexture/1 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,
gl:isTexture/1 returns ?GL_FALSE.
External documentation.
isTransformFeedback(Id :: i()) -> 0 | 1
gl:isTransformFeedback/1 returns ?GL_TRUE if Id is currently the
name of a transform feedback object. If Id is zero, or if ?id is
not the name of a transform feedback object, or if an error
occurs, gl:isTransformFeedback/1 returns ?GL_FALSE. If Id is a
name returned by gl:genTransformFeedbacks/1, but that has not
yet been bound through a call to gl:bindTransformFeedback/2,
then the name is not a transform feedback object and gl:isTrans-
formFeedback/1 returns ?GL_FALSE.
External documentation.
isVertexArray(Array :: i()) -> 0 | 1
gl:isVertexArray/1 returns ?GL_TRUE if Array is currently the
name of a vertex array object. If Array is zero, or if Array is
not the name of a vertex array object, or if an error occurs,
gl:isVertexArray/1 returns ?GL_FALSE. If Array is a name
returned by gl:genVertexArrays/1, by that has not yet been bound
through a call to gl:bindVertexArray/1, then the name is not a
vertex array object and gl:isVertexArray/1 returns ?GL_FALSE.
External documentation.
lightf(Light :: enum(), Pname :: enum(), Param :: f()) -> ok
lightfv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok
lighti(Light :: enum(), Pname :: enum(), Param :: i()) -> ok
lightiv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok
gl:light() sets the values of individual light source parame-
ters. Light names the light and is a symbolic name of the form
?GL_LIGHT i, where i ranges from 0 to the value of
?GL_MAX_LIGHTS - 1. 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.
External documentation.
lightModelf(Pname :: enum(), Param :: f()) -> ok
lightModelfv(Pname :: enum(), Params :: tuple()) -> ok
lightModeli(Pname :: enum(), Param :: i()) -> ok
lightModeliv(Pname :: enum(), Params :: tuple()) -> ok
gl:lightModel() sets the lighting model parameter. Pname names a
parameter and Params gives the new value. There are three light-
ing model parameters:
External documentation.
lineStipple(Factor :: i(), Pattern :: i()) -> ok
Line stippling masks out certain fragments produced by rasteri-
zation; those fragments will not be drawn. The masking is
achieved by using three parameters: the 16-bit line stipple pat-
tern Pattern, the repeat count Factor, and an integer stipple
counter s.
External documentation.
lineWidth(Width :: f()) -> ok
gl:lineWidth/1 specifies the rasterized width of both aliased
and antialiased lines. Using a line width other than 1 has dif-
ferent effects, depending on whether line antialiasing is
enabled. To enable and disable line antialiasing, call
gl:enable/1 and gl:disable/1 with argument ?GL_LINE_SMOOTH. Line
antialiasing is initially disabled.
External documentation.
linkProgram(Program :: i()) -> ok
gl:linkProgram/1 links the program object specified by Program.
If any shader objects of type ?GL_VERTEX_SHADER are attached to
Program, they will be used to create an executable that will run
on the programmable vertex processor. If any shader objects of
type ?GL_GEOMETRY_SHADER are attached to Program, they will be
used to create an executable that will run on the programmable
geometry processor. If any shader objects of type ?GL_FRAG-
MENT_SHADER are attached to Program, they will be used to create
an executable that will run on the programmable fragment proces-
sor.
External documentation.
listBase(Base :: i()) -> ok
gl:callLists/1 specifies an array of offsets. Display-list names
are generated by adding Base to each offset. Names that refer-
ence valid display lists are executed; the others are ignored.
External documentation.
loadIdentity() -> ok
gl:loadIdentity/0 replaces the current matrix with the identity
matrix. It is semantically equivalent to calling gl:loadMatrix()
with the identity matrix
External documentation.
loadMatrixd(M :: matrix()) -> ok
loadMatrixf(M :: matrix()) -> ok
gl:loadMatrix() replaces the current matrix with the one whose
elements are specified by M. The current matrix is the projec-
tion matrix, modelview matrix, or texture matrix, depending on
the current matrix mode (see gl:matrixMode/1).
External documentation.
loadName(Name :: i()) -> ok
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.
External documentation.
loadTransposeMatrixd(M :: matrix()) -> ok
loadTransposeMatrixf(M :: matrix()) -> ok
gl:loadTransposeMatrix() 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, depend-
ing on the current matrix mode (see gl:matrixMode/1).
External documentation.
logicOp(Opcode :: enum()) -> ok
gl:logicOp/1 specifies a logical operation that, when enabled,
is applied between the incoming RGBA color and the RGBA color at
the corresponding location in the frame buffer. To enable or
disable the logical operation, call gl:enable/1 and gl:disable/1
using the symbolic constant ?GL_COLOR_LOGIC_OP. The initial
value is disabled.
External documentation.
map1d(Target :: enum(),
U1 :: f(),
U2 :: f(),
Stride :: i(),
Order :: i(),
Points :: binary()) ->
ok
map1f(Target :: enum(),
U1 :: f(),
U2 :: f(),
Stride :: i(),
Order :: i(),
Points :: binary()) ->
ok
Evaluators provide a way to use polynomial or rational polyno-
mial mapping to produce vertices, normals, texture coordinates,
and colors. The values produced by an evaluator are sent to fur-
ther stages of GL processing just as if they had been presented
using gl:vertex(), gl:normal(), gl:texCoord(), and gl:color()
commands, except that the generated values do not update the
current normal, texture coordinates, or color.
External documentation.
map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder,
Points) ->
ok
map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder,
Points) ->
ok
Types:
Target = enum()
U1 = U2 = f()
Ustride = Uorder = i()
V1 = V2 = f()
Vstride = Vorder = i()
Points = binary()
Evaluators provide a way to use polynomial or rational polyno-
mial mapping to produce vertices, normals, texture coordinates,
and colors. The values produced by an evaluator are sent on to
further stages of GL processing just as if they had been pre-
sented using gl:vertex(), gl:normal(), gl:texCoord(), and
gl:color() commands, except that the generated values do not
update the current normal, texture coordinates, or color.
External documentation.
mapGrid1d(Un :: i(), U1 :: f(), U2 :: f()) -> ok
mapGrid1f(Un :: i(), U1 :: f(), U2 :: f()) -> ok
mapGrid2d(Un :: i(),
U1 :: f(),
U2 :: f(),
Vn :: i(),
V1 :: f(),
V2 :: f()) ->
ok
mapGrid2f(Un :: i(),
U1 :: f(),
U2 :: f(),
Vn :: i(),
V1 :: f(),
V2 :: f()) ->
ok
gl:mapGrid() and gl:evalMesh() are used together to efficiently
generate and evaluate a series of evenly-spaced map domain val-
ues. gl:evalMesh() steps through the integer domain of a one- or
two-dimensional grid, whose range is the domain of the evalua-
tion maps specified by glMap1 and glMap2.
External documentation.
materialf(Face :: enum(), Pname :: enum(), Param :: f()) -> ok
materialfv(Face :: enum(), Pname :: enum(), Params :: tuple()) ->
ok
materiali(Face :: enum(), Pname :: enum(), Param :: i()) -> ok
materialiv(Face :: enum(), Pname :: enum(), Params :: tuple()) ->
ok
gl:material() 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 gl:lightModel() ref-
erence page for details concerning one- and two-sided lighting
calculations.
External documentation.
matrixMode(Mode :: enum()) -> ok
gl:matrixMode/1 sets the current matrix mode. Mode can assume
one of four values:
External documentation.
memoryBarrier(Barriers :: i()) -> ok
memoryBarrierByRegion(Barriers :: i()) -> ok
gl:memoryBarrier/1 defines a barrier ordering the memory trans-
actions issued prior to the command relative to those issued
after the barrier. For the purposes of this ordering, memory
transactions performed by shaders are considered to be issued by
the rendering command that triggered the execution of the
shader. Barriers is a bitfield indicating the set of operations
that are synchronized with shader stores; the bits used in Bar-
riers are as follows:
External documentation.
minSampleShading(Value :: f()) -> ok
gl:minSampleShading/1 specifies the rate at which samples are
shaded within a covered pixel. Sample-rate shading is enabled by
calling gl:enable/1 with the parameter ?GL_SAMPLE_SHADING. If
?GL_MULTISAMPLE or ?GL_SAMPLE_SHADING is disabled, sample shad-
ing has no effect. Otherwise, an implementation must provide at
least as many unique color values for each covered fragment as
specified by Value times Samples where Samples is the value of
?GL_SAMPLES for the current framebuffer. At least 1 sample for
each covered fragment is generated.
External documentation.
minmax(Target :: enum(), Internalformat :: enum(), Sink :: 0 | 1) ->
ok
When ?GL_MINMAX is enabled, the RGBA components of incoming pix-
els are compared to the minimum and maximum values for each com-
ponent, which are stored in the two-element minmax table. (The
first element stores the minima, and the second element stores
the maxima.) If a pixel component is greater than the corre-
sponding component in the maximum element, then the maximum ele-
ment is updated with the pixel component value. If a pixel com-
ponent is less than the corresponding component in the minimum
element, then the minimum element is updated with the pixel com-
ponent value. (In both cases, if the internal format of the min-
max table includes luminance, then the R color component of
incoming pixels is used for comparison.) The contents of the
minmax table may be retrieved at a later time by calling gl:get-
Minmax/5. The minmax operation is enabled or disabled by calling
gl:enable/1 or gl:disable/1, respectively, with an argument of
?GL_MINMAX.
External documentation.
multMatrixd(M :: matrix()) -> ok
multMatrixf(M :: matrix()) -> ok
gl:multMatrix() multiplies the current matrix with the one spec-
ified using M, and replaces the current matrix with the product.
External documentation.
multTransposeMatrixd(M :: matrix()) -> ok
multTransposeMatrixf(M :: matrix()) -> ok
gl:multTransposeMatrix() multiplies the current matrix with the
one specified using M, and replaces the current matrix with the
product.
External documentation.
multiDrawArrays(Mode :: enum(),
First :: [integer()] | mem(),
Count :: [integer()] | mem()) ->
ok
gl:multiDrawArrays/3 specifies multiple sets of geometric primi-
tives with very few subroutine calls. Instead of calling a GL
procedure to pass each individual vertex, normal, texture coor-
dinate, edge flag, or color, you can prespecify separate arrays
of vertices, normals, and colors and use them to construct a
sequence of primitives with a single call to gl:multiDrawAr-
rays/3.
External documentation.
multiDrawArraysIndirect(Mode :: enum(),
Indirect :: offset() | mem(),
Drawcount :: i(),
Stride :: i()) ->
ok
gl:multiDrawArraysIndirect/4 specifies multiple geometric primi-
tives with very few subroutine calls. gl:multiDrawArraysIndi-
rect/4 behaves similarly to a multitude of calls to gl:drawAr-
raysInstancedBaseInstance/5, execept that the parameters to each
call to gl:drawArraysInstancedBaseInstance/5 are stored in an
array in memory at the address given by Indirect, separated by
the stride, in basic machine units, specified by Stride. If
Stride is zero, then the array is assumed to be tightly packed
in memory.
External documentation.
multiDrawArraysIndirectCount(Mode, Indirect, Drawcount,
Maxdrawcount, Stride) ->
ok
Types:
Mode = enum()
Indirect = offset() | mem()
Drawcount = Maxdrawcount = Stride = i()
No documentation available.
multiTexCoord1d(Target :: enum(), S :: f()) -> ok
multiTexCoord1dv(Target :: enum(), X2 :: {S :: f()}) -> ok
multiTexCoord1f(Target :: enum(), S :: f()) -> ok
multiTexCoord1fv(Target :: enum(), X2 :: {S :: f()}) -> ok
multiTexCoord1i(Target :: enum(), S :: i()) -> ok
multiTexCoord1iv(Target :: enum(), X2 :: {S :: i()}) -> ok
multiTexCoord1s(Target :: enum(), S :: i()) -> ok
multiTexCoord1sv(Target :: enum(), X2 :: {S :: i()}) -> ok
multiTexCoord2d(Target :: enum(), S :: f(), T :: f()) -> ok
multiTexCoord2dv(Target :: enum(), X2 :: {S :: f(), T :: f()}) ->
ok
multiTexCoord2f(Target :: enum(), S :: f(), T :: f()) -> ok
multiTexCoord2fv(Target :: enum(), X2 :: {S :: f(), T :: f()}) ->
ok
multiTexCoord2i(Target :: enum(), S :: i(), T :: i()) -> ok
multiTexCoord2iv(Target :: enum(), X2 :: {S :: i(), T :: i()}) ->
ok
multiTexCoord2s(Target :: enum(), S :: i(), T :: i()) -> ok
multiTexCoord2sv(Target :: enum(), X2 :: {S :: i(), T :: i()}) ->
ok
multiTexCoord3d(Target :: enum(), S :: f(), T :: f(), R :: f()) ->
ok
multiTexCoord3dv(Target :: enum(),
X2 :: {S :: f(), T :: f(), R :: f()}) ->
ok
multiTexCoord3f(Target :: enum(), S :: f(), T :: f(), R :: f()) ->
ok
multiTexCoord3fv(Target :: enum(),
X2 :: {S :: f(), T :: f(), R :: f()}) ->
ok
multiTexCoord3i(Target :: enum(), S :: i(), T :: i(), R :: i()) ->
ok
multiTexCoord3iv(Target :: enum(),
X2 :: {S :: i(), T :: i(), R :: i()}) ->
ok
multiTexCoord3s(Target :: enum(), S :: i(), T :: i(), R :: i()) ->
ok
multiTexCoord3sv(Target :: enum(),
X2 :: {S :: i(), T :: i(), R :: i()}) ->
ok
multiTexCoord4d(Target :: enum(),
S :: f(),
T :: f(),
R :: f(),
Q :: f()) ->
ok
multiTexCoord4dv(Target :: enum(),
X2 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) ->
ok
multiTexCoord4f(Target :: enum(),
S :: f(),
T :: f(),
R :: f(),
Q :: f()) ->
ok
multiTexCoord4fv(Target :: enum(),
X2 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) ->
ok
multiTexCoord4i(Target :: enum(),
S :: i(),
T :: i(),
R :: i(),
Q :: i()) ->
ok
multiTexCoord4iv(Target :: enum(),
X2 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) ->
ok
multiTexCoord4s(Target :: enum(),
S :: i(),
T :: i(),
R :: i(),
Q :: i()) ->
ok
multiTexCoord4sv(Target :: enum(),
X2 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) ->
ok
gl:multiTexCoord() specifies texture coordinates in one, two,
three, or four dimensions. gl:multiTexCoord1() sets the current
texture coordinates to (s 0 0 1); a call to gl:multiTexCoord2()
sets them to (s t 0 1). Similarly, gl:multiTexCoord3() specifies
the texture coordinates as (s t r 1), and gl:multiTexCoord4()
defines all four components explicitly as (s t r q).
External documentation.
endList() -> ok
newList(List :: i(), Mode :: enum()) -> ok
Display lists are groups of GL commands that have been stored
for subsequent execution. Display lists are created with
gl:newList/2. All subsequent commands are placed in the display
list, in the order issued, until gl:endList/0 is called.
External documentation.
normal3b(Nx :: i(), Ny :: i(), Nz :: i()) -> ok
normal3bv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok
normal3d(Nx :: f(), Ny :: f(), Nz :: f()) -> ok
normal3dv(X1 :: {Nx :: f(), Ny :: f(), Nz :: f()}) -> ok
normal3f(Nx :: f(), Ny :: f(), Nz :: f()) -> ok
normal3fv(X1 :: {Nx :: f(), Ny :: f(), Nz :: f()}) -> ok
normal3i(Nx :: i(), Ny :: i(), Nz :: i()) -> ok
normal3iv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok
normal3s(Nx :: i(), Ny :: i(), Nz :: i()) -> ok
normal3sv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok
The current normal is set to the given coordinates whenever
gl:normal() 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.
External documentation.
normalPointer(Type :: enum(),
Stride :: i(),
Ptr :: offset() | mem()) ->
ok
gl:normalPointer/3 specifies the location and data format of an
array of normals to use when rendering. Type specifies the data
type of each normal coordinate, and Stride specifies the byte
stride from one normal to the next, allowing vertices and
attributes to be packed into a single array or stored in sepa-
rate arrays. (Single-array storage may be more efficient on some
implementations; see gl:interleavedArrays/3.)
External documentation.
objectPtrLabel(Ptr :: offset() | mem(),
Length :: i(),
Label :: string()) ->
ok
gl:objectPtrLabel/3 labels the sync object identified by Ptr.
External documentation.
ortho(Left :: f(),
Right :: f(),
Bottom :: f(),
Top :: f(),
Near_val :: f(),
Far_val :: f()) ->
ok
gl:ortho/6 describes a transformation that produces a parallel
projection. The current matrix (see gl:matrixMode/1) is multi-
plied by this matrix and the result replaces the current matrix,
as if gl:multMatrix() were called with the following matrix as
its argument:
External documentation.
passThrough(Token :: f()) -> ok
External documentation.
patchParameterfv(Pname :: enum(), Values :: [f()]) -> ok
patchParameteri(Pname :: enum(), Value :: i()) -> ok
gl:patchParameter() specifies the parameters that will be used
for patch primitives. Pname specifies the parameter to modify
and must be either ?GL_PATCH_VERTICES,
?GL_PATCH_DEFAULT_OUTER_LEVEL or ?GL_PATCH_DEFAULT_INNER_LEVEL.
For gl:patchParameteri/2, Value specifies the new value for the
parameter specified by Pname. For gl:patchParameterfv/2, Values
specifies the address of an array containing the new values for
the parameter specified by Pname.
External documentation.
pauseTransformFeedback() -> ok
gl:pauseTransformFeedback/0 pauses transform feedback operations
on the currently active transform feedback object. When trans-
form feedback operations are paused, transform feedback is still
considered active and changing most transform feedback state
related to the object results in an error. However, a new trans-
form feedback object may be bound while transform feedback is
paused.
External documentation.
pixelMapfv(Map :: enum(), Mapsize :: i(), Values :: binary()) ->
ok
pixelMapuiv(Map :: enum(), Mapsize :: i(), Values :: binary()) ->
ok
pixelMapusv(Map :: enum(), Mapsize :: i(), Values :: binary()) ->
ok
gl:pixelMap() sets up translation tables, or maps, used by
gl:copyPixels/5, gl:copyTexImage1D/7, gl:copyTexImage2D/8,
gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, gl:copyTexSubIm-
age3D/9, gl:drawPixels/5, gl:readPixels/7, gl:texImage1D/8,
gl:texImage2D/9, gl:texImage3D/10, gl:texSubImage1D/7, gl:tex-
SubImage2D/9, and gl:texSubImage3D/11. Additionally, if the
ARB_imaging subset is supported, the routines gl:colorTable/6,
gl:colorSubTable/6, gl:convolutionFilter1D/6, gl:convolutionFil-
ter2D/7, gl:histogram/4, gl:minmax/3, and gl:separable-
Filter2D/8. Use of these maps is described completely in the
gl:pixelTransfer() reference page, and partly in the reference
pages for the pixel and texture image commands. Only the speci-
fication of the maps is described in this reference page.
External documentation.
pixelStoref(Pname :: enum(), Param :: f()) -> ok
pixelStorei(Pname :: enum(), Param :: i()) -> ok
gl:pixelStore() sets pixel storage modes that affect the opera-
tion of subsequent gl:readPixels/7 as well as the unpacking of
texture patterns (see gl:texImage1D/8, gl:texImage2D/9, gl:tex-
Image3D/10, gl:texSubImage1D/7, gl:texSubImage2D/9, gl:texSubIm-
age3D/11), gl:compressedTexImage1D/7, gl:compressedTexImage2D/8,
gl:compressedTexImage3D/9, gl:compressedTexSubImage1D/7, gl:com-
pressedTexSubImage2D/9 or gl:compressedTexSubImage1D/7.
External documentation.
pixelTransferf(Pname :: enum(), Param :: f()) -> ok
pixelTransferi(Pname :: enum(), Param :: i()) -> ok
gl:pixelTransfer() sets pixel transfer modes that affect the
operation of subsequent gl:copyPixels/5, gl:copyTexImage1D/7,
gl:copyTexImage2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubIm-
age2D/8, gl:copyTexSubImage3D/9, gl:drawPixels/5, gl:readPix-
els/7, gl:texImage1D/8, gl:texImage2D/9, gl:texImage3D/10,
gl:texSubImage1D/7, gl:texSubImage2D/9, and gl:texSubImage3D/11
commands. Additionally, if the ARB_imaging subset is supported,
the routines gl:colorTable/6, gl:colorSubTable/6, gl:convolu-
tionFilter1D/6, gl:convolutionFilter2D/7, gl:histogram/4,
gl:minmax/3, and gl:separableFilter2D/8 are also affected. The
algorithms that are specified by pixel transfer modes operate on
pixels after they are read from the frame buffer (gl:copyPix-
els/5gl:copyTexImage1D/7, gl:copyTexImage2D/8, gl:copyTexSubIm-
age1D/6, gl:copyTexSubImage2D/8, gl:copyTexSubImage3D/9, and
gl:readPixels/7), or unpacked from client memory (gl:drawPix-
els/5, gl:texImage1D/8, gl:texImage2D/9, gl:texImage3D/10,
gl:texSubImage1D/7, gl:texSubImage2D/9, and gl:texSubIm-
age3D/11). Pixel transfer operations happen in the same order,
and in the same manner, regardless of the command that resulted
in the pixel operation. Pixel storage modes (see gl:pixel-
Store()) control the unpacking of pixels being read from client
memory and the packing of pixels being written back into client
memory.
External documentation.
pixelZoom(Xfactor :: f(), Yfactor :: f()) -> ok
gl:pixelZoom/2 specifies values for the x and y zoom factors.
During the execution of gl:drawPixels/5 or gl:copyPixels/5, 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 pix-
els whose centers are in the rectangle with corners at
External documentation.
pointParameterf(Pname :: enum(), Param :: f()) -> ok
pointParameterfv(Pname :: enum(), Params :: tuple()) -> ok
pointParameteri(Pname :: enum(), Param :: i()) -> ok
pointParameteriv(Pname :: enum(), Params :: tuple()) -> ok
The following values are accepted for Pname:
External documentation.
pointSize(Size :: f()) -> ok
gl:pointSize/1 specifies the rasterized diameter of points. If
point size mode is disabled (see gl:enable/1 with parameter
?GL_PROGRAM_POINT_SIZE), this value will be used to rasterize
points. Otherwise, the value written to the shading language
built-in variable gl_PointSize will be used.
External documentation.
polygonMode(Face :: enum(), Mode :: enum()) -> ok
gl:polygonMode/2 controls the interpretation of polygons for
rasterization. Face describes which polygons Mode applies to:
both front and back-facing polygons (?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.
External documentation.
polygonOffset(Factor :: f(), Units :: f()) -> ok
When ?GL_POLYGON_OFFSET_FILL, ?GL_POLYGON_OFFSET_LINE, or
?GL_POLYGON_OFFSET_POINT 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 fac-
torxDZ+rxunits, where DZ is a measurement of the change in depth
relative to the screen area of the polygon, and r is the small-
est 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.
External documentation.
polygonOffsetClamp(Factor :: f(), Units :: f(), Clamp :: f()) ->
ok
No documentation available.
polygonStipple(Mask :: binary()) -> ok
Polygon stippling, like line stippling (see gl:lineStipple/2),
masks out certain fragments produced by rasterization, creating
a pattern. Stippling is independent of polygon antialiasing.
External documentation.
primitiveRestartIndex(Index :: i()) -> ok
gl:primitiveRestartIndex/1 specifies a vertex array element that
is treated specially when primitive restarting is enabled. This
is known as the primitive restart index.
External documentation.
prioritizeTextures(Textures :: [i()], Priorities :: [clamp()]) ->
ok
gl:prioritizeTextures/2 assigns the N texture priorities given
in Priorities to the N textures named in Textures.
External documentation.
programBinary(Program :: i(),
BinaryFormat :: enum(),
Binary :: binary()) ->
ok
gl:programBinary/3 loads a program object with a program binary
previously returned from gl:getProgramBinary/2. BinaryFormat and
Binary must be those returned by a previous call to gl:getPro-
gramBinary/2, and Length must be the length returned by gl:get-
ProgramBinary/2, or by gl:getProgram() when called with Pname
set to ?GL_PROGRAM_BINARY_LENGTH. If these conditions are not
met, loading the program binary will fail and Program's
?GL_LINK_STATUS will be set to ?GL_FALSE.
External documentation.
programParameteri(Program :: i(), Pname :: enum(), Value :: i()) ->
ok
gl:programParameter() specifies a new value for the parameter
nameed by Pname for the program object Program.
External documentation.
programUniform1d(Program :: i(), Location :: i(), V0 :: f()) -> ok
programUniform1dv(Program :: i(), Location :: i(), Value :: [f()]) ->
ok
programUniform1f(Program :: i(), Location :: i(), V0 :: f()) -> ok
programUniform1fv(Program :: i(), Location :: i(), Value :: [f()]) ->
ok
programUniform1i(Program :: i(), Location :: i(), V0 :: i()) -> ok
programUniform1iv(Program :: i(), Location :: i(), Value :: [i()]) ->
ok
programUniform1ui(Program :: i(), Location :: i(), V0 :: i()) ->
ok
programUniform1uiv(Program :: i(),
Location :: i(),
Value :: [i()]) ->
ok
programUniform2d(Program :: i(),
Location :: i(),
V0 :: f(),
V1 :: f()) ->
ok
programUniform2dv(Program :: i(),
Location :: i(),
Value :: [{f(), f()}]) ->
ok
programUniform2f(Program :: i(),
Location :: i(),
V0 :: f(),
V1 :: f()) ->
ok
programUniform2fv(Program :: i(),
Location :: i(),
Value :: [{f(), f()}]) ->
ok
programUniform2i(Program :: i(),
Location :: i(),
V0 :: i(),
V1 :: i()) ->
ok
programUniform2iv(Program :: i(),
Location :: i(),
Value :: [{i(), i()}]) ->
ok
programUniform2ui(Program :: i(),
Location :: i(),
V0 :: i(),
V1 :: i()) ->
ok
programUniform2uiv(Program :: i(),
Location :: i(),
Value :: [{i(), i()}]) ->
ok
programUniform3d(Program :: i(),
Location :: i(),
V0 :: f(),
V1 :: f(),
V2 :: f()) ->
ok
programUniform3dv(Program :: i(),
Location :: i(),
Value :: [{f(), f(), f()}]) ->
ok
programUniform3f(Program :: i(),
Location :: i(),
V0 :: f(),
V1 :: f(),
V2 :: f()) ->
ok
programUniform3fv(Program :: i(),
Location :: i(),
Value :: [{f(), f(), f()}]) ->
ok
programUniform3i(Program :: i(),
Location :: i(),
V0 :: i(),
V1 :: i(),
V2 :: i()) ->
ok
programUniform3iv(Program :: i(),
Location :: i(),
Value :: [{i(), i(), i()}]) ->
ok
programUniform3ui(Program :: i(),
Location :: i(),
V0 :: i(),
V1 :: i(),
V2 :: i()) ->
ok
programUniform3uiv(Program :: i(),
Location :: i(),
Value :: [{i(), i(), i()}]) ->
ok
programUniform4d(Program :: i(),
Location :: i(),
V0 :: f(),
V1 :: f(),
V2 :: f(),
V3 :: f()) ->
ok
programUniform4dv(Program :: i(),
Location :: i(),
Value :: [{f(), f(), f(), f()}]) ->
ok
programUniform4f(Program :: i(),
Location :: i(),
V0 :: f(),
V1 :: f(),
V2 :: f(),
V3 :: f()) ->
ok
programUniform4fv(Program :: i(),
Location :: i(),
Value :: [{f(), f(), f(), f()}]) ->
ok
programUniform4i(Program :: i(),
Location :: i(),
V0 :: i(),
V1 :: i(),
V2 :: i(),
V3 :: i()) ->
ok
programUniform4iv(Program :: i(),
Location :: i(),
Value :: [{i(), i(), i(), i()}]) ->
ok
programUniform4ui(Program :: i(),
Location :: i(),
V0 :: i(),
V1 :: i(),
V2 :: i(),
V3 :: i()) ->
ok
programUniform4uiv(Program :: i(),
Location :: i(),
Value :: [{i(), i(), i(), i()}]) ->
ok
programUniformMatrix2dv(Program :: i(),
Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f()}]) ->
ok
programUniformMatrix2fv(Program :: i(),
Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f()}]) ->
ok
programUniformMatrix2x3dv(Program :: i(),
Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f()}]) ->
ok
programUniformMatrix2x3fv(Program :: i(),
Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f()}]) ->
ok
programUniformMatrix2x4dv(Program, Location, Transpose, Value) ->
ok
programUniformMatrix2x4fv(Program, Location, Transpose, Value) ->
ok
programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok
programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok
programUniformMatrix3x2dv(Program :: i(),
Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f()}]) ->
ok
programUniformMatrix3x2fv(Program :: i(),
Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f()}]) ->
ok
programUniformMatrix3x4dv(Program, Location, Transpose, Value) ->
ok
programUniformMatrix3x4fv(Program, Location, Transpose, Value) ->
ok
programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok
programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok
programUniformMatrix4x2dv(Program, Location, Transpose, Value) ->
ok
programUniformMatrix4x2fv(Program, Location, Transpose, Value) ->
ok
programUniformMatrix4x3dv(Program, Location, Transpose, Value) ->
ok
programUniformMatrix4x3fv(Program, Location, Transpose, Value) ->
ok
Types:
Program = Location = i()
Transpose = 0 | 1
Value =
[{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(),
f()}]
gl:programUniform() modifies the value of a uniform variable or
a uniform variable array. The location of the uniform variable
to be modified is specified by Location, which should be a value
returned by gl:getUniformLocation/2. gl:programUniform() oper-
ates on the program object specified by Program.
External documentation.
provokingVertex(Mode :: enum()) -> ok
Flatshading a vertex shader varying output means to assign all
vetices of the primitive the same value for that output. The
vertex from which these values is derived is known as the pro-
voking vertex and gl:provokingVertex/1 specifies which vertex is
to be used as the source of data for flat shaded varyings.
External documentation.
popAttrib() -> ok
pushAttrib(Mask :: i()) -> ok
gl:pushAttrib/1 takes one argument, a mask that indicates which
groups of state variables to save on the attribute stack. Sym-
bolic constants are used to set bits in the mask. Mask is typi-
cally constructed by specifying the bitwise-or of several of
these constants together. The special mask ?GL_ALL_ATTRIB_BITS
can be used to save all stackable states.
External documentation.
popClientAttrib() -> ok
pushClientAttrib(Mask :: i()) -> ok
gl:pushClientAttrib/1 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 specifying the bitwise-or
of several of these constants together. The special mask
?GL_CLIENT_ALL_ATTRIB_BITS can be used to save all stackable
client state.
External documentation.
popDebugGroup() -> ok
pushDebugGroup(Source :: enum(),
Id :: i(),
Length :: i(),
Message :: string()) ->
ok
gl:pushDebugGroup/4 pushes a debug group described by the string
Message into the command stream. The value of Id specifies the
ID of messages generated. The parameter Length contains the num-
ber of characters in Message. If Length is negative, it is
implied that Message contains a null terminated string. The mes-
sage has the specified Source and Id, the
Type?GL_DEBUG_TYPE_PUSH_GROUP, and Severity?GL_DEBUG_SEVER-
ITY_NOTIFICATION. The GL will put a new debug group on top of
the debug group stack which inherits the control of the volume
of debug output of the debug group previously residing on the
top of the debug group stack. Because debug groups are strictly
hierarchical, any additional control of the debug output volume
will only apply within the active debug group and the debug
groups pushed on top of the active debug group.
External documentation.
popMatrix() -> ok
pushMatrix() -> ok
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
modes, ?GL_COLOR, ?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.
External documentation.
popName() -> ok
pushName(Name :: i()) -> ok
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.
External documentation.
queryCounter(Id :: i(), Target :: enum()) -> ok
gl:queryCounter/2 causes the GL to record the current time into
the query object named Id. Target must be ?GL_TIMESTAMP. The
time is recorded after all previous commands on the GL client
and server state and the framebuffer have been fully realized.
When the time is recorded, the query result for that object is
marked available. gl:queryCounter/2 timer queries can be used
within a gl:beginQuery/2 / gl:endQuery/1 block where the target
is ?GL_TIME_ELAPSED and it does not affect the result of that
query object.
External documentation.
rasterPos2d(X :: f(), Y :: f()) -> ok
rasterPos2dv(X1 :: {X :: f(), Y :: f()}) -> ok
rasterPos2f(X :: f(), Y :: f()) -> ok
rasterPos2fv(X1 :: {X :: f(), Y :: f()}) -> ok
rasterPos2i(X :: i(), Y :: i()) -> ok
rasterPos2iv(X1 :: {X :: i(), Y :: i()}) -> ok
rasterPos2s(X :: i(), Y :: i()) -> ok
rasterPos2sv(X1 :: {X :: i(), Y :: i()}) -> ok
rasterPos3d(X :: f(), Y :: f(), Z :: f()) -> ok
rasterPos3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
rasterPos3f(X :: f(), Y :: f(), Z :: f()) -> ok
rasterPos3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
rasterPos3i(X :: i(), Y :: i(), Z :: i()) -> ok
rasterPos3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
rasterPos3s(X :: i(), Y :: i(), Z :: i()) -> ok
rasterPos3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
rasterPos4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok
rasterPos4dv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok
rasterPos4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok
rasterPos4fv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok
rasterPos4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok
rasterPos4iv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok
rasterPos4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok
rasterPos4sv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok
The GL maintains a 3D position in window coordinates. This posi-
tion, called the raster position, is used to position pixel and
bitmap write operations. It is maintained with subpixel accu-
racy. See gl:bitmap/7, gl:drawPixels/5, and gl:copyPixels/5.
External documentation.
readBuffer(Mode :: enum()) -> ok
gl:readBuffer/1 specifies a color buffer as the source for sub-
sequent gl:readPixels/7, gl:copyTexImage1D/7, gl:copyTexIm-
age2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, and
gl:copyTexSubImage3D/9 commands. Mode accepts one of twelve or
more predefined values. 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. Further
more, the constants ?GL_COLOR_ATTACHMENTi may be used to indi-
cate the ith color attachment where i ranges from zero to the
value of ?GL_MAX_COLOR_ATTACHMENTS minus one.
External documentation.
readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok
Types:
X = Y = Width = Height = i()
Format = Type = enum()
Pixels = mem()
gl:readPixels/7 and glReadnPixels return pixel data from the
frame buffer, starting with the pixel whose lower left corner is
at location (X, Y), into client memory starting at location
Data. Several parameters control the processing of the pixel
data before it is placed into client memory. These parameters
are set with gl:pixelStore(). This reference page describes the
effects on gl:readPixels/7 and glReadnPixels of most, but not
all of the parameters specified by these three commands.
External documentation.
rectd(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok
rectdv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok
rectf(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok
rectfv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok
recti(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok
rectiv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok
rects(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok
rectsv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok
gl:rect() supports efficient specification of rectangles as two
corner points. Each rectangle command takes four arguments,
organized either as two consecutive pairs of (x y) coordinates
or as two pointers to arrays, each containing an (x y) pair. The
resulting rectangle is defined in the z=0 plane.
External documentation.
releaseShaderCompiler() -> ok
gl:releaseShaderCompiler/0 provides a hint to the implementation
that it may free internal resources associated with its shader
compiler. gl:compileShader/1 may subsequently be called and the
implementation may at that time reallocate resources previously
freed by the call to gl:releaseShaderCompiler/0.
External documentation.
renderMode(Mode :: enum()) -> i()
gl:renderMode/1 sets the rasterization mode. It takes one argu-
ment, Mode, which can assume one of three predefined values:
External documentation.
renderbufferStorage(Target :: enum(),
Internalformat :: enum(),
Width :: i(),
Height :: i()) ->
ok
gl:renderbufferStorage/4 is equivalent to calling gl:render-
bufferStorageMultisample/5 with the Samples set to zero, and
glNamedRenderbufferStorage is equivalent to calling glNamedRen-
derbufferStorageMultisample with the samples set to zero.
External documentation.
renderbufferStorageMultisample(Target :: enum(),
Samples :: i(),
Internalformat :: enum(),
Width :: i(),
Height :: i()) ->
ok
gl:renderbufferStorageMultisample/5 and glNamedRenderbufferStor-
ageMultisample establish the data storage, format, dimensions
and number of samples of a renderbuffer object's image.
External documentation.
resetHistogram(Target :: enum()) -> ok
gl:resetHistogram/1 resets all the elements of the current his-
togram table to zero.
External documentation.
resetMinmax(Target :: enum()) -> ok
gl:resetMinmax/1 resets the elements of the current minmax table
to their initial values: the ``maximum'' element receives the
minimum possible component values, and the ``minimum'' element
receives the maximum possible component values.
External documentation.
resumeTransformFeedback() -> ok
gl:resumeTransformFeedback/0 resumes transform feedback opera-
tions on the currently active transform feedback object. When
transform feedback operations are paused, transform feedback is
still considered active and changing most transform feedback
state related to the object results in an error. However, a new
transform feedback object may be bound while transform feedback
is paused.
External documentation.
rotated(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok
rotatef(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok
gl:rotate() produces a rotation of Angle degrees around the vec-
tor (x y z). The current matrix (see gl:matrixMode/1) is multi-
plied by a rotation matrix with the product replacing the cur-
rent matrix, as if gl:multMatrix() were called with the follow-
ing matrix as its argument:
External documentation.
sampleCoverage(Value :: clamp(), Invert :: 0 | 1) -> ok
Multisampling samples a pixel multiple times at various imple-
mentation-dependent subpixel locations to generate antialiasing
effects. Multisampling transparently antialiases points, lines,
polygons, and images if it is enabled.
External documentation.
sampleMaski(MaskNumber :: i(), Mask :: i()) -> ok
gl:sampleMaski/2 sets one 32-bit sub-word of the multi-word sam-
ple mask, ?GL_SAMPLE_MASK_VALUE.
External documentation.
samplerParameterIiv(Sampler :: i(),
Pname :: enum(),
Param :: [i()]) ->
ok
samplerParameterIuiv(Sampler :: i(),
Pname :: enum(),
Param :: [i()]) ->
ok
samplerParameterf(Sampler :: i(), Pname :: enum(), Param :: f()) ->
ok
samplerParameterfv(Sampler :: i(),
Pname :: enum(),
Param :: [f()]) ->
ok
samplerParameteri(Sampler :: i(), Pname :: enum(), Param :: i()) ->
ok
samplerParameteriv(Sampler :: i(),
Pname :: enum(),
Param :: [i()]) ->
ok
gl:samplerParameter() assigns the value or values in Params to
the sampler parameter specified as Pname. Sampler specifies the
sampler object to be modified, and must be the name of a sampler
object previously returned from a call to gl:genSamplers/1. The
following symbols are accepted in Pname:
External documentation.
scaled(X :: f(), Y :: f(), Z :: f()) -> ok
scalef(X :: f(), Y :: f(), Z :: f()) -> ok
gl:scale() 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.
External documentation.
scissor(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok
gl:scissor/4 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.
External documentation.
scissorArrayv(First :: i(), V :: [{i(), i(), i(), i()}]) -> ok
gl:scissorArrayv/2 defines rectangles, called scissor boxes, in
window coordinates for each viewport. First specifies the index
of the first scissor box to modify and Count specifies the num-
ber of scissor boxes to modify. First must be less than the
value of ?GL_MAX_VIEWPORTS, and First + Count must be less than
or equal to the value of ?GL_MAX_VIEWPORTS. V specifies the
address of an array containing integers specifying the lower
left corner of the scissor boxes, and the width and height of
the scissor boxes, in that order.
External documentation.
scissorIndexed(Index :: i(),
Left :: i(),
Bottom :: i(),
Width :: i(),
Height :: i()) ->
ok
scissorIndexedv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
gl:scissorIndexed/5 defines the scissor box for a specified
viewport. Index specifies the index of scissor box to modify.
Index must be less than the value of ?GL_MAX_VIEWPORTS. For
gl:scissorIndexed/5, Left, Bottom, Width and Height specify the
left, bottom, width and height of the scissor box, in pixels,
respectively. For gl:scissorIndexedv/2, V specifies the address
of an array containing integers specifying the lower left corner
of the scissor box, and the width and height of the scissor box,
in that order.
External documentation.
secondaryColor3b(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3bv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
ok
secondaryColor3d(Red :: f(), Green :: f(), Blue :: f()) -> ok
secondaryColor3dv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) ->
ok
secondaryColor3f(Red :: f(), Green :: f(), Blue :: f()) -> ok
secondaryColor3fv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) ->
ok
secondaryColor3i(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3iv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
ok
secondaryColor3s(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3sv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
ok
secondaryColor3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3ubv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
ok
secondaryColor3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3uiv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
ok
secondaryColor3us(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3usv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
ok
The GL stores both a primary four-valued RGBA color and a sec-
ondary four-valued RGBA color (where alpha is always set to 0.0)
that is associated with every vertex.
External documentation.
secondaryColorPointer(Size :: i(),
Type :: enum(),
Stride :: i(),
Pointer :: offset() | mem()) ->
ok
gl:secondaryColorPointer/4 specifies the location and data for-
mat of an array of color components to use when rendering. Size
specifies the number of components per color, and must be 3.
Type specifies the data type of each color component, and Stride
specifies the byte stride from one color to the next, allowing
vertices and attributes to be packed into a single array or
stored in separate arrays.
External documentation.
selectBuffer(Size :: i(), Buffer :: mem()) -> ok
gl:selectBuffer/2 has two arguments: Buffer is a pointer to an
array of unsigned integers, and Size indicates the size of the
array. Buffer returns values from the name stack (see gl:init-
Names/0, gl:loadName/1, gl:pushName/1) when the rendering mode
is ?GL_SELECT (see gl:renderMode/1). gl:selectBuffer/2 must be
issued before selection mode is enabled, and it must not be
issued while the rendering mode is ?GL_SELECT.
External documentation.
separableFilter2D(Target, Internalformat, Width, Height, Format,
Type, Row, Column) ->
ok
Types:
Target = Internalformat = enum()
Width = Height = i()
Format = Type = enum()
Row = Column = offset() | mem()
gl:separableFilter2D/8 builds a two-dimensional separable convo-
lution filter kernel from two arrays of pixels.
External documentation.
shadeModel(Mode :: enum()) -> ok
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.
External documentation.
shaderBinary(Shaders :: [i()],
Binaryformat :: enum(),
Binary :: binary()) ->
ok
gl:shaderBinary/3 loads pre-compiled shader binary code into the
Count shader objects whose handles are given in Shaders. Binary
points to Length bytes of binary shader code stored in client
memory. BinaryFormat specifies the format of the pre-compiled
code.
External documentation.
shaderSource(Shader :: i(), String :: [unicode:chardata()]) -> ok
gl:shaderSource/2 sets the source code in Shader to the source
code in the array of strings specified by String. Any source
code previously stored in the shader object is completely
replaced. The number of strings in the array is specified by
Count. If Length is ?NULL, each string is assumed to be null
terminated. If Length is a value other than ?NULL, it points to
an array containing a string length for each of the correspond-
ing elements of String. Each element in the Length array may
contain the length of the corresponding string (the null charac-
ter is not counted as part of the string length) or a value less
than 0 to indicate that the string is null terminated. The
source code strings are not scanned or parsed at this time; they
are simply copied into the specified shader object.
External documentation.
shaderStorageBlockBinding(Program :: i(),
StorageBlockIndex :: i(),
StorageBlockBinding :: i()) ->
ok
gl:shaderStorageBlockBinding/3, changes the active shader stor-
age block with an assigned index of StorageBlockIndex in program
object Program. StorageBlockIndex must be an active shader stor-
age block index in Program. StorageBlockBinding must be less
than the value of ?GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. If
successful, gl:shaderStorageBlockBinding/3 specifies that Pro-
gram will use the data store of the buffer object bound to the
binding point StorageBlockBinding to read and write the values
of the buffer variables in the shader storage block identified
by StorageBlockIndex.
External documentation.
stencilFunc(Func :: enum(), Ref :: i(), Mask :: i()) -> ok
Stenciling, like depth-buffering, enables and disables drawing
on a per-pixel basis. Stencil planes are first drawn into using
GL drawing primitives, then geometry and images are rendered
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 con-
structive solid geometry rendering.
External documentation.
stencilFuncSeparate(Face :: enum(),
Func :: enum(),
Ref :: i(),
Mask :: i()) ->
ok
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 spe-
cial effects, such as decals, outlining, and constructive solid
geometry rendering.
External documentation.
stencilMask(Mask :: i()) -> ok
gl:stencilMask/1 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 corre-
sponding bit in the stencil buffer. Where a 0 appears, the cor-
responding bit is write-protected. Initially, all bits are
enabled for writing.
External documentation.
stencilMaskSeparate(Face :: enum(), Mask :: i()) -> ok
gl:stencilMaskSeparate/2 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.
External documentation.
stencilOp(Fail :: enum(), Zfail :: enum(), Zpass :: enum()) -> ok
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 spe-
cial effects, such as decals, outlining, and constructive solid
geometry rendering.
External documentation.
stencilOpSeparate(Face :: enum(),
Sfail :: enum(),
Dpfail :: enum(),
Dppass :: enum()) ->
ok
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 spe-
cial effects, such as decals, outlining, and constructive solid
geometry rendering.
External documentation.
texBuffer(Target :: enum(),
Internalformat :: enum(),
Buffer :: i()) ->
ok
textureBuffer(Texture :: i(),
Internalformat :: enum(),
Buffer :: i()) ->
ok
gl:texBuffer/3 and gl:textureBuffer/3 attaches the data store of
a specified buffer object to a specified texture object, and
specify the storage format for the texture image found in the
buffer object. The texture object must be a buffer texture.
External documentation.
texBufferRange(Target :: enum(),
Internalformat :: enum(),
Buffer :: i(),
Offset :: i(),
Size :: i()) ->
ok
textureBufferRange(Texture :: i(),
Internalformat :: enum(),
Buffer :: i(),
Offset :: i(),
Size :: i()) ->
ok
gl:texBufferRange/5 and gl:textureBufferRange/5 attach a range
of the data store of a specified buffer object to a specified
texture object, and specify the storage format for the texture
image found in the buffer object. The texture object must be a
buffer texture.
External documentation.
texCoord1d(S :: f()) -> ok
texCoord1dv(X1 :: {S :: f()}) -> ok
texCoord1f(S :: f()) -> ok
texCoord1fv(X1 :: {S :: f()}) -> ok
texCoord1i(S :: i()) -> ok
texCoord1iv(X1 :: {S :: i()}) -> ok
texCoord1s(S :: i()) -> ok
texCoord1sv(X1 :: {S :: i()}) -> ok
texCoord2d(S :: f(), T :: f()) -> ok
texCoord2dv(X1 :: {S :: f(), T :: f()}) -> ok
texCoord2f(S :: f(), T :: f()) -> ok
texCoord2fv(X1 :: {S :: f(), T :: f()}) -> ok
texCoord2i(S :: i(), T :: i()) -> ok
texCoord2iv(X1 :: {S :: i(), T :: i()}) -> ok
texCoord2s(S :: i(), T :: i()) -> ok
texCoord2sv(X1 :: {S :: i(), T :: i()}) -> ok
texCoord3d(S :: f(), T :: f(), R :: f()) -> ok
texCoord3dv(X1 :: {S :: f(), T :: f(), R :: f()}) -> ok
texCoord3f(S :: f(), T :: f(), R :: f()) -> ok
texCoord3fv(X1 :: {S :: f(), T :: f(), R :: f()}) -> ok
texCoord3i(S :: i(), T :: i(), R :: i()) -> ok
texCoord3iv(X1 :: {S :: i(), T :: i(), R :: i()}) -> ok
texCoord3s(S :: i(), T :: i(), R :: i()) -> ok
texCoord3sv(X1 :: {S :: i(), T :: i(), R :: i()}) -> ok
texCoord4d(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok
texCoord4dv(X1 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok
texCoord4f(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok
texCoord4fv(X1 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok
texCoord4i(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok
texCoord4iv(X1 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok
texCoord4s(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok
texCoord4sv(X1 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok
gl:texCoord() specifies texture coordinates in one, two, three,
or four dimensions. gl:texCoord1() sets the current texture
coordinates to (s 0 0 1); a call to gl:texCoord2() sets them to
(s t 0 1). Similarly, gl:texCoord3() specifies the texture coor-
dinates as (s t r 1), and gl:texCoord4() defines all four compo-
nents explicitly as (s t r q).
External documentation.
texCoordPointer(Size :: i(),
Type :: enum(),
Stride :: i(),
Ptr :: offset() | mem()) ->
ok
gl:texCoordPointer/4 specifies the location and data format of
an array of texture coordinates to use when rendering. Size
specifies the number of coordinates per texture coordinate set,
and must be 1, 2, 3, or 4. Type specifies the data type of each
texture coordinate, and Stride specifies the byte stride from
one texture coordinate set to the next, allowing vertices and
attributes to be packed into a single array or stored in sepa-
rate arrays. (Single-array storage may be more efficient on some
implementations; see gl:interleavedArrays/3.)
External documentation.
texEnvf(Target :: enum(), Pname :: enum(), Param :: f()) -> ok
texEnvfv(Target :: enum(), Pname :: enum(), Params :: tuple()) ->
ok
texEnvi(Target :: enum(), Pname :: enum(), Param :: i()) -> ok
texEnviv(Target :: enum(), Pname :: enum(), Params :: tuple()) ->
ok
A texture environment specifies how texture values are inter-
preted when a fragment is textured. When Target is ?GL_TEX-
TURE_FILTER_CONTROL, Pname must be ?GL_TEXTURE_LOD_BIAS. When
Target is ?GL_TEXTURE_ENV, Pname can be ?GL_TEXTURE_ENV_MODE,
?GL_TEXTURE_ENV_COLOR, ?GL_COMBINE_RGB, ?GL_COMBINE_ALPHA,
?GL_RGB_SCALE, ?GL_ALPHA_SCALE, ?GL_SRC0_RGB, ?GL_SRC1_RGB,
?GL_SRC2_RGB, ?GL_SRC0_ALPHA, ?GL_SRC1_ALPHA, or ?GL_SRC2_ALPHA.
External documentation.
texGend(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok
texGendv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
ok
texGenf(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok
texGenfv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
ok
texGeni(Coord :: enum(), Pname :: enum(), Param :: i()) -> ok
texGeniv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
ok
gl:texGen() 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_TEX-
TURE_GEN_MODE, then Params chooses a mode, one of
?GL_OBJECT_LINEAR, ?GL_EYE_LINEAR, ?GL_SPHERE_MAP, ?GL_NOR-
MAL_MAP, or ?GL_REFLECTION_MAP. If Pname is either
?GL_OBJECT_PLANE or ?GL_EYE_PLANE, Params contains coefficients
for the corresponding texture generation function.
External documentation.
texImage1D(Target, Level, InternalFormat, Width, Border, Format,
Type, Pixels) ->
ok
Types:
Target = enum()
Level = InternalFormat = Width = Border = i()
Format = Type = enum()
Pixels = offset() | mem()
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable
and disable one-dimensional texturing, call gl:enable/1 and
gl:disable/1 with argument ?GL_TEXTURE_1D.
External documentation.
texImage2D(Target, Level, InternalFormat, Width, Height, Border,
Format, Type, Pixels) ->
ok
Types:
Target = enum()
Level = InternalFormat = Width = Height = Border = i()
Format = Type = enum()
Pixels = offset() | mem()
Texturing allows elements of an image array to be read by
shaders.
External documentation.
texImage2DMultisample(Target, Samples, Internalformat, Width,
Height, Fixedsamplelocations) ->
ok
Types:
Target = enum()
Samples = i()
Internalformat = enum()
Width = Height = i()
Fixedsamplelocations = 0 | 1
gl:texImage2DMultisample/6 establishes the data storage, format,
dimensions and number of samples of a multisample texture's
image.
External documentation.
texImage3D(Target, Level, InternalFormat, Width, Height, Depth,
Border, Format, Type, Pixels) ->
ok
Types:
Target = enum()
Level = InternalFormat = Width = Height = Depth = Border =
i()
Format = Type = enum()
Pixels = offset() | mem()
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable
and disable three-dimensional texturing, call gl:enable/1 and
gl:disable/1 with argument ?GL_TEXTURE_3D.
External documentation.
texImage3DMultisample(Target, Samples, Internalformat, Width,
Height, Depth, Fixedsamplelocations) ->
ok
Types:
Target = enum()
Samples = i()
Internalformat = enum()
Width = Height = Depth = i()
Fixedsamplelocations = 0 | 1
gl:texImage3DMultisample/7 establishes the data storage, format,
dimensions and number of samples of a multisample texture's
image.
External documentation.
texParameterIiv(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
texParameterIuiv(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
texParameterf(Target :: enum(), Pname :: enum(), Param :: f()) ->
ok
texParameterfv(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
texParameteri(Target :: enum(), Pname :: enum(), Param :: i()) ->
ok
texParameteriv(Target :: enum(),
Pname :: enum(),
Params :: tuple()) ->
ok
gl:texParameter() and gl:textureParameter() assign the value or
values in Params to the texture parameter specified as Pname.
For gl:texParameter(), Target defines the target texture, either
?GL_TEXTURE_1D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D, ?GL_TEX-
TURE_2D_ARRAY, ?GL_TEXTURE_2D_MULTISAMPLE, ?GL_TEXTURE_2D_MULTI-
SAMPLE_ARRAY, ?GL_TEXTURE_3D, ?GL_TEXTURE_CUBE_MAP, ?GL_TEX-
TURE_CUBE_MAP_ARRAY, or ?GL_TEXTURE_RECTANGLE. The following
symbols are accepted in Pname:
External documentation.
texStorage1D(Target :: enum(),
Levels :: i(),
Internalformat :: enum(),
Width :: i()) ->
ok
gl:texStorage1D/4 and gl:textureStorage1D() specify the storage
requirements for all levels of a one-dimensional texture simul-
taneously. Once a texture is specified with this command, the
format and dimensions of all levels become immutable unless it
is a proxy texture. The contents of the image may still be modi-
fied, however, its storage requirements may not change. Such a
texture is referred to as an immutable-format texture.
External documentation.
texStorage2D(Target :: enum(),
Levels :: i(),
Internalformat :: enum(),
Width :: i(),
Height :: i()) ->
ok
gl:texStorage2D/5 and gl:textureStorage2D() specify the storage
requirements for all levels of a two-dimensional texture or one-
dimensional texture array simultaneously. Once a texture is
specified with this command, the format and dimensions of all
levels become immutable unless it is a proxy texture. The con-
tents of the image may still be modified, however, its storage
requirements may not change. Such a texture is referred to as an
immutable-format texture.
External documentation.
texStorage2DMultisample(Target, Samples, Internalformat, Width,
Height, Fixedsamplelocations) ->
ok
Types:
Target = enum()
Samples = i()
Internalformat = enum()
Width = Height = i()
Fixedsamplelocations = 0 | 1
gl:texStorage2DMultisample/6 and gl:textureStorage2DMultisam-
ple() specify the storage requirements for a two-dimensional
multisample texture. Once a texture is specified with this com-
mand, its format and dimensions become immutable unless it is a
proxy texture. The contents of the image may still be modified,
however, its storage requirements may not change. Such a texture
is referred to as an immutable-format texture.
External documentation.
texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) ->
ok
Types:
Target = enum()
Levels = i()
Internalformat = enum()
Width = Height = Depth = i()
gl:texStorage3D/6 and gl:textureStorage3D() specify the storage
requirements for all levels of a three-dimensional, two-dimen-
sional array or cube-map array texture simultaneously. Once a
texture is specified with this command, the format and dimen-
sions of all levels become immutable unless it is a proxy tex-
ture. The contents of the image may still be modified, however,
its storage requirements may not change. Such a texture is
referred to as an immutable-format texture.
External documentation.
texStorage3DMultisample(Target, Samples, Internalformat, Width,
Height, Depth, Fixedsamplelocations) ->
ok
Types:
Target = enum()
Samples = i()
Internalformat = enum()
Width = Height = Depth = i()
Fixedsamplelocations = 0 | 1
gl:texStorage3DMultisample/7 and gl:textureStorage3DMultisam-
ple() specify the storage requirements for a two-dimensional
multisample array texture. Once a texture is specified with this
command, its format and dimensions become immutable unless it is
a proxy texture. The contents of the image may still be modi-
fied, however, its storage requirements may not change. Such a
texture is referred to as an immutable-format texture.
External documentation.
texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) ->
ok
Types:
Target = enum()
Level = Xoffset = Width = i()
Format = Type = enum()
Pixels = offset() | mem()
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable or
disable one-dimensional texturing, call gl:enable/1 and gl:dis-
able/1 with argument ?GL_TEXTURE_1D.
External documentation.
texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height,
Format, Type, Pixels) ->
ok
Types:
Target = enum()
Level = Xoffset = Yoffset = Width = Height = i()
Format = Type = enum()
Pixels = offset() | mem()
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled.
External documentation.
texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width,
Height, Depth, Format, Type, Pixels) ->
ok
Types:
Target = enum()
Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth
= i()
Format = Type = enum()
Pixels = offset() | mem()
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled.
External documentation.
textureBarrier() -> ok
The values of rendered fragments are undefined when a shader
stage fetches texels and the same texels are written via frag-
ment shader outputs, even if the reads and writes are not in the
same drawing command. To safely read the result of a written
texel via a texel fetch in a subsequent drawing command, call
gl:textureBarrier/0 between the two drawing commands to guaran-
tee that writes have completed and caches have been invalidated
before subsequent drawing commands are executed.
External documentation.
textureView(Texture, Target, Origtexture, Internalformat,
Minlevel, Numlevels, Minlayer, Numlayers) ->
ok
Types:
Texture = i()
Target = enum()
Origtexture = i()
Internalformat = enum()
Minlevel = Numlevels = Minlayer = Numlayers = i()
gl:textureView/8 initializes a texture object as an alias, or
view of another texture object, sharing some or all of the par-
ent texture's data store with the initialized texture. Texture
specifies a name previously reserved by a successful call to
gl:genTextures/1 but that has not yet been bound or given a tar-
get. Target specifies the target for the newly initialized tex-
ture and must be compatible with the target of the parent tex-
ture, given in Origtexture as specified in the following table:
External documentation.
transformFeedbackBufferBase(Xfb :: i(),
Index :: i(),
Buffer :: i()) ->
ok
gl:transformFeedbackBufferBase/3 binds the buffer object Buffer
to the binding point at index Index of the transform feedback
object Xfb.
External documentation.
transformFeedbackBufferRange(Xfb :: i(),
Index :: i(),
Buffer :: i(),
Offset :: i(),
Size :: i()) ->
ok
gl:transformFeedbackBufferRange/5 binds a range of the buffer
object Buffer represented by Offset and Size to the binding
point at index Index of the transform feedback object Xfb.
External documentation.
transformFeedbackVaryings(Program :: i(),
Varyings :: [unicode:chardata()],
BufferMode :: enum()) ->
ok
The names of the vertex or geometry shader outputs to be
recorded in transform feedback mode are specified using
gl:transformFeedbackVaryings/3. When a geometry shader is
active, transform feedback records the values of selected geome-
try shader output variables from the emitted vertices. Other-
wise, the values of the selected vertex shader outputs are
recorded.
External documentation.
translated(X :: f(), Y :: f(), Z :: f()) -> ok
translatef(X :: f(), Y :: f(), Z :: f()) -> ok
gl:translate() produces a translation by (x y z). The current
matrix (see gl:matrixMode/1) is multiplied by this translation
matrix, with the product replacing the current matrix, as if
gl:multMatrix() were called with the following matrix for its
argument:
External documentation.
uniform1d(Location :: i(), X :: f()) -> ok
uniform1dv(Location :: i(), Value :: [f()]) -> ok
uniform1f(Location :: i(), V0 :: f()) -> ok
uniform1fv(Location :: i(), Value :: [f()]) -> ok
uniform1i(Location :: i(), V0 :: i()) -> ok
uniform1iv(Location :: i(), Value :: [i()]) -> ok
uniform1ui(Location :: i(), V0 :: i()) -> ok
uniform1uiv(Location :: i(), Value :: [i()]) -> ok
uniform2d(Location :: i(), X :: f(), Y :: f()) -> ok
uniform2dv(Location :: i(), Value :: [{f(), f()}]) -> ok
uniform2f(Location :: i(), V0 :: f(), V1 :: f()) -> ok
uniform2fv(Location :: i(), Value :: [{f(), f()}]) -> ok
uniform2i(Location :: i(), V0 :: i(), V1 :: i()) -> ok
uniform2iv(Location :: i(), Value :: [{i(), i()}]) -> ok
uniform2ui(Location :: i(), V0 :: i(), V1 :: i()) -> ok
uniform2uiv(Location :: i(), Value :: [{i(), i()}]) -> ok
uniform3d(Location :: i(), X :: f(), Y :: f(), Z :: f()) -> ok
uniform3dv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok
uniform3f(Location :: i(), V0 :: f(), V1 :: f(), V2 :: f()) -> ok
uniform3fv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok
uniform3i(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok
uniform3iv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok
uniform3ui(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok
uniform3uiv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok
uniform4d(Location :: i(), X :: f(), Y :: f(), Z :: f(), W :: f()) ->
ok
uniform4dv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok
uniform4f(Location :: i(),
V0 :: f(),
V1 :: f(),
V2 :: f(),
V3 :: f()) ->
ok
uniform4fv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok
uniform4i(Location :: i(),
V0 :: i(),
V1 :: i(),
V2 :: i(),
V3 :: i()) ->
ok
uniform4iv(Location :: i(), Value :: [{i(), i(), i(), i()}]) -> ok
uniform4ui(Location :: i(),
V0 :: i(),
V1 :: i(),
V2 :: i(),
V3 :: i()) ->
ok
uniform4uiv(Location :: i(), Value :: [{i(), i(), i(), i()}]) ->
ok
uniformMatrix2dv(Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f()}]) ->
ok
uniformMatrix2fv(Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f()}]) ->
ok
uniformMatrix2x3dv(Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix2x3fv(Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix2x4dv(Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix2x4fv(Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix3dv(Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f()}]) ->
ok
uniformMatrix3fv(Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(),
f(),
f(),
f(),
f(),
f(),
f(),
f(),
f()}]) ->
ok
uniformMatrix3x2dv(Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix3x2fv(Location :: i(),
Transpose :: 0 | 1,
Value :: [{f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix3x4dv(Location, Transpose, Value) -> ok
uniformMatrix3x4fv(Location, Transpose, Value) -> ok
uniformMatrix4dv(Location, Transpose, Value) -> ok
uniformMatrix4fv(Location, Transpose, Value) -> ok
uniformMatrix4x2dv(Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix4x2fv(Location :: i(),
Transpose :: 0 | 1,
Value ::
[{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
ok
uniformMatrix4x3dv(Location, Transpose, Value) -> ok
uniformMatrix4x3fv(Location, Transpose, Value) -> ok
Types:
Location = i()
Transpose = 0 | 1
Value =
[{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(),
f()}]
gl:uniform() modifies the value of a uniform variable or a uni-
form variable array. The location of the uniform variable to be
modified is specified by Location, which should be a value
returned by gl:getUniformLocation/2. gl:uniform() operates on
the program object that was made part of current state by call-
ing gl:useProgram/1.
External documentation.
uniformBlockBinding(Program :: i(),
UniformBlockIndex :: i(),
UniformBlockBinding :: i()) ->
ok
Binding points for active uniform blocks are assigned using
gl:uniformBlockBinding/3. Each of a program's active uniform
blocks has a corresponding uniform buffer binding point. Program
is the name of a program object for which the command
gl:linkProgram/1 has been issued in the past.
External documentation.
uniformSubroutinesuiv(Shadertype :: enum(), Indices :: [i()]) ->
ok
gl:uniformSubroutines() loads all active subroutine uniforms for
shader stage Shadertype of the current program with subroutine
indices from Indices, storing Indices[i] into the uniform at
location I. Count must be equal to the value of ?GL_ACTIVE_SUB-
ROUTINE_UNIFORM_LOCATIONS for the program currently in use at
shader stage Shadertype. Furthermore, all values in Indices must
be less than the value of ?GL_ACTIVE_SUBROUTINES for the shader
stage.
External documentation.
useProgram(Program :: i()) -> ok
gl:useProgram/1 installs the program object specified by Program
as part of current rendering state. One or more executables are
created in a program object by successfully attaching shader
objects to it with gl:attachShader/2, successfully compiling the
shader objects with gl:compileShader/1, and successfully linking
the program object with gl:linkProgram/1.
External documentation.
useProgramStages(Pipeline :: i(), Stages :: i(), Program :: i()) ->
ok
gl:useProgramStages/3 binds executables from a program object
associated with a specified set of shader stages to the program
pipeline object given by Pipeline. Pipeline specifies the pro-
gram pipeline object to which to bind the executables. Stages
contains a logical combination of bits indicating the shader
stages to use within Program with the program pipeline object
Pipeline. Stages must be a logical combination of ?GL_VER-
TEX_SHADER_BIT, ?GL_TESS_CONTROL_SHADER_BIT, ?GL_TESS_EVALUA-
TION_SHADER_BIT, ?GL_GEOMETRY_SHADER_BIT, ?GL_FRAG-
MENT_SHADER_BIT and ?GL_COMPUTE_SHADER_BIT. Additionally, the
special value ?GL_ALL_SHADER_BITS may be specified to indicate
that all executables contained in Program should be installed in
Pipeline.
External documentation.
validateProgram(Program :: i()) -> ok
gl:validateProgram/1 checks to see whether the executables con-
tained in Program can execute given the current OpenGL state.
The information generated by the validation process will be
stored in Program's information log. The validation information
may consist of an empty string, or it may be a string containing
information about how the current program object interacts with
the rest of current OpenGL state. This provides a way for OpenGL
implementers to convey more information about why the current
program is inefficient, suboptimal, failing to execute, and so
on.
External documentation.
validateProgramPipeline(Pipeline :: i()) -> ok
gl:validateProgramPipeline/1 instructs the implementation to
validate the shader executables contained in Pipeline against
the current GL state. The implementation may use this as an
opportunity to perform any internal shader modifications that
may be required to ensure correct operation of the installed
shaders given the current GL state.
External documentation.
vertex2d(X :: f(), Y :: f()) -> ok
vertex2dv(X1 :: {X :: f(), Y :: f()}) -> ok
vertex2f(X :: f(), Y :: f()) -> ok
vertex2fv(X1 :: {X :: f(), Y :: f()}) -> ok
vertex2i(X :: i(), Y :: i()) -> ok
vertex2iv(X1 :: {X :: i(), Y :: i()}) -> ok
vertex2s(X :: i(), Y :: i()) -> ok
vertex2sv(X1 :: {X :: i(), Y :: i()}) -> ok
vertex3d(X :: f(), Y :: f(), Z :: f()) -> ok
vertex3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
vertex3f(X :: f(), Y :: f(), Z :: f()) -> ok
vertex3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
vertex3i(X :: i(), Y :: i(), Z :: i()) -> ok
vertex3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
vertex3s(X :: i(), Y :: i(), Z :: i()) -> ok
vertex3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
vertex4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok
vertex4dv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok
vertex4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok
vertex4fv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok
vertex4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok
vertex4iv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok
vertex4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok
vertex4sv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok
gl:vertex() commands are used within gl:'begin'/1/gl:'end'/0
pairs to specify point, line, and polygon vertices. The current
color, normal, texture coordinates, and fog coordinate are asso-
ciated with the vertex when gl:vertex() is called.
External documentation.
vertexArrayElementBuffer(Vaobj :: i(), Buffer :: i()) -> ok
gl:vertexArrayElementBuffer/2 binds a buffer object with id Buf-
fer to the element array buffer bind point of a vertex array
object with id Vaobj. If Buffer is zero, any existing element
array buffer binding to Vaobj is removed.
External documentation.
vertexAttrib1d(Index :: i(), X :: f()) -> ok
vertexAttrib1dv(Index :: i(), X2 :: {X :: f()}) -> ok
vertexAttrib1f(Index :: i(), X :: f()) -> ok
vertexAttrib1fv(Index :: i(), X2 :: {X :: f()}) -> ok
vertexAttrib1s(Index :: i(), X :: i()) -> ok
vertexAttrib1sv(Index :: i(), X2 :: {X :: i()}) -> ok
vertexAttrib2d(Index :: i(), X :: f(), Y :: f()) -> ok
vertexAttrib2dv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok
vertexAttrib2f(Index :: i(), X :: f(), Y :: f()) -> ok
vertexAttrib2fv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok
vertexAttrib2s(Index :: i(), X :: i(), Y :: i()) -> ok
vertexAttrib2sv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok
vertexAttrib3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok
vertexAttrib3dv(Index :: i(),
X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
ok
vertexAttrib3f(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok
vertexAttrib3fv(Index :: i(),
X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
ok
vertexAttrib3s(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok
vertexAttrib3sv(Index :: i(),
X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
ok
vertexAttrib4Nbv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4Niv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4Nsv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4Nub(Index :: i(),
X :: i(),
Y :: i(),
Z :: i(),
W :: i()) ->
ok
vertexAttrib4Nubv(Index :: i(),
X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
ok
vertexAttrib4Nuiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4Nusv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4d(Index :: i(),
X :: f(),
Y :: f(),
Z :: f(),
W :: f()) ->
ok
vertexAttrib4dv(Index :: i(),
X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
ok
vertexAttrib4f(Index :: i(),
X :: f(),
Y :: f(),
Z :: f(),
W :: f()) ->
ok
vertexAttrib4fv(Index :: i(),
X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
ok
vertexAttrib4iv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4s(Index :: i(),
X :: i(),
Y :: i(),
Z :: i(),
W :: i()) ->
ok
vertexAttrib4sv(Index :: i(),
X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
ok
vertexAttrib4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4uiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttrib4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttribI1i(Index :: i(), X :: i()) -> ok
vertexAttribI1iv(Index :: i(), X2 :: {X :: i()}) -> ok
vertexAttribI1ui(Index :: i(), X :: i()) -> ok
vertexAttribI1uiv(Index :: i(), X2 :: {X :: i()}) -> ok
vertexAttribI2i(Index :: i(), X :: i(), Y :: i()) -> ok
vertexAttribI2iv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok
vertexAttribI2ui(Index :: i(), X :: i(), Y :: i()) -> ok
vertexAttribI2uiv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok
vertexAttribI3i(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok
vertexAttribI3iv(Index :: i(),
X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
ok
vertexAttribI3ui(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok
vertexAttribI3uiv(Index :: i(),
X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
ok
vertexAttribI4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttribI4i(Index :: i(),
X :: i(),
Y :: i(),
Z :: i(),
W :: i()) ->
ok
vertexAttribI4iv(Index :: i(),
X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
ok
vertexAttribI4sv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttribI4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttribI4ui(Index :: i(),
X :: i(),
Y :: i(),
Z :: i(),
W :: i()) ->
ok
vertexAttribI4uiv(Index :: i(),
X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
ok
vertexAttribI4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok
vertexAttribL1d(Index :: i(), X :: f()) -> ok
vertexAttribL1dv(Index :: i(), X2 :: {X :: f()}) -> ok
vertexAttribL2d(Index :: i(), X :: f(), Y :: f()) -> ok
vertexAttribL2dv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok
vertexAttribL3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok
vertexAttribL3dv(Index :: i(),
X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
ok
vertexAttribL4d(Index :: i(),
X :: f(),
Y :: f(),
Z :: f(),
W :: f()) ->
ok
vertexAttribL4dv(Index :: i(),
X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
ok
The gl:vertexAttrib() family of entry points allows an applica-
tion to pass generic vertex attributes in numbered locations.
External documentation.
vertexArrayAttribBinding(Vaobj :: i(),
Attribindex :: i(),
Bindingindex :: i()) ->
ok
vertexAttribBinding(Attribindex :: i(), Bindingindex :: i()) -> ok
gl:vertexAttribBinding/2 and gl:vertexArrayAttribBinding/3
establishes an association between the generic vertex attribute
of a vertex array object whose index is given by Attribindex,
and a vertex buffer binding whose index is given by Bindingin-
dex. For gl:vertexAttribBinding/2, the vertex array object
affected is that currently bound. For gl:vertexArrayAttribBind-
ing/3, Vaobj is the name of the vertex array object.
External documentation.
vertexAttribDivisor(Index :: i(), Divisor :: i()) -> ok
gl:vertexAttribDivisor/2 modifies the rate at which generic ver-
tex attributes advance when rendering multiple instances of
primitives in a single draw call. If Divisor is zero, the
attribute at slot Index advances once per vertex. If Divisor is
non-zero, the attribute advances once per Divisor instances of
the set(s) of vertices being rendered. An attribute is referred
to as instanced if its ?GL_VERTEX_ATTRIB_ARRAY_DIVISOR value is
non-zero.
External documentation.
vertexArrayAttribFormat(Vaobj, Attribindex, Size, Type,
Normalized, Relativeoffset) ->
ok
vertexArrayAttribIFormat(Vaobj :: i(),
Attribindex :: i(),
Size :: i(),
Type :: enum(),
Relativeoffset :: i()) ->
ok
vertexArrayAttribLFormat(Vaobj :: i(),
Attribindex :: i(),
Size :: i(),
Type :: enum(),
Relativeoffset :: i()) ->
ok
vertexAttribFormat(Attribindex :: i(),
Size :: i(),
Type :: enum(),
Normalized :: 0 | 1,
Relativeoffset :: i()) ->
ok
vertexAttribIFormat(Attribindex :: i(),
Size :: i(),
Type :: enum(),
Relativeoffset :: i()) ->
ok
vertexAttribIPointer(Index :: i(),
Size :: i(),
Type :: enum(),
Stride :: i(),
Pointer :: offset() | mem()) ->
ok
vertexAttribLFormat(Attribindex :: i(),
Size :: i(),
Type :: enum(),
Relativeoffset :: i()) ->
ok
vertexAttribLPointer(Index :: i(),
Size :: i(),
Type :: enum(),
Stride :: i(),
Pointer :: offset() | mem()) ->
ok
gl:vertexAttribFormat/5, gl:vertexAttribIFormat/4 and gl:vertex-
AttribLFormat/4, as well as gl:vertexArrayAttribFormat/6,
gl:vertexArrayAttribIFormat/5 and gl:vertexArrayAttribLFormat/5
specify the organization of data in vertex arrays. The first
three calls operate on the bound vertex array object, whereas
the last three ones modify the state of a vertex array object
with ID Vaobj. Attribindex specifies the index of the generic
vertex attribute array whose data layout is being described, and
must be less than the value of ?GL_MAX_VERTEX_ATTRIBS.
External documentation.
vertexAttribPointer(Index, Size, Type, Normalized, Stride,
Pointer) ->
ok
Types:
Index = Size = i()
Type = enum()
Normalized = 0 | 1
Stride = i()
Pointer = offset() | mem()
gl:vertexAttribPointer/6, gl:vertexAttribIPointer/5 and gl:ver-
texAttribLPointer/5 specify the location and data format of the
array of generic vertex attributes at index Index to use when
rendering. Size specifies the number of components per attribute
and must be 1, 2, 3, 4, or ?GL_BGRA. Type specifies the data
type of each component, and Stride specifies the byte stride
from one attribute to the next, allowing vertices and attributes
to be packed into a single array or stored in separate arrays.
External documentation.
vertexArrayBindingDivisor(Vaobj :: i(),
Bindingindex :: i(),
Divisor :: i()) ->
ok
vertexBindingDivisor(Bindingindex :: i(), Divisor :: i()) -> ok
gl:vertexBindingDivisor/2 and gl:vertexArrayBindingDivisor/3
modify the rate at which generic vertex attributes advance when
rendering multiple instances of primitives in a single draw com-
mand. If Divisor is zero, the attributes using the buffer bound
to Bindingindex advance once per vertex. If Divisor is non-zero,
the attributes advance once per Divisor instances of the set(s)
of vertices being rendered. An attribute is referred to as
instanced if the corresponding Divisor value is non-zero.
External documentation.
vertexPointer(Size :: i(),
Type :: enum(),
Stride :: i(),
Ptr :: offset() | mem()) ->
ok
gl:vertexPointer/4 specifies the location and data format of an
array of vertex coordinates to use when rendering. Size speci-
fies the number of coordinates per vertex, and must be 2, 3, or
4. Type specifies the data type of each coordinate, and Stride
specifies the byte stride from one vertex to the next, allowing
vertices and attributes to be packed into a single array or
stored in separate arrays. (Single-array storage may be more
efficient on some implementations; see gl:interleavedArrays/3.)
External documentation.
viewport(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok
gl:viewport/4 specifies the affine transformation of x and y
from normalized device coordinates to window coordinates. Let (x
nd y nd) be normalized device coordinates. Then the window coor-
dinates (x w y w) are computed as follows:
External documentation.
viewportArrayv(First :: i(), V :: [{f(), f(), f(), f()}]) -> ok
gl:viewportArrayv/2 specifies the parameters for multiple view-
ports simulataneously. First specifies the index of the first
viewport to modify and Count specifies the number of viewports
to modify. First must be less than the value of ?GL_MAX_VIEW-
PORTS, and First + Count must be less than or equal to the value
of ?GL_MAX_VIEWPORTS. Viewports whose indices lie outside the
range [First, First + Count) are not modified. V contains the
address of an array of floating point values specifying the left
( x), bottom ( y), width ( w), and height ( h) of each viewport,
in that order. x and y give the location of the viewport's lower
left corner, and w and h give the width and height of the view-
port, respectively. The viewport specifies the affine transfor-
mation of x and y from normalized device coordinates to window
coordinates. Let (x nd y nd) be normalized device coordinates.
Then the window coordinates (x w y w) are computed as follows:
External documentation.
viewportIndexedf(Index :: i(),
X :: f(),
Y :: f(),
W :: f(),
H :: f()) ->
ok
viewportIndexedfv(Index :: i(), V :: {f(), f(), f(), f()}) -> ok
gl:viewportIndexedf/5 and gl:viewportIndexedfv/2 specify the
parameters for a single viewport. Index specifies the index of
the viewport to modify. Index must be less than the value of
?GL_MAX_VIEWPORTS. For gl:viewportIndexedf/5, X, Y, W, and H
specify the left, bottom, width and height of the viewport in
pixels, respectively. For gl:viewportIndexedfv/2, V contains the
address of an array of floating point values specifying the left
( x), bottom ( y), width ( w), and height ( h) of each viewport,
in that order. x and y give the location of the viewport's lower
left corner, and w and h give the width and height of the view-
port, respectively. The viewport specifies the affine transfor-
mation of x and y from normalized device coordinates to window
coordinates. Let (x nd y nd) be normalized device coordinates.
Then the window coordinates (x w y w) are computed as follows:
External documentation.
waitSync(Sync :: i(), Flags :: i(), Timeout :: i()) -> ok
gl:waitSync/3 causes the GL server to block and wait until Sync
becomes signaled. Sync is the name of an existing sync object
upon which to wait. Flags and Timeout are currently not used and
must be set to zero and the special value ?GL_TIMEOUT_IGNORED,
respectively
Flags and Timeout are placeholders for anticipated future exten-
sions of sync object capabilities. They must have these reserved
values in order that existing code calling gl:waitSync/3 operate
properly in the presence of such extensions.
External documentation.
windowPos2d(X :: f(), Y :: f()) -> ok
windowPos2dv(X1 :: {X :: f(), Y :: f()}) -> ok
windowPos2f(X :: f(), Y :: f()) -> ok
windowPos2fv(X1 :: {X :: f(), Y :: f()}) -> ok
windowPos2i(X :: i(), Y :: i()) -> ok
windowPos2iv(X1 :: {X :: i(), Y :: i()}) -> ok
windowPos2s(X :: i(), Y :: i()) -> ok
windowPos2sv(X1 :: {X :: i(), Y :: i()}) -> ok
windowPos3d(X :: f(), Y :: f(), Z :: f()) -> ok
windowPos3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
windowPos3f(X :: f(), Y :: f(), Z :: f()) -> ok
windowPos3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
windowPos3i(X :: i(), Y :: i(), Z :: i()) -> ok
windowPos3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
windowPos3s(X :: i(), Y :: i(), Z :: i()) -> ok
windowPos3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
The GL maintains a 3D position in window coordinates. This posi-
tion, called the raster position, is used to position pixel and
bitmap write operations. It is maintained with subpixel accu-
racy. See gl:bitmap/7, gl:drawPixels/5, and gl:copyPixels/5.
External documentation.
Ericsson AB wx 2.1.1 gl(3)