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PyOpenGL 3.1.0 Function Reference
Function Purpose glAccum operate on the accumulation buffer glActiveShaderProgram set the active program object for a program pipeline object glActiveTexture select active texture unit glAlphaFunc specify the alpha test function glAreTexturesResident determine if textures are loaded in texture memory glArrayElement render a vertex using the specified vertex array element glAttachShader Attaches a shader object to a program object glBegin delimit the vertices of a primitive or a group of like primitives glBeginConditionalRender start conditional rendering glBeginQuery delimit the boundaries of a query object glBeginQueryIndexed, glEndQueryIndexed delimit the boundaries of a query object on an indexed target glBeginTransformFeedback start transform feedback operation glBindAttribLocation Associates a generic vertex attribute index with a named attribute variable glBindBuffer bind a named buffer object glBindBufferBase bind a buffer object to an indexed buffer target glBindBufferRange bind a range within a buffer object to an indexed buffer target glBindBuffersBase bind one or more buffer objects to a sequence of indexed buffer targets glBindBuffersRange bind ranges of one or more buffer objects to a sequence of indexed buffer targets glBindFragDataLocation bind a user-defined varying out variable to a fragment shader color number glBindFragDataLocationIndexed bind a user-defined varying out variable to a fragment shader color number and index glBindFramebuffer bind a framebuffer to a framebuffer target glBindImageTexture bind a level of a texture to an image unit glBindImageTextures bind one or more named texture images to a sequence of consecutive image units glBindProgramPipeline bind a program pipeline to the current context glBindRenderbuffer bind a renderbuffer to a renderbuffer target glBindSampler bind a named sampler to a texturing target glBindSamplers bind one or more named sampler objects to a sequence of consecutive sampler units glBindTexture bind a named texture to a texturing target glBindTextures bind one or more named textures to a sequence of consecutive texture units glBindTransformFeedback bind a transform feedback object glBindVertexArray bind a vertex array object glBindVertexBuffer bind a buffer to a vertex buffer bind point glBindVertexBuffers bind one or more named buffer objects to a sequence of consecutive vertex buffer binding points glBitmap draw a bitmap glBlendColor set the blend color glBlendEquation specify the equation used for both the RGB blend equation and the Alpha blend equation glBlendEquationSeparate set the RGB blend equation and the alpha blend equation separately glBlendFunc specify pixel arithmetic glBlendFuncSeparate specify pixel arithmetic for RGB and alpha components separately glBlitFramebuffer copy a block of pixels from the read framebuffer to the draw framebuffer glBufferData creates and initializes a buffer object's data store glBufferStorage creates and initializes a buffer object's immutable data store glBufferSubData updates a subset of a buffer object's data store glCallList execute a display list glCallLists execute a list of display lists glCheckFramebufferStatus check the completeness status of a framebuffer glClampColor specify whether data read via glClear clear buffers to preset values glClearAccum specify clear values for the accumulation buffer glClearBuffer clear individual buffers of the currently bound draw framebuffer glClearBufferData fill a buffer object's data store with a fixed value glClearBufferSubData fill all or part of buffer object's data store with a fixed value glClearColor specify clear values for the color buffers glClearDepth specify the clear value for the depth buffer glClearIndex specify the clear value for the color index buffers glClearStencil specify the clear value for the stencil buffer glClearTexImage fills all a texture image with a constant value glClearTexSubImage fills all or part of a texture image with a constant value glClientActiveTexture select active texture unit glClientWaitSync block and wait for a sync object to become signaled glClipPlane specify a plane against which all geometry is clipped glColor set the current color glColorMask enable and disable writing of frame buffer color components glColorMaterial cause a material color to track the current color glColorPointer define an array of colors glColorSubTable respecify a portion of a color table glColorTable define a color lookup table glColorTableParameter set color lookup table parameters glCompileShader Compiles a shader object glCompressedTexImage1D specify a one-dimensional texture image in a compressed format glCompressedTexImage2D specify a two-dimensional texture image in a compressed format glCompressedTexImage3D specify a three-dimensional texture image in a compressed format glCompressedTexSubImage1D specify a one-dimensional texture subimage in a compressed format glCompressedTexSubImage2D specify a two-dimensional texture subimage in a compressed format glCompressedTexSubImage3D specify a three-dimensional texture subimage in a compressed format glConvolutionFilter1D define a one-dimensional convolution filter glConvolutionFilter2D define a two-dimensional convolution filter glConvolutionParameter set convolution parameters glCopyBufferSubData copy part of the data store of a buffer object to the data store of another buffer object glCopyColorSubTable respecify a portion of a color table glCopyColorTable copy pixels into a color table glCopyConvolutionFilter1D copy pixels into a one-dimensional convolution filter glCopyConvolutionFilter2D copy pixels into a two-dimensional convolution filter glCopyImageSubData perform a raw data copy between two images glCopyPixels copy pixels in the frame buffer glCopyTexImage1D copy pixels into a 1D texture image glCopyTexImage2D copy pixels into a 2D texture image glCopyTexSubImage1D copy a one-dimensional texture subimage glCopyTexSubImage2D copy a two-dimensional texture subimage glCopyTexSubImage3D copy a three-dimensional texture subimage glCreateProgram Creates a program object glCreateShader Creates a shader object glCreateShaderProgram create a stand-alone program from an array of null-terminated source code strings glCullFace specify whether front- or back-facing facets can be culled glDebugMessageCallback specify a callback to receive debugging messages from the GL glDebugMessageControl control the reporting of debug messages in a debug context glDebugMessageInsert inject an application-supplied message into the debug message queue glDeleteBuffers delete named buffer objects glDeleteFramebuffers delete framebuffer objects glDeleteLists delete a contiguous group of display lists glDeleteProgram Deletes a program object glDeleteProgramPipelines delete program pipeline objects glDeleteQueries delete named query objects glDeleteRenderbuffers delete renderbuffer objects glDeleteSamplers delete named sampler objects glDeleteShader Deletes a shader object glDeleteSync delete a sync object glDeleteTextures delete named textures glDeleteTransformFeedbacks delete transform feedback objects glDeleteVertexArrays delete vertex array objects glDepthFunc specify the value used for depth buffer comparisons glDepthMask enable or disable writing into the depth buffer glDepthRange specify mapping of depth values from normalized device coordinates to window coordinates glDepthRangeArray specify mapping of depth values from normalized device coordinates to window coordinates for a specified set of viewports glDepthRangeIndexed specify mapping of depth values from normalized device coordinates to window coordinates for a specified viewport glDetachShader Detaches a shader object from a program object to which it is attached glDispatchCompute launch one or more compute work groups glDispatchComputeIndirect launch one or more compute work groups using parameters stored in a buffer glDrawArrays render primitives from array data glDrawArraysIndirect render primitives from array data, taking parameters from memory glDrawArraysInstanced draw multiple instances of a range of elements glDrawArraysInstancedBaseInstance draw multiple instances of a range of elements with offset applied to instanced attributes glDrawBuffer specify which color buffers are to be drawn into glDrawBuffers Specifies a list of color buffers to be drawn into glDrawElements render primitives from array data glDrawElementsBaseVertex render primitives from array data with a per-element offset glDrawElementsIndirect render indexed primitives from array data, taking parameters from memory glDrawElementsInstanced draw multiple instances of a set of elements glDrawElementsInstancedBaseInstance draw multiple instances of a set of elements with offset applied to instanced attributes glDrawElementsInstancedBaseVertex render multiple instances of a set of primitives from array data with a per-element offset glDrawElementsInstancedBaseVertexBaseInstance render multiple instances of a set of primitives from array data with a per-element offset glDrawPixels write a block of pixels to the frame buffer glDrawRangeElements render primitives from array data glDrawRangeElementsBaseVertex render primitives from array data with a per-element offset glDrawTransformFeedback render primitives using a count derived from a transform feedback object glDrawTransformFeedbackInstanced render multiple instances of primitives using a count derived from a transform feedback object glDrawTransformFeedbackStream render primitives using a count derived from a specifed stream of a transform feedback object glDrawTransformFeedbackStreamInstanced render multiple instances of primitives using a count derived from a specifed stream of a transform feedback object glEdgeFlag flag edges as either boundary or nonboundary glEdgeFlagPointer define an array of edge flags glEnable enable or disable server-side GL capabilities glEnableClientState enable or disable client-side capability glEnableVertexAttribArray Enable or disable a generic vertex attribute array glEvalCoord evaluate enabled one- and two-dimensional maps glEvalMesh compute a one- or two-dimensional grid of points or lines glEvalPoint generate and evaluate a single point in a mesh glFeedbackBuffer controls feedback mode glFenceSync create a new sync object and insert it into the GL command stream glFinish block until all GL execution is complete glFlush force execution of GL commands in finite time glFlushMappedBufferRange indicate modifications to a range of a mapped buffer glFog specify fog parameters glFogCoord set the current fog coordinates glFogCoordPointer define an array of fog coordinates glFramebufferParameteri set a named parameter of a framebuffer glFramebufferRenderbuffer attach a renderbuffer as a logical buffer to the currently bound framebuffer object glFramebufferTexture attach a level of a texture object as a logical buffer to the currently bound framebuffer object glFramebufferTextureLayer attach a single layer of a texture to a framebuffer glFrontFace define front- and back-facing polygons glFrustum multiply the current matrix by a perspective matrix glGenBuffers generate buffer object names glGenFramebuffers generate framebuffer object names glGenLists generate a contiguous set of empty display lists glGenProgramPipelines reserve program pipeline object names glGenQueries generate query object names glGenRenderbuffers generate renderbuffer object names glGenSamplers generate sampler object names glGenTextures generate texture names glGenTransformFeedbacks reserve transform feedback object names glGenVertexArrays generate vertex array object names glGenerateMipmap generate mipmaps for a specified texture target glGet return the value or values of a selected parameter glGetActiveAtomicCounterBufferiv retrieve information about the set of active atomic counter buffers for a program glGetActiveAttrib Returns information about an active attribute variable for the specified program object glGetActiveSubroutineName query the name of an active shader subroutine glGetActiveSubroutineUniform query a property of an active shader subroutine uniform glGetActiveSubroutineUniformName query the name of an active shader subroutine uniform glGetActiveUniform Returns information about an active uniform variable for the specified program object glGetActiveUniformBlock query information about an active uniform block glGetActiveUniformBlockName retrieve the name of an active uniform block glGetActiveUniformName query the name of an active uniform glGetActiveUniformsiv Returns information about several active uniform variables for the specified program object glGetAttachedShaders Returns the handles of the shader objects attached to a program object glGetAttribLocation Returns the location of an attribute variable glGetBufferParameteriv return parameters of a buffer object glGetBufferPointerv return the pointer to a mapped buffer object's data store glGetBufferSubData returns a subset of a buffer object's data store glGetClipPlane return the coefficients of the specified clipping plane glGetColorTable retrieve contents of a color lookup table glGetColorTableParameter get color lookup table parameters glGetCompressedTexImage return a compressed texture image glGetConvolutionFilter get current 1D or 2D convolution filter kernel glGetConvolutionParameter get convolution parameters glGetDebugMessageLog retrieve messages from the debug message log glGetError return error information glGetFragDataIndex query the bindings of color indices to user-defined varying out variables glGetFragDataLocation query the bindings of color numbers to user-defined varying out variables glGetFramebufferAttachmentParameteriv retrieve information about attachments of a bound framebuffer object glGetFramebufferParameter retrieve a named parameter from a framebuffer glGetHistogram get histogram table glGetHistogramParameter get histogram parameters glGetInternalFormativ retrieve information about implementation-dependent support for internal formats glGetInternalformat retrieve information about implementation-dependent support for internal formats glGetLight return light source parameter values glGetMap return evaluator parameters glGetMaterial return material parameters glGetMinmax get minimum and maximum pixel values glGetMinmaxParameter get minmax parameters glGetMultisamplefv retrieve the location of a sample glGetObjectLabel retrieve the label of a named object identified within a namespace glGetObjectPtrLabel retrieve the label of a sync object identified by a pointer glGetPixelMap return the specified pixel map glGetPointerv return the address of the specified pointer glGetPolygonStipple return the polygon stipple pattern glGetProgram Returns a parameter from a program object glGetProgramBinary return a binary representation of a program object's compiled and linked executable source glGetProgramInfoLog Returns the information log for a program object glGetProgramInterface query a property of an interface in a program glGetProgramPipeline retrieve properties of a program pipeline object glGetProgramPipelineInfoLog retrieve the info log string from a program pipeline object glGetProgramResource retrieve values for multiple properties of a single active resource within a program object glGetProgramResourceIndex query the index of a named resource within a program glGetProgramResourceLocation query the location of a named resource within a program glGetProgramResourceLocationIndex query the fragment color index of a named variable within a program glGetProgramResourceName query the name of an indexed resource within a program glGetProgramStage retrieve properties of a program object corresponding to a specified shader stage glGetQueryIndexediv return parameters of an indexed query object target glGetQueryObject return parameters of a query object glGetQueryiv return parameters of a query object target glGetRenderbufferParameteriv retrieve information about a bound renderbuffer object glGetSamplerParameter return sampler parameter values glGetSeparableFilter get separable convolution filter kernel images glGetShader Returns a parameter from a shader object glGetShaderInfoLog Returns the information log for a shader object glGetShaderPrecisionFormat retrieve the range and precision for numeric formats supported by the shader compiler glGetShaderSource Returns the source code string from a shader object glGetString return a string describing the current GL connection glGetSubroutineIndex retrieve the index of a subroutine uniform of a given shader stage within a program glGetSubroutineUniformLocation retrieve the location of a subroutine uniform of a given shader stage within a program glGetSynciv query the properties of a sync object glGetTexEnv return texture environment parameters glGetTexGen return texture coordinate generation parameters glGetTexImage return a texture image glGetTexLevelParameter return texture parameter values for a specific level of detail glGetTexParameter return texture parameter values glGetTransformFeedbackVarying retrieve information about varying variables selected for transform feedback glGetUniform Returns the value of a uniform variable glGetUniformBlockIndex retrieve the index of a named uniform block glGetUniformIndices retrieve the index of a named uniform block glGetUniformLocation Returns the location of a uniform variable glGetUniformSubroutine retrieve the value of a subroutine uniform of a given shader stage of the current program glGetVertexAttrib Return a generic vertex attribute parameter glGetVertexAttribPointerv return the address of the specified generic vertex attribute pointer glHint specify implementation-specific hints glHistogram define histogram table glIndex set the current color index glIndexMask control the writing of individual bits in the color index buffers glIndexPointer define an array of color indexes glInitNames initialize the name stack glInterleavedArrays simultaneously specify and enable several interleaved arrays glInvalidateBufferData invalidate the content of a buffer object's data store glInvalidateBufferSubData invalidate a region of a buffer object's data store glInvalidateFramebuffer invalidate the content some or all of a framebuffer object's attachments glInvalidateSubFramebuffer invalidate the content of a region of some or all of a framebuffer object's attachments glInvalidateTexImage invalidate the entirety a texture image glInvalidateTexSubImage invalidate a region of a texture image glIsBuffer determine if a name corresponds to a buffer object glIsEnabled test whether a capability is enabled glIsFramebuffer determine if a name corresponds to a framebuffer object glIsList determine if a name corresponds to a display list glIsProgram Determines if a name corresponds to a program object glIsProgramPipeline determine if a name corresponds to a program pipeline object glIsQuery determine if a name corresponds to a query object glIsRenderbuffer determine if a name corresponds to a renderbuffer object glIsSampler determine if a name corresponds to a sampler object glIsShader Determines if a name corresponds to a shader object glIsSync determine if a name corresponds to a sync object glIsTexture determine if a name corresponds to a texture glIsTransformFeedback determine if a name corresponds to a transform feedback object glIsVertexArray determine if a name corresponds to a vertex array object glLight set light source parameters glLightModel set the lighting model parameters glLineStipple specify the line stipple pattern glLineWidth specify the width of rasterized lines glLinkProgram Links a program object glListBase set the display-list base for glLoadIdentity replace the current matrix with the identity matrix glLoadMatrix replace the current matrix with the specified matrix glLoadName load a name onto the name stack glLoadTransposeMatrix replace the current matrix with the specified row-major ordered matrix glLogicOp specify a logical pixel operation for rendering glMap1 define a one-dimensional evaluator glMap2 define a two-dimensional evaluator glMapBuffer map a buffer object's data store glMapBufferRange map a section of a buffer object's data store glMapGrid define a one- or two-dimensional mesh glMaterial specify material parameters for the lighting model glMatrixMode specify which matrix is the current matrix glMemoryBarrier defines a barrier ordering memory transactions glMinSampleShading specifies minimum rate at which sample shaing takes place glMinmax define minmax table glMultMatrix multiply the current matrix with the specified matrix glMultTransposeMatrix multiply the current matrix with the specified row-major ordered matrix glMultiDrawArrays render multiple sets of primitives from array data glMultiDrawArraysIndirect render multiple sets of primitives from array data, taking parameters from memory glMultiDrawElements render multiple sets of primitives by specifying indices of array data elements glMultiDrawElementsBaseVertex render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index glMultiDrawElementsIndirect render indexed primitives from array data, taking parameters from memory glMultiTexCoord set the current texture coordinates glNewList create or replace a display list glNormal set the current normal vector glNormalPointer define an array of normals glObjectLabel label a named object identified within a namespace glObjectPtrLabel label a a sync object identified by a pointer glOrtho multiply the current matrix with an orthographic matrix glPassThrough place a marker in the feedback buffer glPatchParameter specifies the parameters for patch primitives glPauseTransformFeedback pause transform feedback operations glPixelMap set up pixel transfer maps glPixelStore set pixel storage modes glPixelTransfer set pixel transfer modes glPixelZoom specify the pixel zoom factors glPointParameter specify point parameters glPointSize specify the diameter of rasterized points glPolygonMode select a polygon rasterization mode glPolygonOffset set the scale and units used to calculate depth values glPolygonStipple set the polygon stippling pattern glPopDebugGroup pop the active debug group glPrimitiveRestartIndex specify the primitive restart index glPrioritizeTextures set texture residence priority glProgramBinary load a program object with a program binary glProgramParameter specify a parameter for a program object glProgramUniform Specify the value of a uniform variable for a specified program object glProvokingVertex specifiy the vertex to be used as the source of data for flat shaded varyings glPushAttrib push and pop the server attribute stack glPushClientAttrib push and pop the client attribute stack glPushDebugGroup push a named debug group into the command stream glPushMatrix push and pop the current matrix stack glPushName push and pop the name stack glQueryCounter record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed. glRasterPos specify the raster position for pixel operations glReadBuffer select a color buffer source for pixels glReadPixels read a block of pixels from the frame buffer glRect draw a rectangle glReleaseShaderCompiler release resources consumed by the implementation's shader compiler glRenderMode set rasterization mode glRenderbufferStorage establish data storage, format and dimensions of a renderbuffer object's image glRenderbufferStorageMultisample establish data storage, format, dimensions and sample count of a renderbuffer object's image glResetHistogram reset histogram table entries to zero glResetMinmax reset minmax table entries to initial values glResumeTransformFeedback resume transform feedback operations glRotate multiply the current matrix by a rotation matrix glSampleCoverage specify multisample coverage parameters glSampleMaski set the value of a sub-word of the sample mask glSamplerParameter set sampler parameters glScale multiply the current matrix by a general scaling matrix glScissor define the scissor box glScissorArray define the scissor box for multiple viewports glScissorIndexed define the scissor box for a specific viewport glSecondaryColor set the current secondary color glSecondaryColorPointer define an array of secondary colors glSelectBuffer establish a buffer for selection mode values glSeparableFilter2D define a separable two-dimensional convolution filter glShadeModel select flat or smooth shading glShaderBinary load pre-compiled shader binaries glShaderSource Replaces the source code in a shader object glShaderStorageBlockBinding change an active shader storage block binding glStencilFunc set front and back function and reference value for stencil testing glStencilFuncSeparate set front and/or back function and reference value for stencil testing glStencilMask control the front and back writing of individual bits in the stencil planes glStencilMaskSeparate control the front and/or back writing of individual bits in the stencil planes glStencilOp set front and back stencil test actions glStencilOpSeparate set front and/or back stencil test actions glTexBuffer attach the storage for a buffer object to the active buffer texture glTexBufferRange bind a range of a buffer's data store to a buffer texture glTexCoord set the current texture coordinates glTexCoordPointer define an array of texture coordinates glTexEnv set texture environment parameters glTexGen control the generation of texture coordinates glTexImage1D specify a one-dimensional texture image glTexImage2D specify a two-dimensional texture image glTexImage2DMultisample establish the data storage, format, dimensions, and number of samples of a multisample texture's image glTexImage3D specify a three-dimensional texture image glTexImage3DMultisample establish the data storage, format, dimensions, and number of samples of a multisample texture's image glTexParameter set texture parameters glTexStorage1D simultaneously specify storage for all levels of a one-dimensional texture glTexStorage2D simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture glTexStorage2DMultisample specify storage for a two-dimensional multisample texture glTexStorage3D simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map array texture glTexStorage3DMultisample specify storage for a two-dimensional multisample array texture glTexSubImage1D specify a one-dimensional texture subimage glTexSubImage2D specify a two-dimensional texture subimage glTexSubImage3D specify a three-dimensional texture subimage glTextureView initialize a texture as a data alias of another texture's data store glTransformFeedbackVaryings specify values to record in transform feedback buffers glTranslate multiply the current matrix by a translation matrix glUniform Specify the value of a uniform variable for the current program object glUniformBlockBinding assign a binding point to an active uniform block glUniformSubroutines load active subroutine uniforms glUseProgram Installs a program object as part of current rendering state glUseProgramStages bind stages of a program object to a program pipeline glValidateProgram Validates a program object glValidateProgramPipeline validate a program pipeline object against current GL state glVertex specify a vertex glVertexAttrib Specifies the value of a generic vertex attribute glVertexAttribBinding associate a vertex attribute and a vertex buffer binding glVertexAttribDivisor modify the rate at which generic vertex attributes advance during instanced rendering glVertexAttribFormat specify the organization of vertex arrays glVertexAttribPointer define an array of generic vertex attribute data glVertexBindingDivisor modify the rate at which generic vertex attributes advance glVertexPointer define an array of vertex data glViewport set the viewport glViewportArray set multiple viewports glViewportIndexed set a specified viewport glWaitSync instruct the GL server to block until the specified sync object becomes signaled glWindowPos specify the raster position in window coordinates for pixel operations gl_ClipDistance provides a forward-compatible mechanism for vertex clipping gl_FragCoord contains the window-relative coordinates of the current fragment gl_FragDepth establishes a depth value for the current fragment gl_FrontFacing indicates whether a primitive is front or back facing gl_GlobalInvocationID contains the global index of work item currently being operated on by a compute shader gl_InstanceID contains the index of the current primitive in an instanced draw command gl_InvocationID contains the invocation index of the current shader gl_Layer contains the selected layer of a multi-layer framebuffer attachment gl_LocalInvocationID contains the index of work item currently being operated on by a compute shader gl_LocalInvocationIndex contains the local linear index of work item currently being operated on by a compute shader gl_NumSamples contains the total number of samples in the framebuffer gl_NumWorkGroups contains the number of workgroups that have been dispatched to a compute shader gl_PatchVerticesIn contains the number of vertices in the current patch gl_PointCoord contains the coordinate of a fragment within a point gl_PointSize contains size of rasterized points, in pixels gl_Position contains the position of the current vertex gl_PrimitiveID contains the index of the current primitive gl_PrimitiveIDIn contains the index of the current primitive gl_SampleID contains the index of the sample currently being processed gl_SampleMask specifies the sample coverage mask for the current fragment gl_SampleMaskIn contains the computed sample coverage mask for the current fragment gl_SamplePosition contains the location of the current sample within the current fragment gl_TessCoord contains the coordinate of the vertex within the current patch gl_TessLevelInner contains the inner tessellation levels for the current patch gl_TessLevelOuter contains the outer tessellation levels for the current patch gl_VertexID contains the index of the current vertex gl_ViewportIndex contains the index of the viewport to be used in viewport transformation and scissoring gl_WorkGroupID contains the index of the workgroup currently being operated on by a compute shader gl_WorkGroupSize contains the size of the workgroup operated on by a compute shader
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